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- Basic
- - Lack of defensive options makes parrying and teching super important
- - Taunts add +19%, +31%, +41% defense
- - EVERY SINGLE NORMAL is important
- - Very tall so can red parry second hit of many attacks
- - Must learn to dash punch under jumps to position, escape, and taunt
- - Random supers can sometimes be necessary tactic
- - Always buffer 2qcf when dash punching with meter
- - Must charge partition with dash punch combos
- - Opponents will jump to avoid command throw so use meaty cr.HP/HK often
- - Must learn to interrupt strings with hcb.K
- - Good blockstrings: 1. LK LK MK; 2. cr.LP cr.MK MK; 3. j.HP/HK cl.MK
- - Corner resets are decent but better for damage or taunts
- - Cancel SJ startup into command move, get invincibility from throws during startup (see flash)
- Opponent jumps from hcb.K?
- - b.MP or b.HP or qcf.P
- - cl.MK, (b)f+P
- - qcb.P
- - b.HK, qcb.P
- - karathrow
- - (b)f+P into reset
- - aa.MP
- - block on wakeup and then hcb.K :)
- LP
- - decent poke but bad recovery and crouchable
- - good against dashes
- - tick into hcb.K
- - even characters who crouch under can parry
- cl.LP
- - combos into qcb.2P and 2qcf.P
- - good against close/empty jumps
- - can tick to hcb.K but should be further back
- LK
- - better poke than LP
- - tick into hcb.K
- MP
- - great range, safe, decent recovery
- - good against preemptive jumps
- - can karathrow but use b.MP instead
- b.MP
- - great poke, antiair, karathrow
- - can hit opponents above and slightly behind you
- - moves forward
- MK
- - best poke - range, speed, priority, recovery
- - cannot be crouched
- - decent meaty
- - cannot be parried low
- cl.MK
- - necessary for combos
- - tick into karathrow
- - occasional meaty
- - cannot be parried low
- HP
- - worst punch normal
- - knockdown
- - can poke against tall characters but only safe at max range
- b.HP
- - safe, high priority
- - occasional antiair due to priority, safe on parry
- - can poke crouching DU UR HU AL Q
- HK
- - safe and high priority
- - unsafe on whiff and parry
- - meaty against backdashes
- - cannot be parried low
- b.HK
- - very weak recovery, use sparingly
- - if it hits early must be blocked low, causes knockdown, and can cancel
- - useful for chip if opponent cannot punish cl.b.HK, qcb.P
- - early has max low priority
- cr.LP
- - one of best pokes and counters
- - can be parried high as well
- cr.LK
- - decent but not as good as cr.LP
- - must be parried low
- cr.MP
- - great poke, stuff, and antiair, safe on air parry
- - tick into karathrow
- - can be parried high or low, so not great for meaty
- cr.MK
- - good poke and meter build
- - must be parried low
- cr.HP
- - excellent meaty, safe on block, high priority
- - larger hitbox than appears
- - can stuff some longer range low attacks, but beware of slow startup
- cr.HK
- - not safe but causes knockdown on hit
- - very rare antiair
- - must be parried low
- j.LP
- - fast startup, high priority, very long activefs
- - fake empty jump by attacking very late
- j.LK
- - hits lower than j.LP but otherwise not as good
- - good after parried air-to-air
- - change time on fake empty jump
- - tick into karathrow
- j.MP
- - good against opponents with high jumps and very tall opponents
- - generally weakest antiair
- j.MK
- - one of best air to air - priority, range
- - good defensive poke
- - great for spacing
- j.HP
- - great for combos
- - high priority (even against some anti-airs)
- - fast startup for heavy attack
- - taunt after air-to-air
- - tick into hcb.K
- j.HK
- - high priority
- - startup makes hitbox small in air
- - can sometimes hit opponents in areas where they lack invincibility
- - air-to-air causes knockdown
- - tick into karathrow or hcb.K
- - can whiff and then karathrow
- - on meaty cannot punish when parried
- MP+MK
- - slow and floaty but good range
- - can link into combo or super at max range or meaty
- - can sometimes cross up on opponent's wakeup
- - always charge so you can dash punch after cl.MK after
- LP+LK
- - most damage of normal throws
- - places opponent nearby (damage over taunt)
- - still only useful for throw teching or super fast throw
- b+LP+LK
- - kara out of b.MP
- - puts opponent into corner well
- - can only sometimes taunt
- f+LP+LK
- - puts opponent into corner well
- - can only sometimes taunt
- hcb+K
- - very heavy damage when followed up
- - generally only use HK except for 2 taunts after hcb.LK, qcb.HP
- - speed, distance, launch range altered
- - occasionally can do on wakeup if opponent is scared, but risky
- - if character can be crossed over with MP+MK, consider not following up
- (b)f+P
- - safe on block except HP vs. Ken SA3
- - can taunt after using as anti-air
- - great for escaping and positioning
- (b)f+(P)
- - unsafe on block
- - links to SA2 if opponent if close and opponent is crouching
- (b)f+K
- - unsafe on block
- - longer startup than (b)f+P
- qcb+P
- - LP is most useful, hits crouching opponents
- - MP good poke and for after parry
- - HP decent antiair
- - EX heavy damage, stun, chip; but unsafe
- - can taunt after EX
- - punished by SAs: CH-2 KE-3 DU-3 MA-1 NE-3 RE-2 Q-2
- - decent option on wakeup against jumping opponent
- 2qcf+P (1)
- - 6f startup, 3f invincibility, moves forward quickly
- - 5 hits; 4th is low
- - can be hard to punish on whiff, somewhat safe
- - can punish projectiles, meaties, shoto sweeps, much more
- - if opponent is crouching, cannot stand until end
- - hits all five times as late anti-air
- UOH/j.M/H, cl.MK, (b)f+L/M, 2qcf+P (1)
- (b)f+2P, (b)f+L/2P [almost cornered]
- MP (reset) [close to corner]
- (b)f+2K (1 hit), 2qcf+P
- hcb+LK, qcb+HP
- hcb+HK, (b)f+MP (ALL)
- (b)f+HP (IB/OR/RE/YA/YU)
- (b)f+2P, HK (ALL) (0.5)
- (b)f+(LP), (b)f+2P, 2qcf+P (AK/CH/DU/EL/KE/MA/RY/SE) (1.5)
- (b)f+(MP), (b)f+2P, 2qcf+P (IB/OR/YA/YU) (1.5)
- (b)f+MP, (b)f+L/M/2P (ALL) [close to corner]
- (b)f+HP, (b)f+L/M/2P (IB/OR/RE/YA/YU) [close to corner]
- (b)f+M/2P, MP (reset) (ALL) [close to corner]
- (b)f+HP, (b)f+M/2P (IB/RE/YA/YU) [corner]
- qcb+MP (IB/RE/YA/YU) [corner]
- b+HP (reset) (IB/RE/YA/YU) [corner]
- (b)f+MP, (b)f+M/2P (AL/CH/DU/EL/MA/IR/Q) [corner]
- qcb+MP (AL/DU/MA/OR/Q) [corner]
- b+HP (reset) (AL/DU/MA/OR/Q) [corner]
- (b)f+LP, (b)f+L/2P (AK/CH/EL/KE/NE/RY/SE/TW/UR)
- (b)f+LP, qcb+MP (AK/CH/EL/KE/NE/RY/SE/TW/UR)
- (b)f+LP, b+HP (reset) (AK/CH/EL/HU/KE/NE/RY/SE/TW/UR)
- (b)f+2P, (b)f+L/2P (ALL) [almost cornered]
- aa.qcb+P (1 hit), MP (reset) (ALL) [close to corner]
- b+HP (reset) (ALL) [corner]
- (b)f+L/2P (ALL) [corner]
- (b)f+L/2P (reset) (ALL) [close to corner]
- aa.(b)f+P, MP (reset) (ALL) [close to corner]
- (b)f+L/2P (reset) (ALL) [close to corner]
- b+HP (reset) (ALL) [corner]
- (b)f+L/2P (ALL) [corner]
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