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Dec 8th, 2019
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  1. Basic
  2. - Lack of defensive options makes parrying and teching super important
  3. - Taunts add +19%, +31%, +41% defense
  4. - EVERY SINGLE NORMAL is important
  5. - Very tall so can red parry second hit of many attacks
  6. - Must learn to dash punch under jumps to position, escape, and taunt
  7. - Random supers can sometimes be necessary tactic
  8. - Always buffer 2qcf when dash punching with meter
  9. - Must charge partition with dash punch combos
  10. - Opponents will jump to avoid command throw so use meaty cr.HP/HK often
  11. - Must learn to interrupt strings with hcb.K
  12. - Good blockstrings: 1. LK LK MK; 2. cr.LP cr.MK MK; 3. j.HP/HK cl.MK
  13. - Corner resets are decent but better for damage or taunts
  14. - Cancel SJ startup into command move, get invincibility from throws during startup (see flash)
  15.  
  16. Opponent jumps from hcb.K?
  17. - b.MP or b.HP or qcf.P
  18. - cl.MK, (b)f+P
  19. - qcb.P
  20. - b.HK, qcb.P
  21. - karathrow
  22. - (b)f+P into reset
  23. - aa.MP
  24. - block on wakeup and then hcb.K :)
  25.  
  26. LP
  27. - decent poke but bad recovery and crouchable
  28. - good against dashes
  29. - tick into hcb.K
  30. - even characters who crouch under can parry
  31. cl.LP
  32. - combos into qcb.2P and 2qcf.P
  33. - good against close/empty jumps
  34. - can tick to hcb.K but should be further back
  35. LK
  36. - better poke than LP
  37. - tick into hcb.K
  38. MP
  39. - great range, safe, decent recovery
  40. - good against preemptive jumps
  41. - can karathrow but use b.MP instead
  42. b.MP
  43. - great poke, antiair, karathrow
  44. - can hit opponents above and slightly behind you
  45. - moves forward
  46. MK
  47. - best poke - range, speed, priority, recovery
  48. - cannot be crouched
  49. - decent meaty
  50. - cannot be parried low
  51. cl.MK
  52. - necessary for combos
  53. - tick into karathrow
  54. - occasional meaty
  55. - cannot be parried low
  56. HP
  57. - worst punch normal
  58. - knockdown
  59. - can poke against tall characters but only safe at max range
  60. b.HP
  61. - safe, high priority
  62. - occasional antiair due to priority, safe on parry
  63. - can poke crouching DU UR HU AL Q
  64. HK
  65. - safe and high priority
  66. - unsafe on whiff and parry
  67. - meaty against backdashes
  68. - cannot be parried low
  69. b.HK
  70. - very weak recovery, use sparingly
  71. - if it hits early must be blocked low, causes knockdown, and can cancel
  72. - useful for chip if opponent cannot punish cl.b.HK, qcb.P
  73. - early has max low priority
  74. cr.LP
  75. - one of best pokes and counters
  76. - can be parried high as well
  77. cr.LK
  78. - decent but not as good as cr.LP
  79. - must be parried low
  80. cr.MP
  81. - great poke, stuff, and antiair, safe on air parry
  82. - tick into karathrow
  83. - can be parried high or low, so not great for meaty
  84. cr.MK
  85. - good poke and meter build
  86. - must be parried low
  87. cr.HP
  88. - excellent meaty, safe on block, high priority
  89. - larger hitbox than appears
  90. - can stuff some longer range low attacks, but beware of slow startup
  91. cr.HK
  92. - not safe but causes knockdown on hit
  93. - very rare antiair
  94. - must be parried low
  95. j.LP
  96. - fast startup, high priority, very long activefs
  97. - fake empty jump by attacking very late
  98. j.LK
  99. - hits lower than j.LP but otherwise not as good
  100. - good after parried air-to-air
  101. - change time on fake empty jump
  102. - tick into karathrow
  103. j.MP
  104. - good against opponents with high jumps and very tall opponents
  105. - generally weakest antiair
  106. j.MK
  107. - one of best air to air - priority, range
  108. - good defensive poke
  109. - great for spacing
  110. j.HP
  111. - great for combos
  112. - high priority (even against some anti-airs)
  113. - fast startup for heavy attack
  114. - taunt after air-to-air
  115. - tick into hcb.K
  116. j.HK
  117. - high priority
  118. - startup makes hitbox small in air
  119. - can sometimes hit opponents in areas where they lack invincibility
  120. - air-to-air causes knockdown
  121. - tick into karathrow or hcb.K
  122. - can whiff and then karathrow
  123. - on meaty cannot punish when parried
  124. MP+MK
  125. - slow and floaty but good range
  126. - can link into combo or super at max range or meaty
  127. - can sometimes cross up on opponent's wakeup
  128. - always charge so you can dash punch after cl.MK after
  129. LP+LK
  130. - most damage of normal throws
  131. - places opponent nearby (damage over taunt)
  132. - still only useful for throw teching or super fast throw
  133. b+LP+LK
  134. - kara out of b.MP
  135. - puts opponent into corner well
  136. - can only sometimes taunt
  137. f+LP+LK
  138. - puts opponent into corner well
  139. - can only sometimes taunt
  140.  
  141.  
  142. hcb+K
  143. - very heavy damage when followed up
  144. - generally only use HK except for 2 taunts after hcb.LK, qcb.HP
  145. - speed, distance, launch range altered
  146. - occasionally can do on wakeup if opponent is scared, but risky
  147. - if character can be crossed over with MP+MK, consider not following up
  148. (b)f+P
  149. - safe on block except HP vs. Ken SA3
  150. - can taunt after using as anti-air
  151. - great for escaping and positioning
  152. (b)f+(P)
  153. - unsafe on block
  154. - links to SA2 if opponent if close and opponent is crouching
  155. (b)f+K
  156. - unsafe on block
  157. - longer startup than (b)f+P
  158. qcb+P
  159. - LP is most useful, hits crouching opponents
  160. - MP good poke and for after parry
  161. - HP decent antiair
  162. - EX heavy damage, stun, chip; but unsafe
  163. - can taunt after EX
  164. - punished by SAs: CH-2 KE-3 DU-3 MA-1 NE-3 RE-2 Q-2
  165. - decent option on wakeup against jumping opponent
  166. 2qcf+P (1)
  167. - 6f startup, 3f invincibility, moves forward quickly
  168. - 5 hits; 4th is low
  169. - can be hard to punish on whiff, somewhat safe
  170. - can punish projectiles, meaties, shoto sweeps, much more
  171. - if opponent is crouching, cannot stand until end
  172. - hits all five times as late anti-air
  173.  
  174.  
  175. UOH/j.M/H, cl.MK, (b)f+L/M, 2qcf+P (1)
  176. (b)f+2P, (b)f+L/2P [almost cornered]
  177. MP (reset) [close to corner]
  178.  
  179. (b)f+2K (1 hit), 2qcf+P
  180.  
  181. hcb+LK, qcb+HP
  182. hcb+HK, (b)f+MP (ALL)
  183. (b)f+HP (IB/OR/RE/YA/YU)
  184. (b)f+2P, HK (ALL) (0.5)
  185. (b)f+(LP), (b)f+2P, 2qcf+P (AK/CH/DU/EL/KE/MA/RY/SE) (1.5)
  186. (b)f+(MP), (b)f+2P, 2qcf+P (IB/OR/YA/YU) (1.5)
  187. (b)f+MP, (b)f+L/M/2P (ALL) [close to corner]
  188. (b)f+HP, (b)f+L/M/2P (IB/OR/RE/YA/YU) [close to corner]
  189. (b)f+M/2P, MP (reset) (ALL) [close to corner]
  190. (b)f+HP, (b)f+M/2P (IB/RE/YA/YU) [corner]
  191. qcb+MP (IB/RE/YA/YU) [corner]
  192. b+HP (reset) (IB/RE/YA/YU) [corner]
  193. (b)f+MP, (b)f+M/2P (AL/CH/DU/EL/MA/IR/Q) [corner]
  194. qcb+MP (AL/DU/MA/OR/Q) [corner]
  195. b+HP (reset) (AL/DU/MA/OR/Q) [corner]
  196. (b)f+LP, (b)f+L/2P (AK/CH/EL/KE/NE/RY/SE/TW/UR)
  197. (b)f+LP, qcb+MP (AK/CH/EL/KE/NE/RY/SE/TW/UR)
  198. (b)f+LP, b+HP (reset) (AK/CH/EL/HU/KE/NE/RY/SE/TW/UR)
  199. (b)f+2P, (b)f+L/2P (ALL) [almost cornered]
  200. aa.qcb+P (1 hit), MP (reset) (ALL) [close to corner]
  201. b+HP (reset) (ALL) [corner]
  202. (b)f+L/2P (ALL) [corner]
  203. (b)f+L/2P (reset) (ALL) [close to corner]
  204. aa.(b)f+P, MP (reset) (ALL) [close to corner]
  205. (b)f+L/2P (reset) (ALL) [close to corner]
  206. b+HP (reset) (ALL) [corner]
  207. (b)f+L/2P (ALL) [corner]
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