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  1. Launcher -> Filler -> Screw -> Ender -> Wall
  2.  
  3. Launchers:
  4. d/f+2 (range, must be followed by d/f+1 or screw?)
  5. u/f+4 (hopkick, fast)
  6. WS+2 (ws)
  7. FLY+1
  8. FLY+2
  9. f,f+4
  10. u/f+3,4,3 (S!) (specialized combos, low crush)
  11. CH 4 (must be followed by b+2, magic 4)
  12. CH b+4 (cannot be followed by d/f+1)
  13. f,f+1+2 (rage drive, followed by u/f+3,4,3, see own section)
  14.  
  15. Fillers:
  16. d/f+1 (must be followed by b/f+2,1,4?)
  17. f+3~f FLY 2
  18.  
  19. Screws:
  20. f+4 (float)
  21. b,f+2,1,4 (long carry)
  22. b+2 (probably don't use outside of specialized combos)
  23. 3,1 (short carry)
  24. WS+4,4 (only used for weird floats)
  25.  
  26. Enders:
  27. b,f+2,1,1+2 (damage, long carry)
  28. f+3~f FLY 4,2 (short carry)
  29. f+3~f FLY 3 (oki)
  30. WR 2 (very short carry)
  31. d/f+1, d/f+1, any of the above (after u/f,3,4,3)
  32.  
  33. Wall:
  34. df+1,2 (easy)
  35. FLY+3 d+2 (best damage but wonky range)
  36. WR2 (best range)
  37. 2,1 1+2 (up-close damage)
  38. 1 d/f+1 1+2 (consistent)
  39. f+3~f FLY 2 1+2 (seen Rip do it sometimes)
  40.  
  41. Infinite Stage Combo:
  42. Launcher -> f+3~f FLY 2 3,1 S! f+3~f FLY 4,2
  43. Small characters (Nina, Lee, others) may require b,f+2,1,4 as the screw depending on launcher! Try it if 3,1 whiffs
  44.  
  45. Wall Stage Combos:
  46. Launcher -> f+3~f FLY 2 b,f+2,1,4 S! b,f+2,1,1+2 (longest carry)
  47. Launcher -> (f+4 _ b+2) f+3~f FLY 2 b,f+2,1,1+2 (good for near the middle of the stage)
  48.  
  49. Magic 4:
  50. b+2 S! dash f+3~f FLY 2 b,f,2,1,1+2
  51.  
  52. Tiger Uppercut:
  53. f+4 S! dash d/f+1 b,f+2,1,1+2
  54.  
  55. Wall bounce:
  56. FLY 1 -> f+4 2,1 1+2 seems fine right now
  57. maybe FLY 1 -> f+3~f FLY 2 1+2?
  58.  
  59. Slides and shenanigans:
  60. WS4,4 S! f+3~f FLY 2 b,f+1,2,1+2 (check this)
  61.  
  62. Rage Drive:
  63. RD -> u/f+3,4,3 S! u/f+3,4,1 is the most optimal thing that isn't extremely stupid as far as I can tell
  64. f+3~f FLY 4,2 and WR2 will do just fine for walls
  65.  
  66. Punishers:
  67. i10: 1,1,2 _ 1,2,2
  68. i12: 1+2
  69. i13: d/f+1,2
  70. i15: u/f+4 -> combo _ 3,2 d+2
  71. i18: d/f+2 -> combo _ f+3~f FLY 2 -> combo
  72.  
  73. WS
  74. i10: FC+1
  75. i11: WS4,4 -> Wall
  76. i13: WS1,2
  77. i15: u/f+4 -> combo
  78. i18: WS+2 -> combo
  79.  
  80. Whiff:
  81. d/f+1,2
  82. 1,1,2
  83. 3,2
  84. f,f+2
  85. f,f+4
  86. d/f+2
  87. 3,1 W!
  88.  
  89. Power crush:
  90. f+2
  91. f,f+2
  92. b+1+2 (parry)
  93.  
  94. Homing:
  95. b+2
  96. ?
  97.  
  98. Other notes:
  99. Sidewalk left 2,1 guarantees 1+2
  100. d/f+1,2 wallsplats into 2,1 1+2
  101. d/f+2 is impressive but doesn't actually do much damage compared to other launchers; but it has good range
  102. Kazumi actually wants to have the opponent hit the wall at a very particular distance so she can do FLY 3 d+2 so try shorter carry sometimes?
  103.  
  104.  
  105. Basic gameplan:
  106. After getting hit by something minor, stay on defense for a bit.
  107. After blocking something that doesn't seem to be plus on block, see plus frames or main pokes; also try b+2 against steppers.
  108. Use 1,1, d/f+1, d/b+4, 2,1 as main pokes at neutral. Use d/b+4 sparingly because it loses to damn near everything. Use d/b+1+2 or 3,2 at 1 range to fish.
  109. On plus frames, try d/f+1, d+1,2, d/b+4, 1,1, 2,1, 4 (if close), or f+3~f. Use throws wisely.
  110. On minus, try stepping, backdashing, crouching, or downjabbing. Rarely try f+2 or d/b+2,3,4. Occasionally try sidestep -> 4 _ u/f+4 but be careful against CH-happy characters.
  111. Occasionally try b+1+2 against high/mid-string fuckos.
  112. Abuse the shit out of WR2 until someone proves they can step it; TEST other options for WR, including just stopping.
  113. Use 2+3 (long-range tiger) to harass once in a while.
  114. FLY options on pressure need real world testing, but:
  115. FLY 2 is the only one that cannot be interrupted, and beats sidestep usually. However it is high and -10 (no big deal against many characters, especially online)
  116. FLY 1 is safe, but linear and only leads to a combo at the wall. Use 1+2 if not near the wall.
  117. FLY 1+2 is + on block; TEST if it can be stepped easily.
  118. FLY 3 seems mostly useless outside of wakeup and combos now that it no longer launches on CH. It does crush low.
  119. FLY 4,2 is low and does good damage and tracks well but is very very unsafe on block.
  120. FLY 1+3 is unbreakable but only really useful at the wall against respectful people.
  121. FLY f+1+2 is only to be used against very respectful people.
  122. Try using FLY 2 a lot unless people start ducking or punishing it; if they seem scared to press buttons during FLY start using 1+2 or 4,2.
  123. After knocking down at range (which Kazumi does a lot), WR2 beats damn near everything. TEST if anything beats it if timed correctly.
  124. After knocking down closeby, start sidestepping right to beat mid kicks, FLY 3 to beat low kicks, d/b+3 or d+2 to beat everything else. TEST chinese getup, flying kick, cross chop.
  125. FLY 1+2 is basically the only move that has plus frames on block. Almost everything Kazumi does is plus on hit, including lows.
  126. I do not think any FLY move except FLY 3 is useful on wakeup unless someone is extremely respectful.
  127.  
  128. NEED TO TEST:
  129. TEST other options for WR, including just stopping, specifically for people who can step WR2. Run up b+2?
  130. TEST chinese getup, flying kick, cross chop options vs WR2 (at range) and d/b+3 and d+2 (closeup).
  131. TEST whether I can trample after WR2.
  132. TEST oki options after 1,1,2 - specifically whether WR2 can beat wake-up kicks or whether I can trample.
  133. TEST if FLY 1+2 can be stepped easily.
  134.  
  135. Things to work on:
  136. This space currently for rent
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