Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Launcher -> Filler -> Screw -> Ender -> Wall
- Launchers:
- d/f+2 (range, must be followed by d/f+1 or screw?)
- u/f+4 (hopkick, fast)
- WS+2 (ws)
- FLY+1
- FLY+2
- f,f+4
- u/f+3,4,3 (S!) (specialized combos, low crush)
- CH 4 (must be followed by b+2, magic 4)
- CH b+4 (cannot be followed by d/f+1)
- f,f+1+2 (rage drive, followed by u/f+3,4,3, see own section)
- Fillers:
- d/f+1 (must be followed by b/f+2,1,4?)
- f+3~f FLY 2
- Screws:
- f+4 (float)
- b,f+2,1,4 (long carry)
- b+2 (probably don't use outside of specialized combos)
- 3,1 (short carry)
- WS+4,4 (only used for weird floats)
- Enders:
- b,f+2,1,1+2 (damage, long carry)
- f+3~f FLY 4,2 (short carry)
- f+3~f FLY 3 (oki)
- WR 2 (very short carry)
- d/f+1, d/f+1, any of the above (after u/f,3,4,3)
- Wall:
- df+1,2 (easy)
- FLY+3 d+2 (best damage but wonky range)
- WR2 (best range)
- 2,1 1+2 (up-close damage)
- 1 d/f+1 1+2 (consistent)
- f+3~f FLY 2 1+2 (seen Rip do it sometimes)
- Infinite Stage Combo:
- Launcher -> f+3~f FLY 2 3,1 S! f+3~f FLY 4,2
- Small characters (Nina, Lee, others) may require b,f+2,1,4 as the screw depending on launcher! Try it if 3,1 whiffs
- Wall Stage Combos:
- Launcher -> f+3~f FLY 2 b,f+2,1,4 S! b,f+2,1,1+2 (longest carry)
- Launcher -> (f+4 _ b+2) f+3~f FLY 2 b,f+2,1,1+2 (good for near the middle of the stage)
- Magic 4:
- b+2 S! dash f+3~f FLY 2 b,f,2,1,1+2
- Tiger Uppercut:
- f+4 S! dash d/f+1 b,f+2,1,1+2
- Wall bounce:
- FLY 1 -> f+4 2,1 1+2 seems fine right now
- maybe FLY 1 -> f+3~f FLY 2 1+2?
- Slides and shenanigans:
- WS4,4 S! f+3~f FLY 2 b,f+1,2,1+2 (check this)
- Rage Drive:
- 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
- f+3~f FLY 4,2 and WR2 will do just fine for walls
- Punishers:
- i10: 1,1,2 _ 1,2,2
- i12: 1+2
- i13: d/f+1,2
- i15: u/f+4 -> combo _ 3,2 d+2
- i18: d/f+2 -> combo _ f+3~f FLY 2 -> combo
- WS
- i10: FC+1
- i11: WS4,4 -> Wall
- i13: WS1,2
- i15: u/f+4 -> combo
- i18: WS+2 -> combo
- Whiff:
- d/f+1,2
- 1,1,2
- 3,2
- f,f+2
- f,f+4
- d/f+2
- 3,1 W!
- Power crush:
- f+2
- f,f+2
- b+1+2 (parry)
- Homing:
- b+2
- ?
- Other notes:
- Sidewalk left 2,1 guarantees 1+2
- d/f+1,2 wallsplats into 2,1 1+2
- d/f+2 is impressive but doesn't actually do much damage compared to other launchers; but it has good range
- 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?
- Basic gameplan:
- After getting hit by something minor, stay on defense for a bit.
- After blocking something that doesn't seem to be plus on block, see plus frames or main pokes; also try b+2 against steppers.
- 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.
- 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.
- 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.
- Occasionally try b+1+2 against high/mid-string fuckos.
- Abuse the shit out of WR2 until someone proves they can step it; TEST other options for WR, including just stopping.
- Use 2+3 (long-range tiger) to harass once in a while.
- FLY options on pressure need real world testing, but:
- 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)
- FLY 1 is safe, but linear and only leads to a combo at the wall. Use 1+2 if not near the wall.
- FLY 1+2 is + on block; TEST if it can be stepped easily.
- FLY 3 seems mostly useless outside of wakeup and combos now that it no longer launches on CH. It does crush low.
- FLY 4,2 is low and does good damage and tracks well but is very very unsafe on block.
- FLY 1+3 is unbreakable but only really useful at the wall against respectful people.
- FLY f+1+2 is only to be used against very respectful people.
- 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.
- After knocking down at range (which Kazumi does a lot), WR2 beats damn near everything. TEST if anything beats it if timed correctly.
- 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.
- FLY 1+2 is basically the only move that has plus frames on block. Almost everything Kazumi does is plus on hit, including lows.
- I do not think any FLY move except FLY 3 is useful on wakeup unless someone is extremely respectful.
- NEED TO TEST:
- TEST other options for WR, including just stopping, specifically for people who can step WR2. Run up b+2?
- TEST chinese getup, flying kick, cross chop options vs WR2 (at range) and d/b+3 and d+2 (closeup).
- TEST whether I can trample after WR2.
- TEST oki options after 1,1,2 - specifically whether WR2 can beat wake-up kicks or whether I can trample.
- TEST if FLY 1+2 can be stepped easily.
- Things to work on:
- This space currently for rent
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement