lornlynx

GBFV - Zooey notes

Apr 28th, 2020 (edited)
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  1. (This is meant to be read in a text-editor and without linebreaks as nothing is formatted, so download it or tap the raw option. Last update: 13.05.2020)
  2.  
  3. #1 Notation
  4. #2 Combos & Blockstrings
  5. #3 All about setups
  6. #4 Other personal notes
  7. #5 Other people's notes
  8.  
  9.  
  10. ===================================================================================================================================================================================
  11.  
  12.  
  13.  
  14. #1 Notation:
  15.  
  16. > combo or blockstrings
  17. <x> explicit mention when a combo does NOT work where one would assume it should; or if at end of combo means combo-limit is reached
  18. <r> reset or change from blockstring to combo
  19. <co> when combo carried them into the corner only then following moves can be used
  20. |> character specific combo
  21. ~X/~> in general delays or microthings/plinks; stuff like delayed button presses, delayed combo, delayed jump etc.
  22. X any L|M|H-normal (if no c. then means always far normal)
  23. c.X close normal
  24. j.X jump normal
  25. XXX/ac autocombo, can usually stop earlier and use any normal unless specified otherwise
  26. (X) blocked/whiffed/mixup move
  27. (Y) only first Y hits or certain parts of multi-hitting move to hit or be blocked (all hits if it isn't declared)
  28. [X] hold button
  29. ]X[ release held button
  30. X(w) last move whiffs (where it would usually hit)
  31. X(h) last move hits (where it would usually whiff)
  32. X(bl) last move was blocked (where it would usually hit)
  33. X(Cr) on crouching enemy
  34. X(St) on standing enemy
  35. CH counterhit
  36. G Guard-button
  37. SBA Skyboundart; with no suffix it means damage doesn't change and both methods can be used; cinematic is the same on both
  38. SBA(E) Skyboundart with the Easy-input; if only SBA(E) makes sense input-wise, even if Technical-input would theoretically work
  39. SBA(T) Skyboundart with the Technical-input; when Easy-input would make cinematic whiff
  40. SBA(E|T) Skyboundart with Easy- or Technical-input and both give cinematic, but the damage still differs
  41. SBA(E-N/T-N) when doing Easy/Technical input but it still doesn't give the cinematic either, still best (only) choice
  42. SSBA Super-Skyboundart
  43. 66/44 forward-/back-dash
  44. ~66/~6 is micro-/micro-step
  45. sj safejump
  46. hj highjump (aka superjump)
  47. th throw
  48. fth forward-throw
  49. bth backward-throw
  50. ath air-throw
  51. bl blocking
  52. bl(Cr) crouch-blocking
  53. bl(St) stand-blocking
  54. bs block-string
  55. mu mix-up
  56. wp whiff-punish
  57. OB on-block
  58. OH on-hit
  59. KND knockdown
  60. afap is as fast as possible, not what you are thinking
  61. ahap is as high as possible
  62. alap is as late as possible
  63. ~d1/d2 first/second part of H-version of Summon dragon
  64. Bars: SS - Spinning-Slash, DP - Dragon-punch, SD - Summon dragon, T - Thunder
  65.  
  66.  
  67. ===================================================================================================================================================================================
  68.  
  69.  
  70.  
  71. #2 Combos & Blockstrings:
  72.  
  73.  
  74. Midscreen Combos:
  75. c.XXX > 214X~X [2560|2630]
  76. > 214H~6X [2750 dmg; pushes away very far in perfect 22M range; L and M version do NOT combo and add a frametrap instead]
  77. <co> 5M|5H > SSBA(E) [4500 dmg; corner-carry]
  78. > (236M|H) [for the setup]
  79. > 236L [2320 dmg]
  80. > 22L|H [2530|2840 dmg; never gives a knockdown but pushes ~midscreen and better dmg]
  81. > 623H [2740 dmg]
  82. > 5U~6X [2320 dmg; dragon-meter build]
  83. 2L|c.L > 5L > 214L|H~X [1640|1720 dmg]
  84. > 2L|c.L > 5L > 214L|H~X [1850|1920 dmg]
  85. > 2L > SBA(E) [3554 dmg]
  86. > c.LLL > 22L|H [1720|1940 dmg]
  87. > 214X~X [1945|2005 dmg]
  88. > 623H [2105 dmg]
  89. > 5U~6X [1745 dmg; dragon-meter build]
  90. 2M|5M|5H > 214L [1720 dmg; whiffs on max-range]
  91. > 214H [1820 dmg; hits everywhere]
  92. > SBA(E) [4500 dmg; whiffs on longer ranges]
  93. > SSBA(E) [4200 dmg; can't get animations unless very close, but has more range than SBA]
  94. 2U > 214L|H [1702|1820 dmg]
  95. > SSBA(E)|SSBA(E) [4200 dmg]
  96. 236M > SSBA(E) [4500 dmg; might whiff max-range]
  97. > 623M [2400 dmg; needs to be point-blank]
  98. 623H(3-6) > c.LLL > 214M|H~X [2205 dmg; against fireballs etc]
  99. (22[L]) > 236L~]L[ > 236M [whack midscreen combo, might be decent to zone them]
  100.  
  101. CH c.H > c.HHH > 214H~X
  102. CH 2|5M > 214M
  103. CH 2U > 214M
  104. CH 214L|H~6X
  105. CH 214H > 5L|2M|5M|5H|2U
  106. > c.HHH > 236L (close hits)
  107. CH (214H)~X > 2U
  108. 2|5M(Cr) > 214M
  109. 214L|H(Cr)~6X
  110.  
  111.  
  112. Anti-air:
  113. 2H > 623M|H [2300 dmg; last hits whiff easily on max-range but you should still be plus and using H is prob not worth]
  114. > 5U~6X [1700 dmg; whiffs easily]
  115. > 5U > 5M > 214L|H~6X [2680|2760 dmg; L whiffs easily]
  116. > (22[L]) [meaty hits about where they land]
  117. CH 2H > 5M > 5U~6X [1700 dmg; for close hits]
  118. > 5U > 5M > 214L|H~6X [2680|2760 dmg; L whiffs easily]
  119. > (22[M]) [they land EXACTLY on the post!]
  120. > (623H) [DP hits meaty]
  121. > c.M > 623H [2740 dmg; very close hits only]
  122. > 5U~66 > 5H > 214M~6X
  123. > c.MMM > 214H~6X [3005 dmg; unreliable]
  124. > 214M~6X [2280 dmg]
  125. > (214H)~X > c.LLL > 623M(1) [2325 dmg; delay followup depending on high; if you don't cross-up you only get a 5L; only 1 hit of DP hits but you should be plus]
  126. > (214L) > c.LLL > (623M) [kinda unreliable; DPs should hit meaty]
  127. > (236L) [dragon hits meaty]
  128. > (22[H]) [reset option that should also bait DPs https://youtu.be/3hIDsTQVwPY?t=425]
  129. CH c.H > 5U~6X [1900 dmg]
  130. > 623M|H [2100 dmg]
  131. > 5U > 5M > 214H~6H [2960 dmg]
  132. c.HHH > 623M|H [2740 dmg]
  133.  
  134.  
  135. Against UOH:
  136. c.LLL > 623M|H [1940 dmg]
  137.  
  138. #=======================================================================================#
  139.  
  140.  
  141. Corner Combos:
  142. c.XXX > 214H~6X > c.HHH > 5U~6X [3730 dmg; gives dragon-meter]
  143. > c.H > 623M|H [3870 dmg] test me if full autocombo is more dmg?
  144. > 2H > ~5U > 5L > 623H [3700 dmg; gives dragon-meter; kinda tight, only tap the 5U and wait a bit before pressing the 5L]
  145. > 623L [gives you a meaty reset mby?]
  146. > 236L [3530 dmg; makes them tech in the air, might give a 22L setup?]
  147. > 22H > 2M > 214H~6X > c.H > 623H [3960 dmg]
  148. c.XX > 22H > 2U > 214L~6X [3535 dmg; c.XXX whiffs on smalls]
  149. c.H > 22H > 2M > 214H~6X > c.H > 623H [4580 dmg]
  150. > 2H > 236M [gives you a meaty reset mby?]
  151. 2L > 2L > 5L > 214H~6X > c.H > 623H [3160 dmg]
  152. 5L|2M|5M|5H > 214H~6X > c.HHH > 623H [3425 dmg]
  153.  
  154. CH c.H > 236M > j.U~j.U > c.H > 214H~6X > c.H > 623H
  155. > j.U > j.22H > 5M|5H > 214H~6X > c.H > 5U~6X
  156. CH 22H > ... [https://youtu.be/3hIDsTQVwPY?t=378]
  157. CH (214L|M)~6X > c.H > 214H~6H > c.H > 623H [4030|4230 dmg]
  158.  
  159.  
  160. Anti-air:
  161. CH 2H > 236M > j.U~j.U > c.H > 623H
  162. > j.U~j.22H > 2M > SBA
  163. > j.U > c.H > 214H~6X > c.H > 623H
  164. > j.22H > 5H > 214H~6X > c.H > 623H
  165. > 5U~66 > c.H > 214H~6X > c.H > 623H
  166. > 5U~j.U~j.U > c.H > 214H~6X > c.H > 623H
  167. > 22H > c.H > 214H~6X > c.H > 623H
  168. > (214L) > c.H > 214H~6X > c.H > 623H
  169. > 236L > 2H > 236L > 2H > 236L > SBA [dragonloops]
  170. > (236H) [to go into a mixup]
  171. CH j.U~j.U > j.U~j.U > c.H > 214H~6X > c.H > 623H
  172. j.22H > 5H > 214H~6X > c.H > 623H
  173.  
  174.  
  175. UOH:
  176. CH UOH > c.H > 22H > 2M > 214H~6X > c.H > 623H [4935 dmg]
  177. (22[H] >) UOH~]H[ > c.H > 214H~6X > c.H > 623H [5050 dmg]
  178. (22[L|M] >) UOH~]L|M[ > c.LL > 22H > 2M > 214H~6X > c.H > 623H [should be possible but tight af]
  179.  
  180. #=======================================================================================#
  181.  
  182.  
  183. Blockstrings:
  184.  
  185. c.XXX > 22L (leaves you in perfect 2|5M range; prob -2 OB, 2M clashes with Gran's; seems to be safest option; GOTO)
  186. > 22H (very far pushback, maybe to get distance and setup ranged dragon?)
  187. > 214M (natural frametrap AND safe OB!; don't use 214L, it's not safe!; risky against reversals; GOTO)
  188. > 236L (natural frametrap AND safe OB!; GOTO)
  189. > 236M (loses to all normals, but you can condition them with the other frametraps and when they don't press buttons try that reset)
  190. > 623X (risky and they can freely mash out a light and still block in time)
  191. > 5U~6X (super unsafe but should beat Normals; she is invincible but DPs are too fast, except mby Ferrie's or Beelze's)
  192. 2L|c.L > 2L|c.L > 2L > 2M (beats all normals)
  193. > 214L|H (beats all normals if close enough)
  194. > 5M (beats all lights and clashes with fast mids)
  195. > 2U (beats all lights and clashes with fast mids)
  196. > 5H (loses to 5f lights but should beat all mids)
  197. > 623X (super-risky as people fast characters can counterpoke and still anti-air you)
  198. > 5L (beats all normals)
  199. > 214L|H (beats all normals)
  200. > 236L (beats all normals)
  201. > 22L (unsafe against mids but hits them right where they stand and could maybe be conditioned?)
  202. > 2M (beats all normals)
  203. > 236M (test me, but should be very safe)
  204. > 2U (beats all normals and should be very safe due to pushback)
  205. > 22L|H (beats all normals)
  206. > 214X (loses to fast lights and mids)
  207. > c.H (loses to lights and fast mids)
  208. > c.M (beats all normals)
  209. > c.H (loses to lights and fast mids, but should be good if you conditioned them expecting a tight frametrap)
  210. > 22L|H (beats all normals but L-lightning won't hit)
  211. c.M > 2L (clashes with 5f normals)
  212. > 214L|H (should beat all normals)
  213. > 22L|H (should beat all normals)
  214. 5L > 214L|H (should beat all normals)
  215. 2M|5M|5H > 214M|H (should beat all normals; max-range and even up close!; L works close but whiffs on range with benefit of comboing)
  216. > (214L)~X (only on max-range makes it whiff while their 5Ls whiff and you hit them with the shield-slam, loses to all else though)
  217. > 22L (on max-range makes shorter moves whiff and punishes them lol)
  218.  
  219.  
  220. ===================================================================================================================================================================================
  221.  
  222.  
  223.  
  224. #3 All about setups:
  225.  
  226. (Corner unless stated otherwise)
  227.  
  228.  
  229. 214X~X > 236H is standard Midscreen setup
  230. > (236L) > 44 > 2M ~> 236H (that whack off-screen dragon-setup from https://youtu.be/3hIDsTQVwPY?t=250)
  231. 2U > 236H is a true meaty setup (aka they can NOT jump out!)
  232. > 22[L|H] gives you a meaty|safejump setup; use L Midscreen and H in Corner
  233.  
  234. fth > 236L Midscreen hits true meaty; you need to delay the button quite a bit (press it a bit after they hit the ground) GOTO
  235. > 623M|H Midscreen hits meaty, but only M is true meaty
  236. > 236M in Corner is a true meaty GOTO
  237. bth > 236M is a true meaty
  238. > 623X should be meaty
  239.  
  240.  
  241. End juggles in:
  242. c.HHH > 236M|H
  243. > 236L gives a meaty UOH that combos freely and is 0 OB??? test me
  244. c.HH > 22[H] gives you a safejump!; can also bait DPs for a neat combo
  245. > 22H > 236M should give a true meaty with a small delay
  246. c.LL > 22[L] test me
  247. 623H > 236M is a true meaty! GOTO
  248. > 236H
  249. > 22[H] DP-safe setup!
  250. 2U > 236H is a true meaty GOTO
  251. > 22[H] gives you a safejump!
  252.  
  253.  
  254. 236H > 2U~d1 > 5H~d2 > SSBA (Midscreen]
  255. > 623M(3-6)~d1 > 2U|UOH~d2 (Midscreen at range)
  256. 236H > 2U~d1 <co> c.H~d2 > j.U~j.U > c.H > 623H (Corner)
  257. > 214H~6X > j.U~j.U > c.H > 623H
  258. > c.L > 2L~d1 > 2U~d2 > j.U~j.U > c.HHH > 5U~6X (great combo-route if you've used all bars previously]
  259. > 2L~d1 > ~66 > 2U~d2 > j.U~j.U > c.HHH > 5U~6X
  260. > c.H > 214H~6X > 623H
  261. > c.H > 214H~6X > 623H
  262. > c.HHH > 22H > 2U
  263. > UOH~d2 > (~66) > c.HHH > 214H~X (with microdash also works midscreen; even combos when the 2L hits)
  264. > 22H > 2U
  265. > c.LLL > ...
  266. > 2M~d1 > UOH~d2 > ~66 > c.L? > ...
  267. > j.H~d1 > 2L > UOH~d2 (sj high mu)
  268. > c.L~d2 > 2L > UOH
  269. > j.H~d2 (safejump?)
  270. > j~d1 > 2L~d2 > ~66 > c.HHH > ... (sj low mu)
  271. > j.U~d1 > d2~j.U~j.U > j.U~j.22H > 5L > SSBA (https://youtu.be/3hIDsTQVwPY?t=625)
  272. > fth~d2 > ~66 > c.H > 214H~6X > c.H > 623H (you can throw in-between the lasers and get a combo!; might turn out to be a gimmick?)
  273. > j.U~j.U > c.H > 214H~6X > c.H > 623H
  274. > 2H > UOH
  275. > j.H|j~2L [when they tech the throw you can get a safejump still)
  276. > bl~d1 > d2 ~> j.U > j.U~j.U > c.H > SSBA (DP-punish https://youtu.be/3hIDsTQVwPY?t=549)
  277. > 2U|UOH~d2 > ...
  278. > j~d1 > j.L~d2 > c.LLL > 214H~6X > c.H > ... (Fuzzy]
  279. > d1~ath > j.U~j.U > c.H > 214H~6X > c.H > ... (good against Lancelot DP?]
  280. <co> j.H~d1 > d2 > j.H > j.22H (Corner up-close; might crossup? https://youtu.be/Hj761Uz3O6c?t=207)
  281. 22[H] > j.M > 236H~]H[ > c.LL~d1 > 2U~d2 > j.U~j.U > c.H > 623H
  282. > j.M(bl) > 236H~]H[ > 5L~d1 > ~66 > 2U~d2 > j.U~j.U > c.H > 623H
  283. > fth~d2 > c.H > 623H
  284. > j > 2L~]H[ > 236M > j.U~j.U > c.H > 623H
  285. > j~]H[ > 2L|fth
  286. > c.H(bl)~236H~]H[ > j.M
  287. > CH c.H~236H~]H[ > 5H~d1 > 5U~6X~d2 > ~66 > 2U
  288. > 2L > 5L > ]H[ > 236M > j.U~j.U > c.H > 214M~6M
  289. > 2U~]H[ > j.U~j.U > c.H > 623H (DP-bait https://youtu.be/3hIDsTQVwPY?t=437)
  290. > 236H
  291. > UOH~]H[ > ...
  292. > 236H~]H[ > j~d2 > 2L~d2 > ~66 > c.H
  293.  
  294.  
  295. ===================================================================================================================================================================================
  296.  
  297.  
  298.  
  299. #4 Other personal notes:
  300.  
  301.  
  302. Moves and stuff:
  303. DP: all are safe OB!; H is even plus OB!; M and H deal same damage but only H gives knockdown
  304. could be used to approach and getting over medium buttons or projectiles; or ending blockstrings as cheeky resets or calling out random jump
  305. Sword: L is unsafe!; M and H are both safe; M and H give same dmg but only H gives knockdown that keeps very close
  306. ~X shield-slam is a frametrap that's unsafe, combos naturally
  307. ~6X spin is a frametrap that's unsafe; juggle in corner
  308. Thunder: 22L can work as safe blockstring ender that also gives some pushback, but does not work by itself
  309. 22M is always unsafe, 22H always safe
  310. j.22X can be 'TK'd' just like Zeta's spear with 282X; j.22L|H are both safe that way but j.22M is not
  311. c.M is zero OB
  312. j.M is your cross-up button
  313. 2U: goes under projectiles!; there doesn't seem to be any buttons that combo into 2U
  314. 5U: followup has a projectile clash!; has invincibility so you can also dodge multi-hit projectiles
  315.  
  316.  
  317. ===================================================================================================================================================================================
  318.  
  319.  
  320.  
  321. #5 Other people's notes:
  322.  
  323.  
  324. Discord-tech:
  325.  
  326. saw a lot of players burning 22H too btw
  327. and just hold it
  328. so they can charge dragon meter
  329. yeah 22H is good to stale
  330.  
  331. the jU btw can be done low enough to do a jU/2L mixup
  332. you can actually 2U too and try to dustloop
  333.  
  334. jump j.U one can also be made fuzzy and still dustloop if you j.U > land 2L
  335. and pretty sure it's able to be made a safejump as well
  336.  
  337. don't know if this one's been mentioned but off 623H in corner you can do 236H meaty c.H (beam) c.H (beam) 2U or another c.H into something
  338. 623H as an ender is pretty meh for me tbh, and is more of a last resort HKD ender for me
  339. As 214H~6H > 2U ender in corner is much more plus
  340. Enough to make 236H beam meaty and stay reversal safe
  341. 623H ender however does let you go for meaty grab and convert after
  342. it does give u comboable throw
  343. it does give u something to do when u somehow get autocombo and no 214x
  344.  
  345. does 236H still true meaty with cl.HHH 236H?
  346. It doesn’t
  347. Just tested it now
  348. They can jump out before beam hits
  349.  
  350. i think more interesting than airthrow combo is that 236M will autotime a meaty UOH after 2U
  351. it obscures the screen in front of your opponent
  352. without putting them in blockstun
  353. test me
  354.  
  355. How plus is 5U>6U on hit
  356. Say after an auto combo
  357. Do we have frame data pinned yet?
  358. PSN: BanchoGatoYesterday at 18:40
  359. no never
  360. but i think it's plus enough for meaty 236M
  361. don't quote me on that
  362. test me
  363.  
  364. yea. 214H~6X > c.H > 22[H] gives you auto safejump. BUT if you do the dustloop/Uloops and go into c.H > 22[H] you have to sj after.
  365. test me
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