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- (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)
- #1 Notation
- #2 Combos & Blockstrings
- #3 All about setups
- #4 Other personal notes
- #5 Other people's notes
- ===================================================================================================================================================================================
- #1 Notation:
- > combo or blockstrings
- <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
- <r> reset or change from blockstring to combo
- <co> when combo carried them into the corner only then following moves can be used
- |> character specific combo
- ~X/~> in general delays or microthings/plinks; stuff like delayed button presses, delayed combo, delayed jump etc.
- X any L|M|H-normal (if no c. then means always far normal)
- c.X close normal
- j.X jump normal
- XXX/ac autocombo, can usually stop earlier and use any normal unless specified otherwise
- (X) blocked/whiffed/mixup move
- (Y) only first Y hits or certain parts of multi-hitting move to hit or be blocked (all hits if it isn't declared)
- [X] hold button
- ]X[ release held button
- X(w) last move whiffs (where it would usually hit)
- X(h) last move hits (where it would usually whiff)
- X(bl) last move was blocked (where it would usually hit)
- X(Cr) on crouching enemy
- X(St) on standing enemy
- CH counterhit
- G Guard-button
- SBA Skyboundart; with no suffix it means damage doesn't change and both methods can be used; cinematic is the same on both
- SBA(E) Skyboundart with the Easy-input; if only SBA(E) makes sense input-wise, even if Technical-input would theoretically work
- SBA(T) Skyboundart with the Technical-input; when Easy-input would make cinematic whiff
- SBA(E|T) Skyboundart with Easy- or Technical-input and both give cinematic, but the damage still differs
- SBA(E-N/T-N) when doing Easy/Technical input but it still doesn't give the cinematic either, still best (only) choice
- SSBA Super-Skyboundart
- 66/44 forward-/back-dash
- ~66/~6 is micro-/micro-step
- sj safejump
- hj highjump (aka superjump)
- th throw
- fth forward-throw
- bth backward-throw
- ath air-throw
- bl blocking
- bl(Cr) crouch-blocking
- bl(St) stand-blocking
- bs block-string
- mu mix-up
- wp whiff-punish
- OB on-block
- OH on-hit
- KND knockdown
- afap is as fast as possible, not what you are thinking
- ahap is as high as possible
- alap is as late as possible
- ~d1/d2 first/second part of H-version of Summon dragon
- Bars: SS - Spinning-Slash, DP - Dragon-punch, SD - Summon dragon, T - Thunder
- ===================================================================================================================================================================================
- #2 Combos & Blockstrings:
- Midscreen Combos:
- c.XXX > 214X~X [2560|2630]
- > 214H~6X [2750 dmg; pushes away very far in perfect 22M range; L and M version do NOT combo and add a frametrap instead]
- <co> 5M|5H > SSBA(E) [4500 dmg; corner-carry]
- > (236M|H) [for the setup]
- > 236L [2320 dmg]
- > 22L|H [2530|2840 dmg; never gives a knockdown but pushes ~midscreen and better dmg]
- > 623H [2740 dmg]
- > 5U~6X [2320 dmg; dragon-meter build]
- 2L|c.L > 5L > 214L|H~X [1640|1720 dmg]
- > 2L|c.L > 5L > 214L|H~X [1850|1920 dmg]
- > 2L > SBA(E) [3554 dmg]
- > c.LLL > 22L|H [1720|1940 dmg]
- > 214X~X [1945|2005 dmg]
- > 623H [2105 dmg]
- > 5U~6X [1745 dmg; dragon-meter build]
- 2M|5M|5H > 214L [1720 dmg; whiffs on max-range]
- > 214H [1820 dmg; hits everywhere]
- > SBA(E) [4500 dmg; whiffs on longer ranges]
- > SSBA(E) [4200 dmg; can't get animations unless very close, but has more range than SBA]
- 2U > 214L|H [1702|1820 dmg]
- > SSBA(E)|SSBA(E) [4200 dmg]
- 236M > SSBA(E) [4500 dmg; might whiff max-range]
- > 623M [2400 dmg; needs to be point-blank]
- 623H(3-6) > c.LLL > 214M|H~X [2205 dmg; against fireballs etc]
- (22[L]) > 236L~]L[ > 236M [whack midscreen combo, might be decent to zone them]
- CH c.H > c.HHH > 214H~X
- CH 2|5M > 214M
- CH 2U > 214M
- CH 214L|H~6X
- CH 214H > 5L|2M|5M|5H|2U
- > c.HHH > 236L (close hits)
- CH (214H)~X > 2U
- 2|5M(Cr) > 214M
- 214L|H(Cr)~6X
- Anti-air:
- 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]
- > 5U~6X [1700 dmg; whiffs easily]
- > 5U > 5M > 214L|H~6X [2680|2760 dmg; L whiffs easily]
- > (22[L]) [meaty hits about where they land]
- CH 2H > 5M > 5U~6X [1700 dmg; for close hits]
- > 5U > 5M > 214L|H~6X [2680|2760 dmg; L whiffs easily]
- > (22[M]) [they land EXACTLY on the post!]
- > (623H) [DP hits meaty]
- > c.M > 623H [2740 dmg; very close hits only]
- > 5U~66 > 5H > 214M~6X
- > c.MMM > 214H~6X [3005 dmg; unreliable]
- > 214M~6X [2280 dmg]
- > (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]
- > (214L) > c.LLL > (623M) [kinda unreliable; DPs should hit meaty]
- > (236L) [dragon hits meaty]
- > (22[H]) [reset option that should also bait DPs https://youtu.be/3hIDsTQVwPY?t=425]
- CH c.H > 5U~6X [1900 dmg]
- > 623M|H [2100 dmg]
- > 5U > 5M > 214H~6H [2960 dmg]
- c.HHH > 623M|H [2740 dmg]
- Against UOH:
- c.LLL > 623M|H [1940 dmg]
- #=======================================================================================#
- Corner Combos:
- c.XXX > 214H~6X > c.HHH > 5U~6X [3730 dmg; gives dragon-meter]
- > c.H > 623M|H [3870 dmg] test me if full autocombo is more dmg?
- > 2H > ~5U > 5L > 623H [3700 dmg; gives dragon-meter; kinda tight, only tap the 5U and wait a bit before pressing the 5L]
- > 623L [gives you a meaty reset mby?]
- > 236L [3530 dmg; makes them tech in the air, might give a 22L setup?]
- > 22H > 2M > 214H~6X > c.H > 623H [3960 dmg]
- c.XX > 22H > 2U > 214L~6X [3535 dmg; c.XXX whiffs on smalls]
- c.H > 22H > 2M > 214H~6X > c.H > 623H [4580 dmg]
- > 2H > 236M [gives you a meaty reset mby?]
- 2L > 2L > 5L > 214H~6X > c.H > 623H [3160 dmg]
- 5L|2M|5M|5H > 214H~6X > c.HHH > 623H [3425 dmg]
- CH c.H > 236M > j.U~j.U > c.H > 214H~6X > c.H > 623H
- > j.U > j.22H > 5M|5H > 214H~6X > c.H > 5U~6X
- CH 22H > ... [https://youtu.be/3hIDsTQVwPY?t=378]
- CH (214L|M)~6X > c.H > 214H~6H > c.H > 623H [4030|4230 dmg]
- Anti-air:
- CH 2H > 236M > j.U~j.U > c.H > 623H
- > j.U~j.22H > 2M > SBA
- > j.U > c.H > 214H~6X > c.H > 623H
- > j.22H > 5H > 214H~6X > c.H > 623H
- > 5U~66 > c.H > 214H~6X > c.H > 623H
- > 5U~j.U~j.U > c.H > 214H~6X > c.H > 623H
- > 22H > c.H > 214H~6X > c.H > 623H
- > (214L) > c.H > 214H~6X > c.H > 623H
- > 236L > 2H > 236L > 2H > 236L > SBA [dragonloops]
- > (236H) [to go into a mixup]
- CH j.U~j.U > j.U~j.U > c.H > 214H~6X > c.H > 623H
- j.22H > 5H > 214H~6X > c.H > 623H
- UOH:
- CH UOH > c.H > 22H > 2M > 214H~6X > c.H > 623H [4935 dmg]
- (22[H] >) UOH~]H[ > c.H > 214H~6X > c.H > 623H [5050 dmg]
- (22[L|M] >) UOH~]L|M[ > c.LL > 22H > 2M > 214H~6X > c.H > 623H [should be possible but tight af]
- #=======================================================================================#
- Blockstrings:
- c.XXX > 22L (leaves you in perfect 2|5M range; prob -2 OB, 2M clashes with Gran's; seems to be safest option; GOTO)
- > 22H (very far pushback, maybe to get distance and setup ranged dragon?)
- > 214M (natural frametrap AND safe OB!; don't use 214L, it's not safe!; risky against reversals; GOTO)
- > 236L (natural frametrap AND safe OB!; GOTO)
- > 236M (loses to all normals, but you can condition them with the other frametraps and when they don't press buttons try that reset)
- > 623X (risky and they can freely mash out a light and still block in time)
- > 5U~6X (super unsafe but should beat Normals; she is invincible but DPs are too fast, except mby Ferrie's or Beelze's)
- 2L|c.L > 2L|c.L > 2L > 2M (beats all normals)
- > 214L|H (beats all normals if close enough)
- > 5M (beats all lights and clashes with fast mids)
- > 2U (beats all lights and clashes with fast mids)
- > 5H (loses to 5f lights but should beat all mids)
- > 623X (super-risky as people fast characters can counterpoke and still anti-air you)
- > 5L (beats all normals)
- > 214L|H (beats all normals)
- > 236L (beats all normals)
- > 22L (unsafe against mids but hits them right where they stand and could maybe be conditioned?)
- > 2M (beats all normals)
- > 236M (test me, but should be very safe)
- > 2U (beats all normals and should be very safe due to pushback)
- > 22L|H (beats all normals)
- > 214X (loses to fast lights and mids)
- > c.H (loses to lights and fast mids)
- > c.M (beats all normals)
- > c.H (loses to lights and fast mids, but should be good if you conditioned them expecting a tight frametrap)
- > 22L|H (beats all normals but L-lightning won't hit)
- c.M > 2L (clashes with 5f normals)
- > 214L|H (should beat all normals)
- > 22L|H (should beat all normals)
- 5L > 214L|H (should beat all normals)
- 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)
- > (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)
- > 22L (on max-range makes shorter moves whiff and punishes them lol)
- ===================================================================================================================================================================================
- #3 All about setups:
- (Corner unless stated otherwise)
- 214X~X > 236H is standard Midscreen setup
- > (236L) > 44 > 2M ~> 236H (that whack off-screen dragon-setup from https://youtu.be/3hIDsTQVwPY?t=250)
- 2U > 236H is a true meaty setup (aka they can NOT jump out!)
- > 22[L|H] gives you a meaty|safejump setup; use L Midscreen and H in Corner
- 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
- > 623M|H Midscreen hits meaty, but only M is true meaty
- > 236M in Corner is a true meaty GOTO
- bth > 236M is a true meaty
- > 623X should be meaty
- End juggles in:
- c.HHH > 236M|H
- > 236L gives a meaty UOH that combos freely and is 0 OB??? test me
- c.HH > 22[H] gives you a safejump!; can also bait DPs for a neat combo
- > 22H > 236M should give a true meaty with a small delay
- c.LL > 22[L] test me
- 623H > 236M is a true meaty! GOTO
- > 236H
- > 22[H] DP-safe setup!
- 2U > 236H is a true meaty GOTO
- > 22[H] gives you a safejump!
- 236H > 2U~d1 > 5H~d2 > SSBA (Midscreen]
- > 623M(3-6)~d1 > 2U|UOH~d2 (Midscreen at range)
- 236H > 2U~d1 <co> c.H~d2 > j.U~j.U > c.H > 623H (Corner)
- > 214H~6X > j.U~j.U > c.H > 623H
- > c.L > 2L~d1 > 2U~d2 > j.U~j.U > c.HHH > 5U~6X (great combo-route if you've used all bars previously]
- > 2L~d1 > ~66 > 2U~d2 > j.U~j.U > c.HHH > 5U~6X
- > c.H > 214H~6X > 623H
- > c.H > 214H~6X > 623H
- > c.HHH > 22H > 2U
- > UOH~d2 > (~66) > c.HHH > 214H~X (with microdash also works midscreen; even combos when the 2L hits)
- > 22H > 2U
- > c.LLL > ...
- > 2M~d1 > UOH~d2 > ~66 > c.L? > ...
- > j.H~d1 > 2L > UOH~d2 (sj high mu)
- > c.L~d2 > 2L > UOH
- > j.H~d2 (safejump?)
- > j~d1 > 2L~d2 > ~66 > c.HHH > ... (sj low mu)
- > j.U~d1 > d2~j.U~j.U > j.U~j.22H > 5L > SSBA (https://youtu.be/3hIDsTQVwPY?t=625)
- > 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?)
- > j.U~j.U > c.H > 214H~6X > c.H > 623H
- > 2H > UOH
- > j.H|j~2L [when they tech the throw you can get a safejump still)
- > bl~d1 > d2 ~> j.U > j.U~j.U > c.H > SSBA (DP-punish https://youtu.be/3hIDsTQVwPY?t=549)
- > 2U|UOH~d2 > ...
- > j~d1 > j.L~d2 > c.LLL > 214H~6X > c.H > ... (Fuzzy]
- > d1~ath > j.U~j.U > c.H > 214H~6X > c.H > ... (good against Lancelot DP?]
- <co> j.H~d1 > d2 > j.H > j.22H (Corner up-close; might crossup? https://youtu.be/Hj761Uz3O6c?t=207)
- 22[H] > j.M > 236H~]H[ > c.LL~d1 > 2U~d2 > j.U~j.U > c.H > 623H
- > j.M(bl) > 236H~]H[ > 5L~d1 > ~66 > 2U~d2 > j.U~j.U > c.H > 623H
- > fth~d2 > c.H > 623H
- > j > 2L~]H[ > 236M > j.U~j.U > c.H > 623H
- > j~]H[ > 2L|fth
- > c.H(bl)~236H~]H[ > j.M
- > CH c.H~236H~]H[ > 5H~d1 > 5U~6X~d2 > ~66 > 2U
- > 2L > 5L > ]H[ > 236M > j.U~j.U > c.H > 214M~6M
- > 2U~]H[ > j.U~j.U > c.H > 623H (DP-bait https://youtu.be/3hIDsTQVwPY?t=437)
- > 236H
- > UOH~]H[ > ...
- > 236H~]H[ > j~d2 > 2L~d2 > ~66 > c.H
- ===================================================================================================================================================================================
- #4 Other personal notes:
- Moves and stuff:
- DP: all are safe OB!; H is even plus OB!; M and H deal same damage but only H gives knockdown
- could be used to approach and getting over medium buttons or projectiles; or ending blockstrings as cheeky resets or calling out random jump
- 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
- ~X shield-slam is a frametrap that's unsafe, combos naturally
- ~6X spin is a frametrap that's unsafe; juggle in corner
- Thunder: 22L can work as safe blockstring ender that also gives some pushback, but does not work by itself
- 22M is always unsafe, 22H always safe
- 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
- c.M is zero OB
- j.M is your cross-up button
- 2U: goes under projectiles!; there doesn't seem to be any buttons that combo into 2U
- 5U: followup has a projectile clash!; has invincibility so you can also dodge multi-hit projectiles
- ===================================================================================================================================================================================
- #5 Other people's notes:
- Discord-tech:
- saw a lot of players burning 22H too btw
- and just hold it
- so they can charge dragon meter
- yeah 22H is good to stale
- the jU btw can be done low enough to do a jU/2L mixup
- you can actually 2U too and try to dustloop
- jump j.U one can also be made fuzzy and still dustloop if you j.U > land 2L
- and pretty sure it's able to be made a safejump as well
- 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
- 623H as an ender is pretty meh for me tbh, and is more of a last resort HKD ender for me
- As 214H~6H > 2U ender in corner is much more plus
- Enough to make 236H beam meaty and stay reversal safe
- 623H ender however does let you go for meaty grab and convert after
- it does give u comboable throw
- it does give u something to do when u somehow get autocombo and no 214x
- does 236H still true meaty with cl.HHH 236H?
- It doesn’t
- Just tested it now
- They can jump out before beam hits
- i think more interesting than airthrow combo is that 236M will autotime a meaty UOH after 2U
- it obscures the screen in front of your opponent
- without putting them in blockstun
- test me
- How plus is 5U>6U on hit
- Say after an auto combo
- Do we have frame data pinned yet?
- PSN: BanchoGatoYesterday at 18:40
- no never
- but i think it's plus enough for meaty 236M
- don't quote me on that
- test me
- 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.
- test me
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