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GBFVR - Anila notes

Jan 3rd, 2024 (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, linebreaks at 120. Last update: 01.02.2024)
  2. (These are my personal notes, some done by labbing myself and others by collecting information from youtube/twitter/discord. No guarantee for correctness.)
  3. Last update: 06.04.2024 - added new 214U and 66H combos
  4. Need to add/change: blockstrings might be outdated due to 66L pushback; old 214U combos mby need update; sort stuff from combos to setups mby
  5.  
  6. Search for #number to quickly find a section:
  7. 0 Notation
  8. 6 New patch additions and changes
  9. 1 Combos
  10. 1-1 Midscreen
  11. 1-2 Corner
  12. 2 Blockstrings
  13. 3 Setups
  14. 4 Other personal notes
  15. 5 Other people's notes
  16.  
  17.  
  18.  
  19. ====================================================================================================================================================================================
  20.  
  21.  
  22. #0 Notation:
  23.  
  24.  
  25. > | combo, link, cancel or blockstrings
  26. -X|-> | specific cancel option; early cancel
  27. ~X/~> | in general delays or microthings/plinks; stuff like delayed button presses, delayed combo, delayed jump, kara-usage etc.
  28. |Z> | character specific combo or combo with specific limitations like range, without number means point-blank range, with number means Z back-dashes away;
  29. when there's two | it means first is representing your char, second is representing opponent and > is representing the corner;
  30. e.g. |> means you stand right next to your opponent, |2> means you stand two back-dashes from them, |1|4> means your opponent is 4 back-dashes from corner away and you
  31. are 1 back-dash away from them (check the notes of the combo for specifics)
  32. <co> | when combo carried them into the corner only then following move and succeding combo can or should be used
  33. <\co> | when YOU are with your back in the corner (or at least not near the enemy corner)
  34. <wb> | needs opponent to wallbounce
  35. <cu> | crossup or sideswitch (so mirror inputs from here on)
  36. <DP> | route to chose when opponent DPs (like after a safejump)
  37. <r> | reset or change from blockstring to combo
  38. <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; (or I mention that I'm too dodo to get it)
  39. <?> | no idea what combo this is, or if it's worth it keeping in
  40. <KND> | explicitly gets a knockdown at this point, used for blockstrings and setups
  41. <H> | explicitly gets a hit at this point, used for blockstrings and setups
  42. <mY%> | needs at least Y % meter
  43.  
  44. X | any normal attack-button
  45. c.X | close normal, usually I indicate far buttons with neutral-motion (5X) rather instead of using f.X
  46. cr.X | crouching normals, usually I indicate them with down-motion (2X) rather
  47. j.X | jump normal
  48. (X) | blocked/whiffed/mixup/safejump move
  49. [X] | start holding said button
  50. ]X[ | release held button
  51. X(xY) | repeat X for Y times
  52. X(w) | last move whiffs (where it would usually hit)
  53. X(h) | last move hits (where it would usually whiff)
  54. X(Y) | use only first Y hits or certain parts of multi-hitting move to hit or be blocked (if not specified it's all hits)
  55. X(bl) | last move was blocked (where it would usually hit)
  56. X(Cr) | used explicitly on crouching enemy
  57. X(St) | used explicitly on standing enemy
  58. X(m%) | needs minimum meter-amount in brackets
  59. X(W!) | breaks the wall
  60. (X!) | move/special that you activated earlier hits at this point
  61. X(OTG)| Off-The-Ground attack (for resets/setups)
  62. CH X | Counter-Hit
  63. NH X | Normal-Hit (only used when compared to CH)
  64. NC | Natural-Combo meaning doesn't need crouching/counterhit or other specific states
  65. DP | Dragon-Punch aka invincible reversal, usually a 623- or 22-motion; used often synomously for Super reversals
  66.  
  67. Y | numbers (1-9) declare directions following notepad notation (5 stands for neutral aka no input, more here: http://www.dustloop.com/wiki/index.php/Notation)
  68. 66/44 | forward-/back-dash
  69. ~66/~6 | micro-dash/-walk
  70. x66 | dash-cancel
  71. 66X | dash-attack
  72. sj | safe-jump
  73. hj | high-jump (aka superjump)
  74. jc | jump-cancel
  75. lc | land-cancel (aka land again and then jump again)
  76. ab | airborne
  77. th | throw
  78. fth | forward-throw
  79. bth | backward-throw
  80. ath | air-throw
  81. bl | blocking (to bait things)
  82. bl(Cr) | crouch-blocking (can also be 1bl)
  83. bl(St) | stand-blocking (can also be 4bl)
  84. bs | blockstring
  85. mu/mix | mixup
  86. wp | whiff-punish
  87. oB | on Block
  88. oH | on Hit
  89. oCH | on Counter-hit
  90. oW | on Whiff
  91. KND | KNock-Down
  92. SKND | Soft-KNock-Down, usually means they can quick-tech or back-tech out of it, setups are usually made to work on quick-tech
  93. HKND | Heavy-KNock-Down, they can't tech out of it
  94. KNB | KNock-Back
  95. ... | too lazy to fill out the rest
  96. {GOTO} | routes I find personally to be the most worthwhile using
  97. NEWvY | new stuff added with patch Y
  98.  
  99. afap | as fast as possible
  100. ahap | as high as possible
  101. adap | as deep as possible
  102. aeap | as early as possible
  103. alap | as late as possible
  104. saa | same as above
  105. sab | same as below
  106.  
  107. Game-specifics:
  108. X | normals are: L - Light, M - Medium, H - Heavy, U - Unique
  109. G | Guard-button
  110. (GC) | Guard-crush
  111. SBA | Skyboundart
  112. SSBA | Super-Skyboundart
  113. RS | Raging-Strike
  114. RC | Raging-Chain
  115. BP | Brave-Point
  116. BC | Brave-Counter
  117.  
  118. Character-specifics:
  119. 236X or 5S+X | "Fluff 'Em, Stuff 'Em!" (sheep fireball/projectile)
  120. 623X or 6S+X | "All is Vanity" (DP/dragon punch)
  121. 214X or 4S+X | "Flock to the Future" (sheep ride)
  122. 4X or 4S+X | "And Beyond!" (ride drop)
  123. 22X or 2S+X | "Over the Fence" (hop/leap)
  124.  
  125.  
  126.  
  127. #==================================================================================================================================================================================#
  128.  
  129.  
  130. #1 Combos:
  131.  
  132. (all tested with Gran on Colosseum stage; combos that use any three-chain usually works with any normals unless explicitly mentioned)
  133. (using only easy-motions for most, so not completely optimized)
  134.  
  135.  
  136. #1-1 Midscreen Combos:
  137.  
  138.  
  139. 2L(x2) > 214L <r> (66L) [1760 dmg; standard combo that works always]
  140. > 5L(Cr) > 5U(4)-U [1950 dmg; crouching hit-confirm, but not that important as it will happen rarely; only for the maximum-optimizers]
  141. > 214L <r> (66L) [21460 dmg]
  142. c.L > c.MMM > 5U(4)-U [3390 dmg]
  143. > 623L <r> (236L) [3340 dmg]
  144. > 214L <r> (66L) [3240 dmg]
  145. c.LLL > 5U(4)-U [2730 dmg; more damage but worst oki situation]
  146. > 623L <r> (236L) [2600 dmg; gives a meaty sheep; decent middle-thing]
  147. > 214L <r> (66L) [2540 dmg; worst damage but best oki-situation]
  148. > 214U > c.HHH > 623M [4372 dmg; NEWv1.30; now got a good m50% dump for midscreen]
  149. > c.H > 236H > 66 > 66H [4522 dmg; NEWv1.30; same combos as from RS-RC] {GOTO}
  150. <co||5> 5L > 623H <r> 9jc > (j.L) [4942 dmg; works from opponent starting position, 66H asap; seemingly can't get a sj with j.H here]
  151. <co||4.5> 22H > j.H > 5L > 623H > 9jc > (j.H) [4792 dmg; works just a tad closer; gives a sj but only with bar]
  152. > c.MM > 623H [5032 dmg; if you are just a tad closer you can convert with a hop]
  153. > 236H > 5L > SBA [4770 dmg; not really worth it unless it kills]
  154. > RS-RC > c.H(2)HH > 623M [4800 dmg; more dmg than SBA but you don't get any setup]
  155. > SBA [4700 dmg]
  156. > SSBA [5600 dmg]
  157. > RS-RC > c.H(2)HH > 623M [4670 dmg; most damage but you get nothing except pushing them to the corner pretty far] {GOTO}
  158. > 623L <r> 236M|U [? dmg]
  159. > (214L) <r> (c.L) [4450 dmg; setup that gives you a meaty]
  160. > c.H(2) > 236H > 66H [4700 dmg; bit damage and insane corner-carry!; the dash-H must be done asap though which is a bit tight] {GOTO}
  161. > 214U > 2H > 22H > j.L(3) <r> 9jc > (j.H) [5748 dmg; NEWv1.30; should work everywhere; gives a safejump, just hold up!] {GOTO}
  162. > c.HH > 22L <r> 9jc > (j.H) [testme should work too]
  163. > c.H > RS-RC > c.H > ... [testme]
  164. > RS-RC > c.H(2) > RS-RC > c.H(2) > 236H > 66H [6310 dmg]
  165. > c.H(2)H > 623M [6190 dmg]
  166. > c.H(2)H > RS-RC > c.H(2) > 236H > 66H [5610 dmg]
  167. > c.H(2)H > 623M [5430 dmg]
  168. c.LLL(Cr) > 236H > 2M > 214L [3530 dmg; pretty good damage increase for the bar with good oki, always try to confirm crouching!] {GOTO}
  169. > 214U > c.HHH > 623L [4718 dmg; NEWv1.30; 500 dmg more with the crouch confirm so worthwhile] {GOTO}
  170. c.H(2) > 236H > 5L > 214U [4160 dmg; c.H is best to cancel after the hits for better scaling]
  171. > RC-RS > c.H(2)H > 214H <co> f.H > 623L [? dmg; testme]
  172. c.H(2)HH > RS-RC > c.H(2) > 236H <co> 66 > c.H(2) > 214H > c.H(2)H > 623H [? dmg; testme]
  173. c.H(2) > RS-RC > c.H(2) > 236H > ~66 > 5M > 214H > 5H > 623L|5U(4)-U [? dmg]
  174. <r> 22L > (j.H) [? dmg]
  175. > c.H(2) > 214H > c.H(2)H > 623H [6740 dmg]
  176. > RS-RC > c.H(2) > 236H > 66H > 214H > 623U [8030 dmg]
  177.  
  178. 2M > 214L [1800 dmgyour blind poke-confirm] {GOTO}
  179. 66L |1.5> 214L <r> (66L) [1830 dmg; NEWv1.30 finally works everywhere except tip-range, but starts to whiff if you don't dash in far enough] {GOTO}
  180. |> c.MMM > 5U(4)-U [3390 dmg]
  181. > 623L <r> (236L) [3290 dmg]
  182. > 214L <r> (66L) [3240 dmg] {GOTO}
  183.  
  184. 2U |1> 214L [1900 dmg; only about 1 back-dash close; I think it's better just taking the HKND and setup a crossup or safejump, but just in case they are close enough it's good]
  185. 236U |1+|> 214U > c.HHH > 623M [7080-7540 dmg; pretty important hit-confirm if you let the army free; NEWv1.30 hits fullscreen now and new combo!] {GOTO}
  186. |2.5+|> 214L [3300-3630 dmg]
  187. 214U > c.HHH > 623M [5540|5660 dmg]
  188. > 236H > 66H [5540|5760 dmg; if you hit them further away, the 66H can be hard to get] {GOTO}
  189. > c.HH > 214U > 2H > 22H > j.L(3) <r> 9jc > (j.H) [5576 dmg; yolo combo, saa]
  190. RS(GC)-RC > c.HHH > 236H > 2M > 214L [3970 dmg; your guard-crush combo midscreen] {GOTO}
  191.  
  192. CH 66L|5L > 2M > 214L [2130 dmg; very important for ranged pressure; it working for both 5L and c.L makes this a good thing to throw out when
  193. you are unsure of range and if they will block afterwards]
  194. CH 66H |3-|> 5H > 5U-U [3660 dmg]
  195. > 214L [3430 dmg; NEWv1.30 new nice confirm!; works as long as you are not too close to your corner and they are a bit away from you] {GOTO}
  196. > 214U > c.HHH > 623M [5364 dmg]
  197. ~> c.H > 236H > 66H [5484 dmg; if you want to get the extended corner-carry, you have to delay c.H adap;
  198. also can't end afterwards as after a 5L|c.M they get dropped due to combo-counter]
  199. > 2H > 236M [3360 dmg]
  200.  
  201.  
  202. Jump-Ins:
  203. j.L > c.LLL > 214L [~2740 dmg; c.M does work too, but can be quite inconsistent] {GOTO}
  204. |> 5L > 214L [1630 dmg]
  205. j.M > c.MMM > 214L [3340 dmg] {GOTO}
  206. |1> 5L > 214L [1930 dmg]
  207. j.H |> c.L|MXX > 214L [3640 dmg; even c.L whiffs if you hit j.H too early, and j.M can also still whiff if not timed right] {GOTO}
  208. |> c.H(2)HH > 214L [j.H needs adap or c.H won't connect, only suggested for safejump scenarios]
  209. j.U <cu> c.LLL > 214L [3040 dmg; should be always working, even at highest hits, as long as you hit them behind you]
  210. <cu> c.MMM > 214L [3540 dmg; works also very consistently, as long as you time it a bit] {GOTO}
  211. <cu> c.H(2)HH > 214L [4040 dmg; needs adap hit]
  212.  
  213. Anti-airs:
  214. 2H > 623M [2400 dmg; only one that is really consistent and also works for closer jumps; if done up-close you can even dash in for pressure] {GOTO}
  215. > 236M [2100 dmg; can combo if done late enough]
  216. > SBA [4800 dmg; don't even try to get SSBA working here] {GOTO}
  217. > RS-RC > c.H(2) > 236H > 66H [5660 dmg; very good damage for the cost and getting something ensured actually] {GOTO}
  218. > RS-RC > c.H(2) > 236H > 66H [6630 dmg]
  219. > RS-RC > c.H(2)H > 623M [7270 dmg; yes sir, I would like ensured 7k damage for all BPs and m75%, yes that would be all] {GOTO}
  220. > c.H(2)H > 623M [6250 dmg]
  221. CH 2H > 22H ~> j.H > c.M|5H(2) > 623M [3730|4080 dmg; kinda iffy, need to delay the j.H very long and can still whiff in situations; doesn't work if it hits too high;
  222. using c.M is way more consistent] {GOTO}
  223. <r> (214M|236L) [3070|3420 dmg; gives you a meaty sheep with M ride giving great pushback]
  224. > SSBA [5470|5820 dmg; needs a very deep j.H hit or it whiffs; not worth it, just go into SBA immediately after the 2H]
  225. > RS-RC > c.H(2)HH > 623M [5740 dmg] {GOTO}
  226. > c.H(2) > 236H > 66H [5770 dmg; not really that much more damage, so only if you want the corner-carry I guess]
  227. > RS-RC > c.H(2)H > 623M [6440 dmg]
  228. > c.H(2)HH [6900 dmg; cash-out; you sadly get no ender because of combo-limit, but you should use this only to win]
  229. > SBA [5800 dmg; way more dmg than you could get with any extender, and a lot safer too; sadly SSBA doesn't work here]
  230. > 236H(3) > 66 > 66H [3550 dmg; run after the sheep and end with the hip; has insane corner-carry and more consistent; sheep also hits them meaty if you don't get a CH;
  231. pretty important to confirm the CH] {GOTO}
  232. <r> (66L) [if you only hit them with a normal one use a dash-strike to get back in.]
  233.  
  234.  
  235. DP-punishes:
  236. CH c.H(1) > 214M <r> 22U > (j.H) [2300 dmg; only way to combo into medium sheep ride, let's you trade damage for corner-carry,
  237. and if you want to use m50% for a ensured safejump setup] {GOTO}
  238. <r> 236L [otherwise be sure to get a meaty sheep in at least]
  239. vs Belial: CH 2H > ~66 > c.H(2)HH > 623L [4490 dmg; needs a very short microdash after the 2H; very error-prone because if you press c.H too early you get a 66H and whiff;
  240. but doesn't really need that long of a dash-in, it is a tad shorter than you think]
  241. > 22M ~> j.H > c.MMM > 6233M [4430 dmg; needs a weird delay for the j.H, about when you are half down]
  242. ~> 236H > 66H [3550; way easier if you wait for him to fall just a bit and then do the 236H combo; but at that point just blocking and c.H punish is more dmg]
  243. #=======================================================================================#
  244.  
  245.  
  246. #1-2 Corner combos:
  247.  
  248. 2L(x2) > 5L > 214U ~> c.H(2)HH > 623L(x2) [3792 dmg; only way to get more than L sheep drive at this range is to use meter; also using more bar is not worth it dmg-wise]
  249. > 623L <r> 9jc ~> (j.H) [3592 dmg; gives you a safejump] {GOTO}
  250. ~> c.H(2) > 236H > 2H > 22L > j.L <r> (c.M) > [4]c.LL [3822 dmg; gives a DP-safe jab]
  251. > 214H(Cr) > ... [if they are crouching you can convert with H sheep drive, but not sheep fireball]
  252. c.LLL > 214H > c.L > c.MMM > 623L <r> 9jc ~> (j.H) [4360 dmg; easiest safejump for one bar; c.L can be omitted] {GOTO}
  253. <r> 22M ~> (j.H) [3910 dmg; safejump where you land nearly at the same time, j.H needs to be timed]
  254. > c.MMM > 5U(4)-U [4170 dmg; beginner combo, or if you really don't want to drop anything]
  255. > 623L <r> 9jc ~> (j.H) [4110 dmg; easiest safejump for one bar]
  256. > SBA [6160 dmg]
  257. > c.MM > SSBA [6610 dmg]
  258. > c.M > 236H > 2H > 22L > j.L > 623L(x2) [4800 dmg; you should go these routes only if you already started with sheep drive, because starting with sheep fireball
  259. is more dmg; do not try to plink stuff; the last DP is very weird, need to do it almost before you touch the ground again]
  260. > 623L > c.M <r> 22L > (j.H) [4780 dmg; safejump setup for two bars, can be looped but following rounds you need to do c.H 2L c.L
  261. if you use j.H or the sheep fireball bar won't have enough time to come back] {GOTO}
  262. > c.H(2)HH > SBA [6880 dmg]
  263. > c.H(2)H > SSBA [7430 dmg]
  264. > c.H(2) > RS > c.H(2) > SSBA [7910 dmg; cash-out]
  265. > 236H > c.MMM > 5H(4)-U [4110 dmg]
  266. > 623M <r> ~6 > [4]c.L~L [4070 dmg; when you don't have bar for sheep ride; gives you a DP-safe jab when you walk forward for a tiny second,
  267. needs a bit of precise timing, train it!] {GOTO}
  268. > 214H > 5L > c.MMM > 623L <r> 9jc ~> (j.H) [4990 dmg; gives you a safejump and best dmg for 2 bars] {GOTO}
  269. <r> 22M ~> (j.H) [4790 dmg; saa]
  270. > SBA [7040 dmg; don't add the 5L if you want to get the most dmg]
  271. > c.MM > SSBA [7470 dmg; you have to cancel after second chain-hit because it whiffs otherwise]
  272. > RS > 5H > SSBA [7970 dmg; cash-out; 9090 dmg with c.H starter]
  273. > 236U > 5L > 214L [4938 dmg; only worthwhile if you don't have enough meter for SBA, sadly can't get a 214H in at the range]
  274. c.LL > RS > c.M > 236H > c.M > 214H > c.H(2)H > 623M [5620 dmg; Important combo for cases where you get a hit before Guard-crush] {GOTO}
  275. > SBA [7150 dmg]
  276. > 2H > 22L > j.L <r> 8jc > (j.H) [4840 dmg; gives you a safejump]
  277. > c.H(2) > SSBA [7250 dmg; I actually failed to find a SSBA route that deals more dmg with using sheep ride bar]
  278. (c.H > 236H) > 2L > RS > 2M > 214H > c.MMM > 623L <r> 8jc > (j.H) [4660 dmg; important combo for 236H blockstring you are pushed out too far to get a c.M,
  279. but a 2M still works; also let's you repeat it and get a combo with two bars] {GOTO}
  280.  
  281. RS(GC) ||> c.M > ...: Only works if done point-blank nwithout any blocked buttons before. So option for meaties or after a empty safejump. {GOTO}
  282. > 2M > 214U|RS|SBA|SSBA: If done after a three-chain or even a single c.L you can only get a 2M at best.
  283. ...(bl) > RS > 2M > 214U|RS|SBA|SSBA: If you use RS to extend a far out hit, like 2M, you can combo from it with a 2M.
  284. j.X(bl) > RS > 2M > 214H: BUT if you do it after a (forward) jumping attack, you can still combo with 214H!
  285. This makes everything afterwards like frametraps MUCH more frightening! {GOTO}
  286.  
  287. CH 5H|5H(C4) |1.5|> 214H ~> c.M > 236H > 2H > 22L > 623L [? dmg; works on either crouching or CH and at max 5H range, might be a good point when poking with 5H;
  288. the c.M is very tight to get]
  289. CH 214H-4H |2> 66L > 5L > 623M [2380 dmg; works two back-dashes away if you drop immediately; good to know when poking with it at that range]
  290. > 623L [2000 dmg; you can omit the 5L, but then you only get a L-DP and it's also a link because dash-strike counts as special]
  291.  
  292.  
  293. Anti-Airs:
  294. 2H |1|> 214H > c.M > 623M [4030 dmg; very wonky at that range, because after sheep ride they land behind you and fireball and more hits of c.H go the other way]
  295. > SBA [6070 dmg; SSBA will always whiff because they are too high]
  296. <r> 22M > (j.H) [3370 dmg] {GOTO}
  297. |1|> 22M > j.L(2-3) [testme might be just better to do this and not gamble around]
  298. CH 2H |2|> 214M > 5H > 214H > 5H > 236H > 2H > 623M [5880 dmg; works two back-dashes away; the first 5H needs to be delayed sometimes when you hit them too high] {GOTO}
  299. > SBA [7560 dmg]
  300. > SSBA [7810 dmg]
  301. > c.H(2) > 623M [6180 dmg; if you it right, you can also get close enough to cheat in a c.H for optimal damage]
  302. > SBA [8210 dmg]
  303. > SSBA [7960 dmg]
  304. |1|> 214M ~> c.H(2) > 236H > c.H(2) > 214H > 2H > 623M [6370 dmg; if you are close enough (but not too close), you can make it optimal, but you need to delay first 5H]
  305. 2H <\co> 22H > j.U [2200 dmg; can't extend without CH but if you do the j.U immediately you can still hit them and get yourself into a better position]
  306. CH 2H <\co> 22H ~> j.U <cu> c.M > 623M [3570 dmg; puts you out of the corner and them into it!; delay the j.U a tad or the c.M won't hit them]
  307.  
  308.  
  309. Jump-ins:
  310.  
  311.  
  312. Air-to-air:
  313.  
  314.  
  315. DP-Punishes:
  316.  
  317. Max damage cash-outs:
  318. c.H(2)HH > 236H > c.MMM > 214H > c.MMM > RS > 2H > SBA [8480 dmg]
  319. > 5U(4)~U [5930 dmg; beginner combo without meter]
  320. c.H(2) > 214H > c.M > RS > c.H(2) > 236H > c.H(2) > SSBA [9330 dmg; when using c.H as starter, cancelling after the first or second chain can give you more damage for SSBA]
  321.  
  322.  
  323.  
  324. ##================================================================================================================================================================================##
  325.  
  326.  
  327. #2 Blockstrings & Spacing:
  328.  
  329. > indicates Frametraps (blockstrings with natural frametraps; all usual ones catch them jumping; all measured from close-up, being away changes things drastically)
  330. >> indicates a tight blockstring, so to get a frametrap you have to manually delay the button
  331. /> indicates no gatling but just resetting pressure
  332.  
  333.  
  334. At point-blank:
  335. 2L >> 2L >> 5L: Standard string that leaves you +1 oB at range, 2L alone is -2 and you cna only do two in a row, so chain into 5L afterwards for safe pressure.
  336. Very important to hit them out of up-backing or walk-backing. It is only 6f startup, but has better range than c.L, so use it either to check their toes or
  337. to mash out when they are at range and want to stagger-pressure you. Also combos naturally making this an excellent pressure-string, use it!
  338. You should also really make it a habit doing 3L > 3L > 4L so you block anything, but you have to move the stick to 4 a lot quicker as it is a chain!
  339. /> 2M: Hit's them just on the edge and is a 6f gap but should be able to counterhit them due to the range and crushing Lights which makes it a great poke. {GOTO}
  340. <h> 214L: Confirm into sheep ride if 2M counterhits.
  341. > 236L: And use sheep fireball if they block.
  342. <h> 214L|U: Midscreen getting sheep-ride is a great confirm. In the corner you sadly can only use Ultimate sheep ride to convert it, but it nets you a sj. {GOTO}
  343. /> ~6 > c.L|2L: Once you have established the frametrap, you can try to extend your pressure by stagger-walking.
  344. >> c.L: A great way to start with a low and still get the plus-frames of c.L, also important to confirm into three-chain to get better combos going.
  345. >> c.-X6M|H|th: A great point here to throw in the chain-mixups.
  346. /> 2M: Down Medium is 7f startup, making this a natural 3f frametrap, and combos naturally too. Very great automode string to throw out. Sadly no low. {GOTO}
  347. /> ~6 > c.L: Need to micro-walk in to keep it up.
  348. |/> 2L: Only works when done from running, or in the corner. Could be useful if they start to switch to high-block after the first two blocked hits.
  349. This is a natural frametrap, because seemingly you can't chain from two close Lights into a Light Low, only into a 5L.
  350. <h> 214L|U: Problem is that due to pushback 5L won't hit at this range and 2L gives not enough hitstun to combo into 2M, but you can confirm into sheep-ride.
  351. For the corner it's same as with 2L > 2L > 5L. {GOTO}
  352. <h> 5L|2M|66L: Otherwise you can only use the +2 oH which lets them mash out of a dash-strike, so you would need to use 5L or 2M to establish your advantage here.
  353. c.L > ~6 > th: Close Light leaves you with a whopping +4 oB, so if you want to tick-throw, this is the button you should aim for, but you still need to add a micro-walk before it.
  354. Them being in corner doesn't seem to change anything. Best you hold forward for a microsecond and then press throw, if done right it is unseeable.
  355. Obviously loses to them mashing and they will auto-tech if they delay-mash, so you need to confirm what they are doing first before playing around. {GOTO}
  356. >> c.L: Tight string, very useful as you are still +4 oB if you decide to delay it to add a frametrap.
  357. Also good to confirm into three-chain if it hits, very important in the corner to get better combos. {GOTO}
  358. > 5L: Natural frametrap that hits them mashing while leaving you plus. If you don't know what to do, this is your goto-pressure-string. {GOTO}
  359. /> 2M <h> 214L: Great automode string that adds a natural frametrap that also combos from 5L if you counterhit them or if they are crouching.
  360. <h> 5L > 214L: If you hit them with the second c.L you have to cancel into sheep ride immediately.
  361. |/> 2L(Cr): Only works from running and while they are crouching.
  362. >> c.XL6M|H: A good point here to throw in the chain-mixups.
  363. >> 2L >> 5L: Decent automode string that inserts a low and is tight and leaves you +1 oB.
  364. Only issues is that you can't reset easily because of no close Light at the end.
  365. But probably important string to catch their DP-mask if they DP after the first blocked hit. {GOTO}
  366. > 2M <h> 214L: As usually your go to addon as it frametraps and combos. But if the 2L already hits, you need to cancel into sheep ride after 5L.
  367. > 5H > 236H: gamera testme
  368. \> c.M >> c.-M6M|H|th: Throw in the chain-mixups, and you have a great setup. {GOTO}
  369. > 214L: Good 3f frametrap if they are mashing, combos naturally and can be good to establish the tick-throw game.
  370. Only problems is that if they block you it you can't reset easily. Still a great automode-string as not complicated and great against mashers,
  371. but if you want to make more sound pressure you should learn to delay the light-strings to add frametraps there.
  372. > 236L: Adds a frametrap and safer than sheep ride, pushes you far enough in midscreen to stay safe. But gives nothing if it hits.
  373. \> c.H: Great frametrap with big reward! Needs a longer delay than c.M. {GOTO}
  374. > 22H <cu~> j.U > 2M <h> 214L: Pretty interesting sideswitch crossup, as it is early enough that you can jump over their (Gran's) 2H attempt, and punish the recovery!
  375. Might be really hard for them to react if you mix it up with all the other options.
  376. But the j.U needs a tiny delay to combo or frametrap from it. {GOTO}
  377. c.XXX > 5U: Natural frametrap, not the best option to use here but can be good if they try to dodge or cross-over, or throwing out as a panic-move.
  378. > 236L|M|H: Safe ender as it pushes them back far, but you are still -7 oB. Has a natural frametrap so they can try to DP you out of it which you would need
  379. to hardbait at this point. Also hits them trying to cross-over, but they can dodge it and punish you with far Lights, putting you in a bad situation.
  380. You can establish it with 5U rps, but best to not even get that far into the three-chains. Only H-version is plus but pushes them very far back.
  381. And if it hits L is even -1 oH lmao. All in all not really suggested.
  382. > 236H: This ender is more or less, dogpoo. Due to push-back the +2 oB is worth nothing, and it is just outside
  383. <h> 5L > RS-RC|SBA|SSBA: Very important hit-confirm, sadly sheep ride doesn't connect so you need to make use of Raging-Strike or Supers to convert.
  384. > 2U: testme gamera
  385. > 214L: This is actually a tight string, leaving you a -2 oB and at slight range, so should be your goto option to safely end three-chains into.
  386. As it's tight you can't drop, so you have to use something else to get a frametrap. {GOTO}
  387. > 214M: Pushes them back very far, but you are -2 oB. Risky as they can mash you out of it, but could be useful when you established other frametraps to get corner-carry.
  388. Also hits them in recovery of a dodge, which gives you a great reward.
  389. > 214H: Also tight and safe as lot of push-back, but you get the same with 214L so you better safe the bar.
  390. \> 66L: Extremely risky.
  391. > 22L > j.H > c.L|M: Dodges their jabs while resetting pressure. Might be pretty good if they have shown to mash after c.XXX or keep blocking. {GOTO}
  392. > 22H <cu> j.U > c.M: You can mix it up with the crossup one. Keep in mind that only c.M connects as you are further away from them. Could also be good to get out of the
  393. corner very easily.
  394. c.XX > 5U: Saa.
  395. > 236L|M: Saa.
  396. > 236H > 2M: Adds a frametrap and leaves you at +2 oB with ideal range for 2M. But they can dodge the sheep completely and punish you,
  397. so you need to establish a frametrap that hits them out of it first.
  398. > 66L: Mix it up with dash-strike to stay plus, you are still plus if they
  399. > 214L: Saa, but you rather use the third hit in the chain to push them further out.
  400. > 214M|H: Saa.
  401. > 66L: Leaves you -1 oB if they dodge, so not really good option here, but you can surprise them doing it after the second hit.
  402. > c.--6M: Low that's -4 oB with some pushback. Gives a SKND that's +30 oH that let´s you walk up for pressure. Is tight so great option to check their toes.
  403. Might also be a great tool to check people that try to DP, if they spam it they have to hold forward so the low should hit.
  404. > c.--6H: Overhead that's -4 oB with some pushback. Leaves you +1 oH without a KND, if it counterhits you get a HKND and can walk-up pressure them.
  405. It is also a natural frametrap making it a great option to mix it up with the low, once they have shown to be mash-heavy or block low.
  406. > th: Well, c.XX is -3 oB, but it leaves you so close that you can get a grab in without having to micro-walk.
  407. Alone this is not interesting, but with the low and overhead option it gives you a pretty decent rps.
  408. And Anila has big struggles keeping up pressure up-close, so make the best use of it!
  409. > 22L <cu~> j.U > c.L|M|H: Maybe this is the only really good point to throw in a hop, they might try to fuzzy your offense or even are just not thinking of you hopping there,
  410. and it let's you get in a much more advantageous position. You always get a sideswitch, so be sure to use j.U, you have to time it once you are over
  411. the apex. It leaves you closer than 22H, so you can do any close button, all are frametraps when you do j.U at the apex, but for c.H to work
  412. against mashing you need to delay j.U further to hit deeper. If you delay further, you can also get a tight c.L blockstring going. {GOTO}
  413. > 22H <cu~> j.U > c.M: Pretty much the same as above, but it leaves you further away from them which let's you only get a c.M. So just use 22L.
  414. 2U >> 214L: If they are close enough to be able to punish you for a blocked one, you can still cancel into sheep ride. Point-blank it's tight even! {GOTO}
  415. 66L
  416.  
  417. At range:
  418. 66L: Leaves you +2 oB but sadly too far to use a c.L directly afterwards. Also you don't have a lot of ways to mix things up as Anila has no dash-overhead,
  419. but still very important tool to extend pressure and what is probably more Anila's goal, pushing them to the corner slowly.
  420. /> 2L >> 5L: Is a 4f frametrap, hits them trying to walk-backing and combos naturally making this your go to option.
  421. But doesn't reach on max-range (use 2M or 5L there). testme what range gamera {GOTO}
  422. <h|> 214L: At max-range you sadly can't connect with sheep ride, unless they were crouching, and 2M doesn't reach.
  423. \> 66L
  424. /> 5L <h> 214L: Decent option, hits them mashing, but you have to convert immediately into sheep ride to convert the hit because you are too far for 2M to hit afterwards.
  425. /> 66L: If they are blocking you can keep bullying them with this string, especially great at range because their lights will whiff before you get back in while
  426. counterhitting their medium buttons. You can then loop the pressure enforcing them to not mash, opening up other options.
  427. /> 5L: Very good to establish domincance so you can use 66L when they stop blocking. See above for your all the great properties of 5L chaining into itself.
  428. /> 2M <h> 214L: Is a 5f frametrap and let's you crush their lights and also combos if you hit them with the dash-strike. Loops back into itself.
  429. Very important to deter them from jumping. Only problem you give up your pressure if they block it, so best only use it if 2L or 5L doesn't reach. {GOTO}
  430. > 236L: Leaves you +1-+5 oB depending how far you are. Can be punished if they are jumping. If they dodge it's neutral. Establish 214L first. {GOTO}
  431. > 66L: Reset it!
  432. > bl: You are at a range almost like round-start where you can easily react to a jump-in, so looking and seeing what they are doing can be the most efficient.
  433. /> 9jc > j.U: testme gamera
  434. 236U <r|3-4> 22U > j.H: Is a safejump, but only about 4 backdashes away from them. Decent way to spend your meter if you can kill with the next combo. Gamewinner when desparate.
  435. 214H <r|?> 22U: testme, might be real and good reason to throw out H-sheep
  436. 214H: testme can I anti-air people still if I throw them out at range
  437. 2U > 214L: Cancelling 2U at range comes with the cost of not getting the safejump in case it hits (unless you are able to block-confirm it).
  438. Sheep ride should only be used point-blank to stay safe and make it tight. Also combos when closer than 2 back-dashes.
  439. > 236M|L: Should be your option at range if they block, keeps you comparatively safe. Can be jumped at certain range though, so don't overdo it. {GOTO}
  440. > 22U: If you are feeling really frisky.
  441.  
  442. Cancelling into sheep ride (5L assumed to hit at tip-range, unless with 2M afterwards where you need to be a bit closer; c.XXX > 214L <r> 66L will start this):
  443. 5L > 5L: Has ridiculous range for a 6f button and leaves you +1 oB, frametraps into itself with a 5f gap (on max range it can clash with their mash-buttons), and most importantly
  444. it combos into itself on crouching or counterhit. You can poke them at what some other characters' 2M range, what makes it also a great ranged checker.
  445. <h> 214L: With a bit training you can hit-confirm and cancel into Light sheep ride. {GOTO}
  446. > 236L: Can hit them out of dodge at max-range, but closer they can fully dodge it and you are very minus.
  447. /> ~6 > 2L|5L: 5L chains work way better if they are crouching, so you should be check them with your lows (which sadly, 5L or 2M is not one). Which makes it necessary for
  448. stagger-approaches, but sadly it has a big window. {GOTO}
  449. /> 2M: Just use this standard one at range, it can combo into sheep ride, it is very safe, and most importantly
  450. you can DP anyone in time if they jump out after the 5L even if you whiff the 2M. It won't connect at 5L max-range,
  451. but it can still counterhit them if they stick a button out, so if you are unsure if it will connect at all, cancel it into sheep-ride to get an autoconfirm.
  452. You can try to use sheep fireball instead of the 2M, but you don't get much anyway and they can jump out of ALL at range,
  453. while the threat after a blocked (or whiffed) 2M is substantially bigger. {GOTO}
  454. > 236L: If they are blocking at that range, putting out a sheep should be very safe, but they might can jump out testme.
  455. /> 5M: Counterpoke them if they dare to do anything other than block.
  456. /> 66L: Once you got them standing still you can try to reset pressure.
  457. > 5M: You should only use this one if you know 2M won't reach, as it is a lot slower and they can counterhit you with their own 5M.
  458. Even then you are probably better off whiffing a 5L|2M, using sheep fireball or try to move in. They can also cross-over it so it's just too risky in that situation.
  459. Only use it if you have established sheep fireball at this point.
  460. > 5U: Can hit them out of an evade unless at max-range, so it is in the same space as 2M but they can counterhit you with a mash, so not really useful here imo.
  461. > 214L: Only reason to cancel into sheep ride already here is if 5L hit them already but not as a CH. You can throw it out if you hope that it hits them just like that and
  462. to convert the hit, but it can also take them by surprise if they are only reacting to the 2M. Still -2 oB though, if you want more pressure there are better ways.
  463. Hits all mashes as it is a tight gap, but so does 2M with greater reward. Except you are at ranges of 5L where 2M doesn't hit afterwards, in which case it's good.
  464. > 214M: Has the advantage to hit them out of dodge-recovery, as above with 2M.
  465. > 236L: Leaves you +1-+3 oB at range. Outside of 5M range, but you can still throw it out if you expect them to do something silly like dashing or cross-over where they get hit.
  466. Punishes their Light mashes but they can trade-hit you with Mediums and you won't get a KND there.
  467. If they dodge immediately after the 2M, L sheep hits them out of the recovery, but not if they do it a fraction later or just react to it.
  468. Biggest issue is that if they jump-forward they can punish you in time.
  469. > 236M: Gives you a SKND if it hits while also being the faster one. Tradeoff is that you are minus, so you give up your turn.
  470. <h> 214L-X: If the fireball hits, you can get a meaty sheep ride while dropping and staying safe.
  471. > 236H: Leaves you up to +12 oB, but doesn't give a KND oH. I think it's hard justifying using the bar at range as it really doesn't give anything substantial.
  472. > 214L-X: You can use a sheep ride projectile afterwards which can hit them mashing, but they can simply jump out and punish you, so meh.
  473. > 66L: You can use the threat of 2M to get in with dash-strike, which leaves you plus even if they dodge. They can jump out but you can still DP them in that case.
  474. If you get in you can repeat the pressure with 5L.
  475. 2M > 5U: Hits them out of a dodge but loses to mash, you could use it with the fireball rps if they tend to dodge, but still very risky.
  476. > 214L: Pretty much all your combos midscreen will end in Light sheep-ride. Most often it is a frametrap that hits them out of mashing Lights, and is safe at range.
  477. It has counterplay and also is little damage with no option to pump bar or meter into it. But it's basically the only thing that works,
  478. is consistent for 5L and 2M for nearly all ranges and pushes them further into the corner which is where Anila has better options.
  479. Against advanced players the rps around dodging sheep ride comes into play, if you mindlessly always end into it they can dodge it or DP it and punish you heavily.
  480. So it's important to consider alternatives when they are blocking everything and waiting for you to throw it out. {GOTO}
  481. -X: What you can do is simply drop from the sheep before it would hit them. If you do it immediately you can be safe against DPs like Gran's,
  482. but it's still a bit risky if they know what they are doing and SBAs can still hit you easily. Also if they jump they can punish your drop.
  483. But if they are blocking and you are unsure how they will react, it can be a good starter.
  484. Keep in mind that it changes the framedata, the sheep hits them later than if you wouldn't drop and won't combo, so really only use it
  485. when you expect them to block or DP. Also if you are using the Special-button, you can simply press 4S as well to drop down.
  486. > 214M: The easiest thing you can do is just use the Medium sheep ride, as it is delayed and will hit them at the recovery of their dodge resulting in a counterhit
  487. and a lot of corner-carry! When blocked it leaves you +2 oB, but has incredible push-back,
  488. so you can only do something in corner with it where 5M can poke them afterwards. But probably the only good mixup to 214L as it's reactable. {GOTO}
  489. -X: You can also drop down here, but it delays the sheep so much that it will no longer hit them at the end of an evade. So best only use it if they are in stasis.
  490. If you drop down from Medium sheep ride at max-range 2M, you are even so it's a neutral situation that leaves you also a bit closer than letting staying on it.
  491. Keep in mind that you also have to delay your drop, for 214L you can double-tap, but here you need to wait for just the delay to do it earliest.
  492. > 2U: If you stayed on it, you are about the max-range where 2U would hit if they move, so you can throw it out to catch them advancing on the ground.
  493. > 214H: Has a frametrap so can hit them out of mashing but loses to DPs. Also they can dodge it in which case you are -4 oW.
  494. Only good thing is the insane corner-carry if it counterhits, but imo not worth as a blockstring here.
  495. > 236L: Hits them out of mashes, but they can still jump out. If they have a good jumping normal, they can punish you in the recovery even, so risky.
  496. BUT it hits them in the recovery of an immediate dodge, only if they delay dodge or try to react you both are back to neutral.
  497. As they have to decide for jumping or react/delay dodging, this lets you RPS with them.
  498. Leaves you with some +6 oB advantage, so best option if they start to dodge. {GOTO}
  499. > 236M: It is slightly faster which results in pushing you less away. You are both even oB while they can still jump you and as this sheep is faster even immediate dodge it.
  500. So you shouldn't use this one here unless you know what you are doing.
  501. > 236H: Leaves you plus but with far pushback and they can still jump you. Punishes immediate dodge. So same as L-version but a bit better.
  502. Questionable if it's worth the bar.
  503. > 66L: This obviously loses to them using any longer buttons, but if they are standing still it gives you some more pressure and more importantly, if they are dodging right
  504. after the 2M, you are still +3 oW which is even better. {GOTO}
  505. 5H > testme
  506. > 236H > 66L
  507. After c.XXX > 214L:
  508. 66L > 2M > 214L|M: Pretty much saa. The framedata changes a bit as you are closer, but the idea remains.
  509. > 236L: Sadly, at this range 236L is NOT plus, but minus. Very sad sheep noises.
  510. > ~4 > 5H > 214U: You are minus, but you can still try to whiff-punish a 5M from them by walking back and sticking out a 5H.
  511. Sadly, you are so far out then that the only thing that can combo there is Ultimate sheep fireball.
  512. It doesn't deal much damage, so prob not worth it, unless you really count on them sticking out a button and you don't need fireball bar.
  513. > 236M: Is even worse. You are a bit closer because the pushback is smaller, but still minus. You are at the range where 5H hits, but that means you too are in danger.
  514. > RS(GC)-RC: You are just at the range where RS still connects, this makes this a good option when you are about to win, as you can get relatively safely into it.
  515. testme a lot of stuff to check
  516. > 66L: Very important to mix in after you have conditioned them to block the 2M.
  517.  
  518. Corner:
  519. c.H >> 236H: This is the ONLY option you have to safely extend your pressure without using meter, and leaves you only +2 oB while having some pushback.
  520. > 2L|5L: Even worse, you can't get a c.L in afterwards that doesn't get hit by mashing, you have to resort to 2L or 5L. And the cherry on top is,
  521. that if you add a 5L you are too far out to be able to make a 214H connect, meaning you either can only do a 214L or you have to cancel right after the 2L
  522. and hope that it hits and you don't give up your pressure for nothing. Just all in all a very lackluster option, and you probably better safe the bar to get
  523. better close hit conversion and just pressure with c.L and 2L chains. Oh, and it also has a frametrap so not DP-safe either.
  524. testme I can just do RS-RC instead, can't I?
  525. > 2L > 214L|M|RS: This one is the only one that works, the H-version doesn't connect on-hit sadly.
  526. You can also convert with RS and guard-crush them if they block the low, which makes this a bit better.
  527. Adding a 5L doesn't work as you are then too far out for RS. {GOTO}
  528. <h> RS > 2M > 214H: See combos when you get a hit earlier in like from RS.
  529. > 2L > 5L <h> 214L|SBA|SSBA: If you want to hit-confirm the low, you can only do so with light sheep ride or with super. But SSBA doesn't give you close hit. {GOTO}
  530. > 5H: This is the only normal that hits at this range, and very unsafe because they can counterhit it with pretty much any button.
  531. > 2M: This whiffs if they do nothing, but can hit some buttons. But if they do a good M-button themselves, it can clash here. Good is that you should have
  532. enough time to anti-air them if they try to jump out.
  533. > 214M: If you established 214L or 2M, you can try to do delay-sheep, puts you back at the same range with +2 oB. Also, if they use a M-button after the 5L,
  534. it whiffs and they get hit by it giving you a KND. {GOTO}
  535. > 66L: And you can dash-strike in if they stand still, but loses to mashing and jumps obviously.
  536. > c.H: testme
  537. c.XXX > 236H: This is NOT tight, they can DP out of it. It is still +2 oB and can sometimes even be better than right after c.H as it leaves you closer, but still meh.
  538. c.XX > RS(GC): If you want to mix up the three-chain enders you can use guard-crush here, but it puts you at a range so you don't get really much.
  539. Still good to deplete their Brave-counter.
  540. > 5H <h> 214H: You don't have really time to walk up c.L, but you get a frametrapped 5H that connects to Heavy sheep ride and should be confirmable.
  541. c.L|2L >> c.L >> 5L > 236H: Still not completely tight, but with the added pushback you can be just outside of range of DPs and still block in time (Gran).
  542. > 66L: As H sheep ride leaves you +7 oB it should be enough to pressure with a dash-strike or even try to stagger-pressure. {GOTO}
  543. <h> 5H > 214U > c.H(2)HH > 623M: Hard to confirm if they mash, as you are outside of range where 214H reaches.
  544. > RS|SBA|SSBA: You can use RS, but you are too far away to connect with anything, so use it only for the safejump.
  545. > 5L <h> 214H: If you get a hit early enough to confirm, you can go into Heavy sheep ride to convert the combo even after the 5L. Sadly not if you do c.L 2L.
  546. <h> 214U|RS
  547. <h> c.XX > 236H: If you can confirm the second c.L hitting, you can also go into the three-chain which lets you convert with sheep fireball.
  548. If you add a 5L or you went c.L 2L you can't combo into 214H, which sucks pretty bad.
  549. > c.L <h> 5L > 214U|RS: Outside of Heavy sheep ride, but you can still convert with just RS alone.
  550. >> 2L >> 5L > 2M: Decent string with frametrap. They can jump out of it though.
  551. <CH> 214L|H: If only the 2M counterhits them, you can convert into sheep ride bar.
  552. > 214L|H: In case they try to jump out, you can try to catch them by cancelling early into sheep ride.
  553. <h> 214L|U|RS: Sadly you can't connect with heavy sheep-ride at this range, so if you want to convert you have to either use Ultimate sheep-ride or RS.
  554. Still pretty good when you are close to finish them. {GOTO}
  555. > 5L <CH> 2M > 214U|RS-RC: If the 5L hits them earlier, like when you delay it, you can only convert into Ultimate sheep ride or RS sadly.
  556. ... > 214L > ~6 > c.L|2L: If you can only convert into Light sheep ride ender (like after c.L 2L 5L chain), you can still walk up and restart your pressure with any attacks.
  557. ~> c.H: You can also safely go into c.H here if you want to get the tight pressure to Heavy fireball.
  558.  
  559. ###==============================================================================================================================================================================###
  560.  
  561.  
  562. #3 Setups:
  563.  
  564. c.XXX or other close strings:
  565. > 623L <r> 236L: Gives you a meaty sheep that leaves you +6 oB, if you used buttons before it should also be safe against DPs. {GOTO}
  566. <r> 214L: Gives you a meaty sheep ride, they can dodge it but you are then +11 oB which allows you to punish it with a CH c.H. Obviously loses to DPs.
  567. <r> ~66 > 66L: You can get a meaty dash-strike, but it's pretty specific to do, do it too early and it whiffs and too late and it won't be meaty.
  568. <r> (66L) > 5L: Framekill setup that uses a whiffed dash-strike to get in leaving you up to +5 oW. Meaning you can counterhit them then with a 5L and even bait DPs.
  569. Can be good if they try to DP your dash-in dash-strike.
  570. <r> 236U > 66 >> 66L: You can get a lot of safe pressure this way and if done right (not easy), the dash-strike is tight and it leaves you very far out.
  571. > 66M: You can also check them with the slide, but it is not DP-safe.
  572. >> 214L: You can add a sheep ride sheep, if you don't drop it is tight still, otherwise a frametrap. Either way, good way to add chip for nothing.
  573. <h> 214L|U: If they hit you can add a sheep ride, with meter you are dealing a whopping 4600 dmg.
  574. x> 22U: Sadly, at this range you are not plus enough to make the leap work, they can DP and even just 2H you.
  575. > 623H x> 22U > j.L: Is sadly also NOT a safejump. It works against other wakeup buttons but also wonky, you can sometimes land behind them, j.L seems to work best.
  576. > 214L <r> ~66 > 66L: Great way to get back in with a meaty, and with the option to bait DPs or just throw them. It is also dodge-safe and you are still very plus, if done very
  577. specific you can even punish the recovery of it! Also roll doesn't work either as you are still more plus than then, be ready to mash c.L!
  578. > 2M <h> 214L: Together with the 2M frametrap (you aren't close enough for a c.M), you get a great setup and even if they block it, you can still
  579. threaten with sheep ride. Only disadvantage is, that it can be very tight to connect, if you want to get better with Anila, this string imo
  580. is one of the best investments to train properly. Set the dummy to block standing, hit him with a 2L > c.LLL > 214L and then try to get the
  581. dash-strike to get blocked. Set the dummy to jump after a block, if you do it right you should still hit them out of the jump!
  582. And to the very important rps that takes place after the 2M gets blocked, check section 2 for all the interactions.
  583. <r> ~66 > 66L: And most importantly, if connects if they get hit and you can the loop it with dash-strike again! {GOTO}
  584. <r> 66M: Gives you a meaty low that's safe, as you are very spaced out, still -5 oB though.
  585. <r> ~6 > 2U: Gives you a meaty low that's safe from that range, and if it's blocked you can cancel into specials for blockstrings.
  586. Should be very good and safe tool to get them to hold still for 66L. But you need to delay it a bit or better, walk forward slightly then use it. {GOTO}
  587. <r> 236L: Sadly not meaty as they can jump out, but can work if you conditioned them to stand still. Also you can still DP them with 623M if they do, so decent.
  588. <r> 236H: Gives you meaty sheep that give you up to +9 oB! Very good option for cases where you can't convert into a real combo, like 2L > 2L > 5L. {GOTO}
  589. > 22U: Looks very much not real, testme
  590. <r> 236U: Meaty sheep herd, saa mostly. Don't use, only use them at range.
  591. <r> 2U: Let's you hit them with a meaty low from around halfscreen, is kinda funny. They can dodge it though or even DP you (but you drop out form Gran's and can punish),
  592. but it's 18f so not really reactable and it would make no sense otherwise for them to do that.
  593. > 5U-U <r> 66H: Is meaty and I think the only proper thing you can get. Maybe you can condition them with it and then run up and bait a DP or get a 66L in? testme
  594. <r> 236L: Is far from meaty, they might be able to actually jump and punish you, maybe you can DP them in time? testme
  595. > RS <r> 9hj > j.H: Gives you a safejump for one brave-point, probably only useful when you don't have m25% for the RC.
  596. > RS-RC > c.H(2)H <r> 22M > j.H: NOT a safejump, sadly only a meaty overhead.
  597. > c.H(3)HH > 623L <r> 246M|U: Gives a meaty sheep with decent damage. 623M puts them away too far. {GOTO}
  598. > (214L) <r> c.L: You whiff a sheep ride and get a timed meaty jab.
  599. BC > 236U: testme should give meaty sheep
  600. <co> 214L <r> ~6 > [4]c.L~L: In the corner you can get a DP-safe jab in. The timing is a bit specific as if you do it too early, it whiffs, but with a bit training doable. {GOTO}
  601. > 2L|c.H: Other non-DP-safe options, but all together makes Light sheep ride ender very good in the corner!
  602. <co> 214H <r> 8jc > j.H <h> 5M: Gives you a safejump. Be careful to jump straight up, otherwise you land behind them. But if you can, convert it into a combo
  603. Also leaves you not close enough to convert into three-chain. So not the best but good to keep in mind when ending with 214H by accident.
  604. <r> 9jc <cu~> j.U: Gives you a crossup in the corner. Gimmicky.
  605. > 5L > c.MMM <r> 22M ~> j.H: Gives a safejump, where you both land nearly the same time. Pretty good option {GOTO}
  606. > c.MMM > 623L <r> jc > j.H: A very easy safejump for one bar.
  607. > c.M > 236H > 2H > 22L > j.L > 623L > c.M > 22L <r> j.H: Again a safejump, best dmg obviously but not easy. Seemingly can also be looped (testme).
  608. <co> 623L <r> ~6 > (c.L) > [4]c.L~L: You can micro-walk forward to the point where c.L would hit and whiff one for a framekill-setup that gives you a meaty Dp-safe jab afterwards.
  609. But a lot harder to do than with sheep ride.
  610. <co> 623M <r> ~6 > [4]c.L~L: Again a DP-safe meaty if done right, not as easy as sheep ride but might be easier than with L-DP.
  611. <co> 623H <x> jc > j.H: Sadly NOT a true meaty, they can even 2H you in time.
  612.  
  613. c.XX6M <r> ~6 > c.L|c.H: You don't get anything substantial, but at least a meaty.
  614. <r> 236L > 5M: Is a meaty sheep that gives you +5-+7 oB at range! Sadly outside of 2M range so use 5M, but still very good if you want to stay at range. {GOTO}
  615. c.XX6H <r> 5L: With a normal hit you get nothing and are only +1 oB and with slight push-back, so best you poke them in case they mash. {GOTO}
  616. <CH> (2M) > [4]c.L~L: Framekill setup that gives you DP-safe jab! {GOTO}
  617. CH c.XX6H <r> ~6 > c.L|c.H: Only when they are mashing you get a HKND.
  618. 66M > 236L: Meaty sheep. {GOTO}
  619.  
  620. 2U <r|2> hj > j.H: Gives you a safejump, works halfscreen. Can also use 22H but it needs a tiny delay. But be careful if you get a closer hit, you can crossup. {GOTO}
  621. <r> (214L) ~> (c.L) > [4]c.L~L: To time a meaty or even get a DP-safe jab (but it's not consistent) you can whiff a jab with a slight delay if you got in with sheep ride.
  622.  
  623. 214M <r> 22H > j.H: Is a safejump, works from anywhere, together with the insane corner-carry 214M already has makes this most like the best of m50% usage for Anila.
  624.  
  625. fth <r> 9hj > j.H: Gives you a safejump but only for forward throw.
  626. <co> 9jc > j.H: In the corner you can just jump normally.
  627. <co> 44 > 236H: This is an interesting setup, you get a meaty heavy sheep fireball that is safe from DPs (most), and it is between +6-+9 oB while you are still near!
  628. >> 2M: You are even so plus to get a tight 2M going! (5M and 5H might work too, but hard to time)
  629. > 214L-4L: And you can then after a blocked 2M do a sheep drop that stays safe from some DPs. {GOTO}
  630. > 236U: Or just try to chip them out. They can jump this one sadly, but it would be too good otherwise I guess.
  631. <h> 2M > 214U|BP: You are too far to get heavy sheep ride, so use meter or BPs.
  632. > 236U: Or you can just go into Ultimate directly to chip them out. But you are less plus than with Heavy, and you can't get something tight going afterwards.
  633. But as this counts as neutral usage of the Ultimate, you can get back some meter.
  634. If you want to stay safe, make a lot of chip, and don't mind the meter, great option! {GOTO}
  635. <h> 5L > 214U: If it hits you can still convert with a 214U, making this still pretty good.
  636. Also the 5L can whiff if they block, you could make some whiff-punish shenanigans here!
  637. bth <r> 236L: Backward throw you only get a meaty sheep sadly.
  638. <\co> 9hj > j.U: Gives you a safejump crossup if you are in the corner.
  639. ath <r> (2L) > 9jc > j.H: Whiff a 2L for framekill and you get a safejump.
  640.  
  641. SBA <r> 9hj > j.H|M: Gives you a safejump. Can also use 22H but it needs a tiny delay. If done point-blank without a combo before it can even crossup,
  642. in which case you can use j.U, but if you are unsure use j.M which works both ways. {GOTO}
  643. SSBA <r> 236M: SSBA puts them pretty much fullscreen so you don't get much, but you can bully them with a meaty sheep! {GOTO}
  644. <co> 9hj > j.H: In the corner you should get the same setup as with SBA anywhere. {GOTO}
  645.  
  646.  
  647. Anti-Airs:
  648. 2H > 623M <r> 236M: They recover in the air, if you time it right when they tech you can get a meaty sheep.
  649. CH 2H > 22H > j.H > c.M > 623M <r> 236M: Saa.
  650. 623H <r> 66 > jc > j.M: You can get an easy crossup from an anti-air DP.
  651. testme if you can get hop pressure too as you hit them higher.
  652.  
  653.  
  654. Corner:
  655. In general, any safejump j.H you do can be rolled out, but you can catch them in the recovery-frames with a CH c.H.
  656. If they are using roll as an option against you, start to empty-jump throw them which should work always.
  657. The j.L is the ONLY one where you can empty-jump low them and still catch their roll.
  658.  
  659. Roundstart:
  660. 5M > 66L|236M|2H: Great option that stops people from advancing, and if you do it right you can just anti-air anyone who tried holding up-forward at start. {GOTO}
  661. 236L|M|H: None of the sheep fireballs are safe from a jump-in. But once you have conditioned them to not immediately jump with 5M 2H, you can start the war. {GOTO}
  662. [4] > 236L|2H: Back-walk is also a great option, as you can put yourself at a distance where sheep fireball can be spawned and still be able to block against jump-ins.
  663. That distance is also a very important thing to learn for Anila, or any zoner in general. And you are still able to react to an immediate jump-in or a dash etc.
  664. What it loses to is them waiting a bit and then jumping at you.
  665. 69jc > j.H > c.M: When you want to jump in on roundstart, you have to walk forward for a microsecond or you won't be able to get a three-chain when you land!
  666. Best you just go 6-9 on the stick. Weird why this is that way, maybe intentional. But it explains a lot lol. {GOTO}
  667.  
  668.  
  669. ####============================================================================================================================================================================####
  670.  
  671.  
  672. #4 Other personal notes:
  673.  
  674.  
  675. Anila cheat-sheet:
  676. -blockstrings use c.L > c.L|2L > 5L or 2L > 2L > 5L
  677. -neutral pokes use 5L and 2M and cancel into 214L to combo
  678. -midsreen use sheep fireball, sheep ride drop
  679. -midscreen when in doubt with meter, use 236U sheep or 22U hop; both can be cheap
  680. -midscreen combo chains end in 214L, then 66L in; otherwise RS highjump for safejump
  681. -midscreen combo into SBA gives high-jump safejump; SSBA only 236M sheep meaty
  682. -corner combo use 236H for best damage but need sheep ride bar for safejumps, 214H works too and easier, no need for DP or Hop bar
  683. -corner combo end in 214L, then walk up DP-safe c.L
  684. -corner combo with sheep ride bar you can get safejumps ending in M chains into 623L
  685. -corner combo into SBA works always, for SSBA stop chains early, gets safejump on both
  686.  
  687.  
  688. Normals:
  689. cl.5P is 5f and your mash-button
  690. 5P is 6f and decent range
  691. 2P is 6f and a low
  692. cl.5M is 6f and your meaty
  693. 2M is 7f and decent poke-button midscreen, but is not a low sadly, still catches cross-over
  694. 5M is 9f and a good poke-button where 2M won't reach, cancel into sheep ride to convert a hit
  695. c.5H is 10f, hits twice
  696. j.L is kinda wierd, done right it can hit twice on grounded opponents (but only first one is an overhad, bleh), but done against airborne it can hit multiple times, with the speed
  697. it makes this your prime air-to-air button; also used in some corner-combos
  698. j.M is your close crossup button and hits in front too, having the best horizontal range; might also be good as air-to-air
  699. j.H is your jump-in, and used in combos, also the button to stick out if you want to hit a grounded opponent as early as possible;
  700. can combo into c.H well if they are crouching, but if not you need to time it extremely deep
  701. j.U is only a crossup button, not hitting anywhere in front of you, but has more horizontal range than j.M making it maybe useful in certain crossup setups where are not close
  702. Also used in some sideswitch combos. What is good with it is that you can use it to fake an attack and then land 2L, great for safejump!
  703. 5U-U with the ender you can make a mini-rps out of it as ending them without the ender is only -2 oB, but the ender is -6 oB so punishable,
  704. you can also do it earlier but it's not hard to react. Can sometimes be surprisingly effective in neutral as it hits multiple times while advancing forward,
  705. making it hit dodge attempts.
  706. 2U one of the only ways Anila can get a HKND.
  707. 66L dash-strike, +2 oB at all ranges, combos into 2M oH. One of your only ways to reset pressure at range without bar or meter.
  708. 66M dash-slide, relatively safe when spaced, gives a SKND.
  709. 66H ridiculous range but only SKND and very minus if not spaced makes it only useful in fringe-cases and combos.
  710.  
  711. Sheep Fireballs:
  712. 236L: Sheep Fireball that travels fullscreen, is the slowest of them all, but gets more plus the further it travels. At fullscreen you are +46 oB.
  713. Is -7 oB up-close, so only use them at range.
  714. 236M: Faster sheep but give less advantage. At fullscreen you are +24 oB. Up-close seem to have same framedata as L-sheep,
  715. so use this one in blockstrings if you want to make gaps small!
  716. 236H: Feel like the slowest, but are the only ones that give minimum +2 oB up-close increasing with range, making them your only special to get plus-frames up-close.
  717. Also second most-important combo-tool for the corner.
  718. 236U: About as fast as Heavy-sheep, safe up-close but most advantageous at range, giving +56 oB at fullscreen. The three sheep also have different speeds,
  719. hitting at different times the further out, which means they give the most lockdown time of all. The slow speed makes them hard to use,
  720. best times are after certain HKNDs or when you want to use them to get through projectiles and even SBAs!
  721. Also gives you a way to bully yourself in from fullscreen with 22M|H|U! And used in some fringe combos but not good as ender as they don't give a KND.
  722.  
  723. Sheep Ride:
  724. 214L: Most important combo-tool in midscreen, as it's the only one that's fast enough to connect at range. Gives a SKND.
  725. Can also drop down from all versions to stay safe at range while using them as projectiles while sheep fireball is on cooldown.
  726. 214M: Adds a delay before Anila hops on the sheep, making it an option to use as rps tool in midscreen.
  727. 214H: Most important combo-tool in the corner.
  728. 214U: Pushes them nearly fullscreen. Can't drop from it. Can also be used in corner as combo-tool. Also giving a HKND with decent advantage,
  729. letting you set up a safejump when you are near enough. Just be careful in the corner because it pushes them out a bit and you can end behind them.
  730.  
  731. Dragon Punch:
  732. 623L: Combo-ender in midscreen and in corner which gives a SKND while keeping them close, which offers a bit better reward than 5U. Stays completely stationary.
  733. No invincibility so fringe uses outside of combos, but has 6f startup making it decent as interrupt tool.
  734. 623M: Slower with 12f startup, but offers invincibility while moving slightly forward, making it prime anti-air material. Pushes them very far and makes them recover midair
  735. which leaves you plus, but not close enough and not advantageous enough to get in. Also miniscule dmg increase, so best keep it for antiairs.
  736. 623H: Only 1f faster than Medium version, but gives a bit better dmg increase. Still not a HKND, but adds more advantage letting you run in and dash-strike at least.
  737. Use for cash-out and if you really need to get in while getting better corner-carry than L-version.
  738. 623U: Only one that gives you a HKND. Actually less dmg than H-version, so use it only if you convert a combo into a safejump.
  739. Fastes with 8f and still invincible, so also good for anti-airs.
  740.  
  741. Hop:
  742. 22L: Short hop that can jump over them. Very reactable with a soundcue, but can be used to check their attention and to use for oki as safejump alternative after combos.
  743. Time the light attack at the apex to make it hit them twice, and the heavy at around half the downfall to properly connect with a c.M afterwards.
  744. Maybe still a bit better than a normal jump because it doesn't go as high.
  745. 22M: Around twice the height and around starting-position distance, which also makes it around twice as reactable. Most likely only use for very specific oki situations.
  746. 22H: Height from L-version with range from M-version, while being faster than both, making it to get in fast in neutral or specific oki situations.
  747. 22U: You can use this one to bully your way in from fullscreen, very fast and can be hard to react to because it's goes so far, but if they wait for it they can still hit you
  748. out of it. It tracks them meaning that it even works when they backtech. Especially great after 236U.
  749.  
  750.  
  751. The Anti-Air-CH-SSB-OS:
  752. You can make use of the CH OS to get a different follow-up special to come out after 2H, depending if you hit them normally or with a CH.
  753. Press 2H then immediately 623M (just do 6S+M), and then 22H afterwards. The CH hitstop will make the 623M input not come out, and you will get the hop instead.
  754. So you get your properp hit either way. Sadly it doesn't work with 236H it seems, I don't know really why.
  755. You can also add SSB to this by doing 236S+M and you will get SSB automatically if you have it, so you don't have to check your meter and can just throw it out.
  756.  
  757. #####==========================================================================================================================================================================#####
  758.  
  759.  
  760. #5 Other people's notes:
  761.  
  762.  
  763.  
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