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lornlynx

GBFV - Charlotta notes

Aug 15th, 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: 13.09.2020)
  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. Bars: SO - Shining Onslaught, SL - Sword of Lumiel, NS - Noble Strategy, HL - Holy Ladder
  64.  
  65.  
  66. ===================================================================================================================================================================================
  67.  
  68.  
  69.  
  70. #2 Combos & Blockstrings:
  71.  
  72.  
  73. Midscreen Combos:
  74. 2L > 2L > 2L > [4]6H [1960 dmg; SO-bar; only super-close, much easier with dash-momentum]
  75. > 5L > [4]6H [2200 dmg; SO-bar]
  76. > 5L > [4]6H [1960 dmg; SO-bar]
  77. |> [4]6L [1820 dmg; works only with dash-momentum]
  78. |> c.M > 214H > 5M > [4] [3080 dmg; SL+SO-bar; works only with dash-momentum]
  79. > 5L > [4]6L [1600 dmg]
  80. > [4]H [1760 dmg; SO-bar]
  81. 2L|c.L > c.MMM > 214H > 5M > [4]6H [3055 dmg; SL+SO-bar]
  82. > c.M > 214H > 5M > [4]6H [3110|2760 dmg; SL+SO-bar]
  83. > [4]6L [2990|2640 dmg; SL-bar]
  84. 5L > [4]6H [1600 dmg; SO-bar]
  85. > [4]6L [1400 dmg; whiffs on max-range unless on crouchers]
  86. 5M > [4]6H [1900 dmg; SO-bar]
  87. > [4]6M [2100 dmg; more dmg; whiffs on max-range unless on crouchers]
  88. 5H > [4]6X
  89. > SBA [could he hit-confirmable]
  90. c.XXX > 28H
  91. 2U > 46X
  92.  
  93. 214M(Cr) > 5L > [4]6H
  94. 2L > 2L > c.MM > 214M(Cr) > 5L > [4]6H
  95. 214H(Cr) > 2U
  96. 22H~L(Cr) > c.MMM > 214H > 2U > [4]6H [mby only on CH; think you need c.LLL too]
  97. > 66 > 2U > [2]8L [near Corner you get a nice wall-bounce]
  98. CH 28X(2) > c.M [with rising part whiffing]
  99.  
  100. #=======================================================================================#
  101.  
  102.  
  103. Corner:
  104. ... > [4]6H > (~66) > c.M > 28M|H [might need a small microdash if they stood not dirently in the corner; M|H both deal same dmg; c.MM also deals same dmg]
  105. > (~66) > c.MM > 214H > 2U
  106. > (~66) > 2U [when you are a bit outside of corner]
  107. > 214H(Cr) > 2U > [4]6H > c.HH > 28M|H
  108.  
  109. 2L > 2L |> c.M > 214L|H > ... [works only with dash-momentum]
  110. > [4]6X
  111. c.XXX > 214H > 5M > [4]6H > c.MMM > 28H
  112. > c.M > SBA
  113. > c.MMM > 28H > sj
  114. c.MM > 214H > 5M > [4]6H > c.MMM > 28H <r> 22H > c.MM > 214H > 5M > [4]6H > c.M <x> [22H should hit meaty? https://youtu.be/imSVWolSXEU?t=162]
  115. 5H > [4]6H > ~66 > 2U > [2]8H
  116. 2U > [4]6H > ~66 > c.MM > 214H > c.HH <r> 22H > c.MMM > 28H [https://youtu.be/zyR0WKUtKt4?t=236]
  117.  
  118. (j.H > c.L) > 2L > 5L > ?
  119. 22H~H > c.M|H > 214H > c.M|5M > [4]6H > c.H > SSBA(E) [6490|6954 dmg; SL+SO-bar; to make c.H work you need to grab them near the shoulders-stomach rather than near the head-neck;
  120. for c.M version be sure to NOT hold back before it hits or the proximity-normals will mess you up, because you need the fast
  121. c.M after the swords; for the c.H version you put the higher and need to wait longer to get the 5M, also for the last c.H
  122. you need a tiny bit otherwise you get a 5H]
  123. > 28M|H [5074|~4970\5776|~5396 dmg; SL+SO+HL-bar; H-ender makes them drop out of it midway for less dmg but you get still the hard KND]
  124. > SSBA(E) [5800|6300 dmg]
  125.  
  126. UOH Corner:
  127. CH UOH > c.HH > 214H > 5M > [4]6H > c.MMM > 28H
  128.  
  129. #=======================================================================================#
  130.  
  131.  
  132. Blockstrings:
  133. c.L|2L > c.L (3f frametrap that can combo)
  134. > 2L (4f frametrap that can combo)
  135. > 2L > [4]M > 6L > 44
  136. > 5L
  137. > c.H (big 7f frametrap that doesn't combo)
  138. > 214M > [4]M(w) > 2U > 6L (5M moves you forward enough so you are still in range for 2U to hit https://youtu.be/imSVWolSXEU?t=60)
  139. > c.M (4f frametrap that can combo)
  140. > c.H (big 7f frametrap that doesn't combo; but should work as they definitely expect something else here)
  141. > 5L (4f frametrap that can combo)
  142. > [1]U > 3H
  143. 2M(w) > CH 5H (big brain time)
  144. 2U > UOH (nasty lol)
  145. > 214H > 5M (H-SL also moves you forward enough that the 5M after it still hits)
  146. j.[4H] > 6M (nasty frametrap, prob good against fuzzy-mash https://youtu.be/zyR0WKUtKt4?t=129)
  147.  
  148. [4]H > 6L (standard buffer to fish for whiffs but also safe making it great as decent pressure tool)
  149.  
  150.  
  151. ===================================================================================================================================================================================
  152.  
  153.  
  154.  
  155. #3 All about setups:
  156.  
  157. Setups:
  158. AA 22H~[4] > 6L(w) Should leave you close enough for meaty pressure
  159. 2U > 22H Is a meaty and plus then seemingly
  160. SSBA[4] > 6M Brings you right into their face for meaties
  161.  
  162.  
  163. ===================================================================================================================================================================================
  164.  
  165.  
  166.  
  167. #4 Other personal notes:
  168.  
  169.  
  170. ===================================================================================================================================================================================
  171.  
  172.  
  173.  
  174. #5 Other people's notes:
  175.  
  176.  
  177. Safejump-collection:
  178. 2u ender - cancel 2U to 4G
  179. if 2U is counterhit then you treat it as a juggle 2u.
  180. juggle 2u ender - delay cancel 2U to 4G
  181. ex dp - hold up forward on hit
  182. juggle c5m ex dp - micro walk before jump
  183. juggle 5mmm ex dp - micro walk before jump
  184. 22h~m - hold up forward on hit
  185. if 22h~m is counterhit you slightly delay the jump.
  186. forward throw - super jump needs a slight delay. it's very lenient but it will whiff if done too fast.
  187.  
  188. #=======================================================================================#
  189.  
  190.  
  191. Discord-tech:
  192.  
  193. The issue with linking off 214H for many players is that the move is actionable well before it looks like it 'should' be able to
  194. Found this a couple days ago when I was looking at Charl's corner crouching combos actually, because I had to do that link so darn much,
  195. except with, like, everything, 'cause I was lookin at f5M, 2U, and c5H.
  196. Unfortunately, you need sound on for this tip. When Charl does her 214H, the move makes some slash sounds.
  197. Very shortly after the last sound plays, press your button. Combined with the 3f buffer, I found myself hitting the 1f links (f5M on standing,
  198. 2U and c5H on crouching) extremely consistently, like literally every time except for a couple hiccups.
  199.  
  200. Idk how many people know this, but one thing I've noticed is that many seem to think that Charl's blanka balls have to be a [1/4/7]6 input,
  201. probably because of previous games and/or the command list. However, you can do [1/4/7] for the back charge and then either 3 or 6 for the forward input.
  202. In other words, if you're trying to keep your DP charge during a combo, or you want to be able to FK someone immediately after whiffing a blanka
  203. ball under their jump, you can simply do [1]3. As a pad player, I also found that doing [1]3 helped me to stop doing accidental DP whenever I wanted ball.
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