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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: 13.09.2020)
- #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
- Bars: SO - Shining Onslaught, SL - Sword of Lumiel, NS - Noble Strategy, HL - Holy Ladder
- ===================================================================================================================================================================================
- #2 Combos & Blockstrings:
- Midscreen Combos:
- 2L > 2L > 2L > [4]6H [1960 dmg; SO-bar; only super-close, much easier with dash-momentum]
- > 5L > [4]6H [2200 dmg; SO-bar]
- > 5L > [4]6H [1960 dmg; SO-bar]
- |> [4]6L [1820 dmg; works only with dash-momentum]
- |> c.M > 214H > 5M > [4] [3080 dmg; SL+SO-bar; works only with dash-momentum]
- > 5L > [4]6L [1600 dmg]
- > [4]H [1760 dmg; SO-bar]
- 2L|c.L > c.MMM > 214H > 5M > [4]6H [3055 dmg; SL+SO-bar]
- > c.M > 214H > 5M > [4]6H [3110|2760 dmg; SL+SO-bar]
- > [4]6L [2990|2640 dmg; SL-bar]
- 5L > [4]6H [1600 dmg; SO-bar]
- > [4]6L [1400 dmg; whiffs on max-range unless on crouchers]
- 5M > [4]6H [1900 dmg; SO-bar]
- > [4]6M [2100 dmg; more dmg; whiffs on max-range unless on crouchers]
- 5H > [4]6X
- > SBA [could he hit-confirmable]
- c.XXX > 28H
- 2U > 46X
- 214M(Cr) > 5L > [4]6H
- 2L > 2L > c.MM > 214M(Cr) > 5L > [4]6H
- 214H(Cr) > 2U
- 22H~L(Cr) > c.MMM > 214H > 2U > [4]6H [mby only on CH; think you need c.LLL too]
- > 66 > 2U > [2]8L [near Corner you get a nice wall-bounce]
- CH 28X(2) > c.M [with rising part whiffing]
- #=======================================================================================#
- Corner:
- ... > [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]
- > (~66) > c.MM > 214H > 2U
- > (~66) > 2U [when you are a bit outside of corner]
- > 214H(Cr) > 2U > [4]6H > c.HH > 28M|H
- 2L > 2L |> c.M > 214L|H > ... [works only with dash-momentum]
- > [4]6X
- c.XXX > 214H > 5M > [4]6H > c.MMM > 28H
- > c.M > SBA
- > c.MMM > 28H > sj
- 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]
- 5H > [4]6H > ~66 > 2U > [2]8H
- 2U > [4]6H > ~66 > c.MM > 214H > c.HH <r> 22H > c.MMM > 28H [https://youtu.be/zyR0WKUtKt4?t=236]
- (j.H > c.L) > 2L > 5L > ?
- 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;
- 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
- 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
- you need a tiny bit otherwise you get a 5H]
- > 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]
- > SSBA(E) [5800|6300 dmg]
- UOH Corner:
- CH UOH > c.HH > 214H > 5M > [4]6H > c.MMM > 28H
- #=======================================================================================#
- Blockstrings:
- c.L|2L > c.L (3f frametrap that can combo)
- > 2L (4f frametrap that can combo)
- > 2L > [4]M > 6L > 44
- > 5L
- > c.H (big 7f frametrap that doesn't combo)
- > 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)
- > c.M (4f frametrap that can combo)
- > c.H (big 7f frametrap that doesn't combo; but should work as they definitely expect something else here)
- > 5L (4f frametrap that can combo)
- > [1]U > 3H
- 2M(w) > CH 5H (big brain time)
- 2U > UOH (nasty lol)
- > 214H > 5M (H-SL also moves you forward enough that the 5M after it still hits)
- j.[4H] > 6M (nasty frametrap, prob good against fuzzy-mash https://youtu.be/zyR0WKUtKt4?t=129)
- [4]H > 6L (standard buffer to fish for whiffs but also safe making it great as decent pressure tool)
- ===================================================================================================================================================================================
- #3 All about setups:
- Setups:
- AA 22H~[4] > 6L(w) Should leave you close enough for meaty pressure
- 2U > 22H Is a meaty and plus then seemingly
- SSBA[4] > 6M Brings you right into their face for meaties
- ===================================================================================================================================================================================
- #4 Other personal notes:
- ===================================================================================================================================================================================
- #5 Other people's notes:
- Safejump-collection:
- 2u ender - cancel 2U to 4G
- if 2U is counterhit then you treat it as a juggle 2u.
- juggle 2u ender - delay cancel 2U to 4G
- ex dp - hold up forward on hit
- juggle c5m ex dp - micro walk before jump
- juggle 5mmm ex dp - micro walk before jump
- 22h~m - hold up forward on hit
- if 22h~m is counterhit you slightly delay the jump.
- forward throw - super jump needs a slight delay. it's very lenient but it will whiff if done too fast.
- #=======================================================================================#
- Discord-tech:
- 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
- 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,
- except with, like, everything, 'cause I was lookin at f5M, 2U, and c5H.
- Unfortunately, you need sound on for this tip. When Charl does her 214H, the move makes some slash sounds.
- 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,
- 2U and c5H on crouching) extremely consistently, like literally every time except for a couple hiccups.
- 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,
- 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.
- 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
- 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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