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GBFV - Metera notes

Apr 3rd, 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. ~bf butterfly trigger
  64. Bars: HA - High-Arrow, LA - Low-Arrow, TGF - The Great Fall, B - Butterfly
  65.  
  66.  
  67. ===================================================================================================================================================================================
  68.  
  69.  
  70.  
  71. #2 Combos & Blockstrings:
  72.  
  73. When I write only 214X in a string, it usually means that 236X also works instead. 236X can also be easier in the corner because it pushes them up higher.
  74. When having 2M in corner-combos, 5M usually also works instead, but is a bit harder. Against Smalls like Char/Ferry you rather use 2M though.
  75. For SBA|SSBA enders, one can usually also use 5H instead of 2H before. It is even a bit more stable but harder. Only very few combos require it so that follow-ups
  76. don't whiff. But for Smalls it is better to use 5H for SSBA as the first hit can otherwise whiff which gives no cinematic.
  77. > 5U > (j.H) always denotes a safejump possible against everyone, otherwise |> is used
  78. (2L|c.H) denotes a meaty 2L or c.H, the 2L is often DP-safe
  79.  
  80. #=======================================================================================#
  81.  
  82.  
  83. Midscreen Combos:
  84. c.XXX > 236H [hits also on crouchers unless you are away]
  85. > 214H [nearly always preferred to use so you have the HA to trigger bfs]
  86. 2L > 2L > 214X [so fucking hard somehow, a bitch todo in corner where 236X is wayyyyy easier]
  87. > 236X [might whiff on Crouchers when spaced further]
  88. > SBA(E) [2800|3600 dmg; doesn't give cinematic unless done with a dash-momentum]
  89. <x> SSBA(E) [does NOT combo!]
  90. |> 2L > 236H [only possible from a run (not a hop!) and only with 236H]
  91. 5L > 214M|H [1450 dmg; whiffs when further away; 236 is more consistent; has a tiny bit more range than 2L]
  92. > SBA(E) [2900 dmg; whiffs when further away]
  93. <x> SSBA(E) [does NOT combo!]
  94. > 5L > 214M|H [1640 dmg; good defensive combo; whiffs easily when further away; 236 is WAY more consistent]
  95. > 5L [can actually combos and easier when they were dashing or such, but still can't convert into anything]
  96. > (5H) [decent option that stops them from mashing afterwards or just running up to you; they can jump out of it though!]
  97. 2M > 214H
  98. > SBA(E-N) [2700 dmg; whiffs when further away]
  99. > 22H [might be useful when you make a wp further away where 214H wouldn't hit]
  100. 5H > 214M|H [combos roughly 1-2 dashes away; this one you can even try hit-confirming as it might be a CH like Tahichi does https://youtu.be/CDt1WEsiCtk?t=242]
  101.  
  102. Fluff (if these things happen, it was most likely random):
  103. CH c.M > 2M > 214X [might happen if you are too far away for the second c.M to trigger; I-Yo the fucking god can do it on reaction -.-]
  104. > c.M > 214X [looks like it wouldn't work but actually does]
  105. 2L(Cr) > c.M
  106. CH 2M(Cr) > c.L|2L
  107. CH 5L|5H(Cr) > 2M > 214M|H
  108.  
  109.  
  110. Jump-ins:
  111. j.M(1) > 2M > 214M|H [when hopping from further away, where only j.M hits; 236 can still whiff on crouchers]
  112. j.236H > 2H > 5U > j.H > 2H > 5U > j.H > 2H > 5U~~j.5U > (j.H|2L) [3930 dmg; HA-bar; 8-hits so after 2 jump-cycles; way easier with some form of momentum like from a dash;
  113. can be done immediately or a bit delayed making it an ambiguous crossup!;
  114. from running you can get a weird sideswitch, you have to delay the 5U a bit https://youtu.be/p16RhlC4T5E?t=12;
  115. first 2H needs to be done way faster than from an anti-air;
  116. sj at end needs longer delay otherwise you can end up on the other side,
  117. in which case you can try getting them with a 2L;
  118. you can use 1H at the end if you see they get too high to still sj it and get the SBA or at least the oki]
  119. > 5U > j.H <x> 5U > (j.H) [4234 dmg; HA-bar; 9-hits so exactly 3 jump-cycles!; WAY easier to get the sj at the end!] {GOTO}
  120. > 22H |> 5U > (j.H) [3930 dmg; HA-bar; HA-bar; bf-setup AND sj but ONLY against 11f-DPs!]
  121. > SBA(E-N|T) [4750|5130 dmg; HA-bar; after 8-hits so after 2 jump-cycles]
  122. <co> SBA(E) [5130 dmg; HA-bar]
  123. > c.H(1) > SSBA(E-N) [4610 dmg; HA-bar; just don't I guess
  124. <co> c.H(1)|1H) > SBA(E)|SSBA [5080|5260 dmg; HA-bar; when carried to corner; c.H(1) feels easier for 180 dmg less]
  125. > 623H(1) > 22H > (2L|c.H) [4234 dmg; HA+TGF+B-bar; only in Corner otherwise they get hit away far;
  126. does NOT give a sj!]
  127. <co> c.H(1) > SSBA(E) [5452 dmg; corner is only place where you get animation and only with c.H(1)]
  128. > SBA(E-N|T) [4385|4955 dmg; HA-bar; after 6-hits so after 1 jump-cycle]
  129. > 623H > 22M > 5U > (j.H) [4160 dmg; HA+TGF+B-bar; after 6-hits so after 1 jump-cycle;
  130. more consistent than c.H(1-2); gives butterfly setup AND safejump!!!
  131. BUT you will have no cd to trigger it so use 22H and end autocombo in sth like 4U] {GOTO}
  132. <co> 2H > 22H |> 5U > (j.H) [bf-setup AND sj but ONLY against 11f-DPs!;
  133. |> 44 > 5H~bf against 9f-DPs sonic_sol likes to then just backdash and 5H https://youtu.be/2RuJdyUEDiQ?t=138]
  134. > 623H > 22H > 5U > (j.H) [2790 dmg; HA+TGF+B-bar; probs not worth it, maybe only if you want to keep the closer?]
  135. CH j.H > j.236H > 2H > 5U > j.H > 2H > 5U > j.H <x> 5U > (j.H) [4462 dmg; HA-bar; 10-hits; all combos just as normal j.236H apply]
  136.  
  137.  
  138. Anti-airs:
  139. CH 1|2H ~> 5U > j.H > 2H > 5U > j.H > 2H > 5U > j.H > 2H <x> 5U~j.5U > (j.H) [4000 dmg; 7-hits so exactly 3 jump-cycles!; can be hard as 2nd and 3rd j.H whiff easily!] {GOTO}
  140. > 5U > ~6|~66 > (2L) [can be a cheeky cross-up reset, that sometimes also just works randomly]
  141. > 22H |> 5U > (j.H) [bf-setup AND sj but ONLY against 11f-DPs! https://youtu.be/TxbxuqBPpEo?t=364] {GOTO}
  142. > 22L > 5U > j.236M [https://youtu.be/oLABB8AOlSA?t=366]
  143. > SBA(E-N|T) [4517|4992 dmg; after 5-hits so 2 jump-cycles]
  144. <co> SBA(E) [4992 dmg]
  145. > [Tahichi's special crossup UOH ender https://www.youtube.com/watch?v=iqnd6ML-0mY&t=2m13s and https://youtu.be/lnE3ujSQbt8?t=115]
  146. > [https://www.youtube.com/watch?v=PlDhvcy_zvQ&feature=youtu.be&t=1269 test me,
  147. option selecting the by doing 3H, if they are low you will get 2H, if they are too high you will get
  148. 1H and you can confirm into 623L into sweep or into 236236H]
  149. <co> 22L|H > 5L|H [Corner; seen Infiltration do it; leaves you in perfect 5L position;
  150. might give you a meaty bf explosion]
  151. > c.H > 623H > 22H > 5U~j.5U > (j.H) [4204 dmg; TGF+B-bar; Corner-carry; further hits of c.H can whiff if too high]
  152. > 1|2H > 66 > UOH [TGF+B-bar; Corner; depending on 1H or 2H the UOH hits meaty or not?]
  153. > SBA(E-N|T) [3990|4690 dmg; after 3-hits so 1 jump-cycle]
  154. <co> SBA(E) [4690 dmg]
  155. > 2H|c.H(1-3) > 623H > 22M > 5U > (j.H) [<3540 dmg; TGF-bar; for midscreen oki; the lower you hit them the more c.H are stable;
  156. 2H should also work; they can sometimes be blown further away;
  157. gives butterfly setup AND safejump!!!] {GOTO}
  158. > 22L [Infiltration did it, dunno why exactly but it might be good for zoning?]
  159. > c.LLL > 623L|236H > 5U > (j.H) [2280|2590 dmg; when you get high hits in and see that the distance is too small; can also sideswitch]
  160. > 5U > (5L) [follows them with a meaty 5L]
  161. > 5U~j.5U > j.L [meaty cross-up]
  162. > c.LL > 623H > 22M > 5U > (j.H) [when they are too close and you hop just to the other side of them, seen I-Yo do it with success]
  163. <co> c.H(1) > 623H > 2H > 5H > j.H > 22H > (2L|c.H) [when carried to corner https://youtu.be/scXfuctWFBE?t=238 https://youtu.be/xcekumnYPHQ?t=1887
  164. > (~66) > 2H > 5U > j.H > 2H > 5U > j.H > 2H > 5U > j.H <x> 5U > (j.H) [3680 dmg; 7-hits so exactly 3 jump-cycles!;
  165. WAYYY easier with 1H at start; need to hit them pretty deep;
  166. keep note that here also do three j.Hs but you omit the last 2H and instead
  167. go right for a single 5U hop;
  168. if you hit them very high you can microdash before the 2H which makes
  169. it more consistent] {GOTO}
  170. <co> 22H > (2L) [when carried to corner https://youtu.be/scXfuctWFBE?t=413]
  171. > 5U~j.5U > (j.H) [alt method]
  172. > SBA(E-N|T) [4650|5030 dmg; after 6-hits so 2 jump-cycles]
  173. <co> SBA(E) [5030 dmg]
  174. > SBA(E-N|T) [4285|4855 dmg; after 4-hits so 1 jump-cycle]
  175. <co> SBA(E) [4855 dmg]
  176. > 623H > 22M [test me]
  177. > 623H > 22H > 5U > (j.H) [2200 dmg]
  178. > 5H > 236L [2390 dmg; doesn't give a setup as they tech out immediately, but you can throw a slow arrow which hits them meaty right when landing]
  179. > 2U > 22H > (2L|c.H) [2310 dmg; very inconsistent to hit]
  180. <co> j.236H > 2H > 5U > j.H > 2H > 623H > 214H [carry to corner; can't]
  181. > c.H > 623H > SBA|SSBA
  182. > 2U [1500 dmg; emergency combo]
  183. (1|2H) > 623H [NOT confirmable and whiffs easily!; use this if they show a habit of jump-blocking; but better is you just take the plus-frames for a safejump!]
  184. > SBA [confirmable!] {GOTO}
  185. 623H > 22M > 5U > (j.H) [test me but should be true safejump]
  186. 5M > 236M|H [can work sometimes, sometimes not]
  187. > 623H > 22M > 5U > (j.H) [needs to be done early enough, but great against blockers]
  188. SBA(E) [da best; GOTO]
  189. CH j.L > c.LL > 623L [test me can get a conversion when you catch them midair when jumping out or sth https://youtu.be/jBISVM2JiZg?t=4844]
  190. j.M > 2H > 5U > j.H > c.H > 623H > 22H > 5U > (2L) [test me conversion if you catch them jumping https://youtu.be/p16RhlC4T5E?t=309]
  191.  
  192. Against UOH:
  193. c.LLL > 623H > (22M > 5U > j.H) [1920 dmg; gives butterfly setup AND safejump]
  194. 2M > 236H [2M can also work and is especially good against further away overheads!]
  195. CH c.M > 5M > (623M) [1400 dmg; 2M gives more time to react; they tech after 5M and TGF hits them meaty]
  196.  
  197.  
  198. DP-punishes (general):
  199. bl(St) > 2H > 5U > j.H > 2H > 5U > j.H > 2H > 5U > (j.H) [3280 dmg; Gran/Djeeta DP-punish; kinda hard but worth it; hold 4 after the first swing to gain some distance while
  200. blocking standing; closely watch them, and press 2H a tiny bit after they stopped with the yellow-swirls;
  201. Gran can have some of his hits of the second swing whiff sometimes, so be prepared for him to drop earlier]
  202. > c.H > 623H [4220 dmg; hard to get, TGF will whiff often if don't hit them after the DP at a certain height.
  203. if they whiff, they can sometimes still hit them meaty when they tech; can also do it after first j.H]
  204. > c.MMM > 623H [2220 dmg; hit them in the air when they are about your head-height; safest option because you still can hit them on the ground]
  205. bl(1) > 4G(2) > 2H > ... [Gran/Djeeta DP-punish; if you spot dodge the second part, you can just sideswitch and carry her all the way to the other corner with the 2h punish]
  206. bl > Tahichi's special Narmaya DP-punish test me https://youtu.be/J-NWKanDhAE?t=527
  207.  
  208.  
  209. 22H setup (assuming after a 2U 22H or run-up 22H with LA-bar already spent):
  210. > c.HHH > 236M~bf > 66 > 2H~bf > 5U > j.H > c.HHH > 236H [<4354 dmg; HA-bar]
  211. <r> 2L [could be nasty reset because the bf-explosions makes it difficult to see Metera]
  212. <r> j.623H [another reset option]
  213. > c.H > 236M~bf > 66 > c.HHH > 236H [4525 dmg]
  214. > 5U > j.H > c.H > 236M~bf > 5U > j.H > c.HHH > 236H [4519 dmg; HA-bar] {GOTO}
  215. > 214H~bf|236H~bf > 66 > 2H > 5U > j.H > 2H > 5U > (j.H) [4623 dmg; LA|HA-bar; a bit iffy to get]
  216. > c.H > 236M~bf ~> 5U > j.H > c.H > 236M~bf > 5U > j.H > c.H > 236H [5525 dmg; HA-bar; make a short delay after first bf or you whiff on crouchers!; GOTO]
  217. <co> 214H > 2H > 5U > j.H > c.H > 623H > 22H > 5U > (j.H) [test me, corner-carry]
  218. > 2L > c.LLL > 236M~bf > 66 > 2H~bf > 5U > j.H > c.HHH > 236H [3235 dmg; HA-bar]
  219. > c.L > 236M~bf > 5U > j.H > c.H > 236M~bf > 5U > j.H > c.HHH > 236H [4285 dmg; HA-bar; feels very akward;
  220. can add a second c.L for akward hit-confirm but ~400 dmg less]
  221. > 2L > 236M~bf > 5U > j.H > c.H > 236M~bf > 5U > j.H > c.HHH > 236H [4285 dmg; HA-bar; GOTO]
  222. > 66 > c.HHH > 236M~bf > 66 > c.HHH > 214H []
  223. > c.L > 2L > 236M~bf > 5U > j.H > c.H > 236M~bf > 66 > c.H > SSBA(T) [from the Tahichi setup; test me if you actually get better scaling with 66 instead of a j.H or if
  224. it is more consistent that way on Charlotta]
  225. > 66 > c.H > 623H~bf [tall-bois only or universal? test me https://youtu.be/2pv08HGqXMo?t=88 https://youtu.be/Z8Uoo3bdqtE?t=36]
  226. > UOH [doesn't work :( the butterflies are too fast gone unless in corner]
  227. > fth > 5U > UOH~bf > 5H~bf > 5U > j.H > c.HHH > ... [https://youtu.be/TxbxuqBPpEo?t=419 looks great]
  228.  
  229.  
  230. 22H DP-punishes (assuming after a 2U 22H or run-up 22H with LA-bar already spent):
  231. > bl > c.M > 236M~bf > 66 > c.H(1-3) > 236H~bf > 66 > c.H(1-3) > 623H [<4800 dmg; HA-bar; DP-punish after sj assuming LA-bar used;
  232. doesn't give bf-setup sadly but meaty sj]
  233. > bl > 2H~bf > 5U > j.H > c.H > 236M~bf > 5U > j.H > c.HHH > 236H [5015 dmg; HA-bar; Ferry DP-punish; 66 > c.H at end is more stable bit less dmg;
  234. don't wait to long with the 2H or they can go back to crouching and your hop whiffs]
  235. > c.M > 236M~bf > 5U > j.H > c.H > 236M~bf > 5U > j.H > c.HHH > 236H [5025 dmg; HA-bar; Ferry DP-punish; alt method; at end c.MMM might be more stable]
  236. > 2M > 236M~bf > 5U > j.H > c.HH > 236M~bf > 5U > j.H > c.HHH > 236H [5025 dmg; HA-bar; Beelzebub DP-punish; need to be superfast with the punish to catch him standing!]
  237. > 2H > 5U > j.H > 2H > j.H > 2H~bf~bf > 66 ~> 5U > (j.H) [4100 dmg; Percival DP-punish; very hard to get as it is not a CH, you have to hit the 2H alap;
  238. with Träumerei-stacks you need to wait longer]
  239. ~> (236M~bf~bf) ~> 5U > (j.H) [2840 dmg ]
  240. > 2H~bf > 5U > j.H > 2H~bf > 5U ~> c.H > 623H > 66 ~> 5U > (j.H) [<4100 dmg; Narmaya Genji DP-punish]
  241. > 236M~bf > 66 ~> 5U > (j.H) [2840 dmg; Narmaya Genji-DP-punish; stable and probably gives you a safejump]
  242. > 2L > 2L > 236M~bf > 5U > j.H > c.H > 236M~bf > 5U > j.H > c.HHH > 236H [4285 dmg; Narmaya Kagura DP-punish]
  243. > c.L > --//-- [4245 dmg]
  244. ~> 2H > 5U > j.H > 2H~bf > 5U > j.H > 236M~bf > 66 > 5U > (j.H) [4180 dmg; Narmaya Kagura DP-punish]
  245. > 1H > 5U > j.H > 2H~bf > 5U > 2H~bf > 5U > c.H(1) > 623H [4180 dmg; Katalina DP-punish; very hard to get as it is not a CH and you need to hit 1H alap]
  246. > c.H(2-3) > 623M [3940 dmg; makes them tech in the air and TGF hit them meaty]
  247. > j.H > 2H~bf > ~66 ~> 5U > (j.H) [4200 dmg]
  248. ~> 5U > j.H > c.MMM > 236H~bf > 66 ~> c.H > 623H [3920 dmg; reset or conversion when you whiff the first j.H]
  249.  
  250. 22H > 5U DP-punishes (assuming after a 22H > 5U setup with LA-bar already spent):
  251. > bl(1) > CH c.M > 236M~bf > 66 > c.H > 236M~bf > 5U > j.H > c.HHH > 236H [against Djeeta/Gran DP when hitting in them in the gap; test me]
  252. (You get c.m 236m hop j.h c.h 236m hop j.h 2h ssba If you end that combo with autocombo into ssba It does not combo It just drops)
  253.  
  254. #=======================================================================================#
  255.  
  256.  
  257. Corner Combos:
  258.  
  259. c.HHH > 214H > 2H > 5U > j.H > c.H > 623H > 22H > 5U > (j.H) [4231 dmg]
  260. > 2H|5H > SBA(T)|SSBA(T) [5213|5665 dmg]
  261. > 2H > 5U > j.H > 2H > SBA(T)|SSBA(T) [4897|5349 dmg]
  262. > j.M > c.H > 623H > 2H > 22H [4333 dmg; LA+TGF+B-bar; very tight for the sj]
  263. c.H > 214H > 2H > 5U > j.H > c.H > 623H > 22H > 5U > (j.H) [4870 dmg; LA+TGF+B-bar; weird timing, 2H has to be done later than expected, j.H right at apex; GOTO]
  264. > 2U > 22H > (2L) [5150 dmg; gives meaty 2L]
  265. > 2H > SBA(T)|SSBA(T) [6065|6540 dmg]
  266. > 5H > 22H > 5L > 2M > 236M [5L seemingly hits them meaty; doesn't need a CH!; might be great if people auto-block high test me)
  267. > 1H > 5U > j.M > 1H > 5U~j.5U > (j.H) [great when you don't have TFG- or B-bar or when you want to threaten a UOH reset with 22H
  268. https://youtu.be/9cyVsPld66E?t=250]
  269. > 623H > c.H > 236H > 5HH > 214H > 2H > SSBA(T) [6970 dmg; TGF+HA+LA-bar; max-dmg DP-punish; whiffs on smalls and also kinda inconsistent; IGNORE;
  270. have to be super-close and cancel c.H early enough;
  271. seemingly also microdash c.H and then without 2H works for more dmg?]
  272. > 236H > 2H > 623L > 2H > 623L > 5L > 5U > (j.H) [sonic_sol combo test me https://youtu.be/NqQ4_CX3lyo?t=351]
  273. 2L > c.LLL > 214H > 2H > 5U > j.H > c.H > 623H > 22H > 5U > (j.H) [3240 dmg; LA+TGF+B-bar; your low-mu; doesn't work after a blocked jump-button;
  274. shit scaling but easy; Char/Ferry needs to have the 2nd and 3rd autocombo hit a bit delayed] {GOTO}
  275. > 2H > SBA(T)|SSBA(T) [4195|4670 dmg; LA+TGF-bar]
  276. > 2H > 5U > j.H > 2H > 22H > UOH [test me; gives meaty overhead]
  277. > j.M > c.H > 623H > 2H > 22H > 5U > (j.H) [3280 dmg; LA+TGF+B-bar; very tight for the sj]
  278. > c.H > 236H > 2H > 22H > 5U > (j.H) [3420 dmg; LA+HA+TGF+B-bar]
  279. > 2M > 236H > 2H > SBA(T)|SSBA(T) [3765|4240 dmg]
  280. > 2L > 214H > 2H > 5U > j.H > c.H > 623H > 22H > 5U > (j.H) [3840 dmg; LA+TGF+B-bar; your low-mu which is confirmable; doesn't work after a blocked jump-button;
  281. can be kinda hard at times; doesn't work on Char/Ferry, you have to use 236H or the 2M combos there;
  282. when they blocked a j.L before, this combo is basically impossible on Char/Ferry] {GOTO}
  283. > 2H > SBA(T)|SSBA(T) [4955|5430 dmg; LA+TGF-bar]
  284. > 236H > 2H > 623H > 22H > ~6 > (c.H) [4100 dmg LA+HA+TGF+B-bar; doesn't give sj but a meaty c.H/throw/UOH mixup instead]
  285. > 2M > 236H > 2H > 623H > 22H > 5U > (j.H) [3720 dmg; LA+HA+TGF+B-bar; when done from a blocked j.L before, use 236H > 5M > 214H instead!;
  286. alt combo for Char/Ferry, using 236H first makes it a LOT more stable]
  287. > SBA(E) [4160 dmg; SBA gets no cinematic whatever, so use easy input]
  288. > 5H > SSBA(T) [4960 dmg; needs 5H because with 2H gives you no cinematic]
  289. > 2U [3110 dmg; LA+HA-bar; drops never, even when they blocked a j.L before and you used 2M]
  290. > 623H > 22H > 5U > (j.H) [2970 dmg; HA+TGF+B-bar; same but only needs high-arrow]
  291. > c.H > SBA(T) [4580 dmg; LA-bar; against Char/Ferry when you don't have HA available; still kinda hard to get as you have to be super-close]
  292. > SSBA(T) [5180 dmg; LA-bar; against Char/Ferry when you don't have HA available; still kinda hard to get as you have to be super-close]
  293. > 214H > 2H > 5U > j.H > c.H > 623H > 22H > 5U > (j.H) [against Char/Ferry]
  294. > j.M > c.H > 623H > 2H > 22H > 5U > (j.H) []
  295.  
  296.  
  297. Jump-ins:
  298. - if 214H is used, 236H will also work there
  299. - Char/Ferry need either 236H or c.MMM
  300. - c.H > 236H instead of c.M works for everyone; c.HHH > 214H does NOT work for Char/Ferry
  301. - c.HHH > 214H is actually easier than c.HH > 214H
  302. j.H > c.M > 214H > 2H > 5U > j.H > 2H > 5U > j.H > 2H > 5U~j.5U > (j.H) [4328 dmg; 11-hits; in short you get two loops; needs 236H against Char/Ferry]
  303. > 214H > 2H > 5U > j.H > c.H > 623H > 22H > 5U > (j.H) [4540 dmg; LA+TGF+B-bar; doesn't work against Char/Ferry test me]
  304. > 2H|5H > SBA(T)|SSBA(T) [5570|6022 dmg]
  305. > j.M > c.H > 623H > 2H > 22H > 5U > (j.H) [4680 dmg; LA+TGF+B-bar; needs 236H against Char/Ferry] {GOTO}
  306. |> 2M > 236H > 2H > 623H > 22H > 5U > (j.H) [4392 dmg; needed against Char/Ferry]
  307. > 2H|5H > SBA(T)|SSBA(T) [5190|5570 dmg]
  308. |> c.MMM > 214H > 2H > 5U > j.H > 2H > 5U > j.H > 2H > 5U~j.5U > (j.H) [3780 dmg; LA-bar; 11-hits; needs 236H against Char/Ferry]
  309. > c.H > 623H > 22H > 5U > (j.H) [3932 dmg; LA+TGF+B-bar]
  310. > j.M > c.H > 623H > 2H > 22H > 5U > (j.H) [3960 dmg; LA+TGF+B-bar] {GOTO}
  311. > c.XXX > 214H > 2H > 5U > j.H > c.H > 623H > 22H > 5U > (j.H) [needs c.MMM or 236H against Char/Ferry]
  312. > c.M > c.H > 623H > 2H > 22H > 5U > (j.H)
  313. (j.M(1)) > 2L > 2L > 236H > 2H > 5U > j.H > 2H > 5U > j.H > 2H > 5U~j.5U > (j.H) [3640 dmg; HA-bar; 10-hits; insanely tight hit-confirm; doesn't work against Char/Ferry]
  314. > c.H > 623H > 22H > 5U > (j.H) [3840 dmg; LA+TGF+B-bar]
  315. > j.M > c.H > 623H > 22H > 5U > (j.H) [4020 dmg; LA+TGF+B-bar]
  316. > 214H > 2H > 5U > j.H > 2H > 5U > j.H > 2H > 5U~j.5U > (j.H) [3820 dmg; HA-bar; 9-hits; blind version but bearable; needs 236H against Char/Ferry]
  317. > c.H > 623H > 22H > 5U > (j.H) [4062 dmg; HA+TGF+B-bar]
  318. > j.M > c.H > 623H > 2H > 22H > 5U > (j.H) [4300 dmg; LA+TGF+B-bar]
  319. |> 2M > 236H > 5H > 623H > 22H > 5U > (j.H) [3917 dmg; HA+LA+TGF+B-bar; also works against Char/Ferry]
  320.  
  321.  
  322. DP-punishes (general):
  323. bl > 2H > 236H > 2H > 5U > j.H > 2H > 623H > 22H > 5U > (j.H) [against Djeeta/Gran's light-DP test me https://youtu.be/E50DF9ZFqag?t=178]
  324.  
  325.  
  326. 22H setup:
  327. > c.HHH > 236M~bf > 2H~bf > 5U > j.H > c.MMM > 214H > 5U > j.H > c.H > 623H > 22H > 5U > (j.H) [4585 dmg; triggers bf early enough that you get back 22H for the resetup]
  328. > j.M > c.M > 214H > 5U > j.H > c.H > 623H > 22H > 5U > (j.H) [4555 dmg; standard easy route]
  329. > 5U > j.H > c.M > 236M~bf > 5U > j.M > c.M > 214H > 2H > 5U > j.H > c.H > 623H > 22H > 5U > (j.H) [5025 dmg; prob don't need]
  330. > c.H > 236M~bf > 5U > j.H > c.H > 236M~bf > 5U > j.H > c.H > 214H > 2H > 5U > j.H > c.H > 623H > 22H > 5U > (j.H) [5755 dmg; c.M doesn't work as timing]
  331. > 2L > 2L > 236M~bf > 5U > j.H > c.H > 214M~bf > 5U > j.M > c.M > 214H > 2H > 5U > j.H > c.H > 623H > 22H > 5U > (j.H) [4575 dmg; c.M doesn't work as timing; GOTO]
  332. > c.LLL > 236M~bf > 5U > j.H > c.M > 214M~bf > 5U > j.M > c.M > 214H > 2H > 5U > j.H > c.H > 623H > 22H > 5U > (j.H) [test me; can't]
  333. > 5U > j.H > c.H > 236M~bf > ~66 > c.H > 236M~bf > ~66 > c.H > 214H > 2M > 236H > 5H > 623H > 5H > SSBA [High-mu, only when you get the sj or against no DP-chars]
  334. > c.M > 236M~bf > 5U > j.H > c.M > 236M~bf > 5U > j.M > c.M > 214H > 2H > 5U > j.H > c.H > 623H > 22H > 5U > (j.H) [5025 dmg]
  335. > 2L > 2L > 236M~bf > ~6 > c.HHH > 236M~bf > ~6 > c.HHH > 214H > 2H > 5U > j.H > c.H > 623H > 22H > 5U > (j.H) [Low-mu]
  336. > 236M~bf > 5U > j.H > c.H > 236M~bf > ~66 > c.H > 214H > 2M > 236H > 5H > 623H > 5H > SSBA
  337. <r> th > (236M)~bf > 2L > 2L > 236M~bf > ~6 > c.HHH > 214H > 2H > 5U > j.H > c.H > 623H > 22H > 5U > (j.H) [Throw-mu]
  338. > (2L) > (2L) > (236M~bf) > ~66 <r> th > 5H~bf [seen Paddu do it, the 5H to trigger the bf is probably to stuff reversal stuff?]
  339. > j.236H~bf > c.H > 623H~bf > 1H > 5U~j.5U ~> (j.H) [4930 dmg]
  340. 5H~bf > 5U > (2L) > c.LLL > 214H > 2H~bf > ~6 > 2H > 236H > 2H > SBA(T) [great example of what todo if using 236M would be too early to hit the 2nd bf, or if you only have
  341. LA-bar in which way you can use the LA to wallbounce and then 2H to trigger the bf;
  342. maybe even deals more damage than doing a long-ass autocombo?;
  343. https://youtu.be/2RuJdyUEDiQ?t=146 https://youtu.be/XaHCTQoLIIs?t=245]
  344. UOH~bf > ~66 > c.M > 214H > 2M > ~66 <r> 2H~bf [another great example when you don't have 236M, you just wall-bounce with 214H and 2M, then run forward and quickly trigger the
  345. now fallen second butterfly https://youtu.be/MhFebjtw-FU?t=396]
  346.  
  347. 22H setup DP-punishes:
  348. > bl > c.H > 236M~bf > ~66 > c.H > 236M~bf > c.HHH > 236H > 2H > 5U > j.H > c.H > 623H > 22H > 5U > (j.H) [DP-punish]
  349. > c.H > 214H > 2M > 236H > 5H > 623H > 5H > SSBA
  350. > UOH > 214H > c.H > 623H > 5H > SSBA
  351. 2H > 22H > 5U > (j.H) > bl > c.M|2M > 236M~bf > 5U > j.H > c.M > 236M~bf > 5U > j.H > c.HHH > 236H > 2H > 623H > 22H [Narmaya DP-punish; 5225 dmg]
  352.  
  353.  
  354. UOH:
  355. j.M > c.H > 623H > 2H > 22H <r> UOH~bf > 2L > 2H~bf > 5U > j.H > c.H > 236H > 2H > 623H > 2H > 5U > j.H > c.H > 2H > SBA [test me https://youtu.be/FbMWxlNPzjk?t=69]
  356. CH UOH > 2M > 214H > 2M > 236H > 22H > 5U > (j.H) [3660 dmg; LA+HA+B-bar; gives bf-setup and safejump]
  357. > 2U > 22H > (c.H) [4010 dmg; LA+HA+B-bar; doesn't give sj but a meaty c.H/throw/UOH mixup instead]
  358. > 2H > 5U > j.H > 2H > 5U~j.5U > (j.H) [4620 dmg; LA+HA-bar; gives sj; kinda wonky timing, you have to do it faster than usually]
  359. > SBA(T) [5422 dmg; LA+HA-bar]
  360. > c.H(2) > SSBA(T) [5760 dmg; LA+HA-bar]
  361. > 22H > 4 > 5H~bf [4060 dmg; LA+HA-bar: leaves you pretty safe; extremely hard for Char/Ferry;
  362. could also give a sj but not worth as you lack the arrows] {GOTO}
  363. > 5H > 623H > 22H > 5U > (j.H) [4592 dmg; LA+HA+TGF+B-bar]
  364. x> (623L) [4060 dmg; LA+HA-bar; meaty TGF that should also keep you far away enough to dodge DPs]
  365.  
  366. #=======================================================================================#
  367.  
  368.  
  369. Blockstrings:
  370. c.X > 5U > j.L (can cross-up somehow?)
  371. > 4U > 5U > (j.M) (super risky reset option, can sometimes work if they lack the reactions)
  372. c.XX > 4U~j.4U > j.236X (kinda whacky DP-bait?)
  373. > 5U > j.L (quick overhead that might catch people off-guard; crosses-up on crouching but doesn't hit unless they move but might be kinda safe if they hesitate)
  374. c.XXX > 214H|236H > 2M (gives good space to stay safe; 2M beats counterpokes, can cancel into 236H|214H as callout; use 5M if you think they might try to jump)
  375. > 236H|214H (the standard frametrap against the super-impatient people)
  376. > 623L|H > 5H (should be great against the blockers, while stopping them from jumping out of the corner e.g.)
  377. > 5M (to catch people trying to jump out)
  378. > 5U > (j.H) (pretty risky reset but can be worth if you conditioned them to block the 2M afterwards)
  379. > 5L (might whiff but can catch their counterpokes if early enough test me)
  380. > 22H (might be worth it?)
  381. > 214L|M|236L|M (are ALL safe! even corner; c.H > c.M > c.L in terms of safety due to incresed pushback, you can also delay them a bit to be safer;
  382. minor differences are 214 having more pushback while 236 is a tad safer; L can rather make a frametrap while M rather doesn't as is more often tight)
  383. > 623X (super-cheeky which I see pros do sometimes, might be good against people trying to jump out? test me how safe this actually is)
  384. > UOH (might be kinda valid when you made them respect the arrow followup while also putting you a bit backwards for more safety; test me)
  385. > 4U (you are actually PLUS!; dodges DP's and all other normals; gets hit by dash-attacks)
  386. > j.236L|H (good if they try to get after you immediately and can dodge dash-attacks)
  387. > j.236M (should beat DPs but you don't get anything than the hit itself)
  388. > 5U <r> (j.H) (risky reset option if someone is ready for it, but could be a good tool when conditioning them to wait for an arrow or such)
  389. c.L > 2L (risky as 6f trap, so if they mash you lose; I see Tahichi using it sometimes though, especially after a 22H and he ends the 2L in a 236M~bf)
  390. c.M > 5L > 2|5M (only used when c.M pushes you far out enough so you get 5L and their, like after a blocked jump-in; seen Tahichi do it sometimes)
  391. 2L > 2L > 214M|H (4f frametrap from 2L starter; combos OH from 2L starter; great confirm, also defensively; good against Ladiva's Lariat)
  392. > 5L (6f frametrap that should call out lights, should probably use this more often, especially after they block the 2 2Ls)
  393. > 2L > 2M (works only out from a dash test me)
  394. > 2M (6f frametrap that should be quite safe because even mids will clash)
  395. > 214M (very decent for the pushback and to condition them from not pressing something)
  396. > 5L > 2M > 214H (7f frametrap that should call out lights; very safe on range)
  397. > c.L (4f frametrap from 2L starter; combos OH from 2L starter)
  398. > 5L > 2M (should be decent option that juuust barely catches them still, test me)
  399. > c.M (4f frametrap from 2L starter; combos OH from 2L starter; catches jump-out which 2L and 5L doesn't)
  400. > 2M (6f frametrap, probably risky unless spaced)
  401. 2L > c.LLL or 2L > 2L > 214H > 22M > 5U > (j.H) > (5L|2M) > (236M~bf) (after longer bs, as you are too far away to go into an ac-bs after the jump,
  402. you need far buttons so the bf catches up)
  403. > 22L|H > 5U > (j.H) > (2M) > (2H~bf) (the bf explodes right at your position, and is good as a wall to deter them from
  404. counter-attacking while catching jumps; 2nd bf doesn't get hit so you can use if for pressure still)
  405. > (UOH~bf) (prob will never hit them unless the roll forward or sth, so using 2H is prob better)
  406. 5L > 5L > 214X (pretty safe; you can train them expecting the 214X and then when conditioned do a 623L or even a butterfly)
  407. > 2M > 214M|H (combos on CH and stops rolls OB)
  408. > 623L (risky reset option that stops them preemtively from jumping, it should work when they expect you to use the arrow ender)
  409. 2M > 214X (236X whiffs on crouchers but can also have its uses)
  410. 5H > 2M > 214X (combos on CH test me, and stops rolls OB)
  411. j.M > 2L > 5L (two 2Ls will whiff if they blocked the jump-in button)
  412. j.H > 2L > 5L > 623L > 5H > 22L > ~4 > 5H~bf (cool sequence test me https://youtu.be/2RuJdyUEDiQ?t=191)
  413. 22H > 2L > 2L > 2M (gives you the time to get the butterflies to catch up to you while also being able to confirm the double-low and stay kinda safy)
  414.  
  415.  
  416. Blockstrings Corner:
  417. c.XX > 623H > ~66 > 2L > bl (while the TGF is a frametrap, seemingly you are plus enough to dash up to them and get a DP-safe 2L! https://youtu.be/hCRe2FpMHZc?t=232 test me)
  418. 22H > j.H > c.MMM > 236M~bf > j.H > 2H~bf > j.M
  419.  
  420. ... j.H > c.H > 623H > 22H OR j.M > c.H > 623H > 2H > 22H:
  421. <r> ~6 > UOH~bf > 5U > j.M > c.MMM > 236M~bf (frametraps mashing but is not tight against DPs; ending jump-in is here never DP-safe I think)
  422. > ~66 > c.M~M~M > 236L|M~bf (frametraps; is very hard to make DP-tight; c.Ms need a delay in-between to give bf time to sink;
  423. using 236L instead of L adds a frametrap but is a lot easier to tigger bf)
  424. > c.HHH > 236M~bf (much easier version of above blockstring as you don't have to time it and can actually make
  425. it DP-safe tight this way)
  426. > c.MM|HH > 236H~bf > ~66 <r> UOH~bf|th|2L (throw-bait that might work against not so reactive players)
  427. <r> 5U > UOH~bf > 5U > j.H > c.MMM > 236M~bf > 5U > j.H (completely tight and DP-safe bs, even the last jump-in!)
  428. > j.H > c.MMM > 236M~bf > 2H~bf > 5U > j.H > c.MMM > 214M (tight and DP-safe bs!)
  429. 44 > 5H~bf > j.H > c.MMM > 236M~bf (backdash is a great DP-bait and mash-bait!; 5H~bf into jump-in is DP-safe!)
  430.  
  431.  
  432.  
  433. ===================================================================================================================================================================================
  434.  
  435.  
  436.  
  437. #3 All about setups:
  438.  
  439.  
  440. General tips:
  441. Abuse non-DP characters by doing the butterfly AND the safejump where you'd otherwise only get one!
  442. e.g. 214H > 22M > 5U > j.M > 2L > 5U > j.M > c.M > 236M > bf > 5U > j.H > ...
  443. In the corner you can also just 5U~~j.5U for a delayed overhead, but it seems gimmicky.
  444. #
  445. Letting a butterfly explode on top of them should also always give you a safejump.
  446. #
  447. Blocked j.623H(TK) should also give you at least a 2L/throw-mu
  448.  
  449.  
  450. Midscreen setups (from 214H ender):
  451. c.MMM|2M > 214H >
  452. 66 > 5U > (j.H) just manually timing the safejump is just the best and most consistent option with a bit of training.
  453. > j.5U DP-bait that I see sonic_sol do often, dunno if it's worth it test me
  454. > 4U > j.5U > j.M seen sonic_sol do it, could be to get them todo a mash on wakeup which you then crush with the hop
  455. 6G|5M(w) ~> 5U > (j.H) safejump autosetup. Inputting 6G can be done immediately after arrow, but the 5U has to be delayed kinda akwardly.
  456. Whiffed 5M works too, but hard to time.
  457.  
  458. 623M hits true meaty and stops rolls!, I see this pros use often; should be great to build meter too {GOTO}
  459. 66 > 623L(E) might also be good because you can bait a sj with it a bit and you probably get a better plus-situation, but it loses hard to roll though
  460. I've seen Infiltration do it, but I don't like it that much because it is far from meaty and Zeta can e.g. 2M you before it
  461. https://youtu.be/J1x2H3KAAFg?t=80 don't wait too long, just one tiny dash then go
  462. <x> 623H sadly does not work, as it is actually too fast and doesn't hit them at all; maybe with a delay it could be used for oki???
  463.  
  464. 22L > 623L is kinda safe option as the 623L exactly hits them right out of rolling and you still have enough time to blow up the butterfly. {GOTO}
  465. > 623M~bf is the safest option, triggering the butterfly immediately which hits their roll;
  466. TGF doesn't hit super-meaty but should catch attacks;
  467. it can kinda even catch SBA's as the TGF hits so late they get hit after the invincibility and it interrupts.
  468. Using 22L > 2H here doesn't make any sense though
  469. 22L > 5H~bf test me should be a roll- and jump-bait
  470. 22L > ~66 > 5U > j.M(1)> j.4U > j.236L~bf interesting... https://youtu.be/uPvq3oMMNXY?t=667
  471. > 5U > (j.M) > 44 > 44 > 5H~bf from sonic_sol; weird, dunno if worth it https://youtu.be/NqQ4_CX3lyo?t=248
  472.  
  473. 22M > 5H~bf to trigger butterlfy which hits meaty! The wall also perfectly catches roll and catches DPs; GOTO
  474. the 5H itself though hits SO MEATY that you completely interrupt Gran's SBA as wakeup! Only dodge "wins" there, the beam gets triggered too early.
  475. So great usage and if you condition them with it, you can interrupt with the delay and then go in for the mixup with a 66 > 5U.
  476. You can also cancel the bf then into 236M, to stay extra-safe applying additional pressure, loses to reactionary play though obviously.
  477. 22M > 623L~bf for the wall but you are too late to blow up the butterfly after it. But you can maybe condition them with it.
  478. > 623M hits as late meaty
  479. > 236M~bf hits up the butterfly right where they stand, and even combos if the 623M hit!
  480. 22M > 2U seen Tahichi do it sometimes, seemingly the range is good for making it safe and hits them meaty test me
  481. > 2U(w) > 1H~bf makes then the bf explode right inside of you
  482. 22M > 5U > (j.H) (without 6G beforehand) Is kinda fake but against characters with no DP and/or slow 2Hs it seems pretty great and should be abused! {GOTO}
  483. (you can get an empty-jump against 11f-DPs which is Char/Ferry/Beelze, but it is still tight af and imo not worth it)
  484. (against Zooey you can still get a CH j.H > 2H~bf but it's incredibly tight)
  485. Making a tiny microdash (rly just 66~5U) before 5U can make autocombos after the sj be a bit more consistent I feel.
  486. Use j.H because with j.M the second hit whiffs and you are too far away for autocombo. j.M(1) > 5L > 236M|H still works though.
  487. You also have to do it really early because it is NOT meaty and no safejump, so they can 5L you if your button is too late!
  488. (you still beat 2Hs and can also safejump-punish them)
  489. When you safejump you need to trigger the butterfly after the first standing normal, so like j.H > c.M > 236M, because otherwise the butterfly is too fast,
  490. but you also need to delay the buttons a tiny bit if you use M, or the bf is too early.
  491. Going for the low loses to mashing. Best you do it with the tiny forward-dash as you lose to mash anyways, and do 2L > 236M|H.
  492. If you don't then need to delay the 236M a tiny bit or use 236H or the butterfly explodes too early.
  493. Combo-starters look like: 214H > 5U > j.H > c.M > 236M|H~bf [high-mu]
  494. 214H > 66~5U > 2L > 236M|H~bf [low-mu; more stable for M but feels also more reactable]
  495. 214H > 5U ~> 2L > 236M|H~bf [low-mu]
  496. ~> UOH [when you conditioned them you can do an UOH~bf which hits them right where the stand!]
  497. -> And then dash-c.H or 2H depending if M or H used.
  498. Corner combos: 236M~bf > ~66 > c.HHH > 214H > 2H > 5U > c.H > 623H
  499. 236H~bf > 2H > 5H > j.H > c.H > 623H
  500. Midscreen combos: 236M~bf > 66 > c.HHH > 236H
  501. 236H~bf > 2H > 623H > 22X > 5U > (j.H) for the bf-setup and sj
  502. 236H~bf > 2H > 5U > j.H > 2H > 5U~j.5U > (j.H) corner-carry, if you then combo j.H > c.HHH the time is EXACTLY when your 214H comes back!
  503. UOH~bf > 5H > 214H puts them far away; 236H sadly whiffs if they are crouching
  504. > 2U just for the ensured knockdown back into the loop
  505. > 5U > (j.H) or best just go back into another sj-mu
  506. Otherwise, you can just empty-jump into delayed c.HHH > 236M~bf and then safejump, this beats 2Hs but loses hard to any mashing.
  507. If they try to mash you can also trigger it with 5U > j.236M. Can also then j.5U backwards to bait DPs, it is really tight though,
  508. if they respect you trigger butterfly with j.236M. Loses HARD to jump and roll though.
  509. Otherwise do 623L to stay safe or 623M > 236M for the kinda meaty while blowing up the bf still.
  510. > 2L(w) > 5H~bf > 5U > (j.H) seen I-Yo do it but near the corner when he was a bit away, just stand still and use a whiffed 2L to time a 5H, test me
  511. 22H > 5U > (j.H) is actually a safejump midscreen!, but it's hard to time; bit tight to time; other 22 moves don't work; from longer ranged stuff it's kinda tight
  512. only problem is if you don't open them up, the butterflies are way too far behind to get an explosion
  513. > c.XXX > 4U > j.236L|M might be decent test me
  514. > c.H > 236M~bf > 5U > j.H > c.XXX > UOH for a blockstring when you are near enough
  515. > bl > j.236L~bf > 5U > 2H~bf > 5U > (j.H) when pushing them to corner; seen I-Yo do it once, might be decent to bait DPs? https://youtu.be/KZnCh5qMu_c?t=128
  516.  
  517. 66 > 22H > 2L > c.L > 236M~bf is just walk forward right into their wakeup -> bf setup -> grounded meaty > trigger bf > get sj-mu {GOTO}
  518. Use the easy-input for the butterflies! (go 66 ~ 3S+H) Even if you wouldn't and get a meaty hit, they won't be ready for a new setup.
  519. Mokemoti doesn't walk fully forward but juuust outside of DP|2L-range > 5L to prevent rolls and keep
  520. on CH you can combo into another 5L > 236M|H
  521. trigger butterfly with 5H or 236M|H
  522. 5L now no longer works against DPs sadly, so that tech is probably no longer that useful...
  523. Run up 2L after 22H is actually meaty but hard to time, loses to DP and also not doesn't seem to combo into anything
  524. unless rly up-close, but against people with no DP it might be worth a lot.
  525. Against Parries you can do meaty 2L and buffer it into a spot-dodge, against Zeta e.g. you can then still AA their 214H~H,
  526. and if they respect you, you can still just c.L afterwards.
  527. Tahichi does 22H 2L and immediately into 236M. You can also justt 2L > 2L|2M > 236M if you are a bit away.
  528. Keep in mind that they can jump out of 2L, in which case you need to use a c.L!
  529. Pros hard-baid the DP often with run up 22H and block just for a second, then go into 2L or c.L > 2L. Needs lot of conditioning probs.
  530. > 5U > j.H > c.HHH <r> UOH~bf > 2U ~> 5U > (j.H) could be a neat reset!
  531. > 1bl > 4c.L > 2L > 236M~bf is what I see Tahichi/I-Yo do ALL the time. He holds down-back a millisecond then inputs 4L to get a safe c.L, I am very sure it is to
  532. stop people from DP-ing but then still being able to punch them out of a Throw-Tech or late mash. Loses to wakeup mashing obviously,
  533. but when they start doing it, he then starts with the usual meaty 2L. ALSO loses to jumping, so I'm rly unsure if it's that good...
  534. See here for example: https://youtu.be/hCRe2FpMHZc?t=223
  535. > 5U > (j.H) test me if it's an actual safejump
  536. > (c.H) > 623L~bf seen I-Yo do it, loses to forward-roll/walk though https://youtu.be/MiSCsF91hyI?t=62
  537. > 66 > 623L~bf super-risky, you carry them further to the corner then TGF mby CHing them from Tahichi https://youtu.be/XubrE1W_fao?t=152
  538. > 2L > c.L > 236M~bf test me from link above; looks like it whiffs
  539. > fth > 5U > j.H(w) <r> UOH~bf > 5H~bf > 5U > j.H > c.HHH > 214H test me this could be neat, j.H might whiff due to range or just don't do it otherwise
  540. > (2L) <r> UOH~bf > 5H~bf > 5U > ... same deal but with a 2L before https://youtu.be/zyR0WKUtKt4?t=291
  541. > 5L~bf > 5U~G > 2L > c.LLL > 236H uses the bf-explosion to hide that you are going over them, probably not real? https://youtu.be/MhFebjtw-FU?t=476
  542. > 22M > 5H~bf is also great and is something I should also use more often, here is how it should look like: https://youtu.be/E50DF9ZFqag?t=26
  543. Also use the easy-input here!
  544. > 5U~j.5U > j.L cross-up setup test me and check if it hits crouching too https://youtu.be/XaHCTQoLIIs?t=277
  545. 22M > 66 > 5L is also possible, do bf-setup first and then the dash, which seems easier to time but maybe too predictable?; got rly lot worse with 5L changes
  546. the 5L is NOT meaty and they can jump out, but you can 2H juuuust in time, but it might trade/lose against OP jump-in buttons and wakeup mediums
  547. > 5L > 236M~bf IS possible and you get a hop into combo from it
  548. > 5M > 236M~bf also pretty safe but gets prob blown up by DP
  549. > 5H~bf is NOT completely safe, someone with a quick and long sweep can catch you before (Gran etc.), but it can be good against certain chars or against DPs mby.
  550. > c.M > 2L > 236M~bf > 5U > (j.H) > c.M > 5L > 236M is the less safe version
  551. > 623L|M~bf could maybe be decent too
  552. > 623L~bf > 5U > (j.H) seen Infiltration do it against a Ladiva; probably nice against slower 2Hs and chars with no DP
  553.  
  554. 2U(w) > (2L|c.H) gives meaty c.H and a DP-SAFE meaty 2L but sadly no butterfly setups, so probably only good if you want ensured block-pressure (for the chip-kill?)
  555.  
  556. 5U~j.5U double-hop that is a cross-up and can bait DPs but depending on enemy it probably needs different delays
  557. use 2L after if for the cross-up low, but you are sadly too far away for combo into 2nd 2L or a c.L, so you gotta 236X
  558. j.L doesn't really hit them so I really don't know if that is useful at all
  559. 66 > 5U~G > j.L whack cross-up, you have to run up really close and with Guard-button you sometimes go over them and sometimes not, but it feels random
  560. 5U~j.5U > j.L seen from Infiltration and one else, is a probably better cross-up setup https://www.youtube.com/watch?v=XaHCTQoLIIs&feature=youtu.be&t=277
  561. ~66 > sj~j.5U~G ~> j.M decent cross-up that can be DP-safe; best if you are in corner but otherwise probably not worth it
  562. https://twitter.com/TheEdGoneBad/status/1293783864628961281 https://youtu.be/jBISVM2JiZg?t=3232
  563. > 2M does not conbo into anything else
  564. > 214H(Cr) does only work on crouching seemingly, and you need to use 236H for the KND then
  565. > 236H blind confirm
  566.  
  567. Midscreen (from Normal > 214H ender):
  568. 2M > 214H > 66 > 5U run forward a good 1-2secs before hop, if done right you should get the sj
  569. > 22L > ~66 > 623M~bf kills counter-projectiles with a very late space-control test me (seen sonic_sol do it https://youtu.be/5KyuzUa9T_k?t=2977)
  570. > 22M > 2U see Tahichi do it often, especially when he hits them a bit further away with the 2M; test me if it also works from the c.XX autocombo
  571. > 44 > 5U > (j.H > c.M > 236M) https://youtu.be/lnE3ujSQbt8?t=383
  572. 5H > 214H > 22M > 66 > 5L(w) > 5U > j.L > 2L > 5L > 5L > 236M~bf > 5U > (j.H) or sth in that way is what I see Tahichi do sometimes (https://youtu.be/OCH3eDMIBCo?t=323)
  573. He basically spawns a far 22M butterfly after a far knockdown or blocked arrow, then runs behind
  574. him and triggers it after a short blockstring, basically creating a longer blockstring with a
  575. mixup for himself that way.
  576. I have also seen him just making a forward-hop and a j.236M to trigger it further away from himself.
  577. > 623M~bf another option making the defensive wall (https://youtu.be/chJAFy1hqPU?t=482)
  578. 2U > 6~5U walk forward a bit like 1 second before hop to carry them a bit and get still a nice sj
  579. > 22L|H > (2L|c.H) gives bf-setup and meaty c.H or a DP-SAFE meaty 2L! (not on up-close hits); test me if using 22L makes timing the 2L easier;
  580. don't use 22L in corner obviously; GOTO
  581. > 22L > (~66) > c.L > 2L > 236M~bf same as when doing the 22H setup after a 214M, seems decent test me
  582. > 22L > 2M > 236M~bf seen sonic_sol do it, maybe catches jumps better or sth test me
  583. > 44 > 5H~bf test me
  584. > 5U > (2L) empty hop into a DP-SAFE meaty 2L
  585. > 2H(w) > (2L) test me if setup for DP-safe meaty 2L
  586.  
  587.  
  588. Anti-airs:
  589. 623X > 22M > 5U > (j.H) when hitting TGF as an anti-air, you should be able to get a butterfly and safejump against all characters, but might depend on their height
  590. 2H > ... > 623H > 22M Midscreen gives you both butterfly setups AND a safejump! Also easier than hop-loops.
  591. 5M > 623H antiair should also give you the 22M > 5U > (j.H) against non-DP-havers and the 22H vs DP-havers test me
  592. 1|2H(bl) as a blocked anti-air should give you enough time to get a meaty 2L in, hop is rather not safe but might depend on character? test me
  593.  
  594.  
  595. 66 ~> j.236H(TK) > c.LLL [weird setup if you get a close knockdown like 214H/SBA that can dodge wakeup DPs and even SBAs!; is a real meaty and combos OH;
  596. is NOT a cross-up if you do it immediately, but if you delay it a tiny bit, it becomes an actual one that is still DP-safe and combos on them mashing!;
  597. depending on how big the delay is they can anti-air you, if you delay it just a tiny bit they can do it, if delayed longer you are too high for them]
  598.  
  599.  
  600. Throws:
  601. th > 2U(w) > (c.H) gives meaty c.H
  602. > 623M hits meaty and stops rolls; GOTO
  603. > 22M > (5H) exactly hits them out of a roll or a forward-jump
  604. > 22H > (c.H) Corner gives a butterfly-setup and a meaty c.H
  605. > (2L) even gives a meaty and DP-SAFE 2L!
  606. > (2H~bf) loses to DPs (except Charlotta-DP!, trades unfavorably with Beelzebub-DP) but is a good frametrap
  607. > c.M(w) > UOH in Corner gives you a meaty UOH setup
  608. fth > 66 > 5U > (j.H) gives a safejump but you have to time it manually (and rather too early than too late); GOTO
  609. > 22L|H > 2H~bf Corner gives a safejump but is not safe against DPs! Seemingly great against Ladiva as he can only escape with Super
  610. > 22L|H > (2L) Corner is meaty and DP-SAFE, but 22L is kinda tight (and you don't get the bf-explosion if you do 2L)
  611. > 22L > 623L Corner seen from Tahichi, seems to be a frametrap, you hit them with the upwards arrow and after then the bf explodes behind them test me
  612. > 44 > 5H~bf test me
  613. > 22H > c.H in Corner is also meaty, which you might even need to delay a tiny bit or only the late c.H hits hit; you can trigger the bf for more mixups
  614. bth > ~66 > 5U > (j.H) gives a safejump but you have to time it manually, either with a microdash first or you wait a tad; GOTO
  615.  
  616.  
  617. SBA/SSBA enders:
  618. SBA puts them away very very far so nothing really hits; best you just put out a 22M butterfly to set up your zoning
  619. in corner you get a safejump with a microdash before test me
  620. 22M > 2H in corner makes it hit meaty after which you can get a safejump test me
  621. 623M is NOT safe against fullscreen supers!
  622. SBA(N) with no cinematic gives a safejump
  623. SBA(T) midscreen you can setup a 22H, explode one bf with 5H and still be able to anti-air far jump-ins with 2H https://youtu.be/-6vjOGrQQRI?t=7548 test me
  624. SBA(E) as antiair gives with 214|236M|H a meaty fireball
  625. SSBA(E) gives a safejump but you have to delay it manually by a tiny tiny bit
  626. 623L gives you meaty TGF test me if safe against fullscrene supers
  627. leaves you too far away for any close meaty pressure
  628. SSBA(T) gives a safejump which needs a long time to wait, but you can autotime it by whiffing a spot-dodge or a 5M before the hop
  629. Also gives you a 22L|H > 5L meaty setup, the range fits perfectly. The 5L hits so meaty that they can't jump out.
  630. You can explode it immediately with 236M~bf for the pushback and meter-build, but if you hop after it, it is very fake.
  631. You can also 22L > 5H~bf and explode it meaty which doesn't really give a safejump or such sadly.
  632. test me if 22M > 5H~bf gives a sj instead https://youtu.be/lnE3ujSQbt8?t=504
  633.  
  634. #=======================================================================================#
  635.  
  636.  
  637. Corner Setups (end in ... > ):
  638. j.H > c.H > 623H > 22H > 5U > (j.H) Which gives a pretty nice and easy safejump that let's you trigger the bf easily afterwards
  639. > fill me up with blockstrings
  640. > UOH~bf when they fear the overhead, you just land to fake the low and then make the reaction-check
  641. > ~6|~66 > UOH~bf pretty predictaboo because you need to walk/dash for longer than with the j.M setup
  642. > 22L > 2H~bf does blow up the butterfly immediately which makes it hit meaty while still staying safe from DP (using 22H blows up both bfs)
  643. > 5H > 22H > 5L > 2M > 236M~bf > j.H > c.H > 236M~bf > ... Seen sonic_sol do it, the 5L seems to be very meaty, test me https://youtu.be/9cyVsPld66E?t=18
  644. > 2H > 5U~j.5U > (j.H) for when you don't have B-bar you get a meaty sj
  645. > 5U > j.H > 5U > (j.H) alt version for more dmg (kinda hard to get used to now lol) https://youtu.be/CDt1WEsiCtk?t=175 test me if actual safejump
  646. > UOH(w) > (5M) seemingly a setup that gives you a meaty 5M that some DPs can go through test me https://youtu.be/jBISVM2JiZg?t=3510
  647. > 22H > (2L|UOH|5H~bf) should give you a safe 2L, or a UOH reset, or maybe just trigger it immediately to keep them in bs and get a sj test me
  648. > 2H|5H > SBA(T)|SSBA(T) For the best damage ender, 2H is better for SBA while 5H is better for SSBA
  649. > c.XXX > 214H > 2H > 5U > j.H > c.H > 623H > 2H > 5U > j.H > 22H > UOH Use c.MMM or 236H against Char/Ferry;
  650. can go into meaty UOH it seems test me https://youtu.be/-6vjOGrQQRI?t=7501
  651. j.M > c.H > 623H > 2H > 22H > 5U > (j.H) Which gives more damage and also a safejump, but the timing is really really strict!;
  652. buffer the 2 from the 2H for the 22H, like 2H~2H, but it's still really tight; against no DP-chars should be easier
  653. "Hast du zum ende der combo hin immer wieder rain ready
  654. Und nen high oder low arrow, wenn du nen hit kriegst
  655. Butterfly zu 90%
  656. Kriegst on block daraus auch, lass mich lügen
  657. 85% meter"
  658. > ~6 > UOH~bf gives you a meaty UOH setup;
  659. trades with Gran/Narmaya{Genji}-DP, trades unfavorably with Beelzebub-DP, can still block Charlotta-DP (2nd bf stays!)
  660. > 5U > UOH~bf not meaty and loses to mash but might be good if they expect the overhead to come immediately, you get a triple mixup that way
  661. > ~4 > 5H~bf is a meaty bf-explosion (backwalk or backdash needed so you don't get c.H);
  662. trades with Gran/Narmaya-DP but NOT with Djeeta/Percival/Katalina/Char/Ferry/Beelzebub/Zooey-DP!
  663. > 5L(w) > (2L) gives you a DP-SAFE low instead (ULTRAtight vs 9f-DPs), might be worth mixing it with the safejump high
  664. > 7~j.4HU > j.236M gives you a further backhop with a delayed bf-explosion; might be good against DPs that don't trade in the other
  665. options, as example it works against Percival-DP
  666. > 22L > 5L > 5H~bf (loses to DP)
  667. > 5U > j.H > 22H > (2L) seen Tahichi and others do it, don't know why, maybe to threaten an UOH mixup or to get a DP-safe 2L reset or sth test me
  668. https://youtu.be/7QxZGap-M_Q?t=11895
  669. > 22H > 66 > UOH~bf for when you don't have TGF-bar available test me
  670. > 2H > j.H > 1H > 22H > UOH~bf meaty UOH-setup that I've seen I-yo do https://youtu.be/0k8nqirxqKo?t=4634
  671. j.M|H > c.H > 623H > 2U > 22H > (2L|c.H) which doesn't give you the safejump, but instead a DP-SAFE meaty 2L or c.H
  672. > UOH~bf Also leaves you very close to them so you can mix them up with the kinda-meaty UOH
  673. 22H > 44 > (5H~bf) > 5U > (j.H > c.XXX) > ~4 > 5H~bf Walking or dashing back to more safely trigger the bf could be pretty decent while acting as a frametrap
  674. example: https://youtu.be/NqQ4_CX3lyo?t=97
  675.  
  676.  
  677. UOH~bf (needs lotta work):
  678. ... > j.H > 623H > 22H > ~66 <r> UOH~bf > ~6 > c.H~H~H > 236M~bf > 5U > j.H > c.H > 623H > 22H > (j.H) [5155 dmg; High-mu; autocombo needs some delays for arrow to hit]
  679. > 236H > 2H > SBA(T) [5690 dmg; B+HA-bar; High-mu]
  680. > 5U > j.H > c.H > SBA(T)|SSBA(T) [5890|6356 dmg]
  681. > c.HHH > 214H > 2H~bf > 5U > j.H > c.H > 623H > 22H > 5U > (j.H) [test me, don't have TGF ready again I think]
  682. > c.H > 236M~bf > 5U > j.H > c.H > 236H > 2H > 5U > j.M > c.H > 623H > c.H(1) > SSBA [I coom https://youtu.be/uPvq3oMMNXY?t=488]
  683. > 214M~bf > 2H~bf > ~66 > 2H > 236H > 2H > SBA(T)|SSBA(T) [max dmg output?
  684. http://twitter.com/sonic_sol/status/1256450493221613571]
  685. > 236H > 2H~bf > ~2H > j.H > c.H > SSBA
  686. > 2M > 236M~bf [test me should work too and easier to react to]
  687. > 2U > UOH~bf (test me, better as you don't need a dash afterwards?)
  688. j.H > c.XXX > 214H > 2H > j.H > 2H > j.H > 2H > 22H <r> UOH~bf > ~66 > c.H > 236H~bf > 5U > j.H > c.H > 623H > ~5U > j.H (be sure to dash a looong time; use c.MMM against
  689. Char/Ferry)
  690. > c.H > 236H > 2H > j.M > 2H > j.H > 1H > 22H <r> UOH~bf > ... test me seems to be great https://youtu.be/E50DF9ZFqag?t=275
  691. (UOH~bf > 2L > 2H~bf) > 5U > (j.H) Seemingly NOT tight against DPs but could be great OS whether it hits or gets blocked
  692. c.M > 214H > 5U > j.H > 1H > 5U > j.H > 1H > 22H <r> UOH~bf > ~66 > c.H > 236H > 2H~bf > ~66 > c.H > 623H > 2H > SSBA (HARD timing; very tight but no dash needed)
  693. 2L > c.LLL > 214H > 2H > j.H > 2H > j.H > 2H > 22H <r> UOH~bf > ... (hard timing but very worth!; doesn't work on Char/Ferry obv)
  694. > 2L > 236H > 2H > j.H > 2H > j.H > 2H > 22H <r> UOH~bf > ...
  695. > 236H > 2H > j.M > 623H > 2H > 22H <r> UOH~bf > 5U > j.H > c.HHH > 214H~bf > ... (one of the fewcase where UOH works without any microdashes, works against Ferry DP!)
  696. (UOH~bf > 2H~bf > 5U > j.H)
  697. 2H > 22H > 5U <r> UOH~bf > ~6 > c.H > 214H|236H > 5U > 2H~bf > 1H > 623L > ~6 > 2H > 623H (kinda whack https://twitter.com/MysticPlease/status/1290337048952545280)
  698. 214H > 2H~bf > ~6 > 2H > SSBA(T)
  699.  
  700.  
  701. Corner Setup tips:
  702. End in safejump-hop jH > 2H to immediately explode the butterflies which makes it DP-tight! (if you done it correctly obv)
  703. You can also just backdash and then 5H to explode the butterfly, which should you keep kinda safe against retaliation and giving a safejump
  704. If you don't have an HA-bar to trigger a 22H bf in the corner, you can try using a L-TGF instead test me
  705. If you don't have TGF ready, end either in SBA/SSBA or if that's also not ready end in H-arrow > 2M and use their teching time for a hop or a dash-up blockstring
  706. If you have no bar at all ready and they are grounded, try to reset the pressure with a hop after your combo, or a hop back to be safe, or a UOH or a 5L.
  707. If you have no bar at all ready and they are air-borne, reset the pressure with a 2H into a safejump hop.
  708.  
  709.  
  710. ===================================================================================================================================================================================
  711.  
  712.  
  713.  
  714. #4 Other personal notes:
  715.  
  716.  
  717. 5U stuff:
  718. You can press G after superjump 5U to turn around, this is good when sj-ing out of corner. Seemingly you can also sj-install 5U --> mby worth working on this
  719. Tapping 7|8|9U gives you a tiny double-hop, it goes more reliably over standing people but is a lot more reactable.
  720. Press your attack button right at the highest point of her arc, if you do it before it doesn't come out!
  721. If she doesn't moan you pressed it too early, if she does but it doesn't hit you did it too late.
  722. j.H gives you a more low-to-the-ground overhead which means you can react to dodges etc. easier.
  723. Also gives much more frame advantage than j.M, enough that you can get a c.H out safely.
  724. j.H is well confirmable, and is easy to combo into c.H or c.H OH or just go into 2L|5L OB for the plus frames and the low.
  725. test me if you do it late enough, the start of the animation and the soundcue will still come out but you will be able to 2L immediately, this is great if they react
  726. https://youtu.be/chJAFy1hqPU?t=452
  727. j.M depends on when you press j.M if you get just one hit or both hits. If you press it at the maximum jump-arc of her, you get both hits, after it you get one.
  728. Both hits do NOT connect when they are crouching. Here only one hit connects and only either if you input it asap for the first or delay it for the second.
  729. Mix these two up to threaten the double-overhead or the overhead-low mix without having to use empty-jump low. But can be blown up -> see sonic_sol's tips
  730. j.M > c.H and j.M(1) > c.H works both on standing and j.M(1) > c.H also on crouching, delay of c.H differs.
  731. When you are doing hops from further away, do the delayed j.M(1) into 2M instead of j.H.
  732. j.M(1) > 2L > c.LLL combos but it is kinda tight and works ONLY on crouching
  733. blocked (j.M(1)) > 2L > c.L on standing does NOT combo and all you can do is either 2L > 214H (hoping it hits) or 2L > 2L > SBA (for abysmal dmg)
  734. which could be decent against people trying to fuzzy-mash
  735. or just take the plus frames from the low and walk up and c.L or throw or such...
  736. Also feels like is is better in air-to-air and has a tad more horizontal range than j.H.
  737. j.L is your crossup-button; it also hits backwards and you can hit people with it when you are still turned around from 5U-ing over them
  738. Also is active from frame one till you land, and therefore great to deter people from jumping out of corners. (backjump j.L)
  739. Can be very good as an super-early attack-button from hop, which punishes stuff the other buttons wouldn't, like I've seen it beat Ferry ball-super.
  740. Seemingly also good in certain matchups? (Ferry/Lancelot/Zeta), use it against Lancelot's reversal DP as an OS, blow up Zeta's Parry with it, etc.
  741. When doing a hop j.L and it hits, you get a mini throw/button mixup afterwards. (Also on-block but riskier)
  742. Very important that it is the ONLY button that even when blocked, you can still get a 2L > 2L > 214X combo afterwards!!! (Corner mostly)
  743. This is because the earlier you can hit someone blocking, the less pushblock you get, so you stay closer if they block your early j.L than otherwise!
  744. That can make a very quick high-low mixup which you can even confirm, but the 214X can be very tight afterwards.
  745. (Against Char/Ferry, 214H and you need either: 2L > 2L > 236H or 2L > c.L)
  746. Only detriment is that it is extremely hard to naturally combo it into 2L or other buttons, you need to hit it quite late which kinda defeats the purpose.
  747. But if you expect them to block high or try any counterattacks or jumping out, it is definitely useful to mix in as your hop attack button!
  748. Is also great to get out of the corner, you can 7|9sj~j.5U or 7|9sj~j.L to kinda mix them up and get a hit when they try to catch you,
  749. you can also just press nothing at all at the forward-jump to get out for minimal damage and to mess up their timing
  750. It's also the easiest to cancel into j.236X for some stupid shenanigans because it hits earliest, but you get no combos on CH.
  751. That can be used to deter people from fuzzy-mashing. Also this ONLY works if they block it early enough or you are too low for the TK-arrow.
  752. When doing multiple hops in combos, the easiest and most reliable way is doing a j.H first, then doing j.M.
  753. As ender before the c.H 623H 22H you can usually always do j.H. If you instead do a j.M you put them high and can then do c.H 623H 2H 22H for a bit more dmg and better sj.
  754. Using j.H 2nd is tad harder to time and j.M 1st puts them too high.
  755. Difficulty of combos is from easiest to hardest j.H c.M << j.H c.H << j.M c.M << j.M c.H
  756. 22H corner-combos need sometimes a j.M as the one before the 214M even when they are still standing,
  757. because the j.H pushes you too far back and you can't combo 214H anymore.
  758. In short: j.H is better in a lot of senses. But it might be worth getting out the ol double-overhead once in a while. Trying for the j.M(1) > 2L seems not worth it.
  759. c.M afterwards instead of c.H might be better because you can confirm if they are blocking and then use the Zero-frames to stay safer. Also easier obv.
  760. Safejumps (also after a 22H setup) can be rolled, where c.M catches them out of the roll and you can still combo into a c.MMM > 236H.
  761. In case of a corner 22H setup, you can still knock them down midscreen with 236H, but keep in mind that you will have NO cooldowns after it so just go for a safejump.
  762. c.H afterwards is more if you want best damage, or you want to check them throw-teching as the three-hits can automatically call that out.
  763. Loses to people rolling after safejumps (also after a 22H setup), because they are too far away then and you get a far 5H instead which they can block.
  764.  
  765.  
  766. Fireball matchups (outdated probably?):
  767. Using H when opponent does also use a 3-hit projectile NOW makes them cancel out each other, but both can still get hit if near enough
  768. Gran: no projectiles dodge his; beware that his 236M is a 2-hit!; H is a three-hitter that will kill your arrows which is best to dodge
  769. Djeeta: without charging they are the same as Gran except the close-slash of 236M; but with charging she can give them FOUR charges which beats your arrows!
  770. Katalina: same as Gran
  771. Lancelot: high-arrow goes OVER his icicle!
  772. Percival: high-arrow goes OVER his flamewave!; on clash, his flamewave STILL goes on if he has stacks even though the projectile disappears, so watch out!
  773. his SSBA you can NOT neutralise with H-arrows, you will both get hit; you can SSBA him yourself and beat him though
  774. Lowain: use H-arrow to power through missiles, but some still get through
  775. Zeta: high-arrow goes OVER her beam!; H-clashes don't make it disappear but 2 arrows still go through
  776. Vaseraga: high-arrow goes OVER his powerwave!
  777. Beelzebub: 2-hit projectiles can be DESTROYED with an H-arrow and one of yours still gets through!, but needs to be early enough!
  778. single-spike is same as Gran; he can charge the single-spikes though, which make them two-hit!
  779. spike-wall with M are two-hits; fully charged they can NOT be destroyed but your arrow still gets through, they even come out when you hit him before
  780. H-spikes is charged single-spike followed with charged spike-wall, you can NOT get through, you MUST ROLL it; if you have godlike reactions you can
  781. try to fullscreen SSBA him
  782. Narmaya: high-arrow goes OVER her quickdraws!
  783.  
  784.  
  785. Metera-stuff to improve (copied from my general gbfv notes):
  786.  
  787. -don't be afraid of using 5H even if you know they will roll, you can still recover in time if the spacing is fine
  788. -be more calm in the neutral and don't just try to randomly hop around
  789. -2U to beat people using fireballs/gigis/firestocks and punishing them walking
  790. -use 5L when you don't want to commit to arrows or 5H, as you can still 2H jump-ins
  791. -be ready to anti-air ALWAYS
  792. -learn how to better setup butteflies midscreen
  793. -learn proper 2U safejump setups
  794. -learn throw setups
  795. -practice your damn corner-combos and anti-air combos
  796. -punish DPs while they are still in the air with the 2H > 5U hop-loops
  797. -use 22L > 2H more often against rushy people
  798. -meaty 623L
  799. -mix up j.H and j.M and j.L
  800. -j.L|H into j.236H to counter mashers and get more plus-frames OB
  801. -stay a lot more calm when under pressure and just try to block, and then find the spacing at which they pushed themselves out far enough and do 2M > 214H for the halfscreen push
  802. -just use easy-input TGF sometimes in the neutral, when you plan to keep them down/away
  803. -L-TGF sometimes when the spacing is >1 dash and it would be a good time for them to jump, after a blocked 5H or such
  804. -after a lucky knockdown against airborne opponents from a TGF, put out a M-butterfly and then use 2U, see Tahichi do this often
  805. if you get the 2U you can then pressure with meaty L into 236M~bf
  806. -UOH sometimes, like after a blocked c.H or a blocked hop j.M, or a 5L to deter counterattacks while moving backwards
  807. -do better not try to cancel into H-arrows if your normals clash, as you most likely will get crushed
  808. -if they block your hop-attack, try to call their late-tech out with a delayed TK-arrow
  809. -use TK-arrow also offensively sometimes on their wakeup or after a 2L (moving a microsecond before could incentivice them mroe to expect a throw)
  810. -throw out a H-TGF in midscreen neutral sometimes when you expect them to jump around a lot
  811. -try to bait DPs with superjump forward and hop-back in the air
  812.  
  813. !!!!
  814. -if you don't have a HA and you are pressuring them in a 22H blockstring, you can use 214H for the plusframes and then 2H to trigger the bf https://youtu.be/XaHCTQoLIIs?t=362
  815. -a quick backjump into immediate j.5U is great to get over fireballs, out of the corner or even over your opponent and hit them with a quick cross-up j.L
  816. (example https://youtu.be/XaHCTQoLIIs?t=94)
  817. also use the special-button easy-input, so just j.(M+)S
  818. -blockstring: 2L > 2L > 2M > 214M do it more!
  819. > 5L > 2M > 214H the same
  820. XXX > 4U/5U/623L/UOH instead of constantly just ending in an arrow; with 4U you can also shoot an an j.236M arrow to mess up their defense
  821. -at >halfscreen neutral do not just put out butterflies randomly, but only when they blocked an arrow or such
  822. -midscreen throw arrows in bursts, like 5H > 214M > 5H and then stop and wait to see what they do, or spawn a butterfly if the 5H hit
  823. -after 214H KND more often either go up-close 22H or stay a bit away and 22M 5H~bf (use easy input for both)
  824. -Tech-OS': start making it a habit to use either 1L~M, or 4L~M!
  825. (TK-arrow better only if you have an ensured read)
  826. !!!!
  827.  
  828. #=======================================================================================#
  829.  
  830.  
  831. SBA/SSBA For short midscreen combos use easy inputs, the damage for her is the same. Mostly just for the corner combos it matters.
  832. SBA has 15f startup (with invincibility starting at frame 8)
  833. SSBA has 16f startup (again with invincibility starting at frame 8)
  834.  
  835. 2U can ONLY combo on an air-borne opponent if you used TGF before (or arrow-special in Corner), it CAN NOT BE CANCELED of any attacks EXCEPT a 5U jump-attack!
  836. 2U can also be used for good corner-carry! (Also on knocked-down opponents)
  837. Or to slide out of the corner if they jump (risky but very effective).
  838. Theoretically can go under certain attacks but doesn't seem worth it.
  839. Do NOT use it as a punishment tool, it is deceiving but it rarely works. Only places where this is legit is e.g. against Ferry casting Gigi or a big SBA whiff.
  840. Can be great against people who aim to play footsies and shimmy in neutral trying to bait an arrow.
  841. You can also use it if you make a bf-combo in midscreen after the last j.H, if you fear that they are too pushed out for your autocombo to connect!
  842.  
  843. 214X can low-profile some things like certain projectiles (Metera's own 236X e.g.)
  844. 236X instead, while whiffing on crouchers, can catch people jumping, it can even serve as a bad anti-air on random occasions.
  845.  
  846. j.236X is great as a DP-bait, because it puts you even higher than usual and halts your momentum and pushing your backwards.
  847. It's an amazing throw-bait tool too, when TK'd when you are in the corner you can sometimes dodge lows and throw-attempts.
  848. If you bait a throw midscreen when they are on defense, run forward like mad and slightly delay the TK, so they think you go for the throw. They try to mash
  849. and you will get the CH combo.
  850. When done from a running state, it can sometimes put you on the other side of people. The arrow doesn't cross-up, but OB then do a 2L cross-up which might work.
  851. When you're in Corner sj > j.5U~G > j.236X which you can try getting out of corner
  852. Midscreen can setup bf and then 5U > j.236M to trigger it which gives you good space-control while dodging ranged counter-attacks.
  853. Using it after a j.L can blow up mashing, like fuzzy-mash OS.
  854. Tip from Bonsai:
  855. Defensively I just do j.S+H. You can hold up or up forward or whatever and then just press the buttons
  856. Thats a good idea. I have a few set ups already so ill test to see if they work with the longer cooldown associated with it. thats def the most consistent way to get it
  857. If you get a hit after your hop lööps you'd have 214X ready anyways. Then your opponent would be in the corner with butterfly setups and 236X back up
  858.  
  859. Convert grounded anti-air hits like c.LLL into a 623X move!
  860. If you get them near the corner, end in 236X and continue with a ~6 > 2H extension
  861. If you catch someone in a butterfly explosion, dash up 2M > 236H is kinda stable.
  862.  
  863. Condition your enemy to expect an arrow after the 5H, then when they roll or block preemtively, you can instead do a butterfly!
  864.  
  865. If you have a butterfly midscreen and you catch their roll with a 2M, cancel into 236H! That way you trigger the bf and they get hit by it too!
  866. You can also make a slow butterfly and then walk behind it while doing 5Ls to catch potential rolls or dash-attacks, but that is probably matchup-dependant.
  867.  
  868. Use butterflies midscreen to kill fireballs midscreen, that way you can keep your cooldowns while giving them no edge!
  869. You can even kill three-hit projectiles with the falling arrows from TGF!
  870.  
  871. When comboing after 623H, input the button at the last falling arrow of the multishots.
  872. Also when doing a c.H before, don't input it too early but only from around the 2nd attack of c.H, otherwise the input buffer eats it.
  873.  
  874. c.H can be used against throw-tech, like walk-forward -> c.H, it can also deter other options like fuzzy-jump.
  875. Seen Tahichi often do sth like j.X > c.H which seems to be a frametrap.
  876.  
  877. test me can you tab Guard-button before 1H to get an autocorrect??!! https://youtu.be/J1x2H3KAAFg?t=114
  878.  
  879. Defensive-OSs for Metera:
  880. -1L~M: is the safest, but hard to time so be sure to not do it too early or you tech too late
  881. -1M~L: feels easier to time just because it is slower and less prone to come out against frametraps; it also catches UOHs very reliably
  882. -4L~M/4M~L: I think is not so worth it, maybe if you expect them to jump but it loses hard to multiple lows obviously
  883. -In general, you have to do the mash-OSs rather late than early! Too early you might mash them out of throw/UOH but loses to frametraps big-time, so rather do it later than early!
  884. Timing of the plinking is also very important, too fast and you tech without the attack, too slow and you don't get the tech at all.
  885. -TK-arrow: can sometimes go over lows and net you a punish, or get blocked and giving you at least some breathing room; better use it as a hard-read though!
  886.  
  887. #=======================================================================================#
  888.  
  889.  
  890. Players to watch:
  891. I-Yo, Tahichi, AF_Infiltration, Mokemoti
  892.  
  893.  
  894. Pro-Player stuff to watch:
  895. https://youtu.be/-6vjOGrQQRI?t=12466
  896.  
  897.  
  898. Playlists:
  899. proplayer vods 格闘ゲーム村: - https://www.youtube.com/watch?v=chJAFy1hqPU&list=PLVRUrOKVzHBb1DsM_zTHJHB8rsXPnqHcv
  900. GBVS FAN: - https://www.youtube.com/watch?v=fTQii2hFruU&list=PLEM54M2lqmnyK7e0XBmg3uxmXOHALQWmR
  901. GBVARCH: #10 - https://www.youtube.com/watch?v=xcekumnYPHQ
  902. #9 - https://www.youtube.com/watch?v=tJQ4XCQT39Q
  903. #8 - https://www.youtube.com/watch?v=n3Zv7hk06t8
  904. #7 - https://www.youtube.com/watch?v=seHTQuzOvqk
  905. #6 - https://www.youtube.com/watch?v=70-0g2LyD84
  906. #5 - https://www.youtube.com/watch?v=UW3rFbGMYYE
  907.  
  908.  
  909. Pro-Player matches (only last two months):
  910.  
  911. vs Beelzebub:
  912. I-Yo vs Sat - https://www.youtube.com/watch?v=JZFpOyyQfxM
  913. Tahichi vs Mitsurugi - https://www.youtube.com/watch?v=NRJ8pxx0O1c
  914. Tahichi vs Roki - https://www.youtube.com/watch?v=scXfuctWFBE
  915. Tahichi vs Roki - https://www.youtube.com/watch?v=tsPPHER0j9c
  916. To-Ru vs Roki - https://www.youtube.com/watch?v=C7NO0nvcbRQ
  917.  
  918. vs Charlotta:
  919. Tahichi vs wheip - https://www.youtube.com/watch?v=zyR0WKUtKt4
  920. Tahichi vs Tetsu - https://www.youtube.com/watch?v=cj0Nkb3upWc
  921. Mokemoti vs Sakuma - https://www.youtube.com/watch?v=7rZpv8DtNtE
  922. Tahichi vs OkusanNikuyadesu - https://www.youtube.com/watch?v=OCH3eDMIBCo
  923. EdGoneBad vs Xerom - https://www.youtube.com/watch?v=lr1hpmmgAuw
  924. Infiltration vs Shitone - https://www.youtube.com/watch?v=ZF8l78pFO2I
  925.  
  926. vs Djeeta:
  927. Tahichi vs gamera - https://www.youtube.com/watch?v=CDt1WEsiCtk
  928. Tahichi vs gamera - https://www.youtube.com/watch?v=sY-emuyTCAE
  929. Tintara vs gamera - https://www.youtube.com/watch?v=XaHCTQoLIIs
  930.  
  931. vs Ferry:
  932. I-Yo vs Mocchi - https://www.youtube.com/watch?v=yMdGlwsIPA4
  933. Tahichi vs Mocchi - https://www.youtube.com/watch?v=XubrE1W_fao
  934. I-Yo vs Mocchi - https://www.youtube.com/watch?v=KaAo3wanZcQ
  935. Infiltration vs Karadborg - https://www.youtube.com/watch?v=fTQii2hFruU
  936. I-Yo vs Moriwaki - https://www.youtube.com/watch?v=KZnCh5qMu_c
  937.  
  938. vs Gran:
  939. Tahichi vs Tako - https://www.youtube.com/watch?v=Rr8D-2f6y0A
  940. Tahichi vs Noble - https://www.youtube.com/watch?v=lnE3ujSQbt8
  941. I-Yo vs Noble - https://www.youtube.com/watch?v=E50DF9ZFqag
  942. Tahichi vs M' - https://www.youtube.com/watch?v=t_71IjDvjVU
  943. Tahichi vs Noble - https://www.youtube.com/watch?v=pUON2ZFCVko
  944. Tahichi vs Tako - https://www.youtube.com/watch?v=VJ6jo745a4c
  945. Tahichi vs Gamera - https://www.youtube.com/watch?v=tzN1wICLrBg
  946. Tahichi vs M' - https://www.youtube.com/watch?v=OZeMnj4MmL0
  947. Mokemoti vs MSR - https://www.youtube.com/watch?v=EDU9WCF2Wrg
  948. Tahichi vs M' - https://www.youtube.com/watch?v=X7FPbT9D_tA
  949. Tahichi vs Kubo - https://www.youtube.com/watch?v=dWQf8YqoSIs
  950. Tahichi vs Kazunoko - https://www.youtube.com/watch?v=JTCyBH8PjPg
  951. I-Yo vs M' - https://www.youtube.com/watch?v=3yMUf3jzTkU
  952.  
  953. vs Katalina:
  954. Tahichi vs Katalina, take off your armor - https://www.youtube.com/watch?v=Z8Uoo3bdqtE
  955. Tahichi vs Abao - https://www.youtube.com/watch?v=chJAFy1hqPU
  956. Tahichi vs Laggia - https://www.youtube.com/watch?v=J1x2H3KAAFg
  957. I-Yo vs makki-pen - https://www.youtube.com/watch?v=KW5mxgoWt6E
  958. Tahichi vs makki-pen - https://www.youtube.com/watch?v=_JS_vHWRznA
  959. Sharon vs Tyurara - https://www.youtube.com/watch?v=48WEnjQUyPY
  960. Tahichi vs Banbaban - https://www.youtube.com/watch?v=zkzFyjn7x-w
  961. sonic_sol vs KBrad - https://www.youtube.com/watch?v=2RuJdyUEDiQ&t=148s
  962. Usagi vs BNBBN - https://www.youtube.com/watch?v=zkYieGC9QmQ
  963. Usagi vs Laggia - https://www.youtube.com/watch?v=oNFxW6Z8f40
  964.  
  965. vs Ladiva:
  966. Tahichi vs Kouji KOG - https://www.youtube.com/watch?v=jB9Z1OeNvEc
  967. I-Yo vs Ozac - https://www.youtube.com/watch?v=ys1mB5g0QCw
  968. sonic_sol vs Silenthooper - https://www.youtube.com/watch?v=kPDirq_gE6Q
  969. Tahichi vs Kouji KOG - https://www.youtube.com/watch?v=qDLb1Cpllf4
  970.  
  971. vs Lancelot:
  972. I-Yo vs Yuki - https://www.youtube.com/watch?v=QKuHBXk5AoI
  973. Tahichi vs Oz - https://www.youtube.com/watch?v=mFDZtNnn8HE
  974. Tahichi vs Score - https://www.youtube.com/watch?v=wRd_aIIIbJw
  975. sonic_sol vs FiddySix - https://www.youtube.com/watch?v=Z2wUAulqUe8
  976. I-Yo vs ItoKaiji - https://www.youtube.com/watch?v=ECZNs6VMuxQ
  977.  
  978. vs Lowain:
  979. Chris Chaos vs Kitsune Cass - https://www.youtube.com/watch?v=v-Y1l8eQW1c
  980. P.J vs Yoro - https://www.youtube.com/watch?v=mnYeepCYrcg
  981. Yamicorn vs Searchlight - https://www.youtube.com/watch?v=MhFebjtw-FU
  982. I-Yo vs Adder - https://www.youtube.com/watch?v=PsXyQPcMP7E
  983. I-Yo vs Battery - https://www.youtube.com/watch?v=lSbuN9rvmCg
  984.  
  985. vs Narmaya:
  986. Tahichi vs Daiwa - https://www.youtube.com/watch?v=5OHE6IevZ3o
  987. sonic_sol vs Narm's onlyfans - https://www.youtube.com/watch?v=NqQ4_CX3lyo
  988. sonic_sol vs JiggyFee - https://www.youtube.com/watch?v=9cyVsPld66E
  989. SoSickNASHFAN vs Ammo Manbold - https://www.youtube.com/watch?v=HUjeevIqzJw
  990. Infiltration vs Top Master Yi - https://www.youtube.com/watch?v=CffJZUYfmFc
  991.  
  992. vs Percival:
  993. Tahichi vs Yoshii - https://www.youtube.com/watch?v=Ex5hEtHuA-s
  994. Tahichi vs kaziki15 - https://www.youtube.com/watch?v=hCRe2FpMHZc
  995. I-Yo vs Uma - https://www.youtube.com/watch?v=wG6FMch9-08
  996. Tahichi vs Niga - https://www.youtube.com/watch?v=Tq8814E_LvY
  997. Tachikawa vs Higeyaro - https://www.youtube.com/watch?v=tecp4IWM1k4
  998. Tahichi vs Xeph - https://www.youtube.com/watch?v=cuVvpnzUbVg
  999. Tahichi vs RYO - https://www.youtube.com/watch?v=8r1BzGRYovE
  1000. I-Yo vs Yoshii - https://www.youtube.com/watch?v=eXP35p_yvCk
  1001. I-Yo vs Onsen - https://www.youtube.com/watch?v=Cs53ID1WCPk
  1002. Infiltration vs Nakayan - https://www.youtube.com/watch?v=4mSauQht95U
  1003.  
  1004. vs Soriz:
  1005. Makoto vs tikmbxa - https://www.youtube.com/watch?v=P31Kga1JIEc
  1006.  
  1007. vs Zeta:
  1008. I-Yo vs Cap - https://www.youtube.com/watch?v=MiSCsF91hyI
  1009. Tahichi vs Diechan - https://www.youtube.com/watch?v=rIFmAEOJ8T8
  1010. Sharkz vs Real ice - https://www.youtube.com/watch?v=XJKZv-PYYIA
  1011.  
  1012. vs Zooey:
  1013. Mokemoti vs Cross - https://www.youtube.com/watch?v=ldNw5YXBGd4
  1014. Tahichi vs Onion - https://www.youtube.com/watch?v=aa45GYAry9k
  1015. EdGoneBad vs Diaphone - https://www.youtube.com/watch?v=8yIL4prUqSc
  1016. sonic_sol vs LatinBootyEater - https://www.youtube.com/watch?v=8Pk_Bdi7TEI
  1017.  
  1018.  
  1019. ===================================================================================================================================================================================
  1020.  
  1021.  
  1022.  
  1023. #5 Other people's notes:
  1024.  
  1025.  
  1026. sonic_sol's tips:
  1027. -just 5H: great because it recovers fast and you can still react to jumps or rolls
  1028. -Change between:
  1029. 22L > 623M: covers roll and air-space
  1030. 22M > 623L: also covers the space right in front and sends out butterfly -> start the prison (own tip: you can run forward a bit then 5H which triggers bf)
  1031. -22L > 2H: same as 623M but you recovery WAY faster; great to make the shield in front of you immediately;
  1032. refresh the butterfly to bait people;
  1033. can also be used to meaty after a knockdown, allowing you to immediately go into 5U offense!!
  1034. -5U > j.MM: goesn't really go much vertical, which makes preemtive anti-airs be able to crush it
  1035. if they do so you stop them by using j.H instead!
  1036. then they might use just one-button DP, in which case you BAIT it with j.236H!
  1037. -Safejump Midscreen: 2M > 214H > Roll > 5U~j.H: kill-frame setup for a safejump midscreen
  1038. Safejump Corner: c.H > 214H|236H > 2H > 5U > j.H > 1H > 5U > j.M > 1H > 5U~j.5U > (j.H)
  1039. -5L can't be whiff-punished; frametraps; great in offense; special-cancel into butterfly in Corner if conditioned
  1040. 5U > j.M > 5L > 5L > 22L > 623L: jail them in the corner; best after knockdown where if they decide to block the TGF you can pop it and go in
  1041. condition them with 5L then dash in and throw; OR do j.236H as it is plus OB giving another mixup, it also is the throw-bait
  1042. -Corner-loop combo: j.MM > c.LLL > 236H > 2H > 5U > j.H > 5U > j.H > 5U > j.H > 5U
  1043. DON'T mash; delay it; double-tap at apex
  1044. Midscreen too high or too far makes it drop
  1045. -Meaties: Throw > (2U) > 2L meaties Midscreen or Corner; microwalk before the 2L if Midscreen
  1046. -stuff ot lab:
  1047. 2H Counter hit anti air > 5U jH 5H 623H
  1048. Auto Combo air hit xx 623H
  1049. 623H Hard K/D > run up 2HAb meaty 2L or Overhead
  1050. Run up to bait throw, jump 5U, 4U bait throw (he means superjump over them, 4U backwards I think?)
  1051.  
  1052. #=======================================================================================#
  1053.  
  1054.  
  1055. Twitter-tech:
  1056. -Throw in Corner gives you 22H setup AND a meaty and DP-safe 2L!!!
  1057. Throw to 2U in Corner instead also gives you a meaty and DP-safe UOH!
  1058. -After 22H buttefly setup in corner, just dash backwards, trigger the butterfly with 5H and go back in with 5U for the mixup.
  1059. They can roll out but you can react and 5L them. Spot-dodge still hits them. Even DP doesn't work?
  1060. -Midscreen j.H > c.HHH > 623H > (22H > 5U > j.H) gives safejump setup (only on fatties?)
  1061. -Close slide Midscreen gives emty-hop into meaty 2L
  1062. -Corner-escape anti-air: 1C > 5U > c.LLL > 623H > 2H > 5U~j.5U > (j.H)
  1063. -Arrows still trigger buttefly even on clash AND HIT!
  1064. -(j.623H > c.H) jails
  1065. -tapping guard-button to feign arrow-shot
  1066. -UOH > 5M > 214H > 2M > 236H > 2U
  1067. > 2H > 5U > j.H > 1H > SBA
  1068. > 66 > 2H > 5U > j.H > 2H > 5U > j.M(2) > 2H > 5U~j.5U > (j.H) (??? meant for an airhit mby)
  1069.  
  1070. #=======================================================================================#
  1071.  
  1072.  
  1073. Discord-tech:
  1074.  
  1075. j.M vs j.H:
  1076. Why do people use jump M in loops instead of jH?
  1077. Easier and higher launch
  1078. Important for certain height specific setups
  1079. jH is better when you want to kill, but not by much
  1080. yeah that, jM will combo even in heights where jH will not so it's also used to make anti-air confirms more stable, this is good QoL
  1081. jM is more netplay friendly
  1082. You can 2H xx 22H with the jM route as an ender and still get a safejump
  1083. More damage
  1084. But also yes netplay
  1085. This is due to jM height and speed. Pops them up higher.
  1086. Just taking the 623H 22H knockdown is still good though
  1087. Optimized is 623H 2H 22H
  1088. j.H is more consistent but some starters may not give you the 2H > 5U j.5U safe jump
  1089. which is where people opt for j.M
  1090. you j.H > 5U j.H for damage mostly
  1091.  
  1092.  
  1093. Blockstring enders:
  1094. Do you ever end the block strings with ex moves instead of hop back?
  1095. Only in the corner to frametrap with 5B since ex arrow being plus is unexpected
  1096. Both arrows frame trap to 5M?
  1097. Yup but I do back arrow first since front arrow is easier to confirm
  1098. I rarely use ex on block, it's a player read. If I think they're impatient or will press a button it will get them but it doesn't work as much vs patient players
  1099. My general blockstring enders after I'm spaced to 2B/5A distance are:
  1100. Rejump
  1101. Hop back hop forward
  1102. 214B to frametrap
  1103. 623A to set arrow rain > 22B > 5C to jail and hop back in free
  1104. Depends which options you're trying to Condition them to respect and which you're trying to beat, and their player type
  1105. If 5M hits you get:
  1106. 5M > 236H > 2H > 5U > jB > 5H (3) > 623H > 2H > 22H > safejump with double butterfly setup
  1107. Huge reward but you have to be able to 1 hit confirm it or just pull the trigger on 236H with no fear expecting them to get hit
  1108. Does it beat out jump?
  1109. 5M tags jump yeah
  1110. But the comvo becomes a bit unstable, might want to lab it
  1111. Oh cause they got hit in the air
  1112. Yeah so you might want to delay jM more so land 5H doesn't whiff
  1113.  
  1114.  
  1115. The 2M xx 236M pickup is important for any stray hits that aren't quite in the corner
  1116.  
  1117.  
  1118. after 214/236H midscreen
  1119. does it work with L/M Butterfly, too?no
  1120. Too slow
  1121. EX butterfly is fast enough to let you meaty 2L
  1122.  
  1123.  
  1124. Oh nice I was watching some infiltration and he actually does 2C into super
  1125. That way if they air block they still get hit by air UB super
  1126. He also plays in such a way that he tries to get them to block a lot of butterfly explosions and arrow rains so he always has meter for the super, smart stuff
  1127.  
  1128.  
  1129. 2LL against fuzzy-tech
  1130. Yeah we get double butterflies into UOH/2LL/throw free and don't have to worry about DP it's really nice
  1131. One thing I love in particular is that if you want to fuzzy the 2L/UOH mix you have to fuzzy starting on 2, so 272,
  1132. and while this blocks the initial 2L or UOH, it loses to 2LL
  1133.  
  1134.  
  1135. butterfly corner setups stuff:
  1136. If you time 623C>2C>22C>safejump it catches roll
  1137. Refer to tahichi's setup
  1138. That's the only corner setup I do because it beats everything
  1139. The downside is it's very tight and easy to fuck up the safejump and get DP'd
  1140. Also I think sonic_sol's setup should beat roll too, he does
  1141. EX arrow > 2C > jC > 1C > jB > 1C > 22C > safejump
  1142. Alright I have labbed
  1143. @antero You're right, I was actually really surprised. Both 623C -> 2C and sonic_sol's enders lost to roll.
  1144. I can only be thankful that over several thousand games my opponents rarely roll my setups.
  1145. I think every time it happens, it happens when I go for UOH, so I just figured they were rolling that, since it's easily rolled.
  1146. Glad it doesn't happen more often and glad people don't seem to know about it.
  1147. You're definitely right in that we need to check this with 2AA and that opens us up to DP.
  1148. This brings me to the next thing I labbed though, you can time 22C into 2A and it will actually make DP whiff.
  1149. I was testing this with the setup @Mina Isaac and I were talking about.
  1150. The 5BBB -> 214C into dash -> 22C -> 2A setup is not DP safe and cannot be made DP safe.
  1151. I tested it against gran's reversal supers and if you input it PERFECTLY, you can actually whiff 2A and block the super, but I got it like 1/25 times.
  1152. I couldn't do it for DP though, there just isn't enough time in that setup
  1153. However, ANY 623C knockdown will allow you to dash 22C -> 2A early enough that it will whiff and beat DP.
  1154. Examples of when this would happen are both anti airs, and jabbing them out of their UOH, where you'd do 5AAA -> 623C -> dash 22C -> 2A oki.
  1155. So while you can't make your 214C enders DP safe, you can for your 623C enders. Meaning we can OS those and manually block the 214C enders if we think they'll dp.
  1156. @antero I tested this off my corner combos where I end in 623C -> 2C and there's enough time to set up 22C -> dash 2A and you can still do it early enough that
  1157. it stops roll and beats DP, although the timing is strict.
  1158. @lornlynx I labbed your setups too. 5BBB -> 214C -> 2U -> 2A is meaty and beats dp and beats rolls.
  1159. The same setup into 2U -> 22C -> 2A will not beat dp, and will also NOT beat roll. That's no issue though because 214C knockdown into the setup described above,
  1160. dash 22C -> 2A actually does beat roll (although it loses to dp). Personally I never use 2U for movement after knockdown, and I don't think it's good.
  1161. The reason why is it telegraphs the fact that you're going for a low every time, since that's all you can go for.
  1162. If you instead dash, you can keep dashing and do deep dash 2A, or you can do dash -> 5U -> jH safejump.
  1163. It creates a more ambiguous situation and there's really no need to ever use 2U.
  1164.  
  1165.  
  1166. UOH usage:
  1167. Usually you'll run up UOH because you're trying to bait them into throw teching, so generally you do it point blank
  1168. But it still pops from 2A>UOH, that's as far back as I'd do it
  1169. Also that's a good mixup if you've conditioned them to block 2AA and haven't pulled 2A>UOH out that set
  1170.  
  1171.  
  1172. j.L usage:
  1173. jL is tougher to anti-air on reaction when hopping during pressure
  1174. And more likely to whiff punish abare normals
  1175. So if you do 2L xx Hop as a mix, you can rip people open for counterpoking
  1176. Obviously if they counterpoke with a standing normal you can get fucked up
  1177. So stay mindful, I guess
  1178. if they get privy to my empty hop stuff on their wakeup i like doing hop late jL
  1179.  
  1180.  
  1181. Corner 22H setups:
  1182. #
  1183. test me
  1184. My corner setup is usually:
  1185. 22H -> jH (safejump) -> 2H (butterfly detonation) -> 5U high/low -> land 2H (if I did a high mixup,
  1186. if I did a low I'll do 2AA 236X) -> detonate last butterfly -> 5U into another high low
  1187. YO that setup is sick that's smart
  1188. #
  1189. I usually try to mix up 22H -> UOH/throw/2A enough that they want to DP predictively and then I safejump
  1190. Well in that same situation I'd just end the combo after EX arrow with -> 2H -> 5U -> jM -> 5H -> 623H -> 2H -> 22H -> jU -> jH safejump
  1191. Yeah this is the setup ^
  1192. Easier setup is to omit the 2H after 623H and you have a lot of time to manually time the safejump
  1193. The above combvo into safejump is hard I won't lie
  1194. I do the 236H into triple 5U j.H into safe jump cause it's tight and doesn't look like a safe jumpo
  1195. DoubleOverheadToday at 04:01
  1196. Took me a long time to get it consistent, you have to juggle them as high as possible by connecting jM quickly after 2H,
  1197. then you have to 2H after 623H does it's 3 hits, and after 22H IMMEDIATELY go into 5U
  1198. What gets me this safejump most consistently is legit after 22H I actually mash 5U as fast as possible
  1199. Whenever I do that I get it but doing this setup is tiring
  1200. If you want something that doesn't look like a safejump what do you think of sonic's jH -> 1C -> jM -> 1C -> 22H into safejump?
  1201. I like the setup above because 2H at the end makes it a bit more ambiguous, I'm not doing a hard knockdown
  1202. Nah tahichi is the one I listed above with 623H -> 2H
  1203. The 1C one sonic uses he got from chris chaos I think
  1204. I personally prefer the 623H 2H one because it's optimal but it's hard
  1205. #
  1206. by doing 22H -> jH -> 2H into
  1207. delay jM (1) -> 2A
  1208. empty low 2A
  1209. jM (2)
  1210. we create two different fuzzy block timings for them to deal with , with jM 2A and empty 2A (they run at different speeds)
  1211. and then we beat fuzzy with jM, obscured by a butterfly explosion
  1212. this is the only way I can open up good players anymore
  1213. either that or strike throw
  1214. #
  1215. like doing jH -> microdash throw vs jH microdash UOH
  1216. Or if you're midscreen it'd be jH microdash throw vs jH microdash 5M/5H
  1217. You can also use tk Ex arrow as you know
  1218. This is the RPS
  1219. jH -> throw
  1220. opponent tries to early tech throw next time
  1221. jH -> microdash 5H beats early tech throw
  1222. opponent recognizes the mix and tries to 5A after jH to beat it
  1223. jH -> immediate 5H beats abare 5A and now you just found a way to get a combo from doing safejump into auto combo
  1224. Players with DPs will Dp the gap as well. Vs those players, if they're doing it predictively, you can just jH -> block.
  1225. If they're doing it reactively to the dash you can just jH -> dashblock
  1226. that flowchart is pretty much my midscreen pressure
  1227. oh, also worth noting, jH into immediate tk ex arrow will beat abare 5AAA
  1228. Yeah in the situation where they 2A abare I'd just do jH straight into 5H no delay
  1229. #
  1230. 22H is fast enough that if they're downbacking in the corner, and you do 22H, and they react by rolling, your 5H will actually catch and punish the roll
  1231. That's one of my favorite lines actually, 22H -> 5H if you've conditioned them to respect
  1232. 5H proximity OS's, so if they roll you get close 5H, if they don't you detonate the lower butterfly, so if they jump forward they air block the explosion and you can air
  1233. unblockable
  1234. If they down back you just follow up with 2H and by then the butterfly is above them so you get a jump in high/low strike/throw
  1235.  
  1236. #=======================================================================================#
  1237.  
  1238.  
  1239. vs Everyone:
  1240. Or categorize player types and based on their decisions do your option that beats thst player type:
  1241. I. E. Impatient. Frame trap them.
  1242. I. E. Patient. 623A, send a butterfly and take advantage of their patience
  1243. Imposing a strike throw mix early on gives me a LOT of player information
  1244. They jabbed me? Okay I'll frametrap. They dp'd my strike throw, okay I'll do safejump into block and wait
  1245.  
  1246.  
  1247. vs No-DP chars:
  1248. I'd just prefer to do something like knockdown into 22B > assault jB > 2M > front arrow > rejump into high low or strike throw
  1249. I tried doing that but they would DP me everytime
  1250. Yeah it loses to dp but you can rps with 22B > assault j236B and land 623c to punish for hard knockdown
  1251. Just have to lab character specifics
  1252. I only use it vs ladiva, metera, vaseraga 100% of the time, and more often vs lowain and zeta because their parries are kinda ass
  1253. I basically start doing this after I've already punished some of their dps on midscreen safejump and corner butterfly oki
  1254. so they're scared to dp because they think all my setups are safe
  1255. But it's bad unless they dp
  1256. It's like a hard call out on them dping your setup
  1257. The butterflies are so far back you get nothing unless they dp but if they do you get a lot
  1258.  
  1259.  
  1260. vs Tall bois (Katalina and all males but Gran/Lancelot, and only on standing):
  1261. c.XXX > 623H vs tall bois
  1262.  
  1263.  
  1264. vs Charlotta:
  1265. we get 2m 214h vs all versions of holy ladder
  1266. you just need to block it correctly
  1267. yeah, in the corner we even get stuff like
  1268. 2m 214h f.m 236h 2u
  1269. probably better to just end at 214h though
  1270. -
  1271. after the autocombo 3rd hit
  1272. do 236S
  1273. if she does 214L, youll block it as its a true string
  1274. if she does 214M or 22X you will super since they arent true strings
  1275.  
  1276.  
  1277. vs Djeeta:
  1278. stand block > microwalk 2H > air stuff
  1279. is a pretty good and stable punish vs Djeeta Ex DP
  1280.  
  1281.  
  1282. vs Ferry:
  1283. Against Ferry, TK j236M is a decent counterpoke to her challenging your approach/grounded options.
  1284. But it's good to know how to react to whips at a distance
  1285. Such as rolling between 5H xx 236X
  1286. If you can force her into using 236H on prediction, as a jump/poke trap, you can get the upper hand for a little while
  1287. ah yeah thanks for mentioning that as well, tk236M is really nice because it goes over all her grounded whip options
  1288. question, you said rolling after 5B block is good, but can't she counter hit 2M and get a free 50/50 ?
  1289. Depends mainly on spacing, if you're spaced close that's an option she has, but near the last quarter or so of her whip she's more than likely doing gigi or ex whip
  1290. It's about reading their tendencies, and actually it's nice to condition them to do that to beat your roll
  1291. If you start making them do 5B -> 2U, you can just block 5B and 5U over 2U and punish and you're in
  1292. yea, but it's scary because ferry only needs to win twice and you are most likely dead
  1293. also I didn't know our 5B beats theirs on round start so thanks for that
  1294. yeah that's true, that's why playing spacings is important, and after you DO roll 5M in 5U range, being able to be a step ahead and say "Okay I know you're gonna try to 2U me here
  1295. so I'll block and 5U"
  1296. Because if Metera gets in Ferry loses
  1297. Yeah that option is sick
  1298. also being able to 5U after her 214X hula hoop whip win is an amazing option
  1299. Top Ferry players lose to it too, it's a solid option even against the best of them
  1300. Ferry has to adapt and do 2H after 214X to beat 5U and you can beat that by doing 5H -> 214H and you're in
  1301. so if they end block string in 214X we have time to punish ?
  1302. There are a lot of intricacies in this MU
  1303. You're punishing the next move basically, if we 5U right after 214X it beats 5B and 2U, as well as gigi toss, their main options
  1304. They have to block and DP or 2H to beat your 5U there
  1305. And then we just get 5H on their 2H
  1306. -
  1307. We can 2U Ferry's 5B > GeeGee
  1308. If it's not tip range it also works vs 5C > GeeGee
  1309. If you look at her special icons every now and then
  1310. If you're a really epic hardcore gamer
  1311. You'd forward roll the Ex Whip
  1312. and 2U the GeeGee
  1313. If you're close enough you could even punish the whip with 2M
  1314. -
  1315. There's a few things to look out for but the most important thing is to make sure you aren't getting caught with EX Whip, that is the biggest thing you have to worry about in this
  1316. MU IMO.
  1317. That moves starts her offence and can end you if you get snagged by it.
  1318. So, you're playing around that and slowing the game down. You wanna be out of range of her normals to punish her for whiffing or extremely close to get the most damage you can for
  1319. her committing.
  1320. 2M is the go to round start vs Ferry, it can lose to delay 5H but it's always a good check to see if they know or not.
  1321. 2M also crushes Ferry's Sweep so if you see Sweep shenanigans, you can just 2M them and you'll win unless they hit you out of the startup of your 2M
  1322. 5H is good to use when EX whip is on cooldown, you can use this to stuff a lot of button presses from Ferry during that time. You want to be close and have her in the corner, if
  1323. you can bait her DP, that's a death sentence and a punish with c.H with Metera when Ferry is in the corner
  1324. Anti-Airing Ferry with 2H when she's using whip is almost not worth it, you can do it but you need to be careful because she can bait you into trying to AA her and slap you out of
  1325. recovery when she lands from canceling the swing animation.
  1326. BonsaiYesterday at 14:12
  1327. If you're cornered and ferry shits out buttons: look at her skill icons
  1328. If she just cancels into (ex) whip, do forward roll and then anything
  1329. If she cancels into geegee, press 2u
  1330. One simple tip i can give
  1331. I like pressing 623X as soon as ferry goes into the air
  1332. Instead of 2/5H
  1333. You need to be more patient than a tibetan monk
  1334. Or you die
  1335.  
  1336.  
  1337. vs Gran:
  1338. If you're getting bodied by far.M xx Fireball > far.M xx Fireball xN
  1339. The answer is spot dodge a fireball so he can't anymore
  1340. No he doesnt do fireballs he's good
  1341. Anyways, the answer is one of the following when it comes to close range pressure:
  1342. 1. A throw break OS aimed at the end of the early break window (Or a late break depending on the OS)
  1343. 2. Sitting and blocking and playing reactively
  1344. 3. Poking out with 2L/5L
  1345. 4. Fuzzy jumping.
  1346. There is nothing in the game that beats all of these.
  1347. The only thing you need to ask yourself is what are the Gran player's habits, how risky are each of these options and how frequently should you use each of them.
  1348. You need to make sure you understand how this stuff works, however.
  1349. Or it just gets messy to try and figure out risk/reward, and you might be timing things wrong
  1350. Which will also lead to your death
  1351.  
  1352.  
  1353. vs Lancelot:
  1354. Personally I think the best OS's vs Lance are:
  1355. #
  1356. 2A~8A+B
  1357. - 2A 5A on block
  1358. - turbulence is thrown
  1359. - slam down goes unpunished
  1360. #
  1361. Pros: hard knockdown if they don't slam.
  1362. #
  1363. Cons: can't punish slam
  1364. They can tech air throw
  1365. #
  1366. 2A~8A
  1367. -2A 5A on block
  1368. -JA punishes turbulence
  1369. -you descend wirh falling JA after slam and punish
  1370. #
  1371. Pros:
  1372. -punishes both options
  1373. -no counterplay from lancelot
  1374. #
  1375. Cons:
  1376. -no hard knockdown from non slam
  1377. Yes, you need to start both of these wirh 2A. The OS activates if 2A whiffs, which it will if he does turbulence. I know this limits our routes.
  1378. We can hypothetically find some safejump route into this I'm sure but I haven't experimented that heavily yet.
  1379. Also worth noting if you're sure he'll do turbulence but won't slam, and you're in the corner, if you neutral jump delay JA you get a FAT COMBO.
  1380. Comvo is :
  1381. Neutral jump delay jA
  1382. Delay j236C
  1383. Land, delay 2C
  1384. jC > 2C > 623C > 2C > 22C safejump setup
  1385. Also @Sinical sorry for not getting back to you, I've been super busy. Here's at least a breakdown of some Lance stuff. I'll get back to you on
  1386. everything else later today
  1387. 2 more quick things.
  1388. #
  1389. Lance always teleports to you with turbulence. Meaning if you're in the corner with double butterflies, and stand back and 5H them, he teleports
  1390. over the explosion and punishes you. You want to safejump so you're under the butterflies, then 1C to beat this.
  1391. If he uses turbulence in blockstrings you can react and 1C, I feel like this is a more predictive option though, at least in netplay. People say
  1392. you can react to his fall vs his slam, but whenever I try, I either preempt with 1C or I try to react, miss my window, and he comes down into a blockstring
  1393. So I've taken to just using this option predictively, hit them once or twice with 1C, then block. He'll try to slam to beat it eventually. If not,
  1394. just start doing 1C again but be careful
  1395. I've eaten 6k from trying to 1C this, but that's just netplay
  1396. woawToday at 18:16
  1397. 2l8l doesnt punish turbulance
  1398. metera jump arc doesnt reach his peak fast enough
  1399. DoubleOverheadToday at 18:17
  1400. You have to do it quick. Record 5HHH 214H knockdown. Dash 2L 8L. 2L whiffs, 8L jumps immediately and punishes turbulence if he doesn't slam.
  1401. woawToday at 18:17
  1402. sometimes it can punish but that depends on the lances timing of 22h
  1403. recording a video above
  1404. recorded*
  1405. i think it depends on how meaty 2l is actually
  1406. thinking about it
  1407. DoubleOverheadToday at 18:18
  1408. This is specifically to beat wakeup turbulence. Maybe try again? Maybe your 2L is late or the cancel to 8L is late
  1409. Yeah it's 2L timing then
  1410. That's the prerequisite
  1411. I guess practice meaty 2L timing on non turbulence wakeup, then set it to turbulence wakeup and do the same timing
  1412. woawToday at 18:20
  1413. i just recorded metera bot doing it off of 2u
  1414. yea im getting it to punish turb now
  1415. thats gud
  1416. DoubleOverheadToday at 18:21
  1417. Nice! I feel like 214H knockdown is easier to time, because 2U knockdown has so much untech time, and you're right in their face, it's easy to slightly mistime
  1418. If you're doing it off 2U knockdown I'd do butterfly into 2A to help time it
  1419. woawToday at 18:21
  1420. i was mostly testing the different os' for lance 22h
  1421. with different chars
  1422. so i just defaulted to using 2u on most of them
  1423. DoubleOverheadToday at 18:22
  1424. Makes sense!
  1425. Worth noting btw to your point above, if the lance does block jA, you can change your OS to airthrow OS
  1426. But that's something I'd never expect and idk if he can even do that with proper timing
  1427. woawToday at 18:23
  1428. labbing 22h stuff out cuz i play both metera and lance and wanted 2 know what my options r
  1429. lance could still go with hardread with spotdodge
  1430. but atleast that works
  1431. DoubleOverheadToday at 18:26
  1432. Well one nice thing as well here, to think a layer deeper
  1433. If we can condition Lance on block with
  1434. 2L > throw
  1435. 2L > microdash 2L 8L
  1436. 2L > 8L
  1437. If he tries to turbulence the throw or turbulence the throw post 2L microdash we get his turbulence
  1438. And ofc we can mix 2L 5M here for frametrap
  1439. That's probably our best use of this string
  1440. I wonder if you can pull some bullshit where off the 2L 5M frametrap you can input 2L ~8M~L and OS airthrow off our frametrap
  1441. It'd probably work but be very difficult to execute but sounds fucking OD
  1442. SinicalToday at 18:29
  1443. or he can just use the non slam version all day
  1444. and we don't get shit
  1445. I still don't see how landing a jump l
  1446. and resetting
  1447. is going to dissuade anybody
  1448. maybe if butterflies were set up
  1449. and he landed in that
  1450. DoubleOverheadToday at 18:31
  1451. Well we could always opt for airthrow OS in that event to be honest. The reason I like jL is because it's an 100% punish whereas air throw can be teched.
  1452. Also jL beats slam down but air throw doesn't. It sounds like probably what'd work best for you is alternating them predictively to get the best reward
  1453. and I definitely think that's viable.
  1454. jL is very low reward I agree but the situation it avoids is us being put in a blockstring off our oki, and we get neutral back,
  1455. where he has to work to get in and we got more damage off him
  1456. You can also try to react and 1H the non slam if he's never slamming, I do that a lot
  1457. That's very high reward it's just risky
  1458. woawToday at 18:33
  1459. if u wanna stop turb u can try doing the backdash os
  1460. since u get c5h punish instead
  1461. or hardbaiting
  1462. then going ham
  1463. some1 said that u could 2l and react with airthrow to 22h and always get a punish but idk the timing for it
  1464. everytime i tried to lab it out never worked for me
  1465. HeyYoPineappleToday at 19:32
  1466. I think Lance can respond to 2l->8l OS by spot dodging on wakeup, I had a Lance do that to me once, I got jump l, then he 2H'd me.
  1467. Might be able to react to the spot dodge tho
  1468. #
  1469. For anyone who didn't want to do lance turbulence OS off 2A
  1470. Just labbed it out and you can just safejump into 8A and it autotimes and you get the same exact thing
  1471. So you can use this OS off both 2A and safejump which is really sick
  1472. Also for anyone who really doesn't like the reward on jA here, you can 214B as soon as you land and it hits meaty just letting you know
  1473. which L
  1474. close or far
  1475. oh
  1476. i assume it's c.L c.L f.L
  1477. DoubleOverheadYesterday at 06:25
  1478. Yeah so for example he means safejump -> c.L -> f.L -> f.L
  1479. You execute this by just pressing L one single time for c.L and not pressing it again immediately to do the followup.
  1480. Then as soon as you're out of the autocombo gatling window you hit it again for f.L
  1481. Best to do after one single c.L because you're only -1. If you do it after c.LL you're -3
  1482. Another useful blockstring is safejump -> 2M -> f.L -> either 214X to frametrap, 22X to call out respect and reset pressure, or 623X to call out jumps.
  1483. You can also rejump with 5U -> jM/H if you don't get predictable about it.
  1484. Watch both of sonic_sol's Metera guides on youtube, I think you'll find that they help a lot
  1485.  
  1486.  
  1487. vs Percival:
  1488. Percival is pretty good at dealing with far.L
  1489. Mostly with far.M
  1490. far.H can hit but it's inconsistent
  1491. There are spots you can throw out far.L and not worry about H
  1492. But really, you want to focus on TK.Air shot as a counterpoke
  1493. Since his pressure often leaves gaps to jump, but no gap to poke
  1494. -
  1495. even has something vs Perci that's really good
  1496. he does auto combo to EX arrow to 5M 214L
  1497. and frame traps Percival
  1498. since 5M combos on perci midscreen after 236H
  1499. and since he frame trapped with the 214L he does butterfly to control neutral for free
  1500. Let me see if I can grab it
  1501. https://youtu.be/fcVpPR7FJkE
  1502. 3:50:42
  1503. he does 2 variations
  1504. using 214H then he tries 236H
  1505. yea that one is super cool but you give up oki
  1506. he also has an option select vs his DP
  1507. 3:53:47
  1508. baits DP with butterfly then dashes back and still have time to block it
  1509. Trying to find reasons why this is better than a double butterfly safejump though
  1510. Now that we have 22C cooldown buff
  1511. I think he wants them to do the DP and since the safe jump is known to be a safe jump they are not gonna DP
  1512. people will DP if you don't EX butterfly
  1513. since its slower
  1514. it all comes down to how much knowledge the opponent has
  1515. and Can we even do the 22H safe jump off air reset ?
  1516. That's definitely a fair point , sometimes an unassuming setup is the best DP bait
  1517.  
  1518.  
  1519. vs. Zooey:
  1520. apparently you can spot dodge > 22H > c.H punish Zooey's SSBA
  1521. neat
  1522. test me
  1523. -
  1524. You can try to 2U under the air lightning
  1525. or 2H and have them both clash
  1526. or go into the air yourself
  1527. sleepyYesterday at 11:18
  1528. ahhh tyty
  1529. SinicalYesterday at 11:45
  1530. dodge lightning seems to be the best option afaik
  1531. should be able to dodge and then 2u punish
  1532. from basically anywhere
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