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- (This is meant to be read in a text-editor and without linebreaks as nothing is formatted, so download it or tap the raw option. Last update: 14.07.2021)
- #1 Notation
- #2 Combos & Blockstrings
- #3 All about setups
- #4 Other personal notes
- #5 Other people's notes
- ===================================================================================================================================================================================
- #1 Notation:
- > | combo or blockstrings
- <XRC> | RC-specific combo; numbers declare drift-cancel
- <co> | when combo carried them into the corner only then following move and succeding combo can or should be used
- </co> | when YOU are in the corner
- <wb> | needs opponent to wall-bounce
- |> | character specific combo or combo with specific limitations like range (standard character and close-range is considered the norm, eventualities mentioned in text)
- ~X/~> | in general delays or microthings/plinks; stuff like delayed button presses, delayed combo, delayed jump etc.
- <DP> | route to chose when opponent DPs (like after a safejump)
- <r> | reset or change from blockstring to combo
- <x> | explicit mention when a combo does NOT work where one would assume it should; or if at end of combo means combo-limit is reached; (or I mention that I'm too dumb to get it)
- <?> | no idea what combo this is, or if it's worth it keeping in
- Y | numbers (1-9) declare directions following notepad notation (5 stands for neutral aka no input, more here: http://www.dustloop.com/wiki/index.php/Notation)
- X | any K|P|S|H-normal, so Kick|Punch|Slash|Heavy-Slash attacks (if no c. before, then it means always a far normal which is sometimes explicitly denoted as f.)
- c.X | close normal
- j.X | jump normal
- (X) | blocked/whiffed/mixup/safejump move
- [X] | start holding said button
- ]X[ | release held button
- X(w) | last move whiffs (where it would usually hit)
- X(h) | last move hits (where it would usually whiff)
- X(Y) | use only first Y hits or certain parts of multi-hitting move to hit or be blocked (if not specified it's all hits)
- X(bl) | last move was blocked (where it would usually hit)
- X(Cr) | used explicitly on crouching enemy
- X(St) | used explicitly on standing enemy
- X(W!) | breaks the wall
- X(OTG)| Off-the-Ground attack (for resets/setups)
- CH X | counter-hit
- 66/44 | forward-/back-dash
- ~66/~6 | micro-dash/-walk
- IAD | instant air-dash (forward usually)
- AD | air-dash (forward usually)
- sj | safe-jump
- dj | double-jump
- hj | high-jump (aka superjump)
- jc | jump-cancel
- lc | land-cancel (aka land again and then jump again)
- ab | air-borne
- th | throw
- fth | forward-throw
- bth | backward-throw
- ath | air-throw
- bl | blocking (to bait things)
- bl(Cr) | crouch-blocking (can also be 1bl)
- bl(St) | stand-blocking (can also be 4bl)
- bs | block-string
- mu/mix | mix-up
- wp | whiff-punish
- OB | On-Block
- OH | On-Hit
- KND | KNock-Down
- ... | too lazy to fill out the rest
- {GOTO} | routes I find personally to be the most worthwhile using
- afap | is as fast as possible (not what you were thinking)
- ahap | is as high as possible
- adap | is as deep as possible
- aeap | is as early as possible
- alap | is as late as possible
- OD1 | Overdrive 1 which is 236236S (Mr. Yamada)
- OD2 | Overdrive 2 which is 632146H (Killer Whale)
- Hdol | Horizontal dolphin ([4]6)
- Vdol | Vertical dolphin ([2]8)
- OHK | 'Overhead Kiss' aka her command-grab (623K)
- AS | 'Aregatsuwa Sparkle' aka her beach-ball (214P|K)
- ===================================================================================================================================================================================
- #2 Combos & Blockstrings:
- (all tested with Ky)
- 6H or 6[H] is an wall-break ender where it is possible to do it;
- OD1 works where 6[H] works and if you end with a normal instead of a special so you cancel into it, if you end with a special you need to be super-quick.
- For the [2]8H > [4]6H combos, the Hdol can also be done with S.
- Midscreen Combos:
- 2P|5P(x2) > 3K [63|56 dmg]
- > [4]6S [63|56 dmg]
- > 6P [63|56 dmg]
- 5P(x3) > 3K [73 dmg]
- > [4]6S [73 dmg]
- > OD2 [121 dmg]
- 5P > 6P [50 dmg]
- 2K > 6P [49 dmg]
- > 2D [46 dmg]
- > [4]6S [64 dmg]
- <RRC> 66 > c.S > 2H > [2]8H > 5S > 6[H](W!) [159 dmg]
- > [2]8S > [4]6S(OTG) [76 dmg]
- > [2]8H(Cr) > [4]6H(OTG) [82 dmg]
- > OD2 [130 dmg]
- > 3K [test me]
- 66 > 2K > 2D > [2]8HS > [4]6H(OTG) [82 dmg]
- 3K </coRRC> 66 > c.S > 2H > [4]6H > 2S > 6H > [4]6H(W!) [test me]
- 5K > 3K [57 dmg]
- > [4]6S [57 dmg]
- 6K <66RRC> 66 > c.S > 2H > [2]8H > [4]6H(OTG) [116 dmg]
- <co> AD > j.K > j.D > 6H(W!) [173 dmg; works about a dash towards corner from enemy starting position]
- c.S > 5S > [4]6S [103 dmg]
- <66RRC> 6[H] > [4]6H [164 dmg]
- <co> 2S > 5H > [4]6H(W!) [216 dmg; works from enemy starting position]
- > 2H > [2]8H > [4]6H(OTG) [146 dmg]
- <66RRC> 66 > c.S > 2H > [2]8H <co> 6H(W!) [217 dmg; works from enemy starting position]
- <x> <66RRC> 66 > c.S > 2H > [2]8H > OD2
- <co> AD > j.H > 5K > 6H > 6H(W!) [230 dmg; needs a very precise AD, do it right when May leaves the screen]
- > 2K > [4]6S(OTG) [175 dmg; doesn't wall-break]
- > j.OD2(W!) [247 dmg]
- > [4]6H <RRC> 66 > c.S > 2H > [4]6H <co> 6[H](W!) [217 dmg; works from enemy starting position]
- > OD2 [213 dmg]
- </co> OD1 [232 dmg; only relatively close with your back to the corner; also needs an early buffer unless May is in corner]
- > 5H > [4]6S [126 dmg]
- > 6H > [4]6S [127 dmg; hard to get lol]
- <x> <66RRC> [6]H > [4]6H > 2S > 5H > [4]6H [209 dmg]
- 2S > [2]8H > [4]6H [121 dmg]
- > [4]6S [pretty confirmable actually]
- </co> <RRC> 66 > c.S > 2H > [2]8H > AD > j.K > j.D > 6H(W!) [222 dmg; when you are in corner you can use this to side-switch and get a wallbreak]
- 5S > 5H > [4]6s [126 dmg]
- <66RRC> c.S > 2H > [2]8H <co> AD > j.K > 6H(W!) [228 dmg]
- 2D > [2]8H > [4]6H(OTG) [85 dmg]
- 6[H] > [4]6H [123 dmg]
- > [2]8H > [4]6H(OTG) [141 dmg; don't even need to be close]
- |> OD1 [231 dmg; only when you cancel immediately and not in the corner]
- |> OD2 [207|149 dmg; only when you cancel immediately both hits get him]
- [4]6S <RRC> 66 > c.S > 2H > [2]8H > [4]6S(OTG) [138 dmg; can't really get a wall-combo form midscreen]
- OD1 <PRC|> 66 > c.S > 2H > [2]8H > 5H > [4]6H > 6[H](W!) [350 dmg; works from enemy starting position]
- OD2 ... > [4]6S(OTG) [295 dmg; needs to be relatively close to the corner; you need to hit them while they are still air-borne]
- OHK > [4]6S|H(OTG) [99|102 dmg]
- <RRC> 6[H] > [4]6H <co> 2S > 2H > 214K(W!) [168 dmg; RC while still in the air; works from enemy starting position]
- th <66PRC> 66 > c.S > 2H > [2]8H > [4]6S(OTG) [126 dmg; wait till she has thrown her enemy over her shoulder]
- CH c.S > 5H > [4]6H [137 dmg]
- CH 2H ~|> [4]6S(w) > (~66 >) c.S > 2H > [2]8H > [4]6H(OTG) [187 dmg; only midscreen; delayed dolphin side swaps; great DP-punish; if you hit them air-borne might need micro-dash]
- </co> AD > j.H > c.S > 6[H](W!) [257 dmg]
- </co> 6H > 6H(W!) [248 dmg]
- > OD2 [206 dmg]
- </co> OD1 [232 dmg]
- <x> (2[8]S) > ... [this seemingly works same-side, but can't manage to get it]
- CH 5H > [4]6H > 5K > [4]6S [145 dmg]
- > [4]6S > 2S > [4]6S [149 dmg; CH-effect gives S-Hdol more hitstun; hard to do]
- > 3K [127 dmg]
- > OD2 [211 dmg]
- </co> OD1 [237 dmg]
- CH 6H > [2]8H > [2]8S(OTG) [130 dmg; Hdols work too at end]
- > [4]6H <66RRC> 66 > c.S > 2H > [2]8H > [4]6H [159 dmg; can also sideswitch]
- > OD2 [194 dmg]
- </co> OD1 [218 dmg]
- CH [4]6S > [4]6S [68 dmg]
- > 5K > [4]6S [90 dmg]
- > 2S > [4]6S [94 dmg; less range than 5K]
- > 3K [68 dmg; always good option to get the KND, especially when just doing a dolphin to contest]
- > OD2 [182 dmg]
- CH [4]6H > ... [all combos for the S-version work too]
- > 66 > c.S > 5H > [4]6H [139 dmg; need to get right into their face]
- > 2H > OD2 [198 dmg]
- > OHK [115 dmg; should be possible from round-start range; check if it says 2 hit combo to confirm you did it right]
- </co> OD1 [190 dmg]
- Anti-airs:
- c.S > 2H > [2]8H > [4]6H [146 dmg]
- > AD > j.K > j.D [165 dmg; AD after dolphin hits]
- [2]8H <\co> OD1 [168 dmg; wayyyy easier with a CH]
- CH 6P > [4]6H [66 dmg]
- <x> [4]6S <66RRC> 66 > c.S > 2H > [2]8H > [4]6S > 6H(W!) [pretty useless combo because no one buffers 6P into dolphin; also very finnicky with the height and the wallbreak]
- CH c.S(x3) > 2H > [2]8H > [4]6H [166 dmg; the c.S might even need a little delay or you get 5S]
- CH [2]8H > AD > j.K [test me]
- Jump-ins:
- j.S|H|2H > 5K > 3K [74|90|80 dmg; use f.S instead 5K for a frametrap?]
- j.K > 2K > 3K [74 dmg; needs a kinda deep hit; it works with 5K too but is wayy too hard to hit]
- j.X > 5P > 3K [60-88 dmg]
- j.K|S|H > c.S > 5H > [4]6S [113|119|135 dmg]
- IAD > j.K(St) > j.D [69 dmg]
- CH j.H > 2S|5S > [4]6S [99|101 dmg]
- > [4]6S [79 dmg; good when you do a jump-back]
- > ~66 > c.S > 2H > [2]8H > [4]6S [150 dmg; good when you do a jump-back; https://youtu.be/kkC-RFdLvZY?t=3546; https://youtu.be/kkC-RFdLvZY?t=3703]
- Air-to-air:
- j.P(x3) [50 dmg]
- j.K > j.D [69 dmg]
- CH j.D > 6H > [4]6S [131 dmg]
- CH j.H <x> c.S <r> 214K [AS setup that gives you enough time to run forward and 6H and such; https://youtu.be/kkC-RFdLvZY?t=3518]
- Dust combos:
- 5[D]~8 > j.H > j.D > jc > j.K > j.S > j.S
- > j.H > j.D > j.S~S
- > j.P > j.P [239 dmg]
- > j.K > j.K
- > AD > j.H > j.H [203 dmg]
- > j.D > jc > j.S > j.P > j.D > jc > j.P > j.P [226 dmg]
- #=======================================================================================#
- Corner combos:
- 2P|5P(x2) > 6P > [2]8H|S > 6H ~> (214K) [100|97 dmg; god, this is so hard, you need perfect chargin, but it's possible]
- 2K > 2D > [4]6S <RRC> c.S > 2H > [2]8H > [4]6S > 6H(W!) [test me]
- 3K <RRC> 6[H] > [4]6H > 2S > 6H > [4]6H > 6H(W!) [test me]
- 6K <RRC> 6[H] > [4]6H > 6H(W!) [test me]
- c.S > 2H > [4]6H > 2H > [2]8H > 5H > 6H(W!) [235 dmg]
- ~> c.S > 5H > [4]6H > 6[H](W!) [233 dmg]
- > ([4]6H > 5H)x2 > 6H(W!) [238 dmg; the last 5H needs to be done afap; can also end with another H-Hdol which is fun]
- > [2]8H > 5H > [4]6H > 2H > [2]8H [233 dmg] {GOTO}
- > 6H > [4]6S > 6H(W!) [224 dmg; very akward timing; OD1 doesn't work here]
- 6H > [4]6H > c.S > 2H > [4]6H > 6[H](W!) [test me]
- [6]H > ([4]6H > 5H)x2 > 6H(W!) [234 dmg; the last 5H needs to be done afap]
- OHK > c.S > 2H|5H > [4]6H ~> c.S > 5H > 6H(W!) [183 dmg]
- > (5H > [4]6H)x2 > 6[H](W!) [183 dmg; the last 5H needs to be done afap; works also a dash or so away]
- <x|> 6P > [2]8H > 6H > ~66 > 6H(W!) [can't get this one done, but should work; for a bit further away
- th <RRC> c.S > 2H > [4]6H > 5S > 6H [throw towards corner, delay RRC till they are above May]
- <PRC> 5H > [4]6H > 2S > 5H > [4]6H > 6[H](W!) [134 dmg]
- CH 6P > (2S > 5H > [4]6H)x2 > 6[H](W!) [216 dmg]
- CH 2H > [2]8H > 2H > [4]6H > 5H > 6H [233 dmg]
- > 214K > 6H > [4]6H > 5H > [4]6H > 6[H](W!) [265 dmg; HOLY this combo is hard af; you need to immediately cancel in AS and make super-tight charging]
- CH 6H > [4]6H > 2H > [4]6H > 5H > 6H(W!) [219 dmg]
- <?> 2S > [4]6S <RRC> 2H > [2]8H > 6H(W!)
- CH 6[H] > [4]6H > c.S > 5H > [4]6H > 5H > 6H(W!) [239 dmg; the last 5H needs to be done afap]
- > [4]6HS > 5H > [4]6H > 6H(W!) [243 dmg; the last 5H needs to be done afa]
- CH [4]6S > ~66 > OHK > c.S > 2H > [4]6H > 6H(W!) [182 dmg]
- > 5H > [4]6H > 6[H](W!) [181 dmg]
- Corner Anti-airs:
- CH 6P > 5H > [4]6H > 2S > 5H > [4]6H > 6[H](W!)
- > 2H > [4]6H > 5H > [4]6H > 6[H](W!)
- ~> (2S > 5H > [4]6H)x2 > W! ender [216 dmg; hold 4 while delaying the 2S, so they don't fly over your head if you hit them too high; works also max distance]
- CH 2H > OD1 > (2S > 5H > [4]6H)x2 > OD1(W!) [works also in corner for really late hits where OD1 pulls them back]
- Corner Jump-ins:
- j.H <RRC~22> c.S > 2H > [4]6H ~> c.S > 5H > [4]6H > 6H
- 66 > c.S > 2H > [2]8H > AD > j.H
- Corner Air-to-air:
- j.S|H > c.S > 5H > [4]6H > 2S > 2H > [2]8H > 6H(W!) [199|204 dmg]
- j.K > j.D ~> j.D [104 dmg]
- #=======================================================================================#
- Blockstrings (notes mostly from dustloop):
- 2K > 2D > [4]6S (has natural frametrap but is safe against DPs if you hold 1; delay 2D to catch fuzzy mash; end at 2D for a hard KND;
- example for delay against fuzzies: https://www.youtube.com/watch?v=_YM0TpyeTeo; example how it's DP-safe: https://www.youtube.com/watch?v=qm1UNsz6_kY,
- example for Totsugeki frametrap: https://www.youtube.com/watch?v=01a7S1g-FmE)
- > 5[D] > ... [27+226 dmg; very fake, use to check your opponent's reactions]
- > 6K <RRC> [mashable by everything, but might be still a good pressure option]
- 5K > 6H (only further away I guess)
- c.S > 5K > [4]6S [besides 2K the standard oki button for the throw/strike-mix; has plus-frames and is jump-cancellable]
- > ~6 > OHK [the accompying throw-option, kinda akward to get tbh]
- > c.S [for delayed mashers]
- > 6K > 6K [49+37(CH)+34 dmg; Situational mix-up against characters like Ky with far-reaching low attacks. Only connects if the opponent tries a low attack
- that 6K can jump over. Loses against most other mash-outs.]
- > [4] > 5K > [4]6S [49+37(CH)+55 dmg; High mixup/frametrap/whiff-bait in pressure. Loses to 3-frame normals and trades with 4-frame normals on mash.
- 5K extension loses to far-reaching low attacks like Ky's 2S. Perform 5K > [4]6S if the opponent whiffs a quick attack after 6K.]
- > 2H > [4]6H > 6H > [4]6H > ... [the 6H catches them trying backdash or jump etc.; they might be able to backdash after the c.S and punish you?]
- > 6H [probably her best frametrap that also stuffs jump-outs in corner]
- 5S > 214K
- j.H|2H > [4]6S
- > 5K > [4]6S|H
- > c.S > 6H > ... (might need dash-momentum)
- j.2H > 66 (you can try reset your pessure with running up as they might expect a normal)
- j.S(St) > AD <r> j.S [gives you a cross-up j.S when done very high]
- [4]6H > 5K|5S|2S > [4]6S|H [your bnb neutral]
- > 5K > 6[H] [when the expect the dolphin you catch them]
- > 6[H] [frametrap that allows you to either release H early when people jump or to apply the guard-crush]
- > [4]6S
- CH [4]6S > [4]6S|H [like, ye, just fking do it]
- CH j.H > ~66 > (bl) > c.S > ... [burst-bait because the CH gives you so much time; https://youtu.be/kkC-RFdLvZY?t=3838]
- Some Sources: https://www.youtube.com/watch?v=RsGDfJ26-qM, https://www.youtube.com/watch?v=OCJN_VtfySk, https://www.youtube.com/watch?v=tT70v2R7srM,
- https://www.youtube.com/watch?v=R8oqjuw5EHc, https://www.youtube.com/watch?v=uV3eXGeQ4BQ
- https://www.youtube.com/watch?v=f7xAG4-TL30, https://www.youtube.com/watch?v=kkC-RFdLvZY,
- https://dustloop.com/wiki/index.php?title=GGST/May/Combos, Discord
- ===================================================================================================================================================================================
- #3 All about setups:
- [2]8H > AD > j.H(OTG): See this often done as combo enders.
- > ([4]6S) ~> OHK: Setup that gives you a meaty OHK, +2 after dolphin and OHK beats reversal DP and throw.
- > [4]6H: Hits meaty.
- > 5H(OTG) > 214K: Midscreen stays far away enough to be safe from DPs.
- > 6H(OTG) > 214K
- 2D > 5H(OTG) > 214K: Not really meaty I think.
- 2K <co> 6P > [2]8S ~> 6[H] > 214K: Seems to be a good OS to catch mashers and jumpers; https://youtu.be/kkC-RFdLvZY?t=3958 test me
- 3K > 8AD > j.2H: Should give you a cross-up. Might need to only jump forward depending on spacing?
- th > 2S(OTG)
- <co> c.s(OTG): In the corner to reset your pressure quickly.
- ~> 214K
- > 8AD > j.2H: Should give you a cross-up.
- OHK > 6H(OTG) > 214K
- BRC > 6K: Seemingly, this gives you a really good mixup as you can naturally combo from it then. test me
- > 2K|2D > c.S
- ===================================================================================================================================================================================
- #4 Other personal notes:
- Combo tips:
- -c.S > 2H needs to be done REALLY fast or it will whiff, it almost needs a plink!
- -In the corner if you want to wall-break with Mr. Yamada, try to already cancel your last attack into him or he might whiff. Otherwise just do the Orca.
- -need to make it a habit to immediately start charging after using 6H|6[H]
- -if you use j.2H and aren't sure which side you gonna land on, use 5K or 5P into 3K instead of dolphin (which might be better doing always anyways)
- #=======================================================================================#
- Neutral and stuff:
- -don't forget that 5K and c.S is jump- and dash-cancelable!
- -use an air-action after a blocked Vdol, like j.P in the corner or AD j.H midscreen!
- -6H near the corner to fish for counterhits and immediately start charging into dolphin!
- -cancel your 2d into H-H-Hdol to stay safe
- #=======================================================================================#
- RC-use:
- ===================================================================================================================================================================================
- #5 Other people's notes:
- [4]6S > 5K > [4]6S does 87
- [4]6S > 5S > [4]6S does 94
- [4]6S > 6HS does 97
- [4]6S > grab does 105
- confirm the 3K
- 5K 3K, P P 3K, ch 46S 3K
- 5K confirm into 3K is good for a blocked H dolphin
- if you want to condition them further 5K S dolphin should catch mash after the blocked 5K and then you can dash cancel 5K for OHK
- 1) on CH dolphins, start doing run up throw, this is real. if you do this right (i.e. as fast as possible) they should not be able to mash out of stagger,
- tested on dummy fast stagger recovery. this lets you get meaty 5S and switch sides if you want by throwing the other way.
- 2) mix up S and H dolphin to end strings, when they block H dolphin, mix up with frame trap or run up throw. to mount a strong offence,
- you have to risk run up throw at some point in your life.
- 3) once may has meter, things get more interesting. the main idea here is have them block 5H, then do 5H xx 214P drift RC forward.
- I'll only give the corner version of this I'm lazy and this'll be long, but if you're midscreen just do 214K instead and cut the combos short so they work:
- After 5H xx 214P drift RC forward:
- - 2K, dash 5S 2H 4-6H 5H 4-6S, wall break with 6H or super. the 2K is a true blockstring, so they cannot dp out and they'll get hit in the legs if they try.
- use this option to keep people honest. do the 2K and dash, hit confirm the rest. if they block you're super plus after they block the beach ball so set up another hit/grab mixup.
- - 6K, dash 5S 2H 4-6H 5H 4-6S , wall break with 6H or super. same idea with overhead starter, but this is not a true blockstring.
- the dash is super important here to get run momentum or else 4-6H will whiff.
- - command grab, do whatever combo. needs no explanation. loses to pretty much everything but blocking.
- AS-combos:
- corner grab, S, 214P (Arisugawa Sparkle) is a good, safe, set up.
- https://www.youtube.com/watch?v=tcCokl5rG-M
- mind you the heavy dolphin after 5H isnt true
- but you can definitely delay it
- like the first examples
- and catch people
- -
- 5S > 2H x 214K (AS) x Dash Forward PRC > 5K x Dash forward > AS Hits > j.5K > j.5D > j.5K > 5S > wall splat > 214P (AS)
- -
- use beachball after fS when the opponent is in the corner so you can do a 50/50 mixup with 6K or 3K and then RC into a full wallbreak combo for tons of damage
- alternatively you can charge 6H after beachball and either beachball again or go for a dolphin
- it's super oppressive
- delaying pressure is really good
- itll catch reversals
- the go-to blockstring is 2k 2d dolphin
- and you can catch people by delaying it
- let me lab this rq
- i only really do consecutive dolphins if im sure the second one will hit
- because its risky as hell
- its better to dolphin backdash dolphin
- that beats out most pokes in the game
- If you dont do your j.H deep enough they can definitely throw you before you can do c.S
- Remember all they need is a 2 frame gap
- So basically your frametrap needs to be frame perfect or the string needs to be gapless or else yeah you're getting tossed
- Better way to beat throw mashing after a jump in is either jumping again, throwing out a faster button, or spacing out the jump in so you're out of throw range
- If you regular throw someone in the corner, hit them with 5hs while they’re on the ground and cancel into hs horizontal dolphin.
- It hits meaty and you can frame trap with 5k on block or 2k into combo on hit
- c.S block into f.S CH to bait Bursts
- 3K sets up a safe-jump j.S or a meaty OHK, and option select 5K to cover backdashes
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