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GG-Strive - May notes

Jun 15th, 2021 (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: 14.07.2021)
  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. <XRC> | RC-specific combo; numbers declare drift-cancel
  18. <co> | when combo carried them into the corner only then following move and succeding combo can or should be used
  19. </co> | when YOU are in the corner
  20. <wb> | needs opponent to wall-bounce
  21. |> | character specific combo or combo with specific limitations like range (standard character and close-range is considered the norm, eventualities mentioned in text)
  22. ~X/~> | in general delays or microthings/plinks; stuff like delayed button presses, delayed combo, delayed jump etc.
  23. <DP> | route to chose when opponent DPs (like after a safejump)
  24. <r> | reset or change from blockstring to combo
  25. <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)
  26. <?> | no idea what combo this is, or if it's worth it keeping in
  27.  
  28. 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)
  29. 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.)
  30. c.X | close normal
  31. j.X | jump normal
  32. (X) | blocked/whiffed/mixup/safejump move
  33. [X] | start holding said button
  34. ]X[ | release held button
  35. X(w) | last move whiffs (where it would usually hit)
  36. X(h) | last move hits (where it would usually whiff)
  37. 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)
  38. X(bl) | last move was blocked (where it would usually hit)
  39. X(Cr) | used explicitly on crouching enemy
  40. X(St) | used explicitly on standing enemy
  41. X(W!) | breaks the wall
  42. X(OTG)| Off-the-Ground attack (for resets/setups)
  43. CH X | counter-hit
  44.  
  45. 66/44 | forward-/back-dash
  46. ~66/~6 | micro-dash/-walk
  47. IAD | instant air-dash (forward usually)
  48. AD | air-dash (forward usually)
  49. sj | safe-jump
  50. dj | double-jump
  51. hj | high-jump (aka superjump)
  52. jc | jump-cancel
  53. lc | land-cancel (aka land again and then jump again)
  54. ab | air-borne
  55. th | throw
  56. fth | forward-throw
  57. bth | backward-throw
  58. ath | air-throw
  59. bl | blocking (to bait things)
  60. bl(Cr) | crouch-blocking (can also be 1bl)
  61. bl(St) | stand-blocking (can also be 4bl)
  62. bs | block-string
  63. mu/mix | mix-up
  64. wp | whiff-punish
  65. OB | On-Block
  66. OH | On-Hit
  67. KND | KNock-Down
  68. ... | too lazy to fill out the rest
  69. {GOTO} | routes I find personally to be the most worthwhile using
  70.  
  71. afap | is as fast as possible (not what you were thinking)
  72. ahap | is as high as possible
  73. adap | is as deep as possible
  74. aeap | is as early as possible
  75. alap | is as late as possible
  76.  
  77. OD1 | Overdrive 1 which is 236236S (Mr. Yamada)
  78. OD2 | Overdrive 2 which is 632146H (Killer Whale)
  79.  
  80. Hdol | Horizontal dolphin ([4]6)
  81. Vdol | Vertical dolphin ([2]8)
  82. OHK | 'Overhead Kiss' aka her command-grab (623K)
  83. AS | 'Aregatsuwa Sparkle' aka her beach-ball (214P|K)
  84.  
  85.  
  86. ===================================================================================================================================================================================
  87.  
  88.  
  89.  
  90. #2 Combos & Blockstrings:
  91.  
  92. (all tested with Ky)
  93. 6H or 6[H] is an wall-break ender where it is possible to do it;
  94. 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.
  95. For the [2]8H > [4]6H combos, the Hdol can also be done with S.
  96.  
  97. Midscreen Combos:
  98. 2P|5P(x2) > 3K [63|56 dmg]
  99. > [4]6S [63|56 dmg]
  100. > 6P [63|56 dmg]
  101. 5P(x3) > 3K [73 dmg]
  102. > [4]6S [73 dmg]
  103. > OD2 [121 dmg]
  104. 5P > 6P [50 dmg]
  105. 2K > 6P [49 dmg]
  106. > 2D [46 dmg]
  107. > [4]6S [64 dmg]
  108. <RRC> 66 > c.S > 2H > [2]8H > 5S > 6[H](W!) [159 dmg]
  109. > [2]8S > [4]6S(OTG) [76 dmg]
  110. > [2]8H(Cr) > [4]6H(OTG) [82 dmg]
  111. > OD2 [130 dmg]
  112. > 3K [test me]
  113. 66 > 2K > 2D > [2]8HS > [4]6H(OTG) [82 dmg]
  114. 3K </coRRC> 66 > c.S > 2H > [4]6H > 2S > 6H > [4]6H(W!) [test me]
  115. 5K > 3K [57 dmg]
  116. > [4]6S [57 dmg]
  117. 6K <66RRC> 66 > c.S > 2H > [2]8H > [4]6H(OTG) [116 dmg]
  118. <co> AD > j.K > j.D > 6H(W!) [173 dmg; works about a dash towards corner from enemy starting position]
  119. c.S > 5S > [4]6S [103 dmg]
  120. <66RRC> 6[H] > [4]6H [164 dmg]
  121. <co> 2S > 5H > [4]6H(W!) [216 dmg; works from enemy starting position]
  122. > 2H > [2]8H > [4]6H(OTG) [146 dmg]
  123. <66RRC> 66 > c.S > 2H > [2]8H <co> 6H(W!) [217 dmg; works from enemy starting position]
  124. <x> <66RRC> 66 > c.S > 2H > [2]8H > OD2
  125. <co> AD > j.H > 5K > 6H > 6H(W!) [230 dmg; needs a very precise AD, do it right when May leaves the screen]
  126. > 2K > [4]6S(OTG) [175 dmg; doesn't wall-break]
  127. > j.OD2(W!) [247 dmg]
  128. > [4]6H <RRC> 66 > c.S > 2H > [4]6H <co> 6[H](W!) [217 dmg; works from enemy starting position]
  129. > OD2 [213 dmg]
  130. </co> OD1 [232 dmg; only relatively close with your back to the corner; also needs an early buffer unless May is in corner]
  131. > 5H > [4]6S [126 dmg]
  132. > 6H > [4]6S [127 dmg; hard to get lol]
  133. <x> <66RRC> [6]H > [4]6H > 2S > 5H > [4]6H [209 dmg]
  134. 2S > [2]8H > [4]6H [121 dmg]
  135. > [4]6S [pretty confirmable actually]
  136. </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]
  137. 5S > 5H > [4]6s [126 dmg]
  138. <66RRC> c.S > 2H > [2]8H <co> AD > j.K > 6H(W!) [228 dmg]
  139. 2D > [2]8H > [4]6H(OTG) [85 dmg]
  140. 6[H] > [4]6H [123 dmg]
  141. > [2]8H > [4]6H(OTG) [141 dmg; don't even need to be close]
  142. |> OD1 [231 dmg; only when you cancel immediately and not in the corner]
  143. |> OD2 [207|149 dmg; only when you cancel immediately both hits get him]
  144. [4]6S <RRC> 66 > c.S > 2H > [2]8H > [4]6S(OTG) [138 dmg; can't really get a wall-combo form midscreen]
  145.  
  146. OD1 <PRC|> 66 > c.S > 2H > [2]8H > 5H > [4]6H > 6[H](W!) [350 dmg; works from enemy starting position]
  147. 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]
  148.  
  149. OHK > [4]6S|H(OTG) [99|102 dmg]
  150. <RRC> 6[H] > [4]6H <co> 2S > 2H > 214K(W!) [168 dmg; RC while still in the air; works from enemy starting position]
  151. th <66PRC> 66 > c.S > 2H > [2]8H > [4]6S(OTG) [126 dmg; wait till she has thrown her enemy over her shoulder]
  152.  
  153.  
  154. CH c.S > 5H > [4]6H [137 dmg]
  155. 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]
  156. </co> AD > j.H > c.S > 6[H](W!) [257 dmg]
  157. </co> 6H > 6H(W!) [248 dmg]
  158. > OD2 [206 dmg]
  159. </co> OD1 [232 dmg]
  160. <x> (2[8]S) > ... [this seemingly works same-side, but can't manage to get it]
  161. CH 5H > [4]6H > 5K > [4]6S [145 dmg]
  162. > [4]6S > 2S > [4]6S [149 dmg; CH-effect gives S-Hdol more hitstun; hard to do]
  163. > 3K [127 dmg]
  164. > OD2 [211 dmg]
  165. </co> OD1 [237 dmg]
  166. CH 6H > [2]8H > [2]8S(OTG) [130 dmg; Hdols work too at end]
  167. > [4]6H <66RRC> 66 > c.S > 2H > [2]8H > [4]6H [159 dmg; can also sideswitch]
  168. > OD2 [194 dmg]
  169. </co> OD1 [218 dmg]
  170. CH [4]6S > [4]6S [68 dmg]
  171. > 5K > [4]6S [90 dmg]
  172. > 2S > [4]6S [94 dmg; less range than 5K]
  173. > 3K [68 dmg; always good option to get the KND, especially when just doing a dolphin to contest]
  174. > OD2 [182 dmg]
  175. CH [4]6H > ... [all combos for the S-version work too]
  176. > 66 > c.S > 5H > [4]6H [139 dmg; need to get right into their face]
  177. > 2H > OD2 [198 dmg]
  178. > OHK [115 dmg; should be possible from round-start range; check if it says 2 hit combo to confirm you did it right]
  179. </co> OD1 [190 dmg]
  180.  
  181.  
  182.  
  183. Anti-airs:
  184. c.S > 2H > [2]8H > [4]6H [146 dmg]
  185. > AD > j.K > j.D [165 dmg; AD after dolphin hits]
  186. [2]8H <\co> OD1 [168 dmg; wayyyy easier with a CH]
  187.  
  188. CH 6P > [4]6H [66 dmg]
  189. <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]
  190. CH c.S(x3) > 2H > [2]8H > [4]6H [166 dmg; the c.S might even need a little delay or you get 5S]
  191. CH [2]8H > AD > j.K [test me]
  192.  
  193.  
  194. Jump-ins:
  195. j.S|H|2H > 5K > 3K [74|90|80 dmg; use f.S instead 5K for a frametrap?]
  196. j.K > 2K > 3K [74 dmg; needs a kinda deep hit; it works with 5K too but is wayy too hard to hit]
  197. j.X > 5P > 3K [60-88 dmg]
  198. j.K|S|H > c.S > 5H > [4]6S [113|119|135 dmg]
  199. IAD > j.K(St) > j.D [69 dmg]
  200.  
  201. CH j.H > 2S|5S > [4]6S [99|101 dmg]
  202. > [4]6S [79 dmg; good when you do a jump-back]
  203. > ~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]
  204.  
  205.  
  206. Air-to-air:
  207. j.P(x3) [50 dmg]
  208. j.K > j.D [69 dmg]
  209.  
  210. CH j.D > 6H > [4]6S [131 dmg]
  211. 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]
  212.  
  213.  
  214. Dust combos:
  215. 5[D]~8 > j.H > j.D > jc > j.K > j.S > j.S
  216. > j.H > j.D > j.S~S
  217. > j.P > j.P [239 dmg]
  218. > j.K > j.K
  219. > AD > j.H > j.H [203 dmg]
  220. > j.D > jc > j.S > j.P > j.D > jc > j.P > j.P [226 dmg]
  221.  
  222. #=======================================================================================#
  223.  
  224.  
  225. Corner combos:
  226. 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]
  227. 2K > 2D > [4]6S <RRC> c.S > 2H > [2]8H > [4]6S > 6H(W!) [test me]
  228. 3K <RRC> 6[H] > [4]6H > 2S > 6H > [4]6H > 6H(W!) [test me]
  229. 6K <RRC> 6[H] > [4]6H > 6H(W!) [test me]
  230. c.S > 2H > [4]6H > 2H > [2]8H > 5H > 6H(W!) [235 dmg]
  231. ~> c.S > 5H > [4]6H > 6[H](W!) [233 dmg]
  232. > ([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]
  233. > [2]8H > 5H > [4]6H > 2H > [2]8H [233 dmg] {GOTO}
  234. > 6H > [4]6S > 6H(W!) [224 dmg; very akward timing; OD1 doesn't work here]
  235. 6H > [4]6H > c.S > 2H > [4]6H > 6[H](W!) [test me]
  236. [6]H > ([4]6H > 5H)x2 > 6H(W!) [234 dmg; the last 5H needs to be done afap]
  237.  
  238. OHK > c.S > 2H|5H > [4]6H ~> c.S > 5H > 6H(W!) [183 dmg]
  239. > (5H > [4]6H)x2 > 6[H](W!) [183 dmg; the last 5H needs to be done afap; works also a dash or so away]
  240. <x|> 6P > [2]8H > 6H > ~66 > 6H(W!) [can't get this one done, but should work; for a bit further away
  241. th <RRC> c.S > 2H > [4]6H > 5S > 6H [throw towards corner, delay RRC till they are above May]
  242. <PRC> 5H > [4]6H > 2S > 5H > [4]6H > 6[H](W!) [134 dmg]
  243.  
  244.  
  245. CH 6P > (2S > 5H > [4]6H)x2 > 6[H](W!) [216 dmg]
  246. CH 2H > [2]8H > 2H > [4]6H > 5H > 6H [233 dmg]
  247. > 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]
  248. CH 6H > [4]6H > 2H > [4]6H > 5H > 6H(W!) [219 dmg]
  249. <?> 2S > [4]6S <RRC> 2H > [2]8H > 6H(W!)
  250. CH 6[H] > [4]6H > c.S > 5H > [4]6H > 5H > 6H(W!) [239 dmg; the last 5H needs to be done afap]
  251. > [4]6HS > 5H > [4]6H > 6H(W!) [243 dmg; the last 5H needs to be done afa]
  252. CH [4]6S > ~66 > OHK > c.S > 2H > [4]6H > 6H(W!) [182 dmg]
  253. > 5H > [4]6H > 6[H](W!) [181 dmg]
  254.  
  255.  
  256. Corner Anti-airs:
  257. CH 6P > 5H > [4]6H > 2S > 5H > [4]6H > 6[H](W!)
  258. > 2H > [4]6H > 5H > [4]6H > 6[H](W!)
  259. ~> (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]
  260. CH 2H > OD1 > (2S > 5H > [4]6H)x2 > OD1(W!) [works also in corner for really late hits where OD1 pulls them back]
  261.  
  262.  
  263. Corner Jump-ins:
  264. j.H <RRC~22> c.S > 2H > [4]6H ~> c.S > 5H > [4]6H > 6H
  265. 66 > c.S > 2H > [2]8H > AD > j.H
  266.  
  267.  
  268. Corner Air-to-air:
  269. j.S|H > c.S > 5H > [4]6H > 2S > 2H > [2]8H > 6H(W!) [199|204 dmg]
  270. j.K > j.D ~> j.D [104 dmg]
  271.  
  272. #=======================================================================================#
  273.  
  274.  
  275. Blockstrings (notes mostly from dustloop):
  276. 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;
  277. 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,
  278. example for Totsugeki frametrap: https://www.youtube.com/watch?v=01a7S1g-FmE)
  279. > 5[D] > ... [27+226 dmg; very fake, use to check your opponent's reactions]
  280. > 6K <RRC> [mashable by everything, but might be still a good pressure option]
  281. 5K > 6H (only further away I guess)
  282. c.S > 5K > [4]6S [besides 2K the standard oki button for the throw/strike-mix; has plus-frames and is jump-cancellable]
  283. > ~6 > OHK [the accompying throw-option, kinda akward to get tbh]
  284. > c.S [for delayed mashers]
  285. > 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
  286. that 6K can jump over. Loses against most other mash-outs.]
  287. > [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.
  288. 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.]
  289. > 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?]
  290. > 6H [probably her best frametrap that also stuffs jump-outs in corner]
  291. 5S > 214K
  292.  
  293. j.H|2H > [4]6S
  294. > 5K > [4]6S|H
  295. > c.S > 6H > ... (might need dash-momentum)
  296. j.2H > 66 (you can try reset your pessure with running up as they might expect a normal)
  297. j.S(St) > AD <r> j.S [gives you a cross-up j.S when done very high]
  298.  
  299. [4]6H > 5K|5S|2S > [4]6S|H [your bnb neutral]
  300. > 5K > 6[H] [when the expect the dolphin you catch them]
  301. > 6[H] [frametrap that allows you to either release H early when people jump or to apply the guard-crush]
  302. > [4]6S
  303.  
  304. CH [4]6S > [4]6S|H [like, ye, just fking do it]
  305. CH j.H > ~66 > (bl) > c.S > ... [burst-bait because the CH gives you so much time; https://youtu.be/kkC-RFdLvZY?t=3838]
  306.  
  307.  
  308. 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,
  309. https://www.youtube.com/watch?v=R8oqjuw5EHc, https://www.youtube.com/watch?v=uV3eXGeQ4BQ
  310. https://www.youtube.com/watch?v=f7xAG4-TL30, https://www.youtube.com/watch?v=kkC-RFdLvZY,
  311. https://dustloop.com/wiki/index.php?title=GGST/May/Combos, Discord
  312.  
  313.  
  314. ===================================================================================================================================================================================
  315.  
  316.  
  317.  
  318. #3 All about setups:
  319.  
  320.  
  321. [2]8H > AD > j.H(OTG): See this often done as combo enders.
  322. > ([4]6S) ~> OHK: Setup that gives you a meaty OHK, +2 after dolphin and OHK beats reversal DP and throw.
  323. > [4]6H: Hits meaty.
  324. > 5H(OTG) > 214K: Midscreen stays far away enough to be safe from DPs.
  325. > 6H(OTG) > 214K
  326. 2D > 5H(OTG) > 214K: Not really meaty I think.
  327. 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
  328. 3K > 8AD > j.2H: Should give you a cross-up. Might need to only jump forward depending on spacing?
  329. th > 2S(OTG)
  330. <co> c.s(OTG): In the corner to reset your pressure quickly.
  331. ~> 214K
  332. > 8AD > j.2H: Should give you a cross-up.
  333. OHK > 6H(OTG) > 214K
  334.  
  335. BRC > 6K: Seemingly, this gives you a really good mixup as you can naturally combo from it then. test me
  336. > 2K|2D > c.S
  337.  
  338. ===================================================================================================================================================================================
  339.  
  340.  
  341.  
  342. #4 Other personal notes:
  343.  
  344.  
  345. Combo tips:
  346. -c.S > 2H needs to be done REALLY fast or it will whiff, it almost needs a plink!
  347. -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.
  348. -need to make it a habit to immediately start charging after using 6H|6[H]
  349. -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)
  350.  
  351. #=======================================================================================#
  352.  
  353.  
  354. Neutral and stuff:
  355. -don't forget that 5K and c.S is jump- and dash-cancelable!
  356. -use an air-action after a blocked Vdol, like j.P in the corner or AD j.H midscreen!
  357. -6H near the corner to fish for counterhits and immediately start charging into dolphin!
  358. -cancel your 2d into H-H-Hdol to stay safe
  359.  
  360. #=======================================================================================#
  361.  
  362. RC-use:
  363.  
  364.  
  365.  
  366. ===================================================================================================================================================================================
  367.  
  368.  
  369.  
  370. #5 Other people's notes:
  371.  
  372.  
  373. [4]6S > 5K > [4]6S does 87
  374. [4]6S > 5S > [4]6S does 94
  375. [4]6S > 6HS does 97
  376. [4]6S > grab does 105
  377.  
  378. confirm the 3K
  379. 5K 3K, P P 3K, ch 46S 3K
  380. 5K confirm into 3K is good for a blocked H dolphin
  381. 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
  382.  
  383. 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,
  384. tested on dummy fast stagger recovery. this lets you get meaty 5S and switch sides if you want by throwing the other way.
  385. 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,
  386. you have to risk run up throw at some point in your life.
  387. 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.
  388. 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:
  389. After 5H xx 214P drift RC forward:
  390. - 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.
  391. 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.
  392. - 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.
  393. the dash is super important here to get run momentum or else 4-6H will whiff.
  394. - command grab, do whatever combo. needs no explanation. loses to pretty much everything but blocking.
  395.  
  396. AS-combos:
  397. corner grab, S, 214P (Arisugawa Sparkle) is a good, safe, set up.
  398. https://www.youtube.com/watch?v=tcCokl5rG-M
  399. mind you the heavy dolphin after 5H isnt true
  400. but you can definitely delay it
  401. like the first examples
  402. and catch people
  403. -
  404. 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)
  405. -
  406. 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
  407. alternatively you can charge 6H after beachball and either beachball again or go for a dolphin
  408. it's super oppressive
  409.  
  410. delaying pressure is really good
  411. itll catch reversals
  412. the go-to blockstring is 2k 2d dolphin
  413. and you can catch people by delaying it
  414. let me lab this rq
  415. i only really do consecutive dolphins if im sure the second one will hit
  416. because its risky as hell
  417. its better to dolphin backdash dolphin
  418. that beats out most pokes in the game
  419.  
  420. If you dont do your j.H deep enough they can definitely throw you before you can do c.S
  421. Remember all they need is a 2 frame gap
  422. So basically your frametrap needs to be frame perfect or the string needs to be gapless or else yeah you're getting tossed
  423. 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
  424.  
  425. If you regular throw someone in the corner, hit them with 5hs while they’re on the ground and cancel into hs horizontal dolphin.
  426. It hits meaty and you can frame trap with 5k on block or 2k into combo on hit
  427.  
  428. c.S block into f.S CH to bait Bursts
  429.  
  430. 3K sets up a safe-jump j.S or a meaty OHK, and option select 5K to cover backdashes
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