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GBFV - Zeta notes

Mar 21st, 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: 10.06.2020)
  2.  
  3. #1 Notation
  4. #2 Combos & Blockstrings
  5. #3 All about setups
  6. #4 Other personal notes
  7. #5 Other people's notes
  8.  
  9.  
  10. ===================================================================================================================================================================================
  11.  
  12.  
  13.  
  14. #1 Notation:
  15.  
  16. > combo or blockstrings
  17. <x> explicit mention when a combo does NOT work where one would assume it should; or if at end of combo means combo-limit is reached
  18. <r> reset or change from blockstring to combo
  19. <co> when combo carried them into the corner only then following moves can be used
  20. |> character specific combo
  21. ~X/~> in general delays or microthings/plinks; stuff like delayed button presses, delayed combo, delayed jump etc.
  22. X any L|M|H-normal (if no c. then means always far normal)
  23. c.X close normal
  24. j.X jump normal
  25. XXX/ac autocombo, can usually stop earlier and use any normal unless specified otherwise
  26. (X) blocked/whiffed/mixup move
  27. (Y) only first Y hits or certain parts of multi-hitting move to hit or be blocked (all hits if it isn't declared)
  28. [X] hold button
  29. ]X[ release held button
  30. X(w) last move whiffs (where it would usually hit)
  31. X(h) last move hits (where it would usually whiff)
  32. X(bl) last move was blocked (where it would usually hit)
  33. X(Cr) on crouching enemy
  34. X(St) on standing enemy
  35. CH counterhit
  36. G Guard-button
  37. SBA Skyboundart; with no suffix it means damage doesn't change and both methods can be used; cinematic is the same on both
  38. SBA(E) Skyboundart with the Easy-input; if only SBA(E) makes sense input-wise, even if Technical-input would theoretically work
  39. SBA(T) Skyboundart with the Technical-input; when Easy-input would make cinematic whiff
  40. SBA(E|T) Skyboundart with Easy- or Technical-input and both give cinematic, but the damage still differs
  41. SBA(E-N/T-N) when doing Easy/Technical input but it still doesn't give the cinematic either, still best (only) choice
  42. SSBA Super-Skyboundart
  43. 66/44 forward-/back-dash
  44. ~66/~6 is micro-/micro-step
  45. sj safejump
  46. hj highjump (aka superjump)
  47. th throw
  48. fth forward-throw
  49. bth backward-throw
  50. ath air-throw
  51. bl blocking
  52. bl(Cr) crouch-blocking
  53. bl(St) stand-blocking
  54. bs block-string
  55. mu mix-up
  56. wp whiff-punish
  57. OB on-block
  58. OH on-hit
  59. KND knockdown
  60. afap is as fast as possible, not what you are thinking
  61. ahap is as high as possible
  62. alap is as late as possible
  63. Bars: B - Beam, P - Parry, DS - Down-Spear, FS - Forward-Spear
  64.  
  65.  
  66. ===================================================================================================================================================================================
  67.  
  68.  
  69.  
  70. #2 Combos & Blockstrings:
  71.  
  72. Starters can always use c.L instead of 2L, as long as enemy isn't crouching and spaced; 2M and 5M are synonymous
  73. For midscreen:
  74. 2M = 5M starter; When ~6X~6X is listed doing ~9X~6X does NOT work for this combo UNLESS in corner, you have to be close to them;
  75. when ~9X~6X listed then 6X~6X works too for ~100 dmg more
  76.  
  77. #=======================================================================================#
  78.  
  79.  
  80. Midscreen Combos:
  81. 2L > 2L > 5L > 66L|H~6X~6X [2090 dmg; FS-bar; 2L>5L has a tiny longer delay than 2L>2L, don't press 66 before you pressed 5L, you have enough time]
  82. > SBA(E) [2870 dmg; SSBA will whiff]
  83. > 5U+ [1760 dmg; better not let all hits run as the last few will whiff and have you more negative than needed]
  84. > SBA(E)|SSBA(E) [2800|4400 dmg]
  85. > c.LLL > 66X~9X~6X [2035|2155|2235 dmg; FS-bar]
  86. > 214H~H [1685 dmg; P-bar]
  87. > c.MMM > 66L|M|H~9X~6X [2355|2455|2535 dmg; FS-bar]
  88. 2L(Cr) > 2L > 2U > 66H~6X~6X [2490 dmg; FS-bar; start inputting 66 in the middle between the two hits]
  89. > 214H~L [2220 dmg; P-bar; pain in the ass and doesn't give safejump]
  90. > SBA(E) [3270 dmg; SSBA will whiff]
  91. 5L > 66L|H~6X~6X [1750 dmg; FS-bar]
  92. > SBA(E) [2900 dmg; normal SBA kinda impossible; SSBA will whiff9
  93. 2M > 66L|H~6X~6X [1700|2050 dmg]
  94. 2M(Cr) > 66M|H~9X~6X [1900|2050 dmg]
  95. CH 2M > 66M|H~6X~6X [1900|2050 dmg]
  96. 5H > 66X~6X~6X [2000|2200|2350 dmg]
  97. 2U > 66L|H~9X~6X [2410 dmg; FS-bar; for close hits]
  98. > 66L|H~6H~6H [1950 dmg; FS-bar; for further away hits]
  99. > 214H~H [1500 dmg; P-bar; for close hits]
  100. > 214H~M [1900 dmg; P-bar; for close hits]
  101. > 22L|H~9H~6H [2610 dmg; need to be very close; 22L works too!]
  102. c.HHH > 66H~9X~6X [2920 dmg; FS-bar; DP-punish options]
  103. > 214H~H [2250 dmg; P-bar]
  104. > 214H~M [2530 dmg; P-bar]
  105. > 236B [2460 dmg; B-bar]
  106. CH c.H > 5H > 66H~9X~6X [3670 dmg; FS-bar]
  107. c.HH > 22H~9H~9H [3100 dmg; specific; doesn't work on smalls]
  108. > 22H~9X~6X [2980 dmg; specific; doesn't work on smalls]
  109.  
  110. If >3 dashes towards corner from center:
  111. 2L > c.MMM > 214H~H ~<co> j.H > c.HH > 22M~2X > 2U [3260 dmg; P-bar; very tight, you have to hit the j.H ahap, a bit after they touch the wall,
  112. and the c.H afap so they get bounced higher]
  113. > c.H > 22H~8X~2X > 2U [3540 dmg; P+DS-bar; c.HH works too for little easier]
  114. > 66H~9X~2X(h) > c.M > 22H~9X~2X > 2U [3545 dmg; P+FS+DS-bar; extremely hard]
  115.  
  116. If >2 dashes towards corner from center:
  117. 2L > c.MMM > 66H~9X~3X(h) <co> c.L > 22H~8X~2X > 2U [2975 dmg; FS+DS-bar; can also use c.M instead of c.L but that needs max height]
  118. <co> c.M > 214H~H > j.H > c.H > 22H~9X~8X > 2U [3305 dmg; FS+P+DS-bar; c.L doesn't work here]
  119.  
  120.  
  121. Jump-Ins (from safejump):
  122. j.UU > j.M|H > c.HHH > 66H~9X~6X [3399|3410 dmg; j.M is way more consistent as j.H has tendency to cross-up]
  123. > j.SBA(E) [3890 dmg; needs certain minimum height to work, doing another j.U might make it easier but it's hard too]
  124.  
  125.  
  126. UOH:
  127. CH UOH > c.HHH > 66H~9X~6X [3635 dmg; FS-bar]
  128.  
  129.  
  130. Against UOH:
  131. c.LL > 22L|H~9H~9H [2300 dmg; DS-bar]
  132. c.L > 5H > 66L|H~6X~6X [2530 dmg; FS-bar; confirmable; GOTO]
  133.  
  134.  
  135. Anti-air:
  136. (For all 22M they need to be directly above you and unstable therefore)
  137. 22M~3X > c.HHH > 66H~6x~6x [3535 dmg; FS-bar; very specific and mainly for cross-ups]
  138. 22H~9x~9x [2060 dmg; DS-bar; GOTO]
  139. 22H~9X~6X [1900 dmg; DS-bar; only for kinda low hits]
  140. 22H~9X~3X(w) [1500 dmg; DS-bar; can sideswitch; whiff a grab to get a meaty setup or just normal safejump]
  141. 22H~3X [800 dmg; DS-bar; sideswitches consistently; whiff a grab to get a meaty setup or just normal safejump]
  142. 22H~8X~3X(w) > c.HHH > 66H~6x~6x [3565 dmg; DS+FS-bar; very specific and mainly for cross-ups]
  143. 22H~8X~2X(w) > 6 > c.M > 66H~6X~6X [??? dmg; DS+FS-bar; for very high hits only; very unreliable]
  144. <co> 214H~H > j.H > c.H > 66H~9x~2x(h) > 2U [??? dmg; DS+P+FS-bar; for very high hits only; near corner]
  145. > 5H > 66H~6x~6x [3270 dmg; DS+FS-bar; only for relatively high hits, might need to delay the ~8X a bit so it hits]
  146. 22H~9X~3X <co> [works sometimes when carried to corner]
  147. 2H > 22L~9X [2360 dmg; GOTO]
  148. > 22H~9X~6X [2850 dmg; DS-bar; GOTO]
  149. > 22M~2X > c.H > 66H~6X~6X [FS-bar; 3330 dmg; very specific and mainly for cross-ups; GOTO]
  150. > 22H~9X~3X(w) > c.MMM > 66H~6x~6x [3925 dmg; DS+FS-bar; for very high hits only; can also use c.L which might be a bit more stable; GOTO]
  151. > SBA [4219 dmg; GOTO]
  152. > 5L > SBA(E) [4140 dmg]
  153. > 22H~9X~6X(w) [1800 dmg; DS-bar; can sideswitch; whiff a grab to get a meaty setup or just normal safejump; can also delayed ~3X at end instead]
  154. > 22H~8X~2X(w) > 5H > 66H~6x~6x [3870 dmg; DS+FS-bar; only for relatively near hits, might need to delay the ~8X a bit so it hits; GOTO]
  155. > 22H~~9X~~3X(h) [sideswitches when you are in the corner]
  156. > 22H~3X [1800 dmg; DS-bar; sideswitches consistently; whiff a grab to get a meaty setup or just normal safejump]
  157. 214X~M > 66H~6X~6X [2350 dmg; GOTO]
  158. > 66 > 5M|H > 66H~6X~6X [specific and unreliable]
  159. CH 2H > 5M > 66H~6H~6H [2830 dmg; unreliable, you need to hit 5M as late as possible]
  160. > c.HHH > 66H~6H~6H [3535 dmg; if you hit them when they are behind you already; GOTO]
  161. > 6 > 5H > 66H~6X~6X [3330 dmg; FS-bar; for close AA]
  162. > 22M~2X > 5H > 66H~6H~6H [3930 dmg; FS-bar; very specific and mainly for cross-ups; GOTO]
  163. > SBA [4670 dmg]
  164. <co> c.MM > 22H~6X~2X(h) > 2U [??? dmg; DS-bar; bit near corner from center; very specific]
  165. > 22H~9X~3X(w) > 5L > 66H~6X~6X [3450 dmg; DS+FS-bar; only for relatively high hits; GOTO]
  166. > SBA
  167. > 66L(w) > c.MMM > 66H~6H~6H [3035 dmg; FS-bar; for very high hits only]
  168. <co> 66H~9X~2X > 2U [3405 dmg; FS-bar; when near corner and for relatively high hits only; kinda unreliable]
  169. > 214H~H(w) > j.UUU > j.H > j.22H~6X~6X [3480 dmg; P+DS-bar; ender can whiff very easily; using j.M can be more consistent as it doesn't cross you up as easily]
  170. > j.SBA(E) [3980 dmg]
  171. > 214X~M > SBA(E) [4000 dmg; H version works for much great heights; P-bar]
  172. > 66H~6H~6H [2350 dmg; P+FS-bar; very stable]
  173. > 236H [1700 dmg; B-bar]
  174. CH 214X~M > 66 > 5L > 66H~6H~6H [2530 dmg; even works up-close against standing!; also nice in-between Gran's H-DP; can also immediately 66H for mby bit more stable]
  175. > 5H > 66H~6H~6H [3130 dmg; kinda more reliable than 5L it feels; GOTO]
  176. > SBA [test me]
  177. CH j.UUU > j.H > 66H~6H~6H [2890 dmg; FS-bar; Air-to-Air]
  178. > 22H~3X > 5L > SBA [3600 dmg; DS-bar]
  179.  
  180. #=======================================================================================#
  181.  
  182.  
  183. Corner Combos:
  184. (c.H = 5H starter if not too far away; c.HH|MM more stable; If ender is 22H~8X~2X > 2U, you can always use c.M|H > SBA instead of 2U; for 22M~2X you need 2U > SBA)
  185. 2L > 2L > 5L > 66H~9X~2X(h) > c.MMM > 22M~2X > 2U [2855 dmg; FS-bar]
  186. > c.M > 22H~8X~2X > 2U [2960 dmg; FS+DS-bar; can also c.MM or c.MMM for a bit easier]
  187. > 214H~L > c.H > 22H~8X~2X > 2U [3270 dmg; FS+P+DS-bar]
  188. > 214H~H > j.H > c.H > 22H~8x~2x > 2U [3190 damage; FS+P+DS-bar]
  189. > 2|5L > SBA(E) [2870 dmg; need to be superclose for the third 2L]
  190. > c.MM > 236H > c.HHH > 22M~2X > 2U [3525 dmg; B-bar; can do c.MMM instead for bit easier; hit the c.H afap; hit the 2U afap and double-tap it]
  191. > c.H > 22H~8X~2X > 2U [3680 dmg; B+DS-bar; can also c.HH or c.HHH for a bit easier]
  192. > c.M > 66H~9X~2X(h) > 2U [3950 dmg; P+DS+FS-bar]
  193. > 214H~L > c.H > 22H~~8X~2X > 2U [4180 dmg; B+P+DS-bar; hard, you have to delay the ~8X longer than usual or it whiffs]
  194. > c.M > 66H~6X~8X(h) [??? dmg; B+P+DS+FS-bar; hard; allows you to repeat same combo as cds come back; Mago likes it]
  195. > 66H~9X~2X(h) > 2U [4050 dmg; B+P+FS-bar]
  196. > 214H~M > 5H > 66H~9X~2X(h) > 2U [4090 dmg; B+P+FS-bar]
  197. > 214H~H > j.H > c.H > 22H~8X~2X > 2U [4030 dmg; B+P+DS-bar; GOTO]
  198. > 66H~9X~2X(h) > 2U [4040 dmg; B+P+FS-bar]
  199. > j.UU > j.H > j.SBA [4045 dmg; B+P-bar]
  200. > 66H~9X~2X(h) > 2U [3640 dmg; B+FS-bar]
  201. > c.M > 22H~8X~2X > 2U [3840 dmg; B+FS+DS-bar]
  202. > 214H~L > c.MMM > 22M~2X > 2U [3295 dmg; P-bar; pain in the ass]
  203. > c.M > 22H~8X~2X > 2U [3450 dmg; P+DS-bar; can also c.MM or c.MMM for a bit easier]
  204. > c.M > 66H~9X~2X(h) > 2U [3720 dmg; P+DS+FS-bar; hard, you can't hit the c.M too high; c.H doesn't work I think]
  205. > 66H~9X~2X(h) > 2U [3410 dmg; P+FS-bar]
  206. > c.M > 22H~8X~2X > 2U [3610 dmg; P+FS+DS-bar]
  207. > 214H~M > 5H > 66H~9X~2X(h) > 2U [3590 dmg; P+FS-bar]
  208. > c.M > 22H~8X~2X > 2U [3790 dmg; P+FS+DS-bar]
  209. > 214H~H > j.H > c.HH > 22M~2x > 2U [3500 dmg; P-bar; can also c.MM for a bit easier]
  210. > c.H > 22H~8X~2X > 2U [3590 dmg; P+DS-bar; can also c.HH for a bit easier]
  211. > c.M > 66H~9X~2X(h) > 2U [3820 dmg; P+DS+FS-bar; hard, you can't hit the c.M too high; c.H doesn't work I think]
  212. > 66H~9X~2X(h) > 2U [3520 dmg; P+FS-bar]
  213. > c.M > 22H~8X~2X > 2U [3740 dmg; P+FS+DS-bar]
  214. > 66H~9X~2X(h) > c.MMM > 22M~2X > 2U [3115 dmg; FS-bar]
  215. > c.M > 22H~8X~2X > 2U [3220 dmg; FS+DS-bar; can also c.MM or c.MMM for a bit easier]
  216. > c.MMM > 214H~L > c.MMM > 22M~2X > 2U [3110 dmg; P-bar]
  217. > c.M > 22H~8X~2X > 2U [3285 dmg; P+DS-bar; can also c.MM or c.MMM for a bit easier]
  218. > 214H~H > j.H > c.HH > 22M~2x > 2U [3260 dmg; P-bar; can also c.MM for a bit easier]
  219. > c.H > 22H~8X~2X > 2U [3335 dmg; P+DS-bar; can also c.HH for a bit easier]
  220. > 66H~9X~2X(h) > c.MMM > 22M~2X > 2U [3040 dmg; FS-bar]
  221. > 22H~8X~2X > 2U [3090 dmg; FS+DS-bar; c.MM or c.M is actually less dmg here]
  222.  
  223. 2L(Cr) > 2L > 2U > 66H~9X~2X(h) > c.M > 22H~8X~2X > 2U [3360 dmg; FS+DS-bar; can also c.MM for a bit easier; 22M sadly doesn't work here because you need c.MMM for it]
  224. > 214H~L > 5L > 66H~9X~2X(h) > 2U [3370 dmg; P+FS-bar; pain in the ass]
  225. > SBA(E) [??? dmg; SSBA will whiff]
  226.  
  227. 5L > 214H~L > 5L > 66H~9x~2x(h) > c.M > 22H~8x~2x > 2U [3560 dmg; P+FS+DS-bar; can't, holy fuck just kill me]
  228.  
  229. 2M > 66H~9x~2x > cl.MMM > 22M~2x > 2U [3425 dmg; FS-bar; whiffs on max-range]
  230. > cl.M > 22H~8x~2x > 2U [3580 dmg; FS-bar; can also c.MM or c.MMM for a bit easier]
  231. > 214H~L > 5L > 66H~9x~2x(h) > c.M > 22H~8x~2x > 2U [3860 dmg; might need microwalk on max-range]
  232.  
  233.  
  234. c.H > 236H > c.HHH > 22M~2X > 2U [4375 dmg; B-bar; can also do c.MMM instead for bit easier]
  235. > c.H > 22H~8X~2X > 2U [4490 dmg; B+DS-bar; can also c.HH or c.HHH for a bit easier]
  236. > c.M > 66H~9X~8X(h) [4940 dmg; B+DS+FS-bar; still gives a safejump]
  237. > 214H~L > c.H > 66H~9X~2X(h) > 2U [5390 dmg; B+P+FS-bar]
  238. > 214H~M > 5H > 66H~9X~2X(h) > 2U [5270 dmg; B+P+FS-bar]
  239. > 214H~H > j.H > c.H > 22H~8X~2X > 2U [5270 dmg; B+P+DS-bar]
  240. > 66H~9X~2X(h) > 2U [5200 dmg; B+P+FS-bar]
  241. > 66H~9x~2x > c.M > 22H~8x~2x > 2U [4900 dmg; B+FS+DS-bar]
  242. > 2H > 214H~L > c.H > 22H~8X~2X > 2U [5270 dmg; B+P+DS-bar; 2H is needed for smalls, otherwise you can use c.H instead]
  243. > 214H~L > c.M > 66H~9X~2X(h) > c.M > 22H~8X~2X > 2U [4600 dmg; P+FS+DS-bar]
  244. > 214H~H > c.HH > 22M~2X > 2U [4350 dmg; P-bar]
  245. > c.H > 22H~8X~2X > 2U [4470 dmg; P+DS-bar; can also c.HH for a bit easier]
  246. > 66H~9X~2X(h) > 2U [4460 dmg; P+FS-bar; can also c.HH for a bit easier]
  247. > 66H~9X~2X(h) > c.MMM > 22M~2X > 2U [3925 dmg; FS-bar]
  248. > c.M > 22H~8X~2X > 2U [4080 dmg; FS+DS-bar; can also c.MM or c.MMM for a bit easier]
  249.  
  250. c.HH > 236H > c.HHH > 22M~2X > 2U [4165 dmg; B-bar; can also do c.MMM instead for bit easier]
  251. > c.H > 22H~8X~2X > 2U [4300 dmg; B+DS-bar; can also c.HH or c.HHH for a bit easier]
  252. > c.M > 66H~9X~8X(h) [4590 dmg; B+DS+FS-bar; still gives a safejump]
  253. > 214H~L > c.H > 66H~9X~2X(h) > 2U [4950 dmg; B+P+FS-bar]
  254. > 214H~M > 5H > 66H~9X~2X(h) > 2U [4850 dmg; B+P+FS-bar]
  255. > 214H~H > j.H > c.H > 22H~8X~2X > 2U [4820 dmg; B+P+DS-bar; GOTO]
  256. > 66H~9X~2X(h) > 2U [4810 dmg; B+P+FS-bar]
  257. > 2H > 214H~L > c.H > 22H~8X~2X > 2U [4880 dmg; B+P+DS-bar; 2H is needed for smalls, otherwise you can use c.H instead]
  258. > 214H~L > c.M > 66H~9X~2X(h) > c.M > 22H~8X~2X > 2U [4600 dmg; P+FS+DS-bar]
  259. > 214H~H > c.HH > 22M~2X > 2U [4155 dmg; P-bar]
  260. > c.H > 22H~8X~2X > 2U [4260 dmg; P+DS-bar; can also c.HH for a bit easier]
  261. > 66H~9X~2X(h) > 2U [4220 dmg; P+FS-bar; can also c.HH for a bit easier]
  262. > 66H~9X~2X(h) > c.MMM > 22M~2X > 2U [3705 dmg; FS-bar]
  263. > c.M > 22H~8X~2X > 2U [3880 dmg; FS+DS-bar; can also c.MM or c.MMM for a bit easier]
  264.  
  265. c.HHH > 236H > c.HHH > 22M~2x > 2U [3975 dmg; B-bar]
  266. > c.HH > 22H~8x~2x > 2U [4056 dmg; B+DS-bar; c.H alone makes spear whiff sometimes; can also c.HHH for a bit easier]
  267. > c.H > 66H~9X~2X > 2U [4090 dmg; B+FS-bar; can also c.HH or c.HHH for a bit easier]
  268. > 214H~H > c.HH > 22M~2X > 2U [3950 dmg; P-bar]
  269. > c.H > 22H~8X~2X > 2U [4040 dmg; P+DS-bar; can also c.HH for a bit easier]
  270. > 66H~9X~2X(h) > 2U [3970 dmg; P+FS-bar; can also c.HH for a bit easier]
  271.  
  272.  
  273. 2U > 66H~9X~2X > c.LL > 22M~2X > 2U [3495 dmg; FS-bar; kinda hard]
  274. > c.M > 22H~8X~2X > 2U [3780 dmg; FS+DS-bar; c.MMM will drop; can also c.MM for a bit easier]
  275. > 214H~H > j.H > c.H > 22H~8X~2X > 2U [2U will drop at the end]
  276. > 2U [2950 dmg; FS-bar]
  277. > 214H~L > 5H > 66H~9X~2X(h) > c.M > 22H~8X~2X > 2U [vs charlotta]
  278. > 214H~M > 5H > 66H~6X~6X [3670 dmg; P+FS-bar]
  279. > 214H~H > j.H > c.H > 22H~8X~2X > 2U [4170 dmg; P+DS-bar]
  280. > 66H~9X~2X(h) > 2U [4160 dmg; P+FS-bar]
  281.  
  282.  
  283. CH c.H > 214H~L > dash > c.H > 236H > c.H > 22H~8x~2x > c.H > SSBA [6.7k; P+B+DS-bar; Gran DP-punish; very hard;
  284. needs to be certain range from corner which Gran DP pushes you]
  285. > c.H > 236H > ... [NEW; test me]
  286. > 5H > 66H~9X~6X(h) > c.M > 214H~H > j.H > c.H > 22H~8X~2X > 2U [3670 dmg; FS-bar]
  287. Insert specials from Zeta doc here
  288.  
  289.  
  290. Jump-Ins (from safejump):
  291. For only one air-hit, like (j.U) > j.M|H, you can use all the combos of the 2L > c.MM, the c.HH and the c.H line.
  292. If you go for two air-hits, like (j.U) > j.U > j.M|H, you can only use the combos for the 2L > c.M or c.H line
  293. BUT some combos whill whiff there because of the increased pushback. If you go for two air-hits therefore end it better safely in 2U than going for extended stuff.
  294. (j.U) > j.M|H > c.HH > 236H > c.HHH > 22M~2X > 2U (from easy to hard: j.M < j.MM < j.H < j.HH; GOTO)
  295. j.UUUM) > j.M|H > j.SBA(E) (3885 dmg; needs certain minimum height to work)
  296.  
  297.  
  298. Anti-air:
  299. CH 2H > c.H > 214H~M > 5H > 66H~9X~2X(h) > 2U [4880 dmg; close only]
  300. > 5H > 22H~6X~2X > 2U [3870 dmg; DS-bar; need to be pretty close to corner]
  301. > 66H~9x~2x(h) > c.M > 22H~8x~2x > 2U [4530 dmg; FS+DS-bar; GOTO]
  302. > 22M~2X > c.MM > 22H~8X~2X > 2U [3995 dmg; DS-bar; reliable; GOTO]
  303. > c.M > 214H~H > j.UU > j.H > SBA(E) [4900 dmg; P+DS-bar; have to hit c.M very late]
  304. > 22H~8x~2x > 2U [2990 dmg; DS-bar; might have to delay the ~8X a bit; GOTO]
  305. > 22H~~9X~~3X(h) > c.L > ...
  306. > 214H~M > 66 > c.MM > 22H~8X~2X > 2U [3995 dmg; P+DS-bar; have to hit relatively late but not too late; whiffs on crossups; c.M deals 5 less dmg here]
  307. > 214H~H > j.H > c.H > 22H~8X~2X > 2U [4270 dmg; P+DS-bar; have to hit very late and kinda unreliable]
  308. > 236H > c.H > 66H~9X~2X(h) > c.M > 22H~8X~2X > 2U [4340 dmg; B+DS-bar; can be a bit away; need to delay the c.H a tad]
  309. CH c.H > 214H~M > c.H > 22H~8X~2X > 2U [4470 dmg; P+DS-bar]
  310. CH 236M|H > 66H~6X~6X [2250|2050 dmg; B+FS-bar; can be a bit away but M needs to be nearer]
  311. > SBU [3200 dmg; can be quite far away]
  312. insert specials from Zeta doc here
  313.  
  314.  
  315. UOH:
  316. CH UOH > c.HH > 236H > c.MM > 22M~2X > 2U [4375 dmg; B-bar; c.HH NEEDED or beam whiffs; c.MMM feels a lot easier]
  317. > c.H > 22H~8X~2X > 2U [4780 dmg; B+DS-bar]
  318. > 214H~L > c.H > 22H~8x~2x > 2U [5200 dmg; B+P+DS-bar; retarded combo, drops easily on smalls]
  319. > 214H~H > c.H > 22H~8X~2X > 2U [5130 dmg; B+P+DS-bar; GOTO]
  320. > c.H [6510 dmg; B+P+DS-bar]
  321. > 214H~L > 2H > ... [can't, holy fuck just kill me]
  322. > 214H~H > j.H > c.HH > 22M~2X > 2U [4600 dmg; B+P-bar]
  323. > c.H > 22H~8X~2X > 2U [4690 dmg; B+P+DS-bar; can also c.HH for a bit easier]
  324. > 66H~9X~2X(h) > c.LL > 22M~2X > 2U [4125 dmg; FS-bar; kinda hard]
  325. c.M > 22H~8X~2X > 2U [4320 dmg; FS+DS-bar]
  326. > 5H > 214H~L > 5L > 66H~9X~2X > 2U [4260 dmg; P+FS-bar; when you are further away]
  327. > 66~c.H > 236H > 2H > 214H~L > cH > 22H~8H~2H > c.H > SSBA [6766 dmg; actually retarded todo]
  328.  
  329. #=======================================================================================#
  330.  
  331.  
  332. Blockstrings:
  333. -cl.XXX > 5U (anything into 5U is gapless, as long as the stick connects and you aren't spaced)
  334. > 214X~X (disrespect their counterpokes, if they do nothing either go into jump or use ~M or ~L to get out relatively safely)
  335. -2L > 5L > 5U (frametrap that beats 5f normals)
  336. > c.M (frametrap that beats 5f normals)
  337. > c.H|5H (frametrap that beats 7f normals)
  338. > 2M (frametrap that beats/trades 7f normals, but on range should be favorable)
  339. > 2L|c.L > 5U (frametrap that beats 5f normals)
  340. > 2M (frametrap that beats/trades 7f normals, but on range should be favorable)
  341. > 236L (wins against any normals, but can obviously be rolled an DP'd)
  342. > c.H|5H (frametrap that beats 7f normals)
  343. > 2U (wins against any normals, seems pretty good!)
  344. > 66L (wins against any normals but loses against DP and dodge; is safe against low pokes and slow counterattacks, but loses to longer 5Ls)
  345. > 236L (wins against any normals, but can obviously be rolled an DP'd)
  346. > 214L|M~X (disrespect their counterpokes, if they do nothing either go into jump or use ~M or ~L to get out relatively safely; Mago does it a lot)
  347. > 5L (very unsafe to poke as it whiffs on crouchers, rather do 2U or anything else really;
  348. can be made more consistent with a microwalk forward which seems decent in corner)
  349. > 2L (has to be very close and they have to be blocking midscreen; works well in corner where you can also convert into SBA OH)
  350. > UOH
  351. > UOH
  352. -2U > 5U
  353. > 236L (wins against any normals, but can obviously be rolled an DP'd)
  354. > 2M (should win against any L-buttons but loses to any fast ranged buttons like Zeta's own 2M or 5H)
  355. > 5H (beats low pokes and slow counterattacks, but loses to longer 5Ls)
  356. > UOH
  357.  
  358.  
  359. ===================================================================================================================================================================================
  360.  
  361.  
  362.  
  363. #3 All about setups:
  364.  
  365.  
  366. 2L > c.LLL > 66H~9X~6X Midscreen gives a safejump with walk forward normal safejump; also a 214L~H(w) safejump setup (crossup needs j.D or j.M?)
  367. > 66H~6X~6X Midscreen or near corner gives normal safejump
  368. 2L > 2L > 5L > 66H~6X~6X Midscreen gives super-safejump
  369. 2L > 2L > 2U ~> 214L~H(w) Midscreen gives safejump setup
  370. 2M|5M|5H > 66H Midscreen can give a normal safejump or a super-safejump, very dependant on distance
  371. sometimes you need a superjump, sometimes a small walk forward normal jump, there is like no general rule
  372. depends on the distance and is very finnicky; you can get them off max range 5H > 66H but it needs the longest delay
  373. you have to delay the spear-follow-ups, if you do it right, you should get a normal safejump
  374. 66H|22H~9X~8X Corner seemingly gives also a good safejump https://youtu.be/qkvy-pUZrOk?t=1091
  375. 22H~6x~8x as an ender also leads to a safejump if you don't wanna risk the 2U; you have to let the first hit take you pretty far before doing 6x-8x
  376. 2U ender in corner is inconsistent if you need a microwalk or not, with 66H~9X~8X ender in corner you always needs a microwalk
  377. 22H~9X~9X Midscreen shoulda also give a super-safejump test me
  378. 214H~M Midscreen after an autocombo gives super-safejump, but you need to wait a tiny bit before doing it; you can also isntead dash forward and normal-jump
  379. 214H~L Midscreen after an autocombo gives super-safejump, but it is VERY hard to time correctly as you can jump too far or too high
  380. 236B Midscreen after an autocombo gives also a safejump, but ONLY with a really far j.H, you have to jump immediately without walking forward;
  381. you can convert into 5H if it hits
  382. Forward-Throw Midscreen gives super-safejump, but only with j.H; OH you can convert into j.H > 5M > 66H~6X~6X
  383. Forward-Throw Corner gives super-safejump, or delay the normal jump a lot
  384. doing a superjump j.L into an immediatey 2U seems to catch a lot of people, where people expect a pogo
  385. Air-Throw Midscreen gives safejump, but you might cross-up so use guard-button maybe
  386. j.SBA gives a safejump
  387.  
  388.  
  389. For safejumps press j.U while holding down-back, if it hits OH or OB you can react and do a follow-up, if they DP you should see it whiff and can block it
  390. Doing follow-ups need to be delayed if you want to open them up, if you chain them they stay in blockstun too long;
  391. if you delay them too long though they can mash out
  392. (j.U) ~> j.H for overhead; (j.U) ~> 2L for low
  393. j.U ~> j.H > 2L seems very good https://youtu.be/qkvy-pUZrOk?t=1065
  394. Midscreen from a forward-safejump, if you delay j.UU~j.X it will crossup
  395. j.M is way easier to convert midscreen as it hits crossup
  396. best only use a maximum of two j.UU > j.M (j.UUU > j.H has a high tendency to whiff)
  397. j.U and all follow-ups carry the initial momentum, so if you do j.UUU you will keep moving forward if you made it from a forward-jump
  398. you will stay on point with no momentum, this makes it harder for j.Us to combo though, so unless you don't want to crossup best always jump forward
  399.  
  400.  
  401. ===================================================================================================================================================================================
  402.  
  403.  
  404.  
  405. #4 Other personal notes:
  406.  
  407.  
  408. Buffering normals into spear is ONLY safe if you do it for max-range for 2M|5M|5H and only let the first spear rock, many characters can hit you on the way out!
  409. Therefore CONFIRM THE RANGE before buffering fully into spear. If the range is too low instead end in 5U or 236A.
  410. NEVER buffer into spear from 5L unless it's an ensured punish, you are too close to make it safe.
  411. Instead when unsure do 5L > 5U or try a reset with 214L|M~X or 2M or run up 2L.
  412.  
  413. Using 214H as a reversal can be hard sometimes, so check how she is waking up. There are two wakeup-animations, besides the lying down one.
  414. One where she is starting to get up and one where she is already half-up. Input it right in that state to get it out as early as possible
  415.  
  416. You can plink 214H into follow-up button if you do the special alone, but you CANNOT plink it during combos, you have to slightly delay the follow-up.
  417.  
  418. Midscreen if you don't have meter for spear, best use 214H~M so you get the safejump or 214H~H for the corner-carry combo.
  419.  
  420. 242X gives you a superjump speardive, the faster you press all buttons the lower to ground it is;
  421. useful for getting over projectiles or to approach faster through the air.
  422. 242 can be input afap or a tiny bit slower, but it's not very lenient. Doing a max jump-height 242X is very weird timing, not slow but not that fast either.
  423. You can also do 292 to get a forward-superjup into speardive, but it is unreasonably harder.
  424.  
  425. superjumping over them then using j.22H right after the arc is what hoochoo likes todo
  426.  
  427. Throw-OS: is very timing-specific, you have to do it later than a reversal!
  428. 214[L]~U is Throw-OS against mids, and 214[M]~L is against lows, both loses to delayed throws and probably very meaty buttons.
  429.  
  430. CH 236M|H lets you do some short confirm combos, you can use it as a ranged meaty therefore, after e.g. a 66H~6H~6H knockdown use 2L(w) to get it meaty;
  431. it's also safe against reversals; but loses to dodges and 5f reversals in the corner; 236M in corner eliminates the kill-frame.
  432.  
  433. Ending corner-combos in 2U and cancel it into a whiffing 66L > c.L should give you a meaty c.H setup.
  434. Canceling before the second hit of 2U into 214L~H might also give you a safejump setup.
  435.  
  436. "L-cancel fuzzy" land-cancel a j.H or such by tapping guard-button, then 9j.L, for short characters 9j.U; can then combo into SB.
  437. This was seemingly patched out?
  438.  
  439.  
  440. #=======================================================================================#
  441.  
  442. Combo theory:
  443. Bounce-starters are from best to worst: 236B > 214H > 66H
  444. You want to end your combos either in: 22X > 2U or 66X > 2U
  445. If you have SBA, you can do c.H > SBA instead of 2U. If c.H doesn't work, then c.M will always work.
  446. You can also try using a 2H instead c.H earlier in the combo as that bounces them higher.
  447. You can end every 2U into SBA, but canceling from a c.H still deals ~200 more dmg.
  448. You should not mash 2U, at least not randomly. If you do 22M~2X, you can kinda mash it, I usually double-tap it.
  449. But if you do it too early the input will get eaten by the recovery of 22M~2X and the timing whacks.
  450. For 22H~8X~2X you have to time it, and it is later than you'd think. If you mash it there it will whiff, you want to hit them
  451. with the first hit which is 8f and depending on combo you also can't autodial, for some combos you have more time for others less.
  452. 66H is somewhere in between the two, you can't mash but you need todo it fast enough still.
  453. Doing autocombos decreases damage-output, but for empty SBA you get more with a one button before like c.H > SBA.
  454. SBA with technical input allows her to jump forward and land a J.H on the opponent, but the easy input knocks them much further way and doesn't allow you to do that.
  455. Best DP-punish starter is c.H obviously, but depending on the situation the 236H might whiff after it if you are too far away.
  456. If you have time dash up before, otherwise if you aren't sure use c.HH instead.
  457. In the rare case that you have 22H and 66H in a combo, doing 22H first is more damage but you might need to delay the c.M a bit. (c.H might also be possible?)
  458. If using 214H~L as bounce-starter, you can only combo into c.M. If you use it not as bounce-starter, you can do > c.H instead.
  459. Smalls might need 2H for some of the combos.
  460. If using 214H~X as bounce-starter, the damage is from best to worst: 214H~H > 214H~M > 214H~L
  461. If using 214H~X not as bounce-starter, the damage is from best to worst: 214H~L > 214H~H > 214H~M
  462. But all 214H~L are a pain in the ass.
  463. Midscreen, if you don't have 66H meter, end the combo either in:
  464. 236B for a safejump, but only do two autocombo-hits or it can whiff
  465. 214H~H for the corner-carry, but you have to be VERY close to them for it
  466. 213H~M for further away corner-carry
  467. 214H~L for the furthest away corner-carry
  468. 5U for resets or if you really have nothing else
  469. It might be worth ending a combo in 214H~H > j.UU > j.H > SBA, but I labbed none.
  470. Meaty Overhead Resets are done with 214H~H > j.L > UOH
  471.  
  472.  
  473. ===================================================================================================================================================================================
  474.  
  475.  
  476.  
  477. #5 Other people's notes:
  478.  
  479.  
  480. Safejump explanation:
  481. So basically you get your safe jump and the first j.U is actually another safe jump that keeps you covered in case you go for landing and throw or 2L, it's actually really hard to deal with for a lot of characters and you don't necessarily have to go for the first j.U, you can mix it up with a j.H so you don't bounce or go directly into 2L
  482. It's just a mind game and you have to keep the opponent guessing since you have many options after it
  483. [Void]Today at 04:22
  484. after jU hits what are the options
  485. rn i just kinda do it once or twice and jM to cover my landing
  486. Alt HaseToday at 04:24
  487. I just do it once and then j.M or land 2L/throw but I'm a fan of empty jump low and delayed j.L after j.U
  488. you get a combo from delayed j.L after j.U?
  489. Alt HaseToday at 04:28
  490. Ye
  491. And it's still a safe jump
  492. lornlynxToday at 04:30
  493. what, you mean even WITH the delayed j.L you still can block reversals?
  494. [Void]Today at 04:30
  495. what do combos look like from jump ins
  496. ModulusToday at 04:30
  497. from the hoochoo video I saw taht you can do jU jU jM land 5A or 2A
  498. [Void]Today at 04:30
  499. just autocombo into 66x?
  500. ModulusToday at 04:30
  501. but the timing is very stritc
  502. gotta link jU into jU and delay jS
  503. I mean jM
  504. felix_xbToday at 04:31
  505. jS??
  506. ModulusToday at 04:31
  507. yeah used to GG lol
  508. on crouching btw
  509. lornlynxToday at 04:31
  510. haha, I immediately read slash as well. you mean j.M then I guess
  511. ModulusToday at 04:31
  512. also you have to hit jU as close to their feet as possible
  513. haven't had great success doing it online though because of the link timing
  514. Just jump after 2U, j.U while falling and if they block it you delay the j.L afterwards to do it as close to the ground as possible. The bounce of the j.U is also a safe jump because it was meaty so even if they reversal after j.U you'll fall to the ground and block
  515. @lornlynx
  516. Ye, I now get it. if they reversal then the delayed j.L doesn't come out because they don't block the j.U. kinda could have gotten that myself haha
  517. It's kinda funny how the 2U sets everything up so perfectly lol
  518. That's pretty neat then. Using all three j.U doesn't have much point then I'd guess
  519. Yeah that's just asking to get dp'd
  520. What do you use j.H for, just to get an easier combo if it connects?
  521. That and there's no bounce in case they expect j.U
  522. So you can go low directly from it
  523. Hmmm, ye, that's what I thought looked pretty reactable. Check if zeta uses j.H or j.U as jump-in and then go either for low-block or high-low fuzzy-block
  524.  
  525.  
  526. 2L-2U combo:
  527. the fact that you can loop it into 2L > 2U again if they're crouching is great but it's not gonna happen much
  528. ok so you can link 2l into sweep
  529. only on crouching
  530. and only 2x 2L
  531. 2L > 2L loses to gran and katalina ex dps from what I've tested
  532.  
  533.  
  534. You can do 214H~L instead of 214H~H for 4168
  535. The timing is way more strict tho lol
  536. Seems like 214H~L stuff is more optimal but it's very hard to do as soon as possible
  537. SnuffyToday at 02:57
  538. you can also replace the cl5H with 2H to make that 214HL route more consistent
  539. although getting 2H is inconsistent in its own rigt
  540.  
  541.  
  542. Is 214HM -> superjump a safe jump?
  543. You just need to dash a little and jump to get a safe jump there
  544.  
  545.  
  546. What do i do when i cross myself up in the corner with pogo
  547. TatoToday at 04:28
  548. Back throw and pray that it works?
  549. jamToday at 04:28
  550. I usually go for j.L
  551. if it hits can string into autocombo
  552. j.L straight out of pogo
  553.  
  554.  
  555. Just realized that 2L 2L 236H+S gets you the non-cinematic super from point blank
  556. but 2L 2L 236236H gets you the cinematic super
  557. for 800 more dmg
  558. and it's not even hard to do since you can use the 2nd 2L as part of the SBA input
  559. Also
  560. I think in the combos doc
  561. under 2H aa combos
  562. HaseToday at 06:04
  563. Yeah using the easy input makes the hitbox for cinematic smaller
  564.  
  565.  
  566. your safe jump loop bnb should be using laser to get a 22m and 2u ender, then 214H and get another then 66H and so on
  567.  
  568.  
  569. NEW:
  570. they can press a button between f.M and 66L but even a light will get stuffed by it
  571. f.5H is a true string ob into 6LL except at max range so that is a nice tool to have
  572. oh how blessed that I can microdash 2L without 66L coming out...
  573. 5L > 66L is possible
  574. 2M> 66L is consistant
  575. It's an insane Quality of Life
  576. because we don't need to burn EX now for
  577. 2L > 2L > 5L > 66H combo
  578. but even so, now we can atleast do hitconfirming from random frame traps
  579. like 5L > 5L ob into 2L > 5L
  580.  
  581.  
  582. Pressure:
  583. well in this game it's all about frametraps and the universal overhead
  584. 2L > cM is a frame trap
  585. so is 2L > 2L
  586. if they always crouch block and expect a throw after say 2L 2L
  587. you can do 2L > overhead and you're airborne so their throw will whiff and you get a CH combo
  588. 2L>cL is also a frametrap
  589. you can go for the overhead after anything, iirc everything "chains" into it
  590. even out of auto combo
  591. I usually also go for tick throws at first and then when he's conditioned to tech the throw I go for frametraps and the overhead
  592.  
  593.  
  594. TK Spear of Arvess (Fall)
  595. Technically not a TK input since 7/9 isn't input at all, but this still allows Zeta's descending spear lunge to come out super low to the ground,
  596. essentially turning it into a divekick. To do this, input 2 8 2, or down up down, followed by a button to get Spear of Arvess (Fall) as soon as Zeta jumps.
  597. Safe on block too.
  598.  
  599.  
  600. TK Armor Stance
  601. By inputting 2147X~H, Zeta will turn around after her H followup leaps over the opponent, which she cannot do from a 214 input.
  602. This can crossup the opponent with a jumping normal when they normally would hit nothing due to Zeta facing away from her opponent in the air,
  603. or an empty jump low, or whatever other options one has from 214X~H. An especially tasty mixup is to do TK 214X~H > 22L. Like Lancelot's j.U if timed right,
  604. this will put Zeta on the side of the opponent she started from, mixing up those who thought she was going to crossup.
  605. She can even bait anti-airs with TK Armor stance. Doing j.22L from a TK 214H~H allows Zeta to punish a whiffed anti-air
  606. (she pauses in the air slightly before performing j.22L, allowing her to bait anti-airs), followed by 2X to get her back to the ground and in preffered
  607. range should the opponent recover.
  608.  
  609.  
  610. j.L (Close) > 2L (2U can also work) for very fast Overhead into Low, j.M can also go into lows at low angles,
  611. j.H can beat 2H-moves at certain angles and timings and has some good range, it also can go into 2L/2U (much more likely if you CH)
  612. you can also just go into cl.HHH > 66H~6x~6x if close enough. You can do all the above from f.214X~H,
  613. ie. f.214X~H > j.H (Overhead) > 2L (Low) > f.L > 66H~6x~6x, if the opponent blocks j.H the 2L is still technically only safe to block (forced switch).
  614. For 214X~M the key is to always counter something, since on CH you get cl.214X~M (CH) > 66X or f.214X~M (CH) > 236L.
  615. For 236L version you want to use Ab button, and for timing use the counter slash, when its at its apex and ending thats when you need to hit it; or around that.
  616. For 214X~L, if you dont want to move just go directly into 236M (Hold) and start your zoner plan, but think the intended reward for 214X~L is you can dash forward,
  617. dash jump/roll/evade or 66X, which if you had to counter at a distance would probably mean they didn't want you close.
  618. 236X, j.22X, 66X, 22X no idea either, probably SBA, SSBA at best.
  619. Anyway, midscreen from jumps and specials sections removed to be inline with your doc.
  620. I've updated the main sections still need to move them into Everything
  621.  
  622. #=======================================================================================#
  623.  
  624.  
  625. Matchup-specifics:
  626.  
  627.  
  628. vs Charlotta Reversals-Punishes:
  629. - DP L: Block 2nd hit STANDING for making it -10 and easier punish
  630. -- Midscreen: Far H 66H6H6H
  631. -- Corner: Far H 214H~L 5L 66H9H2H 2U/5HH SA/SSA
  632. - DP M: Use the time between hits to get a 2H counter (214M~M is maybe more optimal but it's hard enough to react to DP version AS IS)
  633. -- Midscreen: 2H (CH) 22M3M 5HH 22H9H6H
  634. -- Corner: Your Counter combo of choice
  635. - DP H: Block 2nd hit STANDING for making it -8 and easier punish
  636. -- Midscreen: 2U(1 Hit) 66H6H6H OR just do 2U and rejump to reset the situation, without the DP
  637. --- MAX Range you have to 5L 66H6H6H
  638. -- Corner: 2U 214H~L 5L 66H9H2H 2U/5HH SA/SSA
  639.  
  640.  
  641. vs Lancelot:
  642. Lancelot best advice block button always and when you get a knockdown on him you have 2 option selects that punish his annoying dp
  643. if you go pogo you can buffer 22M if pogo hits its pogo if not its 22m and punish the dp or 2L 9throw or 2L 9L if 2L hits you can combo
  644. if not its either throw or 9L
  645.  
  646.  
  647. vs Metera:
  648. If you set the Metera dummy to do 5U > j.M,
  649. you'll find that there's a tiny window to 2H it
  650. it's insanely precise
  651. do it too early and you get stuffed cuz classic 2H
  652. do it too late and you die
  653. and of course if Metera delays the j.M at all, your timing is invalid
  654.  
  655. TK Spear dive can be used to jump over and punish Metera's 236L, but it's a hard read.
  656. TK Spear dive is pretty effective against Gran, Katalina, Lancelot (provided he isn't rushing you down at the moment),
  657. and anyone else who uses fireballs. It isn't recommended against Charlotta, but it turns the matchup against Metera into a decent one provided
  658. you can read your opponent. Also useful against Percival and Ferry.
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