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- Midscreen:
- stuff > 5H > H dub > dash rising j.H > iad / land low
- stuff > 6H > H dub > above
- (throw) > 6P > 6H > see venom formation list
- anything > 6H > p ball > f.S > FB DHM - easy dmg / knockdown
- stuff > 2D > see venom formation list
- stuff > 5H > S stinger aim FRC > iad j.K > j.S > j.H > land anything
- stuff > 2D > S stinger aim FRC > dash 6P > 6H > enders (can carcus loop here if spaced right, for corner carry, hard to get ender though)
- c.S (3) > j.H > j.D ball > j.K > pressure - good for random c.S abare, leads to knockdown and repressure, works off antiair c.S (most important usage)
- Corner:
- FB madstruggle > (dash) 6P > 6H > S carc > dash 6P > 6H > x dubious - basic carcus loop. can add an extra rep here depending on char and spacing, but hard. can warp loop off one rep too, but hard.
- FB madstruggle > 6P > 6H > p ball > 6H > Warp > j.H / j.D / j.S > 6H > dash f.S > x dubious or FB DHM depending on distance. j.normal needs to be changed depending on char / height / distance. j.H is most consistent if you're close enough, then j.D. j.S char specific. better to delay if unsure
- c.S (3) > delayed S dubious > [2S > S dubious] x n > x ball - builds lots of meter
- stuff > 2D > S stinger aim FRC > dash 6P > 6H > warp loop or carcus loop or mixture
- c.S (3) > fastest possible forward jump cancel > delayed j.S > j.H > j.D > land > 6P > 6H > warp or carcus loop
- General notes:
- Corner is anything > 6P > 6H > carcus or warp loop
- c.S (3) hitconfirm is important, leads to dub loop, wall loop into 6P, or good knockdown
- 2D > stinger combo is very useful for extending, otherwise its no damage off 2D
- FB DHM always knocks down, and does GOOD damage, but costs meter. VERY USEFUL for ending rounds or getting life lead.
- Recommended formations:
- midscreen 6P > 6H > P ball > 6H > H ball > 6H > dash S ball > 5P
- midscreen 2D > K ball
- midscreen 2D > H ball > dash S ball > 2D(2) > stinger
- corner K dub > s ball > j.S > mixup
- corner H dub > k ball > j.S > mixup OR 2P > j.S or blockstring
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