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- Lows
- - 1A
- - 1B
- - 1K
- - 2K
- - 4K{K}
- - 9A
- - 9K{K}
- - FC 3AK
- - FC 3K
- - WS B{B}/9BB
- - KK,{2K}
- - run K
- -----
- NC
- - AA
- - WS AA
- - BA
- - BB
- - BK
- - 2BA
- - 4BA
- - WS BB
- - BT BA
- - KK
- - 6KA
- - 3KK
- - 66AA
- - run K,K
- - POS 6BA
- - POS KK
- - WND BB
- - WND BKB
- - STK KA
- (SC)
- - 66AA,a+b,A
- - POS 6BAA
- NCc
- - AAB
- - AAK
- - 6ABBB
- - FC 3AK
- - WS AAA
- - BAK
- - 6BB
- - KKK
- - KK,2K
- - 1KK
- - 4KK
- - FC 3KK
- - 9KKK
- - 22KA
- - 22K,6[B+K]
- - WND BBB
- - DB KA
- - DB K,6[B+K]
- (SC)
- - AA,a+b,A
- - 6ABBBB
- - WS AAA
- - 3B,A+B
- -----
- Throws/Command Throws
- - 66A+G
- - STK A+G
- - POS A+G
- - POS 6A+G
- - POS 6A+G (SC)
- -----
- Punishment
- i8 - a+b,A/2bA - POS advantage
- i10 - AA or A:6 - KND
- i12 - 4BA,4 - POS advantage
- - 4BA,4/POS bA - 37 dmg/0 on hit
- i14 - BK - sideturned!
- i16 - 3B/B+K,A+G
- i12 - WS BB - more dmg
- - 4BA,4
- - 4BA,4/POS bA
- -----
- Auto-GI moves
- - DB B - highs/mids
- -----
- Post-GI mixup
- - A+B - beats re-GI
- - 3B - simplest option
- - ??? - to get max reward on a run counter
- -----
- Break Attacks
- - 6B{B}
- - A+B - CANNOT guard crush
- - 44B
- - AA,{A+B} (SC)
- - 6ABBB{B} (SC)
- - WS AA{A} (SC)
- - 3B,{A+B} (SC)
- - 6A+B (SC)
- - 4A+B (SC)
- - 66AA,{A+B} (SC)
- - POS B (SC)
- -----
- Soul Charge
- - POS 6A+G does extra damage
- gains BA properties:
- - WS AA{A}
- - 6A+B
- - 4A+B
- - POS B
- new moves:
- - AA,{A+B}
- - 66AA,{A+B}
- - 6ABBB{B}
- - 3B,{A+B}
- - POS 6BAA
- AA,A+B/66AA,A+B options:
- - A+B
- - A+B,A
- - A+B,A4
- - a+b,A
- - a+b,A4
- -----
- Ring Outs
- - ???
- Mini-Wall ROs
- - ???
- -----
- Reversal Edge Rewards
- - ???
- -----
- Other
- - 41236B - unblockable
- - POS A+B - unblockable
- - 2bA - -12 on block/-4 on hit
- - written as i6 however first frame of 2B is necessary, so it's i7 if done perfectly, look to punish -8 moves (maybe)
- - A:6 - hit 6 when A hits
- - more damage on LH
- - combo on non-LH
- POS - 214 Possession
- WND - 6B+K Wind Roll
- DB - 2B+K/8B+K Distorted Breeze
- STK - B+K Stalker
- Stance transitions:
- into POS (input 4)
- - 6A
- - 4A
- - 4AK
- - WS AA
- - BA
- - BB
- - 2bA
- - 1B (no input)
- - 4BA
- - BT BA
- - BT 2B
- - KK
- - 6KA
- - 9KK
- - A+B,A
- - a+b,A
- - 6A+B (forward POS if no input)
- - 66A
- - 66AA
- - 22A
- - POS A
- - POS 2B (no input)
- - POS 6K
- - WND
- - DB
- - STK,2/8
- - STK K
- - RE
- - RE AA
- - AA,A+B,A (SC)
- - AA,a+b,A (SC)
- - 66AA,A+B,A (SC)
- - 66AA,a+b,A (SC)
- - 3B -> STK
- - WS B -> STK
- - POS 6A -> STK
- - 3KK -> WND
- - RE A -> WND
- - A6/A:6 -> WND/DB
- - 22K -> STK/WND/DB
- - DB K -> STK/WND/DB
- -----
- Lethal Hits
- - A6 - hit opponent's side
- - A+B - impact counter (re-GI)
- - 66B - close-range front hit (lol)
- - POS B+K - whiff punish
- - POS 2B/8B* - whiff punish a high
- - STK B - whiff punish
- - WND A - after guard crush 22K
- - 6[B+K]/WND K* - during a high
- - DB B - auto-GI success
- *high crushes
- - round 2 RE A
- - round 2 RE B
- - round 2 RE K
- -----
- Combos
- 4BA,4/POS bA - important punish!
- 22B/AAA
- BT K/AAA
- 3B/AAA
- /B+K/A+G - can't hit-confirm
- A+B/B+K/A+G - ring out!
- /6[B+K]/BT K - oki/follow with 6KA,4
- /WS AAA - air control possible?
- /CE - dmg
- /G,41236B - guaranteed?
- POS B+K/WS K/3B,B+K/A+G
- /STK KA/6KA,4
- down or BT B+K/B+K/A+G
- 9A/FC 2A+B/1B - POS
- ---
- Counter Hit combos
- CH 3B,B+K/A+G
- /STK KA/6KA,4
- CH WS K/3B,B+K/A+G
- /STK KA/6KA,4
- CH 22A/6BB/6[B+K]/BT K
- /WS AAA
- /CE
- /G,41236B
- CH POS A,4/POS 6BA - add 6KK or 6KA,4 at wall/edge
- (SC)
- CH 6ABBBB/B+K/A+G
- ---
- Lethal Hit Combos
- LH 66B
- or
- LH A6/3B,B+K/A+G
- /STK KA/6KA,4
- LH A+B,A4/POS A+B/6KA,4
- LH POS B+K/6BB/6[B+K]/BT K
- /WS AAA
- /CE
- /G,41236B
- LH POS 2B/POS A/POS 6BA - add 6KK or 6KA,4 at wall/edge
- LH WND A/A6/B+K,B - use B+K,4 for oki instead
- LH DB B/4BA,4/POS 2A/6KA,4
- LH 6[B+K]/AAA
- LH STK B/2A+B
- ---
- - round 2 RE AA,4/POS 6BA
- - round 2 RE B/WS K/3B,B+K/A+G
- /STK KA/6KA,4
- - round 2 RE K/6BB/6[B+K]/BT K
- /WS AAA
- /CE
- /G,41236B
- ---
- Wall combos
- - ???
- -----
- Oki
- - ???
- -------------------------------------------------
- PLAYBOOK
- important pokes
- - 6A,4
- - 6ABBB use when they attack after 6A/low risk at -10
- - 66A,4*
- - 66AA,4* can't beat i12 high with POS options
- - 4A,4
- - 4AK4*
- *opponent can still 2A vs {POS A} on hit
- - B[K] +6
- - BB,4
- - BA,4^^ ^^can't GI/jails/safest POS option!^^
- - 2BA,4 mess with their block timing
- - 2bA,4 8f punish?
- - 4BA,4 test if they duck
- - KK,4 jails/can't beat i10 high
- - 6KA,4 jails
- - 44B NCc/safe+distance on block
- lows
- - 2K quickest low/-4 on hit
- - 1KK not NC but 0 on block!
- - 1B punished on block
- - on hit, POS bA ties with i10, POS A ties with i12
- (SC)
- - WS AA{A} - safe guard crush
- - 6A+B - great advantage from far away, but high
- - AA,{A+B} (SC) - forced chip and more A+Bs
- - 66AA,{A+B}(SC) - forced chip and more A+Bs
- - 6ABBB{B} (SC) - catch a step for NCc?
- - POS 6BAA - preferred guard crush
- -----
- Possession mixup:
- - unless otherwise noted, using any of the above strings going into Possession, use these options:
- - 2B -> beats 5A/Lethal Hit on whiff
- - step* 2A -> beats 5B
- *direction sometimes matters, test further
- - 2K/6A -> beats 2A
- BOTH options punishable
- - B -> use on defenders
- +4 on block
- follow with BA,4 or 4BA,4 to taste
- - B+K -> alternate against defenders
- full combo if they flinch
- -----
- Guard crush choices:
- - 6BB/44B - 6[B+K]/G,41236B
- - SC POS 6B - finish the 6BAA for 75+wall/RO
- - SC POS 6BAA - 214, 6BAA for 78+mixup
- - SC WS AAA - 214, 6BAA for 82+wall/RO
- AT WALL: 3B/B+K/A+G for Ring Out
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