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- (This is meant to be read in a text-editor best on a PC-screen and without linebreaks as nothing is formatted, so download it or tap the raw option. Last update: 13.08.2023)
- (These are my personal notes, some done by labbing myself and others by collecting information from youtube/twitter/discord. No guarantee for correctness.)
- Search for #number to quickly find a section:
- 0 Notation
- 1 Combos
- 1-1 Midscreen
- 1-2 Corner
- 1-3 Other
- 2 Blockstrings
- 3 Setups
- 4 Other personal notes
- 5 Other people's notes
- ====================================================================================================================================================================================
- #0 Notation:
- > | combo, link, cancel or blockstrings
- X(xY) | repeat X for Y times
- [X] | hold
- p | punch
- k | kick
- X-L|M|H | use light, medium or heavy attack-strength
- X-OD | use OD-version
- TC | Target-combo
- st.X | standing
- cr.X | crouching
- j.X | jumping
- b+X | back
- f+X | forward
- d+X | downwards
- th | throw
- fth | forward-throw
- bth | backward-throw
- DR | Drive Rush
- DI | Drive Impact
- LY | super level Y
- WS | Wind Stock (qarter-circle-back + punch)
- CS | Wind Spire (quarter-circle-forward + kick)
- DP | Dragon-Punch (forward-down-down/forward + punch)
- MT | Mexican-Typhoon aka Lily's command-grab (full-circle + punch)
- (W) | with Wind-stock
- Saa | See as above
- Sab | See as below
- #==================================================================================================================================================================================#
- #1 Combos:
- (usually tested with Luke on Training-stage)
- #1-1 Midscreen Combos:
- st|cr.Lk > st|cr.Lp > DP-L|M|H [1735 dmg; standard oki hit-confirm without Wind; use L for more consistency] {GOTO}
- > DP-OD > CD-OD [2475 dmg]
- > DR > b+Hp > cr.Hp > DR > b+Hp > st.Mk > CS-L [? dmg; DR-combo for light-hits] {GOTO}
- > st|cr.Lp > CS-M(W) [1565 dmg; standard oki hit-confirm with Wind] {GOTO}
- > L2 [? dmg]
- > CS-OD [1410 dmg; free oki for one bar; also good to end in L1 when you carry them to corner] {GOTO}
- ?> j.L2 [? dmg; use to be able to get L2 as ender]
- > DR > st.Lp > cr.Hp > DP-H|L1 [? dmg]
- > L1 [2335 dmg] {GOTO}
- > cr.Lp > DR > st.Lp > cr.Hp > DP-H [1910 dmg]
- cr.Lk > cr.Lp(x2) > WS-M(W) [1480 dmg]
- > L1 [2250 dmg]
- > CS-OD [1450 dmg]
- > j.L2 [2760 dmg]
- > L2 [3410 dmg]
- st.Lp(x3) > L1 [2485 dmg]
- cr.Lp(x3) > DP-H(St) [1650 dmg; standing only]
- cr.Mp > L1 [2900 dmg; whiff-punish mostly]
- st|cr.Mk > CS-L [1400|1140 dmg]
- > CS-H(W) [1460 dmg]
- > DP-H [1800 dmg; commital]
- > DR > cr.Hp > CW-H [1829 dmg]
- > st.Lk > DP-H [1969 dmg]
- > CS-M(W) [2303 dmg]
- st.Mk > CS-L [1400 dmg; good with the CW-CS-OS I guess]
- > CS-OD > j.L2 [3350 dmg]
- > DR > cr.Hp > CW-H [2918; neutral poke into pressure or stock]
- st|cr.Hp > CW-M [1900 dmg; confirmable for cr.Hp] {GOTO}
- > CS-M [1900|1800 dmg; confirmable for cr.Hp] {GOTO}
- > CS-H(W) [2100 dmg] {GOTO}
- > CW-OD > L2 [4060 dmg]
- > L1 [3200 dmg; should be confirmable if you buffer it]
- b+Hp > CW-H [2100 dmg; only button that gives Wind and knd without using resources]
- |> st.Lk > cr.Lp > CS-OD [2240 dmg; needs to be close]
- > CS-M(W) [2310 dmg]
- > DP-H [2260 dmg]
- f.Hp > CS-H [1900 dmg] {GOTO}
- > CW-H [2000 dmg] {GOTO}
- > DP-H [2100 dmg]
- Hp > DR > b+Hp > st.Mk > CS-L [2730 dmg]
- > DP-H [2966 dmg] {GOTO}
- > DR > cr.Hp > CW-M > L3 [5557 dmg; cash-out]
- > CS-H [2610 dmg]
- CH st.Lp > st.Mk > CS-L [1600 dmg; 6f-punish; counterhit frametrap in neutral or against opponent's DR or as defensive mash]
- > DP-H [1920 dmg]
- > cr.Mp > L1 [? dmg; for max-range]
- |> cr.Hp > CW-M [2040 dmg; only up-close so probably best for close DR counterpokes or when Hp would be too slow]
- > DP-H [2280 dmg]
- > CW-OD [1320 dmg neutral hit-confirm]
- > DR > st.Lp > cr.Hp > CW-M [1827 dmg; neutral hit-confirm]
- CH cr.Hp(1) > CS-M [2200 dmg; when you only hit one part of the cr.Hp, at range the CS-H won't connect, so you the medium one instead for consistency;
- buffer the qcf, then confirm a counterhit] {GOTO}
- > CW-H [2300 dmg; also a good option, because you will be so far out that you can get another Wind-stock, probably; also safer to confirm] {GOTO}
- CH d/f+Hp > st.Lk(x2) > DP-H [2460 dmg]
- CH b+Hp > st.Mk > DP-H [2760 dmg]
- Jump-ins:
- j.Hp > cr.Hp > CW-M [2520 dmg; standard jump-in, simple and good] {GOTO}
- > L3 [4770|5020 dmg]
- > DR > b+Hp > st.Mk > DP-H [3446 dmg; the standard route to take after a cr.Hp DR]
- > cr.Hp > DP-H [3348 dmg; simpler, a hundred less dmg]
- > DR > st.Lp > cr.Hp > CW-M > L3 [5824|6074 dmg; cash-out]
- > DP-OD > CD-OD [3760|3920|4040 dmg]
- > j.L2 [4100|4260|4440 dmg]
- j.Hk > cr.Hp > DP-H [2929 dmg; standard jump-in] {GOTO}
- > DP-H(W1)|CS-H(W1)
- j.H > cr.Hk [? dmg; when you aren't close enough just sweep to get oki]
- Anti-airs:
- cr.Hp(ab)(1-2) > CS-H [1600 dmg]
- > CW-H [1800 dmg]
- > DP-H [1700 dmg]
- Air-to-Airs:
- j.TC > DP-L [2340 dmg]
- > j.L2 [3540 dmg]
- Punishes:
- PC st.Lk > CS-L [1080 dmg; 4f-punish, very important!]
- PC st.Lp > st.Mk > CS-L [6f-punish, also has a decent range]
- |> cr.Hp > CW-M [2040 dmg; 6f-punish but only when they used an advancing move, as they fall out otherwise; example is to punish Lily's CS with it]
- PC st|cr.Mk > CW-M [1620 dmg; reason to cancel into CW-M when sticking it out for pokes]
- PC st.Mk |> st.Lp > CW-OD [1870 dmg; st.Lp needs to hit]
- > CS-M(W) [1950 dmg]
- PC st.Hp > b+Hp > DP-H
- > CW-H (> CW-L) [2960 dmg; DP-punish]
- > DR > b+Hp > CS-H(W) > L1|L2
- > cr.Hp > CS-H(W) > CS-M > DP-M
- > CS-OD > j.L2
- > L1
- > f+Hp > DP-L [? dmg; when further away]
- |> MT-H [3320 dmg; DP-punish; needs to be pretty close and probably walk a bit]
- > Walk > st.Mk > CW-M [when further away]
- > CW-L [for max range]
- > Dash > st.Mk > CW-H [2560 dmg; good when further away I'd guess]
- x> Dash > b+Hp > CS-H(W) > L1|L2
- > f.Hp > CS-H [2780 dmg; for far-range]
- > CS-M [1980 dmg; for far-range]
- ~> DR > cr.Hp > CW-H [2678 dmg]
- PC b+Hp > CW-OD > L2 [4360 dmg]
- PC cr.Hp(1) > CS-H [1600 dmg; for far-range, use against sweeps]
- PC cr.Hk > CS-H(W1) [? dmg]
- PC CW-M > cr.Lp > CS-OD [2340 dmg]
- PC DI > b+Hp > CW-H [2530 dmg] {GOTO}
- > DP-H [2600 dmg]
- > MT-H [2640 dmg] {GOTO}
- > Dash > b+Hp > CS-H(W) > L1
- > j.d+Hk > j.TC > DP-L [? dmg; very hard, won't use; jump up straight but then up-forward]
- > j.L2 [3760 dmg]
- > DR > b+Hp > CS-H [2700 dmg]
- <co> L1 [3547 dmg]
- Drive-Rush:
- DR > st.Lp > cr.Hp > CW-M [1970 dmg]
- > st.Mk > st.Lp > DP-H [1910 dmg]
- > CS-M(W) [1830 dmg]
- > b+Hp > st.Mk > CS-L [2240 dmg; should be your standard options for DR-combos] {GOTO}
- > DP-H [2560 dmg; quite a bit more damage, so useful when you need Wind or they go to corner anyways]
- > d/f+Hp > st.Lp(x2) > DP-L [2160 dmg]
- > cr.Hp > st.Lp > DP-L [? dmg]
- #=======================================================================================#
- #1-2 Corner combos:
- st.Lk > st.Lp(x2) > CS-M > CW-L [1580 dmg; standard oki]
- cr.Lk > st.Lp(x2) > CS-OD > DP-H [2335 dmg]
- > CS-L(W2) > DP-LP(W1) [1995 dmg]
- > cr.Lp > CS-M(W2) > DP-M(W1) [2070 dmg]
- > CS-OD(W2) > DP-H(W1) [2270 dmg]
- st.Mk > CS-H(W2) > DP-H(W1) [2780 dmg]
- st|cr.Hp > CW-OD > DP-LP [2940 dmg]
- > DR > b+HP > st.Mk > DR > cr.Hp > CW-M > L3 [5557 dmg; cash-out]
- b+Hp > CS-H(W3) > DP-OD(W2) > CD-OD(W1) > L2 [5120 dmg; cash-out]
- j.Hp > c.Hp > CS-H(W2) > DP-H(W1) [3600 dmg]
- > DP-OD(W1) > CD-OD [4280|4360 dmg]
- > CW-OD > DP-M [3480 dmg]
- CS-M(W2) > DP-L(W1) [1700 dmg]
- CS-OD(W) > L1 [makes using the bar worthwhile because L1 gives you oki]
- Corner Anti-airs:
- DP-OD > CD-OD > L2 [3445 dmg; bit hard because you need to hit them pretty high; also the L2 needs to be done on the ground]
- Corner Punishes:
- PC st.Hp > b+Hp > CS-H(W2) > DP-H(W1) [3880 dmg]
- > CW-OD > DP-M [3760 dmg]
- > CS-OD > L1 [4080 dmg]
- > cr.Hp > CW-OD > DP-H
- > DR > cr.Hp > CS-OD > CS-L|DP-H
- > f.Hp > CS-OD > DP-OD > CD-OD [4100 dmg; for ranged options, like when they got hit after a spacing-trap]
- > CS-H(W2) > DP-OD(W1) > CD-OD > L2 [5460 dmg; cash-out for the big hits]
- > [CW-EX] > st.Hp > CS-H > L1|L2
- > CW-OD > DP-OD > CD-OD > L2
- -> DR > cr.Hp > CS-OD(W3) > DP-H(W2) > DP-L(W1) [3880 dmg]
- PC cr.Hp > b+Hp > CW-OD > DP-OD(W2) > CD-OD(W1) > L2 [5640|5760 dmg; cash-out; needs at least one stock]
- Corner Drive-Impact:
- DI-Crush > b+Hp > CW-H [2370 dmg] {GOTO}
- > CW-OD > DP-MP(W1) [3040 dmg]
- > CS-H(W2) > DP-H(W1) [3140 dmg]
- > DP-OD(W1) > CD-OD > L2 [4660 dmg; cash-out]
- > CS-H(W1) > L1 [3540 dmg] {GOTO}
- DI-Stun > CW-L > jc > j.Hp > cr.Hp > CS-OD > L1 {GOTO}
- > CW-L~3 > b+Hp > CS-H > DP-OD > CD-OD > L2
- > cr.Hp > CS-H(W3) > DP-H(W2) [3140 dmg; leaves you at W1]
- > DP-OD(W2) > CD-OD(W1) > L2 [? dmg; cash-out]
- ##=====================================================================================##
- #1-3 Other combos:
- El'Chatokay Lily's Hardest Combos (https://www.youtube.com/watch?v=fbIrba3T2_0 at 3:48)
- (Midscreen|Corner)
- j.Hp > cr.Hp > DR > b+Hp > Microstep > st.Mk > Dr > cr.Hp > DR > b+Hp > st.Mk > CS-H > L2
- (Anywhere)
- j.Hp > cr.Hp > DR > b+Hp > Microstep > st.Mk > Dr > cr.Hp > DR > b+Hp > CW-M > L3|CA
- Bonus Combos (4:32)
- DR > b+Hp > cr.Hp > DR > b+Hp > st.Mk > DR > cr.Hp > CW-M > L3
- (Punish Counter With Wind)
- st.Hp > b+Hp > DR > b+Hp > DP-OD > CS-OD > L2
- ##================================================================================================================================================================================##
- #2 Blockstrings:
- > indicates Frametraps (blockstrings with natural frametraps; all usual ones catch them jumping; all measured from close-up, being away changes things drastically)
- >> indicates a tight blockstring, so to get a frametrap you have to manually delay the button
- /> indicates no gatling|chain|link but just resetting pressure or applying a spacing-trap
- <h> option to use in case attack before it hits.
- st.Lk > st|cr.Lp: This should be your standard oki meaty blockstring, fastest button and still hit-confirmable to go into DP-L without Wind and CS-M with Wind
- and also time to use as anti-DI, but gotta be on your toes still.
- > st|cr.Lp: The maximum chains in midscreen, you can go for them if you have Wind or meter to make hit-confirming easier.
- Using the crouching ones are better, because stuff out the opponent's button easier. But they are harder to combo into specials and supers.
- > CW-M: Frametrap that gets busted against DI though, so go to other options then.
- > CS-M(W): NOT tight and they can even jump out, which makes it not so easy to reset pressure even with Wind.
- BUT the M-version with Wind wins against DI and is a 2f gap so also beats mash.
- > (st|cr.Mp) <PC> CS-M: Gives a conversion to CS-M without Wind on a PC. But it will also whiff if they do nothing so pretty risky.
- /> cr.Hp(1): Loses to advancing moves like Luke's punches. Also be VERY carefull of canceling here, because most people WILL mash DI because they
- are tired of blocking.
- > CS-L(W): Then you can go into the actually tight spire if you have Wind. {GOTO}
- > CW-M|OD: Sadly isn't a tight string, they can still DI and super through. Better go OD if you really need the Wind.
- >> DR >> cr.Hp: Is tight and leaves you +2 oB, also does double-duty as a combo.
- /> Dash > MT-H: No one expects the no green slime dash.
- <bu> CS-L(W): It's STILL not tight in burnout, and you still need Wind, but the Window's tighter. Instead all Wind CSs are now +5 oB.
- > CS-M: Huuuge frametrap that's risky because they are closer.
- > MT-L: Who cares how minus you are?
- /> st.Mk <h> CS-M: 7f gap frametrap, so you need to establish the three-chain first if they mash there. But it combos from a CH Lp and then into a CS-M.
- > st.Lp > st.Lp /> cr.Hp(1) > CS-L: Leaves you neutral oB, not really useful sadly unless you want to gamble.
- > cr.Lp > cr.Lp > ~Walk > MT-L: Using the low punches keeps them closer, enough to get really slimy and make a mikro-walk into a command-grab. It looks unreal.
- > (st|cr.Lp) <CH> DR > st.Lp > st.Mk > CS-L: Because the cr.Hp frametrap is very much too big, you can use a safe counter-poke and buffer it into DR st.Lp.
- When it hits you can combo further into st.Mk light Spire for a knd. It whiffs if they do nothing though.
- Also doesn't work with the standing punches, so use the crouching punches for counterpoking.
- But it is pretty hard, especially if you want to keep the down-back alive, so I guess just using it when I
- already have Wind so I can cancel late into Spire shall do.
- Sadly here you can't combo into cr.Hp because you are too far away and it hits too late, despite the
- frame-meter showing you having 10f advantage.
- <r> CS-L(W): You can also just buffer it into light-Spire if you have Wind, sadly not a combo but an option instead of using the cr.Hp trap.
- > cr.Lk: To keep them on their toes if they tend to stand-block or try to walk backwards.
- <bu>> CS-L(W3) > st.Lk: In burnout this is actually a tight string, meaning you can try to chip them out or enforce a true 50/50, they get damaged either way.
- > CS-L(W2) > st-Lk > CS-OD(W1) > j.L2: Chipp them out for ~1500 dmg.
- > MT-H: When you got them to respect the chains, but also works if they got hit mashing.
- cr.Lp > CS-M(W): When you have Wind, just buffer your light pokes into spire, doesn't matter if it hits them or they block as long as it connects.
- > MT-H
- > cr.Lp > MT-L|OD
- cr.Lk > st|cr.Lp: With 6f startup a lot slower than st.Lk, so best only use on actual knd oki situations and not after a Wind Spire.
- cr.Mk > CS-L(W): Anti-DI as Condor-Spire with Wind has three hits and you get all three in before their DI completes.
- st|cr.Mk > DR > cr.Hp: Your DR-pressure from a poke, not tight but still anti-DI.
- st.Hp > CW-M: Standard frame-trap that gives you a stock. Not safe against DI though so essentially a gamble or knowledge-check.
- > L3: With L3 though it's an Anti-DI because you can confirm hitting the armor and cancel into the command-grab straight away.
- > L2: Saa but you gotta commit.
- <> CS-H: OS that gives you medium Wind if they block, and heavy spire if you get a PC. (the PC causes the CW input to be eaten up)
- <> L3: Same OS but can also do it for L3 to get more damage.
- > CW-L: Anti-DI option, you recover fast enough to be able to DI back. But obviously they can hit you, but if you expect them to DI after frustrating them
- with CW-M it should be a good option to keep them on their toes for two bars.
- > [~CW-M]|CW-H: And finally you can also mix in a delayed CW-M or a normal CW-H to stop them from trying to react to CW-L.
- cr.Hp >> CW-OD: Is a completely tight blockstring, making it also a good Anti-DI if they mash it. They can Drive-Reversal it though.
- > bl: And in the end just doing nothing is always safe and good to fish for PC-hits or as anti-DI.
- |> CW-L: Further away you can use the +1 oB setup, but it's very specific to get.
- > CW-L: Once they respect you, and as when you are further away, just get a stock.
- > CW-M: Despite what the frame-viewer might make you think, this is NOT a tight blockstring, they can DI and super through it. It wins against DPs though.
- > DR > b+Hp: NOT frametight
- >> DR >> cr.Hp: This is your tight reset option, leaves you +2 oB.
- b+Hp >> DR >> cr.Hp: Your tight DR-pressure for a poke.
- f+|cr.Hp |>> CS-L(W): Very important as one of the few options that give you a true blockstring. Anti-DI unless absolute max-range because there you don't get all three hits in.
- st.Hk > cr.Hp: Sets up a space-trap.
- Corner:
- st.Lk >> cr.Lp(x2) > CS-L(W1): Risky, they can easily jump out, but still useful to reset your pressure if you have Wind.
- > bl: If you think they wanna jump or reversal, it is the safest option in the end.
- > st.Hp: Spacing-trap if they are mash-heavy.
- CS(W1) > st.Lk > cr.Lp > MT-L: Super-late throw-option, good to block-confirm.
- > cr.Lp: Your hit-confirm option.
- <h> CS-OD <r> (cr.Hp) > st.Lk|MT-H
- > MT-H: Late throw-option, less safe but should still work if they get hit by the st.Lk.
- > cr.Lk > cr.Lp > CS-OD: Low-option to catch standing.
- > MT-H: Immediate throw-option
- ###==============================================================================================================================================================================###
- #3 Setups:
- (Shouldn't matter if used in neutral, as anti-airs or as standard combo-ender)
- (When I don't mention any combo before a move, then it should work always or at least in most cases)
- DP-L <r> Dash > b+Hp: Using light-DP is best if you don't want to spend meter and don't want Wind. Medium and heavy don't work that well because the distance is larger. {GOTO}
- st.Lk > cr.Lp > DP-L <r> u/f-jc > j.Hk: Gives you a safejump that makes DPs whiff in the other direction and plenty time to react to a DI.
- <r> ~Walk > u/f-jc <cu> j.d+Hk: And if you make just a tiny micro-walk before you can get it to cross-up, but is pretty fake if they pay attention.
- > cr.Lp > DP-L(W) <r> u/f-jc > j.Hk: Gives you a sasfejump.
- DP-X > CW-L: Doing any DP always gives you a free Wind-stock, as only the distance to them changes. {GOTO}
- <r> DR > b+Hp|MT-H <r> MT-H: Sab. {GOTO}
- ~~> cr.Hp: Leaves you +2 oB afterwards, but you have to manually delay it for pretty long otherwise it whiffs so I don't like this one that much.
- > bl: After a medium DP you can still block reversals and also be outside of throw-range.
- <~r> CS-H: Delayed H-Spire gives a meaty +1-4 oB. Careful to not do it too early cause then it whiffs and you get punished.
- reactable if they know about it, so best used as knowledge-check or if they have no DP or are in Burnout, but if they only have two bars could be worth the trade.
- Can be harder to get when used as anti-air, it depends essentially when you hit them with it, but using DP-L makes it a lot more consistent.
- cr.Hp |> CS-L: At a certain far spacing a light Condor-Spire hits later and leaves you +1 oB. Also wins against 4f buttons. {GOTO}
- Unless they do a f0 DI, you can also use it as anti-DI and use your own, but if not you can still block in time.
- This could be pretty good if they either start to block or use DI because you conditioned them with CW-M.
- CS-L <r> Dash > b+Hp|MT: Auto-times the b+Hp for you so that it's safe oB, then mix it up with the MT. Also works for back-tech but you won't be able to convert it. {GOTO}
- Nothin can go wrong here, but you don't get much.
- > ~Walk > st.Lp > MT-L
- > cr.Hp > CW-M: First hit will whiff and only second hit, which makes this a true blockstring which is very rare. {GOTO}
- But if you are too fast it can even whiff, and too slow and you get both hits, so finding the sweet spot is flimsy. Works also on back-tech.
- CS-M <r> Dash > b+Hp: Leaves you +1 oB, but you are far out so not so cool.
- <r> DR > b+Hp|MT <r> MT-H: Should be the standard option for DR-oki, b+Hp leaves you +3-4 oB. Doesn't matter if they back-tech. {GOTO}
- st.Lk > st.Lp(x2) > CS-M(W) <r> Dash(x2): Chases back-tech. {GOTO}
- <r> CW-L: You use a stock and get a stock, but it's more corner-carry than a DP so always worth it in neutral. Also your're +2 afterwards. {GOTO}
- <r> u/f-jc: Not a safejump, unless you delay a button. BUT even just empty landing you can be +2f on Oki, so still pretty great.
- M|H > CS-H(W) > CW-L: Leaves you up to +5 aftewards if you are tight, gotta buffer it while still in air, but they will be away from you obviously.
- CS-OD > CW-L: Risky, as depending on range your are -7-11f afterwards, so they could punish you if you are too close; with Wind you are still not plus
- <r> Dash > ~Walk: Saa but harder to get.
- <r~> CS-H: Saa.
- <r> ~Walk > u/f-jc > j.d+Hp: Gives you a (fake?) cross-up that lands either in front or back of them depending how far walk.
- <r> u/f-jc <cu> j.d+Hk: Gives you a cross-up that sadly isn't a safejump, but you can empty jump block any reversals. In case they back-tech it's same but front-side.
- CW-H|OD > CW-L: Should be safe to do. From Heavy it's -17f at best, from OD -8f.
- DR > d/f+Hp > st.Lp(x2) > CS-M(W) <r> CS-L: Whack side-switch setups that leaves you +4f afterwards.
- <r> (d/f+Hp): Framekill setup leaves you +4f advantage, but you gotta do it fast
- > CS-OD > Dash: Leaves you something like +14f oB.
- Anti-air:
- CH cr.Hp(ab) > CS-H: Saa. CS-M can be more consistent.
- <r> Dash(1-2): Gives you no autotime, because it's really variable how the DP hits.
- <r> u/f-jc <cu> j.d+Hp: Gives you a (fake?)cross-up safejump that should lands either in front or their back, depending if you hit them with CS-M or CS-H.
- <r> DR > b+Hp: Is plus and links into st.Lk > cr.Lp
- cr.Hp(ab) <r> (CS-H): When you only get a normal anti-air and the spire gets blocked you are still +1 oB.
- fth > ~Walk > b+Hp: If you walk a bit forward you can make a b+Hp hit. Honestly might be the best option.
- > CW-M: You can make a meaty while getting wind, which actually beats DPs, but loses to DI.
- > CW-L: You can also do an empty one, which still doesn't let you DI back, but the DI only knocks you back instead of giving them a combo.
- |> CS-M: This is +4 oB if they back-tech, but not plus otherwise.
- bth > CS-M: Anti-DI and +2 oB.
- > CS-L: This is a good option to cover the space while still baiting them to reversal which will whiff and also most normals which you can counterhit with a b+Hp.
- MT > CW-L: You are so far away, the easiest is just getting a free Wind-stock.
- <r> CS-OD(W) <r> st.Hp|MT-L: Leaves you a whopping +8 oB and meaty. Pseudo-throw-loop as long as you have Wind.
- Also Anti-DI option. Loses to reversals though obviously.
- <h> j.L2
- <h> DR > st.Hp > CS-L <r> Dash(x2) > st.Lk: You can even get a combo from it and even oki with +4 from that!
- > DR > b+Hp > CS-H <r> Dash(x2) > st.Lk
- > L1|2
- <h,c~> cr.Hk: In corner you can combo into sweep, so it's immediate pressure or knd.
- <r> DR ~> cr.Hp >> CW-H: If you do the punch later it's not meaty but you get a tight stock instead, also combos if they get hit and anti-DI. {GOTO}
- > cr.Hp > CS-L: Gives you +1 without any stocks, making it a great option to reset pressure midscreen! The Spire is actually tight as one of the rare cases,
- which means you can always enforce a mixup unless the reversal. But it is a bit hard getting the right range for it.
- > ~Walk > CS-M: If you walk forward a bit you can get a meaty Spire that's around +3 oB. If you mix it up with a light-Spire a bit which stops in front of them if they block.
- Corner:
- L1 > CS-L: Meaty +3 oB.
- #=======================================================================================#
- Corner:
- st.Lk > st.Lp(x2) > CS-M(W) > CW-L <r> MT-H: Leaves you +2f after the Wind-stock, meaning you can get a meaty command-grab!
- > CS-OD <r> (cr.Hp) > MT-H: When you don't have Wind, you can do a frame-kill that leaves you +5f.
- > cr.Lp > DP-H <r> (st.Hp) > st.Lk: When you don't want to use bar.
- CS-L|M|H(W) > CW-L: Leaves you +5 afterwards, but now you are actually close enough to get a true mix.
- CS-OD <r> (cr.Hp) > MT-H: Good frame-kill if you used CS-OD as a light-confirm.
- d/f+Hp > st.Lp(x2) > CS-OD <r> Dash > (st.Hk) > st.Lp: Gives +4f after the Hk.
- th <r> DR > th: Throw-loop. Mix in a MT to keep them on their toes.
- > cr.Hp: Your strike-option, is +2 oB.
- > ~Walk > th: Micro-walk let's you throw them again.
- > st.Lp > ~Walk > MT-L: With a micro-walk you can even get MT after a Lp.
- <h> st.Lk > cr.Lp > L1 > ...: Now go the L1 oki.
- > DI: The nasty when they already have to think about the strike-throw-mix.
- MT <r> CS-OD(W) <h> DP-H
- <h> L1
- <r> CS-OD(W3) <h> CS-H(W2) > DP-OD(W1) > CD-OD > L2 <r> (st.Lk > st.Lp) > MT-H: The ultimate cash-out into frame-kill oki. The set-play to death.
- L1 <r> Dash > MT-H: Is +6 after the dash making command-grab hit meaty, so definitely use L1 when you are in the corner!
- > cr.Hp <th> b+Hp > CS-H(W2) > DP-L(W1): With meaty cr.Hp you get a trade-hit against 4fs which you can convert.
- > L1 <r> Dash > ...: You can loop it if you have the meter.
- <r> DR > cr.Hp|MT-H > ...: Saa.
- ####============================================================================================================================================================================####
- #4 Other personal notes:
- Buttons:
- -st.Lp as great close-mid poke
- -cr.Lp mostly just as chain or when you want to counterpoke
- -st.Lk is standard oki, use cr.Lk when they tend to jump or walk back
- -st.Mp|st.Hk for bullying but susceptible to DI
- -cr.Mp as whiff-punish into L1
- -st|cr.Mk to cancel into DR, link into cr.Hp > CW-H afterwards.
- -st.Hp is standard neutral poke, cr.Hp is better but has bit less range
- -cr.Hp as great anti-air that works good against cross-ups and also good meaty and close poke that gives a bit more reward than st.Hp.
- Also confirmable into DR with both hits, can also buffer into it in case of getting only one-hit
- -b+Hp as neutral counter-poke which you can stick out further away and they might run into it, or when you know it will not whiff,
- also an important combo-tool as punish-starter
- -f.Hp as long-range poke
- -j.Lk|j.Mk|j.d+Hk all cross-up
- -j.Lp as quick air-to-air, j.Mp when you are ready
- -j.Hp|j.Hk as jump-ins, where j.Hp is more dmg when you are close and j.Hk has good range
- #=======================================================================================#
- Important Punishes:
- 4f: st.Lk > st|cr.Lp > DP-L
- (> st|cr.Lp) > DR > ...
- > L1
- <r> MT-H
- PC st.Lk > CS-L
- 5f: th or MT
- 6f: CH st|cr.Lp > st.Mk > CS-L
- 7f: st.Mk > CS-L
- CH st.Mk > CS-M
- 10f: cr.Hp > CS-M
- 14f+: b+Hp > CS-H
- > CW-H
- PC b+Hp > st.Mk > CS-L
- #=======================================================================================#
- Combo-tips:
- -I you make the light-chains with cr.Lp and want to cancel into a DP, just do d/f > d > d/f as a shortcut.
- -You can NOT cancel normals into the command-grab, you have to wait the whole recovery first.
- -Two lights end into DP-H without Wind, but DP-L gives more consistent oki.
- -Three lights without Wind only into CS-OD or any L1 or DR.
- -Three lights with Wind into CS-M gives best of all options.
- -Lights DR into st.Lp > cr.Hp > CS-H|CW-H, to be sure go instead
- -From Medium and Heavy with Wind you can go into CS-H.
- -CS-OD(W) goes into j.L2 anywhere, don't forget that when you use it in neutral or as combo-ender!
- And in Corner go into L1 instead for better oki.
- -Medium and Heavy command-grabs always give more damage than any meterless combos. But you sacrifice oki for it.
- -DR into any heavy, use b+Hp > st.Mk > DP-H. Is a pretty good dmg-increase for the bar.
- -DR into cr.Hp, you can combo to CW-H.
- -In corner with 2 Wind you can juggle CS into DP, use the same version. If you have another Wind you can juggle also CD-OD into grounded L2.
- CS-OD(W) works for all versions.
- -In corner you can juggle CW-OD into DP-M or DP-OD.
- -In corner you can juggle CS-H(W) into L2.
- -In corner you can juggle CS-OD(W) into L1. Also gives you oki so good use.
- -Besides the usual 360-shortcut, you can even do a reverse shortcut (half-circle-forward-up/forward) which could be better in defensive situations as you start with back.
- -L3 combos ONLY from CW-M
- #=======================================================================================#
- Confirms:
- -Using lights, WITHOUT Wind hit-confirm into DP-L.
- WITH Wind hit-confirm into CS-M for more corner-carry, you can get the stock back right after. On-block it is riskier the more lights you use.
- Otherwise you can DR for combo and pressure or use OD-spire to force the knd.
- And don't forget to use L1|3 as hit-confirm.
- -With cr.Hp hit-confirm into CS-H(W1), CW-M or DR.
- #=======================================================================================#
- Neutral and stuff:
- -Condor-Spire is plus when spaced well. With Wind the range doesn't matter, it is always +1 oB.
- Don't use it without Wind up-close, it is punishable.
- -CS-OD with Wind goes through projectiles on reaction, but needs a bit of a minimum range to not get hit out of the startup. In such cases use CD-OD.
- -Don't forget to just use Drive-Rush to enhance your command-grab.
- -Against projectiles if you want to get stacks in midscreen, use CW-M instead and let it run, the fireball will hit you but you will still get a stack.
- Close enough you can even get a hit in that way. Using CW-H you can even get another stock if it hits, but it's a very specific spacing.
- #=======================================================================================#
- Offense and stuff:
- -Condor-Spire with Wind are all all +1 oB, and as throws are 5f and fastest buttons are 4f it means they can mash out.
- But OD with Wind is +2 oB which means that you win against mash with both strike and throw, and they have to commit to a jump.
- So if they try to mash, use OD to enforce your mix.
- Don't forget that you can also always do a st.Lk as a fake when you conditioned them to keep blocking afterwards and mix in the command-grab then.
- -If they randomly DI in neutral, you can also just throw out a CS-OD which breaks the armor.
- And with Wind you get the +2 oB mix, they can Drive-Reversal you but it's not as awful as it sounds because you also deplete some of their bar with the CS alone.
- -Cancel your oki buttons into Condor-Spire when you have Wind so you can reset the pressure.
- -Condor-Spire with Wind when used as combo-ender gives you better oki, so it's still good to use your stock for it because you can get one back afterwards.
- -L3 is NOT f1-active, meaning you can't use it for oki sadly.
- -Do regular throw instead of command-grab if you expect them to jump like in the corner, because it recovers faster and you can still anti-air them then.
- -Don't forget that you also have an overhead, just throw it out if it might kill.
- #=======================================================================================#
- Defense and stuff:
- -Anti-air DP-L is fastest, but DP-H only slightly slower but still good damage with the CD-OD option.
- -Using DP-OD wins against throws.
- -L1 sucks as a reversal because it has really slow startup. Also don't use it as anti-air, it really is that slow.
- #=======================================================================================#
- NEWvY.YY changes:
- -
- Players and channels to watch:
- -
- Sources:
- Mostly compiled from videos found in my SF6 youtube-playlist https://www.youtube.com/playlist?list=PLM0MOMd0XbHEdW69j_lP275JqTdBHyu4i
- #####==========================================================================================================================================================================#####
- #5 Other people's notes:
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