lornlynx

SFVI - Lily notes

Aug 13th, 2023 (edited)
206
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 33.91 KB | None | 0 0
  1. (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)
  2. (These are my personal notes, some done by labbing myself and others by collecting information from youtube/twitter/discord. No guarantee for correctness.)
  3.  
  4. Search for #number to quickly find a section:
  5. 0 Notation
  6. 1 Combos
  7. 1-1 Midscreen
  8. 1-2 Corner
  9. 1-3 Other
  10. 2 Blockstrings
  11. 3 Setups
  12. 4 Other personal notes
  13. 5 Other people's notes
  14.  
  15.  
  16. ====================================================================================================================================================================================
  17.  
  18.  
  19.  
  20. #0 Notation:
  21.  
  22.  
  23. > | combo, link, cancel or blockstrings
  24. X(xY) | repeat X for Y times
  25. [X] | hold
  26. p | punch
  27. k | kick
  28. X-L|M|H | use light, medium or heavy attack-strength
  29. X-OD | use OD-version
  30. TC | Target-combo
  31. st.X | standing
  32. cr.X | crouching
  33. j.X | jumping
  34. b+X | back
  35. f+X | forward
  36. d+X | downwards
  37. th | throw
  38. fth | forward-throw
  39. bth | backward-throw
  40. DR | Drive Rush
  41. DI | Drive Impact
  42. LY | super level Y
  43.  
  44. WS | Wind Stock (qarter-circle-back + punch)
  45. CS | Wind Spire (quarter-circle-forward + kick)
  46. DP | Dragon-Punch (forward-down-down/forward + punch)
  47. MT | Mexican-Typhoon aka Lily's command-grab (full-circle + punch)
  48. (W) | with Wind-stock
  49.  
  50. Saa | See as above
  51. Sab | See as below
  52.  
  53.  
  54. #==================================================================================================================================================================================#
  55.  
  56.  
  57.  
  58. #1 Combos:
  59. (usually tested with Luke on Training-stage)
  60.  
  61.  
  62. #1-1 Midscreen Combos:
  63.  
  64.  
  65. st|cr.Lk > st|cr.Lp > DP-L|M|H [1735 dmg; standard oki hit-confirm without Wind; use L for more consistency] {GOTO}
  66. > DP-OD > CD-OD [2475 dmg]
  67. > DR > b+Hp > cr.Hp > DR > b+Hp > st.Mk > CS-L [? dmg; DR-combo for light-hits] {GOTO}
  68. > st|cr.Lp > CS-M(W) [1565 dmg; standard oki hit-confirm with Wind] {GOTO}
  69. > L2 [? dmg]
  70. > CS-OD [1410 dmg; free oki for one bar; also good to end in L1 when you carry them to corner] {GOTO}
  71. ?> j.L2 [? dmg; use to be able to get L2 as ender]
  72. > DR > st.Lp > cr.Hp > DP-H|L1 [? dmg]
  73. > L1 [2335 dmg] {GOTO}
  74. > cr.Lp > DR > st.Lp > cr.Hp > DP-H [1910 dmg]
  75. cr.Lk > cr.Lp(x2) > WS-M(W) [1480 dmg]
  76. > L1 [2250 dmg]
  77. > CS-OD [1450 dmg]
  78. > j.L2 [2760 dmg]
  79. > L2 [3410 dmg]
  80. st.Lp(x3) > L1 [2485 dmg]
  81. cr.Lp(x3) > DP-H(St) [1650 dmg; standing only]
  82.  
  83. cr.Mp > L1 [2900 dmg; whiff-punish mostly]
  84. st|cr.Mk > CS-L [1400|1140 dmg]
  85. > CS-H(W) [1460 dmg]
  86. > DP-H [1800 dmg; commital]
  87. > DR > cr.Hp > CW-H [1829 dmg]
  88. > st.Lk > DP-H [1969 dmg]
  89. > CS-M(W) [2303 dmg]
  90. st.Mk > CS-L [1400 dmg; good with the CW-CS-OS I guess]
  91. > CS-OD > j.L2 [3350 dmg]
  92. > DR > cr.Hp > CW-H [2918; neutral poke into pressure or stock]
  93.  
  94. st|cr.Hp > CW-M [1900 dmg; confirmable for cr.Hp] {GOTO}
  95. > CS-M [1900|1800 dmg; confirmable for cr.Hp] {GOTO}
  96. > CS-H(W) [2100 dmg] {GOTO}
  97. > CW-OD > L2 [4060 dmg]
  98. > L1 [3200 dmg; should be confirmable if you buffer it]
  99. b+Hp > CW-H [2100 dmg; only button that gives Wind and knd without using resources]
  100. |> st.Lk > cr.Lp > CS-OD [2240 dmg; needs to be close]
  101. > CS-M(W) [2310 dmg]
  102. > DP-H [2260 dmg]
  103. f.Hp > CS-H [1900 dmg] {GOTO}
  104. > CW-H [2000 dmg] {GOTO}
  105. > DP-H [2100 dmg]
  106. Hp > DR > b+Hp > st.Mk > CS-L [2730 dmg]
  107. > DP-H [2966 dmg] {GOTO}
  108. > DR > cr.Hp > CW-M > L3 [5557 dmg; cash-out]
  109. > CS-H [2610 dmg]
  110.  
  111. CH st.Lp > st.Mk > CS-L [1600 dmg; 6f-punish; counterhit frametrap in neutral or against opponent's DR or as defensive mash]
  112. > DP-H [1920 dmg]
  113. > cr.Mp > L1 [? dmg; for max-range]
  114. |> cr.Hp > CW-M [2040 dmg; only up-close so probably best for close DR counterpokes or when Hp would be too slow]
  115. > DP-H [2280 dmg]
  116. > CW-OD [1320 dmg neutral hit-confirm]
  117. > DR > st.Lp > cr.Hp > CW-M [1827 dmg; neutral hit-confirm]
  118. 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;
  119. buffer the qcf, then confirm a counterhit] {GOTO}
  120. > 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}
  121. CH d/f+Hp > st.Lk(x2) > DP-H [2460 dmg]
  122. CH b+Hp > st.Mk > DP-H [2760 dmg]
  123.  
  124.  
  125. Jump-ins:
  126. j.Hp > cr.Hp > CW-M [2520 dmg; standard jump-in, simple and good] {GOTO}
  127. > L3 [4770|5020 dmg]
  128. > DR > b+Hp > st.Mk > DP-H [3446 dmg; the standard route to take after a cr.Hp DR]
  129. > cr.Hp > DP-H [3348 dmg; simpler, a hundred less dmg]
  130. > DR > st.Lp > cr.Hp > CW-M > L3 [5824|6074 dmg; cash-out]
  131. > DP-OD > CD-OD [3760|3920|4040 dmg]
  132. > j.L2 [4100|4260|4440 dmg]
  133. j.Hk > cr.Hp > DP-H [2929 dmg; standard jump-in] {GOTO}
  134. > DP-H(W1)|CS-H(W1)
  135. j.H > cr.Hk [? dmg; when you aren't close enough just sweep to get oki]
  136.  
  137.  
  138. Anti-airs:
  139. cr.Hp(ab)(1-2) > CS-H [1600 dmg]
  140. > CW-H [1800 dmg]
  141. > DP-H [1700 dmg]
  142.  
  143.  
  144. Air-to-Airs:
  145. j.TC > DP-L [2340 dmg]
  146. > j.L2 [3540 dmg]
  147.  
  148.  
  149. Punishes:
  150.  
  151. PC st.Lk > CS-L [1080 dmg; 4f-punish, very important!]
  152. PC st.Lp > st.Mk > CS-L [6f-punish, also has a decent range]
  153. |> 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]
  154. PC st|cr.Mk > CW-M [1620 dmg; reason to cancel into CW-M when sticking it out for pokes]
  155. PC st.Mk |> st.Lp > CW-OD [1870 dmg; st.Lp needs to hit]
  156. > CS-M(W) [1950 dmg]
  157. PC st.Hp > b+Hp > DP-H
  158. > CW-H (> CW-L) [2960 dmg; DP-punish]
  159. > DR > b+Hp > CS-H(W) > L1|L2
  160. > cr.Hp > CS-H(W) > CS-M > DP-M
  161. > CS-OD > j.L2
  162. > L1
  163. > f+Hp > DP-L [? dmg; when further away]
  164. |> MT-H [3320 dmg; DP-punish; needs to be pretty close and probably walk a bit]
  165. > Walk > st.Mk > CW-M [when further away]
  166. > CW-L [for max range]
  167. > Dash > st.Mk > CW-H [2560 dmg; good when further away I'd guess]
  168. x> Dash > b+Hp > CS-H(W) > L1|L2
  169. > f.Hp > CS-H [2780 dmg; for far-range]
  170. > CS-M [1980 dmg; for far-range]
  171. ~> DR > cr.Hp > CW-H [2678 dmg]
  172. PC b+Hp > CW-OD > L2 [4360 dmg]
  173. PC cr.Hp(1) > CS-H [1600 dmg; for far-range, use against sweeps]
  174. PC cr.Hk > CS-H(W1) [? dmg]
  175. PC CW-M > cr.Lp > CS-OD [2340 dmg]
  176.  
  177. PC DI > b+Hp > CW-H [2530 dmg] {GOTO}
  178. > DP-H [2600 dmg]
  179. > MT-H [2640 dmg] {GOTO}
  180. > Dash > b+Hp > CS-H(W) > L1
  181. > j.d+Hk > j.TC > DP-L [? dmg; very hard, won't use; jump up straight but then up-forward]
  182. > j.L2 [3760 dmg]
  183. > DR > b+Hp > CS-H [2700 dmg]
  184. <co> L1 [3547 dmg]
  185.  
  186.  
  187. Drive-Rush:
  188. DR > st.Lp > cr.Hp > CW-M [1970 dmg]
  189. > st.Mk > st.Lp > DP-H [1910 dmg]
  190. > CS-M(W) [1830 dmg]
  191. > b+Hp > st.Mk > CS-L [2240 dmg; should be your standard options for DR-combos] {GOTO}
  192. > DP-H [2560 dmg; quite a bit more damage, so useful when you need Wind or they go to corner anyways]
  193. > d/f+Hp > st.Lp(x2) > DP-L [2160 dmg]
  194. > cr.Hp > st.Lp > DP-L [? dmg]
  195.  
  196. #=======================================================================================#
  197.  
  198.  
  199. #1-2 Corner combos:
  200.  
  201. st.Lk > st.Lp(x2) > CS-M > CW-L [1580 dmg; standard oki]
  202. cr.Lk > st.Lp(x2) > CS-OD > DP-H [2335 dmg]
  203. > CS-L(W2) > DP-LP(W1) [1995 dmg]
  204. > cr.Lp > CS-M(W2) > DP-M(W1) [2070 dmg]
  205. > CS-OD(W2) > DP-H(W1) [2270 dmg]
  206.  
  207. st.Mk > CS-H(W2) > DP-H(W1) [2780 dmg]
  208.  
  209. st|cr.Hp > CW-OD > DP-LP [2940 dmg]
  210. > DR > b+HP > st.Mk > DR > cr.Hp > CW-M > L3 [5557 dmg; cash-out]
  211. b+Hp > CS-H(W3) > DP-OD(W2) > CD-OD(W1) > L2 [5120 dmg; cash-out]
  212. j.Hp > c.Hp > CS-H(W2) > DP-H(W1) [3600 dmg]
  213. > DP-OD(W1) > CD-OD [4280|4360 dmg]
  214. > CW-OD > DP-M [3480 dmg]
  215.  
  216. CS-M(W2) > DP-L(W1) [1700 dmg]
  217. CS-OD(W) > L1 [makes using the bar worthwhile because L1 gives you oki]
  218.  
  219.  
  220. Corner Anti-airs:
  221. 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]
  222.  
  223.  
  224. Corner Punishes:
  225.  
  226. PC st.Hp > b+Hp > CS-H(W2) > DP-H(W1) [3880 dmg]
  227. > CW-OD > DP-M [3760 dmg]
  228. > CS-OD > L1 [4080 dmg]
  229. > cr.Hp > CW-OD > DP-H
  230. > DR > cr.Hp > CS-OD > CS-L|DP-H
  231. > f.Hp > CS-OD > DP-OD > CD-OD [4100 dmg; for ranged options, like when they got hit after a spacing-trap]
  232. > CS-H(W2) > DP-OD(W1) > CD-OD > L2 [5460 dmg; cash-out for the big hits]
  233. > [CW-EX] > st.Hp > CS-H > L1|L2
  234. > CW-OD > DP-OD > CD-OD > L2
  235. -> DR > cr.Hp > CS-OD(W3) > DP-H(W2) > DP-L(W1) [3880 dmg]
  236. PC cr.Hp > b+Hp > CW-OD > DP-OD(W2) > CD-OD(W1) > L2 [5640|5760 dmg; cash-out; needs at least one stock]
  237.  
  238.  
  239. Corner Drive-Impact:
  240. DI-Crush > b+Hp > CW-H [2370 dmg] {GOTO}
  241. > CW-OD > DP-MP(W1) [3040 dmg]
  242. > CS-H(W2) > DP-H(W1) [3140 dmg]
  243. > DP-OD(W1) > CD-OD > L2 [4660 dmg; cash-out]
  244. > CS-H(W1) > L1 [3540 dmg] {GOTO}
  245.  
  246. DI-Stun > CW-L > jc > j.Hp > cr.Hp > CS-OD > L1 {GOTO}
  247. > CW-L~3 > b+Hp > CS-H > DP-OD > CD-OD > L2
  248. > cr.Hp > CS-H(W3) > DP-H(W2) [3140 dmg; leaves you at W1]
  249. > DP-OD(W2) > CD-OD(W1) > L2 [? dmg; cash-out]
  250.  
  251. ##=====================================================================================##
  252.  
  253.  
  254. #1-3 Other combos:
  255.  
  256.  
  257. El'Chatokay Lily's Hardest Combos (https://www.youtube.com/watch?v=fbIrba3T2_0 at 3:48)
  258.  
  259. (Midscreen|Corner)
  260. j.Hp > cr.Hp > DR > b+Hp > Microstep > st.Mk > Dr > cr.Hp > DR > b+Hp > st.Mk > CS-H > L2
  261. (Anywhere)
  262. j.Hp > cr.Hp > DR > b+Hp > Microstep > st.Mk > Dr > cr.Hp > DR > b+Hp > CW-M > L3|CA
  263.  
  264. Bonus Combos (4:32)
  265. DR > b+Hp > cr.Hp > DR > b+Hp > st.Mk > DR > cr.Hp > CW-M > L3
  266. (Punish Counter With Wind)
  267. st.Hp > b+Hp > DR > b+Hp > DP-OD > CS-OD > L2
  268.  
  269.  
  270. ##================================================================================================================================================================================##
  271.  
  272.  
  273.  
  274. #2 Blockstrings:
  275.  
  276.  
  277. > indicates Frametraps (blockstrings with natural frametraps; all usual ones catch them jumping; all measured from close-up, being away changes things drastically)
  278. >> indicates a tight blockstring, so to get a frametrap you have to manually delay the button
  279. /> indicates no gatling|chain|link but just resetting pressure or applying a spacing-trap
  280. <h> option to use in case attack before it hits.
  281.  
  282.  
  283. 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
  284. and also time to use as anti-DI, but gotta be on your toes still.
  285. > st|cr.Lp: The maximum chains in midscreen, you can go for them if you have Wind or meter to make hit-confirming easier.
  286. Using the crouching ones are better, because stuff out the opponent's button easier. But they are harder to combo into specials and supers.
  287. > CW-M: Frametrap that gets busted against DI though, so go to other options then.
  288. > CS-M(W): NOT tight and they can even jump out, which makes it not so easy to reset pressure even with Wind.
  289. BUT the M-version with Wind wins against DI and is a 2f gap so also beats mash.
  290. > (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.
  291. /> 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
  292. are tired of blocking.
  293. > CS-L(W): Then you can go into the actually tight spire if you have Wind. {GOTO}
  294. > 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.
  295. >> DR >> cr.Hp: Is tight and leaves you +2 oB, also does double-duty as a combo.
  296. /> Dash > MT-H: No one expects the no green slime dash.
  297. <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.
  298. > CS-M: Huuuge frametrap that's risky because they are closer.
  299. > MT-L: Who cares how minus you are?
  300. /> 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.
  301. > st.Lp > st.Lp /> cr.Hp(1) > CS-L: Leaves you neutral oB, not really useful sadly unless you want to gamble.
  302. > 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.
  303. > (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.
  304. When it hits you can combo further into st.Mk light Spire for a knd. It whiffs if they do nothing though.
  305. Also doesn't work with the standing punches, so use the crouching punches for counterpoking.
  306. But it is pretty hard, especially if you want to keep the down-back alive, so I guess just using it when I
  307. already have Wind so I can cancel late into Spire shall do.
  308. Sadly here you can't combo into cr.Hp because you are too far away and it hits too late, despite the
  309. frame-meter showing you having 10f advantage.
  310. <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.
  311. > cr.Lk: To keep them on their toes if they tend to stand-block or try to walk backwards.
  312. <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.
  313. > CS-L(W2) > st-Lk > CS-OD(W1) > j.L2: Chipp them out for ~1500 dmg.
  314. > MT-H: When you got them to respect the chains, but also works if they got hit mashing.
  315. 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.
  316. > MT-H
  317. > cr.Lp > MT-L|OD
  318. 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.
  319.  
  320. 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.
  321. st|cr.Mk > DR > cr.Hp: Your DR-pressure from a poke, not tight but still anti-DI.
  322.  
  323. st.Hp > CW-M: Standard frame-trap that gives you a stock. Not safe against DI though so essentially a gamble or knowledge-check.
  324. > L3: With L3 though it's an Anti-DI because you can confirm hitting the armor and cancel into the command-grab straight away.
  325. > L2: Saa but you gotta commit.
  326. <> 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)
  327. <> L3: Same OS but can also do it for L3 to get more damage.
  328. > 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
  329. with CW-M it should be a good option to keep them on their toes for two bars.
  330. > [~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.
  331. 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.
  332. > bl: And in the end just doing nothing is always safe and good to fish for PC-hits or as anti-DI.
  333. |> CW-L: Further away you can use the +1 oB setup, but it's very specific to get.
  334. > CW-L: Once they respect you, and as when you are further away, just get a stock.
  335. > 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.
  336. > DR > b+Hp: NOT frametight
  337. >> DR >> cr.Hp: This is your tight reset option, leaves you +2 oB.
  338. b+Hp >> DR >> cr.Hp: Your tight DR-pressure for a poke.
  339. 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.
  340. st.Hk > cr.Hp: Sets up a space-trap.
  341.  
  342.  
  343. Corner:
  344.  
  345. 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.
  346. > bl: If you think they wanna jump or reversal, it is the safest option in the end.
  347. > st.Hp: Spacing-trap if they are mash-heavy.
  348. CS(W1) > st.Lk > cr.Lp > MT-L: Super-late throw-option, good to block-confirm.
  349. > cr.Lp: Your hit-confirm option.
  350. <h> CS-OD <r> (cr.Hp) > st.Lk|MT-H
  351. > MT-H: Late throw-option, less safe but should still work if they get hit by the st.Lk.
  352. > cr.Lk > cr.Lp > CS-OD: Low-option to catch standing.
  353. > MT-H: Immediate throw-option
  354.  
  355. ###==============================================================================================================================================================================###
  356.  
  357.  
  358.  
  359. #3 Setups:
  360. (Shouldn't matter if used in neutral, as anti-airs or as standard combo-ender)
  361. (When I don't mention any combo before a move, then it should work always or at least in most cases)
  362.  
  363. 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}
  364. 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.
  365. <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.
  366. > cr.Lp > DP-L(W) <r> u/f-jc > j.Hk: Gives you a sasfejump.
  367. DP-X > CW-L: Doing any DP always gives you a free Wind-stock, as only the distance to them changes. {GOTO}
  368. <r> DR > b+Hp|MT-H <r> MT-H: Sab. {GOTO}
  369. ~~> 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.
  370. > bl: After a medium DP you can still block reversals and also be outside of throw-range.
  371. <~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.
  372. 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.
  373. 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.
  374.  
  375. 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}
  376. 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.
  377. This could be pretty good if they either start to block or use DI because you conditioned them with CW-M.
  378.  
  379. 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}
  380. Nothin can go wrong here, but you don't get much.
  381. > ~Walk > st.Lp > MT-L
  382. > cr.Hp > CW-M: First hit will whiff and only second hit, which makes this a true blockstring which is very rare. {GOTO}
  383. 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.
  384. CS-M <r> Dash > b+Hp: Leaves you +1 oB, but you are far out so not so cool.
  385. <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}
  386. st.Lk > st.Lp(x2) > CS-M(W) <r> Dash(x2): Chases back-tech. {GOTO}
  387. <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}
  388. <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.
  389. 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.
  390. 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
  391. <r> Dash > ~Walk: Saa but harder to get.
  392. <r~> CS-H: Saa.
  393. <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.
  394. <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.
  395.  
  396. CW-H|OD > CW-L: Should be safe to do. From Heavy it's -17f at best, from OD -8f.
  397.  
  398. DR > d/f+Hp > st.Lp(x2) > CS-M(W) <r> CS-L: Whack side-switch setups that leaves you +4f afterwards.
  399. <r> (d/f+Hp): Framekill setup leaves you +4f advantage, but you gotta do it fast
  400. > CS-OD > Dash: Leaves you something like +14f oB.
  401. Anti-air:
  402. CH cr.Hp(ab) > CS-H: Saa. CS-M can be more consistent.
  403. <r> Dash(1-2): Gives you no autotime, because it's really variable how the DP hits.
  404. <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.
  405. <r> DR > b+Hp: Is plus and links into st.Lk > cr.Lp
  406. cr.Hp(ab) <r> (CS-H): When you only get a normal anti-air and the spire gets blocked you are still +1 oB.
  407.  
  408.  
  409. fth > ~Walk > b+Hp: If you walk a bit forward you can make a b+Hp hit. Honestly might be the best option.
  410. > CW-M: You can make a meaty while getting wind, which actually beats DPs, but loses to DI.
  411. > 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.
  412. |> CS-M: This is +4 oB if they back-tech, but not plus otherwise.
  413. bth > CS-M: Anti-DI and +2 oB.
  414. > 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.
  415.  
  416.  
  417. MT > CW-L: You are so far away, the easiest is just getting a free Wind-stock.
  418. <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.
  419. Also Anti-DI option. Loses to reversals though obviously.
  420. <h> j.L2
  421. <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!
  422. > DR > b+Hp > CS-H <r> Dash(x2) > st.Lk
  423. > L1|2
  424. <h,c~> cr.Hk: In corner you can combo into sweep, so it's immediate pressure or knd.
  425. <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}
  426. > 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,
  427. which means you can always enforce a mixup unless the reversal. But it is a bit hard getting the right range for it.
  428. > ~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.
  429.  
  430.  
  431. Corner:
  432.  
  433. L1 > CS-L: Meaty +3 oB.
  434.  
  435. #=======================================================================================#
  436.  
  437.  
  438. Corner:
  439.  
  440. 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!
  441. > CS-OD <r> (cr.Hp) > MT-H: When you don't have Wind, you can do a frame-kill that leaves you +5f.
  442. > cr.Lp > DP-H <r> (st.Hp) > st.Lk: When you don't want to use bar.
  443.  
  444. CS-L|M|H(W) > CW-L: Leaves you +5 afterwards, but now you are actually close enough to get a true mix.
  445. CS-OD <r> (cr.Hp) > MT-H: Good frame-kill if you used CS-OD as a light-confirm.
  446.  
  447. d/f+Hp > st.Lp(x2) > CS-OD <r> Dash > (st.Hk) > st.Lp: Gives +4f after the Hk.
  448.  
  449. th <r> DR > th: Throw-loop. Mix in a MT to keep them on their toes.
  450. > cr.Hp: Your strike-option, is +2 oB.
  451. > ~Walk > th: Micro-walk let's you throw them again.
  452. > st.Lp > ~Walk > MT-L: With a micro-walk you can even get MT after a Lp.
  453. <h> st.Lk > cr.Lp > L1 > ...: Now go the L1 oki.
  454. > DI: The nasty when they already have to think about the strike-throw-mix.
  455.  
  456. MT <r> CS-OD(W) <h> DP-H
  457. <h> L1
  458. <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.
  459.  
  460. 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!
  461. > 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.
  462. > L1 <r> Dash > ...: You can loop it if you have the meter.
  463. <r> DR > cr.Hp|MT-H > ...: Saa.
  464.  
  465. ####============================================================================================================================================================================####
  466.  
  467.  
  468.  
  469. #4 Other personal notes:
  470.  
  471.  
  472. Buttons:
  473. -st.Lp as great close-mid poke
  474. -cr.Lp mostly just as chain or when you want to counterpoke
  475. -st.Lk is standard oki, use cr.Lk when they tend to jump or walk back
  476. -st.Mp|st.Hk for bullying but susceptible to DI
  477. -cr.Mp as whiff-punish into L1
  478. -st|cr.Mk to cancel into DR, link into cr.Hp > CW-H afterwards.
  479. -st.Hp is standard neutral poke, cr.Hp is better but has bit less range
  480. -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.
  481. Also confirmable into DR with both hits, can also buffer into it in case of getting only one-hit
  482. -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,
  483. also an important combo-tool as punish-starter
  484. -f.Hp as long-range poke
  485. -j.Lk|j.Mk|j.d+Hk all cross-up
  486. -j.Lp as quick air-to-air, j.Mp when you are ready
  487. -j.Hp|j.Hk as jump-ins, where j.Hp is more dmg when you are close and j.Hk has good range
  488.  
  489. #=======================================================================================#
  490.  
  491. Important Punishes:
  492.  
  493. 4f: st.Lk > st|cr.Lp > DP-L
  494. (> st|cr.Lp) > DR > ...
  495. > L1
  496. <r> MT-H
  497. PC st.Lk > CS-L
  498. 5f: th or MT
  499. 6f: CH st|cr.Lp > st.Mk > CS-L
  500. 7f: st.Mk > CS-L
  501. CH st.Mk > CS-M
  502. 10f: cr.Hp > CS-M
  503. 14f+: b+Hp > CS-H
  504. > CW-H
  505. PC b+Hp > st.Mk > CS-L
  506.  
  507. #=======================================================================================#
  508.  
  509. Combo-tips:
  510. -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.
  511. -You can NOT cancel normals into the command-grab, you have to wait the whole recovery first.
  512. -Two lights end into DP-H without Wind, but DP-L gives more consistent oki.
  513. -Three lights without Wind only into CS-OD or any L1 or DR.
  514. -Three lights with Wind into CS-M gives best of all options.
  515. -Lights DR into st.Lp > cr.Hp > CS-H|CW-H, to be sure go instead
  516. -From Medium and Heavy with Wind you can go into CS-H.
  517. -CS-OD(W) goes into j.L2 anywhere, don't forget that when you use it in neutral or as combo-ender!
  518. And in Corner go into L1 instead for better oki.
  519. -Medium and Heavy command-grabs always give more damage than any meterless combos. But you sacrifice oki for it.
  520. -DR into any heavy, use b+Hp > st.Mk > DP-H. Is a pretty good dmg-increase for the bar.
  521. -DR into cr.Hp, you can combo to CW-H.
  522. -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.
  523. CS-OD(W) works for all versions.
  524. -In corner you can juggle CW-OD into DP-M or DP-OD.
  525. -In corner you can juggle CS-H(W) into L2.
  526. -In corner you can juggle CS-OD(W) into L1. Also gives you oki so good use.
  527. -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.
  528. -L3 combos ONLY from CW-M
  529.  
  530. #=======================================================================================#
  531.  
  532. Confirms:
  533. -Using lights, WITHOUT Wind hit-confirm into DP-L.
  534. 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.
  535. Otherwise you can DR for combo and pressure or use OD-spire to force the knd.
  536. And don't forget to use L1|3 as hit-confirm.
  537. -With cr.Hp hit-confirm into CS-H(W1), CW-M or DR.
  538.  
  539. #=======================================================================================#
  540.  
  541. Neutral and stuff:
  542. -Condor-Spire is plus when spaced well. With Wind the range doesn't matter, it is always +1 oB.
  543. Don't use it without Wind up-close, it is punishable.
  544. -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.
  545. -Don't forget to just use Drive-Rush to enhance your command-grab.
  546. -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.
  547. 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.
  548.  
  549. #=======================================================================================#
  550.  
  551. Offense and stuff:
  552. -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.
  553. 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.
  554. So if they try to mash, use OD to enforce your mix.
  555. 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.
  556. -If they randomly DI in neutral, you can also just throw out a CS-OD which breaks the armor.
  557. 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.
  558. -Cancel your oki buttons into Condor-Spire when you have Wind so you can reset the pressure.
  559. -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.
  560. -L3 is NOT f1-active, meaning you can't use it for oki sadly.
  561. -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.
  562. -Don't forget that you also have an overhead, just throw it out if it might kill.
  563.  
  564. #=======================================================================================#
  565.  
  566. Defense and stuff:
  567. -Anti-air DP-L is fastest, but DP-H only slightly slower but still good damage with the CD-OD option.
  568. -Using DP-OD wins against throws.
  569. -L1 sucks as a reversal because it has really slow startup. Also don't use it as anti-air, it really is that slow.
  570.  
  571. #=======================================================================================#
  572.  
  573. NEWvY.YY changes:
  574. -
  575.  
  576. Players and channels to watch:
  577. -
  578.  
  579. Sources:
  580. Mostly compiled from videos found in my SF6 youtube-playlist https://www.youtube.com/playlist?list=PLM0MOMd0XbHEdW69j_lP275JqTdBHyu4i
  581.  
  582.  
  583. #####==========================================================================================================================================================================#####
  584.  
  585.  
  586.  
  587. #5 Other people's notes:
  588.  
  589.  
Advertisement
Add Comment
Please, Sign In to add comment