JuiceboxAbel

KI - Rough TJ notes

Jun 17th, 2020
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  1. wakeups
  2.  
  3. shadow vortex - full invul
  4. bf+HK / df+HP - 1st frame low invul
  5. bf+HK / du+K - 1st frame throw invul
  6. ----------------------------
  7. basic neutral ideas
  8.  
  9. STUFF:
  10.  
  11. 1 -> bf+LP - safe opener attempt EVEN
  12. 2 -> bf+MP - reset attempt combo start (juggle)
  13. 3 -> bf+HP - armored frame trap -3
  14. 4 -> bf+LK - juke
  15. 5 -> bf+MK - tumble
  16.  
  17. MP->HP:
  18. - cancel to bf+LK to be +6! [+1 on far HP]
  19. - Easy confirm on hit
  20. - on block, crLK xx df+MP, poke xx bf+MP, or repeat
  21. * after far HP - use bf+P (any) rather than another string
  22. ** same situation for far HK
  23.  
  24. df+HP:
  25. - cancel bf+LP for a safe opener attempt, or bf+HP for a frame trap
  26. ----------------------------
  27. NEUTRAL BASICS
  28.  
  29. - normals xx STUFF!
  30. - df+HP xx bf+HP or bf+LP
  31. - powerline is a tight frametrap (3f DPs can punish)
  32. - backfist for safety
  33.  
  34. - safe tipper powerline
  35. - press bf+HP -> HP to start the move early and make it safer
  36.  
  37. - cmd grab fishing
  38. - use occasional jukes (bf+LK)
  39. - cancel mediums into bf+HP to armor and frame trap mashing
  40. - counter-hit bf+HP can lead to a combo (bf+HP -> HK)
  41.  
  42. - patience can be rewarded
  43. - antiair du+P into combo routes
  44. - du+K knockdown does no damage but gets you in (bf+HP -> MK)
  45.  
  46. - watch for neutral jumps/fireballs, bf+HP counters these well and bf+MK can go under high attacks/through fireballs
  47. ----------------------------
  48. Combo paths
  49.  
  50. - there are two main types of paths with TJ, hit or juggle.
  51.  
  52. JUGGLES:
  53. - bf+MP
  54. - any raw du+K (use the buffer)
  55.  
  56. - any heavy xx du+MK/HK [stHK allows du+LK]
  57. - any medium xx du+MK/HK
  58. - crLK/crLP/stLP xx du+MK/HK
  59. - same three options, but vortex instead
  60. - stLK -> flipout mix
  61.  
  62. - example:
  63. - use buffered stHP xx any du+P
  64. - swap to mediums if they break
  65. - then raw tremor, or button xx vortex again
  66. - use flipouts or shadow vortex to cash
  67.  
  68.  
  69. - anti air/combo du+P
  70. - ???*************************
  71.  
  72. HITS:
  73. - MP>HP*
  74. - bf+LP
  75. - du+K (unsafe overhead)
  76. - df+HP
  77. - df+MP(2)
  78. -> heavy auto double/barrage mix
  79. -> sometimes heavy auto
  80. -> sometimes heavy to barrage
  81. -> light or medium double (baiting heavy guess break)
  82. -> immediate linker
  83.  
  84. *after MP>HP:
  85. - MP>HP xx bf+MP (true combo start/unbreakable)
  86. - stMK xx du+HK (du+K is breakable)
  87. - crHP xx bf+MP (reset)
  88.  
  89. high damage openers/one chance?
  90.  
  91. - MP>HP xx SH bf+K -> button/linker xx SH du+P/bf+HK
  92. - MP>HP xx bf+LK, MP>HP xx bf+MP -> button xx SH du+P/bf+HK
  93. ---
  94. Auto-Barrage options:
  95. -> finish
  96. -> counterbreak bait (likely the later hits)
  97. -> advantage ender*
  98. -> leaves you +4 standing, opponent standing as well
  99. -> can still link shadow bf+K
  100. -> 3rd or 5th hit heavy is +5
  101. -> drop the combo
  102. -> manual-timed LP/LK or shadow knee
  103. ---
  104. ENDERS
  105. - Battery // du+K
  106. - Damage // Auto-Barrage or bf+HK (knee also switches sides)
  107. - Launcher // du+HP (LP or MP are true linkers)
  108. - Splat // bf+HP
  109. - Advantage // Barrage Repeat
  110.  
  111. setups?
  112. ---
  113. wallsplat options:
  114.  
  115. Low KV
  116. - early throw mix
  117. - if they throw break, they will lockout
  118.  
  119. - manual xx linker/ender?
  120.  
  121. High KV
  122. - late throw mix
  123. - dash, then throw/tremor
  124. ----------------------------
  125. manuals
  126.  
  127. du+K:
  128. LK - L/M/H* (close HP* only)
  129. MK - L/M
  130. HK - only LP
  131.  
  132. after any du+K recapture
  133. -> ANY manual is possible
  134. ----------------------------
  135. instinct
  136.  
  137. - EVERYTHING BETTER ON HIT/BLOCK
  138. notables:
  139. - stHK +8 -> xx bf+LK/MK -> ??
  140. - stMK +6
  141. - close HP +6
  142. - df+MP(2) +5
  143.  
  144. - close MP>HP +7
  145. - crMP>HP +7
  146. - stMP>MK +5
  147. - stMP>HP +4
  148. - LP>LP +4
  149.  
  150. - bf+LP +6
  151. - bf+HP +6
  152. - df+HP +6
  153. ------------------------------
  154. MISC
  155.  
  156. - Shadow bf+P cashes white life if you don't "open" with it
  157. - to open with shadow bf+P:
  158. - wallsplat
  159. - instinct -> ???
  160. - side switch (press a punch before 5th hit)
  161.  
  162. meaty throw setups
  163. - forward throw/back throw
  164. - whiff df+HP -> MP>HP
  165. * on F throw, this will be close MP
  166. * on B throw, this will be far MP
  167. - true meaties
  168. - use MP -> bf+MP to bait shadow counter
  169. - whiff df+HP -> Backdash
  170. - matchups??
  171.  
  172. -------
  173. to do:
  174. - punish better, use SH knee as opener
  175. - use multiple vortexes before recapture
  176. - have better planned mix and combo after bf+MP
  177. - enforce neutral with powerline/especially AA at range
  178. - bait jumps, hit with vortex, especially up close
  179. - use df+HP on their wakeup
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