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- wakeups
- shadow vortex - full invul
- bf+HK / df+HP - 1st frame low invul
- bf+HK / du+K - 1st frame throw invul
- ----------------------------
- basic neutral ideas
- STUFF:
- 1 -> bf+LP - safe opener attempt EVEN
- 2 -> bf+MP - reset attempt combo start (juggle)
- 3 -> bf+HP - armored frame trap -3
- 4 -> bf+LK - juke
- 5 -> bf+MK - tumble
- MP->HP:
- - cancel to bf+LK to be +6! [+1 on far HP]
- - Easy confirm on hit
- - on block, crLK xx df+MP, poke xx bf+MP, or repeat
- * after far HP - use bf+P (any) rather than another string
- ** same situation for far HK
- df+HP:
- - cancel bf+LP for a safe opener attempt, or bf+HP for a frame trap
- ----------------------------
- NEUTRAL BASICS
- - normals xx STUFF!
- - df+HP xx bf+HP or bf+LP
- - powerline is a tight frametrap (3f DPs can punish)
- - backfist for safety
- - safe tipper powerline
- - press bf+HP -> HP to start the move early and make it safer
- - cmd grab fishing
- - use occasional jukes (bf+LK)
- - cancel mediums into bf+HP to armor and frame trap mashing
- - counter-hit bf+HP can lead to a combo (bf+HP -> HK)
- - patience can be rewarded
- - antiair du+P into combo routes
- - du+K knockdown does no damage but gets you in (bf+HP -> MK)
- - watch for neutral jumps/fireballs, bf+HP counters these well and bf+MK can go under high attacks/through fireballs
- ----------------------------
- Combo paths
- - there are two main types of paths with TJ, hit or juggle.
- JUGGLES:
- - bf+MP
- - any raw du+K (use the buffer)
- - any heavy xx du+MK/HK [stHK allows du+LK]
- - any medium xx du+MK/HK
- - crLK/crLP/stLP xx du+MK/HK
- - same three options, but vortex instead
- - stLK -> flipout mix
- - example:
- - use buffered stHP xx any du+P
- - swap to mediums if they break
- - then raw tremor, or button xx vortex again
- - use flipouts or shadow vortex to cash
- - anti air/combo du+P
- - ???*************************
- HITS:
- - MP>HP*
- - bf+LP
- - du+K (unsafe overhead)
- - df+HP
- - df+MP(2)
- -> heavy auto double/barrage mix
- -> sometimes heavy auto
- -> sometimes heavy to barrage
- -> light or medium double (baiting heavy guess break)
- -> immediate linker
- *after MP>HP:
- - MP>HP xx bf+MP (true combo start/unbreakable)
- - stMK xx du+HK (du+K is breakable)
- - crHP xx bf+MP (reset)
- high damage openers/one chance?
- - MP>HP xx SH bf+K -> button/linker xx SH du+P/bf+HK
- - MP>HP xx bf+LK, MP>HP xx bf+MP -> button xx SH du+P/bf+HK
- ---
- Auto-Barrage options:
- -> finish
- -> counterbreak bait (likely the later hits)
- -> advantage ender*
- -> leaves you +4 standing, opponent standing as well
- -> can still link shadow bf+K
- -> 3rd or 5th hit heavy is +5
- -> drop the combo
- -> manual-timed LP/LK or shadow knee
- ---
- ENDERS
- - Battery // du+K
- - Damage // Auto-Barrage or bf+HK (knee also switches sides)
- - Launcher // du+HP (LP or MP are true linkers)
- - Splat // bf+HP
- - Advantage // Barrage Repeat
- setups?
- ---
- wallsplat options:
- Low KV
- - early throw mix
- - if they throw break, they will lockout
- - manual xx linker/ender?
- High KV
- - late throw mix
- - dash, then throw/tremor
- ----------------------------
- manuals
- du+K:
- LK - L/M/H* (close HP* only)
- MK - L/M
- HK - only LP
- after any du+K recapture
- -> ANY manual is possible
- ----------------------------
- instinct
- - EVERYTHING BETTER ON HIT/BLOCK
- notables:
- - stHK +8 -> xx bf+LK/MK -> ??
- - stMK +6
- - close HP +6
- - df+MP(2) +5
- - close MP>HP +7
- - crMP>HP +7
- - stMP>MK +5
- - stMP>HP +4
- - LP>LP +4
- - bf+LP +6
- - bf+HP +6
- - df+HP +6
- ------------------------------
- MISC
- - Shadow bf+P cashes white life if you don't "open" with it
- - to open with shadow bf+P:
- - wallsplat
- - instinct -> ???
- - side switch (press a punch before 5th hit)
- meaty throw setups
- - forward throw/back throw
- - whiff df+HP -> MP>HP
- * on F throw, this will be close MP
- * on B throw, this will be far MP
- - true meaties
- - use MP -> bf+MP to bait shadow counter
- - whiff df+HP -> Backdash
- - matchups??
- -------
- to do:
- - punish better, use SH knee as opener
- - use multiple vortexes before recapture
- - have better planned mix and combo after bf+MP
- - enforce neutral with powerline/especially AA at range
- - bait jumps, hit with vortex, especially up close
- - use df+HP on their wakeup
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