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- Own notes:
- ==========================================================================================================================================
- Stuff not to forget:
- -movement: more sidesteps, some KBDs, cancel-block after sidesteps, forward-dash-block instead of cd!
- -quickroll on wakeup or use other options too
- -in comparison, try to punish enemy springroll more often (or try to predict wakeup attacks and block instead of immediate oki)
- -1,2 sometimes for a quick check, use HAZ to condition them into not counterattacking then go for slower stuff instead
- -2,3 for quick poke
- -2,4 for 10f punish
- -vary 3,3 and f+2,3 and ff2/ff4 for pokes
- -3~4 sometimes with and without phase
- -4~3 launcher as punish for sidesteps and whiffs
- -b+1 for plus frames
- -b+3 and u/f+3 sometimes
- -b+4 sometimes
- -d/f+1....
- -use b+2,2 not too often
- -d/f+4 just as single-hit sometimes
- -u/f+3+4,3 and STOP after the low
- -BT-cancels like u/f+4, WS3+4 and qcf+2
- -BT u/f+4 sometimes, it's kinda great
- -BT on enemy wakeup use more meaty options like f+3, b+2, f+3+4 (risky) or ff3
- -BT 2~2
- -BT 1,4 or d+4 or dickjabs or Parry to get out of BT quickly at block
- -BT 3,4
- -BT d+4 or dickjabs and into FC mixups
- -BT d+3 sometimes
- -combo ender d/b+2 or 4,1 and try and get wakeup mixups with slide
- -cd into u/f+4 or d/f+4
- -blocked WS2 into b,b+2 setup
- -use new quicksand combo (and try to mixup with standing d/f+4)
- also use after d/b+4 or d/b+3
- -keep calm at wallcombos
- Also when you are further in range where a u/f+3+4 ender would still hit, instead try ff3 > BT 3+4 > u/f+3+4, goattack does it all the time
- And when you try to use use Bt 3+4 try to confirm how they got splat beforehand before you let it rip, Tissuemon does it all the time and if it fails he quickly goes back to normal stance and uses a u/f+4.
- -parries (BT and normal ones) sometimes; use dedicated button
- -tackle-baby
- -f+4 > ff2 for i15 punish; remember f+4 > RD op; use b+4,4 for new i15 into BT punish!
- -don't try so hard to go for throws once an opponent lands one, start mixing them naturally into your gameplan
- -hcb throw after a d/b+4 or u/f+4 or 1,2 OH or u/b+1 or BT 3,4!
- -u/b+1,2
- -u+3 or u+4 as wall oki
- -qcf2 into RD
- -"I sometimes do raw qcf2,B BTf1+2 with a lot of confidence" try that for lulz
- -When oki-ing in BT and you expect them to wakeup-attack then either backdash and then do the mixup or BT f+3+4 repeat
- -qcf and bait the quicksand but then go HAZ to evade stuff and go for CH HAZ 3 (go d,d/f~HAZ)
- -Every single low is -12 or more
- ==========================================================================================================================================
- Training Regimes:
- Choose Dragunov (or other character with command throws and seeable lows)
- record d/f+2 Block (100), d/b+3 Block (50) (for advanced add f 1+3 throw, f 2+4 throw and ff 1+2 commandthrow), b+3,4 Block (80)
- punish d/b+3 with WS1 combo
- punish d/f+2 with 1,2 (HAZ for mixups?) OR 2,4 OR best with 4,1
- with 4,1
- when you hit, go for a BT mixup option with f+4,3 or f+2,3/4 for launcher
- when blocked, turn back with BT 3+4 (d/b is riskier) and get distance with one KBD
- when he whiffs another d/f+2 punish with 3,3,4 (confirm hit for 4) or f+2,3 or 4~3 for launcher (or d/f+2 ?)
- when he whiffs d/b+3 punish with ff3 combo
- Use Lei #47 "Razor Rush Mid Kick" to train superfast KBD. You can record it to delay the hits. Try to not get hit and make seemless block-steps.
- Use Kazuya and record at least one wavedash followed by #56 Aka Hellsweep with Mid. Record options with more wavedashes before. SSL-Block then punish. Both sides!
- Use Range 2~3 and SS-Block on reaction to the wavedash. Either make 2 KBDs after a block or record him to step a bit back after each or slow down speed.
- Try this: https://www.reddit.com/r/Tekken/comments/6huwwg/practice_mode_for_back_dash_cancel_and_defensive/
- ==========================================================================================================================================
- Crouch-Dashes:
- For one Crouch-Dash qcf move do NOT stay on d any longer than necessary, go smoothly qcf in one motion and back to neutral. Also start at 290° to get it done quicker. It is neccesarry to stay at d/f for some minimum frames though.
- For more Crouch-Dashes go d,[d/f] asap and hold for some frames, then back d,[d/f] repeat. Can be done quickly but requires specific timing, mashing makes it less smooth.
- To get a CD from FC input d/f,d,d/f; also use it to chain CDs; this version also highcrushes and can be cancelled to Block.
- To get a d move from CD input d,D/F and hold plus D the move; can make some things like CD > FC d+3 very potent poke with extended range.
- To get FC d/f+3+4 from a CD you need to get at least d/f,d,d/f to be the required amount of frames in FC; so best like you input two CDs but with the move where the second d/f would be.
- To get a WS move from CD input d,d/f,d,n or d,d/f,n and then the move. To get them out asap from neutral, slide d,d/f as fast as possible then leave the stick and then press the button, don't slide it too far into the edge or you get a qcf move, do it almost like a normal d/f move but leave a tiny bit space or you get a d move. Important for WS2 to get CH launches.
- CD can be buffered into diagonal inputs (d/f+1; d/f+4; d/f+1+4 for advancing cmd-grab but you have to wait a bit for that one) but doesn't apply to FC d,d/f version.
- Getting a qcf-move from FC can be finnicky, but be done with d/f,d,qcf (can also do d/f,d,d/b,d,qcf). If used after a CH d+4 be sure to wait till you get properly into the FC state or it won't work.
- ==========================================================================================================================================
- Moves:
- 1,2 is high-high 10f punish; is +6 OH and fully safe with -1 OB!; cancellable into HAZ; 1 alone is +1 OB and +8 OH and pretty important to get respect up close
- 2,4 is high-high 10f punish that jails; NOW unsafe with -12 OB!; wallsplats; gives full wallcombo on CH; is +10 OH but moves away far so 4,1 and d/b+2 whiff, but good range for f+2,3|ff4|qcf4 or CD shenanigans after
- ,3 is high-low string that uses FC d+3; unsafe at -12 OB and -4 OH (but pushes away OH); parryable
- 3,3 is second fastest mid at i14; +3 OH and safe with -8 OB; DO NOT WHIFF; tap it fast!; mid-high that jails and is a very good mid-range poke; each homing one side; only first 3 is +3 OH
- ,4 for pseudo hit-confirmable followup which is a high and fully safe OB but can be ducked; guaranteed if second 3 is a CH; delayable which is often great if 3,3 whiffed or was blocked; guaranteed follow-ups OH with RD for a full combo
- ,4~B cancels the 4 and leaves you in BT; punishable and still -5 OH but could be used for BT 1+2 or parry baits or when you've conditioned them to not press buttons after 3,3
- 4,1 is i12 punisher high-high that leaves in BT; duckable and weak to SS; otherwise safe with -2 OB; launches into combo on CH; important for BT mixups at it leaves +5 OH; can be punished hard if spammed; 4 wallsplats on CH
- 3~4 is pinwheel mid-mid that launches; really linear so use with care; -9 OB and leaves in BT; main use as ender for Oki or after a KND as oki but can sometimes work from range; does NOT work against wakeup-3s; can follow-up with BT 1+2 for power-crush callout or hold F for phase-through and make it pseudo-safe or even advantageous if they try to punish but sacrifices mixups
- 4~3 used as a i16 punish launcher from a SS or from close to mid-range; is a rly slow mid and unsafe so if it's blocked go always for a mixup
- ,1 for low but unsafe; for mixup
- ,3 for delayable high that screws and is safe but can be ducked; can combo if delayed
- ,4 for mid with a >15f frametrap; unsafe; for mixup; wallsplats
- f+2,3 is mid poke with +2 OH and forces crouch; f+2 alone is a bit safer as the 3 can be punished if you whiff the f+2 and they attack in between; 3 is delayable and KNDs FDFA on CH; can be safe with -10 OB when spaced far; floorbreaks; works against SS but not SW but the 3 can be delayed and is very homing; moves forward quite a bit and is a fantastic poke and i15 punish for moves with a lot of pushback; the 3 on CH NOW gives ensured followups
- f+3 is 17f mid that's good for homing and safe with -10 OB
- ,2 is a natural combo; has safe frametrap; wallsplats and break walls; unsafe at -14 OB; can be used for great wall pressures; I LOVE THAT
- ~B to stay into BT and fully safe with -6 OB and +5 OH
- f+4 high; best i15 punish; KNDs them back far; staggers OB so fully safe with -9 OB; guarantees ff2 (best option) and others OR RD afterwards (92 damage with RD!); can be decent poke too but probably outshined by d/f+3 or qcf3 and deadly on whiff; wallsplats
- b+1 is +5 OB (!) but very linear high; floorbreaks; blocked forces crouching, can then follow with 4,1 or d/b+2; on CH can minicombo into d+4 and has ensured BT 1+2 (best dmg) u/f+3 b+3 follow-up; is an elbow so works against parries
- b+2 is 15f high that's safe at punishable at -15f though
- ,4 is high high string; safe with -7 OB; duckable so extremely risky; shares same combo usability as BT f+2,4,2; pretty much only combotool unless want to go for 15f punish into the teleport strike; not much use for this outside of combos
- ,2 is the teleporting air-strike which is a high; actually safe with -9 OB; used in combos or maybe as a frametrap mixup but can easily be punished; wait for the last 2 till the 4 hits and then plink it or it might not come out
- ,U is the empty teleport (Whitehole); can be used for grab-mixups or to try to get a whiff from the enemy; NOW can use mid-combo and pick-up with b4,4 which resets reset if they don't tech-roll; also sometimes used when wallcarry needs to be shortened
- ,2 is delayable NC mid with -3 OB; leaves in BT with +8 OH and good way to enter BT from mid-range; can be decent high-mid mixup or mid-range poke with 15f startup; if second 2 is CH has minicombo with BT 1,4; is sidewalkable to the left not sidesteppable on max delay
- ~1+2 is a low that KNDs; highly punishable at -30 OB; prob not worth it
- ~3 is a mid with a long frametrap that KNDs and wallsplats but also launches on CH; highly punishable at -19 OB; used to mixup when on block or they expect the low; prob not worth it; used sometimes as wallcombo
- b,b+2 kinda slow at 17f; jailing mid-high; has good tracking; has Parry window that uses HAZ 4 and works on everything but throws,elbows,knees,lows and RAs; should be totally safe with -10 OB as it pushes back far and is good defensive move; KNDs and gives OKI OH with potential 3~4 reset; also launches if wall is to right which you can follow with b+4,4 combo; great after blocked plus moves like u/f+3 or d/b+2,1 or WS2 as it parries jabs (but be careful as if they spamjab 1); wallsplats and can be used for resplats after a ff4 e.g.
- b+3 is same mid axe kick as u/f+3 with a lot less range but 2f faster; is +1 OB and forces crouch; hits grounded; hard KNDs FDFA, can then followup with another b+3; could crush some lows but she doesn't go airborne like in u/f+3; could be interesting poke; tracks well to both sides but loses to sidewalks
- b+4 second fastest mid with 14f and pretty safe at -11 OB; NEW i14 punish
- ~4 for a mid-high frametrap string that jails; leaves in BT and is fully safe with -9 OB; good poke to get in BT as it spins OH with enough knockback so they miss jabs; used in some combos to hit grounded or a slide-punish; wallsplats
- ~B+4 and holding it instead adds a big frametrap (>15f at least so punishable) mid kick; leaves also in BT and is +1 OB
- ,3,4,2 hold the mid kick back and gets into a low low mid mixup; they have like all the time in the world to punish you; -13 OH ?!?; don't use
- ,b+4,2 leaves frametrap between the lows; don't use
- ,3 uses only one low and then spins and goes for the teleporting mid; don't use
- ,U is the empty teleport (Whitehole); see b+2,4,U
- ,3+4 uses a mid instead of second low; don't use
- d+1 10f dickjab; fully safe with -5 OB; +5 OH; go d+1,f to skip WS stance and get faster to full standing
- d+2 11f dickjab; fully safe with -4 OB; +7 OH; go d+2,f to skip WS stance and get faster to full standing
- d+3 fastest low-poke that is relatively safe (-12 OB) and neutral OH; hits grounded; very good to stop people from attacking mindlessly as it can stuff their advances
- d+4 amazing low-poke, compared to d+3 bit slower and less safe (-13 OB) but with more reach and possibly high-crushing; -2 OH but toe-kicks on CH and as it leaves in FC so can then go for FC d/f+3+4 or cd > WS2 for safe mixups; hits grounded
- u/f+1|u+1 is a jumping mid; -12 OB; -1 OH; not worth using
- u/f+3 axe kick; is a long-ranging mid for poking; launches on CH; only -4 OB but extremely slow startup (29+); staggers slightly and is neutral OH; hits grounded; can crush lows!
- u/f+4|u+4|u/b+4 is a slow 16f low-crushing mid hopkick; great move and safe with -4 OB; homing!; OH can followup with a u/f+3 that hits on tech; also deceptively long range and can work as keep-out tool almost like an orbital; wallsplats; can be used to buffer into throws
- ,4 jailing mid with frametrap; can be used to mixup as people often try to jab after u/f+4 but is unsafe with -15 OB
- ,4~B cancels it and leaves in BT; great to get up close with CD for more pressure; especially great if you've conditioned them not to press a button after u/f+4
- u/f,n+3|u,n+3|u/b,n+3 is slow mid hopkick; press the 3 before she starts descending but as close to the top as possible otherwise you get a different move; unsafe!; use only u/f version; can be delayed till close to ground to get an unsafe low-poke
- u/f,n+4|u,n+4|u/b,n+4 is quick mid hopkick; i23 punish; press the 4 before she starts descending but as close to the top as possible otherwise you get a different move; pretty safe with -10 OB; use only u/f version; launches on CH but only if used in first frames; hit lower to ground for better properties
- u/f,~n+3|u,~n+3|u/b,~n+3 is a low kick kinda like FC d+3; press the 3 when descending; +6 OH; -15 OB; don't rly use
- u/f,~n+4|u,~n+4|u/b,~n+4 is a mid kick kinda like WS4; press the 4 when descending; +1 OH; -10 OB; don't rly use
- u/b+1 is 16f mid poke that moves slightly forward; leaves in BT; can go under highs; +5 OH!; -6 OB so fully safe
- ,2 adds a mid in the style of d/b+2,1; unsafe at -13 OB; weak to SSL
- u/b+2|u/f+2 is 15f high that moves slightly forward; +9 OH; -12 OB unsafe
- u/b+3|u+3 is a slow defensive high roundhouse-kick that moves quite a bit backwards and leaves in BT; hits only very close but homing; +6 OH; very safe at -1 OB; should crush lows; u/b version only hits when opponent gets after you; could be good as oki at wall or as defensive move when jumping back, best plink follow-ups
- ,3 mid natural combo that KNDs; unsafe with -15 OB
- ,4 adds >15f frametrap high that KNDs; +8 OB!
- ,d+3 adds a low that KNDs OH; unsafe with -15 OB; not a natural combo; can followup with u/f+3 OH; also goes into a combo; holding D gives you a CH charge lol
- ,3 adds the teleporting mid; safe OB with -6 OB but floatable and sidesteppable; hits grounded
- ,U is the empty teleport (Whitehole); see b+2,4,U
- u/b+4|u+4 is a quick defensive mid roundhouse-kick that moves a bit backwards; should crush lows; KNDs to the right for oki; only hits when opponent gets after you; very safe at -2 OB
- d/f+1 is homing and second fastest mid at 14f; great at close range to check opponent; neutral or -1 OB and +7 OH; susceptible to SSR though only at range
- d/f+2 standard i16 launcher; unsafe with -13 OB; leaves you in BT; staggers against crouching; can crush some highs; is an elbow which means it works against parries!
- ,3 is duckable and -3 OB safe high; spins so used in combos; use as combo starter or to surprise opponents etc
- ,4 is mid followup; unsafe at -15 OB; could be used to mixup when they try to duck the 3 followup
- d/f+3 is a high and safe (-9 OB) high-crush move; NOW 15f fast so great checking-tool!; +7 OH and launches on CH; weak to SS but can be hard to punish from range as it has good recovery; at starting range works great against SSL but loses to SSR; loses against hopkicks!!
- d/f+4 upwards mid axe kick; is i15 mid punish; launches and wallsplats crouchers; unsafe with -15 OB and -1 OH and loses to SS but has bit pushback; can be great out of CD to mix up with FC d/f+3+4 (go d,d/f,n,d/f+4)
- ,4 adds a delayable (press before her leg goes down again) mid but same unsafe; KNDs with +6 OH; use it to mix them up from a single d/f+4 as it frametraps; hits grounded; can track a bit if delayed; confirmable as it can be delayed but is very tight
- ,3 uses teleporting mid that can be floated but is fully safe otherwise; use 4,4 then check if they SS or not; if the 3 hits standing then can combo with b+4,4; hits grounded and is guaranteed if the 4 before hits; can kinda work as a oki tool
- ,U is the empty teleport (Whitehole); see b+2,4,U
- d/b+2 fastest mid; i13 punish; is +5 OH and leaves in BT; safe with -4 OB; can be used as a quick poke up close and to enter BT relatively safely; is an elbow and so works against parries
- ,1 for a high that is nearly neutral OB and +7 OH; is the same as BT 1 and can be delayed fully; best plink the 2,1 to get it out easier; duckable, susceptible to SSR and short range so DO NOT WHIFF!!!
- d/b+3 pretty good low poke that doesn't look like one; can crush lows because of the jump!; KNDs on CH where followups are u/f+3, all lows and Rage-Art; good for surprising and ending rounds; recovers FC can then go for quicksand catastrophe; hits grounded
- d/b+4 low sweep with i34; KNDs on CH where followups are u/f+3, all lows and Rage-Art(has to hit kinda near); +4 OH! and great for followup 4,1 or quicksand catastrophe or to buffer into throws; kinda safe with -14 OB when spaced well; homes well to SWL but loses to SWR; hits grounded
- 1+2 is i14 punish and second fastest mid; KNDs OH; is fully safe with -9 OB; very linear; great and deceptive range; slightly evading as she ducks; can give dash-in u/f+3 or d/b+4 OH especially at wall; has Parry window for highs and mids that uses HAZ 2 and which you can even steer with B or F; great move all-around, especially as a quick punish or check; breaks walls
- 3+4 is manually entering HAZ stance
- f+1+2 powercrush and homing; unsafe with -14 OB; KNDs and wallsplats; NOW spins on airborne enemies
- b+1+2 backwards evading mid; pretty safe with -10 OB; is +1 OH maybe decent to get into BT; can confirm and go for followups on block or hit
- ,2 leaves an exactly 15f frametrap followed with a mid (just doubletap 1+2); leaves in BT; +1 OB and +4 OH!; easily sidesteppable and pretty risky sadly so use with caution
- ,3 adds short low slide that KNDs and actually beats everything but low-crushes; NC on CH; highly punishable OB; actually homing and tracks both SS!; leaves in BT when close enough
- b+3+4 is manually entering BT; rarely used in neutral but for some combos or for wallenders; 6f for turning around and after 13f you're able to attack meaning you can press attack buttons at frame 14
- b+1+3|b+2+4|BT b+1+3|BT b+2+4 Parry; use best when at disadvantage or you know they will try to punish a blocked attack like 4,1; teles in front or behind when in BT and away from enemy WITHOUT an attack; ends in FC and can use WS moves then; works on EVERYTHING but is very unsafe when they are able to react
- u/f+3+4 is a low-crushing mid frontflip that launches; can be a good mixup option; unsafe -17 OB; can be relatively safe if whiffed or hit them with the edge, high risk high reward; can be good as Oki against wakeup-3 users but loses to sideroll; floorbreaks
- ,4,2 for a tight low into >10f frametrap mid; should high-crush; crush KNDs on CH; low hits grounded and is unsafe with -14 OB but tracks a bit and can catch people trying to SS; mid is unsafe with -13 OB; low is parryable; important for wallenders combos; good way to mixup unwary opponents; can be a kinda legit mixup as if someone tries to launch just the 3+4 they get hit by the low which gives you a CH combo; press 4 when she's about to hit the floor or a bit before and 2 after it hit or it won't come out
- ,f+4,2 delays the low; could maybe used to bait poor low-parries but loses to parry spam; don't use rly; test me if usable as oki on wakeup
- ,3 skips low all-together to bait a low-parry, then goes into teleporting mid; obvious mixup option if they low-parry spam or try to hopkick etc; don't use rly
- ,U is the empty teleport (Whitehole); see b+2,4,U
- ,3+4 adds a safe delayable frametrapped mid that KNDs; highly unsafe at -26f so only use if you know they try to low-parry or low-block; tracking; hits grounded; can enter FC when holding d; can be used as max-damage combo ender but might whiff
- BT 1,4 is fastest move from BT with 8f; safe with -9 OB but a high and can be ducked or SWR; will CH KND anything slower than jabs; wallsplats; leaves BT and good way to get out quickly if not plus on frames; DO NOT PLINK it or it won't come out, you need to time it
- BT 2 is 10f safe high that keeps in BT; +1 OB and +8 OH so great pressure tool up close; can be used for floating in combos; tracks SSR; has CH minicombo with BT 1,4 for crazy damage which is otherwise also a good option
- ~1 for high-high that jails; safe with -9 OB; leaves BT but can hold B for staying in BT
- ~2 for high-mid string with a safe frametrap; safe with -9 OB; leaves BT with +2 OH; doubletap it quickly; could be a very good move to leave BT; tracking
- ,1 adds another mid; has exactly 15f frametrap; horribly unsafe with -22 OB AND -13 OH and -11 on CH!; leaves BT; just don't use this one
- BT 3,4 is 10f high-mid string with 10f frametrap; is neutral OB and +1 OH; leaves BT; staggers; best blink it; good as mixup after you entered BT with plus frames (best to worst: d/b+2 as hard to react to; b+2,2 with 2f gap; empty BT; 4,1); great as wallpressure (tissuemon: https://clips.twitch.tv/CarefulNastyBearBleedPurple); if last hit CHs it's +11 and can minicombo into 2,4 for good damage and wallsplat
- ,3 adds teleporting mid; can be floated but it is a lot quicker than other teleport attacks; safe with -6 OB
- ,4 adds the BT 3+4 mid with a fully safe frametrap; NOT A NATURAL COMBO! unless only the second hit CHs; safe with -9 OB; keeps in BT; KNDs FDFA; can hold F for phase-through; has ensured follow-up with BT 1+2
- ,U is the empty teleport (Whitehole); see b+2,4,U
- BT 4 is 10f high that's safe with -8 OB; wallsplats and KNDs on CH
- BT f+1 is 16f mid; switches positions and leaves in BT OH; unsafe with -13 OB; weak to SSL; only use I see is to get out of corner but even then pretty meh; don't use
- BT f+2 is 17f mid; safe with -5 OB; gives +6 OH; used for mixups or as safe mid; weak to SSR but good against SSL
- ,3 is mid-mid string that is Now unsafe with -12 OB!; delayable; is NC on CH and knocks down FDFA; CH on second hit only now gives a full combo!; weak to SWR; floorbreaks and hits grounded; mid mixup option and pendant to b+2,4
- ,4 is mid-high string; also safe with -7 OB; duckable so risky; shares same combo usability as b+2,4,2
- ,2 is the teleporting air-strike which is a high; actually safe with -9 OB; can be floated, sidestepped or just ducked; used in combos or maybe as a frametrap mixup but can easily be punished; wait for the last 2 till the 4 hits or it might not come out
- ,U is the empty teleport (Whitehole); see b+2,4,U
- BT f+3 fastest mid in BT at 13f; good move to get out of BT; safe with -8 OB but they can backdash out of it and punish you; tracks to left but can be SSL; KNDs on CH which can be followed with dashing Rage-Drive or 3~4 or u/f+3 for minicombo; can stay in BT by holding b but should NOT be done (mby for a quick BT d+4)
- BT f+4 goto low option; keeps in BT; good low poke with 16f that keeps in BT; +2 OH and safe with -9 OB; safe mixup option; actually tracks both sides
- ,3 high extender and natural combo; punishable with -11 OB; +5 OH!; 2nd hit can be ducked and is weak to SSR; risky but rewarding as easy dmg and staggers
- BT b+2 is 16f mid poke with good range; keeps in BT; completely safe with -2 OB; can work against highs as she ducks at beginning
- ,3 uses the BT 3+4 launcher that should be hit-confirmable; unsafe af so don't use outside of combos or mad reads
- ,4 adds a high that jails and leaves BT with -7 OB and +4 OH; mid mixup option and pendant to f+2,3; tracks a bit; loses to magic 4s (what did I mean with that?)
- BT b+3 is a good high and homing move but slow at 18f; keeps in BT; gives +3 OB (slightly nerfed) and staggers and leaves them close NOW for more mixups; OH KNDs them away to your left which gives guaranteed BT f+3+4 follow-up; used in like one situational combo
- BT d+1|d+2 quick 10f dickjabs that gets out of BT and are -2 OB; gives a whopping +9 OH and leaves in FC and can then go for 4,1 or for a WS2 or FC d/f+3+4,4 mixup
- BT d+3 is the seeable low sweep in BT; very unsafe; good range and tracking; KNDs and launches into combo; doesn't launch at max range; hits grounded
- BT d+4 is 10f fast high-crushing low to leave BT quickly; -11 OB and +3 OH!; leaves in FC even though it doesn't look like it would and allows for further mixups then (great for WS2 CH-fishing); can use after blocked d/b+2 mby but is 14f window; tracking
- BT u/f+3|u+3|u/b+3 is a 19f mid jumpkick to the left; crushes lows and KNDs back; leaves BT; unsafe with -12 OB; literally NO REASON TO USE this over the 4 variant
- BT u/f+4|u+4|u/b+4 is a 19f mid jumpkick to the right; crushes lows and launches!; leaves BT; unsafe with -12 OB; can use it to for meaty mid that dodges (but doesn't hit because it's too high) wakeup-3 and hits 4; otherwise good way to leave BT and call out various counterattacks
- BT d/b is manually leaving BT with a backsway; -11f with highcrushes from f5-11, worse recovery but can work against some moves like jabs as she ducks and evades with it; can also buffer WS moves into it for fishing for CHs!; hold it to get full animation otherwise she will get back to neutral ASAP; can also recover FC
- BT d/f is manually leaving BT with a frontsway; can be used aggressively as it leaves in WS state
- BT SSL/R EXREMELY SLOW so not suggested; also has no high-crushing frames it looks like
- BT 1+2 is now a 15f mid powercrush and can be used to beat enemies not respecting BT; unsafe with -13 OB; KNDs; can be SS; slightly evading as she ducks; has parry window that uses HAZ 2 (unsure actually); can be guaranteed when ending combos in 3~4; has minicombo followup with d+3 and sometimes ensured dmg with d/b+4|u/f+3|b+3|BT 1+2 (in order to most damage); hits grounded at specific angles or against Bears&Co
- BT 3+4 is the 15f mid-mid launcher; highly punishable; only for combos or as a big callout
- BT f+1+2 is the pure parry with unique animation which gives good oki and sideswitches; active in 1f for 7f; loses to dickjab,knees,elbows and lows (use BT 1+2 for that); can stay BT by holding B but not that much reason to; doesn't cause CHs so good after like a qcf4 that would have been punished fully otherwise; can u/f+3 or deep d/b+4 followup
- BT f+3+4 is mid frontflip; keeps in BT; crushes lows; safe with -9 OB but can be SS either way; floorbreaks; can phase through enemy by holding F for crossup or to bait stuff; can hit grounded and be a crossup mixup from BT ff3+4; can be used for a low-evading if enemy wakes up with a wakeup-3
- BT b+3+4 is manually leaving BT; takes -5 frames; quicker method to get out of it as you recover faster but loses against high jabs
- BT ff3 is 21f mid that crushes highs and is evasive; leaves BT; KNDs OH; safe with -9 OB; wallsplats; can be used as oki but is unsafe if whiffed so use with care and at right range
- BT ff3+4 is her slide; should crush highs; highly punishable OB; leads to a combo (different if end before or behind enemy); can work as Oki if ending combos with d/b+2 or 3~4 to get into BT
- BT fff is phase through; can crush some lows; keeps in BT when not phasing through enemy and can be used to dash in BT; can be used after hits like d/b+2 OH to bait stuff as positional switch; works against RA's
- Holding F in BT to re-align
- ff2 long ranged mid poke; i15 punisher; safe when spaced well but easily beat by SS; good as quick whiff punish; wallsplats
- ff3 is KNEE; mid and i17 punisher (might not work always as travel- and input-time is a factor); range can be extended by holding F which makes it slightly slower though; unsafe with -14 OB; wallsplats; can whiff on some ultralow moves or stances as the mid hits kinda high; is a knee so works against parries
- ff4 is homing mid; range can be extened by holding F; good against low-stancers but does NOT pick up slides (use b+4,4 for that); is only jab punishable at best and very safe from distance; good as Oki after a KND as it often hits people getting up; wallsplats
- WR3 is a knee-like kick that crushes lows; safe with +9 OB
- WR4 is a low slide that leaves you as well FAFA; extremely punishable
- WR1+2 is a forward plunging mid that should crush lows; safe as neutral OB
- FC d+3 is less dmg but also safer low poke; punishable as -15 OB and even -4 OH; recovers in FC; really good range; kinda slow at 16f; solid low poke from range and is amazing to use from a ranged CD; hits grounded
- FC d+4 is 12f low-poke with shorter range; punishable as -15 OB and even -4 OH; recovers standing; does NOT hit grounded
- FC d/f+3+4 for mixup; fully punishable OB; on CH NOW gives launch with ff4 and on NH ensured b+3 follow-ups and leaves FDFT which can give again b+3; crushes highs and can even crush some mids; to transition from standing to full CD go d,d/f,d,[d/f]+~3+4 delay the 3+4 a bit or you get HAZ or d/f+3 (~21f fast); leaves them FDFA and can create setup with u/f+3+4 that catches uptech and if delayed also wakeup3 and u/f+3+4,4 to catch sideroll and no tech; can be great out of CD to mix up with d/f+4 or WS2
- ,4 now kinda obsolete unless you want ensured dmg or breathing-room; aka quicksand-catastrophe aka spinnerooni; only comes out OH; delay the 4 a tiny bit, it has to hit when legs connect, way easier to just double-tap 3+4!; doesn't hit on Yoshi?
- WS don't forget that wakeup siderolls, FAFD (and some enemy attacks) leave you in FC, so you need to use these (as well as the FC moves) there as well for punishes!; Also SS has WS frames so you can do shit like SSR into WS2!!!
- WS1 is i14 mid launcher punish; also launches crouching; relatively safe with -14 OB
- WS2 is i13 mid CH launcher; staggers with +8 OH on standing and crouching OH but pushes away which makes it hard to use without wall; completely safe with -8 OB; has about half the range of WS1 so don't try to whiff-punish with it; use this one out of CD for mixups
- WS3 slow 16f mid kick; KNDs crouching; also safe with -8 OB; not much reason to use over WS2; don't use
- WS4 is i11 mid punish; fully safe with -7 OB; is +4 OH; standard punish for quick low pokes
- WS3+4 slow 16f mid kick with some tracking; punishable with -14 OB; spins on NH and KNDs far to your right on CH which makes oki hard; best use this against SS
- ~B cancels it and leaves in BT; great to get up close with CD for more pressure
- qcf1 is fastest mid at 16f from full cd; is NOW mid-mixup option from cd as it covers the other SS option and has more range; staggers OH with +4; KNDs and goes for a full combo on CH; fully safe with -9 OB; can buffer-cancel into HAZ and can wallbounce with HAZ 1+2 extension
- , 3+4 can transition into HAZ and OH you have enough plus frames to go for mixup
- , 2 New move that adds a mid; delayable but unsafe at -13 OB; pretty useless as you can't combo with it on CH; at best used at end of combos for a high wallsplat
- qcf2 is seeable low swipe that goes into a combo; very unsafe with -17 OB; can also go into RA or RD (wait till it hits!); also has minicombos and ensured options; can track but only if you let qcf realign you
- ~1 is mid mixup option to catch people blocking low; is relatively safe OB with -12; knockback KND OH; wallbounces; weak to SS; can also d/f+1+2 for same move
- ~B can be canceled into BT by holding B which is important for mixups!
- qcf3 is 16f high poke that reaches pretty far; staggers OH with +4f; fully safe with -7 OB; has a bit of tracking; not much used in neutral as d/f+3 usually takes its spot
- ~4 adds the sliding move; comes out only OH; leaves in BT if it hits only at the edge; used mainly as most damaging combo ender aside wallcombos
- qcf4 is one of major poke tools as it launches; always try to whiff it or hit at the tip because unsafe with -14 OB; susceptible to SS; can make most highs and even some mids whiff; great to use after one or two backdashes
- qcf1+2 is slow and short range double-hitting mid; fully safe with -9 OB; knocks back KND OH; tracks fully and has a parry window with HAZ 4; can evade some highs as she ducks slightly; wallsplats and breaks walls; more a defensive or check tool than for offensive
- qcf3+4 is same as WS3+4; fastest mid at 16f from full cd
- ~B cancels it and leaves in BT; great to get up close with CD for more pressure
- HAZ can make some moves (even mids and short lows) whiff, 20f startup; qcf1 OH is best transition otherwise after 1,2 jab
- HAZ 1 is a slow mid that launches; unsafe at -14 OB; can be a good high-crushing move in addition to HAZ as she moves back slightly
- HAZ 2 unblockable; decent range but sword hits shorter than it looks; loses to SS and easily floatable; can be used in Oki especially at wall or against people spamming attacks nonstop
- HAZ 3 high-crushing low; -9 OB safe but SS-able; leaves in BT; launches on CH and can be used against get-up kicks; slightly plus on NH
- HAZ 4 is teleporting mid kick; can NOT be floated but weak to SS; safe with -9 OB; leaves in BT OB or whiff; can be nice to whiff and then go for BT 1+2 to bait stuff; can be pretty good against spam-heavy people as it evades while hitting from range
- HAZ 1+2 is fast mid; wallbounces; can catch backdashes mby; unsafe with -13 OB but could be safe on range; homing; wallbounces OR wallsplats in combos depending when enemy is hit
- HAZ f goes into qcf-CD (only full version possible)
- HAZ U is the empty teleport (Whitehole); see b+2,4,U
- 1+2/3+4 default grabs can ALSO be performed in BT which someone might not expect
- d/f+1+4 is 1 cmd-grab; easy and good; 11f fast; floorbreaks but very hard to follow-up
- hcb,f+1+2 is 1+2 cmd-grab; great damage; 12f fast; can be buffered from d/f+1 OH; hcb dash/sidestep f+1+2 is storable, can also store during recovery or blockstun So you can "punish" safe moves (good moves are d/b+4 OH | u/f+3 OH | 1,2 OH or 1 OB | 4 OH | b+1 OB | RD | u/f+4 | d/b+1 OH| b+2,2 OH | BT 3,4 OH | d/b+2,1 OH | wakeup lol); F+1+2 input helps with the reach; you can also do qcb dash and 1+2 and get the 1+2 throw from the buffered qcb but be sure to not press f+1+2
- d/b+1+2|WR is tackle and 1+2 break; can use after a CD as a mixup but has slow animation; can be a round-steal as someone won't expect it from range
- 1+2+3+4,b,f+1+2 dank memes unblockable; tracks both sides and hits grounded; wallsplats; can get d+3 or 4,1 combo when wallsplats; can be used on W! from ff4 high wallsplats as a setup that beats a lot of options; high crushes from frames 11 to 41 (not confirmed)
- u/b,b is backward flip; can sometimes evade attacks but obviously not as safe as KBD
- ,3+4 is unblockable spinning that reaches a lot forward; KNDs; loses to SS
- b,b,u/b+1+2 against wall is 40f walljump; homing mid kick that crushes lows after she touched the wall; leaves in BT; whopping +7 OB so great for going into BT mixups then; KNDs them away spinning OH; wallsplats; must be close to wall and is not very far ranged so use with caution but could be great turnaround-move especially with BT 1+2 if you whiffed
- RA Rage Art d/b+3+4; can connect off qcf2 or CH d/b+3 or CH d/b+4 or CH wakeup-3 (needs to be very fast, best spam it) but NOT f+4 (it connects but whiffs); connects after spins S! when you delay it till they are about to hit the ground which looks fucking cool; has a kinda medium range but can whiff point-blank when you are at wall and leave you in BT but away from them, be ready for such stuff
- RD Rage Drive f+3+4,2 is +5 OB; has 15f startup and is ranged i15 punish (but use f+4 when possible); combos from f+4, 334, qcf2; can follow-up with 2 (standard) or d+2 (floorbreaks) but use second one only when already at wall or it leaves them away too far to continue after a FB!; doesn't combo on backturned opponents!
- Moves that hit grounded:
- b+3
- b+4~4
- d+3
- d+4
- u/f+3
- d/b+3
- d/b+4
- (d/f+4,)4 can be good as oki-tool therefore
- (d/f+4,4,)3
- (u/b+3,)d+3
- BT d+3
- BT f+3+4
- BT (f+2,)3
- BT 1+2 (at specific angles or against Bears&Co)
- FC d+3
- FC d+4
- 1+2+3+4,b,f,1+2
- (u/f+3+4,)4
- (u/f+3+4,)3+4
- ==========================================================================================================================================
- Combos:
- Bears&Co - Bear, Panda, Gigas, Jack, Marduk need special combos often
- {} - can use normal combos for this starter, but better ones listed at end of block
- For Oki end combos best in ff3, ff4, dash up (also good as it has best carry). Other options are 3~4 (backdash back once or BT f+3+4 to avoid wakeup attacks or go straight into mixup that is quicker); 4,1; d/b+2; qcf3~4(1hit); f+2,3 (one CD-away, good for infinite stages).
- To punish spring-kicks use 4,1 or u/f+3+4 on reaction (omit second 2; when you are range ~1.2); float combos work too but jabs can whiff if you are too late.
- Blocked spring-kicks (the normal ones) are -17 OB (or even -20) up-close down to -10 OB on max range; so you can punish with d/f+2 when point-blank or it whiffs or otherwise with 1,2 or 4,1 or d/b+2 (buffer it as soon as you block them).
- You can also use HAZ as it low-profiles it, depending on range you end either before them and can HAZ1 or behind them in BT.
- Or b+1+2 which dodges it if used early enough which is pretty good as otherwise you just block it if they hit you before it.
- Or if you are in BT as oki you can react with exiting the stance with d/b as this will also evade it unless you are really close, then punish with a WS1 float combo (https://clips.twitch.tv/MildUnsightlyElephantRedCoat), can also bait normal kicks that way!
- Or just Parry it as a late-panic button.
- WS1 | CH WS2 | ff3 | {4~3} | u/f,n+4 | d/f+4 on cr | BT 3+4 | BT d+3 (clean hit) | BT u/f+4 | HAZ 1 (omit ff3|ff4) | CH qcf1 (,3+4,U if HAZ buffered; if you are late use b+4,4 pickup) | {CH wakeup-3} | CH (u/f+3+4,)3 | f+1+2 on airborne (use ff3)
- > ff3 > b+2,4,2 > S! > qcf3~4 (easy but bad damage, 61 dmg)
- > d/f+2,3 > ff > b+3+4 > BT 3+4 > qcf3~4 (have to quickly transition from dash to BT, works also great for Bears&Co, "yeah its weird, you can do ff3, df1, df2,3 instead and its more consistent", 69 dmg)
- > ff > 4,1 > W! (for wallcombo extensions, 61 dmg)
- > ff3 > ff4 > W! (for further wallcombo extensions, 65 dmg)
- > 4,1 > BT 3+4 > ff3 > f+2,3 (has bit longer carry, 61 dmg)
- > ff > 4,1 > W! (for wallcombo extensions, 55 dmg)
- > ff3 > ff4 > W! (for further wallcombo extensions, 59 dmg)
- > ff4 > d/b+2 > BT 2 > BT f+2,4,2 > S! > qcf3~4 (GOTO COMBO!, better wallcarry and easier for 1dmg less, delay ff4 a bit till they are highest point or you get a 4, harder on Bears&Co, can whiff when you are pushed too far otherwise very consistent, if you wait a tiny bit for qcf ender you get the full slide, 68 dmg)
- > ff3 > (can also use ff3 but drops sometimes on Bears&Co but still more consistent than ff4, otherwise can just leave it out; definitely better for CH WS2!; last hit whiffs on Bears&Co and leaves in BT, 62 dmg)
- > 4,1 > BT 2 > BT f+2,4,2 > S! > qcf3~4 (best wallcarry but inconsistent, doesn't work on Bears&Co, need to delay the 4 to hit legs, only first surf move hits which leaves you in BT for oki, 66 dmg)
- 4~3 > 4,1 > BT 2 > BT f+2,4,2 > S! > qcf3~4 (easier 4~3 combo, delay 4 tiny bit or you get 4~34 followup, 69 dmg)
- ,3 > S! > ff3 > 4,1 > BT f+4,3 (fF 3~4 hits meaty; 63 dmg)
- > 1 > b+2,4,2 (61 dmg)
- 4~3 > d/f+1 > d/b+2,1 > b+2,4,2 > S! > qcf3~4 (easier 4~3 combo but harder than one before, 69 dmg)
- If you want to do the woke shit replace d/f+1 with f,F+4
- 4,3,3 combo into sidestep ff3
- I also used to do 4~3; f,F+3; df2,3 S! BT 3+4; f,F+3; f,F+4 it does a bit more; test me
- BT 3+4 > BT 3+4 > ~b+4,2,4 > S! > qcf3~4 (less dmg but easier to hit as it helps with timing; 58 dmg)
- BT u/f+4 > b+2,2 > BT 3+4 > ff > b+2,4,2 > S! > qcf3~4 (tiny bit easier than ff4, only first surf move hits which leaves you in BT for oki, https://www.youtube.com/watch?v=RFLI9wtVgxU&t=6920s, 63dmg)
- CH qcf1 > HAZ 1+2 > WB! > b+3+4 > BT 3+4 > ... (wallbounces if buffered but wallsplats if delayed, https://www.youtube.com/watch?v=mujdD5iNUao @1:18)
- d/f+2 | qcf4 | 3~4 (pinwheel) | CH HAZ 3 (for Bears&Co use BT 3+4 and can end ff3 > f2,3)
- > BT b+2,3 > SSL > b+2,4,2 > S! > qcf3~4 (SSL can makes the slide go full easier but make it tight but def not needed for 3~4 and doesn't work on all characters, ff can cause a sideswitch, HAZ 3 needs quick b+23 input, 66 dmg)
- ff > b+2,4,2 > S! > SSL > 3~4 > BT 1+2 ~ b+3 (ff makes it sideswitch which allows for no deep-dash ensured BT 1+2 and even b+3 if they sideroll; can be quite hard to hit; https://www.youtube.com/watch?v=GxsmoJNj4Qg; >77 dmg)
- > ff > 4,1 > W! (for wallcombo extensions, 60 dmg)
- > ff3 > ff4 > W! (for further wallcombo extensions, difficult timing, 64 dmg)
- > BT f+4,3 > fF~3 > 4,1 > BT 1+2 (when 3~4 at max range and only last leg hits, ff3 needs to be deep, leave out last move to stay in BT, 54 dmg)
- d/f+2 | qcf4
- > 4 > d/b+2,1 > b+2,4,2 > S! > qcf3~4 (inconsistent for qcf4 where need to microdelay the 4 to hit legs, https://www.youtube.com/watch?v=RUUfAFefuGs, 67 dmg)
- > BT b+3 > ff > BT b+2,3 > S! > ff3 > 4,1 > W! (b+3 needs to be timed, more damaging combo for wallenders, 64 dmg)
- > BT 3+4 > ff3 > 1 > ff3|4 > W! (58 dmg)
- 3~4 > BT 4 > d/f+2,3 > ff > b+3+4 > BT 3+4 > ff3 > qcf3~4 (very hard, time 4 right when she starts turning a tad, last hit whiffs and leaves in BT, 81 dmg)
- d/f+2,3 > b+3+4 > BT 3+4 > ff3 > 4,1 > ...BT fF3~4 (when you just use d/f+2,3 to check someone; akward)
- qcf4 > BT 3+4 > BT 3+4 > b+2,4,2 > (same dmg as BT b+2,3; only for stylepoints mby)
- Low-Parry | BT ff3+4 No-Crossup (slide; can still whiff; best option is directly d/b+2; doesn't work on Bears&Co and whiffs on some chars)
- > (ff4) > d/b+2 > BT 2 > BT f+2,4,2 > S! > qcf3~4 (can leave out ff4 as hard timing, doesn't work on Bears&Co, ff4 can whiff often on some chars like Dragunov, d/b+2 alone can change sides and kill combo, most reliable and GOTO COMBO! for Parry except for bears, only first surf move hits which leaves you in BT for oki, 54 dmg)
- > ff > 4,1 > W! (for wallcombo extensions, 46 dmg)
- > (ff3) > fF4 > W! (for further wallcombo extensions, very hard to hit with ff3 so leave out for consistency and dash tiny bit further, 50 dmg)
- > (ff4) > 4,1 > BT 2 > BT f+2,4,2 > S! > qcf3~4 (can leave out ff4 as hard timing, doesn't work on Bears&Co and Yoshi, for Parry BT2 can whiff often on some chars like Dragunov, ff4 doesn't work on Bears&Co but Low Parry ff4 does, only first surf move hits which leaves you in BT for oki, 52 dmg)
- > BT f+4,3 > fF3~4 > BT 1+2 > d+4|b+3 (for Bears&Co, late panic combo, 41 alone whiffs on Yoshi, >41 dmg)
- > (ff4) > d/f+2,3 > ff > b+3+4 > BT 3+4 > qcf3~4 (without ff4 GOTO for Bears&Co, 55 dmg)
- (can use u/f+4 or d/f+1 instead of ff4, but less damage and doesn't work on Bears&Co)
- > d/f+4 > d/f+2,3 > ff > b+3+4+ > BT 3+4 > ... (only works on armor king mby test me)
- BT ff3+4 > d+3 > b+4,4
- Low-Parry > d/f+1 > 1 > ff3 > 1 > b+2,4,2 > S! test me
- BT ff3+4 Crossup (slide; check Low Parry block for no-crossup combos)
- > BT 3+4 > ff|~f > 1 > b+2,4,2 > S! > qcf3~4 (might leave you NOT in BT if from far, ff|~f as close as possible and 1 needed or qcf might miss as he doesn't get spinned, only first surf move hits which leaves you in BT for oki, 55 dmg)
- > ff > 4,1 > W! (for wallcombo extensions, 64 dmg)
- > ff3|4 > W! (for further wallcombo extensions, knee can sideswitch which ruines combo, pretty hard, 51 dmg)
- > BT f+3+4 (creates a meaty mid crossup and looks stylish af)
- qcf2
- > (~)ff4 > 4,1 > f+4,3 > fF3~4 > (BT 1+2) > (d+4|b+3) (qcf2 extremely hard timing - input ff then let go and press the 4 right when he hits ground - use training mode hit-analysis NEW visual cue check when her feet stop turning then input ASAP, can use without ff4, don't input f+34 too early or you get f+3+4, BT 1+2 guaranteed against everything but stay-on-ground, d+4 not guaranteed, gives very good oki!, >51 dmg)
- > d/b+2 (for Bears&Co, impossible on gigas?)
- > b+3 (ensured, 28 dmg)
- > b+3+4 > BT 1+2 (ensured, 30 dmg)
- > RD > S! > b+3+4 > BT b+2,3 > ~f > b+2,4,2 (can mess up and push them away from you, 74 dmg)
- > RA (reliable, 52 dmg)
- > https://www.youtube.com/watch?v=fb6DfhY54z0 test me
- > qcf2; f,F+4; 4,1; BT f+4,3; f,F+3~4
- -> BT 1+2
- -> BT f+3+4
- BT 1+2 hits the opponent on every wake-up options except for "Not Set (Staying on the ground)" (BT 1+2 sometimes hits them even that way, but it depends on the angle of the opponent who's lying on the ground)
- BT f+3+4 is used if your opponent stays on the ground
- So you get that extra dmg you'd get from BT 1+2
- qcf2~1
- > WB! > test me
- u/f+3+4 (frontflip) | CH BT (f+2,)3 | {Slide-punish} | (d/f+4,4),3 | b,b+2 with wall to right
- > b+4~4 > ff > BT 3+4 > ~f > b+2,4,2 (plink 4 quickly or you get a delayed knee and don't stay at b, input BT 3+4 RIGHT after you input ff don't wait too long or it whiffs, last hit whiffs on Bears&Co, gives a good oki with slightly delayed ff3 that hits both wakeup-3 and wakeup-4, 54 dmg)
- > qcf3~4 (more damage but does give less time for oki setups, for Bears&Co, 57 dmg)
- > (ff3) > 4,1 > W! (actually best option?, for wallcombo extensions or oki, 55 dmg)
- > (1) > fF4 > W! (dash a bit first for the fF4, for further wallcombo extensions, 58 dmg)
- On Bears&Co can also pick up with d/f+2,3 but it's tight af.
- u+3, d+3
- > fF4 > d/b+2 > BT 2 > BT f+2,4,2 > qcf3~4 (be sure to get fF version hold it rather longer than trying to input it asap, https://www.youtube.com/watch?v=u0xjtjJ8wvU, 72 dmg)
- > ff+4 pickup into 4,1, BT 2, BT f+2,4,2 S! > qcf3~4 (70 dmg)
- > ff > d+3 > b+4,4 > ff > BT f+2,4,2 > qcf3~4 (unreliable and hard as d+3 can push them away too far, https://www.youtube.com/watch?v=tvfGJNPjyrw)
- > d/f+2,3 > ff > b+3+4 > BT 3+4 > qcf3~4
- Float 1|2
- > d/f+2,3 > ff > b+3+4 > BT 3+4 > ff3 > f+2,3 (have to quickly transition from dash to BT, 43 dmg)
- > d/b+2 > BT 2 > BT f+2,4,2 > S! > qcf3~4 (44 dmg)
- > 1 > 1 > > > b+2,4,2 > (test me)
- BT d+4 refloat combo test me
- CH 4,1 (for Spring-Kicks Punish omit second BT 2)
- > BT 2 > BT 2 > BT f+2,4,2 > S! > qcf3~4 (reliable, press first BT 2 asap, can omit second BT 2 if they are too far away or also go BT 1, GOTO COMBO!, 68 dmg)
- > BT 3+4 > ~f > b+2,4,2 > S! > qcf3~4 (good for close wallcombos, doesn't work on Bears&Co, only first surf move hits which leaves you in BT for oki, 65 dmg)
- > ff > 4,1 > W! (for wallcombo extensions, 67 dmg)
- > ff3 > ff4 > W! (for further wallcombo extensions, delay knee a bit, really hard, 71 dmg)
- > BT b+2,3 > ~f > b+2,4,2 > S! > qcf3~4 (unreliable, doesn't work on Bears&Co, only point-blank, 71 dmg)
- > BT f+4,3 > fF3~4 > BT 1+2 > d+4|b+3 (late panic combo, >47 dmg)
- CH wakeup-3 | low-stancers (Eddie & Xiaoyu)
- > ff4 > d/b+2 > BT 2 > f+2,4,2 > S! > qcf3~4 (hard timing, don't do it too early or you get WS4 but still asap after standing, no BT oki, 66 dmg)
- > f+4,3 > fF3~4 > BT 1+2 > d+4|b+3 (for Bears&Co, >48 dmg)
- > 4,1 > BT 2 > BT b+2,4,2 > S! > qcf3~4 (BT oki, 64 dmg)
- > WS1 > d/f+2,3 > ff > b+3+4 > BT 3+4 > ff3 > ff4 (less dmg but might be a bit easier; 58 dmg)
- Slide-punish
- WS4 > d/f+2,3 > ff > b+3+4 > BT 3+4 > qcf3~4 (WS1 too unrealiable and WS4 > b+4,4 pushes them away too far; 13 dmg more than b+4,4!; 53 dmg)
- CH d/f+3
- > ff3 > (ff3) > 1 > b+2,4,2 > S! > qcf3~4 (second ff3 only works when you input first one very fast without is 8dmg less, 80 dmg)
- > ff > 4,1 > W! (for wallcombo extensions, 72 dmg)
- > ff3 > ff4 > W! (for further wallcombo extensions, 76 dmg)
- > d/b+2 > BT 2 > BT f+2,4,2 > S! > qcf3~4 (can be unreliable, input d/b+2 fast, 79 dmg)
- > u/f,n+4 > 4,1 > BT 2 > f+2,4,2 > ff > u/f+3+4,3+4 (max dmg, only at wall)
- test me:
- CH df3, BT b2,3, f, F, b2,4,2, S! SSR, 3~4, BT 1+2 = 96 dmg. If the opponent side rolls in either direction after said above combo,
- the BT 1+2 damage comes out at 24 dmg, rounding up to 90. If the opponent tries to wake up kick mid or low, the BT 1+2 counter hits
- them for 30 damage and you get a guaranteed b3, rounding up to about 123 damage
- don't forget that if they wakeup and get hit by bt 1+2 in situations like that you can do ssl d3 b44 s! bt f3+4
- test me:
- > ff3 > ff3 > 1 > ff3 > 1 > f+1+2 > ff > fF3 > ff4
- CH d/f+3+4
- > fF4 > d/b+2 > BT f+4,3 > 3~4 > BT 1+2 (less dmg but seemingly more consistent; 56+24dmg| 80 dmg)
- > ff > RA
- > d/b+2,1 > 1 > b+2,4,2 > S! > 3~4 > BT 1+2 (58+24dmg| 82 dmg)
- > -//- > d+3 reset:
- https://twitter.com/404error17/status/1171015709024931842
- "also you don't do ff3~4
- you just do 3~4
- or else the distance is not right for the techtrap
- the deepdash ruins the reset, if you deepdash you can only get the bt1+2
- if you don't, you can get the BT1+2 or the reset depending my on what they do
- I mean bt1+2 into d+3, b+4,4 S! and several enders depending on situation
- you get a full combo reset
- the deepdash is still required for other combos using the cartwheel ender, but for ch quicksand, you don't deepdash"
- test me
- test me > f+1+2 > d/b+2,1 > B+4,4
- CH u/f+3
- > 4,1 > BT 1 > b+2,4,2 > S! > qcf3~4 (needs BT 1 as BT 2 whiffs, doesn't work for Bears&Co, 74 dmg)
- > 4,1 > W! (for wallcombo extensions, 66 dmg)
- > ff3 > ff4 > W! (for further wallcombo extensions, 70 dmg)
- > ff4 > 4,1 > BT f+4,3 > fF3~4 > BT 1+2 > d+4|b+3 (for Bears&Co only, ff4 is hard timing, >65 dmg)
- Ragedrive combos / RD combos: f+3+4 > 2
- > S! > SSR > d/b+2,1 > b+4,4 > BT f+3+4 (new optimal combo!; let the SSR finish fully and continue too early; can hold f at end to follow them with phase for oki but that loses to wakeup-attacks; 78 dmg)
- > S! > b+3+4 > BT b+2,3 > ~f > b+2,4,2 (old combo; still useful when near wall and easier; 69 dmg)
- > 4,1 > W! (for wallcombo extensions, 64 dmg)
- > ff3 > (1) > ff4 > W! (for further wallcombo extensions, 68 dmg)
- > ff4 > 1 > ff3 > 4,1 > b+2,4 (1 into ff3 is very tough timing, 72 dmg)
- f+4 > RD for a 105 dmg i15 punish!
- (3,3,)4 > RD > b+3+4 > BT b+2,3 > ff3 > 1 > ff3 > qcf3~4 (only first surf move hits which leaves you in BT for oki, 107 dmg)
- CH BT f+3 > Rage Drive works but have to delay it a bit till they bounced from the floor (>81 dmg)
- on side-hit NOW gives regular ff3 launch animation
- Wallenders: W!
- FF4 is standard wallcombo starter as it has good range and kicks them up so that even further away you get a high wallsplat.
- 4,1 has the lower range of and should be used if they just a dash or two away, if it's too far then you only get a low wallsplat and can't get a good ender. Might also have to dash a bit in.
- FF3 is can be even a bit shorter than 4,1, if you are unsure if 4,1 might be too near, use ff3 instead!
- You can always use 1-jabs to extend for the tiniest range and add them after ff3 or ff4 or before a 4,1. Sometimes also between a ff3 and a ff4 depending on the combo!
- Also never forget that you can do microdashes to adjust them perfectly! Sometimes a different option with a dash is better like a dash into 4,1 might be more range and better splat than a ff4.
- 1,2 test me (lowest probably)
- > (b+3+4) > BT b+2,3|3+4 > u/f+3+4,4,2 (BT required if not already in it from 41 etc, BT 3+4 when less time or after emtpy teleport, BT b+2,3 can be used to initiate W! which is consistent, delay last one a bit to deal more dmg, standard and best dmg, deals less damage on Bears&Co, 60 dmg)
- > b+2,2,3 (gives oki setup with f+3,2; test me; 52 dmg)
- > 2,3 (gives oki setup as it recovers in FC; test me)
- > u/f+4,4 > b+3+4 ~ BT 1+2 (52+25 dmg)
- > b+1 > d+3 (for oki, d+3 is not guaranteed, 38+16 dmg)
- > d/f+4,4,U (gimmick oki setup, can confirm crouching and not go for second 4 for a full combo, https://www.youtube.com/watch?v=qpSixClU9hI)
- > u/f+3+4~3+4 > b+3+4 ~ BT 1+2 (seemingly works ONLY on bears/co, delay to hit sideroll, BT 1+2 can sideswap, 45+15 dmg)
- > B+4,B+4,3,4 (gimmick left roll oki setup fishing for CH4, on hit can combo into b+44, can confirm into full strings, https://www.youtube.com/watch?v=qoAusdZcXps)
- > f+4 > u/f+4~BTX (gimmick left roll oki setup, u/f+4 puts in BT so can blink into BT moves like BT d+3, https://www.youtube.com/watch?v=mSlaDr2tCiI)
- > u/f+3+4,4 > u/f,~n+4 (gimmick left roll oki setup that crosses up and puts in BT, hold u/f and press 4 when descending, https://www.youtube.com/watch?v=H1IzTX2Hels)
- > RA!
- > BT f+2,3 (for floorbreaks)
- > u/f+3+4,4,2 (when they aren't high enough)
- > 1,2 > 1+2 (very reliable; with or without jabs; best used when they hit the wall at awkward angles; jabs alone can be used to get small carry)
- > b+4,4 ~ BT 1+2 (reliable, delay to hit sideroll, BT 1+2 can sideswap)
- > f+3,2
- > b+1
- Wallbounce: WB! (https://www.youtube.com/watch?v=pbsWHFNRaGY)
- > d/b+2,1 > 1,2 > 1+2 (close range)
- > d/f+2|4,1 > BT 3+4 > u/f+3+4,4,2 (close range)
- ...
- Minicombos and ensured follow-ups (only important/good ones, ~ means not actual combo but they are ensured to hit):
- f+4 > fF2 (most reliable and best damage, 45 dmg)
- > fF3 (unreliable, input fast, 46 dmg)
- > fF4 (41 dmg)
- > f+2 (34 dmg)
- qcf2 ~ b+3+4 > BT 1+2 (ensured, 30 dmg)
- ~ b+3 (ensured, 28 dmg)
- >~ d/b+4 (24-26 dmg)
- u/b+3|u+3,d+3 > u/f+3 (34 dmg)
- d/f+3+4 ~ b+3
- ~ b+3+4 > BT 1+2 (can work?)
- 1+2 at wall ~ d/b+4
- 1+2+3+4,b,f+1+2 at wall > W! > d+3
- > 4,1 > BT d+4 (not ensured)
- BT 1+2 ~ b+3+4 > BT 1+2 (54 dmg)
- > d+3|4 (d/b+4 instead can still be ensured and deal some more dmg, 33|37 dmg)
- > f+2,3 (only on Bears&Co, floorbreaks)
- > d+3 > ~SSR > d/f+4,4|b+4,4 (very hard and inconsistent, see https://www.youtube.com/watch?v=mujdD5iNUao @0:15 and @2:00, 44 dmg)
- BT b+3 > f+3+4 (43 dmg)
- CH b+1 ~ b+3+4 > BT 1+2 (GOTO, 54 dmg)
- ~ b+3 (51 dmg)
- >~ d/b+4 (50 dmg)
- ~ u/f+3 (49 dmg)
- ~ d/b+3 (47 dmg)
- CH d/b+3 >~ b+3 (GOTO, no need to use the others as you are always close enough so it hits, wait a bit till you went to standing, 40 dmg)
- >~ u/f+3 (38 dmg)
- >~ d/b+4 (38 dmg)
- CH d/b+4 >~ u/f+3 (GOTO, most reliable, 41 dmg)
- >~ b+3 (doesn't hit max-range, 43 dmg)
- >~ d/b+4 (reliable, 41 dmg)
- >~ FC d+3 (most reliable, can also CD in so it hits definitely, 34 dmg)
- >~ b+3+4 > BT 1+2 (need to be pretty close, 45 dmg)
- CH (b+2,)2 > BT 1,4 (54 dmg)
- CH (f+2,)3 ~ b+3 (NEW; BT 1+2 does not work; 43 dmg)
- CH BT 2 > 1,4 (hard timing; 55 dmg)
- CH BT f+3 > ff2 (KNDs on CH which can be followed with dashing Rage-Drive or 3~4 or u/f+3 for minicombo; 40 dmg)
- CH BT (3,)4 > 2,4 (hard timing, 47 dmg)
- CH BT (f+2,)3 > RA (63 dmg)
- CH d/f+3+4 > RA (not rly worth as normal combo has more dmg; 77 dmg)
- ==========================================================================================================================================
- Matchups / Matchup-Knowledge:
- Worst Matchups: Armor King, King, Heihachi, Hwoarang, Kazuya, NEGAN, Lili
- Akuma mu [SSL](SS not always safe):
- -IS GAY
- -prepare to SS a LOT
- also a LOT of low SWEEPS
- chubs will just spam fireball so you better got that sidestep fF3 ready
- -has a LOT of moves that move him backwards when attacking, you gotta be really careful when counterattacking
- -downjabs are special Mids that is seemingly -13 OB but he can easily buffer it into Hadouken, which can punish now though
- -Hadouken is now 14 OB! | WS1 on cr | 4,1 or d/b+2 on st
- Red-Hadouken (all) are safe but it's your turn
- EX-Hadouken is +1 OB
- -DragonPunch is at least -25 OB | ff3 | u/f~n+4
- -Tatsumaki is -15 OB | b+4,B+4
- Ex-Tatsumaki is -22 OB | ff3
- -Focus-Attack has armor and is a HIGH, fully charged it's Unblockable BUT STILL a high; blocking the high is -20 OB | ff3
- But be careful as he can cancel-dash out of it, where the forward dash is very fast but the backward-dash very slow
- -Slide: from full-running
- -Snakeedge: is unseeable sweep; fully dodges your RD; is -27 OB so launch with | WS1 | ff3 | u/f~n+4
- -"the best thing to do vs moves canceled into demon flip is b+2<2
- with the right delay you either float with b+2,2 into bt 2, bt f242
- or you hit second hit of b+2<2 in their back for a free bt 1,4 into uf3/ff4 mixup
- vs raw jumps/demonflips you dont really have time to aa
- at least not consistently
- SWL is better
- or SSL block"
- -Punishment-options: 14f standing launcher with or without meter
- -Throws: -
- -RA: is UNBLOCKABLE!, hold up-back to dodge it after you see the animation, expect the guy to jump-back or such a thing afterwards
- -RD: -
- Alisa mu [SSL](at range or vs chainsaws SWL; up-close SSR):
- -Thoughts: ultimate cheese character, SS everything as all her shit has plus frames
- -has like fullscreen lows that can low-crush
- -you RD and ff3 goes over her sweep
- -Jabs: can extend with a low or high so low-parry after them!
- -has a three-hitting move (#15 Triple Session) with a huge frametrap after the first two, always prepare for the third hit; ppl love to spam this one; -10 OB but pushes you away
- -she can use a long-ranging kick from grounded that even evades lows!
- -a supercheap low to mid that KNDs so do NOT block low after she hits you with a quick low
- -"Early on, alisas will throw out a lot of stupid seeable stuff, like the her sweep and the unblockable. Her cheasiest launching stuff is either unsafe or seeable. She has no reliable 5050 game.
- So if you see an agressive alisa that is not relying only on quick pokes, you are probably missing some punishes.
- A bit later Alisas will start backdashing a lot while mostly using safe long range pokes and whiff punishing.
- In that case there isn't much you can do besides either pressuring her very close (if your character allows for it) or just being patient to force her to go on the offensive.
- Her long range slide is -14. Sometimes it comes out as -10 depending on range, beware.
- Her close range df1 is something like -6 on block but has an extension."
- -"9/10 of her strings are high on the second hit, so duck those and launch her android ass"
- -Quick boosted mid-mid (#67 Jumper Switch) with great range where she punches you with her right palm, then spins around kicking you; -13 OB | 4,1 | d/b+2
- -Quick boosted mid-mid (#77 Linear Dropkick) where she kicks you with a leg in the air and then immediately spins around kicking you at the same place with both; -7 OB
- -Can attack from FAFT with a boosted mid! (#94 Reboot Meteor Kick)
- -Can make a mid where she spins backwards with her legs sideways (#59 Dynamic Range), then moves back and comes flying with a high mid that's +6 OB; you have to SS it! She moves away very far though so try | ff3
- -Boost: Can do it in neutral or after a mid where she kicks you jumping on your chest and making a backflip ;She flies towards you and
- Low-slide: very fast; always expect it at mid-longrange; -14 OB | WS1
- Spins around with a mid kick is safe with -7 OB
- -Punishment-options: 14f standing launcher
- -Hopkick: (#66 Inbound Kick) is the same one-up - one-down bullshit that Katarina has; -13 OB but forces you crouching so | WS4 | WS2
- -low-slide: (#37 Quick Slide) super-quick where she uses her boosts and slides on the floor is -11 OB; she is +7 OH so don't do shit | WS4
- -'Snakeedge': (#49 Deep Web) quick low where she stays grounded and is much like Raven's; still -17 OB so | WS1
- -Snakeedge: (#39 Harpoon Sweep d+3+4) legsweep; 27f fast; she spins with both feet in the air then sweeps you with both feet; -37 OB! | u/f~n+4
- from CLK-stance (#87 Clockwork Spring Low d+3) legsweep; 30f fast; low can be reacted to her yelling "YAH" which is -12 OB so better low-parry; mid is "Hah" which is -10 OB | low-parry | 1,2 | 2,4
- -Parry: against highs only; she loses her head and punches you back
- -Throws: 1+2 (#46 Spam Bomb) She puts off her head and places it into your hands.
- 1+2(cr) (#47 Double Bull Shoot) From crouching only! She takes your forward-shoulder, spins around to her LEFT and shoots you in the air with her arm.
- -RA: HIGH!; you can duck-punish it; leaves you -5 OB and gives her sawblades so prepare for mixups
- -RD: LOW! OR MID; you fuzzy-guard FIRST LOW and THEN MID block! The low comes out very fast and the mid she stops midair and flies back a bit before charging.
- has priority over EVERYTHING (like srsly, you can't fucking trade with it, it catches you before your move hits)
- is SUPER-LONG ACTIVE
- Anna mu [SSR](SSR-Block; on f,f+2 and d/f+4 SSL):
- -Just FUCK that char
- -do NOT press a high at round-start, she can launch you easily there
- -consists of solely lows and high-crushes it seems
- -Snakeedge: (#55 Mudslide d/b+3) legsweep; 27f fast; -17 OB | WS1
- from CJM-stance (#66 Infernal Avalanche CJM 4) legsweep; 27f fast; -29 OB so full-punish | u/f~n+4 | ff3
- -Parry: against highs/mids (no knees/elbows and no RA's and unblockables); throws you to the ground and punches you one time
- -Throws: 1+2 (#117 Overhead Toss) [ssw] Grabs your neck with both arms then does a flip over your head and throws you forward.
- 1+2 (#118 Elbow Smash) [nssw] Grabs your shoulders with both arms, puts you down and smashes you to the ground with one elbow.
- 2 (#120 Chin Bash) [nssw] From crouchdash! Goes into grab-chains! Grabs your forward-shoulder then pulls your arm forwards and bashes your chin from down to up.
- -RA: HIGH!; you can duck-punish on reaction!
- -RD: mid-mid; out of crouch-dash; forces you crouching and gives her -5 OB so don't press shit afterwards
- Armor-King mu [SSR](SSR-Duck midrange; SS like mad Nobi says):
- -Thoughts: Honestly no idea what to do against him. He has such amazing keepout and lows and mixups and throws, I'm dumbfounded.
- He bullshit hitboxes and attacks
- -he has kinda a retard hitbox ??? like he is a skin frail girl
- -his only WS punishers are i11 and i15 hopkick, maybe abuse this with lows
- -Jabs: he can add a mid to his basic 12 jabs
- -has some very long 3-hit string where can DUCK the last (or even last two?) hits
- -is on the ground 247 so you REALLY gotta be ready using your GROUND-HITTING MOVES; also expect them to use spring-kicks all the time
- -ALWAYS QUICKROLL AGAINST HIM!; he has some nasty setups with unblockables and you probably need to delay roll against some of them?; expect setups at the wall
- -he has a popular move that is a mid punch with his right fist where he leans forward and he follows with a high kick, you can duck after the fist and get a WS1 punish! https://youtu.be/3OmQ8lyJBb0?t=72
- -he can add a high after his right leg close-to-the-floor poke which you can duck and WS1 punish (https://youtu.be/3OmQ8lyJBb0?t=678)
- -has a slow right-down-left-normal double fist after which he can add a low which you gotta parry (https://youtu.be/3OmQ8lyJBb0?t=749)
- -has a sweep that CH launches, -26 OB so punish with | ff3 | WS1
- -also a low fist with his right arm that is -18 OB | WS1
- -if you block his grounded footstomps they are -16 OB so full launch | WS1
- -a very quick low leg that he can follow-up with a high or a mid; the high you duck and the mid is -16 OB so full launch | d/f+2
- the low alone is also -16 OB so punish with | WS1
- -hopkick is -13 OB so punish with | 4,1 | d/b+2
- -his big overhead RIGHT ARM PUNCH that staggers and looks like it'd be safe is actually -13 OB so punish with | 4,1 | d/b+2
- -test me if you can hit him with d/f+2 if he is on the ground
- -his big jumping smash where he uses both his hands leaves him plus
- -he has some nasty sidestep moves, so you should take advantage of your homing stuff; if you block them they are -11 OB | 1,2 | 2,4
- -has to rely on a homing kick move that is a HIGH, so you can try to bait it
- -has a backwards legkick form backturn which is -20 OB though, should be punishable easily | d/f+2 | ff3
- -his front-flip is a mid into backturned airborne backflip you can crouch or SSL
- also has two mid follow-up against SSL
- -"how do you punish AK's ff4?
- -14 but it pushes a bit
- Ok 4,1 doesn't reach, but d/b+2,1 does
- Also if your opponent doesn't use many tracking move, you just gotta SS some more. AK has many linear attacks (f,F+4 is one of them)"
- -"His biggest glaring issue is SSR
- SSR duck hurts him a lot
- But doesn't AK's d/f+1 track to SSR?
- Iirc you can swr it but some ss might get hit
- That and AK has one of the best homing moves in the game, f,f+3.
- What I’m saying is that he’s weak to ssr and ducking. That’s only a piece of the matchup to help
- He has mids but nothing huge"
- -Unblockable: same as King where he jumps really far into the air
- -Unblockable: where he backturns and makes a backwards flip hitting you with his legs, very hard to SS but you can jab him out of the air if early | Float Jab
- -Unblockable: from backturn which is a high though and you can duck
- -Punishment-options: 14f standing launcher
- -Parry: against highs/mids (no knees/elbows and no RA's and unblockables); presses you down and punches you once
- -Throws: when he runs or wavedashes towards you expect a shining wizard 1+2 grab, the one where you climbs onto you
- -RA: mid; -22 OB so punish with | ff3
- -RD: From wave-dash!; Poison-breath is rly fast and also unblockable but you can DUCK on reaction (watch out for the red ring that appears a bit behind his waist! https://youtu.be/3OmQ8lyJBb0?t=129); prepare for an ensured throw-mixup afterwards
- Asuka mu [SSR](has good homing move, don't force the SS):
- -Strat: DEFINITELY play at range as her evading shit is disgusting but keep moving as she also has some long-kicks
- -1 into a low! (2-versions: one standing and one her 'snakeedge') both -11 OB | Low-Parry | WS4
- -12 strings have frametrappy mid follow-ups but no lows
- -her forward-flip is fully safe with -6 OB
- -her double-kick jump that launches is also fully safe with -6; it is a low-high so can be punished if you are crouching but you can't really react to it
- -her b+3 backwheel launcher leaves her at -19 OB but pushes you so far away that you really can only punish with | f+2,3
- she can follow-up with a frametrapped mid (-20 OB) or low (-11 OB) but both those get hit with | f+2,3
- it also just fucking crushes everything always be wary of her using it near to mid-range
- -from FC her double frontflips (or one) are both safe
- -has a taek'won'do move where she does two highs/mids with her fists and spins twice but then goes to a low that goes into a combo (mby a 10-hit combo?); block the low and get a punish
- -do not use qcf4 against her, she has an elbow move that just has MAD priority over it and straight out crushes it
- -always be wary at midrange, she has way faster and long ranging moves against you
- -Can-Cans: (#32 Double Lift Kicks) is actually a LOW-HIGH even though it absolutely doesn't look like one and the DON'T COMBO; if you block the low you can launch her, if you don't block the low but the high she is -7 OB
- -Sweep-chains: like Law or Lucky-Chloe (#79 Leg Cutter, she can also combo into it from a mid) which are all low up to three times
- you have to PARRY; last hit is -7 OB
- she can end them early but only in another low-high or a high, but she can do the low-high anywhere; she can also just stop it and mix with a mid where you have to be careful then
- punish it by immediately going into Low-Parry and hold it, if she uses the high you can then still launch it with WS1
- -redacted: after she uses her backflip launchers, she is FC and in kinda a stance that CRUSHES EVEN MIDS and she might follow-up with a low, so if you block that one do attack with either a low yourself or u/f+3+4
- -Slide: from full running
- -'Snakeedge': spinning near ground and high-crushing but very fast; can also go into sweep-chains; -11 OB | Low-Parry | WS4
- "her d/b+4 which looks almost like her snake-edge is very safe OB so it's better to low-parry it"
- -"We have an option select vs Asuka's 50/50 after screw
- wake up backwards to block the df3 and bb2 to parry the unblockable
- she could try cancelling the UB into step but bb2 has good tracking
- not too easy tho
- BopperToday at 9:48 PM
- dont you eat the refloat if you dont techroll
- FazniToday at 9:48 PM
- only stay grounded
- u can wake up backwards. it's jsut that other characters eat the unblockable if they do
- so sometimes asukas will bait Jin's parry with a cancelled f3
- so hold b, bb2 sabakis the ub?
- timing is something u need to get used to. but it is consistent
- and it does not allow asuka to bait out parries like b2+4
- this is after she does 1 2,1,1+2 S! f3
- if she does 1,2,3 S! f3.. I still have to testthat but the 50/50 becomes jank/wonky and inconsistent
- as techroll will go under the unblockable sometimes
- 1 2,1,1+2 S! f3 is her most reliable set up
- tho it should be visible/easy to tell if the asuka delayed her f3 spin or not post 1,2,3 S!
- The only bad thing about the sabaki is.. welll.. she can step f2 if she expects it. thankfully odds for that are uber low
- or just press f1+2+3+4 and the game will option select whatevers right, kind of like with kings chaingrab.
- Normally characters have to guess between techroll and stay grounded vs Asuka if she does her f3 spin after screw. Staying grounded beats the unblockable but gets reset by the df3.
- And teching would avoid the df3, and the player would be at advantage, all the more so if they block with the wake up backwards option , but get hit by the unblockable.
- Certain characters that have a parry, however, can just tech roll or wake up backwards to block the df3, and apply pressure, and parry the unblockable.
- Asuka, however, can bait out these parries, and launch punish the player. However she cannot do this with Raven's bb2 because then she will be blocking the move and she won't be able to punish.
- And she can't just step it either. Once the parry is triggered, it is likely your parry attack will be blocked and you will be in minus frames, but there is enough pushback that d1(the typical OS vs -9 BT raven's) will whiff and you can launch punish that.
- So you are both n a mix up basically. This can actually be avoided in Asuka's favor too, by side stepping after the unblockable to avoid the haz 4 and launch punish with a f2. Hence the quotation marks around the "OS".
- However very, VERY few are aware of this and even FEWER even bother to apply this. Because Asuka typically may want to take advantage of a wallsplat off of this usually. Or they just flat out forget about it."
- -Unblockable: she spins like 3 times to her left and a green effect appears on the last one before it hits (which is usually too late to react); can only mash out of this
- -Snakeedge: (#33 Sacred Blade 3~4) legsweep; 27f fast; she can cancel it which leaves her FC; -26 OB | ff3
- -Parry: against high/mid-punches only (no knees/elbows and no RA's and unblockables); catches your head and puts you down then snaps your neck upwards, parries only punches!
- "How do you even chicken? Press f2+4 or 1+3 before you get spinned. or just press f1+2+3+4 and the game will option select whatevers right, kind of like with kings chaingrab."
- -Throws: 2 (#87 White Mountain) [nssw] She grabs your forward-elbow with her right hand and your forward-hand with her left hand, then pulls you forward and smashes you to the ground.
- 1+2 (#89 Cherry Blossom) [ssw] Grabs your forward arm/shoulder with both her hands, then turns around and smashes you down.
- 1+2(cr) (#90 Falling Rain) [nssw] Test me
- X (#88 Destabilizer) [nssw] UNTECHABLE! She makes an akward forward motion throwing both her arms over he head and pulling you forward but nothing else. Leaves her +8 so don't press fucking anything.
- -RA: mid; -22 OB so punish with | ff3
- -RD: mid; forces you crouching; -11 OB!! so don't press fucking anything
- Bears mu /Kuma mu /Panda mu [SSR](WS3 has good tracking esp after d/b+2 at wall, don't overstep):
- -just does random moves and half of your shit dodges while dealing mad damage
- -has a snake-edge like low-launcher
- -has a lot of staying-on-ground shit
- -has a forward-dash move Blanka-style
- -Throws: 1+2 (#100 Headbutt) [nssw] Grabs your shoulder with both hands and gives you a headbutt.
- 2 (#101 Rock'n Roll Circus) [ssw] Grabs your shoulder with both hands then plays with you like a ball while on his back.
- -RA: mid; -22 OB so punish with | ff3
- -RD: mid; leaves him at +1 OB but has such knockback that it's basically neutral
- Bob mu [SSR](SSL midrange):
- -spammer character
- -has great pressure, be careful on range!
- -has a low poke into a mid
- -has a really good hellsweep
- -Throws: 1+2 (#97 Flying Cask) [nssw] Grabs your forward-shoulder with both his hands, then pulls you down and just throws you up in the air.
- 1+2(cr) (#98 Sparkling Death) [nssw] From crouching only! Grabs your backward-shoulder with both hands, pulls your backward-arm forward and gives you a chest-bump.
- -RA: mid; -22 OB so punish with | ff3
- -RD: mid-mid roll; does NOT jail but you have to block in between and can't do anything, not even Raven-Parry; forces you crouching and leaves Bob in roll-stance so prepare for mixups
- Bryan mu [SSR](SWL midrange; don't force the SS especially midrange):
- -seems to be a very ranged character, he has some great long-ranged moves that are also evasive
- -has a CH launcher extension to his jabs
- -he can add a quick low to his 12 jabs, best low-parry it
- -you can counterhit 1-jab him out of his 1-1 jab string!
- "Basically Bryan's jab loses to Raven's in a number of situations even when Bryan has siginificant frame advantage. Worth doing your own experimentation to get a good feel of it. https://youtu.be/faLI6lFT33Q"
- -he can mix you up with Taun Jet Upper on your wakeup which hits techroll
- -he can delay his spammy jabs so be careful of retaliating
- -super-delayable mid leg that he charges downwards and needs ~1.5s to hit; cheese-move; -1 OB but pushes away as well so go back to neutral
- -Orbital: is NOT a hopkick, it is not punishable! GOES OVER YOUR LOW MIDS so do NOT PRESS d/b+2!!!; (but only launches on CH); BUT you can jab him out if he uses it often because on rising he has no crushing-property and it is pretty slow
- -Slide: from full running
- -Forward-Roll:
- -Punishment-options: 14f standing launcher
- -Snakeedge: (#40 Snake Edge d/f+3) legsweep; 29f fast; -26 OB | ff3 | WS1
- -Parry: against high/mid-punches only (no knees/elbows and no RA's and unblockables); makes your attack whiff by pushing you to the side
- -Throws: 1+2 (#90 Anaconda Assassin) [ssw] Grabs your forward-shoulder with both hands and drags your left arm downward to hit you with his leg-leg-downpunch.
- 1+2(cr) (#91 Chains of Misery) [nssw] From crouching only! Grabs your forward-shoulder with both hands then retracts his right hand to charge up, then hits you three times with his fists.
- -RA: mid; -22 OB so punish with | ff3
- -RD: mid; leaves him +6 OB
- Claudio mu [SSL](SS can be blown up):
- -has a while-running move WR2 which is a HIGH so you can just duck it and | WS1 | d/f+3
- -that move where he puts both arms towards and then swipes them apart while he screams is + for him!
- -Low where he uses his right hand to punch your feet; can be EXTENDED with glow which is another low which is a launcher!
- -a mid punch where he follows with a frametrapped punch that seems to be very good midscreen, boobait?
- -Unblockable: same move as described before but he has his hands glowing before, but you can parry it!
- -Snakeedge: with Starburst (#50 Gravity Zone d+2,2) handsweep; 31f fast; is always -12 OB but only launches with starburst | WS4
- -Throws: 1+2 (#61 Gula) [nssw] Grabs your shoulders with one hand each then gives you a knee to the stomach and kicks you to the floor.
- -RA: mid; -22 OB so punish with | ff3
- -RD: comes out of a mid-mid kick-punch attack that cancels it and leaves him +7 OB
- Devil-Jin mu [SSL](SSR-Duck!; https://www.youtube.com/watch?v=hBs7oOHX-Vs):
- -has a supercheap 3hit high string followed by a low which goes into a combo (#16 three ring circus combo), if you recognise him just spinning around madly just keep ducking and punish with WS1
- -laser is duckable
- -the air-dive is duckable, can also punish if you are quick with | u/f,n+4
- -DUCK LASER
- -Can pick you up from the ground!
- -his hellsweep is low, then mid
- -Punishment-options: 14f standing launcher
- -Parry: against highs/mids (ALSO against knees/elbows but NOT against RA's and unblockables); he does some power-stance force-field that hurls you back
- -Tackle: From crouching only!
- -Throws: 2 (#84 Wrist Chuck Slam) [nssw] Grabs your forward-shoulder with his right hand and your elbow with the left, then slams you down.
- 1+2 (#85 Stonehead) [ssw] Grabs both your shoulders with one hand each, then takes your neck and gives you a headbutt.
- 1 (#86 Complicated Wire) [nssw] Grabs your forward-shoulder with his left hand, then your arm with his right hand and uses his leg to flip you.
- 1+2 (#87 Obliteration) [nssw] Grabs both your shoulders with one hand each, pulls you down and then throws you into the air to shoot you with his lasers.
- -RA: mid; has a delay in which you can input your own RA but his will hit you first!; -22 OB so punish with | ff3
- -RD: LOW! into a jailing mid-mid; from hellsweep-motion!; leaves him -14 OB so you can punish! (but don't use fast highs like jabs as those can whiff as he is recovering from crouching) | 4,1 | d/b+2 | b+4,4
- Dragunov mu [SSR](SSL midrange; SSR-Crouch a moment Nobi says):
- -has amazing range and good evasive moves
- -has a cheap low-mid
- -Low-poke with his hands: (like heihachi's) (#25 Razor d+2) which is used often as a poke and that crushes highs; -13 OB | WS2 | WS4 | Low-Parry
- -can use a mid launcher from FD!
- -"Slide": (#55 Slay Ride) A very quick short slide that leaves you standing; -15 OB though and even minus OH so definitely your turn | WS1
- -Slide: (#61 Chernobog Sweep) from full running; is only -15 OB so punish with | WS1
- -Snakeedge: (#32 Clipping Sweep d/b+3) legsweep; 27f fast; launches only on clean-hit!; can cancel it into a on-crouching grab but you can time your WS-punish so it hits both; breaks your leg on CH; is -26 OB so punish | WS1
- NOOBMOVEALARM can use it after a mid-high string (#36 EyeGougetoStingray b+2,1,3) where he makes a mid right palm-punch (with fingers pointing downwards) into your stomach and a high fast left hook to your neck, really need to learn that animation as it is a noob-bait
- -Parry: against highs/mids (no knees/elbows and no RA's and unblockables); he takes your leg, flips your other leg to throw you down then breaks it
- against lows; he grabs your leg and smacks you behind him
- -Tackle: can tackle you from neutral, RD, a mid-mid attack or from ground FDFA with a crawl lunge which is a 1+2 tech (he can also crawl forward a bit with it)
- 1 or 2 breaks your legs
- 1+2 sits on your stomach and then punches you a few times
- -Throws: HE CAN FUCKING LAUNCH FROM HIS GRABS WTF
- 1 (#84 Reverse Victor Clutch) [nssw] Grabs your neck with his left hand, then flips you on the ground and breaks your leg locking it between his legs and pulling.
- 2 (#85 Victor Clutch) [nssw] Grabs your neck with his right hand, same as before.
- 1+2 (#86 Blizzard Rush) [nssw] Grabs your neck with both hands but left hand more forward! Then swings his right fist back and punches you a few times with it. Best react to the right arm going backwards.
- 1+2 (#50 Feint and Catch) Cancels a downpunch attack, then spins 180° towards you and ends it in a grab which is a 1+2 tech! Makes a lot of grunt noises during it.
- cr(1+2) (#34 Clipping Sweep to Feint and Catch) [nssw] Only on crouching! Cancels his Snakeedge into completing the 180° and into a MID grab!
- cr(1) (#91 Cold Fate) [nssw] Only on crouching! Looks like he's grabbing your elbows with both his arms, but it's actually a 1 throw! He pulls you down then puts a knee to your face.
- X (#48 Scorpion Scissors) Untechable! He jumps straight into the air with both legs forward and catches your neck with it.
- -RA: mid; -22 OB so punish with | ff3
- -RD: mid that's his WR2 and is +5 OB; can go into Tackle directly afterwards which is untechable and you have to interrupt! (which makes it a mixup in itself)
- Eddy mu [SSR]:
- -how fucking cheap ehhhh-low can you get? Biggest bitch character in the game, just as his players.
- -JUST WTF IS THAT CHAR LIKE HOLY PUT A GLOWING CROWBAR IN MY ASS THAT IS MORE SATISFYING
- -JUST HOLY FUCKING HELL EVERY EDDIE PLAYER DESERVES A PLACE IN HELL
- -blockstrings last FOREVER you better get used to never press anything
- -can even dodge your quicksand; how? holy don't ask me
- -his legs are HUUUUUGGGEEE and will always hit before your ff3 or whatever
- -Every single attack of his deals like twice the damage as it should, because why not
- -Every attack of him has like high-evasion and even mid-evasion most of the time, because why not
- -your RD whiffs on his lying stance because why not; also your d/b+2 and most of your other mids; 1+2 might be only safe option?
- -breakdance spin into low is fucking unreactable
- - "On long-range f,F+4
- on close-range depends on the stances the opp use
- yeah d+3 hits them also
- d/f+2,3 is insanely good against RLX (on block)
- it hits them in RLX
- and if they attacked or moved out, you gonna screw them into a small combo
- Handstand (HST) doesn't crush highs
- so 2,4 is also viable against that
- Against RLX in a neutral situation (both chars are on +/-0), SWL into d/f+2,3 should beat every option of Eddy's RLX, except that homing (m,m) attack
- In general for sidestepping:
- -> Eddy neutral (do SSR)
- -> Eddy RLX (do SWL)
- -> Eddy HST (do SSR/SWR)
- NOTE!: Those are only guides, in which direction most moves are sidesteppable from him, so use it if you don't know the MU or how to SS specific moves. This DOESN'T count for every move in the corresponding stances. Most chars have specific moves to catch your ss-direction, so beware of that.
- Do not try sidestepping out of a list, try to sidestep the moves!!!"
- -"d+3 and d/f+2,3 is death against Eddy's that end often in RLX and HST, because it hits at the lowest point (not grounded, but on the lowest "standing" point)
- that's correct.
- If they don't attack out of RLX, you'll only hit with d/f+2
- If they attack you'll float them out for a combo
- So you win either way
- Also: You can't float Eddy out of RLX, except if he attacks. If you hit Eddy in RLX while not attacking he gets knocked back. That's why gotta search for an option, that does both
- -> Hits him in RLX
- -> Floats him out of it for a combo, in the case that he attacks.
- That's why d/f+2,3 is optimal, especially due to good range :thumbsup:"
- -use these moves ONLY (everything else will just be crushed by his weirdo stance): ff4; f+2,3; u/f+3+4 (doesn't launch most of the time, so going for the low mid extender makes sense); 1+2; any lows that hit grounded
- -Snakeedge: (#9 Slippery Kick 3~4) legsweep; 29f fast; makes the break-dance spin but always goes into RLX-stance so use appropriate move to hit him; can also be done from handstand-stance; -25 OB but ff3 does whiff | WS1
- -Throws: 1+2 (#162 Cabra Macaco Throw) [nssw] Grabs your neck with both hands, then makes a handstand on your shoulders and flips you back with a backroll.
- 1+2 (#163 Rodeo Spin) [nssw] Grabs your neck with both hands, then breakdances on your head twice and flips you down.
- cr(1) (#164) [nssw] Only on crouching! Looks like he's grabbing your elbows with both his arms, but it's actually a 1 throw! He pulls you down to the side, then spins around your head and smacks you donw.
- -RA: mid; -22 OB so punish with | ff3
- -RD: mid-mid with a tiny frametrap in between; leaves him at a freaking +12 OB AND in relax-stance so prepare for the mixups coming!
- Eliza mu [SSL]:
- -has a lot of moves where she jumps into the air
- -has a low-crush low kinda like yours?
- -her divekick gives her a mixup, but you can challenge her with jabs I think
- -she can divekick against your MID follow-up launch right after much like Law's flip (wtf even is this move)
- -seemingly likes to use FC mixups, so always expect the mid flip if you block a FC low
- -you can jump over her projectile with ff3 but it's tight
- -Move where she spins twice with her hands wheel-like and follows with a LOW
- -Unblockable: looks like a projectile at mid height?
- -Punishment-options: 14f standing launcher with meter
- -Snakeedge: (#34 Shadow Ring 3+4) legsweep; 33f fast; jumps a bit before has low-crushing frames; -27 OB | ff3 | u/f~n+4
- -Throws: 1+2 (#83 Phantom Rave) [nssw] Grabs your neck with both hands but with left hand slightly forward, then teleports behind you to hit you then again in front of you to kick you back.
- -RA: mid; -22 OB so punish with | ff3
- -RD: -
- Feng mu [SSL](strings SS-able; b+4 and d/b+3 have good homing):
- -Strat: Keep your distance, do not attack into him which is what he wants, play the keepout game fully!.
- Has extremely good lows
- wtf is he, you can never press any buttons
- Don't use ANY highs, half his moves are high-crushing
- -has a lot of back-evading moves that make you whiff
- also a lot of frametrappy mids up-close
- -Spinnyhands (or BabyTantrum) (Hellwinds #33) hit twice low then a mid; FULLY SAFE and you HAVE to block the second low AND the mid then he is -8 OB so maybe | BT
- -don't use d/f+3 at roundstart (or rs-range) he can backsway-launch you easily for it
- -has a good low (#66 Landslide) that is far reaching and looks like a mid where he is approaching you with his shoulder
- -a low (#33 Piercing Arrow) where he moves forward and splits while hitting you with his forward leg which is -15 OB so punish | WS1
- -has a high-high-low kick which pushes you to far to punish properly with WS1, so use a Parry there
- -f+3,4 is a mid kick with a frametrappy mid backflip; he can stop it after the 3 with is -3 OB but after the 4 he is -16 OB so punish | d/f+2
- -Snakeedge: (#35 Sweep Kick d/b+4) legsweep; 30f fast; -26 OB | ff3 | u/f~n+4
- -Parry: against high/mid-punches only (no knees/elbows and no RA's and unblockables); pulls your arm forward and punches you back
- against highs/mids-kicks only (no knees/elbows and no RA's and unblockables); just lets your attack bounce off with a "THUH"
- -Throws: 1+2 (#94 Avalanche) [nssw] Grabs your head with both hands but with left hand slightly forward, then lifts you in the air punches you a ton in the stomach and ends in a kick.
- -RA: mid; -22 OB so punish with | ff3
- -RD: mid; very fast; leaves him +3 OB
- Ganryu mu [SSR]:
- -Tachiai-stance: crouching mixup-stance; makes all highs whiff; gives him mids/lows, an unblockable and even a cmd-grab mixup with Tsukami; can transition into sit-stance
- -Sit-stance: mixup-stance; makes all highs whiff; gives him mids/lows and a backward-jump
- -Crouching: mixup-stance
- -Unblockables: (#21 Sumo Tackle) From Tachiai-stance; charges his head for a short time before charging headbutting forwards; can SS/SW on range >2
- (#53 Stomp) Charges up his right foot at head-height before letting it come down; pitiful range and no tracking to the right (so SSL!)
- can also use it without charging which is a mid and -25 OB | u/f~n+4
- -Snakeedge: (#54 Sumo Sweep d/b+2) handsweep; 29f fast; like Miguel's where he swipes your feet with his right hand; -22 OB but also has a similar-looking non-launch version (#37 Thunder Palm) with -15 OB so | WS1
- -Parry: against high/mid-punches only (no knees/elbows and no RA's and unblockables); grabs your attack and lifts himself over you leaving you backstance!
- -Throws: He can enter grab-mixup Tsukami-/Kumite-Tsukami-stance with certain attacks (from Tachiai-stance or a CH-attacks); he grapples you with both hands around your ham; throws are guesses
- Grapple 1 (#44 Soto Tasukizori/#70 Harime Nage) [nssw] Overhead throw/Backwards underhand throw
- Grapple 2 (#44 Shumokuzori/#71 Soto Mso) [nssw] Shoulder-lift throw/Forward spin throw
- Grapple 1+2 (+45 Tsuri Otoshi/#72 Gokuraku Utchari) [nssw] Belly-lift throw/High air throw
- 1+2 (#103 Tsuri Dashi) [nssw] Grabs your neck with both hands, then lifts you up with them and squeezes your belly a few times.
- 1+2 (#104 Choke Slam) [nssw] Grabs your neck with both hands, then lifts you up with them and throws you to the ground.
- -RA: mid; -22 OB so punish with | ff3
- -RD: LOW! into a jailing mid; leaves him +6 OB and in Tachiai-stance; can be parried with superhuman reaction
- Geese mu [SSL-block](has moves that hit SSL but are negative, lows track both):
- -can use one bar to cancel an attack; if it's a low poke you can punish with WS4
- -Raven has an option select vs Geese 2,f1,qcb2 mix up -> b2+4 works on all follow ups
- -Punishment-options: 14f standing launcher with meter
- -Parry: against highs/mids (no knees/elbows and no RA's and unblockables); blocks your attack, then flips you over him and flexes on you
- against ANY mids (ALSO unblockables AND RA's!); blocks your attack, then shoves you back switching places
- against lows ; blocks your attack, then punches you back
- -Throws: 1+2 (#75 Shinkuu Nage) [nssw] Grabs your chest with both hands, then just throws you away and flexes on you.
- X (#75 Raimei Gouha Nage) Untechable! Only on FAFT! You can counterattack it with toe-kicks!
- -RA1: High! so you can duck-punish on reaction; he goes "Now Die" and finger-points; unblockable otherwise!
- -RA2: mid; he charges up his arms crossing them; -22 OB so punish with | ff3
- Gigas mu [SSL](SSR on midrange; don't force SS midrange):
- -is a cheese character
- -has REALLY good range
- -you are kinda constantly minus
- -kills you in two hits
- -can hit you from FDFA with a low or a mid
- -he can grab you at end of his hit-strings, I think at least?
- -Snakeedge: from FC (#64 Brush Cutter FC d/f+2) handsweep; 28f fast; -19 OB | WS1
- -Throws: 1+2 (#76 Overkill) [nssw] Grabs your head with both hands, flips you into the air making you spin then punches you back.
- -RA: mid; -42 OB but pushes away far so full punish with | ff3 | u/f,n+4
- -RD: "You have to be in a jumping state to avoid it. If stuns you, then you are forced into a 50/50
- Either duck the high unblockable or stand block the mid option. If he does another punch into mixup after RD and you block it, the high is guaranteed."
- Raven can parry it!
- Heihachi mu [SSL]:
- -THAT HE HAS NO LOWS IS A FUCKING MEME, he has a great low d/b+2 which is FUCKING INSANE, it deals good damage is unreactable and stumples you on CH
- -he LOVES to use a lot of quick buttons it seems, I never know when I'm safe
- -he has excellent whiff-punishing with an extremely long electric
- -has many frametraps like after his punches
- -has a low after a short jump
- -most his jab-strings seem to be 3 or 4-hit; end in mids or highs
- -has a stance where he stomps on the ground and either follows with a high, a mid, or an unblockable where he loads up his right fist pretty quickly
- -has a very fast mid (13f) that he either follows with the same attack as a high again which is -8 OB; or as a strong mid where he hits you with his right arm in an L-form, this one is -13 OB so punish with 4,1
- -unblockable where he loads up his left arm in L-form above his head with electricity
- -low-poke where he turns arounds backwards and hits you with the backsway-arm; highly unsafe at -18 OB
- -he can 50/50 you with the ewfg into either a god fist (high) or a mid where he dashes a tiny additional time (dragon uppercut); punish god fist with WS1|WS4 and the mid with 1+2
- -Hellsweep: either followed by one mid which you can still block and he is -15 OB so | b+4,B+4 punish; if you block the low directy at the start you get a full WS1 punish
- or two mids which jail and leave him -16 OB
- or into TWO additional sweeps where you can only block the second one (NOT parry) which leaves him at -11 OB so punish with WS4; noobs love that move; unblockable at wall?
- if he hits all three lows and KNDs you and keeps doing it on your wakeup, sideroll THEN block I think
- you can try to fuzzy-guard the second hit by holding d/b after the first low hit you for maybe 10f and then slide it up to b, but it is pretty hard
- -has like no other real lows, but from playing one he has OP lows what is going on lol, he spams me with lows
- -Punishment-options: 14f standing launcher
- -Parry: against any highs/mids (ALSO against knees/elbows but NOT against RA's and unblockables); catches your attack, then kicks you back
- -Throws: 2 (#77 Fire Starter) [ssw] Grabs your neck with his right hand and your throat with his left, then gives you a headbutt, very fast
- 1+2 (#78 Stonehead) [ssw] Grabs your neck with both hands even though it looks like his left hand is before, then retracts his right hand and punches you to the face. Best react to the right fist retract.
- 1 (#79 Broken Toy) [nssw] He grabs your throat with ONLY his left hand, his right hand stays completely back. Then throws you away you broken toy you.
- Teching his standard grabs leaves you in BT!
- -RA: mid; -22 OB so punish with | ff3
- -RD1: extension to a high-mid string with another high; middle-attack looks a bit like Law's Junkyard starter; leaves him +9 OB
- -RD2: mid-high; the last two hits of RD1 as standalone; leaves him +9 OB
- Hwoarang mu [SSL](depends on stance, usually SS to stomach, SWL in LFF/RFF/LFS but care for highs and homings, BUT SSR in right-flamingo https://www.reddit.com/r/Tekken/comments/dqj6xr/side_step_knowledge_repost/f65zkvw/)::
- -the fucking cheapest character in the game ladies and gentlemen
- -has a fantastic mid kick that crushes a lot of stuff (b+3), he doesn't spin, but is -19 OB so punish with ff3 OW or d/f+2 OB (buffer!); but OBVIOUSLY he can use use the crush afterwards which some people do
- -the mid kicks where he stays on one leg and which he can repeat forever are also highly unsafe with -19 OB, punish with buffered d/f+2 or 1+2 if want to be safer
- -he can't block while in stance, so FREE RA or sometimes powercrush
- -if you see him start standing on one leg for the stance, dickjab asap
- -Triple-jumping-stairkicks (#57 Air Raid to RFL): is a H-M-L but you can't parry the low and even if you block it he's +1 OB
- -Triple-spinning-kicks (#54 Flashing Trident): is -13 OB so | 4,1 | d/b+2
- -he has a 3 string that puts him in RFL stance (he stands on his LEFT leg with the right one up)
- and a quick LOW legkick into 180 and HIGH legkick which leaves him +8 OB and in RFL stance, do NOT hit a button after that one
- he can also use a 12 jab that puts him in RFL stance for a few seconds
- he has two standard mids, one is a mid you can SS and is safe OB, the other a quick high leg where he spins 180 that is -10 at least OB but leaves him in RFF stance!
- in stance he has a snake-edge launcher where he spins around once and hits you with his leg while ducking, is -23 OB so punish with | ff3 | WS1
- if he uses a high 2 Punch be CAREFUL as it leaves him +5 OB! and in RFF stance! DO NOT ATTACK AFTERWARDS as he will likely use Whiplash, if you managed to duck the 2 then WAIT till he uses whiplash and the leg is past your head then WS1 punish, or best just grab him or punish with | d/f+1+4 | d/f+3+4,4
- if he uses a high 180 kick that leaves him in LFL and pushes you back (RFL 3), as he can't block you can get him with | f+2,3 | fF3
- and a low-high kick option which you need to duck or parry
- he ALSO has a power-crush in this stance that is a mid kick where he spins around once in the air, -12 OB so punish with | 4,1
- SO BEST OPTIONS are after you got hit and he is in RFL: dickjab, block-low, pure Parry (delay a tad), RA
- OR you can SSR/SWR which beats his safe mid and the high punch and a low-high kick follow-up, all but Punch gives you a full launch; loses to the kick mid and the power-crush but you can SWR-block then punish it
- -his ff4 long leg move leaves him heavily plus and in RFF (right foot forward, so right foot is in front); expect it all the time from range and try to SS it; if you block it though, do NOT attack even though it's -7 OB because he will most likely use whiplash right after:
- it is WEAK TO SS but only from range (better SW when you expect him to use it), BUT punish it not with d/f+2 but with 4,1 or you get into whiplash territory (you can also get a CH launch if aligned correctly) | 4,1
- his power-crush (whiplash) is a HIGH used from RFF and launches and tracks and is +4 OB, expect it after plus frames or when he switched into stance after a blockstring or ff4 especially
- it loses to dickjabs but has very quick recovery, if you manage to duck it WAIT till the leg is over your head before letting go of D or it still hits you | dickjab
- you can also try throwing him with | d/f+1+4
- or just try to use | FC d/f+3+4,4
- it has quite high startup so at times if you hit him with e.g. a 1 jab while he's in it you can still react and duck it
- -do NEVER USE FF3 AGAINST HIM, his fucking superlong LEGS HAVE SUPER PRIORITY
- -do NEVER finish d/f+4,4,3 OB as you can bet he will jab you out of it
- -d/f+3 seems to be a GREAT MOVE against him
- -be wary of jabbing him, he has some moves that moves him back and makes them whiff, use dickjabs instead
- -https://www.youtube.com/watch?v=IItbRdBh4uE
- -https://www.youtube.com/watch?v=R7ygcF9wka4
- -Unblockable: he holds his leg up rly long
- -Snakeedge: from LFL-stance (#111 Cutter Right LFS d+4) legsweep; 28f fast; -23 OB | WS1 | ff3
- from RFL-stance (#128 Cutter Left RFS d+3) legsweep; 28f fast; -23 OB | WS1 | ff3
- -Throws: 2 (#140 Roll and Choke) [nssw] Grabs your forward-shoulder with his right hand and your collar with his left, then rolls backwards flipping you back and sits on top of you and then does some shit to your neck with crossed arms.
- 1+2 (#141 Human Cannonball) [ssw] Grabs your forward-shoulder with both hands but with left hand first by a bit, then steps on your knee jumps onto your shoulders and kicks your head downwards.
- 1+2 (#142 Leg Hook Throw) [nssw] Grabs your collar with both hands but with left hand first by a bit, then pulls you down a bit and flips you over by lifting you over his leg going backwards.
- 1 (#143 Door Mat) [nssw] Grabs your forward hand with his left hand, then pulls you to him with both hands, charges up his leg holding it upwards and smacks you down.
- 1+2(RFF) (#144 Jack Knife) [nssw] Only in Right-stance (right foot forward instead of left)! Grabs your arm with both hands then turns around, lifts you over him with a leg and kicks you forward with the other in a wheel-motion.
- -RA: mid; In Flamingo (standing on one leg)!; leaves him -7 OB but pushes away really far so pretty much back to neutral
- -RD: RD1 is a 12f low-mid-mid string that forces you crouching and gives him mixup (Parry!); third hit launches but you can block it when you are tight on reactions even if the first two hits hit you; low-mid don't launch at hit and if then you have to block BOTH which leaves him -4 OB but he can always (and will) do the last mid
- Jack-7 mu /Jack mu [SSL](can still be launched in SS):
- -has a very long reaching low punch
- -Unblockable: (#92 Body Press) [nssw] Only unblockable at point-blank! He jumps a tiny hop into the air with both hands up and does a bodyslam onto you. If isn't point-blank it is a special mid. Has an extension where he sits on you then and hits you with both arms.
- An unblockable reset where he drops you in a combo and can pick you up with it and get a TOD
- -Throws: 2 (#94 Volcano) [nssw] Grabs your forward-shoulder with right hand but then IMMEDIATELY puts your head under his left arm making it look like a 1 or 1+2 break if you react too slowly, then throws you straight up into the air very high.
- 2 (#96 Body Smash) [nssw] Grabs your forward-shoulder with right hand but then IMMEDIATELY uses both hands to pull you to his chest which makes it look like a 1+2 break if you react too slow, then pushes you down right to the floor to his feet.
- 1+2 (#97 Ground Zero) [nssw] Grabs your collar with both hands, then lifts you up with his right while punching you repeatedly with his left arm OR throws you up a bit and just one big-punch. You can react to the animation looking like he tries to lift you up.
- 1+2 (#99 Pile Driver) [nssw] Grabs your collar with both hand, then lifts you up turning you around with your head between his legs and piledrives you into the ground.
- 1 (#100 Pyramid Driver) [nssw] Grabs your neck with his left hand, then does almost the same piledriver motion as the grab before.
- 2 (#101 Back Breaker) [nssw] Grabs your neck with his right hand, then does almost the same piledriver motion but breaks your back at his leg.
- 1(cr) (#102 Gun Bomb) [nssw] Only on crouching! Grabs you with BOTH hands, then lifts you up head-down, spins you around one time and throws you down.
- 2(cr) (#103 Iron Gunman) [nssw] Only on crouching! Grabs you with BOTH hands, then throws you straight into the air and bounce-punches you a few time with his arms.
- -RA: mid; can be very hard to punish when he whiffs it; -32 OB but pushes away far so full punish with | ff3 | u/f,n+4
- -RD: seeable low-mid that reaches far!; he makes some sort of crouching-spin motion before it; the mid comes out regardless if you block and you can't do anything between them, not even Parry with Raven; leaves him -9 OB but pushes away far
- Jin mu [SSR](Jin's Electrics still steppable to the right; cd1 and d+1 track to weak-side):
- -Strat: try to get some range (which is fucking hard)
- play keep-out with him, SS-block RIGHT if he approaches for mixups
- but care he has a jab followed by a homing high kick that will hit your SSR
- -nonstop pressure and lot of cheap strings
- -can followup his 1,2 jabs into a frametrapped mid that's fully safe or a high that can be ducked and pushes you back too far for anything to hit
- -has a 1 jab into a high kick, followed by two mids that ends in a low! Is only -11 OB so | Low-Parry
- he can also cancel the 1,3 (which are fully safe and jail) into a short backstep which makes you whiff every relatiation so do NOT counterpoke there!
- -has a 1 jab into two lows which are pretty much unreactable, but you still try block the second low and then punish with a | FC d+4 | WS4
- -has 2,1 high-mid jabs that he can end in a quick other mid kick or a slow low kick, if you see the 2,1 high-mid fuzzy-block from mid to low; the low can be fully punished with | WS1 | test me u/f,n+4
- -has a quick high kick (looks like a right kick with a right jab) into high jab and a low, either | FC d+4 | WS4 | Low-Parry
- -also has a low-sweep much like yours
- -Can-Cans: (#30 Double-Lift-Kicks) are his double launch kicks (both mid) and are punishable at -19 OB !!!!! even though it ABSOLUTELY doesn't look like it so buffer into | d/f+2 | ff3
- -Stance: kinda as yours that evades highs and he moves back and to the side some; expect him doing this at mid-range and an low or many mids (one which is a CH launcher!), mids seemingly are -14 OB test me
- do NOT use any highs, also dickjabs don't work well as he moves back, use strong mids ASAP like | d/b+2,1 (might whiff) | 1+2 (prob best) | u/f+4 (also decent)
- SS or d/f+2: https://www.youtube.com/watch?v=7IJBoOy1zaQ
- -Godfist: normal version can be punished with 10f moves | 1,2 | 2,4
- also has a sideway mid punch launcher that is -13 OB though so | 4,1 | d/b+2
- -Hellsweep: standard punish after first block, can also use ff3 if you are quick | WS1 | ff3
- -10 hit combo: has a low at the beginning as 2nd hit but you can block afterwards, then wait till he punches you a lot of time with mids followed by a quick knee-kick, after that comes a low and a high which you can fully block-punish with | WS1
- -Hopkick: -13 OB
- -Punishment-options: 14f standing launcher
- -Parry: against ANY highs/mids (really any!); pulls your attack quickly away to the side and gives him plus-frames; can be very hard to see; can parry every medium-high no matter if it's punch, kick, elbow or knee and can even parry RAs, RDs and Unblockables
- -Throws: 2 (#74 Shun Ren Dan) [nssw] he quickly grabs your forward-shoulder with his right hand and your collar with his left hand, then kick-punch-kicks you and after a tiny pause punches you down.
- 1+2 (#75 Tidal Wave) [nssw] Grabs your backward-shoulder with both hands but with left hand sligthly first, then pulls you towards and down breaking your neck somehow, then flips you above him with his arm while spinning and throws you head-first into the ground. Can react to him pulling you towards him.
- 1 (#76 Complicated Wire) [nssw] Grabs your backward-arm with left hand first and right hand a lot later, then flips you over his leg onto the ground.
- -RA: HIGH!; you duck-punish on reaction!; blocked leaves you -9 OB but pushes away very far
- -RD: high-mid after which he makes a pause and then follows with a high divekick AND A mid jab; he is highly plus after the divekick and the mid but you can duck the divekick and WS1 punish
- but more often he only makes the first two punches and then wavedash into the LOW or HIGH mixup, but these Raven can parry with b+1+3! BUT it loses against the normal divekick extender.
- OPTION 1: if you are not near a wall and he only uses one wavedash you can use b+1+2 (spam it!) which completely evades ALL options
- OPTION 2: hold back and prepare to parry with b+1+3 and then react to the divekick (if he gets airborne) with a duck into a WS1 or a dickjab!
- Josie mu [SSR-block up-close, SSL further away](lot of duckable moves):
- -has a ton of retarded strings that allow her to go unga-bunga
- -has some megagood keepout tools
- -Slide:
- -Hopkick:
- -one of her standard strings is a jailing 3 string of highs (1,2,4) where she switches stance with the kick, DO NOT PUSH A BUTTON because in her stance she has CH options that go for full launchers, she also has a low poke but just take it
- you can backdash once after the 3 hits and press b,b+1+2 while dashing which parries her mid options, the high gets blocked but the low gives her a KND punish!
- -she has that weird KND setup where she can just low step you FOR FUCKING EVER LIKE WTF, you NEED to sideroll that or she gets like 5 hits, also BECAUSE YOU ALREADY LIE ON THE FLOOR YOU NEED TO UP+1,DOWN+1
- -beware of her backsway, she can start a full launcher from it that reaches like twice around the globe (and also tracks it seems)
- -"Josie's switch stance is the number two example for not randomly pressing buttons (just after filthy Hwoarang setups).
- You either duck/lowparry and launch punish her or you sidestep left. Worst thing that can happen is a little dmg or a knockdown if you guess wrong.
- Poking her out of switch stance on block sounds good on paper (3/4 chance), but in reality it's a bad option.
- Once they start canceling into crouch dash because you respect them, you need to block mid or get a good read on her cd3.
- IMO it's less annoying than Hwoarang's season 2 d3,4."
- -10hit combo: she first does 3 high mid attacks, then a short low poke, then again 3, then a kind of a big pause followed by a low where she screams "hya" that is your cue to low-parry
- -Punishment-options: 14f standing launcher
- -Parry: Spins herself around kicking your chin with her knee.
- -Throws: 1+2 (#82 Spirited Barrage) [nssw] Grabs your backward elbow with both hands, then spins herself around holding your arm and kicks you three times. Can react to her trying to spin your arm around.
- -RA: mid; -22 OB so punish with | ff3
- -RD: mid-mid kicks that leave her +8 OB but push away a bit
- Julia mu [SSL](ff1 can be delayed for more tracking; SS can be dangerous; SS constantly on range):
- -WTF is Julia, that fucking char needs to be deleted SO HARD
- -has crazy walldamage
- -has MEGARANGE like really she has two moves that just cover half the arena ALWAYS which means that CAN NOT SPACE against her, she just wins always, you better ALWAYS SS CONSTANTLY at range
- also that MEGARANGE move is seemingly so fucking plus OB that you better not press a single button EVER
- -has a 4 hit string that starts with 1,2 jabs then she spins around 180° for the 3rd hit and then back again and ends in a low that KNDs; punishable as -14 OB so punish with 41 (but she also has another 3hit string that just ends there, learn to discern them)
- -"with her 1,2,1,1, if you can't be bothered reacting or reading, you can u/f+4 after the third hit, which will crush and hit the last hit and is also safe on block if they only do the 3rd hit"
- -a supercheap three-hit that is mid-low-high and deals a ton of dmg
- -has a knee much like yours, but more reaching and faster duh
- -has a really fast shoulder that has mad priority
- -and a weird tiny crouchdash-looking move that hits with an elbow attack for damn damage and plus frames; but that attack she can also follow-up with a kick that is mad damage and she can follow-up for more
- -has a mid-mid string where the first two hits she turns around with right foot forward and hits you with her right fist in a kinda Tae-Kwon-Do move, and she can follow-up with a frametrapped mid that wallsplats and is mad dmg
- -really fast upward leg that she can hit you grounded and repeat ad infinitum, guess you gotta sideroll that one?; is -14 OB even though might looks safe, 1+2 punish might not work so | 1+2 | d/b+2,1
- -has a smash kick move (smash hits deep and kick is roundhouse) that spins you around once standing, which she seemingly LOVES to follow-up with a low-mid that is mad damage; so if you see her hitting you with a 2-hit moves that spins you standing, LOW-BLOCK or PARRY afterwards
- -has a spinny mid (shotgun) she can also followups to mix you up with
- -has a long ranging low where she spins towards you like a ballerina (to your right) and then hits you backwards with only her shin stretched out
- -FC: has a long ranging low from FC which she follows with a mid, you have to block both, is -17 OB so you can fully punish with d/f+2; when she crouches from range always be wary of it!; she also has a jab that leaves her FC
- -Hopkick: HAS A MID FOLLOW-UP!!!
- -Slide: has one because why not but dunno where form
- -Snakeedge: (#53 Double Sweep b+3,4) legsweep; 27f fast; low-low and second one is safe with -8 OB, but you can still low-parry the second hit even when hit! | low-parry
- but they can also cancel it into WS-launcher
- with Raven you can also either sneak the WS1 in OR even use the WS2 and get a CH when they add the low (or a normal hit when they add the mid) | WS1 | WS2
- using only the first low is -13 OB so it is probably really best with Raven to just go with | WS2
- -Throws: 1+2 (#97 Running Neck Breaker Drop) [nssw] Dashes forward quickly with f+3 (can mixup with f+3,4 and f+3,2) then grabs your neck with both hands, then keeps the momentum to lift her body into the air while holding onto you and smacking you down onto the floor.
- That cool wrestling move. You can react very late to her leaving the ground. If she hits you you can try staying down to evade d+1+2 followup.
- 1 (#98 Waist Suplex) [nssw] Grabs your forward-shoulder with ONLY her left hand, then grabs your waist and backwards suplexes you.
- 1+2 (#99 Seesaw Toss) [nssw] Grabs your forward-shoulder with her right hand while moving her left hand slower towards your stomach, then grabs both your legs with both arms and throws you back which causes you tripping but no damage unless there's a wall.
- 1+2 (#100 Armlock Suplex) [nssw] Grabs your forward-shoulder with both her hands, then readjusts to grab each of your arms with one of her arms and throws you back over her head.
- 1+2 (#101 Mad Axes) [nssw] Grabs your forward-arm with both her hands and pulls it down towards her, then punches you upwards-downwards and back. Fastest throw (together with Giant-Swing) with i10.
- 1+2(cr) (#82 Cross Arm Suplex) [nssw] From crouching only! Grabs your forward-shoulder with both hands, then pulls you towards her and spins you around and she puts herself between your legs and lifts you with her shoulders and smacks you backwards into the ground.
- cr(1) (#82 Spirited Barrage) [nssw] Only on crouching! Grabs your forward-hand with both hands, then lifts herself onto your shoulders with her hands making a handstand and kicking your back into the ground.
- cr(2) (#82 Spirited Barrage) [nssw] Only on crouching! Grabs your forward-hand with both hands, then holds your neck while running back and momentum-running you into the ground.
- -RA: mid; -22 OB so punish with | ff3
- -RD: mid-mid; you can't do anything between the mids, not even Parry with Raven; leaves her +2 OB but knocks you back very far OH or OB
- Katarina mu [SSR](b+1|d+1|d/f+2 SSL):
- -OKAY so Kat players are the biggest lagger bitches there are, the time you wanna adapt the lagswitch comes baby
- -Can easily deal 80% of your health with wall
- -Strat: spammer-champ, do not hit buttons, take supercare of her her hopkick that crushes lows and highs (and some mids), try to get distance
- alway block
- -has a lot of plus frames and mid-lows to mix you up
- -her moves are superfast, be on the defensive
- -44444444 is -10 so punish | 1,2 | 2,3
- -her d/f+1 is probably + OB?
- -1,1,2 is heavily plus OB and she often follows with a CH launcher, SS or backdash it
- -she can use a low where she then jumps towards you (slightly airborne) and makes a sweep, react to the jump and low-block
- -Hopkick: has TWO KICKS one upwards and frametrapped one downwards, ALWAYS be on the lookout of it as they LOVE to spam this shit
- she can follow it up with kicks even on block???
- -Snakeedge: (#39 Slipping Tail d/b+4) legsweep; 29f fast; -26 OB | ff3 | u/f~n+4
- -Throws: 1+2 (#73 Phoenix Kick Flurry) [nssw] Grabs your backward-hand with both her hands, then pulls you towards her and kicks you four times with her right leg.
- -RA: mid; -22 OB so punish with | ff3
- -RD: mid; from her crouch-dash; leaves her +5 OB
- Kazumi mu [SSR](SSL on WR2):
- -WTF RANGE do NOT lightheartedly throw out pokes, because her whiff-punishing is CRAZY, best get close and personal!
- -she is so fucking safe
- -jabs: 1,1,2 her H-H-M is -17 OB so punish with | d/f+2 | ff3
- -can mix you up with a low after her command-dash thingy, often she is HIGH-CRUSHING stuff afterwards so don't respond with a high!
- -has a jumping spinning mid-kick stuff that kills like all your neutral, it is mid-mid and a frametrap mid that knocks you down
- -do NOT underestimate her range, as she can summon the tiger a good two dashes in front of her!
- -her magic 4 is CRAZY do NOT get into a frame-war
- -has a SUPERCHEAP move where she kinda strings three of three lows and then three mids, I think it even starts with a low!
- -has some good keepout with tiger which you can SS though
- -Punishment-options: 14f standing launcher with RD
- -Parry: against any highs/mids (ALSO against knees/elbows but NOT against RA's and unblockables); Power-crushes your attack with an attack after which the tiger comes out rolling and hitting you back
- -Throw: 1+2 (#64 Lightning Wrath) [nssw] Grabs your collar with both hands, then pushes your chest back a bit and punches you a bunch of times. You can EASILY react to her pushing your chest with both hands!
- -RA: mid; -22 OB so punish with | ff3
- -RD: mid; 14f which makes her command the tiger hitting with a special mid; pushes you away really far OB so it's back to neutral
- Kazuya mu [SSL](SSL-BLOCK!; https://www.youtube.com/watch?v=1XOuEWYIeCo; https://www.youtube.com/watch?v=k3m4dxTGte0; SSR on WR3):
- -Strat: He has very good mid-range tools and will put you in a vortex if given the space. Either stay very far out of his range or get in and keep pressuring him with quick buttons.
- Use hopkick often!
- Also SS-block LEFT if he approaches and you expect him to mix you up.
- GoAttack does a lot of emtpy cd into WS1 trying to catch electrics. He also sidewalks often.
- -DoNotUse: b+1+2 he will get a free electric for it
- -can end his 1,2 high string either in a frametrappy high OR in a low mid string, when you see the low hitting you block mid!; best ALWAYS duck after them
- -he has a short ranging knee, it is homing up close but on distance you can SS it, but if blocked he is plus 9!
- he also has a very fast high longer ranging knee, which is -9 OB
- -on your wakeup, he can spam spinny kicks, it KEEPS HITTING YOU UNLESS YOU TECH and then block low OR you stay still where only one low then hits you and you can counter with a standing 3|4 or 3+4 kicks
- near the wall you HAVE to techroll or he can keep doing it
- ALWAYS techroll to the left (with a KICK-button!) so you might dodge the hellsweep
- Maybe try the quick toe-stub.
- -spinny kicks (#46 roundhouse to triple spin kick) starts with a low crushing mid, then two lows and a mid at the end; if one low hits you all hit you, so you have to react to the jumping spin and block low, then you can punish with WS1 as he's -26 OB; goto combo might whiff on max range; you can crush it if you are fast with a ff3
- -Hellsweep: is weak to SSL, practice the SSL-Block as he can follow it up with a mid
- mid followup also comes out at whiff but is -16 OB, important to punish this if you SS-guard him | d/f+2 | 4~3
- "What do you guys launch Kazuya with if you sidestep his hellsweep? D/F+2, ff3, 4~3 ?
- 4~3 is better as it have suprisingly better range, it doesn't randomly whiff off-axis and it launches crouching opponents
- Plus, even if you're off-axis, w/ the 3 followup you can step and realign."
- -ff3 is his mid-option axe-kick launcher and part of the mixup (can use from wavedash), fully safe though
- -ff4 is an upward mid-kick which flips you FDFA if he hits you grounded and CH-launches you if you try wakeup-attacks, best sideroll and guess the mixup, fully safe with -9 OB and gives him +6 OH
- -d/f+2 is a sideways mid right downwards-punch and his main homing move which you NEED to see and is -12 OB so | 4,1
- -Devil Kazuya: his electric is a MID and if he knocked you down DO NOT SIDEROLL as it has a low hitbox and can hit you repeatedly
- -Unblockable: he spins a whole lot like in a hellsweep but it DODGES HIGHS so use a fast mid for it
- -Punishment-options: 14f standing launcher
- -Tackle:
- -Throws: 1+2 (#76 Stonehead) [ssw] He grabs your neck with both hands then retracts his right hand and punches you down. You can react to the hand-pullback.
- 1+2(cr) (#79 Gates of Hell) [nssw] Only from crouching! He grabs your forward-shoulder, then pulls you back and kicks you into your face with his knee.
- -RA: mid; -22 OB so punish with | ff3
- -RD: mid that uses wavedash; +5 OB
- RD2 He transforms into Devil-form while pushing you back, is still -4 OB though!
- King mu [SSR](SS like mad Nobi says):
- -he's cheap^as fuck.
- -when he knocked you down put your fingers on 1,2,1+2 in the case he okis you with a grab!
- -1,2,1 is SSR-able after the 1,2 which also dodges the throw followup
- -he can buffer a 2 throw after his basic punch strings; he also has a throw followup that hits crouching; and one with a middle which he can again followup with the throws
- -if he throws after jabs, SSR as it will dodge some
- conversely if he throws with Giant Swing after the lay-low-poke, SSL after it hits you
- -his 1,2,1 strings you can SSR after the 2 which should also SS the throw
- -all Jaguar Step (the backwards-spin towards you) followups hit high or mid
- -he has a lot of midrange options, like shoulder powercrush or a high dropkick
- -Spinny-Kicks: he has a low poke (Stagger Kicks) that seemingly never ends; they also leave him at a fucking +7 OH; you actually CAN block then even after being hit, THEN you can parry the next low; but it's unsafe after the third as he can then followup with a mid so block the fourth hit mid!
- -Lasso Kick (#32): a straight sideways mid-kick that even when you block he follows with another kick using you as leverage which you can block though; puts him FDsideways grounded so use a ground-hitting move; offline maybe can jab him out
- -Mincer (#33) & Mincer Low (#34): extremely cheap low-high kicks that he follows-up with a mid that's -14 OB or a low dropkick that doesn't look at all like a low that KND's and puts him FDFT and -13 OB but you can't punish it neither with WS1,2,4 or FC d+4 because he gets up backwards so in that case try a quicksand???
- String-Cheese says you can mid-block delay-parry but that shit is so fucking tight just no
- you can duck the second hit and WS1 launch him, but it's probably tight; he starts with his RIGHT foot in a sort of poking sideways kick against your ankles
- if you block the second hit best just low-parry!
- -has a low launcher from FC where he uses his LEFT fists (punish with WS4 or dickjab); but he can mix it up with a faster mid!
- -has a low much like your qcf2 that is kinda reactable where he crouches a bit and swings with his right arm for your legs
- -he likes to followup with a hopkick after his low launchers!
- -Unblockable: where he turns around then jumps up into the air (Moonsault Bodypress; either sidestep OR CD under him OR use b+2+4 parry which actually doesn't deal any damage to you, it is kinda fast so SS might me hard
- -Unblockable: where he uses both his hands and jumps very high into the air (Burning Knuckle); either sidestep OR try to float him with 1|2 OR OR CD under him (if you are at midscreen range) OR use b+2+4 parry which actually doesn't deal any damage to you
- -Unblockable: unblockable that only hits high (Jaguar Lariat); he arches his left arm back and three yellow circles appear, hard but should be duckable on reaction
- -Unblockable: also has one in his backturn stance!
- -Throws: when he runs or wavedashes towards you expect a shining wizard 1+2 grab, the one where you climbs onto you
- Giant Swing is where he grabs your ass is a 1 grab! It is also the fastest grab in the game with i10.
- "or just press f1+2+3+4 and the game will option select whatevers right, kind of like with kings chaingrab.
- I tested this and it's inconsistent on certain throws. Do elaborate.
- You can use 1+2+3+4 to DO Kings chaingrabs.
- While this is somewhat true, you will always do the 1-break routes with this method. The game won't do a randomized throw.
- Only if you mash 1+2+3+4. If you look at the chart you can see that for sometimes you need to input something like 2 then mash 1+2+3+4 or 1+2+3+4, 1, then mash 1+2+3+4.
- Alright, that lowers the amount of inputs you have to remember. Not bad."
- "Protip: if the king player is mashing the throw, its a 1 break."
- "If a king is chain throwing you and you don't know the break (so your situation at the start) pick one button to mash. I typically choose one just because.
- Since if you press the wrong button during the animation in which you can break, you can't try again, you're locked in till the next throw in the chain. So your chances are significantly better if you pick one button to match.
- I'm sure somebody knows what the most optimal button to mash is based on how many throws can be broken by it, but it doesn't really matter. Just hope and pray. ALSO, RDC (rolling death cradle, if it succeeds you eat 112 damage i believe,
- most damaging throw in the game) is a 2 break, so if they do it once and you get CWFL again, mash 2.
- A couple important things
- Giant swing - mash 1
- Tijuana twister - mash 2
- Tombstone - 1+2
- Shining wizard - 1+2
- Those are the most widely used throws."
- "If king gets a ground grab from the legs he can get a gauranteed follow up ground grab after that but it puts him on the side instead of by the opponents feet, but because he was next to the wall the game kept forcing him by feng's feet
- Aka an infinite loop of ground grabs. They can be broken with either 1 or 2 but i couldnt tell you which one off the top of my head that one was that i did"
- -RA: mid; -22 OB so punish with | ff3
- -RD: mid that leaves him +8 OB; is seemingly a HIGH at first at least so you can highcrush it
- Lars mu [SSR](SS like mad Nobi says):
- -does a 1,2-punch after which he likes to use a frametrapped low which might CH; low-parry or duck-parry that
- -HE CAN LAUNCH FROM FLOOR???!?!
- -kinda has a low move after 3 punch hits
- -has a built-in power-crush in one of his strings
- -Pseudo-Orbital: dodges all mids huh
- -Snakeedge:
- -Punishment-options: 14f standing launcher
- -Unblockable: where he loads up his left fist with a grunt
- -Throws: 1+2 (#89 Apocalypse) [nssw] Grabs your neck with both hands and pulls your head towards his chest with both hands, then punches you a few times ending with a kick. Can react to the head-pull.
- 1+2 (#90 SHB) [ssw] Grabs your neck with both hands and pulls your head towars his chest with one hand while retracting his right hand, then punch-headbutts you. Can react to the head-pull.
- -RA: mid; -22 OB so punish with | ff3
- -RD: mid from his crouch-dash; leaves him in stance and gives him a mixup (Raven parry!)
- Law mu [SSR](has good homing moves):
- -LOVELY he has like 15 strings with lows galore, snakeedges, superlong moves, insane pressure, a fucking slide, three command throws AMAZING WHAT A BALANCED CHARACTER
- -1,2,3 string is a high,high,mid but you can SS it, safe with -6 OB
- -has a spamming jab that he can use up to five times, which you can duck, but beware as he can use mids as the third hit so don't duck before that one; the last hit leaves him at -7f though so you gotta WS punish it
- -he has a low move that where he jumps up and steps on your toes wtf
- -you NEED to low-parry junkyard, his mid low mid move; learn the animation he turns 180° and hits you with his backward hand at beginning
- -same as junkyard he has a very annoying mid low high kick (#21 Step in Combo) which he can obviously mix up with backflip instead of the high; if you punish with WS wait till the third kick is over; the high leaves him -8 OB the mid leaves him neutral and pushes him away wtf; only good options seems to be low parry?
- -punish his three-string that pushes you away (#49 Dragon Storm) and is -14f with 1+2 as other attacks don't reach
- -also has a three-string that ends in a kick that pushes you away too (#79 Dragon Strike Combo) that is -13f, punish with 4
- -his quick grounded bruce-lee kick also pushes you away far and is -17 OB, best punish with f+4 or d/f+4,4
- -his airborne bruce-lee kick leaves him at +7 OB!
- -he has a low poke where he hits you with his left leg while turning a bit (d/b+3) that is -12 OB, best would be to low-parry
- -he has a seeable launcher from BT much like yours
- -he can once or double backflip (#78 backflipper); one or double is -17 OB so punish with a buffered d/f+2; he can also use a mid (-9 OB) instead the second which also makes the first whiff so confirm if the flip actually hits!
- -do probably NOT use qcf4 against him, he has moves that dodgse it and he can punish it from any range if it whiffs
- -Punishment-options: 14f standing launcher
- -Slide: from FC but obv he can mix you up with a mid launcher too
- -Unblockable: be wary when he KNDs you, he has an unblockable that needs you to stay on ground or roll
- -'Snakeedge': (#46 Dragon's Tail to Somersault Kick d/b+4) legsweep; 26f fast; can crush mids; can add a mid which you need to SIDEROLL ASAP or hold-back or he floats you OTG; -37 OB! | ff3 | u/f~n+4
- -Parry: against highs/mids (no knees/elbows and no RA's and unblockables); makes your attack whiff to the side
- -Throws: 1 (#108 Run up to Drop) [nssw] Steps with his left foot onto your forward-knee and then backflip-drops onto you. React to him running up your leg.
- 1+2 (#109 Headlock Punch) [nssw] Grabs your neck with both hands, then puts your head under his armpit and knuckles your head.
- 1+2 (#110 Headlock Drop) [nssw] Grabs your neck with both hands, then puts your head under his armpit and smashes you down by letting himself drop.
- 1+2 (#111 Knee Lift) [nssw] Grabs your neck with both hands, then kicks your head with his left leg making you airborne a bit.
- -RA: mid; -26 OB so full punish with | ff3 | u/f,n+4
- -RD: LOW! into a jailing mid; starts with his snakeedge-motion! but is -9 OB
- Lee mu [SSL]:
- -"anybody knows if raven can punish lee sliding with a combo??
- cc~d/f2,3 should work
- WS 4 or WS2 into d/f+2,3 should work too"
- "to float lees slide its ws2 -> df2,3"
- -has a low-sweep
- -Parry: against high/mid-punches only (no knees/elbows and no RA's and unblockables); he flips over your shoulder leaving you backturn, but it also gives him an ensured punish since S3; with Raven you can just BT 1+2 or parry if he attacks!
- -Throws: 1+2 (#103 Knee Drive) [nssw] Grabs your neck with both hands, then upward-kicks you with his left knee making you fly backwards.
- -RA: mid; -22 OB so punish with | ff3
- -RD: mid; -18 OB that can put him into Mist-step stance, so be wary of him counterattacking | ff3
- Lei mu [SSL](don't force SS):
- -he is so annoying
- -lotta lows, prepare to Low-Parry a lot
- -has a low stance
- -can mix you up from lying stance
- -in his stance he can low-sweep launch you
- -can mix you up after his many punches in shitting-stance
- -also has an annoying low-mid poke which you HAVE to block correctly as the mid still comes out OB+
- -Snakeedge: from SIT-SNK-stance (d/b+1 > d+4) legsweep; 24f fast; react to him putting his legs up; -29 OB | ff3 | u/f~n+4
- -Throws: 1+2 (#171 Dragon Falls) [nssw] Grabs your neck with both hands, then pulls your right arm and spins you around, then uses his leg to make you trip and drops you down.
- 1+2 (#171 Tripping) [nssw] Grabs your neck with both hands, then just makes you trip backwards making you fall over his leg.
- -RA: mid; -22 OB so punish with | ff3
- -RD-Snake: mid; pushes away very far; +8 OB
- -RD-Dragon: mid; pushes ~1 dash away; +11 OB
- -RD-Panther: low-mid that jails; -14 OB so punish | 4,1 | d/b+2 | b+4,4
- -RD-Tiger: mid; forces you crouching; leaves you very near so get rdy for mixups; +15 OB
- -RD-Crane: mid; hopkick that pushes ~1 dash away; -8 OB
- Leo mu [SSR](d/f+2 tracks right but gets better on range, db+4|f+2|qcf1|(qcf+2,)1 tracks both, rest steppable L and R):
- -Thoughts: keep that little fucker out
- just wtf, there is NEVER your turn, some very plus-moves
- also holy fucking mixups, lot of low-starting moves that then CH if you press a button
- extremely annoying, has long ranged moves and great mixup, probably just keep him out and wait for a move
- -has AMAZING mixup
- -do NOT attack when he has his his right leg up, this his stance and he can fuck you up withit
- -has some good low pokes
- -has a low into mid
- -Snakeedge:
- -Punishment-options: 14f standing launcher with RD
- -Parry: against highs/mids (no knees/elbows and no RA's and unblockables); against kicks he takes your leg and breaks it; against punches he sideswitches with you leaving you backturn!
- against highs/mids (no knees/elbows and no RA's and unblockables); against kicks makes you sit down; against punches makes it whiff to the side
- -Throws: 1+2 (#83 Shuang Pai Shou) [nssw] Grabs your forward-shoulder with both hands, then switches position with you, punches you into the chest, then charges up and punches you backwards.
- -RA: mid; -22 OB so punish with | ff3
- -RD: mid; 14f; pushes away very far; +8 OB
- Leroy mu [SSL, SSR for d+1+2](has great homing moves though, beware or cane as it's very homing):
- -Machine-gun-punches: highs that he can hit-confirm into a mid at the end; if you are ducking it don't try to WS1 or you get hit, instead just do | quicksand; mid is -17 OB | d/f+2
- -10-inch-punch: 12f fast CH-launcher that's also +6 on NH
- -Hermit-stance: has a 50/50 with a NH-launcher Mid and a CH-launcher homing Low, so block mid and don't press buttons; also a kick into axe-handswing that is +4 OB
- -Sugar: random if she attacks; Low with good plus-frames that can combo; just u/f+3+4 or ff3 if you see him doing it
- -Orbital: 21f startup low-crushing Mid; better than Bryan's; safe with -3 OB!
- -Pimpsweep: hellsweep-like unseeable Low that looks like a hatchet-kick; staggers; -21 OB | WS1
- can add a mid that launches; -16 OB | d/f+2
- -Unblockable: from forward-teenie-tiny-steps-dinosaur-hands-stance
- -'Snakeedge': from FC (#65 Reverse Cross Kick FC d/f+4,1); 15f fast; low-mid where you can still block the mid but get only launched when on CH; mid is -13 OB | 4,1 | d/b+2
- -Parry: anytime against ANY highs/mid (really any!); puts his hands in front of him in ip-man stance and makes your attacks (even multiple) do no damage; can then cancel into machine-gun punches for 40 dmg
- from a mid-attack against highs/mids (no knees/elbows and no RA's and unblockables); attack is a tiny backsway and stomach-punch
- from forward-teenie-tiny-steps-dinosaur-hands-stance against ANY highs/mid (really any!)
- from Taunt against ANY highs/mids (really any!); he says "you gotta be kidding me" while calling you forward with one hand
- from Hermit-stance against lows; he calls you weak :(
- -Throws: 1+2 (#78 Lian Jin Xuan Feng Jiao) [nssw] Grabs your neck with both hands, punches your face three times then kicks you down.
- -RA: mid; -22 OB so punish with | ff3
- -RD: mid; 15f fast and wallsplats; +2 OB with huge knockback so basically neutral
- -Pimpcane: launcher; can be used once per match; good range and second hit homing; M-M-M that is +8 OB! (so basically second RD)
- Lili mu [SSL](backflip still clips you; SSL-Block against lows; duck qcf3+4):
- -Strat: Fucking Keep-out queen; keep out and be always on your toes, don't use any moves preemtively as she will just use hers and beat it
- -After (#17 Garland Kick Combo) Front-flip can come a third kick where she backflips; she pushes you away really far so either SS or try something like | qcf4
- -Cheese character, or most people online play her as one at least
- -her evasing moves are CRAZY, it is 100% bullshit
- -superlong legs
- -Her BT means she is plus
- -Jabs: can extend 1,2 jabs that she can follow-up with a frametrapped mid or a low; can be fuzzied by IMMEDIATELY going low and IMMEDIATELY back to mid again but it's still a bit tight
- mid is -9 OB but you can challenge it with a 1 and get a float combo
- low is -13 OB and heavy KNDs you on CH, punish with | WS4 | WS2
- -Forward-wheel: (#15 Sundial) Normal version is a fast 2-hit mid that's -4 OB
- She can delay the second hit and optionally add ANOTHER MID after it so keep blocking if you see that one; is -19 OB but pushes away really far so mby | f+2,3
- -Backward-wheel: (#21 Backflip Spinning Edge) She hits you with a mid and after a frametrap with a 2-hit mid that keeps her BT and -7 OB. If you are quick, you can SSL after the first mid!
- -Handstand-Upkick (#27 Matterhorn Ascenscion) Is fast mid and high-crushing but very punishable with -21 OB | ff3
- -Stance: BT which gives her a lot of mixup options, long ranged moves and really evasive stuff, so proceed with caution there!!
- if she stays at range and tries to bait you into it, you can walk up HAZ unblockable or HAZ 4
- -Slide: (#76 Horizon Slide) From crouching! Is -18 OB | WS1
- -Hopkick: -13 OB| 4,1 | d/b+2
- -'Snakeedge': She lays on the floor and kicks you with both feet in the toes while staying stationary; still -18 OB | WS1
- -Snakeedge: (#29 Edelweiss d/b+4) legsweep; 30f fast; has mid-crushing frames starting very early!; -24 OB | WS1 | ff3
- -Parry: against highs and mids; she makes a handstand on your head for a long time then smacks you to the ground
- -Throws: 1+2 (#89 Rafflesia) [nssw] Very fast throw where she grabs your head with both hands, then spins around your head two times. Can maybe react to her leaving the ground but it's a very tight break.
- -RA: mid; can crush lows mby?; -22 OB so punish with | ff3
- -RD: mid-high forward flip that jails though; pushes you ~1 dash away and leaves her +9 OB
- Lucky-Chloe mu [SSL](SSR on 1,2 mixup, hopkick, BT launcher):
- -DELETE PLEASE
- -KEEP AWAY; like all her moves are bullshit but shes has to have a certain range, just try to stay out of it
- -against spammers, just spam HAZ4, but when they adapt (speak wait a second before spamming) you are gone
- -you can mash 1+2 during Chloe's 3,4 for a free parry test me
- -react to her saying "Double" she will extend the combo with the same moves then
- -her roll dodges fucking even mids and gives her 50+dmg for free because why not? (use mids or whatev I have no idea)
- -she has a move that starts with an unseeable low (scoot) which she can follow with three frametrapped mids you cannot step, but you can buffer 1 into the block of the 4th hit (the 3rd mid) and you get a full WS1 punish, as the string puts you in full-crouch!
- -she has a SUPERCHEAP move that is like a 7-hit combo that starts with a few lows, then a mid then a low and deals FUCKMAD damage, but is unsafe (she says "finish")
- -she can also scoot into into the frontflip that leaves her +4 OB (double windmill), but this one you can sidestep
- -the last scoot option is low-low-mid, but this leaves her at -1 OB at least
- -she uses low,mid,low,mid moves a lot
- -Windmill: double is not a tight string, punish it with a low Parry right after the first 3 hits! (OB or OH); hopkick works only at first few frames; if blocked punish with WS2 or WS4
- -Throws: 1+2 (#91 Lollipop) [nssw] Grabs both your hands with one hand each, then uses them as a swing to get under your feet. Switches position and leaves you BT if not teched!
- -RA: is a LOW!; can block react on animation; - 27 OB; if you use WS1 to punish but wait a bit till her spin is over or she isn't launched high enough!; d/f2 is too slow
- -RD: mid-mid-mid; last hit forces crouching; leaves her +4 OB
- Marduk mu [SSR](SSR + Stand-Block; care of left-upper):
- -loves to tackle
- -has a stance that looks like he's lightly crouching and would like to tackle you; he can enter it from attacks or neutral where it looks like an awkward crouch with both arms stretched forward
- -has a good hitting low that KNDs; he hits you with both arms while in his stance
- -some frametrappy strings?
- -a low into a mid(orhigh) that you have parry?
- -can grab your feet after a sideroll as oki but can also do so after a combo where you need to sideroll
- -has a low poke with his right leg forward and his left leg bent and his left arm on the ground which you can fully punish with WS1
- -Forward-Roll:
- -Punch-Low: From Ready-stance. Is whopping -38 OB.
- -Lying-Low: From FDFA position he has a low with his arm after which he grabs you!
- -Parry: against high/mid-punches only (no knees/elbows and no RA's and unblockables); goes into Tackle
- -Tackle: From Ready-stance. You have to SPAM 1+2 right BEFORE it hits you to stop it!
- If he catches you, hold down forward or backward and then press 1 or 2 as usual, but you get only ONE chance, so it's a guess basically. He can use two other attacks for which you have to hold a movement key to tech them WITHOUT pressing a key.
- -Throws: 1 (#16 Strange Slam) [nssw] From Ready-stance! He grabs your backward-shoulder with his left arm, hieves you up with it and slams you down.
- 2 (#17 Body Slam) [nssw] From Ready-stance! He grabs your forward-shoulder with his right arm, hieves you up with it and slams you down.
- 1+2 (#99 Around the World) [nssw] He grabs your neck with both his arms, then pulls you down to his left hip and spins around slamming you into the ground causing a bounce.
- 1 (#100 Northern Light Suplex) [nssw] Grabs your backward-shoulder with his left hand, then grabs your hip and makes suplexes you over his head.
- 2 (#101 Power Slam) [nssw] Grabs your forward-axle with his right arm, then puts his right arm between your legs and slams you head-first into the ground.
- 1+2 (#102 Back Breaker) [nssw] Grabs your neck with both his hands, then spins around 180° and puts himself under your arm, then lifts you and slams your back on his leg.
- 1 (#103 Suplex Bomb) Grabs your neck with only his left hand, then pulls your hand under his left axle, lifts you up and slams you into the ground head-first.
- cr(1) (#101 Power Bomb) [nssw] Only on crouching! Looks like he uses both his hands to lift your hips, but it's actually a 1 tech! Then flips you onto his shoulders and slams you into the ground.
- cr(2) (#102 Power Knee) [nssw] Only on crouching! Same as before, but kicks you with a knee while lying on top of you.
- He can also throw you while you are lying down as well as in the air!
- Marduk has two ground throws, a mini-launcher ( ~45 mg) that you break with 1, a raw damage (40dmg) that you break with 2. There is no way to know which one he's doing, so guessing is just a pure mental/luck game. A true 50/50
- When at the wall, Marduk gets a free ground throw attempt.
- You avoid it by standing up where he then can go for a low, a mid or a tackle so you have to guess again if he doesn't go for ground-throw.
- -RA: mid; -22 OB so punish with | ff3
- -RD: mid; leaves him +7 OB and in his lying-stance, where he can followup with a low that grabs you but is launch-punishable | WS1
- Master Raven mu /Maven mu [SSL](has good homing on range; SS frontflip and wheel):
- -don't like mirrormatches
- -Backturn-stance: can enter from attacks or with free stance-switch; gives her mixup-options and a snakeedge; can exit it by turning backwards that can make your short-ranged or high attacks whiff
- -Punishment-options: 14f WS launcher; 16f standing launcher; 15f on-crouching launcher
- -Snakeedge: from crouch-dash (qcf+2) handsweep; 28f fast; -16 OB; can also cancel it into a wall-bouncing mid which is -12 OB but you can fuzzy low-mid-block; she can also cancel it into BT-stance | WS1 | 4,1
- from BT-stance (BT d+3) legsweep; 25f fast; - 26 OB | ff3 | u/f~n+4
- -Parry: from BT against highs/mids (no knees/elbows and no RA's and unblockables); flips over you while attacking
- from startup of two mid-attacks against highs/mids (no knees/elbows and no RA's and unblockables); she teleports up and either comes down with a quick mid-leg which you can jab her out of; or she floats in the air with the unblockable sword which you can SS-punish or jab
- anytime she can parry against ANY attack (ALSO knees/elbows and unblockables but NOT RA's!); makes her teleport away (away from you in normal stance and behind you in BT-stance) and recover FC, care as she might use WS moves then
- -Tackle: nothing special; gets plus-frames if she doesn't punch you
- -Throws: 1 (#123 Orbiting Moon) [nssw] Grabs your forward-shoulder with her left arm, then balances you on her leg and kicks you away.
- 1+2 (#124 Undertaker) [nssw] Grabs your neck with both hands, then back-wheels you with her legs and kicking you into the air, then teleport herself into the air and breaks your neck there.
- -RA: mid; can crush attacks; very shitty and can totally whiff it you did an attack that moves forward; can get her out of corner with no attack and leave her BT; -22 OB so punish with | ff3
- -RD: mid; can crush lows and sometimes low mids; shitty as it can be low-profiled and sometimes doesn't combo off-axis; leaves her +5 OB
- Miguel mu [SSL](d/f+2|d/f+4|SAV2 and most lows track to weak side):
- -Thoughts: that character is bullshit, I hate him so much
- frametraps, frametraps everywhere (feels like you need to learn these moves specifically)
- he has some really fast moves that reach midscreen, always be wary
- has some pretty good lows
- his moves have EXTREME pushback
- he has amazing keepout tools that reach as much as yours
- I think he has a dozen of plus frames?
- -Strat: do not get baited into attacking to retaliate as his frametraps will counterhit you, keep space but keep moving so his long-ranged moves don't hit you
- "SSL to low-parry is Miguel's weakness" !!!
- -Stance: his savage stance gives him EXTREME Ranging mids, do not approach!
- has a power-crush in there
- -can end his 12 string with a frametrapped mid that KNDs
- -can end his 11 string into a low that KNDs on CH (the second jab looks differently than the first and is slightly higher)
- -his jabs are tracking well to SSL but lose to SSR
- -he has a three high string where he spins twice and that leaves him +3 OB; you can duck the 3rd hit but he can also use a mid instead of it
- -has very fast fist where he ducks to his right and hits you with his right arm while standing up; this is a HIGH (even though it doesn't look like one) and a CH-launcher; fully safe with -3 OB
- -his ERRRAAA launcher can crush moves as he spins to the right floor; also it reaches very far and pushes you back a lot so you have to punish it with ff probably
- -has DRJAAA launcher in stance where he spins backwards and hits you with his upward right arm; super unsafe punish with ff3
- -has DRJAAA launcher in stance where ducks and hits you with his right upward arm; -17 OB but pushes you away far
- -has a long reaching mid shoulder (#17 rude charge) DRJAAA
- -DO NOT try to d/b+2 into a mixup, he will counterhit combo it
- -has a sweep in FC, one in his stance, and one where he uses his left arm he can combo into RD
- -a quick low Hatchetkick (he kicks your ankle while staying) that he loves to mix you up with; it is -13 OB so WS4 punish; he can also keep doing it as it's in his stance
- in the past it made you FC and he could just continue it, but now if he hits you with it SSL then low-parry down to beat the spam!!!
- -a quick low (he kicks you with his left leg back while staying on his right) that is -13 OB so WS4 punish; he can extend it with another low where he is then -19 OB so WS1 punish
- -a quick low (where he spins and uses his right leg to kick you) that is -14 OB so WS1 punish
- -Forward-Roll:
- -Hopkick: is -13 OB | 4,1 | d/b+2
- -Snakeedge: (d/b+1) handsweep; 25f fast which gives a minicombo, but can hold for 31f fast actual combo; -16 OB;
- from SAV-stance (3+4 > d/b+4) legsweep; 26f fast;
- -Tackle: from crouching only!
- -Throws: 1 (#123 Exciter) [nssw] Grabs your backward-shoulder with both hands, then pulls you down holding you with his left hand while swinging his right up and punches you onto your back with it two times, then kicks you two times. Can transition into savage stance!
- -RA: mid; -22 OB so punish with | ff3
- -RD: mid-mid; pushes you ~ 1 dash away; leaves him +3 OB
- Negan mu [SSR]:
- -cheese character grande now
- -ARMOR MOVE fucking op always expect it
- -his 12 jabs have a frametrap in between and the 2 on CH deals mad damage so be wary
- -his launcher crushes all mids
- -his power-crush crushes your RD
- -low: very nasty bat-punch that looks more like a kneestrike
- -Powercrush: is a HIGH!; armored, launching, homing and safe with -9 OB
- -has a plus
- -seemingly has plus on youre RD WTF
- -don't press buttons lightheartedly, his fucking CH bat just deals 1/3 of your health with no effort whatsoever
- -Punishment-options: 14f standing launcher with RD
- -Throws: 1+2 (#80 No Mercy) [nssw] Grabs your collar with both his hands, then puts you down onto your knees smashing you with his bat. "Easy-Pease Lemon-Squeezy"
- X (#21 Crowbar) Only from Intimidation-stance! Untechable throw that can be audio-cue reacted to. Listen to the "HUUUU" and duck it.
- -RA: mid; -22 OB so punish with | ff3
- -RD: mid-mid; forces you crouching; he can opt to leave you near or push you away very far or very far and leaving himself BT; near leaves him +8 OB
- Nina mu [SSR](SSL can be blown up by d/b+3|b+2,2):
- -Against spammers just duck her 3,3s and launch their ass. Also always attack at their wakeup but block when you are waking up yourself.
- -12 jabs: can follow-up
- one of two MIDS
- one is a kickboxing-like KNEE which is -13 OB, so punish with | 41 | d/b+2
- the other she uses both HANDS and pushes you away a bit, she can delay that one!, is -14 OB so punish with | 41 | d/b+2 | 1+2
- or a safe high leg (-6 OB)
- or a LOW after 3 hits, is -13 OB so punish with | WS1 | WS2 | Low-Parry
- or a MID after 4 HIGHS (with both hands, same as above); so if you see her using four highs, prepare for a mid!
- SO block MID for the first THREE hits, THEN LOW and if not a low comes block AGAIN MID
- if she uses any other leg kick than the kickboxing-like knee she can't follow-up with another attack (both safe), so you can freely counterattack
- -21 jabs: can follow-up with a LOW, is -13 OB so punish with | WS2 | Low-Parry-Duck
- -TON of HIGH-LOW-MID kicks (very high right OR left leg), if you see her going in with it try to low-parry, then return to mid asap; she can cancel into sideroll or high-mid
- -and a HOPKICK RIGHT-LEG ROUNDHOUSE which is her JUNKYARD, so LOW-PARRY after it!
- -when she starts with a stretched out MID LEFT-LEG and then an AIRBORNE SPINNING RIGHT LEG HIGH, then she follows with a LOW; -12 OB so punish with a PARRY
- -she also has a TWO-STRING DOUBLE-KICKS-High that she is +1 OB and +13 OH (she spins you around); spammers love this move!
- -in the same sense she has a MID-KICK HIGH-JAB (short animation) that always either follows with a HIGH or LOW
- -she has a three-hit-string LOW-HIGH-MID (#50 easy prey) that uses three KICKS where she LEFT KICKs LOW then SPINS around then RIGHT KICK HIGH, the last kick is coming from above after which she is +2 OB; it also forces you crouching!, she can also go into it from a HIGH kick
- if you blocked the low either return to mid block or go for a jab OR use WS2 to CH her mid but only AFTER the HIGH WHIFFED!
- otherwise you either respect her either go for
- a crouched jab, still unsafe though
- WS2 which might CH her but will lose anything faster or SS
- WS4 which might track
- or you BUFFER SSR immediately AFTER THE HIGH (you can't react to the high hitting, react to the low instead, hella tight timing), THEN input d/f+2 ASAP (but let the SS finish or you get a dickjab) and you get a launch
- OR Parry the last mid LUL
- -very fast left-leg right-punch MID-HIGH that she can follow-up with a LOW-MID that LAUNCHES (#39) OR a MID, so you NEED to DUCK the SECOND HIT
- - "basically the idea of a nina player is that they want to be within range 0-1 so that they can apply their frame traps, strings, etc
- learn the strings, duckables, and frame data against nina essentially
- go to practice mode and do this
- 3, 3, 4, 3
- d+3, 4, 3
- 4, 3, 4, 3 - Recognize these moves. The 2nd to last hit is high but hard to duck. As soon as you see this high kick lands, buffer the SSR and the mid (+2 on block move) will miss and free launch.
- d/f+3, 4, 4
- d/f+3, 4, 3+4 - Mid high Low/Mid mix up. Duck the 2nd hit ALWAYS = No mix up and free launch.
- u/f+4, 3, 4 - Nina Junk Yard Kick. Low Parry the 2nd hit ALWAYS.
- As soon as nina goes into backward crouching move, use the 13f mid and it'll beat any of her moves.
- Those are all you need to know to beat most Ninas online
- she's definitely a hard character to fight but she's pretty much a character where you gotta know the frame data in order to capitialize on
- online ninas like to use ss1 transitions
- like 1,2 > ss1
- d32 > ss1
- d+4,1 > ss1
- etc
- learn to recognize those strings and jab her out of them"
- -her overhead launch is safe test me
- -Forward-Roll:
- -Sweep: launches on CH, -37 OB so punish with standing up and | u/f,n,4
- -Slide: very fast, -20 OB so |fF3
- -Unblockable: where she uses both her hands and loads them up above her head
- -Punishment-options: 14f standing launcher
- -Parry: against highs/mids (no knees/elbows and no RA's and unblockables); against punches makes your attack whiff to the side turning you backturn, then pushes you to the ground and karate chops you; against kicks throws you backwards
- -Throws: 1 (#112 Elbow to Arm Grab Flip) [nssw] Grabs your forward-elbow with her left hand, holds it while turning around and punches you into the stomach, then flips you over spinning your arm.
- 2 (#113 Reverse Neck Breaker) [nssw] Grabs your waist with her right hand first and her left hand just slightly later (making it look like a 1+2 from an angle), then grabs your hand turning you around and breaking your arm behind your back.
- 1+2 (#114 Jumping Flip) [ssw] Grabs your collar with both hands, then handstands on your shoulders and uses the spin to throw you away.
- 1+2 (#115 Elbow Smash) [nssw] Grabs your forward-shoulder with both hands, then holds you down and smashes you into the ground with her left elbow.
- 2 (#117 Backhand Slap) [nssw] Grabs your forward-elbow with her right hand first and her right hand just slightly later, pulls you forward and up-slaps you on the chin. Goes into Chain-Grabs!
- 1 (#129 Crab Hold) [nssw] Grabs your forward-shoulder with her left hand, then kinda sits on you by lifting her left thigh over your waist and makes you drop tripping you with her right leg. Goes into Chain-Grabs!
- X (#122 Betrayer) Makes a backsway, then grabs your forward-hand and kicks you into your knee. Untechable! Goes into Chain-Grabs!
- X (#132 Leaping Heel Hold) Is a mid-attack that crushes lows. Hits on crouching and grabs on counterattacks. Leaves her -23 OB but lying on the ground. Goes into Chain-Grabs!
- -RA: mid; the roll can go under highs and even mids; -22 OB so punish with | ff3
- -RD: mid; can transition into crouch-dash so prepare for mixups; leaves her +9 OB
- Noctis mu [SSR](SSL midrange; still should step alot):
- -stuff outdated
- -get close or stay away sidestepping and fF3/fF3~4 (slide could also work)
- -DO NOT WAKEUP-ATTACK if he is not really close, dude has a ton of half-range launchers that also function as meaties
- -his default launcher has him make an upward cut into the air and jump while turning around 360°; -20 OB so ff3 punish
- -his jumping-up-forward knee launcher (#46 Ascenscion storm) is -13 OB punish with 4,1
- -the sword-arc attack where he gets air-borne and spins in a sideroll is a mid and fully safe with -8 OB
- -if he whiffs his throwing-sword he will still teleport forward and land right next to you
- -he has fucking ARMOR AFTER HIS SLIDE BECAUSE WHY NOT
- -has a forward roll-dash that can make attacks whiff, recovers him crouching, can follow-up with a
- -low slide much like yours; full punish with WS1 OH
- -mid that has armor and is homing; -13 OB so punish with 4,1
- BUT you can try and react to the roll-dash and quickly u/f+4 (or better u/b+4 test me); if early enough you will hit him out of the mid; the low will be evaded and leave you in BT perfect for going for your own slide
- -the thrusting spear (f+1+2) is -19 OB
- -max range 1 can be fully punished with buffered d/f+2
- -max range 2 either with a f+2,3 or a buffered ff3 (hard)
- -range 3 and more you can't punish it unless whiffed; also weak to SS
- -PFFFRRT aka d/b+2 the low-poke spear; if he hits you hold back and then react while standing up to another one (very hard, react to his arm going behind him with the spear) or try to guess the low; best do not sideroll as a second one will hit you out of it (he has to delay it and you have to time it then)
- -he's -19 but far away so you have to buffer WS1 (his hitboxes are also a bit wonky, it seems you can hit his spear, so WS1 works when you wouldn't expect); NOT PARRY-ABLE
- -ORRAAAA aka d/b+1+2 the long-ranging mid that also launches for a full combo, you always want to rather block this than the low
- -max range 1 away you can punish him with a f+2,3; do not to try to punish with any other or if further away it will fail
- -range 2 SSL Block
- -range 3 SWL; ff3 punish
- -Unblockable: where his sword starts to glow blue; SW it
- -10-hit combo: has all mids and highs but also PFFFRRT as 7th hit; you can block the low right after he did an upward cut with the sword looking like a needle and a downward-cut and then punish with a buffered WS1; BUT the low doesn't make the following hits connect (unless CH) so you can just hold back and then punish with d/f+2 (he's -18 OB) at the end
- -Parry: against highs/mids (no knees/elbows and no RA's and unblockables); sword-blocks you with a big blast going off, then sword-cuts you back
- -Throws: 1+2 (#74 Fire Blast) [nssw] He grabs your collar with both hands, it looks like he wants to go in for a kiss, then he sword-cuts you, kicks you into the air and fire-shoots you.
- -RA: mid; -31 OB so full punish with | ff3 | u/f,n+4
- -RD: special-mid; forces you crouching; leaves him +2 OB and right in your face
- Paul mu [SSR](has good homing moves up-close; SWR on range 2):
- -lot of frametrappy strings
- -always be wary of Powerfist, great range and homing
- -Demoman: is low-mid-? !
- -be wary of dive, he is superplus
- -has a downward right (or left) fist that looks like a downward elbow which following is a low
- -Can-Cans: (#29 Shredder) are pretty safe with -13 OB | d/b+2 | 4,1
- -Slide: Is safe????
- -Punishment-options: 14f standing launcher
- -Snakeedge: from FC (#53 Gunba FC d/f+1+2) handsweep; 32f fast; -12 OB so you better low-parry (react to him moving forward a bit in FC); he can also cancel it | low-parry
- -Parry: against highs/mids (no knees/elbows and no RA's and unblockables); grabs your attack, gets behind you and breaks your hand putting you down
- -Tackle: Punches are a 1-tech and only allows you to tech at the start.
- He can do an arm-leglock instead the last attack at the end for more dmg. You can tech the arm-leglock spamming 1+2.
- Where he uses some wrestling stuff that deals 1/3 of your life, that's a 1-tech as well.
- He can also immediately go into the arm-leglock which you have to counterflip with 1+2 spam when you touch the ground.
- !In short, spam 1 right after hitting the ground, if you didn't tech the punches spam 1+2 against arm-leglock, and otherwise you gotta adapt!
- -Throws: 2 (#69 Chest Crusher) [nssw] Grabs your forward-shoulder with his right hand, holds you locked with it and punches you into the chest making you fly backwards.
- 1+2 (#70 Twist and Shout) [nssw] Grabs your forward-hand with both hands, then pulls you forward a bit before pulling you back into the ground.
- 1 (#71 Kongo Blast) [nssw] Grabs your backward-shoulder with his left hand, then punches you once with his right fist, then deathfists you.
- 1 (#72 Foot Launch) [nssw] Grabs your backward-shoulder with his left hand, then rolls backwards flipping you over him.
- 1+2 (#73 Push Away) [ssw] Grabs your collar with both hands, then akwardly positions himself under your arm and shoulder-tackles you backwards. React to his akward positioning (and mby the audiocue?).
- -RA: mid; -22 OB so punish with | ff3
- -RD: mid; is his deathfist but 1f faster; pushes away very far; leaves him +3 OB
- Shaheen mu [SSL](better duck/block instead):
- -has VERY good range! Is constantly outside of your range just enough for your moves to whiff, so be careful of using moves like b,b+2,3.
- -has a CH launcher extension to his jabs
- -uses his slide from FC
- -Punish slide with: ??
- -Hopkick:
- -Punishment-options: 14f standing launcher
- -Parry: against high/mid-punches only (no knees/elbows and no RA's and unblockables);switches sides with you leaving you BT!
- -Throws: 1+2 (#64 Wezen) [nssw] Grabs your forward-arm with both hands, pulls your arm forward and then heel-kicks you to the ground with a very high leg.
- -RA: mid; -22 OB so punish with | ff3
- -RD: mid-high; you can actually DUCK THE SECOND HIT but you have to react to the punch itself as the blue-stuff comes out too late; leaves you -10 OB and he transitions into crouch-dash so prepare for mixups!
- Steve mu [SSL](better get horizontal range with KBD):
- -Buttons you are NOT ALLOWED TO PRESS:
- u/f+3+4; d/f+3; qcf+4; b,b+2 whiff; 4,1; any high; any slow mid
- -best do NOT press button lightheartedly, when he uses his backsways and you don't hit him you have the advantage
- you CAN NOT play the keepout game with him as his approach tools are very strong, instead play the mid-game with him, dodge out of his close attacks and punish his whiffs
- Let him come to YOU! but DO NOT use your keep-out tools that can be punished easily (3,3 is okay, but be very careful with f+3,2 and qcf4)
- DO NOT FORCE IT let him come to you and try to make some orbital stuff or b,b+2 and such
- DO NOT get into a jab-fight, you will just lose!
- NEVER give him the chance to jab
- -his moves have just higher priority because why not, so don't count onto trades
- -has a low-crushing move where he swipes you with his left fist
- -is in your face 247, try to keep him out of your face
- -unseeable low-high
- -try: dickjabs
- d/b+2,1 for safe mid
- b,b+2; 1+2 for parries
- d/f+3 for high-crushing launcher
- b+1+2 evades his jabs and steal his turn
- -"Playing Steve will expose you to every single high crushing move in Tekken.
- People don't often know how to shut him down, so they'll either go party town knowing you can't launch most moves, or they'll spend every single match in a high crush, or if they're Katarina, using high crushing, mid evading lows which slip under your d/f+2 as well. :)"
- -"d/f+1 is the keymove against a steveplayer, or a fast counterhit mid like the one that kazuya has. dont mash buttons, if he isn‘t in a stance he will use a string to get into his stances. 🦆ing is one of his stances what you have to interrupt with d/f+1.
- if he goes into an other stance just stay cool and punish."
- -Unblockable: he loads his fist up near his stomach and uffs
- -Punishment-options: 14f standing launcher with RD
- -Parry: Makes your attack whiff upwards.
- -Throws: 1+2 (#127 Armlock Throw) [nssw] Grabs both your shoulders with one hand each, then puts his arms under your elbows, pulls you to him, breaks your arms and flips you over him.
- 2 (#128 Spinning Elbow Drop) [nssw] Grabs your forward-shoulder with his right hand, then puts his right arm under your elbow and flips you forward additionally dropping onto you.
- -RA: HIGH!; you can duck-punish!; it also pushes you away very far if blocked
- -RD1: 5xmid; ducks then weave-punches you; never seen anyone use it; leaves him +1 OB
- -RD2: mid-mid; 14f; pushes you ~1 dash away; leaves him +7 OB
- Xiaoyu mu /Ling mu [SSL](d/f+2,1 tracks both sides):
- -best just ignore that character exists, holy fuck...
- -NEVER attack if she went backturn OB or OH!!!
- -As enticing as it may be, DO NOT NEUTRAL FF3, her stance will crush it
- -NEVER use ANY HIGHS!!! I had GREAT success against a cheeser by only using mids like d/b+2,1 | BT f+2 | u/f+4 | 3,3,4 | f+2,3 | d/f+2,3
- -When she hits you with her high-flying sommersault she is SUPERPLUS so do NOT PRESS BUTTONS after it
- -do not give her a single meter or she will destroy you with her stupid shit! Pressure her good!
- -she has a quick move where she hits you with both hand thrice can leaves in low-stance; but care as she also has one that looks the same but hits only twice but she can follow-up with a frametrapped mid
- -has a low-sweep chain from FC or low-stance that hits TWO times; she is -6 OB so confront her with a dickjab or sth; but has a 10-hit combo where it is a part where it ENDS IN A MID so don't get baited
- -she has a very long-ranging jumping attack after which she is plus though so don't press buttons
- -she has a ultra-high jump where she makes a backflip on top which is a mid
- -she also has a divejump that she can follow-up with an attack or end in stance
- -fuck her stance
- -has a fast FIST that LEAVES HER BT in which case DON'T PRESS ANY BUTTONS as the next move is a leg that launches no matter what you do
- -Spinny-legs: when she breakdance spins she ALWAYS DOES TWO where she can add a THIRD or a MID
- -"It seems d/f+2 beats every Xiaoyu cali-roll option (second cali-roll, parry, f,F+1+3 float)
- ok I tested it now with "real" float and the d/f+2 beats every options besides the float, BUT you can confirm it into d/f+2,3 screw, so not a problem
- Also d/b+2,1 can be crushed by BT f,F+1+3 :eyes: both hits lol"
- -Punishment-options: 14f standing launcher
- -Snakeedge: (#66 Phoenix Tail SS3) legsweep; 27f fast; can be cancelled into backturn with ~b, and gives her access to her strongest mid; -23 OB | WS1 | ff3
- -Parry: against highs/mids (no knees/elbows and no RA's and unblockables); makes your attack whiff to the side
- -Throws: 2 (#122 So Shoe Me) [nssw] Grabs your forward-arm with her right arm, then runs up your leg and jumps behind you kicking you back. Leaves you BT when unteched! That gotta be a pun, right?
- 1+2 (#123 Dislocator) [nssw] Grabs your forward-arm with both her arms, then pulls you forward turning herself around and throws you over.
- 2 (#124 Dragon Fall) [nssw] Grabs your forward-arm with her right arm, then turns herself around grabbing your head and throwing you over her shoulder.
- -RA: mid; -26 OB so full punish with | ff3 | u/f,n+4
- -RD: LOW! into a jailing mid; from BT only!; leaves her -3 OB but in AOP-stance so care with counterpoking and prepare for mixups
- Yoshimitsu mu /Yoshi mu [SSL](SSR on moves with range):
- -do NOT give him any space
- -has low spinning kicks that he can add a mid to though, and since the lows jail on block, once you block a low just mash ws2, you will either punish or interrupt the mid followup test me
- -has a roll that dodges mids like your d/b+2
- -is always plus after entering his flying-swords-helicopter stance? test me
- -has a strange forward-dash stance? test me
- -has an attack that leaves him on the floor where he has kinda slide-state and you can't hit him with stuff...
- -Spinny-kicks (#74 Manji Spin Low Kicks): he can always end in a mid; it's UNPARRYABLE except the first hit and you can't punish because the mid ALWAYS comes out; the mid is still -8 OB; you can parry the mid with timing but not worth rly
- you can't even punish only the low version, the drops too far out for a combo (wtf?)
- -Sword-stand stance: "Land a high. His backwards flea has a huge hitbox mid, but you can still poke and float him out of the stance."
- -Flash stuff:
- he can interrupt your 4,1 OH! with his d+2
- "Yoshi blocks db2
- Both flashes whiff. Although Yoshi can micro dash NSS flash to catch you mid BT b3+4
- You can also attack and both flash will whiff unless he dashes first. Save for BT f1 and BT f3 which lose to NSS Flash right away but who gives a shit about BT f1
- Yoshi blocks 4,1
- Regular flash will hit you if you turn with b3+4. NSS Flash will whiff
- Both versions can be escaped via BT db crouch turn
- Regular flash beats BT 1+2 but NSS flash will lose to the power crush
- Yoshi gets hit with db2_4,1
- turning around avoids flash.
- all ~i10 moves beat flash. These are her jabs and BT d+4. CH BT2 is a high-damage option.
- BT 1+2 works on both flashes.
- If the yoshi is in nss, then their flash will trade with raven bt f3 rather than give them a full combo.
- All other situations lose to flash except for tapping back to force a whiff. It is possible to whiff-confirm and launch with BT 3+4"
- -you can't tackle him when he does spinnyswords
- -Jump-Sword: He can jump into a swordstrike which is a LOW; seems very noob-baity, react to him jumping and block low in anticipation?
- -Snakeedge: from full crouching
- -Slide: from full running
- -Unblockable: where he does two frontflips high up in the air and his sword has a blue glow
- -10 hit combo: 1/2 has as last hits always unblockables and either: a low after two high-kicks which you can parry, dickjab or even WS1
- a mid after the first high which you can dickjab, then follows with spins followed by a hopkick which you can sidestep 4~3 or AFTER which you can punish with d/f+2 before the unblockables come out
- So react to the second high kick and then low-parry or dickjab and if it doesn't come, best SS and 4~3 punish
- -Punishment-options: 14f standing launcher with RD
- -Snakeedge: from FC (#133 Samurai Cutter FC d/f+1) handsweep; is unblockable with sword but becomes snakeedge with sword put-away; 25f fast; -16 OB but he can add a second low! which is though still -14 OB! | WS1
- -Parry: against ANY attack (ALSO against knees/elbows but NOT against RA's and unblockables); hits you with the hilt of his sword making you drop to your kneews
- -Throws: 1+2 (#163 Rainbow Drop) [nssw] Grabs your forward shoulder with both hands, then puts you on his shoulders and jumps you into the ground.
- X (#162/#164 Soul Siphon/Soul Possession) Grabs your head with his right hand and sucks your thoughts out of you. Untechable!
- -RA1: mid; -22 OB so punish with | ff3
- -RA2: holds his sword before him which parries stuff
- -RD: mid; 14f; leaves him +2 OB
- Zafina mu [SSL]:
- -Thoughts: Lows, Low-stance, lows, low-stance that goes under your ff3, low-stance
- -she has a powercrush in one of her strings?
- -Punishment-options: 14f standing launcher
- -Snakeedge: from SCR-stance (#66 Double Abzu Abyss d/f+3,3) legsweep; 28f fast; -23 OB | WS1 | ff3
- (#29 Sirrush d/b+1+2) handsweep; 28f fast; low-mid where the mid ALWAYS comes out; if the low hits then the mid hits too; she throws her hands over her head, then swipes your legs with both of them; leaves her in mantis-stance
- if you blocked the low and have a i14 FC-launcher you can punish her with it before the mid hits (like Julia's) or again with WS2 | WS1 | WS2
- blocking the mid is -14 OB | 4,1 | d/b+2
- -Parry: against any highs/mids (ALSO against knees/elbows but NOT against RA's and unblockables); makes her hand grow kind-size pointing upwards blocking attacks and then hits you twice
- -Throws: 1+2 (#96 Dumuzi's Fate) [nssw] Grabs your forward-shoulder with both hands, then bens you on her knee and punches you down.
- -RA: mid; -22 OB so punish with | ff3
- -RD: mid; 14f; leaves her +19 OB but enouigh pushback that she can't combo into anything
- ==========================================================================================================================================
- Random notes (not my words, most obtained from Raven discord):
- Move infos:
- Panic moves:
- You have quite a lot of panic moves
- • b+1+2 - is effective against d/f+1 style pressure
- • f+1+2 (powercrush) - is good against poking pressure which is not Hoerang style pressure
- • b,b+2 - is also good against most pressure, not good against characters with lots of elbow moves like Bryan or Raven
- • Downjab (d+1) - is also a decent pressure stopping move sometimes
- b+1+3/b+2+4 - is decent to get you out of tight spots, but people can use long range moves to punish you for using that parry, but you can try to catch them out with a WS+2 for a CH launch or FC d/f+3+4, the parry leaves you in crouch.
- • Simple backdashing/KBD and sidestepping/sidewalking - also works. Sidestepping depends on matchups, you need to know which way to step a specific character, some characters you should be a bit careful stepping, like Steve.
- Simple backdashing/KBD and sidestepping/sidewalking can also work.
- Sidestepping depends on matchups, you need to know which way to step a specific character, some characters you shouldn't even bother stepping, like Steve.
- What I love about d/b+2 is it is an elbow, so it is a very good poke to use despite the bad frames on block
- And we have BT powercrush so it is slightly better on block now.
- --------------------------------------
- Top BT Moves
- --------------------------------------
- 1) BT 1+2 - i15 powercrush mid. Easily Raven's best move from BT. High utility, guaranteed follow-ups on hit & trains your opponent to respect BT stance. -13 on block however.
- 2) BT d4 - i10 high crush low. Hits ssl & ssr. Useful for setting up a low/mid mixup with BT 1+2. This move also leaves Raven in crouch. So its still your turn if it hits.
- 3) BT 1,4 - i8 KND high that wallsplats. Good if you want to test if someone is going to push buttons without committing to BT1+2. Linear.
- 4) BT b2,4 - i16 safe high-crush mid that also jails. If you don't complete the string then Raven stays BT.
- 5) BT f4,3 - i16 NC chunky dmg low. Considerably risky as it can now be low parried & is launch punishable if ducked. Tho it does good dmg & Raven can keep pressuring if it hits. Also linear
- 6) BT 3,4 - i10 high-mid string. A useful fast string that can be used to apply pressure in the open and most especially at the wall. It is 0 on block which makes it useful to loop the move into itself against turtles. If the last hit is CH then 2,4 is guaranteed (which also splats & will still jail on block if you didn't get the CH).
- 7) BT f2,3 - i17 safe mid. Tracks to Raven's left & the last hit KNDs but its only NC on CH.
- 8) BT f3+4 - low crush mid. KND on hit & also hits grounded. It also leaves Raven in BT & has a PHR extension in BT f3+4,F which makes it a bit safer on block.
- 9) BT ff3 - slow but safe wallsplatting mid that KNDs. Can sometimes be mistaken for a low. Slight tracking to Raven's right.
- 10) BT f3 - i13 safe mid. Raven's fastest mid from BT but very small hitbox. On CH gives mini combo. Linear.
- also BT 3,4 which is an i10 high mid NC, 0 on block, +1 on hit, and +11 if the last hit counterhits
- d/b+2 is -4 on block, b+2,2 is -3, 4,1 and u+3 are -2
- so after d/b+2, you have the followup of d/b+2,1 which is almost 0 on block but can be ducked and will beat interruptions
- if you decide to not do the followup, and go into BT:
- - BT d+4 is i10 and will beat highs, loses to fast mids and low crushes
- - BT 1 is i8 and will beat i13 mids, trade with i12 mids and lose to jabs, dickjab, and high crushes
- - BT 1+2 will beat jabs (unless they recover too quick, in which case they can block), dickjabs, mids, but will lose to grabs and lows
- and if they respect BT 1+2, then you have more options
- i.e. BT f+2,3 and BT b+2,4 for mid options, BT f+4,3 for a low option
- what is CH BT f3 followup?
- but yeah db2 is good move. i13, tracks real well, bt stuff
- NanoHologuiseToday at 5:31 AM
- ff+2
- 3~4 if you're fast enough
- and CH f+3, 3~4 will floor break
- -[Attacks with a parry window]-
- + 1+2 - 14f fast, 23 dmg, -9 on block -> Parry window: frame 1~3
- -> does 35 damage, if parry succeeds
- -> parry is like HAZ 2 (death from above-> the unblockable
- attack with her sword)
- -> DOES NOT parry elbows, knees, shoulders and lows
- + b,B+2 - 17f fast, 36 dmg, -10 on block -> Parry window: frame 1~8
- -> does 25 damage, if parry succeeds
- -> parry is like HAZ 4 (dive kick)
- -> DOES NOT parry elbows, knees, shoulders and lows
- + qcf1+2 - 24f fast, 33 dmg, -9 on block -> Parry window: frame 1~5
- -> does 25 damage, if parry succeeds
- -> parry is like HAZ 4 (dive kick)
- -> DOES NOT parry elbows, knees, shoulders and lows
- -[Explicit parries]-
- + BT f+1+2 - 1f fast, 30 dmg on parry -> Parry window: frame 1~7
- -> does 30 damage, if parry succeeds
- -> unique parry animation (she jumps over the opp and
- hits the enemy in the back)
- -> DOES NOT parry elbows, knees, shoulders and lows
- + b+1+3/b+2+4 - 1 fast, no dmg on parry -> Parry window: frame: 1~9
- -> does no damage, if parry succeeds
- -> unique parry animation (she teleports in front or
- back of the opp; no dmg)
- -> Parries everything even low attacks
- -> Has 69 recovery frames, when it parries
- Moves that enter BT
- 3~4
- 4,1
- f3,B
- b3+4
- b2,2
- db2
- ub_u3
- ub_u_uf4,4~B
- HAZ 3
- QCF2~B
- QCF_WS 3+4~B
- QCF 4
- BT f1+2~B
- BT f3~B
- Moves that track to the right:
- 1,2
- f2,3
- b2,4
- b2,2
- b4 (loses to walking)
- ub1
- db2 (works vs walking, inconsistent vs stepping)
- db4
- df2 (loses to walking)
- df4 (loses to walking)
- d3 (loses to walking)
- d4 (loses to walking)
- ff1
- ff4 (loses to walking unless you do deep ff4)
- u3
- u4(loses to walking)
- BT moves:
- BT f2,4 (loses to walking)
- BT ff3 (loses to walking)
- BT d4
- BT uf3
- First hit whiffs but follow ups connect:
- 2,4
- 2,3
- 3,3
- bb2 (2nd hit is homing)
- qcf1+2 (2nd hit is homing)
- Against Steppers in BT:
- The new PC properties of BT 1+2 kinda is a big deal for Raven.
- While her meta hasn't changed drastically, BT1+2 is now the centerpiece of her BT stance & solidifies her existing gameplan. As before crouch-jabbing would undo her BT mixup most of the time. Now in s2 you can't abare her mixup. Her BT stance has gone from a risky liability at times in S1 to a 100% asset & even stronger conditioning tool in S2.
- Also while SSL is generally a good idea against Raven, she does have answers for it. Her BT d4 is an i10 high crush low that tracks in both directions. & it is still Raven's turn after BT d4 on hit as it leaves her in FC so you can go for a FC mixup afterwards.
- Lastly if you are certain the opponent will commit to stepping when you are BT, then you can hold DF to enter FC & re-align with the opponent to switch from a BT mixup to a FC mixup.
- Or you can hit or hold F to re-align with the opponent while remaining in BT.
- Or you can play defensively & hold DB to do a retreating crouch-turn & cause your opponent's retaliation to whiff.
- After some labbing I noticed that besides BT d+4 you can also do BT 3,4 to catch your opp do a SWL/SSL against you in BT
- So that makes the move even more useful imo. Tested from +1~-4 :Sharada:
- Labbed it against Alisa
- FasAnToday at 2:01 AM
- Against SWR/SSR against you in BT those moves track in a +1~-4 scenario:
- - BT 1+2 (m)
- - BT d+4 (l)
- - BT f+4,3 (l,h NC)
- - BT f+3 (m) (hitbox can be weird though)
- - BT f,F+3 (m)
- - BT b+2,4 (m,m NC) (can be inconsistent against Alisa/Lili but should track for the rest of the cast, probably)
- - BT f+1 (m)
- (- BT u/f+4 (m) (leaves you only close enough on BT 2 or d/b+2 oB to make it hit)
- Against SWL/SSL against you in BT those moves track in a +1~-4 scenario:
- - BT d+4 (l)
- - BT 3,4 (h,m)
- - BT u/f+3 (m)
- - BT f+2 (m) (only Alisa can SWL it, the rest of the cast not)
- - BT f,F+4,3 (l,h) (catches SSL)
- they both track different sides, but BT u/f+4 only hits on 0 range
- BT u/f+3 though is great
- and is only the mid that track on SWL against Alisa/Lili
- FasAnToday at 2:38 AM
- And for BT 3,4:
- It can be SSL/SWL on the second hit, if the first one got blocked (SSL works only a smaller chars as it seems, so males can't SSL it). On SWL you probably won't be able to launch-punish it (timing is tight). On SSL just do any i18 (or faster launcher).
- To prevent more dmg than necassary you can do BT 3,3,4, so that you get floated out, which reduces the dmg quite a bit.
- But if you notice your opponent SS the second hit just do BT 3 and bait the launcher out and punish it then.
- NanoHologuiseToday at 3:09 AM
- the 2nd hit can be parried and is beaten by attacks quicker than i10 and power crushes I believe (not sure if flash has the range)
- FasAnToday at 3:10 AM
- that I have not tested
- NanoHologuiseToday at 3:10 AM
- And loses to i10 CH KNDs
- Since it trades and you get knocked down
- Also the second hit can be backdashed by some characters when not at the wall but it's pretty tight
- And Lili can sidewalk it in both directions iirc, Alisa can SSR but not SWR
- FasAnToday at 3:23 AM
- she can also SWL in both direction
- Haz 1+2 is homing. and is safe at range
- alisa/lili cannot step it
- long ranged i12/13 punishers whiff or get blocked if spaced right
- pretty easy to do if ur setting it up for oki near wall
- hits rollers, wallbounce, and they shouldn't be able to punish it on block
- lornlynxToday at 5:55 PM
- HAZ 1+2 is -13 OB?
- FazniToday at 5:55 PM
- yes
- lornlynxToday at 5:55 PM
- oh you said range
- FazniToday at 5:55 PM
- alisa can punish it with 4
- lornlynxToday at 5:55 PM
- ye, mby
- FazniToday at 5:55 PM
- but not at tip range
- it either gets blocked or whiffs cuz the move becomes i14 then
- asuka 2,3 also whiffs
- raven cannot 4,1 usually and if spaced well, db2,1 won't work too
- i'v been using the move more altely
- lornlynxToday at 5:56 PM
- Raven 4,1 has shit range XD
- FazniToday at 5:56 PM
- ye
- lornlynxToday at 5:56 PM
- but ye, wanna try it more often too
- FazniToday at 5:56 PM
- but db2,1 has more
- and even that can whiff
- FazniToday at 6:05 PM
- most effective after ff4 oki knockdown from combo :v
- have enuff time to space properly and enter haz
- imma test this by having dummy do the combo into haz 1+2 on me and I try to get out
- yeap. it works well vs all get up options except one
- it whiffs vs those who hold back
- lornlynxToday at 6:21 PM
- could be worth it against the wall, so you get a wallbounce combo if it hits
- FazniToday at 6:23 PM
- that's the point of this
- u get that juicy wallbounce :v
- and from ff4
- opponent is in a position
- where haz1+2 is going to hit them on the ground if they do not roll
- cuz their ass is facing you
- FasAnToday at 6:24 PM
- so if you do full combo and instead of f,F+3; f,F+4, you do just f,F+4 into HAZ 1+2
- FazniToday at 6:24 PM
- yes
- FasAnToday at 6:24 PM
- it is guaranteed except for hold back (wakeup)
- FazniToday at 6:24 PM
- u don't want ff3 ff4 cuz u want themt o take time to hit teh floor
- so u can space and enter haz
- they can block, but they most likely cannot punish
- and u can punish their whiffed punish attempts
- FasAnToday at 6:25 PM
- :PepoSmug: This might be better than I thought
- FazniToday at 6:25 PM
- yeap
- I recorded
- it's taking long tho
- also.. holy fuck
- haz 1+2 is homing
- still canot get over it
- lornlynxToday at 6:25 PM
- and if they start blocking it you go into the HAZ unblockable
- FazniToday at 6:25 PM
- lili/alisa cannot step/walk
- FazniToday at 6:26 PM
- I think..
- haz 2 might reach those who hold back too
- so it's mix up between haz 2 and haz 1+2?
- haz 3 is a low but its range is ass so ca be held back too
- so it is almost like we get out own wardrum setup
- except our shit ain't launch punishable on block :v
- and is more rewarding on grounded opps :3
- it getting block punished is on you if you did not space it well
- tho most ppl don't bother or just use their 10 frame on haz 1+2. so it's fine.
- If they start to hespecc you could then use haz~F~2~B shenanigans
- haz 3 right at wall
- Haz,F is possibly 1 of the strongest alternatives in that setup. Won't force a 50/50 but will allow you to maintain momentum or start playing mind games
- btw my haz 1+2 set up is pointless vs alisa... if the alisa knows to punish with 4
- cuz in order to make her 4 whiff or get blocked... u will be outside of haz1+2 range
- so it will never hit
- for ur haz1+2 to hit, it will be in punishable range
- it's great vs Maven, good vs Asuka, will see on who all it is good and not so good against
- do you guys like to qcf into db2 like to extend its range. I do that shit all the time
- b+2,2 is one - frame less, it's delayable, it can be hitconfirmed and the second hit guarantees a BT 1.4 on CH (this delay helps a lot to catch them on CH with it).
- Also, b+2,2 oB into d/b will let the opponents attack in nearly every case, because b+2,2 has slight pushback on block. So b+2,2~D/B into ws+1, if the opponent whiffs, is a legit strat.
- Even on high level many ppl don't know that, which is great against aggressive players
- i think as a general poke db+2 is better but i use b22 to specifically hit SWL
- then i want a bit more dmg
- IK qcf2,B is good
- but what about df1+2,B
- it's faster... but is it too fast for it to get the attention of the opponent?
- NG Dyna$tyToday at 8:58 PM
- Same thing just shorter distance.
- I like d/f+1+2~b
- Seems like faster startup too
- bb2 frametrapping:
- I don't use that much, as you have no gap in there (ws+2 is -8 oB and b,B+2 requires 2f input), but if you have that kind of execution you've have an insanely good frame-trap (parries i10~i18 moves that way). Those kind of set-ups are especially good against chars who don't use elbows and knees that much (example: Lee)
- Those are probably the best moves which you can follow-up with b,B+2 for frame-trapping:
- -> ws+4 (-7 oB) (remember that not many ppl attack after a ws+4)
- -> BT f+2,3 (-7 oB) (works too often lol)
- -> u/b+1 (-6 oB)
- -> BT 3,4,3 (-6 oB)
- -> 3,3 (-8 oB) (depends on the distance though)
- -> WS+2 (-8 oB)
- -> WS+3 (-8 oB)
- BT f+2,3 getting the CH:
- I'm actually writing a guide on Raven's options on this very situation. Basically if the opponent isn't taking their turn after BT f2, you can go for db2 to keep up the pressure.
- Ultimately tho you are making a read. At -5 you can also try use d4 as a high-crush low. So it'll beat highs and at the range BT f2 leaves you on block, a d4 will also evade some mids like a df1.
- The fact that d4 also is +13 on CH really helps in getting the opponent to respect a blocked BT f2.
- But yeah as Nyaa already explained, it ultimately comes down to your opponent & how you've conditioned them. If your opponent already knows your Raven, then its worth playing the mind game.
- I tried testing out fishing for CH BT f2,3 for the 1st time at a local. The dude I play against is super patient so I knew I could get away with looping db2 -> BT f2 -> db2 over n over...the only thing I needed to do was finding the right time to pull the trigger on finishing the string.
- if he's a strong player you just gotta up your mindgame
- just do like
- bt f2
- 4-5 times in a match
- then block afterwards
- then go for the bt f2>3
- or do bt f2>3 the first time you use it
- let him punish you if he blocks it
- now you're +9 every time you use it
- ¯\_(ツ)_/¯
- if you want a mid you can can use to go out of bt of you should rather use bt b2
- faster than f2 but only -2 on block
- gives you more options
- the mindgame would be, will raven do the death oB launch or not?
- I sometimes do it
- if am feeling myself
- it works best after whiffing something into BT
- like whiff db2 into BT b2,3
- or whiff wall run(surprisingly it recovers fairly quick)
- Combo infos:
- More damage for wall-combos:
- IF YOU DELAY THE UF3+4,4,2 AT THE END OF YOUR WALL COMBO, YOU DEAL LIKE 6-7 MORE DAMAGE.
- I DID NOT KNOW BUT NOW I KNOW AND NOW YOU KNOW TOO. RAVEN POTENTIALLY HAS 100+ DAMAGE BNB COMBOS.
- Yup. It's because the lower the opponent is to the ground you get 60% scaling on the last hit.
- Yup. Pay attention to their feet. It's called a wall slump state and as both feet touch the ground you should be hitting them.
- This is essentially how a lot of damage gets maximized at the wall
- if your final hit is like 27% instead of 60%, then you didn't hit them in the wall slump state.
- yeah. Early screw combos should always be used near the wall:
- f,F+3; f,F+3; d/f+2,3 -> b+3+4; BT 3+4; f,F+3 (high splat)
- or
- f,F+3; d/f+2,3 -> b+3+4; BT 3+4 (high splat)
- is possibly the most dmg you can get near the wall
- if you go the f,F+4 path:
- f,F+3; f,F+4: d/b+2; BT 2; BT b+2,4
- is probably your best bet for wall-splatting, if the distance is similar to the first combo I wrote
- well here is an example on how to adapt the standard combo to different ranges. from furthest to shorter:
- launch, ff+3, df+2,3, dash b+3+4~bt 3+4, ff+3, ff+4
- launch, ff+3, df+2,3, dash b+3+4~bt 3+4, dash 4,1
- launch, ff+3, df+2,3, dash b+3+4~bt 3+4, ff+3
- launch, ff+3, df+2,3, dash 4,1
- launch, ff+3, 4,1
- if you can carry them to the wall, the most consistent combo is W! BT b+2,3, b+1 F! b+1, b+3_BT 1+2
- if you can't but you're close, you can do something like 3~4 F! BT b+2,4
- The RaiderToday at 5:36 AM
- what about wall breaking post-screw
- floor*
- NanoHologuiseToday at 5:37 AM
- 3~4, BT b+2,4 is probably your best bet for carry
- I think for damage, doing a b+1 at the end of your combo (either d/f+2,3 S! BT 3+4 dash b+1, or b+2,4,2/BT f+2,4,2 S! dash b+1) floor break into immediate 3~4, BT 1+2 is the best option since b+1 flips them over and they end up in FDFA after the floor break
- the 3~4 after the floor break is pretty tight though
- if you're talking about wall combos, BT b2,3 is more stable. It'll work most of the time even if you're off-axis.
- Also BT b2,3 has more range. So if you splat at max distance wall-carry or get a low-ish splat & don't have enough to make a full run into BT3+4, then you can try use BT b2,3 at tip-range to catch the opponent before they completely fall to the ground.
- Are you doing bt b2,3 into wall ender by any chance? uf3+4 ender needs the bt 3+4 hit otherwise the last hit misses. Additionally on big chars like Gigas, Marduk and bears you always need to use b2,2,3 ender. Wallsplat after floor break needs psychic powers to determine if Maven will jank out on uf3+4 so I usually just b2,2,3 there.
- why some raven player do b1 after BT b2,3 wallsplat?
- you can do uf3+4,4,2
- No the last hit isn't guaranteed
- If they stay on the ground it just completely whiffs
- and I think tech-rolling also avoids it
- also b+1 spike always is a free 50/50 attempt for you and if they don't tech it, you get a guaranteed d/b+4_b+3_d+3_d+4
- test me
- also, i didn't realize ch4 was that convertible at the wall lol
- why didn't i test that? bt b+2,3
- i just did d/b+2, 1, 1+2
- https://www.youtube.com/watch?v=JCwABQaPIAc
- test me
- Bears:
- Against bears, you can do d/f+2,3, RD, d/f+4,4 for your rage wall combo
- 3~4 as a combo ender always guarantees BT d+4
- After u/f+3+4 you can get d/f+2,3
- Or even d/f+1, d/f+2,3 I think
- the ff+4, 4,1, BT 2, BT f+2,4,2 route will drop on bears
- As will bt launcher routes over a certain amount of hits
- i.e. launch, BT 2, BT b+2,3, b+2,4,2 will drop
- Removing the BT 2 will not drop
- BT 1+2 can combo into BT f+2,3 but the timing is pretty tight, so you can floorbreak combo
- Alternatively, immediately doing 3~4 after BT 1+2 will catch most getup options and floor break
- That's all I got
- I do my usual df2 combo on bears, but I delay my BT f3 by just a little bit so the df2 3 screws.
- :3
- new RD combo:
- https://twitter.com/tissuemon/status/1143132498517536770
- for the record, this appears to be new max damage off RD or any attack into RD (qcf2, f+4, CH BT f+3, (3,3),4) assuming you don't need walls
- it's pretty consistent, but a little finicky on big bodies
- Damage comparison:
- 79 for RD~2 S! SWR d/b+2,1, b+4,b+4, BT f+3+4
- 72 for RD~2 S! BT 3+4, ff+3, 1, ff+3, f+2,3
- 74 for RD~2 S! ff+4, 1, ff+3, 4,1, BT b+2,4 (last 2 hits can be inconsistent)
- 76 for RD~2 S! BT b+2,3, ff+3, ff+3, f+2,3 (too hard to be BnB)
- -[Low-parry combos:]-
- + LP; (wait until you're standing) f,F+4...
- -> d/f+2,3 S!; mini-dash b+3+4; BT 3+4...
- -> f,F+3; f,F+4 (51 dmg)
- -> f,F+3; f+2,3 (53 dmg)
- -> d/b+2; BT 2; BT f+2,4,2 S!...
- -> short dash~ f,F+3; f,F+4 (50 dmg)
- -> dash-in~ u/f+3+4>3+4 (56 dmg)
- + LP; u/f+4...
- -> d/f+2,3 S!; mini-dash b+3+4; BT 3+4...
- -> f,F+3; f,F+4 (48 dmg)
- -> f,F+3; f+2,3 (50 dmg)
- -> d/b+2; BT 2; BT f+2,4,2 S!...
- -> short dash~ f,F+3; f,F+4 (47 dmg)
- -> dash-in~ u/f+3+4>3+4 (53 dmg)
- + LP; d/f+1...
- -> d/f+2,3 S!; mini-dash b+3+4; BT 3+4...
- -> f,F+3; f,F+4 (47 dmg)
- -> f,F+3; f+2,3 (49 dmg)
- -> d/b+2; BT 2; BT f+2,4,2 S!...
- -> short dash~ f,F+3; f,F+4 (46 dmg)
- -> dash-in~ u/f+3+4>3+4 (52 dmg)
- You can also do
- + LP; iWS+4; d/f+2,3...
- It does 1 dmg more than the u/f+4 path, but you can't convert into d/b+2!
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Here's the big brain low-parry combo (it's very hard to do it consistently):
- + LP; micro SSR(tap d and cancel with next input->); f,F+4...
- -> 4,1; BT 2; BT f+2,4,2 S!; dash-in u/f+3+4>3+4 (60 dmg!!!)
- This combo is hard to do and I'd say it's inconsistent. Remember to do a micro-SSR so that it is easier to hit with BT 2 (also delay the 4,1 very slightly). When you dash-in for the u/f+3+4>3+4 remember to dash in deep enough, but not too deep so that you won't drop the combo. And in general don't forget to slightly delay the second 3+4 of the u/f+3+4>3+4 so that get the grounded hit.
- I'll post a video of this combo, below this post:
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- -[Legend:]-
- LP = low-parry
- S! = screw
- BT = back-turned
- SSR/SSL = Sidestep-Right/Sidestep/Left
- '>' = delay the following hit (ex: u/f+3+4>3+4, so delay the second 3+4)
- dmg = damage
- https://www.youtube.com/watch?v=qMFHlDJ8M7w
- Best combo and rather easy to do is:
- -> LP; (delay) f,F+4; d/b+2; BT 2; BT f+2,4,2; dash u/f+3+4>3+4
- for 56 dmg!!!
- Practical wall bounce combos:
- HAZ 1+2 does 20 damage base
- qcf2~1 does 30 damage base
- CH qcf1, HAZ 1+2 does 42 base
- ender is BT 3+4, u/f+3+4 4 2
- distance refers to where opponent is as HAZ 1+2_qcf2~1 hits in relation to the wall, metric is the squares of geometric plane
- - 0~0.5 squares:
- - WBN! 4 1 W! ender for 51 (immediate 4 1 for high wallsplat)
- - 1~2 squares:
- - WBN! u/f+4 4 W! ender for 54
- - WBN! d/f+2 3 W! ender for 55 (must high wallsplat with 3, so must dash forward at ~2 squares to do that)
- - 1.25~2 squares:
- - WBN! BT 2, BT 1 4 W! ender for 58
- - WBN! b+3+4, BT 3+4, d/f+2 3 W! ender for 59 (must get high wallsplat)
- - 1.5~2 squares:
- - WBN! SWL d/b+2, BT 2, BT 1 4 W! ender for 60
- - WBN! SWL 4 1, BT 1 4 W! dash ender for 61
- - WBN! SWL d/f+2 3, ff+4 W! SSR ender for 62 (must get high wallsplat with ff+4)
- - Side swap combos:
- - WBN! b+3+4, BT 3+4, dash under b+2 4 2 S! SSL 3~4, BT 1+2 for 48 (front/side roll, stay down), 53 (stand), 53 plus d/b+3 for 69 (wake up backwards), 58 plus d/b+3 for 74 (getup attacks)
- - WBN! b+3+4, BT 3+4, dash under ff+4, b+2 4 2 S! SSL 3~4, BT 1+2 for 54 (front/side roll, stay down), 59 (stand), 59 plus d/b+3 for 75 (wake up backwards), 64 plus d/b+3 for 80 (getup attacks)
- as far as BNB goes, these are the most consistent to execute imo:
- point blank:
- WBN! 4 1 W! ender for 51 (WBN! d/b+2 W! ender on bears)
- mid range:
- WBN! d/f+2 3 W! ender for 55
- max range:
- WBN! b+3+4, BT 3+4, d/f+2 3 W! ender for 59 (must get high wallsplat)
- will add more as I find them
- Wall Ki-unblockable:
- Master Raven gets a powerful ki charge unblockable set up at the wall, should she get a high wall splat. It could be from a properly spaced BT 3+4 ff4 combo ender or simply from a CH df3. When she lands the high splat, you can perform her ki charge unblockable(1+2+3+4 b,f+1+2) with little to no risk, and with good damage(36/60).
- https://streamable.com/hvyy3
- Streamable
- Raven high splat Ki-charge UB set up - Streamable
- If the opponent stands up, you get a wall splat(definitely a wall break), and potentially a 4,1 BT d4 wall combo.
- It will hit those staying grounded, and will catch all of those who tech and walk to their left(our right). This will only lose to tech and walk right(our left). But should you have the wall closer to your left side, even at an angle, the unblockable should be guaranteed. This is also absolutely guaranteed on Eddy, Gigas, Kuma, and Panda. These four cannot walk away from the unblockable due to their horrible sidestep/walk distance coverage. Take note tho that should you land this on a grounded opponent, it will still deal a chunky amount(36 damage), but, you will also be punishable on hit, by spring kick and get up kick. But that shouldn't be an issue considering most people don't know about it, and even if they did, they likely will mash and get a tech roll instead. And if they did manage to punish you, you still got to do so much damage. The traditional wall ender b3+4 BT 3+4 delay uf3+4,4,2 would add 31 damage to your combo in comparison.
- Fazni pinned a message to this channel. See all the pins.Last Thursday at 9:11 PM
- FazniLast Thursday at 9:16 PM
- My first pin :KawaiiRaven:
- FazniLast Thursday at 10:23 PM
- I'm thinking tho, if the opponent uses a char that can tech-walk right, and knows to do it, maybe we could mix it up with a Ki charge CH 50/50 :v
- doing ki charge CD ws2, and doing a bb2 after getting blocked. :3
- what's nice about this is if u get a wall splat from the unblockable, you can get a 86 dmg wall combo starting from the unblockable
- splatting with 1,2 instead of ff4 after BT 3+4 guarantees the ki charge unblockable on all characters except Lili, Alisa, and Zafina
- Regardless of angle to the wall
- qcf2 timing
- If you didn't: wait for when you hear their body hit the ground, then do your fastest FF+4
- Absolutely, just remember that sound queue if you ever go for it and if you practice a really fast FF+4 often, the window becomes much more forgiving
- And thats a good idea as welll, but if you face either of the king characters you HAVE to use FF+4 because 4,1 will whiff against them.
- So i would reccomend practicing it just for them in general
- oh and dont try to use the QCF+2 combo against marduk, just go for something else XD
- The only reason I like using the qcf 2 is for that BT Fake out
- People love trying to hit you out of that for some reason, and you can even press DF 1+2 to start the mid variant, and cancel it straight afterwards. So if you feel like they are hesitating enough and wanna run up straight into BT, use that instead so maven will cover some distance before the BT
- My favorite is to use QCf 2 a few time, then cancel the DF 1+2 into B, straight into a BT F 3+4
- as a matter of fact
- !raven BT F 3+4
- Aha yes, its -9 through -7
- I like :sunglasses:
- Does raven have a combo off of ch get up kicks?
- And if I'm at the wall, tech roll, they whiff and i end up beside them/behind them what are my best options
- There's two combo routes off CH wakeup3
- ws2, df2,3, dash b+3+4, BT 3+4 into whatever
- That combo is easier but it whiffs on tip range wakeup-3
- The other combo works on all ranges but can be less lenient because you have to crouch cancel first:
- cc ff4, db2, BT 2, BT f2,4,2 into whatever
- If you're behind the opponent then you could go straight for a df2 combo, or crouchjab into ws1 or a wallsplat option(edited)
- Or db2,1 -> db2,1
- You'll get 2 db2,1 's guaranteed on a BT opponent. You can go for more but by then the opponent has a chance to turn around & escape the loop
- t is also possible in spring kick, It is when your enemy press button then u do d+3, He will launch a little bit so u got a little combo. That's why I always use d+3 after spring kick and 1+2. It is helpful specially when close to wall.
- That spring-kick combo only works if the opponent does not techroll. If the opponent techs immediately then the d3 will whiff.
- what's the best way to punish slides with maven? Her ws4 doesn't really float them like other characters
- NanoHologuiseYesterday at 4:44 PM
- ff+4 or crouch cancel d/f+2,3 should do it
- you could also try WS2
- also after any combo where you're gonna go for d/b+2, BT 2, BT f+2,4,2 and you pick up with ff+4, you should do d/b+2,1, b+2,4,2 instead
- i.e. the listed combo for BT d+3 in that sheet
- d/b+2,1 shifts your axis, but if you pick up with ff+4 it doesn't shift too far. if you pick up with ff+3, since that already shifts to the right, d/b+2,1 goes way out
- u did qcf1 and got a CH but u went into HAZ
- HAZ U to get out of it
- CH qcf1 haz,U ff4 works
- Even haz,F has more use since it puts you in qcf which can catch your opp off guard if they're not paying close attention.
- I've done raw Haz,F~2 & Haz,F~2~B to catch people out
- You can f,f+4 out of cd.
- It's pretty easy to qcf1,3+4,f, f,f+4. You have a lot of time.
- Feel like white hole recovers slower.
- For me it's even easier to let HAZ go through (don't press a thing) and then just do f,F+4. Timing doesn't seem that hard
- even faster you can just do haz F, cancel into sidestep back, and you have wayy more time to pickup juggle than whitehole or haz F by itself
- also, not sure if this is known, you can consistently get u/f,n+4 after CH WS2 on bigs and also long legs like drag and miguel iirc
- true but you can't combo from it
- Also found a new route off (far) BT slide: db2, BT 2, BT 3+4, b2,4,2, uf3+4>3+4. Nets 71 dmg & is consistent
- Only thing is you have to do 2 mini-dashes. 1st dash after BT 3+4 & then another after the S! to ensure the delayed hit uf3+4,3+4 connects
- MENDEZYesterday at 9:17 PM
- Uf3+4>3+4 ender routes do not work at all on smalls (Eliza, Ling, Chloe) & bears :frowning:
- A b2,4,2 that late in the combo drops on bears cuz of short legs
- 4,1 > BT 2 whiffs on smalls...but CH ws2 pops them up high enough to make it work
- On the plus ff3, ff3, 4,1 is much less finicky than the regular double ff3 into df2,3
- nice call on replacing BT 2, BT 3+4 with BT b2,3. 73 total dmg now
- test me
- Does Raven get anything specific on characters lying face up feet away?
- MENDEZLast Sunday at 1:43 PM
- 3~4 launches if they hold B. It also hits everything except tech-roll to one side IIRC
- Df2 works similarly except it only whiffs if they lie still.
- Does maven have anything guaranteed when she's at the opponent's back?
- I think db+2,1 into another db+2,1. If your at the wall you can do d+1, into Ws+1.
- downjab into WS1 for a launch
- 3,3,4 into something that hits grounded
- b+2,2, BT 1,4 into something that hits grounded
- first 5 hits of 10 string into d+3 (if you're too far to the right they'll be knocked far away from you instead of close up on the 5th hit)
- d/b+2,1, d/b+2,1
- the BT 1,4 one can unfortunately be inconsistent at certain angles or against certain characters. Sometimes it wont combo due to hitboxes or the opponent will turn around denying you a grounded hit
- The BT 2 wasn't guaranteed as it is an i10 attack
- b+2,2 oH is +8g on Hit
- turning around takes 6f with b and with d/b 9~12f, but with d/b you have cs~1f
- means you should crush highs on the first frame (generic BT d+4 does the same. It's cs~1f)
- But if b+2,2 or BT 2 hits in the back of the opp they can't evade BT 1,4 though, as it is an i8 attack
- +8g followed up by an i8 attack makes it impossible to evade in BT
- on a BT opponent, 3,3,4, uf3 does 60, it does more damage if they try to get up or attack
- NanoHologuise: b2,2,1+2, b+3 does 57 but if they do try and get up, b3 will knock down again for another hit on the ground
- NanoHologuise: b2,2, BT 1,4 does 64
- NanoHologuise: db2,1, db2,1 does 56
- 3,3,4 is inconsistent if off-axis, they can duck or turn around and block the last hit
- b2,2, BT 1,4 is the most inconsistent
- https://streamable.com/7uyod
- On BT opp, BT slide (no switch) db2,1 1 b2,4,2 S! qcf3~4
- This works on the following:
- All females including Leo.
- Claudio, Lei, Jack, Bears, Lars, Lee. However with Jack and the bears you need to do 3~4 ender instead of qcf3~4. The damage loss is not bad at all. And you still pretty much have a 50/50 oki
- Inconsistent on Eddy.
- if you want to get a truly guaranteed combo on everybody at the cost of less damage, go for the db2,1 2,4 S! dash 3~4 route instead.
- This becomes valueable knowledge when facing against Xiaoyu, Raven, Lili, and Lei, as they utilize the BT stance quite often. Sadly Feng can't be part of this.
- https://youtu.be/871852hHHXE @ 2:36 BT ff3+4 combo test me
- https://www.youtube.com/watch?v=m67IhLLijHU
- !W oki setup where he does quicksand catastrophe
- CH HAZ 4 combo at 1:23
- 1:42
- 1:49 spring-kicks u/f+3+4
- 2:17
- 2:33 and and and
- axe kick for +1 then b,b+2 for parry
- test me
- https://clips.twitch.tv/DependableJollySwallowWow
- did this man just launch off bt power crush
- it works when your off-axis. That's why he did a quick SSL after the BT1+2 hit.
- Also helped that Yoshi was a lil off-axis to Raven before the BT1+2 hit
- Raven has 2 wavus. The qcf~u version which is what this guy was doing & the crouch dash version which you'll see Tissuemondo sometimes.
- test me
- holy shit has BT jab on CH ever given you this followup or is it completely new? this looks insanely dope
- Afaik she’s always had it. You get the same thing off b2,2 on CH as well.
- You also get a free 2,4 after bt 3,4 on CH too in case you didn’t know ;)
- test me
- Other interesting stuff and discussions:
- Season 2 changes(?):
- Master Raven would be 2, her mixups with bt are more crazy now due to her new armor and that f4 comeback potential is ridiculous. If she retained her magic 4 she would be easily 1.
- Raven’s back turn is actually a real game changer with BT power crush, b1 frame trap, and f4. 2
- After down jab, if you input "F" immediately, you skip FC/WS state. You will be +6 standing instead of +6 in full crouch.
- So for Raven, you can do stuff like:
- d1~f df1
- d1~f df4
- d1~f db2
- d1~f b2,2
- d1~f d3
- d1~f d4
- and more
- Example test me: https://youtu.be/pXZHtY2v6-o?t=1378
- when you are forced in crouch you can only step into the background right?
- But since we don't actually know on which direction the opponent plays in, is it possible that they are forced into crouch and they step into their background but to us they step into the foreground?
- yep
- Tackle Reversals:
- It's 1+2 and it's timing based. If your tackle got reversed and they are about to do that 1+2 armbar you can reverse that yourself by pressing 1+2 as well. You gotta press it fast though.
- It's not about being a grappler. Everyone that has an arm lock ender can reverse it. Jin, Nina, King, DJ, Paul. AK can't because he doesn't have that ender. He can sprawl Marduk because they're both wrestlers.
- pressing buttons increases hurtbox and Toekicks:
- if you ever sidestep something, never press buttons vs active frames
- you will die
- thats hardest thing about whiff punishing
- from sidestep
- Ye he did the toe kick
- Hitting d3 whilst grounded raises your hurtbox ludicrously high, very risky to use unless you want to stop wall oki setups
- Also ye, in this game pressing buttons in general extends your hurtbox forwards & can result in you getting clipped by strings even if you sidestep.
- That's why you'll see pros sometimes sidewalk and wait for the opponent's string to finish before punishing
- Masking Throws:
- I really recommend you guys practice masking throws
- We've bene discussing this shit in the asuka discord over some time and we can say that it is indeed very effective.
- Raven's command grab, outside of undertaker is a 1 break. So some players may go for df1+4 over 1+3 throw with raven, simply because it is i11 and a command throw.
- But 1+3 has superior oki. If your opponent is playing on 1P side just like you(most of the time this is the case), you can mask undertaker with 1+3 throw in the 1P side(when you appear in the 2P side for the opponent).
- This makes reacting with the appropriate throw break harder.
- Now... same situation. both u and Opp prefer playing on 1P side, if you switch over to the 2P side(you appear in the 1P side for the opponent), you can mask Undertaker with 2+4
- And the fact that both generic throws and undertaker come out at 12 frames, makes it even more deceiving
- This is why when I am in 1P side my 1+3 throw does not get broken as often
- test it out in the lab
- if the dummie's 1 throw is done on 2P side
- it can be hard to distinguish from 1+2 in a real match
- make dummy do both throws
- ur throw break rate will go down
- IK I have a recording on this
- ur not 100% masking
- but u are making it more difficult to distinguish
- especially when there are angles when the arm in the background of a 1+2 throw is not shown
- But anyone decent at throwbreaking won't get hit by this
- pro tip btw
- when you ss to the side do a throw with arms opposite to the break
- no they will break 2 because of arms
- but since its to the side its a 1 break
- if you do ssr 2+4
- SSR is going to their left.
- so u do a left side throw
- 2+4 confuses them
- into thinking u did a 2 throw
- instead of a 1.. is wut ur saying.. yez?
- yeah you break sidethrows with 1 for left side 2 for right side
- so if you go to their left side and do 2+4 = 1 break throw that looks like 2 break based on hands
- Tackle no punches into HAZ setup:
- Okay I an see incentive to do both no punch and with punch tackles. No punch tackles r better for frame advantage. But the one with punches makes dealing with spring kicks easier.
- OMFG HAZE!!!!! HAZE is great after tackle :v
- It avoids LITERALLY every get up attack, regardless if u do punches or not.
- https://streamable.com/x2vtw
- After tackling the opponent and they are in FUFT position, you can enter HAZE Stance and react accordingly to their get up options.
- Wake Up Backwards - HAZ 4(the mini pushback makes it safe to downjabs).
- Stand Up - You need to mix up on this one.
- Front Roll - HAZ 3 if you are sharp, otherwise you will need to mix up if you are slow, tho that normally isn't a problem since the opponent still has to duck/crouch vs the HAZ 3.
- Sideroll(both sides) - HAZ 1+2 and HAZ 3 will hit rollers.
- Wake Up Kicks(both) - HAZ 1 will launch punish. Very easy. Otherwise HAZ 1+2 for wall bounce.
- Recovery Kick - HAZ 1 will launch punish. Very Easy. Otherwise HAZ 1+2 for wall bounce.
- Spring Kick - HAZ 1 will launch punish. Just don't do it too early or you will side switch. Otherwise HAZ 1+2 for wall bounce.
- Stay Grounded - HAZ 4 will hit.
- This is a pretty easy reaction based oki to set up. It is up to you tho if you wanna continue doing the tackle punches or not. You could get more dmg mileage from the punches tho remember 1 punch alone gives your opponent a fighting chance to escape from this. Also not doing the punches gives you a little more frame advantage to help make things a little bit easier. The only real challenging bit here really is getting the tackle in the first place. This is very much doable vs intermediate players, however pro players may have little to no hard time breaking the tackle right away. Still wouldn't hurt to try as you really only get CH on trade when it comes to throws.
- Streamable
- HAZ after tackle - Streamable
- Fazni06/22/2019
- I just tested doing this with dummy get up set to RANDOM and it's very much doable
- WALLCOMBO FRAME ADVANTAGE Explanation:
- Below the written wall-combos are the wake-up options that your opponent can do and the corresponding frame-advantage you have, when the opponent does said wake-up.
- Look below the 2 block texts for the speed of the generic wake-kicks (credit to @Fazni for labbing that:KawaiiRaven: ), so that you can orient yourself on what your opponent can do.
- (Example: You do the W! BT 3+4; (low hit) u/f+3+4,4,2 wall-combo. If your opponent does a wake-up kick, like wake-up mid kick (i22), your frame-advantage is -7. This means that you'll beat the wake-up mid kick with every attack faster than i15).
- -[WALLCOMBO FRAME ADVANTAGE]-
- +Note:
- Everywhere were I wrote "at least +..." means that you're even more +, but it doesn't matter because you've already passed a threshold where you get a free 50/50 attempt or even a guaranteed follow-up (b+1 ender for example).
- +Stage used:
- Geometric Plane
- +Combo used:
- -> f,F+3; f,F+3; d/f+2,3 S!; dash b+3+4; BT 3+4; f,F+3; b+3+4 W!
- -> 65 dmg + 1 wallsplat-dmg= total of 66 dmg
- -> 68 dmg + 1 wallsplat-dmg= total of 69 dmg
- -> 7-hit combo and 27% scaling on first wall-hit
- +W! BT 3+4; (low hit) u/f+3+4,4,2 (34 wall-combo dmg)
- -> -7 on wake-up kicks
- -> +16g on techroll
- -> stand-up options:
- -> +17g on holding d/b
- -> +17g on tapping u
- -> +14g on holding b
- -> you can't 60% scaling against Bears and Gigas
- +W! BT b+2,3; b+2,2,3 (29 wall-combo dmg)
- -> +10 on wake-up kicks
- -> +18g on techroll
- -> stand-up options:
- -> at least +20 on all stand-up options
- -> doesn't work against Bears and Gigas
- +W! BT b+2,3; b+1 (19 wall-combo dmg)
- -> +20 at least on wake-up kicks
- -> guarantees a b+3_d/b+4 if the opponent doesn't tech-roll
- -> +19g on backtech (holding b on spike)
- -> stand-up options:
- -> at least +20 on all stand-up options
- +W! BT b+2,3; u/f+3+4,3+4 (29 wall-combo dmg)
- -> +3~+4 on wake-up kicks
- -> if hold down you'll be in WS/FC-state
- -> +12g on techroll
- -> stand-up options:
- -> at least +20 on all stand-up options
- +W! BT b+2,3; 3~4 (23 wall-combo dmg)
- -> it's around -1 on wake-up kicks, but varies due to alignment
- -> toe and jump-kick won't work or whiff against most attacks
- -> most of the time it will be a wake-up mid/low-kick(i22)
- -> due to 3~4s positioning
- -> everything faster than i22 can be used for BT mix-up
- -> at least +20g on sideroll
- -> due to the spike, it delays the sideroll of the opponent
- -> stand-up options:
- -> at least +20 on all stand-up options
- -[RAGE ART/RAGE DRIVE SECTION]-
- +W! BT 3+4; 1;(RD) f+3+4,d+2 (41 wall-combo dmg)
- -> +20 at least on wake-up kicks
- -> guarantees a b+3_d/b+4 if the opponent doesn't tech-roll
- -> +10g on backtech (holding b on spike)
- -> stand-up options:
- -> at least +20g on all stand-up options
- -> guarantees a b+3_d/b+4 if the opponent doesn't tech-roll
- +W! BT 3+4; 1;(RD) f+3+4~d/f+4,4 (42 wall-combo dmg)
- -> -1~-2 on wake-up kicks (depends on hitbox of used attacks)
- -> +18~20g on techroll
- -> stand-up options:
- -> +19~21g on holding d/b
- -> +19~21g on tapping u
- -> +17~19g on holding b
- +W! BT b+2,3;(low hit RD) f+3+4,d+2 (44 wall-combo dmg)
- -> +20 at least on wake-up kicks
- -> guarantees a b+3_d/b+4 if the opponent doesn't tech-roll
- -> +10g on backtech (holding b on spike)
- -> stand-up options:
- -> at least +20g on all stand-up options
- -> guarantees a b+3_d/b+4 if the opponent doesn't tech-roll
- +W! BT b+2,3;(low hit RD) f+3+4~d/f+4,4 (45 wall-combo dmg)
- -> -1~-2 on wake-up kicks (depends on hitbox of used attacks)
- -> +18~20g on techroll
- -> stand-up options:
- -> +19~21g on holding d/b
- -> +19~21g on tapping u
- -> +17~19g on holding b
- +W! BT b+2,3;(RA) d/b+3+4 (34 wall-combo dmg)
- -> +1~+2 on wake-up kicks (depends on hitbox of used attacks)
- -> at least +30g on sideroll
- -> stand-up options:
- -> +17~19g on holding d/b
- -> +17~19g on tapping u
- -> +13~17g on holding b
- Only against Bears:
- +W! d/f+2,3, RD, d/f+4,4 (45 wall-combo dmg)
- -> -1~-2 on wake-up kicks (depends on hitbox of used attacks)
- -> +18~20g on techroll
- -> stand-up options:
- -> +19~21g on holding d/b
- -> +19~21g on tapping u
- -> +17~19g on holding b
- Quick Note:
- Wake-up kick speed
- -> wake-up 3 (low kick) is i22 (counts for FUFT and FDFT)
- -> great "tracking", good range and good hitbox
- -> wake-up 4 (mid kick) is i22 (counts for FUFT and FDFT)
- -> great "tracking", good range and good hitbox
- -> wake-up d+3 (toe-kick) is i13 (only from FUFT useable)
- -> (very)weak "tracking" and lacks range, but fast and good hitbox
- -> wake-up 3+4 (jump kick) is i19 (only from FUFT useable)
- -> (very) weak "tracking" and weird hitbox. Great range though
- -[Frame-advantage on RD-wall-combo enders]-
- - b+3+4; BT 3+4; 1; RD~d/f+4,4 (in general for RD~d/f+4,4 ender) -
- -> is <-2 on hit>
- - b+3+4; BT 3+4; 1; RD~d+2 (in general for RD~d+2 ender) -
- + -> if the opponent DOESN'T tech-roll
- -> you're at least [+22 on hit]
- -> This give you a free b+3 (for extra 38 dmg)
- + -> if the opponent DOES tech-roll
- -> you're exactly [+10g on hit]
- -> Just mix-up between u/f+4, b+1 and d+4_d+3
- -> be creative: maybe use also b+3+4 into BT 3,4
- I tested recovery frames on combos (also RD, RA combos)
- +W! BT b+2,3;(low hit RD) f+3+4~d/f+4,4 (45 wall-combo dmg)
- -> -1~-2 on wake-up kicks (depends on hitbox of used attacks)
- -> +18~20g on techroll
- -> stand-up options:
- -> +19~21g on holding d/b
- -> +19~21g on tapping u
- -> +17~19g on holding b
- f+3+4~d/f+4,4 still works :thumbsup:
- -[Sidethrow (opponents right side) oki:]-
- +Info
- * Tested against Xiaoyu, Josei, Claudio, Kuma & Heihachi
- * We are around +0~+2 after the throw!
- * Ground hit scaling is 80%
- -[Moves you can/should use are:]-
- + d/f+4 string (m...) (13+ dmg (standing) & 10 dmg (grounded) on 2nd hit)
- -> LOSES only to "Sideroll Left" ("Not Set [Stay on ground]" is a bit inconsistent)
- -> "Not Set [Stay on ground]" seems to whiff against females/small chars
- -> Bears and big chars (like MIG&HEI) get hit on "Sideroll Left" though
- -> The strings follow-ups are easy confirmable
- -> In general after the throw just spam that d/f+4
- -> For "Wake Up (Backward)" do the whole string: d/f+4,4,3
- -> For "Stand Up" do the whole and you'll catch them backturned
- -> d/f+4,4,3; d+3; and follow-up with the u/f+3_f,F+4 ~50/50
- -> For "Forward Roll" you get the d/f+4 "only"
- -> For "Sideroll Left" you either get the d/f+4,4 or it whiffs
- -> Seems to only work against Bears, Gigas, Jack and big chars (HEI, MIG etc.)
- -> For "Sideroll Right" the second hit connects, so do d/f+4,4
- -> For all "Wake-up Kicks" you'll get the full string: d/f+4,4,3
- -> For "Not Set [Stay on ground]" the second hit connects, so do d/f+4,4
- -> Seems to whiff against smalls and females
- + d+3 (l) (12 dmg (standing) & 9 dmg (grounded))
- -> Beats EVERY option, so FREE damage here
- + d/f+2 (m) (16 dmg (standing))
- -> LOSES only to "Sideroll Left/Right" and "Not Set [Stay on ground]"
- -> LAUNCHES everything else except for "Forward Roll"
- -> Great reward if you catch the opponent
- + f,F+4 (m) (21 dmg (standing))
- -> LOSES only to "Not Set [Stay on ground]"
- -> Great dmg and oki afterwards
- -> Timing is a bit hard for "Stand Up", but it's definitely doable
- + d+4 (18 dmg (standing) & 14 dmg (grounded))
- ->LOSES to "Wake Up (Backward)" and "Stand Up"
- -> d+4 is an i21 and wake-up kicks are i22, so your timing have to be on point
- -> does 5~6 more dmg than d+3
- ==========================================================================================================================================
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