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A+K LHs 5/27/2019

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May 27th, 2019
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  1. THROWS
  2. Very easy, no timing required - NM, Asta, Voldo, Mina
  3. Easy, wait just a little bit - Yoshi, Mitsu, Kilik, Groh, 2B, Amy
  4. Medium, aim for the end - Siegfried
  5. Hard, react fast and do it early - Aswel
  6. Very hard, aim for the very end (or beginning of short idle period) - Maxi, Cervantes, Sophitia
  7. Impossible - X, Talim, Taki, Tira, Ivy, Raph, Zas, Geralt
  8.  
  9. Asta - 66A+G: very hard, like Maxi timing.
  10. 9A+G, 2A+G: impossible
  11. X - 2A+G: impossible
  12. Ivy - CS, SS: impossible
  13.  
  14. Other A+Ks:
  15. Yoshi: Throws ***** (Just hit somewhat near the end of the animation)
  16. 3A * (hard timing, must guess no second hit, needs near whiff and impossible reaction)
  17. 3AA * (requires hard read prediction on delay timing, very hard execution for doing it
  18. after blocking the first hit and then ducking)
  19. 3AB *** (hit in front, requires you to hit them early on in the animation
  20. but not that early, possible to react to)
  21. 2A **** (consistent after jumping it at +0 or more)
  22. 4A, 4AA, 4AAA ** (not 4AAAA, need to guess when they stop)
  23. 9A ** (must jump over at same time as him, at around +0)
  24. 6BBB ** (need to guess that they'll stop, hard timing)
  25. 3B ***** (get them early in the recovery, and in the front, if they DGF you get air hit,
  26. if they 3BB you still get LH, plenty of time to react)
  27. 1B * (hard timing, can be done consistently after jumping, but string followups stop you
  28. usually)
  29. 9B * (hit in front, near whiff, impossible reaction)
  30. 2K **** (consistent after jumping it at -4 or more)
  31. 4K * (must hit in the beginning, can hit between 4K and the B but it'd require
  32. ridiculous reactions and a near whiff. Doesn't work from the side)
  33. A+K **** (if you know they're going for it...)
  34. 66A ** (can hit his outstretched hand in the beginning, would take good reaction
  35. and near whiff)
  36. 22A * (requires you to duck and hit them early in the animation, impossible reaction)
  37. 22B ***** (hit from the front, any timing and there's plenty of time to react)
  38. 44bB ** (must duck, hit early in the whiff, fast reaction)
  39. 66K ** (near whiff, fast reaction, front hit only as usual)
  40. 66B+K, 66(B+K) *** (near whiff, good reaction, front hit only as usual,
  41. will LH even if string is continued, if you're a bit late you get an air hit)
  42. FC 3K *** (must hit in the front, hit him late in the recovery, difficult timing,
  43. plenty of time to react if the whiff is close enough,
  44. jumping can put you off axis if you're close)
  45. WR B * (hit in front, near whiff, impossible reaction)
  46. 44K ***** (hit in front, easy mid to late timing, plenty of time to react)
  47. IND B **** (hit in front as usual, hit late in recovery, plenty of time to react)
  48. DGF A **** (hit in front as usual, hit late in recovery, plenty of time to react)
  49. DGF K **** (hit in front as usual, hit late in recovery, plenty of time to react,
  50. neutral jump dash A+K works but it's tight timing and you gotta be early)
  51. FLE (B) ***** (hit in front, early timing, near whiff needed,
  52. but possible to react to after backstepping after blocking 6A+B which is
  53. a very common situation)
  54. Astaroth
  55. *step left up close and dash flash works
  56. Standing Throws and standing cmd grabs ***** (easy reaction and timing, can't mess it up)
  57. AA, AB *** (up close, duck first hit, CH the second hit early)
  58. 3A * (near whiff, impossible reaction)
  59. 2A **** (9G the low, hit any time that isn't the beginning of the recovery animation)
  60. 1A * (9G from relatively close range and hit a tight early timing)
  61. 4AA * (2G from point blank, hit early timing)
  62. *6B **** (step left at fairly close range and react fast)
  63. 3B *** (close whiff or step left at tip range and run in flash, easy reaction)
  64. 2B *** (step right and react fast)
  65. 1B * (step left at tip range, impossible reaction)
  66. *4B **** (step left, react fast)
  67. 4K * (step right, impossible reaction, strings ruin it)
  68. 6K ** (near whiff, very fast reaction needed)
  69. *2K **** (9G or step left)
  70. *3K *** (step left at fairly close range and react fast)
  71. 1K ***** (near whiff or 9G, easy reaction, CHs against 1KA)
  72. 66A ** (near whiff, fast reaction needed)
  73. *66B **** (crouch at mid range or step left, easy reaction)
  74. *66K ** (at mid range step left impossible reaction)
  75. *44K *** (step left react fast)
  76. A+B **** (close whiff, easy reaction but tight timing,
  77. hit him at the beginning of recovery)
  78. 4A+B * (close whiff, impossible reaction)
  79. WR K * (step right, tight timing)
  80. WR B * (close whiff, impossible reaction)
  81. 2B+KA+G *** (the throw whiffs on block, dash in)
  82. 4B+K **** (as long as you don't jump over, 7_8_9G A+K always works)
  83. SC 4BB ***** (step left after blocking first hit)
  84. SC 6BB ***** (step left after blocking first hit)
  85.  
  86. Aswel
  87. Throws **** (duck, requires fast reaction and early hit)
  88. 6A **** (close range duck, fast reaction allows you to interrupt the second hit with LH)
  89. 6AA ***** (duck from just about any range, easy timing)
  90. 3A * (close whiff, impossible reaction)
  91. 2A **** (9G or close whiff, hard reaction)
  92. 4A ** (close duck, very hard reaction)
  93. 9A ***** (9G on reaction to the move)
  94. 6B **** (close range step either side but it's easier if you step right, fast reaction)
  95. 3B ***** (step right, easy reaction, LHs even if they do 3BB)
  96. 3BB **** (step either side after blocking the first hit, easy reaction, timing a bit tight)
  97. 1B ** (step either side, impossible reaction, second hit in the string ruins it)
  98. 4B **** (step left but not too far, easy reaction, medium difficulty timing
  99. 44A ** (duck, very difficult timing)
  100. 4A+B *** (close whiff, medium difficulty reaction)
  101. FC 3A **** (block first hit and duck second hit, difficult timing)
  102. Sword B+K ***** (step right, easy reaction)
  103. Spear B+K **** (on whiff in front, difficult but late timing when his arms drop)
  104. Geralt
  105. AA ***** (duck, easy reaction, tight timing, works against AAA)
  106. 1K *** (9G or close whiff, impossible reaction)
  107. 4K * (close whiff, impossible reaction, armor followup ruins it)
  108. 44A **** (duck, easy reaction, tight timing)
  109. 66BB *** (step right, very difficult timing at the end of the animation)
  110. 6A+BB * (don't even know how to land this one again)
  111. 66B+K *** (let first hit whiff and CH the second)
  112. B+K **** (step left)
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