Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- (This is meant to be read in a text-editor best on a PC-screen and without linebreaks as nothing is formatted, so download it or tap the raw option. Last update: 17.08.2023)
- (These are my personal notes, some done by labbing myself and others by collecting information from youtube/twitter/discord. No guarantee for correctness.)
- Search for #number to quickly find a section:
- 0 Notation
- 1 Combos
- 1-1 Midscreen
- 1-2 Corner
- 1-3 Other
- 2 Blockstrings
- 3 Setups
- 4 Other personal notes
- 5 Other people's notes
- ====================================================================================================================================================================================
- #0 Notation:
- > | combo, link, cancel or blockstrings
- X(xY) | repeat X for Y times
- [X] | hold
- p | punch
- k | kick
- X-L|M|H | use light, medium or heavy attack-strength
- X-OD | use OD-version
- TC | Target-combo
- st.X | standing
- cr.X | crouching
- j.X | jumping
- b+X | back
- f+X | forward
- d+X | downwards
- th | throw
- fth | forward-throw
- bth | backward-throw
- DR | Drive Rush
- DI | Drive Impact
- LY | super level Y
- SBK | Spinning-Bird-Kick (charge-down > up + kick)
- TK | Tensho-Kicks aka her DP aka Upkicks (down > down + kick)
- LK | Lightning-Kicks aka Legs (quarter-circle-forward + kick; also air-borne)
- IAL | Instant-Air-Legs, aka doing LK from ground asap (TigerKnee-input, quarter-circle-forward -up/forward ~> j.L|M|K)
- KK | Kikonen aka her projectile (charge-back > forward + kick)
- SS | Serenity-Stream aka Stance (quarter-circle-back + any punch)
- HS | Hazanshu aka her anti-projectile flip (quarter-circle-back + kick)
- Saa | See as above
- Sab | See as below
- #==================================================================================================================================================================================#
- #1 Combos:
- (all tested with Luke on Training-stage)
- #1-1 Midscreen Combos:
- st.Lp > st.Mp > cr.Mp > SBK-M [2160 dmg] {GOTO}
- > SBK-OD > TK-H [2600 dmg]
- > L1 [2900 dmg]
- > LK-M > L3 [4285 dmg]
- > L2 > jc <co> j.d+Mk-d+Mk > j.LK-H [3280 dmg]
- > LK-M [1948 dmg]
- > st.Lp(x2) > LK-L [1370 dmg; great for neutral mashing]
- > cr.Lk > cr.Lp > SBK-L [1419 dmg; important when using cr.Lk as check] {GOTO}
- cr.Lk > cr.Lp > SBK-L [1269 dmg; less damage and needs charge but gives better oki than TK]
- > st.Lp > SBK-L [1409 dmg; optimized dmg]
- > L1 [1900 dmg]
- > DR > st.Lp > b+Hp > ...
- > st.Lp > TK-H [1430 dmg]
- > st.Lp > LK-OD-OD [1690 dmg]
- > DR > b+Hp > SS-Hk > jc > j.d+Mk > jc > j.Mp > j.LK-H [1951 dmg]
- > st.Lk > LK-OD-OD [1338 dmg; doesn't knock down]
- > LK-OD > L2 > jc > j.Mp > lc > j.d+Mk-d+Mk > j.LK-H [2700 dmg]
- st.Lk > LK-M [1108 dmg; buffer for neutral] {GOTO}
- st.Mp > cr.Mp > SBK-M [2160 dmg; standard close medium-combo] {GOTO}
- > SBK-OD > L2 > jc > j.Mp <co> TK-OD [3610 dmg]
- cr.Mp > cr.Lp > SBK-L [1699 dmg]
- > LK-OD > L2 > jc > j.Mp > lc > j.d+Mk-d+Mk-d+Mk <co> j.L1 [3710 dmg]
- b|f+Mp > DR > b+Hp > ...
- st.Mk > SS-Hk > jc > j.d+Mk-d+Mk > j.LK-H [2310 dmg]
- > j.Hp-TC > L1 [2970 dmg]
- > SS-Lk > SBK-M [1960 dmg]
- > SBK-OD > TK-H [2480 dmg]
- > LK-OD-OD [1630 dmg; footsies knd]
- cr.Mk > DR > st.Lp|Mp > b+Hp > ... [important neutral buffer]
- b+Hp > st.Lp > LK-L [1740 dmg] {GOTO}
- > SS-Lk > LK-M [1820 dmg; standard combo into knd] {GOTO}
- > LK-H > L1 [3160 dmg]
- > SS-Hk(Cr) > jc > j.d+Mk-d+Mk > j.LK-H [2610 dmg]
- > j.d+Mk > j.Mp > TK-H [2790 dmg]
- > j.d+Mk-~d+Mk > j.Hp-TC <co> L1|L3 [? dmg; delay the second stomp so it hits when she is falling]
- cr.Hp > SS-Hk > jc > j.d+Mk-d+Mk > j.LK-H [2710 dmg] {GOTO}
- > DR > st.Hk > SS-Hk > ...
- > SBK-H
- st.Hk > st.Lp > SBK-L [1999 dmg]
- > SS-Mk > SBK-M [2660 dmg; good as a DP-punish or after a perfect-parry]
- > SBK-OD > L2 > jc <co> j.Hp-TC > L1 [4500 dmg]
- > KK-OD > st.Lk > LK-M [3090 dmg]
- > DR > b+Hp > ...
- d/f+Hk > st.Mp > cr.Mp > SBK-M [2720 dmg]
- > st.Mk > SS-Hk > jc > j.d+Mk-d+Mk > j.LK-H [2800 dmg]
- CH st|cr.Lp > cr.Mk > TK-M [1770 dmg; frametrap check that also works on range; charge into d/b so you can go into Kikoken if they block]
- CH LK-OD > st.Lk|cr.Lp > TK-L [2059 dmg; you need to use the pre-charge trick before the st.Lk, therefore go d/b > b+st.Lk and then let it run]
- > st.Mp > cr.Mp > TK-M [2688 dmg]
- CH b+Hp > cr.Mk > SBK-M
- M|H > DR > st.Mp > b+Hp > SS-Lk > SBK-M [2139 dmg]
- > SS-Lk|Mk > DR > st.Mp > b+Hp > SS-Lk > SBK-M [2939 dmg]
- SS-Hp > SBK-H [2300 dmg]
- > KK-OD > st.Lk > LK-M [2568 dmg]
- > DR > st.Mp > b+Hp > SS-Lk > SBK-M [2861 dmg]
- HS-H > cr.Mp > SBK-M [2520 dmg]
- HS-OD > TK-H [2160 dmg]
- PC IAL-L > st.Lp > st.Mp > cr.Mp > SBK-M [2640 dmg; anti-throw call-out]
- PC LK-OD > cr.Mk > TK-M [2420 dmg]
- HS-H > cr.Mp > TK-Mk [2760 dmg]
- HS-OD > jc > j.d+Mk-Mk > j.LK-L|M [?|2250 dmg; L-legs for better oki]
- > j.L1
- PC HS-L > cr.Lp > SBK-L [2139 dmg]
- PC HS-H > b+Hp > TK-H [3060 dmg]
- > LK-H [2780 dmg; better oki for less dmg]
- Jump-ins:
- j.Hk > st.Mp > cr.Mp > SBK-M [2720 dmg]
- > SBK-OD > TK-H [3160 dmg]
- > DR > st.Lp > LK-H <co> TK-H [3421 dmg; should hit from opponent starting-position]
- > LK-OD > L2 > jc > j.Mp <co> lc > j.d+Mk > jc > j.Mp > j.LK-H [3870 dmg; works from opponent starting-position]
- > LK-H > L1
- > SBK-OD > TK-H [3160 dmg]
- > b+Hp > SS-Hk > jc > j.d+Mk > jc > j.Mp > j.LK-H [3100 dmg]
- > LK-H > L1 [3590 dmg]
- > HS-L > L3 [5100 dmg]
- Anti-airs:
- PC Hk > SS-Mk > TK-H [2360 dmg]
- > DR > b+Hp > SS-Mk > DR > b+Hp > SS-Mk > L3 [cash-out]
- Air-to-airs:
- j.Mp > j.L1 [2520dmg]
- j.Hp-TC [1460 dmg]
- DR st.Hk > SS-Mk > TK-H [2820 dmg]
- (KK-Lp) > DR st.Hk > KK > SS-Mk > TK-H
- Punishes:
- PC st.Lp > b+Hp > SS-Hk > jc > j.d+Mk-d+Mk > j.LK-H [2580 dmg]
- PC cr.Lp > c.Mk > SBK-M [1770 dmg]
- PC st.Lk > DR > st.Mp > cr.Mp > SBK-M
- PC st|cr.Mp > b+Hp > SS-Lk > SBK-M [2760 dmg]
- PC cr.Mp > cr.Mk > SBK-M [2180 dmg; for further ranges]
- PC b|f+|cr.Mp > LK-H [use for whiff-punishes]
- PC cr.Mk > LK-H > L1 [use for whiff-punishes]
- > SS-Lk > SBK-M
- > SBK-OD > TK-H
- PC st.Hp > cr.Mp > SBK-M [2520 dmg; use for whiff-punishes]
- > SS-Mk > SBK-M [2720 dmg; Saa]
- PC st.Hk > cr.Mk > SBK-M [2540 dmg]
- > SS-Hk > jc > j.d+Mk > jc > j.Mp > j.LK-H [2890 dmg]
- PC f+Hk > b+Hp > SBK-H [2880 dmg; testme this must be wrong]
- > SS-Mk > TK-H [3240 dmg]
- > LK-H > L1 [3750 dmg]
- > SS-Mk > TK-H [2880 dmg]
- > LK-OD > L1 > jc > j.Mp(1) > j.LK-H [4024 dmg]
- PC b+Hp > HS-OD > TK-H [3000 dmg]
- PC st.Hp > SS-Mk > SBK-Mk
- > TK-H
- DR > PC b+Hp > HS-H > cr.Mp > SBK-M [use DR when ranged out like for DP-punishes]
- > SBK-OD > DR > st.Lp > LK-H > TK-H
- > LK-OD > L2 > jc ~> j.Mp > lc > j.d+Mk-~d+Mk > j.LK-M
- > DR > cr.Hp > SS-Hk > jc > j.d+Mk-~d+Mk > j.Hp-TC > L1|L3 [cash-out combo with either L1 or even L3; don't delay the stomps that much though]
- PC j.LK-L > st.Lp > st.Mp > cr.Mp > SBK-M [2640 dmg]
- PC j.Hp|Hk > st.Hk > SS-Mk > SBK-M [3340 dmg; good for throw-punishes]
- > KK-OD > st.Lk > SBK-L [3739 dmg]
- > DR > b+Hp > SS-Mk > SBK-Mk [3884 dmg]
- > st.Mp > cr.Mp > LK-H [3682 dmg; better oki]
- > st.Hk|cr.Hp > SS-Hk <co> jc > j.d+Mk-~d+Mk > j.Hp-TC <r> lc > j.Hk [3260 dmg; for the j.Hk safejump]
- PC DI st.Hk > SS-Mk > SBK-M [2960 dmg] {GOTO}
- > cr.Hp > SS-Mk > DR > b+Hp > SS-Mk > L3
- all from PC j.Hp|Hk
- Drive-Rush:
- DR > st.Lp|Mp > b+Hp > LK-H [easiest DR-combo from pokes] {GOTO}
- > SS-Lk > SBK-M [standard DR-combo into knd]
- > SS-Hk > jc > j.d+Mk-~d+Mk > j.LK-M
- > j.Hp-TC > L3
- > j.d+Mk~~d+Mk > j.LK-M|H
- > j.Mp > j.L1
- DR > b+Hp > SS-MK > SBK-M [gives slightly better serenity conversion]
- > same from PC j.Hp|Hk > st.Hk
- DR > d/st.Hp > st.Lp > st.Lk > LK-M [1968] testme whats this
- > st.Mp > cr.Mp > SBK-M [2720 dmg]
- > SBK-OD > TK-H [3160 dmg]
- #=======================================================================================#
- #1-2 Corner combos:
- cr.Lk > cr.Lp > st.Lp > KK-OD > cr.Mk > SBK-M [2170 dmg]
- st.Mp > cr.Mp > LK-OD > L2 > jc ~> j.Mp > LK-H > TK-Hk [3650 dmg]
- > SBK-OD > jc > j.d+Mk-d+Mk > j.LK-H [2780 dmg]
- st.Hk > SS-Mk > KK-OD > st.Mp > cr.Mp > SBK-M [3720 dmg]
- > SBK-OD > TK-H
- > DR > st.Mp > b+Hp > SS-Mk > DR > ... [cash-out]
- b+Hp > LK-H > TK-H
- HS-OD > LK-L > TK-M [2540 dmg]
- SBK-OD > LK-L > TK-H [3120 dmg]
- > L1 [3420 dmg]
- Corner Jump-ins:
- j.Hp > st.Hk > SS-Mk > KK-OD > st.Mp > cr.Mp > DR > cr.Hp > SS-Mk > KK-OD > st.Mp > cr.Mp > L2 > jc ~> j.[d+]Mp(1) > TK-H > L1 [cash-out for all resources]
- j.Hk > b+Hp > LK-H > TK-H [3240 dmg]
- > st.Mp > cr.Mp > SBK-OD > LK-L > TK-H [3520 dmg]
- Corner Anti-airs:
- Corner Air-to-airs:
- Corner Punishes:
- PC st.Hk > b+Hp > LK-H > SBK-H [3400 dmg]
- > SS-Mk > KK-OD > st.Mp > cr.Mp > SBK-M [3900 dmg]
- > SBK-OD > LK-L > TK-H [4380 dmg]
- DR > PC b+Hp > HS-H > cr.Mp > DR > b+|cr.Hp > SS-Mk > KK-OD > st.Mp > cr.Mp > SBK-M [? dmg]
- > SBK-OD > LK-M > L3 [6650 dmg; cash-out combo]
- Corner Drive-Impact:
- DI-Crush > b+Hp > LK-H > SBK-H [2208 dmg]
- > TK-H [2860 dmg]
- > f+Hk > SS-Hk > jc > j.Hp-TC > L1 [3160 dmg]
- DI-Stun > jc > j.Hp|Hk > b+Hp > LK-H > SBK-H [3200 dmg]
- > st.H > SS-Mk > KK-OD > st.Mp > cr.Mp > SBK-M [3610 dmg]
- > DR > cr.Hp > SS-Hk > jc > j.d+Mk-~d+Mk > j.Hp-TC [3706 dmg; cash-out; gives the safejump]
- Corner Drive-Rush:
- DR > st.Mp > b+Hp > LK-H > TK-H [2865 dmg]
- > SS-Lk > KK-OD > st.Mp > LK-M > L3 [5043 dmg]
- ##================================================================================================================================================================================##
- #2 Blockstrings:
- > indicates Frametraps (blockstrings with natural frametraps; all usual ones catch them jumping; all measured from close-up, being away changes things drastically)
- >> indicates a tight blockstring, so to get a frametrap you have to manually delay the button
- /> indicates no gatling|chain|link but just resetting pressure or applying a spacing-trap
- <h> option to use in case attack before it hits.
- st.Mp > st.Lp <ch> f+Mp: Frametrap that let's you combo into a f+Mp on a CH
- > ~Walk > th: Once they respect the frametrap
- st.Hp > SS-L-X: Gives you pressure from a ridiculous poke, but they can mash in-between it. Also on a PC you can then link into SS-Mk > SBK-Mk.
- /> b+Mp: In which case you can CH-punish their poke with a spacing-trap.
- ###==============================================================================================================================================================================###
- #3 Setups:
- SBK-L|M <r> Dash > ~Walk > st.Mp
- > DR > cr.Lk <h> st.Mp
- <r> DR > d/st.Hp: Gives you a meaty overhead that's +5 oB.
- <h> b+Hp > SS-Mk > SBK-M: And repeat if it hits.
- > SBK-OD > LK-L <r> jc > j.Hk: Gives you a safejump.
- <h> cr.Hp > DR > st.Hk > SS-Mk <co> KK-OD > st.Mp > cr.Mp > LK-M > L2
- > cr.Lk: Low option is +2 oB.
- <h> st.Lp(x2) > DR > ...
- > KK-L: If you don't want to chase or don't have much bar.
- LK-OD-OD <r> DR > st.Mp|th|cr.Lk|d/st.Hp: Only against neutral-tech.
- <r> Dash > th
- SS-Hk|L2 > jc > j.d+Mk-~d+Mk > j.LK-M <r> Dash > st.Mp: Gives you good oki at +5f after the dash. Works because you whiff the last few hits.
- > j.d+Mk-~~d+Mk > j.Lk-H > Dash > ~Walk > st.Mp
- > j.Hp-TC <r> Dash(x2) > j.d+Mk > j.d+Mk|Hk: Sets you up for a left-right cross-up.
- <r,co> lc > j.Hp|Hk: Gives safejump. Do first Mk right after, and delay second so it hits when you are falling down about half-way.
- Doesn't work against back-tech in neutral, but if you carry them to corner it works.
- Also an anti-DI. Midscreen you can still delay the kicks less and end in L1 or L3.
- L2 > jc > j.Lk: least dmg but best oki
- > j.Mp(1) > j.LK-H: less damage but better oki
- ~> j.Mp(1) > LK-H <r> ~Walk > jc > j.Mk: delay the second stomp so it hits when she is falling; gives a safejump if you Walk a step before jumping]
- > lc > j.d+Mk-~d+Mk > j.LK-M: most dmg
- > j.Hp-TC > lc > j.Hk: Safejump.
- <co> L1
- > SS-Mk > TK-H: better dmg but no oki
- ~~> j.Mp > LK-H <r> ~Walk > jc > j.Mk: Gives you a safejump, but not against back-tech seemingly.
- ~|~~> j.Mk <r> Dash: Depending how long you delay the kick, you land on either side.
- ~> j.d+Mk-~d+Mk > ...: Saa.
- Anti-air:
- st.Mk <r> SS: Cancel an anti-air into stance to mix them up with low/overhead.
- <r> KK > DR > st.Mp: Makes the fireball hit them kinda meaty, so you can get in to pressure them.
- <r> DR > st.Mp: Gives you a left/right mixup.
- Corner:
- th > Walk > st.Mp <CH> cr.Mk > SBK-M: Seemingly you can still counterhit people who are mashing.
- SBK-OD > jc > j.d+Mk-~d+Mk > j.Hp-TC <r> jc > j.Hk
- SS-Hk|L2 > jc > j.d+Mk-~d+Mk > j.Hp-TC|j.Lk-H <r> jc > j.d+Mk <h> st.Hk > st.Mp > cr.Mp > SBK-Mk: Gives you a safejump
- L2 > jc ~> j.Hk <r> d/st.Hp <h> cr.Lp > SBK-Lk: Gives you a meaty overhead.
- #=======================================================================================#
- Corner:
- b+Hp > LK-H > LK-L <r> jc > j.Hk: This should be a safejump
- SBK <r> (cr.Mp) > b+Hp <h> cr.Mp > SBK-M: Frame-kill setup that's +4 oB and loops into itself.
- SBK-OD > TK-H <r> SS: Heavy Tenshou-Kicks should allow you to setup Serenity-Stream stuff.
- ####============================================================================================================================================================================####
- #4 Other personal notes:
- Buttons:
- -st.Lp is great, confirms into two other into light legs; also 4f startup; also frametrap into st.Mp and f+Mp; so amazing mash button
- -cr.Lp important mash because you convert into SBK-M with two other cr.Lp chains
- -cr.Lk your low-check; use as low-option for DR d/st.Hp; combo into cr.Lp SBK afterwards; also use after st.Lp for checks
- -st.Lk is a buffer for neutral hits into DR or legs; great range for 5f; also usable as punish-button into DR st.Mp
- -st.Mp is close-up oki button that's +1 oB that frametraps into st.Lp and combos into cr.Mp > SBK-M; use it after DR to combo into b+Hp
- -f+|b+Mp also great neutral poke and special-cancellable; cancel into fireball to stay safe
- -cr.Mp for comboing after st.Mp or after CH cr.Lp
- -st.Mk amazing anti-air button
- -cr.Mk is the footsies button; cancel into fireball to stay safe; combo into DR b+Hp
- -st.Hp is risky but huge poke that gives reward on CH and goes into SS
- -b+Hp is close-up button that's very active, used for combos and after DR, also goes into SS-Mk; on CH goes into cr.Mk
- -cr.Hp is safe has long cancel-window so it even goes into SBK-H and good to go into stance and out of it; very active; combos into DR st.Hk; also combo from st.Mp DR;
- also natural-combo into LK-H
- -st.Hk is mad slow anti-air but with huge reward so also good punish-button
- -f+Hk as forwarding punish and as a call-out to lows
- #=======================================================================================#
- Important Punishes:
- 4f: st.Lp > st.Mp > cr.Mp > SBK-M
- 5f:
- 6f:
- 7f:
- 10f:
- 14f+:
- #=======================================================================================#
- Combo-tips:
- -use the flip as a punish to get a side-switch
- -IAL have a minimum height-restriction, so you must hold upwards a bit longer before pressing the kick-button
- -end combos in SBK-M if you can get charge, otherwise do LK-M;
- you can also do SBK-OD > TK-H for more damage and better oki
- -go into L1 from Legs
- -go into L2 from OD LK or SBK, you can also do SBK-OD ~> LK-OD > L2 for even more damage
- -go into L3 from SBK-OD
- -in corner combo legs into upkicks
- -SBK-OD ONLY combos from medium or heavy attacks
- -You can cancel into SS from all normals, even heavies like st.Hp!
- #=======================================================================================#
- Confirms:
- -
- #=======================================================================================#
- Neutral and stuff:
- -Against projectiles if you want to stay back you can cancel your jump quickly with a IAL that can also work as a defensive barrier.
- -don't forget that you can always air-throw people
- #=======================================================================================#
- Offense and stuff:
- -SS makes you not need any charge for SBK and KK
- #=======================================================================================#
- Defense and stuff:
- -IAL function as a defensive anti-throw, but they don't hit crouchers and you have to use light or medium ones to combo from a CH.
- It can also work against shimmy because it hits them later and becomes safe then.
- #=======================================================================================#
- NEWvY.YY changes:
- -
- Players and channels to watch:
- -
- Sources:
- Mostly compiled from videos found in my SF6 youtube-playlist https://www.youtube.com/playlist?list=PLM0MOMd0XbHEdW69j_lP275JqTdBHyu4i
- #####==========================================================================================================================================================================#####
- #5 Other people's notes:
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement