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GBFVR - Vane notes

Apr 2nd, 2024 (edited)
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  1. (This is meant to be read in a text-editor and without linebreaks as nothing is formatted, so download it or tap the raw option, linebreaks at 120.)
  2. (These are my personal notes, some done by labbing myself and others by collecting information from youtube/twitter/discord. No guarantee for correctness.)
  3. Last update: 04.04.2024 - RS combos and some completion stuff; added corner and some midscreen setups
  4. Need to add/change: midscreen setups especially after air-hits and RS-RC; safejab setups; blockstrings
  5.  
  6. Search for #number to quickly find a section:
  7. 0 Notation
  8. 6 New patch additions and changes
  9. 1 Combos
  10. 1-1 Midscreen
  11. 1-2 Corner
  12. 2 Blockstrings
  13. 3 Setups
  14. 4 Other personal notes
  15. 5 Other people's notes
  16.  
  17.  
  18.  
  19. ====================================================================================================================================================================================
  20.  
  21.  
  22. #0 Notation:
  23.  
  24.  
  25. > | combo, link, cancel or blockstrings
  26. -X|-> | specific cancel option; early cancel
  27. ~X/~> | in general delays or microthings/plinks; stuff like delayed button presses, delayed combo, delayed jump, kara-usage etc.
  28. |Z> | character specific combo or combo with specific limitations like range, without number means point-blank range, with number means Z back-dashes away;
  29. when there's two | it means first is representing your char, second is representing opponent and > is representing the corner;
  30. e.g. |> means you stand right next to your opponent, |2> means you stand two back-dashes from them, |1|4> means your opponent is 4 back-dashes from corner away and you
  31. are 1 back-dash away from them (check the notes of the combo for specifics)
  32. <co> | when combo carried them into the corner only then following move and succeding combo can or should be used
  33. <\co> | when YOU are with your back in the corner (or at least not near the enemy corner)
  34. <wb> | needs opponent to wallbounce
  35. <cu> | crossup or sideswitch (so mirror inputs from here on)
  36. <DP> | route to chose when opponent DPs (like after a safejump)
  37. <r> | reset or change from blockstring to combo
  38. <x> | explicit mention when a combo does NOT work where one would assume it should; or if at end of combo means combo-limit is reached; (or I mention that I'm too dodo to get it)
  39. <?> | no idea what combo this is, or if it's worth it keeping in
  40. <KND> | explicitly gets a knockdown at this point, used for blockstrings and setups
  41. <H> | explicitly gets a hit at this point, used for blockstrings and setups
  42. <mY%> | needs at least Y % meter
  43.  
  44. X | any normal attack-button
  45. c.X | close normal, usually I indicate far buttons with neutral-motion (5X) rather instead of using f.X
  46. cr.X | crouching normals, usually I indicate them with down-motion (2X) rather
  47. j.X | jump normal
  48. (X) | blocked/whiffed/mixup/safejump move
  49. [X] | start holding said button
  50. ]X[ | release held button
  51. X(xY) | repeat X for Y times
  52. X(w) | last move whiffs (where it would usually hit)
  53. X(h) | last move hits (where it would usually whiff)
  54. X(Y) | use only first Y hits or certain parts of multi-hitting move to hit or be blocked (if not specified it's all hits)
  55. X(bl) | last move was blocked (where it would usually hit)
  56. X(Cr) | used explicitly on crouching enemy
  57. X(St) | used explicitly on standing enemy
  58. X(m%) | needs minimum meter-amount in brackets
  59. X(W!) | breaks the wall
  60. (X!) | move/special that you activated earlier hits at this point
  61. X(OTG)| Off-The-Ground attack (for resets/setups)
  62. CH X | counter-hit
  63. NH X | normal-hit (only used when compared to CH)
  64. DP | Dragon-Punch aka invincible Reversal, usually a 623-motion
  65.  
  66. Y | numbers (1-9) declare directions following notepad notation (5 stands for neutral aka no input, more here: http://www.dustloop.com/wiki/index.php/Notation)
  67. 66/44 | forward-/back-dash
  68. ~66/~6 | micro-dash/-walk
  69. x66 | dash-cancel
  70. 66X | dash-attack
  71. sj | safe-jump
  72. hj | high-jump (aka superjump)
  73. jc | jump-cancel
  74. lc | land-cancel (aka land again and then jump again)
  75. ab | airborne
  76. th | throw
  77. fth | forward-throw
  78. bth | backward-throw
  79. ath | air-throw
  80. bl | blocking (to bait things)
  81. bl(Cr) | crouch-blocking (can also be 1bl)
  82. bl(St) | stand-blocking (can also be 4bl)
  83. bs | blockstring
  84. mu/mix | mixup
  85. wp | whiff-punish
  86. oB | on Block
  87. oH | on Hit
  88. oCH | on Counter-hit
  89. oW | on Whiff
  90. KND | KNock-Down
  91. SKND | Soft-KNock-Down, usually means they can quick-tech or back-tech out of it, setups are usually made to work on quick-tech
  92. HKND | Heavy-KNock-Down, they can't tech out of it
  93. KNB | KNock-Back
  94. ... | too lazy to fill out the rest
  95. {GOTO} | routes I find personally to be the most worthwhile using
  96.  
  97. afap | as fast as possible
  98. ahap | as high as possible
  99. adap | as deep as possible
  100. aeap | as early as possible
  101. alap | as late as possible
  102. saa | same as above
  103. sab | same as below
  104.  
  105. Game-specifics:
  106. X | normals are: L - Light, M - Medium, H - Heavy, U - Unique
  107. G | Guard-button
  108. (GC) | Guard-crush
  109. SBA | Skyboundart
  110. SSBA | Super-Skyboundart
  111. RS | Raging-Strike
  112. RC | Raging-Chain
  113. BP | Brave-Point
  114. BC | Brave-Counter
  115.  
  116. Character-specifics:
  117. 236X or 5S+X | "Wild Beat" (spear-jabs)
  118. 623X or 6S+X | "Arm Destruction" (DP)
  119. 214X or 4S+X | "Energy Destruction" (axe-swing)
  120. 22X or 2S+X | "One for All" (shield)
  121.  
  122.  
  123.  
  124. #==================================================================================================================================================================================#
  125.  
  126.  
  127. #1 Combos:
  128.  
  129. (all tested with Gran on Colosseum stage; combos that use any three-chain usually works with any normals unless explicitly mentioned)
  130.  
  131.  
  132. #1-1 Midscreen Combos:
  133.  
  134. 2L > 2L > 5L > 236L [1820 dmg; use L-version Wild Beat to convert light far hits; very good corner-carry]
  135. > 623L [2000 dmg; leaves you closer with better advantage]
  136. c.LLL > 236M [2780 dmg; use M-version Wild Beat for close combos to get better corner-carry and advantage]
  137. > 623L|H [2780|3080 dmg; L-version leaves you much closer and only tiny bit more advantage]
  138. > 623H <co> 5M > 236H [5130 dmg; works about one dash from opponent roundstart position]
  139. > RS-RC > c.HHH > 236M|H [4710|4750 dmg; you can do H-version but its frame advantage is only miniscule better, but near corner it can be better]
  140. > 623L|H [4710|4810 dmg; L-version leaves them about a dash away with +27f advantage, H-version pushes them far with +44f advantage]
  141. > c.HH > 236U > 2U > 623L|H [5266|5386 dmg; deals more dmg than doing 236U first];
  142. comboing after 236U feels a bit whack, press the button immediately after the last extra spear-jab]
  143. > c.H > RS-RC > c.HHH > 236L|H [5550|5650 dmg; +28|37f fullscreen]
  144. > 623L|H [5610 dmg; L is +27f 2 dashes away; H is +44f 4 dashes away]
  145. > c.H > RS-RC > c.HH > 236L|H [6170|6270 dmg; full meterdump]
  146. > c.HHH <r> 22L|M [6170 dmg; fullscreen with shield setup and -3|+6f]
  147. > 236U > 2U > 623L|H [3884|4084 dmg; L leaves them about two dashes away, H about three, so it's good to use H-version here regardless]
  148.  
  149. 5M |1.5> 236L [1900 dmg; works unless at tip-range]
  150. 2M > 236L [1900 dmg; should work everywhere]
  151. 5M|2M > 236H [2100 dmg; should work everywhere]
  152. 5M|2M(Cr) > 236M [2200 dmg; should work everywhere]
  153. 5H |1.5> 236M [2600 dmg; works everywhere except at tip-range]
  154. > 236H [2800 dmg; should work everywhere]
  155. > 623L|H [2600|3100 dmg; should work anywhere]
  156. 66L > 5L > 236L [1900 dmg; Vane's c.M is sadly 7 frames, meaning you can't get a c.M even if you are close ...]
  157. 66L(Cr) > c.MMM > 236M [3440 dmg; ... unless it hits them crouching ...]
  158.  
  159.  
  160. 214M |1.5> 2L > 5L > 236L|H [3100|3520 dmg]
  161. > SBA [4702 dmg]
  162. > SSBA [5020 dmg]
  163. > RS-RC > c.HHH <r> 22L [5070 dmg]
  164. 22U > c.MMM > ...
  165.  
  166.  
  167. CH c.H > 623M > 5H > 236H [5210 dmg; gives you a hit-confirm to establish frametrap pressure; time the 5H when Vane returns to normal stance]
  168. > RS-RC > c.HHH > 236M|H [7020|7060 dmg]
  169. > 623L|H [7020|7120 dmg; L-version leaves them two dashes away; H-version gives great corner-carry and leaves them fullscreen]
  170. > c.H > 236U > 2U > 623H [7486 dmg; cool combo, but for SSBA you get more if you just go directly into it, but it's much better for SBA!]
  171. > SBA|SSBA [6410 dmg; for SBA it's actually worth to add a combo before!]
  172. > SSBA [6710; just don't, unless you already cancelled into DP]
  173. > SBA [6100 dmg; if you want to be optimal, you can]
  174. > SSBA [7600 dmg; gives you the most damage]
  175.  
  176. CH 5M|2M > 236M [2200 dmg; should work everywhere; this makes it a good and pretty safe special to cancel into from range]
  177. > SBA [4400 dmg; very little damage for a conditional confirm, probably not worth it unless it kills]
  178. |1.5> SSBA [4900 dmg; saa, but whiffs at tip-range]
  179. CH 5H > 236M [2600 dmg; should work everywhere; this makes it a good and pretty safe special to cancel into from range]
  180. > 214L|H [2900|3700 dmg; saa; also great cancel-option, you get a conversion with a counterhit and a great frametrap and chip if they block]
  181. > SBA [4800 dmg; saa]
  182.  
  183. CH 66L > c.MMM > 236M [3440 dmg; ... or it counterhits them]
  184.  
  185.  
  186. Anti-Airs:
  187. 2H > 623M ~> 5H > 236M|H [4790|4910 dmg; you have to wait till they dropped about two-third; confirm the CH and go into specific combos;
  188. 2H can sometimes whiff if you hit them too high so even for CH 5H are good combos] {GOTO}
  189. > 623L|H [4790|5090 dmg; saa]
  190. > RS-RC > c.HHH > 623H [6820 dmg]
  191. > c.H > RS-RC > c.H > RS-RC > c.H <r> 22X [7840 dmg; full meterdump into shield setup]
  192. > 236U > 2U > 623H [7186 dmg; deals more dmg than doing 236U first]
  193. > 236U > 2U > 623H [6094 dmg; very good damage add for m50%; need to hit the 5H deep enough or the 2U will whiff]
  194. > SBA [6110 dmg; better than doing right after DP] {GOTO}
  195. > SSBA [6620 dmg; don't do this, cancel into SSBA right after the DP]
  196. > 66H [4780 dmg; pretty good compromise, but can he harder to do without counterhit] {GOTO}
  197. > 623L [4010 dmg; easiest but least reward]
  198. ~> SBA [5550 dmg]
  199. ~> SSBA [7300 dmg] {GOTO}
  200. > 214H |> 66H [5380 dmg; use 214H when they are too near and 623M could whiff, like at crossup situations]
  201. |1> 236H [4750 dmg]
  202. |2> 623L [4510 dmg; should work at longer ranges]
  203. |2> 236U > 2M > 623L [6150 dmg]
  204. > SBA [4800|5800 dmg; if you hit them with the swing you get 1k more]
  205. |> SSBA [7300 dmg; whiffs if they are too high, but good if it kills]
  206. CH 2H > 623M > 2H > 623L|M|H [4790|5090|- dmg; L is +34f and 2 dashes away, M is +25f and 3-4 dashes, H is +51f and 4 dashes; I suggest M-version] {GOTO}
  207. <r> 22H [4010 dmg; leaves the shield right before their nose and you +19f]
  208. <co> 623H > 66H > c.L > 236H <r> 8jc > (j.H) [6980 dmg; works a dash from opponent roundstart position; gives you a safejump] {GOTO}
  209. CH 2H/5H > 623H > 5H > 214U <co> ~66 > 5H > 236U
  210. CH 2H > 22U > 623U > c.H > 214H > jc > j.H > j.236H
  211.  
  212.  
  213. Jump-ins:
  214.  
  215.  
  216. Air-to-air:
  217.  
  218.  
  219. DP-Punishes and other Punishes:
  220. vs air-:
  221.  
  222.  
  223.  
  224. #=======================================================================================#
  225.  
  226.  
  227. #1-2 Corner combos:
  228.  
  229. 2L > 2L > 5L > 236H > c.MMM > 623H > 5H > 214H <r> 8jc > (j.H) [4410 dmg]
  230. <r> 8jc > (j.H) [3610 dmg]
  231. c.LLL > 236H > ... [saa for all 236H starters]
  232. > 623H > c.MMM > 236H > c.H > 214H <r> 8jc > (j.H) [5310 dmg; using DP as first gives a good 120 dmg more; gives a safejump]
  233.  
  234. 5L > 236H > c.MMM > 623H [4510 dmg]
  235. 5H |1.5|1.5> 623H > 5M > 236H > 5H > ? [4630 dmg]
  236. > c.HHH > ?
  237.  
  238.  
  239. CH 236M > c.MMM > 623H > c.H > 236H <r> 8jc > (j.H) [5280 dmg]
  240. CH 214H |2> 5H > 236H > 5H > 623H [6430 dmg]
  241.  
  242.  
  243. Anti-Airs:
  244. 2H > 623M > c.H > 623H > c.H > 214H > c.H > 236H [7840 dmg]
  245. > SBA [9790 dmg]
  246. > SSBA [10540 dmg]
  247.  
  248. Jump-ins:
  249.  
  250.  
  251. Air-to-air:
  252.  
  253.  
  254. DP-Punishes:
  255.  
  256.  
  257.  
  258. ##================================================================================================================================================================================##
  259.  
  260.  
  261. #2 Blockstrings:
  262.  
  263. > indicates Frametraps (blockstrings with natural frametraps; all usual ones catch them jumping; all measured from close-up, being away changes things drastically)
  264. >> indicates a tight blockstring, so to get a frametrap you have to manually delay the button
  265. /> indicates no gatling but just resetting pressure
  266.  
  267. c.XXX >> 236L: Standard tight and safe blockstring ender with some pushback. Leaves you about -5 oB at 5M range.
  268. > 236M: M-version adds a frametrap that you can convert of in corner. Leaves you about -8 oB at same range, meaning that people can punish it!
  269. >> 236H: Tight blockstring but leaves you punishable, only use for combos.
  270.  
  271.  
  272. Corner:
  273.  
  274.  
  275. ###==============================================================================================================================================================================###
  276.  
  277.  
  278. #3 Setups:
  279.  
  280. c.XXX > 236M: Gives +30f and pushes them pretty much fullscreen. So great time to set up a shield.
  281. <r> 22H: Doesn't reach them, and you are even -11f, this is basically the biggest zoning setup you can get.
  282. <r> ~6 > 214L: Swing misses if you do it immediately, but if you walk forward a ministep you can hit them.
  283. But it is NOT meaty, but it should still catch their jump. Someone might punish you hard for it though if they backwalk and Ultimate or smth. {GOTO}
  284. > 236H: Also +30f, but leaves them much closer, which is still about 3 dashes though.
  285. <r> 22H: But it's the perfect spot to spawn a shield, that is a dash before them and then travels to their spot. Leaves you +18f if they mash. {GOTO}
  286. > 66L: This should be the perfect spot to go in with a dash-strike with the shield supporting you.
  287. > 214L: Or use a safe Swing.
  288. <r~> 214L: If you delay the Swing here just half a second, it hits them meaty.
  289. > 623L: Gives +32f and leaves them pretty close, some 1.5 dashes.
  290. <r> 22M: Leaves you very negative at -17f, but it spawns right before them and then travels through them.
  291. If they mash you are +11f, enough to get in a 66L or a 214L.
  292. Might be susceptible to them just doing 66L at startup or various. Catches their DPs and with the range you can still block in time. {GOTO}
  293. <r> 22L: Same, but the shield stays between you. Might be worthwhile if you want to stay safer.
  294. <r> ~66 > 22U: You can spawn a Ultimate shield, but it's very hard to make it DP-safe. You have to spawn it not on them, but just before them,
  295. so their first DP-attacks whiff. The shield still travels a bit, so if they do something else it should still hit them.
  296. > 623H: Gives +41f and about 3 dashes away.
  297. <r> 22H: Leaves you neutral or +1f. Very safe option if you want to zone, but keep in mind that 214L won't hit here. Leaves you +18f if they mash.
  298. <r> ~6 > 214L: saa but you need to walk about twice the length, but it hits really meaty then.
  299. 5U <r> ~4 > c.L: You don't get much as they are in some sort of guard-crush state, so just reset pressure
  300. 2U <r> 22L > 66 > [4]c.L~L: Shield seems to give you basically a DP-safe jab in midscreen
  301.  
  302. 214L <r|2> 66 > 5H:
  303. <r|2> 66> 66H:
  304. 623U <r> 9hj > j.H: Ultimate DP gives you a safejump if you high-jump immediately. Can be a bit tight so train it.
  305.  
  306. CH 5U <r> 8jc > j.H: You get a safejump if it counterhits.
  307. <r|1> 22L > bl: If you get a counterhit you can spawn a shield, but you are not plus enough to stick out a safe-jab. Also if you are too close it won't work.
  308. CH 214H <r> 22H
  309.  
  310. fth <r> 9jc > j.H: Throw is +44f so you can do a bit like a safejump by holding up-forward.
  311. <r> 22L|M: Leaves you -5-7f but with the shield you block their hit and can then counterhit them or dash up for pressure. Leaves you +20f if they mash.
  312. You are also far enough to still block their DPs. {GOTO}
  313. <r> ~4 > 22H: Careful with H-version, it goes too far so if you want to spawn it on them waking up, you need to backwalk a bit before doing so.
  314. That also means you are no longer neutral, but minus, so I don't know if it's really worth it.
  315. <r> ~66 > 22U: You can just dash forward a bit, and then spawn an shield directly on their wakeup.
  316. Leaves you about +15f so you don't really get much, and might even not be worth it.
  317. bth: Same frame advantage, but you push them pretty much fullscreen away.
  318. <r> ~6 > 214L: If you walk forward a bit you can get a meaty swing.
  319. <r> 22H: Leaves you only +1f but with the shield and the range, that's very much in your favor.
  320.  
  321.  
  322. Corner:
  323.  
  324. You mostly aim to get a safejump, which costs bar, or end in a 22U reset, which costs %50m.
  325. It starts up in 16f, but to be able to block DPs you need to consider the recovery of 46f minus the startup of a DP which is 7f, so you need at least +39f advantage to be able to
  326. set it up and still block DPs. Let's say +40f for good measurement. If they block you seem to be at least +6 oB (when done in neutral),
  327. but with setups you get much more, maybe even enough for a safejump.
  328. Safejumps seem to need +36f advantage (but not +45f or more, you are too early then), so watch out for those 22U setups. And remember that you can't throw them lol.
  329. You can't use it as ender in combos unless they are high enough, which only RS does.
  330. One setup exists where you juggle them high enough with only lights, but I think it's not worth it.
  331. Keeping either your 236X or 623X bar to actually convert a from a following combo might be a good idea, unless it kills.
  332. You can use 214H only as ender after 236H and 623H. Raging-Chain might also be worthwhile just to be able to set up a 22U.
  333. So use all bars if you want to kill, but only one of the launchers if you want to combo-launch them afterwards, unless you have SBA|SSBA that is, or use a BP for RS.
  334.  
  335. c.LLL > 236H <r> 8cj > j.H: Gives +40f advantage, using the bar is very good in corner, H gives a safejump.
  336. <r> 22U: Leaves you +32f after they block 22U, which is NOT enough for a safejump.
  337. > c.MMM > 623H <r> 8jc > j.H: Gives +44f, enough for a safejump.
  338. <r> 22U > 8jc > j.H: Leaves you +36f after they block 22U, enough for a safejump.
  339. > c.H > 214H <r> 8cj > j.H: +43f, but if you have that much bar you should go into other route anyways.
  340. > 2H > 214H: Gives a few frames more for +47f, making this NOT a safejump!
  341. > 623L: Gives +28, NOT enough for a safejump. But still kinda important if you want to keep 623X bar and can only convert from 236H, like from 2L 2L 5L.
  342. > RS: Is +45f, too much for a safejump.
  343. <r> 22U > 8jc > j.H: Leaves you +37f after they blocked. Enough for a safejump. {GOTO}
  344. > 236M: Gives +30f, not enough for a safejump.
  345. > 623H: Give you +32|41f advantage, again just use the bar.
  346. <r> 8jc > j.H: testme I think you always get a safejump after these two enders.
  347. > c.MMM > 236H: Gives 47f, bar very good to use to get here. M is not enough to get a safejump.
  348. > c.H > 214H <r> 8jc > j.H: Gives +44f so it means you don't have to sacrifice oki for damage. Gives a safejump. {GOTO}
  349. <r> 22U > 8jc > j.H: Leaves you +36f after they block 22U, enough for a safejump.
  350. > 2H > 214H: Gives +48f, which again means NO safejump from it.
  351. <r> 22U > 8jc > j.H: Leaves you +40f after they block 22U, enough for a safejump.
  352. > c.HH <r> 22U > 8jc > j.H: Leaves you +39f after they block 22U, enough for a safejump.
  353. > 236M <r> 8jc > j.H: Gives +36f, which is just enough for a safejump. {GOTO}
  354. > RS: Gives +46f, too much for a safejump.
  355. <r> 22U > 8jc > j.H: Leaves you +38f after they blocked, enough for a safejump. {GOTO}
  356. > 623L: Gives +32f, not enough for a safejump. It's really just a tad too slow, so you can probably still get one against slower DPs or make a fake safejump.
  357. > RS <r> 8jc > j.H: Is +40f, which is enough for a safejump.
  358. <r> 22U: Leaves you +32f after they block 22U, which is NOT enough for a safejump. So if you want to use 22U, use at least 236X or 623X bar.
  359.  
  360.  
  361.  
  362. ####============================================================================================================================================================================####
  363.  
  364.  
  365. #4 Other personal notes:
  366.  
  367.  
  368. Normals:
  369. j.L can crossup, short knee
  370. j.M can also crossup, has a very decent hitbox in a half-circle below Vane
  371. j.H is jump-in and very horizontal; afterwards you can combo into c.H but only if you do it alap
  372. j.U air-to-air button that halts your momentun and pushes you back a bit, so you can also use it to bait anti-airs
  373.  
  374. 5L has okay-ish range, +1 oB as usual; range where it hits is about his weapon in neutral stance minus the tip
  375. 5M has more range than standard 5Ms, 9f startup and has slightly more reach than 2M
  376. 2M also decent range, 8f startup
  377. 5H seems strong neutral button, pretty fast at 10f, range is about 1.5 dashes, hits very early even when ranged and against crouches
  378. 5U is the armor move, hold it to armor through stuff (up to 50s); earliest hit is 25f; on-hit pushes them down to the ground leaving you +4 oH, at CH you get a HKND (+41f);
  379. is -5 oB so only punishable if really close; don't forget to use it as a neutral tool to absorb fireballs or lunges!
  380. 2U fast but pitiful range
  381.  
  382. Dash-attacks:
  383. 66L pretty good at 10f startup; goes roundstart range; combos into 5L
  384. 66M standard low slide; gives only a SKND; -8 oB but should be safe at range
  385. 66H about same range as 66L, and only slightly slower at 13f startup; has three hits that always finish making it good against spot-dodge/roll etc.;
  386. punishable at -6 oB but is safe when ranged (e.g. roundstart range)
  387.  
  388. Specials:
  389. 236L|5S is your standard blockstring ender, is safe as it has some pushback
  390. 236M|5S+M is sometimes combo ender and can be used to add a frametrap, but is unsafe when blocked
  391. 236H|5S+H to combo from far buttons and as combo ender, can also be used in corner to combo, also unsafe oB; also good to cancel into from far buttons if you expect them to hit
  392. 236U|5S+U has most range; used as a combo-tool as it has a final hit that gives a wallbounce that let's you combo with c.L
  393.  
  394. 623L|6S moves you forward about starting position; punishable; very fast so could be used as a checker tool
  395. 623M|6S+M has same range, but has a big delay before it; pushes them extremely high allowing you to combo with a 5H afterwards, so use only as combo-tool
  396. 623H|6S+H has also same range, but slightly slower than L-version; very punishable and doesn't give combo-potential of M-version;
  397. sends them still higher than L-version, so used as combo-tool in corner to combo from three-chains
  398. 623U|6S+U is your wakeup DP, also moves forward about 1 dash
  399.  
  400. 214L|4S the big daddy swing; unsafe with -6 oB so only at range; hits about halfscreen; it can be blocked airborne though so adapt appropriately
  401. 214M|4S+M is the jump-swing; is NOT an overhead; hits fullscreen; dodges lows and can even dodge jabs up close, also goes over projectiles as a fireball-war option
  402. 214H|5S+M is the same as L-swing, but only 3f faster and -4 oB instead; gives a combo near corner on CH, making it a good check option there; also combo-tool after 2H anti-air
  403. 214U|5S+U has 1 dash larger range than H-version; leaves you +4 oB and has 20f startup, so only useful for neutral situations I guess
  404.  
  405. j.214L|4S doing L or M-version airborne both result in the same jump-swing; L-version only slightly moves forward; also not an overhead so not a mixup tool; safe when done at
  406. range as it is -6 oB, so look at it as a neutral option; doesn't fully hit fullscreen but only 1-2 dashes shorter; use it for anti-anti-air
  407. j.214M|4S+M is the same as L-version from the frames; moves slighty more forward, as a result this one hits fullscreen
  408. j.214H|4S+H is the only one that doesn't move you at all, therefore great to use when jumping backwards; about 3 dashes range; also always safe a -2 oB,
  409. so use it when you are unsure if you can space it out enough for other versions to be safe; might be a good defensive move when in corner
  410. j.214U|4S+U very fast but same range still; still not an overhead but +2 oB so could be used as a reset option; also gives a HKND so you can make a setup afterwards
  411.  
  412. 22L|2S puts the shield 1 dash in front of you and has the same deadzone in front of you, so can't use it for corner oki?; 49f startup; use it after KNDs midscreen
  413. 22M|2S+M puts it 2 dashes in front of you; same frames as L-version
  414. 22H|2S+H puts it 3-4 dashes away, so neutral tool; slightly faster at 40f so at fullscreen you can probably react to them jumping or similar
  415. 22U|2S+U has same range as L-version, but is an attack that hits up to three times; it leaves you +6 oB, but still has 16f startup, so use it as a setup tool;
  416. also blocks more hits than other versions
  417.  
  418. 5S+th|SBA is a reversal, has a wave that goes fullscreen and pushes back nearly the same
  419. 5S+th+U|SSBA is up-close ender, only combos in very specific combos otherwise
  420.  
  421.  
  422.  
  423. #####==========================================================================================================================================================================#####
  424.  
  425.  
  426. #5 Other people's notes:
  427.  
  428.  
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