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Zollith's SCVI 2B Gameplay Manual (v2.02)

Dec 3rd, 2019 (edited)
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  1. =====FOREWORD=====
  2. Huge thanks go to the 2B spreadsheet (https://docs.google.com/spreadsheets/d/1QE3jHhZO9QvgdTEwcp_OwgyOEGI52ldd9rRqvuGgtfw/edit#gid=1364336535) and 8WayRun for a whole host of information such as frame data, a lot of tech Jimbonator has detailed in youtube videos (especially regarding AGS and ringouts eg. https://www.youtube.com/watch?v=t5WvxZJ1Lko), and the 2B Discord Channel for helping me along with both this and my comprehensive 2B combo list (https://pastebin.com/y61LZSNi). While this is largely for my own benefit to help me memorise her options, I hope this helps other fellow 2B players learn the character or discover something new.
  3.  
  4. Shorter combo list: https://pastebin.com/y61LZSNi
  5. Longer combo list: https://pastebin.com/y61LZSNi
  6.  
  7. LAST UPDATED 2/9/2020
  8.  
  9. =========================================
  10. =============NOTATION GUIDE==============
  11. =========================================
  12.  
  13. Default button Layout (from player 1 perspective)
  14.  
  15. 7 8 9 B
  16. \ | / |
  17. 4-(5)-6 A-- --K
  18. / | \ |
  19. 1 2 3 G
  20.  
  21. eg. 6 is forward, 1 is down-back, 8 is up.
  22. A - Horizontal Attack
  23. B - Vertical Attack
  24. K - Kick
  25. G - Guard
  26.  
  27. [] - Button Hold (eg. B and [B] produce two different attacks)
  28. _ - indicates when you can choose between two directions for an 8 way run move, eg. 22_88B means you can press 22 OR 88 before pressing B, though you will need to hold the second input for it to come out
  29. AC - Aerial Control: when the opponent can hold a direction to influence where they fall. Almost all the combos listed are still possible because they account for or prevent AC.
  30. CE - Critical Edge (performed with A+B+K using 1 bar of meter)
  31. CH - Counter Hit (hit an opponent in the middle of attacking or moving)
  32. FC - Full Crouch (press buttons while holding down to stay in crouch)
  33. GB - Guard Break
  34. LH - Lethal Hit (special stun states that need certain conditions met. Check the command list in-game)
  35. oki - Okizeme: offensive play against a grounded opponent who needs to get up before being able to attack again.
  36. RE - Reversal Edge (performed with B+G)
  37. RO - Ring Out (sending your opponent off of the stage to win a round. Direction of trajectory listed in relevant combos.)
  38. SA - Soul Attack (performed with 236 A+B+K with 1 bar of meter, puts you in Soul Charge)
  39. SC - Soul Charge (usually refers to attacks only accessible while in Soul Charge)
  40. SS - Side step. SSL and SSR mean side step left and side step right respectively.
  41. WR - While rising (While getting up from a crouching state)
  42. W! - Wall Hit (opponent enters a stun state when an attack pushes them into a wall, allows new combos)
  43.  
  44. =====2B SPECIFIC ABBREVIATIONS=====
  45. AP - Analysis Points (Landing non-weapon attacks give AP, which slightly restore guard stamina, and unlocks lethal hits for 6BK, 4K, and AL AAK once 9 are stored. They are all spent once one of these lands, and guard stamina is fully restored.)
  46. AGS - Aggression Shift (performable on its own with 236 or 214)
  47. AL - Aerial Leap (performable on its own with 8B+K)
  48. ANG - Angler Stance (performable on its own with B+K, which is also a dodge that actives between frames 4-14)
  49.  
  50. =========================================
  51. ===================FAQ===================
  52. =========================================
  53.  
  54. =====What do I approach with or throw out in neutral?=====
  55. >3A - fast mid step catcher, +2 on hit, -12 on block, can cancel 2nd hit with G
  56. >2bA - long range, combos on CH, WR [K] possible if CH lands from 2nd hit 2nd GIable if 1st blocked (but almost never happens)
  57. >66A - unseeable low, catches step, very unsafe if 2nd hit ducked -6 or =AGS Minor Advantage= or =AL Disadvantage= on hit
  58. >66aK/66a[K] - unseeable low with low and mid followups, catches step, both -14 on block and -6 on hit
  59. >1A - Slow low (i30) that can reach around range 2, +2 on hit, -12 on block
  60. >b6 - i14 high poke with fast recovery, 0 on block, +6/10 on hit
  61. >2B - Fast i16 poke with good range and short recovery, combos into WR B on CH
  62. >22A series - starts high but fast and followups are easily hit confirmable, first two hits -12 on block
  63.  
  64. =====What can I use to zone and force my opponent to approach?=====
  65. >3B+K - high horizontal projectile, long startup and can be ducked
  66. >7/8/9B+K - goes into AL, super tech jump but vulnerable to guaranteed punishes if the opponent waits while close enough, inflict chip and guard damage with A+B/[A+B]
  67. >44B - huge range and minimal consequences if whiffed or blocked at range vs. most characters, combos into AGS A+B on hit if 6 held after
  68. BAGS 2A - long range mid projectile that cannot be stepped
  69. BAGS [B] - infinite range projectile but very linear, combos into 44[B] ~ AGS A+B or ANG K/6K ~ 6K[K]/SA at certain ranges
  70. ANG [B] - combos into ANG 4K/K/6K ~ 6K[K]/SA on CH
  71. ANG 4K/K/6K - also catches grounded opponents, combos into any i16 like 6KK, CE or SA (unless opponent was motionless while grounded)
  72.  
  73. =====What do I whiff punish with?=====
  74. >6BB6 - =AGS disadvantage= on block, =AGS Major Advantage= on hit, combos into AGS KK on CH or AGS BA or [A+B] on LH
  75. >3B - =AL Disadvantage= on block, =AL Air Combos= on hit (normally AL AAB/AAK)
  76. >6A+B - Only recommended for other whiffed projectiles and Ivy's longest zoning tools, can combo into =Post-Stun ANG K Combos= if close enough, NEVER USE THIS IF OPPONENT IS NEAR GUARD BREAK, IT WILL WASTE IT
  77. >22A series - fast high, close range, followups are easily hit confirmable
  78. >22B - fast mid, mid range, combos into AGS A/AA on hit, combos into AGS BA/[A+B] on CH, combos into AGS [B] ~ 9K or AGS KK ~ BT B+K ~ =Air Combo Finishers= on LH
  79. >22B+K - slow safe launcher for big whiffs up close after stepping (see =High Air Combo Finishers=)
  80. >11B+K - slow but +4 on block and knocks down on hit
  81. >11[B+K] - slow long range launcher after stepping (4BBB guaranteed from any distance), -16 on block, use against very laggy whiffs
  82. >44B - long range knockdown, -14 (but impossible to punish(?)) or =AGS Disadvantage= on block, combos or tech traps into AGS A+B on hit (try BT B+K > =Air Combo Finishers=)
  83. >8WRA+B - -20 on block, good range mid horizontal, combos into 1A
  84. >CE - requires 1 bar of meter, mid range, i16
  85.  
  86. =====What do I whiff punish highs with after ducking?=====
  87. >4BBB - slow high damage attack, rings out, enhanced in SC, best option after ducked throws if predicted
  88. >WR A - longest tech crouch
  89. >WR BB - fast option, knocks down
  90. >WR [K] partial hold - fastest option, gets 1AP
  91. >CE - requires 1 meter, i16
  92.  
  93. =====What are my block punishes?=====
  94. |-12|
  95. >AA - see =AA mixup=
  96. >2A
  97. >WR [K] (partial hold) - after low block, gets 1AP
  98.  
  99. |-14|
  100. >BB - -2 but longer range than 3K
  101. >b6 - longest range poke, hits high, +6 on hit
  102. >3[K] (partial hold) - gets 1AP
  103.  
  104. |-16|
  105. >WR BB - after low block
  106. >4K - gets 2AP, =LH 4K Combos= if you have 9AP
  107. >4[K] - rings out
  108. >66B - =AGS Major Advantage= on hit, longer range than 4K, 66BB possible in SC
  109. >SA - =AGS Minor Advantage= with added benefit of SC AGS BB
  110. >CE - needs 1 meter
  111.  
  112. |-18|
  113. >6BB - =AGS Major Advantage= on hit
  114. >6BK - gets 2AP, =LH 4K Combos= with 9AP
  115. >6B[K] - rings out
  116. >3B+K - rings out
  117.  
  118. |-20|
  119. >3B - =AL Air Combos= on hit
  120.  
  121. |-24|
  122. >4BBB - long range, rings out, enhanced in SC
  123.  
  124. |whiffed/-16 or more CEs with opponent close|
  125. >LH 66K > 44[B]6 > AGS A+B
  126.  
  127. =====What unique tool do I have to counter an opponent abusing break attacks?=====
  128. >B+K/2B+K - with good enough reactions, you can dodge and counterattack any weapon-based attack. Goes into ANG if nothing is parried.
  129.  
  130. =====What do I use when my opponent wants to press buttons on slight advantage/disadvantage?=====
  131. >AA series - i12, catches step, see =AA mixup=
  132. >WR A - tech crouches for entire duration of move
  133. >2A - almost universal fast button but can be jumped over
  134. >BB - i14, BBB combos on CH confirm
  135. >2B - i16, knocks down and combos into WR B on CH hit (or WR BB if tech trapped) or 66K
  136. >6K - =AGS Disadvatange= or -10 on block, =AGS Minor Advantage= on hit or hit confirm into 6KK for 1AP, combos into AGS AA or 6KB on CH
  137. >3[K]/WR [K] (partial hold) - 3K=i14, WR K=i12, gains 1AP
  138. >2K - fastest low option, -4 on hit, -12 on block
  139. >9K - jumps over lows, combos into 1K for 5AP, though sometimes goes right over the opponent, slow but safe on block
  140. >B+K/2B+K - can dodge and counterattack weapon-based attacks between frames 4-14 of execution, see =ANG=
  141. >6B+K - jumps over lows, long range, combos into 6[B] (max damage) or =Air Combo Finishers= on CH, -14 on block
  142. >4B+K - steps back then attacks, combos into 3AA > 1A/3B/CE on CH, -12 on block and very steppable
  143. >44A/[A] - steps back then knocks down, 66K works for A, [A] rings out to back left
  144.  
  145. =====What are my best non-reaction attacks after sidestep?=====
  146. >6BB - =AGS Minor Disadvantange= on block or =AGS Major Advantage= on hit, combos into AGS KK > 1K on CH. Combos into AGS [A+B] on LH.
  147. >6BK - Safe string, -8 on block, 2AP on hit, see =LH 4K Combos=
  148. >6K - =AGS Disadvatange= or -10 on block, =AGS Minor Advantage= on hit or hit confirm into 6KK for 1AP, combos into AGS AA or 6KB on CH
  149. >4K - 2AP, =LH 4K Combos=
  150. >4[K] - rings out
  151. >22A series - starts high but fast and followups are easily hit confirmable
  152. >22K series - low string, mix up between no final hit, normal final hit or held final hit
  153. >22B+K - slow but safe high-damage launcher. -4 on block. Combos into 4BBB on hit.
  154. >11B+K - slow GB attacks. +4 on block and knocks down on hit, fast recovery on whiff
  155.  
  156. =====What are my best non-reaction attacks after backstep?=====
  157. >aB - -2 on block, knockdown on hit, combos into BT B+K > =Air Combo Finishers= on CH, can be ducked or stepped
  158. >6AA - fast high option, combos on CH, 2nd+3rd hits duckable
  159. >3A - fast mid option, -12 on block
  160. >1A - slow low but good range, +2 on hit, -12 on block
  161. >66B - i16 safe mid, hold 6 for =AGS Neutral= on block, =AGS Advantage= on hit, combo into AGS A+B on CH
  162. >44B - massive ranged knockdown that starts with extra backstep, very difficult to whiff punish at range
  163.  
  164. =====What beats sidestep if at close range?=====
  165. >AA - fastest high option, see =AA mixup=
  166. >6AA - fast high option, combos on CH, 2nd+3rd hits duckable
  167. >3A - fast mid option, -12 on block, +2 on hit, can feint 2nd hit with G
  168. >2A - tied fastest option, can be jumped over
  169. >1A - slow low but good range, -12 on block, +2 on hit
  170. >WR A - tech crouches for entire duration of move
  171. >2bA - long range, combos on CH, WR [K] possible if CH lands from 2nd hit 2nd GIable if 1st blocked (but almost never happens)
  172. >66A - unseeable low, catches step -6 or =AGS Minor Advantage= on hit
  173. >66aK/66a[K] - unseeable low with low and mid followups, catches step, both -14 on block and -6 on hit
  174. >44K - fast close range high option, gets 2AP
  175. >44[K] - slow but gets 4AP on hit
  176. >8WRA+B - great range and mid but -20 on block
  177.  
  178. =====What do I use when my opponent blocks or crouch blocks?=====
  179. >aB - -2 on block, knockdown on hit, combos into BT B+K > =Air Combo Finishers= on CH, can be ducked or stepped
  180. >3aG - horizontal mid: feint into crouch, -4 on hit and -12 on block but very difficult to block punish
  181. >1A - slow low but good range, +2 on hit, -12 on block
  182. >b6 - fast high, 0 on block, +6/10 on hit
  183. >BA - mid low string that catches opponents not looking for it, combos on CH, +2 on hit, -12 on block
  184. >6BB - =AGS Minor Disadvantange= on block, =AGS Major Advantage= on hit, combos on CH into AGS KK > 1B/1K
  185. >3[B] - =AL Minor Advantage= and good guard damage on block, big damage combo on hit with AL B+K > =AL Air Combos=
  186. >1B - unseeable low poke, =AGS Disadvantage on block, =AGS neutral on hit=
  187. >1K - unseeable low poke, gains 1AP, 0 on hit, -14 on block
  188. >A+B - 0 and good guard damage on block, can combo on into 8/9K at close/mid range for 4AP or 44[B]6 > AGS A+B at mid/long ranges on normal hit
  189. >66A - unseeable low, catches step -6 or =AGS Minor Advantage= on hit
  190. >66aK/66a[K] - unseeable low with low and mid followups, catches step, both -14 on block and -6 on hit
  191. >22K series - low string, mix up between no final hit, normal final hit or held final hit (combo into 44[B]6, AGS BA if held final hit lands)
  192. >22B+K - slow but safe high-damage launcher. -4 on block. Combos into 4BBB on hit.
  193. >11B+K - +4 and good guard damage on block, knocks down on hit
  194. >Throw - A+G rings out front, 66A+G gets 2AP, 4A+G switches sides, small amount of damage if broken, whiffs crouch
  195.  
  196. =====What attacks are safe against RE, and can I do more than block?=====
  197. Presuming the opponent releases RE the moment the following are absorbed, 2B has some options after certain attacks. For the most part, the options she has are downgraded against characters with slightly faster RE attacks, being Nightmare, Raphael, Sophitia and Tira (Gloomy), who I've initialled as N, R, S and T respectively, and I've listed what should be done differently where applicable. The characters Astaroth, Azwel [unless in Sword/Almighty], Talim, Yoshimitsu and Zasalamel (initialled As, Az, Ta, Y and Z) on the other hand are slightly slower, but Counter Bomb cannot be used against Azwel or Zasalamel's charged REs. Also remember that Amy, Taki and Talim can do different actions out of RE. (credit to Guilu for most of this information regarding RE attack speed)
  198.  
  199. GUARD
  200. >4B+K (loses to S and others who make 3rd hit whiff, RI vs. AsTaYZ if aligned enough)
  201. >66K (loses to NRST, RI vs. Az)
  202. >66B+K (loses to NRST, RI vs. AzZ)
  203.  
  204. RESIST IMPACT
  205. >2A
  206. >[A] (SSR vs. AzZ)
  207. >3A (Guard vs. NRST, SSR vs Z)
  208. >1A (Guard vs. NRST, SSR vs. Z)
  209. >6BBB (Guard vs. NST, SSR vs. Z)
  210. >2bA (SSR vs. Z, SS vs. Az)
  211. >2K (SSR vs. TaZ, SS vs. Az)
  212. >1K (Guard vs. NRST)
  213. >9K (Guard vs. NRST)
  214. >66aK (SSR vs. AsTaZ, SS vs. Az)
  215. >22A (Guard vs. NRT, loses to S)
  216. >22B+K (SS vs. Az)
  217. >SC 3AK (Guard vs. NR, SSR vs. Z)
  218. >SC 66BB (Guard vs. NT, TJ over Raphael with BT +frames, second hit can whiff S up close and allow her to retrack)
  219. >SC AGS A (Guard vs. NRST, SSR vs. Z)
  220.  
  221. COUNTER BOMB (B+K)
  222. >6AA (RI vs. NRSTZ, SSL vs. Y, SS vs. Az)
  223. >6K/KK (RI vs. NRST, SSR vs. Z, SS vs. Az)
  224. >3K/3[K]/WR K/ WR [K] (SSR vs. Ta, SS vs. AsAzYZ)
  225. >6B+K (RI vs. NST, Guard vs. R, SSR vs. Z, SS vs. Az)
  226. >44K/[K] (RI vs. NRSTZ, SSL vs. Y, SS vs, Az)
  227.  
  228. B+K fails: Azwel, Zasalamel
  229. Opponent can RI: Amy, Siegfried, Tira-J, Xianghua, Yoshimitsu
  230. Opponent can block: Talim, Tira-G, Voldo
  231.  
  232. SIDESTEP (USUALLY RIGHT)
  233. >WR A
  234. >2B (RI vs. NRST)
  235. >b6
  236. >AL A+B/[A+B] (B+K vs. T)
  237. >SC AAAA (B+K vs. ST)
  238. >SC AL B (SSR vs. S, loses to T and others who make 4th hit whiff)
  239.  
  240. =====What beats both GI and RE?=====
  241. >A+B - 0 on block, LH combos vs GI or RE (use 4A+B ~ 4BBB up close, or 44[B]6 ~ AGS BA at range)
  242.  
  243. =====What do I use after I successfully GI?=====
  244. >AA series - works after level 2, =AA Mixup=
  245. >3B - works after level 3, see =AL Air Combos=
  246. >4BBB - works after level 3, rings out
  247. >6KK - works after level 2, gets 1AP
  248. >4K - works after level 2, gets 2AP, =LH 4K Combos= with 9AP
  249. >4[K] - works after level 2, rings out
  250. >A+B - steppable, 0 on block, LH combos vs GI or RE, use 44[B]6 > AGS BA at all but tip range for 79 damage
  251. >[A+B] - steppable, +4 on block, beats reGI/RE for LH combo, use 4[A+B] > 44[B]6 > AGS BA at close/mid range for 91 damage
  252. >44[K] - works after level 3, beats step, gets 4AP, rings out
  253. >66B+K - works after level 3, leads to her highest damage wall combos
  254.  
  255. =====What do I do after each successful RE clashes?=====
  256. >RE A - just keep mashing A for damage + potential ringout on hit
  257. >RE B - combos into 66B+K
  258. >RE K - see =AL Air Combos= on hit, or =AL Advantage= if blocked
  259. >LH RE A - Use the AB varation, combos into 4[A+B] > 4BBB. Use A6 > AGS [A+B] > BT B+K > =Air Combo finishers to switch sides or reverse ring out
  260. >LH RE B - Hold the [B], so you can combo into 44B for 83 damage and =AGS Okizeme=
  261. >LH RE K - combos into AL B+K > =AL Air Combos=
  262.  
  263. =====What do I hit grounded opponents with?=====
  264. 1A - catches rolls, slow low but good range, +2 on hit, -12 on block
  265. 3B - catches some rolls, =AL Disadvantage= on block, AL A+B guaranteed force block on hit, good setup for [A+B] but can be GI'd or RE'd
  266. 3[B] - can sometimes roll away from but gets =AL Advantage= on block, combos into AL B/K/CE on grounded hit or AL B+K > =AL Air Combos= on normal hit
  267. 2B - safe mid poke, catches some rolls
  268. 1B - low poke, =AGS Okizeme=
  269. 1K - low poke, gets 1AP
  270. A+B - easy to side roll but 0 on block and good guard damage, can combo on into 8/9K at close/mid range or 44[B]6 > AGS A+B at mid/long ranges on normal hit
  271. 66K - safe mid poke, usually beats rolls, mix with Slide ~ 1B at range
  272. 66B+K - -12 on block, catches some rolls so can be a reliable GB option
  273.  
  274. =====What other oki do I get after landing CE?=====
  275. 9B - catches all rolls
  276. 66A series - unseeable low. Sometimes possible to land a perfectly spaced 66a[K] for a true combo into the LH if they hold G
  277. 44B - catches forward and back rolls
  278. 44[B] - =AGS Advantage= on block, combos into AGS BA on hit
  279. 236 - Pressures opponent with immediate AGS
  280. Hanging back to hold a life lead or running up to the opponent for regular oki is also fine
  281.  
  282. =====What are my best guard damage attacks?=====
  283. >aB - 9%, high vertical, -2 on block, GB
  284. >[B] - 2+7%, -2 on block, can be ducked/GId on block, GB
  285. >6BB - 12%, -20 or =AGS/AL Disadvantage= on block, 3rd B possible for safe on block 9% but can be interrupted with non-low i16
  286. >3[B] - 12%, =AL Advantage= on block
  287. >4BB - 9+11%, -16 but opponents almost always anticipate 3rd hit, both hits GB
  288. >4[K] - 2+7%, -8 on block and spaces, can be GId
  289. >A+B - 15%, 0 on block, linear i38, GB
  290. >44B/[B] - 9/15%, huge range, GB
  291. >22B+K - 13%, -4 on block, GB
  292. >11B+K - 9%, +4 on block, GB
  293. >AGS 2A - 9%, -12 on block but huge range, GB
  294. >AGS [A+B] - 12%, -8 on block
  295. >AL A+B - 11%, guaranteed after 3B ground hit, -8 and 4 chip damage on block
  296. >AL [A+B] - 19%, guaranteed after 3[B] ground hit, -4 and 8 chip damage on block
  297. >SC 66BB - 5+12%, both hits can GB
  298. >SC AGS BB - 13%, =AL Advantage= on block (spaced), can GB
  299.  
  300. =====What are my best GB attacks?=====
  301. >aB - 9%, 80% scaling, +32
  302. >AAB - 1+2+10%, unscaled, +32, catches step, forces block if AA lands and GI possible if AA blocked
  303. >[B] - 2+7%, 80% scaling, force block if 1st normal hits, +36
  304. >4B - 9%, unscaled, +24 (4BB also breaks 9+11%: 100% damage, +18)
  305. >4[K] - 2+7%, unscaled, +32, fast mid option, can be GI'd
  306. >A+B - 15%, 70% scaling, +32
  307. >3B+K - 15%, 80% scaling, +20
  308. >66B+K - 10%, 80+% scaling, +32, catches some rolls
  309. >22B+K - 13%, 60% scaling, +36
  310. >11B+K - 9%, 80+% scaling, +32
  311. >44B/[B] - 9/15%, 80+% scaling, +32 (use AGS KK or SC AGS BB combos)
  312. >AGS 2A ~ 9%, 80% scaling, +20
  313. >AGS [B]- 9%, 80+% scaling, +28
  314. >SC 66BB - 5+12%, unscaled, +36, 66B also breaks guard however (80+% damage, +32)
  315. >SC AGS BB - 13%, unscaled, hold 6 to combo into itself
  316. >CE - 10%, unscaled, +28
  317.  
  318. =====What can I usually land after breaking an opponent's guard?=====
  319. >6[B] ~ CE - i18, highest damage with meter if 3[B] is too slow
  320. >3B - i20, =AL Air Combos=
  321. >3[B] - i32, usually highest damage, combos into AL B+K > =AL Air Combos=
  322. >4BBB - i24, rings out, possible from crouch, enhanced in SC
  323. >6B+K - i24, choice of followups with =Air Combo Finishers=, rings out further than 4BBB, possible from crouch, wall combos possible
  324. >FC B+K - i28, usually highest damage from crouch, see =FC B+K Combos=
  325. >44[K] - i28, 4AP, rings out
  326. >6CE - i36, highest damage with meter, also requires critical health
  327. >LH 4K > 6CE - i16, highest damage with meter, 9AP and critical health
  328.  
  329. =====What are my usual ring out moves?=====
  330. |Front|
  331. >3B - follow up with AL AAB/AAK, =AL Disadvantage= on block
  332. >4BBB - recommended as whiff punish, better range than 3B
  333. >4[K] - fast and very effective option, though 2nd hit can be GI'd on block
  334. >6B+K - only launches on CH or post GB but has good distance, some =Air Combo Finishers= also improve distance
  335. >66B+K - recommended as a whiff punish due to being -12 on block
  336. >22B+K - combos into 4BBB for long range ringouts
  337.  
  338. |Left|
  339. >66A+B - -20 on block, but is a horizontal mid with excellent range and duration
  340. >AL K - Ender for any combo that ends up with your opponent airborne and you in AL
  341. >ANG A+B - -12 on block but sends opponent flying left
  342. >SC AGS A - safest and fastest option out of AGS
  343.  
  344. |Right|
  345. >AAAA - Catches opponents trying to interupt a transition into AGS after blocking the third hit
  346. >44K - high that tracks, gets 2AP
  347. >AGS 2A - slow mid horizontal, -12 on block
  348.  
  349. =====What wall combos do you recommend?=====
  350. 4K W! ~ 3[K] (4AP)
  351. 4K W! ~ 66B+K (2AP)
  352.  
  353. 4B+K/66B+K W! ~ 6BB6 W! ~ AGS [B] ~ 8K (4AP)
  354. 4B+K/66B+K W! ~ 6[B] ~ BT B+K ~ =Air Combo Finishers=
  355.  
  356. 44K W! (right) ~ 6KB W! ~ 1B (2AP)
  357.  
  358. 22B+K ~ 44[K] W! ~ 66B+K (4AP)
  359.  
  360. ANG A+B W! (left) ~ 6B+K W! ~ 4BBB:6B ~ 1B
  361. ANG A+B W! (left) ~ 6B+K W! ~ 6B+K ~ =Air Combo Finishers=
  362.  
  363. CH 6B+K W! ~ 6B+K W! ~ 6[B] ~ BT B+K ~ =Air Combo Finishers=
  364.  
  365. LH 4A W! (front/right) ~ 22_88K (SSR) ~ AAAA W! ~ 4BB:6B ~ 1B
  366. LH 4A W! (front/right) ~ 22_88K (SSR) ~ AAAA W! ~ 6B+K ~ =Air Combo Finishers=
  367.  
  368. LH 4K ~ 22_88K (SSR) ~ AAAA W! ~ AAAA W! ~ 4BB:6B ~ 1B
  369. LH 4K ~ 22_88K (SSR) ~ AAAA W! ~ AAAA W! ~ 6B+K ~ =Air Combo Finishers=
  370.  
  371. SC 66BB W! ~ SC 3AKK ~ SC AL B (also max damage off of high enough splats in SC)
  372.  
  373. SC CH BBBB W! ~ (delay) SC AL B ~ 44K W! ~ 3[K] (4AP)
  374.  
  375. CH AL K ~ SC BBBB W! ~ (delay) SC AL B ~ 44K W! ~ 3[K] (4AP)
  376.  
  377. =====What benefits do I get out of SC?=====
  378. SC AAAA last hit gets an extra mid followup that's +4 on hit
  379. SC 3AKK a series that ends in AL. =Al Disadvantage on block. Combo if 3rd hit lands, or if 2nd is CH. Use as a combo ender during =Post-Stun ANG K Combos= for ringouts.
  380. SC BBBB is accessible, CH combo that can be followed up with AL B/K. Also useable during =Post-Stun ANG K Combos= for a wall splat combo
  381. SC 4BBB gets extra damage and a stun state. Combo with 9K for 4AP, 44[B]6 > AGS A+B for max damage or B+K > ANG 4K > SC 3AKK for huge range ringouts.
  382. SC 66BB is a 61 damage i16 punish available in SC that's safe on block and inflicts 17% guard damage
  383. SC AGS BB Launches on low hit (usually SC AL AAA ~ SC 66BB), =AL Advantage= (with pushback) on block
  384. SC AL AAA becomes accessible, enhancing damage potential of combos starts with 3B, 3[B], RE K or LE RE K. Followup with SC 66BB, should be guaranteed from all angles with a microstep
  385. SC AL B becomes launcher that's 0 on block, =Air Combo Finishers= on hit, or 66B+K for max damage.
  386.  
  387. =========================================
  388. =============STANCE NOTES================
  389. =========================================
  390.  
  391. =====AA Mixup=====
  392. AA on its own is a basic i12 two hit combo that nets 18 damage by itself that has so many options that I think it may as well be its own stance. It's strongest element is AAA as it can go into =AGS Major Advantage= on hit and =AGS Minor Advantage= block. This third hit forces a block if AA lands and can be ducked or GI'd if AA is blocked. AAB is an option for anticipating ducking but can also be GI'd and is -14 on block, so it's not recommended except as a guard break. AAAA (ROs/wallsplats right, duckable) and AAAB (same ender as AAB) beat attempts to RE or press buttons after AAA is blocked, but GI is possible. Both are force blocks if 3rd hit of AAA hits. Ending the string early is also an option to keep the opponent guessing.
  393.  
  394. =====AGS=====
  395. A dashing stance that is uniquely tricky for opponents to deal with as it is nigh impossible to space out. It's a way of keeping in your opponent's face and pushing them across the stage after certain moves, or can be done from neutral with 236 to surprise unwary opponents from a distance. You can also enter the stance with a backsway by holding 4 instead of 6 for mindgames or dodging fast buttons (can also be input raw with 214), though this adds at least 21 frames to any action that follows. Much more dangerous in SC. Here are her options:
  396. >AGS A - her fastest option (i14), catches step, can loop into itself holding 6. -12/AGS -4 on block, AGS +6 on hit. In SC, gets an extra hitbox that makes it -3/AGS +6 on block and combos into AGS A+B on hit
  397. >AGS AA - optional followup to AGS A: -8 on block, -4 on hit. Lowest risk option but you always lose your turn using it.
  398. >AGS 2A - slow (i28) but aGIs horizontal attacks like 2As from i8, -12 on block, ROs to her right on hit
  399. >AGS [B] - slow infinite range launcher (i28), -12 on block, stuns on hit, tech jumps around i16. Usually combos into 9K up close or 44[B]6 ~ AGS A+B at range
  400. >AGS BA - slow big damage low (i28), -24 on block, knocks down, has a hitbox behind her as well if first hit is stepped or rolled around. Hits grounded. and can deal with side rolls
  401. >AGS BB - slow low (i28) that leaves her in AL, typically to combo into AL B. =AL Disadvantage= on block. Gets an extra hitbox in SC that guard breaks, =AL Advantage= on block and launches into combos: the usual followup is SC AL AAA ~ SC 66BB
  402. >AGS K - -12/AGS 0 on block, -6/AGS +6 on hit. Guard
  403. >AGS KK - Optional followup after AGS K, high launcher: delayable, duckable on block, second hit force block on normal hit, typically combos on CH into BT B+K ~ 44K
  404. >AGS G - cancels stance early, use if expecting a GI or RE. React with a fast move like 6BB6 against a whiffed GI or a sidewalk for punishing REs (eg. 22B+K combos or LH 6BB)
  405. >AGS A+B aka. the "shoryuken" option. 2B Becomes intangible on i10 and attack comes out about i22. -16 on block. Launches behind her on hit (usually into BT B+K, then into a move like 44K if both hits of that land). Hits grounded and can deal with side rolls
  406. >AGS [A+B] - similar to AGS A+B with key differences: intangibility happens around i22, attack comes out about i34, -8 on block and does more damage. Relaunches opponent if it hits grounded, combos into things BT B+K ~ 44K works at range but only CE or SA on a close hit
  407. >AGS B+K - steps back and launches projectile that inflicts 60 damage, good option after 214 transition, -30 on block but very difficult to punish at range, NEVER USE THIS IF OPPONENT IS NEAR GUARD BREAK, IT WILL WASTE IT
  408. >AGS A+G - front throw (i18), does 70 damage. +8 on break
  409. >AGS 4A+G - back throw (i18), does 40 on its own but combos into 44B (58) or CE (79). +8 on break
  410.  
  411. =AGS +16g= (6BB6 on normal hit)
  412. AGS A and K are force blocks. Throws can only be GI'd. All slow options lose to RE but beat immediate GI.
  413.  
  414. =AGS +14= (22B8 on normal hit, 6K6 on counter hit)
  415. Combos into AGS A or AA. AGS K can only be GI'd. Throws can be interrupted by SC but not RE'd. Slow options beat immediate GI.
  416.  
  417. =AGS +12= (AAA6 or 66B6 on normal hit)
  418. A can only be GI'd. K can be interrupted by SC but not RE'd. AGS [A+B] cannot be interrupted by attacks that are i10 or slower.
  419.  
  420. =AGS +6= (AAA6 on block, 6K6/AGS A6/AGS K6 on normal hit, 1B on counter hit)
  421. K can only be stepped or trade with i10s. Throws beat immediate GI but lose to i12s and RE
  422.  
  423. =AGS +2= (66B6 on block, 1B6 on normal hit)
  424. A clashes with generic 2As and will duck under high i10s, AGS A+B cannot be interrupted by attacks that are i8 or slower.
  425.  
  426. =AGS 0= (AGS K6 on block, 66A6 on hit)
  427. A loses to generic 2As, clashes with generic Bs and ducks under high i10s. AGS A+B cannot be interrupted by attacks that are i10 or slower.
  428.  
  429. =AGS -2= (6BB6 on block)
  430. i10 mids are a guaranteed block punish. A only beats highs, AGS 2A only beats horizontals like generic 2As, AGS A+B beats i12s but loses to i10s
  431.  
  432. =AGS -4= (AGS A6 on block)
  433. i12 vertical attacks are a guaranteed block punish, only AGS 2A can beat generic 2As
  434.  
  435. =AGS -6= (AGS 6K6 on block)
  436. i12 horizontals and i14 verticals are guaranteed block punishes
  437.  
  438. =AGS -8= (2286/44B6 on block)
  439. i14 horizontals and i16 verticals are guaranteed block punishes
  440.  
  441. =====AL=====
  442. A super tech jump that either flies over many attacks or chases an opponent into the air for more damage, usually with AL AAB/AAK or AL B. This can be input raw with 8B+K, and can also be entered while holding 8 at any time where you can hold 6 or 4 to enter AGS to throw off your opponent. When not launching her opponent, however, she will generally be in either of these states with the following options:
  443.  
  444. =AL Advantage= (3[B]/RE K/SC AGS BB on block)
  445. >AL B is her fastest option (i16) and startup frames move her higher into the air, making her more difficult to anti-air. Stilly risky as it is steppable, -16 on block and loses to RE and GI. Has an extra hitbox in SC that retracks, launches on hit, 0 on block and is RE safe, so a much more desirable option then.
  446. >AL K is as fast as AL B (i16) gets small followups like 3[K] on CH and catches step, but whiffs ducking opponents and loses to RE and GI. -8 on block and hits high so can be ducked.
  447. >AL A+B does 11% guard damage while being -8 on block, does 4 chip damage, has a wide area of effect and you can sidestep right vs. the entire cast on RE. It's easier to interrupt than B or K and can be GI'd for guaranteed damage at i20 as it is a projectile.
  448. >AL [A+B] does even more damage (including 19% guard damage) and 8 chip while being -4 on block, but comes out much slower than AL A+B. Use vs. opponents trying to GI AL A+B or after a grounded 3[B] hit for a guaranteed force block. LH also possible if her guard stamina is full.
  449. >AL B+K flies around in the air for a bit, though all AL K and A+B can still land while facing the other way. Usually used as a followup for 3[B] and LH RE K. Impractical in neutral, but has lead to hype moments like this: https://ytcropper.com/cropped/Ni5de70f2f672b8
  450. >AL [7]/[8]/[9] - allows 2B to gently float back down to the ground. Can be used to delay followups.
  451. >CE - tied for fastest option (i16) and recovers guard stamina, though only recommended for extra damage in combos or whiff punishing. -16 on block.
  452.  
  453. =AL Disadvantage= (3B/ WR BK/AGS BB/SC 3AKK/SC BBBB on block, all other transitions on block or hit)
  454. Much the same applies as =AL Advantage= but some characters will have guaranteed punishes against all options while you're airborne (eg. Raphael 214B & Tira B8). Against characters who don't have guaranteed punishes that can reach AL B, the move can still be blocked or stepped into a major punish, and any other anti-air that is i18 or faster will always beat all other options if input fast enough.
  455.  
  456. =====ANG=====
  457. There is almost little to no risk going into ANG from a distance where ANG 6K is possible unless fighting someone like Ivy or Raphael and Yoshimitsu with 1 meter. Fish (lol) for a CH with ANG [B] > ANG 4K/K/6K into =Post-Stun ANG K Combos=, or just go straight into ANG 4K/K/6K into the following:
  458. >6KK - gets 1AP
  459. >4K - slightly less damage and 2AP, or =LH 4K combos= with 9AP
  460. >CE - high damage if you have 1 meter
  461.  
  462. If your opponent is grounded after landing 1K or 66K, you have a few slightly gimmicky but useable options.
  463. >K/4K - see above combos
  464. >ANG A+B catches attempts to counterattack or step after getting up and ROs/wallsplats left.
  465. >236 to surprise the opponent an opponent waiting for the above two options with AGS
  466.  
  467. ANG 4K/K/6K has the added benefit of recovering a small amount of either health, meter or guard stamina at random. Don't be too reckless with this move, though, as it's very laggy on whiff and -20 on block.
  468.  
  469. B+K/2B+K is also a dodge that activates between frames 4-14, making it a strong alternative to GI, with the following differences:
  470. >B+K dodges high and mid weapon attacks. 2B+K dodges mid and low weapon attacks, and can't be executed immediately from a crouching position. Neither can dodge body or kick attacks.
  471. >As it is a dodge, this will succeed against break attacks where GI would fail.
  472. >After the dodge animation she goes into a mid break attack with a built in GI. This can be cancelled with G, which also allows her to dodge consecutive attacks of any height, including kicks, but not rapid consecutive BAs like Azwel's charged RE. If two or more attacks in a row are dodged, the counter attack deals more damage and is unblockable.
  473. >If 2B achieves 3 successful dodges, she gets access to LH 66B+K, which stuns the opponent instead of knocking them back. I recommend the following combos:
  474. >6BB6 > AGS KK > 1K - highest damage, gains 1AP
  475. >6KB - rings out and gets more damage than the above combo if it wall splats.
  476. >SC 3AKK - further ring out potential in SC
  477. The ideal frame disadvantage to execute this would be -8 to dodge moves between i12-i22. It's also strongly recommended against slow unblockables or break attacks such as generic A+Bs.
  478. If the opponent waits for this and she simply goes into ANG she can be punished for free if the opponent is fast enough. For opponents who are slow to react, you can try catching them out with attacks from her stance or just cancel with G.
  479.  
  480. =========================================
  481. ==============COMBO NOTES================
  482. =========================================
  483.  
  484. =====Air Combo Finishers=====
  485. >2bA - requires slight delay after CH 6B+K, rings out to 2B's right
  486. >3B+K - highest meterless damage, rings out to 2B's front
  487. >66B - small damage but allows =AGS Okizeme=. SC 66BB also possible for highest damage followup.
  488. >44K - gets 2AP, rings out to 2B's front
  489. >66A+B - requires a slight delay after CH 6B+K, rings out to 2B's left
  490. >SA - offensive transition to SC. Hold 4 for =AGS Okizeme= or 8 for a forced block of SC AL B (can guard crush but only 40+% damage)
  491. >CE - use if you need a few more pixels of damage to close out a round, becomes increasingly inefficient the longer the combo is
  492.  
  493. =====High Air Combo Finishers=====
  494. >4BBB - Max damage, front ring out
  495. >4A+B > =Air Combo Finishers=
  496. >44[K] - small damage but 4AP, front ring out
  497. >SC 4BBB > 9K - requires SC, gets 4AP
  498. >SC 4BBB > B+K > ANG 4K > SC 3AKK - requires SC, huge ringout distance
  499.  
  500. =====FC B+K Combos=====
  501. > 66B+K (guaranteed)
  502. > SA - offensive transition to SC. Hold 4 for =AGS Okizeme= or 8 for a forced block of SC AL B (0 on block and can guard crush but only 40+% damage, hits roll, launches crouch guard into =Air Combo Finishers=)
  503. > CE (needs 1 meter)
  504. > 6BK - works on close hit for 2AP, extra followup of 3[B] > AL B with 9AP
  505. > AAA6 > AGS KK > 1K - needs a close hit, inconsistent and opponent can sometimes AC back-left but otherwise highest meterless damage
  506.  
  507. =====AL Air Combos=====
  508. >AL AAB - use for max meterless damage and if you don't want to spend 9AP with AL AAK
  509. >AL AAK - lightly less damage than AL AAB, gets 2AP, =LH AL AAK Combos= with 9AP
  510. >AL AA (delay) CE - use if you need a few more pixels of damage to close out a round, becomes increasingly inefficient the longer the combo is
  511. >AL K - Rings out to 2B's left
  512. >SC AL AAA - Highest damage option in SC, has its own followups:
  513. >66B - Usually works but sometimes whiffs depending on what launched opponent and from what angle, allows =AGS Okizeme=
  514. >66BB - Highest damage meterless followup
  515. >CE - Guaranteed and max damage, becomes increasingly inefficient the longer the combo is
  516.  
  517. =====Post-Stun ANG K Combos=====
  518. Applies to ANG 4K/K/6K after stunning the opponent with a move like AGS [B]
  519. >3AA, 1A - highest meterless damage
  520. >3AA, 3B - AL A+B is inescapable and must be blocked for 10% guard stamina, good setup for [A+B] but can be GI'd or RE'd
  521. >6KB - 2nd highest damage can rings out in front of 2B
  522. >6K[K] > 1B - gets 2AP, 1B will miss back tech against some characters
  523. >6K6, AGS A - =AGS Minor Advantage=
  524. >SA - see =AGS Advantage= with added benefit of SC AGS BB
  525. >CE - use if you need a few more pixels of damage to close out a round, becomes increasingly inefficient the longer the combo is
  526. >SC 3AAK - huge ringout carry, only possible in SC
  527.  
  528. =====LH 4K Combos=====
  529. (Also applies to LH 6BK)
  530. >3[B] > AL B+K > AL K - Can ring out behind if back is to edge
  531. >6B+K > 6[B] or =Air Combo Finishers=
  532. >22K (right step) > AAAA - furthest front ringout option without meter
  533. >SC 4BBB > B+K > ANG 4K > =Post-Stun ANG K Combos=
  534.  
  535. =====LH AL AAK Combos=====
  536. >B+K > ANG 4K > =Post-Stun ANG K Combos= (I recommend 6KB for ringouts and SC 3AKK for further ringouts while in SC)
  537. >44[B]6 > AGS A+B - max damage
  538.  
  539. =====Tech Traps=====
  540. Starters:
  541. 3AA (as combo ender/tech trap)
  542. 4BB:6B (close range)
  543. 6K[K] (opponent near wall edge)
  544. 9K
  545. 44A
  546. 66A+B (close range)
  547.  
  548. Followups:
  549. 66B+K - hits grounded, catches front/back tech, occasionally catches right tech
  550. 66A+B - catches all tech, whiffs grounded, needs tiny delay after 4BB:6B, 6K[K] (opponent near wall edge) and D rank W!, input from sidestep after 3AA (as combo ender/tech trap) and 66A+B (yes it can tech trap into itself)
  551.  
  552. AGS 2A W! (right) and A+G W! into 3AA (tech trap only) can end in 1B, 1K, 66A+B (tech only) or 66B+K (grounded or forward/back tech).
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