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GG-Strive - Anji notes

Jun 28th, 2021 (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. Last update: 13.08.2021)
  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.  
  4. Search for #number to quickly find a section:
  5. 0 Notation
  6. 1 Combos
  7. 1-1 Midscreen
  8. 1-2 Corner
  9. 2 Blockstrings
  10. 3 Setups
  11. 4 Other personal notes
  12. 5 Other people's notes
  13.  
  14.  
  15. ====================================================================================================================================================================================
  16.  
  17.  
  18.  
  19. #0 Notation:
  20.  
  21.  
  22. > | combo or blockstrings
  23. <XRC> | RC-specific combo; numbers declare drift-cancel
  24. <co> | when combo carried them into the corner only then following move and succeding combo can or should be used
  25. <\co> | when YOU are with your back in the corner (or at least not near the enemy corner)
  26. <wb> | needs opponent to wallbounce
  27. <cu> | crossup or sideswitch (so mirror inputs from here on)
  28. |> | character specific combo or combo with specific limitations like range (standard character and close-range is considered the norm, eventualities mentioned in text)
  29. ~X/~> | in general delays or microthings/plinks; stuff like delayed button presses, delayed combo, delayed jump etc.
  30. <DP> | route to chose when opponent DPs (like after a safejump)
  31. <r> | reset or change from blockstring to combo
  32. <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 dumb to get it)
  33. <?> | no idea what combo this is, or if it's worth it keeping in
  34.  
  35. 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)
  36. X | any K|P|S|H-normal, so Kick|Punch|Slash|Heavy-Slash attacks (if no c. before, then it means always a far normal which is sometimes explicitly denoted as f.)
  37. c.X | close normal
  38. j.X | jump normal
  39. (X) | blocked/whiffed/mixup/safejump move
  40. [X] | start holding said button
  41. ]X[ | release held button
  42. X(w) | last move whiffs (where it would usually hit)
  43. X(h) | last move hits (where it would usually whiff)
  44. 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)
  45. X(bl) | last move was blocked (where it would usually hit)
  46. X(Cr) | used explicitly on crouching enemy
  47. X(St) | used explicitly on standing enemy
  48. X(W!) | breaks the wall
  49. X(OTG)| Off-the-Ground attack (for resets/setups)
  50. CH X | counter-hit
  51. NH X | normal-hit (only used when compared to CH)
  52.  
  53. 66/44 | forward-/back-dash
  54. ~66/~6 | micro-dash/-walk
  55. IAD | instant air-dash (forward usually)
  56. AD | air-dash (forward usually)
  57. sj | safe-jump
  58. dj | double-jump
  59. hj | high-jump (aka superjump)
  60. jc | jump-cancel
  61. lc | land-cancel (aka land again and then jump again)
  62. ab | airborne
  63. th | throw
  64. fth | forward-throw
  65. bth | backward-throw
  66. ath | air-throw
  67. bl | blocking (to bait things)
  68. bl(Cr) | crouch-blocking (can also be 1bl)
  69. bl(St) | stand-blocking (can also be 4bl)
  70. bs | blockstring
  71. mu/mix | mixup
  72. wp | whiff-punish
  73. oB | on Block
  74. oH | on Hit
  75. oCH | on Counter-hit
  76. oW | on Whiff
  77. KND | KNock-Down
  78. ... | too lazy to fill out the rest
  79. {GOTO} | routes I find personally to be the most worthwhile using
  80.  
  81. afap | is as fast as possible (not what you were thinking)
  82. ahap | is as high as possible
  83. adap | is as deep as possible
  84. aeap | is as early as possible
  85. alap | is as late as possible
  86.  
  87. NEWvY.YY | notable new things that came with a patch (NEWv1.09, NEWv1.10)
  88.  
  89. OD1 | Overdrive 1 which is 632146S (the Parry)
  90. OD2 | Overdrive 2 which is 632146H (Fan Super)
  91.  
  92. FU- | 'Fuujin' (FU-X with followup-button X; FU~X for Kara-canceled Fuujin-followup; FU~\X for pre-cancelled; [FU] for fully charged and [~FU] for slightly charged)(236H)
  93. BF | 'Shitsu' aka his butterfly projectile (236P)
  94. BF1 | butterfly hits opponent first time (horizontal)
  95. BF2 | butterfly hits opponent second time (vertical)
  96.  
  97. todo:
  98. midscreen combos:
  99. anti-airs & air-to-airs
  100. corner:
  101. all except CH combos
  102.  
  103.  
  104. #==================================================================================================================================================================================#
  105.  
  106. !!NEW!! v1.18 stuff:
  107.  
  108. FU~H <RRC> ~66 > c.S > 236S > c.S > 236S > ...
  109. 236[S] > c.S > 236S > 5K > FU
  110. > 2H > 236S <r> AD > (j.P)
  111.  
  112.  
  113. CH 5S > FU-H
  114. CH 5H > [FU]-H [? dmg; works always as CH 5H forces Cr now]
  115. <fRC> c.S > 236S > j.D > AD > .?.
  116. |> FU-P > 5S > FU-S [? dmg; needs to be about a dash away from enemy]
  117. > FU~X [might actually be a good point to try and get a reset, Shin should hit just right at this point]
  118. CH 6H > [FU]-H
  119. CH 2D > FU-K > c.S > 2H > 236S <r,co> BF
  120. < j.D > AD > j.K > j.D > 5H(W!) [200 dmg; works from opponent starting-range minus a dash]
  121.  
  122. CH FU[FU]-H [71 dmg; yeah, don't do that, unless maybe to RC it then to get more damage?)
  123. -K > c.S > 2D > 236S > j.D > 5K > FU-H > 5H(W!) [200 dmg; works from opponent starting-range]
  124. > AD > j.K > c.S <r> BF [
  125.  
  126. CH FU~H > c.S > 2H > 236S > j.D > 5K > FU-H > 5H(W!) [? dmg; works from opponent starting-range; kinda weird timing needed]
  127.  
  128. FU~S <fRRC> 236S > j.D > AD > j.H > c.S > 236S > 5H(W!)
  129.  
  130. DP-Punish:
  131. (FU) > ~66 > c.S > 2H > 236S > j.D > AD > j.S > c.S > 236S ~> j.D(W!) [260 dmg; works from opponent starting-range]
  132. > c.S > 2H > 236S > j.D > 5H(W!) [269 dmg; needs to be deep to get the c.S; works from opponent starting-range]
  133. <r> BF [seems to give you still a meaty butterfly-setup but it seems to be NOT DP-safe or at least very hard to manage todo!)
  134. > 236S <r> BF [seems to give you still a meaty butterfly-setup but it seems to be NOT DP-safe or at least very hard to manage todo!)
  135. > 2K > 236S > j.D > AD > j.D > j.S > 5H(W!) [262 dmg; needs to be deep to get the 2K; works from opponent starting-range]
  136. > 2D > 236S > j.D > AD > j.H > 5K > FU-H > 5H(W!) [257 dmg; works from opponent starting-range]
  137.  
  138.  
  139.  
  140. New BF setups:
  141. th > bf > ~FU~-S > ~66 > c.S > 2H > 236S: Kinda really hard to get without a CH. The issue is if you do it too fast, the BF doesn't hit them, so charge it very slighty.
  142. Though this could again be easier to see, hmmm.
  143. > 2K > 236S: Easier, but still not the best as you still need to get that BF to hit.
  144. > FU~H > c.S > 2H > 236S
  145. > ~66 > 2P
  146.  
  147.  
  148. Major confirm changes:
  149. CH 5H|6H and [FU] now always just do [FU]-H
  150. CH FU|[FU] do hop into c.S 2D
  151. CH 2D is same
  152.  
  153. Oki-stuff:
  154. Ending midscreen with Kou best is now probably doing AD whiffed j.P and then you get a meaty c.S. In the corner if you can get a c.S you can reset it into butterfly normally.
  155. BF in Corner after a throw you can micro-walk back BF which makes it hit meaty, BUT it loses against DP then because you can't block in time and are too near.
  156. You can still just do 2S(OTG > BF though which kills DPs.
  157. 2P > 6H as a punish after Spin should work very often now!
  158.  
  159. Other:
  160. Fuujin-Rin is 6f frametrap, but charged Fuujin-Rin is 4f!
  161. Fuujin alone is -8 oB, but charged Fuujin is -6 oB!
  162. How safe is Kara Rin after butterfly?
  163.  
  164.  
  165. #==================================================================================================================================================================================#
  166.  
  167.  
  168.  
  169. #1 Combos:
  170.  
  171. (all tested with Sol on first stage of Council of Three; combos for big-bodies tested on Potemkin)
  172. [FU]-K always needs a tiny delay before comboing into c.S.
  173. When a combo ends with a 5K to wallsplat, if you are close enough and have the right height, usually a c.S also works for like 1 dmg more.
  174. CH 5H, 6H(1), [FU], 2D and NH [FU] are all the same shtick, with minimal differences (all confirmable usually), only CH FU is different as it doesn't launch.
  175.  
  176.  
  177. #1-1 Midscreen Combos:
  178.  
  179. 2P(x4) [55 dmg; standard 5f punish combo; depends on enemy and situation if you get 3 or 4 out of it]
  180. 5P(x3) [55 dmg]
  181. 2P|5P > 6P > FU-K [62 dmg; leaves you very far from them; also needs to be pretty close]
  182. > FU <66RRC> 66 > c.S > 2H > 236[S] <r> BF [107 dmg; can make it crossup by running under]
  183. <RRC > 66 > 236S <co> j.D > 5K > FU-H > 5S > 5H(W!) [155 dmg; works from opponent starting-range minus a dash]
  184. > AD > j.K > 5K > FU-H > 5H(W!) [153 dmg; works from opponent starting-range]
  185. > j.K ...[testmenew Jiro combos #61 training https://www.youtube.com/watch?v=nLSJLOiy9vI]
  186. > 236[S] <co> j.D > AD > j.S > c.S > 236S > j.K > lc > j.D(W!) [163 dmg; works from opponent starting-range]
  187. <66PRC> c.S > 2H > 236[S] [testmenew if you are further away e.g. after a ranged Potemking Megafist]
  188. 2K|5K > 2D > FU(OTG) [57|72 dmg; gives decent meaty options with followups; works on all ranges but 2D whiffs on 5K max-range]
  189. > 236S <r> BF [78|100 dmg; new best option as long as it reaches, which is decently far; time BF depending on distance] {GOTO}
  190. > j.S <66RRC> 66 > c.S > 2H > 236S [125 dmg; best dmg you can get with meter from this starter]
  191. <\co><66RRC> 66 > c.S > 236S > j.D > 5K > FU-H > 5H(W!) [171 dmg; sideswitch combo]
  192. > 236S <r> BF [135 dmg; if you want to keep the corner; gives a auto-spaced BF]
  193. |> 236S > (j.K >) j.D <wb> (~66 >) 5K > FU-H > 5H(W!) [167|201 dmg; needs run-momentum and still pretty tight, do a 3K instead of a 2K to halt yourself too early;
  194. doesn't need the j.K but it helps; connects from about opponent starting-range]
  195. > FU-K <r> BF [121|153 dmg; setups a kinda fake meaty that can win against 3f and throw but loses to DP,
  196. seems to be very variable though]
  197. > j.K > j.D <wb> ~66 > 2K > 236S > j.D > 5H(W!) [174|208; pretty tight, need to hit them close to get the wall-break or the j.D whiffs]
  198. > 5K > 236S <r> BF [keeps you the corner, and gets you a nice auto-spaced BF that beats DPs]
  199. > j.D <wb> AD > j.S > c.S > 2S > 5H > 236K > 5H(W!) [173 dmg; works a dash back from opponent starting-range, the range
  200. is really specific though and if you are closer than that they will bounce over you]
  201. |> 236S > j.D > 5H(W!) [218 dmg; when using 5K as starter you push them higher and can get this more advanced combo]
  202. <22RRC> 66 > c.S > 2H <co> FU-H > 5K > 5H(W!) [if you run under them you can even get a sideswitch-combo]
  203. <co> 236[S] > j.D > 5H(W!) [161 dmg]
  204. 5K <66BRC> c.S > 2H > 236S [testme good when you aren't in range for a c.S punish]
  205. c.S > 5S|2S > 5H > OD2 [175|174 dmg; also works without having to run or such]
  206. |> FU-S [136 dmg; needs run-momentum, or on crouching, or oCH, or doing a slightly charged Fuujin which is extremely hard to time though;
  207. also it works without any of the above for Ky, May, Chipp, Potemkin, Faust, Zato, Leo, Nago, Gio, Anji, Goldlewis; Anji why you so clunky?]
  208. <66RRC> 66 > c.S > 2H > 236[S] <co> 5H(W!) [220 dmg; on Potemkin the second hit of Kou can whiff very easily, rather do it earlier!]
  209. > 2H(Cr) > 236[S] [should be a good confirm-combo]
  210. > 5H > FU-S [124 dmg]
  211. <RRC> c.S > 2H > 236[S] [175 dmg]
  212. <co> j.S > 5H(W!) [218 dmg]
  213. <co> FU-H > 5H(W!) [210 dmg; might be more Burst-safe?]
  214. <66fRRC> 236S <co> j.K > j.D > c.S > 236S > 5H(W!) [240 dmg]
  215. > [FU](ab) <66fRRC> 236S [might be useful for max-range hits like when catching someone back-dashing with a c.S testme]
  216. > 6H > FU-S [125 dmg]
  217. <66RRC> 66 > c.S > 2H > 236[S] <wb> j.D [181 dmg]
  218. > 2H(Cr) > 236[S] [127 dmg; works on everyone]
  219. > 2K > 236S <r> ~66 > BF [172 dmg; works on everyone!]
  220. |> c.S > 236S <r> BF [188 dmg; needs run-momentum]
  221. <co> j.K > j.D > 5H(W!) [testmenew]
  222. <co> j.D > 5H > FU-H > 5H(W!) [testme]
  223. > FU-H [130 dmg]
  224. > 2D > [FU](OTG)-K [89 dmg; https://youtu.be/AAepGDeWk5Y?t=13830]
  225. > 236S <r> BF [120 dmg; new best option after spinning a button up-close, unless you have meter or you can kill]
  226. > AD > j.H(OTG) [144 dmg; sideswitch-combo]
  227. <co|> j.D > AD > j.S > c.S > 236S > j.D > 5H(W!) [246 dmg; connects from about opponent starting-range with run-momentum] {GOTO}
  228. > 2S > 5H > (236K) > 5H(W!) [236 dmg; the j.D from above combo to get the wallsplat might not hit so
  229. this is a minimally more consistent combo]
  230. > j.K > 2K > FU-~S > 5H(W!) [226 dmg; needs run-momentum but very consistent then]
  231. > j.D > 5K > FU-H > 5H(W!) [testmenew]
  232. <co|> j.K > j.D > c.S > 2S > 5H > (236K) > 5H(W!) [239 dmg; needs run-momentum]
  233. > 2K > FU-S(W!) [testmenew https://youtu.be/AAepGDeWk5Y?t=13804]
  234. > ~66 > 5K > FU-H > 5H(W!) [225 dmg; always needs run-momentum; 5S works too but is unstable]
  235. > FU-K <r> BF [177 dmg; setups a kinda fake meaty that can win against 3f and throw but loses to DP, seems to be very variable though]
  236. > 2K > 236S > j.D > 5H(W!) [234 dmg; pretty tight, need to hit them close to get the wall-break or the j.D whiffs]
  237. <cox> 5S > FU-H > 5H(W!) [229 dmg; needs a dash closer range than opponent starting-range but then also works well without run-momentum]
  238. > OD2(W!) [241 dmg; has a tiny bit more range where Fuujin wouldn't reach]
  239. <co~> j.D > AD > j.K > 5K > FU-H > 5K > 5H(W!) [228 dmg; the only combo that works on absolute max-range without any run-momentum; needs an extremely precise
  240. micro-delay of the j.D and is very inconsistent; tested on Ky]
  241. <fBRC> j.S > c.S > 236S > ... [testmenew https://youtu.be/8ATMLHwU_MM?t=1132]
  242. > ~66 > c.S > 236S > j.D > ...
  243. <\co><RRC> AD > (j.P) > c.S > 236S > j.D > ~66 > c.S > 236S > j.K > 5H(W!) [238 dmg; very hard but extremely stylish combo]
  244. > 5K > FU-H > 5H(W!) [232; way easier but also by far not as stylish]
  245. > 2H > FU-H > 5S > 5H(W!) [219 dmg]
  246. <\co><66ffRRC> (j.H) > c.S > 2H > 236S [sideswitch]
  247. > j.S > 5K > FU-K [testme https://youtu.be/iU9Z1QfK8cE?t=1973 might only work on fatties]
  248. (c.S) > 5S > 5H > FU-S [129 dmg]
  249. > 2S > 5S > FU-S [127 dmg; on standing works only if you don't delay the 2S, unless with run-momentum]
  250. > FU-S [93 dmg]
  251. > 5S|2S(bl) > 5H > FU-S [115 dmg]
  252. > 2D > 236S > j.D > AD ~> j.K > 5K > FU-H > 5H(W!) [234 dmg; works from opponent starting-range; can be iffy to get on max-range]
  253. |> j.K > j.D > 5K > FU-H > 5H(W!) [232 dmg; needs run-momentum but more consistent then]
  254. <fRRC> (j.H) > c.S > 2H > 236S [testmenew]
  255. > 5D <66RRC> 236[S] > c.S > 2H > 236S [144 dmg]
  256. > 236S > 5K > FU-K [150 dmg]
  257. <66fRRC> 236S > c.S > 236S [158 dmg]
  258. 5S|2S > FU-S [81|79 dmg; now always works!; NEWv1.10; wall-combos work unless not too near to wall!]
  259. <66RRC> 66 > c.S > 2H > 236S <r> ~66 > BF [140 dmg; https://youtu.be/AAepGDeWk5Y?t=14274] {GOTO}
  260. > 236S <co> j.D > c.S > 236S > j.D|j.K > 5H(W!) [201|199 dmg; works from opponent starting-range; if you are close, don't run in too
  261. far or it may sideswitch; don't do it when too near to the corner, in this case do the
  262. charged Kou combo] {GOTO}
  263. > 5K > FU-H > 5K > 5H(W!) [194 dmg; works from reverse opponent starting-range; easier to execute]
  264. j.S > 5K > FU-H > 5H(W!) [testmenew; https://youtu.be/K-gXZOTQJVc?t=1726]
  265. <co> 236S > j.K > j.D > ~66 > c.S > 236S > j.D > lc > j.D(W!) [198 dmg; works from opponent roundstart-distance; same as above for c.S 2D Kou]
  266. > j.D > c.S > 236S > j.D > 5H(W!) [202 dmg; works from closer than opponent rounstart-distace; is easier when done without the drift]
  267. <66RRC> 236[S] > 2K > 236S <r> BF [165 dmg; needs to be pretty close or second Kou-hit whiffs]
  268. > 5K > FU-K [137 dmg; great corner-carry but no oki]
  269. <co>x> FU-H > 5H(W!) [196 dmg; oh my god this one is soooo hard, you gotta have perfect cancels and right the 5K perfectly or Rin whiffs]
  270. <co> j.D > 5K|5S > FU-H > 5H(W!) [191|192 dmg; works from opponent starting-range]
  271. > 5K > 236S <r> BF [154 dmg; when you want to keep the corner
  272. > ~66 > c.S > 236S > j.D > 5H(W!) [201 dmg; works from opponent starting-range but the c.S is a female dog to get]
  273. <66RRC> 236S <co> j.D > AD > j.K > c.S > 236S > 5H(W!) [197 dmg; works from opponent starting-range]
  274. > 2K > 236S > j.D [testmenew]
  275. <co> j.S > 5S > FU-H > 5K > 5H(W!) [189 dmg]
  276. > FU-S > 5H(W!) [https://youtu.be/g0PsF-SdjwM?t=122 testmenew]
  277. > c.S > 236S > j.D > 5H(W!) [testmenew might be more consistent on big bodies]
  278. <co> j.K > j.D > c.S > 2S > 5H > FU~H(W!) [tesmenew might be more consistent on big bodies]
  279. <66fPRC> 236S > j.S > c.S > 236S [testmenew]
  280. 5S |> 5H |> FU-S [110 dmg; needs to be closer than 5K-range and best done while running]
  281. 5H > FU-S [97 dmg; now always works!]
  282. <66PRC > 2H > 236[S] > c.S > 236S > j.D > jc > j.D > 5H(W!) [testmenew]
  283. 2H > 236[S] > c.S > 2H > 236[S] [192 dmg]
  284. > j.D > c.S > FU-H(W!) [264 dmg; very hard; hold 6 when doping the c.S; works only right at opponent starting-range]
  285. > 2K > FU-H(W!) [259 dmg; easier and more consistent]
  286. > 236S > j.S > 5H(W!) [265 dmg] {GOTO}
  287. <co> j.D > AD > j.S > 5K > FU-H > 5H(W!) [234 dmg; works from very far away and consistent at opponent starting-range]
  288. > c.S > 236S > j.D > 5H(W!) [testmenew]
  289. > j.K > j.D > c.S > 236S > j.D(W!) [246 dmg]
  290. > [FU]-H > ~66 > 5K > FU-K [137 dmg]
  291. > 5K > FU-H [testme]
  292. 6H > FU-S [105 dmg]
  293. 2D > 236S <r> BF [85 dmg; new best option as long as it reaches, which is decently far; time BF depending on distance]
  294. <co> j.K > j.D > ~66 > 5K > FU-H > 5H(W!) [203 dmg; connects from about opponent starting-range; 5S works too but is unstable]
  295. > FU-K <r> BF [145 dmg; setups a kinda fake meaty that can win against 3f and throw but loses to DP, seems to be very variable though]
  296. > 2K > 236S > j.K > j.D > 5H(W!) [215; pretty tight, need to hit them close to get the wall-break or the j.D whiffs]
  297. <r> 5S(OTG) > BF [153 dmg; stand still and do a 5S otg before spawning the butterfly, so you are further away which beats DPs]
  298. > j.D > 2K > 236S > j.D [testmenew]
  299. 5D <RRC> ~66 > c.S > 236S <co> j.D > ~66 > 5K > FU-S > 5H(W!) [testmenew]
  300. <66fRRC> c.S > 236S > c.S > 236S <co> j.S > 5S > FU-H(W!) [testmenew]
  301. <\co,RRC> 66 > c.S > 236S > j.D > c.S > 236S > j.D > 5H(W!) [when you are in the corner]
  302. |> 236S > j.D > 5H > FU-H > 2D > FU~H(W!) [when towards corner but further away]
  303.  
  304. FU-S <66fRRC> 236S > j.D > AD > j.S > c.S > 236[~S] > j.D > 5H(W!) [226 dmg; works from opponent starting-range]
  305. > 5K > FU-H > 5H(W!) [209 dmg; works from opponent starting-range]
  306. |> jc > j.D ~> j.S > c.S > 2H > 5H(W!) [219 dmg; like a dash or two from the corner]
  307. |> 66 > 236S > j.S > c.S > 236S > j.D > 5H(W!) [201 dmg; when too close to the wall where the j.D would put them out of the corner]
  308. > c.S > 236S > c.S > 2S > 5H > FU-H(W!) [196 dmg; same as before but even a bit more inconsistent it feels]
  309. > 2H > 236S > j.S > 5K > FU-H(W!) [191 dmg; worst version but works often still]
  310. > 2K > 236S > j.K > 5H(W!) [195 dmg; feels inconsistent]
  311. FU~P > c.S > 2D > 236S <r> ~66 > BF [114 dmg]
  312. > 6H > FU-S [121 dmg]
  313. (FU)-P <66PRC> c.S > 2D > 236S <r> BF [131 dmg; also works when you are PRC-ing a tad later]
  314. j.S > c.S > 6H > FU-S [147 dmg]
  315. [FU]-K > c.S > 2H > 236[S] <r> BF [135 dmg; kinda bad as basically have to predict this one to happen; the CH variant has the exact same combos but just with a big delay for the c.S]
  316. <co> AD > j.H(OTG) [152 dmg]
  317. <co> j.D > 2K > FU-K > 5H(W!) [212 dmg]
  318. <66RRC> 66 > c.S > 2H > 236[S] <co> j.D > lc > j.D(W!) [219 dmg; meter option to get a wall-break from actually middle-range]
  319. <co> c.S > 236S > 5H(W!) [>220 dmg]
  320. > [~F U]-H <co> 5K > 5H(W!) [188 dmg; slightly charge Fuujin to get the H-followup; works from opponent starting-range]
  321. <co> 6H > [~FU]-H > 5S > FU-H(W!) [192 dmg; you can also wait slightly before connecting with the c.S, then you don't need to slightly charge the Fuujin and can end
  322. in 5S 5H 236K 5H for 6 dmg more]
  323. > FU-H <co> 5K > FU-H > 5H(W!) [186 dmg; easiest one; works from opponent starting-range]
  324. > FU-K <r> BF [136 dmg; setups a kinda fake meaty that can win against 3f and throw but loses to DP, seems to be very variable though]
  325. > 5K > FU-K [81 dmg; when you hit the Fuujin too far out you can try to still get some corner-carry that way; max-range it still whiffs]
  326. (FU)-H > 5K|5H > FU-K [79|88 dmg; need to time the 5K right; 5H needs very tight timing where 5K pushes them further so probably not worth it]
  327. > OD2 [128|137 dmg]
  328. > ~66 > 2K > 236S <r> BF [94 dmg; pretty tight microdash needed but works well; can also do a deeper dash and use 5K instead; using dash-macro is good here]
  329. <cox> j.K > j.D > 2K > FU-H(W!) [? dmg; doesn't work on Ky?; testmenew]
  330. > 6H > FU-K [97 dmg; gives more dmg than first combo, but is hard todo so probably not worth]
  331. > 5K > 6H > OD2 [168 dmg; gives a wall-break near corner when done from opponent starting-range]
  332. <co> FU-H > 2P > 5H(W!) [182 dmg; works from opponent starting-range]
  333.  
  334.  
  335. th <RRC> ~66 > c.S > 2H > 236[S] <r> ~66 > BF [113 dmg; can also sideswitch very easily if being yourself in the corner]
  336. > OD2 [125 dmg]
  337. > [FU]-H <co> 5K > 5H(W!) [155 dmg]
  338. > 236[S] > 5K <co> FU-H > 5K > 5H(W!) [160 dmg; works at opponent starting-range]
  339. <66PRC > 236S > c.S > 236S [100 dmg; doesn't work on big-bodies]
  340. > 2K > 236S [90 dmg; also works on big-bodies but you can't get a wall-splat from it so for them only midscreen useful]
  341. <66fPRC> 236S > c.S > 236S <r> BF [100 dmg; tight timing and doesn't work on big-bodies]
  342. <co> 236[~S] > j.K > j.D > 5H(W!) [169 dmg; throw-PRC OS combo; doesn't work on big-bodies; kinda hard but can adapt; works at opponent starting-range;
  343. charging second Kou for a microsecond makes it more consistent but not needed]
  344. > 2K > 236S <r> BF [90 dmg; also works on big-bodies and is a lot easier]
  345. <co> j.K > j.D > 5H(W!) [161 dmg; also works on big-bodies but you can't get a wall-splat from it so for them only midscreen useful]
  346. <co> j.D > 5K > FU-H > 5H(W!) [154 dmg; also works on big-bodies]
  347. > j.S > c.S > 2H > 236S <co> j.K > 5H(W!) [155 dmg; big-bodies combo]
  348. <66fRRC> c.S > 2H > 236[S]
  349. <co> j.D > 5K > FU-H > 5H(W!) [164 dmg; for a Burst-bait; also works on big-bodies]
  350.  
  351. OD1 <66RRC> 66 > c.S > 2H > 236[S] [263 dmg]
  352. <cox> j.S > 5K > FU-K > 5[D](W!) [can't get the 5K to connect, I'm always a tad too far away]
  353. <co> [FU]-H > 5S > 5H(W!) [306 dmg]
  354. <88RRC> ~66 > c.S > 2H > 236[S] <co> j.S > 5K > ... [testme]
  355. OD2 <66PRC> c.S > ~66 > c.S > 2H > 236S [testme]
  356. BRC > 2P > (~66 >) c.S > 2D > 236S [96 dmg]
  357. > 2H > 236[S]
  358. PRC > c.S > 2H [testme]
  359. RISK > 5D > ~66 > c.S > 2H > 236[S] <r> BF [174 dmg]
  360. > 2K > 236S <r> ~66 > BF [236 dmg; needs a very deep dash-in]
  361. > 5H > [FU]-K [might be good merely for the corner-carry so that you can get a wall-break]
  362.  
  363.  
  364. CH 6P > [FU](OTG)-K [55 dmg; very confirmable and leaves you relatively close depending when canceled, so you can still do a meaty 5S or a 2D; don't hit them in the air with the
  365. Fuujin or they get punched even further away] {GOTO}
  366. > 236S <r> BF [90 dmg; needs fast reactions or an immediate cancel, so best just buffer 236]
  367. > 236[S] <r> ~66 > BF [90 dmg; puts them a lot further away}
  368. CH c.S > 2H > 236[S] > c.S > 2H > 236[S] <r> ~66 > BF [205 dmg; best DP-punish] {GOTO}
  369. <co> j.D > 5H(W!) [258 dmg; works from opponent starting-range]
  370. > 236S > 2K(OTG) <r> FU~P [testmenew]
  371. <co> j.D > 5S > FU-H > 5H(W!) [241 dmg; works from opponent starting-range]
  372. <66BRC> j.S > c.S > 236S <66BRC> j.S > 5S > FU-H(W!) [testmenew]
  373. > [FU]-K > 2K > 236S <r> ~66 > BF [159 dmg; could be useful for more spaced BF situation?, or just when forgot to Kou]
  374. <\co><RRC> AD > (j.P) > ~66 > c.S > 236S > j.D > 5K > FU-H > 5H(W!) [242 dmg] {GOTO}
  375. > ~66 > c.S > 236S > j.S > 5H(W!) [? dmg; very hard!; but extremely stylish combo]
  376. > 2H > 236[S] > j.K > j.D > c.S > FU-H(W!) [245 dmg; very hard!, needs to make the dash very deep and still ahap]
  377. > 236S > 5H(W!) [248 dmg; very hard!; but extremely stylish combo]
  378. x> j.D > 2K > 6P > ... [dunno if that's actually possible; inspiration https://youtu.be/JgFtSXn2Yes?t=1953]
  379. > [FU]-K > 2K > 236S <r> ~66 > BF [159 dmg]
  380. > [FU]-K > c.S > 2H > 236[S] <r> BF [167 dmg; kinda same combos as from CH 5H, but lower height; you have to commit or have great reaction; decent DP-punish]
  381. <co> c.S > 6H > FU-H > 5S > 5H(W!) [220 dmg]
  382. > ~66 > c.S > 2D > 236S <r> BF [148 dmg; CH-confirm; extremely tight without run-momentum, best use a macro-dash~S-plink to get it, wait until Anji has fully
  383. taken back his arms!; MUCH easier with run-momentum]
  384. > 6H > FU-S [155 dmg]
  385. > BF [don't really know what to do with it?; maybe you can just hit-confirm when you didn't think the c.S would hit and the RC]
  386. CH 5S|2S > 2H > 236[S] [116|114 dmg; works also a bit less than a dash away from opponent; testme if this also works after a blocked c.S]
  387. > FU-H [118|116 dmg]
  388. > FU-H(Cr) > ~66 > 5K > FU-K [118 dmg; works on max-range]
  389. <co> FU-H > 2P > 5H(W!) [157 dmg; works a dash back from opponent roundstart-distance]
  390. > 2K > 236S [130 dmg; pretty hard at further ranges]
  391. > 6H > 236S [seen KidViper do this or similar one, I can't get it but might be char-specific]
  392. CH (c.s >) 2H > 236[S] > c.S > 2H > 236[S] > 5K > FU-K [263 dmg; all also with a blocked c.S before it]
  393. <co> j.D > lc > j.D(W!) [299 dmg]
  394. > ~66 > c.S > 2H > 236[S] > c.S > 236S <r> ~66 > BF [244 dmg; empty you can get a sideswitch combo by running under] {GOTO}
  395. > 5K > FU-K [220 dmg]
  396. > 236S > AD > j.H(OTG) [209 dmg; sideswitch combo]
  397. > 5H|5K > FU-K [126|112 dmg; works probably as latest option]
  398. CH 5H > [FU]-K > c.S > 2H > 236[S] > ~66 > BF [165 dmg] {GOTO}
  399. > AD > j.H(OTG) [183 dmg]
  400. <co> j.D > 2K > 236S ~> j.D|5H(W!) [245 dmg; has a tiny bit less range than c.S Kou and easier to mess up]
  401. > 2K|5K > FU-H(W!) [240|241 dmg; works from opponent starting-range]
  402. <66RRC> ~66 > c.S > 2H > 236[S] <co> (j.K > ) j.D > lc > j.D(W!) [242 dmg; works from fullscreen minus two dashes; for absolute max-range
  403. do the j.K j.D which breaks wall directly]
  404. <fRRC> (j.H) > c.S > 236S > j.D > 5K > FU-H > 5H(W!) [testmenew; wall-to-wall-combo]
  405. > [~FU]-H [171 dmg; slightly charge Fuujin to get the H-followup, otherwise just use the normal Fuujin K-followup]
  406. > 6H > FU-H <co> 5K > (~66 >) 5H(W!) [220 dmg; standard wall-break combo, works at mid-range distance; just use 2H when close enough;
  407. big-bodies combo] {GOTO}
  408. <co> 236S > j.D > 2K > 236S > j.D > 5H(W!) [247 dmg] {GOTO}
  409. > 5K > FU-H > 5K > 5H(W!) [240 dmg; also decently consistent]
  410. > j.K > j.D > 5K > FU-H(W!) [testmenew]
  411. > FU-H [152 dmg; super easy one]
  412. > 236S > c.S > 236S > j.D > c.S > 236S > j.D(W!) [testmenew]
  413. <co> FU-H > 5S > FU-H > 5H(W!) [198 dmg; works only relatively close to corner]
  414. CH 6H(1) > [FU]-K > c.S > 2H > 236[S] <r> ~66 > BF [137 dmg; you can hit-confirm the first hit CH-ing and then immediately cancel into charged Fuujin; kinda tight though!] {GOTO}
  415. <co> j.D > 2K > 236S ~> j.D(W!) [217 dmg; works from opponent starting-range; testme might not work on heavies]
  416. <co> AD > j.H(OTG) [152 dmg]
  417. x><co> j.D > 2K > 6P > FU(W!) [testmenew]
  418. <66RRC> ~66 > c.S > 2H > 236[S] <co> j.K > j.D(W!) [211 dmg; works fullscreen minus two dashes; can be inconsistent if too far]
  419. > [~FU]-H [138 dmg; slightly charge Fuujin to get the H-followup, otherwise just use the normal Fuujin K-followup]
  420. <co> 236S > j.D > 2K > 236S > j.D > 5H(W!) [218 dmg; works from opponent starting-range; big-bodies combo] {GOTO}
  421. > FU~-S > ~66 > 5H(W!) [196 dmg; big-bodies combo, still extremely tight though]
  422. > 2K > 236S > j.D > 5H(W!) [218 dmg; is character and/or range-dependant!]
  423. > 2K|5K > FU-H > 5H(W!) [202 dmg; works from opponent starting-range]
  424. 236[~S] > j.D > AD > j.S > c.S > 5H > 5H(W!) [testmenew]
  425. <co> 6H > FU-H > 5K > (~66 >) 5H(W!) [190 dmg; standard wall-break combo, works at mid-range distance; just use 2H when close enough;
  426. big-bodies combo] {GOTO}
  427. > FU-H [119 dmg; for wall-carry or wall-combos]
  428. > FU-H > 2S > FU-K [107 dmg; mby use when already commited to the fast Fuujin]
  429. > ~66 > 2K > 236S <r> BF [testme]
  430. > 5K > FU-K [106 dmg]
  431. <wb> FU-H [121 dmg; works at roundstart-distance with great corner-carry but doesn't give you the wall-break sadly]
  432. <co> 5K > FU-H > 5K > 5H(W!) [166 dmg; works about one dash back from opponent roundstart-distance]
  433. CH 2D > FU-K > c.S > 2H > 236[S] <r> ~66 > BF [128|145 dmg; can also use uncharged Kou which is insignificantly more consistent, but puts them away farther] {GOTO}
  434. > AD > j.H(OTG) [159 dmg]
  435. <66RRC> ~66 > c.S > 2H > 236[S] <co> j.D > lc > j.D(W!) [215 dmg; works reverse from opponents starting-range]
  436. > 5K > FU-~S > ~66 > 5H(W!) [217 dmg; works corner-to-corner]
  437. > [~FU]-H <co> 5S > 5H(W!) [193 dmg; slightly charge Fuujin to get the H-followup, otherwise just use the normal Fuujin K-followup] {GOTO}
  438. <co> 6H > FU-H > 5K > 5H(W!) [194 dmg; standard wall-break combo, works at mid-range distance; just use the 2H combo as way more consistent]
  439. <co> 236S > j.D > 2K > 6P > FU(W!) [testmenew]
  440. > AD <66BRC> j.S > c.S > [~FU] > j.D > lc > j.D(W!) [testmenew; Jiro's new method to extend combos with meter, might give more damage;
  441. https://youtu.be/6BJJ1FKllns?t=1128]
  442. 236[~S] > j.S > 5S > ... [testmenew if works from roundstart-distance]
  443. > FU-H [129 dmg; super easy one]
  444. > 2K > 236S <r> ~66 > BF [126 dmg; maybe as a last-resort if you cancel too late]
  445. > 236[S] > j.D > AD > j.S > c.S > 236S > j.K > j.D(W!) [testmenew; might neeed run-momentum]
  446. CH 5D(ab) > 5K > FU-H [93 dmg; this will only happen if they try to jump out of a blockstring and you catch them exactly in the right moment; eventually you can get a ~66 c.S too]
  447.  
  448. CH FU-K > c.S > 2D > 236S <r> ~66 > BF [129 dmg]
  449. x><co> j.D > AD > j.K > 5P > 2P
  450. > 5H > FU-S [145 dmg]
  451. <RRC> ~66 > c.S > 2H > 236[S] <co> j.D(W!) [217 dmg]
  452. > 2H(Cr) > 236[S] > 2K > 236S <r> ~66 > BF [172 dmg]
  453. > 2K > 2D > 236S <r> BF [116 dmg]
  454. CH FU-H > 5K > FU-K [105 dmg; whole combo-tree basically only there if I am too dumb to cancel into Hop in time; might need to delay the 5K a tad]
  455. > ~66 > 5K > 236S <r> ~66 > BD [121 dmg; very hard to get the correct oki, you need a longer dash than usual, tap Dash-Macro and input 236P afap] {GOTO}
  456. > FU-H [122 dmg; works at roundstart-distance with great corner-carry but doesn't give you the wall-break sadly]
  457. <co> 5K > FU-H > 5K > 5H(W!) [170 dmg; works about one backdash from opponent roundstart-distance]
  458. > 2K > 236S > j.K > j.D > 5K > FU-H > 5H(W!) [testmenew https://youtu.be/K-gXZOTQJVc?t=1950]
  459. > c.S > 2H > 236[S] <r> BF [142 dmg; pretty hard to get the micro-dash quick enough]
  460. <co> j.K > j.D > lc > j.D(W!) [199 dmg; works at roundstart-distance]
  461. > 236S <co> j.D > c.S > 236S > 5H(W!) [208 dmg; works at opponent roundstart-distance; getting the running c.S Kou is rly awkward; version and more dmg]
  462. CH FU~S > 5K > FU-K [85 dmg; doesn't work max-range]
  463. > FU-H [110 dmg; needs to be relatively close]
  464. |> c.S > 2H > 236[S] <r> BF [139 dmg; needs to be very close]
  465. <co> j.D > 5K > 5H(W!) [225 dmg; works from opponent starting-range minus a step; getting the j.D is pretty tight, needs fast cancel!]
  466. > 6H > [~FU]-H <co> ~66 > 5K > FU-H(W!) [199 dmg; works from opponent starting-range minus a step; easier than the other combo, but no BF setup here]
  467. |> 2K > 236S <r> BF [104 dmg; option when you are too late for the c.S]
  468. CH (FU)-S > 5K > FU-K [94 dmg; specifically for when you are in the full Fuujin as block-pressure]
  469. CH (FU)-H > ~66 > c.S > 2H > 236[S] > ~4 > BF [145 dmg]
  470. > j.D > c.S > 236S > j.D > 5H(W!) [241 dmg; works minimum from midscreen distance]
  471. <co> 236S > j.K > j.D > 5K > FU-H(W!) [testmenew]
  472. > c.S > 236S > j.D > 5H(W!) [231 dmg; works maximum from opponent roundstart-distance]
  473. CH [FU]-K > 236S > ~66 > c.S > 2H > 236S <r> BF [173 dmg]
  474. <co> j.D > c.S > 236S > 5H(W!) [247 dmg]
  475. <co> 236S > j.D > 2K > 236S > 5H(W!) [242 dmg]
  476. > 5K > FU-H > 5S > 5H(W!) [232 dmg]
  477. |> c.S > 236S > j.D > 5H(W!) [248 dmg; needs to be minimum opponent starting-range minus two dashes and a very close hit]
  478. > ~66 > c.S > 2H > 236[S] <r> ~66 > BF [138 dmg]
  479. > AD > j.H(OTG) [155 dmg; sideswitch-combo]
  480. <co> j.D > c.S > 236S > 5H(W!) [241 dmg; works from opponent roundstart-distance] {GOTO}
  481. > ~66 > 5K > FU-H > 5H(W!) [223 dmg; works from reverse opponent roundstart-distance]
  482. > 5H > FU-S > 5H(W!) [testmenew might be Potemkin specific]
  483. x> 2K > 6P > FU(W!) [testmenew might be more consistent]
  484. <co> 5K > FU-H > ~66 > 5K > 5H(W!) [218 dmg; works from reverse opponent roundstart-distance; needs the high c.S hit]
  485. <66RRC> ~66 > c.S > 2H > 236[S] <co> j.D > 5K > FU-H > 5K > 236K > 5H(W!) [225 dmg; works form corner-to-corner]
  486. <fRRC > (j.H) <co> c.S > FU-H > 5H(W!) [testme Jiro keeps the momentum by fast RRC-ing with a j.H
  487. which whiffs https://youtu.be/-FhWH7WHheE?t=888]
  488. > c.S > 236S <r> ~66 > BF [180 dmg; make a mix of micro-dash and delay to hit the c.S as high as possible; the c.S Kou
  489. needs a deep dash-in, easier routes is stopping after charged Kou] {GOTO}
  490. > AD > j.H(OTG) [190 dmg]
  491. <co> j.D > 5H(W!) [232 dmg; works from opponent starting-range]
  492. <66RRC> ~66 > c.S > 236S <co> j.D > 5H(W!) [237 dmg; works corner-to-corner]
  493. > ~66 > c.S > 2H > 236[S] [testmenew]
  494. > [~FU]-H [128 dmg; slightly charge Fuujin to get the H-followup, otherwise just use the normal Fuujin K-followup]
  495. <co> 6H > [~FU]-H > 5K > FU-H(W!) [198 dmg; standard wall-break combo, works at mid-range distance; just use 2H when close enough;
  496. slightly charging second Fuujin makes it more consistent, also hit them with c.S right at your belt-height]
  497. > FU-H [128 dmg; super easy one]
  498. > 236S <r> BF [116 dmg]
  499. <co> j.D > 5S > FU-H > 5S > 5H(W!) [211 dmg]
  500.  
  501.  
  502. Anti-airs:
  503. 2P > 5P > 236S [prime option against Ky's Foundre Arc]
  504. > AD > j.H(OTG)
  505. > FU-K [good against certain specials that are airborne, like May's dolphins, Ky's Foundre Arc, Ramlethal's Flip or Ino's hoverdash; not against Giovanna though]
  506. 5P > 6H(2) > 236S [87 dmg; can drop easily so best you cancel after the 2nd hit of 6H (so 3rd hit in combo); if they are too far away just stop after 6H] {GOTO}
  507. > 5K > FU-K [testme]
  508. 6P > 236S [87 dmg; needs to be extremely close or it whiffs; AD after them to stay closer]
  509. > [~FU]-K [testme; for high hits]
  510. 5K > 6H(2) > 236S [94; can drop easily so best you cancel after the 2nd hit of 6H (so 3rd hit in combo)]
  511. c.S > 2H > 236[S] [131 dmg]
  512. > AD > j.H [153 dmg; works everywhere instead of usually just in the corner] {GOTO}
  513. <co> j.S > 5K > FU-H > 5H(W!) [testmenew]
  514. > FU(OTG)-K [147 dmg; height-dependant and still doesn't leave you as close as for the usual FU-K oki]
  515. > 2K > 236S [testme]
  516. > 5H > [FU]-K
  517. <co> c.S > 5H > FU-H > 5H(W!) [237 dmg]
  518. 236S > FU-K(OTG) [82 dmg; leaves you further away but you are still plus enough for a meaty 5K] {GOTO}
  519. <66RRC> ~66 > c.S > 5H <co> FU-H > 5K > [FU](W!)
  520. > j.S > 5S [testmenew https://youtu.be/lMOE2e0lqW4?t=255]
  521.  
  522. CH 6P > FU|[FU]-K [63 dmg; if you hit them high enough or have the reactions, you can charge the Fuujin; uncharged Fuujin doesn't hit if they are too high]
  523. CH 5P > 5P > 6H(2) [56 dmg; seems pretty reliable and probably best you can get]
  524. > (6P) > FU-H [testme]
  525. > c.S > 236S <co> j.D > AD > j.K > 5P > 2P ... [testme]
  526. CH c.S > (~66 >) c.S > 2H > 236[S] [155 dmg; if you run under them you can even get a sideswitch-combo]
  527. <co> j.D > c.S|5K > FU-H [testme]
  528. > AD > j.X
  529. Ch 6H > 236S > 2K > 236S <r> BF [testmenew https://youtu.be/K-gXZOTQJVc?t=957]
  530. CH 236[S](2) > AD ~> j.K > j.D [114 dmg] {GOTO}
  531. <co> c.S > FU-H > 5K > 5H(W!) [206 dmg; very reliable from roundstart-distance]
  532. ~> j.S > c.S > 2H > 236[S] [171 dmg; very specific so will probably not happen anytime]
  533. > AD > j.H(OTG) [? dmg]
  534. <66RRC> ~66 > c.S > 2H > 236[S] <co> j.D(W!) [? dmg; meter option to get a wall-break for max-range]
  535. > FU-K [157 dmg]
  536. <co> 6H > FU-H > c.S|5K > FU(W!) [218 dmg; very specific but high damaging combo, the higher the easier; very specific for characters;
  537. omit the AD > j.S if you hit them so high that only one hit of Kou connects but very unstable (e.g. against May)]
  538. > FU-H [156 dmg; still carries them extremely far]
  539. > c.S > 236S <co> j.D > c.S > 236S > j.D > 5H(W!) {testmenew]
  540. CH FU-S > c.S > 2H > 236S [139 dmg; NEWv1.09]
  541. > 6H > FU-K [122 dmg; corner-carry]
  542. > 2K > 236S [104 dmg; easier]
  543. > 6H > FU-K [109 dmg; corner-carry]
  544.  
  545.  
  546. Jump-ins:
  547. j.S|H > 2K > 2D [66|74 dmg; j.H needs to be very close or with momentum]
  548. IAD > j.S|H > c.S > 6H > FU-S [120 dmg; need all a pretty deep hit with j.H being less consistent]
  549. > 2D > 236S <r> BF [113|121 dmg]
  550. CH j.S > ~66 > c.S > 5H > ...
  551. > 2H > 236S [119 dmg; actually works, but you have to be relatively close to get the 2H in time]
  552. > AD > j.S > c.S > 6H > FU-S [121 dmg; c.S 2D sadly doesn't work in this case]
  553.  
  554. Air-to-air:
  555. CH j.K > (j.K >) 5S > FU-H [for very high hits you can do two j.Ks when you sj too]
  556. > AD > j.K > j.D <co> ~66 > 5K > FU-H [testmenew]
  557. > j.S >
  558. CH j.S > c.S > 236S <co> j.D > c.S > 236S
  559.  
  560.  
  561. DP-Punishes:
  562. c.s > 2H > 236[S] > c.S > FU-H [testmenew; https://youtu.be/lMOE2e0lqW4?t=628]
  563. > 2H > 236[S] [https://www.youtube.com/watch?v=sOklh5Z6Z_8]
  564.  
  565. Dust combos (to make them more consistent leave out the last double-button and just double-tap the button before it):
  566. 5[D]~[8] > j.H > j.D > jc > j.P > j.K > j.S > j.H > j.DD [204 dmg; you need to delay the first j.H a microsecond to make it consistent] {GOTO}
  567. > j.S > j.K > j.S > j.K > j.DD [testme]
  568. |> j.S > j.H > j.S > j.DD [204 dmg; doesn't work on Ky/Chipp/Anji]
  569. > j.S > jc > j.K > j.S > j.H > j.DD [204 dmg]
  570. > j.H > j.S > j.H > j.H [194 dmg]
  571. |> j.DD [202 dmg; doesn't work on Ky/Chipp/Anji]
  572. ~> j.H > j.S > j.D > jc > j.H > j.K > j.DD [testme]
  573. 5D <RRC> ~66 > c.S > 2H > 236[S] [96 dmg; can sideswitch easily and get a corner-extension; testme if also works without CH and with late PRC]
  574. <PRC> ~66 > c.S > 6H > FU-S > 5H(W!) [testme if using 6H is better to get the wall-break
  575.  
  576. #=======================================================================================#
  577.  
  578.  
  579. #1-2 Corner combos:
  580.  
  581. 2P <RRC> 236[S] > c.S > 2H > 236[S] > j.D > 5H(W!) [167 dmg] {GOTO}
  582. <RRC> 2H > 236[S] > c.S > 2H > FU-H > 5H(W!) [162 dmg]
  583. > 5K > FU-H > 5H(W!) [152 dmg]
  584. <RRC> c.S > 2H > 236[S] > j.D > c.S > 2H > 5H > [FU](W!) [161 dmg]
  585. 5P > 6P > 236S <r> ~4 > BF [80 dmg]
  586. > FU-H > c.S > 236S > 5H(W!) [157 dmg]
  587. > 5H > FU-H(W!) [155 dmg]
  588. 6P > 236S <r> ~4 > BF [87 dmg]
  589. > FU-H > 5K > 236S <r> BF [130 dmg]
  590. > j.S > 5H(W!) [182 dmg; 5K needs to hit aeap; seemingly doesn't work on Pot]
  591. 2K|5K > 2D > 236S > j.S > 5K > FU-H > 5K > 5H(W!) [163|197 dmg; hit the j.S without delay; can also use j.K instead but minimal difference; charging the Fuujin slightly can
  592. make it a tiny bit more consistent] {GOTO}
  593. c.S > 2D > 236S > j.S > 5K|5S > FU-H > 5H(W!) [221|222 dmg; kinda hard without run-momentum; can also use j.K for some 6 dmg less which is more consistent
  594. for some characters though] {GOTO}
  595. > 6P > FU-H > c.S > 236S > j.D(W!) [208 dmg]
  596. > 2S|5S > 5H <66RRC> 236[S] > c.S > 236S ~> j.D > lc > j.D(W!) [225|226 dmg; delay the j.D slightly or it whiffs] {GOTO}
  597. > FU-S <66RRC> ~66 > c.S > 236S > j.D(W!) [215|216 dmg]
  598. (c.S) > 2S > 5H > FU-S <66RRC> ~66 > c.S > 2H > 236[S] > j.K > lc > j.D(W!) [282 dmg; needs the 66 for the RC unless you cancel it before Nagiha]
  599. <66RRC> 5S > FU-H > 5H(W!) [254 dmg]
  600. > 2D > 236S > j.S > 5S > FU-H > 5S > 5H(W!) [236 dmg]
  601. |> j.K > j.D > 2K > 236S > j.K > j.D > 5H(W!) [254 dmg; needs run-momentum]
  602. (c.S > 2S) > 2H >
  603. 5S > FU-S <RRC> 236[S] > c.S > 236S > j.D > 5H(W!) [201 dmg] {GOTO}
  604. <66RRC> 236S ~> j.S > c.S > 5H > FU-H(W!) [193 dmg; you need to delay the j.S to about half you fall, otherwise you get a 5S; https://youtu.be/AAepGDeWk5Y?t=14305]
  605. > 236S <r> BF [153 dmg; to keep the corner]
  606. > 2K > 236S > j.D > lc > j.D(W!) [195 dmg; bit tight to time]
  607. c.S > 2H > 236[S] > j.D(W!) [190 dmg]
  608. <fRRC> 236S ~> j.S > c.S > 236[S] > j.S > 5H(W!) [testmenew]
  609. 2H > 236S ~> j.D > c.S > 2H > 236S > j.D|K > ~66 > 5H(W!) [258 dmg; j.D needs a weird delay and hit c.S ahap; vs Chipp use j.K instead at the end;
  610. OD2 at end should barely hit] {GOTO}
  611. > 5K > FU-H > 5S > 5H(W!) [223 dmg]
  612. > 236[S] > c.S > 2H > 236[S] > j.D > lc > j.D(W!) [251 dmg]
  613. |> j.D > c.S > 236S > j.K > j.D > lc > j.D(W!) [252 dmg; only when about a dash away from corner]
  614. > 5K > FU-H > 5H(W!) [229 dmg]
  615. > FU-H > c.S > 236S > j.D > lc > j.D(W!) [2210 dmg]
  616. 2D > 236S > j.K > j.D > c.S > 2H > FU-H(W!) [217 dmg]
  617. > 5K > FU-H > 5K > 5H(W!) [197 dmg; works also almost a dash away]
  618. > j.S > 5S > FU-H > 5S > 5H(W!) [201 dmg]
  619. > 5H > [~FU]-H > 5S > 5H(W!) [210 dmg]
  620. > FU-H > c.S > 236S > j.D > 5H(W!) [testmenew]
  621. 5D <RRC> 236[S] > c.S > 236S > c.S > 236S(1) ~> j.D(W!) [160|197 dmg; all deal less dmg if you are fully up-close, but already a blocked c.S|2K before the 5D gives you the
  622. better damage; the last Kou only hits once after a blocked c.S with no run-momentum, otherwise the second hit wallbreaks;
  623. stylish; end after second Kou to keep the corner]
  624. ~> c.S > 5H > FU-H > 5H(W!) [147|185 dmg; less stylish but you have to use this one if you want to end with OD2]
  625. > 2H > 236[S] > j.D(W!) [156|189 dmg; easiest probably]
  626.  
  627. FU~S <RRC> 236[S] > c.S > 2H > 236[S] > j.D > lc > j.D(!W) [204 dmg]
  628. <66PRC> 236S > j.S > c.S > 236S > j.S > 5K > ... [testmenew]
  629. <66RRC> ~66 > 236S > j.S > c.S > 236[~S] > j.S > 5K > FU-H(W!) [testmenew https://youtu.be/K-gXZOTQJVc?t=873; probably best option considering you can re-pressure if the
  630. Nagiha was blocked]
  631. <66fRRC> 236S > j.S > c.S > 236S > j.D > lc > j.D(W!) [testmenew]
  632. > c.S > 2S > 5H > FU-~S > 5H(W!) [testmenew]
  633. FU~H > c.S > 236S > j.D > [6]c.S > 236S > j.D > 5H(W!) [200 dmg; hold forward when doing the c.S; doesn't work on big-bodies!] {GOTO}
  634. > c.S > 5H > FU-K > 5H(W!) [176 dmg; for big-bodies]
  635. > ~66 > c.S > 2H > 236[S] > j.D > lc > j.D(W!) [178 dmg; needs a super-specific delay for the first H followup, hit it exactly when the green effects are disappearing]
  636. > 236S > j.K > j.D > c.S > 236S > j.D > 5H(W!) [180 dmg; for big-bodies; against light-weights do not use Kou immediately but let them fall a bit first but the j.D
  637. already wallbreaks then] {GOTO}
  638. > 5K > FU-H > 5K > FU-H(W!) [158 dmg; for max-range]
  639. <PRC> 236[S] > c.S > 2H > 236[S] > j.D > 5H(W!) [199 dmg; to make the most out of a late PRC]
  640.  
  641. [FU]-K > c.S > 236S ~> j.D > c.S > 236S > j.D(W!) [230 dmg; looks actually to be the most consistent Kou combo for the starter; hit the c.S soon but delay the j.D] {GOTO}
  642. > 2S > 5H > FU-H(W!) [222 dmg; if you want to end in OD2]
  643. > 6H > FU-H > c.S > 5H > 5H(W!) [201 dmg]
  644. > 2H > 236[S] ~> j.D > c.S > 236S > j.D(W!) [227 dmg; needs a pretty high hit]
  645. ~> c.S > 236S > j.S > 5K > FU-H > (5K >) 5H(W!) [203 dmg; needs an extremely late c.S, so can be used as emergency combo]
  646. (FU-P) > 2K > 2D > 236S > j.S > 5K > FU-H > 5H(W!) [193 dmg; for the PRC reset]
  647. > 2D > 236S > j.S > 5K > FU-H > c.S > 5H(W!) [236 dmg]
  648. > j.K > j.D > 6c.S > 2H > 236S [214 dmg; to keep the corner]
  649. > j.K > 5H(W!) [262 dmg]
  650. > 236S > j.S > 5K > ~66 > 5H(W!) [260 dmg; pretty hard to get]
  651. (FU-H) ~<fPRC> 2D > 236S > j.K > 5K > FU-H > 5K > 5[D](W!)
  652.  
  653. th <RRC> 236[S] > 6c.S > 236S > j.D > 5H(W!) [166 dmg; also works for air-throw; the c.S can whiff very easily when further out so hold forward for it]
  654. <66fPRC> 236S > c.S > 236[~S] > j.K > j.D > 5H(W!) [169 dmg; throw-PRC OS combo; charge the second Kou for a microsecond otherwise the j.K j.D won't combo] {GOTO}
  655. > 2S > 5H > FU-H(W!) [158 dmg]
  656. <66fRRC> 236S x> j.S > c.S > 236S > j.D > 5H(W!) [177 dmg; extremely hard, you need to RC at the very first frame or you can't fast-RC]
  657.  
  658.  
  659. CH 6P > 236S > j.K > j.D > c.S > 236S > j.D > 5H(W!) [224 dmg; second hit of second Kou whiffs easily; ending after second Kou is best option to keep corner using OTG] {GOTO}
  660. > 5H > FU-S > ~66 > 5H(W!) [220 dmg]
  661. > 2S > 5H > FU-H(W!) [216 dmg; easier]
  662. > FU-H > c.S > 5H > FU-S > ~66 > 5H(W!) [187 dmg]
  663. > 236S [138 dmg; to keep the corner, gives directly decent autospacing without having to OTG]
  664. CH c.S > 2H > 236[S] > j.D > c.S > 236S > 5H(W!) [256 dmg; also for crouching making it a great DP-punish!]
  665. > c.S > 2H > 236[S] > 5H(W!) [248 dmg; bit easier; omit the 2H to keep corner and get an OTG setup]
  666. > 2D > 236S > j.K > j.D > 6c.S > 236S > 5H(W!) [244 dmg; getting the c.S is very tight, you can hold forward to get a microwalk which helps it a bit]
  667. > 5K > 236S [191 dmg; better option to keep the corner as it is easier and gives directly decent autospacing without having to OTG]
  668. > j.D > c.S > 2S > 5H > FU-H(W!) [testmenew]
  669. > FU-H(Cr) > c.S > 2H > 236[S] > j.D(W!) [211 dmg]
  670. CH (c.S) >> 2S > 2H > FU-H > 5S > FU-H > 5H(W!) [222 dmg; only with run-momentum and needs still a pretty tight frametrap]
  671. |> 236[S] > j.D > 5K > 236S > j.S > 5H(W!) [256 dmg]
  672. > 2K > FU-H > 5H(W!) [254 dmg; https://youtu.be/8ATMLHwU_MM?t=776]
  673. > 2H > 236[S] > c.S > 236S > 5K > 236S > j.S > 5H(W!) [313 dmg; end after third Kou to keep the corner, gives a nice autospaced BF that beats DPs] {GOTO}
  674. > FU-H > 5H(W!) [301 dmg; triple Kou doesn't work due to pushblock]
  675. > 2H > 236[S] > j.D > lc > j.D(W!) [299 dmg; stopping after the second Kou gives you a run-up 5H(OTG) BF setup that beats DPs]
  676. CH (c.S >> 2S) > 2H > 236[S] > j.D > 6c.S > 236S > j.D > 5H(W!) [317 dmg; getting the c.S is pretty awkward but holding forward helps with that]
  677. > 5K > 236S > 5K > 236S(W!) [303 dmg; way easier] {GOTO}
  678. > 5S > 5H > FU-H > 5H(W!) [279 dmg]
  679. |> c.S > 236S > j.D > c.S > 236S > j.D(W!) [328 dmg; needs run-momentum]]
  680. > 5K > FU-H > 5H(W!) [309 dmg; to end in OD2, but deals exatly same damage as above combo then]
  681. > 2H > 236[S] > j.D > lc > j.D(W!) [308 dmg; to keep the corner; stopping after second Kou gives you a run-up 5H OTG BF setup]
  682. CH 5S|2S > 2H > [~FU]-H > 5S > 236S > 5H(W!) [192 dmg; works on all ranges where 2H still hits, throw ~66 c.S(OTG) BF gives you the exact range]
  683. CH 2H > 236[S] > (c.S > 236S)x2 > j.D > 5H(W!) [274 dmg; Kou-loops; hit the c.S aeap; only at ranges where both hits of Kou connect (up-close to mid-range)] {GOTO}
  684. |> j.D > c.S > 236S > j.D > c.S > 236S(W!) [280 dmg; only works from a bit further away and still pretty specific]
  685. > 5K > FU-H(W!) [256 dmg]
  686. > 2K > 236S > 5H(W!) [265 dmg]
  687. > 236S ~> j.D > c.S > 2H > 236S > j.D(W!) [261 dmg; needs a pretty awkward delay on j.D (around half-way down); 2H can still whiff]
  688. > 5H > FU-H > 5H(W!) [247 dmg; a bit more consistent]
  689. |> [FU]-K > c.S > 236S)x2 > j.D > (~66 >) 5H(W!) [294 dmg; for max-range (where only one hit of Kou would hit) but NOT at close-range!]
  690. CH 5H > [FU]-K > c.S > 236S > j.D > c.S > 236S > j.D > 5H(W!) [316 dmg] {GOTO}
  691. > 2S > 5H > OD2(W!) [testme]
  692. > 2H > 236S > j.D > c.S > 2S > 5H > 236K > 5H(W!) [311 dmg; bit easier route]
  693. > j.S > 2P|5K > 5H(W!) [257|261 dmg; against Potemkin/Goldlewis]
  694. CH 6H(1) > [FU]-K > c.S > 236S > c.S > 236S > j.D > 5H(W!) [226 dmg] {GOTO}
  695. > 2H > 236S > j.D > c.S > 2S > 5H > 236K > 5H(W!) [219 dmg; not really easier]
  696. CH 2D > c.S > 5S > 5H > FU-H > 5K [196 dmg; most consistent]
  697. > FU-K > c.S > 236S > j.S > 5S > FU-S > 5H(W!) [testmenew]
  698. > 236[~S] > j.S <r> BF [testmenew https://youtu.be/K-gXZOTQJVc?t=633]
  699. > FU~-H > c.S > 236S > j.D > 5H(W!) [192 dmg; needs an awkard delay for Rin if you are early with the cancel]
  700. > 236[S] > j.D > c.S > 236S ~> j.S > ... [testmenew if I can get a wallbreak out of it, doing a second j.D doesn't work and j.K j.D doesn't either]
  701.  
  702. CH FU-H > c.S > 5H|5S > FU-H > 5H(W!) [196 dmg]
  703. > 236S > j.D > c.S > 236S > 5H(W!) [testmenew]
  704. ~> 236S > j.K > j.D > c.S > 236S > ~66 > 5H(W!) [216 dmg; seemingly doesn't work on Pot]
  705. CH FU-P > 2K > 236K > 5H(W!) [testme if you already commited to Shin you can still get a wallbreak this way]
  706. CH FU~H > 236[S] [testme]
  707. CH [FU]-K > 236S > c.S > 236S > c.S > 236S > j.D > 5H[W!] [248 dmg; Kou-loops; you have to be pretty ready for this though]
  708. |> j.S > 5K > FU-H(W!) [230 dmg; only possible when you don't get max height]
  709. > c.S > 236S > j.D > c.S > 236S > 5H(W!) [242 dmg]
  710. ~> c.S > 236S > c.S > 236S > c.S > 236S > j.D[W!] [241 dmg; can whiff]
  711. CH (FU)-S > 5K > FU-H > c.S > 5H > FU-H(W!) [217 dmg]
  712. > 236S <r> BF [171 dmg; if you want to keep the corner; gives an auto-spaced BF]
  713.  
  714.  
  715. Corner Anti-airs:
  716. 5P > 6P > 236S > 5K > FU-H > 5H(W!) [167 dmg]
  717. > 5P > 6P > 236S > 5K > FU-H > 5K > 5H(W!) [157 dmg; needs to hit them high enough]
  718. 6P > FU-H > c.S > 5H > FU-H(W!) [181 dmg]
  719. 236S(2) > 5K > FU-H > c.S > 5H > FU-K > 5H(W!) [208 dmg; up-close you can also use c.S > 5H instead 5K]
  720. |> j.D > 5K > FU-H > c.S > 5H(W!) [207 dmg; only for high enough hits and not up-close; depending on height you can also use c.S > 5H instead 5K]
  721. 236[S] > c.S > 5H > FU-H > 5K > 5H(W!) [212 dmg]
  722. > 236S > c.S > 5H > FU-H > 5K > 5H(W!) [244 dmg; only up-close and high hits]
  723. CH 5P > 5K > FU-H > OD(W!) [testme]
  724. CH 6P > [FU]~H > c.S > 5H > FU-H(W!) [184 dmg; use normal FU~H if they are low and you confirm late]
  725. > 236S > j.D > jc > j.D ~> j.S > c.S > 236S > 5H(W!) [testmenew; https://youtu.be/6BJJ1FKllns?t=1629]
  726.  
  727.  
  728. Corner Jump-ins:
  729. j.S > c.S > 2H > 236[S] [testme might not combo]
  730.  
  731.  
  732. Corner Air-to-air:
  733. CH j.K > j.S > c.S > 2H > FU-H > 5S > 5H(W!) [171 dmg; only for high hits; j.K > j.S is NOT a gatling, you need an awkward delay to about in the middle of your fall]
  734. > 5K > FU-H > 5K > FU-K > 5H(W!) [when you are further out https://youtu.be/8ATMLHwU_MM?t=1329 testme]
  735. CH j.S > j.D > c.S > 236S [testmenew]
  736. CH j.D > c.S > 2H > 236[S] > c.S > ... [testmenew]
  737.  
  738.  
  739. Corner DP-Punishes:
  740. c.S(ab) > 2H > 236[S] > 236S > j.K > j.D > 2K > 6P > FU(W!) [vs Sol; testme]
  741.  
  742.  
  743. ##================================================================================================================================================================================##
  744.  
  745.  
  746.  
  747. #2 Blockstrings:
  748.  
  749.  
  750. > indicates Frametraps (blockstrings with natural frametraps; all usual ones catch them jumping; all measured from close-up, being away changes things drastically)
  751. >> indicates a tight blockstring, so to get a frametrap you have to manually delay the button
  752. /> indicates no gatling but just resetting pressure
  753.  
  754.  
  755. 2P|5P(x2) > 6P (BEATS! 3f normals; use this to stop them from mashing)
  756. > 6H (catches back-dashers; use this to catch them back-dashing or when jumping keep them in blockstun; x3 YPs lets them back-dash out but still catches jumping)
  757. (testmenew with the new FD they can mash out of it, try to find options against that like maybe Fuujin)
  758. > [FU] (testmenew if this catches backdashers)
  759. 2P|5P(x3) > [FU] (catches back-dashers; use this to catch them back-dashing or when jumping keep them in blockstun)
  760. 2P > 2K
  761. > 6H (LOSES! to 3f/4f/5f/6f normals, TRADES! with 7f normals)
  762. > BF (seems to be a DP-bait)
  763. > [~FU] (LOSES! to 3f/4f/5f/6f normals, BEATS 7f normals)
  764. 5P > 6P
  765. > 6H (LOSES! to 3f/4f normals, TRADES! with 5f normals, BEATS! 6f normals)
  766. |> c.S (testme with momentum)
  767. > [FU] (testme)
  768. > [~FU] (LOSES! to 3f/4f/5f normals, Trades! with 6f normals, BEATS 7f normals)
  769. 2P|5P|5K /> 2K > 2D (Fake frametrap that uses 2K's speed and low-profiling to beat out high counterpokes like 5Ps; loses to any low counterpoke obviously;
  770. at a tiny distance it makes even Sol's 5K whiff and you get a punish, but range is very specific as 2D won't hit if you are too far away again)
  771. /> 2S > 5H (same principle as abobe, but slower; also the only thing you can combo into if it hits is OD2 or using RC)
  772. 2K|5K >> 6P
  773. > 6H (LOSES! to 3f/4f normals, TRADES! with 5f normals, BEATS! 6f normals)
  774. > FU (LOSES! to 3f/4f/5f normals, TRADES! with 6f normals, BEATS! 7f normals; pretty risky callout and there's not much reason not just adding a 2D and then Fuujin)
  775. >> 2D
  776. > BF (this should be a lot more potent now, especially in the corner and be a real mix situation between it and Spin/Kou/Fuujin)
  777. > 2S (this might put you at a great range to counterhit their attacks like Sol's 5K and pressure with a safe low afterwards testmenew
  778. https://youtu.be/9wdvkd3saYA?t=5160 check if you can link into a 2D after the BF2)
  779. 2K > 2D
  780. > BF > 8AD > 2K > 2D > 236S (cross-up when close enough and gives a whack situation; might be pretty good to get out of the corner yourself https://youtu.be/6BJJ1FKllns?t=1816)
  781. > 2K > 2D (I see Jiro do this sometimes, seems pretty decent; might need a micro-dash)
  782. > 5K
  783. > 2P > c.S (maybe to get into 6H or c.S strings?, KidViper does it often)
  784. > 5D|5[D] (the usual sneaky frametrap and high/low-mixup; LOSES! to 3f/4f/5f/6f/7f normals so it's pretty risky)
  785. 5K > 5D
  786. <66BRC> testmenew
  787. X > 6H(1) > 236K > th (good option for resetting pressure)
  788.  
  789. c.S >> 6P (only use I see for it is delaying it on purpose in the corner to catch them jumping, but even then it is very tight and you rather use 2S or 2D for that)
  790. >> 5S
  791. > 5H (great frametrap that BEATS! 3f normals while pushing them out; oCH can then go into [FU]-K combo)
  792. > FU-S
  793. >> 2S (delayed should be a great option if they try to hold up-back, so you can try then to enforce other options; does not really catch back-dash though)
  794. > 5H (catches them up-backing)
  795. > BF
  796. > ~66 > 5H (Jiro does this often)
  797. > FU-P (can make short DPs whiff)
  798. > 2H (big callout option for them mashing or up-backing, but you have to make them try that first with resets)
  799. >> FU-S (first only tight blockstring that ends in Fuujin; also if you are further away and unsure if the Fuujin after a 5H would connect; testme if tight)
  800. /> 2K > 2D (for the double-low frametrap, they might be able to up-back it though)
  801. > 6H
  802. /> 5K > 6H (this one seems to be really effective to reset pressure)
  803. /> 2P
  804. > BF
  805. > 236K
  806. > ~66 > th (should still work fine and unreactable as you are close unless the FD'd)
  807. > bl (might be a good and safe point to bait DPs)
  808. >> 5H (this one is GREAT against Potemkin if delayed, as it catches his backwards megafist very easily where 2S,5S,6H,2H all whiff!;
  809. also pretty important if you are unsure if you are close enough to get a c.S, so you don't look like an idiot when you aren't and get a 5S instead)
  810. >> FU-S (second only tight blockstring that ends in Fuujin)
  811. >> FU-S (second only tight blockstring that ends in Fuujin)
  812. <co,88RRC>> AD > j.S (gives you a safejump in the corner!, midscreen it crosses up though)
  813. >> 6H (6H is good when they FD you)
  814. >> FU-S (third only tight blockstring that ends in Fuujin)
  815. > BF > bd|bl > 66 > c.S (reset that's probably pretty fake)
  816. >> 2D (delayed this is good to catch up-backers, you can go into a Kou then which is big payout in corner, you need to delay it longer than you might think though)
  817. > FU-S
  818. > 2H (LOSES! to 3f normals, BEATS! 4f normals; hits them jumping; also combos on crouching or oCH)
  819. > ~66 > th (greedy tick-throw)
  820. > c.S (even greedier pressure reset but I see it really often; if the first one CHs you can get a natural combo with it)
  821. > 5D (BEATS! 3f normals!, can then convert into combo with RRC, gives nothing oCH but you get more time for the RRC confirm; plink it to stay sure,
  822. catches them up-backing!)
  823. <fRRC> (to keep it tight even when blocked)
  824. > 5[D]
  825. > FU~X (greedy Kara-reset but often great if you established the "I'm gonna walk up and throw or delay 2S"-play)
  826. > 9jc~[4] > j.S (The standard Burst-Bait that also serves as a reset)
  827. <co> jc <66BRC> j.K > c.S (from dryace; fking sick actually, done fast enough it even is a tight blockstring!)
  828. <66BRC> j.S > AD > j.S (double-overhead option)
  829. <66BRC> j.S > 2K (overhead-low option)
  830. <66BRC> 2K (empty-low option)
  831. <44BRC> AD > j.S (to beat fuzzy-block)
  832. <RRC> 5D (makes it frametight if you time it correctly; fRC does NOT work!)
  833. /> 2P (testmenew seen Jiro do this once or twice)
  834. 2S > 5H (BEATS! 3f normals; great to use after resetting pressure with an RC or Spin, as it is kinda slow while dodging pokes)
  835. 5S > 5H (BEATS! 3f normals)
  836. > 2H (when you wanted to get a c.S but got a 5S instead, this might be decent to catch jumpers in the corner)
  837. > FU (very range-dependant, but from c.S blockstring it LOSES! to 3f normals, TRADES! with 4f normals and BEATS! 5f normals; from throw > BF setup it gets a frame better)
  838. 5H > 5H (why not?, let's just go fishing!)
  839. >> FU (can whiff on absolute max-range)
  840. 6H(3) > FU (BEATS! 3f normals)
  841. > FU~P <66PRC> c.S (for the butterfly crossup testme if it also works as you are further ranged)
  842. > BF (hilariously BEATS! Sol's DP, so it might be a good option when they try to DP after a blocked 6H, also BEATS! Sol's 5K and BF1 punishes him!)
  843. > 6H (This seems to be surprisingly decent once they are conditioned enough to do nothing else.)
  844. 6H(1) > BF (this doesn't seem too bad, they are expecting you to finish the spins so you just cancel into butterfly; https://youtu.be/hvSt1DnIhAM?t=235)
  845. > 236K > c.S|th (in the same vein, might also be a good spot to reset pressure this way)
  846. 2D > FU (LOSES! to 3f normals, TRADES! with 4f normals, BEATS! 5f normals; catches them jumping but not back-dashes)
  847.  
  848.  
  849. FU-P <co> 5K|2D (Only in corner as you are otherwise too far away)
  850. <co> 236K > th|c.S (Fake but let's you reset your pressure in a better way while catching their early mashes)
  851. <co> 2D > FU-P (You can loop it that way, only good against Nagoriyuki though)
  852. <co> <66PRC> j.K > AD > j.H: Gives you some neat shmix if they block the Shin. Maybe if they jump away from it you can still air-grab them that way.
  853. FU-S <66PRC> 2K > c.S|th|5D|2K (https://youtu.be/K-gXZOTQJVc?t=1574; this makes the 2K plus so you get a frametrap with the c.S and can then go for a throw instead; because of
  854. the PRC-slowdown it even combos into c.S so this is definitely a great option; also catches them up-backing which you can convert into a c.S 2H)
  855. <fRRC>> 2S (for the instant low frametrap, but probably not that good as the reward is kinda low)
  856. <66fRRC>> 5D (for the instant high; is frametight!)
  857. <co,88RRC>> j.S > AD > j.S (most likely not worth it, as you need to be very close; you can force a high/low that way; low is frametrapped though, as well as second high)
  858. > 5S (this could be an option against them mashing as it puts you at a perfect distance to counter-poke their 5Ps)
  859. > 2D
  860. > OD2 (yoooooo the disrespect though???!)
  861. FU > 5K > 6H
  862. 236S <22PRC> j.S (for the instant-overhead)
  863. OD1 > 5K: testme when the parry gets triggered after a e.g. a projectile, you stay still safe
  864.  
  865.  
  866. j.S > 5P (BEATS! 3f normals)
  867. IAD j.H > 2P (might be needed to make the post-wallbreak situation safe)
  868.  
  869.  
  870. X > 236[S]|[K]|[FU] (you can cancel ANY button into your dodges and it BEATS! 3f normals AND reversals!)
  871.  
  872.  
  873.  
  874. ###==============================================================================================================================================================================###
  875.  
  876.  
  877.  
  878. #3 Setups:
  879.  
  880.  
  881.  
  882. Shitsu (Butterfly) things to consider:
  883. You want to get setups so BF1 hits meaty, then after spawning it you can freely apply more pressure because BF1 beats mash and throw.
  884. The real mix starts between BF1 and BF2, here you can't just run up because they will be able to mash out of of e.g. run up c.S, so you gotta use other things.
  885. Standard setups are: Throw, Kou, 2D
  886.  
  887. BIG ISSUE 1: Up-back-jump between BF1 and BF2; you need to find good options for that as it seems to be the default most gravitates to.
  888. BIG ISSUE 2: back-dash between BF1 and BF2. This is hard to contest, you need to either call it out with running up or making a really tight Fuujin, anything else whiffs.
  889. BIG ISSUE 3: Them mashing after BF1. Most of the ~66 setups don't work against it, so you have to establish them taking the pressure or trying to react.
  890. BIG ISSUE 4: Them DP-ing. This obviously only counts for Sol etc. You have options, but for most you lose pressure if you do them. Any tight blockstring will work,
  891. with 5S and 6H being the easiest, but they can just block those and then DP after them, but that let's you bait it at least. The best option would be
  892. a frametight Fuujin, but this is so ridiculous hard to do, don't count on it. If you actually manage to make the Fuujin tight, you can block-bait it, but
  893. ONLY if they are stand-blocking, and you can not throw it as you are way too plus then and the throw will whiff.
  894. Otherwise hard-baiting it with run-up back-dash might be good too.
  895.  
  896. Regarding DPs:
  897. Most setups that auto-time the BF1 to do that have to take special consideration against DPs, some require some certain delays and depending on character might
  898. work better or worse.
  899. Also the DPs are active before the can be hit out of them, you can still get hit just dashing in mindless, and as soon as you get hit or block the DP the BF goes through
  900. them (that's how it is at least with Ky). So do a delayed dash-in or dash in and hold back or do a jump air-dash etc.
  901.  
  902.  
  903.  
  904. th > BF: The GOTO move for spawning a butterfly, as it auto-times it. Cancel into BF right when as they are about hitting the ground.
  905. To make it also hit DPs, depending on the setup and character you have to DELAY the butterfly a bit, spawn it when Anji has finished the animation!
  906. Also in the corner you have to often use an otg BF setup (c.S after bf as standard one) or use the 2H(OTG) Spin setup.
  907. Oh my god, basically make everything new.
  908. > ~66 > 2K > 2D > BF2: Is extremely tight and you are still slightly plus afterwards. Delay it slightly to catch people jumping. Converts oH into FU-H or even Kou.
  909. With 3K it is a DP-safe against them DP-ing BF1, with the low-profiling you can confirm into good punishes depending on the DP.
  910. Biggest problem is that they back-dash out of it before the 2K hits them. Interestingly it is still tight against DPs.
  911. You can do a further dash in to catch their back-dash, but at this point it is no longer tight against DPs.
  912. testmenew if you can do the 2K and still reset
  913. > FU~P: Might be a decent frametrap but if they jump they can air-throw you
  914. > 5H: Might be a good option if you see them FD'ing
  915. > 236[~S] > AD <66BRC> j.S > c.S > 236[~S] testmenew for when the lows hit
  916. > j.S <r> BF > (5S) testmenew seen Jiro do it but maybe needs corner
  917. > th: When done deep enough you can throw them before BF2 puts them in blockstun again, making it a great mix with 2D.
  918. > 2P > BF2 > ~66 > c.S: ?
  919. > ~66 > c.S: Might also work without another microdash if dashed in a bit further in the first place.
  920. > th
  921. > 2K > BF > c.S
  922. <co> BF2 > ~66 > c.S:
  923. > 5K > 8AD > j.H: whack side-switch frametrap. https://youtu.be/K-gXZOTQJVc?t=780 testmenew
  924. > 2K > 2D > 236S: Jiro is so big-brain it's frightening. https://youtu.be/K-gXZOTQJVc?t=1488
  925. > 2P > bl: Tight blockstring if done right AND you can still dash-block early DPs.
  926. > BF2 > ~66 > 2K|c.S > 2D: Kid-Viper uses it a LOT and seems to be a great and safe way to pressure: https://youtu.be/GdOQdk6PWko?t=510.
  927. > th
  928. > bd > BF2 > ~66 > 2K > 2D: When baiting their throw (https://youtu.be/iU9Z1QfK8cE?t=2587).
  929. > 5D > BF2 > 5K > 2D: Best do it with the dash-macro.
  930. > 2D: testmenew Jiro does this often and then just resets with a hop
  931. > c.S: Seems to also catch back-jump, but is very tight to get it feels. It's important to not press it too soon or you get a 5S and not too late or you get
  932. beaten by mash and very easily thrown if you are not super-tight. But if you can do it it's a great option as you can react to crap.
  933. If you get a CH with it BF2 will hit them afterwards which lets you confirm into a 2H or just run-up c.S;
  934. you can even confirm into a [FU]-K > 2K > FU-H|Kou or even a 5[D] > 2K > Kou which is funny AF!
  935. > 9jc > j.S: This might be so fake and only good in the corner, but could also be good depending on opponent. (https://youtu.be/GdOQdk6PWko?t=543)
  936. > AD > j.S: For the double-overhead, can even catch back-dashers! https://youtu.be/K-gXZOTQJVc?t=1434
  937. > j.H: To confuse someone's fuzzy-block timing.
  938. > bd: To bait a fuzzy-throw.
  939. <co> j.H: In corner j.H might be better and usable as they don't get pushed out so far.
  940. > BF2 > 2H > 236[S]: If BF1 hits them this combos even if you hit them standing!
  941. > ~66 > 2K > c.S: Might be good if they FD you.
  942. > 2S > 236K > ~66 > c.S: (https://youtu.be/GdOQdk6PWko?t=527)
  943. > th: The classic if you established them staying still and blocking. Also beats DPs between the BF-hits, but you have to be sure to run up close enough.
  944. Sadly, BF2 will often mess up the oki afterwards and hit them in the air which causes them to quick-tech.
  945. > bl > th: This might be better as it baits reversals and might make BF2 not hit them out of the air.
  946. > 44 > BF2 > c.S: The baiter https://youtu.be/8ATMLHwU_MM?t=1113
  947. > 66 > th: The shimmy into the reset. Very risky probably unlesss they are conditioned to stay still.
  948. > 8jc > j.S > c.S > 2D: Good for baiting parries and throw-techs if they are reactionary. https://youtu.be/K-gXZOTQJVc?t=984
  949. > 2S: Might only be good in the corner
  950. >> FU: Can be frametight. Delaying it a bit makes it great to catch them up-backing.
  951. Back-dashers can still get out easily though, if they don't move then BF2 still hits them blocking but it's unlikely to happen.
  952. If you make it frametight and do no followup at all, then BF2 will hit them exactly as BF1 would, meaning DPs will trade with it in which case you can
  953. micro-dash in and try to get a conversion with 5K (BF2 might also whiff and their whole DP goes through in which case you get a better punish obviously).
  954. -S: Completely safe and frametight option. Also the best option if they actually get hit by BF1.
  955. ~-S: Catches them back-dashing but with no reward unless you RC. Can also catch them up-backing but it is very tight and likely won't happen.
  956. -K: This does NOT give you the same oki as after a OTG FU-K, this loses to 5f buttons and DPs!! (it's even a punish) It strangely works against throws though,
  957. probably because BF2 hits them out of the whiff-animation.
  958. > c.S > 2D > Kou: If they get hit by the Fuujin (if you delayed it most likely) then you can convert with this combo. Does NOT work if BF1 hits them!
  959. > 2D: If they get by BF1 you can try this, but it is extremely tight to get and not worth it.
  960. > 6H > FU-S: The c.S can also hit them back-dashing.
  961. > 2S|~2D: If you catch them jumping with BF2, you can do a 2S or a delayed 2D to catch their landing-frames and get a punish from that.
  962. > 2K > c.S: testmenew might need to be near corner
  963. ~-K: To him them mashing, you can delay the hop, so that BF2 hits them and then you get freely in. Loses to DPs.
  964. > c.S > 2D > 236S: If you catch their mash you can convert with c.S > 2D > Kou.
  965. > 2K > 2D > 236S: This is great to catch their landing-frames should they have been jumping out.
  966. > 2P: Back-dash doesn't get caught sadly, but if you see them doing it you should be at advantage so mash yourself to reset the pressure.
  967. -0: doing nothing does bait DPs, but the timing to actually get it is so fking tight it's just not feasable imo BUUUTT in actual life people probably don
  968. > [FU]: Loses against Ky DP.
  969. > 5K > 6H > ...
  970. -K > c.S > ...: Gives you a full conversion if BF1 hits, also against DP Sol)
  971. > 2S
  972. > [~FU]:
  973. ~> [FU]: Wins against DPs.
  974. > 236K: Beats DPs!
  975. > 236S: might give some decent options now, but maybe only good in corner
  976. > 8AD > j.S: Doestn't catch up-backers, also gives big reward if they DPd, but is anti-airable.
  977. > j.D > BF2 > 2K: No idea if this is good, but might be decent against 5P anti-airs.
  978. > 66 > 9jc > j.D > j.K: Think that was some weird crossup setup?
  979. > BF1 <66BRC> 5D > BF2 > ~66 > c.S > 236S <co> j.D > 5K > FU-H > 5H(W!)
  980. 5[D] might even be safe if blocked?
  981. > 236S > j.S|2K: Is STILL a safejump
  982. <co> c.S(OTG) > BF: Gives you the standard meaty butterfly that beats DPs, now probably the best option when you are in the corner! {GOTO}
  983. (In the past 2D was used for this one but was still worse than now)
  984. DON'T use this against Ramlethal when she has meter, as she can Mortobato you before the BF hits!
  985. testmenew all the new interesting stuff I can get from it like 5K > 5P > 5S > 2S > Kou etc
  986. > 236K: Dodges DPs but you sadly can't convert as BF2 will hit them out of it.
  987. > 2D: standard low
  988. > 2K: testmenew might only work on big-bodies
  989. > 2P > FU~P: See Jiro do this often. Careful though as if they FD it the 2P can whiff. https://youtu.be/K-gXZOTQJVc?t=997
  990. > FU~P: Gives you a meaty needle that wins against DPs! Loses to Sol's 5K though.
  991. > FU~H: Uhh
  992. > AD > j.S: testmenew Jiro does this really often so it might be a safejump https://youtu.be/8ATMLHwU_MM?t=125
  993. 2S(OTG) > BF: Same as with c.S OTG, but it leaves you a tiny bit further away, still beats DPs though. Jiro uses this one nearly all the time.
  994. > 5S: Hits Sol's DP and gives you a nice conversion
  995. 2H(OTG) > BF: I've seen KidViper do this often, not exactly sure though. But I think he does it to purposefully make the opponent jump out before BF1 hits, as he
  996. immediately jumps up-forward afterwards. If they do nothing he air-backdashes, otherwise he uses j.D.
  997. 5K(OTG) > BF: testmenew if that makes it safe against reversals like Ram's Mortobato
  998. bd > BF: testmenew
  999. <co> 2S(OTG) > CH 2D > 236[H] ~> j.D > c.S > 2H > 5H: Seems to hit Sol's 5K? and can then go into combo I guess testmenew
  1000. <co> 2H(OTG) > 236K: Old best corner-oki that can still be potent (watch https://www.youtube.com/watch?v=bLTnS0NWTQA)
  1001. Start with throw, if they wakeup-mash you 236[P], when they wakeup-throw you c.S, when they block or DP you throw,
  1002. when they jump you air-throw, and when they air-throw you c.S.
  1003. (Not so good against Potemkin as he can Pot-Buster your meaty (jump-forward after spin for a callout).)
  1004. > c.S: Meaty, use this when you established them blocking or when they try to throw you out of spin.
  1005. > ~6 > th: Standard option, goes right back into the loop. ALSO works against them using DP as you throw them out of it!
  1006. > jc > ath: If they try to jump after a while to bait your throw and block the meaty, you call them out with your air-throw.
  1007. If they start air-throwing themselves immediately after jumping, you go back to c.S which then catches them.
  1008. You can repeat the Oki-loop, but better use 2S(OTG) instead as the timing is way tighter otherwise.
  1009. > 236S: Callout for their jump for mad dmg.
  1010. 236[K]: If you think they will mash you use this to establish your rule. Beats 3f/4f/5f normals BUT loses to 6f/7f normals unless you delay it!
  1011. ~236[K]: As a hard callout against them using DP, you can do a delayed hold spin which works against DPs (normal hold loses).
  1012. Gives a better punish, as Sol lands from it crouching, so you can do c.S > 2H > 236S and with meter run under and get another loop into j.H wall-break.
  1013. OD1: You can buffer into his parry as a big callout against them mashing.
  1014. 5H(OTG) > 236[K]: Same as the 2H(OTG), but this time beats 3f/4f/5f/6f/7f normals, so you can use this as a hard callout against mashers. BUT leaves you too far to throw.
  1015. > [FU]: Gives you a meaty Fuujin that counterhits 3f normals. testmenew still working?
  1016. > 5H: testme is this maybe a good meaty/frametrap?
  1017. <co> FU(OTG)-P: testme
  1018. ath > BF: Same as usual BF setups.
  1019. > FU~K: testme might be fake
  1020.  
  1021.  
  1022. (just 2D has the same options midscreen but maybe need a tiny bit longer delay because they are nearer to you)
  1023. 2K > 2D > FU(OTG)-P: Meaty Shin for DP-safe (everyone except Leo seemingly, see #6 for details) further out plus-frames. {NEWv1.09 now autotimes}
  1024. In the Corner you can even convert into 2D (but not 2K 2D or 5K 2D or 5K Fuujin as you are too far out), and if they block you can use 5K or run in etc.
  1025. -K: Plus situation with Hop that you can turn into a strike/throw-mixup with c.S that CHs 3f normals if you time it right.
  1026. > bd: For a DP- or other whiff-baits.
  1027. -~H: Gets a meaty Overhead with Rin that can combo oH. (needs a rather large delay; you are spaced but still fully punishable by 5Ss)
  1028. Back-dash makes it whiff (but most likely still safe) but it catches jump-out frames when timed right.
  1029. (You can also hold FU which pushes them a tiny bit further, but it's more reactable and gives the same damage and oki. Also it leaves you further from them.)
  1030. (demonstration of old patch https://twitter.com/lornlynx/status/1406432198601891844)
  1031. > FU~K: NEWv1.09 Kara-canceling Fuujin-Kick leaves you a lot more plus than with the FU(OTG)-X, question how to use this properly
  1032. > (5P) > c.S: Frame-killing a 5P (or 2P) auto-times a meaty c.S, but does NOT auto-time a throw against DP and seems in general very hard to time correctly. {GOTO}
  1033. > 5[D]: Gives you a meaty charged dust that even hits wakeup-throws.
  1034. > FU~P: Shin for a throw-bait where you can convert hits with c.S or 2K, loses to standing-mash though; catches them blocking if they back-dash but loses to jump.
  1035. > FU~K: Hop as a throw-bait, hold it to bait mashers or mix it up with normal spin. Probably not worth using instead of Shin.
  1036. > FU~S: Nagiha with the meaty low that gives you a good counterhit against mash and throw, you give up your pressure but might be useful to enable the other options.
  1037. Catches back-dash and jump but gives no combo without meter. Is safe against 5f buttons but loses to faster ones.
  1038. > FU~H: Rin loses to mash, throw and jump obviously but hits back-dash which should be convertible.
  1039. > [~FU]~H: Slightly charging the Fuujin before kara-cancelling (the green flames have to come out) into Rin BEATS throws! This alone with Nagiha sounds decent.
  1040. > [~FU]: Slightly charging normal Fuujin hits meaty.
  1041. ~> FU~P: Just waiting a bit (do it when they fully touch the ground) before doing a Kara-Shin gives you an actual meaty that you can also convert
  1042. oCH with c.S or 2K.
  1043. Catches jumps. Even hits back-dashes if done right, you can then get a 5K > FU. Can win against DPs but is hard to time. {NEWv1.09} {GOTO}
  1044. ~> [~FU]~P: Delaying and slightly charging the Kara-Shin can beat Sol's DP! Seems to beat standing-mash as you stand outside their range, except of Sol's 5K. {NEWv1.09}
  1045. Can convert with c.S > 2H > Kou and other stuff then.
  1046. ~> BF: You need to DELAY it if you are close to your opponent, otherwise the butterfly flies past them! When up-close wait till Anji has retracted his leg fully.
  1047. Decent but the lack of auto-timing makes it hard to get it right and DPs might still hit you.
  1048. When further out just immediately cancel into butterfly to account for the increased distance.
  1049. > 236S > BF: Now finally also gives you the standard buttefly oki as after a throw midscreen, which beats every reversal. {NEWv1.10} {GOTO}
  1050. > FU~K: Gives you more time where a c.S would actually whiff, but still pretty good oki. Mostly the same as with th > FU~K setups. {GOTO}
  1051. > 5H: Gives you a meaty 5H (can whiff if you are too good). Catches them back-jumping but they might block it if they back-dash.
  1052. > (5P) > th: Frame-kill to auto-time the throw. Also beats DPs!
  1053. > c.S: This loses to any mash, but it catches back-dash.
  1054. > FU~P: For a throw-bait Shin. Loses to any mash and is a bit hard to time.
  1055. > 44 > 5H: A throw-bait that is also a mash-bait, works even against Sol 5K. You get the juicy CH 5H if it works, so might be worth it.
  1056. > 5D: Can work as meaty overhead but is very hard to time correctly to not lose against throw.
  1057. > FU~S: Kara-Nagiha for the big call-out. testme
  1058. > [~FU]~P: Slightly charged (one-spin approx) Kara-Shin gives you a meaty needle that hits them back-jumping and keeps them blocking trying to back-dash.
  1059. Also safe against DPs because you are way too far for them to hit you. Which also means no real advantage though, so pretty meh.
  1060. > (5P) > FU~P: Same as above, maybe a bit more awkward to time correctly.
  1061. |> AD > (j.H) > FU~P: If you hit them a bit further away, you can air-dash after them (and whiff a j.H but it gets harder)
  1062. and then do a Kara-Shin which also hits meaty.
  1063. If you are up-close it still works but get a sideswitch and have to do it in reverse, which might be good when you were in the corner.
  1064. <co> j.S > BF: https://youtu.be/6BJJ1FKllns?t=1158 doesn't seem to be meaty but very safe
  1065. > ~66 > c.S(OTG) > BF: Gives you a zoning butterfly, might be useful against some matchups? (But Sol can still trade with wakeup Vortex if he's tight) {NEWv1.10}
  1066. > 9jc > j.D > j.K > c.S: Absolutely gormless shmix.
  1067. c.S > 2D > 236S: Unless you can make a corner-combo, this is probably the new best option to use when spinning a button. Is really very consistent {NEWv1.10} {GOTO}
  1068. on all ranges. Using only 2D Kou also works well when whiff-punishing stuff where c.S doesn't reach (e.g. a spaced Ky Stun Dipper).
  1069. > 2H > Kou > BF: Is now a pretty good option to use for combo-enders in midscreen or even just if you could wall-break but you want to keep the corner.
  1070. > ~66 > BF: Depending on the way you combo'd into it and the range (e.g. a further out CH 5H) it doesn't autospace that well and you might need to add a microdash.
  1071. <co> ~66 > c.S(OTG) > BF:
  1072. 5S(OTG) > BF:
  1073. (5K > 6H(1)) > BF > AD > (j.S) > BF2 > c.S > ... : Gives a crossup from that range. https://youtu.be/8ATMLHwU_MM?t=1271
  1074.  
  1075.  
  1076. 236[S] > BF: Gives you a ranged butterfly, might be good if you really want to keep someone out. Not that good from anti-air-hits as it gives them way more time in-between.
  1077. > ~66 > BF: testmenew should give similar butterfly oki as after throw https://youtu.be/lMOE2e0lqW4?t=78 {GOTO}
  1078. > AD: Just air-dashing to keep up close to them. Also works for normal Kou in combos! (all following options too except j.H)
  1079. > BF: Leaves you super-close to them and gives you a delayed butterfly. SADLY loses to DPs/3f/4f and trades with 5f buttons, beats 6f buttons.
  1080. testmenew this looks a lot better now
  1081. > [FU]: Gives you a meaty Fuujin that counterhits 3f buttons. Very reactable obviously and loses to DP and throw.
  1082. > 236K: SADLY does NOT give you the same setup as from th > 2H(OTG) in the corner, as your c.S loses to their waking up throw.
  1083. |> [FU](OTG)-K: ONLY from air-hits! Leaves you very close to them and gives you the standard oki! {GOTO}
  1084. FU-S > FU~S: Getting a KND with Nagiha now gives you the option to make a meaty Kara-Nagiha. Be careful of the range though, so you don't get punished for it.
  1085. They can still back-dash out of it though, even up-close.
  1086. > FU~P: You can do a zoning Shin, which will hit them if they stand still but also dodge any other normals and you are still far enough to not be hit by a DP or anti-air.
  1087. If you get a hit that way and you are close enough, you can even get a KND with 2K > 2D, but the range is very specific.
  1088. <co> ~66 > 2S: Seems to be a great way to reset pressure, but might only work in the corner? testme
  1089. <co> BF: If you end a combo with it but don't get the wall-break, this one seems a decent fake-setup as they don't get pushed back so far.
  1090. CH (FU)-S > ~66 > BF: Should also give the usual th > BF setup but they might be a tiny bit further away.
  1091.  
  1092.  
  1093. 6P > FU~K > 5H: testmenew might be a meaty if close enough or a good delayed pressure tool with a microdash https://youtu.be/K-gXZOTQJVc?t=810
  1094. CH 6P > [FU]~K > BF: testmenew or just normal Kara-hop into micro-dash Shitsu https://youtu.be/K-gXZOTQJVc?t=571
  1095. CH 2D > FU > BF: testmenew if with a very far-ranged 2D you can just stop after the Fuujin and reset into a butterfly setup
  1096. 236S > AD: You can air-dash after them to stay closer to them and still run up to get a meaty c.S. Otherwise if you wait 2K > 2D > FU(OTG)-K is auto-spaced.
  1097.  
  1098.  
  1099. X(W!) > 66BRC > 2P: testme might give you a meaty that let's you then combo into c.S
  1100. 66BRC > CH 2P > c.S > 2H > 236S
  1101. OD2(W!) > 8AD > j.H: Pseudo-safejump that should beat everything except reversals (testme) https://youtu.be/K-gXZOTQJVc?t=1056
  1102. If it counterhits you get a conversion with c.S > 2H > 236[S] > j.D > 2K > 236S
  1103. > FU~S: Meaty and safe Kara-Nagiha, sadly doesn't give a combo but very nice to catch mashers and you can convert with meter.
  1104. > FU~K: might be meaty?
  1105. > 66 > c.S: If they have a reversal, assess the situation and run up c.S to force them to use it.
  1106. > ~66 > BF: testmenew seems also kinda legit
  1107. FU(~H) <fPRC> th: With a WHIFFED Rin which is an instant throw/strike-mix and has the advantage of actually BEATING DPs! (Jiro does it sometimes)
  1108. 2K > 2D > Kou: For the cheecky low-reset when they are reacting to the high.
  1109. bd > 2D: For the absolute big-brain baits.
  1110. FU~K <fPRC> > j.S: Is very hard to time correctly, but if done right you get a quick overhead that is very tight and even catches jumps.
  1111. It can also catch backdashes but it's very tight.
  1112. > j.K: Is a lot easier and also quicker which leaves less error for them mashing out, also let's you do a second 5K if it whiffs due to a backdash and punish with a 2D.
  1113.  
  1114.  
  1115. ####============================================================================================================================================================================####
  1116.  
  1117.  
  1118.  
  1119. #4 Other personal notes:
  1120.  
  1121.  
  1122. Combo tips:
  1123. -When you want to combo from c.S but you don't know if you have enough time to run in, go directly into 5H Fuujin without the 5S in between, that way it still works if
  1124. you are too far away and get a 5S instead of c.S or if you have no run-momentum.
  1125. -2H in combos has some weird cancel-timing for 236S and FU, this is because you try to cancel before it hits.
  1126. It has a long startup and you usually only hit them some time after they fall down from the air.
  1127. So delay the cancel till you actually hit them not as when you'd hit an empty 2H.
  1128. -The j.K > j.D combos are a female dog to get, you need to do them not too early but when you both are approximately at the same height.
  1129. If you have to time another button like a c.S > 236S on ab opponents before it gets even harder, as you have to hit the c.S very low but not too low. A female dog.
  1130. -When at the end of a corner combo there is a c.S > 5H(W!) or similar, you can usually also do a 5K > FU(W!).
  1131. This works because you cancel the 5K into Fuujin so you get a bit more range out of it.
  1132. -If you want to make a wall-break with OD, but you are unsure how many hits you still can do, just OD right after the 2H if you are in that route.
  1133. -For wall-break combos, cancel the wallsplat normal into Spin or Kara-Hop. You get out faster I think but more importantly it looks cool af.
  1134. -For wall-break combos, if the combo usually ends in FU-H for the wallsplat but you are too far away, you can also do a FU-~S which can still hit them there.
  1135. -For wall-break combos, if you want to end in OD it is probably better to not end in a Kou as you wallsplat them too high and instead do a 5K Fuujin-Rin to splat them lower.
  1136. Also c.S 2S (5H) might be the best damage ender if you can't get another Kou going or it would end too high.
  1137. -If you hit c.S and aren't sure if 5H Fuujin afterwards will connect, you can go with 6H Fuujin instead testme.
  1138. -Use 6H instead of 5H in a combo if you are further out or want to push them more to the corner or yourself out of the corner.
  1139. -To end a combo midscreen with OD2, use it instead of the Kou or Fuujin and it should connect. (so after 5H or 6H e.g.)
  1140. -If you spin slower buttons, you can add a micro-dash to get the ensured c.S punish.
  1141. -fast throw-PRC OS you can do 6D > 6PRC to get a fast dashing PRC which makes it quicker to input
  1142. -fast throw-RRC it is best you just do dash-button with RRC
  1143.  
  1144. #=======================================================================================#
  1145.  
  1146.  
  1147. Neutral and stuff:
  1148. -if you use 6P in expectation to catch an air-move, buffer into 236 and then confirm the S when the CH appears
  1149. -be careful after spinning a jump-in move, as they are often still more plus than you it seems
  1150. -Don't forget to use 2S and 2D to get under high moves like projectiles!
  1151. -2D is a great callout button in starting-range
  1152. -5K is a good keep-out button that's also pretty safe
  1153. -Major CH tools I should learn: 2D, 5H, 2H, 6H, [FU], FU
  1154. -After blocked FU-K you can just back-dash to bait throws, but sadly you get no punish. Still good if you just prayed for NH and they blocked it.
  1155. -Don't be too afraid to just spin after some blocked moves like c.S. Establish that they have to respect your blockstrings and then go in and throw them.
  1156. -Also run up throw after a blocked c.S from time to time
  1157. -double-jump (with the second jump in an angle but not needed) and then use j.D to stop your momentum and j.H/j.K to fall down on your opponent missing you
  1158. -Fuzzy LUL: https://clips.twitch.tv/FrailSuccessfulWormKappaClaus-TTALTNIGGuQIRrwd
  1159. -6H is just such a trash-button, stop trying to use it in neutral to fish for CHs, it doesn't advance far enough and loses to jumps
  1160. -If Kou whiffsm you can 22fPRC is to get an immediate j.S (https://youtu.be/8ATMLHwU_MM?t=600).
  1161. -When you catch someone blocking your Kou, ALWAYS do a j.K/j.S or another fast grounded button behind it, as no one wants to respect it by default!
  1162. -superjump into j.D air-backdash j.S
  1163. -AD fBRC j.P into j.D for the memes
  1164.  
  1165. #=======================================================================================#
  1166.  
  1167.  
  1168. Offense and stuff:
  1169. -if you are ranged and can't get a 2D punish in, use 5K 2D and not 2K 2D even though 2K will reach, because 2K has further pushback oH than 5K and the 2D can then whiff!
  1170. -do not use c.S > 5S > 5H, unless you are sure it hits like as a punish when you are running or they are counterhit; just make it a habit to use c.S > 5H instead
  1171. -c.S > 2S might sound good, but as you only get a combo into 5H > FU-S as a CH or against crouchers, it is an issue;
  1172. maybe if it hits and isn't a counterhit, just do 5H > FU~K|P to reset the pressure then
  1173. -Kara-cancelling stuff to reset pressure when they wait for Fuujin should always have a place
  1174. -just ending combos oH with FU-K and throw them again should also be cheesy and working if they don't pay attention and only hold down-back
  1175. -if you start delaying your Nagiha to catch them mashing or trying to get out, they might start adapting and just reversal or burst which even gives them a gold-burst;
  1176. testme if I can use Shin or just end Fuujin to bait this.
  1177. -bait Burst after jump-cancelled c.S with FD-block, best you get sadly is only a 2K 2D even in corner, or a c.S but only a nH combo and it's very tight to not get a 5S
  1178. -bait YRCs either with 2P or 5K|2K, c.S doesn't give you anything sadly; you should usually get a CH c.S punish so you can go into 2H or [FU-K], but CH 6H works too well;
  1179. CH 5H also works with all but can be tight if you are not ready
  1180. -you spin a YRC but it is a super-weird situation, basically your opponent can still react way before you, but you are stuck in a successful spin so you can't be hit or thrown
  1181. it probably boils down to a neutral situation then, kinda
  1182. if they try to throw you while still in the spin, it will whiff and as a return you can yourself throw-punish them once out of spin
  1183. -do not use Rin against up-backers, they once did it and you can bet they will just always do it, so just do the Fuujin-Nagiha like a good boy and rack up the free counterhits
  1184. into BF pressure
  1185. -hitting someone with 2P|5P|2K|5K only puts you +1 oH, so that leaves you really only with a small frame of options you can do afterwards;
  1186. use the 6H gatling as default, because people ALWAYS mash and it makes no sense trying anything else unless they show you to be patient!;
  1187. you can Spin, but the timing is really awkward and you have to cancel super-early into it or it doesn't come out and you walk forward like a durd (not suggested),
  1188. the only time I can see it being good to use is if you can three hit 2P confirm so you have enough time to be ready to cancel into the spin
  1189. -Microdash Shitsu setups are pretty hard todo with standard cancel, but you can do a 236P+Dash-Macro plink to get a really fast one.
  1190. 236~6P also works but is way harder and tighter.
  1191.  
  1192. #=======================================================================================#
  1193.  
  1194.  
  1195. CH-confirms:
  1196. For 5H and 6H(1), as you want to cancel into Fuujin anways regardless if you get a normal-hit or a counter-hit, so
  1197. you can buffer the 236 already after you pressed the button, and then switch the combo accordingly.
  1198.  
  1199. 5H you buffer 236 and then either late-cancel tap it or hold it if you get a CH. (probably best to also go into FU oB, as it's -8 still)
  1200. For a NH you go: 5H > FU-S
  1201. For a CH you go: 5H > [FU]-K
  1202.  
  1203. 6H(1) it's a bit more awkward, but you either just press nothing or hold the button in case you get a CH. You can start the 2 at the first hit,
  1204. and then slide the 36~H in coercion with the hits of 6H, that way you get the usual timing for the NH, but on a CH you just do the 36[H] immediately after you see the CH.
  1205. For a NH you go: 6H(3) > FU-S
  1206. For a CH you go: 6H(1) > [FU]-K
  1207.  
  1208. 2D you can just buffer 236 normally and add the H-K immediately at NH, but stop at CH and do them with a tiny delay.
  1209. For a NH you go: 2D > FU(OTG)-K
  1210. For a CH you go: 2D > [FU]-K
  1211.  
  1212. FU is great, because you can simply use the blockstun/CH-OS, where right after you hit them you tap S~K (not as fast as plinking though!).
  1213. On a block or NH you go immediately into the -S followup, but when you get the CH the S-input gets eaten and you automatically hop towards them!
  1214.  
  1215. [FU] confirms are pretty awkward, as you won't be able to confirm it being blocked or getting a normal-hit and you can't use the OS.
  1216. So only confirm it blocked or CH. You can simply always go for the -K followup, but that's obviously extremely risky, but you can at least back-dash to get out of throws.
  1217.  
  1218. #=======================================================================================#
  1219.  
  1220.  
  1221. RC-use:
  1222. -after FU-S to either get a combo oH or to extend your pressure oB
  1223. -after 5D (e.g. c.S > 5D) to get a combo oH or to extend your pressure oB
  1224. -PRC during (FU)-K to force a high/low/throw-mixup (with j.K or 2K):
  1225. The earlier you do it the harder it will be to react for them, as they won't even see you leave the ground. It is way faster than the normal -K animation.
  1226. Theoretically, you can even mix it up with early-cancelling only the FU starter, and then restart your pressure with something else.
  1227. Should still be pretty fuzzy-able, but that's where the throw-threat comes in.
  1228. High-option:
  1229. Do it right (not plinking-speed, but combo-speed) after you press K (so don't visually confirm you leaving the ground) and you can get a j.K out that even counterhits Sol's 5K!
  1230. If you do it too early they will still be in blockstun (but it's harder to do it too early than too late, just find the right timing)
  1231. Hitting the j.D you get a nice combo with c.S > 5H > FU-S, but be sure to first land before you input the S.
  1232. Low-option:
  1233. Just use 2K > 2D as usual, but again don't forget to only start pressing it once you touched the ground.
  1234. Throw:
  1235. Is REALLY fast, and should catch them when fuzzying for the low-option.
  1236. -after a (FU)-K or strike/throw-Oki where you see that they jumped out so you might still catch them
  1237. -after a whiffed or blocked OD1 to stay safe or to get a combo
  1238. -after a blocked (FU)-H to stay safe or extend the pressure
  1239.  
  1240. #=======================================================================================#
  1241.  
  1242.  
  1243. NEWv1.09 changes:
  1244. -5H should now always combo into FU (at absolute max-range might need a slight charge)
  1245. -5S has a lot better recovery (-9 oB), making it a much better neutral tool
  1246. -Fuujin-followups can now be done even oW
  1247. -Fuujin-followups can now be done before Fuujin hits (still same speed) allowing you to mix up your opponent (LULZ this is amazing)
  1248. -OD2 should always work now
  1249.  
  1250.  
  1251. NEWv1.10 changes:
  1252. -5P is now 5 frames startup
  1253. -Fuujin startup is faster that makes 5S and 2S always combo into it (Follow-ups are unaffected)
  1254. -throw knockdown is further
  1255. -Butterfly (Shitsu) has faster startup and recovery which gives you stuff like IAD j.S c.S against DPs and a safe Kara-Nagiha; also much more usable in neutral and after normals
  1256. -Kou guardcrushes on second hit, and leaves them closer on normal hit which gives much better combos midscreen together with j.S and j.H being able to combo into airdash and j.D
  1257. -5S is worse against 6Ps
  1258. -FD has more pushback and is the same frames as normal block, which means that FD-ing 2P > 6H gives them a big enough window to mash out of it
  1259.  
  1260.  
  1261.  
  1262. Players and channels to watch:
  1263. Jiro (STE|ジロー; ジローの格ゲーch) https://www.youtube.com/c/jirokakuchannel/videos
  1264. Noktron https://www.youtube.com/watch?v=6GV5UUgl11U&t=2s
  1265.  
  1266. #####==========================================================================================================================================================================#####
  1267.  
  1268.  
  1269.  
  1270. #5 Other people's notes:
  1271.  
  1272.  
  1273. So, I posted this mixup before, I think, but I have an optimization from it
  1274. c.S jc 66BRC j.S is a nice mix on its own, cus you can then mix between airdash j.S or land 2K
  1275. On hit, the BRC allows you do combo the j.S into c.S 2HS xx Kou
  1276. c.S jc 66BRC is a pretty universal moderately good mixup tool that gives you bigger conversions from the slodown, so if you play other characters give it a shot
  1277. What I realized though, is that because of gravity scaling, the c.S 2HS leaves them a bit lower, so you can't do dash up Fuujin > K into meaty c.S
  1278. But you can actually just omit the c.S, and it still combos. You only lose 3 damage, not including a potential j.HS after Kou, and get the strong oki
  1279. More importantly, though, it lets you do corner kou loops
  1280. So, just to recap
  1281. Midscreen
  1282. c.S jc 66BRC j.S c.S 2HS xx 236[S] ad OTG j.HS (poor oki) -- 175 damage
  1283. c.S jc 66BRC j.S c.S 2HS xx 236[S] (run up whatever manual oki) -- 160 damage
  1284. c.S jc 66BRC j.S 2HS xx 236[S], dash OTG 236HS > K (auto-timed meaty c.S oki) -- 157 damage
  1285. [I still like this one, since I think it's worth trading 3 damage for auto-timed meaties]
  1286. Near Corner
  1287. c.S jc 66BRC j.S c.S 2HS xx 236HS > HS, 5K/f.S wallsplat, 5HS or whatever -- 210ish damage
  1288. c.S jc 66BRC j.S 2HS xx 236[S] j.D, c.S xx 236[S] j.S/j.D wallsplat, 5HS or whatever -- 240ish damage.
  1289. It's still kou loops so you'r still at the whim of spacing, but it's nice to have
  1290. Especially given how often Anji gets to meaty c.S from OTG Fuujin > K, I'd recommend incorporating c.S jc 66BRC mixups
  1291.  
  1292. Issokutobi (kick follow up for fuujin) when RC'd right as anji leaves the ground gives
  1293. anji access to his j.k which is 6 frames, and if RCC'd into j.k (i dare you to react to that)
  1294. blows rin (over head followup) out the water, being 19 frames faster and the j.k confirms into c.s or a 2k mix.
  1295.  
  1296. Spin: when to use with which attack after success
  1297. general rule:
  1298. spin S/H button/special: throw/c.S (depends) punish
  1299. spin K button: prob slight advantage, but nothing guaranteed
  1300. spin P button: since it auto-guard counts as a whiff but you can whiff cancel jabs, you are at disadvantage
  1301. Spin air button: disadvantage
  1302. These cases are not always true though, it varies
  1303. for example chipp rekka is a special but since he can cancel it on whiff, you are at disadvantage spinning it
  1304.  
  1305. they can PRC their spinned move and you are at disadvantage yes
  1306. it becomes an RPS situation
  1307. but I dont think they get a guaranteed punish on you
  1308.  
  1309. The first two hits of 6H have a lower attack level (so less blockstun) than the third hit.
  1310. Ye, I just tested it, and if you cancel into Fuujin after the first or second hit, they grab you out of it. Third hit still should catch them, but it's tight.
  1311.  
  1312. Characters (and moves) that beat OTG Fuujin > meaty Shin:
  1313. - Ky (RTL)
  1314. - May (Orca)
  1315. - Axl (Sickle Storm)
  1316. - Ram (Mortobato)
  1317. - Leo (S DP, H DP, Super)
  1318. - Nago (Wasureyuki)
  1319. - Gio (Ventania)
  1320. - Anji (Kacho)
  1321. - Gold (DWTS)
  1322. - Jack-O (Elysium)
  1323. this was already in the game. It's better now?
  1324. yes the increase to Shin active frames means it's now autotimed, and more plus
  1325. will beat all meterless DPs except Leo, while still meatying, some characters have no real way out, like Sol
  1326. technically backdash does iframe the fan hit, but you're not committed to anything, they're not in a much better position from it
  1327.  
  1328. Useful counter hit os' are:
  1329. c.S > 5H~2H
  1330. 5s|2S > 5H~2H
  1331. 236H~P/S/H~K
  1332. c.S > 5H~236[H] midscreen
  1333. 2D > 236H~[S] in corner, fuujin on hit/block, charged kou on ch
  1334. c.S > 5D~5[D]
  1335. If you stagger that's fine you can hit confirm, but I don't wanna have to give up my true string like Cs 5h or 236h~s when I actually want to true string
  1336. So i think it's also really good for that
  1337. Keeping your offense tight and saving meter on ch is the main incentive for these
  1338.  
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