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- (This is meant to be read in a text-editor and without linebreaks as nothing is formatted, so download it or tap the raw option, linebreaks at 120. Last update: 05.03.2024)
- (These are my personal notes, some done by labbing myself and others by collecting information from youtube/twitter/discord. No guarantee for correctness.)
- Need to add/change: blockstrings are still pretty bare, rest I'm pretty happy with
- Search for #number to quickly find a section:
- 0 Notation
- 6 New patch additions and changes
- 1 Combos
- 1-1 Midscreen
- 1-2 Corner
- 2 Blockstrings
- 3 Setups
- 4 Other personal notes
- 5 Other people's notes
- ====================================================================================================================================================================================
- #0 Notation:
- > | combo, link, cancel or blockstrings
- -X|-> | specific cancel option; early cancel
- ~X/~> | in general delays or microthings/plinks; stuff like delayed button presses, delayed combo, delayed jump, kara-usage etc.
- |Z> | character specific combo or combo with specific limitations like range, without number means point-blank range, with number means Z back-dashes away;
- when there's two | it means first is representing your char, second is representing opponent and > is representing the corner;
- e.g. |> means you stand right next to your opponent, |2> means you stand two back-dashes from them, |1|4> means your opponent is 4 back-dashes from corner away and you
- are 1 back-dash away from them (check the notes of the combo for specifics)
- <co> | when combo carried them into the corner only then following move and succeding combo can or should be used
- <\co> | when YOU are with your back in the corner (or at least not near the enemy corner)
- <wb> | needs opponent to wallbounce
- <cu> | crossup or sideswitch (so mirror inputs from here on)
- <DP> | route to chose when opponent DPs (like after a safejump)
- <r> | reset or change from blockstring to combo
- <x> | explicit mention when a combo does NOT work where one would assume it should; or if at end of combo means combo-limit is reached; (or I mention that I'm too dodo to get it)
- <?> | no idea what combo this is, or if it's worth it keeping in
- <KND> | explicitly gets a knockdown at this point, used for blockstrings and setups
- <H> | explicitly gets a hit at this point, used for blockstrings and setups
- <mY%> | needs at least Y % meter
- X | any normal attack-button
- c.X | close normal, usually I indicate far buttons with neutral-motion (5X) rather instead of using f.X
- cr.X | crouching normals, usually I indicate them with down-motion (2X) rather
- j.X | jump normal
- (X) | blocked/whiffed/mixup/safejump move
- [X] | start holding said button
- ]X[ | release held button
- X(xY) | repeat X for Y times
- X(w) | last move whiffs (where it would usually hit)
- X(h) | last move hits (where it would usually whiff)
- 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)
- X(bl) | last move was blocked (where it would usually hit)
- X(Cr) | used explicitly on crouching enemy
- X(St) | used explicitly on standing enemy
- X(m%) | needs minimum meter-amount in brackets
- X(W!) | breaks the wall
- (X!) | move/special that you activated earlier hits at this point
- X(OTG)| Off-The-Ground attack (for resets/setups)
- CH X | counter-hit
- NH X | normal-hit (only used when compared to CH)
- DP | Dragon-Punch aka invincible Reversal, usually a 623-motion
- 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)
- 66/44 | forward-/back-dash
- ~66/~6 | micro-dash/-walk
- x66 | dash-cancel
- 66X | dash-attack
- sj | safe-jump
- hj | high-jump (aka superjump)
- jc | jump-cancel
- lc | land-cancel (aka land again and then jump again)
- ab | airborne
- th | throw
- fth | forward-throw
- bth | backward-throw
- ath | air-throw
- bl | blocking (to bait things)
- bl(Cr) | crouch-blocking (can also be 1bl)
- bl(St) | stand-blocking (can also be 4bl)
- bs | blockstring
- mu/mix | mixup
- wp | whiff-punish
- oB | on Block
- oH | on Hit
- oCH | on Counter-hit
- oW | on Whiff
- KND | KNock-Down
- SKND | Soft-KNock-Down, usually means they can quick-tech or back-tech out of it, setups are usually made to work on quick-tech
- HKND | Heavy-KNock-Down, they can't tech out of it
- KNB | KNock-Back
- ... | too lazy to fill out the rest
- {GOTO} | routes I find personally to be the most worthwhile using
- afap | as fast as possible
- ahap | as high as possible
- adap | as deep as possible
- aeap | as early as possible
- alap | as late as possible
- saa | same as above
- sab | same as below
- Game-specifics:
- X | normals are: L - Light, M - Medium, H - Heavy, U - Unique
- G | Guard-button
- (GC) | Guard-crush
- SBA | Skyboundart
- SSBA | Super-Skyboundart
- RS | Raging-Strike
- RC | Raging-Chain
- BP | Brave-Point
- BC | Brave-Counter
- Character-specifics:
- 236X or 5S+X | "Impact-Knuckles" (punch-lunge)
- 623X or 6S+X | "Roundhouse Fang" (DP)
- 214X or 4S+X | "Punch the stars!" (backfist)
- <IS> 214X or 2S+X | "Tenacious Will" (backfist)
- <IS> 236X or 6S+X | "Bravado Bullet" (kick-lunge)
- 22X or 2S+X | "Rock Smash" (ground-punch)
- <IS> | combo only for Fundoshi-Install
- #==================================================================================================================================================================================#
- #1 Combos:
- (all tested with Gran on Colosseum stage; combos that use any three-chain usually works with any normals unless explicitly mentioned)
- #1-1 Midscreen Combos:
- 2L > 2L > 5L > 236L [1880 dmg; no knd, leaves them standing]
- > 236H [2300 dmg; minimally more corner-carry than 623M and better damage]
- > 623M [1820 dmg; good corner-carry and oki] {GOTO}
- > 214M [1820 dmg]
- > 214H [2300 dmg]
- > 214H(Cr) > 623H [3050|3125 dmg; link that works on crouchers, gives good damage same oki as 623M; slightly more dmg when doing the DP with motion-inputs]
- > RS-RC > ... [sab]
- > SBA [3320 dmg]
- <IS> 214L-236X [3172 dmg]
- c.L > c.M > ... [combos oNH and is a frametrap oB]
- c.LLL > 236L [2660 dmg]
- > 236H [3080 dmg; minimally more corner-carry than 623M and better damage]
- > 623M [2600 dmg; good corner-carry and oki] {Goto}
- > 214M [2720 dmg]
- > 214H(Cr) > 623H [3830|3905 dmg; link that works on crouchers, gives good damage same oki as 623M; slightly more dmg when doing the DP with motion-inputs] {Goto}
- > 22L > [2540 dmg; gives slightly better oki than 623M as they tech in the air and you are a bit closer]
- > 623H [3290|3365 dmg; decent damage if you want to waste the bar]
- > RS-RC > c.HHH > 623M <co> c.M > 623M <r> 8jc > (j.H) [5070 dmg; works from starting-position] {GOTO}
- > 214H > 5H > 236L|H [5290|5430 dmg; midscreen, used as launcher you can link a 5H after punches; pushes nearly corner-to-corner] {GOTO}
- > 623H [5110|5130 dmg; miniscule dmg-difference with motion-inputs]
- > 236H [4810 dmg; still great corner-carry]
- > c.HH > 22H > 214H <r> 9jc > (j.H) [4946 dmg; gives a safejump; works from starting-position]
- > 214H > 5M > 236U > 623H [5642|5672 dmg; damage-cash-out] {GOTO}
- > SBA [4700 dmg]
- > 236U <wb> c.H > 214H > 623H [4648|4693 dmg; miniscule dmg-difference with motion-inputs]
- <IS> SSBA [5600 dmg]
- <IS> 214M-236M [3316 dmg; whiff 214L~214X meaty guard crushes into… testme]
- c.H <IS> SSBA [7600 dmg; keep in mind that this doesn't work if they block any standing button before it, even in corner; but in corner you can get a blocked jump-button before]
- RS(GC)-RS > c.HHH > 214H > 623H [5710|5755 dmg; RS as guard-crush pushes them to crouching, so the link-combo works here too]
- > 236U > 5H > 214H > 623H [6390-6611 dmg]
- 5L > 236L [1700 dmg; very important for the punch-rps while staying safe if 5L doesn't connect]
- > 236H [2400; giving a SKND, corner-carry and oki]
- > 623M [1600 dmg; for punishes]
- > 241H [2400 dmg; to get ensured plus-frames]
- > 214H(Cr) > 623H [3450|3555 dmg]
- 5M|2M > 236L [2000 dmg; saa]
- > 236H [2700 dmg; saa]
- |1> 623M [1900 dmg; can whiff on max-range 5M!; therefore suggested to use other things]
- > 214H [2700 dmg; saa]
- > 214H(Cr) > 623H [3750|3855 dmg; saa]
- 2U > 236H [1200|2200 dmg]
- > 623M [2000 dmg]
- > SBA [4500 dmg]
- 66L |1> c.MMM > 623M [3290 dmg; needs to be very close, important range to learn!]
- > 22L > 623H [5760|5850 dmg]
- |1.5> 2L > 5L > 236L|H [3120|3750 dmg; for intermediate range between one and two back-dashes away.]
- |2> 5L > 236L [the only button that is reaching on range, and still whiffs on max-range, like at roundstart where you need to microdash a bit before]
- > SBA [at this range SBA still works as a good hit-confirm]
- |3> 5M > 236L [1f-link, but works on pretty much all ranges as well as roundstart, hard but can be good to learn; also on max-range, SBA doesn't connect sadly]
- |3> 623H [2100 dmg; easiest one for max-range, but you have to confirm it in one hit basically]
- > 2M(Cr) > 214H > 623H [3660 dmg; crouching makes also the other links easier]
- 66H > 5M > 214H > 623H [4260|4350 dmg; hitting them with shoulder pushes them to the ground much like RS]
- > 236U > 5H > 214H > 623H [5346|5406 dmg; also does way more damage than going into SBA after 5M would]
- 236U <wb|> 5H <|2+|> 214H > 623M [5750 dmg; the 5H needs to be timed right, you can look on Soriz and right when he stops glowing blue, you press 5H;
- does not work if you are fullscreen in the corner and your opponent is closer than around 2 back-dashes] {GOTO}
- > 623M [4300-4530 dmg; works always]
- > RS-RC > c.HH > 214H > 5M > 236L|H [7500|7640 dmg; good dmg for the resources] {GOTO}
- > 22H > 214U [7980|8330 dmg; for m100% you get a huge cash-out, make them suffer for trying to zone!]
- > c.HHH > 236H <co,r~> 9jc > (j.H) [7220 dmg; if you delay the jump-cancel for a micro-second, you get a sj near the corner]
- > 236L <co,r> (2M) > (4c.L~L) [7080 dmg; whiff a 2M for a framekill to get a DP-safe jab] {GOTO}
- <co,r> (66M) [can also get a meaty overhead]
- > 623M <co,r> (c.H) > (c.L) [7060 dmg; gives you a DP-safe jab]
- <co,r> (2M) > (c.H) [can also get a meaty c.H by whiffing a 2M]
- > c.HH6H <r> (c.H) [7321 dmg; gives you a setup where a meaty c.H ends up being +3 oB]
- > c.LLL > 623M <co,r> 9jc > (j.H) [6560 dmg; if you use c.L they stay higher, so you get enough plus-frames for a sj, but only near the corner]
- <IS> 214H-236H <co> 22H > 623H > c.H > 236H <r~> (c.H|SSBA) [8360 dmg; Install-combo that builds you all the meter back to and right next to them for the final mix]
- 22U > 236U <wb> 5H > 214H > 623H [8315 dmg; 3 links but 50% dmg; 22U done in neutral gives you 25% meter, so you can do it from m75%;
- great midscreen damage that can also DP punish, and spot dodge punish off f.H testme]
- CH c.L > c.L|MXX > ... [important that it works, so you can frametrap with c.M or c.L and still convert if it hits]
- CH c.H > c.HXX > ... [racks up a lot of damage; very important for punishes; might also happen once in a moon at oki if you are the prediction-god]
- > SSBA > c.MMM > 214H-236X [5270 dmg; great confirm to learn!]
- CH (c.L) > c.H > 236U > 5H > 214H > 623H [5795 dmg; the CH-hitstop makes it very confirmable]
- CH (c.LLL) > 22L > 5H > 214H > 623H [4360|4450 dmg; important CH-confirm, as it enables the 22M reset] {GOTO}
- > 236L|H [2970|3460 dmg]
- > 236U > 5H > 623H [5446|5506 dmg]
- CH 5H > 236M [2700 dmg; makes it worth cancelling into 236M from it]
- CH (5M|2M|5H) > 22L > 236U > 5H > 214H > 623H [6245 dmg; cancelling far buttons into ground-punch let's you get a combo if it counterhits, even if it trades, but gotta be ready]
- > RS-RC > c.M > 214H > 5M > 236L [7120 dmg]
- CH 66M |> c.LLL > 214H > 623H [4290|4350 dmg; also pushes them down; needs to be very close still]
- CH 66H > 5H > 214H > 623H [4660|4750 dmg; saa]
- > 236U > 5H > 214H > 623H [5746|5806 dmg]
- CH 236H |3-> 5M |2> 214L [3645|3825 dmg]
- |3> 214U [3960|4140 dmg]
- |3> 236U > 5H > 214H > 623H [5703 dmg]
- Anti-Airs:
- 2H > 623H > 236H [4186 dmg; needs a high hit; to help with timing, watch Soriz and when he stops glowing yellow, press the special] {GOTO}
- > 236U <wb> 5H > 214H|U [6090|6251 dmg]
- > RS-RC > c.HH <co> 214H <r> 8jc > (j.H) [7481 dmg; works from starting-position]
- <co> 214L <r> (c.M) > (4c.L~L) [7321 dmg; you can get a DP-safe jab so you keep the bar] {GOTO}
- <wb> ~66 > 5H <co> 214H > 2M x> 22H <r> 9jc (j.H) [? dmg; tiny dash before 5H allows you to connect a 2M near the corner that gives a sj]
- <wb> 236U <wb> 5H <co> 214H <r> 8jc > (j.H) [6700 dmg; insane corner-carry and ends in a safejump; bit memey]
- > 214H ~> 5H > 236L [4220 dmg; for very late hits only; 5H needs to be delayed if they are too close, otherwise you get a c.H] {GOTO}
- > SBA [5660 dmg]
- > 236U > 5H > 623M [5438 dmg]
- > 214H(2) > c.MMM > 236L [3880; for very high late hits only, as only a few hits of punches hit then; very iffy to get, but you bet on at least getting a 5L 236L]
- > 22H > 236U > 5H > RS-RS <co> 623H > c.M > 214H <r> 8jc (j.H) [7531 dmg; needs the absolute latest hit possible, so kinda impractical; works from starting-position]
- > SBA [5800; needs a late hit, or it whiffs fully]
- 623H > 236U > 5H > 214H|U [6090|6170 dmg]
- SBA [4500|4950 needs a very late hit, not suggested unless you have a read or need the invincibility]
- CH 2H > (236L) > c.MMM > 214H > 5M > 236L [4750 dmg; should always work] {GOTO}
- > 623M [3990 dmg; should always work]
- > 236H [4390 dmg; insane corner-carry; L-version doesn't work here as they are too high up]
- > c.HHH > 214H > 5H > 236L [5740 dmg; getting a c.H can be problematic sometimes, but it doesn't work with c.M sadly]
- > 2M > SBA [5350 dmg; better damage and with the low-profile you ensure it hits]
- > 236U > 5H > 214H <co> 5H > 623H [5816 dmg]
- > 214U [4846 dmg]
- > c.MM > 214H > 5M > 236H [5140 dmg]
- > 4G > 5H > 214H > 5M > 236L [needs a high hit; sucks imo]
- > SSBA > 214H-236X [4424 dmg; can nlead to a ton of damage near the corner]
- > 236U > 22U > 214U – 8472 damage, meter heavy, mid to corner testme
- |2-1|4> 5H > 236U > 5H <co> RS > 5H > 623H <r> 9jc (j.H) [6150 dmg; gives sj; needs to be a bit closer to corner than roundstart, and near enough for 5H to connect]
- x> 236U > 5H > 214H [5240 dmg; needs ultra-late hits, not worth it]
- x> 22U > 214U [testme]
- CH 5H > 214H > c.H > 236L [4880 dmg]
- CH 623M > 236L|H [2210-2310|2980-3080 dmg]
- > 236U > 5H > 214H > 623H [6040-6445 dmg; makes using 623M a bit better because you can end in 623H]
- PC c.M > 214H > f.M > 236H – 4160 damage testme
- Jump-ins:
- Air-to-air:
- CH j.U > c.H|MXX > 623M [4190|3690 dmg; you land earlier than then, so you can convert; c.H can not work always, so use c.M if you want to be sure]
- > c.H > 236U > 5H > 214H > 623H [5906 dmg]
- DP-Punishes:
- 623H > 22U > 236U > 5H > 214H~236X > c.H – 9795 damage, mid to corner (and then back to corner),
- video specifically uses this combo against Belial 5U so 623H triggers the counter and connects on the second hit testme
- #=======================================================================================#
- #1-2 Corner combos:
- 2L > 2L > 5L > 236H > c.L > c.M > 623M > c.L > c.M > 623M <r> 8jc > (j.H) [3880 dmg; important to combo from 5L; all combos also work after direct 236H starter;
- bit hard, has a very specific rythm; gives you a safejump,
- can also do just c.LL 623M at end might be easiers; this route specifically good after 236U knd]
- > 214L <r> (c.H) > (4c.L~L)) [3880 dmg; gives a DP-safe jab] {GOTO}
- > 22L > c.MM > 623M <r> 8jc > (j.H) [3870 dmg; another sj; just 10 dmg less than above combo]
- > c.M > 214L <r> (c.H) > (4c.L~L) [3730 dmg; gives a DP-safe jab]
- > RS > SBA [6080 dmg] {GOTO}
- > 214H > c.MM6H <r> (c.H) [4140 dmg; auto-times a meaty c.H for you; decent bar-use for bit more damage]
- > 22H > c.H > 214L <r> (2M) > (4c.L~L) [4110 dmg; gives you a DP-safe jab; has the problem of using ground-punch bar so you lack a launcher]
- > c.MM > 623M > c.L > 623M <r> 8jc > (j.H) [3770 dmg; safejumps 9F DPs]
- > 214H > c.M > 22H > c.H > 623H <r> 8jc > (j.H) [4570 dmg; damage-route, has bad scaling so most likely not worth]
- > SBA [6520 dmg] {GOTO}
- > RS > c.M > SBA [6420 dmg; when you don't want to use 22H bar]
- <IS> 214H-236X > c.M > 236H > c.H > 22H > c.H > SSBA [7940 dmg] {GOTO}
- c.LLL > 22L > c.M > 623M > c.L > c.M > 623M <r> 8jc > (j.H) [4090 dmg; most important combo as it uses up no resources and gives you a safejump!, but can be bit hard] {GOTO}
- > 214L <r> (c.H) > (4c.L~L) [4090 dmg; gives a DP-safe jab] {GOTO}
- > 623H > c.M > 236H > c.MM > 214L <r> (2M) > (4c.L~L) [4905 dmg; gives you a DP-safe jab]
- > c.MM6H <r> (c.H) [or an autotimed c.H that's about +5 oB]
- > 22H > c.HHH > 623M > c.M > 623M <r> 8jc > (j.H) [4900 dmg; whack combo-timing, press the c.H when they are at your head-height; safejumps 9f DPs] {GOTO}
- > SBA [6950 dmg]
- > 214H > c.H > 623M <r> (c.H) > (4c.L~L) [5090 dmg; good damage and gives a DP-safe jab] {GOTO}
- > SBA [6530]
- > c.HH > 214H > c.MM > 623M <r> 8jc > (j.H) [5080 dmg; saa; best extender imo, unless you want to keep it for plus-frame pressure afterwards] {GOTO}
- > c.HH > 623H <r> 8jc > (j.H) [5280 dmg]
- > SBA [7230 dmg; punish combo if you have a m100%] {GOTO}
- > 623H > c.MM6H <r> (c.H) [4990 dmg; gives a meaty c.H]
- > c.H > 236H > c.M > 214H > c.MM > 623H <r> 8jc > (j.H) [5770 dmg; don't like the 236H extenders that much as it is your second launcher
- and the only one that combos from far out; but the damage is very good]
- > c.MM6H <r> (c.H) [5670 dmg; best damage sets up a meaty c.H] {GOTO}
- <IS> 214H-236X > c.H > 623H <r> 8jc > (j.H) [6010 dmg; gives a safejump]
- > SSBA [8710 dmg] {GOTO}
- > c.MM > RS > c.H > SBA [7550 dmg; quick and easy; best damage] {GOTO}
- > c.MMM > 214M <r> (c.M) > (4c.L~L) [5330 dmg; gives a me a DP-safe jab]
- > c.M > 214H > 2M > 236L <r> (c.M) > (4c.L~L) [4660 dmg; DP-safe jab with c.M > c.L; good because you keep Punch-bar as a launcher, but low damage] {GOTO}
- > 236H > c.M > 214H > c.HH > 623M <r> (2M) > (4c.L~L) [5520 dmg; very good damage and a DP-safe jab] {GOTO}
- > c.HH6H <r> (c.H) [5520 dmg; gives you a meaty c.H that's +4 oB]
- > 236H > ... [saa]
- <IS> 214H-236X > c.MMM > 623M > c.M > 623M <r> 8jc > (j.H) [5270 dmg; gives you a safejump] {GOTO}
- c.H > 214H-236X x> 236H > c.M > 22H > c.H > SSBA [10410 dmg; 22H first also works for 60 dmg less] {GOTO}
- 5H > RS-RC > c.H > 236H > c.M > 623H > c.MM > 214L <r> (2M) > (4c.L~L) [6750 dmg; gives a DP-safe jab] {GOTO}
- > c.MM6H <r> (c.H) [6750 dmg; gives a meaty c.H that's +5 oB]
- (214L|M)-(214X|RS)(GC) <IS> c.L > c.M > 214H-236X > c.M > 236H > c.H > 22H > c.H > SSBA [9190 dmg; Guard-Crush combo; is a 1f-link so train it!;
- can also just do c.LLL at start for 400 dmg less;
- 22H first also works for 100 dmg less] {GOTO}
- > 623H > c.M > 22H > c.H > SSBA [8920 dmg; when you don't have Punch-bar like after the 236U reset]
- > 22H > 2H > 236M > 2M > 236L [this combo. 6190 damage, safejabs 9F DPs with whiff c.M > c.L testme]
- > c.MMM > 623H > c.H > SSBA [8570 dmg; when you have only Kick-bar]
- 236U <wb> c.HHH > 623M > c.M > 623M <r> 8jc > (j.H) [6460 dmg]
- <wb> c.H > 22H > c.HHH > 623M <r> 8cj > (j.H) [7190 dmg; with more meter you can tackle on more damge]
- > c.H > 214H > c.MM > 623M <r> (c.H) > (4c.L~L) [7890 dmg; gives a DP-safe jab; good damage and if reset hits you can convert again with Punch-bar] {GOTO}
- > 214U [7040 dmg; for the safejump]
- > c.MM > 623M > c.M <r,IS> (214L)-(214X)(GC) > c.L > ... [7140 dmg; reset into meaty unblockable if you have install] {GOTO}
- <r,IS> (214L) > (4c.L~L) [can also just do a DP-safe jab after the whiffed 214L, crazy]
- > 214H > c.L > c.MM > 623M <r> (c.H) > (4c.L~L) [6880 dmg; gives a DP-safe jab; if you want to keep Ground-Crush bar]
- > RS > 623H > c.M > 22H > c.H > SBA [9730-10050 dmg; m100% combo that builds the meter back to end in SBA] {GOTO}
- 22U > c.H > 214H > c.HHH > 623M <r> 8jc > (j.H) [7570 dmg; throw-bait for massive damage for %50m and one bar, and even ends in a safejump;
- that leaves you still with DP- and punch-bar, so you can still convert if you get a hit!] {GOTO}
- > c.H > 236H > c.HH > 623H [8570 dmg; most damage for all bars] {GOTO}
- > 236H > 2H > 214H > c.L > 623M <r> 8jc > (j.H) [7555 dmg; not really better it seems]
- > RS > c.H > RS-RC > c.H > RS-RC > c.H > 623H [9060 dmg; cash-out combo]
- > c.HH > 623M <r> 8jc > (j.H) [5390 dmg; when you have really no resources whatsoever]
- > 2H > 236M > 2H > 236H > c.H > 623H <r> 8jc > (j.H) [8020 dmg; max-damage for no meter with a safejump]
- > 623M <r> (c.M) > (4c.L~L) [7600 dmg; also gives a DP-safe jab]
- > 236M > c.M > 623M <r> (c.M) > (4c.L~L) [7200 dmg; when you want to keep the Punch-bar to convert later] {GOTO}
- <IS> 2H > RS > 623H > c.H > 214H x> c.H > SSBA [testme dmg; throw-bait that builds so much meter that you can end in SSBA; seems impossible for me, can't get it done;
- this might actually be Soriz' hardest combo]
- CH c.L > c.H > 22H~(M) > 5M > 236H > c.M > 214H > c.MM > 623M <r> (c.H) > (4c.L~L) [testme dmg; 22M|H-OS; gives a DP-safe jab?]
- CH (c.L) > c.H > 22(H)~M > c.H > 236H > c.M > 22H > c.M > RS > SBA [testme dmg; 22M|H-OS]
- > 22U > 623H > c.H > 236H > c.M > 22H > c.H > 214L <r> (2M) > (4c.L~L) [7645 dmg; gives a DP-safe jab]
- CH (c.L > c.H) > 22H > c.M|H [testme]
- CH (2M|5M) > 22M > 5M > 236L [testme]
- CH c.H > c.H > RS > 623H > c.M > 236H > c.M > 22H > c.H > SBA [9620 dmg; max-damage for 1 BP]
- > 22H > 623H > c.M > 214H > c.M > 236H > c.M > SBA [9670 dmg; max-damage for all bar; works also after a blocked c.L, second c.H is just a 5H then] {GOTO}
- > RS > c.H > SBA [9710 dmg; sqeezing the last damage out of it]
- <IS> 214H-236X > c.M > 236H > 623H > c.M > 22H > c.H > SSBA [10925 dmg; full bar use for max-damage]
- > 623H > c.M > 236H > c.M > 22H > c.H > SSBA [10965 dmg; max-max-damage by adding a DP right after the Kick] {GOTO}
- > c.HHH <IS> 22H > c.H > 214H-236X > c.H > SSBA [9840 dmg; when you forgot to cancel after second c.H; can't add 236H as they then sideswitch and SSBA whiffs]
- CH 5H > 22M > c.M > 22H > 2H > 236M > 2M > 236L [testme; safejabs 9F DPs with whiff c.M > c.L]
- CH 66H > 5H > 22H > c.H > 236H > c.M > 214H > 623H > c.M > SBA [testme]
- CH 236M > c.MM > 22L > c.MM > 623M <r> 8jc > (j.H) [4660|4800 dmg; works from fullscreen away!] {GOTO}
- > c.M > 22H > c.H > 214H > c.M > SBA [8100|8240 dmg; doing 214H first is just 40 dmg less and c.H is done at the end instead]
- > 214H > c.M > RS|623H > c.M > SBA [7860|8000 dmg; if you want to keep the ground-punch launcher]
- CH (214H)-236X > c.H [testme]
- Anti-Airs:
- 2H > 22M > 623H ~> c.H > 22H > 236H > c.H > 214H <r> 8jc > (j.H) [6820-6997 dmg; only doesn't work for highest hits; can even hit them behind you; you need to hit them with
- first c.H a bit delayed but still as high as possible; the Punch afterwards you need to do fast; if they are
- too low at the end you can end in c.L still; can also work with CH 2H but 22M needs a delay there] {GOTO}
- > 214L <r> (c.M) > (4c.L~L) [6660 dmg; can even end in a DP-safe jab; is dependant on height though, so c.L ender has less time]
- > SBA [8887 dmg]
- CH 2H > 4G |1.5> c.H > 22H > 623H > c.H > 236H > c.H > 214H <r> 8jc (j.H) [7300 dmg; saa; doing a spot-dodge as a framekill allows you to time it better when you CH-confirm] {GOTO}
- > 214L <r> (c.M) > (4c.L~L) [7140 dmg; saa]
- > SBA [9190 dmg]
- ~> 5H > 22H |1.5> 2H > 236M > 2H > 236M <r> 8jc > (j.H) [6370 dmg; very confirmable; 5H needs a small delay depending when you hit them with 2H, otherwise the 22H can whiff;
- works from a good 1.5 dashes away from them, up closer be careful or you get c.H instead of 5H, just adapt]
- CH 623M |2.5> 623H > c.H > 22H > c.H > 236H > c.H > 214H <r> 8jc > (j.H) [6880 dmg; saa; works 2 and a half dashes away] {GOTO}
- > 214L <r> (c.M) > (4c.L~L) [6720 dmg; saa]
- |3> 236H > c.L > c.M > 623M > c.L > 623M <r> 8jc (j.H) [5200 dmg; saa; works from insane three-dashes away; need to hit them high though] {GOTO}
- CH 623H |2.5> 5H > 22H > c.H > 236H > c.HH > 214H <r> 8jc > (j.H) [6890 dmg; saa]
- > 214L <r> (c.M) > (4c.L~L) [6370 dmg; saa]
- Jump-ins:
- Air-to-air:
- DP-Punishes:
- ##================================================================================================================================================================================##
- #2 Blockstrings:
- > indicates Frametraps (blockstrings with natural frametraps; all usual ones catch them jumping; all measured from close-up, being away changes things drastically)
- >> indicates a tight blockstring, so to get a frametrap you have to manually delay the button
- /> indicates no gatling but just resetting pressure
- c.L: Very good button for Soriz, most important tool to establish his tick-throw game. +4 oB as usual, chains into itself which also combos. {GOTO}
- > ~6 > th: For a tick-throw setup just hold 6 and delay the throw for like half a second. Soriz has far enough throw-range so that his slow walkspeed doesn't matter.
- <IS> SSBA: Install makes a mere tick-throw way scarier, but you have to walk further than with a normal throw.
- > c.M: Decent frametrap and should be the go-to option if you want to establish c.L. Also naturally combos from c.L!
- > ~6 > c.L|th: You can mix this up effectively with all your other plus-frame options to make them guessing all over the place.
- > c.H:
- c.M: It's one of the few M-normals that are medium oB. Not as good as c.L obviously, but it's nice if you already used something else before it and used it for frametrapping.
- So you don't need to go into c.XX to steal your turn back.
- > ~6 > c.L|th: But you need to microwalk in, even in the corner, to get a c.L connecting.
- c.XX: Really not good for Soriz, it leaves him out too far for a throw or resetting pressure. Use c.L c.M instead.
- 5L|5M|2M|5H > 214L|M: testme if good against dodgers
- 214U > :Is +4 oB testme can I get anything midscreen
- 214H-214H <co~> SSBA: The enhanced backfist leaves you close enough to get a real command-throw mixup, but you have to delay it slightly otherwise you hit them in blockstun.
- j.L <IS> SSBA: Way easier to get in the corner, but you get a real mixup with this. Actually better to hit the j.L higher, because if you hit it too deep you are too plus and
- can't throw them still in blockstun, in which case you need to delay it slightly.
- 5U > c.L|th: Not really a blockstring, but you see them waiting for you doing the follow-up (which is still safe with -3 oB), you can just use it to reset pressure
- and get a strike-throw going.
- Corner:
- c.L > c.H > 22U > c.L > c.H > 214H > 2L > 22H > 66L > 2L > 5L > 236M > 2L > 5L > 214U > 66L > ...: Sample corner pressure string.
- ###==============================================================================================================================================================================###
- #3 Setups:
- 2L > 2L > 5L > 236L: No KND and leaves them standing with you being +1 oH. Range is further than after three-chains, so you can't use 5L there.
- <r> 2M|5M(w) <h> 236L: This should be your standard option as it counterhits their light attacks. If they do nothing the M-normals will whiff though,
- so if they are patient or do delayed mash, you lose.
- If they answer with an M-normal, you might get a clash, where 2M can evade this.
- <r> 5H > 236L|214M|623M: Loses to mash, but is the only normal still reaching at this range. If they stay patient or delay-mash, call it out with this.
- <r> 2U(w): Punishes their mash giving you a HKND. Against M-normals it clashes but you win because you get the KND.
- Doesn't reach if they do nothing though.
- <r> 66L: Loses to pretty much everything except blocking. Only use it if you established that they can't mash there.
- > 5L: Sadly leaves you too far out to hit with a close-normal. Counterhits their mash-attempts.
- > ~66 > th: If you want to mix it up with a throw, you need to micro-dash in. It's very reactable still, because Soriz isn't fast.
- <r> 236L: Dodges their L-normals and punishing them. Loses to M-normals. Use rather 66M imo as you get more reward.
- <r> 236M: Dodges their L-normals and gets you in staying +1 oB. Loses to delayed mash and M-normals though. Mixing this up with 66L and 5M is good mix!
- <r> 623M: The hard call-out.
- <r> 214H: Hits their L-mash and leaves you +1 oB, but loses to a M-normals.
- <r> 214M: Dodges their L-buttons and punishes their M-mash. Can be a nice way to call them out for it, as it is only -1 oB so still very safe.
- <r> 9jc > j.H: If they don't respect you, you can also just reset it with a jump. Risky if they wait, but dodges their counterpoke attempts.
- > 236H: Gives you a knd and some corner-carry, and more dmg obviously.
- <r> 66 > c.L: Actually one of the only enders that give you enough time to run up and get a meaty c.L in. Still pretty tight, but can be worth it.
- > 623M: Suggested ender as it gives a SKND, more corner-carry, and better oki.
- <r> 66 > 66L: Hits them meaty, let's you mix it up with a throw or bait-block DPs. {GOTO}
- > 214H: Hits them meaty, but leaves you not plus enough to combo from it and still only +1 oB. Maybe good if you want to chip them out.
- <r~> 236M: Needs to be very delayed or it doesn't hit them meaty. Only good as a panic move if you forgot to dash in.
- c.XXX > 236L: Leaves you much closer than with above setups. That makes many of the "do I whiff or do I repressure" mindgames different, but they are still there.
- <r> 5L > 236L: Clashes with their L-normals, but beats their M-normals, making this a pretty important to establish. Whiffs if they do nothing. {GOTO}
- <r> 5M: Connects if they do nothing, loses to L-normals, and can clash with M-normals. Can be good and important if you established mashing L is not an option.
- <r> ~4 > 5H: You are too close to be able to counterhit their L-normals, but you can whiff-punish them by walking back for a split-second.
- Also still connects if they do nothing. But loses to M-normals or other stuff.
- <r> 2U: Hits L-normals in their recovery giving you a HKND, but loses to other buttons. Good is, that it still hits them if they block,
- so you can check their toes with it.
- <r> 66L: As usual loses to mash, but gets you in very quickly.
- > 623M <r> 66L: Pretty much the saa. Just dash in. You might need to do it a bit later because they are closer, so you don't whiff it too early.
- <co> 623M <r> 8jc > (j.H): In corner it gives you a safejump, definitely use it there! {GOTO}
- <r> 4G > c.H: If you spot-dodge as a framekill setup you can get a meaty c.H in. Might be better against characters with no DP.
- > 22L <r> ~66 > 66L: Actually a pretty decent ender, as they tech in the air you can get in much faster than with 623M. Might be better even?
- Also leaves you close enough that you can convert a hit into c.M. And the option to add 623H to it for more damage. I like this. {GOTO}
- <IS> 214H-. <r> .-214H: Is guaranteed guard-crush if they try to mash or jump. But can be evaded which ends in a neutral situation, and obviously reversaled still.
- 236L <|2r> 5M > 236L: About roundstart-distance, you can counterhit their 5L mashes and go back into punch. Can clash with other 5Ms.
- <h> 5H: Afterwards you are very far out though, but you can use 5H to still whiff-punish them.
- <|2r> 236L|M: The next part of the mindgame, if they are sticking out 5Ms, you can just punch again and whiff-punish them!
- <|2r> 4 > 5H: You can also though just walk back for a second, and then whiff-punish their 5M mashes! This is also the safest option here because you can react to jumps etc.
- <|1r> 5L(w) > 236L: If you are closer, you can only use 5L to stuff their 5M mashes. It can clash or even lose to 5Ls though, so keep that in mind.
- <h> RS-RC: Cool is that you can still get a RS-RC combo going from this range. As the 5L whiffs if they do nothing you can just wish-confirm it.
- <|1r> 2L(w) > 236L: If you are not too far out, you can stick out a 2L that hits their 5Ls, and when it does you can still go back into punch.
- <|1r> 2M > 236L: 2M is faster here and also crushes their 5Ls, make use of it!
- <h> RS-RC: You can also connect it here.
- <|1r> bl > 236L|M: If you block for a bit, you can still stay safe avoiding lights in which case you are back in, and block mediums or bait other stuff.
- <|1r> 66L: Obviously risky, once you established them not pressing anything.
- 5H-6X <r> c.L|~th: Leaves you +3 oH, +4oCH and +5 oCH(Cr) where you can combo from it. You are very close so you can easily get a strike-throw going, don't even need to micro-walk.
- But you need to delay the throw for a frame otherwise you still hit them in the blockstun.
- <IS,r> SSBA: Actually works midscreen which is kinda crazy. That gives you insane reward when you have activate Install and catch them mashing.
- ... > 236H > SSBA: You can safely go into Install after an ender, you are even still +11 afterwards, minimum!
- <co> SSBA <r> c.H|SSBA: In the corner you are minimum +6, this makes this a real mixup where no matter how they choose, they will eat a ton of damage! {GOTO}
- > 623M > SSBA: Also works, but you are (only) +6 afterwards. But a bit closer in midscreen which might be better. {GOTO}
- <co> SSBA: saa
- 2U <r> 9hj > j.H: Gives you a safejump midscreen. One of the only ways for him to get one, so pretty important to make use of it!
- 214U <r> 9hj > j.H: Gives you a safejump. Also connects from any button, so if you want an ensured knd midscreen, this is the way.
- 634U <r> 66 > c.L|H: No safejump or anything, understandably, but you can still run up c.H.
- <r> 6G > c.L: You can sideswitch and still get a meaty jab going. testme
- fth <r> c.H: His forward-throw has a very short animation, so you can't get anything like a safejump from it.
- But it leaves you basically point-blank and the HKND means they can't tech, so you can quickly go into strike-throw to give them less time to think!
- <r> ~6 > 4c.L~L|th: If you do a c.L immediately, it can whiff, and you are too far out for a c.L c.L chain, therefore walk up just a fraction of a second before you jab.
- You can't get a DP-safe jab here sadly, but you can still do the delayed to auto-confirm into chain.
- <r> 214H: Gives you a meaty Punch, but leaves only +1 oB as usual. But can be very good in Install because you can threaten the mix then.
- <IS,r> SSBA: Ohhh yes.
- bth <r> 9jc > j.H: Gets you a safejump, but it leaves you pretty far out, so you can only connect with far buttons afterwards. If you throw them into the corner you obviously
- don't need to worry about that.
- <r> ~6-9jc > j.H: Though if you microwalk and then jump, you can still make it a safejump while being able to go into close-buttons afterwards. Not easy to get the timing though.
- <r> 6G > c.H: If you roll you can get a meaty c.H going. If they block it, you are +5 oB, but sadly ranged out, but you can frametrap a 5H then.
- SBA <r~> 9jc > j.H: You can get a safejump after SBA midscreen, but you are too early if you hold 9, so you have to time it. Look at the blue dragon in the background, the moment
- he completely disappears, press 9 and you get it timed.
- SSBA <r> 9hj <cu> j.L: You get a crossup safejump in midscreen.
- <r> 6G > c.H: Or you can cross-over in and get a meaty c.H.
- <r,co> 9hj > j.H: In the corner you can get a j.H safejump.
- Anti-Airs:
- 2H <r> (236L) > 66 > c.H > 5H: With a normal hit you don't get much, but you can run up and if you time a c.H early enough make it between +4 to +1 oB, so you can
- frametrap with 5H then.
- > 4c.L~L: You can get a DP-safe jab very easily here! {GOTO}
- ####============================================================================================================================================================================####
- #4 Other personal notes:
- j.L is your cross-up.
- j.M is longer ranging that j.H, good in midscreen when you don't know if j.H will hit. Can also be decent on air-to-air situations.
- j.H is your dedicated jump-in, you can get a combo with c.H or a blockstring with it afterwards but it needs to be done adap, so better use c.L
- j.U is your air-to-air call-out, on a CH you can often combo into it afterwards because you are falling faster and reach the ground fasater than them.
- In the corner you can even make an air-unblockable if they block it, because you land faster and can then do a c.H.
- And last, you can use it for safejumps to make a fake-high because it only hits airborne opponents.
- RS is +8 oB, so you should get a c.H going.
- 66L is +2 oB as usual, pretty good speed and range, definitely mix it up with your far-ranged buttons and Punch.
- 66M is an overhead and -4 oB so not punishable by most, but has 28f startup; oH you are +1 so you can make RPS at least. Can combo into it oCH with c.LLL.
- 66H is a dash that gives you armor against Mids and Highs, but very punishable with -8 oB. Could be very good against 66L abusers.
- 22L you can absorb single-hit projectiles. Might be better than dodge in certain situations where you recover faster, but also might be useless.
- 5U-6X also gives you meter (m11% on NH and m20% on CH) so it is still good to use for more than just stealing turns. It can be baited by then spot-dodging it, but you can also just
- not do the attack and instead repressure with a c.L or just throw them! And can also be good as an anti-air, can even combo if you hit them airborne. You get stacks for just
- armoring, and each stack lowers the damage you get while doing it, so it could be useful to do against projectiles (especially if they try to go in afterwards), and you
- get less damage in Install, so if you probably reach it, it can be worthwhile like against zoners. Use it on minus frames to steal back your turn.
- You can also use it armor through moves with long recovery to get a proper punish on them!
- 236U|5S+U gives armor and gets through nearly everything, giving you a full combo on-hit
- 623U|6S+U fully invul? and gives hard-KND (but no safejump), can roll through afterwards to sideswitch.
- 214U|S+U gives hard-KND and ends oB in a guard-crush with +4 oB (but it's weird doing a 2M or sth afterwards because he first stands up before crouching again, so take your time)
- 22U goes airborne traveling around half-screen evading lows and projectiles, so can be a good throw-bait, is +4 oB but pushes them midscreen too far so best use it only in corner
- 5S+th|SBA still get more damage doing the 623623H motion, but only in neutral, important to get stick to neutral!
- 5S+th+U|SSBA no change if you do actual motion 623S+U
- Install:
- 66 you get a way faster dash.
- 236X go all further.
- 623X has better hitbox.
- 22X has bigger hitbox.
- 214X deals more hits and damage, and you get the followups 236X for a frametrap and combo-ender that can convert in a combo oCH near corner but is unsafe oB,
- and 214X for the plus oB backfist that though has a mashable gap. If it hits, they can only mash.
- The backfist is +5 oB and guard-crushes, so they can't do anything except block and tech, perfect time to mix them up with the SSBA or a c.L in the corner.
- They can spot-dodge both, but that still puts them in an rps because you can just not do a follow-up and walk up SSBA or c.L. Also you can cancel earlier into it to catch them
- off-guard. And if it hits, you can combo with a c.L in the corner.
- Also don't forget that you can use them on-whiff as well, that can put up a dangerous wall for your opponents to just walk in to, especially near corner to convert the kick.
- 236X-236|214X for motion-inputs, and 4S+6S|2S for easy inputs.
- 214U has BOTH, the backfist and the kick, and because the backfist is guaranteed they get unblockabled by the kick.
- Combo-Theory:
- Damage-order: 22H > 214H = 236H > 623H (22H gives big damage-upgrade, but is also best launcher and plus-frames; 214H is best middle-piece; 623H extenders are good use them)
- Launcher: 22H = 236H (22H always gives c.H follow-up, can also convert some closer ranged hits like from 5L;
- 236H combos into c.L if first special, otherwise c.M,is only far 5L converter, 236X also has more lower combo-limit)
- Ender: 623M|H > 214L|M|U (623H usually gives a safejump, but there often 623M also works;
- 214L is fringe but can give meaty safejabs if used after launcher, 214M gives standing resets midscreen, 214U gives safejump midscreen)
- #####==========================================================================================================================================================================#####
- #5 Other people's notes:
- testme these Install https://www.youtube.com/watch?v=YKVpz60YbkE
- 2L > c.LLL > 22H > c.HHH > 623M > c.M > 214L (whiff)~214X > c.L > 214H~236X – 4310 damage into 3440 damage on meaty guard crush, corner
- 2L > c.LLL > 236H > c.LLL > 623M > c.M > 214L (whiff)~214X > c.L > 214H~236X – 4060 damage into 3720 damage on meaty guard crush, corner
- meaty 214L~214X > c.L > 214H~236X > c.M > 22H > c.H > SSBA – 8490 damage on meaty guard crush, corner
- meaty 214L~214X > c.L > 214H~236X > c.M > 22H > 2H > 236H > c.H > SSBA – 9230 damage on meaty guard crush, corner
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