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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. Last update: 17.08.2023)
- Search for #number to quickly find a section, or #character for matchup-specifics:
- 1 General tips
- 2 Stuff to improve
- 3 Matchups
- character mu
- ===================================================================================================================================================================================
- #1 General tips:
- -
- Offense:
- -
- Defense:
- -Don't forget that you can back-tech after a normal knockdown (pp), good way to make sure your opponent doesn't get good oki on you!
- -Hold Parry when baiting a super, gives you better punishes and drive gauge.
- OSs:
- -
- ===================================================================================================================================================================================
- #2 Stuff to Improve:
- #=======================================================================================#
- General-stuff to improve:
- -
- Offense:
- -
- Defense:
- -
- Neutral:
- -
- #=======================================================================================#
- Lily-stuff to improve:
- -
- Meter-usage:
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- things I need to confirm (better):
- -
- #=======================================================================================#
- Chun-Li-stuff to improve:
- -
- Meter-usage:
- -
- things I need to confirm (better):
- -
- ===================================================================================================================================================================================
- #3 Matchups:
- My worst Lily-matchups (in order, kinda):
- -
- #=======================================================================================#
- #Blanka mu:
- -
- #=======================================================================================#
- #Cammy mu:
- -roundstart: low-block and wait, or you will eat a spiral-arrow
- Spiral-Arrow:
- -always block low in neutral and stutter-step forward, you can' react to this
- -they are only safe when they are spaced out, in which case take back your turn.
- -they are at least -12 oB up-close
- -if you aren't sure use your fastest button but be ready if it hits, but about a dash away they are punishable
- -heavy version can be held to delay
- Spin-Knuckle:
- -the light one is very fast, but still minus and goes about a dash, but if you are ready you can perfect-parry it but do it earlier than you think you need
- -the medium one hits in starting-position, but also still minus, and a bit slower, this one should be possible to perfect-parry
- -the heavy one is plus, about same length as medium but she grunts, if you are fast you can try to poke her out with your fastest button
- Hooligan:
- -has a low attack where she slides to the ground (is safe)
- -she can just do her divekick (not an overhead)
- -has the overhead where she stops in the air and makes a circle, it is only punishable if she does it really high
- -and has the grab, but it only hits on standing! So best option is defaulting to crouch-block and try to react to the overhead!
- -she can also feint it by dropping back to the ground early
- -she can delay it completely where she crouches down for a bit and then really quickly jumps forward
- -DI blows up everything but the grab and faint, otherwise you can try anti-airing her
- -She can easily make a setup with it after landing a Spiral-Arrow, it's basically free.
- As far as I see it it is an actual 50/50, if you block low the overhead hits you, and if you don't then the grab hits you.
- You can't DI the grab and she can also just feint.
- You can't fuzzy, because the overhad and the grab hit at about the same time.
- Only way is to use a reversal.
- Divekick:
- -Always block it high, it can be the difference between her being punishable or not
- -Punishable is when she hits you at your head height (Lily), she is at least -4 oB then.
- -If she hits your toes up to shins, she can be +1 oB.
- -the strengths change the angle at which she comes down, framedata is the same
- -she can only do it in forward-jumps, so don't worry about it when you have her in the corner
- as Lily:
- -use cr.Hp > CS-M to anti-air her, with CS-H you might sweep under her
- #=======================================================================================#
- #Chun-Li mu:
- -
- #=======================================================================================#
- #Deejay mu:
- -
- Jus Cool Stance:
- -Has a low (safe), a high (safe), a launcher, a backsway, a projectile-invul forward dash.
- -I suppose the idea is to perfect-parry the strikes, reacting to the backsway.
- -Don't DI it, the low and feint will blow it up.
- #=======================================================================================#
- #Dalsim mu:
- -
- #=======================================================================================#
- #Honda mu:
- -
- #=======================================================================================#
- #Guile mu:
- -
- #=======================================================================================#
- #Jamie mu:
- -the full-screen L2 into teleport is NOT real, you first have to low-block then high block and I think then jump out
- check x video again for it
- #=======================================================================================#
- #JP mu:
- -
- #=======================================================================================#
- #Juri mu:
- -DP-ender a common setup for her is DR into overhead
- though as an anti-air into DR-overhead is not a real setup, you can DI it testme
- #=======================================================================================#
- #Ken mu:
- Dragonlash:
- -expect it at round-start
- -light one is -4 oB and fastest one, he shouts something like "hurya!" and it has starting-position range
- -medium one is -8 oB if you block standing and -7 oB if you block crouching, goes about 2.5 dashes far, he shouts kinda like "duah!"
- -heavy one is the only one plus, if you block standing it's +1 oB and crouching it's +2 oB, he shouts "How's this?"
- -don't try to DI any of it, it's not reactable, you can only do it as a call-out, has about same range as medium one
- Jinrai Kick:
- -is the taek-wan-do kick where he kicks you with his backfoot
- -has a low and an overhead follow-up
- -the low is -5f but has pushback so basically not punishable
- -the low and overhead can be DI'd, but he can also do nothing which is then though punishable with -11 oB
- -so basically safest is trying to perfect-parry once you see the kick, unless you want to make a gamble with DI,
- you know what just DI till he shows otherwise because most Ken's I've seen just always do a follow-up
- #=======================================================================================#
- #Kimberly mu:
- -
- #=======================================================================================#
- #Luke mu:
- -Target-combo he usually ends in sand, which you can DI, but he can do OD-version and then blow you up
- -Heavy-punch into sand don't use DI
- #=======================================================================================#
- #Manon mu:
- -she has a huge jump-in kick, that they will use extremely early in the jump, so use a fast anti-air normal
- -always be ready to hold upwards when she has you in a combo, she does only like three hits and then does the reset
- -sweep reaches from starting-position, but is very punishable
- -after a command-grab, she can do a really far overhead
- #=======================================================================================#
- #Lily mu:
- -
- #=======================================================================================#
- #Marisa mu:
- -
- #=======================================================================================#
- Rashid mu:
- -dude's flying around everywhere
- -he can jump really really high, and then also do a flip or even another one
- -has a fullscreen neutral-skip nearly instant horizontal-kick
- Spinning Mixer:
- -light one stays on ground and he shouts "you're mine", it's safe but -3 oB so you basically get a mix-up
- Eagle Spike:
- -light one hits right about starting-range, it has a bit of a delay, he jumps right back to start position when blocked
- -medium one is basically instant, unreactable and you gotta already be blocking, goes at least 3 dashes wide
- -heavy has a tiny delay but is still basically instant, also knocks you back fullscreen if it hits
- -OD-version he can even combo from
- -don't try DI, only the medium one gets hit and also only if you do it as a guess
- -if you perfect-parry it, you still need to DR to get his backjump, much like Blanka-ball
- -honestly makes me wonder how they thought that one should play against him, just throwing in random parries in neutral?
- Supers:
- -one goes nearly fullscreen
- #=======================================================================================#
- #Ryu mu:
- -
- #=======================================================================================#
- #Zangief mu:
- -has a ridiculous jumping heavy kick, you have to anti-air it as soon as he jumps
- -as soon as he does the kick,
- -Headbutt is plus
- -the wheel-kick is an overhead and goes deceptively far, it's -11-12 oB but the range can make it pretty difficult to punish
- -porkchops the third one is mad -17 oB even at range, and also has big recovery so be sure to get a punish
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