lornlynx

SFVI - notes

Aug 17th, 2023 (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: 17.08.2023)
  2.  
  3. Search for #number to quickly find a section, or #character for matchup-specifics:
  4. 1 General tips
  5. 2 Stuff to improve
  6. 3 Matchups
  7. character mu
  8.  
  9. ===================================================================================================================================================================================
  10.  
  11.  
  12.  
  13. #1 General tips:
  14.  
  15. -
  16.  
  17. Offense:
  18. -
  19.  
  20. Defense:
  21. -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!
  22. -Hold Parry when baiting a super, gives you better punishes and drive gauge.
  23.  
  24. OSs:
  25. -
  26.  
  27.  
  28. ===================================================================================================================================================================================
  29.  
  30.  
  31.  
  32. #2 Stuff to Improve:
  33.  
  34. #=======================================================================================#
  35.  
  36.  
  37. General-stuff to improve:
  38. -
  39.  
  40. Offense:
  41. -
  42.  
  43. Defense:
  44. -
  45.  
  46. Neutral:
  47. -
  48.  
  49. #=======================================================================================#
  50.  
  51.  
  52. Lily-stuff to improve:
  53.  
  54. -
  55.  
  56. Meter-usage:
  57. -
  58.  
  59. things I need to confirm (better):
  60. -
  61.  
  62. #=======================================================================================#
  63.  
  64.  
  65. Chun-Li-stuff to improve:
  66.  
  67. -
  68.  
  69. Meter-usage:
  70. -
  71.  
  72. things I need to confirm (better):
  73. -
  74.  
  75.  
  76. ===================================================================================================================================================================================
  77.  
  78.  
  79.  
  80. #3 Matchups:
  81.  
  82. My worst Lily-matchups (in order, kinda):
  83. -
  84.  
  85.  
  86. #=======================================================================================#
  87.  
  88.  
  89. #Blanka mu:
  90.  
  91. -
  92.  
  93. #=======================================================================================#
  94.  
  95.  
  96. #Cammy mu:
  97.  
  98. -roundstart: low-block and wait, or you will eat a spiral-arrow
  99.  
  100. Spiral-Arrow:
  101. -always block low in neutral and stutter-step forward, you can' react to this
  102. -they are only safe when they are spaced out, in which case take back your turn.
  103. -they are at least -12 oB up-close
  104. -if you aren't sure use your fastest button but be ready if it hits, but about a dash away they are punishable
  105. -heavy version can be held to delay
  106.  
  107. Spin-Knuckle:
  108. -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
  109. -the medium one hits in starting-position, but also still minus, and a bit slower, this one should be possible to perfect-parry
  110. -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
  111.  
  112. Hooligan:
  113. -has a low attack where she slides to the ground (is safe)
  114. -she can just do her divekick (not an overhead)
  115. -has the overhead where she stops in the air and makes a circle, it is only punishable if she does it really high
  116. -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!
  117. -she can also feint it by dropping back to the ground early
  118. -she can delay it completely where she crouches down for a bit and then really quickly jumps forward
  119. -DI blows up everything but the grab and faint, otherwise you can try anti-airing her
  120. -She can easily make a setup with it after landing a Spiral-Arrow, it's basically free.
  121. 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.
  122. You can't DI the grab and she can also just feint.
  123. You can't fuzzy, because the overhad and the grab hit at about the same time.
  124. Only way is to use a reversal.
  125.  
  126. Divekick:
  127. -Always block it high, it can be the difference between her being punishable or not
  128. -Punishable is when she hits you at your head height (Lily), she is at least -4 oB then.
  129. -If she hits your toes up to shins, she can be +1 oB.
  130. -the strengths change the angle at which she comes down, framedata is the same
  131. -she can only do it in forward-jumps, so don't worry about it when you have her in the corner
  132.  
  133. as Lily:
  134. -use cr.Hp > CS-M to anti-air her, with CS-H you might sweep under her
  135.  
  136. #=======================================================================================#
  137.  
  138.  
  139. #Chun-Li mu:
  140.  
  141. -
  142.  
  143. #=======================================================================================#
  144.  
  145.  
  146. #Deejay mu:
  147.  
  148. -
  149.  
  150. Jus Cool Stance:
  151. -Has a low (safe), a high (safe), a launcher, a backsway, a projectile-invul forward dash.
  152. -I suppose the idea is to perfect-parry the strikes, reacting to the backsway.
  153. -Don't DI it, the low and feint will blow it up.
  154.  
  155.  
  156. #=======================================================================================#
  157.  
  158. #Dalsim mu:
  159.  
  160. -
  161.  
  162. #=======================================================================================#
  163.  
  164. #Honda mu:
  165.  
  166. -
  167.  
  168. #=======================================================================================#
  169.  
  170.  
  171. #Guile mu:
  172.  
  173. -
  174.  
  175. #=======================================================================================#
  176.  
  177.  
  178. #Jamie mu:
  179.  
  180. -the full-screen L2 into teleport is NOT real, you first have to low-block then high block and I think then jump out
  181. check x video again for it
  182.  
  183. #=======================================================================================#
  184.  
  185.  
  186. #JP mu:
  187.  
  188. -
  189.  
  190. #=======================================================================================#
  191.  
  192.  
  193. #Juri mu:
  194.  
  195. -DP-ender a common setup for her is DR into overhead
  196. though as an anti-air into DR-overhead is not a real setup, you can DI it testme
  197.  
  198. #=======================================================================================#
  199.  
  200.  
  201. #Ken mu:
  202.  
  203. Dragonlash:
  204. -expect it at round-start
  205. -light one is -4 oB and fastest one, he shouts something like "hurya!" and it has starting-position range
  206. -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!"
  207. -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?"
  208. -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
  209.  
  210. Jinrai Kick:
  211. -is the taek-wan-do kick where he kicks you with his backfoot
  212. -has a low and an overhead follow-up
  213. -the low is -5f but has pushback so basically not punishable
  214. -the low and overhead can be DI'd, but he can also do nothing which is then though punishable with -11 oB
  215. -so basically safest is trying to perfect-parry once you see the kick, unless you want to make a gamble with DI,
  216. you know what just DI till he shows otherwise because most Ken's I've seen just always do a follow-up
  217.  
  218. #=======================================================================================#
  219.  
  220.  
  221. #Kimberly mu:
  222.  
  223. -
  224.  
  225. #=======================================================================================#
  226.  
  227.  
  228. #Luke mu:
  229.  
  230. -Target-combo he usually ends in sand, which you can DI, but he can do OD-version and then blow you up
  231. -Heavy-punch into sand don't use DI
  232.  
  233. #=======================================================================================#
  234.  
  235.  
  236. #Manon mu:
  237. -she has a huge jump-in kick, that they will use extremely early in the jump, so use a fast anti-air normal
  238. -always be ready to hold upwards when she has you in a combo, she does only like three hits and then does the reset
  239. -sweep reaches from starting-position, but is very punishable
  240. -after a command-grab, she can do a really far overhead
  241.  
  242. #=======================================================================================#
  243.  
  244.  
  245. #Lily mu:
  246.  
  247. -
  248.  
  249. #=======================================================================================#
  250.  
  251.  
  252. #Marisa mu:
  253.  
  254. -
  255.  
  256. #=======================================================================================#
  257.  
  258.  
  259. Rashid mu:
  260.  
  261. -dude's flying around everywhere
  262. -he can jump really really high, and then also do a flip or even another one
  263. -has a fullscreen neutral-skip nearly instant horizontal-kick
  264.  
  265. Spinning Mixer:
  266. -light one stays on ground and he shouts "you're mine", it's safe but -3 oB so you basically get a mix-up
  267.  
  268. Eagle Spike:
  269. -light one hits right about starting-range, it has a bit of a delay, he jumps right back to start position when blocked
  270. -medium one is basically instant, unreactable and you gotta already be blocking, goes at least 3 dashes wide
  271. -heavy has a tiny delay but is still basically instant, also knocks you back fullscreen if it hits
  272. -OD-version he can even combo from
  273. -don't try DI, only the medium one gets hit and also only if you do it as a guess
  274. -if you perfect-parry it, you still need to DR to get his backjump, much like Blanka-ball
  275. -honestly makes me wonder how they thought that one should play against him, just throwing in random parries in neutral?
  276.  
  277. Supers:
  278. -one goes nearly fullscreen
  279.  
  280.  
  281. #=======================================================================================#
  282.  
  283. #Ryu mu:
  284.  
  285. -
  286.  
  287. #=======================================================================================#
  288.  
  289.  
  290. #Zangief mu:
  291.  
  292. -has a ridiculous jumping heavy kick, you have to anti-air it as soon as he jumps
  293. -as soon as he does the kick,
  294. -Headbutt is plus
  295. -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
  296. -porkchops the third one is mad -17 oB even at range, and also has big recovery so be sure to get a punish
  297.  
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