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- Cmd Normals:
- f+1 H Bitchslap high that gets you in, not worth using alone
- b+2 H Slow swordswing, not worth using alone
- f+2 M The GOAT mid-approach tool
- f+3 L Good ranged low approaching check
- d+3 L i8! low kick; important tool for keeping your turn
- d+4 L Slower low that KNDs
- f+4 M Faster than f+2 with i15 appraoching mid that KNDs and has about same range
- b+4 L Quick low qith i13 that KNDs; good breathing-tool
- Strings:
- 1,2 H,M,X Close-range punish move with i8; short range; special-cancellable
- 1,2,2 H,M,M Extender to catch ppl trying to counterpoke cmd-grab or jumping
- f+1,2 M,M,X Main punish tool with i10; decent range; special-cancellable
- f+1,2,2 M,M,O Risky overhead extender
- f+1,4 M,L Also i10 but with low that can't be cancelled; safe OB
- 2,2 H,L,X Short range i9 KND; special-cancellable
- 2,2,1 H,L,M Launcher extension
- f+2,4 M,M,X Main approach tool with great range; special-cancellable; safe OB
- f+2,4,3 M,M,L Low Extender to keep them on their toes
- b+2,2 H,M,X Risky but also great approach tool; special-cancellable; unsafe OB
- b+2,2,3 H,M,O Even more risky overhead because why not
- 3,4 H,M,X i13 check-tool where the mid followup has amazing range; prob not bad to throw out trying to whiff it; special-cancellable!!
- f+3,4 L,M Very decent ranged approaching low into KND mid; safe OB
- Combos:
- 2,2,1 > dash f+1,2 > Sword (228.74 dmg; Hard Timing!)
- Projectile combos from: f+1,2; f+2,4; 2,2
- EX Projectile combos from: 1,2; f+1,2; 2,2
- Corner-Combos:
- 2,2,1 > 3,4 > Sword (260.65 dmg)
- Krush-Combos:
- d+2 > b+2,2 > Sword (334.88 dmg; very iffy timing, watch your enemy and not yourself and wait till they are clsoe to the floor)
- > 1 > f+1,2 > Sword (325.91 dmg; easier timing)
- f+1,2,2 > b+2,2 > f+1,2 > Sword (328.28 dmg; very iffy timing, watch your enemy and not yourself and wait till they on highest point)
- Totem setups (defense-totem moves you slightly forward making you run into some wakeup-attacks where attack-totem would work!):
- -Sword: can be safe midscreen; unsafe in corner
- -Sword (EX): unsafe as they are too near (but depends on their wakeup-attack length)
- -projectile: can be safe midscreen
- -projectile (EX): can be safe midscreen; only attack-totem safe up-close or in corner
- -1,2,2: can be safe midscreen; only attack-totem safe in corner
- -f+1,2: only attack-totem safe
- -f+1,2,2: unsafe
- -2,2,1: can be safe midscreen; only attack-totem safe in corner
- -f+4: can be safe midscreen; unsafe in corner
- -b+4: unsafe
- -f+3,4: can be safe midscreen; only attack-totem safe in corner
- -3,4: only attack-totem can be safe depending on wakeup-attack length; unsafe in corner
- -j3/4: can be safe midscreen; only attack-totem can be safe in corner but only if you hit it deep
- -u+3/4: kinda risky midscreen but depends on their wakeup-attack length; only attack-totem safe in corner
- -Throw: kinda risky midscreen but depends on their wakeup-attack length; forward-throw is riskier
- -Fatal-Blow: unsafe
- -f+1,1,2-Krush: only attack-totem safe
- -d+2-Krush: only attack-totem safe
- -Throw-Krush: can be safe (unless you throw them into the corner)
- -Sword-Krush: unsafe
- -projectile-Krush: unsafe if near or in corner or against long-ranging stuff
- So in short:
- setup midscreen after: -normal Sword
- -Throws (risky) and Throw-Krush
- -projectile normal/EX/Krush
- -f+3,4 and f+4 (great tools for keepout)
- -1,2,2
- -2,2,1
- -j3/4
- setup attack-totem in corner after:
- -EX projectile
- -1,2,2
- -f+1,2
- -2,2,1
- -f+3,4
- -u+3/4
- attack-totem only after:
- -f+1,1,2-Krush
- Corner actually sounds like a negative for totems. Try to keep them out.
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