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- Jax
- -------------
- FATALS
- 1 - fdf3 (close)
- 2 - bfbd1 (close)
- ----------------------
- V1 - Grinnin' Barrett
- bf2 Amp
- - replaces generic bf2
- - duck followed by punch
- - Amp: launching mid
- - hold 2 to stay ducking
- - avoids highs, NOT throws
- - while holding 2:
- -> dd: cancel
- -> 1+3: quick low!
- -> 4: overhead!
- db3 Amp
- - parries fireballs
- - build HEAT on success
- - Amp: extra HEAT
- db4 Amp
- - Overhead/0/-7
- - Amp: H/launch/-4
- - comboable
- ---
- V2 - Hunker Down
- dbf1
- - 10f grab with options
- - hold back: same side
- -> 2 - free hit
- - side switch
- -> 4
- - costs 1 ATK bar
- - side switch
- -> 3
- - costs 1 ATK bar
- - side switch
- bf4 Amp
- - forward leaping antiair
- - Amp: +50 dmg
- jump d+1+3 Amp
- - same as bf4, from a jump
- - Amp: +50 dmg
- ---
- generics
- db1
- - gotcha (high hit)
- - controllable series of hits afterwards
- - aim for best stage position!
- -> 1
- - most dmg
- -> 2
- - moves forward
- -> 3
- - side switch
- -> 4
- - far forward throw
- bf2 Amp
- - stiff armed
- - fast horizontal two hits
- - Amp: transition to throw + knockdown
- db2 Amp
- - mid fireball
- - knocks down
- - adjustable (up)
- - Amp: extra fireball
- bf3
- - costs HEAT
- - high fireball
- -> 4
- - costs HEAT
- - mid fireball!
- dd3 Amp
- - build HEAT
- - Amp: MOAR HEET
- dd4 Amp
- - ground pound!
- - fullscreen low
- - Amp: 2nd low+knockdown
- ---------
- strings
- 12 x
- 121
- d12 x
- 22 x
- 22d4
- f2d4
- b32
- b32,1+3
- f33 x
- f42
- V1
- f21
- f331
- V2
- 22,1+3
- f2,1+3
- f33,1+3
- lows
- - d3/d4/b4
- - b3
- - 22[d4]
- - f2[d4]
- - dd4
- - dd4-Amp [2nd]
- V1
- - bf2,[1+3]
- overheads
- - hops
- - b2
- - 12[1]
- V1
- - f2[1]
- - f33[1]
- - bf2,[4]
- - db4
- V2
- - 22[1+3]
- - f2,[1+3]
- - f33,[1+3]
- Notable normals
- - f2 M/i12/+11/-4
- - good whiff punisher
- - f3 M/i9
- - f33 is MM/-4
- - great quick mid
- - b1 H/i14/KND/-12
- - good range
- - b2 O/i16/0/-17
- - quick OH!
- - chargeable:
- - short: KND/-10
- - long: KB
- - long, post-KB
- - LAUNCH/0
- HEAT
- - up to 5 levels
- block advantage
- - 4 H/0
- - 1 H/+1
- - f4 M/+1
- - 12 M/+1
- - f42 H/+9
- - [jail from f4]
- - dd4-Amp L/+2
- Frame Trap after d1(+13):
- highs <= i13
- - 1 i8 *
- - can whiff!
- - 2 i11
- - d2 i10
- - 3 i13
- - 4 i13
- mids/low <= i19
- - b2 i16
- -need delay, otherwise low reward
- - f2 i12
- - Mix:
- - f2d2/-20L
- - f2,1+3/7O
- - is opponent good enough to punish?
- - b3 i18
- - tight, low reward
- - b3 xx special/unsafe
- - b32,1+3/-16
- - f3 i9 *
- - f33/-4/confirmable
- - f4 i15
- - +1 on its own
- - f42/MH/+9/KND
- - if they crouch block, they can duck the 2
- ---
- - d1 i7
- - d3 i8
- - d4 i10
- - b4 i11
- ---------
- Krushing Blows
- d2
- - Kounter a high
- - Punish a high
- b2
- - fully charged
- F throw
- - Max heat
- bf3,4
- - Kombo of 6+
- V2
- 22,1+3
- f2,1+3
- f33,1+3
- - Max heat
- - (these are all the same KB, not 3 separate KBs)
- dbf1,2,4,3
- - each step done as late as possible (costs 2 ATK)
- bf2
- - 2nd hit Kounter
- - 2nd hit Punish
- ---------
- Kombos
- opener 1
- - midscreen meterless
- - midscreen 1-bar
- - midscreen 2-bar
- - corner meterless
- - corner 1-bar
- - corner 2-bar
- opener 2
- - midscreen meterless
- - midscreen 1-bar
- - midscreen 2-bar
- - corner meterless
- - corner 1-bar
- - corner 2-bar
- etc.
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