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- Full credit to FasAn!
- -[MARDUK WALL-COMBO FRAME-ADVANTAGE LIST]-
- Note:
- Everywhere were I wrote "at least +..." means that you're even more +, but it doesn't matter because you've already passed a threshold where you get a free 50/50 attempt or even a guaranteed follow-up, if they don't techroll (d/f+3,1; d/b+2 ender for example).
- Also, "->" is referring to the general frame-data and "=>" is referring to extra infos that are important!
- Stage used:
- Geometric Plane
- Combo used:
- => d/f+1; 2,d+1+2; d/b+3,1,1 S!; deep-dash d/f+4,2 W!
- -> 57 dmg + 1 wallsplat-dmg= total of 58 dmg
- -> 63 dmg + 1 wallsplat-dmg= total of 64 dmg with Rage
- -> 8-hit combo and 27% scaling on first wall-hit
- - - - - - - -
- W! d/f+3,1; d/b+2 (17 wall-combo dmg)
- -> +24 on wake-up kicks
- -> at least +25g on techroll
- -> stand-up options:
- -> at least +25g on all stand-up options
- -> even over +40g advantage <-<
- => best used in combination with a VTS/VTSc transistion
- -> forces a mix-up and bridges the techroll "invincibility"
- -> mix-up: VTS d+1+2_VTS~u/f+3_FC d/f+1+2 or qcf+2_u/f+3_f,F+4
- => if the opp doesn't techroll here, you get a guaranteed follow-up
- -> f+4_d/b+4_GTs or FC d/f+1+2_VTS d+1+2
- W! d/f+3,1; >b+4 (17 wall-combo dmg)
- -> -2 on wake-up kicks
- -> +21g on techroll
- -> stand-up options:
- -> +22g on holding d/b
- -> +22g on tapping u
- -> +19g on holding b
- W! d/f+3,1; d/b+2+4 (5 + "40" wall-combo dmg) [Success & Break Frames]
- -> ±0-1 on wake-up kicks
- -> at least +25g on siderolls
- -> opponent can't techrolls, due to d/b+2+4s oki
- -> stand-up options:
- -> at least +25g on all stand-up options
- => ±0, if the opponent breaks the ground-throw!
- W! d/f+3,1; d/b+1+3 (5 + "20~40" wall-combo dmg) [Break Frames]
- => ±0, if the opponent breaks the ground-throw!
- W! b,f+1+2,2 (23 wall-combo dmg)
- -> -8 on wake-up kicks
- -> +15g on techroll
- -> stand-up options:
- -> +16g on holding d/b
- -> +16g on tapping u
- -> +13g on holding b
- W! d/f+3,1; d/b+4 (18 wall-combo dmg)
- -> -2 on wake-up kicks
- -> +21g on techroll
- -> stand-up options:
- -> +22g on holding d/b
- -> +22g on tapping u
- -> +19g on holding b
- => pushes Bears&Marduk away from the wall, so be aware!
- W! d/f+3,1; d/f+1+2 (18 wall-combo dmg)
- -> -4 on wake-up kicks
- -> +19g on techroll
- -> stand-up options:
- -> +20g on holding d/b
- -> +20g on tapping u
- -> +17g on holding b
- => pushes Bears&Gigas&Marduk away from the wall, so be aware!
- W! d/f+3,1; f+4 (17 wall-combo dmg)
- -> -10 on wake-up kicks
- -> +13~14g on techroll
- -> stand-up options:
- -> +14~15g on holding d/b
- -> +14+15g on tapping u
- -> +11+12g on holding b
- => We get 1f less, against big chars
- => pushes Bears&Marduk away from the wall, so be aware!
- W! f,F+1+2_f+1+3_f+2+4 (wall-grab) (16 wall-combo dmg)
- -> -7 on wake-up kicks
- -> at least +25g on siderolls
- -> opponent can't techrolls, due to the wall-grabs oki
- -> stand-up options:
- -> +17g on holding d/b
- -> +17g on tapping u
- -> +25g on holding b
- => Best used after a standing wall-splat for max. dmg!
- => Against Bears&Gigas&Marduk, you can use "W! d/f+3,1; grab"
- -[SITUATIONAL/CHARACTER SPECIFIC WALL-COMBOS]-
- W! d/f+3,1; u/f+3 (20 dmg) [Bears,Gigas,Jack,Marduk specific]
- -> +3 on wake-up kicks
- -> +26g on techroll
- -> stand-up options:
- -> +27g on holding d/b
- -> +27g on tapping u
- -> +24g on holding b
- => pushes the big opp away from the wall, so be aware!
- => hits also other chars, as long as you're not off-axis-left
- W! b,f+1+2,2 (23 wall-combo dmg) [Last hit not 60% scaling]
- -> +8 on wake-up kicks
- -> +17g on techroll
- -> stand-up options:
- -> +32g on holding d/b
- -> +32g on tapping u
- -> +37g on holding b
- => it very rarely happens that the last hit doesn't scale for 60%
- -> that changes the overall frame-advantage in our favor!
- => There are potential free follow-ups here:
- -> d+3 hits everything, except for techrolls
- -> deals an additional 14 dmg for d+3
- -> GTs hits everything, except for "Forward Roll" & "Sideroll-Left"
- -> if they techroll Marduk will automatically do a normal throw!
- -[RAGE WALL-COMBOS]-
- W! f+2+3 (Rage-Drive) (11 + "35~40" dmg)
- => For Frame-Data reference, go to the pins and check the "GTs frame-data sheet on success and on break"
- -[IMPORTANT INFOS REGARDING SMALL/FEMALE CHARARCTERS]-
- Against females:
- You should replace the d/f+3,1 with 2, due of consistency.
- d/f+3,1 will still work most of the time against the smaller chars, even against Chloe, in my experience, but it is still possible to randomly whiff, so choose for yourself!
- Important infos regarding this wall-combo (W! 2; ...)
- => The overall dmg is reduced by 2 dmg, when replaced with d/f+3,1!
- => CAUTION! THOSE ENDERS DO NOT WORK FOR W! 2; ... :
- -> 2 into d/b+4 DOES NOT WORK!
- -> 2 into f+4 DOES NOT WORK!
- ---
- Quick Note:
- Wake-up kick speed
- -> wake-up 3 (low kick) is i22 (counts for FUFT and FDFT)
- -> wake-up 4 (mid kick) is i22 (counts for FUFT and FDFT)
- -> wake-up d+3 (toe-kick) is i13 (only from FUFT useable)
- -> wake-up 3+4 (jump kick) is i19 (only from FUFT useable)
- -> wake-up 3+4 (jump kick) is i16 (only from FUFT useable)
- -> only AK, King and Eddy
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