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GBFV - Soriz notes

Oct 19th, 2020
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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: 09.10.2020)
  2.  
  3. #1 Notation
  4. #2 Combos & Blockstrings
  5. #3 All about setups
  6. #4 Other personal notes
  7. #5 Other people's notes
  8.  
  9.  
  10. ===================================================================================================================================================================================
  11.  
  12.  
  13.  
  14. #1 Notation:
  15.  
  16. > | combo or blockstrings
  17. <x> | explicit mention when a combo does NOT work where one would assume it should; or if at end of combo means combo-limit is reached; (or I mention that I'm too dumb to get it)
  18. <r> | reset or change from blockstring to combo
  19. <co> | when combo carried them into the corner only then following moves can be used
  20. <DP> | route to chose when opponent DPs (like after a safejump)
  21. |> | character specific combo or combo with specific limitations (mentioned in text)
  22. ~X/~> | in general delays or microthings/plinks; stuff like delayed button presses, delayed combo, delayed jump etc.
  23.  
  24. X | any L|M|H-normal (if no c. then means always far normal)
  25. c.X | close normal
  26. j.X | jump normal
  27. XXX | autocombo, can usually stop earlier and use any normal unless specified otherwise (sometimes also using ac in texts)
  28. (X) | blocked/whiffed/mixup/safejump move
  29. [X] | start holding said button
  30. ]X[ | release held button
  31. X(w) | last move whiffs (where it would usually hit)
  32. X(h) | last move hits (where it would usually whiff)
  33. X(Y) | use only first Y hits or certain parts of multi-hitting move to hit or be blocked (if not specified it's all hits)
  34. X(bl) | last move was blocked (where it would usually hit)
  35. X(Cr) | on crouching enemy
  36. X(St) | on standing enemy
  37. CH | counter-hit
  38. G | Guard-button
  39.  
  40. SBA | Skyboundart; with no suffix it means damage doesn't change and both methods can be used; cinematic is the same on both
  41. SBA(E) | Skyboundart with the Easy-input; if only SBA(E) makes sense input-wise, even if Technical-input would theoretically work
  42. SBA(T) | Skyboundart with the Technical-input; when Easy-input would make cinematic whiff or wouldn't reach
  43. SBA(E|T) | Skyboundart with Easy- or Technical-input and both give cinematic, but the damage still differs
  44. SBA(E-N/T-N) | when doing Easy/Technical-input but it still doesn't give the cinematic either, still a decent (or only) choice
  45. SSBA | Super-Skyboundart
  46.  
  47. 66/44 | forward-/back-dash
  48. ~66/~6 | micro-dash/-walk
  49. sj | safejump
  50. hj | highjump (aka superjump)
  51. th | throw
  52. fth | forward-throw
  53. bth | backward-throw
  54. ath | air-throw
  55. bl | blocking
  56. bl(Cr) | crouch-blocking (can also be 1bl)
  57. bl(St) | stand-blocking (can also be 4bl
  58. bs | block-string
  59. mu/mix | mix-up
  60. wp | whiff-punish
  61. OB | On-Block
  62. OH | On-Hit
  63. KND | KNock-Down
  64. ... | too lazy to fill out the rest
  65. {GOTO} | routes I find personally to be the most worthwhile using
  66.  
  67. afap | is as fast as possible, not what you are thinking
  68. ahap | is as high as possible
  69. alap | is as late as possible
  70.  
  71. IT-: | Move in Fundoshi-Stance-Install
  72. Bars: | P - Punch, K - Kick, PS - Punch the Stars, RS - Rock Smash
  73.  
  74.  
  75. ===================================================================================================================================================================================
  76.  
  77.  
  78.  
  79. #2 Combos & Blockstrings:
  80.  
  81.  
  82. Midscreen Combos:
  83. 2L > 2L > 2L > 214L|H [1820|1960 dmg]
  84. > 236L(Cr) [1890 dmg]
  85. > 623M|H [1820 dmg]
  86. > 2M(Cr) > 214H > 623H [2830 dmg]
  87. > 236L|H [2270|2330 dmg]
  88. > SBA(E) [3100 dmg]
  89. > IS-236L [1890 dmg]
  90. > SBA(E) [2870]
  91. > SBA(E) [3600 dmg]
  92. 2L > c.MMM > 214L|H
  93. > 214M(Cr) [2420 dmg; go then into a c.H for a great meaty or go for throw or such] {GOTO}
  94. > 214H > 623H(Cr) [2920 dmg] {GOTO}
  95. > ~66 > hj > (j.M|H) [nets you a safejump!]
  96. > 236L|H [2190|2420 dmg] {GOTO}
  97. > 623M [2300 dmg]
  98. > 623H [2300 dmg] {GOTO}
  99. > 22L|H [2240|2360 dmg; L knocks down but puts them far away] {GOTO}
  100. > SBA(E|T) [3200|3800 dmg]
  101. > SSBA > 2L > 214L~236X [2900 dmg; pretty hard link]
  102. > 214L~236X [2872 dmg]
  103. > IS-SSBA(E|T) [4100|4400 dmg]
  104. 2M|5M > 214H
  105. > 236L|H
  106. 5H > 214L|H
  107. > 236L|H
  108. > 623M|H
  109. c.MMM > SSBA > c.MMM > IS-SSBA(E|T) [? dmg; does NOT work with a 2L|c.L or a j.X before as they will be pushed too far away]
  110. c.H > IS-SSBA(E|T) [5200|5700 dmg]
  111. > SSBA > 2M > 236H <co> c.LLL > 623H [3980 dmg]
  112. > 214L~236X [3496 dmg]
  113. > 214H~236X <co> c.MMM > 623H [4735 dmg]
  114. IS-2U > 214L~236X [2620 dmg]
  115.  
  116. CH 2M|5M > 214M
  117. CH 5H > 236M
  118. > SSBA > 5H > 214L~236X [3596 dmg]
  119. CH c.L > c.M > ...
  120. CH c.M > c.M > ...
  121. CH c.H > c.H > SBA(E|T) [4400|5200 dmg]
  122. > 22H > 5M > 236H [3700 dmg]
  123. CH 22M > 5H > 236L|H [3080|3160 dmg]
  124. <co> 5M|2M > SBA(E|T) [5105|5675 dmg; works a good 3-4 dashes from corner]
  125. > 623M|H [3000 dmg]
  126. > 214H > 623H [3860 dmg]
  127. > SBA(E) [4200 dmg]
  128. CH 5U~6X(Cr) > c.LLL > 214H > 623H [2520 dmg]
  129. CH UOH > c.HHH > SSBA > c.MMM > IS-SSBA [4750 dmg]
  130. c.M(Cr) > c.L > 2L > 2M > 236L [2570 dmg; LUL that combo but hey deals 210 dmg more that c.L autocombo...]
  131. c.L > 2L > 2L > 5L(Cr) > 236L [2060 dmg]
  132.  
  133.  
  134. Jump-Ins:
  135. j.L > c.L > c.MMM > ... [way more consistent than immediately c.M; needs a hit at minimum around shoulder-height against standing opponents]
  136.  
  137.  
  138. Anti-airs:
  139. 2H > 623M|H [2100 dmg]
  140. > 623H > 236H [2960 dmg; only for very high hits]
  141. > 236M(w) > (UOH) [2000 dmg; setup that puts you right into their face and gives you a meaty UOH; then timed right if they block I think you can 5U their 5L, but
  142. that might depend on the height you hit them]
  143. > SSBA > 623H > 236H [2960 dmg; pretty great on itself, as the corner-carry is absolutely insane]
  144. <co> 5M > 214H~236X > c.H > IS-SSBA(E|T) [6319|? dmg; ; works from a good 3-4 dashes away from the corner!]
  145. CH 2H > 236L(w) > c.MMM > 623M|H [2900 dmg]
  146. > c.M > 214H > 5M > 236H [test me]
  147. > 623M(w) > c.MM|HH > 623M [2720|3220 dmg; needs kinda high or vertical hit; you can then run up for a meaty 5M or 2M]
  148. > c.MM > 623H > 236H [3440 dmg; MAD cornercarry]
  149. > c.HH > 236H [3360 dmg; MAD cornercarry and let's you keep the valuable K-Bar for the corner; c.H might need a delay]
  150. > c.H > SBA(E) [5000 dmg]
  151. > 5H > 236L|H [2880|2960 dmg]
  152. > ~66 > c.M|H > 214H > 5M > 236H [3870|4130 dmg; only for very high hits, and at best when they are above you or even just behind you]
  153. <co> c.H|c.M > 623H [5082 dmg]
  154. > SBA(E) [5000 dmg]
  155. > SSBA > 214M~236X [3160 dmg; seems pretty consistent]
  156. > ~66 > c.M|H > 214M~236X [3988 dmg; if you want to safe the meter]
  157. > 214H~236X <co> c.H > 22H > c.H > IS-SSBA(E|T) [6745|? dmg]
  158. > 236H > c.H > IS-SSBA(T) [? dmg; might be more damage, but feels harder as I can't get it done with easy-input]
  159. |> IS-SSBA(E) [5400 dmg; hard to get as you need to be as close as possible; also needs a fast cancel and couldn't get SSBA(T) get to work]
  160. CH j.U > c.HHH > 623M|H [3200 dmg]
  161. CH j.L > c.MM > 623H
  162. > 5M > 236L
  163.  
  164.  
  165. DP-punishes:
  166. c.H(ab) > 214H > 5M > 236H [3800 dmg; against airborne DPs; c.H deals more damage while 2H makes it a tad easier]
  167. <co> 5M|c.H > SBA [5682|5982 dmg use 5M or c.M when further away or you launched them lower]
  168. <co> 236H > c.H > 22H > c.HH > 623H
  169. c.HH(ab) > 214H > 5H > 623M
  170. CH c.H > 22H > 5M > 236H [3700 dmg; against Gran/Djeeta between the hits]
  171. <co> c.H > SBA(E) [6082 dmg; for corner]
  172. <co> c.HHH > 623H [5047 dmg]
  173. > c.H > ...
  174. > SSBA > ...
  175. <co> 236H > c.LL > 22H > c.H > 623H [4640 dmg; avoid as pretty hard, maybe useful if you are further away]
  176.  
  177. #=======================================================================================#
  178.  
  179.  
  180. Corner Combos:
  181. (2L) ~> CH 2L > 5L > 236H > c.L > 623H > c.H > 22H > 5M > SBA(E|T) [4405|4573 dmg; hit-confirm from a blocked 2L]
  182. 2L > 2L > 2L > 2M(Cr) > 236H > c.LLL > 623M > 623M > (j.H) [3110 dmg] {GOTO}
  183. 2L > c.MMM > 22H > c.HHH > 623H > 2U [3510 dmg]
  184. > c.H > SBA [4085 dmg]
  185. > 623M > 623H > 2U [3610 dmg]
  186. > c.L|M > 623M [3610 dmg; also gives a sj!] {GOTO}
  187. > 236H > 2U [3550 dmg]
  188. > c.H > SBA [4125 dmg]
  189. > 214H > 2U [3550 dmg; leaves you a lot farther away than other enders]
  190. > c.H > SBA [3975 dmg]
  191. > 214L > (UOH) [meaty UOH setup that gives you a combo even without CH!]
  192. > c.H > 236H > c.M > 623H > 2M > SBA(E|T) [4418|4750 dmg; can also do c.M first and then c.H for easier but less dmg] {GOTO}
  193. > 214L|H~236X [3974|4017 dmg]
  194. > c.M > 236H > c.H > 623H ~> (UOH > c.MMM) [setup where you use the taunt-animation from Kick, and use the moment his two feet connect to time a meaty non-CH UOH]
  195. > 214H > 5M > SBA(E) [3900 dmg]
  196. > 236H > c.M > 623H [3810 dmg, best non-SBA dmg?]
  197. > SBA [4235 dmg]
  198. > c.HH > 236H > c.H > 623M [3820 dmg; could be a meaty UOH setup?; or could push you back to a good meaty position]
  199. x> 623H > 5L [? dmg; can't hit that one; might be for setup https://youtu.be/Ws1SqmpMN4I?t=126]
  200. > c.HH > SBA(E|T) [4266|4603 dmg]
  201. x> c.M > 623H <x> 2U [? dmg; can't hit that one]
  202. > c.MM x> 236H > 2H > SSBA > 2U > IS-SSBA [? dmg; can't hit that one, even empty 2U into IS-SSBA doesn't work https://youtu.be/Ws1SqmpMN4I?t=140]
  203. > c.HHH > 236H > c.H > IS-SSBA(E|T) [4380|4845 dmg]
  204. > 236H > c.L > 623H > 2M > SBA(E|T) [3930|4105 dmg; a bit tight; adding any more specials lowers the dmg]
  205. 2U > 22H > c.HHH > 623H > 2U [4060 dmg]
  206. > c.H > 623H|236H > c.M > SBA [5567|5682 dmg]
  207. > 236H > c.MMM > 623H > 2U [3760 dmg]
  208. > c.M > 623H > c.M > SBA [5267 dmg; easiest]
  209. > 22H > c.H > SBA [5612 dmg]
  210. 5M|5H > 236H > c.LLL > 623H > 2U [3520 dmg]
  211. > 623M > 623H [3640 dmg]
  212. > SBA(E) [4490 dmg]
  213. > c.LL > 623H|214H > c.M > SBA [4850|4540 dmg]
  214. 236H > c.LLL > 623H > 2U [3150 dmg; can't do the double kick loop here cause of combo-limit; all combos also work from a poke]
  215. > 623M > 623H > [3300 dmg; whiffs on Ferry]
  216. > 22H > 2U [3210 dmg]
  217. > 22L > (22M|UOH) [2740 dmg; meaty setups test me]
  218. > 214H [2920 dmg; can't get more here, you can get a sf if you time it manually with the micro-crouch]
  219. > c.LL > 22H > c.M > 623H > 2U [3890 dmg]
  220. > c.L > 623L > (j.H) [3790 dmg; gives you a nice safejump and you keep 623H as a launcher; seemingly also works with 2H but mby only on tall chars;
  221. test me if I can find more such setups] {GOTO}
  222. > c.H > SBA [5097 dmg]
  223. > 623H > 2M > SBA [4790 dmg]
  224. > 214H > 2M > SBA(E|T] [4430|4930 dmg]
  225. > c.L > c.MM > 623M > c.L > 623M > (j.H) [3640 dmg; double M-kicks, gives you a sj] {GOTO}
  226. > 623H > c.M > 22H > 5M > SBA [5250 dmg; best SBA-damage if you have the reactions]
  227.  
  228. Corner CH-combos:
  229. CH c.H > 22H > 2L|5M > 236H > 2U > SBA
  230. > 2H > IS-SSBA
  231. > c.HHH > 236H > 2H > UOH > c.M [also a setup?]
  232. > 22M > c.M > 22H > c.H > 236H > 2M > SBA [6283 dmg; kinda hard as the c.M link is really right]
  233. > c.HHH > 623H [5077 dmg]
  234. > 236H > c.MMM > 623H [4847 dmg; keeps you the 22H]
  235. > 2U > 236H > c.MM > 623H > 2U [4389 dmg; when you don't have 22H]
  236. > c.MMM > 623M > 623L|H [4475 dmg]
  237. > SSBA > c.H > 214H~236X > c.M > 22H > c.H > IS-SSBA(E|T) [6675|? dmg; works from a good 3-4 dashes away from the corner!; works also close] {GOTO}
  238. ~> 2H > 236H > c.H > IS-SSBA(T) [6779|7274 dmg; 2H needs a small delay or 236H goes under them; c.H instead maybe also works]
  239. > 236M > c.M > IS-SSBA [? dmg; could maybe also work]
  240. |> 5H > 236H > c.H > 22H > 5H > 623H [6481 dmg; works literally from just a backstep from opponent's starting position!; can't be too close!]
  241. > IS-SSBA(E|T) [7111|? dmg; holyyyy]
  242. > IS-SSBA(E|T) [6772|? dmg]
  243. > 22H > 5H > 236H > c.H > IS-SSBA(T) [? dmg; seems to be even more damage, but feels harder as I can't get it done with easy-input]
  244. > 214M~236X [4288 dmg]
  245. > 214M~214X <r> IS-SSBA(E|T) [3488+4000|4500 dmg; because 214M combos here and leaves you superclose, you can reset them with a c.H or the backfists
  246. or the IS-SSBA!; best probably reset them with backfist and THEN the IS-SSBA, that should catch jumpers]
  247. > 22H > 2M > 236H > 2H x> IS-SSBA [can't, might be char-specific or something]
  248. > 2M > 22H > 2M > 236H > c.M > 214H~236X > c.H x> IS-SSBA(T) [? dmg; sideswitches; you need to push them up high enough so they fly over your head;
  249. can't hit that one]
  250. > 2M > 214H~236X > c.H > IS-SSBA(T) [6293 dmg]
  251. CH 236M > c.M > 22H > c.HHH > 623H [4630 dmg; 236H also gives you a c.M on CH]
  252. > c.H > 623H > 2M > 236L [5170 dmg; has some decent pushback that could give some setups, you are juuuust outside of 5L range; 5M meaties Kata's 2M there]
  253. > 236H~214X > c.H > IS-SSBA(E|T) [? dmg; test me]
  254. > 5M > 236H > c.HH > 623M [5137 dmg]
  255. > c.MMM > 623M > 623H > 2U [3680 dmg]
  256. CH 623L|M > c.M > 22H > 5H > 236H > c.MM > 623H [4769 dmg; when you disrespect them and it works; here should also c.HH be possible but I can't do it]
  257. CH 22L > c.M > 22H > c.H > SBA [5280 dmg]
  258. > 236H > c.M > 22H > c.H > 623H [4690 dmg]
  259. CH 22M > c.H > 236H > c.H > 22H > c.HH > 623H [5834 dmg]
  260. > c.H > SBA [6727 dmg]
  261. > 2H > 214H > c.H > SBA [6644 dmg; tweet says builds a ton of meter, with 22H as starter you can do it from 62% meter]
  262. > 22H ~> c.H > 214H~236X > c.H > IS-SSBA(E|T) [6914|7049 dmg; needs a delay long enough or they fly over your head]
  263. > 2H > 22M > 5M > 22H > 5H > SBA [test me; might only work on Ladiva etc]
  264. CH 22H > c.H > 236H x> 2H > 214H > c.H > SBA(E|T) [6553 dmg]
  265.  
  266.  
  267. Corner Anti-airs:
  268. 2H > 623H ~> 5H > 236H > c.H > 22H > 2U [5148-5472 dmg; needs a delay or 236H whiffs; if they are too low at the end you need to use c.M] {GOTO}
  269. > c.H > SBA(E|T) [6335-6535|6419 dmg]
  270. > 22H > 5H > 236H > 2U [5166 dmg; 2U whiffs really easily if they are not max height, using c.M makes it a big more reliable but still not easy]
  271. > c.H > SBA(E|T) [6313-6523|? dmg]
  272. 623H > 5H > 22H > 2H > 236M > c.M > 236L [5370 dmg; M-Punch loop, kinda specific]
  273. > 2H > 236M [? dmg; only for thicc characters like Ladiva, Soriz and Vaseraga]
  274.  
  275. CH 2H ~> 5H > 623H > c.H > 236H|22H > 2U [4692|4632 dmg; kinda akward as you can get a c.H instead of 5H, so needs to delayed sometimes]
  276. > 22H > c.H > SBA [6305 dmg]
  277. ~> 236H > c.LL > 623M > c.M > 623M > (j.H) [4150 dmg; for the furthest of far distances] {GOTO}
  278. > 2H > 236M > c.H > 22H > 2H > 236M [5594 dmg; M-Punch loop; kinda specific as needs to be close and hit them not too high]
  279. > 236L(w) > c.MM > 623M > c.M > 623M > (j.H) [3640 dmg; use c.L if they are too high at end; advantage over 623M(w) is that it is more consistent on later hits]
  280. > c.M > 236H > c.H > 22H > c.HH > 623H [5167 dmg; c.H at start is super-inconsistent]
  281. > 623M(w) > c.MM > 623M > c.M > 623M > (j.H) [3640 dmg; needs kinda high or vertical hit; advantage over 236L(w) is that you don't cross yourself up so easily
  282. and it also hits on non-CH even if they are really high, also if you hit them with CH 2H > 623M you still get a sj!] {GOTO}
  283. > c.H > 236H > c.H > 22H > c.HH > 623H [5634 dmg; use 236H c.M if you hit them not ahap]
  284. > c.H > SBA(E|T) [6527|? dmg]
  285. > 22H > c.H > 236H > c.MM > 623M > (j.H) [5373 dmg; is easy and gives you a safejump!] {GOTO}
  286. > c.H > IS-SSBA(E|T) [6654|6834 dmg; needs some tight links]
  287. > 22M > c.H > 236H > c.H > 22H > c.H > SBA(E|T) [6459|? dmg; kinda specific as needs to be close and hit them not too high, best if they are already behind your head]
  288. > 2H > 22M > 5M > 22H > SBA(E|T) [6112|? dmg]; 22M loop; fluff-combo, is even more specific as you need to be pretty close]
  289. > SSBA > ~66 > c.H > 623H > c.M > 214H~236X > c.H x> IS-SSBA(T) [? dmg; sideswitches; also good as DP-punish seemingly; am too bad to get it but should work, as I got the
  290. Easy input but just without the cinematic; also using c.H instead c.M might not work as they are too high]
  291. CH IS-2H > ~66 > 2H > 214H > c.H > 236H > c.H > SBA(T) [7156 dmg; https://www.youtube.com/watch?v=Ws1SqmpMN4I]
  292. CH 5H > 214H > 5M > 236H > c.M > SBA
  293. CH j.U > c.H > 214H > 5M > SBA [good when they try to jump out?]
  294. > 623H > c.H > 22H > 2U
  295. > 22H > c.H > 236H > 2M > SBA
  296. CH 623L|M > 623H > 5H > 236H > c.H > 22H > 2M > SBA(E|T) [6145|? dmg; works ~3 dashes away from Corner; kinda specific as needs certain distance and height]
  297. > 22H > c.H > 236H > 2M > SBA(E|T) [6313|? dmg]
  298. CH 22M > 2H > 22M > 2H > 22M > 5M > 22M [? dmg; the purest of fluff]
  299.  
  300. Corner UOH:
  301. CH UOH > c.HHH > SSBA > 2L > 214H~236X
  302. > 5H > 236H > 623H
  303.  
  304.  
  305. Install-combos:
  306. CH (214X)~236X > 5H > 236H > 2H > SSBA(ST)
  307. (214L|M)~236X ~> 5H > 214H~236X > c.H > 236H > c.H > IS-SSBA(E|T) [6779|? dmg; works from ~middle-of-screen!; 5H or first c.H needs a tiny delay or they are too high for 236H]
  308. > 5H > 236H > 5M > 214H~236X > c.H > IS-SSBA(E|T) [6319|? dmg; might be a bit easier]
  309. > c.H > 236H > c.H > 214H~236X > c.H > IS-SSBA(E|T) [? dmg; very tight and works only 1-2 dashes away from corner]
  310. CH 236H ~> c.L > 214H~236X > c.H > IS-SSBA(T) [6245 dmg; needs a nanodelay after the hit, or they can fly over your head]
  311. CH 22M > 214H~236X > c.H > IS-SSBA [6809 dmg; works from ~starting-position]
  312. 2U > 214L~236X > (UOH > c.MMM) [setup that gives you a meaty non-CH UOH!]
  313.  
  314. ===================================================================================================================================================================================
  315.  
  316.  
  317.  
  318. #3 All about setups:
  319.  
  320. #=======================================================================================#
  321.  
  322.  
  323. Safejumps-Midscreen end in:
  324. > 236H|623H > ~66 > hj > (j.M|H) [nets you a safejump!] {GOTO}
  325. > (j.L) [can even cross-up!]
  326. > 236M(w) > (2L) [this puts you really close to them and you get a meaty DP-safe 2L]
  327. > 623M |> (236M) [only if they back-recover you get DP-safe 236M that loses to wakeup mash, but you can make it delay to meaty, making it kinda a 50/50; loses to spot-recover]
  328. <co> c.M > 623M > (j.H) [probably the go-to combo for the corner] {GOTO}
  329. > 22L |> 6G > (5L) [only if they spot-recover you get a meaty 5L that isn't safe to safejumps though]
  330. > 2U > 4G > (j.H) [spot-dodge for frame-kill, then just press up-forward for the sj] {GOTO}
  331.  
  332. After c.XXX > 623H, the most optimal is microdash highjump. You can also just run a bit further and do a normal jump, as the highjump is kinda hard.
  333. You can also make a cross-up if you delay the highjump, best use j.L here (it can even make some DPs with then). G-button tap and j.M isn't good here as you have too few time.
  334. You can also whiff a 236M(w) afterwards which puts you right in their face, and then get a meaty c.H or a meaty 2U. (c.L|2L and c.M whiff and punish you so care)
  335. (If you delay the 2L a tad, you can get a DP-safe meaty 2L, but it's incredibly hard to time.)
  336. You can also instead do a 2M which is so meaty, that you can get a c.M frametrap afterwards that punishes 5fs!
  337. After c.XXX > 236L|M you can get a safejump in the corner, just jump like normal!
  338. Midscreen it sadly doesn't give one, BUT if you jump immediately and press j.M|H, you will counterhit their 5f 5L IF it's far enough, like Katalina's!
  339. Doesn't do anything if they block obviously, and their 2L will whiff. Also you can NOT combo into anything, so it's more just fluff.
  340. After c.XXX > 236H you can just run and normal-jump towards them for the sj.
  341. You can also do the cross-up from 623H, but it's even tighter because you have less time and the microdash is even shorter than the normal one from 623H.
  342. After Poke > 236H you can run and high-jump with j.M to get a safejump, but it's pretty precise.
  343. Safer is probably just to run up and do a meaty. If they are closer you can delay a c.L a tad and make it DP-safe, further you might need to do a non-DP safe c.M or 2M meaty.
  344. After 22L test me what todo, probably run up meaty 5M
  345. After the c.H > 214H > 5M > 236H DP-punish or antiair, you can only run up into their face and maybe get a meaty DP-safe 2L.
  346.  
  347. #=======================================================================================#
  348.  
  349.  
  350. Spacing and Pressure stuff:
  351.  
  352.  
  353. 236X:
  354.  
  355. At roundstart-spacing 236L puts you in perfect range to whiff-punish their 2L|5L (Gran) with 5M. 2M is not that good because it can whiff against Djeeta 5L e.g.
  356. 5M also hits them while 2M whiffs completely, but neither is DP-safe.
  357. 5L also gets hit by DP (Djeeta) while 2L can low-profile it while still whiff-punishing her 2L, but it whiffs completely against her 5L.
  358. --> cancel then into 214H or 236L|H or SBA (which can whiff sometimes)
  359. You can also use 2U, which seems to be even better but has a lot more recovers and you can't DP on reaction to them jumping and it probably loses hard to dodge or backdash.
  360. --> 2U you can even cancel into 623M|H
  361. ! they ALL lose to good 2Ms like Djeeta's, if they use those the only thing besides block you can do is spot-dodging. (you can't walk out backwards and not even DP)
  362. or use 236M and then H-DP for the disrespect
  363. A tiny step backwards, and you can also use 5H which would otherwise lose to 5Ls, but it still loses to far 2Ms
  364.  
  365. You can ABSOLUTELY NOT PRESS BUTTONS AFTER 236H, every 5f characters will hit you out of your 2L, Kick doesn't work either! test me again and try c.M
  366. !BIG implement the micro-walk backwards against long M-buttons: https://twitter.com/nchJoJo/status/1312107631180304384
  367.  
  368. test me if 236H OH gives good oki https://youtu.be/_nSwB3fCnx4?t=255
  369.  
  370.  
  371. 214X:
  372.  
  373. About a dash away 214L barely still hits, and you can again use 2M|5M for the whiff-punish which loses to M-buttons obviously. It might be decent cancelling from a near 5L!
  374.  
  375. 214M hits about a bit less than two dashes away but has startup time. It's decent to get in because it moves you quite a bit forward. Don't forget that it's used for frametrapping!
  376. ---> sadly doesn't give you anything on CH, but OH it's great plus-frames where you can even get a c.H in!
  377. Don't press stuff if it is blocked though, especially since it leaves you really close (Kick also doesn't work!)
  378. c.H > 214M DOES combo while still being a frametrap, making it maybe decent as meaty pressure.
  379. On CH c.X > 214M combos which can give you nice reset and frametrap options in Install.
  380. 2L > 2L > 2L > 214M puts you in good position for a 5M > 236L move or 5H > 214L? Test me
  381.  
  382. Using 214H for the spacing is kinda hard, it moves around the same as 214M but is way faster and also doesn't leave you that close.
  383. --> When you space it right you will only be able to use 5M. BUT it is the only one where you can actually win against opponent's M-buttons!
  384. But that won't work against decent players I think, more like a knowledge check.
  385. --> If you are closer like after an autocombo, it leaves you around exact 5L range, which then can win against 2L buttons and clash with 5Ls!
  386. You can also DP here for the discrespect, even L- and M-DP will work!!! (L whiffs against 2Ls but keeps you safer)
  387. --> If you manage to stop them from mashing, you can then reset the pressure with a 5M or 5H.
  388. --> After an autocombo OH, you lose to far 2M buttons, like Katalina's, BUT you can walk back (more than with 236L) and then whiff-punish with a 5H!
  389. 2M|5M clashes at best and loses at worst, but against not-button-crazy chars it might be decent
  390. In Install, use 214H out from a poke for enforcing the reset while being a frametrap that can be game-ending!
  391.  
  392. "but you can frame-trap into c.M
  393. you dont need 214M for that tho, 214L is +3 as well
  394. 214H is the one that traps into c.H
  395. this is all on hit, of course.
  396. ok, I see so if you are ballsy you can still go for the c.H after 214L for another +3 haha
  397. If youre planning on using install, i would never use 214H early tho so, unfortunately, you dont have a
  398. real trap into c.H from the other 214s that leads into a good install anyway"
  399.  
  400.  
  401. 22X:
  402. c.XXX > 22L is a frametrap that hits all 5f buttons! It also gives you CH-combo in the corner!!! Once they respect it you can go for the 22M reset.
  403. c.H > 22H is NOT a frametrap but is tight!
  404. c.XX > 22H is always a frametrap, as well as c.L|c.M > 22H. Use these if you want to go for a safe frametrap that keeps you plus if they block!
  405. After 22M press c.H for great reset pressure!
  406. After 22H you can press c.M which wins against 5f buttons.
  407. The 22L/22M stagger mixup is stronger than just spending 22H, but dodge can beat both options unless from a setup.
  408.  
  409.  
  410. Normals:
  411. c.M is your main trap, when they start respecting that, then you can try your c.H
  412. After c.H you can press c.L to win against 5f buttons. Against 6f you should also be able to press 2L. (It's kinda hard to time tbh test me more)
  413. --> 2L > 2L > 236L|H or 214L|H or 623M|H or SBA for a neat confirm! (2L > 5L only works on CH but could be good if you want to be more defensive?; 2M at end won't hit them!)
  414. --> 2L > 2M for another frametrap and a natural combo against crouchers which should give you also good reset options
  415.  
  416.  
  417. For standing resets (speak after a throw, 22M|H OB, 214M|H OH), general options are:
  418. - c.M: the standard frametrap (should also catch jumpers)
  419. - 2L > 2L (chain against DPs, link for frametrap)
  420. 2L > reset
  421. - overhead
  422. - throw
  423. - Install: microstep into IS-SSBA
  424.  
  425.  
  426. ===================================================================================================================================================================================
  427.  
  428.  
  429.  
  430. #4 Other personal notes:
  431.  
  432.  
  433. 2H is anti-air, 623H might be better in corner for the combo or against deep hits but it only activates frame 6!
  434. 623L might be decent as anti-air if you are staying away a bit from them and don't want to risk something but just throw it out on prediction.
  435. j.U air-to-air but only if they are above you; there was also a whiff-setup used for the IS-SSBA
  436. j.L is your cross-up button
  437. j.M is a good further range jump-in button, also decent in air-to-air due to the range
  438. j.H is jump-in, you have to hit it pretty late to stay plus OB though!
  439. 5H seemingly also has jump-in crush frames, but it feels risky
  440.  
  441.  
  442. Using DP just as a frametrap discrespect ender or to clip people from jumping out of corner
  443.  
  444. When doing 2H into Install, it is better todo the Technical-input, because somehow the game likes to take the Kick as precedence and with Easy-input you often just get the kick.
  445.  
  446. After a back-throw in the corner, you can get a meaty UOH. (still needs CH)
  447. After a forward-throw ANYWHERE, you can get a meaty 2M, which is so meaty, that it gives a 2L OR 2M combo on-CH (do then 623M|H or 214L|H or in corner 22H > 5M > ...);
  448. if blocked the 2L/2M frametrap beats 5fs!
  449.  
  450. Training sequences:
  451. 2L > c.MMM >
  452. > 623H > ~66 > hj > (j.H > c.M) <DP> c.H|2H > 214H > 5M > 236H > 66 > (2L > c.L) <DP> c.H > 22H > c.HHH > SBA|UOH|etc
  453. > j.H > c.MMM > 236H > 66 > (j.H > c.M) <DP> c.H|2H > 214H > 5M > 22H?
  454. > j.H > c.MMM > 214X|22L|etc
  455. > 236H > 66 > (j.H > c.M) <DP> c.H|2H > 214H > 5M > 623H > 66 > ?
  456. > j.H > j.MMM > 623H > ~66 > hj > (j.H > c.M) <DP> 2H > 214H > 5M > 22H?
  457. > j.H > c.MMM > 214X|22L|etc
  458.  
  459.  
  460. Baiting DPs with lights:
  461. vs Katalina: c.L > 2L and 2L > 2L as CHAINS bait her DP, but only if you don't press something afterwards
  462.  
  463.  
  464. ===================================================================================================================================================================================
  465.  
  466.  
  467.  
  468. #5 Other people's notes:
  469.  
  470.  
  471. People dodging your stuff:
  472. actually in my experience spot dodge dodges 236L, 214M, 22L, and 22M
  473. yeah, not from any cancel.
  474. has to be a setup.
  475. for example,
  476. 214L on hit > 22M catches dodge recovery
  477. 236M does as well
  478. good option once you condition with c.M and such
  479. tho whiff c.M > c.H catches recovery too lol
  480. so i guess when they start respecting c.M, and after you start doing c.H right after 214
  481. lol
  482.  
  483.  
  484. Plus-stuff:
  485. 236L/H (rush punch) are safe on block but minus so it’s your turn
  486. 236M is 0 on block so you’ll either wanna block or challenge with something fast
  487. 214L/M is safe on block too, but the M version has a gap before it starts that you should stab him out of
  488. 214H is +1
  489. 22L is safe
  490. 22M is +8 (yes 8) but it’s so slow your grandma can interrupt it
  491. 22H is fast and +4 so you gotta hold that
  492.  
  493.  
  494. Dustloop Throw-Oki (pre-patch):
  495. Back-throw gives worse okizeme than forward-throw. While back-throw limits you to a dash-up 2L in most cases, forward throw gives you a very strong mix game:
  496. Safe c.L (baits invincible reversals)
  497. Meaty c.M (can be up to +4 oB and +8 oH)
  498. Meaty c.H (links to itself on CH)
  499. Wait and throw again (can be walked, jumped, and mashed out of)
  500. Meaty 2L (beats walking, jumping, and mashing)
  501. test me UOH might be meaty too?
  502.  
  503.  
  504. Wiki Combo-Theory (pre-patch):
  505. Soriz combo theory is very flexible once he get's a launch since all of his special moves can be used to end or extend a combo.
  506. His primary launcher is 22H which gives him access to his longer combos in the corner.
  507. Outside of that, you will have to make use of certain counter hit starters (236M, 623X, 22M) or 2U to get your opponent off the ground.
  508. 236H is great for pushing yourself as close to the corner as possible and you will need to do this when you've launched them outside of the corner.
  509. If you're already in the corner than he can use 623X to do short upkick loops without having to spend extra EX moves.
  510. 214H can be used as well when 236H isn't available. You can usually link a 5M/2M from most airborne starters.
  511. IF they were already launched high then you can even link a cl.H or 2H
  512.  
  513.  
  514. frametrap setups and safejumps (pre-patch):
  515. 2U > 22L(w) > c.H (is a kill-frame setup that beats all buttons)
  516. > UOH (meaty overhead)
  517. > ~66 > 2L > c.MMM > 623M (safer?)
  518. > 5H (more unsafe frametrap? when further away)
  519. > SSBA (goes through lights and throws)
  520. > 5L(w) > 4G (spot-dodge setup against DPs)
  521. > 5U > c.H(ab) > ... (against airborne DPs like Gran,Katalina)
  522. > sj (also works vs certain DPs like Gran)
  523. > 6G > c.H (throw-bait)
  524. > j.M > c.MMM > 623M (meaty overhead)
  525. > sj.M > 5M > 236H (meaty crossup overhead)
  526. > 2L(w) > 2U (meaty sweep)
  527. > 2U(bl) .> 22L (frametrap)
  528. > 2U(bl) .> 236L (frametrap)
  529. > 22M(w) > 2U
  530. > 236L > ~66 > 2U > 236L (you are still advantageous if you make a small dash; medium attacks work too)
  531. > c.H (also meaty)
  532.  
  533.  
  534. C.5H into install frametraps (@FGC_Zen_Mars) (pre-patch):
  535. Soriz C.5H into install is +5 oB. C.5H is 10f. Frame traps any normal. You can also do 2L to bait any reversal that is slower than 10 frames (rip Bubz DP).
  536. Auto combo/F.5H into install is +2 oB. You can do F.5L, 2L, 2M and 623x to frame trap.
  537. I love install.
  538.  
  539.  
  540. IS-SSBA (pre-patch):
  541. try to spot-dodge, roll (like after a blocked 236L) or jump your enemies' attacks and then hit them with the unblockable
  542. You are very plus after hitting a IS-SSBA, so you can get some kill-frame setups:
  543. IS-SSBA(OH) > 236L(w) > c.H
  544. > ~66 > 22H
  545. > 6G > 22H > c.MMM > 214L~236X
  546.  
  547. #=======================================================================================#
  548.  
  549.  
  550. 2 hits of auto combo into QCB EX puts them at a great height for combos
  551.  
  552. c.H > 22H > (236M) > c.H is meaty and superplus, afterwards you can then either UOH or c.MMM > 623L > (236M) and get again a meaty c.H
  553.  
  554. 22H 5H 236H 5MM 623H 2U
  555. or c.XX > ...
  556. you can cancel 2U with dodge and then jump forward for a safe jump setup
  557. Yeah. You should always step dodge on sweep to time the jump properly
  558.  
  559.  
  560. #=======================================================================================#
  561.  
  562.  
  563. Wiki Blockstrings (pre-patch):
  564.  
  565. True Blockstrings :
  566. f.H -> 236L
  567. f.M -> 236H
  568. f.M -> 214H (Far M -> 214L isn't a true blockstring at most range but can be if close enough)
  569. c.H -> 22L
  570.  
  571. Blockstrings from Autocombos:
  572. 5XX/5XXX >
  573. 236L (tight, can be delayed to frame trap)
  574. 236M (more than 10f gap)
  575. 236H (always tight)
  576. 214L (always tight)
  577. 214M (frame traps 5f normals)
  578. 214H (always tight)
  579. 22L (frame traps 5f normal)
  580. 22M (more than 10f gap)
  581. 22H (tight, can be delayed to frame trap)
  582.  
  583.  
  584. Wiki Frame Traps (pre-patch):
  585.  
  586. Gapless:
  587. cl.L cl.L
  588. 22M > any L or M button
  589.  
  590. ≤4 gaps:
  591. c.L delay c.L
  592. c.L 2L
  593. 2L c.L
  594. 2L 2L
  595. c.L/2L c.M
  596. 22H > any L/M button
  597.  
  598. 5f gaps:
  599. c.L/2L f.L/2M
  600. c.M c.L
  601.  
  602. 6f gaps:
  603. c.M c.M
  604. c.M 2L
  605. c.L/2L 5M
  606. 22H cl.H
  607.  
  608. 7f gaps:
  609. 214L/M 2L
  610. 236H cl.L
  611.  
  612. 8f gaps:
  613. 214L/M f.L/2M
  614. 236M/H 2L
  615.  
  616. 9f gaps:
  617. 236L 2L
  618.  
  619.  
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