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- (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)
- #1 Notation
- #2 Combos & Blockstrings
- #3 All about setups
- #4 Other personal notes
- #5 Other people's notes
- ===================================================================================================================================================================================
- #1 Notation:
- > | combo or blockstrings
- <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)
- <r> | reset or change from blockstring to combo
- <co> | when combo carried them into the corner only then following moves can be used
- <DP> | route to chose when opponent DPs (like after a safejump)
- |> | character specific combo or combo with specific limitations (mentioned in text)
- ~X/~> | in general delays or microthings/plinks; stuff like delayed button presses, delayed combo, delayed jump etc.
- X | any L|M|H-normal (if no c. then means always far normal)
- c.X | close normal
- j.X | jump normal
- XXX | autocombo, can usually stop earlier and use any normal unless specified otherwise (sometimes also using ac in texts)
- (X) | blocked/whiffed/mixup/safejump move
- [X] | start holding said button
- ]X[ | release held button
- X(w) | last move whiffs (where it would usually hit)
- X(h) | last move hits (where it would usually whiff)
- 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)
- X(bl) | last move was blocked (where it would usually hit)
- X(Cr) | on crouching enemy
- X(St) | on standing enemy
- CH | counter-hit
- G | Guard-button
- SBA | Skyboundart; with no suffix it means damage doesn't change and both methods can be used; cinematic is the same on both
- SBA(E) | Skyboundart with the Easy-input; if only SBA(E) makes sense input-wise, even if Technical-input would theoretically work
- SBA(T) | Skyboundart with the Technical-input; when Easy-input would make cinematic whiff or wouldn't reach
- SBA(E|T) | Skyboundart with Easy- or Technical-input and both give cinematic, but the damage still differs
- 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
- SSBA | Super-Skyboundart
- 66/44 | forward-/back-dash
- ~66/~6 | micro-dash/-walk
- sj | safejump
- hj | highjump (aka superjump)
- th | throw
- fth | forward-throw
- bth | backward-throw
- ath | air-throw
- bl | blocking
- bl(Cr) | crouch-blocking (can also be 1bl)
- bl(St) | stand-blocking (can also be 4bl
- bs | block-string
- mu/mix | mix-up
- wp | whiff-punish
- OB | On-Block
- OH | On-Hit
- KND | KNock-Down
- ... | too lazy to fill out the rest
- {GOTO} | routes I find personally to be the most worthwhile using
- afap | is as fast as possible, not what you are thinking
- ahap | is as high as possible
- alap | is as late as possible
- IT-: | Move in Fundoshi-Stance-Install
- Bars: | P - Punch, K - Kick, PS - Punch the Stars, RS - Rock Smash
- ===================================================================================================================================================================================
- #2 Combos & Blockstrings:
- Midscreen Combos:
- 2L > 2L > 2L > 214L|H [1820|1960 dmg]
- > 236L(Cr) [1890 dmg]
- > 623M|H [1820 dmg]
- > 2M(Cr) > 214H > 623H [2830 dmg]
- > 236L|H [2270|2330 dmg]
- > SBA(E) [3100 dmg]
- > IS-236L [1890 dmg]
- > SBA(E) [2870]
- > SBA(E) [3600 dmg]
- 2L > c.MMM > 214L|H
- > 214M(Cr) [2420 dmg; go then into a c.H for a great meaty or go for throw or such] {GOTO}
- > 214H > 623H(Cr) [2920 dmg] {GOTO}
- > ~66 > hj > (j.M|H) [nets you a safejump!]
- > 236L|H [2190|2420 dmg] {GOTO}
- > 623M [2300 dmg]
- > 623H [2300 dmg] {GOTO}
- > 22L|H [2240|2360 dmg; L knocks down but puts them far away] {GOTO}
- > SBA(E|T) [3200|3800 dmg]
- > SSBA > 2L > 214L~236X [2900 dmg; pretty hard link]
- > 214L~236X [2872 dmg]
- > IS-SSBA(E|T) [4100|4400 dmg]
- 2M|5M > 214H
- > 236L|H
- 5H > 214L|H
- > 236L|H
- > 623M|H
- 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]
- c.H > IS-SSBA(E|T) [5200|5700 dmg]
- > SSBA > 2M > 236H <co> c.LLL > 623H [3980 dmg]
- > 214L~236X [3496 dmg]
- > 214H~236X <co> c.MMM > 623H [4735 dmg]
- IS-2U > 214L~236X [2620 dmg]
- CH 2M|5M > 214M
- CH 5H > 236M
- > SSBA > 5H > 214L~236X [3596 dmg]
- CH c.L > c.M > ...
- CH c.M > c.M > ...
- CH c.H > c.H > SBA(E|T) [4400|5200 dmg]
- > 22H > 5M > 236H [3700 dmg]
- CH 22M > 5H > 236L|H [3080|3160 dmg]
- <co> 5M|2M > SBA(E|T) [5105|5675 dmg; works a good 3-4 dashes from corner]
- > 623M|H [3000 dmg]
- > 214H > 623H [3860 dmg]
- > SBA(E) [4200 dmg]
- CH 5U~6X(Cr) > c.LLL > 214H > 623H [2520 dmg]
- CH UOH > c.HHH > SSBA > c.MMM > IS-SSBA [4750 dmg]
- c.M(Cr) > c.L > 2L > 2M > 236L [2570 dmg; LUL that combo but hey deals 210 dmg more that c.L autocombo...]
- c.L > 2L > 2L > 5L(Cr) > 236L [2060 dmg]
- Jump-Ins:
- j.L > c.L > c.MMM > ... [way more consistent than immediately c.M; needs a hit at minimum around shoulder-height against standing opponents]
- Anti-airs:
- 2H > 623M|H [2100 dmg]
- > 623H > 236H [2960 dmg; only for very high hits]
- > 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
- that might depend on the height you hit them]
- > SSBA > 623H > 236H [2960 dmg; pretty great on itself, as the corner-carry is absolutely insane]
- <co> 5M > 214H~236X > c.H > IS-SSBA(E|T) [6319|? dmg; ; works from a good 3-4 dashes away from the corner!]
- CH 2H > 236L(w) > c.MMM > 623M|H [2900 dmg]
- > c.M > 214H > 5M > 236H [test me]
- > 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]
- > c.MM > 623H > 236H [3440 dmg; MAD cornercarry]
- > 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]
- > c.H > SBA(E) [5000 dmg]
- > 5H > 236L|H [2880|2960 dmg]
- > ~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]
- <co> c.H|c.M > 623H [5082 dmg]
- > SBA(E) [5000 dmg]
- > SSBA > 214M~236X [3160 dmg; seems pretty consistent]
- > ~66 > c.M|H > 214M~236X [3988 dmg; if you want to safe the meter]
- > 214H~236X <co> c.H > 22H > c.H > IS-SSBA(E|T) [6745|? dmg]
- > 236H > c.H > IS-SSBA(T) [? dmg; might be more damage, but feels harder as I can't get it done with easy-input]
- |> 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]
- CH j.U > c.HHH > 623M|H [3200 dmg]
- CH j.L > c.MM > 623H
- > 5M > 236L
- DP-punishes:
- c.H(ab) > 214H > 5M > 236H [3800 dmg; against airborne DPs; c.H deals more damage while 2H makes it a tad easier]
- <co> 5M|c.H > SBA [5682|5982 dmg use 5M or c.M when further away or you launched them lower]
- <co> 236H > c.H > 22H > c.HH > 623H
- c.HH(ab) > 214H > 5H > 623M
- CH c.H > 22H > 5M > 236H [3700 dmg; against Gran/Djeeta between the hits]
- <co> c.H > SBA(E) [6082 dmg; for corner]
- <co> c.HHH > 623H [5047 dmg]
- > c.H > ...
- > SSBA > ...
- <co> 236H > c.LL > 22H > c.H > 623H [4640 dmg; avoid as pretty hard, maybe useful if you are further away]
- #=======================================================================================#
- Corner Combos:
- (2L) ~> CH 2L > 5L > 236H > c.L > 623H > c.H > 22H > 5M > SBA(E|T) [4405|4573 dmg; hit-confirm from a blocked 2L]
- 2L > 2L > 2L > 2M(Cr) > 236H > c.LLL > 623M > 623M > (j.H) [3110 dmg] {GOTO}
- 2L > c.MMM > 22H > c.HHH > 623H > 2U [3510 dmg]
- > c.H > SBA [4085 dmg]
- > 623M > 623H > 2U [3610 dmg]
- > c.L|M > 623M [3610 dmg; also gives a sj!] {GOTO}
- > 236H > 2U [3550 dmg]
- > c.H > SBA [4125 dmg]
- > 214H > 2U [3550 dmg; leaves you a lot farther away than other enders]
- > c.H > SBA [3975 dmg]
- > 214L > (UOH) [meaty UOH setup that gives you a combo even without CH!]
- > 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}
- > 214L|H~236X [3974|4017 dmg]
- > 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]
- > 214H > 5M > SBA(E) [3900 dmg]
- > 236H > c.M > 623H [3810 dmg, best non-SBA dmg?]
- > SBA [4235 dmg]
- > c.HH > 236H > c.H > 623M [3820 dmg; could be a meaty UOH setup?; or could push you back to a good meaty position]
- x> 623H > 5L [? dmg; can't hit that one; might be for setup https://youtu.be/Ws1SqmpMN4I?t=126]
- > c.HH > SBA(E|T) [4266|4603 dmg]
- x> c.M > 623H <x> 2U [? dmg; can't hit that one]
- > 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]
- > c.HHH > 236H > c.H > IS-SSBA(E|T) [4380|4845 dmg]
- > 236H > c.L > 623H > 2M > SBA(E|T) [3930|4105 dmg; a bit tight; adding any more specials lowers the dmg]
- 2U > 22H > c.HHH > 623H > 2U [4060 dmg]
- > c.H > 623H|236H > c.M > SBA [5567|5682 dmg]
- > 236H > c.MMM > 623H > 2U [3760 dmg]
- > c.M > 623H > c.M > SBA [5267 dmg; easiest]
- > 22H > c.H > SBA [5612 dmg]
- 5M|5H > 236H > c.LLL > 623H > 2U [3520 dmg]
- > 623M > 623H [3640 dmg]
- > SBA(E) [4490 dmg]
- > c.LL > 623H|214H > c.M > SBA [4850|4540 dmg]
- 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]
- > 623M > 623H > [3300 dmg; whiffs on Ferry]
- > 22H > 2U [3210 dmg]
- > 22L > (22M|UOH) [2740 dmg; meaty setups test me]
- > 214H [2920 dmg; can't get more here, you can get a sf if you time it manually with the micro-crouch]
- > c.LL > 22H > c.M > 623H > 2U [3890 dmg]
- > 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;
- test me if I can find more such setups] {GOTO}
- > c.H > SBA [5097 dmg]
- > 623H > 2M > SBA [4790 dmg]
- > 214H > 2M > SBA(E|T] [4430|4930 dmg]
- > c.L > c.MM > 623M > c.L > 623M > (j.H) [3640 dmg; double M-kicks, gives you a sj] {GOTO}
- > 623H > c.M > 22H > 5M > SBA [5250 dmg; best SBA-damage if you have the reactions]
- Corner CH-combos:
- CH c.H > 22H > 2L|5M > 236H > 2U > SBA
- > 2H > IS-SSBA
- > c.HHH > 236H > 2H > UOH > c.M [also a setup?]
- > 22M > c.M > 22H > c.H > 236H > 2M > SBA [6283 dmg; kinda hard as the c.M link is really right]
- > c.HHH > 623H [5077 dmg]
- > 236H > c.MMM > 623H [4847 dmg; keeps you the 22H]
- > 2U > 236H > c.MM > 623H > 2U [4389 dmg; when you don't have 22H]
- > c.MMM > 623M > 623L|H [4475 dmg]
- > 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}
- ~> 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]
- > 236M > c.M > IS-SSBA [? dmg; could maybe also work]
- |> 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!]
- > IS-SSBA(E|T) [7111|? dmg; holyyyy]
- > IS-SSBA(E|T) [6772|? dmg]
- > 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]
- > 214M~236X [4288 dmg]
- > 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
- or the IS-SSBA!; best probably reset them with backfist and THEN the IS-SSBA, that should catch jumpers]
- > 22H > 2M > 236H > 2H x> IS-SSBA [can't, might be char-specific or something]
- > 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;
- can't hit that one]
- > 2M > 214H~236X > c.H > IS-SSBA(T) [6293 dmg]
- CH 236M > c.M > 22H > c.HHH > 623H [4630 dmg; 236H also gives you a c.M on CH]
- > 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]
- > 236H~214X > c.H > IS-SSBA(E|T) [? dmg; test me]
- > 5M > 236H > c.HH > 623M [5137 dmg]
- > c.MMM > 623M > 623H > 2U [3680 dmg]
- 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]
- CH 22L > c.M > 22H > c.H > SBA [5280 dmg]
- > 236H > c.M > 22H > c.H > 623H [4690 dmg]
- CH 22M > c.H > 236H > c.H > 22H > c.HH > 623H [5834 dmg]
- > c.H > SBA [6727 dmg]
- > 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]
- > 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]
- > 2H > 22M > 5M > 22H > 5H > SBA [test me; might only work on Ladiva etc]
- CH 22H > c.H > 236H x> 2H > 214H > c.H > SBA(E|T) [6553 dmg]
- Corner Anti-airs:
- 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}
- > c.H > SBA(E|T) [6335-6535|6419 dmg]
- > 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]
- > c.H > SBA(E|T) [6313-6523|? dmg]
- 623H > 5H > 22H > 2H > 236M > c.M > 236L [5370 dmg; M-Punch loop, kinda specific]
- > 2H > 236M [? dmg; only for thicc characters like Ladiva, Soriz and Vaseraga]
- 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]
- > 22H > c.H > SBA [6305 dmg]
- ~> 236H > c.LL > 623M > c.M > 623M > (j.H) [4150 dmg; for the furthest of far distances] {GOTO}
- > 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]
- > 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]
- > c.M > 236H > c.H > 22H > c.HH > 623H [5167 dmg; c.H at start is super-inconsistent]
- > 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
- 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}
- > c.H > 236H > c.H > 22H > c.HH > 623H [5634 dmg; use 236H c.M if you hit them not ahap]
- > c.H > SBA(E|T) [6527|? dmg]
- > 22H > c.H > 236H > c.MM > 623M > (j.H) [5373 dmg; is easy and gives you a safejump!] {GOTO}
- > c.H > IS-SSBA(E|T) [6654|6834 dmg; needs some tight links]
- > 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]
- > 2H > 22M > 5M > 22H > SBA(E|T) [6112|? dmg]; 22M loop; fluff-combo, is even more specific as you need to be pretty close]
- > 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
- Easy input but just without the cinematic; also using c.H instead c.M might not work as they are too high]
- CH IS-2H > ~66 > 2H > 214H > c.H > 236H > c.H > SBA(T) [7156 dmg; https://www.youtube.com/watch?v=Ws1SqmpMN4I]
- CH 5H > 214H > 5M > 236H > c.M > SBA
- CH j.U > c.H > 214H > 5M > SBA [good when they try to jump out?]
- > 623H > c.H > 22H > 2U
- > 22H > c.H > 236H > 2M > SBA
- 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]
- > 22H > c.H > 236H > 2M > SBA(E|T) [6313|? dmg]
- CH 22M > 2H > 22M > 2H > 22M > 5M > 22M [? dmg; the purest of fluff]
- Corner UOH:
- CH UOH > c.HHH > SSBA > 2L > 214H~236X
- > 5H > 236H > 623H
- Install-combos:
- CH (214X)~236X > 5H > 236H > 2H > SSBA(ST)
- (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]
- > 5H > 236H > 5M > 214H~236X > c.H > IS-SSBA(E|T) [6319|? dmg; might be a bit easier]
- > 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]
- 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]
- CH 22M > 214H~236X > c.H > IS-SSBA [6809 dmg; works from ~starting-position]
- 2U > 214L~236X > (UOH > c.MMM) [setup that gives you a meaty non-CH UOH!]
- ===================================================================================================================================================================================
- #3 All about setups:
- #=======================================================================================#
- Safejumps-Midscreen end in:
- > 236H|623H > ~66 > hj > (j.M|H) [nets you a safejump!] {GOTO}
- > (j.L) [can even cross-up!]
- > 236M(w) > (2L) [this puts you really close to them and you get a meaty DP-safe 2L]
- > 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]
- <co> c.M > 623M > (j.H) [probably the go-to combo for the corner] {GOTO}
- > 22L |> 6G > (5L) [only if they spot-recover you get a meaty 5L that isn't safe to safejumps though]
- > 2U > 4G > (j.H) [spot-dodge for frame-kill, then just press up-forward for the sj] {GOTO}
- 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.
- 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.
- 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)
- (If you delay the 2L a tad, you can get a DP-safe meaty 2L, but it's incredibly hard to time.)
- You can also instead do a 2M which is so meaty, that you can get a c.M frametrap afterwards that punishes 5fs!
- After c.XXX > 236L|M you can get a safejump in the corner, just jump like normal!
- 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!
- 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.
- After c.XXX > 236H you can just run and normal-jump towards them for the sj.
- 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.
- After Poke > 236H you can run and high-jump with j.M to get a safejump, but it's pretty precise.
- 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.
- After 22L test me what todo, probably run up meaty 5M
- 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.
- #=======================================================================================#
- Spacing and Pressure stuff:
- 236X:
- 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.
- 5M also hits them while 2M whiffs completely, but neither is DP-safe.
- 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.
- --> cancel then into 214H or 236L|H or SBA (which can whiff sometimes)
- 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.
- --> 2U you can even cancel into 623M|H
- ! 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)
- or use 236M and then H-DP for the disrespect
- A tiny step backwards, and you can also use 5H which would otherwise lose to 5Ls, but it still loses to far 2Ms
- 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
- !BIG implement the micro-walk backwards against long M-buttons: https://twitter.com/nchJoJo/status/1312107631180304384
- test me if 236H OH gives good oki https://youtu.be/_nSwB3fCnx4?t=255
- 214X:
- 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!
- 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!
- ---> sadly doesn't give you anything on CH, but OH it's great plus-frames where you can even get a c.H in!
- Don't press stuff if it is blocked though, especially since it leaves you really close (Kick also doesn't work!)
- c.H > 214M DOES combo while still being a frametrap, making it maybe decent as meaty pressure.
- On CH c.X > 214M combos which can give you nice reset and frametrap options in Install.
- 2L > 2L > 2L > 214M puts you in good position for a 5M > 236L move or 5H > 214L? Test me
- 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.
- --> 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!
- But that won't work against decent players I think, more like a knowledge check.
- --> 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!
- You can also DP here for the discrespect, even L- and M-DP will work!!! (L whiffs against 2Ls but keeps you safer)
- --> If you manage to stop them from mashing, you can then reset the pressure with a 5M or 5H.
- --> 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!
- 2M|5M clashes at best and loses at worst, but against not-button-crazy chars it might be decent
- In Install, use 214H out from a poke for enforcing the reset while being a frametrap that can be game-ending!
- "but you can frame-trap into c.M
- you dont need 214M for that tho, 214L is +3 as well
- 214H is the one that traps into c.H
- this is all on hit, of course.
- ok, I see so if you are ballsy you can still go for the c.H after 214L for another +3 haha
- If youre planning on using install, i would never use 214H early tho so, unfortunately, you dont have a
- real trap into c.H from the other 214s that leads into a good install anyway"
- 22X:
- 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.
- c.H > 22H is NOT a frametrap but is tight!
- 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!
- After 22M press c.H for great reset pressure!
- After 22H you can press c.M which wins against 5f buttons.
- The 22L/22M stagger mixup is stronger than just spending 22H, but dodge can beat both options unless from a setup.
- Normals:
- c.M is your main trap, when they start respecting that, then you can try your c.H
- 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)
- --> 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!)
- --> 2L > 2M for another frametrap and a natural combo against crouchers which should give you also good reset options
- For standing resets (speak after a throw, 22M|H OB, 214M|H OH), general options are:
- - c.M: the standard frametrap (should also catch jumpers)
- - 2L > 2L (chain against DPs, link for frametrap)
- 2L > reset
- - overhead
- - throw
- - Install: microstep into IS-SSBA
- ===================================================================================================================================================================================
- #4 Other personal notes:
- 2H is anti-air, 623H might be better in corner for the combo or against deep hits but it only activates frame 6!
- 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.
- j.U air-to-air but only if they are above you; there was also a whiff-setup used for the IS-SSBA
- j.L is your cross-up button
- j.M is a good further range jump-in button, also decent in air-to-air due to the range
- j.H is jump-in, you have to hit it pretty late to stay plus OB though!
- 5H seemingly also has jump-in crush frames, but it feels risky
- Using DP just as a frametrap discrespect ender or to clip people from jumping out of corner
- 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.
- After a back-throw in the corner, you can get a meaty UOH. (still needs CH)
- 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 > ...);
- if blocked the 2L/2M frametrap beats 5fs!
- Training sequences:
- 2L > c.MMM >
- > 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
- > j.H > c.MMM > 236H > 66 > (j.H > c.M) <DP> c.H|2H > 214H > 5M > 22H?
- > j.H > c.MMM > 214X|22L|etc
- > 236H > 66 > (j.H > c.M) <DP> c.H|2H > 214H > 5M > 623H > 66 > ?
- > j.H > j.MMM > 623H > ~66 > hj > (j.H > c.M) <DP> 2H > 214H > 5M > 22H?
- > j.H > c.MMM > 214X|22L|etc
- Baiting DPs with lights:
- vs Katalina: c.L > 2L and 2L > 2L as CHAINS bait her DP, but only if you don't press something afterwards
- ===================================================================================================================================================================================
- #5 Other people's notes:
- People dodging your stuff:
- actually in my experience spot dodge dodges 236L, 214M, 22L, and 22M
- yeah, not from any cancel.
- has to be a setup.
- for example,
- 214L on hit > 22M catches dodge recovery
- 236M does as well
- good option once you condition with c.M and such
- tho whiff c.M > c.H catches recovery too lol
- so i guess when they start respecting c.M, and after you start doing c.H right after 214
- lol
- Plus-stuff:
- 236L/H (rush punch) are safe on block but minus so it’s your turn
- 236M is 0 on block so you’ll either wanna block or challenge with something fast
- 214L/M is safe on block too, but the M version has a gap before it starts that you should stab him out of
- 214H is +1
- 22L is safe
- 22M is +8 (yes 8) but it’s so slow your grandma can interrupt it
- 22H is fast and +4 so you gotta hold that
- Dustloop Throw-Oki (pre-patch):
- 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:
- Safe c.L (baits invincible reversals)
- Meaty c.M (can be up to +4 oB and +8 oH)
- Meaty c.H (links to itself on CH)
- Wait and throw again (can be walked, jumped, and mashed out of)
- Meaty 2L (beats walking, jumping, and mashing)
- test me UOH might be meaty too?
- Wiki Combo-Theory (pre-patch):
- 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.
- His primary launcher is 22H which gives him access to his longer combos in the corner.
- 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.
- 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.
- If you're already in the corner than he can use 623X to do short upkick loops without having to spend extra EX moves.
- 214H can be used as well when 236H isn't available. You can usually link a 5M/2M from most airborne starters.
- IF they were already launched high then you can even link a cl.H or 2H
- frametrap setups and safejumps (pre-patch):
- 2U > 22L(w) > c.H (is a kill-frame setup that beats all buttons)
- > UOH (meaty overhead)
- > ~66 > 2L > c.MMM > 623M (safer?)
- > 5H (more unsafe frametrap? when further away)
- > SSBA (goes through lights and throws)
- > 5L(w) > 4G (spot-dodge setup against DPs)
- > 5U > c.H(ab) > ... (against airborne DPs like Gran,Katalina)
- > sj (also works vs certain DPs like Gran)
- > 6G > c.H (throw-bait)
- > j.M > c.MMM > 623M (meaty overhead)
- > sj.M > 5M > 236H (meaty crossup overhead)
- > 2L(w) > 2U (meaty sweep)
- > 2U(bl) .> 22L (frametrap)
- > 2U(bl) .> 236L (frametrap)
- > 22M(w) > 2U
- > 236L > ~66 > 2U > 236L (you are still advantageous if you make a small dash; medium attacks work too)
- > c.H (also meaty)
- C.5H into install frametraps (@FGC_Zen_Mars) (pre-patch):
- 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).
- Auto combo/F.5H into install is +2 oB. You can do F.5L, 2L, 2M and 623x to frame trap.
- I love install.
- IS-SSBA (pre-patch):
- try to spot-dodge, roll (like after a blocked 236L) or jump your enemies' attacks and then hit them with the unblockable
- You are very plus after hitting a IS-SSBA, so you can get some kill-frame setups:
- IS-SSBA(OH) > 236L(w) > c.H
- > ~66 > 22H
- > 6G > 22H > c.MMM > 214L~236X
- #=======================================================================================#
- 2 hits of auto combo into QCB EX puts them at a great height for combos
- 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
- 22H 5H 236H 5MM 623H 2U
- or c.XX > ...
- you can cancel 2U with dodge and then jump forward for a safe jump setup
- Yeah. You should always step dodge on sweep to time the jump properly
- #=======================================================================================#
- Wiki Blockstrings (pre-patch):
- True Blockstrings :
- f.H -> 236L
- f.M -> 236H
- f.M -> 214H (Far M -> 214L isn't a true blockstring at most range but can be if close enough)
- c.H -> 22L
- Blockstrings from Autocombos:
- 5XX/5XXX >
- 236L (tight, can be delayed to frame trap)
- 236M (more than 10f gap)
- 236H (always tight)
- 214L (always tight)
- 214M (frame traps 5f normals)
- 214H (always tight)
- 22L (frame traps 5f normal)
- 22M (more than 10f gap)
- 22H (tight, can be delayed to frame trap)
- Wiki Frame Traps (pre-patch):
- Gapless:
- cl.L cl.L
- 22M > any L or M button
- ≤4 gaps:
- c.L delay c.L
- c.L 2L
- 2L c.L
- 2L 2L
- c.L/2L c.M
- 22H > any L/M button
- 5f gaps:
- c.L/2L f.L/2M
- c.M c.L
- 6f gaps:
- c.M c.M
- c.M 2L
- c.L/2L 5M
- 22H cl.H
- 7f gaps:
- 214L/M 2L
- 236H cl.L
- 8f gaps:
- 214L/M f.L/2M
- 236M/H 2L
- 9f gaps:
- 236L 2L
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