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- Jyuzumaru
- -----------------
- Frame Data
- stLP +
- crLP +
- stLK 0
- crLK +
- close HP -
- stHP -
- crHP 0
- stHK -
- crHK -
- sweep (df+HK) -
- LP>LP 0
- LK>LK -
- Command Normals
- - LP > LP (both LPs are cancellable, can also link a cr.HP afterward)
- - LK > LK (launches, can combo supers afterward)
- Special Moves
- qcf+P
- - standard 3-stage "rekka" (you can do 3 qcf+P motions in succession)
- - EX version can be done up to 5 times
- - all versions of every rekka are - on block
- dp+P
- - HP version launches, does 2x damage of LP version
- - hold down HP for a fake
- - all versions super-cancellable
- - EX version has super armor and throw invincibility
- - all 3 versions - on block
- dp+K
- - HK does slightly more damage
- - LK version has throw invincibility
- - HK/EX versions have full invincibility
- qcb+P
- - animation looks exactly like dp+P
- - 5 followups:
- - LP = same as dp+LP
- - HP = same as dp+HP, but half the damage
- - LK = low shin kick has its own followup (qcf+P, must be timed well), - on block
- - HK = full screen jumping kick
- - no input = nothing (fake)
- - EX version has super armor and throw invincibility and grants additional properties to followups:
- - LP/HP = extra damage, both launch
- - LK = extra damage. additional hit-advantage, can link st.LP afterwards, + on block
- - HK = extra damage and hits
- qcf, qcf+K (super1)
- - can be used after air resets
- - has full invincibility
- - can go through projectiles
- qcb, qcb+K (super2)
- - can be used after air resets
- - has full invincibility
- -------------------------------
- universal guard break at max range
- - super1
- - qcf+HP (x3)
- - EX qcf+P (x5)
- combos
- LP > LP xx qcf+HP (x3)
- LP > LP, cr.HP xx qcf+HP (x3)
- cr.LK, cr.LK xx EX qcf+P (x5)
- close HP xx dp+LP xx super2
- close HP xx qcb+HP -> HP, dp+HK
- EX qcb+P -> LK, st.LP xx EX qcf+P (x5)
- LP > LP xx EX dp+P, dp+LP, st.HK, super2 (can be parried), super1
- UOH, LP > LP xx qcf+HP (x3)
- UOH, super1
- (These UOH combos always work on crouching opponents, but only work on standing opponents with correct spacing)
- BL counter combo
- (launch: st.HP/st.HK/j.HP)
- - dp+HP
- - (corner: dp+LP)
- - super2
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