Advertisement
Guest User

Untitled

a guest
Jun 11th, 2022
192
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 2.40 KB | None | 0 0
  1. May Ver 1.18
  2.  
  3. 5K(CH) 6H 28H j.D into either:
  4. Started Slightly Past Midscreen: 66 j.K j.D j.P Super/[6H]
  5. Started Farther Away: 66 j.H IAD j.H (Safe Jump)
  6.  
  7. cS(CH) 66 cS 6H 28H into either:
  8. Started Slightly Past Midscreen: j.D 66 j.H j.D Super/6H
  9. Started Farther Away:
  10. 1) j.k IAD j.H (Safe Jump)
  11. 2) j.D 66 j.H 46S(Whiff, 0 hold) 2K (Hit vs Throw, Mash, Jump. On Block leads to Tick Throw or stuff like 2D 28H. Can do immediate 46S after 2K to stuff Back Dash 3+ frame buttons or Throw)
  12. 3) j.D 66 j.H 46[S](Whiff, about 80% of max hold) OHK (Beats Throw/DP Mash)
  13. 4) j.D 66 j.H slight delay 46[S] Hits mashing expecting spaced whiff into OHK
  14.  
  15. j.H/j.S(CH) into:
  16. 1a) Started Closer Range, Midscreen: 66 cS 6H 28H j.D 66 j.P j.P Super/[6H]
  17. 1b) Started Closer Range: 66 cS 6H 28H j.K IAD j.H (Safe Jump, including DPs/Supers)
  18. 2) Started A Bit Farther Out: 66 5K 2D (Safe Jump After)
  19.  
  20. 2S(CH) into 46H 5K 3K
  21.  
  22. 5H(CH):
  23. 1) Closer Range: 46H 2K 2D
  24. 2) Farther Range: 46H 3K
  25.  
  26. 3K Follow Up:
  27. 1) RC
  28. 2) microdash 5K (Meaty vs 3+ frame buttons) Leads to the routes above on CH
  29. 3) 6H (Counters Poke Attempts like Sol f.S) Leads to 28H j.D 66 j.H j.D into 5P for Wall Splat or Super to Wall Break if not quite close enough for j.P
  30.  
  31. Throw Mix:
  32. 1) Same Side Overhead: 5IAD d.lj.2H (Safe Jump)
  33. On Block:
  34. A) 66 OHK (Dash in is not beat by Throw/DP mash)
  35. B) 2D (Autotimed Frame Trap) On Counter(Midscreen): 28[H] 46S(Whiff) c.S 6H 46H Super
  36. C) 66 c.S (Pressure reset, Loses to Throw/DP Mash, but better than 2D follow up if you expect them to keep blocking or Jump/Back Dash expecting OHK)
  37. On Hit: 2D
  38. 2) Cross Up Overhead: 9IAD dl.j.2H (Safe Jump)
  39. Same Options As Above
  40. 3) Cross Up Low: 9IAD j.S(Whiff) 2K 2D
  41. 4) Cross Up OHK: 9IAD OHK
  42.  
  43. OHK Corner Burst Safe Route: 28H 2H 46H (Burstable if timed right on incoming 46H, can Super immediately after 2H to guarantee all damage goes through )
  44.  
  45. OHK Midscreen:
  46. 5P 46S (Slight Hold) c.S (Meaty)
  47. 5H 46[S](About 80% of max hold) OHK (beats Throw/DP Mash Attempts)
  48. 5H 46S 5K (Beats non-invincible mashing if they expect OHK, 5K is decent on block if they don't act)
  49.  
  50. Burst Bait Punish
  51. On Jump Cancel:
  52. 1) Walk 5K 6H 28H j.D 66 j.K j.D j.P/Super
  53. 2) 66 c.S 2H 28H 66 j.K j.D Super
  54. On Grounded Block:
  55. c.S 66 c.S 6H 28H j.D 66 j.H j.D
  56.  
  57. Red Roman Cancel:
  58. 1) Run them towards corner => c.S 2H 46H 2H 28H 6H/Super
  59. 2) Run them towards corner => c.S 2H 28H 66 j.k IAD j.H (Safe Jump)
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement