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- May Ver 1.18
- 5K(CH) 6H 28H j.D into either:
- Started Slightly Past Midscreen: 66 j.K j.D j.P Super/[6H]
- Started Farther Away: 66 j.H IAD j.H (Safe Jump)
- cS(CH) 66 cS 6H 28H into either:
- Started Slightly Past Midscreen: j.D 66 j.H j.D Super/6H
- Started Farther Away:
- 1) j.k IAD j.H (Safe Jump)
- 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)
- 3) j.D 66 j.H 46[S](Whiff, about 80% of max hold) OHK (Beats Throw/DP Mash)
- 4) j.D 66 j.H slight delay 46[S] Hits mashing expecting spaced whiff into OHK
- j.H/j.S(CH) into:
- 1a) Started Closer Range, Midscreen: 66 cS 6H 28H j.D 66 j.P j.P Super/[6H]
- 1b) Started Closer Range: 66 cS 6H 28H j.K IAD j.H (Safe Jump, including DPs/Supers)
- 2) Started A Bit Farther Out: 66 5K 2D (Safe Jump After)
- 2S(CH) into 46H 5K 3K
- 5H(CH):
- 1) Closer Range: 46H 2K 2D
- 2) Farther Range: 46H 3K
- 3K Follow Up:
- 1) RC
- 2) microdash 5K (Meaty vs 3+ frame buttons) Leads to the routes above on CH
- 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
- Throw Mix:
- 1) Same Side Overhead: 5IAD d.lj.2H (Safe Jump)
- On Block:
- A) 66 OHK (Dash in is not beat by Throw/DP mash)
- B) 2D (Autotimed Frame Trap) On Counter(Midscreen): 28[H] 46S(Whiff) c.S 6H 46H Super
- 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)
- On Hit: 2D
- 2) Cross Up Overhead: 9IAD dl.j.2H (Safe Jump)
- Same Options As Above
- 3) Cross Up Low: 9IAD j.S(Whiff) 2K 2D
- 4) Cross Up OHK: 9IAD OHK
- 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 )
- OHK Midscreen:
- 5P 46S (Slight Hold) c.S (Meaty)
- 5H 46[S](About 80% of max hold) OHK (beats Throw/DP Mash Attempts)
- 5H 46S 5K (Beats non-invincible mashing if they expect OHK, 5K is decent on block if they don't act)
- Burst Bait Punish
- On Jump Cancel:
- 1) Walk 5K 6H 28H j.D 66 j.K j.D j.P/Super
- 2) 66 c.S 2H 28H 66 j.K j.D Super
- On Grounded Block:
- c.S 66 c.S 6H 28H j.D 66 j.H j.D
- Red Roman Cancel:
- 1) Run them towards corner => c.S 2H 46H 2H 28H 6H/Super
- 2) Run them towards corner => c.S 2H 28H 66 j.k IAD j.H (Safe Jump)
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