Specials/Supers: (X - EX version is possible) - (followup from above move) 236P X - PP (X only) 214P X - PP (X only) - LP/MP/HP each have 3 versions: - uncharged - fully charged - perfect charge 623P X - PP (X only) 236K X - P - K air 214P X 1 - 236236P 2 - 214214P 3 - 236236K ----- Command Normals: 6MP 4HP 4HK 6HP > 6HP ----- Target Combos: LP > MP > HP MP > MP > MP > MP 2MK > 2HP ----- Juggle State Normals: HK 4HK jMP - these cause a juggle state when used on an airborne opponent - unless otherwise noted, these do not require counter hit or punish counter ------------------------------------------ 236P: - SAND BLAST - basic zoning tool - LP version is unsafe up close, useful mostly to create gapless strings but only from specific normals and spacings - MP and HP are the main zoning tools - EX is extremely fast - can add another projectile to EX version with PP - also used in some corner combos - extremely effective with opponent in Burnout - see Sand Blast section later in the guide for more details 623P: - standard antiair uppercut, unsafe on block - EX version can add an extra hit with PP (only on successful hit) 214LP: - uncharged: use as combo ender from light attacks - full charged: use as launcher from 2HP - perfect: better launcher from 2HP, increased combo potential - all versions unsafe on block 214MP: - uncharged: use as combo ender from medium attacks, unsafe on block - full charged: use as launcher from 2HP - perfect: use as launcher from 2HP, perfect is required unless the 2HP was CH or PCH - full charge and perfect versions are only -3 on block. Risky due to a large gap, but not useless in neutral or cancelled into from normals 214HP: - uncharged: use as combo ender from heavy attacks, -4 on block which may or may not be punishable depending on spacing - full charged: neutral and close-range bullying tool. +4 on block, but smart opponents will Drive Impact in response. If you have super 3 available you can cancel to it if you see them DI. - perfect: same bullying tool as full charge, also combo ender for some specific juggles (?) 214PP: - unsafe on block - combo launcher and extender 236K: - command dash with P and K options - EX dash has one hit of full-body armor, starting on frame 3 - not usable as a reversal - as soon as you press P or K, you no longer have armor - P is a dashing shoulder, unsafe on block - many active frames, can be as good as 0 on block in setups - juggle combo ender, can extend a combo in the corner - EX version: damage improved - K is a long-distance leaping overhead, unsafe on block - many active frames, can be as good as -1 on block in setups - juggle combo ender - EX version can be a combo extender in the corner, and is 3 frames better on block, can be +2 with perfect setup air 214P: - LP/MP/HP all seem the same - from -12 to -1 on block against a blocking dummy - doesn't whiff on crouchers! - on low height hit, can combo super 1 or 3 - in corner, ANY 623P or ANY super - can hold/charge meterless version - on hold, best frames are -23 on the ground - on hit, no combo unless you catch very late with the opponent at extreme height - can also be used as a corner escape - EX version is 'charged' version without needing to be held - always unsafe vs ground, + extra recovery frames on landing - on hit at the right range, opponent is launched high. Doesn't work if you combo to it with jMP or are too far - combo options only slightly better than meterless charged air 214P 236236P: - 1 frame full invul at beginning, then strike/throw invul - standard level 1 reversal and combo ender - cancel into from normals 214214P: - fully invul - standard level 2 reversal and combo ender - cancel into from normals, 236PP, 214PP, or 236KK>P 236236K: - fully invul - standard level 3 reversal and combo ender - cancel into from normals, any 236P, any 214P, or any 236K>P ------------- Antiairs: 2HP 4HK (not great) any 623P immediate jLP/jLK immediate jMP (combo!) super1 super2 super3 Poke ranges (short to long): 2HP < 2LK < 2LP < 4HP < LK < 2MP < LP = 6MP < 2MK = 4HK < MK < HK < MP = 2HK = HP < 6HP important combo tools by startup frames: 4 - 2LP 5 - LK / 2LK / 623LP / super2 6 - 2MP / 623MP/EX / super1 7 - 2HP / LP 8 - 2MK 9 - MP / 623HP 10 - HP / super3 launchers: PCH HK 214LP charged 214MP charged (wallbounce) 214PP SPECIAL SCALING: LP>MP*>HP (*scales twice) 214LP/MP charged (scales twice) ?? --------------------------------------------------- Sand Blast Gaps Normal: - from a light, always a gap - from a medium: - gapless to 236LP/EX, if up close - from a heavy: - 4HP and HP gapless to 236LP/MP/EX - HP to 236MP gapless, but not at the -tip- - 6HP>HP gapless to 236LP/EX, but neither of these at the tip - 2HP gapless to 236LP, point blank only BURNOUT: - from a light - LK gapless to 236LP, if up close - from a medium: - 2MP/2MK to 236LP/EX always gapless - 2MP/2MK to 236MP gapless, but not at the tip - from a heavy: - HP/4HP gapless to ALL - 6HP>HP gapless to 236LP/MP/EX - 2HP gapless to 236LP/EX - 2HP gapless to 236MP, but not at the tip --------------------------------------------------- 2HK (and some other sweeps) punishment guide Punishment available at the very tip: Cammy 2HK (-10) Jamie 2HK (-10), both hits connect - MP and super1/3 E.Honda 2HK (-10) Zangief 2HK (-13) - super1 Jamie 2HK, only 2nd hit (-10) JP 3HP (-14) Ken (-10) Kimberly (-10) - super 1/3 Luke (-9) - MP and super1 Chun-Li 2HK (-7) - MK (yes that's it) Blanka 3HP - ranges from -18 to -9 - MP, 2MK, and super1 DeeJay 2HK - ranges from -11 to -1 / real-time judgment Dhalsim 2HK - ranges from -16 to -1 / real-time judgment For the following sweeps, the standard HP punisher ALWAYS works: {HP xx perf. 214[LP], 214HP} Blanka 2HK (-12) Juri 2HK (-11) Guile 2HK (-12) Lily 2HK (-12) Manon 2HK (-12) Marisa 2HK (-11) Ryu 2HK (-12) Luke CANNOT punish the following sweeps blocked at the tip: DeeJay 2MK (-7) Dhalsim 1HK (-7) JP 2HK (-6) Marisa [2HK] (-6) ---------------------------------------------------