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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: 13.08.2021)
- (These are my personal notes, some done by labbing myself and others by collecting information from youtube/twitter/discord. No guarantee for correctness.)
- Search for #number to quickly find a section:
- 0 Notation
- 1 Combos
- 1-1 Midscreen
- 1-2 Corner
- 2 Blockstrings
- 3 Setups
- 4 Other personal notes
- 5 Other people's notes
- ====================================================================================================================================================================================
- #0 Notation:
- > | combo or blockstrings
- -X|-> | specific cancel option early cancel
- ~X/~> | in general delays or microthings/plinks; stuff like delayed button presses, delayed combo, delayed jump, kara-usage etc.
- |> | character specific combo or combo with specific limitations like range (standard character and close-range is considered the norm, eventualities mentioned in text)
- <XRC> | RC-specific combo; numbers declare drift-cancel
- <co> | when combo carried them into the corner only then following move and succeding combo can or should be used
- <\co> | when YOU are with your back in the corner (or at least not near the enemy corner)
- <wb> | needs opponent to wallbounce
- <cu> | crossup or sideswitch (so mirror inputs from here on)
- <DP> | route to chose when opponent DPs (like after a safejump)
- <r> | reset or change from blockstring to combo
- <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)
- <?> | no idea what combo this is, or if it's worth it keeping in
- <KND> | explicitly gets a knockdown at this point, used for blockstrings and setups
- <H> | explicitly gets a hit at this point, used for blockstrings and setups
- Y | numbers (1-9) declare directions following notepad notation (5 stands for neutral aka no input, more here: http://www.dustloop.com/wiki/index.php/Notation)
- X | any K|P|S|H-normal, so Kick|Punch|Slash|Heavy-Slash attacks (if no c. before, then it means always a far normal which is sometimes explicitly denoted as f.)
- c.X | close normal
- j.X | jump normal
- (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) | used explicitly on crouching enemy
- X(St) | used explicitly on standing enemy
- X(W!) | breaks the wall
- X(OTG)| Off-the-Ground attack (for resets/setups)
- CH X | counter-hit
- NH X | normal-hit (only used when compared to CH)
- YX | standard numpad notation for directions, additional directions to influence momentum/jump-arc etc.
- 66/44 | forward-/back-dash
- ~66/~6 | micro-dash/-walk
- x66 | dash-cancel
- IAD | instant air-dash (forward usually)
- AD | air-dash (forward usually)
- sj | safe-jump
- dj | double-jump
- hj | high-jump (aka superjump)
- jc | jump-cancel
- lc | land-cancel (aka land again and then jump again)
- ab | airborne
- th | throw
- fth | forward-throw
- bth | backward-throw
- ath | air-throw
- bl | blocking (to bait things)
- bl(Cr) | crouch-blocking (can also be 1bl)
- bl(St) | stand-blocking (can also be 4bl)
- bs | blockstring
- mu/mix | mixup
- wp | whiff-punish
- oB | on Block
- oH | on Hit
- oCH | on Counter-hit
- oW | on Whiff
- KND | KNock-Down
- KNB | KNock-Back
- ... | 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 were thinking)
- ahap | is as high as possible
- adap | is as deep as possible
- aeap | is as early as possible
- alap | is as late as possible
- NEWvY.YY | notable new things that came with a patch (NEWv1.09, NEWv1.10)
- CmMk X | Combo-Maker number
- OD1 | Overdrive 1 which is your reversal-super (236K236K, Calamity One)
- OD2 | Overdrive 2 which is the succubi (236P236P, Nostrovia)
- GR | Grave-Reaper aka the skull-projectiles (236S|H)
- LB | Low-Beast aka S-Arbiter-Sign (214S)
- HB | High-Beast aka H-Arbiter-Sign (214H)
- AS | Arbiter-Sign
- UD | Unholy Diver aka Raven/Crow/Bird (214P)
- SS | Stained-State
- <ST>| Stained-state Trigger
- SU | Succubus aka the cute thing that GR leaves behind
- #==================================================================================================================================================================================#
- !!NEW!! v1.18 stuff:
- Major confirm changes:
- -CH 2S|5S should be very easily confirmable into 2H now-
- -GR being faster should also help
- -dash-cancels can offer reset/confirm-options
- Neutral:
- -against Ram doing 5S GR at tip-range should counterhit her 5S, just as 5H GR
- -shoot Raven horizontally to keep them from jumping out in certain scenarios so you can win the RPS there
- Oki:
- Combos:
- -2K 2D should really always hit!
- -2D GR should always combo now instead of being OTG! (only when you are close still)
- Blockstrings:
- -Blockstrings are actually safe now like cS GR being a true blockstrings now and c.S 5S H-GR a tight frametrap
- -cS dashcancel is great especially with Stain as you are plus AF, like 5K ST x66 c.S being tight, also allows for new cool combos
- #==================================================================================================================================================================================#
- #1 Combos:
- (all tested with Ky on first stage of Council of Three; combos for big-bodies tested on Potemkin)
- (starter for stain-combos is 5K, but I just write c.X for any close button like 2P and 5K and X for any far button like 5S etc. or with max-range 5K)
- (CH 2S|5S|5K just makes combos easier to confirm but not different to far button ST, but CH 5H ST launches them very high which gives unique c.S combos)
- #1-1 Midscreen Combos:
- 2P > 2P > 2P [47 dmg]
- <66RRC> 66 > c.S > 2H > 236S <r> UD [84 dmg; UD should hit them meaty]
- <co> UD(W!) [120 dmg; run for longer to get more corner-carry; works from opponent starting-range; kinda iffy to get]
- <r> (236[~S]) > UD(W!) [76 dmg; should hit them meaty]
- > 5K > 6H > HB [90 dmg; does NOT give you a wall-break, so do only use when further than midscreen!; easy to sideswitch]
- > 6P <r|> (236S) > UD [53 dmg; hits meaty but only with run-momentum]
- > OD1 [110 dmg]
- > 6P <r> (236S) > UD [41 dmg; should always hit meaty]
- 2K|5K > 2D <r> 236[~S] > UD [44|53; when you are further away where the first hit of 236S whiffs, just taking the KND and doing a meaty GR might be better]
- |> 236S(1-2) <r> UD [77|95 dmg; 2D should always connect unless 5K is at absolute max-distance; needs to be close to get both hits of GR; gives meaty UD] {GOTO}
- > 236[S](1) <r> 215K [78 dmg; only first hit of Skull hits and they get forced to block the second hit, you can then tele right in front of them]
- |> 236H > ~66 > 5K > 6H > HB [139 dmg; damage-ender; needs to be very close and with run-momentum; 2K feels almost impossible]
- <r> IAD > (j.236[~H]) [105 dmg; should be decent reset]
- |> LB [119 dmg; only works when NOT up-close]
- > 5S [107 dmg; this one needs to be close again as usual, but no run-momentum needed at least]
- <r> ~66 > 5K|2D [77|95 dmg; otherwise this is always an option and should hit them meaty if done right; 2K works too but is harder to time]
- > HB|LB [95|77 dmg; doing the high beast somehow gives you more damage as they ground-bounce]
- > OD1 [118|148 dmg; should work on all ranges]
- > OD2(OTG) <r> 66 [63 dmg; hits them OTG but they still recover into the succubi and get SS]
- <ST> ~66 > 5K > 6H > LB [101|126 dmg; when they are too far away; comboing from 5K feels easier than 2K]
- > c.S > 2H > 236S <r> UD [100|125 dmg; needs to be close to get a good dash-in; hits them meaty]
- > OD1 [126|157 dmg]
- > OD2(W!) [149|173 dmg; works from opponent starting-range; probably won't be able to get a 6H in unless you are closer]
- > 6H(OTG) [75|93 dmg; just for max-range whiff-punishes]
- <ST~> LB [94 dmg; just for max-range whiff-punishes; delay the LB a bit, looks pretty confirmable]
- c.S > 2D > 236H > ~66 > 5K > 6H > LB [162 dmg; needs a very tight micro-dash; hitting beast can be a bit tight]
- <r> 236[S] [146 dmg; does NOT hit meaty but is good to put out regardless]
- <r> jc ~> IAD > (j.236H) [127 dmg; is seemingly a meaty GR? (see LordKnight); incredibly hard to get imo, you need to delay the
- IAD somehow because the 5K hits so late, and if you do it instantly with the jc it will be too early; see setups]
- <r> 215K > (j.H) [115 dmg; CHs 6Ps and is a safejump!; see setups]
- > 236S <r> UD [115 dmg; your standard setup]
- <r> 215K > (c.S) [115 dmg; setup that leaves you plus and should hit jumpers]
- > 2S|5S > 5H > OD1 [188 dmg]
- <66RRC> 66 > c.S > 2H > 5K > 6H > HB [174 dmg; does NOT give you a wall-break and only a wall-splat, so do only use when further than midscreen!]
- <co> 236[H] > UD(W!) [195 dmg; works from opponent starting-range]
- c.X <ST> ~66 > c.S > 2H > 5K > 6H > HB > HB(W!) [170 dmg; works from opponent starting-range minus a dash; can't do any other ender so use other combo when closer]
- > 236S > UD(W!) [175 dmg; works from opponent starting-range minus two dashes]
- > 236[~S] <r> UD [151 dmg]
- > OD1 [184 dmg]
- > OD2(W!) [195 dmg; should wallbreak from opponent starting-range]
- > UD > 5K <ST> x66 > c.S > 6H > UD(W!) [162 dmg; works well from 5K if you are ready or close enough; you need to dash close to them and hit them high enough
- for the UD to hit; the UD 5K needs specific and fast timing, be sure to not hold UD here;
- works from opponent starting-range; great new option as allows all enders; NEWv1.18] {GOTO}
- <ST> 6H > UD(W!) [162 dmg; easier; it is kinda whack getting the ensured wall-splat from this combo; can't use OD1|2 as ender if you are too far away]
- > 5K > 6H > 236[~S] <r> UD [137 dmg; this is the same as the far version but as you are closer you can slightly charge GR and make both hits connect!; also
- just in general a good option if you can't wall-break or aren't sure if you can make a c.S connect] {GOTO}
- > 236[H] > UD > HB [154 dmg; needs some kinda tight links, do not waste any time; gives a hard KND!]
- <co> LB(W!) [195 dmg; works from opponent starting-range minus a dash]
- X <ST> ~66 > 5K > 6H > 236S(0-1) <r> UD [113-102 dmg; depending on how far away you are when you hit the 5K, GR either hits them in the air once in which case the UD is meaty,
- or not at all in which case it is only a pseudo-meaty and they can jump out, but UD can still hit them IAD-ing] {GOTO}
- > HB [128 dmg; just for when you are too far away for a c.S or that the GR would connect at least once, this is a good option]
- > OD2 [173 dmg]
- 2S|5S > 5H <r> (236[~S]) [should always connect unless 5S is at absolute max-distance; GR isn't close to hitting them unless near the corner, so holding might be good idea]
- <ST> ~66 > 5K > 6H > LB [101|126 dmg]
- > OD1 [112 dmg]
- > OD2(W!) [132 dmg; needs a very fast reaction; works from opponent starting-range]
- > 6H > LB [124|127 dmg; works from nearly all ranges]
- > LB [96|99 dmg; just for your absolute max-range triggers]
- > OD2 > 66 <co> 6H <ST> 236S > UD(W!) [202 dmg; needs a tight cancel, so probably needs to be buffered to confirm; run for longer than you think you need]
- 5S > 66RRC > ~66 > c.S > UD > 5S <ST> ~66 > 5K > 6H > HB [? dmg; NEWv1.18]
- > 5K <ST > ~66 > c.S > 6H > 236S [? dmg]
- > ~66 > 6H > LB [? dmg; testme seems to be good for max-range hits]
- > OD2 > 66 > c.S <ST> 6H > UD(W!)
- 6H > 236S(1) <r> UD [88 dmg]
- > HB [116 dmg; unsafe oB but confirmable; slightly more damage]
- > UD [81 dmg; bit risky as not confirmable]
- <ST> 236S <r> UD [115 dmg; you can make the crow hit meaty, but it depends when you canceled into GR, at fastest you even need to delay it a tiny bit]
- ~> HB [135 dmg; needs to delay it a bit]
- > UD [110 dmg; might be confirmable if you are ready for it]
- ,66PRC> 5K > 6H > LB [169 dmg; won't really work at max-range]
- > OD1 [187 dmg]
- > OD2(W!) [195 dmg; works from opponent starting range]
- 2H > 236S(1) <r> UD [76 dmg]
- > HB [104 dmg; confirmable if you're ready]
- |> 236[~H] > 66 > c.S > 2H > 5K > 6H <co> UD(W!) [218 dmg; needs to be close; kinda hard to get the charge right; works from opponent starting-range]
- > jc > j.S > j.H <co> j.236H(W!) [211 dmg; better for midscreen maybe?]
- AS <ST,r> (236[S]) > UD [94 dmg]
- <ST> LB(OTG) [114 dmg; probably only worth it if you can kill as you ruin your KND with it]
- > 66 > 6H(OTG) [128 dmg; maybe works from around halfscreen]
- 66PRC> 66 > 5K > 6H > LB [159 dmg; maybe confirmable from halfscreen]
- |> c.S > 2H > 5K > 6H > LB [178 dmg; probably unrealist to confirm this one as you need to be very close]
- th <66RRC> ~66 > c.s > 2H > 236S(2) <r> UD [113 dmg]
- > 236[H] > 66 > 5K > 6H > LB [119 dmg; RC right when they hit with the scythe]
- <co> 236S > UD(W!) [154 dmg; works from opponent starting-range; needs a bit further dash-in to make the GR hit]
- ,\co> 66 > c.S > 6H > 236S(1) <r> UD [111 dmg; I'm not able to get a wall-break when sideswitching, but the crow hits them jumping so next best thing]
- <66fPRC > 236H > ~66 > 5K > 6H > LB [87 dmg; for the PRC-OS]
- CH 2P|5P|5K > 2K > 2D > 236S <r> UD [should be a true meaty; NEWv1.18]
- CH c.S > 236S <r> UD|214K [98 dmg; not much but also gives you a meaty teleport c.S if done right (additionally to the meaty crow) which NH doesn't]
- > 236[~H] > 66 > c.S > 2H > 5K > 6H > LB [185 dmg; pretty hard to get the charge right; otherwise just do the dash up 5K 6H LB]
- <co> UD(W!) [211 dmg; works from about opponent starting-range]
- > ~66 > c.S > 2D > 236S <r> UD [138 dmg]
- > 2H > 5K > 6H > LB [172 dmg]
- > 236[~H] > ~66 > 5K > 6H > LB [183 dmg]
- > 6H > 236[~H] > 66 > 5K > 6H > LB [198 dmg]
- CH (c.S) > 2D > 236[~H] > ~66 > c.S > 6H > 236S <r> UD [173 dmg; done high enough the UD should hit nearly meaty]
- > 2H > 236H(2) > UD(W!) [215 dmg; works from opponent starting-range]
- <r> (236[~S]) > UD [162 dmg; should give you meaty GR and ensured SS]
- > 236[H] > ~66 > 5K > 6H > LB [179 dmg]
- > 5H > 236[~H] > ~66 > c.S > 2H > 5K > 6H > LB [231
- <co> UD(W!) [251 dmg]
- <\co> OD2(W!) [254 dmg; not that hard of a sideswitch)
- > OD2 > 66 > c.S <ST> ~66 > c.S > 6H > OD1 [? dmg; funny Chipp TOD-combo with ~45risc]
- x> 236H > ~66 > c.S > UD > 5K <ST> 236S <co> ~66 > 6H(W!) [? dmg; they always drop down immediately, might be char-specific]
- CH 2S|5S |> 2H > 236S(1) <r> UD [91|94 dmg; works from about a tiny bit less than 2S range; very confirmable; this should always work now; NEWv1.18]
- > HB [113|116 dmg]
- > OD2 > 66 > c.S <ST~> c.S > 6H > UD(W!) [230 dmg; works with OD enders, but not with another 6H but you can charge GR instead for 4 more dmg than UD]
- <\co> > 5K <ST> 66 > c.S > 2H > 236S > UD(W!) [? dmg; corner-to-corner wallbreak; https://youtu.be/CoffRBOSvnI?t=159]
- > LB [maybe the only hit-confirm for far-ranges? testme]
- <r> (236S) <r> UD [this might also be a good option, not tight but you probably can still react to IADs]
- <ST> 66 > c.S > 2H > 5K > 6H > HB [150|153 dmg; can be hard to get from max-range, in which case just do the 5K 6H combo for all far ST hits]
- CH 5S <ST> ~66 > 6H > LB
- CH 5H > UD > LB [142 dmg]
- <66RRC> 66 > 5K > 6H > 236S <co> UD(W!)
- |> ~66 > 5K > IAD > j.S > c.S > 6H > 236S <co> UD(W!)
- |> 236[H] > 66 > c.S > 2H <co> 5K > 6H > UD(W!) [needs to be close]
- > 6H <co> OD2(W!) > 6H
- |> UD > 5S > ST <co> 236H > 6H > UD(W!)
- CH 6H > UD [87 dmg; gives you more damage and SS compared to NH]
- > LB <ST> ~66 > LB(OTG) [171 dmg; bit tight, but if you buffer the UD seems pretty cool]
- 66 <r> 236[~S] > ~66 > UD|6H
- <66PRC> ~66 > 5K > x66 > 236[H]? > ... [that seems to have a lot of potential with meter, just need to lab some stuff]
- ||> 66 > 5K > 6H > HB [173 dmg; needs about starting-distance]
- |> 236[S] > LB [needs to be a bit close]
- <co> 6H > UD(W!)
- > 236[H] <66PRC> 66 > c.S > UD > 5K <ST> 6H <co> UD(W!)
- CH 2H > UD <66PRC> ~66 > 5K <ST> ~66 > c.S > 2H > 236S <co> UD(W!) [https://youtu.be/kcT8iSgu3RM?t=25]
- > ~66 > 5K|2K [might also be possible without meter?]
- > 5S > ~66 > 6H [? dmg]
- > LB [145 dmg]
- > ~66 > c.S > 6H > OD2 > 66 > c.S <ST> 236[H] <co> 6H(W!)
- > UD > c.S <ST> ~66 > c.S > 5S > 5H <co> UD(W!) [https://www.youtube.com/watch?v=erywJMRBXiI]
- <\co> 66 > c.S > c.S ["2 c.S juggles after CH 2HS, which makes it work full screen. This now works on all characters with your back completely in the corner.
- I see it as an optimal backdash punish against throw whiff in the corner." CmMk 38145]
- ~> 236H > ~66 > c.S > 2H > 236[~H] <co> UD(W!)
- Anti-airs:
- 5P > c.S > jc > j.D > AD > j.K <r> (j.236[~H]) (> ~66 > 5K > 2D) [leaves them far enough that DPs will whiff but still give you a meaty GR]
- <\co> 2H > OD2 > 66 > c.S <ST> ~66 > c.S > 6H <r> (236[~S]) > 215K [https://youtu.be/CoffRBOSvnI?t=144]
- > 5K > 6H > LB [leaves them almost full-screen]
- 6P > 236S <r> UD [should give both hits if close enough]
- <ST> ~66 > 5K > 6H > OD2
- 6H > OD2
- c.S > UD > 5K > IAD > j.H > c.S|5K > 6H > 236S <co> UD(W!)
- > 236S > ...
- > 6H > 236[H] > 66 > c.S > 6H > LB > UD(W!)
- CH 6P > 236H > ~66 > 5K > 6H > LB
- > ~66 > 5K <r> IAD > (j.236[~H])
- > 6H(OTG)
- > UD [testme, might only work with low SU set up beforehand]
- <ST> 66 > c.S > 2H > 236S <r> ~66 > UD [testme]
- Jump-ins:
- j.H > j.236H > 5K > HB [needs a deep jump-in]
- > 6H > LB
- > c.S > 2D > 236S <r> UD [117 dmg]
- > 236H [104 dmg; maybe has a use when you wnat to extend with meter?]
- CH j.H > 5K > 2D > 236S <r> UD [might be needed if you are still too far away to get c.S]
- CH (j.H) > j.236S > 5K > 6H > 236S
- Air-to-air:
- j.S > AD > j.S > c.S > 2S > 2H > OD1
- CH j.S > j.D > AD > j.S > j.H > 5K <co> 6H > 236S > UD [https://youtu.be/kcT8iSgu3RM?t=50]
- DP-Punishes:
- CH c.S > 2H > 236[~H] > ~66 > c.S > 5K > 6H > 236S
- CH 2H > 236[~H] > ~66 > c.S > 6H > 236S
- CH 5H > 236[H] > 66 > c.S > 5K > 6H > 236S
- CH 6H > 236[H] > 66 > c.S > 2H > 5K > 6H > HB
- <co> 6H(W!)
- > jc > j.S > j.D > j.236H(W!)
- <co> 6H > UD(W!)
- Dust combos (to make them more consistent leave out the last double-button and just double-tap the button before it):
- 5[D]~[8] > j.H > j.S > jc > j.H > j.S > j.HH [195 dmg]
- > j.DD [197 dmg]
- > j.D > j.SS [203 dmg; kinda hard to get]
- > j.D > j.S > jc > j.S > j.D > j.SS []
- > jc > j.S > j.H > j.DD
- 5D <66RRC> 236[H] > 66 > c.S > 2H > 235S <co> UD(W!)
- 5D <ST> ~66 > 5K > 6H > LB [104 dmg; when they are too far away]
- > c.S > 2H > 236S <r> UD [103 dmg; needs to be close to get a good dash-in; hits them meaty]
- > 5K > OD1 [125 dmg]
- > OD2(W!) [148 dmg; works from opponent starting-range; probably won't be able to get a 6H in unless you are closer]
- #=======================================================================================#
- #1-2 Corner combos:
- 2K|5K > 2D > 236H > ~66 > 5K > 6H > 236S > UD(W!) [154|169 dmg]
- |> OD1 [163|194 dmg; 2K starter needs run-momentum]
- > OD2(W!) > (~66 >) 6H [162|188 dmg; 2K always needs the micro-dash for the 6H to hit]
- c.S > 2D > 236H > ~66 > 5K > 6H > 236S > UD(W!) [191 dmg]
- > OD2(W!) > (~66 >) 6H [gives you SS and a KND]
- > ~66 > OD1 [damage-option]
- > HB > 6H(W!) [? dmg; you can now consistently get 6H ender on this; NEWv1.18]
- > 2S|5H > 236[H] > ~66 > 5K > 6H > 236S > ~66 > 6H|HB|UD(W!)
- > HB > ~66 > 5S(W!)
- <r> 236[~S] > UD (>5S(W!)) [reset that hits them meaty and applies SS immediately https://youtu.be/CoffRBOSvnI?t=74]
- (c.S) > 2D|2S > 236H > ~66 > 5K > 6H > 236S(OTG) <r> UD [149|147 dmg; pretty tight micro-dash; no option to meterless wall-break I fear; UD doesn't hit directly meaty]
- <r> (236[~S]) > UD [138|136 dmg; real meaty reset]
- > OD1(W!) [227|225 dmg]
- > OD2(W!) > 6H [223|221 dmg]
- > 5H > 236H > jc > j.S > j.236H > UD(W!) [202 dmg]
- <r> (j.236[H]) > UD [133 dmg; reset that gives you a meaty GR and option to UD afterwards]
- <r> 214K > (j.H|S > j.D) [reset into a meaty high; timing is kinda akward though]
- > AD > j.H > j.D
- > 2H > 236H > jc > j.S > j.H > jc > j.S > j.H > j.D > j.236S(W!) [lööps combo; https://www.youtube.com/watch?v=kVAOY9eigSY]
- 2S|5S <ST> ~66 > 5K > 6H > 236S > UD(W!)
- 6H > 236S > ~66 > 5K > 6H > LB > 6H [? dmg; NEWv1.18]
- 2D > 236H > ~66 > jc > j.S > j.H > j.236H > OD1(W!)
- th <66RRC> c.S > 6H > 236S > UD(W!) [154 dmg; easy to do and makes the more damage than more complicate combos]
- <66fPRC> 236H > c.S > 6H > UD(W!) [114 dmg; for the PRC-OS]
- CH (2K|5K) > 2D > 236H > ~66 > 5K > 6H > 236S(W!)
- CH c.S > 6H > 236[H] > 6H > 236S > UD(W!)
- CH (c.S > 2H) > 236H > ~66 > 5K > UD > 5K <ST> 6H(W!)
- CH 5S > UD <66PRC> 5K <ST> c.S > 2H > LB
- <ST> 236[S] > ~66 > c.S > OD1
- CH (c.X) <ST> 236[S] > 5K > 6H > 236H > RV(W!)
- Corner Anti-airs:
- CH 6P > 236[S] > 5K > 6H > 236S > UD(W!)
- Corner Jump-ins:
- Corner Air-to-air:
- Corner DP-Punishes:
- DP-Punishes:
- CH 2H > 236[H] > ~66 > c.S > ...
- > ~66 > c.S > 2H > 236[~H] > ~66 > 5K > 6H > 236S > UD(W!) [CmMk 37478]
- CH 6H > 236[H] > ~66 > c.S > 6H > HB > OD2(W!)
- > LB > 5H|OD1(W!)
- Dust combos:
- 5D <ST> ~66 > c.S > 6H > 236H(W!)
- ##================================================================================================================================================================================##
- #2 Blockstrings:
- > indicates Frametraps (blockstrings with natural frametraps; all usual ones catch them jumping; all measured from close-up, being away changes things drastically)
- >> indicates a tight blockstring, so to get a frametrap you have to manually delay the button
- /> indicates no gatling but just resetting pressure
- 5K|2K > 2D (BEATS! 3f normals but is never tight, so be careful against reversals!; the 2D can make Ky's DP whiff when spaced;
- they can also backdash out of it)
- > 236S {GOTO}
- <r|> 5S > UD (with running-momentum the 5S is guaranteed to hit, but not without it!)
- > 44 > UD|AS (might be good if you expect them to use a long-ranged button or try to react after GR if you can afford the space)
- > 6H (or sth similar as they can backdash out of the gap)
- > 215K (dodges Ky's DP but needs a very fast cancel)
- > OD2 (isn't tight either, but depending on their DP they might just fly through the succubi or they hit them out of it which happens with Ky)
- <ST> 236[H]
- 2D >> 236S
- c.S >> 2D >> 236S <r> UD (leaves you outside of most character's rangers like Ram's 5S and DPs and you can then whiff-punish them or zone them out with other normals) {GOTO}
- <r|> 5S (with running-momentum the 5S should always be guaranteed to hit unless they FD maybe)
- <66PRC> UD > 5K <ST> ... (testme might only work in the corner?)
- >> 236H(1-2) (with dash-momentum both hits apply)
- |> LB|HB (whiffs if you had running-momentum, so probably only good to use if they try to FD you out)
- >> 2S|5S >> 5H > 236S (completely tight and leaves you at a great range to safely GR without being caught by DPs; 5S pushes them a tiny bit further out but I see no use)
- > 236H (might be useful with meter or in the corner, as you can combo of it when it catches their DP in the air; also for SU shenanigangs)
- > LB|HB (LB catches back-dashes but not up-backs; seems that DPs also don't hit that one, so could be good with SS!)
- >> 2S > 236S (doesn't give you anything oCH sadly as it seems; loses to DPs, but could be a good frametrap in conjunction with 236H)
- >> 236H(1-2) (NEWv1.18 this seems to be tight now?; on Cr or with dash-momentum both hits apply)
- >> 5H >> 236S (I dunno, maybe just to fish for CH 5H which when you threaten a reset or to have them stay closer after the GR)
- >> 236H(1)
- >> 236S (seemingly delayable to catch 3f normals, if blocked should be safe with possibility to use teleport for shmix; only reason using it is maybe better combos oCH)
- >> 236H(1-2) (on Cr or with dash-momentum both hits apply)
- 5S > 236S (is seemingly plus on further ranges, you have to be very careful though as they can IAD out in the gap and punish you with a jump-in)
- > UD (is seemingly even more plus, also should allow you to still be able to anti-air them if they IAD towards you)
- > ~66 > 5S > UD > ~66 > 5S <ST> 236S > ~66 > 5S > UD> ... (the pseudo-infinite https://youtu.be/o_SrFd6aIwg?t=179)
- > 2H > 236S > ...
- <ST> OD2
- 5H > 236S
- > UD
- 2H|6H > 236S (seems to be a pretty tight frametrap)
- <SU> UD (6H puts them into a long block-stun, so if you have a succubus on the field use that to apply stain; might be tight even?)
- HKND > 236S(2) > UD (is this tight?; regardless should be a great option to reset if you got a hard KND by something like AS ST, but you need to be close enough)
- > 236[~S] > ~66 > 6H > UD > 5S > 236S (same concept)
- IAD > j.S > j.D > j.236H
- > j.H > 2K
- > j.D
- > j.236H (should be about neutral oB; gives you a combo if they are mashing grab thinking that your j.H is high enough to be grab-able)
- (UD) > (~66 >) 5S > UD (if the high raven whiffs, hold them in block-stun long enough for it to return so you can send it out lower then; https://youtu.be/CoffRBOSvnI?t=197)
- Corner (I guess this will mostly just be examples to show how things work:
- KND <SU> ~66 > UD > 5K <ST> 8IAD > j.H > j.D > j.236H > 5K > 6H > UD > 5S <ST> OD2 > AS (https://youtu.be/7OPM4lmjUPE?t=374, big question how much of that is
- actually tight; AS seemingly also hits before SS gets applied by OD2?)
- > 5S > UD > 5S > AS (https://youtu.be/7OPM4lmjUPE?t=907)
- > 5S > 2H > UD > 5S <ST> 236[~S] > ~66 > 6H > UD > ... (https://youtu.be/7OPM4lmjUPE?t=513)
- > 2K > 6P > 236S > 5S > UD > AS (https://youtu.be/7OPM4lmjUPE?t=735)
- ###==============================================================================================================================================================================###
- #3 Setups:
- Applying Stained-State:
- 2K|5K > 2D > 236S > UD: This is the standard option, the Raven seems to hit meaty and catches jumpers and back-dashers!
- But should still be a good standard option because I think even if they IAD out you can still 6P their approach.
- It puts them nearly fullscreen though, which might not be so good against other zoners like Axl/HC where you want to get back in asap.
- SonicSol has a good reasoning behind the options and all: https://www.youtube.com/watch?v=uRfdM-puzPA.
- > 236[~S] > ~66 > 5S > ST > 214K: https://youtu.be/XpnVOoCbAHI?t=791
- > 236S: This seems to be really good option, as you put the SU on the screen, so you force a potential teleport. If they do a move you can tele behind
- them and whiff-punish wiht a 5K which gives you the ST pop, and if not you can run up and use normals to pop it or keep zoning.
- > 214K > c.S: You are actually plus enough to win even against 3f buttons!
- > 2S: This should work also against 5f buttons!
- > ~6 > th: If you wanna throw them walk forward first a bit or you gonna whiff.
- |> 5S > UD: Be wary that you NEED to have running-momentum for a 5S to hit afterwards, so if not or they FD you should probably use a
- button that is harder to whiff-punish but still controls space like 5H or something else like 6H or GR.
- > ~66 > 5S > 236S: Just to keep them locked down and make them afraid of doing something.
- > 66 > 2K: And once they stay still you can do different options to get in and trigger SS and apply a mix.
- <co> LB|HB: Only works when they are near the corner otherwise they are too far away (bit more in than opponent roundstart-position).
- But if then they absolutely can't get out of that one and have to block it!
- ~66 > UD > 5K <ST> ...: testme seems that in the corner you can also dash up and make it still hit meaty, while also be close enough to get a 5K afterwards
- https://youtu.be/7OPM4lmjUPE?t=374
- > 236[~S](1): This seems to the other good option, the big difference is that you sacrifice a potential SS-application with UD for a meaty plus-situation.
- Having them locked down on range by a projectile is pretty big though, it keeps you safe from reversals and they have to respect
- > 214K > 2K|c.S: As the GR-projectile hits them meaty and leaves behind SU, you can tele in and go for a 2K|th mixup. This can cross-up or stay same-side,
- depending on how long you charge GR (short time and immediate tele for same-side) or a bit longer or delaying it (cross-up), or
- charge it fully (same-side). It seems to be quite hard to do it as you want without delaying the tele.
- > ~4 > th: For the throw-option be sure to walk forward a bit first because otherwise you either whiff the throw or they are still in block-stun.
- ~> 21K > c.S: If you delay it a bit you get a cross-up that makes their fast buttons whiff into the wrong direction.
- > 214[K]: If they reversal on reaction or do back-dash or sth, maybe you can just bait them out by staying back with held tele.
- > LB|HB: They absolutely can't get out of that one and have to block it!
- > UB: Once they stand still and respect you, it's probably still a good time to apply ST or use a beast-mixup. Or just as a safe option.
- > 215K > th <co> ~66 > 236S > 5H > UD > 5K <66BRC> 2S <ST> 5H > UD > 5D <ST> UD: Funny sample sequence https://youtu.be/CoffRBOSvnI?t=203.
- 5D <ST> c.S > 2S > 44 > 236[S] > ~66 > c.S > UD > 2P > ST > ~66 > c.S > ...
- > 236H > 214K > j.H: Safejump setup, but doesn't work against all reversals! (Leo/Sol's wins e.g.)
- > (236[S]) > 214K: Charging GR fully makes it it whiff but the SU ends up on the other side, so you can do some crossup shenanigans. Looks pretty week though tbh.
- > 5S > 5H: To stay same-side and then the GR will still pick them up and carry them back further. Also in SonicSol's vid.
- > GD > 214K > 5K > 6H > 236H > 5S > RV(W!): As a combo if it hits.
- > (236[H]) > 214K: This gives a sort of air-borne reset and cross-up with j.K, but it seems pretty specific depending on spacing. See SonicSol's vid.
- > 66 > 9jc > IABD > j.H: This looks cool, a throw-bait with a high.
- th <co> 236S(OTG) > ~66 > UD > 5K > 8IAD > j.H > j.D > j.236H: The first hit of GR is OTG, the second then hits them waking up so you can dash-up and apply SS.
- https://youtu.be/7OPM4lmjUPE?t=938 Actually a lot harder than it looks, the timing are pretty hard.
- Definitely don't hold P when doing UD, so at least if you don't get the dash right you won't just shoot
- over their head.
- <co> ~66 > 236S > 5H > UD: test me
- Stained-State Triggers:
- 5D|2K > ST: Gives you a combo on-Hit, also makes a blocked 5D less negative (but still not plus).
- > ~66 > 2K|c.S|th: For the double-low or throw-shmix, which is probably the safest option.
- > IAD > j.H > j.236H: This is probably pretty great too, it might give you a high/low with layers.
- <fRRC> j.D > j.236H: I seen Sajam do this, it seems pretty nasty.
- SU > AS > 66 > 236S(OTG): Seen KidViper do this often. Works max three dashes away, but a lot better near corner. Also gives more advantage the close you are when you otg them,
- but seems still to be a good practice just to make them block the GR at wakeup. If it's like three back-dashes away, it is very fake, but corner might
- change a lot of stuff.
- Stained-State Triggers (Corner):
- IAD > j.H > ST: This might be pretty good as it gives you a pseudo-instant-overhead but will have to test this more.
- 5S > 236S > UD > 5S <ST> 236[S] > UD > ...: The pseudo-infinite
- > ~66 > 5S|6H > UD > ...
- UD(W!) >
- 5S > 236S > IAD > j.H > j.214K > 2K: Cross-up setup https://youtu.be/o_SrFd6aIwg?t=207. How to get the non-crossup version though, maybe depending on a delay?
- > j.214[K] > j.D > j.236S: Same-side overhead.
- > j.D > j.236H: For a double-overhead
- > j.214K: To bait an anti-air.
- th > 236S: Hits them meaty and jumping, they can still backdash though.
- > UD: Only really works if they stay still.
- > 236[~S]: This might be able to hit their backdash.
- ~> 8IAD > j.H: Standard safejump setup, but you need to delay it a tiny bit or the j.H will whiff.
- > 8IAD > (j.H) ~> th: If you do it right ahead, you whiff it and then can just throw them. And you are still plus enough to beat a reversal throw if you mash 2P.
- <co> 236S(OTG)(1) > 236S(2): Makes them wakeup into the projectile leaving you plus. Even makes their reversals whiff as you are far away.
- > UD: Applies SS and you should still be tiny bit plus.
- 236[S]: Makes them wakeup into the projectile leaving you even more plus. Some reversals can definitely hit you there then.
- > 8IAD > j.H
- ~66 > 235S > c.S > UD: testme this https://youtu.be/Z6DRVLrUWoE?t=283
- ath > lc > IAD > j.H: Might give you a safejump.
- <co> 236[S]: Should give you a meats GR.
- 2S(OTG) > 236S: Meaty but not reversal-safe as it looks like.
- Roundstart:
- 2S|5S > 236S: For the ensured GR
- ####============================================================================================================================================================================####
- #4 Other personal notes:
- Combo tips:
- -for the 236[H] midscreen combos that want you to dash in c.S, just hold the Dash-Macro button after finished charging, manually dashing is just really awkward
- -comboing air-borne people if you are close use c.S 2H and then 5K 6H 236S|LB; if you don't want to extend because it may whiff, do c.S 6H 236S as you get better oki;
- if you are too far 5K 6H 236S|LB is a good default
- -Wall-break if possible with either UD or OD2, as they both apply SS when they hit and the opponent keeps it on them post-wallbreak;
- if you want more damage then break with 6H best, or otherwise if you are too far away with LB or a dashing 5S
- #=======================================================================================#
- Neutral and stuff:
- -Ranges: 6H > 5S > 2S > 5H
- -Always cancel your long-ranged normals into your specials to make the recovery shorter!
- -If they try to 6P you use: 2S, 5H, delayed 6H and so on
- -2S is faster than 5S, so consider using it instead if you expect them to run in but not enough time for any other large buttons;
- also it has some evasive capabilities so it should be a great button to play neutral in its range
- -5H has a disjointed hitbox! which is why it has less range than 5S, BUT it has the same startup speed!
- -2K has some low-profiling uses, testme if they are as good as Anji's 2D (aka be able to go under fireballs etc.); same for 2P
- -Jump-buttons: j.P is mashy close-range, j.K is cross-up tool, j.S is air-to-air or for high jump-ins, j.H is for deep jump-ins,
- j.D is for air-to-airs stalling and to make a double-overhead after j.S, don't forget the air-GR options you have which you can do after j.S j.D even after an IAD!
- -IAD backwards S-GR can put up a wall against characters that aren't low to the ground like Giovanna;
- you can also delay S-GR in the air so it hits lower to the ground
- -Teleport: HAS invincibility, so you can use it to bait moves with few active frames like throws; also halts air-momentum and shortens your landing-recovery,
- so a great option to use in the air to make your opponent's anti-airs whiff and then punish them; hold it to bait them into using a move to hit you teleporting to the SU and then
- whiff-punish them; with a SU if you plan to make bait their normals or such, neutral jump and then teleport so you are enabling a lot more decisions this way
- -Roundstart: 5K is great seemingly, otherwise IABD j.236S
- Neutral Loop examples:
- 5S or anything else, and 236S|H (hold slightly or longer if they are further away
- | UD, this can whiff if they are jumping towards you and it isn't a setup, in which case you either [UD] or you wait and hit them with an anti-air.
- -| SS applied successfully? Consider the following:
- - 5S etc. pre-emtively if you think they will run forwards.
- - Wait, and see what they do and be ready to anti-air them or interrupt them with a faster button.
- - Run forward to make your 5S hit them to ST. If they blocked consider the following:
- - 236S again and repeat the spiel. With or without normal before it.
- - Run forward to threaten a closer blockstring like 5K 2D.
- - Try a jump-in maybe?
- - 236S again. If they air-dash you should still be able to anti-air them in time, which gives you a ST combo. If they block you can repeat the loop.
- Additionally, you now have SS on them AND you have a SU on the field, which means that you not only have additional mixup-potential, but you can also confirm
- a long-ranged hit like from 6H or AS into teleport and continue it!
- - AS if they are patient and you think they won't run/air-dash forward.
- -| SS not applied successfully, consider the following:
- - play the keep-out game
- - Wait, and see what they do and be ready to anti-air them or interrupt them with a faster button.
- - Just 236S again
- | keep-out with 5S etc.
- V
- Grave-Reaper:
- -has 3 charging levels: no-hold, slightly-hold, full-hold; they deal different damage actually
- -j.236S is a great way to hold people out, especially with IABD j.236S; you can do it lower to the ground so it hits both jumpers and grounded opponents
- -236[S] is a great neutral tool, even if it doesn't hit because you get the SU out and you can then force a UD- or tele-interaction, the threat enabling you to run up 5S.
- -the first hit destroys ALL projectiles, use this to win in fireball-wars! (yes, even Leo's 2-hit projectile!)
- -5S into 236S has a big gap further away, and they can IAD out, but usually you should be able to block in time or even 6P them;
- Sol can Bandit-Bringer you, Potemkin can Megafist you or Hammerfall through, Gio might be able to just IAD
- Unholy Diver:
- -when you send it again right when it returns, it gets sent out lower to the ground which then also hits grounded opponents,
- but ONLY if not shot at the SU in which case it just teleports back to you
- -if you have SU on screen, you can PRC it and then still teleport to the SU while it homes it, so it gives you both a high-low mixup as it applies SS;
- you are actually still plus if you do it correctly!, the further it travelled the more plus you are; you can get thrown if you are too close though
- #=======================================================================================#
- Offense and stuff:
- -j.D gives you a high/low IAD shmix doing it after a j.H
- -Beast: HB is slower than LB; don't use it in neutral too often as the tracking is bad and it's very punishable without SS
- -2P is -3 oB and 0 oH, so it is a neutral situation; so oH always cancel into 6P, use two 2Ps first to hit-confirm
- #=======================================================================================#
- CH-confirms:
- -stuff
- #=======================================================================================#
- RC-use:
- -with 50 meter you can OD1 PRC before it becomes active to keep the reversal frames without the move coming out! Afterwards throw to get their recovery frames.
- #=======================================================================================#
- NEWvX.XX changes:
- -stuff
- Players and channels to watch:
- GcYoshi13, Tsukuyo
- #####==========================================================================================================================================================================#####
- #5 Other people's notes:
- testament's 2k goes low enough to cause gio's flip kick to whiff. can also cause drill to whiff at some ranges.
- testament's defensive super is so slow gio can meaty c.S and still block in time. i think it's possible to reversal gio's c.S but if the gio screws up the timing.
- the 236h in the corner into possession causes a safe jump 50/50, it's pretty sweet.
- lotta stuff testament can do but those normals have so much recovery so you pretty much never want to whiff.
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