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GG-Strive - Testament notes

Apr 1st, 2022 (edited)
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  1. (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)
  2. (These are my personal notes, some done by labbing myself and others by collecting information from youtube/twitter/discord. No guarantee for correctness.)
  3.  
  4. Search for #number to quickly find a section:
  5. 0 Notation
  6. 1 Combos
  7. 1-1 Midscreen
  8. 1-2 Corner
  9. 2 Blockstrings
  10. 3 Setups
  11. 4 Other personal notes
  12. 5 Other people's notes
  13.  
  14.  
  15. ====================================================================================================================================================================================
  16.  
  17.  
  18.  
  19. #0 Notation:
  20.  
  21.  
  22. > | combo or blockstrings
  23. -X|-> | specific cancel option early cancel
  24. ~X/~> | in general delays or microthings/plinks; stuff like delayed button presses, delayed combo, delayed jump, kara-usage etc.
  25. |> | character specific combo or combo with specific limitations like range (standard character and close-range is considered the norm, eventualities mentioned in text)
  26. <XRC> | RC-specific combo; numbers declare drift-cancel
  27. <co> | when combo carried them into the corner only then following move and succeding combo can or should be used
  28. <\co> | when YOU are with your back in the corner (or at least not near the enemy corner)
  29. <wb> | needs opponent to wallbounce
  30. <cu> | crossup or sideswitch (so mirror inputs from here on)
  31. <DP> | route to chose when opponent DPs (like after a safejump)
  32. <r> | reset or change from blockstring to combo
  33. <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)
  34. <?> | no idea what combo this is, or if it's worth it keeping in
  35. <KND> | explicitly gets a knockdown at this point, used for blockstrings and setups
  36. <H> | explicitly gets a hit at this point, used for blockstrings and setups
  37.  
  38. 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)
  39. 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.)
  40. c.X | close normal
  41. j.X | jump normal
  42. (X) | blocked/whiffed/mixup/safejump move
  43. [X] | start holding said button
  44. ]X[ | release held button
  45. X(w) | last move whiffs (where it would usually hit)
  46. X(h) | last move hits (where it would usually whiff)
  47. 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)
  48. X(bl) | last move was blocked (where it would usually hit)
  49. X(Cr) | used explicitly on crouching enemy
  50. X(St) | used explicitly on standing enemy
  51. X(W!) | breaks the wall
  52. X(OTG)| Off-the-Ground attack (for resets/setups)
  53. CH X | counter-hit
  54. NH X | normal-hit (only used when compared to CH)
  55.  
  56. YX | standard numpad notation for directions, additional directions to influence momentum/jump-arc etc.
  57. 66/44 | forward-/back-dash
  58. ~66/~6 | micro-dash/-walk
  59. x66 | dash-cancel
  60. IAD | instant air-dash (forward usually)
  61. AD | air-dash (forward usually)
  62. sj | safe-jump
  63. dj | double-jump
  64. hj | high-jump (aka superjump)
  65. jc | jump-cancel
  66. lc | land-cancel (aka land again and then jump again)
  67. ab | airborne
  68. th | throw
  69. fth | forward-throw
  70. bth | backward-throw
  71. ath | air-throw
  72. bl | blocking (to bait things)
  73. bl(Cr) | crouch-blocking (can also be 1bl)
  74. bl(St) | stand-blocking (can also be 4bl)
  75. bs | blockstring
  76. mu/mix | mixup
  77. wp | whiff-punish
  78. oB | on Block
  79. oH | on Hit
  80. oCH | on Counter-hit
  81. oW | on Whiff
  82. KND | KNock-Down
  83. KNB | KNock-Back
  84. ... | too lazy to fill out the rest
  85. {GOTO} | routes I find personally to be the most worthwhile using
  86.  
  87. afap | is as fast as possible (not what you were thinking)
  88. ahap | is as high as possible
  89. adap | is as deep as possible
  90. aeap | is as early as possible
  91. alap | is as late as possible
  92.  
  93. NEWvY.YY | notable new things that came with a patch (NEWv1.09, NEWv1.10)
  94. CmMk X | Combo-Maker number
  95.  
  96. OD1 | Overdrive 1 which is your reversal-super (236K236K, Calamity One)
  97. OD2 | Overdrive 2 which is the succubi (236P236P, Nostrovia)
  98.  
  99. GR | Grave-Reaper aka the skull-projectiles (236S|H)
  100. LB | Low-Beast aka S-Arbiter-Sign (214S)
  101. HB | High-Beast aka H-Arbiter-Sign (214H)
  102. AS | Arbiter-Sign
  103. UD | Unholy Diver aka Raven/Crow/Bird (214P)
  104. SS | Stained-State
  105. <ST>| Stained-state Trigger
  106. SU | Succubus aka the cute thing that GR leaves behind
  107.  
  108.  
  109. #==================================================================================================================================================================================#
  110.  
  111.  
  112. !!NEW!! v1.18 stuff:
  113.  
  114.  
  115. Major confirm changes:
  116. -CH 2S|5S should be very easily confirmable into 2H now-
  117. -GR being faster should also help
  118. -dash-cancels can offer reset/confirm-options
  119.  
  120. Neutral:
  121. -against Ram doing 5S GR at tip-range should counterhit her 5S, just as 5H GR
  122. -shoot Raven horizontally to keep them from jumping out in certain scenarios so you can win the RPS there
  123.  
  124. Oki:
  125.  
  126. Combos:
  127. -2K 2D should really always hit!
  128. -2D GR should always combo now instead of being OTG! (only when you are close still)
  129.  
  130. Blockstrings:
  131. -Blockstrings are actually safe now like cS GR being a true blockstrings now and c.S 5S H-GR a tight frametrap
  132. -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
  133.  
  134.  
  135. #==================================================================================================================================================================================#
  136.  
  137.  
  138.  
  139. #1 Combos:
  140.  
  141. (all tested with Ky on first stage of Council of Three; combos for big-bodies tested on Potemkin)
  142. (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)
  143. (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)
  144.  
  145.  
  146. #1-1 Midscreen Combos:
  147.  
  148. 2P > 2P > 2P [47 dmg]
  149. <66RRC> 66 > c.S > 2H > 236S <r> UD [84 dmg; UD should hit them meaty]
  150. <co> UD(W!) [120 dmg; run for longer to get more corner-carry; works from opponent starting-range; kinda iffy to get]
  151. <r> (236[~S]) > UD(W!) [76 dmg; should hit them meaty]
  152. > 5K > 6H > HB [90 dmg; does NOT give you a wall-break, so do only use when further than midscreen!; easy to sideswitch]
  153. > 6P <r|> (236S) > UD [53 dmg; hits meaty but only with run-momentum]
  154. > OD1 [110 dmg]
  155. > 6P <r> (236S) > UD [41 dmg; should always hit meaty]
  156. 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]
  157. |> 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}
  158. > 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]
  159. |> 236H > ~66 > 5K > 6H > HB [139 dmg; damage-ender; needs to be very close and with run-momentum; 2K feels almost impossible]
  160. <r> IAD > (j.236[~H]) [105 dmg; should be decent reset]
  161. |> LB [119 dmg; only works when NOT up-close]
  162. > 5S [107 dmg; this one needs to be close again as usual, but no run-momentum needed at least]
  163. <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]
  164. > HB|LB [95|77 dmg; doing the high beast somehow gives you more damage as they ground-bounce]
  165. > OD1 [118|148 dmg; should work on all ranges]
  166. > OD2(OTG) <r> 66 [63 dmg; hits them OTG but they still recover into the succubi and get SS]
  167. <ST> ~66 > 5K > 6H > LB [101|126 dmg; when they are too far away; comboing from 5K feels easier than 2K]
  168. > c.S > 2H > 236S <r> UD [100|125 dmg; needs to be close to get a good dash-in; hits them meaty]
  169. > OD1 [126|157 dmg]
  170. > OD2(W!) [149|173 dmg; works from opponent starting-range; probably won't be able to get a 6H in unless you are closer]
  171. > 6H(OTG) [75|93 dmg; just for max-range whiff-punishes]
  172. <ST~> LB [94 dmg; just for max-range whiff-punishes; delay the LB a bit, looks pretty confirmable]
  173. c.S > 2D > 236H > ~66 > 5K > 6H > LB [162 dmg; needs a very tight micro-dash; hitting beast can be a bit tight]
  174. <r> 236[S] [146 dmg; does NOT hit meaty but is good to put out regardless]
  175. <r> jc ~> IAD > (j.236H) [127 dmg; is seemingly a meaty GR? (see LordKnight); incredibly hard to get imo, you need to delay the
  176. IAD somehow because the 5K hits so late, and if you do it instantly with the jc it will be too early; see setups]
  177. <r> 215K > (j.H) [115 dmg; CHs 6Ps and is a safejump!; see setups]
  178. > 236S <r> UD [115 dmg; your standard setup]
  179. <r> 215K > (c.S) [115 dmg; setup that leaves you plus and should hit jumpers]
  180. > 2S|5S > 5H > OD1 [188 dmg]
  181. <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!]
  182. <co> 236[H] > UD(W!) [195 dmg; works from opponent starting-range]
  183. 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]
  184. > 236S > UD(W!) [175 dmg; works from opponent starting-range minus two dashes]
  185. > 236[~S] <r> UD [151 dmg]
  186. > OD1 [184 dmg]
  187. > OD2(W!) [195 dmg; should wallbreak from opponent starting-range]
  188. > 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
  189. for the UD to hit; the UD 5K needs specific and fast timing, be sure to not hold UD here;
  190. works from opponent starting-range; great new option as allows all enders; NEWv1.18] {GOTO}
  191. <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]
  192. > 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
  193. 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}
  194. > 236[H] > UD > HB [154 dmg; needs some kinda tight links, do not waste any time; gives a hard KND!]
  195. <co> LB(W!) [195 dmg; works from opponent starting-range minus a dash]
  196. 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,
  197. 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}
  198. > 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]
  199. > OD2 [173 dmg]
  200. 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]
  201. <ST> ~66 > 5K > 6H > LB [101|126 dmg]
  202. > OD1 [112 dmg]
  203. > OD2(W!) [132 dmg; needs a very fast reaction; works from opponent starting-range]
  204. > 6H > LB [124|127 dmg; works from nearly all ranges]
  205. > LB [96|99 dmg; just for your absolute max-range triggers]
  206. > 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]
  207. 5S > 66RRC > ~66 > c.S > UD > 5S <ST> ~66 > 5K > 6H > HB [? dmg; NEWv1.18]
  208. > 5K <ST > ~66 > c.S > 6H > 236S [? dmg]
  209. > ~66 > 6H > LB [? dmg; testme seems to be good for max-range hits]
  210. > OD2 > 66 > c.S <ST> 6H > UD(W!)
  211. 6H > 236S(1) <r> UD [88 dmg]
  212. > HB [116 dmg; unsafe oB but confirmable; slightly more damage]
  213. > UD [81 dmg; bit risky as not confirmable]
  214. <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]
  215. ~> HB [135 dmg; needs to delay it a bit]
  216. > UD [110 dmg; might be confirmable if you are ready for it]
  217. ,66PRC> 5K > 6H > LB [169 dmg; won't really work at max-range]
  218. > OD1 [187 dmg]
  219. > OD2(W!) [195 dmg; works from opponent starting range]
  220. 2H > 236S(1) <r> UD [76 dmg]
  221. > HB [104 dmg; confirmable if you're ready]
  222. |> 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]
  223. > jc > j.S > j.H <co> j.236H(W!) [211 dmg; better for midscreen maybe?]
  224.  
  225.  
  226. AS <ST,r> (236[S]) > UD [94 dmg]
  227. <ST> LB(OTG) [114 dmg; probably only worth it if you can kill as you ruin your KND with it]
  228. > 66 > 6H(OTG) [128 dmg; maybe works from around halfscreen]
  229. 66PRC> 66 > 5K > 6H > LB [159 dmg; maybe confirmable from halfscreen]
  230. |> c.S > 2H > 5K > 6H > LB [178 dmg; probably unrealist to confirm this one as you need to be very close]
  231.  
  232.  
  233. th <66RRC> ~66 > c.s > 2H > 236S(2) <r> UD [113 dmg]
  234. > 236[H] > 66 > 5K > 6H > LB [119 dmg; RC right when they hit with the scythe]
  235. <co> 236S > UD(W!) [154 dmg; works from opponent starting-range; needs a bit further dash-in to make the GR hit]
  236. ,\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]
  237. <66fPRC > 236H > ~66 > 5K > 6H > LB [87 dmg; for the PRC-OS]
  238.  
  239.  
  240. CH 2P|5P|5K > 2K > 2D > 236S <r> UD [should be a true meaty; NEWv1.18]
  241. 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]
  242. > 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]
  243. <co> UD(W!) [211 dmg; works from about opponent starting-range]
  244. > ~66 > c.S > 2D > 236S <r> UD [138 dmg]
  245. > 2H > 5K > 6H > LB [172 dmg]
  246. > 236[~H] > ~66 > 5K > 6H > LB [183 dmg]
  247. > 6H > 236[~H] > 66 > 5K > 6H > LB [198 dmg]
  248. CH (c.S) > 2D > 236[~H] > ~66 > c.S > 6H > 236S <r> UD [173 dmg; done high enough the UD should hit nearly meaty]
  249. > 2H > 236H(2) > UD(W!) [215 dmg; works from opponent starting-range]
  250. <r> (236[~S]) > UD [162 dmg; should give you meaty GR and ensured SS]
  251. > 236[H] > ~66 > 5K > 6H > LB [179 dmg]
  252. > 5H > 236[~H] > ~66 > c.S > 2H > 5K > 6H > LB [231
  253. <co> UD(W!) [251 dmg]
  254. <\co> OD2(W!) [254 dmg; not that hard of a sideswitch)
  255. > OD2 > 66 > c.S <ST> ~66 > c.S > 6H > OD1 [? dmg; funny Chipp TOD-combo with ~45risc]
  256. x> 236H > ~66 > c.S > UD > 5K <ST> 236S <co> ~66 > 6H(W!) [? dmg; they always drop down immediately, might be char-specific]
  257. 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]
  258. > HB [113|116 dmg]
  259. > 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]
  260. <\co> > 5K <ST> 66 > c.S > 2H > 236S > UD(W!) [? dmg; corner-to-corner wallbreak; https://youtu.be/CoffRBOSvnI?t=159]
  261. > LB [maybe the only hit-confirm for far-ranges? testme]
  262. <r> (236S) <r> UD [this might also be a good option, not tight but you probably can still react to IADs]
  263. <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]
  264. CH 5S <ST> ~66 > 6H > LB
  265. CH 5H > UD > LB [142 dmg]
  266. <66RRC> 66 > 5K > 6H > 236S <co> UD(W!)
  267. |> ~66 > 5K > IAD > j.S > c.S > 6H > 236S <co> UD(W!)
  268. |> 236[H] > 66 > c.S > 2H <co> 5K > 6H > UD(W!) [needs to be close]
  269. > 6H <co> OD2(W!) > 6H
  270. |> UD > 5S > ST <co> 236H > 6H > UD(W!)
  271. CH 6H > UD [87 dmg; gives you more damage and SS compared to NH]
  272. > LB <ST> ~66 > LB(OTG) [171 dmg; bit tight, but if you buffer the UD seems pretty cool]
  273. 66 <r> 236[~S] > ~66 > UD|6H
  274. <66PRC> ~66 > 5K > x66 > 236[H]? > ... [that seems to have a lot of potential with meter, just need to lab some stuff]
  275. ||> 66 > 5K > 6H > HB [173 dmg; needs about starting-distance]
  276. |> 236[S] > LB [needs to be a bit close]
  277. <co> 6H > UD(W!)
  278. > 236[H] <66PRC> 66 > c.S > UD > 5K <ST> 6H <co> UD(W!)
  279. CH 2H > UD <66PRC> ~66 > 5K <ST> ~66 > c.S > 2H > 236S <co> UD(W!) [https://youtu.be/kcT8iSgu3RM?t=25]
  280. > ~66 > 5K|2K [might also be possible without meter?]
  281. > 5S > ~66 > 6H [? dmg]
  282. > LB [145 dmg]
  283. > ~66 > c.S > 6H > OD2 > 66 > c.S <ST> 236[H] <co> 6H(W!)
  284. > UD > c.S <ST> ~66 > c.S > 5S > 5H <co> UD(W!) [https://www.youtube.com/watch?v=erywJMRBXiI]
  285. <\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.
  286. I see it as an optimal backdash punish against throw whiff in the corner." CmMk 38145]
  287. ~> 236H > ~66 > c.S > 2H > 236[~H] <co> UD(W!)
  288.  
  289.  
  290.  
  291. Anti-airs:
  292. 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]
  293. <\co> 2H > OD2 > 66 > c.S <ST> ~66 > c.S > 6H <r> (236[~S]) > 215K [https://youtu.be/CoffRBOSvnI?t=144]
  294. > 5K > 6H > LB [leaves them almost full-screen]
  295. 6P > 236S <r> UD [should give both hits if close enough]
  296. <ST> ~66 > 5K > 6H > OD2
  297. 6H > OD2
  298. c.S > UD > 5K > IAD > j.H > c.S|5K > 6H > 236S <co> UD(W!)
  299. > 236S > ...
  300. > 6H > 236[H] > 66 > c.S > 6H > LB > UD(W!)
  301.  
  302. CH 6P > 236H > ~66 > 5K > 6H > LB
  303. > ~66 > 5K <r> IAD > (j.236[~H])
  304. > 6H(OTG)
  305. > UD [testme, might only work with low SU set up beforehand]
  306. <ST> 66 > c.S > 2H > 236S <r> ~66 > UD [testme]
  307.  
  308.  
  309. Jump-ins:
  310. j.H > j.236H > 5K > HB [needs a deep jump-in]
  311. > 6H > LB
  312. > c.S > 2D > 236S <r> UD [117 dmg]
  313. > 236H [104 dmg; maybe has a use when you wnat to extend with meter?]
  314. CH j.H > 5K > 2D > 236S <r> UD [might be needed if you are still too far away to get c.S]
  315. CH (j.H) > j.236S > 5K > 6H > 236S
  316.  
  317.  
  318. Air-to-air:
  319. j.S > AD > j.S > c.S > 2S > 2H > OD1
  320. CH j.S > j.D > AD > j.S > j.H > 5K <co> 6H > 236S > UD [https://youtu.be/kcT8iSgu3RM?t=50]
  321.  
  322.  
  323. DP-Punishes:
  324. CH c.S > 2H > 236[~H] > ~66 > c.S > 5K > 6H > 236S
  325. CH 2H > 236[~H] > ~66 > c.S > 6H > 236S
  326. CH 5H > 236[H] > 66 > c.S > 5K > 6H > 236S
  327. CH 6H > 236[H] > 66 > c.S > 2H > 5K > 6H > HB
  328. <co> 6H(W!)
  329. > jc > j.S > j.D > j.236H(W!)
  330. <co> 6H > UD(W!)
  331.  
  332.  
  333. Dust combos (to make them more consistent leave out the last double-button and just double-tap the button before it):
  334. 5[D]~[8] > j.H > j.S > jc > j.H > j.S > j.HH [195 dmg]
  335. > j.DD [197 dmg]
  336. > j.D > j.SS [203 dmg; kinda hard to get]
  337. > j.D > j.S > jc > j.S > j.D > j.SS []
  338. > jc > j.S > j.H > j.DD
  339. 5D <66RRC> 236[H] > 66 > c.S > 2H > 235S <co> UD(W!)
  340. 5D <ST> ~66 > 5K > 6H > LB [104 dmg; when they are too far away]
  341. > c.S > 2H > 236S <r> UD [103 dmg; needs to be close to get a good dash-in; hits them meaty]
  342. > 5K > OD1 [125 dmg]
  343. > OD2(W!) [148 dmg; works from opponent starting-range; probably won't be able to get a 6H in unless you are closer]
  344.  
  345.  
  346.  
  347. #=======================================================================================#
  348.  
  349.  
  350. #1-2 Corner combos:
  351.  
  352. 2K|5K > 2D > 236H > ~66 > 5K > 6H > 236S > UD(W!) [154|169 dmg]
  353. |> OD1 [163|194 dmg; 2K starter needs run-momentum]
  354. > OD2(W!) > (~66 >) 6H [162|188 dmg; 2K always needs the micro-dash for the 6H to hit]
  355. c.S > 2D > 236H > ~66 > 5K > 6H > 236S > UD(W!) [191 dmg]
  356. > OD2(W!) > (~66 >) 6H [gives you SS and a KND]
  357. > ~66 > OD1 [damage-option]
  358. > HB > 6H(W!) [? dmg; you can now consistently get 6H ender on this; NEWv1.18]
  359. > 2S|5H > 236[H] > ~66 > 5K > 6H > 236S > ~66 > 6H|HB|UD(W!)
  360. > HB > ~66 > 5S(W!)
  361. <r> 236[~S] > UD (>5S(W!)) [reset that hits them meaty and applies SS immediately https://youtu.be/CoffRBOSvnI?t=74]
  362. (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]
  363. <r> (236[~S]) > UD [138|136 dmg; real meaty reset]
  364. > OD1(W!) [227|225 dmg]
  365. > OD2(W!) > 6H [223|221 dmg]
  366. > 5H > 236H > jc > j.S > j.236H > UD(W!) [202 dmg]
  367. <r> (j.236[H]) > UD [133 dmg; reset that gives you a meaty GR and option to UD afterwards]
  368. <r> 214K > (j.H|S > j.D) [reset into a meaty high; timing is kinda akward though]
  369. > AD > j.H > j.D
  370. > 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]
  371. 2S|5S <ST> ~66 > 5K > 6H > 236S > UD(W!)
  372. 6H > 236S > ~66 > 5K > 6H > LB > 6H [? dmg; NEWv1.18]
  373. 2D > 236H > ~66 > jc > j.S > j.H > j.236H > OD1(W!)
  374.  
  375. th <66RRC> c.S > 6H > 236S > UD(W!) [154 dmg; easy to do and makes the more damage than more complicate combos]
  376. <66fPRC> 236H > c.S > 6H > UD(W!) [114 dmg; for the PRC-OS]
  377.  
  378. CH (2K|5K) > 2D > 236H > ~66 > 5K > 6H > 236S(W!)
  379. CH c.S > 6H > 236[H] > 6H > 236S > UD(W!)
  380. CH (c.S > 2H) > 236H > ~66 > 5K > UD > 5K <ST> 6H(W!)
  381. CH 5S > UD <66PRC> 5K <ST> c.S > 2H > LB
  382. <ST> 236[S] > ~66 > c.S > OD1
  383. CH (c.X) <ST> 236[S] > 5K > 6H > 236H > RV(W!)
  384.  
  385.  
  386. Corner Anti-airs:
  387. CH 6P > 236[S] > 5K > 6H > 236S > UD(W!)
  388.  
  389. Corner Jump-ins:
  390.  
  391.  
  392. Corner Air-to-air:
  393.  
  394.  
  395. Corner DP-Punishes:
  396.  
  397.  
  398. DP-Punishes:
  399. CH 2H > 236[H] > ~66 > c.S > ...
  400. > ~66 > c.S > 2H > 236[~H] > ~66 > 5K > 6H > 236S > UD(W!) [CmMk 37478]
  401. CH 6H > 236[H] > ~66 > c.S > 6H > HB > OD2(W!)
  402. > LB > 5H|OD1(W!)
  403.  
  404.  
  405. Dust combos:
  406. 5D <ST> ~66 > c.S > 6H > 236H(W!)
  407.  
  408. ##================================================================================================================================================================================##
  409.  
  410.  
  411.  
  412. #2 Blockstrings:
  413.  
  414.  
  415. > indicates Frametraps (blockstrings with natural frametraps; all usual ones catch them jumping; all measured from close-up, being away changes things drastically)
  416. >> indicates a tight blockstring, so to get a frametrap you have to manually delay the button
  417. /> indicates no gatling but just resetting pressure
  418.  
  419.  
  420. 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;
  421. they can also backdash out of it)
  422. > 236S {GOTO}
  423. <r|> 5S > UD (with running-momentum the 5S is guaranteed to hit, but not without it!)
  424. > 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)
  425. > 6H (or sth similar as they can backdash out of the gap)
  426. > 215K (dodges Ky's DP but needs a very fast cancel)
  427. > 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)
  428. <ST> 236[H]
  429. 2D >> 236S
  430.  
  431. 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}
  432. <r|> 5S (with running-momentum the 5S should always be guaranteed to hit unless they FD maybe)
  433. <66PRC> UD > 5K <ST> ... (testme might only work in the corner?)
  434. >> 236H(1-2) (with dash-momentum both hits apply)
  435. |> LB|HB (whiffs if you had running-momentum, so probably only good to use if they try to FD you out)
  436. >> 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)
  437. > 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)
  438. > 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!)
  439. >> 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)
  440. >> 236H(1-2) (NEWv1.18 this seems to be tight now?; on Cr or with dash-momentum both hits apply)
  441. >> 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)
  442. >> 236H(1)
  443. >> 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)
  444. >> 236H(1-2) (on Cr or with dash-momentum both hits apply)
  445.  
  446. 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)
  447. > UD (is seemingly even more plus, also should allow you to still be able to anti-air them if they IAD towards you)
  448. > ~66 > 5S > UD > ~66 > 5S <ST> 236S > ~66 > 5S > UD> ... (the pseudo-infinite https://youtu.be/o_SrFd6aIwg?t=179)
  449. > 2H > 236S > ...
  450. <ST> OD2
  451. 5H > 236S
  452. > UD
  453. 2H|6H > 236S (seems to be a pretty tight frametrap)
  454. <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?)
  455.  
  456. 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)
  457. > 236[~S] > ~66 > 6H > UD > 5S > 236S (same concept)
  458.  
  459. IAD > j.S > j.D > j.236H
  460. > j.H > 2K
  461. > j.D
  462. > 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)
  463.  
  464. (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)
  465.  
  466.  
  467. Corner (I guess this will mostly just be examples to show how things work:
  468. 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
  469. actually tight; AS seemingly also hits before SS gets applied by OD2?)
  470. > 5S > UD > 5S > AS (https://youtu.be/7OPM4lmjUPE?t=907)
  471. > 5S > 2H > UD > 5S <ST> 236[~S] > ~66 > 6H > UD > ... (https://youtu.be/7OPM4lmjUPE?t=513)
  472. > 2K > 6P > 236S > 5S > UD > AS (https://youtu.be/7OPM4lmjUPE?t=735)
  473.  
  474. ###==============================================================================================================================================================================###
  475.  
  476.  
  477.  
  478. #3 Setups:
  479.  
  480. Applying Stained-State:
  481. 2K|5K > 2D > 236S > UD: This is the standard option, the Raven seems to hit meaty and catches jumpers and back-dashers!
  482. But should still be a good standard option because I think even if they IAD out you can still 6P their approach.
  483. 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.
  484. SonicSol has a good reasoning behind the options and all: https://www.youtube.com/watch?v=uRfdM-puzPA.
  485. > 236[~S] > ~66 > 5S > ST > 214K: https://youtu.be/XpnVOoCbAHI?t=791
  486. > 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
  487. 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.
  488. > 214K > c.S: You are actually plus enough to win even against 3f buttons!
  489. > 2S: This should work also against 5f buttons!
  490. > ~6 > th: If you wanna throw them walk forward first a bit or you gonna whiff.
  491. |> 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
  492. button that is harder to whiff-punish but still controls space like 5H or something else like 6H or GR.
  493. > ~66 > 5S > 236S: Just to keep them locked down and make them afraid of doing something.
  494. > 66 > 2K: And once they stay still you can do different options to get in and trigger SS and apply a mix.
  495. <co> LB|HB: Only works when they are near the corner otherwise they are too far away (bit more in than opponent roundstart-position).
  496. But if then they absolutely can't get out of that one and have to block it!
  497. ~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
  498. https://youtu.be/7OPM4lmjUPE?t=374
  499. > 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.
  500. Having them locked down on range by a projectile is pretty big though, it keeps you safe from reversals and they have to respect
  501. > 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,
  502. 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
  503. charge it fully (same-side). It seems to be quite hard to do it as you want without delaying the tele.
  504. > ~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.
  505. ~> 21K > c.S: If you delay it a bit you get a cross-up that makes their fast buttons whiff into the wrong direction.
  506. > 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.
  507. > LB|HB: They absolutely can't get out of that one and have to block it!
  508. > 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.
  509. > 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.
  510. 5D <ST> c.S > 2S > 44 > 236[S] > ~66 > c.S > UD > 2P > ST > ~66 > c.S > ...
  511. > 236H > 214K > j.H: Safejump setup, but doesn't work against all reversals! (Leo/Sol's wins e.g.)
  512. > (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.
  513. > 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.
  514. > GD > 214K > 5K > 6H > 236H > 5S > RV(W!): As a combo if it hits.
  515. > (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.
  516. > 66 > 9jc > IABD > j.H: This looks cool, a throw-bait with a high.
  517. 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.
  518. https://youtu.be/7OPM4lmjUPE?t=938 Actually a lot harder than it looks, the timing are pretty hard.
  519. Definitely don't hold P when doing UD, so at least if you don't get the dash right you won't just shoot
  520. over their head.
  521. <co> ~66 > 236S > 5H > UD: test me
  522.  
  523. Stained-State Triggers:
  524. 5D|2K > ST: Gives you a combo on-Hit, also makes a blocked 5D less negative (but still not plus).
  525. > ~66 > 2K|c.S|th: For the double-low or throw-shmix, which is probably the safest option.
  526. > IAD > j.H > j.236H: This is probably pretty great too, it might give you a high/low with layers.
  527. <fRRC> j.D > j.236H: I seen Sajam do this, it seems pretty nasty.
  528. 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,
  529. 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
  530. change a lot of stuff.
  531.  
  532. Stained-State Triggers (Corner):
  533. IAD > j.H > ST: This might be pretty good as it gives you a pseudo-instant-overhead but will have to test this more.
  534. 5S > 236S > UD > 5S <ST> 236[S] > UD > ...: The pseudo-infinite
  535. > ~66 > 5S|6H > UD > ...
  536. UD(W!) >
  537.  
  538.  
  539. 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?
  540. > j.214[K] > j.D > j.236S: Same-side overhead.
  541. > j.D > j.236H: For a double-overhead
  542. > j.214K: To bait an anti-air.
  543. th > 236S: Hits them meaty and jumping, they can still backdash though.
  544. > UD: Only really works if they stay still.
  545. > 236[~S]: This might be able to hit their backdash.
  546. ~> 8IAD > j.H: Standard safejump setup, but you need to delay it a tiny bit or the j.H will whiff.
  547. > 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.
  548. <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.
  549. > UD: Applies SS and you should still be tiny bit plus.
  550. 236[S]: Makes them wakeup into the projectile leaving you even more plus. Some reversals can definitely hit you there then.
  551. > 8IAD > j.H
  552. ~66 > 235S > c.S > UD: testme this https://youtu.be/Z6DRVLrUWoE?t=283
  553.  
  554. ath > lc > IAD > j.H: Might give you a safejump.
  555. <co> 236[S]: Should give you a meats GR.
  556. 2S(OTG) > 236S: Meaty but not reversal-safe as it looks like.
  557.  
  558.  
  559. Roundstart:
  560. 2S|5S > 236S: For the ensured GR
  561.  
  562. ####============================================================================================================================================================================####
  563.  
  564.  
  565.  
  566. #4 Other personal notes:
  567.  
  568.  
  569. Combo tips:
  570. -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
  571. -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;
  572. if you are too far 5K 6H 236S|LB is a good default
  573. -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;
  574. if you want more damage then break with 6H best, or otherwise if you are too far away with LB or a dashing 5S
  575.  
  576. #=======================================================================================#
  577.  
  578.  
  579. Neutral and stuff:
  580. -Ranges: 6H > 5S > 2S > 5H
  581. -Always cancel your long-ranged normals into your specials to make the recovery shorter!
  582. -If they try to 6P you use: 2S, 5H, delayed 6H and so on
  583. -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;
  584. also it has some evasive capabilities so it should be a great button to play neutral in its range
  585. -5H has a disjointed hitbox! which is why it has less range than 5S, BUT it has the same startup speed!
  586. -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
  587. -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,
  588. 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!
  589. -IAD backwards S-GR can put up a wall against characters that aren't low to the ground like Giovanna;
  590. you can also delay S-GR in the air so it hits lower to the ground
  591. -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,
  592. 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
  593. 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
  594. -Roundstart: 5K is great seemingly, otherwise IABD j.236S
  595.  
  596. Neutral Loop examples:
  597. 5S or anything else, and 236S|H (hold slightly or longer if they are further away
  598. | 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.
  599. -| SS applied successfully? Consider the following:
  600. - 5S etc. pre-emtively if you think they will run forwards.
  601. - Wait, and see what they do and be ready to anti-air them or interrupt them with a faster button.
  602. - Run forward to make your 5S hit them to ST. If they blocked consider the following:
  603. - 236S again and repeat the spiel. With or without normal before it.
  604. - Run forward to threaten a closer blockstring like 5K 2D.
  605. - Try a jump-in maybe?
  606. - 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.
  607. 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
  608. a long-ranged hit like from 6H or AS into teleport and continue it!
  609. - AS if they are patient and you think they won't run/air-dash forward.
  610. -| SS not applied successfully, consider the following:
  611. - play the keep-out game
  612. - Wait, and see what they do and be ready to anti-air them or interrupt them with a faster button.
  613. - Just 236S again
  614. | keep-out with 5S etc.
  615. V
  616.  
  617. Grave-Reaper:
  618. -has 3 charging levels: no-hold, slightly-hold, full-hold; they deal different damage actually
  619. -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
  620. -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.
  621. -the first hit destroys ALL projectiles, use this to win in fireball-wars! (yes, even Leo's 2-hit projectile!)
  622. -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;
  623. Sol can Bandit-Bringer you, Potemkin can Megafist you or Hammerfall through, Gio might be able to just IAD
  624.  
  625. Unholy Diver:
  626. -when you send it again right when it returns, it gets sent out lower to the ground which then also hits grounded opponents,
  627. but ONLY if not shot at the SU in which case it just teleports back to you
  628. -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;
  629. 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
  630.  
  631. #=======================================================================================#
  632.  
  633.  
  634. Offense and stuff:
  635. -j.D gives you a high/low IAD shmix doing it after a j.H
  636. -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
  637. -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
  638.  
  639. #=======================================================================================#
  640.  
  641.  
  642. CH-confirms:
  643. -stuff
  644.  
  645. #=======================================================================================#
  646.  
  647.  
  648. RC-use:
  649. -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.
  650.  
  651. #=======================================================================================#
  652.  
  653.  
  654. NEWvX.XX changes:
  655. -stuff
  656.  
  657.  
  658.  
  659. Players and channels to watch:
  660. GcYoshi13, Tsukuyo
  661.  
  662. #####==========================================================================================================================================================================#####
  663.  
  664.  
  665.  
  666. #5 Other people's notes:
  667.  
  668.  
  669. testament's 2k goes low enough to cause gio's flip kick to whiff. can also cause drill to whiff at some ranges.
  670. 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.
  671. the 236h in the corner into possession causes a safe jump 50/50, it's pretty sweet.
  672. lotta stuff testament can do but those normals have so much recovery so you pretty much never want to whiff.
  673.  
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