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- Lows
- - 1A
- - 1B
- - 1K
- - 2K
- - 22K
- - run K
- - 236 K
- - MST K
- -----
- NC
- - AA
- - WS AA
- - BB
- - 6BB
- - 1BB
- - 1KB
- - 4KB
- - 66AA
- - 66BB
- - 44BA
- - 236 A:A
- - RLC AA
- (SC)
- - 3BB
- - 1KBB
- - 22BB
- NCc
- - WS B,2B - Lethal Hit
- - kB
- - B+K:B
- - MST BBBB
- - MST KB
- -----
- Throws/Command Throws
- - 6A+G - neutral tech
- - MST A+G - neutral tech
- -----
- Auto-GI moves
- - RLC 6G - highs/mids/lows
- - guaranteed 60 dmg
- -----
- Break Attacks
- - 1A{B}
- - 1B,{A+B}
- - A+B
- - 9A+B
- - RLC A{A}
- - RLC B
- (SC)
- - 3B{B}
- - kB
- - 66A+B
- - 236 A:A{B}
- -----
- Soul Charge
- powered up:
- - bA
- - 236 B - better in combos/KND on normal hit
- gains Break Attack property:
- - kB
- - 66A+B
- new moves:
- - 3BB
- - 1KBB
- - 22BB
- - 236 A:AB
- -----
- Lethal Hits
- - 3B - hit crouch guard
- - WS B,2B - counter hit
- - A+B - impact counter (re-GI)
- - 1B,A+B - during RE
- - 22A - whiff punish
- - 1A - whiff punish a high
- - 1AB - impact counter
- - b6 - backwards run counter
- - RLC B - after guard crush
- - (demo - 1B,A+B)
- - round 2 RE A
- - round 2 RE B
- - round 2 RE K
- -----
- Other - Stances/Special Properties/etc
- 2B+K - unblockable
- 2[B+K] - unblockable
- MST A+B - hit during startup -> unblockable
- SS - 236 Silent Step
- MST - 6B+K Mist
- RLC - 4B+K Relic
- Silent Step:
- - A:A - doesn't jail/combo tool
- - B - -16?
- - [B] - -2?
- - K - terrible on hit/use [K]
- - [K] - RLC
- Mist:
- - A - High/great range
- - BBBB - High High High Mid
- - [B] - High/RLC
- - 6B - Mid/hit-throw/
- - KB - Low High/NCc
- - A+B - revenge -> unblockable
- - A+G - throw option
- - B+K - switch to RLC
- - 66/44
- - 7/8/9
- - 1/2/3 - movement options
- Relic:
- - AA - High High/NC
- - Just Frame: input the 2nd A as LATE as possible without starting the string over again.
- - normal break attack - too early
- - RLC A again - too late
- - [A] - High/MST
- - B - Mid/Break Attack
- - K - Mid/-16/combo tool
- - A+B - unblockable
- - 6G - GI for 60 dmg
- - B+K - switch to MST
- - 66/44
- - 7/8/9
- - 1/2/3 - movement options
- -----
- Normal Combos
- 3B/236 B
- /b6 - 3B tip only
- /236 A:A - RO/W! to left
- /CE
- /236 B/1BB - SC
- 1AB/1BB
- /236 B - almost 1BB dmg/better situation
- /b6
- /236 A:A
- /CE
- 66[B]
- or
- 1B{A+B}/RLC AA/RLC B
- 9B/2B
- 4A/MST BB
- 6BB/MST BB
- 44BA/MST BB
- 22B
- or
- 66A+B
- or
- MST A+B/1BB
- /1B,A+B - only when on-axis from front
- /CE - MST A+B only
- RLC AA/66/RLC K
- round 1 RE AAA
- round 1 RE B/CE
- /2A
- round 1 RE KKB
- (SC only)
- 22BB/236 A:AB/BT B+K/1BB
- ---
- Counter Hit Combos
- CH 3A/CE
- /2A
- CH B6/1BB
- /CE - tip only
- CH 99K/66A+B
- CH B+K:B/kB/66A+B
- CH MST KB/6BB/MST BBBB
- /CE
- ---
- Lethal Hit Combos
- 3B/B+K:K/kB/66A+B
- 3BB/236 A:AB/BT B+K/1BB - SC
- WS B,2B/8A+B
- A+B/kB/66A+B
- 1B,A+B/RLC A+B/RLC K
- 22A/66A+B/1B,A+B
- 1A/kB/66A+B
- 1AB/B+K:K/kB/66A+B
- b6/66A+B/1B,A+B
- RLC B/??? !
- round 2 RE A/B+K:K/kB/66A+B
- /CE
- round 2 RE B/same as round 1
- round 2 RE K/KBB
- ---
- Wall combos
- A+G!/1B,A+B
- 4KB!
- or
- 3B!/236B!/6BB/MST [B]/RLC B/1BB
- /MST BBBB
- 66K!/236B!/44B[A]/MST [B]/RLC B/1BB
- RLC A+B!
- or
- RLC AA!/RLC B!/BB
- /CE
- RLC B!/CE
- -----
- Oki
- - ???
- --------------------------------------------
- PLAYBOOK - Putting it all together!
- --------------------------------------------
- -Important pokes-
- Horizontal:
- - AA - good ol'/jails
- - 4[A] - good range/MST [B] combo on hit
- - test if they punish MST BBBB (-16)
- - MST [B] is GREAT because of side turn
- - RLC B beats i10/cant be stepped!
- - close block: clash i10 with MST B
- - far block: B+K~RLC fairly safe
- - bA - M/-20/-10
- - combine with 4A/4KB for good coverage
- - test if opponent punishes
- - punish will be meter/char dependent
- - (SC) more dmg on hit
- - 3A - M/-8/+2/range 0 antistep/CH CE option
- - 66AA - -8/+8/safe, good general poke
- - 44A - M/Relic option at ranges 1 and 2
- - RLC B steppable on 4A hit
- - RLC A beats i10
- - MST A - -4/KND/H/excellent range
- Vertical:
- - BB - good ol'
- - MST option
- - MST [B] can be stepped/ducked
- - 6BB - forced MST/NC into MST [B]
- - test if they step RLC B here
- - close block: beat i12 with MST B options
- - can beat 2A/5A with MST KB
- - little reward if it doesn't CH
- - far block: B+K~RLC fairly safe
- - 6B[B] forces far scenario
- - 3B - go for the lethal!
- - 2B - Mid/slightly longer than 5B
- - 1B,A+B - use if you see RE!
- - forced RLC
- - combo on hit
- - on block:
- - i12 (2A) can stuff the A+B after 1B
- - i10 can stuff RLC A after A+B
- - i10 will whiff if you take no action
- - slightly delay a 6G to beat buttons
- - test them with RLC B (step/button)
- - 4KB - Mid Mid/safe
- - 2nd hit steppable/GI-able
- - wallsplat/RO tool
- - 6A+B - 60 dmg on clean hit, but -16 on block
- - 66[B] - RLC A easily stuffed here
- - 6G mixup
- - 22B - Mid/-10 force crouch/whiff punish tool
- - ghetto mixup with 22K (Low/-18)
- - (SC) -> 22BB also -10/MUCH better combos
- - 2nd hit GI-able
- - 44B[A] - NC into MST [B]
- - test if they step RLC B here
- - doesn't jail! look for the ducks
- - close block: beat i10 with MST B
- - far block: B+K~RLC fairly safe
- - also has BAB and BA,bG~RLC options
- - 66K - Mid/-10/wallsplat!
- - 236 B - Mid/-16 at range
- - [B] to charge: -2 instead!
- - Wallsplat/RO
- - charged: great mid at ring edge/wall
- - kB - Mid Mid/-16/combo toll
- - (SC) +4 force crouch instead!
- - 3A or BB for CH
- Useful Lows:
- - 1A - skill check low
- - mix with 1AB if they pass
- - 1BB - NC from a low
- - Mitsu is crouched at -10 on hit!
- - Geralt can PUNISH ON HIT with 8A+B!
- - possible WS options, but risky
- - can wallsplat/RO, negating the weakness
- - use 1BB at the wall!
- - 1KB - NC from a low
- - -14 on hit without MST cancel
- - therefore, ALWAYS MST cancel
- - on hit: safe at mid range
- - at wall: can't beat i10 or i12
- - use 1KB mid stage!
- - 236[K] - simple mixup with 236 B
- - on block: can 6G everything
- - on hit: RLC AA beats i10
- - RLC B beats i12
- - use RLC B or B+K if they block
- Other:
- - BT B+K - fastest back-turned move
- - 1BB as a combo ender
- - advantage depends on the wakeup action of the defender. Mitsu is USUALLY at disadvantage. If the opponent ukemis UP or DOWN, Mitsu is in a better position.
- -----
- Post-GI mixup
- 1) immediate attack vs level 3 GI
- 2) immediate attack vs level 2 GI
- 2) predict a re-GI
- 3) other useful options?
- 1) 3B
- 2) BB~MST option
- 3) A+B for lethal hit
- 4) run counter 3A/CE combo
- -----
- Punishment
- i12 - AA
- i14 - BB
- i18 - 3B
- i12 crouched - WS K
- i14 crouched - FC 2B
- i18 crouched - WS AA
- -----
- Ring Outs
- - ???
- Mini-Wall ROs
- - ???
- -----
- Guard Crushing Attacks and Combos
- 66B{B} - B+K:B/kB/66A+B
- *66B has pretty bad scaling
- - others???
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