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- Neutral Pokes & Space Control
- f.S(Far Slash) Startup = [9] Active = [3] Recovery = [18] Frame Adv. = [-7]
- Combos into 236H any range, Combos into 236K mid range, Forces crouch on hit
- Defines optimal range for dealing damage, Can confirm into 236K on CH
- 2S(Crouch Slash) Startup = [9] Active = [4] Recovery = [15] Frame Adv. = [-5]
- Combos into 236H mid range, Combos into 236K mid range, Good answer to 6P
- Use this instead of f.S when you need something that beats low profiling moves
- 2D(Crouch Dust) Startup = [11] Active = [6] Recovery = [8] Frame Adv. = [0]
- Universal sweep with 90% initial proration, Moves Sin very slightly forward
- Combos into 236K mid range, Links universally into 2P on CH or meaty
- Can also link into other normals on CH, But somewhat character specific
- 6P(Forward Punch) Startup = [9] Active = [6] Recovery = [18] Frame Adv. = [-10]
- Strong counter poke used to avoid high profile pokes Faust’s f.S or I-No’s HCL
- Gatling into f.S or 236H, Confirm into f.S>236H>236H-HHHH or f.S>236K if close
- CH can combo into 214S height specific, CH 5K/c.S>5H if close enough
- Air Game Pokes & Answers
- j.P(Jump Punch) Startup = [6] Active = [6] Recovery = [6] Frame Adv. = [0]
- Good air to air poke mid range nice hitbox/hurtbox good for enemy above bad for below
- Ascending j.P can out poke many other air moves
- j.S(Jump Slash) Startup = [9] Active = [6] Recovery = [19] Frame Adv. = [0]
- All purpose, long reaching air normal useful for both jump ins and air to air situations
- Mid horizontal range, The downward portion of the hitbox not too great
- Best done early for effective use during IAD & jump in looses to alot of low profile normals & moves
- j.H(Jump High Slash) Startup = [9] Active = [3,2,2,2] Recovery = [12] Frame Adv. = [0]
- Overhead with 4 hits low hit/blockstun, Usable as instant overhead but needs RC to be effective
- First hit has higher attack level then last 3 hits, Slight vacuum effect,Combos into j.214S
- Chains to j.D but hard to combo in certain situations corner being easier
- Converts into 2P, 2K, and even 5P(forced standing on hit) if done from the right height
- Combo Conversion Off Pokes
- f.S/2S > 236H
- xxx > 236H > RC > dash > 6H > 623S > 214S > 214P[4] > j.6H > c.S > 5H > 214H
- (214S >) 236K > 236H
- 236H > 236K > 236H
- 236K > 632146H > 2P > 5P > 5H > 214H
- Pressure Strings & Frame Traps
- 2P / 2K / 6H Grant plus frames on block. Good for frame traps, pressure resets, throw mixups and stagger pressure.
- 2D Neutral on block. Hit-confirms and blockstrings. Pressure reset or to frame trap into 236K.
- 3K Disjointed hitbox good counter-poke at midrange. Evade certain reversals when spaced. Gatlings into 6H for a frame trap, combos on CH or crouch.
- 236K Frame trap or to reset blockstrings back to neutral frame advantage. heavier attacks Sin is put back to f.S range.
- 2H Starter for punishes and big damage combos. High RISC build on block. Cancelable into 2D or j.D
- 214P or 214K Can be used to reset any blockstring into basic jumpin mixups. Can also be used as a gap closer. Risky if the opponent is ready to anti-air.
- Common frame traps
- 2K > 2H
- 2P > 2D
- 2D/f.S/2S > 236K
- 236H > 236K
- 236K > delayed 236H
- Mixups & Okizeme
- 214K/P Jumpin after a knockdown, Safe jump with 214K>j.S or j.H. Utilizing 50/50 between j.H>jD and j.H>2K.
- 236236P Oki Can set up after a long corner combo, Fire 236236P and dash or 214K/P for 50/50 2D and j.H. Additional jumpin mixup on block possible.
- Rising j.D 18f startup overhead, Can be used as a frame trap, Option select to evade throws & mixup. j.236236P applicable.
- Converting damage off pressure
- xxx > f.S/2S > 2D > 236K > 623S > 214S > 214H
- xxx > f.S/2S > 2D > 236K > 236H Close range normals enable (214K/P) oki.
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