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Nov 20th, 2017
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  1. Neutral Pokes & Space Control
  2.  
  3. f.S(Far Slash) Startup = [9] Active = [3] Recovery = [18] Frame Adv. = [-7]
  4. Combos into 236H any range, Combos into 236K mid range, Forces crouch on hit
  5. Defines optimal range for dealing damage, Can confirm into 236K on CH
  6.  
  7. 2S(Crouch Slash) Startup = [9] Active = [4] Recovery = [15] Frame Adv. = [-5]
  8. Combos into 236H mid range, Combos into 236K mid range, Good answer to 6P
  9. Use this instead of f.S when you need something that beats low profiling moves
  10.  
  11. 2D(Crouch Dust) Startup = [11] Active = [6] Recovery = [8] Frame Adv. = [0]
  12. Universal sweep with 90% initial proration, Moves Sin very slightly forward
  13. Combos into 236K mid range, Links universally into 2P on CH or meaty
  14. Can also link into other normals on CH, But somewhat character specific
  15.  
  16. 6P(Forward Punch) Startup = [9] Active = [6] Recovery = [18] Frame Adv. = [-10]
  17. Strong counter poke used to avoid high profile pokes Faust’s f.S or I-No’s HCL
  18. Gatling into f.S or 236H, Confirm into f.S>236H>236H-HHHH or f.S>236K if close
  19. CH can combo into 214S height specific, CH 5K/c.S>5H if close enough
  20.  
  21. Air Game Pokes & Answers
  22.  
  23. j.P(Jump Punch) Startup = [6] Active = [6] Recovery = [6] Frame Adv. = [0]
  24. Good air to air poke mid range nice hitbox/hurtbox good for enemy above bad for below
  25. Ascending j.P can out poke many other air moves
  26.  
  27. j.S(Jump Slash) Startup = [9] Active = [6] Recovery = [19] Frame Adv. = [0]
  28. All purpose, long reaching air normal useful for both jump ins and air to air situations
  29. Mid horizontal range, The downward portion of the hitbox not too great
  30. Best done early for effective use during IAD & jump in looses to alot of low profile normals & moves
  31.  
  32. j.H(Jump High Slash) Startup = [9] Active = [3,2,2,2] Recovery = [12] Frame Adv. = [0]
  33. Overhead with 4 hits low hit/blockstun, Usable as instant overhead but needs RC to be effective
  34. First hit has higher attack level then last 3 hits, Slight vacuum effect,Combos into j.214S
  35. Chains to j.D but hard to combo in certain situations corner being easier
  36. Converts into 2P, 2K, and even 5P(forced standing on hit) if done from the right height
  37.  
  38. Combo Conversion Off Pokes
  39.  
  40. f.S/2S > 236H
  41. xxx > 236H > RC > dash > 6H > 623S > 214S > 214P[4] > j.6H > c.S > 5H > 214H
  42. (214S >) 236K > 236H
  43. 236H > 236K > 236H
  44. 236K > 632146H > 2P > 5P > 5H > 214H
  45.  
  46. Pressure Strings & Frame Traps
  47.  
  48. 2P / 2K / 6H Grant plus frames on block. Good for frame traps, pressure resets, throw mixups and stagger pressure.
  49. 2D Neutral on block. Hit-confirms and blockstrings. Pressure reset or to frame trap into 236K.
  50. 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.
  51. 236K Frame trap or to reset blockstrings back to neutral frame advantage. heavier attacks Sin is put back to f.S range.
  52. 2H Starter for punishes and big damage combos. High RISC build on block. Cancelable into 2D or j.D
  53. 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.
  54.  
  55. Common frame traps
  56.  
  57. 2K > 2H
  58. 2P > 2D
  59. 2D/f.S/2S > 236K
  60. 236H > 236K
  61. 236K > delayed 236H
  62.  
  63. Mixups & Okizeme
  64.  
  65. 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.
  66. 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.
  67. Rising j.D 18f startup overhead, Can be used as a frame trap, Option select to evade throws & mixup. j.236236P applicable.
  68.  
  69. Converting damage off pressure
  70.  
  71. xxx > f.S/2S > 2D > 236K > 623S > 214S > 214H
  72. xxx > f.S/2S > 2D > 236K > 236H Close range normals enable (214K/P) oki.
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