Stain Combos
Combo | Position | Side | Meter | Damage | Notes |
---|---|---|---|---|---|
5K > dc c.S > 214[P] > c.S > dc c.S > 236S(2) | Midscreen | Same | 0 | 129 | |
5K > dc c.S > 214[P] > c.S > dc c.S > 6H > 214[P] | Midscreen | Same | 0 | 132 | |
5K > dc c.S > 6H > 236[H](2) WS > 214[P] | Corner | Same | 0 | 175 | Wall break |
5K > dc c.S > 214[P] > c.S > dc c.S > 6H > 236236P | Anywhere | Same | 50 | 147+ | |
5K > dc c.S > 214[P] > c.S > 236[S](2) | Midscreen | Switch | 0 | 129 | |
5K > dc c.S > 6H > c.S > 236{S}(2) | Midscreen | Switch | 0 | 133 | |
5K > dc c.S > 6H > 214[P] | Midscreen | Switch | 0 | 116 | |
5K > dc c.S > jc j.D > 236H WS > 214[P] | Back to wall | Switch | 0 | 163 | Wall break |
5K > dc c.S > c.S > 6H > 236236P > ... | Anywhere | Switch | 50 | 149+ | |
5D > 66 dl.5K > 6H > 236S | Anywhere | Same | 0 | 97 | Tip starter. Don't hit 5K when opponent is too high. |
5D > 66 c.S > 6H > 236{S} | Anywhere | Same | 0 | 109 | Close starter |
5D > 66 5H > 236S(2) WS > 214[P] | Corner | Same | 0 | 135 | Wall break |
2K > 66 c.S > 214[P] > 5K > dc c.S > 236S | Midscreen | Same | 0 | 101 | |
2K > 66 c.S > 214[P] > 5K > dc c.S > 6H WS > 214[P] | Middle to corner | Same | 0 | 140 | Wall break |
2S > 66 5K > 6H > 236S | Anywhere | Same | 0 | 115 | |
CH 2S > 66 c.S > 2H > 236[S] | Anywhere | Same | 0 | 136 | |
CH 2S > 66 c.S > c.S > 6H > 236[S](2) | Anywhere | Same | 0 | 145 | it hard |
5K
Block
Far
- 5K > 5D
- 5K > 6P
Pros
Stuffs aggressive mashing after 5K.
Cons
- If opponent is not mashing the finishers whiff and can be punished.
- Does not stuff short-range jabs like P normals.
---
- 5K > 236S
- 5K > 236H
Pros
- Pretty safe and stuffs most but not all mashes.
Cons
Not many.
If succ is out:
- 5K > 6H > 214P
- 5K > 214P
Pros
Stains.
Cons
Very fake. Probably not the best way to stain.
Combos
Air
- j.H > c.S > 2D > 236S
Succ
- 6H > 214P > f.S > 6H > ...
- 2H > 214P > f.S > 6H > ...
CH
- CH 2H > 214P > f.S > 6H > ...
- CH 2H > 214P > f.S > 66 5k > 6H > ...
- CH 2H > 214P > 5K > dc c.S > 2H > 5K > 6H > ...
Corner Pressure
6P Counter
- 236S (charge longer at shorter range) > 2H meaty on the SKD > 214P
Raw
f.S and 5H end your turn.
Blockstring brainstorm, see what works well:
They're jumping/IADing:
- 5K > 6H
- Can trade if opponent is mashing
- 5K > dl.j.6D
- 5K > dl.6P
- Can stuff IADs and frametrap mashing
- 5K > dc > j.6D
- 5K > dc ~ 236H
Succ
- Crow > Arbiter
- 6H > ...
- 2K > 2D > Crow
- Arbiter > 66RRC~6H > ...