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|| {{clr|1|5P}} > {{clr|1|6P}} > {{clr|5|236D}} > {{clr|2|5K}} > {{clr|4|6H}} > {{clr|3|236{S}(2)}} || Anywhere || Same || 0 || 85 || | || {{clr|1|5P}} > {{clr|1|6P}} > {{clr|5|236D}} > {{clr|2|5K}} > {{clr|4|6H}} > {{clr|3|236{S}(2)}} || Anywhere || Same || 0 || 85 || | ||
|- | |- | ||
|| {{clr|2|5K}} > {{clr|1|6P}} > {{clr|5|236D}} > {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|3|236(2)}} || Anywhere || Same || 0 || 106 || | || {{clr|2|5K}} > {{clr|1|6P}} > {{clr|5|236D}} > {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|3|236(2)}} || Anywhere || Same || 0 || 106 || | ||
|- | |- | ||
|| {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|5|236{D} }} > {{clr|4|6H}} > {{clr|3|236{S}(2)}} || Anywhere || Same || 0 || 167 || | || {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|5|236{D} }} > {{clr|4|6H}} > {{clr|3|236{S}(2)}} || Anywhere || Same || 0 || 167 || |
Revision as of 06:40, 27 February 2024
random notes: - it seems like AA c.S > crow enables a j.H safejump that crushes 6P.
General Combos
Combo | Position | Side | Meter | Damage | Notes |
---|---|---|---|---|---|
5K > dkc 236H(2) > 66 f.S | Anywhere | Same | 0 | 93 | Far start |
5K > dkc 236H(2) > 5K > 6H | Anywhere | Same | 0 | 114 | Close start |
5K > dkc 236H(2) > 5K > 6H > 236S | Anywhere | Same | 0 | 123 | Point-blank start |
2H > 236H(2) > 66 dl.5K > 6H > 236S | Anywhere | Same | 0 | 139 | |
CH 2H > 6H > 236[H](2) > 66 c.S > 214[P] > 5K > dc c.S > 2H > 236S(2) | Anywhere | Same | 0 | 190 |
WA Combos
Combo | Position | Side | Meter | Damage | Notes |
---|---|---|---|---|---|
5P > 6P > 236D > 5K > 6H > 236{S}(2) | Anywhere | Same | 0 | 85 | |
5K > 6P > 236D > c.S > 2H > 236(2) | Anywhere | Same | 0 | 106 | |
c.S > 2S > 5H > 236{D} > 6H > 236{S}(2) | Anywhere | Same | 0 | 167 |
Stain
Stain pop into teleport
CH f.S > 2H > ...
🌟 5K > dc c.S 🌟
This is the most fun way to hit a stained opponent, you can basically get any situation you want after this.
Combos
Combo | Position | Side | Meter | Damage | Notes |
---|---|---|---|---|---|
... > 214[P] > c.S/5K > dc c.S > 2H > 236S(2) | Midscreen | Same | 0 | 133/129 | Boy/Girl |
... > 214[P] > c.S/5K > dc c.S > 6H > 236236P > ... | Anywhere | Same | 50 | 147+/142+ | Boy/Girl |
... > 6H > 236[S](2)/236[H](2) WS > 214[P] | Corner | Both | 0 | 175 | Wall break. Weirdly this works no matter who is in the corner. |
... > 2H > 5K > 6H > 236S | Midscreen | Switch | 0 | 137 | |
... > 2H > 5K > 6H > 236236P > ... | Midscreen | Switch | 50 | 150+ | |
... > 214[P] > reset > j.H | Midscreen | Same | 0 | N/A | j.H is a safejump, 6P crush, and pops stain. |
Blockstrings
String | Meter | Notes |
---|---|---|
... > 6P > 236H | 0 | |
... > 2S > 5H > 214S | 0 | |
... > 2S > dl.5H > 236S | 0 | Frametrap for a heavy counter hit |
... > Throw | 0 | Tick throw |
... > 44 > 6H | 0 | CH whiff punish for a throw after c.S |
... > 2K > 2K > 2D | 0 | Frametrap to beat mashing after c.S |
... > 5D > 66RRC~c.S > hit confirm > 6H > 236[H] > 66 5K > 6H > 236S | 50 | Basic tap dust |
... > dkc 236S | 0 | What does this do? |
5D
Combos
Combo | Position | Side | Meter | Damage | Notes |
---|---|---|---|---|---|
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 5K/c.S > jc j.S > (j.H) > j.D WS > 214[P] | Corner | Same | 0 | 132 - 140 | Wall break. Tricky spacing, freestyle it in the moment. |
214S/214H > IAD j.236[H]
Strings
Sequence | Position | Side | Meter | Damage | Notes |
---|---|---|---|---|---|
5H > 214P | Anywhere | Same | 0 | 0 | |
2H > 236S | Anywhere | Same | 0 | 0 | What to do if they block 236S and lunge? |
214P > PRC > 214K | Anywhere | Same | 0 | 0 |
Other Starters
Combos
Combo | Position | Side | Meter | Damage | Notes |
---|---|---|---|---|---|
f.S > 236S > 66PRC > 66 5K > 6H > 236S | Anywhere | Same | 50 | 126 | |
AA 6P > 66 c.S > 2H > 236{S} | Anywhere | Same | 0 | 131 | |
2K > 66 c.S > 214[P] > 5K > dc c.S > 2H > 236S(2) | Midscreen | Same | 0 | 105 | |
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 > 6H > 236[S] | Midscreen | Same | 0 | 142 | Wall keeps opponent close enough to get hit by S Reaper 2 |
CH 2S > 66 6H > 236[H] > 6H WS > 214[P] | Corner | Same | 0 | 186 |
Misc stuff
214P > PRC > 214K. The Telecrow. Maybe a safer or more threatening way to close distance? Figure out situations to use this. Throwable if done too close.
Corner Pressure (TODO: organize/lab this)
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 > ...