User:Cavitae

148 editsJoined 4 August 2022

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

Stain

Stain pop into teleport

CH f.S > 2H > ...

๐ŸŒŸ 5K > dc c.S ๐ŸŒŸ

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
5K > dc c.S > 214[P] > c.S > dc c.S > 2H > 236S(2) Midscreen Same 0 133
5K > dc c.S > 214[P] > c.S > dc c.S > 6H > 236S Midscreen Same 0 133
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 > 2H > c.S > 236S(2) Midscreen Switch 0 134
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+

Blockstrings

String Position Meter Notes
... > 2S > 5H > 236S Anywhere 0 Basic gapless string
... > 2S > dl.5H > 236S Anywhere 0 Frametrap for a heavy counter hit
... > Throw Anywhere 0 Tick throw
... > 44 > 6H Anywhere 0 CH whiff punish for a throw after c.S
... > 2K > 2K > 2D Anywhere 0 Frametrap to beat mashing after c.S
... > 5D > 66RRC~5K > dkc 236S Anywhere 0 Basic tap dust

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
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 > ...