(Created page with " == Wakeup RPS == The table below aims to summarize options available to the attacker (wanting to continue on the offense) and the defender (waking up from a knockdown). In G...") |
m (→Wakeup RPS) |
||
Line 16: | Line 16: | ||
! colspan=2 | v Attacker option v | ! colspan=2 | v Attacker option v | ||
|- | |- | ||
!rowspan=3| meaty !! high | !rowspan=3| meaty !! high<br/>(incl.safejump) | ||
| attacker ||rowspan=2| block ||rowspan=3| attacker || rowspan=3| defender ||rowspan=2| block | | attacker ||rowspan=2| block ||rowspan=3| attacker || rowspan=3| defender<br/>unless safejumped ||rowspan=2| block | ||
|rowspan=3| defender BUT, depends on how active the meaty is | |rowspan=3| defender BUT, depends on how active the meaty is | ||
|- | |- |
Revision as of 03:13, 19 August 2022
Wakeup RPS
The table below aims to summarize options available to the attacker (wanting to continue on the offense) and the defender (waking up from a knockdown). In GGST. The cells correspond to who wins the interaction, with "wins" meaning "lands an unblocked attack" (unless noted otherwise).
Defender option > | downback | upback | mash | dp | back+dust | backdash | |
---|---|---|---|---|---|---|---|
v Attacker option v | |||||||
meaty | high (incl.safejump) |
attacker | block | attacker | defender unless safejumped |
block | defender BUT, depends on how active the meaty is |
mid | block | ||||||
low | attacker | attacker | |||||
delayed meaty | -//- | -//- unlesss delayed ~4+ frames, in which case it's blocked/punished |
-//- | -//- unless delayed 2+ frames |
-//- (but more attacker favored than above) | ||
grab (5f delay) | regular | attacker | defender | defender | defender (???) | neutral (tech) | defender |
command grab | attacker | ||||||
block | neutral | defender (blocked) | attacker | defender | neutral (attacker has slight advantage in followups) |