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!rowspan=2| upback | !rowspan=2| upback | ||
!rowspan=2| mash | !rowspan=2| mash | ||
!rowspan=2| | !rowspan=2| reversal | ||
!rowspan=2| back+dust | !rowspan=2| back+dust | ||
!rowspan=2| backdash | !rowspan=2| backdash |
Revision as of 03:14, 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 | reversal | 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) |