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== Wakeup RPS == | == 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 table below aims to summarize options available to the {{clr|4|attacker}} (wanting to continue on the offense) and the {{clr|3|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). | The cells correspond to who wins the interaction, with "wins" meaning "lands an unblocked attack" (unless noted otherwise). | ||
{| class="wikitable" | {| class="wikitable" | ||
!colspan=2| | !colspan=2| {{clr|3|defender}} option > | ||
!rowspan=2| downback | !rowspan=2| downback | ||
!rowspan=2| upback | !rowspan=2| upback | ||
Line 14: | Line 14: | ||
!rowspan=2| backdash | !rowspan=2| backdash | ||
|- | |- | ||
! colspan=2 | v | ! colspan=2 | v {{clr|4|attacker}} option v | ||
|- | |- | ||
!rowspan=3| meaty !! high<br/>(incl.safejump) | !rowspan=3| meaty !! high<br/>(incl.safejump) | ||
| attacker ||rowspan=2| block ||rowspan=3| attacker || rowspan=3| defender<br/>unless safejumped ||rowspan=2| block | | {{clr|4|attacker}} ||rowspan=2| {{clr|2|block}} ||rowspan=3| {{clr|4|attacker}} || rowspan=3| {{clr|3|defender}}<br/>unless {{clr|4|safejumped}} ||rowspan=2| {{clr|2|block}} | ||
|rowspan=3| defender BUT, depends on how active the meaty is | |rowspan=3| {{clr|3|defender}} BUT, depends on how active the meaty is | ||
|- | |- | ||
! mid | ! mid | ||
|rowspan=2| block | |rowspan=2| {{clr|2|block}} | ||
|- | |- | ||
! low | ! low | ||
| attacker || attacker | | {{clr|4|attacker}} || {{clr|4|attacker}} | ||
|- | |- | ||
!colspan=2| delayed meaty | !colspan=2| delayed meaty | ||
| -//- ||colspan=2| -//- <br/>unlesss delayed ~4+ frames,<br/> in which case it's blocked/punished || -//- || -//-<br/> unless delayed 2+ frames|| -//- (but more attacker favored than above) | | -//- ||colspan=2| -//- <br/>unlesss delayed ~4+ frames,<br/> in which case it's blocked/punished || -//- || -//-<br/> unless delayed 2+ frames|| -//- (but more {{clr|4|attacker}} favored than above) | ||
|- | |- | ||
! rowspan=2| grab (5f delay) !! regular | ! rowspan=2| grab (5f delay) !! regular | ||
|rowspan=2| attacker ||rowspan=2| defender ||rowspan=2| defender ||rowspan=2| defender (???) || neutral (tech) ||rowspan=2| defender | |rowspan=2| {{clr|4|attacker}} ||rowspan=2| {{clr|3|defender}} ||rowspan=2| {{clr|3|defender}} ||rowspan=2| {{clr|3|defender}} (???) || {{clr|1|neutral}} (tech) ||rowspan=2| {{clr|3|defender}} | ||
|- | |- | ||
! command grab | ! command grab | ||
| attacker | | {{clr|4|attacker}} | ||
|- | |- | ||
!colspan=2| block | !colspan=2| block | ||
|colspan=2| neutral || defender (blocked) || attacker || defender || neutral (attacker has slight advantage in followups) | |colspan=2| {{clr|1|neutral}} || {{clr|3|defender}} (blocked) || {{clr|4|attacker}} || {{clr|3|defender}} || {{clr|1|neutral}} ({{clr|4|attacker}} has slight advantage in followups) | ||
|} | |} |
Revision as of 03:17, 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) |