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! colspan=2 | v {{clr|4|attacker}} option v !! dp !! super | ! colspan=2 | v {{clr|4|attacker}} option v !! dp !! super | ||
|- | |- | ||
!rowspan= | !rowspan=4| meaty !! safejump | ||
| {{clr|4|attacker}} ||rowspan= | |rowspan=2| {{clr|4|attacker}} ||rowspan=3| {{clr|2|block}} ||rowspan=4| {{clr|4|attacker}} ||colspan=2| {{clr|4|attacker}} ||rowspan=3| {{clr|2|block}} | ||
|rowspan= | |rowspan=4| {{clr|3|defender}} BUT, depends on how active the meaty is | ||
|- | |||
!high | |||
|rowspan=3 colspan=2| {{clr|3|defender}} | |||
|- | |- | ||
! mid | ! mid |
Revision as of 07:36, 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 | dp | super | ||||||
meaty | safejump | attacker | block | attacker | attacker | block | defender BUT, depends on how active the meaty is | |
high | defender | |||||||
mid | block | |||||||
low | attacker | attacker | ||||||
delayed meaty | -//- | attacker | -//- unlesss delayed ~4+ frames, in which case it's punished |
-//- | -//- unless delayed 2+ frames |
-//- (but more attacker favored than above) | ||
grab (5f delay) | regular | attacker | defender | defender | attacker | defender | neutral (tech) | defender |
command grab | attacker | |||||||
block | neutral | defender (blocked) | attacker | defender | neutral (attacker has slight advantage in followups) |