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==Notes== | ==Notes== | ||
===Cancellable moves=== | |||
* Close: A, B, C, D (1) | |||
* Far: - | |||
* Crouch: A, B, C, D | |||
* Jump: C, D | |||
* CD is cancellable into command moves, specials and DMs | |||
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* f + A is cancellable (on air attacks) only when you cancel into it. | * f + A is cancellable (on air attacks) only when you cancel into it. | ||
===Super cancellable moves=== | |||
===Free cancellable into moves=== | |||
** dp + P | ** dp + P | ||
** air qcb + K | ** air qcb + K | ||
=== Free cancellable out-of moves=== | |||
** dp + C (2) | ** dp + C (2) | ||
** Close, hcf + K (Last hit.) | ** Close, hcf + K (Last hit.) | ||
** f b f + K (Last hit.) | ** f b f + K (Last hit.) | ||
===Moves with Invincibility=== | |||
* dp + C (Full: startup (last part) & active (1st part).) | |||
* hcf + K (Full: startup (1st part).) | |||
* DM f hcf + P (Full: startup (1st part).) | |||
* DM qcf qcf + K (Full: startup (1st part).) | |||
* DM qcf hcb + P (Full: startup. Lower: active.) | |||
* SDM qcf hcb + AC (Full: startup. Lower: active.) | |||
* HSDM qcf hcb + BD (Full: startup.) | |||
=== Moves with autoguard=== | |||
(none) | |||
===Other Notes=== | |||
* D throw is a backturned hard knockdown | * D throw is a backturned hard knockdown | ||
Revision as of 18:55, 19 March 2020
General Info
Crouch height: Medium
Jump: 4/36/1
Hop: 4/27/1
Dash: 3/10~∞/3
Backdash: 3/18/3
Wakeup: 20 frames
Recovery roll: 27 frames
Stand | Crouch | Jump | Grab | Run |
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Colors
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Movelist
Short Movelist
- f + A (Overhead if not cancelled into.)
- b + A
- f + B
- qcf + P
- dp + P (SC (1).)
- Close, hcf + K (Proximity unblockable.)
- f b f + K
- air qcb + K
- DM qcf hcb + P
- DM f hcf + P
- DM qcf qcf + K
- SDM qcf hcb + AC
- HSDM qcf hcb + BD (Unblockable.)
Notes
Cancellable moves
- Close: A, B, C, D (1)
- Far: -
- Crouch: A, B, C, D
- Jump: C, D
- CD is cancellable into command moves, specials and DMs
- f + B is cancellable.
- f + A is cancellable (on air attacks) only when you cancel into it.
Super cancellable moves
Free cancellable into moves
- dp + P
- air qcb + K
Free cancellable out-of moves
- dp + C (2)
- Close, hcf + K (Last hit.)
- f b f + K (Last hit.)
Moves with Invincibility
- dp + C (Full: startup (last part) & active (1st part).)
- hcf + K (Full: startup (1st part).)
- DM f hcf + P (Full: startup (1st part).)
- DM qcf qcf + K (Full: startup (1st part).)
- DM qcf hcb + P (Full: startup. Lower: active.)
- SDM qcf hcb + AC (Full: startup. Lower: active.)
- HSDM qcf hcb + BD (Full: startup.)
Moves with autoguard
(none)
Other Notes
- D throw is a backturned hard knockdown
Combos
Basic Combos
- cr.B, cl.B >
- dp + A {20%}
- dp + C (1) >> DM qcf hcb + C {50%}
- cl.D (1) >
- hcf + K,
- f + B > (Out of the corner: must walk a little.)
- DM qcf qcf + B
- dp + C
- f b f + K (Corner) {45%}
- f b f + K (Out of the corner: must walk a little & timming required.)
- CD
- f + B > (Out of the corner: must walk a little.)
- f + B
- DM qcf hcb + C {45-50%}
- dp + C (1) >> DM qcf hcb + C {50%}
- DM qcf hcb + C
- DM f hcf + A (Point blank.)
- f b f + K (Point blank.)
- f + A > qcb + K (Corner) {20%}
- hcf + K,
- Corner: f + A, dp + A {15%}
- Corner: cl.D (1) > f + A (delayed cancel),
- dp + A {22%} (less chance of messing up than combo below)
- cl.B > dp + C (1) >> DM qcf hcb + C {55%}
- Corner & counterhit: air qcb + K,
- f b f + K {30%}
- dp + C (1) >> DM qcf qcf +K (Buffer: qcf + K) {40%}