No edit summary |
No edit summary |
||
(9 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
==Ukemi== | |||
{{ | ===Speed of each ukemi=== | ||
|moveid= | Front ukemi is the fastest option for the defender. Back ukemi is 5 frames slower than front ukemi. Side ukemi is 10 frames slower than front ukemi. Slower means that the defender is actionable 5/10 frames slower from a standing position and has nothing to do with vulnerability or ukemi traps | ||
| | ===Beginning of ukemi=== | ||
| | The ukemi text appears 24 frames before the ukemi forward advantage. Therefore, ukemi text appears when the startup of the followup move is slower than ukemi forward advantage - 24. | ||
|name= | ===Ukemi traps=== | ||
|input={{ | The bounds of which you can tech trap are [x-18 x-13] where x is the forward ukemi advantage. For example, if the front ukemi advantage of a situation is +36, you can ukemi trap with moves with startup of i18 to i23. This vulnerability window is the same for each ukemi direction. A move that falls in this window will ukemi trap as long as the move used is not evaded by the ukemi. | ||
| | ===States of ukemi=== | ||
| | x is the front ukemi advantage | ||
| | * Ukemi start up to the beginning of the ukemi trap window [x-24 x-19] | ||
| | ** Defender is in grounded state, cannot block | ||
|hit= | * Ukemi trap window [x-18 x-13] | ||
| | ** Defender is no longer in grounded state, cannot block, high crush | ||
| | * End of ukemi trap window to end of ukemi [x-12 x-1] | ||
| | ** Defender is no longer in grounded state, can block, cannot act other than blocking | ||
=== Horizontal === | |||
{{MoveData | |||
|name = Hades Control | |||
|input= 6A | |||
|image= | |||
|imageSize=320px | |||
|data= | |||
{{KeyMove-SCVI | |||
|moveid=ast-3 | |||
|description= Long reaching horizontal | |||
}} | |||
}} | |||
{{MoveData | |||
|name = Hades Break | |||
|input= 2A | |||
|image= | |||
|imageSize=320px | |||
|data= | |||
{{KeyMove-SCVI | |||
|moveid=ast-5 | |||
|description= Nonstandard 2A that is slow but a true low with very long reach. Fantastic round ender. | |||
}} | |||
}} | |||
{{MoveData | |||
|name = Poseidon's Tide | |||
|input= 214A | |||
|image= | |||
|imageSize=320px | |||
|data= | |||
{{KeyMove-SCVI | |||
|moveid=Ast-14 | |||
|description= Legacy move. Incredibly high damage but very slow horizontal mid. | |||
}} | |||
}} | |||
{{MoveData | |||
|name = Hades Divide | |||
|input= 44A | |||
|image= | |||
|imageSize=320px | |||
|data= | |||
{{KeyMove-SCVI | |||
|moveid=ast-133 | |||
|description= Long reaching horizontal mid. Safe against most characters due to pushback. | |||
}} | |||
{{KeyMove-SCVI | |||
|moveid=ast-134 | |||
|description= Can be held for a break attack. | |||
}} | |||
}} | |||
=== Vertical === | |||
{{MoveData | |||
|name = Bear Tamer | |||
|input= BA | |||
|image= | |||
|imageSize=320px | |||
|data= | |||
{{KeyMove-SCVI | |||
|moveid=ast-28 | |||
|description= Long range poke. Very strong keepout tool. Cannot be ducked by defender on block unless delayed. | |||
}} | |||
{{KeyMove-SCVI | |||
|moveid=ast-38 | |||
|description=Second main string option from 5B. Plus on block. | |||
}} | |||
}} | |||
{{MoveData | |||
|name = Ax Offering | |||
|input= B6B | |||
|image= | |||
|imageSize=320px | |||
|data= | |||
{{KeyMove-SCVI | |||
|moveid=ast-37 | |||
|description= Hit confirmable mid string with strong mental frames. | |||
}} | |||
}} | |||
{{MoveData | |||
|name = Ax Slide Cannon | |||
|input= 6B | |||
|image= | |||
|imageSize=320px | |||
|data= | |||
{{KeyMove-SCVI | |||
|moveid=ast-39 | |||
|description=Astaroth's safe counter hit tool. | |||
}} | |||
}} | |||
{{MoveData | |||
|name = Ax Crash | |||
|input= 66B | |||
|image= | |||
|imageSize=320px | |||
|data= | |||
{{KeyMove-SCVI | |||
|moveid=ast-135 | |||
|description=Very fast and rewarding counter hit tool, but unsafe. | |||
}} | |||
}} | |||
=== K === | |||
{{MoveData | |||
|name = Moloch's Revenge | |||
|input= 3K | |||
|image= | |||
|imageSize=320px | |||
|data= | |||
{{KeyMove-SCVI | |||
|moveid=ast-62 | |||
|description= Astaroth's primary fast poke. | |||
}} | |||
}} | |||
{{MoveData | |||
|name = Bull Rage | |||
|input= FC 3K | |||
|image= | |||
|imageSize=320px | |||
|data= | |||
{{KeyMove-SCVI | |||
|moveid=ast-72 | |||
|description= | |||
}} | |||
}} | |||
{{MoveData | |||
|name = Bull Rush | |||
|input= 66K | |||
|image= | |||
|imageSize=320px | |||
|data= | |||
{{KeyMove-SCVI | |||
|moveid=ast-141 | |||
|description= Strong tech crouching mid that is very difficult to step. | |||
}} | |||
}} | |||
=== Multi === | |||
{{MoveData | |||
|name = Minotaur Crush | |||
|input= 6A+B | |||
|image= | |||
|imageSize=320px | |||
|data= | |||
{{KeyMove-SCVI | |||
|moveid=ast-82 | |||
|description= | |||
}} | |||
}} | |||
{{MoveData | |||
|name = Final Anguish | |||
|input= A+B+K | |||
|image= | |||
|imageSize=320px | |||
|data= | |||
{{KeyMove-SCVI | |||
|moveid=ast-158 | |||
|description= Astaroth's nonstandard CE. Slower than other CE but is an unbreakable throw which is guaranteed to land if the opponent is standing BEFORE the flash. | |||
}} | |||
}} | |||
{{MoveData | |||
|name = Fiendish Assault | |||
|input= 236A+B+K | |||
|image= | |||
|imageSize=320px | |||
|data= | |||
{{KeyMove-SCVI | |||
|moveid=ast-160 | |||
|description= Astaroth's soul attack. Uniquely powerful due to it being a horizontal. | |||
}} | |||
{{KeyMove-SCVI | |||
|moveid=ast-161 | |||
|description= Can also be charged to grant armor. Useful if the Astaroth can confirm that he is interrupting a small attack during the flash animation, and grant and even more favorbale on hit situation. | |||
}} | |||
}} | |||
=== Grabs === | |||
{{MoveData | |||
|name = Bludgeoning Crush / Drop of Lava | |||
|input= 2A+G / 1A+G | |||
|image= | |||
|imageSize=320px | |||
|data= | |||
{{KeyMove-SCVI | |||
|moveid=ast-109 | |||
}} | |||
{{KeyMove-SCVI | |||
|moveid=ast-110 | |||
|description= Astaroth's crouch grabs. Very useful against opponents that step duck. Back crouch throw can lead to reverse ringouts. | |||
}} | |||
}} | |||
{{MoveData | |||
|name = Wicked Judgement / Vile Titan | |||
|input= 46A+G / 64A+G | |||
|image= | |||
|imageSize=320px | |||
|data= | |||
{{KeyMove-SCVI | |||
|moveid=ast-113 | |||
}} | |||
{{KeyMove-SCVI | |||
|moveid=ast-114 | |||
|description= Astaroth's advancing tech crouching command throws. | |||
}} | |||
}} | |||
{{MoveData | |||
|name = Titan Bomb | |||
|input= 236A+G | |||
|image= | |||
|imageSize=320px | |||
|data= | |||
{{KeyMove-SCVI | |||
|moveid=ast-115 | |||
|description= Astaroth's main forward command throw. RE safe. Leads to excellent oki. | |||
}} | |||
}} | |||
{{MoveData | |||
|name = Flight of the Wicked | |||
|input= 214 A+G | |||
|image= | |||
|imageSize=320px | |||
|data= | |||
{{KeyMove-SCVI | |||
|moveid=ast-117 | |||
|description= Astaroth's main backward command throw. RE safe. More damage than forward throw. Leads to front facing RO and RO to either of Astaroth's sides. | |||
}} | |||
}} | |||
{{MoveData | |||
|name = Vicious Madness / Cursed Earth | |||
|input= 66A+G / 44A+G | |||
|image= | |||
|imageSize=320px | |||
|data= | |||
{{KeyMove-SCVI | |||
|moveid=ast-123 | |||
}} | |||
{{KeyMove-SCVI | |||
|moveid=ast-124 | |||
|description= Astaroth's armor throws. Very unique defensive tool. Loses to most multi-hitting strings. The back throw has much higher reward than forward throw. | |||
}} | |||
}} | }} |
Latest revision as of 00:00, 4 June 2022
Ukemi
Speed of each ukemi
Front ukemi is the fastest option for the defender. Back ukemi is 5 frames slower than front ukemi. Side ukemi is 10 frames slower than front ukemi. Slower means that the defender is actionable 5/10 frames slower from a standing position and has nothing to do with vulnerability or ukemi traps
Beginning of ukemi
The ukemi text appears 24 frames before the ukemi forward advantage. Therefore, ukemi text appears when the startup of the followup move is slower than ukemi forward advantage - 24.
Ukemi traps
The bounds of which you can tech trap are [x-18 x-13] where x is the forward ukemi advantage. For example, if the front ukemi advantage of a situation is +36, you can ukemi trap with moves with startup of i18 to i23. This vulnerability window is the same for each ukemi direction. A move that falls in this window will ukemi trap as long as the move used is not evaded by the ukemi.
States of ukemi
x is the front ukemi advantage
- Ukemi start up to the beginning of the ukemi trap window [x-24 x-19]
- Defender is in grounded state, cannot block
- Ukemi trap window [x-18 x-13]
- Defender is no longer in grounded state, cannot block, high crush
- End of ukemi trap window to end of ukemi [x-12 x-1]
- Defender is no longer in grounded state, can block, cannot act other than blocking
Horizontal
Vertical
K
Multi
Grabs