User:Spabobin/sandbox4: Difference between revisions

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Tag: Manual revert
 
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Table showing the blockstring gap when doing a cancellable normal into Drive Rush on block, followed by another normal.
I left off normals that could never be useful in this context, like doing immediate 3MK Slide after the Drive Rush. If a character has a ton of command normals or cancellable normals, a table like this might get too large. It might be worth omitting light normals that are minus on DR Cancel.
Color-coding: true blockstrings (green), short frame gaps (yellow); note that 4f gaps have a high potential for trade combos.
Ideally there would be a template to make this much more compact on the actual strategy page, and to automatically apply any colors/bold text etc depending on the value (but I'm bad at making templates)
Using Kimberly as an example:
{| class="wikitable"
{| class="wikitable"
|+ style="text-align: center | Drive Rush Cancel - Blockstring Gaps
|+ style="text-align: center | Drive Rush Cancel - Blockstring Gaps
Line 12: Line 24:
! 5HP~DR
! 5HP~DR
| style="background-color:#224a18" | '''0''' || style="background-color:#224a18" | '''0''' || style="background-color:#224a18" | '''0''' || style="background-color:#224a18" | '''0''' || style="background-color:#224a18" | '''0''' || style="background-color:#634c11" | '''1''' || style="background-color:#224a18" | '''0''' || style="background-color:#224a18" | '''0''' || style="background-color:#224a18" | '''0''' || style="background-color:#224a18" | '''0''' || style="background-color:#224a18" | '''0''' || style="background-color:#224a18" | '''0''' || 11 || 16
| style="background-color:#224a18" | '''0''' || style="background-color:#224a18" | '''0''' || style="background-color:#224a18" | '''0''' || style="background-color:#224a18" | '''0''' || style="background-color:#224a18" | '''0''' || style="background-color:#634c11" | '''1''' || style="background-color:#224a18" | '''0''' || style="background-color:#224a18" | '''0''' || style="background-color:#224a18" | '''0''' || style="background-color:#224a18" | '''0''' || style="background-color:#224a18" | '''0''' || style="background-color:#224a18" | '''0''' || 11 || 16
|- style="text-align: center
|- style="text-align: center
|- style="text-align: center
! 5LK~DR
! 5LK~DR
| style="background-color:#783607" | '''4''' || 5 || 8 || style="background-color:#783607" | '''4''' || 7 || 11 || style="background-color:#634c11" | '''3''' || 5 || 7 || style="background-color:#783607" | '''4''' || 6 || 7 || 21 || 26
| style="background-color:#634c11" | '''4''' || 5 || 8 || style="background-color:#634c11" | '''4''' || 7 || 11 || style="background-color:#634c11" | '''3''' || 5 || 7 || style="background-color:#634c11" | '''4''' || 6 || 7 || 21 || 26
|- style="text-align: center
|- style="text-align: center
! 5MK~DR
! 5MK~DR
| # || # || # || # || # || # || # || # || # || # || # || # || # || #
| style="background-color:#224a18" | '''0''' || style="background-color:#224a18" | '''0''' || style="background-color:#634c11" | '''2''' || style="background-color:#224a18" | '''0''' || style="background-color:#634c11" | '''1''' || 5 || style="background-color:#224a18" | '''0''' || style="background-color:#224a18" | '''0''' || style="background-color:#634c11" | '''1''' || style="background-color:#224a18" | '''0''' || style="background-color:#224a18" | '''0''' || style="background-color:#634c11" | '''1''' || 15 || 20
|- style="text-align: center
|- style="text-align: center
! 2LP~DR
! 2LP~DR
Line 24: Line 35:
|- style="text-align: center
|- style="text-align: center
! 2MP~DR
! 2MP~DR
| # || # || # || # || # || # || # || # || # || # || # || # || # || #
| style="background-color:#224a18" | '''0''' || style="background-color:#634c11" | '''1''' || style="background-color:#634c11" | '''4''' || style="background-color:#224a18" | '''0''' || style="background-color:#634c11" | '''3''' || 7 || style="background-color:#224a18" | '''0''' || style="background-color:#634c11" | '''1''' || style="background-color:#634c11" | '''3''' || style="background-color:#224a18" | '''0''' || style="background-color:#634c11" | '''2''' || style="background-color:#634c11" | '''3''' || 17 || 22
|- style="text-align: center
|- style="text-align: center
! 2HP~DR
! 2HP~DR
| # || # || # || # || # || # || # || # || # || # || # || # || # || #
| style="background-color:#224a18" | '''0''' || style="background-color:#224a18" | '''0''' || style="background-color:#634c11" | '''1''' || style="background-color:#224a18" | '''0''' || style="background-color:#224a18" | '''0''' || style="background-color:#634c11" | '''4''' || style="background-color:#224a18" | '''0''' || style="background-color:#224a18" | '''0''' || style="background-color:#224a18" | '''0''' || style="background-color:#224a18" | '''0''' || style="background-color:#224a18" | '''0''' || style="background-color:#224a18" | '''0''' || 14 || 19
|- style="text-align: center
|- style="text-align: center
! 5MP~HP~DR
! 5MP~HP~DR
| # || # || # || # || # || # || # || # || # || # || # || # || # || #
| style="background-color:#224a18" | '''0''' || style="background-color:#224a18" | '''0''' || style="background-color:#634c11" | '''2''' || style="background-color:#224a18" | '''0''' || style="background-color:#634c11" | '''1''' || 5 || style="background-color:#224a18" | '''0''' || style="background-color:#224a18" | '''0''' || style="background-color:#634c11" | '''1''' || style="background-color:#224a18" | '''0''' || style="background-color:#224a18" | '''0''' || style="background-color:#634c11" | '''1''' || 15 || 20
|}
 
 
<hr><hr>
<br>
 
Make a template for this table if it's useful for the Strategy pages:
 
 
 
{| class="wikitable"
! Knockdown !! KD Adv. !! Oki/Notes
|-
| '''236K~MK'''<br>(Run~Slide) || +39<br>(OD: +47)<br>(Juggle: +47) || Great corner carry while keeping close to opponent
* Forward Dash x2 for great oki anywhere
* 5MP~HP into slightly delayed Slide gives a Safe Jump setup
|-
| '''214K'''<br>(Bushin Senpukyaku) || +33/33/32/21<br>(L/M/H/OD) || No midscreen oki, but can manually time corner oki
* Good corner carry and a consistent juggle ender
* Slightly better KD Adv. when used as an anti-air
|-
| '''Lv.3 Super/CA''' || HKD +16 || Immediate Drive Rush can give strong oki anywhere on screen
* Otherwise, Kimberly can walk slightly into a max range poke (weak oki)
|}
|}

Latest revision as of 02:59, 8 May 2023

Table showing the blockstring gap when doing a cancellable normal into Drive Rush on block, followed by another normal.

I left off normals that could never be useful in this context, like doing immediate 3MK Slide after the Drive Rush. If a character has a ton of command normals or cancellable normals, a table like this might get too large. It might be worth omitting light normals that are minus on DR Cancel.

Color-coding: true blockstrings (green), short frame gaps (yellow); note that 4f gaps have a high potential for trade combos.

Ideally there would be a template to make this much more compact on the actual strategy page, and to automatically apply any colors/bold text etc depending on the value (but I'm bad at making templates)


Using Kimberly as an example:


Drive Rush Cancel - Blockstring Gaps
5LP 5MP 5HP 5LK 5MK 5HK 2LP 2MP 2HP 2LK 2MK 2HK 4HK 6HK
5LP~DR 7 8 11 7 10 14 6 8 10 7 9 10 24 29
5MP~DR 0 0 0 0 0 3 0 0 0 0 0 0 13 18
5HP~DR 0 0 0 0 0 1 0 0 0 0 0 0 11 16
5LK~DR 4 5 8 4 7 11 3 5 7 4 6 7 21 26
5MK~DR 0 0 2 0 1 5 0 0 1 0 0 1 15 20
2LP~DR 7 8 11 7 10 14 6 8 10 7 9 10 24 29
2MP~DR 0 1 4 0 3 7 0 1 3 0 2 3 17 22
2HP~DR 0 0 1 0 0 4 0 0 0 0 0 0 14 19
5MP~HP~DR 0 0 2 0 1 5 0 0 1 0 0 1 15 20





Make a template for this table if it's useful for the Strategy pages:


Knockdown KD Adv. Oki/Notes
236K~MK
(Run~Slide)
+39
(OD: +47)
(Juggle: +47)
Great corner carry while keeping close to opponent
  • Forward Dash x2 for great oki anywhere
  • 5MP~HP into slightly delayed Slide gives a Safe Jump setup
214K
(Bushin Senpukyaku)
+33/33/32/21
(L/M/H/OD)
No midscreen oki, but can manually time corner oki
  • Good corner carry and a consistent juggle ender
  • Slightly better KD Adv. when used as an anti-air
Lv.3 Super/CA HKD +16 Immediate Drive Rush can give strong oki anywhere on screen
  • Otherwise, Kimberly can walk slightly into a max range poke (weak oki)