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* (b) f + P | * (b) f + P | ||
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* hcb f + P (Throw.) | * hcb f + P (Throw. 0 frame startup.) | ||
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* d d + K ("Earthquake" | * d d + K ("Earthquake".) | ||
* DM qcf qcf + P (Overhead (2nd part). May OTG (2nd part) | * DM qcf qcf + P (Overhead (2nd part). May OTG (2nd part).) | ||
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* SDM qcf qcf + AC ("Earthquake" (2nd part) | * SDM qcf qcf + AC ("Earthquake" (2nd part).) | ||
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==Notes== | ==Notes== | ||
===Cancellable moves=== | |||
* Close: A, B, D | |||
* Far: B | |||
* Crouch: A, B, C, D | |||
* CD is cancellable into specials and DMs | * CD is cancellable into specials and DMs | ||
===Super cancellable moves=== | |||
* (b) f + C | |||
* d d + K (The stomp itself.) | |||
===Free cancellable into moves=== | |||
?? | |||
=== Free cancellable out-of moves=== | |||
?? | |||
===Moves with Invincibility=== | |||
* mash P (Some "anywhere on the screen" attacks: active.) | |||
* d d + K (Lower: startup & active & recovery (1st part).) | |||
* DM qcf hcb + P (Full: startup & recovery (If blocked).) | |||
* DM qcf qcf + K (Full: startup (1st part).) | |||
* DM qcf qcf + A (Full: startup & active (1st part).) | |||
* DM qcf qcf + C (Full: startup (1st part).) | |||
* SDM qcf qcf + AC (Full: startup & active (1st part).) | |||
* HSDM B A df C A (Full: startup (1st part) & active (last part).) | |||
=== Moves with autoguard=== | |||
* (b) f + A (startup (middle).) | |||
* (b) f + C (active (1st part, as he begin to winding up the ball) & active (in the middle of the winding up part). | |||
There is gaps between both autoguard periods and another gap between the last autoguard period and the main attack. | |||
* DM qcf qcf + A (active (last part, while falling).) | |||
* DM qcf qcf + C (startup (middle, just after invincibility ends) & active (last part, while falling).) | |||
* SDM qcf qcf + AC (active (last part, while falling) & recovery (1st part).)) | |||
===Other Notes=== | |||
* cl.A and cl.D whiffs against crouching opponents. | * cl.A and cl.D whiffs against crouching opponents. | ||
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== Combos == | == Combos == | ||
=== | === Basic Combos=== | ||
* cl.B > | * cl.B > | ||
** DM qcf qcf + A | ** (S)DM qcf qcf + A/AC [36.3%/36.9%] {1 stock/Max Mode + 1 stock} | ||
** hcb f + P | ** hcb f + P [24.1%] | ||
** P repeatedly > | ** P repeatedly > [24.8%] | ||
*** DM qcf qcf + K (OTG) (Corner) | *** ABCD, DM qcf qcf + K (OTG.) (Corner. Timming Required. Only 1st hit will connect and will leave you vulnerable.) [40.9%] {1 stock} | ||
** df + A | ** df + A [22.5%] | ||
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* cl.D | * cr.C / cl.D> | ||
** DM qcf qcf + K | ** DM qcf qcf + K [49.4%] | ||
** | ** d d + K >> [20.2%] | ||
** | *** DM qcf qcf + K (OTG. Only if d d + K "kick" hit.) [56.1%] {2 stocks} | ||
** hcb f + P | ** DM qcf qcf + A [43.0%] | ||
** df + A | ** hcb f + P [30.2%] | ||
** P repeatedly > [30.0%] | |||
*** ABCD, DM qcf qcf + K (OTG) (Corner) | |||
** df + A [27.4%] | |||
== Strategies == | == Strategies == |
Latest revision as of 22:21, 24 October 2021
General Info
Crouch height: High
Jump: 5/32/1
Hop: 5/24/1
Dash: 3/10~∞/3
Backdash: 3/22/3
Wakeup: 26 frames
Recovery roll: 20 frames
Stand | Crouch | Jump | Grab | Run |
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Colors
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Movelist
Short Movelist
- df + A (Low.)
- (b) f + P
- Mash P (Use b / f to move.)
- ABCD (Cancel.)
- hcb f + P (Throw. 0 frame startup.)
- hcf + K (Counter: non-low.)
- d d + K ("Earthquake".)
- DM qcf qcf + P (Overhead (2nd part). May OTG (2nd part).)
- DM qcf qcf + K (May OTG.)
- DM qcf hcb + P
- SDM qcf qcf + AC ("Earthquake" (2nd part).)
- HSDM B A df C A (Unblockable. Hit anywhere on the screen.)
Notes
Cancellable moves
- Close: A, B, D
- Far: B
- Crouch: A, B, C, D
- CD is cancellable into specials and DMs
Super cancellable moves
- (b) f + C
- d d + K (The stomp itself.)
Free cancellable into moves
??
Free cancellable out-of moves
??
Moves with Invincibility
- mash P (Some "anywhere on the screen" attacks: active.)
- d d + K (Lower: startup & active & recovery (1st part).)
- DM qcf hcb + P (Full: startup & recovery (If blocked).)
- DM qcf qcf + K (Full: startup (1st part).)
- DM qcf qcf + A (Full: startup & active (1st part).)
- DM qcf qcf + C (Full: startup (1st part).)
- SDM qcf qcf + AC (Full: startup & active (1st part).)
- HSDM B A df C A (Full: startup (1st part) & active (last part).)
Moves with autoguard
- (b) f + A (startup (middle).)
- (b) f + C (active (1st part, as he begin to winding up the ball) & active (in the middle of the winding up part).
There is gaps between both autoguard periods and another gap between the last autoguard period and the main attack.
- DM qcf qcf + A (active (last part, while falling).)
- DM qcf qcf + C (startup (middle, just after invincibility ends) & active (last part, while falling).)
- SDM qcf qcf + AC (active (last part, while falling) & recovery (1st part).))
Other Notes
- cl.A and cl.D whiffs against crouching opponents.
- D throw is mashable and do not switch sides.
Combos
Basic Combos
- cl.B >
- (S)DM qcf qcf + A/AC [36.3%/36.9%] {1 stock/Max Mode + 1 stock}
- hcb f + P [24.1%]
- P repeatedly > [24.8%]
- ABCD, DM qcf qcf + K (OTG.) (Corner. Timming Required. Only 1st hit will connect and will leave you vulnerable.) [40.9%] {1 stock}
- df + A [22.5%]
- j.CD, DM qcf qcf + K (OTG) (Corner)
- cr.D > DM qcf qcf + K (OTG) (Corner)
- df + A >> BC, DM qcf qcf + K (OTG) (Corner)
- cr.C / cl.D>
- DM qcf qcf + K [49.4%]
- d d + K >> [20.2%]
- DM qcf qcf + K (OTG. Only if d d + K "kick" hit.) [56.1%] {2 stocks}
- DM qcf qcf + A [43.0%]
- hcb f + P [30.2%]
- P repeatedly > [30.0%]
- ABCD, DM qcf qcf + K (OTG) (Corner)
- df + A [27.4%]
Strategies
A big target for combos until you use your special reversal of hcf + K wisely, its a great ground zoning character, try to spam far C or crouch D, a close A or far B its your best 2-in-1 for the command throw.
Using a DM its a stupid idea, he had bad recovery and damage, outside of qcf,qcf + A or combo a qcf,qcf + K OTG don't use stocks, be a big battery in your team instead.