User:Plastic Wrapp/sandbox: Difference between revisions

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{{ComboCard
{{ComboCard
   |title=Basic Blockstring
   |title=Small Gauge ?SC Route
   |subtitle=Relatively safe on block/pushblock
   |subtitle=Works on {{CharacterLabel-HFTF|Chaka}}, {{CharacterLabel-HFTF|Jotaro}}, and {{CharacterLabel-HFTF|Vanilla Ice}}
   |difficulty={{DifficultyText|Easy}}
   |difficulty={{DifficultyText|Intermediate}}
   |notation=d.2A, 2A, 2A xx 4S
   |notation=...(CC Confirm) 214+S {5A, 5A, 5A, cl.5B, cl.5B} 5A, 663A > S+6C ?SC...
   |content=Great for starting Tech Chases or to set up 4S Jab Resets.
  |position=Standard Route
  |notation2=...(CC Confirm) 214+S {5A, 5A, 5A, 5A, cl.5B} 5A, 663A > S+6C ?SC...
  |position2=Alternative Route
  |file=small gauge.webm
   |content=
*Refrain from using cl.s.5B if the enemy's stand gauge is already low when starting the custom combo.
*Depending on the starter, the combo might stand crash early. Be ready to use cl.s.2a during the custom combo.
*The alternate route does less stand gauge damage than the standard one, for the scenario where the enemy's stand gauge is too damaged for the standard route. Works on the same characters stated above.
}}
}}


{{ComboCard
{{ComboCard
   |title=Alternative Tech Chase starter
   |title=Small Gauge ?SC Route
   |subtitle=Somewhat safe on block/pushblock
   |subtitle=Works on {{CharacterLabel-HFTF|Chaka}}, {{CharacterLabel-HFTF|Jotaro}}, and {{CharacterLabel-HFTF|Vanilla Ice}}
  |difficulty={{DifficultyText|Easy}}
   |difficulty={{DifficultyText|Intermediate}}
  |notation=d.2A xx 5S
   |notation=...(CC Confirm) 214+S {5A, 5A, 5A, cl.5B, cl.5B} 5A, 663A > S+6C ?SC...
  |content=5S can be punishable on hit if the opponent is hit more than once before getting launched.
   |position=Standard Route
}}
   |notation2=...(CC Confirm) 214+S {5A, 5A, 5A, 5A, cl.5B} 5A, 663A > S+6C ?SC...  
 
   |position2=Alternative Route
{{ComboCard
   |file=HFTF Alessi confirmed CC.mp4
  |title=Crouch Cancel Link
   |content=
  |subtitle=Tap 2 after 5A, then let go before 5B to crouch cancel
*Refrain from using cl.s.5B if the enemy's stand gauge is already low when starting the custom combo.
  |difficulty={{DifficultyText|Basic}}
*Depending on the starter, the combo might stand crash early. Be ready to use cl.s.2a during the custom combo.
  |notation=5A CrC 5B xx 4S
*The alternate route does less stand gauge damage than the standard one, for the scenario where the enemy's stand gauge is too damaged for the standard route. Works on the same characters stated above.
  |content=2 frame link that leads to a tech chase or can be followed-up with 6S and dashing jabs in the corner, where it's more useful.
}}
 
{{ComboCard
  |title=4S Launcher Combo
  |subtitle=Won't work on Stand OFF Kaks and Vice.
  |difficulty={{DifficultyText|Easy}}
  |notation=4S > hj.A xx j.S, j.S
  |content=4S can lead to okizeme on Stand OFF/Passive Stand opponents. Useful to catch opponents off-guard just outside their range or as a medium range fast punish. Remove a j.S if you want.
}}
 
{{ComboCard
  |title=Basic BnB
  |subtitle=Fair damage, leads to okizeme.
   |difficulty={{DifficultyText|Easy}}
   |notation=d.2A, 2[A] xx 214+]A[, d.5A/2A, (5A/2A)*5, d.j.A (wait for wrap launch) j.S (j.S)
  |content=Make sure to hitconfirm into 214+A on reactionas it's punishable on block. Use 2A against Alessi and 5A against Iggy and Pet Shop after wrap connects.
}}
 
{{ComboCard
   |title=Basic BnB into 236+AA
   |subtitle=Midscreen only
  |difficulty={{DifficultyText|Easy}}
  |notation=d.2A 2A 2[A] xx 214+]A[ d.5A/2A (5A/2A)*2 d.j.A (dash to the other side of the screen, wait for wrap launch) 236+AA, d.5A, (wait for last hit) 5A xx 5S
  |content=Decent damage at the expense of 1 bar and okizeme
}}
 
{{ComboCard
  |title=Unscaled Wrap Confirm
  |subtitle=Midscreen only
  |difficulty={{DifficultyText|Basic}}
  |notation=d.2[A] xx 214+]A[ (d.5A/2A)*3 hyperjump, backdash, (wait for wrap launch) 236+AA d.5A, (wait) 5A xx 5S
  |content=Rubber's dashing attacks don't trigger scaling nor IPS. Great for fast punishes, high risk/high reward on its own otherwise. Avoid using against characters with high defense values or low health as it won't be nearly as effective.
}}
 
{{ComboCard
   |title=Iggy ToD
   |subtitle=Midscreen only
   |difficulty={{DifficultyText|Basic}}
  |notation=4S > hj.A xx j.S, !UBR d.2[A] xx 236+]A[ > d.5A, 5A xx 4S, !UBR late d.2A, d.5A xx 6S d.5A, 5A xx 2S, d.5A, 5A, 2[A] xx 214+]A[ > d.2A, 5A*2, d.j.A, (backdash 5A), (backdash) (wait for Iggy to almost hit the ground) 214+A > d.2A, 5A*2, d.j.A, (backdash) (wait for Iggy to almost hit the ground) d.2A !UBR xx 2S > d.2A, 2A, 2[A] xx 214+]A[ > d.2A, 5A, hj.A, (backdash) (wait for Iggy to almost hit the ground) 360+X
  |content=The epitome of Rubber Soul's Combo Potential. All combo extenders, UB Resets, S moves and specials in one combo.
}}
}}

Latest revision as of 10:49, 6 June 2025

Small Gauge ?SC Route Works on text-middle Chaka , text-middle Jotaro , and text-middle Vanilla Ice Intermediate

Standard Route ...(CC Confirm) 214+S {5A, 5A, 5A, cl.5B, cl.5B} 5A, 663A > S+6C ?SC...
Alternative Route ...(CC Confirm) 214+S {5A, 5A, 5A, 5A, cl.5B} 5A, 663A > S+6C ?SC...
  • Refrain from using cl.s.5B if the enemy's stand gauge is already low when starting the custom combo.
  • Depending on the starter, the combo might stand crash early. Be ready to use cl.s.2a during the custom combo.
  • The alternate route does less stand gauge damage than the standard one, for the scenario where the enemy's stand gauge is too damaged for the standard route. Works on the same characters stated above.


Small Gauge ?SC Route Works on text-middle Chaka , text-middle Jotaro , and text-middle Vanilla Ice Intermediate

Standard Route ...(CC Confirm) 214+S {5A, 5A, 5A, cl.5B, cl.5B} 5A, 663A > S+6C ?SC...
Alternative Route ...(CC Confirm) 214+S {5A, 5A, 5A, 5A, cl.5B} 5A, 663A > S+6C ?SC...
  • Refrain from using cl.s.5B if the enemy's stand gauge is already low when starting the custom combo.
  • Depending on the starter, the combo might stand crash early. Be ready to use cl.s.2a during the custom combo.
  • The alternate route does less stand gauge damage than the standard one, for the scenario where the enemy's stand gauge is too damaged for the standard route. Works on the same characters stated above.