m (→Anywhere) |
m (→Combos) |
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**** DM qcf qcf + B | **** DM qcf qcf + B | ||
**** dp + C | **** dp + C | ||
**** f b f + K (Corner) {45%} | |||
*** '''f b f + K (Out of the corner: must walk a little & timming required.)''' | *** '''f b f + K (Out of the corner: must walk a little & timming required.)''' | ||
*** '''CD''' | *** '''CD''' | ||
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** DM f hcf + A (Point blank.) | ** DM f hcf + A (Point blank.) | ||
** f b f + K (Point blank.) | ** f b f + K (Point blank.) | ||
** f + A > qcb + K (Corner) {20%} | |||
* (cr.B x 2) / D(1) > dp + C (1) >> DM qcf hcb + C {50%} | * (cr.B x 2) / D(1) > dp + C (1) >> DM qcf hcb + C {50%} | ||
* | * 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) | ** dp + A {22%} (less chance of messing up than combo below) | ||
** cl.B > dp + C (1) >> DM qcf hcb + C {55%} | ** cl.B > dp + C (1) >> DM qcf hcb + C {55%} | ||
* air qcb + K | * Corner & counterhit: air qcb + K, | ||
** f b f + K {30%} | ** f b f + K {30%} | ||
** dp + C (1) >> DM qcf qcf +K (Buffer: qcf + K) {40%} | ** dp + C (1) >> DM qcf qcf +K (Buffer: qcf + K) {40%} |
Revision as of 06:06, 12 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 are:
- Close: A, B, C, D (1)
- Far: -
- Crouch: A, B, C
- Jump: C, D
- f + B is cancellable.
- f + A is cancellable (on air attacks) only when you cancel into it.
- Free cancellable into moves are:
- dp + P
- air qcb + K
- Free cancellable out-of moves are:
- dp + C (2)
- Close, hcf + K (Last hit.)
- f b f + K (Last hit.)
- Moves with Invincibility are:
- 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.)
- D throw is a backturned hard knockdown
Combos
Anywhere
- cr.B, cl.B > dp + A {20%}
- 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%}
- DM qcf hcb + C
- DM f hcf + A (Point blank.)
- f b f + K (Point blank.)
- f + A > qcb + K (Corner) {20%}
- hcf + K,
- (cr.B x 2) / D(1) > dp + C (1) >> DM qcf hcb + C {50%}
- 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%}