User:Dnalsi/sandbox: Difference between revisions

From SuperCombo Wiki
No edit summary
No edit summary
Line 21: Line 21:




===Pressure v. Turtling===
===hexagon = situation===
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
(purple = variable, rectangle = defense)
Pressure is green at mid-range, turns to orange/red in the corner, which is why space control is so effective at getting turtles to make a move




===far-range footsies (AKA neutral)===
====far-range footsies (AKA neutral)====
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
(purple = variable, hexagon = situation)
(purple = variable, hexagon = situation)
Line 41: Line 36:




===mid-range footsies===  
====mid-range footsies====
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
(purple = variable, hexagon = situation)
(purple = variable, hexagon = situation)
Line 52: Line 47:




===close-range footsies===  
====close-range footsies====
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
(purple = variable, hexagon = situation)
(purple = variable, hexagon = situation)
Line 63: Line 58:




===life disadvantage===  
====life disadvantage====
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
(blue = neutral, hexagon = situation)
(blue = neutral, hexagon = situation)
Line 77: Line 72:




===life advantage (often turtles. check what beats turtling!)===  
====life advantage (often turtles. check what beats turtling!)====
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
(red = strong, hexagon = situation)
(red = strong, hexagon = situation)
Line 95: Line 90:




===timer (time control)===  
===cloud = elements(space/time)===
-------------------------------------------------------------------------------
 
 
====timer (time control)====
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
(red = strong, cloud = elements(space/time))
(red = strong, cloud = elements(space/time))
Line 111: Line 110:




===2d space (space control)===  
====2d space (space control)====
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
(red = strong, cloud = elements(space/time))
(red = strong, cloud = elements(space/time))
Line 141: Line 140:




===oval = movement===
-------------------------------------------------------------------------------




===forward dash/run===  
====forward dash/run====
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
(yellow = somewhat weak, oval = movement)
(yellow = somewhat weak, oval = movement)
Line 154: Line 156:




===advanced dash/run footsies and movement (requires high level understanding and skill)===  
====advanced dash/run footsies and movement (requires high level understanding and skill)====
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
(red = strong, oval = movement)
(red = strong, oval = movement)
Line 170: Line 172:




===dash/run unders (under jumps)===  
====dash/run unders (under jumps)====
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
(yellow = somewhat weak, oval = movement)
(yellow = somewhat weak, oval = movement)
Line 181: Line 183:




===Backdashes===  
====Empty jumps (a powerful mechanic; IF you can master empty jump JD's)====
-------------------------------------------------------------------------------
(orange = somewhat strong, oval = movement)
 
 
;Beats
 
:*(green = weak) (feint) pressure/mixups
:*(red = strong) 2d space (space control)
 
 
;Beaten by
 
:*(yellow = somewhat weak) dash/run unders (under jumps)
 
 
 
====hop attacks (you can't JD during a hop's descent, but can JD during the ascent)====
-------------------------------------------------------------------------------
(yellow = somewhat weak, oval = movement)
 
 
;Beaten by
 
:*(green = weak) 2AB
::*w/proper spacing or timing
:*(blue = neutral) Backdashes (invincible)
:*(yellow = somewhat weak) JD (GC)
 
 
 
===rectangle = defense===
-------------------------------------------------------------------------------
 
 
====Pressure v. Turtling====
-------------------------------------------------------------------------------
(purple = variable, rectangle = defense)
 
 
Pressure is green at mid-range, turns to orange/red in the corner, which is why space control is so effective at getting turtles to make a move
 
 
 
====Backdashes====
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
(yellow = somewhat weak, rectangle = defense)
(yellow = somewhat weak, rectangle = defense)
Line 203: Line 249:




===JD (GC)===  
====JD (GC)====
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
(red = strong, rectangle = defense)
(red = strong, rectangle = defense)
Line 227: Line 273:




===meter building===  
====meter building====
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
(green = weak, rectangle = defense)
(green = weak, rectangle = defense)
Line 249: Line 295:




===(feint) pressure/mixups===
====turtling/blocking (fishing for GC's too)====
-------------------------------------------------------------------------------
(yellow = somewhat weak, diamond = offense)
 
 
;Beats
 
:*(purple = variable) turtling/blocking (fishing for GC's too)
:*(yellow = somewhat weak) life advantage (often turtles. check what beats turtling!)
 
 
;Beaten by
 
:*(orange = somewhat strong) JD (GC)
:*(yellow = somewhat weak) DP (breaks)
:*(yellow = somewhat weak) 0f supers/supers
::*risky!!
:*(yellow = somewhat weak) 2AB
:*(green = weak) Empty jumps (a powerful mechanic; IF you can master empty jump JD's)
 
 
 
===turtling/blocking (fishing for GC's too)===  
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
(orange = somewhat strong, rectangle = defense)  
(orange = somewhat strong, rectangle = defense)  
Line 296: Line 320:




===projectiles===  
===diamond = offense===
-------------------------------------------------------------------------------
 
 
====(feint) pressure/mixups====
-------------------------------------------------------------------------------
(yellow = somewhat weak, diamond = offense)
 
 
;Beats
 
:*(purple = variable) turtling/blocking (fishing for GC's too)
:*(yellow = somewhat weak) life advantage (often turtles. check what beats turtling!)
 
 
;Beaten by
 
:*(orange = somewhat strong) JD (GC)
:*(yellow = somewhat weak) DP (breaks)
:*(yellow = somewhat weak) 0f supers/supers
::*risky!!
:*(yellow = somewhat weak) 2AB
:*(green = weak) Empty jumps (a powerful mechanic; IF you can master empty jump JD's)
 
 
 
====projectiles====
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
(yellow = somewhat weak, diamond = offense)
(yellow = somewhat weak, diamond = offense)
Line 314: Line 364:




===jump normals===  
====jump normals====
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
(yellow = somewhat weak, diamond = offense)
(yellow = somewhat weak, diamond = offense)
Line 345: Line 395:




===Empty jumps (a powerful mechanic; IF you can master empty jump JD's)===
====DP (break)====
-------------------------------------------------------------------------------
(orange = somewhat strong, oval = movement)
 
 
;Beats
 
:*(green = weak) (feint) pressure/mixups
:*(red = strong) 2d space (space control)
 
 
;Beaten by
 
:*(yellow = somewhat weak) dash/run unders (under jumps)
 
 
 
===hop attacks (you can't JD during a hop's descent, but can JD during the ascent)===
-------------------------------------------------------------------------------
(yellow = somewhat weak, oval = movement)
 
 
;Beaten by
 
:*(green = weak) 2AB
::*w/proper spacing or timing
:*(blue = neutral) Backdashes (invincible)
:*(yellow = somewhat weak) JD (GC)
 
 
 
===DP (break)===  
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
(yellow = somewhat weak, diamond = offense)
(yellow = somewhat weak, diamond = offense)
Line 399: Line 418:




===jabs===  
====jabs====
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
(red = strong, diamond = offense)
(red = strong, diamond = offense)
Line 423: Line 442:




===lows (2B mainly)===  
====lows (2B mainly)====
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
(red = strong, diamond = offense)
(red = strong, diamond = offense)
Line 440: Line 459:




===sweeps===  
====sweeps====
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
(green = weak, diamond = offense)
(green = weak, diamond = offense)
Line 451: Line 470:




===2AB or AB===
====2AB or AB====
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
2AB (red = strong, diamond = offense) <br>AB (green = weak, diamond = offense)
2AB (red = strong, diamond = offense) <br>AB (green = weak, diamond = offense)
Line 472: Line 491:




===throws===  
====throws====
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
(yellow = somewhat weak, diamond = offense)
(yellow = somewhat weak, diamond = offense)
Line 488: Line 507:




===0f supers or supers===  
====0f supers or supers====
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
0f supers (yellow = somewhat weak, diamond = offense) <br>supers (yellow = somewhat weak, diamond = offense)
0f supers (yellow = somewhat weak, diamond = offense) <br>supers (yellow = somewhat weak, diamond = offense)

Revision as of 06:45, 18 November 2022

Core Garou MetaGame

Key

Color
red = strong,
orange = somewhat strong,
yellow = somewhat weak,
green = weak,
blue = equal/neutral,
purple = variable
Type
rectangle = defense,
diamond = offense,
oval = movement,
hexagon = situation,
cloud = elements(space/time))


hexagon = situation



far-range footsies (AKA neutral)


(purple = variable, hexagon = situation)


Equals
(blue = equal/neutral) projectiles


mid-range footsies


(purple = variable, hexagon = situation)


Beaten by
  • (green = weak) projectiles


close-range footsies


(purple = variable, hexagon = situation)


Beaten by
  • (red = strong) DP (breaks)


life disadvantage


(blue = neutral, hexagon = situation)


Beaten by
  • (red = strong) turtling/blocking (fishing for GC's too)
  • (purple = variable) meter building
  • (red = strong) timer (time control)
  • (red = strong) 2d space (space control)


life advantage (often turtles. check what beats turtling!)


(red = strong, hexagon = situation)


Beats
  • (red = strong) turtling/blocking (fishing for GC's too)


Beaten by
  • (orange = somewhat strong) JD (GC)
  • (yellow = somewhat weak) (feint) pressure/mixups
  • (orange = somewhat strong) 0f supers/supers


cloud = elements(space/time)



timer (time control)


(red = strong, cloud = elements(space/time))


Equals
  • (blue = equal/neutral) meter building


Beats
  • (red = strong) life disadvantage


2d space (space control)


(red = strong, cloud = elements(space/time))


Equals
  • (blue = equal/neutral) projectiles


Beats
  • (red = strong) life disadvantage
  • (red = strong) turtling/blocking (fishing for GC's too)
  • (red = strong) Backdashes (invincible)
  • backdashes give space control to the opponent, because backdashes move you closer into the corner


Beaten by
  • (red = strong) advanced dash/run footsies and movement (requires high level understanding and skill)
  • (red = strong) Empty jumps (a powerful mechanic; IF you can master empty jump JD's)
  • (red = strong) jump normals
  • if done reacting to an opponent trying to jump, say, out of the corner
  • this is the smart way to use full jump attacks -- to control space and used on reacting to the opponent.
  • keep full jumps either empty, or wait to press a button after the opponent jumps
  • (yellow = somewhat weak) forward dash/run
  • (green = weak) jabs


oval = movement



forward dash/run


(yellow = somewhat weak, oval = movement)


Beats
  • (yellow = somewhat weak) 2d space (space control)


advanced dash/run footsies and movement (requires high level understanding and skill)


(red = strong, oval = movement)


Equals
  • (blue = equal/neutral) jabs


Beats
  • (red = strong) 2d space (space control)


dash/run unders (under jumps)


(yellow = somewhat weak, oval = movement)


Beats
  • (yellow = somewhat weak) Empty jumps (a powerful mechanic; IF you can master empty jump JD's)


Empty jumps (a powerful mechanic; IF you can master empty jump JD's)


(orange = somewhat strong, oval = movement)


Beats
  • (green = weak) (feint) pressure/mixups
  • (red = strong) 2d space (space control)


Beaten by
  • (yellow = somewhat weak) dash/run unders (under jumps)


hop attacks (you can't JD during a hop's descent, but can JD during the ascent)


(yellow = somewhat weak, oval = movement)


Beaten by
  • (green = weak) 2AB
  • w/proper spacing or timing
  • (blue = neutral) Backdashes (invincible)
  • (yellow = somewhat weak) JD (GC)


rectangle = defense



Pressure v. Turtling


(purple = variable, rectangle = defense)


Pressure is green at mid-range, turns to orange/red in the corner, which is why space control is so effective at getting turtles to make a move


Backdashes


(yellow = somewhat weak, rectangle = defense)


Backdashes are invincible.


Beats
  • (blue = neutral) DP (breaks)
  • (blue = neutral) hop attacks (you can't JD during a hop's descent, but can JD during the ascent)
  • (purple = variable) 0f supers/supers


Beaten by
  • (red = strong) 2d space (space control)
  • backdashes give space control to the opponent, because backdashes move you closer into the corner


JD (GC)


(red = strong, rectangle = defense)


Beats
  • (red = strong) DP (breaks)
  • (red = strong) jump normals
  • full jump attacks get DESTROYED easily by many things;
    DO NOT throw out random high jump attacks without reaction. You'll get blown up.
  • (yellow = somewhat weak) hop attacks (you can't JD during a hop's descent, but can JD during the ascent)
  • (orange = somewhat strong) (feint) pressure/mixups
  • (orange = somewhat strong) life advantage (often turtles, check what beats turtling!)


Beaten by
  • (orange = somewhat strong) jabs
  • mashing jab or 2B can interrupt lots of JD/GC's
  • (orange = somewhat strong) lows (2B mainly)
  • mashing jab or 2B can interrupt lots of JD/GC's


meter building


(green = weak, rectangle = defense)


Equals
  • (blue = equals/neutral) timer (time control)


Beats
  • (green = weak) turtling/blocking (fishing for GC's too)
  • (purple = variable) life disadvantage


Beaten by
  • (orange = somewhat strong) projectiles


turtling/blocking (fishing for GC's too)


(orange = somewhat strong, rectangle = defense)


Pressure v. Turtling -- pressure is green at midrange, turns to orange/red in the corner, which is why space control is so effective at getting turtles to make a move


Beats
  • (red = strong) life disadvantage


Beaten by
  • (purple = variable) (feint) pressure/mixups
  • (orange = somewhat strong) throws
  • (red = strong) life advantage (often turtles. check what beats turtling!)
  • (red = strong) 2d space (space control)
  • (green = weak) meter building


diamond = offense



(feint) pressure/mixups


(yellow = somewhat weak, diamond = offense)


Beats
  • (purple = variable) turtling/blocking (fishing for GC's too)
  • (yellow = somewhat weak) life advantage (often turtles. check what beats turtling!)


Beaten by
  • (orange = somewhat strong) JD (GC)
  • (yellow = somewhat weak) DP (breaks)
  • (yellow = somewhat weak) 0f supers/supers
  • risky!!
  • (yellow = somewhat weak) 2AB
  • (green = weak) Empty jumps (a powerful mechanic; IF you can master empty jump JD's)


projectiles


(yellow = somewhat weak, diamond = offense)


Equals
  • (blue = equal/neutral) 2d space (space control)
  • (blue = equal/neutral) far-range footsies (AKA neutral)


Beats
  • (green = weak) mid-range footsies
  • (orange = somewhat strong) meter building


jump normals


(yellow = somewhat weak, diamond = offense)


full jump attacks get DESTROYED easily by many things; DO NOT throw out random high jump attacks without reaction. You'll get blown up.


Equals
  • (blue = neutral) DP (breaks)


Beats
  • (red = strong) throws
  • neutral jumps can be a hard counter to attempted throw on wake-up.
    this is why wake-up throw is risky!
  • (red = strong) 2d space (space control)
  • if done reacting to an opponent trying to jump, say, out of the corner
  • this is the smart way to use full jump attacks -- to control space and used on reacting to the opponent.
  • keep full jumps either empty, or wait to press a button after the opponent jumps


Beaten by
  • (red = strong) JD (GC)


DP (break)


(yellow = somewhat weak, diamond = offense)


Equals
  • (blue = neutral) jump normals


Beats
  • (yellow = somewhat weak) (feint) pressure/mixups
  • (red = strong) close-range footsies


Beaten by
  • (red = strong) JD (GC)
  • (blue = neutral) Backdashes (are invincible)


jabs


(red = strong, diamond = offense)


Equals
  • (blue = equal/neutral) advanced dash/run footsies and movement (requires high level understanding and skill)


Beats
  • (orange = somewhat strong) JD (GC)
  • mashing jab or 2B can interrupt lots of JD/GC's
  • (green = weak) 2d space (space control)


Beaten by
  • (green = weak) 2AB
  • (green = weak) lows (2B mainly)


lows (2B mainly)


(red = strong, diamond = offense)


Beats
  • (orange = somewhat strong) JD (GC)
  • (green = weak) jabs


Beaten by
  • (blue = neutral) AB


sweeps


(green = weak, diamond = offense)


Beaten by
  • (red = strong) AB


2AB or AB


2AB (red = strong, diamond = offense)
AB (green = weak, diamond = offense)


2AB Beats
  • (green = weak) hop attacks (you can't JD during a hop's descent, but can JD during the ascent)
  • w/proper spacing or timing
  • (yellow = somewhat weak) (feint) pressure/mixups
  • (green = weak) jabs
  • (purple = variable) 0f supers/supers


AB Beats:

  • (blue = neutral) lows (2B mainly)
  • (red = strong) sweeps


throws


(yellow = somewhat weak, diamond = offense)


Beats
  • (orange = somewhat strong) turtling/blocking (fishing for GC's too)
Beaten by
  • (red = strong) jump normals
  • neutral jumps can be a hard counter to attempted throw on wake-up. this is why wake-up throw is risky!


0f supers or supers


0f supers (yellow = somewhat weak, diamond = offense)
supers (yellow = somewhat weak, diamond = offense)


Both Beats
  • (orange = somewhat strong) life advantage (often turtles. check what beats turtling!)


0f supers Beats
  • (yellow = somewhat weak) (feint) pressure/mixups
  • risky!!


0f supers Beaten by
  • (purple = variable) Backdashes (invincible)
  • (purple = variable) 2AB