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;Type | ;Type | ||
:rectangle = defense, | :[https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#Defense_.28rectangle.29 rectangle = defense], | ||
:diamond = offense, | :[https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#Offense_.28diamond.29 diamond = offense], | ||
:oval = movement, | :[https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#Movement_.28oval.29 oval = movement], | ||
:hexagon = situation, | :[https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#Situation_.28hexagon.29 hexagon = situation], | ||
:cloud = elements(space/time) | :[https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#Elements_.28space.2Ftime.29_.28cloud.29 cloud = elements (space/time)] | ||
Line 32: | Line 32: | ||
;Equals | ;Equals | ||
:(blue = equal/neutral) projectiles | :(blue = equal/neutral) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#projectiles projectiles] | ||
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;Beaten by | ;Beaten by | ||
:*(green = weak) projectiles | :*(green = weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#projectiles projectiles] | ||
Line 54: | Line 54: | ||
;Beaten by | ;Beaten by | ||
:*(red = strong) DP (breaks) | :*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#DP_.28break.29 DP (breaks)] | ||
Line 65: | Line 65: | ||
;Beaten by | ;Beaten by | ||
:*(red = strong) turtling/blocking (fishing for GC's too) | :*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#turtling.2Fblocking_.28fishing_for_GC.27s_too.29 turtling/blocking (fishing for GC's too)] | ||
:*(purple = variable) meter building | :*(purple = variable) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#meter_building meter building] | ||
:*(red = strong) timer (time control) | :*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#timer_.28time_control.29 timer (time control)] | ||
:*(red = strong) 2d space (space control) | :*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#2d_space_.28space_control.29 2d space (space control)] | ||
Line 79: | Line 79: | ||
;Beats | ;Beats | ||
:*(red = strong) turtling/blocking (fishing for GC's too) | :*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#turtling.2Fblocking_.28fishing_for_GC.27s_too.29 turtling/blocking (fishing for GC's too)] | ||
;Beaten by | ;Beaten by | ||
:*(orange = somewhat strong) JD (GC) | :*(orange = somewhat strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#JD_.28GC.29 JD (GC)] | ||
:*(yellow = somewhat weak) (feint) pressure/mixups | :*(yellow = somewhat weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#.28feint.29_pressure.2Fmixups (feint) pressure/mixups] | ||
:*(orange = somewhat strong) 0f supers/supers | :*(orange = somewhat strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#0f_supers_or_supers 0f supers/supers] | ||
Line 101: | Line 101: | ||
;Equals | ;Equals | ||
:*(blue = equal/neutral) meter building | :*(blue = equal/neutral) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#meter_building meter building] | ||
;Beats | ;Beats | ||
:*(red = strong) life disadvantage | :*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#life_disadvantage life disadvantage] | ||
Line 117: | Line 117: | ||
;Equals | ;Equals | ||
:*(blue = equal/neutral) projectiles | :*(blue = equal/neutral) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#projectiles projectiles] | ||
;Beats | ;Beats | ||
:*(red = strong) life disadvantage | :*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#life_disadvantage life disadvantage] | ||
:*(red = strong) turtling/blocking (fishing for GC's too) | :*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#turtling.2Fblocking_.28fishing_for_GC.27s_too.29 turtling/blocking (fishing for GC's too)] | ||
:*(red = strong) Backdashes (invincible) | :*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#Backdashes Backdashes (invincible)] | ||
::* backdashes give space control to the opponent, because backdashes move you closer into the corner | ::* backdashes give space control to the opponent, because backdashes move you closer into the corner | ||
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;Beaten by | ;Beaten by | ||
:*(red = strong) advanced dash/run footsies and movement (requires high level understanding and skill) | :*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#advanced_dash.2Frun_footsies_and_movement_.28requires_high_level_understanding_and_skill.29 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) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#Empty_jumps_.28a_powerful_mechanic.3B_IF_you_can_master_empty_jump_JD.27s.29 Empty jumps (a powerful mechanic; IF you can master empty jump JD's)] | ||
:*(red = strong) jump normals | :*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#jump_normals jump normals] | ||
::*if done reacting to an opponent trying to jump, say, out of the corner | ::*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. | ::*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 | ::*keep full jumps either empty, or wait to press a button after the opponent jumps | ||
:*(yellow = somewhat weak) forward dash/run | :*(yellow = somewhat weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#forward_dash.2Frun forward dash/run] | ||
:*(green = weak) jabs | :*(green = weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#jabs jabs] | ||
Revision as of 07:47, 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)
Situation (hexagon)
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
Elements (space/time) (cloud)
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
Movement (oval)
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)
Defense (rectangle)
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.
- full jump attacks get DESTROYED easily by many things;
- (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
Offense (diamond)
(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!
- neutral jumps can be a hard counter to attempted throw on wake-up.
- (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