User:Dnalsi/sandbox: Difference between revisions

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;Beats  
;Beats  


:*(yellow = somewhat weak) 2d space (space control)  
:*(yellow = somewhat weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#2d_space_.28space_control.29 2d space (space control)]




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;Equals
;Equals


:*(blue = equal/neutral) jabs  
:*(blue = equal/neutral) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#jabs jabs]




;Beats
;Beats


:*(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)]




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;Beats  
;Beats  


:*(yellow = somewhat weak) Empty jumps (a powerful mechanic; IF you can master empty jump JD's)
:*(yellow = somewhat weak) [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)]




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;Beats
;Beats


:*(green = weak) (feint) pressure/mixups  
:*(green = weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#.28feint.29_pressure.2Fmixups (feint) pressure/mixups]
:*(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)]




;Beaten by
;Beaten by


:*(yellow = somewhat weak) dash/run unders (under jumps)
:*(yellow = somewhat weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#dash.2Frun_unders_.28under_jumps.29 dash/run unders (under jumps)]




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;Beaten by
;Beaten by


:*(green = weak) 2AB  
:*(green = weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#2AB_or_AB 2AB]
::*w/proper spacing or timing
::*w/proper spacing or timing
:*(blue = neutral) Backdashes (invincible)  
:*(blue = neutral) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#Backdashes Backdashes (invincible)]
:*(yellow = somewhat weak) JD (GC)
:*(yellow = somewhat weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#JD_.28GC.29 JD (GC)]




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;Beats
;Beats


:*(blue = neutral) DP (breaks)  
:*(blue = neutral) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#DP_.28break.29 DP (breaks)]
:*(blue = neutral) hop attacks (you can't JD during a hop's descent, but can JD during the ascent)
:*(blue = neutral) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#hop_attacks_.28you_can.27t_JD_during_a_hop.27s_descent.2C_but_can_JD_during_the_ascent.29 hop attacks (you can't JD during a hop's descent, but can JD during the ascent)]
:*(purple = variable) 0f supers/supers  
:*(purple = variable) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#0f_supers_or_supers 0f supers/supers]




;Beaten by  
;Beaten by  


:*(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)]
::*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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;Beats
;Beats


:*(red = strong) DP (breaks)  
:*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#DP_.28break.29 DP (breaks)]
:*(red = strong) jump normals  
:*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#jump_normals jump normals]
::*full jump attacks get DESTROYED easily by many things; <br>DO NOT throw out random high jump attacks without reaction. You'll get blown up.
::*full jump attacks get DESTROYED easily by many things; <br>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)
:*(yellow = somewhat weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#hop_attacks_.28you_can.27t_JD_during_a_hop.27s_descent.2C_but_can_JD_during_the_ascent.29 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) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#.28feint.29_pressure.2Fmixups (feint) pressure/mixups]
:*(orange = somewhat strong) life advantage (often turtles, check what beats turtling!)
:*(orange = somewhat strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#life_advantage_.28often_turtles._check_what_beats_turtling.21.29 life advantage (often turtles, check what beats turtling!)]




;Beaten by  
;Beaten by  


:*(orange = somewhat strong) jabs  
:*(orange = somewhat strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#jabs jabs]
::*mashing jab or 2B can interrupt lots of JD/GC's
::*mashing jab or 2B can interrupt lots of JD/GC's
:*(orange = somewhat strong) lows (2B mainly)
:*(orange = somewhat strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#lows_.282B_mainly.29 lows (2B mainly)]
::*mashing jab or 2B can interrupt lots of JD/GC's
::*mashing jab or 2B can interrupt lots of JD/GC's


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;Equals  
;Equals  


:*(blue = equals/neutral) timer (time control)
:*(blue = equals/neutral) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#timer_.28time_control.29 timer (time control)]




;Beats
;Beats


:*(green = weak) turtling/blocking (fishing for GC's too)  
:*(green = weak) [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) life disadvantage  
:*(purple = variable) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#life_disadvantage life disadvantage]




;Beaten by  
;Beaten by  


:*(orange = somewhat strong) projectiles  
:*(orange = somewhat strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#projectiles projectiles]




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;Beats
;Beats


:*(red = strong) life disadvantage
:*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#life_disadvantage life disadvantage]




;Beaten by
;Beaten by


:*(purple = variable) (feint) pressure/mixups  
:*(purple = variable) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#.28feint.29_pressure.2Fmixups (feint) pressure/mixups]
:*(orange = somewhat strong) throws  
:*(orange = somewhat strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#throws throws]
:*(red = strong) life advantage (often turtles. check what beats turtling!)  
:*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#life_advantage_.28often_turtles._check_what_beats_turtling.21.29 life advantage (often turtles. check what beats turtling!)]
:*(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)]
:*(green = weak) meter building
:*(green = weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#meter_building meter building]




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;Beats  
;Beats  


:*(purple = variable) turtling/blocking (fishing for GC's too)
:*(purple = variable) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#turtling.2Fblocking_.28fishing_for_GC.27s_too.29 turtling/blocking (fishing for GC's too)]
:*(yellow = somewhat weak) life advantage (often turtles. check what beats turtling!)  
:*(yellow = somewhat weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#life_advantage_.28often_turtles._check_what_beats_turtling.21.29 life advantage (often turtles. check what beats turtling!)]




;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) DP (breaks)  
:*(yellow = somewhat weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#DP_.28break.29 DP (breaks)]
:*(yellow = somewhat weak) 0f supers/supers
:*(yellow = somewhat weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#0f_supers_or_supers 0f supers/supers]
::*risky!!
::*risky!!
:*(yellow = somewhat weak) 2AB  
:*(yellow = somewhat weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#2AB_or_AB 2AB]
:*(green = weak) Empty jumps (a powerful mechanic; IF you can master empty jump JD's)
:*(green = weak) [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)]




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;Equals
;Equals


:*(blue = equal/neutral) 2d space (space control)  
:*(blue = equal/neutral) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#2d_space_.28space_control.29 2d space (space control)]
:*(blue = equal/neutral) far-range footsies (AKA neutral)  
:*(blue = equal/neutral) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#far-range_footsies_.28AKA_neutral.29 far-range footsies (AKA neutral)]




;Beats
;Beats


:*(green = weak) mid-range footsies  
:*(green = weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#mid-range_footsies mid-range footsies]
:*(orange = somewhat strong) meter building  
:*(orange = somewhat strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#meter_building meter building]




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;Equals
;Equals


:*(blue = neutral) DP (breaks)
:*(blue = neutral) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#DP_.28break.29 DP (breaks)]




;Beats
;Beats


:*(red = strong) throws  
:*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#throws throws]
::*neutral jumps can be a hard counter to attempted throw on wake-up. <br>this is why wake-up throw is risky!
::*neutral jumps can be a hard counter to attempted throw on wake-up. <br>this is why wake-up throw is risky!
:*(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)]
::*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.  
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;Beaten by
;Beaten by


:*(red = strong) JD (GC)
:*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#JD_.28GC.29 JD (GC)]




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;Equals
;Equals


:*(blue = neutral) jump normals  
:*(blue = neutral) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#jump_normals jump normals]




;Beats
;Beats


:*(yellow = somewhat weak) (feint) pressure/mixups
:*(yellow = somewhat weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#.28feint.29_pressure.2Fmixups (feint) pressure/mixups]
:*(red = strong) close-range footsies
:*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#close-range_footsies close-range footsies]




;Beaten by
;Beaten by


:*(red = strong) JD (GC)
:*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#JD_.28GC.29 JD (GC)]
:*(blue = neutral) Backdashes (are invincible)
:*(blue = neutral) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#Backdashes Backdashes (are invincible)]




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;Equals
;Equals


:*(blue = equal/neutral) advanced dash/run footsies and movement (requires high level understanding and skill)
:*(blue = equal/neutral) [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)]




;Beats
;Beats


:*(orange = somewhat strong) JD (GC)  
:*(orange = somewhat strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#JD_.28GC.29 JD (GC)]
::*mashing jab or 2B can interrupt lots of JD/GC's
::*mashing jab or 2B can interrupt lots of JD/GC's
:*(green = weak) 2d space (space control)  
:*(green = weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#2d_space_.28space_control.29 2d space (space control)]




;Beaten by  
;Beaten by  


:*(green = weak) 2AB
:*(green = weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#2AB_or_AB 2AB]
:*(green = weak) lows (2B mainly)
:*(green = weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#lows_.282B_mainly.29 lows (2B mainly)]




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;Beats
;Beats


:*(orange = somewhat strong) JD (GC)
:*(orange = somewhat strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#JD_.28GC.29 JD (GC)]
:*(green = weak) jabs  
:*(green = weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#jabs jabs]




;Beaten by
;Beaten by


:*(blue = neutral) AB
:*(blue = neutral) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#2AB_or_AB AB]




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;Beaten by
;Beaten by


:*(red = strong) AB  
:*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#2AB_or_AB AB]




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;2AB Beats
;2AB Beats


:*(green = weak) hop attacks (you can't JD during a hop's descent, but can JD during the ascent)
:*(green = weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#hop_attacks_.28you_can.27t_JD_during_a_hop.27s_descent.2C_but_can_JD_during_the_ascent.29 hop attacks (you can't JD during a hop's descent, but can JD during the ascent)]
::*w/proper spacing or timing
::*w/proper spacing or timing
:*(yellow = somewhat weak) (feint) pressure/mixups
:*(yellow = somewhat weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#.28feint.29_pressure.2Fmixups (feint) pressure/mixups]
:*(green = weak) jabs
:*(green = weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#jabs jabs]
:*(purple = variable) 0f supers/supers   
:*(purple = variable) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#0f_supers_or_supers 0f supers/supers]  




AB Beats:  
AB Beats:  


:*(blue = neutral) lows (2B mainly)
:*(blue = neutral) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#lows_.282B_mainly.29 lows (2B mainly)]
:*(red = strong) sweeps
:*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#sweeps sweeps]




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;Beats
;Beats


:*(orange = somewhat strong) turtling/blocking (fishing for GC's too)  
:*(orange = somewhat 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


:*(red = strong) jump normals  
:*(red = strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#jump_normals jump normals]
::*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. this is why wake-up throw is risky!


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;Both Beats
;Both Beats


:*(orange = somewhat strong) life advantage (often turtles. check what beats turtling!)  
:*(orange = somewhat strong) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#life_advantage_.28often_turtles._check_what_beats_turtling.21.29 life advantage (often turtles. check what beats turtling!)]




;0f supers Beats
;0f supers Beats
:*(yellow = somewhat weak) (feint) pressure/mixups  
:*(yellow = somewhat weak) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#.28feint.29_pressure.2Fmixups (feint) pressure/mixups]
::*risky!!
::*risky!!


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;0f supers Beaten by
;0f supers Beaten by


:*(purple = variable) Backdashes (invincible)  
:*(purple = variable) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#Backdashes Backdashes (invincible)]
:*(purple = variable) 2AB
:*(purple = variable) [https://wiki.supercombo.gg/w/User:Dnalsi/sandbox#2AB_or_AB 2AB]

Revision as of 20:25, 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


close-range footsies


(purple = variable, hexagon = situation)


Beaten by


life disadvantage


(blue = neutral, hexagon = situation)


Beaten by


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


(red = strong, hexagon = situation)


Beats


Beaten by


Elements (space/time) (cloud)



timer (time control)


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


Equals


Beats


2d space (space control)


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


Equals


Beats
  • backdashes give space control to the opponent, because backdashes move you closer into the corner


Beaten by
  • 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


Movement (oval)



forward dash/run


(yellow = somewhat weak, oval = movement)


Beats


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


(red = strong, oval = movement)


Equals
  • (blue = equal/neutral) jabs


Beats


dash/run unders (under jumps)


(yellow = somewhat weak, oval = movement)


Beats


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


(orange = somewhat strong, oval = movement)


Beats


Beaten by


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


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


Beaten by
  • backdashes give space control to the opponent, because backdashes move you closer into the corner


JD (GC)


(red = strong, rectangle = defense)


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


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


meter building


(green = weak, rectangle = defense)


Equals


Beats


Beaten by


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


Beaten by


Offense (diamond)



(feint) pressure/mixups


(yellow = somewhat weak, diamond = offense)


Beats


Beaten by
  • risky!!


projectiles


(yellow = somewhat weak, diamond = offense)


Equals


Beats


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


Beats
  • neutral jumps can be a hard counter to attempted throw on wake-up.
    this is why wake-up throw is risky!
  • 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


DP (break)


(yellow = somewhat weak, diamond = offense)


Equals


Beats


Beaten by


jabs


(red = strong, diamond = offense)


Equals


Beats
  • mashing jab or 2B can interrupt lots of JD/GC's


Beaten by


lows (2B mainly)


(red = strong, diamond = offense)


Beats


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
  • w/proper spacing or timing


AB Beats:


throws


(yellow = somewhat weak, diamond = offense)


Beats
Beaten by
  • 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


0f supers Beats
  • risky!!


0f supers Beaten by