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===Combos=== | ===Combos=== | ||
j.HK (or | j.HK (or j.D+HK) -> cr.HP -> QCF+HP | ||
About 40% damage and a guaranteed dizzy on most characters. Even if it's blocked, you have enough advantage to use the Fireball safely | Simple jump-in combo. About 40% damage and a guaranteed dizzy on most characters. Even if it's blocked, you have enough advantage to use the Fireball at the end safely for some chip damage. | ||
j.HK (or j.D+HK) -> cr.LK -> st.LK -> QCF+HP | |||
Standard jump-in unblockable combo. If the initial hit is blocked close to the ground, the cr.LK becomes unblockable. If the first hit is blocked, the opponent will be very close to a dizzy after the Fireball. | |||
(cr.LP -> QCF+LP) x4 | |||
Corner-only 100% combo. You have enough frame advantage to loop it in the corner because you aren't pushed backward when the Fireball hits. This will dizzy after 2 reps, but you can get up to 4 reps after a dizzy (though they will almost certainly be KO'd beforehand in that case). This will also get you great chip damage and pressure if it's blocked. | |||
===Mixups=== | ===Mixups=== |
Revision as of 10:36, 7 August 2024
Introduction
Moves List
Normal Moves
s.LP | |
s.HP | |
s.LK | |
s.HK | |
c.LP | |
c.HP | |
c.LK | |
c.HK | |
j.LP | |
j.HP | |
j.LK | |
j.HK |
Throws
F + HP. |
Command Normals
Target Combos
Special Moves
Strategies
Overview
Basics
Zoning
Combos
j.HK (or j.D+HK) -> cr.HP -> QCF+HP
Simple jump-in combo. About 40% damage and a guaranteed dizzy on most characters. Even if it's blocked, you have enough advantage to use the Fireball at the end safely for some chip damage.
j.HK (or j.D+HK) -> cr.LK -> st.LK -> QCF+HP
Standard jump-in unblockable combo. If the initial hit is blocked close to the ground, the cr.LK becomes unblockable. If the first hit is blocked, the opponent will be very close to a dizzy after the Fireball.
(cr.LP -> QCF+LP) x4
Corner-only 100% combo. You have enough frame advantage to loop it in the corner because you aren't pushed backward when the Fireball hits. This will dizzy after 2 reps, but you can get up to 4 reps after a dizzy (though they will almost certainly be KO'd beforehand in that case). This will also get you great chip damage and pressure if it's blocked.