m (→Notes) |
m (→Combos) |
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* cl.C / (cr.B, cr.A) > | * cl.C / (cr.B, cr.A) > | ||
** f + B (2) > qcb + C (Standing) {25%} | ** df + B | ||
** f + B (2) > | |||
*** qcb + C (Standing) {25%} | |||
** f + A > | ** f + A > | ||
*** hcf + K, | *** hcf + K, (from) | ||
**** > dp + A {35%} | **** > dp + A {35%} | ||
**** j.D | **** j.D | ||
*** DM qcb hcf + A {40%} | *** DM qcb hcf + A {40%} | ||
*** dp + A | |||
*** dp + C | *** dp + C | ||
*** dp + C (3) >> DM qcb hcf + A | *** dp + C (3) >> DM qcb hcf + A | ||
*** qcb + C (Standing.) | *** qcb + C (Standing.) | ||
Damage above is based on cl.C as starter. | |||
About cl.C (1) / (cr.B, cr.A): cl.C deals more damage (~+5%). If you want to use just cr.A the combos will deal ~-7% less damage. If you are close you may replace cr.A for cl.A / cl.B for ~+1% more damage (cl.A only against standing). | |||
About f + A: if you skip it, the combo damage is reduced by ~-2%. If you started with a weak attack and skip this, only hcf + K or dp +P will combo. Keep in mind that while weak attack > f + A leave you closer than just a weak attack, hard attack > f + A leave you further than just a hard attack, so, starting from a hard attack, you should skip f + A if you are not very close and want to combo into hcf + K or dp +P. | |||
=== Max Mode=== | === Max Mode=== |
Revision as of 18:30, 3 April 2020
General Info
Crouch height: Medium
Jump: 4/31/1
Hop: 4/23/1
Dash: 3/10~∞/3
Backdash: 3/21/3
Wakeup: 29 frames
Recovery roll: 20 frames
Stand | Crouch | Jump | Grab | Run |
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Colors
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Movelist
Short Movelist
- f + A
- f + B (Overhead (2) if not cancelled into.)
- df + B (Low.)
- qcf + P
- dp + P
- qcb + P
- Close, hcf + K (Proximity unblockable.)
- Any other special. (Only on hit.)
- DM qcb hcf + P (May charge.)
- SDM qcb hcf + AC (May charge.)
- HSDM D C d C D (Hit anywhere on the screen.)
Notes
Cancellable moves
- Close: A, B, C, D (Special moves and DMs.)
- Far: A, C (1)
- Crouch: A, C (1)
- CD is cancellable into special moves and DMs.
- f + A is cancellable.
- f + B (2) is cancellable only when you cancel into it.
Super cancellable moves
- dp + C (3)
- Close, hcf + K (Last hit.)
Free cancellable into moves
- qcb + P
- dp + P
Free cancellable out-of moves
- f + B
- df + B
- dp + C (1-3)
- Close, hcf + K
Moves with Invincibility
- HSDM D C d C D (Full: startup & active & recovery.)
Moves with autoguard
(none)
Other Notes
- D throw is a backturned hard knockdown.
Combos
Basic Combos
- cl.C / (cr.B, cr.A) >
- df + B
- f + B (2) >
- qcb + C (Standing) {25%}
- f + A >
- hcf + K, (from)
- > dp + A {35%}
- j.D
- DM qcb hcf + A {40%}
- dp + A
- dp + C
- dp + C (3) >> DM qcb hcf + A
- qcb + C (Standing.)
- hcf + K, (from)
Damage above is based on cl.C as starter.
About cl.C (1) / (cr.B, cr.A): cl.C deals more damage (~+5%). If you want to use just cr.A the combos will deal ~-7% less damage. If you are close you may replace cr.A for cl.A / cl.B for ~+1% more damage (cl.A only against standing).
About f + A: if you skip it, the combo damage is reduced by ~-2%. If you started with a weak attack and skip this, only hcf + K or dp +P will combo. Keep in mind that while weak attack > f + A leave you closer than just a weak attack, hard attack > f + A leave you further than just a hard attack, so, starting from a hard attack, you should skip f + A if you are not very close and want to combo into hcf + K or dp +P.
Max Mode
- qcf + A, j.D, cl.C > f + A >> BC, st.C (1) > f + A > hcf + K (5) > dp + C (3) >>
- qcb + P (Standing)
- DM qcb hcf + A
Strategies
KUSANAGI's childhood friend in the puerto rican downtowns, he is Justin Bieber when becames angry and its a strong zoning character focused in standing rushdowns, spam qcf + P its your main far distance tool but try to approach a failed anti air to hit low cr.B, cr.A, f + A to hcf + K juggles or your special overhead qcb + P for a jummp a ground projectile.
Sadly your main problem will be jumping opponent because you had a poor recovery anti air special, try to use crouching C or low hit him/her instead.
comboing a hcf + K its your main strategy, also you must be a battery character in middle or point in the team to gain stocks for a HSDM comebacks if your are an anchor one, or use it for his great Max Cancel Combos, a random qcb,hcf + P its a decent hit or miss idea when you only had at least 2 stocks.