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==Combos== | == Combos == | ||
General notes: | |||
( | *when in max mode. moves will have more pushback which can be a problem in certian combos. | ||
==== meterless ==== | |||
''(midscreen)'' | |||
*'''(cr.B,cr.A) / (cr.B,st.A) / (cr.A,st.A), mash A~qcf C''' | |||
for tnt punch, only 2 or less hits guarentes qcf P. you can try dp K but since the 2 hit whiffs it's better to not do it. | |||
*'''cr.A,cl.C,df.B''' | |||
combo into slide. linking cr.A into cl.C requires some timming. | |||
( | *'''cr.A,cl.C,f.B, hcf B''' | ||
( | joes most damaging meterless confirm. | ||
*'''(j.X), cl.C, hcf A''' | |||
*'''(j.X), cl.C / cr.C, f.B, hcf K''' | |||
''(corner)'' | |||
*'''(j.X), cl.C, hcf A, st.A, mash A~qcf C''' | |||
difficult combo. requires you to do a slight micro-walk after hurricane upper in order for the tnt punch to connect after st.A. | |||
''(other)'' | |||
*'''(antiair), qcb B, hcf K''' | |||
combo from an anti-air qcb B, which ever one you use depends solely on the height your opponent got hit at. | |||
*'''(antiair), qcb B...''' | |||
another infinite? what a suprise. anyways, this only works if the opponent is caught at a certain height, that way another qcb B can connet. | |||
==== with meter ==== | |||
''(midscreen)'' | |||
*'''(cr.B,cr.A) / (cr.B,st.A) / (cr.A,st.A), qcf,hcb P / qcfx2 P''' | |||
*'''cr.Bx1-2, cr.A, qcf,hcb P''' | |||
*'''(j.X), cl.C / cr.C, qcfx2 P''' | |||
*'''(j.X), cl.C / cr.C, f.B, qcf,hcb P''' | |||
''(corner)'' | |||
*'''(j.X), cl.C, hcf A, qcf,hcb P''' | |||
==Strategy== | ==Strategy== |
Revision as of 21:24, 16 August 2022
Introduction
Movelist
Normals
Far Normals
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Close Range Normals
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Crouching Normals
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Low | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | None | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Low | - | - | - | - | - | - | KD | - | - | - | - |
Neutral Jumping Normals
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Diagonal Jump Normals
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Blowback Attack
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Throws
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Throw | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Throw | - | - | - | - | - | - | - | - | - | - | - |
Command Normals
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - | - | - |
Special Moves
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - | - | - |
Super Moves
Combos
General notes:
- when in max mode. moves will have more pushback which can be a problem in certian combos.
meterless
(midscreen)
- (cr.B,cr.A) / (cr.B,st.A) / (cr.A,st.A), mash A~qcf C
for tnt punch, only 2 or less hits guarentes qcf P. you can try dp K but since the 2 hit whiffs it's better to not do it.
- cr.A,cl.C,df.B
combo into slide. linking cr.A into cl.C requires some timming.
- cr.A,cl.C,f.B, hcf B
joes most damaging meterless confirm.
- (j.X), cl.C, hcf A
- (j.X), cl.C / cr.C, f.B, hcf K
(corner)
- (j.X), cl.C, hcf A, st.A, mash A~qcf C
difficult combo. requires you to do a slight micro-walk after hurricane upper in order for the tnt punch to connect after st.A.
(other)
- (antiair), qcb B, hcf K
combo from an anti-air qcb B, which ever one you use depends solely on the height your opponent got hit at.
- (antiair), qcb B...
another infinite? what a suprise. anyways, this only works if the opponent is caught at a certain height, that way another qcb B can connet.
with meter
(midscreen)
- (cr.B,cr.A) / (cr.B,st.A) / (cr.A,st.A), qcf,hcb P / qcfx2 P
- cr.Bx1-2, cr.A, qcf,hcb P
- (j.X), cl.C / cr.C, qcfx2 P
- (j.X), cl.C / cr.C, f.B, qcf,hcb P
(corner)
- (j.X), cl.C, hcf A, qcf,hcb P
Strategy