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TO-DO | TO-DO | ||
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== Offense == | == Offense == | ||
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'''Light Chains''' - | '''Light Chains''' - | ||
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| '''236236P'''<br>(Lv.3 Super/CA) || HKD +15 (Lv.3)<br>HKD +21 (CA) || ? | | '''236236P'''<br>(Lv.3 Super/CA) || HKD +15 (Lv.3)<br>HKD +21 (CA) || ? | ||
|} | |} | ||
<br> | |||
=== vs. Burnout === | === vs. Burnout === | ||
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=== Drive Rush === | === Drive Rush === | ||
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|} | |} | ||
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== Defense == | == Defense == | ||
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* | * | ||
<br> | |||
=== Anti-Airs === | === Anti-Airs === | ||
* | * | ||
<br> | |||
=== Anti-Projectile === | === Anti-Projectile === | ||
* | * | ||
<br> | |||
== Fighting vs. Ken == | == Fighting vs. Ken == |
Revision as of 04:46, 16 May 2023
Neutral
TO-DO
Offense
Frame Traps
Light Chains -
Okizeme and Mixups
TO-DO
Knockdown Advantage: all scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated
Knockdown | KD Adv. | Oki/Notes |
---|---|---|
Forward Throw | +24 | ? |
Back Throw | +6 | ? |
Drive Impact (No Crumple) |
+35 | ? |
Drive Reversal | +23 | ? |
2HK | HKD +31 HKD +47 (Punish) |
? |
5HK (Punish) | +56 | ? |
5MP~HP (Chin Buster 2nd) |
+36 | ? |
5MK~MK~HK (Triple Flash Kicks) |
+28 (2 hits) +32 (3 hits) |
? |
623P (Shoryuken) |
+33/33/25 (L/M/H) +29 (OD) +22 (after Run) |
? |
214K (Tatsumaki Senpu-kyaku) |
+46/38 (LK, close/far) +44/36 (MK/HK) +28 (OD) |
? |
j.214K (Aerial Tatsu) |
+42~46 (meterless) | ? |
623K (Juggle) (Dragonlash Kick) |
? | ? |
236K~6HK (Senka Snap Kick) |
+33 +37 (OD) |
? |
236KK~6K~6K (Kasai Thrust Kick) |
+31/34/42 (LK/MK/HK) | The strength of the first 6K determines which ender comes out |
214214K (Lv.1 Super) |
+35 | ? |
236236K (Lv.2 Super) |
+36 | ? |
236236P (Lv.3 Super/CA) |
HKD +15 (Lv.3) HKD +21 (CA) |
? |
vs. Burnout
Drive Rush
When cancelling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing. Green cells with "0" represent a true blockstring, which the opponent cannot escape without using Drive Reversal. Yellow cells with "1" to "4" represent a short gap that loses to invincible reversals, but can lead to frame traps; if the gap is 4f, the opponent can trade with a reversal light normal, which may result in a favorable trade combo for the attacker.
TO-DO
The following table lists the general BnB combo routes when cancelling a button into Drive Rush on hit.
Starter | Hit Adv. | Combo Route |
---|---|---|
5LP | +? | ? |
Defense
Reversals
Anti-Airs
Anti-Projectile
Fighting vs. Ken