Template:SF6-KimSafejab9: Difference between revisions

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(Created page with "{| class="wikitable" ! Reversals | {{{1}}} |- ! KD +16 | {{clr|SA|SA3/CA}}, {{clr|DR|DR~}}{{clr|L|2LP}}<br> {{clr|L|5LP}}~{{clr|M|MP}}~{{clr|H|2HP}}~{{clr|H|2HK}}, {{clr|DR|DR~}}{{clr|L|2LP}} (Corner Sideswitch) |- ! KD +48 | {{clr|H|HP Elbow}}, {{clr|M|immediate j.MP}} > {{clr|OD|OD Air Tatsu}} ...<br> ... Teleport~{{clr|L|w.2LP}}~{{clr|L|2LK}} (near Corner)<br> |}")
 
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| {{clr|SA|SA3/CA}}, {{clr|DR|DR~}}{{clr|L|2LP}}<br>
| {{clr|SA|SA3/CA}}, {{clr|DR|DR~}}{{clr|L|2LP}}<br>
{{clr|L|5LP}}~{{clr|M|MP}}~{{clr|H|2HP}}~{{clr|H|2HK}}, {{clr|DR|DR~}}{{clr|L|2LP}} (Corner Sideswitch)
{{clr|L|5LP}}~{{clr|M|MP}}~{{clr|H|2HP}}~{{clr|H|2HK}}, {{clr|DR|DR~}}{{clr|L|2LP}} (Corner Sideswitch)
|-
! KD +17
| Forward Throw, {{clr|DR|DR~}}{{clr|L|2LK}}
* {{sf6-adv|VP|+10 oH / +4 oB}}; if midscreen, can only frame trap with {{clr|M|5MK}} trade
|-
! KD +20
| Juggle {{clr|M|Run~MK}}, {{clr|M|MK Tatsu}}, {{clr|L|w.5LP}}, {{clr|L|2LK}} (Corner)
* Slow down the whiffed light to avoid chaining
|-
! KD +23
| {{clr|H|Run~HK}}, Dash + {{clr|L|2LP}}<br>
{{clr|M|5MP}}~{{clr|H|HP}} > {{clr|M|MK Tatsu}} (Corner), Dash + {{clr|L|2LP}}<br>
{{clr|DR|Drive Reversal}} (Corner), Dash + {{clr|L|2LP}}
|-
! KD +25
| {{clr|OD|OD Run~HK}}, {{clr|DR|DR~}}{{clr|L|w.2LP}}~{{clr|L|2LP}}
* Expensive, no {{clr|DR|DR bonus}}, but likely to bait defensive option
|-
! KD +26
| {{clr|M|5MP}}~{{clr|H|HP}} > {{clr|M|236MP}}, {{clr|M|w.2MP}}, {{clr|L|2LP}} (Corner) <br>
{{clr|L|5LP}}~{{clr|M|MP}}~{{clr|H|HP}}~{{clr|H|HK}}, {{clr|M|w.2MP}}, {{clr|L|2LP}} (Corner) <br>
{{clr|L|5LP}}~{{clr|M|MP}}~{{clr|H|2HP}}~{{clr|H|HK}}, {{clr|M|w.2MP}}, {{clr|L|2LP}} (Corner)
|-
! KD +30
| {{clr|M|5MP}}~{{clr|H|HP}} > Arc Step (near Corner) ...<br>
... Divekick, {{clr|M|w.2MK}}, {{clr|L|2LP}}<br>
... {{clr|L|LP Elbow}}, {{clr|M|w.2MK}}, {{clr|L|2LP}}
* {{clr|L|2LP}} is {{sf6-adv|VP|+6 oH}} here, linking to {{clr|M|2MP}} on hit
* {{clr|L|236LP}} is auto-timed here, but works with any min-height juggle
* Alternative setup for both: {{clr|L|w.2LK}}, {{clr|DR|DR~}}{{clr|L|2LP}} (harder execution)
|-
! KD +37
| {{clr|M|MP Elbow}} (grounded), Run~Stop, {{clr|L|w.5LP}}~{{clr|L|2LP}} (Corner)
|-
! KD +38
| {{clr|SA|SA1 + Can}}, Teleport~{{clr|L|2LP}}
|-
! KD +39
| {{clr|H|HP Elbow}}, {{clr|M|immediate j.MP}} > Air Tatsu, Teleport~{{clr|L|2LK}}<br>
{{clr|M|Run~MK}} (grounded), Teleport~{{clr|L|2LK}} (Corner)
* 1st active frame of {{clr|M|Run~MK}} must connect
|-
! KD +41
| {{clr|L|Run~LK}} (grounded), Dash x2 + {{clr|L|2LP}}
|-
|-
! KD +48
! KD +48

Revision as of 13:14, 16 December 2024

Reversals {{{1}}}
KD +16 SA3/CA, DR~2LP

5LP~MP~2HP~2HK, DR~2LP (Corner Sideswitch)

KD +17 Forward Throw, DR~2LK
  • +10 oH / +4 oB; if midscreen, can only frame trap with 5MK trade
KD +20 Juggle Run~MK, MK Tatsu, w.5LP, 2LK (Corner)
  • Slow down the whiffed light to avoid chaining
KD +23 Run~HK, Dash + 2LP

5MP~HP > MK Tatsu (Corner), Dash + 2LP
Drive Reversal (Corner), Dash + 2LP

KD +25 OD Run~HK, DR~w.2LP~2LP
  • Expensive, no DR bonus, but likely to bait defensive option
KD +26 5MP~HP > 236MP, w.2MP, 2LP (Corner)

5LP~MP~HP~HK, w.2MP, 2LP (Corner)
5LP~MP~2HP~HK, w.2MP, 2LP (Corner)

KD +30 5MP~HP > Arc Step (near Corner) ...

... Divekick, w.2MK, 2LP
... LP Elbow, w.2MK, 2LP

  • 2LP is +6 oH here, linking to 2MP on hit
  • 236LP is auto-timed here, but works with any min-height juggle
  • Alternative setup for both: w.2LK, DR~2LP (harder execution)
KD +37 MP Elbow (grounded), Run~Stop, w.5LP~2LP (Corner)
KD +38 SA1 + Can, Teleport~2LP
KD +39 HP Elbow, immediate j.MP > Air Tatsu, Teleport~2LK

Run~MK (grounded), Teleport~2LK (Corner)

  • 1st active frame of Run~MK must connect
KD +41 Run~LK (grounded), Dash x2 + 2LP
KD +48 HP Elbow, immediate j.MP > OD Air Tatsu ...

... Teleport~w.2LP~2LK (near Corner)