Line 31: | Line 31: | ||
=== Okizeme and Mixups === | === Okizeme and Mixups === | ||
* All scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated.<br> | |||
* With a large advantage it's possible to do any of the options listed for one of the shorter advantages above it, but a manual delay or a frame-kill setup is needed.<br>e.g. It's possible to go for a throw after a +9 knockdown, but it needs to be delayed by 4 to 7 frames to be effective. | |||
* "Spaced" means the setup leaves the opponent out of throw range. | |||
** It's possible that a throw may still reach, but the opponent can walk backwards to make it whiff. | |||
** The extra distance also means that attacks may push the opponent too far away to combo. | |||
** Details of how this affects the various follow-up options will be included in the notes. | |||
{| class="wikitable" | {| class="wikitable" | ||
! style="width: 25%" | | ! style="width: 25%" | Setup !! Adv. !! style="width: 75%" | Follow-ups | ||
|- | |||
| | |||
* '''Most long range knockdowns''' | |||
|| || | |||
The following all work at any high frame advantage, manually timing the hit to the opponent's wakeup.<br> | |||
The advantage in parenthesis is the minimum needed for it to be effective (e.g. beating wakeup jab). | |||
* ({{sf6-adv|VP|+13}}) '''{{clr|DR|DR}}~dl.Throw''' | |||
* ({{sf6-adv|VP|+13}}) '''{{clr|DR|DR}}~dl.{{clr|M|2MP}}''': ({{sf6-adv|VP|+9~12}} OH, {{sf6-adv|P|+1}}{{sf6-adv|VP|~4}} OB) | |||
** Links into {{clr|H|5HP}} on hit. | |||
* ({{sf6-adv|VP|+15}}) '''{{clr|DR|DR}}~dl.{{clr|H|4HK}}''': ({{sf6-adv|VP|+7~11}} OH, {{sf6-adv|P|+3}}{{sf6-adv|VP|~7}} OB) | |||
** Links into {{clr|M|2MP}} on hit, or {{clr|H|5HP}} on meaty hit. | |||
* ({{sf6-adv|VP|+16}}) '''{{clr|DR|DR}}~dl.{{clr|H|5HP}} > {{clr|OD|236[PP]}}''' | |||
** Combos on hit and only leaves a 4 frame gap on block. | |||
** Trades badly with jabs, so works better when very slightly spaced, but not too far or it won't combo. | |||
** On hit, combo after the fans with walk-up {{clr|H|5HP}}. | |||
** Safe against {{clr|DR|Drive impact}} after {{clr|H|5HP}}, but loses to wake-up {{clr|DR|Drive Impact}}. | |||
* ({{sf6-adv|VP|+16}}) '''{{clr|DR|DR}}~dl.{{clr|H|5HP}} > {{clr|3|F.}}{{clr|OD|236[PP]}}''' | |||
** The {{clr|3|Flame Enhanced}} version of the above. Combos into into {{clr|H|j.HK}} on hit, or input 6P to launch the opponent for a fancy juggle combo. | |||
** This version trades extremely favorably with '''standing''' jabs, setting up a combo into {{clr|H|5HP}} or even {{clr|DR|DR}}~{{clr|H|HP}}. | |||
* ({{sf6-adv|VP|+20}}) '''{{clr|DR|DR}}~{{clr|L|5LP}}''' | |||
** Baits reversals. Loses to wake-up jab at {{sf6-adv|VP|+20}} but is safe at anything higher. | |||
* ({{sf6-adv|VP|+27}}) '''{{clr|DR|DR}}~dl.{{clr|M|6MP}}''': ({{sf6-adv|VP|+6~8}} OH, {{sf6-adv|P|+1~3}} OB) | |||
** Overhead | |||
Fan setups: | |||
* ({{sf6-adv|VP|+16}}) '''{{clr|3|*.}}236P''' | |||
* ({{sf6-adv|VP|+30}}) '''{{clr|3|*.}}236[P]''' | |||
** The lowest advantage at which these are safe against {{clr|DR|Drive Impact}}. | |||
* ({{sf6-adv|VP|+8}}) '''{{clr|3|*.}}{{clr|OD|236PP}}''' | |||
* ({{sf6-adv|VP|+23}}) '''{{clr|3|*.}}{{clr|OD|236[PP]}}''' | |||
** The lowest advantage at which these are safe against forward jump from most characters. Still loses to dive kicks. | |||
** Anti-air with {{clr|SA|SA2}} to knock the opponent into the fans for a {{clr|DR|Drive Rush}} combo. | |||
|- | |- | ||
| | | | ||
|| ±0 || | || ±0 || | ||
This is useful to set up against opponents that use reversal {{clr|SA|SA}}.<br>The freeze occurs during the first frame of your attack, allowing it to be canceled into a higher priority input.<br>This is not effective against grab supers (Lily, Manon, Zangief {{clr|SA|SA3}}). | This is useful to set up against opponents that use reversal {{clr|SA|SA}}.<br>The freeze occurs during the first frame of your attack, allowing it to be canceled into a higher priority input.<br>This is not effective against grab supers (Lily, Manon, Zangief {{clr|SA|SA3}}). | ||
Line 46: | Line 81: | ||
| | | | ||
* '''{{clr|SA|SA3}}, Dash''' | * '''{{clr|SA|SA3}}, Dash''' | ||
* {{clr|DR|DR}}~{{clr|H|2HP}} (Block, Spaced) | |||
* {{clr|DR|DR}}~{{clr|H|5HP}} (Block, Spaced) | |||
* {{clr|DR|DR}}~{{clr|M|6MP}} (Block, Spaced) | |||
* {{clr|DR|DR}}~{{clr|M|2MP}} (Block, Spaced) | |||
* {{clr|DR|DR}}~{{clr|M|5MP}} (Block, Spaced) | |||
|| +1 || | || +1 || | ||
* '''{{clr|L|2LP}} | * '''{{clr|L|5LP}}/{{clr|L|2LP}}''' | ||
* '''Throw''' | ** Confirm with a 3-hit light chain, or into {{clr|M|2MP}} on counter-hit (optionally {{clr|M|2MK}} after {{clr|L|5LP}}). | ||
** After {{clr|DR|DR}}~{{clr|H|2HP}}/{{clr|H|5HP}}/{{clr|M|6MP}} it's only possible to chain 2 light attacks instead of 3. | |||
** After {{clr|DR|DR}}~{{clr|M|2MP}}/{{clr|M|5MP}} the opponent is too far for a light chain, but counter-hit confirms still work. | |||
* '''{{clr|L|5LK}}''' | |||
** Still reaches after {{clr|DR|DR}}~{{clr|H|2HP}}/{{clr|H|5HP}}/{{clr|M|6MP}}, setting up {{clr|L|5LK}}~{{clr|L|LK}}~{{clr|L|LK}} > j.214P ({{sf6-adv|VP|+42}}) safe jump. | |||
** Does not reach after {{clr|DR|DR}}~{{clr|M|2MP}}/{{clr|M|5MP}}. | |||
* '''{{clr|L|2LK}}''' | |||
** Trades with 4 frame moves, but catches an opponent walking backwards or trying to jump. | |||
* '''Throw''' | |||
** Loses to 4 frame moves. | |||
** Reaches if the opponent doesn't move after {{clr|DR|DR}}~{{clr|H|2HP}}/{{clr|H|5HP}}/{{clr|M|6MP}}, but whiffs if they walk backwards. | |||
** Does not reach after {{clr|DR|DR}}~{{clr|M|2MP}}/{{clr|M|5MP}}. | |||
|- | |- | ||
| | | | ||
* '''{{clr| | * '''{{clr|DR|DR}}~{{clr|L|5LP}}''' (Block) | ||
* '''{{clr| | * '''{{clr|DR|DR}}~{{clr|L|2LK}}''' (Block) | ||
|| +2 || | || +2 || | ||
* '''{{clr|L|2LK}}''' | Everything listed under {{sf6-adv|P|+1}} in addition to: | ||
* '''{{clr|M|2MP}}''': ({{sf6-adv|VP|+5}} OH, {{sf6-adv|M|-3}} OB, {{sf6-adv|VP|+6}} or more on trade) | |||
** Links into {{clr|L|2LP}} on hit, or {{clr|M|2MP}} on trade or counter-hit. | |||
** Trades with 4 frame moves, linking into {{clr|M|2MP}} for a combo, or {{clr|H|5HP}} against some characters. | |||
* '''{{clr|L|2LK}}''' | |||
** Catches an opponent walking backwards or trying to jump. | |||
* '''Throw''' | * '''Throw''' | ||
** {{clr|DR|DR}}~{{clr|L|2LK}} has slightly more pushback, making it better for shimmy. | |||
|- | |- | ||
| | | | ||
* '''Forward Throw, Dash''' | * (Corner) '''Forward Throw, Dash''' | ||
* '''{{clr|DR|DR}}~{{clr|L|2LP}}''' (Block) | |||
* '''{{clr|DR|DR}}~{{clr|L|5LK}}''' (Block) | |||
* '''{{clr|DR|DR}}~{{clr|H|4HK}}''' (Block, Spaced) | |||
* '''{{clr|L|214LP}}''' (Hit, No KD, Spaced) | |||
|| +3 || | || +3 || | ||
* '''{{clr| | * '''{{clr|M|2MP}}''': ({{sf6-adv|VP|+5}} OH, {{sf6-adv|M|-3}} OB) | ||
** Links into {{clr|L|2LP}} on hit, or {{clr|M|2MP}} on counter-hit. | |||
** Still works after {{clr|L|214LK}} and {{clr|DR|DR}}~{{clr|H|4HK}} if they are done close enough to the opponent. | |||
* '''{{clr|L|2LK}}''' | |||
** Catches an opponent walking backwards or trying to jump. | |||
** Does not lead to a combo after {{clr|L|214LK}} or {{clr|DR|DR}}~{{clr|H|4HK}}. | |||
* '''Throw''' | * '''Throw''' | ||
** {{clr|DR|DR}}~{{clr|L|5LK}} has slightly more pushback, making it better for shimmy. | |||
** Does not reach after {{clr|L|214LK}} or {{clr|DR|DR}}~{{clr|H|4HK}}. | |||
|- | |- | ||
| | | | ||
|| +4 || | || +4 || | ||
* '''{{clr|L|5LP}}''': Meaty ({{sf6-adv|VP|+6}} OH, {{sf6-adv|M|-1}} OB) | * '''{{clr|L|5LP}}''': Meaty ({{sf6-adv|VP|+6}} OH, {{sf6-adv|M|-1}} OB) | ||
* '''{{clr|L|2LP}}''': Meaty ({{sf6-adv|VP|+5}} OH, {{sf6-adv|E|±0}} OB) | ** Links into {{clr|M|2MP}} on hit. Safe vs 10f reversal. | ||
* '''{{clr|M|2MP}}''': Links into {{clr|L|2LP}} on hit, or {{clr|M|2MP}} on counter-hit. | * '''{{clr|L|2LP}}''': Meaty ({{sf6-adv|VP|+5}} OH, {{sf6-adv|E|±0}} OB) | ||
** Slightly better for tick throws. | |||
* '''{{clr|M|2MP}}''': ({{sf6-adv|VP|+5}} OH, {{sf6-adv|M|-3}} OB) | |||
** Links into {{clr|L|2LP}} on hit, or {{clr|M|2MP}} on counter-hit. | |||
* '''Throw''' | * '''Throw''' | ||
|- | |- | ||
| | | | ||
* '''{{clr|3|*.}}{{clr|M|236MK}}, Dash''' | * '''{{clr|3|*.}}{{clr|M|236MK}}, Dash''' | ||
* '''{{clr|DR|Drive Reversal}}, Dash''' | * (Corner) '''{{clr|DR|Drive Reversal}}, Dash''' | ||
|| +5 || | || +5 || | ||
* '''{{clr|L|2LP}}''': Meaty ({{sf6-adv|VP|+6}} OH, {{sf6-adv|P|+1}} OB) | * '''{{clr|L|2LP}}''': Meaty ({{sf6-adv|VP|+6}} OH, {{sf6-adv|P|+1}} OB) | ||
* '''{{clr|M|2MP}}''' | ** Links into {{clr|M|2MP}} on hit. Safe vs 9f reversal. | ||
* '''{{clr|M|2MP}}''' | |||
** Links into {{clr|L|2LP}} on hit, or {{clr|M|2MP}} on counter-hit. | |||
* '''{{clr|H|5HP}}''': ({{sf6-adv|P|+1}} OH, {{sf6-adv|M|-3}} OB, {{sf6-adv|VP|+7}} or more on trade) | |||
** Single hit confirmable. | |||
** Trades with 4 frame moves, linking into {{clr|M|2MP}} for a combo, or {{clr|H|5HP}} against some characters. | |||
* '''Throw''' | * '''Throw''' | ||
|- | |- | ||
Line 83: | Line 157: | ||
* '''{{clr|OD|214PP}}, {{clr|M|236MK}}, Dash''' | * '''{{clr|OD|214PP}}, {{clr|M|236MK}}, Dash''' | ||
|| +6 || | || +6 || | ||
* '''{{clr|M|2MP}}''': Meaty ({{sf6-adv|VP|+6}} OH, {{sf6-adv|M|-2}} OB) | * '''{{clr|M|2MP}}''': Meaty ({{sf6-adv|VP|+6}} OH, {{sf6-adv|M|-2}} OB) | ||
* '''{{clr|H|5HP}}''': Single hit confirmable. | ** Links into {{clr|M|2MP}} on hit. | ||
* '''{{clr|H|5HP}}''': ({{sf6-adv|P|+1}} OH, {{sf6-adv|M|-3}} OB) | |||
** Single hit confirmable. | |||
* '''Walk-up Throw''' | |||
|- | |- | ||
| | | | ||
|| +7 || | || +7 || | ||
* '''{{clr|M|2MP}}''': Meaty ({{sf6-adv|VP|+7}} OH, {{sf6-adv|M|-1}} OB) | * '''{{clr|M|2MP}}''': Meaty ({{sf6-adv|VP|+7}} OH, {{sf6-adv|M|-1}} OB) | ||
* '''{{clr|H|5HP}}''': Single hit confirmable. | ** Links into {{clr|M|2MP}} or {{clr|M|2MK}} on hit. | ||
* '''{{clr|H|5HP}}''': ({{sf6-adv|P|+1}} OH, {{sf6-adv|M|-3}} OB) | |||
** Single hit confirmable. | |||
* '''Walk-up Throw''' | |||
|- | |- | ||
| | | | ||
* '''{{clr|SA|SA1}}, Dash | * (Corner) '''{{clr|SA|SA1}}, Dash''' | ||
|| +8 || | || +8 || | ||
* '''{{clr|M|2MP}}''': Meaty ({{sf6-adv|VP|+8}} OH, {{sf6-adv|E|±0}} OB) | * '''{{clr|M|2MP}}''': Meaty ({{sf6-adv|VP|+8}} OH, {{sf6-adv|E|±0}} OB) | ||
* '''{{clr|H|5HP}}''': Single hit confirmable. | ** Links into {{clr|M|2MP}} or {{clr|M|2MK}} or {{clr|H|4HK}} on hit. | ||
* '''{{clr|H|4HK}}''': Meaty ({{sf6-adv|VP|+4}} OH, {{sf6-adv|E|±0}} OB) | |||
** Links into {{clr|L|5LP}}/{{clr|L|2LP}} on hit. | |||
* '''{{clr|H|5HP}}''': ({{sf6-adv|P|+1}} OH, {{sf6-adv|M|-3}} OB) | |||
** Single hit confirmable. | |||
* '''Walk-up Throw''' | |||
|- | |- | ||
| | | | ||
* '''{{clr|3|*.}}{{clr|L|236LK}}, Dash''' | * (Corner) '''{{clr|3|*.}}{{clr|L|236LK}}, Dash''' | ||
|| +9 || | || +9 || | ||
* '''{{clr|H|4HK}}''': Meaty ({{sf6-adv|VP|+5}} OH, {{sf6-adv|P|+1}} OB) | * '''{{clr|H|4HK}}''': Meaty ({{sf6-adv|VP|+5}} OH, {{sf6-adv|P|+1}} OB) | ||
** Links into {{clr|L|5LP}}/{{clr|L|2LP}} on hit. | |||
* '''{{clr|M|5MK}}''': Meaty ({{sf6-adv|VP|+6}} OH, {{sf6-adv|M|-3}} OB) | |||
** Links into {{clr|M|2MP}} on hit. | |||
* '''dl.{{clr|M|2MP}}''': Meaty ({{sf6-adv|VP|+5~8}} OH, {{sf6-adv|M|-3~0}} OB) | |||
** Must be manually delayed by at least 1 frame. Links into {{clr|M|2MP}} if timed meaty, otherwise {{clr|L|2LP}}. | |||
* '''Walk-up Throw''' | |||
|- | |||
| | |||
* (Midscreen) '''{{clr|3|*.}}{{clr|L|236LK}}, Dash''' (Spaced) | |||
|| +9 (Spaced) || | |||
{{clr|L|214LK}} is a common combo ender with slightly finicky dash-up options when done away from the corner. | |||
* '''dl.{{clr|M|2MP}}''': Meaty ({{sf6-adv|VP|+5~8}} OH, {{sf6-adv|M|-3~0}} OB) | |||
** Must be manually delayed by at least 1 frame, and must hit meaty to link into {{clr|M|2MP}}. | |||
* '''Walk up {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|2LK}}''' | |||
** Can get close enough to chain 2 light attacks and confirm into combo. | |||
* '''Walk-up Throw''' | |||
|- | |- | ||
| | | | ||
|| +10 || | || +10 || | ||
* '''{{clr|H|4HK}}''': Meaty ({{sf6-adv|VP|+6}} OH, {{sf6-adv|P|+2}} OB) | * '''{{clr|H|4HK}}''': Meaty ({{sf6-adv|VP|+6}} OH, {{sf6-adv|P|+2}} OB) | ||
** Links into {{clr|M|2MP}} on hit. | |||
* '''Walk-up Throw''' | |||
|- | |- | ||
| | | | ||
|| +11 || | || +11 || | ||
* '''{{clr|H|4HK}}''': Meaty ({{sf6-adv|VP|+7}} OH, {{sf6-adv|P|+3}} OB) | * '''{{clr|H|4HK}}''': Meaty ({{sf6-adv|VP|+7}} OH, {{sf6-adv|P|+3}} OB) | ||
* '''{{clr|DR|DR}}~{{clr|L|5LP}}''' | ** Links into {{clr|M|2MP}} or {{clr|M|2MK}} on hit. | ||
* '''{{clr|DR|DR}}~{{clr|L|5LP}}''' | |||
** Trade setup that baits wake-up {{clr|SA|SA}}. See {{sf6-adv|E|±0}} for more details. | |||
* '''Walk-up Throw''' | |||
|- | |- | ||
| | | | ||
|| +12 || | || +12 || | ||
* '''dl.{{clr|H|4HK}}''': ({{sf6-adv|P|+3}}{{sf6-adv|VP|~7}} OH, {{sf6-adv|M|-1}}~{{sf6-adv|P|+3}} OB) | |||
** Must be manually delayed by at least 1 frame. Links into {{clr|M|2MP}} if timed meaty enough. | |||
* '''Walk-up Throw''' | |||
* ''' | |||
* ''' | |||
|- | |- | ||
| | | | ||
Line 133: | Line 227: | ||
|| +17 || | || +17 || | ||
After Back Throw, particularly against backward recovery: | After Back Throw, particularly against backward recovery: | ||
* '''{{clr|DR|DR}}~{{clr|H|5HP}}''' | * '''{{clr|DR|DR}}~{{clr|H|5HP}}''' | ||
* '''{{clr|DR|DR}}~{{clr|M|5MK}}''': ({{sf6-adv|VP|+9~10}} OH, {{sf6-adv|E|+0~1}} OB) | ** Single hit confirm into special, or use 236P/{{clr|OD|PP}} for a blockstring. | ||
* '''{{clr|DR|DR}}~{{clr|M|5MK}}''': ({{sf6-adv|VP|+9~10}} OH, {{sf6-adv|E|+0~1}} OB) | |||
** Links into {{clr|SA|SA2}} on hit. | |||
After Back Throw into the corner: | After Back Throw into the corner: | ||
Line 141: | Line 237: | ||
* '''{{clr|3|F.}}{{clr|L|214LP}}''': Meaty ({{sf6-adv|P|+2}} OB) | * '''{{clr|3|F.}}{{clr|L|214LP}}''': Meaty ({{sf6-adv|P|+2}} OB) | ||
** Links into {{clr|3|*.}}{{clr|M|623MK}}/{{clr|OD|KK}} or {{clr|3|F.}}{{clr|SA|SA1}} on hit. | ** Links into {{clr|3|*.}}{{clr|M|623MK}}/{{clr|OD|KK}} or {{clr|3|F.}}{{clr|SA|SA1}} on hit. | ||
* '''{{clr|DR|DR}}~{{clr|M|2MP}}''': Meaty ({{sf6-adv|VP|+10}} OH, {{sf6-adv|P|+2}} OB) | * '''{{clr|DR|DR}}~{{clr|M|2MP}}''': Meaty ({{sf6-adv|VP|+10}} OH, {{sf6-adv|P|+2}} OB) | ||
* '''{{clr|DR|DR}}~{{clr|H|4HK}}''': ({{sf6-adv|VP|+7}} OH, {{sf6-adv|P|+3}} OB) | ** Links into {{clr|H|5HP}} on hit. | ||
* '''{{clr|DR|DR}}~{{clr|H|4HK}}''': ({{sf6-adv|VP|+7}} OH, {{sf6-adv|P|+3}} OB) | |||
** Links into {{clr|M|2MP}} on hit. | |||
* '''{{clr|DR|DR}}~dl.Throw''' | * '''{{clr|DR|DR}}~dl.Throw''' | ||
Line 155: | Line 253: | ||
* '''{{clr|SA|SA3}}''' | * '''{{clr|SA|SA3}}''' | ||
|| +19 || | || +19 || | ||
* '''Dash''': {{sf6-adv|P|+1}} ({{clr|L|2LP}} / Throw) | * '''Dash''': {{sf6-adv|P|+1}} ({{clr|L|5LP}} / {{clr|L|2LP}} / Throw) | ||
* '''{{clr|L|214LP}}''': Meaty ({{sf6-adv|VP|+9}} OH, {{sf6-adv|P|+2}} OB) | * '''{{clr|L|214LP}}''': Meaty ({{sf6-adv|VP|+9}} OH, {{sf6-adv|P|+2}} OB) | ||
** After {{clr|SA|SA3}} in the corner, links into {{clr|OD|623KK}} on any hit, {{clr|H|2HK}} on regular hit, {{clr|H|623HK}} on counter-hit. | ** After {{clr|SA|SA3}} in the corner, links into {{clr|OD|623KK}} on any hit, {{clr|H|2HK}} on regular hit, {{clr|H|623HK}} on counter-hit. | ||
|- | |- | ||
| | | | ||
* '''{{clr|SA|CA}}''' | |||
* '''{{clr|OD|623KK}}''' | * '''{{clr|OD|623KK}}''' | ||
* | ** Gains advantage as an anti-air. | ||
|| +20 || | || +20 || | ||
* '''Dash''': {{sf6-adv|P|+2}} ({{clr|L|2LK}} / Throw) | * '''Dash''': {{sf6-adv|P|+2}} ({{clr|L|2LK}} / {clr|M|2MP}} / Throw) | ||
** Midscreen {{clr|SA|CA}} leaves Mai just out of Dash Throw range. | ** Midscreen {{clr|SA|CA}} leaves Mai just out of Dash Throw range. | ||
* '''{{clr|DR|DR}}~{{clr|H|4HK}}''': Meaty ({{sf6-adv|VP|+9}} OH, {{sf6-adv| | * '''{{clr|DR|DR}}~{{clr|H|4HK}}''': Meaty ({{sf6-adv|VP|+9}} OH, {{sf6-adv|VP|+5}} OB) | ||
** Links into {{clr|H|5HP}} on hit. | |||
|- | |- | ||
| | | | ||
|| +21 || | || +21 || | ||
* '''Dash''': {{sf6-adv|P|+3}} ({{clr|M|2MP}} / Throw) | * '''Dash''': {{sf6-adv|P|+3}} ({{clr|M|2MP}} / Throw) | ||
* '''{{clr|M|6MP}}''': Meaty ({{sf6-adv|VP|+4}} OH, {{sf6-adv|M|-1}} OB) | * '''{{clr|M|6MP}}''': Meaty ({{sf6-adv|VP|+4}} OH, {{sf6-adv|M|-1}} OB) | ||
* '''{{clr|DR|DR}}~{{clr|H|4HK}}''': Meaty ({{sf6-adv|VP|+10}} OH, {{sf6-adv| | ** Links into {{clr|L|5LP}} or {{clr|L|5LK}}~{{clr|L|LK}}~{{clr|L|LK}} on hit. | ||
* '''{{clr|DR|DR}}~{{clr|H|4HK}}''': Meaty ({{sf6-adv|VP|+10}} OH, {{sf6-adv|VP|+6}} OB) | |||
** Links into {{clr|H|5HP}} on hit. | |||
|- | |- | ||
| | | | ||
Line 179: | Line 279: | ||
|| +21 || | || +21 || | ||
After Forward Throw, particularly against backward recovery: | After Forward Throw, particularly against backward recovery: | ||
* '''{{clr|DR|DR}}~{{clr|H|5HK}}''': ({{sf6-adv|VP|+7}} OH, {{sf6-adv|P|+1}} OB). Links into {{clr|SA|SA2}} on counter-hit. | * '''{{clr|DR|DR}}~{{clr|H|5HK}}''': ({{sf6-adv|VP|+7}} OH, {{sf6-adv|P|+1}} OB) | ||
** Links into {{clr|M|2MP}} if the opponent recovers in place. | |||
** Links into {{clr|SA|SA2}} on counter-hit against backward recovery. | |||
* '''{{clr|3|*.}}{{clr|OD|236[PP]}}''' | |||
** The non-OD version is punishable by forward jump, but the {{clr|OD|OD}} version recovers in time. | |||
** Anti-air with {{clr|SA|SA2}} to knock the opponent into the fans for a {{clr|DR|Drive Rush}} combo. | |||
After Forward Throw into the corner: | After Forward Throw into the corner: | ||
* '''Dash''': {{sf6-adv|P|+3}} ({{clr|M|2MP}} / Throw) | * '''Dash''': {{sf6-adv|P|+3}} ({{clr|M|2MP}} / Throw) | ||
* '''{{clr|DR|DR}}~{{clr|H|4HK}}''': Meaty ({{sf6-adv|VP|+10}} OH, {{sf6-adv| | * '''{{clr|DR|DR}}~{{clr|H|4HK}}''': Meaty ({{sf6-adv|VP|+10}} OH, {{sf6-adv|VP|+6}} OB) | ||
** Links into {{clr|H|5HP}} on hit. | |||
|- | |- | ||
| | | | ||
* '''{{clr|3|*.}}{{clr|H|236HK}}''' | * '''{{clr|3|*.}}{{clr|H|236HK}}''' | ||
|| +22 || | || +22 || | ||
* '''Dash''': {{sf6-adv| | * '''Dash''': {{sf6-adv|VP|+4}} ({{clr|M|2MP}} / Throw) | ||
* '''{{clr|DR|DR}}~{{clr|H|4HK}}''': Meaty ({{sf6-adv|VP|+11}} OH, {{sf6-adv| | * '''{{clr|DR|DR}}~{{clr|H|4HK}}''': Meaty ({{sf6-adv|VP|+11}} OH, {{sf6-adv|VP|+7}} OB) | ||
** Links into {{clr|H|5HP}} on hit. | |||
|- | |- | ||
| | | | ||
Line 195: | Line 302: | ||
* '''{{clr|DR|Drive Reversal}}''' | * '''{{clr|DR|Drive Reversal}}''' | ||
|| +23 || | || +23 || | ||
* '''Dash''': {{sf6-adv| | * '''Dash''': {{sf6-adv|VP|+5}} ({{clr|M|2MP}} / Throw) | ||
|- | |- | ||
| | | | ||
* '''{{clr|OD|214PP}}, {{clr|M|236MK}}''' | * '''{{clr|OD|214PP}}, {{clr|M|236MK}}''' | ||
|| +24 || | || +24 || | ||
* '''Dash''': {{sf6-adv| | * '''Dash''': {{sf6-adv|VP|+6}} ({{clr|M|2MP}} / Walk-up Throw) | ||
|- | |- | ||
| | | | ||
|| +25 || | || +25 || | ||
* '''Dash''': {{sf6-adv| | * '''Dash''': {{sf6-adv|VP|+7}} ({{clr|M|2MP}} / Walk-up Throw) | ||
|- | |- | ||
| | | | ||
* '''{{clr|SA|SA1}}''' | * '''{{clr|SA|SA1}}''' | ||
|| +26 || | || +26 || | ||
* '''Dash''': {{sf6-adv| | * '''Dash''': {{sf6-adv|VP|+8}} ({{clr|M|2MP}} / Walk-up Throw) | ||
|- | |- | ||
| | | | ||
* '''{{clr|3|*.}}{{clr|L|236LK}}''' | * '''{{clr|3|*.}}{{clr|L|236LK}}''' | ||
* '''{{clr|H| | * '''(Corner) {{clr|H|214HP}}, {{clr|SA|SA1}}''' | ||
* '''{{clr|3|F.}}{{clr|OD|623KK}}''' | * '''{{clr|3|F.}}{{clr|OD|623KK}}''' | ||
** Gains advantage as an anti-air. | |||
|| +27 || | || +27 || | ||
* '''Dash''': {{sf6-adv| | * '''Dash''': {{sf6-adv|VP|+9}} (dl.{{clr|M|2MP}} / {{clr|H|4HK}} / Walk-up Throw) | ||
* | ** Midscreen {{clr|3|*.}}{{clr|L|236LK}} leaves the opponent just out of range of {{clr|H|4HK}} confirms, so use delayed {{clr|M|2MP}} instead. | ||
* '''{{clr|DR|DR}}~{{clr|M|6MP}}''': ({{sf6-adv|VP|+6}} OH, {{sf6-adv|P|+1}} OB) | * '''{{clr|DR|DR}}~{{clr|M|6MP}}''': ({{sf6-adv|VP|+6}} OH, {{sf6-adv|P|+1}} OB) | ||
** Links into {{clr|M|2MP}} on hit. Trades into {{clr|H|5HP}} combo against 4 frame moves. | |||
|- | |- | ||
| | | | ||
|| +28 || | || +28 || | ||
* '''Dash''': {{sf6-adv| | * '''Dash''': {{sf6-adv|VP|+10}} ({{clr|H|4HK}} / Walk-up Throw) | ||
* '''{{clr|DR|DR}}~{{clr|M|6MP}}''': ({{sf6-adv|VP|+6}} OH, {{sf6-adv|P|+1}} OB) | |||
* '''{{clr|DR|DR}}~{{clr|M|6MP}}''': ({{sf6-adv|VP|+6}} OH, {{sf6-adv|P|+1}} OB) | ** Links into {{clr|M|2MP}} on hit. | ||
|- | |- | ||
| | | | ||
* '''{{clr|L|623LK}}''' | * '''{{clr|L|623LK}}''' | ||
* | ** Gains advantage as an anti-air. | ||
|| +29 || | || +29 || | ||
* '''Dash''': {{sf6-adv| | * '''Dash''': {{sf6-adv|VP|+11}} ({{clr|H|4HK}} / Walk-up Throw) | ||
* '''{{clr|DR|DR}}~{{clr|M|6MP}}''': ({{sf6-adv|VP|+6}} OH, {{sf6-adv|P|+1}} OB) | |||
* '''{{clr|DR|DR}}~{{clr|M|6MP}}''': ({{sf6-adv|VP|+6}} OH, {{sf6-adv|P|+1}} OB) | ** Links into {{clr|M|2MP}} on hit. | ||
|- | |- | ||
| | | | ||
* '''{{clr|H|214HP}}, {{clr|L|236LK}}''' | * '''{{clr|H|214HP}}, {{clr|L|236LK}}''' | ||
* '''{{clr|H|214HP}}, {{clr|H|623HK}}''' | * '''{{clr|H|214HP}}, {{clr|H|623HK}}/{{clr|M|MK}}''' | ||
* '''{{clr|OD|214PP}}, {{clr|SA|SA1}}''' | * '''{{clr|H|623HK}}/{{clr|M|MK}}''' (Low anti-air) | ||
* (Corner) '''{{clr|OD|214PP}}, {{clr|SA|SA1}}''' | |||
|| +30 || | || +30 || | ||
* '''{{clr|DR|DR}}~{{clr|M|6MP}}''': ({{sf6-adv|VP|+6}} OH, {{sf6-adv|P|+1}} OB) | |||
* '''{{clr|DR|DR}}~{{clr|M|6MP}}''': ({{sf6-adv|VP|+6}} OH, {{sf6-adv|P|+1}} OB) | ** Links into {{clr|M|2MP}} on hit. | ||
* ''' | * (Corner) Whiff {{clr|L|5LP}}~{{clr|L|5LP}}({{sf6-adv|VP|+8}}), Meaty {{clr|M|2MP}} ({{sf6-adv|VP|+8}} OH, {{sf6-adv|E|±0}} OB) | ||
** Links into {{clr|M|2MP}} on hit. | |||
* (Corner) Whiff {{clr|DR|DR}}~{{clr|L|5LK}}({{sf6-adv|VP|+5}}), Meaty {{clr|L|5LP}}/{{clr|L|2LP}}/Throw | |||
** Links into {{clr|M|2MP}} on hit. | |||
** Safe against 9f reversals. | |||
* (Corner) ''' Backdash, {{clr|3|*.}}{{clr|OD|236PP}} | |||
** Loses to wake-up {{clr|DR|Drive Impact}}. | |||
|- | |- | ||
| | | | ||
* '''{{clr|3|F.}}{{clr|L|623LK}}''' | * '''{{clr|3|F.}}{{clr|L|623LK}}''' | ||
* '''{{clr|3|*.}}{{clr|H|623HK}}/{{clr|M|MK}}''' | |||
** Gains advantage as an anti-air. | |||
|| +31 || | || +31 || | ||
* '''{{clr|DR|DR}}~{{clr|M|6MP}}''': Meaty ({{sf6-adv|VP|+7}} OH, {{sf6-adv|P|+2}} OB) | |||
* '''{{clr|DR|DR}}~{{clr|M|6MP}}''': Meaty ({{sf6-adv|VP|+7}} OH, {{sf6-adv|P|+2}} OB) | ** Links into {{clr|M|2MP}} on hit. | ||
* ''' | * (Corner) '''Backdash, {{clr|3|*.}}{{clr|OD|236PP}}''' | ||
** Loses to wake-up {{clr|DR|Drive Impact}}. | |||
|- | |- | ||
| | | | ||
* '''{{clr|OD|214PP}} > 623K''' | * '''{{clr|OD|214PP}} > 623K''' | ||
* '''{{clr|3|F.}}{{clr|H|214HP}}, {{clr|H|623HK}}''' | * '''{{clr|3|F.}}{{clr|H|214HP}}, {{clr|H|623HK}}''' | ||
|| +32 || | || +32 || | ||
* '''{{clr|DR|DR}}~{{clr|M|6MP}}''': Meaty ({{sf6-adv|VP|+8}} OH, {{sf6-adv|P|+3}} OB) | |||
* '''{{clr|DR|DR}}~{{clr|M|6MP}}''': Meaty ({{sf6-adv|VP|+8}} OH, {{sf6-adv|P|+3}} OB) | ** Links into {{clr|M|2MP}} or {{clr|H|4HK}} on hit. | ||
* ''' | * (Corner) '''Backdash, {{clr|3|*.}}{{clr|OD|236PP}}''' | ||
** Loses to wake-up {{clr|DR|Drive Impact}}. | |||
|- | |- | ||
| | | | ||
Line 269: | Line 382: | ||
* '''{{clr|SA|SA2}}''' | * '''{{clr|SA|SA2}}''' | ||
|| +33 || | || +33 || | ||
* ''' | * (Corner) '''Backdash, {{clr|3|*.}}{{clr|OD|236PP}}''' | ||
|- | |- | ||
| | | | ||
* '''{{clr|H|214HK}}, {{clr|SA|SA2}}''' | * '''{{clr|H|214HK}}, {{clr|SA|SA2}}''' | ||
* ''' | * (Corner) '''{{clr|3|*.}}{{clr|OD|214PP}}, {{clr|3|*.}}{{clr|OD|236KK}}, {{clr|M|j.MP}}, {{clr|SA|SA1}}''' | ||
|| +34 || | || +34 || | ||
* ''' | * (Corner) '''Backdash, {{clr|3|*.}}{{clr|OD|236PP}}''' | ||
|- | |- | ||
| | | | ||
Line 285: | Line 397: | ||
* '''{{clr|DR|Drive Impact}}''' | * '''{{clr|DR|Drive Impact}}''' | ||
|| +35 || | || +35 || | ||
* ''' | * (Corner) '''Backdash, {{clr|3|*.}}{{clr|OD|236PP}}''' | ||
|- | |- | ||
| | | | ||
|| +36 || | || +36 || | ||
* ''' | * (Corner) '''Backdash, {{clr|3|*.}}{{clr|OD|236PP}}''' | ||
|- | |- | ||
| | | | ||
* '''{{clr|OD|214PP}}, {{clr|L|236LK}}''' | * '''{{clr|OD|214PP}}, {{clr|L|236LK}}''' | ||
|| +37 || | || +37 || | ||
* '''(Corner) Backdash, {{clr|OD|236PP}}''': Meaty ({{sf6-adv|VP|+6}} OH, {{sf6-adv|E|±0}}) OB | * '''10f Safe Jump''' (Ed, M.Bison SA1/SA3) | ||
* (Corner) '''Backdash, {{clr|3|*.}}{{clr|OD|236PP}}''': Meaty ({{sf6-adv|VP|+6}} OH, {{sf6-adv|E|±0}}) OB | |||
** Links into {{clr|M|2MP}} on hit. | |||
|- | |- | ||
| | | | ||
* '''{{clr|3|F.}}{{clr|SA|SA2}}''' | * '''{{clr|3|F.}}{{clr|SA|SA2}}''' | ||
* ''' | * (Corner) '''{{clr|3|F.}}{{clr|H|214HP}}, {{clr|3|F.}}{{clr|M|214MP}}, {{clr|3|F.}}{{clr|SA|SA1}} | ||
|| +38 || | || +38 || | ||
* '''(Corner) Backdash, {{clr|OD|236PP}}''': Meaty ({{sf6-adv|VP|+7}} OH, {{sf6-adv|P|+1}}) OB | * '''9f Safe Jump''' | ||
* (Corner) '''Backdash, {{clr|3|*.}}{{clr|OD|236PP}}''': Meaty ({{sf6-adv|VP|+7}} OH, {{sf6-adv|P|+1}}) OB | |||
** Links into {{clr|M|2MP}} or {{clr|M|2MK}} on hit. | |||
|- | |- | ||
| | | | ||
* '''{{clr|3|F.}}{{clr|SA|SA1}}''' | * '''{{clr|3|F.}}{{clr|SA|SA1}}''' | ||
|| +40 || | || +40 || | ||
* '''7f Safe Jump''' | * '''7f Safe Jump''' (Blanka, Dhalsim SA2, Manon SA2) | ||
* ''' | * (Corner) '''Backdash, {{clr|3|*.}}{{clr|OD|236PP}}''': Meaty ({{sf6-adv|VP|+9}} OH, {{sf6-adv|P|+3}}) OB | ||
** Links into {{clr|H|5HP}} on hit. | |||
|- | |- | ||
| | | | ||
Line 312: | Line 429: | ||
* '''{{clr|3|F.}}{{clr|H|214HP}}, {{clr|3|F.}}{{clr|M|623MK}}''' | * '''{{clr|3|F.}}{{clr|H|214HP}}, {{clr|3|F.}}{{clr|M|623MK}}''' | ||
|| +41 || | || +41 || | ||
* '''6f Safe Jump''' | * '''6f Safe Jump''' (Dee Jay, Jamie, Kimberly, Rashid) | ||
* ''' | * (Corner) '''Backdash, {{clr|3|*.}}{{clr|OD|236PP}}''': Meaty ({{sf6-adv|VP|+10}} OH, {{sf6-adv|P|+4}}) OB | ||
** Links into {{clr|H|5HP}} on hit. | |||
|- | |- | ||
| | | | ||
* '''(Far) {{clr|L|5LK}}~{{clr|L|LK}}~{{clr|L|LK}} > j.214P''' | * '''{{clr|L|5LK}}~{{clr|L|LK}}~{{clr|L|LK}} > {{clr|3|F.}}j.214P''' | ||
* (Far) '''{{clr|L|5LK}}~{{clr|L|LK}}~{{clr|L|LK}} > j.214P''' | |||
* '''{{clr|3|F.}}{{clr|M|214MP}}''' | * '''{{clr|3|F.}}{{clr|M|214MP}}''' | ||
* ''' | * (Corner) '''{{clr|3|F.}}{{clr|OD|236KK}}, {{clr|M|j.MP}}, {{clr|3|F.}}{{clr|SA|SA1}}''' | ||
|| +42 || | || +42 || | ||
* '''5f Safe Jump''' | * '''5f Safe Jump''' | ||
* ''' | * (Corner) '''Backdash, {{clr|3|*.}}{{clr|OD|236PP}}''': Meaty ({{sf6-adv|VP|+11}} OH, {{sf6-adv|P|+5}}) OB | ||
** Links into {{clr|H|5HP}} on hit. | |||
|- | |- | ||
| | | | ||
* '''{{clr|H|214HP}}''' | * '''{{clr|H|214HP}}''' | ||
* (Far) '''{{clr|L|5LK}}~{{clr|L|LK}}~{{clr|L|LK}} > {{clr|3|F.}}j.214P''' | |||
|| +43 || | || +43 || | ||
* ''' | * (Corner) '''Backdash, {{clr|3|*.}}{{clr|OD|236PP}}''': Meaty ({{sf6-adv|VP|+12}} OH, {{sf6-adv|P|+6}}) OB | ||
** Links into {{clr|H|5HP}} on hit. | |||
** Use {{clr|M|2MP}} for a gapless blockstring. | |||
|- | |- | ||
| | | | ||
* '''{{clr|3|F.}}{{clr|H|214HP}}''' | * '''{{clr|3|F.}}{{clr|H|214HP}}''' | ||
|| +47 || | || +47 || | ||
* ''' | * (Corner) '''Backdash, {{clr|3|*.}}{{clr|OD|236PP}}''': Meaty ({{sf6-adv|VP|+16}} OH, {{sf6-adv|P|+9}}) OB | ||
** Links into {{clr|H|5HP}} or {{clr|H|5HK}} on hit. | |||
|- | |- | ||
| | | |
Revision as of 09:41, 11 February 2025
Neutral
Important Pokes
2MK is a fast low hitting attack with good range. Typically leads to a Drive Rush combo after either catching the opponent walking or whiff punishing them.
5MP is a good space controlling button with slightly more range than 2MK.
5HP has a lot of range and can be single hit confirmed into special moves. Make sure it actually connects with the opponent though, as it is fairly easy to whiff punish.
2LP is Mai's longest range 4 frame move, making it standard for checking the opponent at close range.
5LP leads to better rewards when fishing for counter-hits. It doesn't quite have as much range as 2LP, but its extra hitstun allows it to link into 2MK on counter-hit from quite far away.
5HK is fairly slow but has a lot of range and crumples on Punish Counter. Good for checking opponents trying to stand just outside the range of Mai's other buttons.
214LP has slightly more range than 5HK and can be used in a similar way. It can also be used to erase regular projectiles, but make sure to do it early enough that the opponent doesn't have time to whiff punish using Drive Rush.
236P loses to other projectiles and can be knocked down by attacks, but putting it out there still controls space to an extent.
236[P] has a lot of startup which makes it easy to react to with most anti-projectile tools, but if you do manage to get it out then it lacks the above weaknesses. If it makes contact with the opponent then the delayed second hit can be extremely difficulty for them to deal with.
236PP is fast, plows through non-OD projectiles, and also has the delayed second hit if it makes contact. Just throw it at someone and react to whatever happens.
Offense
Frame Traps
TO-DO
Okizeme and Mixups
- All scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated.
- With a large advantage it's possible to do any of the options listed for one of the shorter advantages above it, but a manual delay or a frame-kill setup is needed.
e.g. It's possible to go for a throw after a +9 knockdown, but it needs to be delayed by 4 to 7 frames to be effective. - "Spaced" means the setup leaves the opponent out of throw range.
- It's possible that a throw may still reach, but the opponent can walk backwards to make it whiff.
- The extra distance also means that attacks may push the opponent too far away to combo.
- Details of how this affects the various follow-up options will be included in the notes.
Setup | Adv. | Follow-ups |
---|---|---|
|
The following all work at any high frame advantage, manually timing the hit to the opponent's wakeup.
Fan setups:
| |
±0 |
This is useful to set up against opponents that use reversal SA.
| |
|
+1 |
|
|
+2 |
Everything listed under +1 in addition to:
|
|
+3 |
|
+4 |
| |
|
+5 |
|
|
+6 |
|
+7 |
| |
|
+8 |
|
|
+9 |
|
|
+9 (Spaced) |
214LK is a common combo ender with slightly finicky dash-up options when done away from the corner.
|
+10 |
| |
+11 |
| |
+12 |
| |
|
+17 |
After Back Throw, particularly against backward recovery:
After Back Throw into the corner:
Note that Drive Rush can be punished on reaction with an invincible reversal. Some OD reversals can be baited with DR~Drive Impact. |
+18 |
| |
|
+19 |
|
|
+20 |
|
+21 |
| |
|
+21 |
After Forward Throw, particularly against backward recovery:
After Forward Throw into the corner:
|
|
+22 |
|
|
+23 |
|
|
+24 |
|
+25 |
| |
|
+26 |
|
|
+27 |
|
+28 |
| |
|
+29 |
|
|
+30 |
|
|
+31 |
|
|
+32 |
|
|
+33 |
|
|
+34 |
|
|
+35 |
|
+36 |
| |
|
+37 |
|
|
+38 |
|
|
+40 |
|
|
+41 |
|
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+42 |
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+43 |
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+47 |
|
|
+48 | ? |
|
+49 | ? |
|
+51~58 | More advantage for late j.MP. |
Frame Kills
This section covers move sequences that can be used to take up a specific amount of frames to set up the perfect timing for Lily's various mixup options.
The following chart is split into columns of 18 frames, which is the duration of Mai's forward dash.
Performing a sequence before or after a forward dash will increase the total duration to the value directly to the right.
For example, 32 frames can be killed with 5HP, and also with Dash 5LK or 5LK Dash.
Sequences ending with "~" mean a chain cancel is required. Such sequences are only compatible with setting up meaty 5LP, 2LP or 2LK.
Other sequences that end with a chain cancelable light attack are not compatible with setting up meaty light attacks except for 5LK.
Frames | Sequence | Frames | Sequence | Frames | Sequence | ||
---|---|---|---|---|---|---|---|
1 | 19 | 5LP~2LP~ | 37 | 2LP~LP, 5LK | |||
2 | 20 | 2LP~2LP~ | 38 | 2LK~LP, 5LK | |||
3 | J.X | 21 | 2LK~2LP~ | 39 | 2LP~2LK, 5LK LP, MP* | ||
4 | 22 | 5LP~LP | 40 | 6MP | |||
5 | 23 | 2LP~LP Backdash* |
41 | 2HP* | |||
6 | 24 | 2LK~LP | 42 | 5LK, 5LK, 5LK | |||
7 | 25 | 2LP~2LK | 43 | Empty Jump LP, Throw | |||
8 | 26 | 2LK~2LK MP* |
44 | ||||
9 | 5LP~ | 27 | LP, 5LK | 45 | LP, 5HP | ||
10 | 2LP~ | 28 | 5LK, 5LK 2MK* |
46 | Jump J.X | ||
11 | 2LK~ DR |
29 | 2LK, 5LK 5MK* |
47 | |||
12 | 30 | Throw | 48 | ||||
13 | 5LP 2LP |
31 | 49 | ||||
14 | 5LK | 32 | 5HP | 50 | |||
15 | 2LK | 33 | 2HK* | 51 | |||
16 | 5LP~DR 2LP~DR |
34 | 5LP~2LP~2LK | 52 | |||
17 | 5LK~DR | 35 | 2LP~2LP~2LK 5HK* |
53 | |||
18 | Dash | 36 | 54 |
There are some move specific quirks to take account of when setting up a frame kill.
- Using certain moves (*) will cause Mai to move away from the opponent during the recovery.
- 2HK always leaves Mai outside her throw range. A 2 frame micro-walk makes normal throw reach.
- From longest to shortest distance, 5MK, 2MP, 5MP, 2MK, 5HK, 4HK and 2HP also push Mai back while still leaving her in throw range.
- If the pushback is causing an issue, try to use Light chains or end the frame kill with Dash.
- e.g. For 41 frames, perform Backdash then Dash. This ends up closer to the opponent than 2HP.
- Empty Jump is stricter than other frame kills. There is a 3 frame timing window on the followup to get the optimal 43 frame delay.
- Inputting the followup too early results in an air attack, resulting in 3 frames of non-cancelable landing recovery.
- Empty Jump into a movement action (Jump, Dash, Backdash) is subject to a 2 frame delay.
vs. Burnout
TO-DO
Drive Rush
When canceling 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.
Gap Value | Meaning |
---|---|
0 | True Blockstring (no gap) if input with fastest button timing; can still lose to Drive Reversal |
1 to 4 | Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack |
5+ | Large blockstring gap; opponent can interrupt without an invincible attack |
5LP/5LK/2LP | 2LK | 2MP | 2MK | 5MP/4HK | 5MK/5HP/2HK | 2HP | 6MP | |
---|---|---|---|---|---|---|---|---|
5LP~DRC | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 22 |
2LP~DRC | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 21 |
5LK~DRC | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 20 |
2MK~DRC | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 16 |
5MP~DRC | 0 | 0 | 0 | 1 | 2 | 3 | 4 | 14 |
2MP~DRC | 0 | 0 | 0 | 1 | 2 | 3 | 4 | 14 |
5HP~DRC | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 9 |
The following table lists the general BnB combo routes when canceling a button into Drive Rush on hit.
Starter | Hit Adv. | Combo Route |
---|---|---|
5LK~DRC | +2 | No combo without Counter-hit or Punish Counter |
2LP~DRC | +4 | DRC~5LP, 5HP |
5LP~DRC | +5 | |
2MK~DRC | +8 | DRC~2MP, 5HP DRC~4HK, 2MP DRC~4HK, 5LK~LK~LK |
5MP~DRC | +11 | DRC~5HP > 236[PP], 5HP DRC~5HP > F.236[PP], j.HK DRC~2HP, 4HK~HK |
2MP~DRC | +14 | DRC~5HK, 2MP |
5HP~DRC | +15 |
Defense
Reversals
TO-DO
Anti-Airs
TO-DO
Anti-Projectile
TO-DO
Fighting vs. Mai
TO-DO