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'''Special Normals:'''<br> | '''Special Normals:'''<br> | ||
1. One Inch - f + A | 1. One Inch - f+A<br> | ||
2. Knee Assault - f + | - counterwire<br> | ||
- | - hard knockdown<br> | ||
- cancellable to DMs, cancellable to special moves if cancelled into<br> | |||
- free cancellable out of | |||
2. Knee Assault - f+B<br> | |||
- overhead<br> | |||
- cancellable if cancelled into<br> | |||
- free cancellable out of<br> | |||
- has a frame disadvantage even if it hits the opponent | |||
'''Special Moves:'''<br> | '''Special Moves:'''<br> | ||
1. The Trigger - qcf + A | 1. The Trigger - qcf+P<br> | ||
- qcf+C comes out faster than qcf+A, but recovers slower<br> | |||
- negates projectiles<br> | |||
- can be followed up by Second Shot (f+B) or Second Shell (f+D) | |||
1a. Second Shot - f + B (after The Trigger)<br> | 1a. Second Shot - f + B (after The Trigger)<br> | ||
- projectile that moves faster if qcf+C was used than if qcf+A was used | |||
1b. Second Shell - f + D (after The Trigger)<br> | |||
- | - vertical anti-air that knocks opponent into the air for juggles | ||
- | |||
2. Crow Bites - dp+P<br> | |||
- | - dp+A is supercancellable on both hits, dp+C is supercancellable on the first two hits on the ground<br> | ||
- dp+C can be followed up by f+D, which is an overhead hard knockdown. The f+D followup is free cancellable out of<br> | |||
- dp+C has some startup invincibility<br> | |||
- free cancellable into<br> | |||
- free cancellable out of on all hits | |||
4. Minute Spike - qcb + | 3. Blackout - qcf+K<br> | ||
4a. Narrow Spike - (during Minute Spike) qcb + | - teleport's K' forward. qcf+B goes half screen length and qcf+D goes full screen length<br> | ||
- | - can be hit out of it fairly easily | ||
- | |||
4. Minute Spike - qcb+K<br> | |||
- can be done in the air as well<br> | |||
- can be followed up by Minute Spike (qcb+K), on the ground only<br> | |||
- free cancellable into<br> | |||
- free cancellable out of | |||
4a. Narrow Spike - (during Minute Spike) qcb+K<br> | |||
- low attack<br> | |||
- supercancellable<br> | |||
- free cancellable out of | |||
'''DMs:'''<br> | '''DMs:'''<br> | ||
1. Heat Drive - | 1. Heat Drive - qcfx2+P<br> | ||
-A version comes out faster, but C version will hit if the opponent is right in front of you | - A version comes out faster, but C version will hit if the opponent is right in front of you<br> | ||
- | - can be held to make unblockable (takes a long time though)<br> | ||
2. Chain Drive - qcf | - hard knockdown | ||
- | |||
- | 2. Chain Drive - qcf hcb+P<br> | ||
- throws his sunglasses...if he whiffs, he will stand there for a long time, otherwise he will dash forward<br> | |||
- hard knockdown<br> | |||
- qcf hcb+C is more likely to juggle than qcf hcb+A (mainly if used after his qcf+C, f+D) | |||
'''SDMs:'''<br> | '''SDMs:'''<br> | ||
1. Chain Drive - qcf | 1. Chain Drive - qcf hcb+AC<br> | ||
- | - same properties as qcf hcb+P, except it is not a hard knockdown | ||
'''HSDMs:'''<br> | '''HSDMs:'''<br> | ||
1. Crimson Star Road - qcb + C, A<br> | 1. Crimson Star Road - qcb+C,A<br> | ||
- | - A must be pressed immediately after C<br> | ||
-K' travels forward a distance slighty more than his roll | - K' travels forward a distance slighty more than his roll<br> | ||
- unblockable | |||
'''Anywhere:'''<br> | '''Anywhere:'''<br> | ||
1. Close C, f+B, qcb+B - 25%<br> | 1. Close C(2), f+B, qcb+B - 25%<br> | ||
2. Crouch B, Crouch A, qcf+C, f+B - 20%<br> | 2. Crouch B, Crouch A, qcf+C, f+B - 20%<br> | ||
3. Close C(1), f+A, qcf hcb+P - 50%<br> | 3. Close C(1), f+A, qcf hcb+P - 50%<br> | ||
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2. Crouch B, Crouch A, qcf+C, f+D, qcf hcb+P - 55%<br> | 2. Crouch B, Crouch A, qcf+C, f+D, qcf hcb+P - 55%<br> | ||
3. Close C(1), f+A, qcf+C, f+D, CD/(dp+C, f+D) - 40%/45%<br> | 3. Close C(1), f+A, qcf+C, f+D, CD/(dp+C, f+D) - 40%/45%<br> | ||
4. Close C(1), f+A, qcf+C, f+D, qcf hcb+P - | 4. Close C(1), f+A, qcf+C, f+D, qcf hcb+P - 65% | ||
'''Counterhit:'''<br> | '''Counterhit:'''<br> | ||
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3. Crouch B, Crouch A, qcf+BC, f+D, dp+A(1), (C)qcb+Dx2, dp+A(2), (C)qcb+Dx2, dp+A(2), (C)qcb+Dx2, dp+A(2), (C)qcb+Dx2, dp+A(1), (S)qcf hcb+AC | 3. Crouch B, Crouch A, qcf+BC, f+D, dp+A(1), (C)qcb+Dx2, dp+A(2), (C)qcb+Dx2, dp+A(2), (C)qcb+Dx2, dp+A(2), (C)qcb+Dx2, dp+A(1), (S)qcf hcb+AC | ||
''' | '''Notes:'''<br> | ||
-cancellable normals are close A, crouch A, close B, close C, crouch C, | -cancellable normals are close A, crouch A, close B, close C, crouch C, | ||
close D, crouch D, jump C, jump D, hop CD<br> | close D, crouch D, jump C, jump D, hop CD<br> | ||
-CD is cancellable into specials and DMs<br> | -CD is cancellable into specials and DMs<br> | ||
-close B is a low attack | |||
-close B is a low attack | |||
'''Strategies:''' | '''Strategies:''' |
Revision as of 06:57, 7 July 2006
Special Normals:
1. One Inch - f+A
- counterwire
- hard knockdown
- cancellable to DMs, cancellable to special moves if cancelled into
- free cancellable out of
2. Knee Assault - f+B
- overhead
- cancellable if cancelled into
- free cancellable out of
- has a frame disadvantage even if it hits the opponent
Special Moves:
1. The Trigger - qcf+P
- qcf+C comes out faster than qcf+A, but recovers slower
- negates projectiles
- can be followed up by Second Shot (f+B) or Second Shell (f+D)
1a. Second Shot - f + B (after The Trigger)
- projectile that moves faster if qcf+C was used than if qcf+A was used
1b. Second Shell - f + D (after The Trigger)
- vertical anti-air that knocks opponent into the air for juggles
2. Crow Bites - dp+P
- dp+A is supercancellable on both hits, dp+C is supercancellable on the first two hits on the ground
- dp+C can be followed up by f+D, which is an overhead hard knockdown. The f+D followup is free cancellable out of
- dp+C has some startup invincibility
- free cancellable into
- free cancellable out of on all hits
3. Blackout - qcf+K
- teleport's K' forward. qcf+B goes half screen length and qcf+D goes full screen length
- can be hit out of it fairly easily
4. Minute Spike - qcb+K
- can be done in the air as well
- can be followed up by Minute Spike (qcb+K), on the ground only
- free cancellable into
- free cancellable out of
4a. Narrow Spike - (during Minute Spike) qcb+K
- low attack
- supercancellable
- free cancellable out of
DMs:
1. Heat Drive - qcfx2+P
- A version comes out faster, but C version will hit if the opponent is right in front of you
- can be held to make unblockable (takes a long time though)
- hard knockdown
2. Chain Drive - qcf hcb+P
- throws his sunglasses...if he whiffs, he will stand there for a long time, otherwise he will dash forward
- hard knockdown
- qcf hcb+C is more likely to juggle than qcf hcb+A (mainly if used after his qcf+C, f+D)
SDMs:
1. Chain Drive - qcf hcb+AC
- same properties as qcf hcb+P, except it is not a hard knockdown
HSDMs:
1. Crimson Star Road - qcb+C,A
- A must be pressed immediately after C
- K' travels forward a distance slighty more than his roll
- unblockable
Anywhere:
1. Close C(2), f+B, qcb+B - 25%
2. Crouch B, Crouch A, qcf+C, f+B - 20%
3. Close C(1), f+A, qcf hcb+P - 50%
4. Close C(1), f+A, qcb+Kx2, (S)qcf hcb+P - 55%
Corner:
1. Crouch B, Crouch A, qcf+C, f+D, CD/(dp+C, f+D) - 32%/37%
2. Crouch B, Crouch A, qcf+C, f+D, qcf hcb+P - 55%
3. Close C(1), f+A, qcf+C, f+D, CD/(dp+C, f+D) - 40%/45%
4. Close C(1), f+A, qcf+C, f+D, qcf hcb+P - 65%
Counterhit:
1. f+A(counterhit), qcf hcb+C(doesn't always hit)/qcfx2+P - 45%/31%
Maxmode:
1. Crouch B, Crouch A, qcf+BC, f+D, qcf hcb+AC - 65%
2. Crouch C, BC, walk Crouch C, qcb+Dx2, dp+A(2), (C)qcb+Dx2, dp+A(2), (C)qcb+Dx2, dp+A(1), (S)qcf hcb+AC - 90%
3. Crouch B, Crouch A, qcf+BC, f+D, dp+A(1), (C)qcb+Dx2, dp+A(2), (C)qcb+Dx2, dp+A(2), (C)qcb+Dx2, dp+A(2), (C)qcb+Dx2, dp+A(1), (S)qcf hcb+AC
Notes:
-cancellable normals are close A, crouch A, close B, close C, crouch C,
close D, crouch D, jump C, jump D, hop CD
-CD is cancellable into specials and DMs
-close B is a low attack
Strategies: