User:Dnalsi/sandbox

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Core Garou MetaGame

Key

Color
red = strong,
orange = somewhat strong,
yellow = somewhat weak,
green = weak,
blue = equal/neutral,
purple = variable
Type
rectangle = defense,
diamond = offense,
oval = movement,
hexagon = situation,
cloud = elements (space/time)


Situation (hexagon)



far-range footsies (AKA neutral)


(purple = variable, hexagon = situation)


Equals
(blue = equal/neutral) projectiles


mid-range footsies


(purple = variable, hexagon = situation)


Beaten by


close-range footsies


(purple = variable, hexagon = situation)


Beaten by


life disadvantage


(blue = neutral, hexagon = situation)


Beaten by


life advantage (often turtles. check what beats turtling!)


(red = strong, hexagon = situation)


Beats


Beaten by


Elements (space/time) (cloud)



timer (time control)


(red = strong, cloud = elements(space/time))


Equals


Beats


2d space (space control)


(red = strong, cloud = elements(space/time))


Equals


Beats
  • backdashes give space control to the opponent, because backdashes move you closer into the corner


Beaten by
  • if done reacting to an opponent trying to jump, say, out of the corner
  • this is the smart way to use full jump attacks -- to control space and used on reacting to the opponent.
  • keep full jumps either empty, or wait to press a button after the opponent jumps


Movement (oval)



forward dash/run


(yellow = somewhat weak, oval = movement)


Beats
  • (yellow = somewhat weak) 2d space (space control)


advanced dash/run footsies and movement (requires high level understanding and skill)


(red = strong, oval = movement)


Equals
  • (blue = equal/neutral) jabs


Beats
  • (red = strong) 2d space (space control)


dash/run unders (under jumps)


(yellow = somewhat weak, oval = movement)


Beats
  • (yellow = somewhat weak) Empty jumps (a powerful mechanic; IF you can master empty jump JD's)


Empty jumps (a powerful mechanic; IF you can master empty jump JD's)


(orange = somewhat strong, oval = movement)


Beats
  • (green = weak) (feint) pressure/mixups
  • (red = strong) 2d space (space control)


Beaten by
  • (yellow = somewhat weak) dash/run unders (under jumps)


hop attacks (you can't JD during a hop's descent, but can JD during the ascent)


(yellow = somewhat weak, oval = movement)


Beaten by
  • (green = weak) 2AB
  • w/proper spacing or timing
  • (blue = neutral) Backdashes (invincible)
  • (yellow = somewhat weak) JD (GC)


Defense (rectangle)



Pressure v. Turtling


(purple = variable, rectangle = defense)


Pressure is green at mid-range, turns to orange/red in the corner, which is why space control is so effective at getting turtles to make a move


Backdashes


(yellow = somewhat weak, rectangle = defense)


Backdashes are invincible.


Beats
  • (blue = neutral) DP (breaks)
  • (blue = neutral) hop attacks (you can't JD during a hop's descent, but can JD during the ascent)
  • (purple = variable) 0f supers/supers


Beaten by
  • (red = strong) 2d space (space control)
  • backdashes give space control to the opponent, because backdashes move you closer into the corner


JD (GC)


(red = strong, rectangle = defense)


Beats
  • (red = strong) DP (breaks)
  • (red = strong) jump normals
  • full jump attacks get DESTROYED easily by many things;
    DO NOT throw out random high jump attacks without reaction. You'll get blown up.
  • (yellow = somewhat weak) hop attacks (you can't JD during a hop's descent, but can JD during the ascent)
  • (orange = somewhat strong) (feint) pressure/mixups
  • (orange = somewhat strong) life advantage (often turtles, check what beats turtling!)


Beaten by
  • (orange = somewhat strong) jabs
  • mashing jab or 2B can interrupt lots of JD/GC's
  • (orange = somewhat strong) lows (2B mainly)
  • mashing jab or 2B can interrupt lots of JD/GC's


meter building


(green = weak, rectangle = defense)


Equals
  • (blue = equals/neutral) timer (time control)


Beats
  • (green = weak) turtling/blocking (fishing for GC's too)
  • (purple = variable) life disadvantage


Beaten by
  • (orange = somewhat strong) projectiles


turtling/blocking (fishing for GC's too)


(orange = somewhat strong, rectangle = defense)


Pressure v. Turtling -- pressure is green at midrange, turns to orange/red in the corner, which is why space control is so effective at getting turtles to make a move


Beats
  • (red = strong) life disadvantage


Beaten by
  • (purple = variable) (feint) pressure/mixups
  • (orange = somewhat strong) throws
  • (red = strong) life advantage (often turtles. check what beats turtling!)
  • (red = strong) 2d space (space control)
  • (green = weak) meter building


Offense (diamond)



(feint) pressure/mixups


(yellow = somewhat weak, diamond = offense)


Beats
  • (purple = variable) turtling/blocking (fishing for GC's too)
  • (yellow = somewhat weak) life advantage (often turtles. check what beats turtling!)


Beaten by
  • (orange = somewhat strong) JD (GC)
  • (yellow = somewhat weak) DP (breaks)
  • (yellow = somewhat weak) 0f supers/supers
  • risky!!
  • (yellow = somewhat weak) 2AB
  • (green = weak) Empty jumps (a powerful mechanic; IF you can master empty jump JD's)


projectiles


(yellow = somewhat weak, diamond = offense)


Equals
  • (blue = equal/neutral) 2d space (space control)
  • (blue = equal/neutral) far-range footsies (AKA neutral)


Beats
  • (green = weak) mid-range footsies
  • (orange = somewhat strong) meter building


jump normals


(yellow = somewhat weak, diamond = offense)


full jump attacks get DESTROYED easily by many things; DO NOT throw out random high jump attacks without reaction. You'll get blown up.


Equals
  • (blue = neutral) DP (breaks)


Beats
  • (red = strong) throws
  • neutral jumps can be a hard counter to attempted throw on wake-up.
    this is why wake-up throw is risky!
  • (red = strong) 2d space (space control)
  • if done reacting to an opponent trying to jump, say, out of the corner
  • this is the smart way to use full jump attacks -- to control space and used on reacting to the opponent.
  • keep full jumps either empty, or wait to press a button after the opponent jumps


Beaten by
  • (red = strong) JD (GC)


DP (break)


(yellow = somewhat weak, diamond = offense)


Equals
  • (blue = neutral) jump normals


Beats
  • (yellow = somewhat weak) (feint) pressure/mixups
  • (red = strong) close-range footsies


Beaten by
  • (red = strong) JD (GC)
  • (blue = neutral) Backdashes (are invincible)


jabs


(red = strong, diamond = offense)


Equals
  • (blue = equal/neutral) advanced dash/run footsies and movement (requires high level understanding and skill)


Beats
  • (orange = somewhat strong) JD (GC)
  • mashing jab or 2B can interrupt lots of JD/GC's
  • (green = weak) 2d space (space control)


Beaten by
  • (green = weak) 2AB
  • (green = weak) lows (2B mainly)


lows (2B mainly)


(red = strong, diamond = offense)


Beats
  • (orange = somewhat strong) JD (GC)
  • (green = weak) jabs


Beaten by
  • (blue = neutral) AB


sweeps


(green = weak, diamond = offense)


Beaten by
  • (red = strong) AB


2AB or AB


2AB (red = strong, diamond = offense)
AB (green = weak, diamond = offense)


2AB Beats
  • (green = weak) hop attacks (you can't JD during a hop's descent, but can JD during the ascent)
  • w/proper spacing or timing
  • (yellow = somewhat weak) (feint) pressure/mixups
  • (green = weak) jabs
  • (purple = variable) 0f supers/supers


AB Beats:

  • (blue = neutral) lows (2B mainly)
  • (red = strong) sweeps


throws


(yellow = somewhat weak, diamond = offense)


Beats
  • (orange = somewhat strong) turtling/blocking (fishing for GC's too)
Beaten by
  • (red = strong) jump normals
  • neutral jumps can be a hard counter to attempted throw on wake-up. this is why wake-up throw is risky!


0f supers or supers


0f supers (yellow = somewhat weak, diamond = offense)
supers (yellow = somewhat weak, diamond = offense)


Both Beats
  • (orange = somewhat strong) life advantage (often turtles. check what beats turtling!)


0f supers Beats
  • (yellow = somewhat weak) (feint) pressure/mixups
  • risky!!


0f supers Beaten by
  • (purple = variable) Backdashes (invincible)
  • (purple = variable) 2AB