Template:SGMove Test

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File:SG fil slp.png


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Template:SGMoveHeader
x1 Guard Properties Damage Meter On Hit On Block
Mid Chains Into Self 300 2.5% ±0 +3
Startup Active Recovery Hit Stun Block Stun Hit Stop
5 3 14 16 19 7
x2 Guard Properties Damage Meter On Hit On Block
Mid - 200 2.5% -2 +1
Startup Active Recovery Hit Stun Block Stun Hit Stop
6 3 16 16 19 7


  • Tied only with Ms. Fortune for having the fastest jab in game.
  • Short range and will whiff against many crouching opponents so it's mostly used for punishes/stuffing.
  • It can be a decent anti-air against IADs since it's fast and the hitbox reaches a bit above the hurtbox. Dashing under them and pressing it can be useful for punishing a lot of otherwise difficult to punish air normals (such as Double j.HP) on the way down.



File:SG rfo shk.png


View hitbox

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Template:SGMoveHeader
Guard Properties Damage Meter On Hit On Block
High - 1000 10% Wall Splat OR KD -26
Startup Active Recovery Hit Stun Block Stun Hit Stop
22 3 40 16 19 16


  • This easily chainable normal causes Wall Splat, the only normal in the game with this property, and is one of the few normal overheads in the game, but the recovery can only be cancled intio cr.HK and supers. Continuing a combo out of this attack always depends on distance from the corner, often ends up using the OTG for the combo, and sometimes needs a cancel to Magnetic Trap to get the opponent in position for a follow up.
  • Tied only with Ms. Fortune for having the fastest jab in game.
  • Short range and will whiff against many crouching opponents so it's mostly used for punishes/stuffing.
  • It can be a decent anti-air against IADs since it's fast and the hitbox reaches a bit above the hurtbox. Dashing under them and pressing it can be useful for punishing a lot of otherwise difficult to punish air normals (such as Double j.HP) on the way down.