User:Cavitae

147 editsJoined 4 August 2022

random notes: - it seems like AA c.S > crow enables a j.H safejump that crushes 6P.

General Combos

Combo Position Side Meter Damage Notes
5K > dkc 236H(2) > 66 f.S Anywhere Same 0 93 Far start
5K > dkc 236H(2) > 5K > 6H Anywhere Same 0 114 Close start
5K > dkc 236H(2) > 5K > 6H > 236S Anywhere Same 0 123 Point-blank start
2H > 236H(2) > 66 dl.5K > 6H > 236S Anywhere Same 0 139
CH 2H > 6H > 236[H](2) > 66 c.S > 214[P] > 5K > dc c.S > 2H > 236S(2) Anywhere Same 0 190

WA Combos

Combo Position Side Meter Damage Notes
5P > 6P > 236D > 5K > 6H > 236{S}(2) Anywhere Same 0 85
5K > 6P > 236D > c.S > 2H > 236(2) Anywhere Same 0 106
c.S > 2S > 5H > 236{D} > 6H > 236{S}(2) Anywhere Same 0 167

Stain

๐ŸŒŸ 5K > dc c.S ๐ŸŒŸ

This is the most fun way to hit a stained opponent, you can basically get any situation you want after this.

Combos

Combo Position Side Meter Damage Notes
... > 214[P] > c.S/5K > dc c.S > 2H > 236S(2) Midscreen Same 0 133/129 Boy/Girl
... > 214[P] > c.S/5K > dc c.S > 6H > 236236P > ... Anywhere Same 50 147+/142+ Boy/Girl
... > 6H > 236[S](2)/236[H](2) WS > 214[P] Corner Both 0 175 Wall break. Weirdly this works no matter who is in the corner.
... > 2H > 5K > 6H > 236S Midscreen Switch 0 137
... > 2H > 5K > 6H > 236236P > ... Midscreen Switch 50 150+
... > 214[P] > reset > j.H Midscreen Same 0 N/A j.H is a safejump, 6P crush, and pops stain.

Blockstrings

String Meter Notes
... > 6P > 236H 0
... > 2S > 5H > 214S 0
... > 2S > dl.5H > 236S 0 Frametrap for a heavy counter hit
... > Throw 0 Tick throw
... > 44 > 6H 0 CH whiff punish for a throw after c.S
... > 2K > 2K > 2D 0 Frametrap to beat mashing after c.S
... > 5D > 66RRC~c.S > hit confirm > 6H > 236[H] > 66 5K > 6H > 236S 50 Basic tap dust
... > dkc 236S 0 What does this do?

f.S

Combos

String Meter Notes
... > 236{S} > 66 2H > 236S(2) 0 Corner

Blockstrings

String Meter Notes
... > 236{S} 0 Corner

5D

Combos

Combo Position Side Meter Damage Notes
5D > 66 dl.5K > 6H > 236S Anywhere Same 0 97 Tip starter. Don't hit 5K when opponent is too high.
5D > 66 c.S > 6H > 236{S} Anywhere Same 0 109 Close starter
5D > 66 5K/c.S > jc j.S > (j.H) > j.D WS > 214[P] Corner Same 0 132 - 140 Wall break. Tricky spacing, freestyle it in the moment.

214S/214H > IAD j.236[H]

Strings

Sequence Position Side Meter Damage Notes
5H > 214P Anywhere Same 0 0
2H > 236S Anywhere Same 0 0 What to do if they block 236S and lunge?
214P > PRC > 214K Anywhere Same 0 0

Other Starters

Combos

Combo Position Side Meter Damage Notes
f.S > 236S > 66PRC > 66 5K > 6H > 236S Anywhere Same 50 126
AA 6P > 66 c.S > 2H > 236{S} Anywhere Same 0 131
2K > 66 c.S > 214[P] > 5K > dc c.S > 2H > 236S(2) Midscreen Same 0 105
2K > 66 c.S > 214[P] > 5K > dc c.S > 6H WS > 214[P] Middle to corner Same 0 140 Wall break
2S > 66 5K > 6H > 236S Anywhere Same 0 115
CH 2S > 66 c.S > 2H > 236[S] Anywhere Same 0 136
CH 2S > 66 c.S > 6H > 236[S] Midscreen Same 0 142 Wall keeps opponent close enough to get hit by S Reaper 2
CH 2S > 66 6H > 236[H] > 6H WS > 214[P] Corner Same 0 186

Misc stuff

214P > PRC > 214K. The Telecrow. Maybe a safer or more threatening way to close distance? Figure out situations to use this. Throwable if done too close.

Corner Pressure (TODO: organize/lab this)

6P Counter

  • 236S (charge longer at shorter range) > 2H meaty on the SKD > 214P


Raw

f.S and 5H end your turn.

Blockstring brainstorm, see what works well:

They're jumping/IADing:

  • 5K > 6H
    • Can trade if opponent is mashing
  • 5K > dl.j.6D
  • 5K > dl.6P
    • Can stuff IADs and frametrap mashing
  • 5K > dc > j.6D
  • 5K > dc ~ 236H

Succ

  • Crow > Arbiter
  • 6H > ...
  • 2K > 2D > Crow
  • Arbiter > 66RRC~6H > ...