User:Takeahnase

49 editsJoined 4 July 2022

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Combo Theory

41236P vs 41236K vs 41236S

Midscreen crouching BNBs generally go into c.S/5H > 41236P/41236K/41236S > further extensions. While each version of QV does the exact same amount of damage, the routes possible from each QV affects the total possible combo damage.

41236P, 5P BH > 6H

A character universal route that works for a wide range of spacings. 41236P routes leave you closest to the opponent but also do the least damage of all the QV starters.

41236K, (66) 5P/5K > 6P BH > 6H

Character universal routes which do more damage than 41236P routes but have slightly stricter spacing requirements. 5P and 5K are mostly interchangeable, with 5K doing slightly more damage and 5P having slightly more range. 41236K routes will leave you slightly further from the opponent than 41236P routes.

41236S, 5P BH > IAD > j.SHD > land 6H

The best corner carry and generally highest damage of the three QV routes. The primary downside is that 41236S routes are spacing specific and unreliable on a handful of characters (), making them the route of choice off canned situations such as a K ball, or if you are confident in your ability to adjust for spacing and run momentum. You will generally adjust your spacing by cancelling into 41236S out of either c.S(1) , c.S(2), 5H, c.S(1) > 5H, or c.S(2) > 5H, listed in order of increasing pushback.

Example routes:

Low airdash j.SH > land c.S(1), 5P BH > IAD > j.SHD > land 6H

2K > c.S(2), 5P BH > IAD > j.SHD > land 6H works point blank


XX into 214X / 41236X / [4]6S/H / [2]8S/H Frame Data

Normal > 214X Frame Advantage

Attack Level Moves Block IB FD Standing Hit Crouching Hit Counter Hit Crouch Counter Hit
0 5P, 5K, 2P, 2K -17 -19 -15 -16 -16 -16 -16
1 None -15 -18 -13 -14 -13 -12 -11
2 f.S, 2S, 2D, 6P -13 -16 -11 -12 -11 -8 -7
3 2H -10 -14 -8 -9 -8 -1 0
4 c.S, 5H*, 6H -8 -12 -6 -7 -6 +5 +6

Normal > 41236X Whiff Frame Advantage

Attack Level Moves Block IB FD Standing Hit Crouching Hit Counter Hit Crouch Counter Hit
0 5P, 5K, 2P, 2K -29 -31 -27 -28 -28 -28 -28
1 None -27 -30 -25 -26 -25 -24 -23
2 f.S, 2S, 2D, 6P -25 -28 -23 -24 -23 -20 -19
3 2H -22 -26 -20 -21 -20 -13 -12
4 c.S, 5H*, 6H -20 -24 -18 -19 -20 -7 -6

Normal > 41236X Frame Gap

Attack Level Moves Block IB FD Standing Hit Crouching Hit Counter Hit Crouch Counter Hit
0 5P, 5K, 2P, 2K 11 13 9 10 10 10 10
1 None 9 12 7 8 7 6 5
2 f.S, 2S, 2D, 6P 7 10 5 6 5 2 1
3 2H 4 8 2 3 2 -5 -6
4 c.S, 5H*, 6H 2 6 0 1 0 -11 -12

Normal > [4]6S Frame Gap

Attack Level Moves Block IB FD Standing Hit Crouching Hit Counter Hit Crouch Counter Hit
0 5P, 5K, 2P, 2K 6 8 4 5 5 5 5
1 None 4 7 2 3 2 1 0
2 f.S, 2S, 2D, 6P 2 5 0 1 0 -3 -4
3 2H -1 3 -3 -2 -3 -10 -11
4 c.S, 5H*, 6H -3 1 -5 -4 -5 -16 -17

Normal > [4]6H Frame Gap

Attack Level Moves Block IB FD Standing Hit Crouching Hit Counter Hit Crouch Counter Hit
0 5P, 5K, 2P, 2K 0 2 -2 -1 -1 -1 -1
1 None -2 1 -4 -3 -4 -5 -6
2 f.S, 2S, 2D, 6P -4 -1 -6 -5 -6 -9 -10
3 2H -7 -3 -9 -8 -9 -16 -17
4 c.S, 5H*, 6H -9 -5 -11 -10 -11 -22 -23

Normal > [2]8S Frame Gap

Attack Level Moves Block IB FD Standing Hit Crouching Hit Counter Hit Crouch Counter Hit
0 5P, 5K, 2P, 2K 7 9 5 6 6 6 6
1 None 5 8 3 4 3 2 1
2 f.S, 2S, 2D, 6P 3 6 1 2 1 -2 -3
3 2H 0 4 -2 -1 -2 -9 -10
4 c.S, 5H*, 6H -2 2 -4 -3 -4 -15 -16

Normal > [2]8H Frame Gap

Attack Level Moves Block IB FD Standing Hit Crouching Hit Counter Hit Crouch Counter Hit
0 5P, 5K, 2P, 2K 4 6 2 3 3 3 3
1 None 2 5 0 1 0 -1 -2
2 f.S, 2S, 2D, 6P 0 3 -2 -1 -2 -5 -6
3 2H -3 1 -5 -4 -5 -12 -13
4 c.S, 5H*, 6H -5 -1 -7 -6 -7 -18 -19
  • 5H staggers on counter hit so the CH frame advantage and gap numbers do not apply.

Leveled Ball Effective Blockstun

Single hit projectiles generally follow the rule that the effective blockstun is equivalent to the blockstun + hitstop of the projectile's attack level. However, multi-hitting leveled balls do not follow a formula of (Number of hits) * Hitstop + Blockstun using the attack level. The effective blockstun for each ball level is listed below, with the assumption that the ball does not have to travel between hits on the opponent.

Ball Level Effective Blockstun
0 26
1 34
2 43
3 65

QV Effective Blockstun

QV's attack level scales with the ball level created, but the effective does not follow the rule of hitstop + blockstun based on QV's attack level. Instead, it seems to follow Floor(Hitstop / 2) + Blockstun. The effective blockstun of the QV is listed below.

QV Charge Level Effective Blockstun
0 14
1 17
2 19
3 23