User:Cavitae: Difference between revisions

148 editsJoined 4 August 2022
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==Stain Combos==
random notes:
- it seems like AA c.S > crow enables a j.H safejump that crushes 6P.
 
=General Combos=
{| class="wikitable sortable" border="1" style="min-width: 33%;"
{| class="wikitable sortable" border="1" style="min-width: 33%;"
|- style="font-weight:bold; vertical-align:middle;"
|- style="font-weight:bold; vertical-align:middle;"
Line 9: Line 12:
! Notes
! Notes
|- style="vertical-align:middle;"
|- style="vertical-align:middle;"
|| {{clr|2|5K}} > dc {{clr|3|c.S}} > {{clr|1|214[P]}} > {{clr|3|c.S}} > dc {{clr|3|c.S}} > {{clr|3|236S(2)}} || Midscreen || Same || 0 || 129 ||
|| {{clr|2|5K}} > dkc {{clr|4|236H(2)}} > 66 {{clr|3|f.S}} || Anywhere || Same || 0 || 93 || Far start
|-
|-
|| {{clr|2|5K}} > dc {{clr|3|c.S}} > {{clr|1|214[P]}} > {{clr|3|c.S}} > dc {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|1|214[P]}} || Midscreen || Same || 0 || 132 ||
|| {{clr|2|5K}} > dkc {{clr|4|236H(2)}} > {{clr|2|5K}} > {{clr|4|6H}} || Anywhere || Same || 0 || 114 || Close start
|-
|-
|| {{clr|2|5K}} > dc {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|4|236[H](2)}} WS > {{clr|1|214[P]}} || Corner || Same || 0 || 175 || Wall break
|| {{clr|2|5K}} > dkc {{clr|4|236H(2)}} > {{clr|2|5K}} > {{clr|4|6H}} > {{clr|3|236S}} || Anywhere || Same || 0 || 123 || Point-blank start
|-
|-
|| {{clr|2|5K}} > dc {{clr|3|c.S}} > {{clr|1|214[P]}} > {{clr|3|c.S}} > dc {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|1|236236P}} || Anywhere || Same || 50 || 147+ ||
|| {{clr|4|2H}} > {{clr|4|236H(2)}} > 66 dl.{{clr|2|5K}} > {{clr|4|6H}} > {{clr|3|236S}} || Anywhere || Same || 0 || 139 ||
|-
|-
|| {{clr|2|5K}} > dc {{clr|3|c.S}} > {{clr|1|214[P]}} > {{clr|3|c.S}} > {{clr|3|236[S](2)}} || Midscreen || Switch || 0 || 129 ||
|| CH {{clr|4|2H}} > {{clr|4|6H}} > {{clr|4|236[H](2)}} > 66 {{clr|3|c.S}} > {{clr|1|214[P]}} > {{clr|2|5K}} > dc {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|3|236S(2)}} || Anywhere || Same || 0 || 190 ||
|-
|-
|| {{clr|2|5K}} > dc {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|c.S}} > {{clr|3|236{S}(2)}} || Midscreen || Switch || 0 || 133 ||
|}
=WA Combos=
{| class="wikitable sortable" border="1" style="min-width: 33%;"
|- style="font-weight:bold; vertical-align:middle;"
! Combo
! Position
! Side
! Meter
! Damage
! Notes
|- style="vertical-align:middle;"
|| {{clr|1|5P}} > {{clr|1|6P}} > {{clr|5|236D}} > {{clr|2|5K}} > {{clr|4|6H}} > {{clr|3|236{S}(2)}} || Anywhere || Same || 0 || 85 ||
|-
|-
|| {{clr|2|5K}} > dc {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|1|214[P]}} || Midscreen || Switch || 0 || 116 ||
|| {{clr|2|5K}} > {{clr|1|6P}} > {{clr|5|236D}} > {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|3|236(2)}} || Anywhere || Same || 0 || 106 ||
|-
|-
|| {{clr|2|5K}} > dc {{clr|3|c.S}} > jc {{clr|5|j.D}} > {{clr|4|236H}} WS > {{clr|1|214[P]}} || Back to wall || Switch || 0 || 163 || Wall break
|| {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|5|236{D} }} > {{clr|4|6H}} > {{clr|3|236{S}(2)}} || Anywhere || Same || 0 || 167 ||
|-
|-
|| {{clr|2|5K}} > dc {{clr|3|c.S}} > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|1|236236P}} > ... || Anywhere || Switch || 50 || 149+ ||
|}
 
=Stain=
== 🌟 {{clr|2|5K}} > dc {{clr|3|c.S}} 🌟 ==
 
This is the most fun way to hit a stained opponent, you can basically get any situation you want after this.
 
=== Combos ===
{| class="wikitable sortable" border="1" style="min-width: 33%;"
|- style="font-weight:bold; vertical-align:middle;"
! Combo
! Position
! Side
! Meter
! Damage
! Notes
|- style="vertical-align:middle;"
|| ... > {{clr|1|214[P]}} > {{clr|3|c.S}}/{{clr|2|5K}} > dc {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|3|236S(2)}} || Midscreen || Same || 0 || 133/129 || Boy/Girl
|-
|-
|| {{clr|5|5D}} > 66 dl.{{clr|2|5K}} > {{clr|4|6H}} > {{clr|3|236S}} || Anywhere || Same || 0 || 97 || Don't hit 5K when opponent is too high
|| ... > {{clr|1|214[P]}} > {{clr|3|c.S}}/{{clr|2|5K}} > dc {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|1|236236P}} > ... || Anywhere || Same || 50 || 147+/142+ || Boy/Girl
|-
|-
|| {{clr|5|5D}} > 66 {{clr|4|5H}} > {{clr|3|236S(2)}} WS > {{clr|1|214[P]}} || Corner || Same || 0 || 135 || Wall break
|| ... > {{clr|4|6H}} > {{clr|3|236[S](2)}}/{{clr|4|236[H](2)}} WS > {{clr|1|214[P]}} || Corner || Both || 0 || 175 || Wall break. Weirdly this works no matter who is in the corner.
|-
|-
|| {{clr|2|2K}} > 66 {{clr|3|c.S}} > {{clr|1|214[P]}} > {{clr|2|5K}} > dc {{clr|3|c.S}} > {{clr|4|6H}} WS > {{clr|1|214[P]}} || Middle to corner || Same || 0 || 140 || Wall break. Needs either dash momentum or a close starter hit for the post-crow 5K
|| ... > {{clr|4|2H}} > {{clr|2|5K}} > {{clr|4|6H}} > {{clr|3|236S}} || Midscreen || Switch || 0 || 137 ||
|-
|-
|| {{clr|3|2S}} > dl.{{clr|3|236S}} || Anywhere || Same || 0 || 74-84 || Visually delay S reaper to get a clean hit for meaty crow.
|| ... > {{clr|4|2H}} > {{clr|2|5K}} > {{clr|4|6H}} > {{clr|1|236236P}} > ... || Midscreen || Switch || 50 || 150+ ||
|-
|-
|| ... > {{clr|1|214[P]}} > reset > {{clr|4|j.H}} || Midscreen || Same || 0 || N/A || j.H is a safejump, 6P crush, and pops stain.
|}
|}


=<big>{{clr|2|5K}}</big>=
=== Blockstrings ===
{| class="wikitable sortable" border="1" style="min-width: 33%;"
|- style="font-weight:bold; vertical-align:middle;"
! String
! Meter
! Notes
|- style="vertical-align:middle;"\
|| ... > {{clr|1|6P}} > {{clr|4|236H}} || 0 ||
|-
|| ... > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|4|214S}} || 0 ||
|-
|| ... > {{clr|3|2S}} > dl.{{clr|4|5H}} > {{clr|3|236S}} || 0 || Frametrap for a heavy counter hit
|-
|| ... > Throw || 0 || Tick throw
|-
|| ... > 44 > {{clr|4|6H}} || 0 || CH whiff punish for a throw after c.S
|-
|| ... > {{clr|2|2K}} > {{clr|2|2K}} > {{clr|5|2D}} || 0 || Frametrap to beat mashing after c.S
|-
|| ... > {{clr|5|5D}} > 66RRC~{{clr|3|c.S}} > hit confirm > {{clr|4|6H}} > {{clr|4|236[H]}} > 66 {{clr|2|5K}} > {{clr|4|6H}} > {{clr|3|236S}} || 50 || Basic tap dust
|-
|| ... > dkc {{clr|3|236S}} || 0 || What does this do?
|}


== Block ==
== {{clr|3|f.S}} ==


=== Far ===
* {{clr|2|5K}} > {{clr|5|5D}}
* {{clr|2|5K}} > {{clr|1|6P}}


==== Pros ====
=== Combos ===
Stuffs aggressive mashing after 5K.
{| class="wikitable sortable" border="1" style="min-width: 33%;"
==== Cons ====
|- style="font-weight:bold; vertical-align:middle;"
* If opponent is not mashing the finishers whiff and can be punished.
! String
* Does not stuff short-range jabs like P normals.
! Meter
! Notes
|- style="vertical-align:middle;"\
|| ... > {{clr|3|236{S} }} > 66 {{clr|4|2H}} > {{clr|3|236S(2)}} || 0 || Corner
|-
|}


---
=== Blockstrings ===
{| class="wikitable sortable" border="1" style="min-width: 33%;"
|- style="font-weight:bold; vertical-align:middle;"
! String
! Meter
! Notes
|- style="vertical-align:middle;"\
|| ... > {{clr|3|236{S} }} || 0 || Corner
|-
|}


* {{clr|2|5K}} > {{clr|3|236S}}
== {{clr|5|5D}} ==
* {{clr|2|5K}} > {{clr|4|236H}}


==== Pros ====
=== Combos ===
* Pretty safe and stuffs most but not all mashes.
{| class="wikitable sortable" border="1" style="min-width: 33%;"
|- style="font-weight:bold; vertical-align:middle;"
! Combo
! Position
! Side
! Meter
! Damage
! Notes
|- style="vertical-align:middle;"
|| {{clr|5|5D}} > 66 dl.{{clr|2|5K}} > {{clr|4|6H}} > {{clr|3|236S}} || Anywhere || Same || 0 || 97 || Tip starter. Don't hit 5K when opponent is too high.
|-
|| {{clr|5|5D}} > 66 {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|236{S} }} || Anywhere || Same || 0 || 109 || Close starter
|-
|| {{clr|5|5D}} > 66 {{clr|2|5K}}/{{clr|3|c.S}} > jc {{clr|3|j.S}} > ({{clr|4|j.H}}) > {{clr|5|j.D}} WS > {{clr|1|214[P]}} || Corner || Same || 0 || 132 - 140 || Wall break. Tricky spacing, freestyle it in the moment.
|-
|}


==== Cons ====
== {{clr|3|214S}}/{{clr|4|214H}} > IAD j.{{clr|4|236[H]}} ==
Not many.


If succ is out:
=== Strings ===
* {{clr|2|5K}} > {{clr|4|6H}} > {{clr|1|214P}}
{| class="wikitable sortable" border="1" style="min-width: 33%;"
* {{clr|2|5K}} > {{clr|1|214P}}
|- style="font-weight:bold; vertical-align:middle;"
! Sequence
! Position
! Side
! Meter
! Damage
! Notes
|- style="vertical-align:middle;"
|| {{clr|4|5H}} > {{clr|1|214P}} || Anywhere || Same || 0 || 0 ||
|-
|| {{clr|4|2H}} > {{clr|3|236S}} || Anywhere || Same || 0 || 0 || What to do if they block 236S and lunge?
|-
|| {{clr|1|214P}} > PRC > {{clr|2|214K}} || Anywhere || Same || 0 || 0 ||
|-
|}


==== Pros ====
== Other Starters ==
Stains.


==== Cons ====
=== Combos ===
Very fake. Probably not the best way to stain.
{| class="wikitable sortable" border="1" style="min-width: 33%;"
 
|- style="font-weight:bold; vertical-align:middle;"
== Combos ==
! Combo
 
! Position
=== Air ===
! Side
* j.H > c.S > 2D > 236S
! Meter
 
! Damage
=== Succ ===
! Notes
* 6H > 214P > f.S > 6H > ...
|- style="vertical-align:middle;"
* 2H > 214P > f.S > 6H > ...
|| {{clr|3|f.S}} > {{clr|3|236S}} > 66PRC > 66 {{clr|2|5K}} > {{clr|4|6H}} > {{clr|3|236S}} || Anywhere || Same || 50 || 126 ||
|-
|| AA {{clr|1|6P}} > 66 {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|3|236{S} }} || Anywhere || Same || 0 || 131 ||
|-
|| {{clr|2|2K}} > 66 {{clr|3|c.S}} > {{clr|1|214[P]}} > {{clr|2|5K}} > dc {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|3|236S(2)}} || Midscreen || Same || 0 || 105 ||
|-
|| {{clr|2|2K}} > 66 {{clr|3|c.S}} > {{clr|1|214[P]}} > {{clr|2|5K}} > dc {{clr|3|c.S}} > {{clr|4|6H}} WS > {{clr|1|214[P]}} || Middle to corner || Same || 0 || 140 || Wall break
|-
|| {{clr|3|2S}} > 66 {{clr|2|5K}} > {{clr|4|6H}} > {{clr|3|236S}} || Anywhere || Same || 0 || 115 ||
|-
|| CH {{clr|3|2S}} > 66 {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|3|236[S]}} || Anywhere || Same || 0 || 136 ||
|-
|| CH {{clr|3|2S}} > 66 {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|236[S]}} || Midscreen || Same || 0 || 142 || Wall keeps opponent close enough to get hit by S Reaper 2
|-
|| CH {{clr|3|2S}} > 66 {{clr|4|6H}} > {{clr|4|236[H]}} > {{clr|4|6H}} WS > {{clr|1|214[P]}} || Corner || Same || 0 || 186 ||
|-
|}


=== CH ===
= Misc stuff =
* CH 2H > 214P > f.S > 6H > ...
{{clr|1|214P}} > PRC > {{clr|2|214K}}. The Telecrow. Maybe a safer or more threatening way to close distance? Figure out situations to use this. Throwable if done too close.
* CH 2H > 214P > f.S > 66 5k > 6H > ...
* CH 2H > 214P > 5K > dc c.S > 2H > 5K > 6H > ...


== Corner Pressure ==
== Corner Pressure (TODO: organize/lab this) ==


=== 6P Counter ===
=== 6P Counter ===

Latest revision as of 15:55, 29 February 2024

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

🌟 5K > dc c.S 🌟

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 > ...