Skip to main content

Character Overview

Strategy

Gameplan

asd

Mixups

asd

Frame traps

asd

Combos

Normal Combos

asd

Counterhit Combos

asd

Wall Combos

asd

Heat Combos

asd

Guaranteed Followups

asd

Punishment

Block Punishment

asd

Whiff Punishment

asd

Moves

RA = df1+2

Top Moves

asd

High/Mid Pokes

asd2    i11 h +9/+1  tracks pretty well to his weak side (left)
2,1    h,m +2/-3 quick high mid check
2,3    h,m +5/-13 you can catch them with CH (2),3  ff4 or shoulder if you think they will mash but it is unsafe
2,1,2    h,m,m JGL/-12 if they start ducking the 1+2 followup you can launch them with this
2,1,1+2    h,m,h,h,h,h KND/-4 is good to catch people pressing buttons because its safe and sick damage, might have followups

ss2    i17 h KND/+9 they take chip damage from blocking, on hit there are followups, can also go into GMH mixups
    e.g. ss2~d  GMH 4 (i14 KND/+3) you are still on plus frames and did 16 chip damage

df1    i14 m +3/-4 good range, low hitbox
df1,1    m,m KND/-11 on CH (df1),1 this launches, can catch people who start pressing or duck the second hit of df1,2
df1,2
df1,2,1    m,h,h -2/-10 on CH this launches
df1,2,1,2

f1    i14 m +5/-6
f1,1
f1,2
f1,2,1
f1,2,2
f1,2,2*

Low Pokes

asd

Homing moves

asd

Defensive Moves

asd

Situational Moves

asd

Frame advantage

asd

Throws

asd

Strings

asd

At the Wall

asd

Okizeme

asd

Stances

asd

Heat

During Heat: Use Gamma Howl 3+4 has followups (?) wip

3+4,2
3+4,1
3+4,3+4

Resources

asd