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Character Overview

Strategy

Gameplan

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Mixups

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Frame traps

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Combos

Normal Combos

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Counterhit Combos

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Wall Combos

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Heat Combos

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Guaranteed Followups

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Punishment

Block Punishment

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Whiff Punishment

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Moves

RA = df1+2

Top Moves

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High/Mid Pokes

2    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 tracks pretty well
f1,1    m,h KND/-7 NC great damage, can be used as i14 punish or to catch them pressing after the first hit
f1,2
f1,2,1
f1,2,2
f1,2,2*

ff1    i15 m +8FC/-6 great pushback e.g. 2  ff1, KND on CH with blue upper followup for great damage, good to use solo but
ff1~d    can also go into GMH into
    GMH 2 (guard break) or GMH 3 (+ob mid) -> force them to start pressing buttons
    GMH 4 to catch interrupts or GMH 3+4 if they mash

Low Pokes

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Homing moves

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Defensive Moves

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Situational Moves

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Frame advantage

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Throws

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Strings

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At the Wall

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Okizeme

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Stances

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Heat

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

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

Resources

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