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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