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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        EMGF = Blue upper = hcf, df+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

b4,4   i13 m,m KND/-4 FC NCc F! always finish the second hit, uninterruptible, safe, puts him in FC at -4

df4   i15 m +5/-9 fish for CH only (+14) into b1+2 (heat engage) or at the wall f1,1 into combo for crazy damage, good tracking

f3   i15 m +5/-9 fastest move that transitions into GMH (spammable), good tracking to the right, knee, on CH GMH f4 NC (on heat      it launches)
f3,2   m,h KND/-9 safe high with W! and NC, good at the wall
f3,1+2   m,m KND/-11FC NCc if they mash when you go into GMH you can use this extension to catch them: CH (f3),1+2 launches,          on regular hit b3 might be guaranteed or else d2
ws3   is exactly the same as f3 but from crouch

ws2   i14 m +4/-7 you can use this on its own! mix it up
ws2,4   m,h KND/+3 NC and YOU CAN HITCONFIRM THIS, if you mess up it just doesnt come out and is safe W! e.g. at the wall            db1 poking into ws2,4 hit confirm W! for crazy damage
ws2,1   m,m KND/-14FC NC unsafe so use it only to mixup ws2,4 if they start ducking, CH (ws2),1 launches, on regular hit b3 oki

ws4   i11 m +4/-6 just a good, safe mixup from crouch eg with db1, FC db1

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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