prototype for a longgggggg project.

prototype for a longgggggg project.
A.K Fan1234 2016-07-11 22:10 0
 Alex

1. 1,2 (h,h) start up weak to left steping left avoids both hits, extensions 2/3 is high the mid is +5 on hit others are knockdown besides the rocket stance cancel.
2. 2,1 side walk either way
3. 3~4 (m,m) ss it either way safe on block -3~-2
4. 1+2 series (h,h) +1~+2 on block, hit/ch +5~6. Extensions, 3 is -14 on block beaten by ssl and interrupted by jabs for float combo and flash for but it’s not a combo if you blocked it however it’s a combo. 4 -37 on block knd on hit and jg on ch beaten hopkick, jabs for float, jump over, b+4 and flash for shit damage.
5. 3+4 (m) -14 weak to ssr way flash punishable.
6. f+3 beaten by step to either side safe on block ch launcher if you can sometimes interrupt with flash and get a combo.
7. f+4 series, 1st hit is -2~-1 on block 2nd is -18 on block. All hits are mid, last hit is -16~-15 on block can be interrupted with flash and jabs, step able to either side.
8. f+1+2, 2 the 2nd hit can be avoided with yoshis b+3 and b+4
9. f+3+4 -13 on block the extension will be beaten on if you
blocked the start up by u+3+4
10. d/f+1,2 (m,m) -10 on block if not delayed, delayed -7~-6. The extension will hit you if you didn’t hold back even if you blocked the first….
11. d/f+2 mid ch launcher tracks very well can’t reconment anything, if you predict when it comes you can beat it with flash for a combo.
12. d/f+3,3 (m,h) tracking move nc on hit, duck whiff punish
13. d/f+4 (m) beaten by ssl
14. d/f+1+2 (m) beaten by side walk either side
15. d/f+3+4 (Sm) side walk either way. low block and ws+4
16. u+1,n,2 (Sm,m)weak to ssr, jab punish
17. d+2 good tracking but weaker to the right, low parry or do u+3+4 if you predict it coming it will be a clean whiff punish or plus frames on block.
18. d+1+2 series (hh,hh) the start up jails the 1st is -8 on hit/ch on block you can flash punish it. Unless they do bt mixups both bt cancel are -1 on block and +3 on hit/ch the first 2 hits are nc. Final hit is -13~-12 but yoshi can flash punish it weakest to the right.
19. d+3+4 can be done from FC (l) -17 on block -3 hit/ch. Duck it. can’t step or walk it but b+3 or b+4 can avoid it.
20. d/b+3 (l) -27 on block. block it. The move got about jab range.
21. d/b+4,3 all hits are mid series all options are - on hit besides d/b+4,3,4,1 that’s 0 on hit/ch. d/b+4,3,4,1 is option is beaten by u+3+4 that can punish with good timing on the tech roll. The back roll version is impossible to punish even though on paper is -17 on block. stepping is not possible due to extensions and Alex follows you.
22. d/b+1+2 (m) -13 easily stepped and walked to either side
23. d/b+3+4 (m) pseudo backswing blow whiffs at range 2. Only -1 on block tracks pretty well.
24. b+2 high start up series duck beats all options.
25. B+3 (m) - 8 on block +5 on hit +7 on ch. Weak tracking to both sides
26. B+4 side walk it either side, +5~+6 oc.
27. B+1+4 (m!) weak to the right.
28. u/b+3(m,m) backdash after blocking the 2 hits the moves after wards will whiff.
29. u/f+2 (m) easily stepped and walked. On block b+3 (grounded low)
30. u/f+3,3 (m,h) jails tracking move nc on hit. -11 on block
31. u/f+4 (m) weak to right -13 on block
32. u/f+1+2 (m) weak to both sides. +2~+3 oc on block
33. u/f+3+4 (m) weak to both sides -3~0 oc on block, hit +7~+10 on hit. ch knd. You can dash under when alex jumps if you predict it.
34. F,f+2 weak to the right -12 on block
35. F,f+4 weak to both sides, -15 on block but due to pushback go with b+2,2 for the range.
36. F,f+1+2 weak to both sides -5~+13 on block but if he tries to attack afterwards, flash it’s perfect range
37. F,f+3+4 (h,sm) weak to both sides, +7 on block if you duck the high -6~5 on the special mid.
38. B,b+4 (m) weak to both sides +4~+5 oc on block, +8~+9 on hit.
39. Cd+1 (m) weak to both sides, jab range when the input is made, -15 on block
40. Cd+1+2 weak to right only jab range when the input is made -13 on block

Rocket stance

Note fastest option is i14~i15 b+1+2,3+4
41. b+1+2,f (m) weak to the left. +5~+15 on block
42. b+1+2,1(m) weak to both sides. -2~-1 oc on block
43. b+1+2,2 (h) weak to both sides. -7 on block
44. b+1+2,3 (l) weak to the right. -6 on block +5 on hit/ch
45. b+1+2,4 (m) weak to both sides -4 on block and +7 on hit/ch
46. b+1+2,1+2 (m,m) weak to right - 19 on block.
47. b+1+2,3+4 (m) weak to both sides +4~+5 on hit
48. ss+4 (l) -37 on block it
49. bt 3+4 (m) -16~15 on block weak to both sides and short range.
50. Bt d+3 (l) weak to both sides. Low parry it
Bobbin stance


Notes fastest option is i20 b+3+4,1
51. b+3+4, 2 (m) weak to left but very hard to step due timing and nature of the stance.
52. b+3+4,1(h) weak to the right but due to what mention above.

Ws and FC
53. ws+2,2 (m,m) weak to both sides
54. ws+3,3 (m,h) weak to both sides
55. ws,3*3 (m,m) yosh can b+3 or b+4 out the last hit. f, flash interrupts the extentions like wise beats the only doing ws+3 is -9~-8 on hit and -4~3 on ch and -20~-19 on block.
56. ws+4 weak to both sides (m)
57. FC+d/f+2 (m) weak to both sides walk it. -12 on block
10 string
1st Step to the right on the 4th hit, 7th hit is a low
2nd step to the right on the 4th low parry after the flipkick.

Alisa
Sbt stance

1. sbt stance is beaten by ssl
2. sbt 1213+4 all hits are mid and the frames on block is -15 -6 -20 -18
3. sbt 3 is low minus -15 on block sbt is -27 on block

4. 1,1 is duckable hopkick it
5. 1,2,2 the hopkick the last hit if you’re confident or low parry it
6. 2,3,3 last hit is flash punishable 2,3,4 the last hit can be side walked to either side . The start up is beaten by side walk right
7. 3,4 yoshi will trade with flash on the 2nd hit but it will be in yoshis favor!
8. 4 is beaten by ssr and side walk right
9. F+2,1+2 is minus -4 on block she can’t press buttons f+2,3,3 m,h,m the 2nd hit can be ducked and interrupt the last hit like wise with 1
10. F+4,2,4 last hit is -13 the 2nd can be ducked
11. F+1+2 beaten by side walk right
12. d/f+1 series has a high extension can be used for destructive form transition punishment is kinda hard but wait more than you think on the final hit. d/f+1,4 the 4 extension is beaten by flash not can’t be stepped
13. d/f+4,4 (mid,low) 1st minus -12 2nd low parry can’t be stepped
14. d+2,4 (m,m) 1st part -14 2nd part -13. the same for the stance version can’t be stepped but if alias goes for stance just walk the moves.
15. D+3,3,3 (l,l,l) 1st and 2nd -12 on block 3th hit is -20, if the 1st is blocked low parry the 2nd if the 2nd hit is block hopkick through the last one.
16. d+3+4 is -18 on block hopkick.
17. d+4,1+2 (l,h) low is -16 if block hopkick, if hit duck hopkick….
18. D+3+4 block hopkick
19. d/b+1~ series no low from it the only real dangerous option is 1 +4~5 and it tracks. 2 sucks just side walk it or duck it and hopkick. 3 it’s mid and beaten by a good timed ssl and ssr, side walking to either side is good as well. 4 side walk it bad range unless it’s on super close range then backdashing it a option as well whiff punishment requires more patience than you might think due to alias being airborne
20. d/b+2,2 (m,m) 1st hit -18 2nd hit -10 can’t step extension des cancel doesn’t change anything.
21. d/b+3. -2 on hit +5 ch block -13. weak to ssl
22. d/b+4 -18 on block. weak to ssl
23. b+1 is a free combo
24. b+2 is -12 you can fuzzy duck the high while having time to block the mid that is -12 the other dumb extension can be side walked or hopkicked through.
25. B+4,3 the extension is beaten by yoshis flash. 1st hit -12 2nd -11. The start up is weak to right
26. b+4 is -12 on block the extension is beaten by ssl
27. b+3+4 is -17 on block fast launch will beat the extension that is safe can be stepped as well
28. u/b+3+4 is -20 on block
29. b+3+4,3+4 1st part -17 2nd is -3 side walk the 2nd part start up is weak to ssr .
30. u/f+3 is -55 on block the extensions is beaten by ssl and -12~-14 depending on the range
31. f,f+2 is -18 extension interrupts anything and is -13 on block
32. f,f+3,4,4 mid high mid first hit is -18 on block the second can be ducked beats the whole string, last is -10 on block
33. f,f+4 is -11 on block
34. f,f+1+2 is -16 on block
35. u/b+3+4,1+2 (m,m)-20
36. u/f+4,4 (m,m) 1st -15 (hopkick) 2nd -12. Extension is beaten by ssr you can get a launch after ssr and flash
37. f,f,f+3,4 1st -4 2nd - enough for flash punish!
38. f,f2,3 (m,m) 1st -18 2nd -13 can’t be stepped.
39. u/f+3,2 1st part -55 2nd -14~-12 the extension is easy to side walk. boot cancel run up and b+2,1 her.
40. u/f+3+4, best to be side walk either way. if you’re really quick dash under her and b+2,1 her back
41. ws +3 cancel is -14 on block, mid can interrupt your punish, all follow ups are beaten by ssr
42. ss+4 is -12 on block follow up are -10 on block.
43. while downed 1+2 3+4 is -10 on block
44. des 1 is -9 d/f+1 is a force block. des f+1+2,1+2 is -53 on block. des u/f+1+2 is -12 and leaves you is oc. Des bt 1~2 is -16 on block DES u~d3+4,1 is -20 major push back
45. DBT is beaten by ssl harder than SBT. DBT 2 is -14
46. B,f+2 (h) safe beaten by ssl and ssr duck launch punish
47. Fc+d/f+1+2 (l,l) only -11 on block +5 on hit and ch! You can jump over her, if you’re quick.
Ws

48. Ws+1,2,3 (m,h,m) 1st -12 2nd -2 3th - 10 duck the second and interrupt with hopkick.
49. Ws+2 beaten by ssr - 13 on block, the cancel on block is minus -6~5 jabs will interrupt it.
50. Ws+3 ssr hopkick beats all options
51. Ws+1+2 tracking move safe but you can if you’re quick jump over alias

10 string
52. 4th hit of the 10 string is beaten by duck launcher

Ancient Ogre
1. 1,1,2. (h,h,h) doesn’t jail, final hit is not hit confirmable, and you can duck under it even on hit. (+1,-6,14) on block (+8,+2,knd) on hit/ch. Weak to the right.
2. 1,2. (h,h) nc. (+1,-1) on block (+8,+5) on hit/ch. Weak to the right.
3. 2,1 (h,h) nc doesn’t jail. (0,+3) on block, (+8,+5) on hit/ch. Weak to the right.
4. 2,2 (h,h) jails nc, (0,-13) on block (+8,-2) on hit/ch. weak to the right but you gotta be fast to do ss+1 for scoring a ch combo while stepping, or the 2nd hit will hit you.
5. 2,d+1+2 (h,m tj) not nc, (0,-12) on block, (+8,JG) on hit/ch. Yoshi can flash the 2nd hit. both hits are weak to the right.
6. 3,2 (m,h) doesn’t jail. (-7,-3) on block (+4,+7) on hit, (+4,knd) on ch. Weak to the right both hits.
7. 4~3 (m,m) nothing guaranteed despite -10,-11 on block. Weak to both sides.
8. 3+4 (h) tracking move safe on block -8 but strong pushback. Very bad on whiff though. Sword sweep is a punish bad.
9. F+2, (m) -12 on block, but safe due to pushback in open air. knd on any hit. weak to the right.
10. F+3,2 (m,m) nc. (-8,-9) on block, (+5,+6 OC) on hit, (JG,+6 OC) on ch. start up is weak to either side, 2nd hit is weak to the left, mashing side walk seems easiest. Punish with d/f+2,2 or hopkick.
11. F+2 (m) +3~+4 oc on block, +7~+8 OC on hit, knd on ch. Weak to either side.
12. F+1+2 (h) throw animation on hit. -11 on block but safe due to pushback. Weak to either side.
13. F+3+4 (l) TC. -17 on block -2 oc on hit, knd on ch. Weak to either side
14. F+2+3 (m) shoulder tackle yoshi can punish it with flash on block. if it hits at a weird angle then jabs due to safety and step prevention.
15. d/f+1,2 (m,m) not nc, (-3,-6) on block, (+8,+6) on hit/ch. Weak to both sides.
16. d/f+2,1,2 (m,m,m) 1st and 2nd are nc (-8,-12,-13) on block, (+3,-1,knd) on hit/ch. if you block the nc part , then is yoshi can flash interrupt the 3th hit. String is weak to the right.
17. d/f+3 (m) tracking move, -12 on block, knd on hit/ch.
18. d/f+1+2 (m) -15 on block just enough for hopkick to reach. Knd on hit/ch. weak to both sides
19. d/f+3+4 (m) -11 on block, knd on hit/ch. weakest to the left.
20. D+1 (m) -9 on block +2 on hit/ch. weakest to the right.
21. D+2,3 (m,m) (-5~-4,-10) on block, (+5~+6 OC,knd) on hit, (+5~+6 OC,JG) on ch. start up is weak to the right.
22. D+3 (l) -12 on block, +1 on hit/ch. I can’t recommend stepping, tracks to good…
23. D+4,4 (l,h) not nc so duck the 2nd hit. (-13,-9) on block (-14,+2) on hit, (-2,JG) on ch. yoshi can hopkick through the 2nd hit if he got hit by the low, not if you blocked it, super stupid
24. D+1+2 (m) TC -12 on block, JG on hit/ch. Weak to both sides.
25. D+3+4 (m,m) TJ -15 on block, JG on hit/ch. weak to both sides.
26. d/b+2 (l) tracking move TC, -16 on block, +2 on hit, JG on ch.
27. d/b+3 (l) TC -18~-17 on block, -4~-3 on hit/ch.
28. d/b+1+2 (!m) sidewalk it either way. Yoshi rookick goes under it for a nasty ch launch!!
29. B+1,2 (h,h) doesn’t jail, nc (-15,-13) on block, (-3,knd) on hit/ch. cancel is -16 on block, -4 on hit/ch. weak to the right.
30. B+2,1 (m,m) (-16,-16) on block, (cs,knd) on hit/ch weak to the right.
31. B+3,4 (l,l) both are TC. (-13~-11,-8) on block, (+4~+6 OC, JG) on hit (JG,JG) on ch. if the 1st hit isn’t blocked, low parry the 2nd. If the 1st hit is block go for u+3+4 it will beat the 2nd hit and will be more consistent than u/f+3 sadly…
32. B+4,3,3+4 (m,m,m,m) the first 2 hit are nc, (-5,-10,-17) on block (+6,+5,knd) on hit/ch. the final hit can be stepped and interrupted by flash. If the strings first hits are block then jab them for prevent stepping. Weak to both sides.
33. B+1+2 (m) parry/reversal thingy. Works against some mids, but not swords, d/f+2,2 that thing.
34. B+2+3 (!m) like the other unblock go for roo kick for a ch launch that goes under the mid. Side walk both ways.
35. U/b+3,2 (m,m) start up is TJ. (-23~-22,-19)on block (JG,JG) on hit ch. both hits are weak to the left.
36. U+3 (m) TJ -12 on block, knd on hit/ch. weak to the right.
37. U+1+2 or u/f+1+2, (m) +2 oc on block, JG on hit/ch.
38. u/f+3,4+3+4 (mTJ,mTJ,hh,) (-8 OC,-8) on block (knd,knd,knd ) on hit/ch. If you block the first hit, you still need to hold b to block the 2nd hit. Weak to the right
39. f,f,+4 (m) -9~8 oc on block, knd on hit/ch. if ogre is at range 0 when he goes for the move, you can interrupt him with flash. Weak to both sides.
40. F,f+3+4 If your name is Just frame James I’ll recommend to do d+1+2, 1+2 into 1, and f+1+2 for a punish, but for others, d/b+3,3 series and hopefully get a wall, or low parry it if you can. Weak to both sides.
41. F,f+2, (m,m) nc. If you block the move backdash it and get d/f+2,2 as a punish. Weak to both sides
42. F,f+4 (h) +1~+8 on block, knd on hit/ch. ¨
43. F,f+1+3 (h!) if you can react fast enough roo kick through it. Weak to both sides
44. d,D/B+4 (m) -19~18 on block, JG on hit/ch. recommend punish b+2,2 or f,f+4 if you are really feeling it. Weak to both sides.
45. B,d+4 (m) -8 on block, JG on hit/ch. Weak to both sides.
46. B,b+1+2 (m!) Roo kick will not go under this but it’s really slow so go for it anyways, Weak to both sides
47. F,f,f+3 (m) TJ +9 on block, knd on hit/ch. weak to both sides, typical slash kick.
48. Qcb,f+2+3 (m!) sometimes roo kick goes under sometimes but it’s slow. Weak to both sides.
49. Ss+2 (m) -14 on block, JG on hit/ch, weak to the right.
50. Ss+4 (l) TC. -17 on block, knd on hit/ch. Weak to the right.
Ws and FC
51. Ws+1,2 (m,m) (-6,-8~-7) on block (+5, +3~+4 OC) on hit/ch.
52. Ws+2 (m) tracking move. -20 on hit, combo on hit/ch. you need more than 2 back dashes to make it whiff.
53. Ws+3,3 series (m,m,l,m,h) (m,m,m,h.) when there comes a low do low parry, when there comes a high do d+3. Weak to both sides.
54. Ws+4,4 (m,m) (-3,-15~-14) on block (+8,-4~3 OC) on hit/ch. Weak to both sides.
55. FC+3,3,3 (l) TC. (-17,-17,-15) on block, (-3,-6 oc,JG) on hit, (-3,-4 OC,JG) on ch, the low is -17 on block, -1 on hit/ch. The first hits aren’t nc, you can’t low parry the 2nd hit if you didn’t block the first.
56. Fc+f,1 (m) -14 on block, combo in hit/ch, weak to both sides. Really long range!
57. Fc+f+2 (m) -13~-11 on block oc, knd on hit/ch weak to both sides.
58. Fc+d/f+1 (l) TC ,-14 on block low parry it, 0 oc on hit, knd on ch.
59. Fc+d/f+2 (l) -27 on block, JG on hit/ch. Weak to the right.

10 string
the 3 hit doesn’t jail duck under and hopkick. The 4th hit is a low, the 6th hit is a low.

Angel
1. 1,1,2 (h,h,m) jails nc last hit is -17 on block. Weak to either side.
2. 1,2,2 (h,h,h) jails nc last hit is -12 on block and +4 on hit/ch weak to either side
3. 2,2 (h,h) jails nc (0,-13) on block, (+9,-2) on hit/ch. tracks to right so step left.
4. 4~3 (m) tj -6 oc on block, +7 oc on hit/ch. weak to both sides
5. 1+2 (lazorrr”!!!!!!111111) duck it and whatever (if you are a cool guy/gal do the teleport b+2,1 as a punish.)
6. F+2,1,4 (m,m,m)tj low crushing move nc, (-11,-11, -20) on block (0,0,knd) on hit/ch. can’t be interrupted in between hits. The last hit however can be beaten by b+4 and kin stance but it’s -20 on block so don’t…
7. F+4 (m) (+3~+4 oc) on block (+7~+8 oc) on hit and knd on ch. weak to both sides.
8. F+1+2, (m,m) tracking always 2 hit, flash to beat the second hit, but -12 on block and knd on any hit.
9. F+3+4 (m,m) nc, always 2 hits -13 on block knd on all hits. Weak to both sides
10. d/f+1,2 (m,m) nc, (-3,-13) on block (+5,JG) on hit/ch) yoshi can interrupt the 2nd hit with flash. Start up is weak to both sides.
11. d/f+3,2,2 (m,m,m) first 2 hits are nc, (-9,-13,-35) on block (+2,-7,knd) on hit/ch. Can’t be interrupted, she can’t stance cancel it despite its looks. Weak to the left.
12. d/f+4 (m) -9 on block +4 on hit +27 and a weird knd state on ch. weak tracking to both sides.
13. d/f+1+2 (m) (-8~-7) on block, knd on hit/ch. weakest to the left
14. d+1 (m) -9 on block, +7 oc on hit, knd on ch.
15. d+3 (l) only (-12~-11) on block (-1~0) on hit/ch. weak to the left and low parry it or hopkick it.
16. D/b+2 (m) -9 on block, +5 on hit/ch. weak to the right.
17. d/b+4,3 (l,h) (-20,-8) on block (+3, knd) on hit/ch. weak to tracking to both sides. Not Nc so duck hop kick after the high
18. d/b+1+2 (mm) -12 on block, +5 on hit/ch. weak to both sides
19. b+1,1+2. (h,m) (-6,-15) (+5,knd) on hit/ch. weak to both sides.
20. B+2 (h) tracking move -8 on block, knd on hit/ch. very bad on whiff
21. B+3 (m) ghetto back swing blow only avoids a jabs with bad range. -16 on block, knd on hit/ch. Weak to both sides
22. B+4,1 (m,m) (-9,-14) on block (-3,JG) on hit/ch. weak to both sides.
23. B+1+2 all versions will lose to u+3+4 at close range. Unless it’s fully charged it’s not +7 on block
24. B+1+4 (m!) side walk it, it has bad tracking. And catch her with yoshi’s b+2,1
25. U+4 (m)tj both the fly cancel and the normal one is beaten by forward dash u/f+3 , you can get a tiny float combo on her while in fly stance. Weak to the right
26. u/f+3, (m) tj, +3oc on block, +7 oc on hit, knd on ch. Weak to both sides
27. U/f+4,4,4,4. (m Tj,l,l,m) low parry 2nd hit or wait until the 4th for the -17. Weak to both sides.
28. u/f+1+2 (upwards lazor!!!1111) you can whiff punish it if you are quick about it, from fc ws+3,2. Long range b+2,2 or d/f+2,2 if you are really quick.
29. F,f+2 (m) -13 on block, weak to both sides.
30. F,f+3,4 (m tj,m) (-28,-15) on block (-oc 16,knd) on hit/ch. Weak to both sides
31. Cd+1 (m) -15 on block, weak to both sides, extension are interrupted by jabs. Mid is -14 on block low is -20 on block. hopkick beats to 2 out of 3. Hopkick ftw!
32. Ewgf! (h) +5 on block. weak to the right
33. Cd+3 (m) -14 on block, knd on hit/ch. weak to both sides.
34. Hellsweep. The low is -26. Weak to the left.

Fly

35. All options are beaten by side step, all options sides flying lazzooorr!!1111!! is beaten by U/F,n+4 hopkick for a small combo. U/f,n+4 b+2,2+d+1 b! and inset anything of your choice here..

Phantom Mist

36. f+3,1 (m) - 8 on block +5 on hit, cs on ch. Weak to both sides.
37. f+3,2,1 (m,m) (-8,-13) on block, (+3,knd) on hit/ch. Weak to both sides
38. f+3,3 (l) -16 on block
39. f+3,4 (h) tracking move +5 on block, knd on hit/ch.
40. f+3,1+2 (throw) broken by 1+2.

WS and Fc

41. ws+1,4 (m,h) nc (-9,-7) on block (+2,knd) on hit/ch. duck the 2nd hit and whiff punish, weak to the left
42. ws+2 (m) -13 on block, weak to both sides.
43. Ws+4,4 (m,m) (-3~-2,-15~-14) on block, (+8~+9,-4~-3 OC) on hit/ch.
44. Ss+2 (m) -22 on block. weak to both sides.
10 string.

The first 4 highs jails but you can duck with 5th and hold down d/b for a dick jab or hopkick if you’re fast. You can flash after the kick to interrupt and get a combo. The 8th hit is a low, low parry or, fc+d/f+4 because follow is a high.

Anna

1. 1,2,3 (h,h,l-TC) (+1,-1,-14) on block (+8,+5,-3) on hit/ch. first 2 hits jails, fuzzy guard the low, on block punish the low with ws+1,1. Side walk right to beat the startup of the string.
2. 1,2,4 (h,h,h) (+1,-1,-12) on block (+8,+5,knd) on hit/ch. final hit doesn’t jail, duck it. Side walk right to beat the startup of the string.
3. 1,2,1 (h,h,h) (+1,-1,-3) on block (+8,+5,+4) on hit/ch. 3th hit jails on block, not on hit, just duck, no mid can come out of it. Startup i weak to side walk right like the rest.
4. 1,2,1,4 (h,h,h,h) (+1,-1,-3,-10) on block, (+8,+5,+4,combo) on hit/ch final hit can be ducked, is not punishable by jabs due to pushback. Start up is weak to sidewalk right.
5. 1,2,1,d+4 (h,h,h,l -TC) (+1,-1,-3,-14) on block (+8,+5,+4,-3) on hit/ch. fuzzy guard the low beats both low and high option. Start up weak to side walk right.
6. 1,4 (h,l-TC) (+1,-14) on block, (+8,-2) on hit/ch. low parry is recommended for consistency, it hard to block punish due lack of range on yoshi, ws+2,2 2nd hit will often whiff sadly if you still want it perhaps go for ws+1,2 for the ch combo range is good enough. If you’re a bastard go for sword sweep on block (hue,hue,hue) start up is weak to side walking to both sides.
7. 2,1,4 (h,h,h) (+1,-3,-10) on block (+7,+4,knd) on hit/ch. the first 2 hits jails, both on hit and block, duck the final hit. Start up is weak to sidewalk right.
8. 2,1,d+4 (h,h,l-TC) (+1,-3,-10) on block (+7,+4,-2) on hit/ch. dash for forward for the tracking and do d/f+2,2 beats side stepping after blocking the low or sword sweep if she respects. Low parry for consistency. Start up is weak to sidewalk right.
9. 2,3 (h,h) (+1,-10) on block ( +7,+1) on hit/ch. It jails so, block punish with 1,1 because 2,2 lacks the range. Start up is weak to both sides.
10. 2,4 (h,h) (+1,-12) on block (+7,knd) on hit/ch. Doesn’t jail so duck it, walking either way beats the start up.
11. 2,d+3 (h,l-TC) (+1,-14) on block (+7,-3) on hit/ch. if the first hit connects you aren’t able to get 2nd hit of ws+2,2 so low parry is the best option. Walking either way beats it.
12. 3,3,4(h,l-TC,h) (-16,-18,-6) (-5,-7,+5) on hit/ch. low parry is the best options against the is string but you can only do it if you blocked the 1st hit. the last hit is odd to to whiff punish. Weak to walking both sides.
13. 3,3,2 (h,l-TC,m) (-16,-18,-13) on block (-5,-7, JG) on hit/ch. low parry the 2nd hit if you block the 1st , block punish is depending on the range unsure go for d/f+1, other side 1,1. Last hit tracks so beware and step the last part.
14. 3,4 (h,h) nc good damage, (-16,-12) (-5,knd) on hit (-5,combo) on ch. Doesn’t jail so duck it, you can b+4 or b+3 out of the last hit. start up is weak to both sides. Safe due on block to pushback but dash up and do a quick d/f+2,2 will catch her stepping.
15. 4,3 (h,l-TC) (-9?,-14) on block (+8,-3) on hit (JG,-3) on ch. low parry it, the 2nd hit of ws+2,2 whiffs to often, ws+4 is consistent though, weak to both sides.
16. F+2,3 (h,h) (-2,-9) on block (+4,knd) on hit/ch. Jails on block, weak to the right.
17. F+3,2 , (m-TJ,m) (-10,-12 oc) (-4,knd) on hit/ch. Start up weak to the right,
18. F+4 (m) -14 on block, knd on hit/ch. Step left walk and walk either way.
19. F+1+2 or ws 1+2, (m) -18 on block, knd on hit/ch. hard to launch punish, b+2,2 for consistency Weakest to the left, walk either way
20. F+2+3, (m) -14 on block, knd on hit/ch. weak to the left, side walk works best.
21. d/f+1,2 (m,h) (-1,-3) on block (+5,+2) on hit, (+5,+9) on ch. jails, weak to the right stepping works fine.
22. d/f+1,2,3 (m,h,h-TJ) (-1,-3,-12) on block (+5,+2,knd) on hit (+5,+9,knd) on hit. you can b+3 and b+4 out of the last hit fuzzy guarding beats it on block best option due to the high version being safe on block. Weak to the right, side walk the whole string. Stance cancel is -17 on block -12 on hit and -5 on ch. if you blocked it go for hopkick.
23. d/f+1,2,4 (m,h,h) (-1,-3, -5~-4) on block(+5,+2,knd) on hit (+5,+9,knd) on ch. fuzzy guard it due the mid , weak the right
24. d/f+2 (m) -11 on block, JG on hit/ch. Slight high crush meant for jab range. Weak to the right.
25. d/f+3 and (m) -15 on block -3 on hit/ch. stance cancel is safe on block. weak to either side.
26. d/f+3 series extenstions. All version has a high as the 2nd and 3th, strike so duck under and sword sweep or fc+4 for a possible ch combo. Pretty simple thankfully yey XD.
27. d/f+4 (l) -17 on block, +5 oc on hit/ch. jab rangeish. Weak to the left.
28. d/f+1+2 (m) +1 on block,+5 on hit, +19 on ch. Only jab range and weak to the right.
29. D+2,n+4 (sm-TC,m) -11 on block, 0 on hit/ch. Low parry, basis dick jab stuff. Weak to the right.
30. D+2 (m) -1 oc on block, +5 oc on hit/ch. Weak to both sides.
31. D+3,2 (l-TC,m) -13 on block, JG on hit/ch. hold back when you’re hit, or else it’s nc… the low it self is -3 on hit/ch and the high extension is -6 on block.
32. D+4,1 (l,TC,h) (-13,0) on block (-2,+6) on hit, (-2,+11) on ch. duck the 2nd hit and do a quick low or sword sweep for the mind fuck you can’t really get anything else consistent, because it’s pretty good on whiff.
33. D+1+2 (!m) weakest to the right. Takes a 1 second to come out roo kick for mega damage but it doesn’t go under.
34. D+3+4 (l) -17 on block -7 on hit, +2 on ch. weak to both sides and bad range, bad move if she’s using it, she’s taunting you or it’s a retard playing her.
35. d/b+1 series fuzzy guarding beats both options, and they are both -17 on block hopkick punish it easy to do in both cases. Start up is weak to the right.
36. d/b+2,4 (sm-TC,m) (-10~-9) on block (+1~+2) on hit/ch. if hit by the first hold back not an nc. Weak to the right beat both hits
37. d/b+3 (l) doesn’t high crush, -20 on block, JG on hit/ch, weak tracking to both sides side walking works best.
38. d/b+4,3 (l-TC,l-TC) (-19,-16,) on block, (-7,-2) on hit (-7,JG) on ch. can’t low parry the 2nd hit if you didn’t block the first, you can duck however. The start up is weak to both sides The 2nd low has like 360 tracking for fuck sake…. The mid is -20 OC and easy to step.
39. d/b+1+2, (!m) roo kick for mega damage. Weak to both sides.
40. d/b+3+4 (l,h-TJ) nc. (-15,-7) on block (-6,knd,) on hit, (-4,knd) on ch. Start up is weak the left.
41. B+1,2,2 (m,h,m) (-10,-12,-11) on block (-1,-1,knd) on hit/ch. the 2 hits are nc. Doesn’t jail, duck the 2nd if you didn’t duck then yoshi can interrupt the last hit with flash. Start up is weak to the left.
42. B+2,2 (h,h) (-11,-13) on block, (0,+5OB) on hit/ch. Nc doesn’t jail so duck it. Weak to the right, you can’t walk it but think of it like 2 hit and step right to times.
43. B+4 (m) tracking move -9,~-8 on block, +9~+10 GB on hit, knd on ch.
44. U+4 (m-TJ) -18~-17 on block, JG on hit/ch. worst range ever! I didn’t even test it’s track because it sucked so bad XD And not even good on whiff.
45. U/f+1,3,3+4 (h,m,mm,) (-4,-16-4) on block, (+7,+7,knd) on hit, (+7,cs,knd) on ch. Yoshi can interrupt the last hit with flash. The last hit can be side walked right for a solid d+2,1 combo. Start up is weak to the right.
46. u/f+3 (m-TJ) -2 on block, knd on hit/ch. Weak to the right.
47. u/f+4,3,4 (h-TJ,l,h) (-11,-17,-6) on block, (-3,-6,+5) on hit, (-3,-6,JG) on ch. Low parry the 2nd hit. start up is weak to the right. Cancel is -13 on block, -2 on hit/ch.
48. u/f+4 (m-TJ) -18~17 on block, JG on hit. bad range and bad tracking.
49. u/f3+4 (mm-TJ) -7~-4 OC on block, knd on hit/ch. Weak to walking both sides.
50. F,f+2 (h) tracking move, +5,~7 on block, knd on hit/ch.
51. F,f+3,4,3 (m,m-TJ,m-TJ)( -13~-12,-23~-21,-14) on block, (JG,JG,-3) on hit/ch. string can’t be hit confirmed so be ready to punish hard. Start up it weak to the left Cjm cancel is -1 on block and +10 on hit/ch.
52. F,f+4 (m) 0~+3 on block, knd on hit/ch. Weak to side walking both ways. CJM cancel is -9~-6 on block, knd on hit/ch.
53. F,f+1+2 (m) -13 on block, knd on hit/ch. Weak to walking both sides
54. Qcf+1 (h) +3~+6 on block, +4~+7 on hit, knd on ch. Can be flash interrupted, Weak to the right.
55. Qcf+2,1 (m,m) nc (-12,-14) on block (+3,knd) on hit, (cs+11,knd) on ch. it lands a good wall splat so near a walk beware. Can be flashed at close range, weak to the left.
56. Qcf+3,2 (m,h) nc, (-13,-8) on block, (-2,knd) on hit,(-2,cs) on ch. Duck the 2nd hit doesn’t jail. Weak to side walk right.
57. Qcf+3,3,4 (m,h,h) you can duck 2nd and 3rd hit.
58. Qcf+3,3,1 (m,h,h) you can duck the 2nd and 3rd hit. final hit is +15 on hit/ch.
59. Qcf+4 (mm-TC) -12~11 on block, knd on hit/ch.
60. f,f,f+3 (m-TJ) yoshi can float it on block with d+2,2! Whoop whoop. Otherwise typical slash kick stuff ^^
61. ss+2 (l-TC) -18~-17 on block, +1~+2 oc on hit, JG on ch. Weak to the left.
62. Ss+3 (m) -1~0 OC on block, +8~+9 OC on hit/ch. Weak to both sides.
63. Ss+1+2 (mm) -4~-2 on block, JG on hit/ch. bad range a small back dash beats it. Can’t recommend stepping.



Chaos Judgement

64. Cjm 1 (h) -9 on block, +15 on hit/ch. Bad range beaten by back dash. Weak to both sides.
65. Cjm 2,1 (h,m) (-13,-7) on block (-2,+4) on hit/ch. Nc, bad range beaten by back dash. and weak to both sides.
66. Cjm 3 (m) -12 on block, +1,~+5 on hit, cs on ch. Bad range beaten back dash and weak to both sides.
67. Cjm 4 (l-TC) -30 on block, combo on hit/ch. often you can’t hopkick through it but you can more consistanctly do f,F+4 for a solid mid that somewhat crushes it. Weak to side walk right
68. Cjm 1+2 (m) -4 oc on block +6 oc on hit/ch. weak to both sides, side walking recommended.
69. Cjm d/b+3,3 (l,h) nc (-11,-13) on block (0,+1) on hit/ch. Weak range. Can’t recommend stepping but a solid hopkick beats it clean.
70. Cjm u/f+4 (m-TJ) hopkick… -14 on block, combo on hit/ch. if anna doesn’t go for u/f+4 but u+4 or U7b+4 is -16 on block and -5 on hit/ch. Weak to stepping either side.
71. Cjm F,f, a forward roll that’s easy step ducks under some mids, if you wanna float her do d/f+1, if you side walk her, do b+2,1 for big damage in the back.
72. Cjm F,f+3 (m) the same roll as before but with a mid kick that -11 on block. yoshi can interrupt it with flash. Weak to side walk left.
73. Cjm f,f+4 (h) the same as above -13 on block. Yoshi can interrupt it with flash. weak to side walk right.

WS and FC
74. Ws+2 (m) -13~-12 on block, JG on hit/ch. Weak to both sides.
75. Ws+3 (m) -11~-10 on block 0~+1 on hit/ch. Cancel is -2~-1 on block, +9~+10 on hit/ch. Weak to the left.
76. FC+f+1 (m) -14 on block, cs on hit/ch. Really bad tracking to both sides.
77. Fc+f+2 (m) -13 ~11 oc on block, knd on hit, cs on ch. Weak to both sides.
78. Fc+d/f+2 (l-TC) -21 on block, JG on hit/ch. Bad tracking to both sides.
79. Fc+u/f+4 (m-TJ) -18 on block, JG on hit/ch weak to both sides.
80. Fc+U/F+4 (m-TJ) -24~-23 on block, knd on hit/ch. weak to both sides, side walking is recommended for d+2,1 follow up!

10 strings
81. First 10 hit hold, d/b and wait for the low and hopkick. It’s jails so much that it’s stupid and not danger to do so….
82. The other 10 doesn’t have a low flash the final hit.
83. The last final hit can be flash/hopkicked and low parried.

Asuka

1. 1,1 (h,m) (-2,-7) on block (+9,+4) on hit/ch.
2. 1,2 (h,m) (-2,-8) on block (+9,+3) on hit/ch beaten by ssr. The 3 is extension is as well. Double ssr to beat the 4 extension.
3. 1,3 (h,l) (-2,-12) on block (+9,-1) on hit/ch low parry it.
4. 1,4 and 1,4,D (h,l) (-2,-11) on block (+9,0) on hit (+9, +3) on ch. Low parry it
5. 2,1,1+2 (h,h,m) (-11,-3,-10~-9 oc) on block (0,+8,+3~+4 oc) (0,+8,knd) on ch last hit is beaten ssr. The first 2 hits doesn’t jail. Flash will beat the 3th hit. 2,1,1+2,D is the same
6. 2,3 (h,m) -19 on block
7. 3,1 (m,m) (-7,-11) on block (+9,+2) on hit/ch
9. 3~4 (l) -18~-17 on block hopkick or ws+2,1 depending on the blocked range
10. 1+2 (m) weak to both sides and short range. Safe and decent pushback
11. 3+4 (m,m) walk it 2 hits, -6 on block
12. 1+4 (l,h) all you can’t really step all the extensions however you can beat them all with a quick fc+d/f+4 even when hit by the first low since there’s not good + plus frames from it.
13. 2+3 (h) high crush weak to right but easy to duck since it can’t be canceled.
14. F+2 weak to the left -20 on block and horrible on whiff.
15. F+3 weak to the right, if it’s fully charged then wait a bit.
16. F+4 (h) tracking move +3 on hit,
17. d/f+1,2 (m,h) (-3~-2,-3) (+8~+9,knd) hit/ch duck the mid can’t be stepped but it’s -12
18. f+1+2 (h) weak to both sides, -9~-8 on block nothing really due to pushback. Duck it.
19. d/f+2 (m) weak to both sides, bad range but safe launcher but if you duck it’s +5 and not a launch.
20. d/f+3 (m) weak to the left, -11 on block
21. d/f+1+2 (m,m) low parry -14 on block, easy to step, bad range.
22. D+2 (m) weak to both sides -4 on block, +9 oc on hit, knd on ch
23. D+1+2, or FC+d+1+2 (l) -18 on block
24. D+3+4 (h,l) duck even after getting hit by the low.
25. d/b+1,2 (m,l) (-9,-13) on block (+4,+3 oc) on hit (+4,knd) on ch. weak to the left, block the first and hopkick through the 2nd hit.
26. d/b+2 (m) weak to both sides, -13 on block
27. d/b+3 (l) weak to the right, low parry
28. b+1 (l) -12 on block short range, side walk it.
29. B+2 series weak to both sides on the start, side walk right beat all options all options besides 2,1 are jab punishable and likewise with frames on hit. 2,1 is (m,m) -7 on block so if she steps throw out jabs can’t be stepped at -5 or dash forwards and flash if you feel very ballsy.
30. B+3 series (m) start up weak to the left -23 on block cd+1 is optimal punish but consistent punish is b+2,2, 2 extension is weak to the left. Yoshi’s u+3+4 beats both 2 and 4 extension due the slight evade in the move.
31. B+4,2 (m,m) weak to both sides side walk it, on block (-8,-6~-5) on hit (+8-+4~+5oc) on ch (cs,knd)
32. B+1+4 (h,l) low parry the 2nd hit beats all follow ups if she goes for the low then fuzzy guard and do hopkick.
33. u/f+2 (h) throw on hit -9 on block safe due to push back, if she steps to any side do d/f+1 will catch her
34. u/f+3 (m) weak to the left (-6~5) on block (+8~+9) hit (knd) on ch if she steps then jabs will beat her.
35. u/f+4 (m) weak to the right -13 on block.
36. f,f+2 series the start up is mid, it weak to the left, the 1 extension is high, safe -5 and major push back for interrupting any stepping and you can duck under it though. The 2nd option is mid and -13 on block however you can interrupt it with flash if you’re quick but beware! the string can be slightly delayed.
37. F,f+3 safe mid tracking move however you can get free jabs, if she tries to step afterwards after you block it -9~8.
38. F,f+4 (h) weak tracking both sides -3 on hit
39. F+1 series (m) start up is weak to both sides, the smartest option will be to fuzzy guard or duck after the first since the mid option is not as dangerous as the others , follow up will even whiff on hit. the mid is +6 on hit and knd on ch.
40. d/b+4 series there’s no mid option, all 2nd hits are beaten by low parry.

Ws and FC

41. Ws+1,4 (m,h) nc , -7 on block jabs if she only does one and tries to step. duck the 2nd hit on block, weak to both sides and the 2nd is - 12 on block
42. Ws+2 (m) weak to the left -8 on block +8~9 on hit/ch.
43. Ws+3 (m) weak to both sides - 20 on block. recommended punish d/f+2,2
44. Ws+1+2 (m) weak to both sides side walking works best, -2 on block, +5 on hit, cs on ch.
45. FC+3+4,3 start up is weak to both sides, the 2nd part and be side walked to both sides.
46. FC +d/f+2 (l) weak to the left. -11 on block 0 on hit and +18 on ch so combo..
47. Ss+2 (m) tracks very well, -12 on block
48. Ss+4 (h) weak to the left, -6 on block +7 on hit, knd on ch.

Multi throws

49. qcf+1+2. Break 2 name Chin Bash.
50. 3,4,3,1+2. Break 1+2 name Arm Snap.
51. 1,3,2,1. Break 1 name Reverse Arm Lock.
52. 2,1,3,4,1+2. Break 2 name Falling Arm Break.
53. 3,1,4,1+2,1+2. Break 1 name Falcon Wing Squeeze
54. 2,3,1+2,3+4,1+2. Break 1+2 name Catelatch Toss
55. 1+3,4,1+2. Break 2 name Arm Sprain
56. 4,3,4,3+4,1+2. Break 2. Name Inverted Crucifix
57. 1+2,4,3,1+2,1+2,1+2. Break 1 Rear Cross Lock


10 strings
58. 1st 10 string. The 2nd hit is high duck under and hopkick. 7th hit is low, low parry it.
59. 2nd 10 string. The 2nd hit is duck under and hopkick the 6th hit is low, low parry it.’
60. 3th “10 string” the 2nd hit is high duck under and hop kick.


Lili

1. Mid extension to jabs are stepped to both sides right is best for launch punishment
2. 2 extension are beaten by fuzzy guard
3. 3,2,3 string is beaten by ssl the last 2 hits are high, hits are safe the mid 3,2 is not step able and minus -14
4. 1+2 i12 beaten by ssr -12 on block
5. 3+4 beaten by backdash and whiff punish
6. F+2,3 beaten bt ssr -13 on block
7. F+4 safe due to pushback beaten by ssl
8. F+1+2 beaten by ssl and ssr safe on block causes oc on block and hit
9. F+3+4,3 is beaten by yoshis flash with to reaction! The start is beaten by ssl and ssr
10. d/f+2 is flash punishable other just jabs or -11… beaten by ssl and ssr
11. d/f+3 is +3 on block and forces oc and on hit don’t ss +9 u/f+3 will hit you!
12. d/f+4,4 not interrupable low parry the low the start Is beaten by ssr the mid by itself is -2 on hit. if hit by the first part then just duck to block the second.
13. d/f+3+4 and the extension is beaten by ssl and ssr. Ssr is the best option for beating bt mix ups
14. d+1,2 series beaten by ducking the 2nd hit the mid can be interrupted by flash! Start up is beaten by ssl and ssr
15. d+2,2 mid high but it jails! The start up is beaten by ssr. 3 is high safe -3~1 and 4 is mid and -17
16. d+3 is +1 and is beaten by ssl minus -12 on block
17. d+3+4 beaten by ssl and -21
18. d/b+3 high crush beaten by ssr
19. d/b+4 block it -24 you can beat it by d/f+1 d/f+4 but beware since it goes under some mids…… or hopkick it yoshi gotta u+3+4 due to the stupid animation and lack of range on u/f+3…. Fucking lili.
20. d/b+3+4 block it and hopkick it beaten by ssl and ssr
21. b+1,4 the first is -6 and the second is -11 the extension will beat interruptions. the start up is beaten by ssl and ssr.
22. B+2,1 the second hit is duckable beaten by ssl and ssr.
23. B+4 or b+3 all options are beaten by left sidewalk
24. B+1+2 beaten by side wall -16
25. The unblockable side walk it either way
26. U3+4,3,3+4 the second part is beaten by ssl and ssr catch the them with yoshis b+2,1
27. u/f+4,3 the second part is beaten by ssr 1st part -12 on block 2nd -13
28. u/f+3+4 series is totally beaten by yoshis flash no matter what. Other has to ssl against 3+4 and ssr against 3
29. f,f+2 is punished by nss flash other wise -11. beaten by ssr
30. f,f+3 is punished by nss flash extension are beaten by ssl and ssr
31. f,f+4 is beaten by a well timed side walk to either side -13 on block
32. f,f+3+4 is beaten by ssl and ssr like wise side walking nothing on block 0~3
33. qcf+1,2 is beaten by right side walk both hits are m,m and are -14
34. qcf+2 is can’t be walked or stepped but yoshi can spin around it and punish it pretty good with d/f+2,2 or b+2,1
35. qcf+3+4 jails and is +6 on block and i14 out of qcf…. It’s beaten by ssr and a well timed right side walk. Don’t step after block since jabs will stop you…

ws and fc

36. ws+1,2,4 m,h,l duck the second hit and do u+3+4 with yoshi due to bullshit hitboxes… anyother character hopkick….. fucking lili….
37. Ws +2 -11 on block beaten by ssr and right side walk
38. Ws +3 is minus -21 and the extensions are beaten by ssl and ssr and side walk either way
Bt
39. Bt 1,2 is beaten by ssr and right side walk bt +2 is a move that’s mid and beats ssl and ssr but it can be beaten by a good backdash bt 4,3+4 is beaten by ssl and ssr and likewise side walks. Bt 1+2 is beaten by ssl. Bt 3+4 is beaten by ssl and ssr and likewise with side walks. D+3,4 is beaten by a timed ssr or side walk, however if even if you’re hit by the low you’re still able to whiff punish, if he extension came out even 16I moves. D+3+4 tracks and you can only block it -22 however if you are super close with yoshi you can interrupt it with flash if you’re lucky

10 strings

First on 5th hit low parry
Second 6 hit low parry

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