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(2 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt) | |||
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:236236A is extremely strong: only 4F startup, good damage, combos are possible after a trade and very hard to punish. Use it a lot and don't be afraid to throw it out in your opponent's block strings. | :236236A is extremely strong: only 4F startup, good damage, combos are possible after a trade and very hard to punish. Use it a lot and don't be afraid to throw it out in your opponent's block strings. | ||
:236236B is an extremely fast (2F) reversal, but is only useful against obvious jump-ins. | :236236B is an extremely fast (2F) reversal, but is only useful against obvious jump-ins. | ||
:smalljump or jump D can be used preemptively if you expect your opponent to jump. If you hit them out of the air, dash up and juggle them with a late 236236B (which can be dream cancelled into LDM for ridiculous damage). | :smalljump or jump A/D can be used preemptively if you expect your opponent to jump. If you hit them out of the air, dash up and juggle them with a late 236236B (which can be dream cancelled into LDM for ridiculous damage). | ||
:Use 5A>6B as a chain combo against smalljumps. The 6B will hit because small jump attacks are automatically in counter hit state. You can link dash>236236B after. | :Use 5A>6B as a chain combo against smalljumps. The 6B will hit because small jump attacks are automatically in counter hit state. You can link dash>236236B after. | ||
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| 236236D|| 15|| 4+30|| KD|| <span style="color: red;">-70</span>|| 37|| 41|| 0|| 0|| 45|| 0||F1-18 invul. Airborne F19. First hit has juggle anywhere. 22F landing recovery. | | 236236D|| 15|| 4+30|| KD|| <span style="color: red;">-70</span>|| 37|| 41|| 0|| 0|| 45|| 0||F1-18 invul. Airborne F19. First hit has juggle anywhere. 22F landing recovery. | ||
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| 623Ex1|| 7|| 4+4|| <span style="color: red;">-1|| <span style="color: red;">-2</span>|| | | 623Ex1|| 7|| 4+4|| <span style="color: red;">-1|| <span style="color: red;">-2</span>|| 18|| 24|| 0|| 0|| 12|| 0||F1-6 invul. 15F recovery. | ||
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| 623Ex2|| 13|| 3|| <span style="color: blue;">+7</span>|| <span style="color: blue;">+2</span>|| | | 623Ex2|| 13|| 3|| <span style="color: blue;">+7</span>|| <span style="color: blue;">+2</span>|| 16|| /|| 0|| 0|| 90|| 0||Body (not arm) remains in counterhit-state F16-18 (3F longer than active time). 16F recovery. | ||
|- | |- | ||
| 623Ex3|| ~10|| 3|| KD|| GC|| | | 623Ex3|| ~10|| 3|| KD|| GC|| 30|| /|| 0|| 0|| 18|| 0||No combo damage scaling. 21F recovery. Dmg/Stun/Guard Crush/Gauge Data = hit1+2+3 | ||
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:Oswald has trouble escaping from Gato's pressure. Gato's normals are too quick and should be used as much as possible (j.B, 2B, 2A, 5A etc.) | :Oswald has trouble escaping from Gato's pressure. Gato's normals are too quick and should be used as much as possible (j.B, 2B, 2A, 5A etc.) | ||
:Since Gato wakes up 4F faster on face-up knockdown, he can punish ACE on hit with 236236A. | :Since Gato wakes up 4F faster on face-up knockdown, he can punish ACE on hit with 236236A. | ||
:Use meaty 5D(c) to beat Oswald's reversal counter. | |||
=== Vs Kensou === | === Vs Kensou === |
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