Adding Stuff
Stances
I will try to detail your options when entering stances. Most of the time I will use "When Minus" and "When Plus" — always pay attention to the impact frames of the moves — otherwise I would have to detail each manner of entering the stances.
SNA (Snake)
| Move | On Hit | On Block |
|---|---|---|
| 1,1~f | +6 | -5 |
| f,n,1~u_d | -1 | -11 |
| df+2~f | +32a (+22a) | -9 |
| d+4~d | -1 | -13 |
| db+4~u_d | +8 CL +26 |
-26 |
| BT.d+4~u_d | +8 CL +49 | |
| SNA.1,1(,1,1,1)~f | +2 | -9 |
| PHX.4 | +2 | -14 |
| 3+4 | ||
| b_f+2+3 | ||
| ss.2+3 | ||
| PAN.ssl | ||
| DGN.ssr |
When Minus
| Move | Notes | Reward | Wins against | Loses against |
|---|---|---|---|---|
| SNA.ssr | cs n~ | Access to PAN mix-ups | Highs | Mids and Lows |
| SNA.f | Access to SNA mix-ups | Delayed Highs | Almost everything | |
| SNA.1+2 | i Mid |
Knockdown or Wall Splat | Moves with poor range Delayed highs |
Almost everything |
| SNA.3 | i30 Mid cs4~ |
Launcher | Highs | Mids Lows |
When Plus
More than +5 is a guaranteed mixup
| Move | Notes | Reward | Wins against | Loses against |
|---|---|---|---|---|
| SNA.1 | i11 High |
SNA.1,1(,1,1,1)~F into SNA (+2) SNA.1,2,1~F into PAN (+5) |
Almost Everything | High Crush Parry |
| SNA.2 | i15 Mid |
SNA.2,2,2~F into PAN (+3) SNA.2(,2)~F into DGN (+6~7) |
Almost Everything | Low Block/Parry/Crush on last hit of SNA.2,2,2 Parry |
| SNA.4 | i15 Low |
SNA.4.1~F into TGR (+6) | Almost Everything | Low Block/Parry/Crush High Crush on SNA.4,1 |
DRG (Dragon)
| Move | On Hit | On Block |
|---|---|---|
| b+2~F | +2 | -9 |
| f,n,1,2~u_d | +3 | -10 |
| f,n,4,1,2,2~F | +7 | -4 |
| SS.1~D | +9 | -2 |
| SNA.2~F | +6 | -5 |
| SNA.2,2~F | +7 | -4 |
| DGN.4,1,2,2~F | +7 | -4 |
| DGN.1~B | ||
| SNA.ssl | ||
| TGR.ssr | ||
| 3+4,1 |
When Minus
| Move | Notes | Reward | Wins against | Loses against |
|---|---|---|---|---|
| DGN.f | Slight high evasion[1] | Access to DGN mix-ups | High attacks with bad hitboxes | Almost everything else |
| DGN.3 | i16 Low cs n~ |
Recovers crouching (+4) Transitions into CRA (-3) |
High attacks | Almost everything else |
When Plus
| Move | Notes | Reward | Wins against | Loses against |
|---|---|---|---|---|
| DGN.1 | i25 Throw break with 1 Cancel with DGN.1~B |
35 dmg Return to neutral |
Power Crush Inattentive Players |
Throw breaks High Crush |
| DGN.2 | i17 Mid |
KND on Normal Hit CH Launch Plus on block Transitions into TGR~F (-2ob) |
Almost everything | Parry Sidestep Right |
| DGN.4 | i10 High |
DGN.4,1~F into TGR (+3) DGN.4,1,2,2~F into DGN (+7) DGN.4,1,2,2,2~F into PAN (+3) 61dmg and W! from CH DGN.4,1,2,3 |
i10 interrupts |
High Crush on DGN.4,(1,2),3,4 Low block/parry on DGN.(4,1,2,2),2 / DGN.(4,1,2,3),d+4 Sidestep |
| DGN.1+2 | i18 High, High |
Combo +53 | Whiffed moves | Almost everything else (?) |
- ↑ Is not a crouching state therefore it does not crush highs
PAN (Panther)
Pay attention, this stance is considered crouching, so -13 might as well be launch from characters with hopkicks.
| Move | On Hit | On Block |
|---|---|---|
| f+1+2~F | +0 | +5 |
| f,n,1,2,1~u+d | +2 | -11 |
| f,n,4,1,2,2,2~F | +3 | -13 |
| SNA.1,2,1~F | +5 | -6 |
| SNA.2,2,2~F | +3 | -13 |
| DGN.4,1,2,2,2~F | +3 | -13 |
| PAN.3 | -1 (CH +14) | -12 |
| SNA.ssr | ||
| CRA.ssl | ||
| 3+4,2 |
When Minus
| Move | Notes | Reward | Wins against | Loses against |
|---|
When Plus
| Move | Notes | Reward | Wins against | Loses against |
|---|
TGR (Tiger)
| Move | On Hit | On Block |
|---|---|---|
| df+1+2~F | +3c | +0c |
| f,n,1,2,1,2~u_d | +2 | -13 |
| f,n,4,1~F | +3 | -3 |
| SS.1~F | +13 | +2 |
| SNA.4,1~F | +6 | -6 (Low, High) Launch punishable on whiff |
| DGN.2~F | KND | -2 |
| DGN.f+1+2~F | KND | -11 (pushback) |
| DGN.4,1~F | +3 | -3 |
| DGN.ssl | ||
| 3+4,3 |
When Minus
| Move | Notes | Reward | Wins against | Loses against |
|---|
When Plus
| Move | Notes | Reward | Wins against | Loses against |
|---|
CRA (Crane)
| Move | On Hit | On Block |
|---|---|---|
| f+4,2,1,2,4~u_d | KND | -9 |
| uf+3 | +11 (CH +36) | -2 |
| ub+4~F | KND | -27 |
| f,F+4,3+4~F | -14 | -25 |
| f,n,1,2,1,2,4~u_d | KND | -9 |
| CRA.uf+4 | +22 | -14 |
| DGN.3~F | -3 | -20 |
| PAN.4,2,1,2,4~u_d | KND | -9 |
| DRK.3,2,4~F | KND | -27 (pushback) |
| PAN.ssr | ||
| 3+4,4 |
When Minus
| Move | Notes | Reward | Wins against | Loses against |
|---|
When Plus
| Move | Notes | Reward | Wins against | Loses against |
|---|
PHX (Phoenix Illusion)
| Move | On Hit | On Block |
|---|---|---|
| 3~B | +10 | -1 |
| ub+4~B | KND | -27 |
| f,F+4,3+4~B | -10? | -21? |
| PHX.3~B | +10 | -1 |
| PHX.b+3~B | KND | -7 |
| b+1+4 |
'
When Minus
| Move | Notes | Reward | Wins against | Loses against |
|---|---|---|---|---|
| PHX.F | high punch parry parry 1~19 Transition into DRU |
Punch Parry Access to DRK |
High Punches | Elbows or Kicks Slower moves Lows |
| PHX.2 | i18 Mid pc6~ |
Tailspin Launcher | Moves with recovery lag | Block Jab into Block Lows |
Neutral Stances
Now these stances are more special, you wil probably enter them more on the Neutral rather than out of moves.