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:: '''df+1,2,1''' - Mid extension. Punishable on block but threatening the last hit can make the opponent hesitate. | :: '''df+1,2,1''' - Mid extension. Punishable on block but threatening the last hit can make the opponent hesitate. | ||
* '''d+3''' - | * '''d+3''' - High-crushing low that's + on hit and launches for a combo on counterhit. It's -13 on block instead of -15 when you transition to MNT. Your main low outside of stances. | ||
db+2 - | * '''db+2''' - Safe mid counterhit tool that tracks fairly well. It only guarantees a b+3 or ws2. Use when you want a faster and safer option than 1+2. | ||
db+4 - | * '''db+4''' - Another high-crushing low. One frame faster than d+3 but is -3 on hit and has an an extension that catches people trying to punish db+4. Can also transition to MNT. If you value safety over reward then it might be better than d+3. | ||
f,F+3 - great plus frames. +14 on CH guaranteeing follow-ups. Can opt to enter SCR or not. | f,F+3 - great plus frames. +14 on CH guaranteeing follow-ups. Can opt to enter SCR or not. |
Revision as of 18:34, 3 March 2024
for sandboxing
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jab test
1,1,1
+1
+8
i10
test collapse
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[[File:Feng H.3+4 shockwave.mp4]]
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- 1 - Serviceable jab with good followups. It's a tall jab so moves with some high evasion, like Paul's df+2, have an easier time going under it.
- 1,3 - Can transition to SCR at only -2 on block. SCR.4 will can stop the opponent from mashing, making 1,3 a good way to start pressure.
- 1,4 - Transitions to TRT. Mid followup.
- 1+2 - Counter hit launcher! The tool Zafina needs to make the opponent respect her pressure. If they are trying to punish 1+2 then its extensions (1+2,4,4) will CH launch them too, making punishing the move itself its own mixup.
- df1 - Good lower hitbox but -5 on block. Its great followups make up for its frame data.
- df+1,4 - Your i13 punish; Wallsplats on hit and safe on block, but can be ducked and heavily punished. However, df+1,2 is a mid extension so you most likely won't get ducked and punished too often unless you're very predictable. df+1,4 is also the start of Zafina's 10-string if you're trying to be funny.
- df+1,2,1 - Mid extension. Punishable on block but threatening the last hit can make the opponent hesitate.
- d+3 - High-crushing low that's + on hit and launches for a combo on counterhit. It's -13 on block instead of -15 when you transition to MNT. Your main low outside of stances.
- db+2 - Safe mid counterhit tool that tracks fairly well. It only guarantees a b+3 or ws2. Use when you want a faster and safer option than 1+2.
- db+4 - Another high-crushing low. One frame faster than d+3 but is -3 on hit and has an an extension that catches people trying to punish db+4. Can also transition to MNT. If you value safety over reward then it might be better than d+3.
f,F+3 - great plus frames. +14 on CH guaranteeing follow-ups. Can opt to enter SCR or not.
f,F+4 - Homing, huge range, safe, and KD on hit!
wr3 - wr3 that transitions to SCR at heavy plus frames.
ws1 - Huge evasive i15 WS launcher. Df+1 > ws1,2 works well against opponents jabbing after your df+1