User:Soup: Difference between revisions

1,865 editsJoined 7 November 2022
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== Stuff ==
== Stuff ==


{{Infobox tricky moves T8
== Combos ==
|slide= ws2 f+3 ...
 
|asuka-a=  
== Bread n' butter ==
|alisa-a =  
 
|alisa-b =
{{BNB}}
|bryan-a=
 
|claudio-a =  
{{Combolist|columns=1|
|king-a =  
; Regular launch (e.g. df+2)
|kuma-a =  
: f+3,2~1,1 b+2,1~b~1
|jack-8-a =
|law-a =
|paul-a=
|paul-b=
|victor-a =
|xiaoyu-a =
|xiaoyu-b =
|zafina-a = test <ref> test 1 </ref>
}}
}}
== Mini-combos ==
{{Combolist|
; [20] CH 4
: [+28] 4+3
: [+24] b+1+2~1
: [+17] (f+3),4
: [+10] uf+3+4
; [32] CH SS.2
: [+24] f,F+1+2
; [18] CH (1),1
: [+22] IZU.1,1
}}
<references/>
== Staples ==
{{Staple}}
{{Combolist|columns=1|1=
; [14] df+2
: [+60] b+4,2 4 f,F+2~b~1 T! f3+4,4 f,F+2~f~2 <ref name="GEN2">The genjitsu 2 ender is rarely worth using unless in heat, because of the self-damage and damage scaling. Use f,F+2,3 instead.</ref>
: [+54] b+4,2 f+3,2~1,1 T! b+2,1~f~2<ref name="GEN2"/>
: [+50] b+4,2 f+3,2~1,1 T! b+2,1~b~1<ref name="delay-ender">Ender can be manually timed to hit opponent wakeup, reducing damage scaling.</ref>
; [22] df+2~1+2
: [+73] f+4 f,F+2~b~1 T! u~n~U f+3,2~1+2 b+1+2~1<ref name="back quick roll">Will not work if opponent quick rolls back.</ref>
: [+70] uf+3 f,F+2~b~1 T! u~n~U f+3,2~1+2 b+1+2~1
: [+64] f+4 b+4,2 f,F+2~b~1 T! f3+4,4 f,F+2~f~2<ref name="GEN2"/>
: [+62] f4 b42 f3,2~1,1 b+2,1~f~2<ref name="GEN2"/>
: [+55] uf+3 b+4,2 f+3,2~1,1 T! b+2,1~b~1<ref name="delay-ender"/>
; [20] b+3
: [+58] ~2 T! u~n~U f+3,2~1+2 b+1+2~1<ref name="back quick roll">Will not work if opponent quick rolls back.</ref>
: [+48] ~4~1+4 f+3,2~1,1 T! f,F+2~f~2<ref name="GEN2"/>
: [+45] ~4~1+4 f+3,2~1,1 T! b+2,1~b~1<ref name="delay-ender" />
; [20] f+2
: [+75] 4 f+4 f,F+2~b~1 T! f+3,2~1+2 b+1+2~1<ref name="back quick roll" />
: [+61] 4 b+4,2 f,F+2~b~1 T! f3+4,4 f,F+2~f~2<ref name="GEN2"/>
: [+58] 4 b+4,2 f+3,2~1,1 T! f,F+2~f~2<ref name="GEN2"/>
: [+55] 4 b+4,2 f+3,2~1,1 T! b+2,1~b~1<ref name="delay-ender" />
; [16] ws3
: [+71] b+4,2 f,F+2~b~1 T! f+3,2~1+2 b+1+2~1<ref name="back quick roll" />
: [+60] 4 b+4,2 f,F+2~b~1 T! f3+4,4 f,F+2~f~2<ref name="GEN2"/>
: [+58] 4 b+4,2 f+3,2~1,1 T! f,F ssl f,F+2~f~2<ref name="GEN2"/>
; [32] uf4,3
: [+39] f~4 b4,2 f,F+2~f~2<ref name="GEN2"/>
; [21] f2+3 (on parry)
: [+57] ssl f3,2~2 f3,2~1+2 f+2
; [15] FC.db1+2
: [+57] 4 b4,2 f3,2~2 b2,1~f~2<ref name="GEN2"/>
; [26] CH d3+4
: [+62] b4,2 f4 f,F+2~b~1 f3+4,4 f,F+2~f~2<ref name="GEN2"/>
; [20] CH uf+3
: <span style="display: inline-block; width: 0.5em; height: 1.3em; vertical-align: middle" class="bg-blue"></span> [+73] d+1+2 T! f+3+4,4 b+4,2 2+3 B! ws2 b+2,1~b~2,H.F D! WR.3
: [+60] d+1+2 T! f+3+4~4 b+4,2 f,F+2~f~2<ref name="GEN2"/>
: <span style="display: inline-block; width: 0.5em; height: 1.3em; vertical-align: middle" class="bg-blue"></span> [+59] d+1+2 T! f+3+4,4 b+4,2 2+3 B! <4 f,F+2~f~2
; [21] CH d+2
: [+47] ws2 df+2~1+2 f+3,2~2 T! f+3,2~2
}}
<references/>
== Wall ==
{{Combolist|
; Regular carry (30% scaling)
: [+26] WS! SS.1+2 UF+2
: [+20] WS! b+2,1~b~2
: [+14] WS! fF+3~3+4
; Tornado available
: [+xx] WS! UF4,3 !T F~4 1+2
}}
== Stage start combos ==
=== Size 28 ===
{{Combolist|
; [22] df+2,1+2
: [+73] f+4 b+4,2 f,F+2~b~1 T! b+2,1,4 WS! b+2,1~b~2
}}
=== Size 25 ===
{{Combolist|
; [22] df+2,1+2
: [+71] f+4 f,F+2~b~1 T! f+3+4~4 f+3~d~n~WS!~1+2 UF+2
: [+70] f+4 f,F+2~b~1 T! uf+3 f,F+2,3 WS! b+2,1~b~2
}}
=== Size 20 ===
{{Combolist|
; [22] df+2,1+2
: [+72] f+4 b+4,2 f,F+2,3 WS! f+3,4 T! SS.1+2 UF+2
: [+65] f+4 f,F+2~b~1 T! f,F+2,3 WS! b+2,1~b~2
}}
<references/>
== Float ==
{{Combolist|
; 1
: combo when you anti-air with jab here
}}
== Back-turned opponent ==
== Stage break ==
== Extras ==
{{Extra}}
== External Links ==
* [https://www.youtube.com/watch?v=THgITCVsiNY Jun Kazama Comprehensive Sample Combos by Pssms]

Revision as of 22:49, 31 October 2024

for sandboxing

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wall
2+3 1 f+1+2,H.f !HD df+1,2>1

tect teasdasd

test collapse

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[[File:Feng H.3+4 shockwave.mp4]]


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test test test

Stuff

Combos

Bread n' butter

Bread n' butter combos are juggles that:

  • Work on as many different launchers as possible
  • Work on all body sizes

Launchers that require unique combos go straight to § Staples.

Regular launch (e.g. df+2)
f+3,2~1,1 b+2,1~b~1

Mini-combos

[20] CH 4
[+28] 4+3
[+24] b+1+2~1
[+17] (f+3),4
[+10] uf+3+4
[32] CH SS.2
[+24] f,F+1+2
[18] CH (1),1
[+22] IZU.1,1


Staples

Staple combos are juggles that:

  • Can be done consistently by a skilled player
  • Either work on all body sizes, or the characters it does work on are comprehensively listed
  • Are not strictly worse than another combo listed in terms of difficulty, damage, wall carry, and oki
[14] df+2
[+60] b+4,2 4 f,F+2~b~1 T! f3+4,4 f,F+2~f~2 [1]
[+54] b+4,2 f+3,2~1,1 T! b+2,1~f~2[1]
[+50] b+4,2 f+3,2~1,1 T! b+2,1~b~1[2]
[22] df+2~1+2
[+73] f+4 f,F+2~b~1 T! u~n~U f+3,2~1+2 b+1+2~1[3]
[+70] uf+3 f,F+2~b~1 T! u~n~U f+3,2~1+2 b+1+2~1
[+64] f+4 b+4,2 f,F+2~b~1 T! f3+4,4 f,F+2~f~2[1]
[+62] f4 b42 f3,2~1,1 b+2,1~f~2[1]
[+55] uf+3 b+4,2 f+3,2~1,1 T! b+2,1~b~1[2]
[20] b+3
[+58] ~2 T! u~n~U f+3,2~1+2 b+1+2~1[3]
[+48] ~4~1+4 f+3,2~1,1 T! f,F+2~f~2[1]
[+45] ~4~1+4 f+3,2~1,1 T! b+2,1~b~1[2]
[20] f+2
[+75] 4 f+4 f,F+2~b~1 T! f+3,2~1+2 b+1+2~1[3]
[+61] 4 b+4,2 f,F+2~b~1 T! f3+4,4 f,F+2~f~2[1]
[+58] 4 b+4,2 f+3,2~1,1 T! f,F+2~f~2[1]
[+55] 4 b+4,2 f+3,2~1,1 T! b+2,1~b~1[2]
[16] ws3
[+71] b+4,2 f,F+2~b~1 T! f+3,2~1+2 b+1+2~1[3]
[+60] 4 b+4,2 f,F+2~b~1 T! f3+4,4 f,F+2~f~2[1]
[+58] 4 b+4,2 f+3,2~1,1 T! f,F ssl f,F+2~f~2[1]
[32] uf4,3
[+39] f~4 b4,2 f,F+2~f~2[1]
[21] f2+3 (on parry)
[+57] ssl f3,2~2 f3,2~1+2 f+2
[15] FC.db1+2
[+57] 4 b4,2 f3,2~2 b2,1~f~2[1]
[26] CH d3+4
[+62] b4,2 f4 f,F+2~b~1 f3+4,4 f,F+2~f~2[1]
[20] CH uf+3
[+73] d+1+2 T! f+3+4,4 b+4,2 2+3 B! ws2 b+2,1~b~2,H.F D! WR.3
[+60] d+1+2 T! f+3+4~4 b+4,2 f,F+2~f~2[1]
[+59] d+1+2 T! f+3+4,4 b+4,2 2+3 B! <4 f,F+2~f~2
[21] CH d+2
[+47] ws2 df+2~1+2 f+3,2~2 T! f+3,2~2
  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 The genjitsu 2 ender is rarely worth using unless in heat, because of the self-damage and damage scaling. Use f,F+2,3 instead.
  2. 2.0 2.1 2.2 2.3 Ender can be manually timed to hit opponent wakeup, reducing damage scaling.
  3. 3.0 3.1 3.2 3.3 Will not work if opponent quick rolls back.

Wall

Regular carry (30% scaling)
[+26] WS! SS.1+2 UF+2
[+20] WS! b+2,1~b~2
[+14] WS! fF+3~3+4
Tornado available
[+xx] WS! UF4,3 !T F~4 1+2

Stage start combos

Size 28

[22] df+2,1+2
[+73] f+4 b+4,2 f,F+2~b~1 T! b+2,1,4 WS! b+2,1~b~2

Size 25

[22] df+2,1+2
[+71] f+4 f,F+2~b~1 T! f+3+4~4 f+3~d~n~WS!~1+2 UF+2
[+70] f+4 f,F+2~b~1 T! uf+3 f,F+2,3 WS! b+2,1~b~2

Size 20

[22] df+2,1+2
[+72] f+4 b+4,2 f,F+2,3 WS! f+3,4 T! SS.1+2 UF+2
[+65] f+4 f,F+2~b~1 T! f,F+2,3 WS! b+2,1~b~2


Float

1
combo when you anti-air with jab here

Back-turned opponent

Stage break

Extras

Extra combos are juggles that are:

  • Strictly worse than one of the § Staples; or
  • Too inconsistent to be a staple; or
  • Joke combos for style points.

External Links