E's Laf++/Yagabi: Difference between revisions
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[[File:EL2_Kitsune.png| | [[File:EL2_Kitsune.png|550px|right|]] | ||
==Introduction== | ==Introduction== | ||
<font size="3">''' | <font size="3">'''Yagabi'''</font> | ||
<br> | <br> | ||
Line 25: | Line 25: | ||
|- | |- | ||
|'''Backdash''' | |'''Backdash''' | ||
| Frames ( Invincible) | | 19 Frames (3-14 Invincible) | ||
|- | |- | ||
|'''Walk Speed''' | |'''Walk Speed''' | ||
| | |8th | ||
|- | |- | ||
|'''Run Speed''' | |'''Run Speed''' | ||
| | |N/A | ||
|- | |- | ||
|'''Prejump''' | |'''Prejump''' | ||
| | |5 Frames (7 for High Jump) | ||
|} | |} | ||
<div style="border-radius: 5px; background: beige; padding: 5px;"> | <div style="border-radius: 5px; background: beige; padding: 5px;"> | ||
[[image: | [[image:EL2_Kitsune_Dodge.png|250px]] <font size="5">'''''Dodge'''''</font><br> | ||
When double-tapping back, Yagabi doesn't perform a backdash but instead a dodge in place. | |||
</div> | </div> | ||
Line 52: | Line 52: | ||
|data= | |data= | ||
{{AttackData-EL2 | {{AttackData-EL2 | ||
|damage= | |damage= 819 | ||
|guard= | |guard= Mid | ||
|startup= | |startup= 4 | ||
|active= | |active= 5 | ||
|recovery= | |recovery= 11 | ||
|advHit= | |advHit= +4(-7) | ||
|advBlock= | |advBlock= +2(-9) | ||
|attribute= Throw Invincible | |||
|description= ''Chain/Cancel Options: 5A, 2A, Special'' | |||
*Typical plus on block Jab, can function as a pseudo Anti-Air | |||
}} | |||
}} | |||
{{MoveData | |||
|imageSize= 250x250px | |||
|image=EL2_Kitsune_cB.png | |||
|caption= STOMP | |||
|name=c.B | |||
|data= | |||
{{AttackData-EL2 | |||
|damage= 1331 | |||
|guard= Mid | |||
|startup= 6 | |||
|active= 5 | |||
|recovery= 16 | |||
|advHit= +3(-4) | |||
|advBlock= 0(-7) | |||
|attribute= Throw Invincible | |||
|description= ''Chain/Cancel Options: f.B, 5C, Special'' | |||
*Really Strong pressure/offense starter | |||
}} | |||
}} | |||
{{MoveData | |||
|imageSize= 250x250px | |||
|image=EL2_Kitsune_fB.png | |||
|caption= | |||
|name=f.B | |||
|data= | |||
{{AttackData-EL2 | |||
|damage= 1228 | |||
|guard= Mid | |||
|startup= 10 | |||
|active= 3 | |||
|recovery= 18 | |||
|advHit= +2(+2) | |||
|advBlock= -5(-5) | |||
|attribute= | |||
|description= ''Chain/Cancel Options: Special'' | |||
*Placeholder | |||
}} | |||
}} | |||
{{MoveData | |||
|imageSize= 250x250px | |||
|image=EL2_Kitsune_5C.png | |||
|caption= If you get hit by this, you're going to lose. | |||
|name=5C | |||
|data= | |||
{{AttackData-EL2 | |||
|damage= 2047 | |||
|guard= Mid | |||
|startup= 13 | |||
|active= 6 | |||
|recovery= 23 | |||
|advHit= +1(+9) | |||
|advBlock= -9(-1) | |||
|attribute= | |||
|description= ''Chain/Cancel Options: Special'' | |||
*Arguably his Best Starter | |||
}} | |||
}} | |||
{{MoveData | |||
|imageSize= 250x250px | |||
|image=EL2_Kitsune_5D.png | |||
|caption= 死 | |||
|name=5D | |||
|data= | |||
{{AttackData-EL2 | |||
|damage= 2559 | |||
|guard= Mid | |||
|startup= 18 | |||
|active= 2 | |||
|recovery= 22 | |||
|advHit= +4 | |||
|advBlock= -8 | |||
|attribute= Hard Knockdown (No Pursuit) | |||
|description= ''Chain/Cancel Options: N/A'' | |||
*An extremely fast overhead that gives One stock of Fox Fire on hit. | |||
*Forces No Pursuit and gives Hard Knockdown to enable [2]8A Okizeme | |||
}} | |||
}} | |||
{{MoveData | |||
|imageSize= 250x250px | |||
|image=EL2_Kitsune_6A.png | |||
|caption= High Arching Anti-Air | |||
|name=6A | |||
|data= | |||
{{AttackData-EL2 | |||
|damage= 1228 | |||
|guard= Mid | |||
|startup= 9 | |||
|active= 4 | |||
|recovery= 19 | |||
|advHit= Launch | |||
|advBlock= -11(-9) | |||
|attribute= | |||
|description= ''Chain/Cancel Options: Special, Jump'' | |||
*Standard Anti-Air, hits at a very strong angle and allows for easy combos on hit | |||
}} | |||
}} | |||
{{MoveData | |||
|imageSize= 250x250px | |||
|image=EL2_Kitsune_6B.png | |||
|caption= Inconspicuous Overhead | |||
|name=6B | |||
|data= | |||
{{AttackData-EL2 | |||
|damage= 1279 | |||
|guard= High, Air | |||
|startup= 21 | |||
|active= 3 | |||
|recovery= 21 | |||
|advHit= +3(+6) | |||
|advBlock= -4(-1) | |||
|attribute= | |||
|description= ''Chain/Cancel Options: Special'' | |||
*Very quick overhead, great for punishing overly defensive opponents | |||
}} | |||
}} | |||
{{MoveData | |||
|imageSize= 250x250px | |||
|image=EL2_Kitsune_6C.png | |||
|caption= | |||
|name=6C | |||
|data= | |||
{{AttackData-EL2 | |||
|damage= 1535 | |||
|guard= Low | |||
|startup= 16 | |||
|active= 4 | |||
|recovery= 14 | |||
|advHit= +3(0) | |||
|advBlock= -2(-5) | |||
|attribute= Jump Avoidable | |||
|description= ''Chain/Cancel Options: Special'' | |||
*Placeholder | |||
}} | |||
}} | |||
{{MoveData | |||
|imageSize= 250x250px | |||
|imageSize2= 250x250px | |||
|image=EL2_Kitsune_6D.png | |||
|image2=EL2_Kitsune_5D.png | |||
|caption= 31 Frames. You're still getting hit | |||
|name=6D | |||
|data= | |||
{{AttackData-EL2 | |||
|damage= 1433 | |||
|guard= High | |||
|startup= 31 | |||
|active= 2 | |||
|recovery= 20 | |||
|advHit= +8(+9) | |||
|advBlock= -6(-5) | |||
|attribute= | |attribute= | ||
|description= ''Chain/Cancel Options: Special'' | |||
*Strong But slow Overhead Option. | |||
*Special Cancel into stance makes it a good option to utilize. | |||
}} | |||
}} | |||
{{MoveData | |||
|imageSize= 250x250px | |||
|image=EL2_Kitsune_2A.png | |||
|caption= | |||
|name=2A | |||
|data= | |||
{{AttackData-EL2 | |||
|damage= 793 | |||
|guard= Mid | |||
|startup= 4 | |||
|active= 4 | |||
|recovery= 12 | |||
|advHit= +2(-9) | |||
|advBlock= 0(-9) | |||
|attribute= Throw Invincible | |||
Jump Avoidable | Jump Avoidable | ||
* | |description= ''Chain/Cancel Options: 5A, 2A, Special'' | ||
*Typical Crouching Jab, Benefits due to a slight disjoint. | |||
}} | |||
}} | |||
{{MoveData | |||
|imageSize= 250x250px | |||
|image=EL2_Kitsune_2B.png | |||
|caption= | |||
|name=2B | |||
|data= | |||
{{AttackData-EL2 | |||
|damage= 1177 | |||
|guard= Low | |||
|startup= 11 | |||
|active= 4 | |||
|recovery= 12 | |||
|advHit= +9(+4) | |||
|advBlock= -4(-9) | |||
|attribute= Throw Invincible | |||
Jump Avoidable | |||
|description= ''Chain/Cancel Options: Special'' | |||
*Furthest reaching Low Option due to it moving forward. | |||
*Staple Low combo tool | |||
}} | |||
}} | |||
{{MoveData | |||
|imageSize= 250x250px | |||
|image=EL2_Kitsune_2C.png | |||
|caption= Nagoriyuki would blush at this | |||
|name=2C | |||
|data= | |||
{{AttackData-EL2 | |||
|damage= 1791 | |||
|guard= Mid | |||
|startup= 18 | |||
|active= 3 | |||
|recovery= 25 | |||
|advHit= Launch | |||
|advBlock= -6 | |||
|attribute= | |||
|description= ''Chain/Cancel Options (Hit only): Special'' | |||
*Hits essentially all around Yagabi. | |||
*Not a True Anti-Air but very good at hitting really high up. | |||
*Be careful, the hurtbox is not disjointed and could lead to you getting tagged out of your Anti-Air attempt. | |||
}} | |||
}} | |||
{{MoveData | |||
|imageSize= 250x250px | |||
|image=EL2_Kitsune_2D.png | |||
|caption= | |||
|name=2D | |||
|data= | |||
{{AttackData-EL2 | |||
|damage= 1228 | |||
|guard= Low | |||
|startup= 11 | |||
|active= 4 | |||
|recovery= 17 | |||
|advHit= Hard Knockdown | |||
|advBlock= -9(-9) | |||
|attribute= Jump Avoidable | |||
|description= ''Chain/Cancel Options: Special'' | |||
*Standard but Far Reaching sweep. | |||
}} | |||
}} | |||
{{MoveData | |||
|imageSize= 250x250px | |||
|image=EL2_Kitsune_jA.png | |||
|caption= | |||
|name=j.A | |||
|data= | |||
{{AttackData-EL2 | |||
|damage= 716 | |||
|guard= All | |||
|startup= 8 | |||
|active= 5 | |||
|recovery= 7 | |||
|advHit= +13 to +16 | |||
|advBlock= +7 to +10 | |||
|attribute= | |||
|description= ''Chain/Cancel Options: j.A, j.D'' | |||
*Air to Air Jab, decent at its job | |||
*Can link into j.B on hit to allow easy confirms | |||
}} | |||
}} | |||
{{MoveData | |||
|imageSize= 250x250px | |||
|image=EL2_Kitsune_jB.png | |||
|caption= | |||
|name=j.B | |||
|data= | |||
{{AttackData-EL2 | |||
|damage= 1228 | |||
|guard= All | |||
|startup= 10 | |||
|active= 3 | |||
|recovery= 19 | |||
|advHit= +11 to +16 | |||
|advBlock= +4 to +10 | |||
|attribute= Crouch Avoidable | |||
|description= ''Chain/Cancel Options: j.D'' | |||
*Another stellar air to air normal. Confirms easily into j.D | |||
}} | |||
}} | |||
{{MoveData | |||
|imageSize= 250x250px | |||
|image=EL2_Kitsune_jC.png | |||
|caption= The Jump in | |||
|name=j.C | |||
|data= | |||
{{AttackData-EL2 | |||
|damage= 1382 | |||
|guard= High, Air | |||
|startup= 14 | |||
|active= 4 | |||
|recovery= 26 | |||
|advHit= -11 to +16 | |||
|advBlock= -17 to +10 | |||
|attribute= Hard Knockdown | |||
|description= ''Chain/Cancel Options: N/A'' | |||
*High damaging jump in as its only weakness is that it isn't disjointed at all meaning you can get tagged very early and easily | |||
*Forces Hard Knockdown on hit | |||
}} | }} | ||
}} | }} | ||
{{MoveData | |||
|imageSize= 250x250px | |||
|image=EL2_Kitsune_jD.png | |||
|caption= "Instant" Overhead | |||
|name=j.D | |||
|data= | |||
{{AttackData-EL2 | |||
|damage= 1531 | |||
|guard= High, Air | |||
|startup= 16 | |||
|active= Until Landing + 2 | |||
|recovery= 22 | |||
|advHit= Hard Knockdown | |||
|advBlock= -10 | |||
|attribute= | |||
|description= ''Chain/Cancel Options: N/A'' | |||
*lowest possible Height j.D hits on Frame 23 | |||
}} | |||
}} | |||
==Universal Mechanics== | ==Universal Mechanics== | ||
{{MoveData | |||
|imageSize= 250x250px | |||
|image=EL2_Kitsune_Throw.png | |||
|caption= | |||
|name= Ground Throw<br> | |||
A+B | |||
|data= | |||
{{AttackData-EL2 | |||
|damage= 1000 | |||
|guard= Throw | |||
|startup= 1 | |||
|active= 4 | |||
|recovery= 37 | |||
|advHit= Hard Knockdown | |||
|advBlock= N/A | |||
|attribute= | |||
|description=*Placeholder | |||
}} | |||
}} | |||
{{MoveData | |||
|imageSize= 250x250px | |||
|image=EL2_Kitsune_Air_Throw.png | |||
|caption= | |||
|name=Air Throw<br> | |||
j.A+B | |||
|data= | |||
{{AttackData-EL2 | |||
|damage= 998 | |||
|guard= Throw | |||
|startup= 1 | |||
|active= 5 | |||
|recovery= 36 | |||
|advHit= Hard Knockdown | |||
|advBlock= N/A | |||
|attribute= | |||
|description= *Placeholder | |||
}} | |||
}} | |||
{{MoveData | |||
|imageSize= 250x250px | |||
|imageSize2= 250x250px | |||
|image=EL2_Kitsune_Tactical_Guard.png | |||
|image2=EL2_Kitsune_Tactical_Guard2.png | |||
|caption= | |||
|name=Tactical Guard (Air OK)<br> | |||
B+C | |||
|data= | |||
{{AttackData-EL2 | |||
|version= Parry | |||
|damage= N/A | |||
|guard= N/A | |||
|startup= N/A | |||
|active= N/A | |||
|recovery= 41 Total | |||
|advHit= N/A | |||
|advBlock= N/A | |||
|attribute= Armor 3-24 (Low/Mid/High) | |||
|description= | |||
}} | |||
{{AttackData-EL2 | |||
|header=no | |||
|version= Attack | |||
|damage= 800 | |||
|guard= All | |||
|startup= 16 | |||
|active= 2 | |||
|recovery= 25 | |||
|advHit= Knockdown | |||
|advBlock= -34 | |||
|attribute= Invincible 1-20 | |||
|description= *Yagabi flashes blue and parries incoming strikes/projectiles. | |||
*Coming in contact with an opponent's move, Yagabi attacks with a blue blast. | |||
*Time briefly stops when armoring a strike but not a projectile. | |||
*Any special cancelable normal can be canceled into Tactical Guard. | |||
*Armors Fatal Shift attacks on frame 1 and increases the size of the blast. | |||
*Holding the input extends the armor duration while draining the Action and Risk Gauge over time. | |||
*The damage from Tactical Guard is non-lethal, as in it cannot KO. | |||
}} | |||
}} | |||
{{MoveData | |||
|imageSize= 250x250px | |||
|image=EL2_Kitsune_Counter_Boost.png | |||
|caption= | |||
|name=Tactical Attack (Air OK)<br> | |||
2B+C | |||
|data= | |||
{{AttackData-EL2 | |||
|damage= 800 (Recoverable) | |||
|guard= All | |||
|startup= 11 | |||
|active= 2 | |||
|recovery= Until Landing + 14 | |||
|advHit= Launch | |||
|advBlock= -29 to -30 | |||
|attribute= Invincible 1-14 | |||
|description= ''Costs 1 Action Gauge to use'' | |||
*Yagabi becomes invincible on startup, and lets out a green blast. | |||
*Any special cancelable normal can be canceled into Tactical Attack. | |||
*The damage from Tactical Attack is non-lethal, as in it cannot KO. | |||
}} | |||
}} | |||
{{MoveData | |||
|imageSize= 250x250px | |||
|image=EL2_Kitsune_Tactical_Guard2.png | |||
|caption= | |||
|name=Guard Cancel (Air OK)<br> | |||
6B+C During Blockstun | |||
|data= | |||
{{AttackData-EL2 | |||
|damage= 800 (Recoverable) | |||
|guard= All | |||
|startup= 11 | |||
|active= 2 | |||
|recovery= 41 | |||
|advHit= Launch | |||
|advBlock= -34 | |||
|attribute= Strike/Projectile Invincible 1-13 | |||
|description= ''Costs 2 Action Gauge to use'' | |||
*While stuck in blockstun, Yagabi counterattacks with an invincible blast that knocks the opponent away. | |||
*Guard Cancel is not invincible to throws or supers. | |||
*The damage from Guard Cancel is non-lethal, as in it cannot KO. | |||
}} | |||
}} | |||
{{MoveData | |||
|imageSize= 250x250px | |||
|image=EL2_Kitsune_Burst.png | |||
|caption= | |||
|name=Counter Burst (Air OK)<br> | |||
A+B+C During Hitstun/Blockstun | |||
|data= | |||
{{AttackData-EL2 | |||
|damage= 0 | |||
|guard= All | |||
|startup= 11 | |||
|active= 2 | |||
|recovery= Until Landing + 21 | |||
|advHit= Hard Knockdown | |||
|advBlock= -5 | |||
|attribute= Invincible 1-12 | |||
|description= *While under the effects of hitstun/blockstun, Burst can be performed to become invincible and knock the opponent back. | |||
*Only usable once per round. | |||
*Grants two bars of Action Gauge on hit. | |||
*Not invincible to Fatal Shift actions or supers. | |||
*Burst is temporarily disabled from being used when hit by a: | |||
**Throw | |||
**Super | |||
**OTG Attack | |||
**Tactical Guard | |||
**Tactical Attack | |||
**Counter Burst | |||
}} | |||
}} | |||
==Special Moves== | ==Special Moves== | ||
{{MoveData | |||
|imageSize= 250x250px | |||
|image=EL2_Kitsune_46A.png | |||
|caption= Mist Finer Meets Parry | |||
|name=[4]6A | |||
|data= | |||
{{AttackData-EL2 | |||
|damage= 1535 | |||
|guard= Mid | |||
|startup= 12 | |||
|active= 2 | |||
|recovery= 22 | |||
|advHit= Launch | |||
|advBlock= -8 | |||
|attribute= Crouch Avoidable | |||
|description= *A completely Air Unblockable attack if released immediately | |||
*[4]6A~D is a stance cancel. It changes the frame data of normals | |||
*If [4]6A is done out of blockstrings, it is whiff cancelable on startup | |||
*Is a parry when Held to enforce a mixup. [4]6A Parry clashes with; Highs, Mids, Projectiles. | |||
*If done during a combo/blockstring doing 46A Allows the stance to come out regardless meaning you don't have to charge! | |||
*When done with a Fox Fire Stock, it allows Yagabi to do the parry out of blockstun. | |||
}} | |||
}} | |||
{{MoveData | |||
|imageSize= 250x250px | |||
|image=EL2_Kitsune_46B.png | |||
|caption= Low Mist Finer, also a Parry | |||
|name=[4]6B | |||
|data= | |||
{{AttackData-EL2 | |||
|damage= 1228 | |||
|guard= Low | |||
|startup= 12 | |||
|active= 2 | |||
|recovery= 26 | |||
|advHit= Hard Knockdown | |||
|advBlock= -14 | |||
|attribute= | |||
|description= *A Low slash that forces a hard knockdown and juggles in combos. | |||
*[4]6B~D is a stance cancel. It changes the frame data of Normals | |||
*If [4]6B is done out of blockstrings, it is whiff cancelable on startup | |||
*Is a parry when Held to enforce a mixup. [4]6B Parry clashes with Lows Specifically. | |||
*If done during a combo/blockstring doing 46B Allows the stance to come out regardless meaning you don't have to charge! | |||
*When done with a Fox Fire Stock, it allows Yagabi to do the parry out of blockstun. | |||
}} | |||
}} | |||
{{MoveData | |||
|imageSize= 250x250px | |||
|image=EL2_Kitsune_46C.png | |||
|caption= The gap closer. | |||
|name=[4]6C | |||
|data= | |||
{{AttackData-EL2 | |||
|damage= 1407 | |||
|guard= Mid | |||
|startup= 29 | |||
|active= 10 | |||
|recovery= 18 | |||
|advHit= Hard Knockdown | |||
|advBlock= 0 | |||
|attribute= Frame 3 Armor (High, Mid, Projectile) | |||
|description= *An Armored tackle that allows Yagabi to brute force his way in. It being 0 on block means he can force RPS after | |||
* Blows through Highs, Mids and Projectiles allowing him to navigate neutral. | |||
}} | |||
}} | |||
{{MoveData | |||
|imageSize= 250x250px | |||
|imageSize2= 250x250px | |||
|image=EL2_Kitsune_28A1.png | |||
|image2=EL2_Kitsune_28A2.png | |||
|caption= Fireball Okizeme | |||
|name=[2]8A | |||
|data= | |||
{{AttackData-EL2 | |||
|version= Normal | |||
|damage= 1228, 216 | |||
|guard= Mid, All | |||
|startup= 9 | |||
|active= 6(9)13 | |||
|recovery= 10 | |||
|advHit= Knockdown | |||
|advBlock= -5 | |||
|attribute= | |||
|description= | |||
}} | |||
{{AttackData-EL2 | |||
|header=no | |||
|version= Charged | |||
|damage= 1228, 1532 | |||
|guard= Mid, All | |||
|startup= 9 | |||
|active= 6(17)3(3)Until Hit | |||
|recovery= 64 Total | |||
|advHit= Knockdown | |||
|advBlock= +11 | |||
|attribute= | |||
|description= *If the first slash comes in contact with a Projectile, the Fireball is automatically enhanced. | |||
*Launches on hit allowing Yagabi to get certain combo extensions | |||
*The Charge Version is an extremely strong Okizeme tool and a way for Yagabi have more screen presence. | |||
}} | |||
}} | |||
{{MoveData | |||
|imageSize= 250x250px | |||
|image=EL2_Kitsune_28C.png | |||
|caption= Flashkick | |||
|name=[2]8C | |||
|data= | |||
{{AttackData-EL2 | |||
|damage= 440 | |||
|guard= Mid | |||
|startup= 8 | |||
|active= 9 | |||
|recovery= 38 | |||
|advHit= Knockdown | |||
|advBlock= -35 | |||
|attribute= Invincible 1-10 | |||
|description= *A Lightning fast Flashkick that forces Knockdowns | |||
*If done early in a combo it can allow for safejumps when used as an ender. | |||
}} | |||
}} | |||
==Super Moves== | ==Super Moves== | ||
{{MoveData | |||
|imageSize= 250x250px | |||
|image=EL2_Kitsune_214D.png | |||
|caption= | |||
|name=214D | |||
|data= | |||
{{AttackData-EL2 | |||
|damage= 2216 to 3240 | |||
|guard= All | |||
|startup= | |||
|active= | |||
|recovery= | |||
|advHit= Hard Knockdown | |||
|advBlock= -999999999 | |||
|attribute= | |||
|description= Parry type move. Can be held to trigger the rest of the super. | |||
}} | |||
}} | |||
==Combos== | |||
=== Meterless === | |||
=== 28A Loops === | |||
Stuff>[28A>Dash>cl.5B]x~ | |||
Probably his best meterless BnB.<br> | |||
Very versatile and can fit into many routes, plus it can be extended with Fatal Shift.<br> | |||
You can choose to end the loop in 28[A] so it'll reset them but leave you flame oki afterwards.<br> | |||
You can do 2A/5A after the dash if you feel you're not close enough for cl.5B to connect.<br> | |||
You can buffer the dashes during the last part of the 28A animation, the window is very generous. | |||
=== 6B/6D Overhead Conversions === | |||
Both are special cancellable so you can go for 28A Loops on hit. It's best to use Dash A in between since you'll probably be farther.<br> | |||
If you hit 6D close enough, you can gatling into c.BC after it hits thanks to the stagger (as in 6D>c.BC>Loops) | |||
=== Air Throw Conversion === | |||
AT>cl.5B>46B>[Dash>cl.5B>28A]x2>Dash>cl.5B>5C>28[A]<br> | |||
28[A] can be delayed so the flames hit on oki instead of OTG. | |||
{{EL2}} | {{EL2}} | ||
[[Category:E's Laf++]] | [[Category:E's Laf++]] | ||
[[Category:Kitsune]] | [[Category:Kitsune]] |
Revision as of 15:39, 22 June 2024
Introduction
Yagabi
Placeholder
Strengths | Weaknesses |
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Character Information
Health | 10500 |
Backdash | 19 Frames (3-14 Invincible) |
Walk Speed | 8th |
Run Speed | N/A |
Prejump | 5 Frames (7 for High Jump) |
Normal Moves
5A
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c.B STOMP STOMP
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f.B
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5C If you get hit by this, you're going to lose. If you get hit by this, you're going to lose.
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5D 死 死
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6A High Arching Anti-Air High Arching Anti-Air
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6B Inconspicuous Overhead Inconspicuous Overhead
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6C
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6D 31 Frames. You're still getting hit 31 Frames. You're still getting hit
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2A
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2B
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2C Nagoriyuki would blush at this Nagoriyuki would blush at this
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2D
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j.A
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j.B
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j.C The Jump in The Jump in
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j.D "Instant" Overhead "Instant" Overhead
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Universal Mechanics
Ground Throw
A+B |
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Air Throw
j.A+B |
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Tactical Guard (Air OK)
B+C |
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Tactical Attack (Air OK)
2B+C |
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Guard Cancel (Air OK)
6B+C During Blockstun |
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Counter Burst (Air OK)
A+B+C During Hitstun/Blockstun |
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Special Moves
[4]6A Mist Finer Meets Parry Mist Finer Meets Parry
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[4]6B Low Mist Finer, also a Parry Low Mist Finer, also a Parry
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[4]6C The gap closer. The gap closer.
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[2]8A Fireball Okizeme Fireball Okizeme
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[2]8C Flashkick Flashkick
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Super Moves
214D
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Combos
Meterless
28A Loops
Stuff>[28A>Dash>cl.5B]x~
Probably his best meterless BnB.
Very versatile and can fit into many routes, plus it can be extended with Fatal Shift.
You can choose to end the loop in 28[A] so it'll reset them but leave you flame oki afterwards.
You can do 2A/5A after the dash if you feel you're not close enough for cl.5B to connect.
You can buffer the dashes during the last part of the 28A animation, the window is very generous.
6B/6D Overhead Conversions
Both are special cancellable so you can go for 28A Loops on hit. It's best to use Dash A in between since you'll probably be farther.
If you hit 6D close enough, you can gatling into c.BC after it hits thanks to the stagger (as in 6D>c.BC>Loops)
Air Throw Conversion
AT>cl.5B>46B>[Dash>cl.5B>28A]x2>Dash>cl.5B>5C>28[A]
28[A] can be delayed so the flames hit on oki instead of OTG.