Introduction
“
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Sorry, but I have a dream and I won't let anything stop me from reaching it!
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”
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BOXING IS AMERICA. This guy's great when he's in your face, not so great otherwise. His punishment tools and weird low jump give him a unique rushdown playstyle.
Strengths |
Weaknesses
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- Great damage and confirms if he has charge, including an inescapable reset
- Extremely low jump arc lets him put on some scary pressure with double jump
- Best high/low game thanks to the above, a safe slide, and the only grounded overhead in the game
- Tight frame traps which can lead to high damage combos
- Various specials make good ranged punishers ([4]6P, [4]6K, [4]64P)
- He's a great dad
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- Somewhat stubby buttons
- Limited movement due to his low jump and charge inputs
- Has difficulty in some air-to-air situations due to none of his air normals hitting above him
- Only reversal is [2]8P, high risk and sometimes punishable
- Has "swiss cheese", i.e. can't utilise rapidfire jab due to Mash P
|
Stats
Forward walk speed
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Backward walk speed
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Prejump
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Jump length
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Backdash length
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Backdash distance
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Defense
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Stun
|
2.687500
|
2.015625
|
4 frames
|
33 frames
|
1-11 invulnerable, 12-15 vulnerable
|
80px
|
3968
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512
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Normals
Standing
5LP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
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Hit Advantage
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Block Advantage
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Guard
|
Cancel
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Invuln
|
Juggle
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-
|
32
|
1
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5
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4
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+4
|
+2
|
HL
|
Y
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-
|
Reset
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A great jab - 1f startup, chainable, second best in range to Barts 5LP. The presence of Mash P prevents you from spamming it, though.
Crouched by Gekkou, Wulong, Lihua, Liza, Marco.
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n.5LP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
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Hit Advantage
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Block Advantage
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Guard
|
Cancel
|
Invuln
|
Juggle
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-
|
32
|
2
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5
|
4
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+4
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+2
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HL
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Y
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-
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Reset
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This is oddly slower than 5LP, but less characters crouch it. It's still one of his fastest close buttons and fills the same niche.
Crouched by Wulong, Liza.
Max activation range is 78px
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|
5MP
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Damage
|
Stun
|
Startup
|
Active
|
Recovery
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Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
64
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6
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6
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8
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+4
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+2
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HL
|
N
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-
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Reset
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A hook with slightly more range than 5LP, but its slow startup and lack of cancel mean there’s not much use for it.
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|
n.5MP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
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Hit Advantage
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Block Advantage
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Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
96
|
3
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1+6
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9
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+2
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±0
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HL
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Y/N
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-
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Reset
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McCoy brings his fists together like a vice. Fast combo filler that, despite long active frames, makes a poor meaty as you can’t cancel the late hitbox. This can also be inconvenient of you use it from too far, where the initial hitbox whiffs and the late one hits.
Max activation range is 82px
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5HP
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Damage
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Stun
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Startup
|
Active
|
Recovery
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Hit Advantage
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Block Advantage
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Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128
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6
|
10
|
14
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-2
|
-4
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HL
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N
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-
|
Reset
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McCoy throws a straight punch. It's got great reach because he leans into it, making it useful for whiff punishes when you lack charge. The hitbox is only slightly disjointed, making it prone to trading.
Crouched by Wulong, Liza (crouch blocks it).
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n.5HP
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Damage
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Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
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Block Advantage
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Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128
|
5
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3+8
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12
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-1
|
-3
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HL
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Y/N
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-
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Reset
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An uppercut with a deceptively long activation range, making it a natural anti-air. The initial hitbox can whiff near max range, but you're usually so close when using it in combos that it's not a problem. Cancelable into mash HP for an incredible amount of stun.
Max activation range is 92px
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5LK
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Damage
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Stun
|
Startup
|
Active
|
Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
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Juggle
|
-
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32
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4
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4
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4
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+5
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+3
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L
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N
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-
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Reset
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A short-ranged kick at the ground, actually a standing low, though it's not very rewarding. Will beat some low pokes, since it pulls McCoy’s hurtbox back.
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n.5LK
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Damage
|
Stun
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Startup
|
Active
|
Recovery
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Hit Advantage
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Block Advantage
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Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
32
|
4
|
4
|
4
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+5
|
+3
|
HL
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N
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-
|
-
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This has high startup for a close normal, but it's slightly easier to link into other normals.
Max activation range is 62px
|
|
5MK close is identical close is identical
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Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
64
|
5
|
5
|
10
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+3
|
+1
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HL
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N
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-
|
Reset
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A high kick that works as a low-commitment anti-air, but may trade with some deeper jump-ins or divekicks.
|
|
5HK close is identical close is identical
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Damage
|
Stun
|
Startup
|
Active
|
Recovery
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Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
96
|
8
|
6
|
18
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-2
|
-4
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HL
|
N
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-
|
Reset
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A spinning kick that makes a good counterpoke, due to being one of McCoy's few disjointed buttons.
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Downward Blast 6HP
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Damage
|
Stun
|
Startup
|
Active
|
Recovery
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Hit Advantage
|
Block Advantage
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Guard
|
Cancel
|
Invuln
|
Juggle
|
-
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128+64
|
16
|
3+10
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6
|
+6
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+4
|
H
|
N
|
-
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Reset, KD if both hit
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A 2-hit overhead that can be hard to see coming. It's safe on hit and block, and if you land it meaty, you can combo 2MK if close, or 2HK/3HK if far. Be careful using 6HP as a meaty, it can whiff point-blank on most characters.
First hit whiffs crouching Wulong and Liza (crouch block gets hit).
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Crouching
2LP
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Damage
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Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
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Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
32
|
2
|
6
|
3
|
+4
|
+2
|
HL
|
Y
|
-
|
Reset
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A solid jab that’s more active than you’d expect, and especially useful for characters who can crouch 5LP. Has the same frame advantage as his other jabs. Its disjointed hitbox makes it surprisingly effective at stuffing some forward-moving specials. Against many airborne attacks with low hurtboxes, such as divekicks, this can lead to a reset by canceling into thunderbolt, boomerang crash, or jet upper.
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|
2MP
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Damage
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Stun
|
Startup
|
Active
|
Recovery
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Hit Advantage
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Block Advantage
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Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
96
|
6
|
6
|
9
|
+3
|
+1
|
HL
|
Y
|
-
|
Reset
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A slow elbow attack with long reach, more than 2MK. This makes it more reliable in combos off 6HP or in juggles/restand attempts.
|
|
2HP
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Damage
|
Stun
|
Startup
|
Active
|
Recovery
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Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128
|
4
|
2+2+8
|
12
|
-2
|
-4
|
HL
|
N
|
-
|
Reset
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A crouching uppercut that reaches a bit higher than n.5HP, and you can use it from any distance. With its fast startup and generous active frames, it's McCoy's best anti-air, though the initial hitbox can lose to jump-ins.
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|
2LK
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Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
32
|
4
|
4
|
4
|
+5
|
+3
|
L
|
Y
|
-
|
Reset
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While slow compared to other 2LKs, this is still McCoy's fastest low. It's not chainable either, but it's got great range and you get solid reward from canceling into [4]6P.
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|
2MK
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Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
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Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
64
|
5
|
6
|
7
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+5
|
+3
|
L
|
Y
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-
|
Reset
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The go-to low button for its greater range, McCoy's 2MK is comparable to Kazuya 2MK, albeit on a charge character. Consistently combos into [4]6MP at max range, or [4]6HP a bit closer for extra damage.
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|
2HK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
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Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
96
|
8
|
14
|
8
|
KD
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-2
|
L
|
N
|
-
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KD
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A boxer with kicks is already weird, but a boxer with a safe slide? Unheard of. This is your answer to fireballs if you don't have charge. It's also a good anti-air, as it will avoid jump-ins and guarantee knockdown.
When used point-blank, it puts you out of range of regular throws and most command grabs, but can be punished with some guard cancels. At a distance, it can be plus and frame trap into 2MK or n5HP.
Low profiles frame 9-22.
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|
Dash Punch 3HP
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Damage
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Stun
|
Startup
|
Active
|
Recovery
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Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128
|
10
|
24
|
24
|
-26
|
-28
|
HL
|
N
|
-
|
Reset
|
Horrible sliding punch. Has slightly more reach than 2HK, but doesn’t hit low. It’s very active but the recovery just ruins it, and it's not as if the hitbox is good.
|
|
Slide Trip Double 3HK
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Damage
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Stun
|
Startup
|
Active
|
Recovery
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Hit Advantage
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Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
32+64
|
8
|
4(8)12
|
20
|
KD
|
-12
|
L
|
N
|
-
|
Reset/KD
|
A 2-hit slide that’s probably intended as part of a mixup with 2HK, since it looks the same up until the second hit. However, it’s very unsafe on block. It doesn’t go quite as low as 2HK until the second hit, so it will get hit by certain fireballs like Kazuya 236HP.
Low profiles frame 9-20, goes lower frame 21-38.
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|
Jumping
Note: J. McCoy's neutral jump normals are the same as his diagonal jump normals.
j.LP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
64
|
2
|
Until landing
|
-
|
-
|
-
|
H
|
-
|
-
|
Reset
|
A good all-purpose button that fits in a niche between j.MP/j.HP's vertical range, and j.MK/HK's horitontal range. Can instant overhead Azteca (frame perfect), Boggy, Barts, and Gonzales.
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|
j.MP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
96
|
4
|
18
|
4
|
-
|
-
|
H
|
-
|
-
|
Reset
|
Slightly worse air-to-air but better jump-in than j.LP. It can be useful since it stays out for most of McCoy’s jump. Can instant overhead Barts (frame perfect) and Gonzales. Can stuff some anti-airs that normally beat his other air options.
|
|
j.HP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128
|
5
|
9
|
4
|
-
|
-
|
H
|
-
|
-
|
Reset
|
This McCoy’s best jump-in, it hits very deep and is entirely disjointed. You can also throw it out twice in a jump. Can instant overhead Barts (frame perfect) and Gonzales.
|
|
j.LK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
32
|
2
|
Until landing
|
-
|
-
|
-
|
H
|
-
|
-
|
Reset
|
An funny knee attack with a tall hitbox that makes it a reliable instant overhead across the cast, though it's tricky to do from a backwards jump (seemingly impossible vs Wulong).
|
|
j.MK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
64
|
4
|
18
|
4
|
-
|
-
|
H
|
-
|
-
|
Reset
|
A straight kick that’s useful as an air-to-air because it’s slightly disjointed. Has literally a pixel less horizontal range than j.HK, so they’ve both got their uses.
|
|
j.HK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
96
|
6
|
8
|
4
|
-
|
-
|
H
|
-
|
-
|
Reset
|
The big boot with a high hitbox. A useful button to approach with due to its long reach and short overall duration, letting you throw out two in a jump.
|
|
Diving Fists j.2LK+MK+HK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128
|
21
|
23
|
26
|
KD
|
-29
|
H
|
-
|
-
|
KD
|
McCoy leaps to the ceiling and dives down at a 45° angle. This doesn’t bounce him back on hit or block like most divekicks, making it really unsafe but allowing him to start oki if it hits. It has higher startup than most divekicks, and causes McCoy to go higher than his normal jump.
Low profiles on recovery frame 49-60 (during recovery)
|
|
Throws
Gut Punches 4/6MP Max range 48 px Max range 48 px
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
0
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
KD
|
McCoy’s first hold, rapid gut punches. As with all holds, this does poor damage, but has good frame advantage and doesn’t side switch. It has the most range of his throws by a hair.
|
|
Hard Toss 4/6HP Max range 46 px Max range 46 px
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
64
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
KD
|
Exactly what it sounds like. Does about twice the damage of his holds, and still has lots of frame advantage. Side switch makes this less ideal if they’re cornered.
|
|
Gut Knees 4/6MK/HK Max range 46 px Max range 46 px
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
0
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
KD
|
McCoy’s second hold. It’s like his first, but with slightly poorer range. It might be useful due to the OS with 5MK, a solid anti-air.
|
|
Special Moves
Boomerang Crush [4]6P
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
LP
|
-
|
32+32+32
|
11
|
1(9)1(12)14
|
10
|
KD
|
-4
|
HL
|
-
|
-
|
KD,KD,Y
|
MP
|
-
|
32+32+32
|
16
|
1(10)1(13)16
|
10
|
KD
|
-6
|
HL
|
-
|
-
|
KD,KD,Y
|
HP
|
-
|
32+32+32
|
21
|
1(11)1(14)18
|
14
|
KD
|
-12
|
HL
|
-
|
-
|
KD,KD,Y
|
Boomer Rush! A 3 hit punch combo that launches, dealing slightly more damage on stronger versions. The first hit has very short range, so it’s worth canceling into [4]6MP for the extra distance. This is your best combo filler since you have ample time to follow up, especially against the wall. McCoy will skip to the first hit when makes contact with the opponent during startup, meaning any version can be as quick as 3 frames.
Be careful about this getting blocked, as it's possible to guard cancel between any hit, and hit 1 doesn't even combo into hit 2 on [4]6MP and [4]6HP. This is because the gap between hit 1 and 2 widens from 9/10/11 frames to 16/22/28 frames on hit or block.
Charge time: 50 frames
|
|
Sonic Bomber [4]64P
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
All
|
-
|
192
|
12
|
10
|
8
|
KD
|
+2
|
HL
|
-
|
-
|
KD
|
McCoy throws an advancing straight punch that knocks down. Since it doesn't project hurtboxes during startup, you can use this as a counterpoke that often trades in McCoy's favor, including against fireballs. All versions move the same distance and are +2 on block point blank. Note that the input is strictly 64 after charging, otherwise you’ll get [4]6P.
Charge time: 60 frames
|
|
Jet Upper [4]6K
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
LK
|
-
|
64+64+32
|
10
|
3+3+3/11
|
42+4
|
KD
|
-46
|
HL
|
-
|
-
|
Y,Y,KD/KD
|
MK
|
-
|
64+64+32
|
15
|
3+3+3/11
|
42+4
|
KD
|
-46
|
HL
|
-
|
-
|
Y,Y,KD/KD
|
HK
|
-
|
64+64+32
|
20
|
3+3+3/11
|
42+4
|
KD
|
-46
|
HL
|
-
|
-
|
Y,Y,KD/KD
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McCoy rushes forward and does a burning uppercut. This is a reliable combo ender and potential anti-fireball tool, though it's risky and hard to use on reaction. The LK version travels about halfscreen, the MK version a bit farther, and the HK version about 3/4 screen. If McCoy makes contact with the opponent during startup, he’ll skip to the first hit, meaning startup can be as quick as 1 frame for any version. Generally McCoy’s best guard cancel and ranged punish.
All versions low profile from frame 6 until active (6-10, 6-15, 6-20).
Charge time: 70 frames
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Thunder Bolt [2]8P
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Version
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
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Juggle
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LP
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-
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224
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34
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18
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26
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KD
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-
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H
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-
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1-8F
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KD
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MP
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-
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224
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28
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17
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26
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KD
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-
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H
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-
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1-8F
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KD
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HP
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-
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224
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24
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18
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26
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KD
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-
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H
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-
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1-8F
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KD
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Before Dudley had this move in 2I, McCoy had it. Quickly jumping over the top of the screen, he comes down with a punch that’s difficult to beat and can cross up. On block, he bounces upwards, making it really punishable. Yeah, this is another hard read anti-fireball tool, though it can be useful for catching anyone sleeping on defense in general.
You can use this as a way to escape the corner due to its startup invincibility. It’s also possible to steer left or right while coming down, making it an even more ambiguous crossup or giving you more space from the corner.
Charge time: 50 frames
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Spark Blow Mash P
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Version
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
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Juggle
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LP
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-
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-
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0
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40(12)10
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8
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KD
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+2
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HL
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-
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-
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Reset, KD
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MP
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-
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-
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0
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32(12)10
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8
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KD
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+2
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HL
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-
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-
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Reset, KD
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HP
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-
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-
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0
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48(12)10
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8
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KD
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+2
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HL
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-
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-
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Reset, KD
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The wacky mash move that ends with Sonic Bomber when you stop mashing P. It might not seem too useful outside of chip kills, but it deals tons of stun, so it can be clutch. It’s also frame 1, and has a solid hitbox for anti-airs, so mess around with it. Stick to Mash HP as it's the only version where hits can combo into each other. Spark Blow can be an effective guard cancel against multi-hit specials but you may be left punishable on grounded hit.
Requires 4 identical inputs to start. Each hit is active for 10, 8, and 6 frames for LP, MP, and HP respectively. Frame data listed assumes minimum mashing time.
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Desperation
Destructive Combination [1]32147MP+HP
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
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Juggle
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-
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0
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21
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4(10)4(11)4(10)4(10)3
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19
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KD
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-2
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HL
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-
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22-47F
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-
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McCoy winds up and rushes forward, starting a 5-hit combo when he reaches the opponent. Otherwise he’ll continue to the other side of the screen before stopping. It does good damage and covers a good distance, but it's got some weird downsides. The gaps between hits are large enough to get guard canceled, It’s too slow to combo into, and it also doesn’t activate on airborne opponents so you can’t use it in juggles. When McCoy hits a wall, he stops while invincible for 16 frames.
Charge time: 30 frames
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Combos
Midscreen
- [4]6P [4]6HK
- Sub [4]6HK for 2HK to do similar damage but not wall break, or n.5HP xx Mash HP for more damage with a tighter timing
- [4]6LP j.HP j.HP works for more damage, but requires them to hit the wall or corner. [4]6MP j.MP j.HP also works for similar damage to [4]6HP [4]6HK
- Without the wall, [4]6LP/MP j.LP j.HK works
- [4]6P 2MP/2MK xx [2]8HP is a solid reset since it puts you above them, so it can be hard for some characters to hit you
- 2LP 2LP xx [4]6P...
- 2LK n.5MP xx [4]6P...
- 2MP/2MK/n.5HP xx [4]6P...
- Bear in mind 2MP/2MK xx [4]6LP will drop at far ranges as seen here.
- j.HP n.5HP barely gives you enough charge for [4]6P
- n.5HP xx Mash HP (3 hits)
- Character-specific, careful not to mash too much or the final hit won’t combo. Works on Gekkou, Wulong, J. McCoy, Boggy, Marco.
- Can be crouched between hits to escape - example
- Meaty 6HP 3HK
- Meaty 6HP 2MK xx [4]6P...
- 2MK xx [4]6P (restand) 2MK xx [4]6HK
- The best you can get off a midscreen restand
Wallbreak
- j.HP n.5HP xx [4]6MP n.5HP xx Mash HP
- Stuns characters with 512 or less
Corner-only
- 2MP/2MK xx [4]6P (restand) 2MK…
- Restand loop. You can end it in stun after either 3 reps for 2MP or 4 reps for 2MK, with n.5HP xx Mash HP.
- Redizzy possible, but requires you to go into n.5HP xx Mash HP after the 5th/6th rep respectively.
- Starting with j.HP will cut off another loop's worth of stun.