User:Fang
Satsuki Notes
Notes
Stuff I Want to Play With More
I'm not going to remove things from this list even after labbing it. I think it is neat to see the thought process. Notes from future me will be in bullet points.
blocked 623[A] into reaction 623C
- not as clever as I originally thought. 2C discourages jumps. This is better after 623[A] 2C 5A rebeat, since a blocked 2C encourages jump, and a hit 2C can be converted.
5A 623[B] in pressure
- stupid lol
- 5A 623[B] IS good, but not in pressure
is 5AAAA easily hitconfirmable in a real match
- Yes, but I've been having a lot of success just picking the right 5A followup on reaction to the situation.
is there a good way to discourage dodging 3c after 2c
- Yeah just 2C rebeat 5A. Convert with 5B 623C. It's actually really good in general.
2C(1) 5B 2B (3c) oki blockstring
- pretty godlike if I'm being honest.
- could even bake a sc os in if I was really nasty with it
Do less 5B 623[B] after Ex Shield 5A CH, and to a lesser extent regular 5A CH too. Bad for meter and damage gain is not very high.
Who can be hit by 5[C] after 623C or 236C (WIP)
0-Hit before 236C
- Hime
- Ciel
- Ries
- Roa
1-Hit before 236C
- Tohno
- Nanaya
- Wara
623A Setups (these aren't very good)
these don't work on crouching or CH, so I think they're too hard to use. 2C(1) 5B 2B 3C 623A
- Hime Midscreen
2C(1) 2B 5B 3C 623A
- Hime Midscreen
- Kouma Corner
2C after 623C and 2[C] after 5[C]
Picture
Minor Routing Optimizations
Raw data is presented for various situations where variations in routing exist. Analysis is provided, so you don't have to interpret the data yourself.
- Accidentally rebeating after a jump-in has very little effect.
- 5A in a string ending in 236C will do more damage than without 236C, but it does gimp damage a lot compared to omitting it.
- Adding 5B between 2C and 5C in most ender sequences affects meter gain much more meaningfully than it does the damage.
- Sideswap choice does not matter very much as long as it is one of the 214A(w) variants.
- OTG route after an anti-air CH does very meaningful extra damage.
- OTG route after a shield anti-air CH does NOT do very meaningful extra damage.
Ground String
- j.C Jump-in > [SEE BELOW] > 623[A] > [regular combo]
- 2C 3C: 4752|100.0%
- 5A 5B 2B 2C 3C: 5095|117.8%
- 5A(rebeat) 5B 2B 2C 3C: 5076|117.8%
- 5A 5B 5C 2C 3C: 5298|121.8%
- 5A(rebeat) 5B 5C 2C 3C: 5279|121.8%
- 5B 5C 2C 3C: 5730|119.0%
- 5B(rebeat) 5C 2C 3C: 5574|119.0%
- 5A 5B 2B 5C 236C 2C 3C: 5304|-16.1%
- 5A(rebeat) 5B 2B 5C 236C: 5285|-16.9%
- 5B 5C 236C: 6306|-25.9%
- 5B(rebeat) 5C 236C: 5804|-25.9%
- 2C(1) 5B 3C: 5158|103.0%
Corner Ender
- [regular combo] > 2[C](1), 2C > [SEE BELOW]
- 3C 623[A] 421A: 4107|90.0%
- 3C 623[A] 421C: 4298|-26.0%
- 5C 421A: 4004|86.0%
- 5C 5A 421A: 4037|88.8%
- 5B 5C 421A: 4117|94.0%
- 5C 5A 623[A]: 4096|72.8%
- 5C 623[B] 5B 2A 2C 623C: 4509|-9.0%
- 5B 5C 623[B] 5B 2A 2C 623C: 4587|-1.0%
- 5C 623[B] 22C 66 2C 3C 623[A] 421A: 4518|-22.3%
- 5C 623[B] 214C 2C(1): 4261|-29.1%
Side Swap
- [regular combo] > j.[C] > j.[C] > [SEE BELOW] > 421A
- dash 5A: 3106|54.8%
- dash 5C: 3266|63.0%
- dash 2C 3C 623[A]: 3646|76.0%
- dash 2C 5C: 3533|72.0%
- dash 2C 5C 5A: 3571|74.8%
- 5[C] 214A(w) 5A: 3407|65.8%
- 5[C] 214A(w) 2C 3C 623[A]: 3939|87.0%
- 5[C] 214(w) 2C 5C 5A: 3866|85.8%
- 5[C] 214A(w) 2C 5B 5C: 3949|91.0%
CH 5A
- 5A > [SEE BELOW] > 2C 3C 623[A] > [regular combo] > 421A
- nothing: 3791|92.8%
- 5B 623[B] 5B 623C: 4441|-36.1%
- 623[B] 5B 623C: 4251|44.1%
- 623C: 3602|-52.1%
Shield CH 5A
- 5D 5A > [SEE BELOW] > 2C 3C 623[A] > [regular combo] > 421A
- nothing: 3630|97.8%
- 5B 623[B] 5B 623C: 3964|-31.1%
CH 22A
- 5A > [SEE BELOW] > 2C 3C 623[A] > [regular combo] > 421A
- nothing: 4431|100.0%
- 5B 623[B] 5B 623C: 5414|-28.9%
Shield CH 22A
- 5D 5A > [SEE BELOW] > 2C 3C 623[A] > [regular combo] > 421A
- nothing: 4173|-
- 5B 623[B] 5B 623C: 4752|%