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Starter Guide
Pokes
- HP (not cancelable and weak to DI)
- f.MP (special cancelable and safe on block but still -)
- cr.MK (special cancelable but weak to DI and safe on block but still -)
- cr.HK (-7 on block, very punishable)
- 6HK (On Punish Counter causes crumple state. Only use to beat sweeps since even on normal hit its -)
Anti-airs
- cr.HP (prone to trade)
- MK (fast but specific angle)
- HK (slow)
- 22K (LK is the fastest, OD for invuln)
Pressure
- st.LP/cr.LP (can cancel into themselves, can hit-confirm)
- st.MP (short range but +1 on block and hit confirmable on hit)
- 3HK (slow overhead, cant combo after, safe on block but still -)
Hit-Confirms
- st.LP, st.LP, st.LP, qcfLK
- st.LP, cr.LP, cr.LP, 28LK
- st.MP, st.LK, qcf.MK
Punishes
Fast (4 frames)
- st.LP, 22HK
- st.LP, st.LP, st.LP, qcfLK
Slow
- cr.HP, 28HK
- cr.HP, Lv1
- cr.HP, Lv2, j.c, 2MK, 2MK, 2MK
- cr.HP, Lv3
Crumple State
Wall Crumple (on DI block)
- 22KK
- 4HP, qcf.HK
- st.HK, qcb*P -> MK, 22KK
Wall Splat (on DI hit)
- 22KK
- 4HP, qcf.HK
- st.HK, qcb*P -> MK, 22KK
Full Guide (WIP, not organized, might have errors)
Pokes
- HP (not cancelable and weak to DI)
- f.MP (special cancelable and safe on block but still -)
- cr.MK (special cancelable but weak to DI and safe on block but still -)
- cr.HK (-7 on block, very punishable)
- 6HK (On Punish Counter causes crumple state. Only use to beat sweeps since even on normal hit its -)
- 46*P
- charge fireball
- light is slower but goes ~90% screen
- heavy is faster but goes ~60% screen, slightly moves you forward
- EX is fastest, has 2 hits and goes fullscreen
Anti-airs
- cr.HP (prone to trade)
- MK (fast but specific angle)
- HK (slow)
- 22K (LK is the fastest, OD for invuln)
Pressure
- st.LP/cr.LP (can cancel into themselves, can hit-confirm)
- st.MP (short range but +1 on block and hit confirmable on hit)
- 3HK (slow overhead, cant combo after, safe on block but still -)
Hit-Confirms
- st.LP, st.LP, st.LP, qcfLK
- st.LP, cr.LP, cr.LP, 28LK
- st.MP, st.LK, qcf.MK
- st.HK, qcb*P -> MK, qcf.MK 2420 +3 (can throw after)
- st.HK, qcb*P -> MK, Lv1 3100 +24
- st.HK, qcb*P -> MK, Lv1 3100 +24
Punishes
Fast (4 frames)
- st.LP, 22HK
- st.LP, st.LP, st.LP, qcfLK
Slow
- cr.HP, 28HK
- cr.HP, Lv1
- cr.HP, Lv2, j.c, 2MK, 2MK, 2MK
- cr.HP, Lv3
Crumple State
Wall Crumple (on DI block)
- Easy
- cr.MK, 28HK 1294 +28 meterless
- Lv3 3200 +6 meter dump
- Hard
- qcb*P -> HK, 22MK 1360 +23 meterless
- qcb*P -> HK, Lv1 1920 meter dump
- qcb*P -> HK, Lv3 3760 meter dump
Wall Splat (on DI hit)
- 22HK
- cr.MK, 22HK 2040 +38
- st.HK, 28LK 2219
- st.HK, qcf.LK 2080
- st.HK, qcf.KK
- st.HK, qcf.KK, Lv2, j.c, j.HP, j.HP 3430
- st.HK, 22HK 2360 +35
- st.HK, 22KK 2500 +28
- st.HK, qcb*P -> MK, 22HK 2800 +??
- st.HK, qcb*P -> MK, 22KK 2920 +29
- st.HK, qcb*P -> MK, Lv1 3100 +24
- st.HK, Lv3 4320 +6
- st.HK, qcb*P -> MK, Lv3 4480 +6
Setups
- … , 22HK (+50), dash, st.LP, st.MP (meaty)
- … , 28LK (+30), dash, 4.HP (meaty)
All combos
Wall Crumple (on block)
- 22HK 960 +35
- cr.MK, qcf.HK 1040 +54
- cr.MK, 28HK 1294 +28
- qcb*P -> HK, 22MK 1360 +23
- qcb*P -> HK, 22KK 1680 +28
- qcb*P -> HK, Lv1 1920
- qcb*P -> HK, Lv2
- qcb*P -> HK, Lv3 3760
- Lv1 1360 +20
- Lv2, Lv2extension, 1600+?
- Lv3 3200 +6
Wall Splat (on hit)
- 28HK 1920 +28
- st.HK, 22MK 2220 +23
- st.HK, 22KK 2500 +28
- st.HK, 28LK 2219 +27
- st.HK, Lv3 4320
Hit-Confirm
st.LP/cr.LP
st.LP, st.LP, st.LP
st.LP, st.LP, st.LP, qcfLK
st.LP, st.LP, st.LP, qcfKK, KK
st.LP, st.LP, st.LP, qcfKK, Lv2, j.c,
st.LP, st.LP, st.LP, qcfKK, Lv3
st.LP, st.MP, st.LP, qcfLK
st.LP, st.MP, st.LP, qcfKK, KK
st.LP, st.MP, st.LP, qcfKK, Lv2, j.c,
st.LP, st.MP, st.LP, qcfKK, Lv3
st.LP, st.MP, st.LK, qcfLK
st.LP, st.MP, st.LK, qcfMK
st.LP, st.MP, st.LK, qcfKK, etc
st.LP, st.MP, cr.MP, qcfLK
st.LP, st.MP, cr.MP, qcfMK
st.LP, st.MP, cr.MP, qcfKK, etc
st.LP, st.MP, cr.MP, 28LK 2019
st.LP, st.MP, cr.MP, 28MK 2160
st.LP, st.MP, cr.MP, 28KK, 22HK 2600
st.LP, st.MP, cr.MP, 28KK, Lv1 2900
st.LP, st.MP, cr.MP, 28KK, Lv2 ????
st.LP, st.MP, cr.MP, 28KK, Lv3 4280
st.LP, st.MP, cr.MP, Lv3 4120
All combos
Normal Hit
1HK, cr.MK, qcfMK
1HK, cr.MP, 28MK
1HK, cr.MP, 28KK, qcfMK
1HK, cr.MP, 28KK, qcfKK, KK
1HK, cr.MP, 28KK, qcfKK, Lv2, etc
1HK, cr.MP, 28KK, qcfKK, Lv3
cr.HP, qcb*P -> HK, qcfLK 2240
cr.HP, qcb*P -> HK, 22LK 2320
cr.HP, qcb*P -> HK, 22KK 2720
cr.HP, qcb*P -> HK, Lv1 2960
cr.HP, qcb*P -> HK, Lv3 4800
cr.HP, 28KK, qcfKK, Lv2, j.c, j.HP, Lv1 4400
Counter Hit
Punish Counter
4 frame Punish Counter
st.LP, b.HP, qcfMK 1800
st.LP, b.HP, qcfHK 1880
st.LP, b.HP, st.LK, qcfMK 1948 Very Hard
Crumple State
6HK, st.LP, Lv1
6HK, 4HP, 22HK
6HK, 4HP, 22KK
6HK, 4HP, qcfHK
6HK, 4HP, qcfKK, KK
6HK, 4HP, delay, qcfKK, Lv2, etc
6HK, 4HP, delay, qcfKK, Lv3
Max damage
- st.HK, qcb.P -> MK, DR, 4.HP, qcb.P -> MK, DR, 4.HP, qcb.P -> MK, qcf.MK, CA - 6118
| Combo |
Damage |
Advantage |
CH State |
Meter Required |
Drive Gauge Required |
Notes |
| st.LP, st.LP, st.LP |
810 |
+5 |
- |
0 |
0 |
same for cr.LP but +4 |
| st.LP, st.LP, st.LP, qcfLK |
1370 |
+3 |
- |
0 |
0 |
|
Matchups
Blanka
- st.MK or 4.HP to anti-air blanka ball. 4.HP is safer in terms of hurtbox and you can use it very early.
On the other hand st.MK is faster which makes it better to use on reaction and safer on whiff if blanka ball doesn’t connect.
Available combos below
- st.MK, qcf.MK
- st.MK, qcf.KK, etc (if qcf.KK is used too soon Lv2 can whiff)
- st.MK, Lv1/Lv2/Lv3
- 4.HP, Lv1/Lv2/Lv3
- 4.HP, qcb.KK, Lv3
- 4.HP, qcf.HK
- 4.HP, qcf.KK, etc (if qcf.KK is used too soon Lv2 can whiff)
- 4.HP, 22.HK
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