7
« on: June 14, 2011, 10:43:49 AM »
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Throws
4/6CD : Hard knockdown.
j.CD : Tosses them behind you, no-tech, hard knockdown.
Normal Moves
A : Poke, beats out most other moves in range, safe on block, able to cancel.
B : Very small poke, hits low, safe on block, able to special-cancel, can OTG.
C : Mid ranged hit, safe on block.
D : Avoid this move, mid ranged hit, safe on block, inflicts soft-knockdown.
cl.A : Extremely fast poke, combo-starter, safe on block, able to cancel.
cl.B : Same as regular B.
cl.C : Fast hit, similar to cl.A, short combo-starter, safe on block, able to cancel.
cl.D : Moderately fast hit, safe on block, able to special-cancel.
2A : Same as regular A.
2B : Generic low attack, combo-starter, safe on block, able to cancel.
2C : First hit inflicts hard knockdown, second hit inflicts soft knockdown, unsafe on block, able to cancel.
2D : Generic sweep, hard knockdown, safe on block, able to cancel.
j.A : All-around jumping move, short range.
j.B : Avoid this move.
j.C : Air-to-ground move, extremely big downward hitbox.
j.D : Air-to-air move, crosses up.
4C : Command normal with fantastic range and priority, most often used in combos, has two followups which can be done out of any normal, safe on block, able to cancel.
|-> 6C : Good priority and speed, safe on block, no cancel.
|-> 2C : Hard knockdown, no-tech on second hit, good in combos, unsafe on block, able to cancel.
j.2B : Bounces off the enemy, has four followups which can also be done out of 623A/B/C, unsafe without a followup.
|-> 8B : Jumps back and spins, safest option when 2B is blocked.
|-> 2B : Slams down, hitting five times, hard knockdown, no-tech, unsafe, can OTG.
|-> 7/8/9A : Spins and does 24 hits depending on the angle, vulnerable if it doesn't connect, hard knockdown, no-tech vs ground opponents, long recovery. Primarily use this as an anti-air move out of air-to-air 2B or a whiffed 623A/B/C move, no OTG followup.
|->8D : Jumps up and slams down, hard knockdown, no-tech, unsafe, can OTG.
Special Moves
236A/C : Projectile, soft knockdown when close.
28B/D : Uppercut spin, unsafe on block, hard knockdown.
|-> 28B/D : Followup, hard knockdown, able to super-cancel.
63214A/C : Command grab, can be chained into.
214B/D : Runs forward, has three followups and the ability to cancel, primarily used in blockstrings.
|->A/C : Forward thrust, able to cancel.
|->B/D : Counterwire, hard knockdown.
|->CD : Backturned command grab, hard knockdown.
|->44 : Exit the run.
623A/B/C/D : A/B/C are close/mid/far, D falls directly above the enemy and has roll followups, hard knockdown, no-tech, A/B/C have multiple followups.
|->A/B/C : Rolls forward, backward, and in place. C can be followed up with all of the same as j.2B.
|->j.2B followups are all valid after A/B/C.
6BD : Parry, covers high/medium attacks, hard knockdown vs jumping enemies, able to super-cancel.
|->BD : Hard knockdown, no OTG followup.
|->236AC : Higher damage of the regular BD followup, hard knockdown, no-tech.
4BD : Parry, covers low/medium attacks, able to super-cancel.
|->BD : Hard knockdown, no-tech, no OTG followup.
j.6BD : Parry, covers air-to-air attacks, hard knockdown
421A: Temporarily inverts left / right directions on hit, can OTG on fall, hard knockdown vs air opponent, costs 1/2 power gauge.
421B: Temporarily inverts up / down directions on hit, can OTG on fall, hard knockdown vs air opponent, costs 1/2 power gauge.
421C: Temporarily inverts punch / kick buttons on hit, can OTG on fall, hard knockdown vs air opponent, costs 1/2 power gauge.
Super Moves
2141236A/C: Dives forward, can OTG, costs one power gauge.
236236A/C: Fast upward attack, good anti-air, costs two power gauges.