_______ \ \ _______
| \ |\ |\ / |
|_____ \__________ ______ | \ | \ ______ __/ _____|
\ | / / _ / | _ / | / / ___ | /
\____ ___| /_____/ | \_/ / | \_/ / /_____/ | \ | /
| | ____ | / | / ____ | \| |
| | | \ | \ | \ | \ | |
| | | __\ | |\ \ | |\ \ | __\ | |
| | | |___ | | \ \\ | \ \| |___ | |\ |
| | | \ | | \ \\ | \ \\ \ | | \ |
| | \______\|__| \__\\| \__\\_____\| | \__|
| | __________ ____________ __________ | |
| | / / / \ \ \ | |
\ |/ _______/ / \ \_______ \| /
\ / / ____ \ \ /
\ / |______/ | | \ /
\_/ ____| | \_/
| /
_______ _ _ _____ |____ \ _____ __ ____
|__ __| | | | | | ___| ______ | | | ___| / \ / \
| | | |_| | | |__ | \____| | | |__ / /\ \ | /\ |
| | | _ | | __| \ / | __| | __ | | | | |
| | | | | | | |___ \ / | | | | | | | \/ _|
|_| |_| |_| |_____| \____________/ |_| |_| |_| \____\\
version: beta (0.65)
last update: 12/12/98
author: Barry Wright Moretz(BMW)
MAD PROPS(this section lists major contributors to this FAQ)
ANDY TATMAN let me borrow his psx as a reference guide, and without
it I would never have been able to make this FAQ as accurate or
technical as it is. Thanx Andy =)
I would also like to note the following people for being either the
best I've played, great friends, or both(alphabetical order)...note
that if the following people are Tekken 3 players, then I most
certainly picked up some combo, strat, or portion thereof from them,
and that information probably found its way into THE FAQ:
Brett 'playa' Bataglia(Lafayette, La), Dan 'PPhoenix' Benedict(?), Ben
'tragic' Cureton(San Francisco, CA), David DeWitte(Lewisville, NC), Bryan
'BFan' Fan(San Francisco, CA), Robert 'RawbDog' Grimes(Seattle, WA),
Claude 'CHaith' Haith(Charlotte, NC), Marty '1TruKing' Hector(Portland,
OR), Timothy Hoarsely(Lexington, NC), Jeff 'Chinaman' Hsu(San Francisco,
CA), Zach 'NICE!' Janson(Chicago, IL), Derek 'Acidbath' Jones(Lafayette,
La), Gerald 'Yagyu' Joubert(Lafayette, La), Markus 'Saeur Kraut' Kaufman
(Chicago, IL), Victor 'Spitting Ninja' Lin(NC), Chris 'stardust' McNabb
(Lafayette, La), David Pickle(Lexington, NC), Karl 'Dolemite' Simms
(Portland, OR), Andy 'Chojin' Tatman(Lafayette, La), Peter 'Gordola'
Tsang(Rhode Island), Alex 'CaliPower' Valle(Las Angeles, CA), Mike Yang
(NC), Mike 'MIC'(Las Angeles, CA), Damian 'flower child'(Lafayette, La),
Mark 'Flipmeign'(Las Angeles, CA), and "Kaiser"(Panama)
DISCLAIMER
THE FAQ was made by Tekken 3 players, for Tekken 3 players. No
part of this document may be reproduced and sold for profit. The
information herein is intended for recreational use only and may only
be redistributed in its entirety by electronic or printed format, or
with the expressed written consent of Barry Wright Moretz(my preferred
net-name is BMW, and you may contact me for whatever reason via email
at
[email protected]). The only modification you may make to THE FAQ
is to cut [edit] [cut] the condensed KEY at the very bottom and then
paste it into a new text document so that you may open both text files
and use the new document to reference the notations I use in THE FAQ.
If you are reading this document in printed format, you may 'cut along
the dotted line' to achieve the same effect. Also note that the author
is at this time removing himself from ANY acts of ANY wrong doing by
telling you at this time to read on at your own risk. By continuing to
read this document from this sentence on, you are accepting that any
beat-downs, ass-stompings, glitches with your computer(while trying to
make THE FAQ look as good as possible), and any other problems you may
encounter while reading THE FAQ are purely YOUR fault and YOUR fault
only heheh. The newest version of THE FAQ may be found at:
http://tekkenstuff.hypermart.net/documentz/THE_FAQ.txt
~The Legal Implications of the Disclaimer
Something that a lot of FAQs fail to mention is the FACT that you
cannot copyright protect a FACT. Bryan Fury has a move which is
performed by tapping the controller on a Tekken 3 machine towards your
opponent twice and hitting the right punch button at the same time as
you tap the controller toward your opponent the second time, this is a
fact. This move causes 30 points of damage and leaves your opponent
laying down on the ground facing up with his head away from you, this
is a fact. Water is wet, and this is also a fact. Neither I nor anyway
else can say that water is wet and then proceed to copyright protect
that statement. The same holds true for any factual information that
can be found within this document: it cannot be protected by copyright
laws. What CAN BE and IS protected by international copyright laws is
the format in which these facts are presented, and any 'arguable'
items, such as strategy or which moves are better than others, as these
items are not factual data. In other words, you can 'rob' the factual
data from THE FAQ and get away with it as long as you are very careful
not to emulate(plagiarize) the format, which is much easier said than
done. If you do rob THE FAQ, and if you fail to refrain from emulating
its format while robbing it, you will probably be sued by yours truly,
and if you make money in the process of completing the aforementioned
acts, you most definitely WILL be sued by yours truly ;)
OPTIMAL VIEWING SETTINGS
...........................................................................
1234567890123456789012345678901234567890123456789012345678901234567890123456
<----------------------------- 76 spaces wide ----------------------------->
~MS WordPad...
...is a text file editor that displays *.txt files in a "mono-space"
format, meaning that every character displayed takes an equal amount of
space as every other character. If the row of periods below 'OPTIMAL
VIEWING SETTINGS' lines up with the row of numbers, then you are viewing
in mono-space format. While making THE FAQ, I had only the 'Status Bar'
checked in the [View] menu of MS WordPad, and THE FAQ will look best if
you view it with this option only. I chose MS WordPad because it was
(and still is) the only *.txt file editor available to me, but it also
happens to be the most widely used *.txt file editor on the most widely
used operating system, so it's all good =)
~640x480...
...is a display setting which affects the number(size) of pixels on
your monitor, and will therefore affect the viewable size of this
document. If you are using Windows 95 or 98, you may right-click on the
desktop area(the background upon which your various icons such as 'My
Computer' and 'Recycle Bin' lie), select 'Properties' on the small menu
that appears, then select the 'Settings' tab on the 'Properties' menu,
then drag the bar under 'Desktop area' over to '640 by 480 pixels', and
then click 'Apply'. You'll have to restart your computer before the new
settings will be implemented. I chose a pixel setting of 640x480
because that's the maximum for my shitty little notebook, but
approximately 50% of all computer owners are using this setting
already, so it's still all good =)
WHAT'S NEW/FAQ HISTORY
~version 0.60 released 12/8/98(first version)
- This FAQ(the following are major differences between THE FAQ and
it's predecessor, BMW's Tekken 3 FAQ Supplement)
- revamped the setup for this entire FAQ: split the FAQ into two
main sections(General and Specific); the General section
comprising of general moves and strategy, including any
information which is applicable to multiple characters; and the
Specific section comprising of all character-specific
information
- added movelists for general and specific sections
- edited and/or rewrote and/or added to all strategy
- switched from alpha standard(lp, rp, lk, rk) to numeric
standard(1, 2, 3, 4)
~~ there are dozens of other significant changes, but the
aforementioned are the most prominent
~version 0.65 released 12/12/98
- completed Jin Kazama
- denoted the delayable special throws
- added to Eddy Gordo's "~Attacking" section because of new-found
uses for his delayable throw, and made other corrections and
additions to said section
- added the alternate input required for normal throws(ie DF{1+3_
DF{2+4), and corrected the lprys which had stated that df+1+3_2+4
could be used
- corrected errors within Hwoarang's throw section
- revemped some sections for increased uniformity
- completed King's "General" attack section
~~~~~~CONTENTS~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
{Content Name} {Description}
Title ~title
i. Disclaimer ~ethical/non-ethical shit and the legality
of those items
ii. What's New ~summary of new additions/fixes for this FAQ
iii. Contents ~summary of the information within this FAQ
iv. Introduction ~introduction
v. Key ~the abreviations I will be using in this FAQ
a. Interface ~user interface
1. Controller ~the movey-movey
2. Buttons ~the pushy-pushy
b. Term Notations ~well, you asked wtf I was talking about ;)
1. Movement ~move your char
2. Positioning ~where you are
3. Attack Types ~types of ass-kicking
a. Normal Attacks ~cool pimping
b. Counterattacks ~cooler pimping
4. Juggle Types ~coolest pimping
5. Special Stances ~abnormal pimping
a. Eddy Gordo
b. Gun-Jack
c. Hwoarang
d. Kuma
e. Lei Wulong
f. Ling Xiaoyu
g. Yoshimitsu
6. Other ~I don't know wth this shit is
c. Important Terms ~I know what this shit is
1. General ~general shit I know
2. Skill-Levels ~general shit I know about scrubs
3. Tactics ~general shit I know about scrub tactics
d. Outlines ~how I threw it all together
1. Character ~character info setup
Information
a. Multi-Throw ~multi-throw info setup
2. Difficult ~not-so-easy moves info setup
Joystick Motions
3. Techable Throws ~tech-throw setup
I. General ~whites, blacks, crackheads, its all good =)
A. Controlling Your ~controlling whites, blacks, and crackheads
Character
1. Basic Movement ~moving the lazy bastards
a. Maneuvering ~on or around the screen
b. Attacking ~on or around the other guy
c. Cancelling Moves ~heh
2. Techable Throws ~if you can't break, then tech
3. Difficult Moves ~if you can do all of these then u da man ;)
4. Timing Moves ~move timing with the glorious dancing moose
a. Strings ~moose string timing
b. Reversals/Counters ~moose reversal timing
c. Sidesteps ~sidestepping with your moose
d. Multi-Throws ~crushing others with your moose
5. Technical ~Specifics on some items
a. Damage Modifiers ~damage altering conditions
b. Glitches ~unintended phenomenon(or maybe not?)
B. Strategy ~strategy for all peoples
1. Introduction ~wtf am I supposed to say?
2. The Stick Factor ~I'm bitching about shitty controls here
3. Attacking ~putting the smack-down
a. Introduction ~uuuuh...heheh
b. When You Should ~when you should smack
Attack
1. While Your Opponent Is Attacking
2. " " " Is Recovering
3. " " " Isn't Sure About How You Are Going To Attack
4. " " " Is Attempting To Get Up(okizeme)
5. " " Opponent's Back Is Turned
6. " " Opponent Is Stunned
7. A Note On Unblockables
c. Poking Tactics ~damn jabbers
1. Pit-Bull Tactics ~damn stupid jabbers
d. Turtle Tactics ~damn turtlers
e. My Shit ~damn BMWs
4. Defending ~eliminating smackings
a. Introduction ~heh
b. How To Defend ~detailed elimination of smackings
Against Attacks
That Are Difficult To Defend Against
1. Attacks That Are Made While You Are Attacking/Recovering
2. Okizeme Attacks
3. Attacks Coming While You Are Stunned
4. " " From Behind You
5. Running Attacks
6. Unblockable Attacks
c. Anti-Poking/ ~kill those damn jabbers
Pit-Bull Tactics
d. Anti-Turtle Tactics ~stomp those damn turtles
e. Anti-My Shit Tactics ~beat me down
II. Specific ~divided by race, sex, and social class
A. Bryan Fury ~pimps, bitches and bears(characters are
B. Eddy Gordo/Tiger listed in alphabetical order based on their
C. Forrest Law first name)
D. Gun-Jack
E. Heihachi Mishima
F. Hwoarang
G. Jin Kazama ~all character guides(after Hwoarang) are
H. Julia Chang incomplete at this time
I. King
J. Kuma/Panda
K. Lei Wulong
L. Ling Xiaoyu
M. Mokujin
N. Nina/Anna Williams
O. Ogre I
P. Ogre II
Q. Paul Phoenix
R. Yoshimitsu
vii. Thanks ~giving credit to some of the coolest peepz in
the whole wide world 8)
~~Oh, and btw, yes I am very fucked up in the head
~~~~~~INTRODUCTION~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Before I began to compile the information that is contained
within THE FAQ, I asked myself "Of all the things I have learned about
Tekken 3, which of those have had the most profound impact upon my
improvement as a player?" Now there are a lot of answers to that
question, and some(combinations) are obvious while others(d+1 against
an opponent who is grua and attempting to attack) are not so obvious,
but I have compiled virtually everything that I feel has had a
significant positive effect on my improvement as a player into this one
FAQ for you, the gamer. The movelist(by far the most significant
difference between THE FAQ and 'BMW's Tekken 3 FAQ Supplement') is more
complete and presents more useful information than any other, and
includes a number of moves that are either skimmed over or completely
ignored by other FAQs. I will discuss some items, such as okizeme and
positioning, in explicit detail, while skimming over many others. This
all draws back to the initial question, as a diverse use of moves, the
attacking and defending characteristics of okizeme and your positioning
before and after any attack are some of the most important things in
Tekken 3 game mechanics, and as a result you MUST learn a lot about
them if you ever want to be a master of the game. THE FAQ is quite
large, and its size has much to do with the format in which the
information is presented. I've opted for a somewhat less efficient
format because I've seen many FAQs that contained an impressive archive
of information, but presented it in a fashion that is so cryptic even
I, after playing the game since it came to my local arcade, and after
playing it from coast to coast all over the country, have a very
difficult time understanding what is intended by the author(s). I
believe I have spent adequate time explaining the format and other,
more cryptic information so that you, the reader, will understand
everything I have to say. I feel that THE FAQ is a vast improvement
over any strategy guide, online or published, and that all gamers,
whether they have just started playing the game, or have mastered it,
have something useful to find within THE FAQ. To sum up everything I've
stated, I'd like to quote Gabocorp(www.gabocorp.com) when I say that
"This is the new standard for all things to come." Now, with all those
wonderful things about myself and THE FAQ said, please be aware of the
fact that I did not do this alone. All of the masters of Tekken 3 I
have had the honor of playing and all of the devoted gamers who have
spent the time to share knowledge with the online Tekken 3 community
have made me the player that I am today, and THE FAQ is my way of
thanking these people. THE FAQ is the sum of my knowledge of Tekken 3,
and that knowledge would not even exist if it were not for these good
friends of mine. I say this because most, if not all other faqs I've
seen leave out this important point: I am, and THE FAQ is, the sum of my
experiences. I hope you enjoy THE FAQ =)
PS I was pretty fucked up while writing the vast majority of THE FAQ, so
I'm(hold on I gotta go pee) pretty sure that there are plenty of
errors N stuff...lemme know if ya find any K? btw I find TK3 most
enjoyable when I play fuktup...if you've never tried that you should:
go to Bennigan's and buy a few rounds of Samuel Adam's Cherry Wheat
(I prefer draft), and then run over to your local arcade. When you're
sober the shitty controls you'll find there will just piss you off;
when you're half drunk you just don't give a fuuuck, so it's MUCH
less frustrating ;)
PPS The current version of THE FAQ presents approximately 65% of the
total information I plan on having in it...it's current file size is
a bit over 590k(or so my MS-DOS prompt tells me ;), and I expect the
size of the completed document to be well over 850k.
~~~~~~KEY~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
There is a condensed version of this key at the bottom of THE
FAQ...you may wish to cut and paste this condensed version into a new
text document and then open both files so you can figure out wth I'm
talking about without having to go all the way back to the key. If you
are reading this FAQ for the first time, or if this FAQ has been
updated since you last read it, please review the following:
INTERFACE
~Controller
~~Standard Position(1st player side)
Up
||
Up-Back || Up-Forward
\\ || //
\\ OOOO //
OOOOOOOO
Back(away from opponent) ==== CONTROLLER ==== Forward(towards opponent)
OOOOOOOO
// OOOO \\
// || \\
Down-Back || Down-Forward
||
Down
~~Controller Notations
f - Forward b - Back
uf - Up-Forward db - Down-Back
u - Up d - Down
ub - Up-Back df - Down-Forward
n - neutral(centered position)
The capitol or lower case in joystick directions signifies the
difference between a tap in the given direction and a press and hold
in the given direction(ie u = tap Up while U = press and hold Up).
~Buttons
~~Standard Position
left punch right punch
\ /
O O
O O
/ \
left kick right kick
~~Button Notations
1 - left punch 2 - right punch
\ /
1 2
3 4
/ \
3 - left kick 4 - right kick
TERM NOTATIONS(see 'Important Terms' for definitions of terms):
~Movement
ss - Side Step
ssr - Side Step to Right side(of your character)
ssl - Side Step to Left side
wlkf - WaLK Forward
wlkb - WaLK Backward
dshf - DaSH Forward
dshb - DaSH Backward
crwlkf - CRouching WaLK Forward
crwlkb - CRouching WaLK Backward
crdshf - CRouching DaSH Forward
crdshb - CRouching DaSH Backward
run - RUN towards
ws - as you begin to stand up(While Standing)
wc - as you begin to crouch down(While Crouching)
~Positioning(unless otherwise noted, character is considered to be
standing and facing his opponent)
rng-1 - RaNGe -1(opponent is against you and moving forward)
rng0 - RaNGe 0(directly against opponent)
rng1 - RaNGe 1(within short throw(Nina 1+3) and jab(Nina 1) range)
rng2 - RaNGe 2(kick(Nina 4) and long throw(Nina uf+1+2) range)
rng3 - RaNGe 3(long attack(Nina df+3) range)
rng4 - RaNGe 4(longest standing attack(Nina f~f{1+2) range)
rng5 - RaNGe 5(short run attack(Law f~f~F+3)range)
rng6 - RaNGe 6(run range(any character f~F))
bt - character is showing his Back To(Towards) his opponent
rst - character is showing his Right Side To(Towards) his opponent
lst - character is showing his Left Side To(Towards) his opponent
grut - GRounded, face Up feet Towards opponent
grua - GRounded, face Up feet Away from opponent
grdt - GRounded, face Down feet Towards opponent
grda - GRounded, face Down feet Away from opponent
grurs - GRounded, face Up Right Side towards opponent
gruls - GRounded, face Up Left Side towards opponent
grdrs - GRounded, face Down Right Side towards opponent
grdls - GRounded, face Down Left Side towards opponent
~Attack Types
~~Normal Attacks
h - High attack
m - Mid attack
l - Low attack
s - Special mid
uh - Unblockable High
um - Unblockable Mid
ul - Unblockable Low
stgh - STaGgering High
stgm - STaGgering Mid
stgl - STaGgering Low
stnh - STuNning High
stnm - STuNning Mid
stnl - STuNning Low
t - normal Throw(all normal throws are uh attacks)
capitol letter(s) in the above attack types signify a combo starter
and if the attack is a juggle starter it will be followed by a juggle
type(example: M would signify a mid-level combo starter such as
Kuma's F{1+2 which can be followed with 1+2 for a combo while M(hi)
signifies a mid-level, high juggle starter such as Kuma's f~F{2)
~~Counterattacks
mjrc - MaJoR Counter
mnrc - MiNoR Counter
rev - REVersal that will catch both h or m punches or kicks
prev - Punch-only REVersal(h or m)
krev - Kick-only REVersal(h or m)
lpry - Low PaRrY
lppry - Low Punch PaRrY
lkpry - Low Kick PaRrY
hpry - High PaRrY(h or m)
hppry - High Punch PaRrY(h or m)
hkpry - High Kick PaRrY(h or m)
~Juggle Types
nrml - normal juggle
hi - high juggle
flt - float juggle
bnc - bounce juggle
~Okizeme Attacks
The difference between okizeme attacks and normal attacks lies
within the different sizes of characters: some attacks will only
connect against the smaller characters under special circumstances
(the average fc3 will connect at rng2 on Nina if she is grua, but if
she is grdt, it can only connect at rng0, if at all), while other
attacks will only connect against the largest of characters
(Yoshimitsu's b~B{1 will only connect on the very largest grounded
characters). It is for this reason that I have divided the characters
into five major types based upon their susceptibility to okizeme
attacks, explained below:
type1 - smallest characters(Ling Xiaoyu and Nina Williams)
type2 - average size(Bryan Fury, Eddy Gordo fully grounded, Forrest
Law, Hwoarang, Jin Kazama, Julia Chang, Lei Wulong, Mokujin
and Yoshimitsu)
type3 - large characters(Heihachi Mishima, King, Paul Phoenix and
Ogre I)
type4 - larger characters(Gun-Jack, Kuma and Eddy Gordo in his
special grounded attack position)
type5 - gargantuan(Ogre II)
~Special Stances
~~Eddy Gordo
gp - Grounded Position
hp - Handstand Position
~~Gun-Jack
sdp - SitDown Position
~~Hwoarang
rff - Right Foot Forward
lff - Left Foot Forward
rfl - Right FLamingo
lfl - Left Flamingo
~~Kuma
sdp - SitDown Position
~~Lei Wulong
aop - Art Of Phoenix
drgn - DGaGoN
drkn - DRunKeN
snk - SNaKe
tgr - TiGeR
pnr - PaNtheR
crn - CRaNe
~~Ling Xiaoyu
aop - Art Of Phoenix
~~Yoshimitsu
is - Indian Style
ps - Pogo Stick
sbt - Special Back Towards
~Other
1p - 1st player(attacker)
2p - 2nd player(defender)
_ - 'or'
+ - at same time
~ - immediately after(0+ to 9 frames)*
~~ - slight delay(10 to 29 frames)*
~~~ - long delay(30 to 60 frames)*
{ - signifies that the next input is delayable: it may be +, ~,
~~ or ~~~
-> - signifies combos within strings(if prior, then next)
[...] - input needed to escape the move it is paired with
* Tekken 3 flashes 60 images(frames) every second
IMPORTANT TERMS
~General
~~animation - aka "move animation": animation is the video output,
measured in frames, that you see while playing Tekken 3. When I
refer to the animation of maneuvers, I am noting the moves
'startup', 'execution' and 'recovery' animation, each of which is
very important. These animations can be measured in frames, or
1/60th fractions of a second. Startup, execution and recovery are
described below.
~~~execution - the animation(time) during which the most active
properties of an attack or maneuver take place. The execution of
Paul Phoenix's b+1+2 would be the time during which his fist may
connect against an opponent.
~~~recovery - the animation(time) during which the after-effects of a
maneuver take place. The recovery of Paul's b+1+2 would be the
time after the punch might have connected, but before he may
perform any other maneuver or block.
~~~startup - the animation(time) during which a character prepares to
execute his maneuver. The startup of Paul's b+1+2 would be the
time when b+1+2 is input during which he 'charges up' in
preparation for his unblockable attack.
Animation Diagram(a mediocre attempt to describe Paul Phoenix's
b+1+2 animation ;)
startup execution recovery
|#---------------------------------|$------------|%-----------------|*
# b+1+2 is input % the punch becomes inactive
$ the instant the punch may connect * Paul may block
~~axis shift - this is the long sought after control over the 3rd
dimension(the ability to move a character towards his right or
left side). In Tekken 3, you may complete an axis shift by
performing a sidestep(which is basically a quick dash to the
side). If you tap up on the controller, your character will move
towards the background of the arena(away from you), if you tap
down, he will move towards the foreground of the arena(closer to
you).
~~bounce juggle - see 'juggle' section
~~buffering - an aspect of Tekken game mechanics that allows you to
enter in button sequences more efficiently. This is how it works:
you want to enter in a sequence consisting of button one and then
button one and button two together. Normally, you would have to
tap button one, release it, and then tap button one and button
two at the same time. Buffering is the ability to PRESS AND HOLD
button one(this is the key), and then tap button two to register
an input of both buttons. In this way, you can get the same
result as before while being much more accurate in the process.
NOTE: To complete any, and I do mean ANY, individual move that
requires you to press more than one button, you may press and
hold all but one of those buttons and then tap the last one when
you are ready to complete the move. You can also use buffering to
smoothly cancel one move with another using a modified input
sequence(example: Yoshimitsu's dshf may be canceled by
f~F{2_f~F{4 by buffering the moves into the dash like so
f~f~F{2_f~f~F{4)
~~chicken - see 'counter' section
~~combination - aka "combo": a series of moves that are unblockable and
inescapable, given that the first move(in the series) connects.
~~connect - aka "unguarded": the result of an attack that is improperly
guarded against...the most basic way an attack may hit an
opponent.
~~counter - aka "countermove": a move that negates an opponent's move
or his recovery from a move. Specific counter types are explained
below:
~~~chicken - aka "chickening", "chickened": a reversal reversal
performed by inputing f+1+3 if a left limb is reversed or f+2+4
if a right limb is reversed.
~~~counterhit - aka "interrupt": an attack that connects either while
your opponent is attacking(major counter), or immediately after
his attack while he is still recovering from it(minor counter),
therebye negating his attack or recovery.
~~~parry - a sort of thrust-block that throws your opponents attack to
the side, and staggers him for a brief period of time. In some
situations a parry allows for a combo by the parrier because of
this staggering effect.
~~~tech - aka "techable": a special type of counter that can only be
used in special situations: a tech does not negate an attack as
other counters do, but instead it alters the outcome of the
attack to the benefit of the player completing the tech.
~~~tech-roll - a tech roll is a quick-recover roll you may perform
after many maneuvers(explained further in the 'Specific' portion
of this FAQ), and it may be used to better your positioning. Any
character may tech-roll after landing face up from a juggle
combination by tapping 1_2 to roll towards the background of the
arena, or 3_4 to roll towards the foreground of the arena.
~~~reversal - a special type of counterhit that attacks your opponent
while he is attempting to attack you.
~~counterhit- see 'counter' section
~~custom string - a series of individual moves or portions of strings
used to create a move sequence that blends together so well it is
difficult to defend against or counter.
~~execution - see 'animation' section
~~float juggle - see 'juggle' section
~~frames - aka "frame rate": the images that are shown to the viewer
which make up the video output(animation) of a video game. Tekken
3 flashes 60 of these images(frames) every second. Note that fps
stands for Frames Per Second.
~~high juggle - see 'juggle' section
~~juggle - aka "juggling", "juggle combo", "juggles": a juggle is a
series of moves used to hit an airborne opponent. Attacks that
are made upon an airborne opponent are effectively unblockable.
Specific juggle types are explained below:
~~~bounce juggle - a type of juggle in which the juggled character
bounces off of the ground(example: Bryan's uf+4).
~~~float juggle - aka "float": a type of juggle in which the juggled
character immediately falls towards the ground after the juggle
starter(example: any characters grdt3).
~~~high juggle - a type of juggle in which the juggled character is
launched significantly higher than in a normal juggle(example:
Nina's db+3+4).
~~~normal juggle - the most common type of juggle in which the juggled
character is launched upward(example: Nina's df+2).
~~multi-throw - a grappling move that may have an alternate outcome via
input from the user.
~~normal juggle - see 'juggle' section
~~parry - see 'counter' section
~~poking pattern - a continuous, repeated series of fast attacks that
forces your opponent into a defensive state(similar to, but not
the same as a custom string).
~~recovery - see 'animation' section
~~reversal - see 'counter' section
~~sidestep - see 'axis shift'
~~stagger - aka "staggering attack": many attacks(most notably parries)
stagger your opponent. The recovering positions after a
staggering attack vary, but all staggers make it impossible for
a staggered character to block attacks for a brief period of
time. The are few differences between the technical aspects of a
staggering attack and a stunning attack(see 'stun'): I judge the
difference by the animation resulting from the attacks.
~~startup - see 'animation' section
~~string or move-string - a preselected set of moves that may be
chained together to create a single move sequence(not to be
confused with a "combo").
~~stun - aka "stunning attack": all attacks cause stun whether it is
guard stun(which sometimes makes it impossible to reverse or
parry during attack strings) or connect stun(aka recovery). When
I talk about the stunning characteristics of a move I mean to say
that this move causes either a significantly longer stun or that
it has special stun properties such as Jin's b~f{2 on mjrc. This
move causes a stun in which your opponent doubles over and slowly
falls face-first onto the ground, allowing for combinations.
~~tech or tech-roll - see 'counter' section
~~unguarded - see 'connect'
~Skill-levels
~~masher - someone who doesn't really know how to play Tekken 3. They
get on the game, pick Eddy, and then they attempt to win by hitting
the buttons and yanking on the joystick as fast as possible.
~~novice/newbie - someone who is familiar with basic Tekken tactics,
but simply lacks the knowledge to be proficient in it.
~~scrub - someone who is good at doing one thing with one character
~~intermediate - a WIDE range of players(basically anyone who doesn't
fit into the other categories).
~~expert - expert level players demand control of everything: their
player, their opponent's player, EVERYTHING: they achieve control
over their own character by practicing until they have him down
to a science; and they achieve control over their opponent's
character by forcing him into situations in which he has very
limited choices, and then they make an assumption as to which
choice their opponent will make. Note that an expert level player
in one location may or may not be an expert level player in
another locale because the skill levels of the two locations may
be very different.
~Tactics
~~poking - aka "pokers", "poking tactics": the process of using very
fast, usually low-damage attacks to knock an opponent out of his
attack(very effective when used in conjunction with "turtle"
tactics). In high-level play, poking becomes a series of fast
moves that entices an opponent to make a mistake, therebye
allowing for a high-damage counterattack(like df+2, for example).
~~~pit bull - aka "pit bull tactics": a "pit bull" is a player who gets
right up in your face and attacks, and attacks, and attacks
(basically a poker who doesn't ever let up).
~~turtle - aka "turtle tactics", "turtler": a strategy that involves
waiting for the best time to attack by avoiding your opponent's
attacks until he leaves himself open to your attack.
OUTLINES
__________________________________________________________________________
| |
| ~CHARACTER INFORMATION OUTLINE |
| |
| {character's name(s)} |
| |
| |
| Movelist:{from single attacks to longest strings*...includes 'special |
| position attacks' such as 1p bt, rst_lst, grounded, and special stances} |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| {how to perform move} @ {#attack type on guarded|connect|mnrc|mjrc) @ |
| ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ |
| {range type} @ {damage normal, clean} @ {effects on 1p <> 2p if any} |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| |
| # if an attack does not have special properties depending upon the |
| type of connect, then I will list its attack type only one time |
| (no m|m|m|m crapola ;) |
| |
| * Note that any string may be ended early by simply ending the input |
| sequence. If ending a given string early has special properties, |
| such as leaving the character in a different position or allowing |
| for combinations, it will be noted within the section reserved for |
| that move or sequence thereof. |
|__________________________________________________________________________|
| |
| Multi-Choice String Diagrams: |
| |
| --->{string continuer}--->{string ender} |
| / |
| [{string starter}]--->{string ender} --->{string ender} |
| \ / |
| --->[{string continuer}] |
| \ |
| --->{string ender} |
| |
| * moves with more than one possible followup are denoted by the |
| brackets '[]' |
|__________________________________________________________________________|
| |
| Throws: |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| {throw}[{escape}] @ {attack type} @ {range} @ {damage} @ {positioning*} |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| |
| * All throwers recover standing, and throwees recover standing if the |
| throw misses or is broken: this lists 2p positioning if the throw |
| connects |
|__________________________________________________________________________|
| |
| Counterattacks |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| {counterattack} @ {attack type} @ {positioning after counter} |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
|__________________________________________________________________________|
| |
| MULTI-THROW(S) (if applicable) |
| |
| Multi-Throws |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| {multi-throw starter} @ {type} @ {damage}@ {positioning if discontinued} |
| | [{escape sequence if escapable}] @ {positioning if escaped} |
| | ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ |
| |--->[1a]{1st possible choice(after MTS)}@{type}@{damage}@ {positioning} |
| | | [{escape sequence if escapable}] @ {positioning} |
| | | ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~ |
| | |--->2a{1st choice(after '1a')} @{type}@{damage}@ {positioning} |
| | \ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~ |
| | --->2b{2nd choice(after '1a')} @{type}@{damage}@ {positioning} |
| | ...and so on |
| \ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ |
| --->1b{2nd choice(after MTS)} @{type}@{damage}@ {positioning} |
| ...and so on |
| ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ |
| Timing: |
| (1a) {How to properly time the 1st choice(after the MTS)} |
| ...and so on |
| ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ |
| Buffering:(if applicable) |
| {how to complete the move}: {how to buffer the move} |
| ...and so on |
| ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ |
| Note that...(if applicable) |
| ...{important things to note about the multi-throw} |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
|__________________________________________________________________________|
| |
| COMBINATIONS(includes juggles, which are denoted by a juggle type) |
| |
| ~Starters Followups~ |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| combo starter 'a' combo followup 'A' |
| ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ |
| starter 'c' |
| ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ followup 'C' |
| starter 'd' |
| ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ |
| starter 'e' followup 'E' |
| ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ |
| starter 'f' followup 'F' |
| ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ |
| followup 'G' |
| starter 'g' ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ |
| followup 'H' |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| |
| Possible combinations are a->A, c->C, d->C, e->E, e->F, f->E, f->F, |
| g->G and g->H |
| |
| In combo descriptions I use periods '.' to separate attacks ie 1~2 is |
| a two-string while 1.2 is a left punch followed by a right |
| punch |
|__________________________________________________________________________|
| |
| STRATEGY |
| |
| {Strategy for "~Attacking" and "~Defending" with the character. |
| Also includes strategy for playing against the character("~Versus |
| {character's name}")} |
|__________________________________________________________________________|
__________________________________________________________________________
| |
| TECHABLE THROWS OUTLINE |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| {Character} @ {Throw} @ {Result of tech*} |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| |
| * A teched throw always results in a quick-recover roll to your |
| character's left side: this lists other effects. |
|__________________________________________________________________________|
__________________________________________________________________________
| |
| DIFFICULT JOYSTICK MOTIONS OUTLINE |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| {Motion} @ {moves it is used in} @ {explanation of how to complete it} |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
|__________________________________________________________________________|
GENERAL~~~~~~~~~~~~~~~~~~~~~~~~~~~GENERAL~~~~~~~~~~~~~~~~~~~~~~~~~~~~GENERAL
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@@@@@\\\\\@@@@\\\\\\@@@@\@@@@\@@@@@\\\\\\@@@@\\\\\@@@@@@\\\@@@@@@\@@@@@@@@@
@@@@@\\@@@\@@@\\\@@@\@@@\\\@@@\\@@@\\\@@@\@@@\\@@@\\@@@@\\@\\@@@@\\@@@@@@@@@
@@@@\\@@@@@@@@\\@@@@@@@@\\\\@@\\@@@\\@@@@@@@@\\@@@\\@@@\\@@@\\@@@\\@@@@@@@@@
@@@@\\@@@@@@@@\\\\@@@@@@\\\\\@\\@@@\\\\\@@@@@\\@@\\@@@@\\@@@\\@@@\\@@@@@@@@@
@@@@\\@@@@@@@@\\\\@@@@@@\\@\\\\\@@@\\\\\@@@@@\\\\\\@@@@\\\\\\\@@@\\@@@@@@@@@
@@@@\\@@\\@@@@\\@@@@@@@@\\@@\\\\@@@\\@@@@@@@@\\@@\\@@@@\\@@@\\@@@\\@@@@@@@@@
@@@@@\\\\\\@@@\\\@@@\@@@\\@@@\\\@@@\\\@@@\@@@\\@@@\\@@@\\@@@\\@@@\\@@@@\@@@@
@@@@@@\\@@\\@@@\\\\\\@@@@\@@@@\@@@@@\\\\\\@@@\\@@@\\@@@@\@@@\@@@@@\\\\\\@@@@
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
GENERAL~~~~~~~~~~~~~~~~~~~~~~~~~~~GENERAL~~~~~~~~~~~~~~~~~~~~~~~~~~~~GENERAL
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
__ _ ___ ___ _ _ _ __
/ \ / \ |\ | | | \ / \ | | | |\ | / \
| | | | \ | | |___/ | | | | | | \ | |
| | | | \ | | | \ | | | | | | \ | | _
\__/ \_/ | \| | | \ \_/ |___ |___ _|_ | \| \__/|
_ __ __ __ __ ___ ___ __
\ / / \ | | | \ / \ | | /\ | \ /\ / \ | | | \
\ / | | | | |__/ | |__| |__| |__/ |__| | | |__ |__/
| | | | | | \ | | | | | | \ | | | | | | \
| \_/ \_/ | \ \__/ | | | | | \ | | \__/ | |___ | \
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
\\\ ///
>>>> Basic Movement <<<<
/// \\\
~MANEUVERING:
~~Standing
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C
f @ wlkf(briefly) O
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ N
F @ wlkf(continuously) T
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ R
f~f @ dshf O
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ L
f~F @ run(must be rng5+ to run) L
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I
b @ wlkb(briefly)/block h,m,s N
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ G
B @ wlkb(continuously)/block h,m,s
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b,b @ dshb
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
u @ ss(into background)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d @ ss(into foreground)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
U @ leap up
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
D @ crouch
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf @ hop forward
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF @ leap forward
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UB @ leap backward
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df @ crwlkf(briefly)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
DF @ crwlkf(continuously)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
db @ crwlkb(briefly) _ block s,l
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
DB @ crwlkb(continuously) _ block s,l
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d~df~f @ crdshf#
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d~db~b @ crdshb$
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f~n~d~df @ crdshf%
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc~df~d~df @ crdshf&
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ub @ backflip*
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Bryan Fury, Heihachi Mishima, Nina Williams and Paul Phoenix
$ Bryan Fury, Nina Williams and Paul Phoenix
% Heihachi Mishima, Hwoarang, Jin Kazama and King
& Forrest Law
* Eddy Gordo, Ling Xiaoyu, Nina Williams and Yoshimitsu
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C
Note that a crdshf_crdshb can be lengthened by holding the last O
controller direction ie f~n~d~DF covers more distance than f~n~d~df N
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ T
R
~~Right Side Towards(rst)_Left Side Towards(lst) O
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ L
f @ turn towards L
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I
b @ turn towards N
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ G
d @ crouch
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
u @ ss into background and turn towards
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d @ ss into foreground and turn towards
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~Back Towards(bt)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f @ turn around
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b @ turn around
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b~b @ dshb(away from opponent) and turn around
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d @ crouch(remain bt)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
u @ ss into background and turn around
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d @ ss into foreground and turn around
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~Grounded
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1 @ flip towards background and get up*
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d+1 @ flip towards foreground and get up*
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1~D @ flip towards background and remain grounded*
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d+1~D @ flip towards foreground and remain grounded*
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2 @ when used in conjunction with joystick, 2 causes faster rises
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f @ roll towards opponent
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b @ roll away from opponent
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~1_2# @ tech roll into background
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C
~3_4# @ tech roll into foreground O
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ N
* all characters except Lei Wulong may only flip one time after being T
knocked onto the ground or after being attacked while they are R
grounded O
# you must tap the button immediately as you land in a face up L
position from an opponents attack(not all attacks from which you L
recover grounded with your face up allow for a tech-roll: these are I
noted in the 'Specific' portion of THE FAQ), and some character N
maneuvers allow for a tech-roll(also noted in the 'Specific' G
portion).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~ATTACKING:
~~Standing
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d+1 @ s || ws1 @ m || 1 @ h || df+1 @ m
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
uf+1 @ m || uf~~1 @ h || UF~1 @ h || d+2 @ s
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
ws2 @ m_M || 2 @ h || df+2 @ m_M || uf+2 @ m
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
uf~~2 @ h || UF~2 @ h || fc3 @ l || d+3 @ l
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
ws3 @ m || 3 @ h || df+3 @ m || uf+3 @ m_M
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
uf~~3 @ m_M || UF~3 @ m || d+4 @ l || ws4 @ m
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
4 @ h || df+4 @ m_l || uf+4 @ M || uf~~4 @ M
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
UF~4 @ m || 1+3 @ t || 2+4 @ t
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~Right Side Towards(rst)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(any basic attack)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~Left Side Towards(lst)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(any basic attack)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Note that most rst_lst moves track VERY poorly: it is recommended
that you reorient yourself with maneuvering as opposed to
attacks...also note that you may perform any of your basic
'Standing' attacks with rst_lst
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
C
O
~~Back Towards(bt) N
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ T
fc_d+1 @ l || 1 @ h#$ || fc_d+2 @ l$ || 2 @ h#$ R
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ O
fc_d+3 @ l#$ || fc_d+4 @ l$ || 4 @ h$ || uf+4 @ H(nrml) L
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ L
$ lei Wulong has different attacks with corresponding input(see I
'Specific Strategy' for details) N
# Ling Xiaoyu has different attacks with corresponding input(see G
'Specific Strategy')
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Okizeme Attacks
Before I describe some of the most basic okizeme attacks, there
are a few technicalities involved with okizeme that must be explained.
- attacks that connect during the startup of grounded maneuvers cause
a flt juggle opportunity, while attacks that connect during the
execution of grounded maneuvers cause an immediate rise
- characters who are in the grua_grdt positions perform bt maneuvers
which are explained below:
- if the characters perform a roll(f_b) from grua_grdt they face
away from their opponent during the roll. Said characters are
considered to be bt(during the roll) and cannot block attacks
until the very end of the roll.
- if the characters attempt a rise or rising attack, they are
considered to be bt until the recovery of the rise or rising
attack and cannot block attacks during the execution of these
maneuvers.
- characters who are in the grut_grda positions perform facing
maneuvers which are explained below:
- if the characters perform a roll(f_b) from grut_grda they face
towards their opponent during the roll. Said characters are
considered to be in normal(standing and facing) position(during
the roll) and may block attacks that come while they are rolling.
- if the characters attempt a rise or rising attack, they are
considered to be facing their opponent until after the rise or
rising attack and may block attacks during the rise(as with any
attack they cannot block during rising attacks).
~~The following charts list the most likely results while attacking a
grounded opponent with some of the more commonly used okizeme attacks
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc_d+1 @ rng1
-----------------------------------------------------------------------
|interrupted| 2p initial positioning
|move | grut | grua | grdt | grda |
| ---------|--------------|--------------|--------------|--------------|
|remain | -|-|-|-|- | -|-|-|-|s | -|-|-|-|s | -|-|-|-|s | C
| grounded | fc <> grut | fc <> grua | fc <> grdt | fc <> grda | O
| ---------|--------------|--------------|--------------|--------------| N
|1_d+1 | -|-|-|-|- | -|-|-|-|s | -|-|-|-|s | -|-|-|-|s | T
| (flip) | fc <> | fc <> grua | fc <> grdt | fc <> grda | R
| ---------|--------------|--------------|--------------|--------------| O
|f_b*(roll) | S|S|S|S|S | S|S|S|S|S | S|S|S|S|S | s|s|s|s|s | L
| | (all flt) | (all flt) | (all flt) | | L
| | fc <> grut | fc <> grua | fc <> grua | fc <> | I
| ---------|--------------|--------------|--------------|--------------| N
|rise# | s|s|s|s|s | S|S|S|S|S | S|S|S|S|S | s|s|s|s|s | G
| | fc <> | fc <> bt | fc <> bt | fc <> |
| ---------|--------------|--------------|--------------|--------------|
|3_4#% | s|s|s|s|s | S|S|S|S|S | S|S|S|S|S | s|s|s|s|s |
| | fc <> | fc <> bt | fc <> bt | fc <> |
-----------------------------------------------------------------------
* if you delay the d+1 until the very end of your opponent's roll,
it will connect as he 'rises' and will have the same properties as
rising from his initial position
# from grounded position or after roll
% all connects are on mjrc and attacks that have special properties
will keep those properties with this condition: grut_grda are
treated as if the attack connected on mjrc with 2p facing his
opponent while grua_grdt are treated as if the attack connected
on mjrc with 2p bt
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ws4 @ rng1
-----------------------------------------------------------------------
|interrupted| 2p initial positioning
|move | grut | grua | grdt | grda |
| ---------|--------------|--------------|--------------|--------------|
|remains | -|-|-|-|- | -|-|-|-|m | -|-|-|-|m | -|-|-|-|m |
| grounded | fc <> grut | fc <> grua | fc <> grdt | fc <> grda |
| ---------|--------------|--------------|--------------|--------------|
|d+1(flip) | -|-|-|-|- | -|-|-|-|m | -|-|-|-|m | -|-|-|-|m |
| | fc <> | fc <> grua | fc <> grdt | fc <> grda |
| ---------|--------------|--------------|--------------|--------------|
|F_B*(roll) | m|m|m|m|m | m|m|m|m|m | m|m|m|m|m | m|m|m|m|m |
| | (all flt) | (all flt) | (all flt) | |
| | fc <> grut | fc <> grua | fc <> grua | fc <> standup|
| ---------|--------------|--------------|--------------|--------------|
|rises# | m|m|m|m|m | m|m|m|m|m | m|m|m|m|m | m|m|m|m|m |
| | fc <> | fc <> bt | fc <> bt | fc <> |
| ---------|--------------|--------------|--------------|--------------|
|3_4#% | m|m|m|m|m | m|m|m|m|m | m|m|m|m|m | m|m|m|m|m |
| | fc <> | fc <> bt | fc <> bt | fc <> |
-----------------------------------------------------------------------
* if you delay the ws4 until the very end of your opponent's roll,
it will connect as he 'rises' and will have the same properties as
rising from his initial position, and only the characters who have C
a ws4 string starter may combo if the ws4 causes a flt O
# from grounded position or after roll and Julia Chang's ws4 always N
causes knockdown(see 'Specific' for more information) T
% all connects are on mjrc and attacks that have special properties R
will keep those properties with this condition: grut_grda are O
treated as if the attack connected on mjrc with 2p facing his L
opponent while grua_grdt are treated as if the attack connected L
on mjrc with 2p bt I
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ N
G
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d+3_4 @ rng1
-----------------------------------------------------------------------
|interrupted| 2p initial positioning
|move | grut | grua | grdt | grda |
| ---------|--------------|--------------|--------------|--------------|
|remains | -|-|-|-|- | -|-|-|-|l | -|-|-|-|l | -|-|-|-|l |
| grounded | fc <> grut | fc <> grua | fc <> grdt | fc <> grda |
| ---------|--------------|--------------|--------------|--------------|
|d+1(flip) | -|-|-|-|- | -|-|-|-|l | -|-|-|-|l | -|-|-|-|l |
| | fc <> | fc <> grua | fc <> grdt | fc <> grda |
| ---------|--------------|--------------|--------------|--------------|
|F_B*(roll) | l|l|l|l|l | l|l|l|l|l | l|l|l|l|l | l|l|l|l|l |
| | (all flt) | (all flt) | (all flt) | |
| | fc <> grut | fc <> grua | fc <> grua | fc <> standup|
| ---------|--------------|--------------|--------------|--------------|
|rises# | l|l|l|l|l | l|l|l|l|l | l|l|l|l|l | l|l|l|l|l |
| | fc <> | fc <> bt | fc <> bt | fc <> |
| ---------|--------------|--------------|--------------|--------------|
|3_4#% | l|l|l|l|l | l|l|l|l|l | l|l|l|l|l | l|l|l|l|l |
| | fc <> | fc <> bt | fc <> bt | fc <> |
-----------------------------------------------------------------------
* if you delay the d+1 until the very end of your opponent's roll,
it will connect as he 'rises' and will have the same properties as
rising from his initial position
# from grounded position or after roll
% all connects are on mjrc and attacks that have special properties
will keep those properties with this condition: grut_grda are
treated as if the attack connected on mjrc with 2p facing his
opponent while grua_grdt are treated as if the attack connected
on mjrc with 2p bt
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Grounded Attacks
~~~~grut~~~~~~~~~~~~~~~~~~~~~~~~~~~~grua~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3 @ l || 3 @ l
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
d+4 @ l# || 4 @ m C
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ O
4 @ m || N
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ T
b~b~3+4 @ m$_STGM% || R
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ O
f_b~~f+1+2 @ STGM* || L
~~~~grdt~~~~~~~~~~~~~~~~~~~~~~~~~~~~grda~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ L
3 @ l|l|L|L || 3 @ l I
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ N
4 @ m || 4 @ m G
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# Eddy Gordo, Forrest Law, Hwoarang, Jin Kazama, Julia Chang, King,
Lei Wulong, Ling Xiaoyu, Nina Williams, Paul Phoenix, Yoshimitsu
$ Bryan Fury, Eddy Gordo, Forrest Law, Gun-Jack, Heihachi Mishima,
Jin Kazama, Julia Chang, King, Kuma, Nina Williams
% Paul Phoenix, Yoshimitsu
* Bryan Fury, Eddy Gordo, Forrest Law, Gun-Jack, Heihachi Mishima,
Julia Chang, King, Kuma, Nina Williams, Paul Phoenix, Yoshimitsu
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~Running
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3 @ stgm || 4 @ l || 1+2 @ STGM#
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
# Bryan Fury, Eddy Gordo, Gun-Jack, Heihachi Mishima, Jin Kazama,
Julia Chang, Kuma, Paul Phoenix, Yoshimitsu
~~~(while running press nothing)~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ultimate Tackle_Shoulder Ram @ um
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
The Ultimate Tackle is a multi-throw, and is explained below
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~Ultimate Tackle series:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(run) @ UM @ rng5_6 @ 5 @ <> grut
| [prev] (reversable) @ (see 'Specific Strategy')
| [2~1] (escapable) @ fc <> fc
| [1+2] (alternate reversal) @ grut <>
| ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
|--->[1a](~1~~2~~1) @ T @ 5+5+5=15 @ <> grut
| | [2] @ grut <>
| | ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
| |--->2a(~~1~~2) @ t @ 5+5=10 @ <> grut
| | [2, 1] @ grut <>
| \ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
| --->2b(~~2~~1) @ t @ 5+5=10 @ <> grut
| [1, 2] @ grut <>
\ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
--->[1b](~2~~1~~2) @ T @ 5+5+5=15 @ <> grut
| [1] @ grut <>
| ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~ C
|--->2a(~~2~~1) @ t @ 5+5=10 @ <> grut O
| [1, 2] @ grut <> N
\ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~ T
--->2b(~~1~~2) @ t @ 5+5=10 @ <> grut R
[2, 1] @ grut <> O
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ L
Note that you may break either of the last two possible punches L
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ I
Timing: N
(from MTS): tap 1_2 as opponent's back hits the ground, then 2_1 as G
the first punch connects, then 1_2 as the second connects, and so on
until the fifth punch is input
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~CANCELLING MOVES:
Tekken 3 allows the cancelling of many moves with others...the
following diagram illustrates Tekken 3 cancelling mechanics:
~~Basic Canceling Diagram:
---> #wlkb
/
#wlkf <--- / ---> #dshb
\ | /
| | | ---> #crdshf
| | | /
any attack <---[~dshf~]---> #crdshb
| | | \
| | | ---> run ---> running attack
/ | \
#ssl <--- \ ---> hop_leap
\
---> #ssr
# These moves may be switched with dshf
`
~~Notes On Cancelling:
- sidesteps may be canceled with dashes, and vice versa, therebye
allowing for a spastic looking form of 3-d movement
- some attack strings may be canceled with sidesteps(see the
'Specific' portion)
C
O
N
~TECHABLE THROWS: T
R
Teching a throw is the process of using the tech-roll technique O
(tap any button as you land) to lessen the damage or to eliminate L
okizeme after some throws as explained below...note that 'teching' a L
throw always results in a roll to your left side, no matter which I
button you use to complete the tech-roll. N
G
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Gun-Jack @ uf+1+2.b~db~d~DF+2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
damage is not lessened, but it can be increased if you input button
taps during the punch because the cpu recognizes those button taps as
attacks, and because of this the punch can connect on mjrc
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Heihachi Mishima @ f~f+1+2 @ no effect
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Jin Kazama @ f~f+1+2 @ no effect
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
King @ f~n~b~db~d~df+1 @ damage is 35 less(1/2)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
King @ (2p grut)db+1+3 @ damage is 15 less(1/2)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Kuma & Panda @ f~f+1+4 @ no effect
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Forrest Law @ f~f+3+4 @ no effect
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~DIFFICULT JOYSTICK MOTIONS:
Basically this is anything I have found to be significantly more
difficult than the vast majority of other input
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc~df_fc~db @ used in numerous moves
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
hold D, roll to df and tap button(s) simultaneously...if your
character starts to stand up when you roll to the df position, you
went past df_db to f_b(see fc~df~d~df_fc~db~d~db for more information)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc~df~d~df_fc~db~d~db @ Bryan's fc~df~d~df+1+2, Law's fc~df~d~df+3,
and King's and Julia's fc~db~d~db+1+2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
First you need to familiarize yourself with the diagonals on the game
you are using...F causes your character to stand and wlkf, D causes
your character to go into an unmoving crouch, B causes your character
to stand and wlkb, DF causes your character to crouch and wlkf, and
DB causes your character to crouch and walk backward. When completing
these moves, your character should remain in a crouching position C
during the motion...if he stands up in any way(during the motion, not O
during the result of the completed sequence), you have allowed the N
joystick to go into the F or B position and have inputted incorrect T
data. Try to complete the motion as fast as possible, and pay close R
attention to your character to make sure you are completing the O
motion correctly. With a little practice, you should be able to get L
these devastating moves off in the blink of an eye. L
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I
b(yes, I'm serious) @ used to escape Gun-Jack's multi-throw N
uf+1+2.b~db~d~DF+2 G
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
This escape is the most difficult in the game by far...if you tap b
at exactly the right time, you will block the punch, but that is much
easier said than done. The tap b is a VERY late input...in fact, my
best advice is to imagine the punch connecting, and then tap back
IMMEDIATELY after you thought the punch would have connected. heh I
know that sounds crazy, but it works ;) Note that it seems impossible
to get the escape by tapping b repeatedly: I've only been able to get
the escape with a SINGLE TAP 80
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
\\\ ///
>>>> Timing Moves <<<<
/// \\\
~Introduction:
In Tekken 3, timing really is everything. You might know the
button sequence for every move in the game, but if you don't know when
you should complete the sequence, then you don't really know how to
complete the move. There's a big difference between knowing how to do
King's Rolling Death Cradle and actually doing it every time you want
to. That is what this section is all about: I'm simply trying to help
you become better at Tekken 3 by telling you when the machine expects
the move input from you.
*The following is a basic timing guide for a generalized set of some of
the most popular moves:
~Strings
All standard move-strings, that is, any move that can be
chained together with others, are fairly simple. You just complete the
next move while your character is performing the move before it
(example: You complete the Ultimate Tackle with your character and you
want to punch your opponent three times and then do the armbreaker move.
One possible button sequence is this: <Ultimate Tackle>.1~~2~~1~~1+2.
You should tap 1 as your opponent's back hits the ground during the
tackle, then you tap 2 while your character's left arm is coming down,
1 again as the right arm comes down, and, finally, 1+2 as his left arm
comes down for the second time. All attack-strings follow the above
rule. C
O
~Reversals/Parries N
Reversals or parries must be timed very accurately. If you've T
never noticed, performing one of these moves causes your character to R
do a quick shuffle(for lack of a better term). This "shuffle" is the O
precise amount of time during which your character may counter or L
reverse a move. Watch out, though: most reversals/parries will only L
work on certain types of attacks, so choose which one you use very I
carefully. N
G
~Sidesteps
Sidestepping is a move that changes a characters position. It
is very difficult to master sidestepping because the point at which you
must complete the sidestep varies widely from situation to situation.
To have a better chance of sidestepping an opponent, note the following
mechanics of an axis shift:
1. You may keep facing your opponent only by actively trying
to: you can "square off" with him by either completing some move or
move sequence while he is sidestepping(the attack automatically tracks
to your opponent's new position if your opponent is within 90 degrees
of the direction your character is facing), by attempting a throw(this
always causes you to face your opponent, whether you are close enough
to grab them or not), by making your character walk, dash, or run
(characters automatically face-off with their opponent while they are
moving, but again yout opponent must be within 90 degrees of the
direction you are facing for this to work properly: if your opponent is
outside that range, alternate animation is performed ie a dshf turns
into a dshf and turn around; ss turns into ss and turn around; attacks
are side-towards or bt attacks; and wlkf_wlkb simply turns your
around), or by sidestepping in the same direction(example: your
opponent sidesteps to his right side. If you sidestep to YOUR right,
you will negate his axis shift.)
2. The slower the move, the better it tracks to your new
position(generally speaking): it is much easier to sidestep fast moves.
Also note that you may sidestep slow moves by sidestepping more than
once: no move, other than sidestepping, changes a characters position
(axis-wise) as fast as a series of sidesteps, so if you just keep
sidestepping in the same direction while your opponent completes a
string or move, you will eventually get out of the area of effect(given
that you have enough time). Note that the motion for the sidestep will
change(from u to d or from d to u, depending on which side you sidestep
towards) as you circle your opponent.
3. Sweeps, or any other move that has a sweeping motion, will
connect even if you sidestep(doesn't that make sense), unless you are
out of the range of the sweeping move. A good example of this would be
Paul's Falling Leaf Combo(d+4~2): if you sidestep this move while Paul
is within sweeping range, the sweep will knock you down, but the elbow
won't connect(as it would if the sweep had hit you while you were
facing him); if you sidestep while you are just outside the range of
the sweep, neither the sweep nor the elbow will connect. Also, some
sweeps don't make a complete circle(they are only effective on one side
of the character), so if you sidestep towards the side of your opponent C
which isn't affected by the sweep, you will avoid the attack. O
N
~Multi-throws T
Multiple throw moves require special attention(they are R
specific to individual characters). These moves, and exactly how to O
perform them, are found within the character sections of those L
characters who may perform multi-throws. L
I
N
G
\\\ ///
>>>> Technical <<<<
/// \\\
DAMAGE MODIFIERS:
normal connect(unguarded hit) = 100% damage
mnrc = 120% normal damage
mjrc = 150% normal damage
clean connect = 150% normal damage
note that if the modified damage incurs a remainder, then the
remainder is dropped(example: 150% of 7 is 10.5 but the .5 would be
dropped so 150% of 7 would register as 10)
~Juggle Damage
first hit(juggle starter) = 100% normal damage
second hit = 80% normal damage
third and following hits = 50% normal damage
GLITCHES:
a chickened right kick reversal gives the chickening character
several frames of advantage(he recovers faster than his opponent) and
if some characters perform specific moves after chickening a right kick
reversal, this causes a glitch which is described below:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
{chickening char} @ {move performed} @ {effect on 2p}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Hwoarang @ df+4 | d~db+1+3 @ bt | bt throw
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
King @ f~n~b~db~d~df~f+1 | b~f+1+2 @ bt throw | bt throw
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Forrest Law @ df+4 | f~f+3+4 @ bt | bt throw
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Julia Chang @ 2 @ bt
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lei Wulong @ df+4 | uf+1+2 @ bt | bt throw
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Nina Williams @ df+4 @ bt
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ogre I @ d+4 @ bt
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ogre II @ 1 | df~df+2+4 @ bt | bt throw
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Paul Phoenix @ df+4 | F~df+1+2 @ bt | bt throw
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
____ _____ ___ _ _____ ____ __
/ | | \ / \ | | / \ \ /
\___ | |___/ |___| | |___ | \ /
\ | | \ | | | | | _ |
____/ | | \ | | | |____ \__/| |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Introduction: S
Tekken 3 opens the door for new ways to attack and defend. The T
sidestep and the general amount of control you have over your character R
are outstanding additions to a game that was good to begin with, and A
the defending characteristics are the most complex I have ever known. T
However, many of the greatest additions have been overlooked by most E
new players. G
Y
~The Stick Factor
Tekken 3 also opens the door for new ways to discover shitty
controls. Ever tried playing Hwoarang against anyone good on a bad
controller? Ever tried special throws when one button has a longer
delay than the other? Then you've probably experienced the single most
frustrating thing about Tekken 3: high-level play REQUIRES excellent
controls. If you are as unfortunate as I to be playing TK3 with
controls that are not up to par...I feel your pain man. The setup and
execution of moves is hard enough without worrying about the fact that
you can now only low parry on reaction less than 1/4 of the time, when
you KNOW you can snag the same move over 95% of the time on semi-decent
controls. In closing I will state these two facts: 1 If you're not
playing on good stix, then you are playing sub-standard TK3 and will
never experience true high-level play; 2 In all my travels I've never
played on stix that I felt were adequate for high-level play. Are you
depressed yet? BTW all the strat in this FAQ is intended for high-level
play, just in case one of you peepz frequents an arcade that actually
gives a fuck about their controllers. Namco of America must die >=\
~~Horrible Controls(there are worse controllers than the 'horrible'
ones, but if you're playing on em, then you don't really have
'control' over your character, so I don't even classify them as
'control'ers):
Characteristics:
- delays on switches or buttons that do not always register
depressions
- some diagonals may be different than others(in positioning or size)
- too loose or too tight a spring on the controller
Results:
- no low parries on reaction, few reversals
- normal throws become jabs while throws with motions can become
hopping attacks
- ws moves and many other maneuvers can become hops or hopping attacks
- Paul Phoenix is overpowered
~~Semi-Decent Controls(scrub's paradise, expert's nightmare):
Characteristics:
- some minor delays on switches or buttons that will register
depressions the vast majority of the time
- diagonals are somewhat equal in positioning and size
- controller tension is somewhat effective
Results:
- few low parries on reaction, most reversals come out
- throws and other more complicated input have a decent chance of S
coming out T
- poking patterns can be used to some effectiveness R
- Paul is still overpowered and Heihachi Mishima's sweep strings are A
pretty nasty too =( T
E
~~Good Controls(intermediate level play): G
Characteristics: Y
- imperceptible delays
- all diagonals are virtually identical
- controller tension is adequate
Results:
- very few moves do not come out
- low parries *can* come out on reaction
- Law is overpowered
~~Very Good Controls(experts finally get some respect):
Characteristics:
- controls not only work every time, but they are also easily adapted
to by the player
- diagonals are flawless
- tension is flawless
Results:
- player is denied nothing
- total mind game...the player who has a better mental game can beat
his opponent with any character
~Level of Play
The following is a basic reference guide to the different levels
of expertise you will encounter if you start as a masher and end up
being as good or better than the best I've played...This will also give
you a reference point by which you can measure your style to that which
I know to be used:
~~Level 1: Masher(may be played on horrible controls)
Predominent choosing of Eddy Gordo, Forrest Law, and sometimes
Lei Wulong. Involves yanking on the joystick and hitting as many
buttons as fast as possible. I have had the honor of playing mashers
who actually knew when and how to block(sometimes), but it is highly
unlikely that you will ever encounter one of these(mashers are, as a
rule, stupid).
~~Level 2: Scrub(may be played on horrible controls)
Predominant choosing of Paul or Jin. Involves using the very
simplest of move-strings and other attacks(Paul's d+4~2 or Jin's
b~f+2{1{d+2), and usually some use of simple(easy) juggles with no use
of float juggles or other unconventional juggle opportunities. A match
between scrubs is usually determined by which scrub gets to do his ten-
string first.
~~Level 3: Pokers/Pit-Bulls and Turtles(requires semi-decent controls)
Wider range of characters, but rarely is Kuma, Gun-Jack, or S
Mokujin chosen. Involves a knowledge of most if not all ten-strings and T
their blocking patterns. Parries, reversals and chickens are used, R
although rarely are parries used to their full potential. More complex A
juggles used with unconventional juggle starters, such as grdt3. Some T
knowledge of the more complex methods of defending is used by turtlers E
(low parries are used with some effectiveness), while Pokers/Pit-Bulls G
offer more advanced custom strings. A Poker/Pit-Bull is more likely to Y
win at this level.
~~Level 4: High-Level play(requires good controls)
Any character may be chosen. Low Parries are devastating(and as a
result Pit-Bulls die out), and fewer normal juggles are used because
both opponents are at least aware of and avoid virtually every juggle
opportunity. The juggles that are used are usually some float or other
unconventional form of juggling(such as the juggle opportunity after
blocking Law's fc~df~d~df+3 or Lei's grda4~3). Only the very fastest of
moves are used, as the longer recovery time of other moves allows for
vicious counterattacks. High-low mixups are used, but low kicks are
used sparingly and are difficult to predict. Reversals are also used
very sparingly. Pokers who know how to goad their opponent into a
punishable attack win, and the most effective character for this is
Forrest Law.
~~Level 5: Highest Level(I have played)(requires very good controls)
Involves a slight lean towards turtling by both players. Only the
simplest and safest custom strings are used, and they are used both for
offensive and defensive purposes. No low kicks are used unless they are
100% guaranteed not to be caught by a low parry, and low punches are
used only as interrupts or when a low parry is highly unlikely. Juggle
combinations are used in very unorthodox situations. The game becomes a
guessing game between mid-level attacks and throws, but these moves are
initiated within simple custom strings. With both opponents watching
and waiting for some stagger opportunity, custom strings are never
repeated again and again(as they then become poking patterns), and they
are almost exclusively made up of mid-level attacks(both high and low
attacks are punishable). The standard match involves one player
starting a simple(and safe) custom string that ends with either a
throw or a very fast mid-level juggle starter. If that player fails in
his attempt to inflict damage, he immediately ceases attacking with the
intent of damaging his opponent(he attacks only to interrupt the other
player if the other player initiates an attack after his guessing game
fails). Both players reset themselves at rng3(usually), and then one
player will again initiate an attack sequence. Sometimes unorthodox
moves are used to win the match: these moves are usually not an
effective attack tactic, but when used one time only they can make the
difference between winning and losing. The player with the better
mental game wins these matches.
\\\ ///
>>>> Attacking <<<< S
/// \\\ T
R
A
~Introduction: T
Now that there are so many ways to attack another player, it is E
easier for you confuse your opponent. The standard grabs and punches G
are numerous and intricate in and of themselves, but when you add the Y
moves that can be completed with a sidestep, and the intricacies of
recovering positions(from numerous punches, kicks, and throws) you end
up with an impressive arsenal at your disposal. Be sure to use every
attack method that is wise, and be absolutely sure to use them in
conjunction with each other. After all, confusing your opponent is the
best, fastest, and easiest way to win.
~When you should attack
The best times to attack are (A)while your opponent is attacking,
(B)while your opponent is recovering from one of his attacks, (C)when
your opponent isn't sure about how you are going to attack, (D)while
your opponent is attempting to get up after you have knocked him down
with a previous attack(okizeme), (E)while your opponent's back is
turned, or (F)while your opponent is stunned.
~~(A)While your opponent is attacking...
If you are attacking while your opponent is attacking, you should
sidestep before your attack in almost all cases. In this situation, the
other player's character has the added difficulty of having to track
his attack towards your new position. An exception to this rule would
be when you are attacking your opponent while he is performing a fast
move that tracks very well. In this case, attacking faster is more
important than taking the time to sidestep before you attack. Note that
one of the best ways to get your opponent to leave himself open for an
attack is to knowingly allow him to get behind you. He will usually
think that you made a mistake and he will try to attack you before you
can react. If he goes for a grab, you may duck his grab and then stand
up to grab him, kick him(1p bt4), or hop kick(bt u_uf+4) for a juggle
opportunity. If he goes for a punch/kick attack or if he is running up
to hit you, you can just kick him or you can sidestep his attack and
then attack him(it's riskier but more rewarding to sidestep his
attack). Some characters even have special moves that can only be used
while their back is turned(these moves and their applications are
discussed in "Specific Strategy"), so be sure to use them to there full
potential. Many characters may also reverse or counter various attacks
(also discussed in "Specific Strategy").
~~(B)While your opponent is recovering...
If you are attacking while your opponent is recovering, the
absolute worst thing you can do is misjudge your opponent's recovery
time. If you attack too late, you will yourself be open to attack while
YOU recover. One of the best ways to attack a recovering player is with
a juggling uppercut(df+2) or hopkick(u_uf+3_4) if the character has a
juggling uppercut or hopkick. The moves are fast, effective, they set S
you up for a juggle(which in turn sets you up for okizeme), and every T
character in the game has several juggle starters. R
A
~~(C)While your opponent isn't sure about how you are going to attack... T
The best way to confuse your opponent is to attack him with a E
series of strings that look identical, but hit at different levels G
(Nina's strings are a good example). If possible, use one string a few Y
times, and then follow that with a similar-looking string that hits at
different positions and juggles when it connects. An alternate version
of this is called 'custom stringing'. Custom stringing is simply a
piecing together of several fast attacks or portions of strings that
you may mix together to achieve the same effect as a standard string.
These custom strings are much more effective than any standard
stringing because they leave much more for your opponent to guess on
than standard strings. Also included is the infamous high-low guessing
game, or the mixup of two simple attacks in which if your opponent
guards for one of the two, he leaves himself open to the other,
therebye turning the game into a mental one in which each opponent is
attempting to out-guess the other.
~~(D)While your opponent is attempting to get up...
Attacking your opponent while he is attempting to get up is known
as Okizeme. When used in good taste, these moves can take a fair amount
of damage without leaving you open for reprisal; when used in excess,
these moves take small amounts of damage while leaving you wide open
for attack(I will discuss this in full under "Defending"). Many
characters have moves that are specifically for grounded opponents, and
you can usually complete these at least one time before your opponent
has a chance to get up(especially after throws or juggles). But after
that initial ground attack, you are reduced to hitting a grounded
character with petty, d+3 or d+4 moves(the d+4 will only work on
players who are actually trying to get up). These moves are effective
against newbies who aren't familiar with Tekken 3 game mechanics, but
an experienced player will simply lay on the ground, allowing you to do
one move before getting up: he knows that any move that isn't
specifically for grounded opponents only pushes the grounded character
further away from the attacker. In short, do one ground attack move and
then try following that with one other move, and then stay away from
him, 'cause after that, he can hurt you, and he can hurt you bad.
Other, more effective okizeme attacks involve either a high-low type
guessing game, or hopover attacks. I call the high-low type okizeme that
because the properties are very similar: if your opponent attempts to
escape one attack, he may be hit with another. An example of this would
be Gun-Jack's uf+1+2(no followup) or his 2+4 throws...both throws leave
your opponent in the grua position. Now, if they attack or roll away
from this position immediately after the throw(they will most likely
roll away), you may connect with fc1~n~2(the fc1 causes them to stand
up backwards and stunned, allowing for the 2 which knocks them back
down in the grdt position). After the fc1~n~2, they are again most
likely to roll away, in which case you may connect with b~f+3+4(I
strongly urge you to use this slide only when a KO is guaranteed, as
the recovery allows most characters to stand after being knocked down S
and complete their unblockable before jack can recover). Now if they T
remain in the grounded position after the throw, you may connect with R
uf+3+4, which is also very damaging. This okizeme tactic works well A
even in high-level play. The other okizeme tactic involves positioning T
yourself so that your opponent is in either the grdt or grua positions E
through sidesteps or hopping over your opponent. If your opponent G
attacks you may both out-prioritize their attack with d+1_2(or 1p bt Y
d+1_2) and cause them to stand up backwards and stunned, allowing for
vicious followups or high-low guessing games with most characters. Any
character may follow a connected d+1 against a rising character from
those positions with a ws4(given that they did stand up bt), and then
follow with various attacks depending upon the character(discussed in
'Specific Strategy').
~~(E)While your opponent's back is turned...
When attacking your opponent while his back is turned, you can
grab, juggle him, or start up a string. Watch out for counterattacks
because he still has plenty of them, and, if you use a ten-string, make
sure it's fast and that there are as many mid-level and low-level
attacks as possible, or your opponent will duck and punch or kick you.
If your opponent has a slight initiative on the attack, he only has two
choices that may out-prioritize your attacks(bt 3_4 or bt d+1_2). The
bt 3_4 is a high attack which may be ducked and followed with any ws
attack or throw(a ws juggle starter is prefered if one is availabe to
you, if not then choose an attack that either does the most damage or
sets up for continuing strategy). If your opponent attempts the d+1_2
(most likely), you may lppry(if your character has a lpry) for a
possible juggle opportunity(I say possible because not all characters
have a juggle starter fast enough to be guaranteed after a lppry), or
attempt a hopkick(uf+3_4) in which case a juggling hopkick would be
prefered.
~~(F)While your opponent is stunned...
If your opponent is stunned, you can basically do anything.
Juggle combos are almost always the best way to go because no character
can stop a juggle after it has started(with the exception of Ogre II).
However, many stunning moves can be negated(discussed in section (C) of
"Defending"), so be sure that the juggle starter you use is very fast.
As an alternative you may force a high-low guessing game if you believe
your opponent will stun recover. An example of this would be using
Jin's b~f{2{1(mjrc) and then following with either f,n,d,df{4(flt) or a
throw. You could also delay the d+2 on the b~f{2{1{d+2 in the hopes of
your opponent walking into the juggling uppercut(while holding F to
stun recover), but if he's smart enough to stun recover, he's probably
smart enough to expect that, and so you should force the high-low guess
while he's guarding for the d+2.
~~A NOTE ON UNBLOCKABLE MOVES:
Unblockable attacks leave you wide open to attack before, during,
and after the unblockable move, but some unblockables may actually be
used in play(Bryan comes to mind =). If your character has a fast
unblockable, you may be able to work that into a custom string mixup S
(Bryan's 1~2~~3 mixed with 1~2.f+1+4 works fairly well when used T
moderately). The only other time I would recommend an unblockable would R
be after the few moves which(due to their characteristics) actually A
allow for them. Examples would be after Gun-Jack's b~f+3+4(LONG T
recovery) or when an opponent tries to use their unblockable: get out of E
the unblockables' range and then start yours. Be sure to time your G
unblockable so that it will connect while they are still recovering from Y
their's.
~Poking Tactics
Poking involves a series of fast attacks(usually standing jabs,
crouching jabs, ws moves, and df moves) used to force your opponent
into a completely defensive state. This frustrates your opponent,
therebye making him more likely to make a mistake(ie whiff an
interrupt, or missblock a high-low mixup), therebye increasing your
chances for a high-damage counter(like df+2). To poke, you must know
your character very well...you must know which moves draw you into your
opponent, and which push you away, so that you may use a combination of
the two to continue the poke. You must also be very adept at
substituting alternative moves within the attack to mix up your poking
pattern, or your opponent will likely find 'holes', or points at which
he may counter your pattern. I personally recommend keeping your poking
patterns very short(no more than five or six seperate attacks within
the entire poke) because it is very risky to continue any poke against
a good player: he'll find and exploit any holes or patterns in your
poke very quickly, always to your detriment. However, when used wisely
a poke or custom string(I prefer the custom string to a poking pattern)
can be very effective. A simple but effective custom string with Paul
Phoenix is df+1.1.(d+4~2 or df+2). This basically gives your opponent a
choice between a juggling uppercut or a Falling Leaf Combo(not
surprisingly, most choose the Falling Leaf). Unless your opponent is
reading your mind(in which case you are going to lose that round very
badly), you should be able to connect with one of the two about half
the time. You may also drop either the df+1 or the standing jab or add
more of them, just to keep your opponent guessing. There are many other
examples of poke patterns/custom strings(easily hundreds), but this
should give you an idea of the basic point of a poking pattern or
custom string: you're setting your opponent up to eat an attack. The
most common characters used by pokers are Jin Kazama, Nina Williams,
Hwoarang, Ling Xiaoyu and Bryan Fury.
~~Pit-Bull Tactics
Pit Bull Tactics are basically a somewhat simpler(usually) and
riskier version of Poking Tactics, which is why I have placed it as a
branch off of 'Poking Tactics'. A pit-bull is a more aggressive version
of a poker who takes significant risks while trying to goad his
opponent into throwing out an interruptible attack or an attack that
will whiff. In my experience pit-bulls rely very heavily on low
attacks, sidesteps, reversals and interrupts to win. The weakest
portion of this strategy is the excessive use of low attacks, which are
the most punishable moves in the game. The reversals are another weak S
point because of chickens and, more specifically, chicken glitches. The T
most common characters used by pit-bulls are Jin Kazama and Paul R
Phoenix. A
T
E
~Turtle Tactics G
Turtle involves blocking or sidestepping virtually all attacks Y
and then countering with some ungodly combination. In most cases a
turtler must rely heavily upon low parries to be successful, with the
exceptions of Paul(who can rely on the d~df~F{2 and d+4~2) and Jin(who
can rely on b~F{2 mjrc and ws2 after blocking most powerful low
attacks or after ducking a high attack). On decent controls, a high-
level turtler will beat a high-level poker, but not by much. This has
to do with the high-low mixup a poker must use, which is rarely as
powerful as a low parry(ask yourself how many d+4s it takes to equal
the damage potential of a single lkpry). The most common characters
used by turtlers are Paul Phoenix, Bryan Fury, Forest Law, Nina
Williams, and Heihachi Mishima.
~My Shit
My shit is weird. Characteristics of both pokers and turtlers,
but neither. I use some simple custom strings to avoid pressure
tactics, with virtually no emphasis whatsoever upon low kicks. I force
two- or three-choice guessing games as much as possible, and I guess
right most of the time. The most commmon guessing game I'll use is a
simple mixup between a throw and a juggle starter or some other attack
that is preferred for whatever reason(probably a move with a faster
recovery than the relatively slow-recovering hopkicks). I keep my game
very simple and efficient: I always use the same juggle(usually very
damaging but also usually not the most damaging juggle possible...I do
only the juggles I can do with my eyes closed) in as many different
applications as possible(ie with as many different juggle starters as
possible), and I always go for the most damaging attack guaranteed
given the situation. I've been told that I'm predictable and certainly
in this way I am very predictable: if you give me enough time for a
df+2, I'm gonna do the df+2(unless there is some other, more damaging
move or combo that is guaranteed =).
\\\ ///
>>>> Defending <<<<
/// \\\
~Introduction:
In Tekken 3, there are many ways to defend yourself. You can
block, reverse, counter, break, or interrupt moves or strings, escape
or reverse throws, and you can also sidestep almost any move in the
game. Exactly how you defend yourself is directly related to your
familiarity and knowledge of the game: if you ALWAYS block, then you S
are either new to Tekken, or you simply haven't taken the time to learn T
other methods of defense. On the other hand, if you are utilizing all R
of the above, then you have an excellent platform upon which you may A
begin to master the game. Unless you have a LOT of competition at your T
arcade, you probably don't know the best ways to defend yourself E
against every single character. There are plenty of moves and move- G
strings I rarely see or never see at all, and these moves are the ones Y
that my opponent has a much greater chance of connecting with. You
should at least familiarize yourself with all of the moves in the game.
Also, always remember that attacks come in three basic levels: high,
medium, and low. High attacks can be blocked or ducked, medium attacks
can be blocked(but not ducked), and low attacks can be blocked or
hopped over(although hopping over a low attack is a very risky
maneuver). On top of these basic levels there is also a fourth special
type of attack that has similar characteristics of both mid and low
level attacks, and is called a special mid-level attack. You may not
duck a special mid attack, but you may block it while standing or while
crouching. Examples of special mid attacks are Eddy Gordo's Handstand
Position 4(it's a flurry of spinning kicks) or any characters crouching
jab.
~How to defend against attacks that are difficult to defend against
The hardest attacks to defend yourself against are (A)attacks
that are made while you are attacking or recovering, (B)okizeme
attacks, (C)attacks coming while you are stunned, (D)attacks coming
from behind you, (E)running attacks, (F)unblockable attacks, and move-
strings(move-string blocking patterns are specific to each character,
and are covered under "Specific Strategy").
~~(A)Attacks that are made while you are attacking or recovering...
The best way to avoid these attacks is to not leave yourself open
to them. Never start up a string that an opponent may back away from to
get out of your range or to sidestep around your attack. Be very
careful while using any unblockable: never use the slower unblockables
unless they are guaranteed(they rarely are), and always mix up your
attacks so that your opponent won't be expecting any given attack. You
should also limit your use of any moves that have long startup or
recovery times unless these moves are performed while your opponent
must recover from one of his moves long enough to guarantee the attack.
~~(B)Okizeme attacks...
Okizeme attacks can be dealt with in many ways. If it's
possible, my favorite way to stop Okizeme tactics is get into grdt.
Then I just tap 3 while my opponent is recovering from an attack
intended to connect while I was attempting to rise(this will ONLY work
against an opponent who is foolish enough to press on with ineffective
okizeme attacks). This sweep juggles on counterhit or clean connect,
and any character can do it(Note: you must use a low attack to continue
the flt juggle after the initial sweep). There are other good ways to
stop Okizeme(like using the Ankle Kick(d+4), any other standard kick,
or simply by rolling away from the attack), but the only other really S
good way to negate it is to just stand up without attacking(preferably T
while your opponent is recovering from a missed attack, such as d+4). R
There are, however, exceptions to this rule: if your opponent is A
attempting to interrupt your rising attack or roll with d+1_2(as T
discussed in "Attacking"), then the most effective means of defense is E
flipping over and then immediately rolling away(if you do not G
immediately roll away then your opponent may simply reposition himself Y
to your detriment, and after that you cannot flip over again, unless
he hits you with an attack, which is actually the best thing for you to
allow happen if you are in that situation: let him hit you with say,
d+3, then flip over again and immediately roll away). You may also
attempt to rise from grut or grda and block the attack(usually a low
attack) while you are rising, and you will be surprised at how fast you
can block okizeme attacks from these positions. Rising with a 3 that
is not absolutely guaranteed is also a no-no, because any character may
counter a blocked rising 3 with ws attacks, and there are quite a few
ws attacks that juggle(Jin's ws2). If your opponent is running towards
you while you are grounded, usually the best thing to do is flip over
(1_d+1) out of the way(wait until he is only a few strides away from you
before you flip or the stomp or slide will track and hit you anyways).
After you've tried to flip out of the way of the slide a few times,
you'll notice something: it's hard to do. You can interrupt a slide
with grut d+4 if your timing is right. In fact this situation is
actually one of the best times to use the d+4 because your opponent has
no opportunity to counter the kick with d+4, as he does in almost all
other situations(grut d+4 may be countered by d+4 even if it connects).
Of course, you really have to be expecting the slide for this to work,
or you'll usually stand up just in time for the Shoulder Ram. If you
are in the grda position you may interrupt a runner with a rising 3_4,
but if your opponent expects that he can punish you for using it.
~~~Note that...
...the sweep(grdt 4) will also juggle after you have rolled
towards your opponent from the aforementioned position.
~~(C)Attacks coming while you are stunned...
You may recover from a stunning attack much more speedily by
holding F and then going back to the blocking level. One example would
be Jin's b~f{2{1{2_d+2(mjrc): if Jin connects the first or second
punch in this sequence on mjrc, it causes a double-over stun so that
the final punch will connect. However, you may recover from the second
punch by holding F. In fact, if you continue holding forward during the
sequence, you will still block the last punch, even though you're
holding F. This is not the case with other stuns: you must recover
from the stun and then block whatever attack your opponent intended to
follow the stunning hit with, and if Jin delays the final punch, you
will walk into it: holding F only works if there is no delay.
~~(D)Attacks coming from behind you...
Even with your back turned, you still have a wide range of moves
to choose from. You can still sidestep(although you don't sidestep as
far as you would if you were facing your opponent), you can still punch S
and kick, and you can still throw. If you end up with your back turned, T
do not panic. Just do the same things I discussed in section 'A' of R
"Attacking". A
T
~~(E)Running attacks... E
Running attacks are best negated by sidestepping because they are G
fast, they hit at different levels of attack, two of them cannot be Y
blocked(the Shoulder Ram and the Ultimate Tackle), and it's difficult
to hit a running opponent before he hits you. Be sure to wait until
your opponent is within a few strides of you before you sidestep or the
move will track. Also, if your opponent does the Flying Side Kick
(a favorite among scrubs) and you sidestep around it, you may be able
to attack him from behind. If your character has a backflip(uf~u~ub),
then you may also use this to escape some running attacks, although
that is dificult and not recommended. Heihachi's backwards run
(b~b~n~3+4) is a more effective alternative to the backflip. If you are
convinced that your opponent will attempt the Shoulder Ram you may be
able to throw your opponent before he can ram you. You must dshf and
throw(preferably any throw with a forward motion, long range, or both,
such as Nina's uf+1+2 or Paul's f~f+1+2) because your opponent becomes
immune to throws shortly after he begins to lean his shoulder forward
in preparation for the ram. If you dash forward and throw, you will be
able to catch him at the beginning of his Shoulder Ram animation, when
he is vulnerable to throws. But, once again, this is a counter that only
works on very predictable opponents.
~~(F)Unblockable attacks...
Unblockables cannot be blocked(thus the name), they are
difficult to sidestep, and(if your opponent is using them
intelligently) they usually catch you off-guard. When sidestepping an
unblockable, you should sidestep at least two times(try your best to
get completely behind your opponent) because unblockable moves tend to
track very well. If you are caught off-guard, your reaction time is
going to be very slow, and so you should use a fast attack such as a
jab or a quick kick to knock your opponent out of the unblockable(I
prefer a d+1 because many characters crouch down during their
unblockable moves, making them somewhat immune to high attacks). It all
really depends on how far away you are from your opponent, how long the
range for their unblockable is, and, most importantly, how long it
takes them to do their unblockable. Oh, and btw, it is not recommended
to reverse an unblockable if you're playing to win ;)
~Anti-Poking/Pit-Bull Tactics
A little poking of your own works well against pressure tactics
such as poking or pit-bull. d+1.ws4 works very well with any character
when used to interrupt a poking or custom-string pattern. The d+1 has
very high priority and can be used in between your opponent's strings
or single attacks to interrupt virtually any series of follow-up
attacks he may have in store for you unless you are stunned or have
some other condition which allows your opponent to out-prioritize it.
The following ws4 is another high-priority attack which serves to S
distance your character from your attacker, and the ws4 may be followed T
with a df+4 with little or no risk in order to interrupt an opponent R
attempting to rush in and restart his poke, and it also serves to A
distance yourself from your opponent. After the final kick you T
use(whichever it may be), you may dshb to further distance yourself E
from your attacker, therebye allowing yourself time to set up for an G
attack of your own. In a worst-case scenario, your attacker may lppry Y
the d+1 and combo off of it, but this is very unlikely(as long as you
use the d+1 somewhat sparingly), and there are very few characters who
may combo off of a lppry. You may buffer a chicken into the kicks if
you feel your opponent is apt to reverse. King is the only character
who can really punish this sequence with his un-chickenable kick
reversal, but even a reversal from King is unlikely if the kicks
following the d+1 are used only as interrupts. The only character I
recall as having a significantly different ws4 from the others is
Julia, in which case I'd recommend following the ws4 with 2~B against
an opponent who is rushing in to restart his poke, or a simple dshb
against an opponent who has been poked motionless.
~Anti-Turtle Tactics
Turtles can be a very frustrating opponent. Use his own
willingness to block most attacks against him by forcing guessing games
between juggling moves(very fast juggle starters with very fast
recovery, such as df+2 are preferred) and throws(high-damage throws
with two-button escapes are preferred). If you feel the ends to a
powerful low attack justify the means(risking a lpry or counterattack
while you recover if it is blocked), then go for it, but do your best
to make the attack as difficult to see coming as possible.
~My Shit
Do it back =)
SPECIFIC~~~~~~~~~~~~~~~~~~~~~~~~~~SPECIFIC~~~~~~~~~~~~~~~~~~~~~~~~~~SPECIFIC
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@@@@\\\\@@@@\\\\\@@@@\\\\\\@@@@\\\\@@@@\\\\\@@@@\\\\\\@@@\\\\\@@@@@\\\\@@@@
@@@@\\@@@\@@\\@@@\\@@\\@@@@\@@@\\@@@\@@\\\\\\\@@\\\@@@@@@\\\\\\\@@@\\@@@\@@@
@@@@\\@@@@@@\\@@@\\@@\\@@@@@@@\\@@@@@@@@@\\\@@@@\\@@@@@@@@@\\\@@@@\\@@@@@@@@
@@@@@\\@@@@@\\@@@\\@@\\\\\@@@@\\@@@@@@@@@\\\@@@@\\\\\@@@@@@\\\@@@@\\@@@@@@@@
@@@@@@@\\@@@\\\\\\@@@\\\\\@@@@\\@@@@@@@@@\\\@@@@\\\\@@@@@@@\\\@@@@\\@@@@@@@@
@@@@@@@@\\@@\\@@@@@@@\\@@@@@@@\\@@@@@@@@@\\\@@@@\\@@@@@@@@@\\\@@@@\\@@@@@@@@
@@@@\@@@\\@@\\@@@@@@@\\@@@@\@@@\\@@@\@@\\\\\\\@@\\@@@@@@@\\\\\\\@@@\\@@@\@@@
@@@@@\\\\@@@@\@@@@@@@@\\\\\\@@@@\\\\@@@@\\\\\@@@@\@@@@@@@@\\\\\@@@@@\\\\@@@@
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
SPECIFIC~~~~~~~~~~~~~~~~~~~~~~~~~~SPECIFIC~~~~~~~~~~~~~~~~~~~~~~~~~~SPECIFIC
___ ___ _ ____ ___
| \ | \ \ / / \ |\ | | | | | \ \ /
|___/ |___/ \ / |___| | \ | |___ | | |___/ \ /
| \ | \ | | | | \ | | | | | \ |
|___/ | \ | | | | \| | \_/ | \ |
MANEUVERS
~Special Dashes
d~df~f - short crdshf(may be canceled with ws attacks,
recovers in fc if canceled by D_DF)
d~db~b - short crdshb
~Taunts
1+3+4 - flt juggle starter if 2p airborne or stunned
ATTACKS
~Single Attacks
~~General
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ B
{move} @ attack level(grd|ungrd|mnrc|mjrc} @ {range} R
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Y
{damage(unclean,clean)} @ {1p positioning} <> {2p positioning} A
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ N
fc1 @ all s @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ F
3 @ fc <> U
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ R
d+1 @ all s @ rng1 Y
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
5 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ws1 @ m|M(nrml)|M(nrml)|M(nrml) @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
18 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f+1(string starter) @ all h @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
8 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df+1(string starter)@ all m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1(string starter) @ all h @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
6 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf_u_ub+1 @ all m @ rng2_rng1_rng0
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf~1 @ all h @ rng2_rng1_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf~~1 @ all h @ rng2_rng1_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~1 @ all h @ rng3_rng1_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~~1 @ all m @ rng3_rng1_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
18 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc2 @ all s @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
8 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ B
d+2 @ all s @ rng1 R
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Y
10 @ fc <> A
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ N
ws2 @ all m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ F
18 @ <> U
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ R
df+2 @ all m @ rng2 Y
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
18 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b+2(string starter) @ h|h|h|STNH @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
21 @ <> | | |grda
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2 @ all h @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf_u_ub+2 @ all m @ rng3_rng1_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~~2 @ all m @ rng3_rng1_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
18 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc3 @ all l @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d+3 @ all l @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ws3(string starter) @ m|m|m|STNM @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
22 @ <> | | |grda
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
note: 2p may recover the STNM by holding F
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f+3 @ all m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
22 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df+3 @ l|l|L(flt)|L(flt) @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
17,25 @ <> | |gruls|gruls
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
if this move connects clean it will always cause a flt
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ B
b+3(string starter) @ all h @ rng2 R
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Y
20 @ <> A
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ N
3(string starter) @ all m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ F
18 @ <> U
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ R
uf_u_ub+3 @ all m @ rng3_rng2_rng-1 Y
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf~3 @ all m @ rng3_rng2_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf~~3 @ all m @ rng3_rng2_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~3 @ all m @ rng4_rng2_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <>
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
this move is too high to connect against a standing opponent: 2p must
be airborne
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~~3 @ m|STNM|STNM|m @ rng4_rng2_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~~~3 @ all l @ rng4_rng2_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d+4 @ all l @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
9 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ws4 @ all m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
20 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f+4(string starter) @ h|h|h|H(flt) @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
18 @ <> | | |grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df+4 @ all M @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
26 @ <> rst|grua|grua|grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4 @ h|h|h|H(flt) @ rng2 B
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ R
18 @ <> | | |grut Y
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
uf_u_ub+4 @ m|M(bnc)|M(bnc)|M(bnc) @ rng3_rng2 N
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
21 @ <> |grut|grut|grut F
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ U
ub+4 @ all m @rng0 R
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Y
11 @ <> | |grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf~4 @ m|M(nrml)|M(nrml)|M(nrml) @ rng3_rng2_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf~~4 @ m|M(nrml)|M(nrml)|M(nrml) @ rng3_rng2_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~_~~4 @ all m @ rng4_rng2_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> | | |grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~~~4 @ all m @ rng4_rng2_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 @ <> | | |grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~Special
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f~F{2 @ h|H|H|H @ rng4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
30 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f~F{3 @ stgm|m|m|m @ rng4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
36 @ <> |grua|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b~B{4 @ all h @ rng5
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> |gruls|gruls|gruls
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1+2 @ all m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <> | |fc|grda
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
this move hits two times if connected at rng1
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f+1+2 @ all h @ rng4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
26 @ <> |grdls|grdls|grdls B
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ R
f+1+4 @ all um @ rng3 Y
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ A
21 @ <> N
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b+1+4 @ all um @ rng3 F
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ U
60 @ <> grut|grut|grut|grut R
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Y
ss{1 @ all h @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
33 @ <> |grurs|grurs|grurs
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ss{2 @ all h @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
26 @ <> rst
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ss{1~2 @ m|m|STNM|STNM @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
28 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d~db~b+2 @ m|M(nrml)|M(nrml)|M(nrml) @ rng0
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
21 @ <> |grdls|grdls|grdls
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
note: attack flips opponent unless followed with juggle combo
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Two-Strings
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1+2 @ stnm|m|m|m @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 + 21 = 36 @ <> | |fc|grda
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b+2~~4 @ h,m|h,m|h,m|stnh->m @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
21 + 26 = 47 @ <> rst|grua|grua|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3~3 @ m,h @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
18 + 16 = 34 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ws3~~4 @ m,m|m,m|m,m|stnm->m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
22 + 16 = 38 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Three-Strings
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1~2~~3 @ h,m,l|h->m,l|h->m,l|h->m,l @ rng1 B
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ R
6 + 8 + 15 = 29 @ <> Y
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
b+2{1~~2* @ h,m,h|h,STNH->h|h,STNH->h|STNH->STNH->h @ rng1 N
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
21 + 21 + 21 = 63 @ <> |grut|grut|grut F
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ U
b+2{1~~4* @ h,m,m|h,STNM->m|h,STNM->m|stnh->M->m @ rng1 R
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Y
21 + 21 + 26 = 68 @ <> rst|grurs|grurs|grurs
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f+4~~3~~4 @ h,m,h|h,m,h|h,m,h|H(flt)->m->h @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
18 + 14 + 18 = 50 @ <> | | |grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* you may cancel the b+2~~1~~2_4 by holding u_d immediately after the
b+2: this will cause Bryan to cancel the 1 with a ssr_ssl which is
determined by the u_d
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Four-Strings
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1~4~~2~~4 @ h,h,h,m|h,h,h,m|h,h,h,m|h,h,stnh->m @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
6 + 15 + 21 + 26 = 68 @ <> |grurs|grurs|grurs
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1~4~~3~~3 @ h,h,m,h|h,h,m->h|h,h,m->h|h->h,m->h @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
6 + 15 + 17 + 16 = 54 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1~2~~1~~2 @ h,h,m,m|h,h,m->m|h,h,m->m|h->h->m->m @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
6 + 8 + 11 + 14 = 39 @ <> |grurs|grurs|grurs
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1~2~~1~~4 @ h,h,m,l|h,h,m,l|h,h,m,l|h->h->m,l @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
6 + 8 + 11 + 12 = 37 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3~2~~1~~2 @ m,h,m,m|m,h,m->m|m,h,m->m|m,h->m->m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
18 + 11 + 10 + 14 = 53 @ <> |grurs|grurs|grurs
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3~2~~1~~4 @ m,h,m,l|m,h,m,l|m,h,m,l|m,h->m,l @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
18 + 11 + 10 + 12 = 51 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b+3~2~~1~~2 @ m,h,m,m|m,h,m,m|m,h,m,m|m,h,M->m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
20 + 12 + 11 + 14 = 57 @ <> |grurs|grurs|grurs
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b+3~2~~1~~4 @ m,h,m,l|m,h,m,l|m,h,m,l|m,h->m,l @ rng2 B
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ R
20 + 12 + 11 + 12 = 55 @ <> Y
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
N
~Five-Strings F
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ U
1~4~~2{1~~2 @ h,h,h,m,h|h,h,h,STNM->h|h,h,h,STNM->h|h,h,STNM->M->h R
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Y
rng1 @ 6 + 15 + 21 + 21 + 21 = 84 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1~4~~2{1~~4 @ h,h,h,m,m|h,h,h,STNM->m|h,h,h,STNM->m|h,h,H->STNM->m
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
rng1 @ 6 + 15 + 21 + 21 + 26 = 89 @ <> rst|grurs|grurs|grurs
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Eight-Strings
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b+3~4~~1~~2~~1~4~3~3 @ h,m,m,m,h,h,m,h @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
20+12+5+7+3+8+17+16 = 88 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b+3~4~~1~~2~~1~~4~~2~~4 @ h,m,m,m,h,h,h,m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
20+12+5+7+3+8+5+26 = 86 @ <> |grua|grua|grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Ten-String
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b+3~4~~1~~2~~1~4~~2~~1~~4~~1 @ m,m,m,m,h,h,h,h,m,h @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
20+12+5+7+3+8+5+5+10+21 = 96 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Variable String
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
DF+(1_1~1_1~1~1_1~1~1~1)~2 @ (all m) @ rng1 @ <> lst| | |
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
DF+1~2, DF+1~1~2 are combos on any connect, and the reason why
DF+1~1~1~2 and DF+1~1~1~1~2 are not guaranteed is because the first
two '1's push your opponent outside the range of any following '1's.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Multiple-Choice String Diagrams
--->3
/
--->[2] --->2 B
/ \ / R
| --->[1] --->2 Y
| \ / A
[%1%] --->4 --->[1] N
| / \
| ---------------->[2] --->4 F
\ / \ U
--->[4] --->4 R
\ Y
--->3--->3
--->[1]--->[1]--->1--->2
/ \ \
[%DF+1%] \ --->2
\ --->2
--->2
--->2 --->3
/ /
--->[1] [%3%] --->2
/ \ \ /
[%b+2%] --->4 --->2--->[1]
\ \
--->4 --->4
--->2
/
--->2--->[1] --->4
/ \ /
[%b+3%] --->4 --->[2]
\ / \
--->4-->1--->2--->1--->[4] --->1--->4--->2--->1
\
--->3--->3
~Special Position Attacks
~~Standing
~~1p bt~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc_d+1_2 @ all l(not s) @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1_2 @ all h @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf_u_ub+1 @ all m @ rng-1_rng1_rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc_d+3_4 @ all l @ rng2 B
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ R
12 @ <> Y
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
3_4 @ all h @ rng3 N
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> |grut|grut|grut F
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ U
uf_u_ub+3 @ all m @ rng3_rng2_rng1 R
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Y
25 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf_u+4 @ m|M(nrml)|M(nrml)|M(nrml) @ rng3_rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
21 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ub+4 @ all m @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
18 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~Grounded
~~1p grut~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3* @ all l @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
7,10 @ <> | ,grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4* @ all m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12,18 @ <> | ,grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(F_B)~~f+1+2 @ STNM|m|m|m @ rng5
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~1p grua~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3 @ all l @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
7 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4 @ all m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~1p grdt~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3* @ l|L(flt)|L(flt)|L(flt) @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
7,10 @ <> | ,grua|grua|grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4* @ all m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10,15 @ <> | ,grut|grut|grut B
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ R
~~1p grda~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Y
3* @ all l @ rng2 A
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ N
7 @ <> | ,grua|grua|grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ F
4* @ all m @ rng2 U
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ R
10 @ <> | ,grut|grut|grut Y
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* These moves cause knockdown if they connect either clean or on
counter: if they are both unclean and not a counter, then no
knockdown
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Throws
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1+3_DF{1+3 [1] @ T @ rng1 @ 30 @ <> grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2+4_DF{2+4 [2] @ T @ rng1 @ 30 @ <> grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc{df{d{df+1+2 [1+2] @ T @ rng1 @ 10+8+27=45 @ <> grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p rst)any# [2] @ t @ rng1 @ 40 @ <> grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p lst)any# [1] @ T @ rng1 @ 40 @ <> gruls
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p bt)any# @ t @ rng1 @ 60 @ <> grda
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# any throw, special or otherwise
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Multi-Throw
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ws2 @ T @ @ <>
\ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
--->1(b+2) @ T @ @ <> grua
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Timing:
(1) Complete the Double Punishment immediately after the Gutpunch
connects.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Note that...
...this is a bnc juggling multi that should be followed with the
b+2,1,4
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
B
R
~Counterattacks Y
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
df_d_db+1+3 @ lpry(may combo if lkpry) N
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df_d_db+2+4 @ lpry(may combo if lkpry) F
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ U
R
Y
COMBINATIONS
~~Starters Followups~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ws1 - hi
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
uf_u_ub+4 - bnc
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ 1.f+4~3~~4
uf_u_ub~_~~_~~~4 - nrml
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
(grut)F_B(roll).f+1+2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
ws2~b+2(multi-throw) - bnc b+2~1~~4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
df+3 - flt ws3.1.f~F{2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
ws3(mjrc) - stnm f~F{2.(run)d+4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
f~f+2 - H (run)d+4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
any T df+3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
b+2(mjrc)~1 1+3+4.b+2~1~~4
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
STRATEGY
~Attacking
Bryan can put a lot of pressure on his opponent: he has some of
the best custom string starters in the game with the df+1~2 and the
1~2. The df+1~2 may be followed with d+1 with virtually no risk of
counters, as the df+1~2 turns your opponent to the side and keeps him
recovering long enough so that the only thing he may hope to do to
interrupt the poke is d+1, in which case there will be a double-connect
because the two crouching jabs come out at almost exactly the same
time. After the d+1 Bryan recovers in fc which allows for any of his ws
moves or you may instead whip out a very fast fc~df~d~df+1+2. There
will be a slight pause as the throw is inputed and starts to come out,
which allows an experienced opponent to see it coming, and after
df+1~2.d+1 you will find yourself at the very end of the throws range,
but you should still be able to connect with it if you spend a little
extra time on the first df of the throw input, which will cause you to
crouch and walk forward a bit before the throw. If they see it coming
and start to interrupt you, throw out the ws3 and you might get lucky.
If you put a slight delay on the ws3(after the d+1), you may even be
able to con your opponent into believing you are attempting the throw,
in which case he will either duck or attempt to poke you out of the
throw. If he ducks the knee will connect for decent damage, but if he
attempts to interrupt the throw he thought was coming, he may himself
be interrupted by the ws3. Even though ws3 mjrc causes a recoverable
stun, it may be followed with f~f+2 for an almost guaranteed combo, and
the f~f+2 can in turn be followed with (run)d+4 guaranteed. The 1~2 is
an excellent interrupt(with any character but even more so with Bryan)
because it can be mixed with the alternate string endings(high_low) or
any one of his attacks. You may follow an interrupting 1~2 with f+1+4
for yet another 'almost guaranteed' attack. The df+3 can be used with
great effectiveness against recovering characters or surprised players
(I've lost count of how many people who have dshf and cancelled as they
see me start an attack just to stand straight up and watch me connect
with a df+3). This move will work to some extent against most of the
best players I've played, but I only use it if they are going to be
recovering for awhile. It rarely works when your opponent has his
senses about him: only when he's scared motionless does it pose a
serious threat. The df+3 is also a VERY punishable move(another one of
those slow-recovery low attacks), so if you can't use it at the right
times, and sparingly even then, then don't use it at all. His ss moves
can be delayed for quite some time(as can most ss moves), and this can
be used with some effectiveness to trick an opponent into walking into
a ss1 or ss1~2 by delaying the ss so long that your opponent thinks you
have decided against a ss attack. I wouldn't suggest using the delayed
ss moves very often though, as it is an easy tactic to catch on to and
the ss moves can be punished(more by some characters than others).
~Defending
If you catch a lkpry Bryan has enough time for his uf+4 bnc
juggle starter. If however you get a lppry instead, he is guaranteed
nothing special. Even so, you may hold down to go into fc and then
attempt the fc~df~d~df+1+2 throw because your opponent will almost
certainly expect the hopkick and they will be struggling to get standing
and blocking for the kick. The 1+2 and f+1+4 can be used with some
effectiveness against pressure tactics(and the 1+2 sets up for okizeme
on mjrc), and those along with the f~f+2 should serve to stave off
pokers and pit-bulls unless you simply aren't using them right or have
allowed yourself to get into a very bad position. Never perform the
f~f+2 unless it is a guaranteed hit against some recovering character(it
is high and can be countered with ws attacks), and never come to rely on
it as an attack to be used to pressure a defending character(for the
same reason). The b~b+4 can be used when you are just outside of your
opponents poking range when he starts up his poke, and you might even
be able to get your opponent to block the Flying Cross Chop(grut roll
away_towards f+1+2) after.
~Versus Bryan
Punish those using his four-strings(whatever~2~~1~~2_4) with the
lkpry. Don't use attacks with a slow startup/recovery against him(he
has many fast attacks which he may use to counter these with). Also use
extreme caution with any poke patterns or custom strings you use
against him(same reason). Note that most of Bryan's attacks are high or
mid-level(they are reversable or counterable), and that many of his
attacks may be sidestepped quite easily(they're fast, but they don't
track very well). Use this to your advantage whenever possible but
don't be too consistent in your use of reversals or sidesteps or Bryan
can counter with high-damage moves in response to your predictability.
The reversal in particular should be used very sparingly because many
of Bryan's moves can be chickened quite easily. Low kicks are a bad
idea against any character, but you should be able to get away with a
few crouching jabs here and there.
____ __ __ __ __ ___ __ __
| | \ | \ \ / / \ / \ | \ | \ / \
|___ | | | | \ / | | | |___/ | | | |
| | | | | | | _ | | | \ | | | |
|____ |__/ |__/ | \__/| \__/ | \ |__/ \__/
&
_____ _ _ __ ____ ___ _____ _ __ ___ __
| | / \ | | \ | / \ / \ | / / / \ |\ |
| | | |___ |___/ | |___| | |_/ \__ | | | \ |
| | | _ | | \ | | | | | \ \ | | | \ |
| _|_ \__/| |____ | \ \_/ | | \__/ | \ ___/ \__/ | \|
SPECIAL NOTATIONS
hp - Handstand Position
gp - Grounded attack Position(not the conventional grounded position)
MANEUVERS
1+2 - ss(same as u)
d+1+2 - ss(same as d)
f~f+4 - flip
ub~b - backflip
f+1+2 - forward roll into hp
ATTACKS
~Single Attacks
~~General
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ E
{move} @ attack level(grd|ungrd|mnrc|mjrc} @ {range} D
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ D
{damage(unclean,clean} @ {1p positioning} <> {2p positioning} Y
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc1 @ all s @ rng1 G
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ O
3 @ fc <> R
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ D
d+1 @ all s @ rng1 O
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
5 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ws1 @ all m @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df+1 @ all m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1(string starter) @ all h @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
6 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf_u_ub+1 @ all m @ rng2_rng1_rng0
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf~1 @ all m @ rng2_rng1_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf~~1 @ all m @ rng2_rng1_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~1 @ all m @ rng3_rng1_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~~~1 @ all m @ rng3_rng1_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
18 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc2 @ all s @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
8 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d+2 @ all s @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ E
ws2 @ m|M(nrml)|M(nrml)|M(nrml) @ rng2 D
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ D
15 @ <> |grut|grut|grut Y
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df+2 @ m|stgm|stgm|stgm @ rng2 G
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ O
15 @ <> |grut|grut|grut R
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ D
2 @ all h @ rng1 O
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf_u_ub+2 @ all m @ rng3_rng1_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
18 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf~_~~2 @ all m @ rng2_rng1_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <> |fc|fc|fc
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~_~~2 @ all m @ rng3_rng1_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
18 @ <> |fc|fc|fc
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc_d+3 @ all l @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ws3 @ all h @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df+3 @ all m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 @ hp <> |fc|fc|fc
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
may recover in gp by cancelling recovery with ~D
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
db+3(string starter)@ all l @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <>
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
may recover in hp by cancelling recovery with ~B
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3 @ all m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf_u_ub+3 @ all m @ rng3_rng2_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ E
uf~_~~3 @ all m @ rng3 D
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ D
25 @ <> |grut|grut|grut Y
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~3 @ all m @ rng4_rng2_rng-1 G
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ O
25 @ <> R
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ D
this move is too high to connect against a standing opponent: 2p must O
be airborne
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~~3 @ m|STNM|STNM|m @ rng4_rng2_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF~~~3 @ all l @ rng4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
U_UB~~~3 @ all l @ rng2_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc4 @ all l @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
5 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d+4 @ all l @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
7 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ws4 @ all m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
20 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df+4 @ all l @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4 @ all h @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
16 @ <> | | |grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf_u_ub+4 @ all m @ rng3_rng2_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
28 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf~_~~_~~~4 @ m|M(nrml)|M(nrml)|M(nrml) @ rng3_rng2_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~_~~4 @ all m @ rng4_rng2_rng-1 E
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ D
25 @ <> | | |grut D
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Y
UF_U_UB~~~4 @ all m @ rng4_rng2_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ G
15 @ <> | | |grut O
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ R
D
O
~~Special
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f+2(string starter) @ all h @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
8 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f+3 @ all m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ hp <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3~4(string starter) @ l|L|L|L @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10 @ gp <> |grut|grut|grut
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
this move hits two times if connected at rng2 or less(see Two-Strings)
Eddy recovers in hp if 3~4~B
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
db+3(string starter)@ all l @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <>
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
you may recover in hp by inputing db+3~B
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b+3 @ all m @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
20 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f~F{3 @ all m @ rng4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
30 @ <> |grut|grut|grut
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
gp if f~F{3~D or hp if f~F{3~B
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4~3(string starter) @ all m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
16 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f+4 @ all m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
20 @ <>
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
may recover in hp by inputing f+4~B
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ E
db+4(string starter)@ all h @ rng2 D
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ D
15 @ <> |grut|grut|grut Y
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b+4(string starter) @ m|STNM|STNM|STNM @ rng2 G
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ O
15 @ <> | | |grda R
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ D
f~f+4~3 @ all l @ rng3 O
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
20 @ gp <> |grda|grda|grda
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
this is the flip(f~f+4) canceled by 3
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f~f+4~4 @ all m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
35 @ gp <> |grut|grut|grut
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
this is the flip(f~f+4) canceled by 4
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc1+2(string starter)@ all m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
20 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc1+2~1+2 @ all m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
30 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc3+4 @ all m @ rng4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
20 @ <> |fc|fc|grda
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
you may input fc3+4~B to recover in hp or fc3+4~D to recover in gp
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3+4 @ all m @ rng4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
18 @ <> |grut|grut|grut
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
you may input 3+4~B to cancel the kick and recover in hp
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df+3+4 @ m|M(hi)|M(hi)|M(hi) @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
20 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
db+3+4 @ all um @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
40 @ <> grut|grut|grut|grut
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
this move hits two times if connected at rng2 or less(see Two-Strings)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf_u+3+4 @ all m @ rng2_rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ E
20 @ <> |grut|grut|grut D
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ D
ss{2 @ m|m|M(bnc)|M(bnc) @ rng2 Y
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
18 @ <> |fc|grut|grut G
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ O
ss{1+2 @ all m @ rng2 R
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ D
15 @ <> |grut|grut|grut O
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
this move hits two times if connected at rng1 or less(see Two-Strings)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ss{3 @ all l @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 @ gp <>
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
you may input ss{3~B to cancel the kick and recover in hp, or ss{3~~B
to recover(after the kick) in hp crouching(same as (hp)D), which
allows for the (hp)D{3+4
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ss{4(string starter)@ all l @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <>
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
you may input ss{4~B to recover in hp
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ss{u+3(string starter)@ all m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> |fc|fc|fc
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
you may input ss{u+3~D to recover in gp
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ss{3+4(string starter)@ m|M|M|M @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
6 @ <> |grut|grut|grut
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
this move hits two times if connected at rng2 or less(see Two-Strings)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Two-Strings
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1~2 @ h,h|H->h|H->h|H->h @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
6 + 15 = 21 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4~3~~3 @ m,l|m,l|m,l|m,l @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
16 + 15 = 31 @ gp <>
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
the second 3 has the same properties as Eddy's ss{3
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ E
3~4 @ l,l|L->L(flt)|L->L(flt)|L->L(flt) @ rng1 D
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ D
10 + 10 = 20 @ gp <> |grut|grut|grut Y
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
you may recover in hp by inputing 3~4~B G
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ O
ss{4~3 @ l,l @ rng3 R
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ D
12 + 25 = 37 @ <> |grut|grut|grut O
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ss{4~3+4 @ l,m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 + 20 = 32 @ <> |fc|grda|grda
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ss{u+3~~3 @ m,m|m,M(hi)|m,M(hi)|m,M(hi) @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 + 20 = 45 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ss{u+3~~3+4 @ m,l @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 + 15 = 40 @ gp <> |grda|grda|grda
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ss{u+3~D~~3 @ m,l @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 + 25 = 50 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Three-Strings
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f+2~1~~4 @ h,h,m|h,h,m|h,h,m|H->H->m @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
8 + 10 + 12 = 30 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Four-Strings
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3~4~~4~~4_3~4~~4~~1+2_3~4~~4~~1+2~1+2 @ the 3~4 is l,l|l->l|l->l|l->l
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
and guarantees all followups(on connect) except 3~4~~4~~1+2~1+2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
3~4 does 10+10 = 20 damage @ <> |grut|grut|grut (always)
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
the followups to 3~4 and their properties are the same as the
corresponding followups to db+3 ie the last two hits in 3~4~~4~~4
have the same properties as the last two hits in db+3~4~~4(see
'Variable Strings' for stats on the followups
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Five-String E
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ D
ss{3+4~~3+4~~3+4~~uf+3+4 @ h,m,m,m,m|h->m->m->m,m|h->m->m->m,m| D
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Y
h->m->m->m,m @ 6+6+25+18+20 = 75 @ <> |grut|grut|grut
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ G
you may recover in hp by inputing ss{3+4~~3+4~~3+4~B O
opponent recovers grdt if ss{3+4 connects...the following attacks R
cause the flipover D
if the third 3+4 connects(without the first two connecting), it will O
guarantee the last 3+4
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Twelve-String
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3~4~~4~~2~~4~~4~~3+4~~3+4~~3+4~~db+3+4~~uf+3+4 @ m,m,h,h,m,m,m,h,m,m,m,m
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
|m,m,STNH->STNH->m->m,m,h->m->m->m,m|m,m,STNH->STNH->m->m,m,h->m->m->
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
m,m|m,m,STNH->STNH->m->m,m,h->m->m->m,m @ 16+28+7+8+9+13+10+6+6+21+15+
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
20=159
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
note that the third 4 is the same as the b+4(see 'variable strings'
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Variable-Strings
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
db+3_b+4 may be used to enter this string series, and these starters
may be followed with alternate moves or each other ie db+3~~4(same as
b+4)_b+4~3(same as db+3) so you can make an infinite-string by
inputing db+3~~4~~3~~~4~~3~~~4... or b+4~3~~~4~~3~~~4~~3... ; the
4~3~~4~~2~~4(same as b+4)_(hp)1~3(same as db+3) may also be used to
enter this unique string series; db+3(or 3 while performing the
infinite string or the other strings) may be followed with ~~3,
~4~~4, ~4~~1+2 or ~4~~1+2~1+2 as opposed to 4 and b+4(or 4 while
performing strings) may be followed with ~4~~3+4 as opposed to 3
The following is a list of the properties of these moves:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
db+3 @ all l @ rng2 @ 12 @ hp if db+3~B
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b+4 @ h|h|h|STNH @ rng2 @ 15 @ <> | | |grda
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4~3~~4~~2~~4(same as b+4)@ m,m,h,h|m,m,STNH->STNH|m,m,STNH->STNH|
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
m,m,STNH->STNH @ 16+28+7+8 = 59 @ normal <> |grda|grda|grda
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
db+3~~4 @ l,h|l->h|l->h|l->STNH @ rng2 @ 12+15 = 27 @ <> | | |grda
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
db+3~~3 @ l,m @ rng2 @ 12+25 = 37 @ E
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ D
db+3~4~~4 @ l,l,l|l,l->stnl|l,l->stnl|l,l->stnl @ rng2 @ 12+15+15 = 42 D
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Y
recover in hp if db+3~4~B or db+3~4~~4~B
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ G
db+3~4~~1+2 @ l,l,m|l,l,m|l,l,m|l,l->m @ rng2 @ 12+15+20 = 47 O
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ R
recover in hp if db+3~4~B D
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ O
db+3~4~~1+2~1+2 @ l,l,m @ rng2 @ 12+15+30 = 57
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
recover in hp if db+3~4~~1+2~1+2
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b+4~4~~3+4 @ h,m,m,m|h,m->m,m|h,m->m,m|STNH->m->m,m
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
rng2 @ 15+12+25+20 = 72
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
if the second kick connects(2 hits) it will knock your opponent too
far away for the last to connect...if the last kick does connect
(for whatever reason) 2p will recover in fc
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
db+4~~4~~4... @ 4 is high, b+4 is mid @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
4 = 15, b+4 = 12 @ hp if ended with b+4, normal if ended with 4 <>
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
grut on any connect if 4, no special positioning if b+4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
after the initial db+4, this string can either be continued with
additional 4s, or ended with b+4; this is another infinite string
if db+4~~4~~4~~4... is input
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Multiple-Choice String Diagram
--->1+2
/
(normal stance or hp)3~4--->[4]--->1+2~1+2
\
--->4
--->1+2
/
--->3 / --->1+2~1+2
/ / /
[db+3]--->[4(db+3~4)]--->4
\
--->[4(db+3~~4...same as b+4)]
--->3(same as db+3)
/
[b+4] E
\ D
--->4--->3+4 D
Y
4~3-->4-->2-->[4(same as b+4*)]-->4-->3+4-->3+4-->3+4-->db+3+4-->uf+3+$
G
* this string cannot be chained from a b+4 or db+3~~4: it may only be O
done if it is completed exactly as stated R
D
O
~Special Position Attacks
~~Standing
~~1p bt~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc_d+1_2 @ all l(not s) @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1_2 @ all h @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf_u_ub+1 @ all m @ rng2_rng1_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc_d+3_4 @ all l @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3_4 @ all l @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf_u_ub+3 @ all m @ rng3_rng2_rng0
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf_u+4 @ m|M(nrml)|M(nrml)|M(nrml) @ rng3_rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
21_20 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ub+4 @ all m @ rng0
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
18 @ <> | |grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~Fully Grounded
~~1p grut~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3* @ all l @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
7,10 @ <> | ,grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ E
4* @ all m @ rng3 D
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ D
12,18 @ <> | ,grut|grut|grut Y
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(F_B)~~f+1+2 @ STNM|m|m|m @ rng5 G
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ O
15 @ <> |grut|grut|grut R
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ D
~~1p grua~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ O
3 @ all l @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
7 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4 @ all m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~1p grdt~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3* @ l|L(flt)|L(flt)|L(flt) @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
7,10 @ <> | ,grua|grua|grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4* @ all m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10,15 @ <> | ,grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~1p grda~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3* @ all l @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
7 @ <> | ,grua|grua|grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4* @ all m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10 @ <> | ,grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* These moves cause knockdown if they connect either clean or on
counter: if they are both unclean and not a counter, then no
knockdown
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~Handstand Position(hp)
HP MANEUVERS
u - dodge into background
d - dodge into foreground
D - crouch
f_F - walk forward(briefly_continuously)
f_F~n~~ - return to normal(standing) stance
b - return to normal stance
df - forward roll into gp E
DF - forward roll into normal stance(see note at bottom) D
f+1+2 - handstand roll D
~~ - gp(after any maneuver besides f or F) Y
note that you may cancel Eddy's recovery into gp(after any attack, G
maneuver, or the f+1+2) with u_uf_f_df_d to recover in normal O
stance, and that you may also cancel the recovery into gp with 1+2 R
to cause a forward roll into hp(same as f+1+2) D
O
HP ATTACKS
~~~Single
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1(string starter) @ all s @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10 @ normal <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2(string starter) @ all s @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10 @ normal <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3 @ all l @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 @ gp <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d+3_4 @ all m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10 @ hp <>
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Eddy recovers in gp if d+3_4~D
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3~4(same as the normal stance 3~4: see 'ATTACKS:Single Attacks:Special')
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4 @ all h @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12(either attack) @ hp <> |grut|grut|grut
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
this move hits two times if connected at rng2(see 'Two-Strings')
if the s connects, then no knockdown(the positioning listed is
assuming the h attack hits)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df_any maneuver or attack except f_F)~~f+1+2 @ STNM|m|m|m @ rng5
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 @ normal <> |grut|grut|grut
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
this is the roll into gp canceled by the dive grut f~~f+1+2
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ss3_4 @ all l @ rng4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ normal <> |grua|grua|grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ E
D~~3+4 @ m|M(nrml)|M(nrml)|M(nrml) @ rng3 D
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ D
25 @ hp <> |grut|grut|grut Y
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
note that this is the hp crouch(D) canceled by 3+4 G
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ O
R
D
O
~~~Two-String
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4 @ s,h|s->h|s->h|s->h @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12+12 = 24 @ hp <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~Three-Strings
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1~3~~~3 @ m,l,m|m->l,m|m->l,m|m->l,m @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10+15+13 = 38 @ gp <>
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
this is the recovery of 1~3 canceled by 3...the 3 is the same as
Eddy's normal stance ss{3 except that it does 13 damage(ss{3 does
15 damage) and you are not allowed the 3+4(ss{3~B{3+4)
you may recover in hp by inputing 1~3~B
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2~4~~3 @ m,l,l|m->l,l|m->l,l|m->l,l @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10+12+25 = 47 @ normal <> |grut|grut|grut
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
you may recover in hp by inputing 2~4~B
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~Variable-String
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1~3...the 3 is the same as db+3 in the 'variable string' section and
all it's properties(including possible followup strings) are the same
as db+3...the 1 does 10 damage and hit characteristics for 1~3 are:
m,l|m->l|m->l|m->l
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~Grounded Attack Position(gp)
GP MANEUVERS
~U* - tech roll into background E
~D* - tech roll into foreground D
f - roll forward(same as grut f) D
b - roll backward(same as grut b) Y
* you must hold U or D immediately after going into gp G
O
R
GP ATTACKS D
O
~~~Single
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1+2 @ m|m|stnm|stnm @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
20 @ normal <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1+2~1+2 @ all m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
30 @ normal <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3(string starter) @ all l @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
7 @ normal <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4(string starter) @ all m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10 @ normal <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3+4 @ all m @ rng4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ normal <> |grut|grut|grut
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
this move causes a bounce when connected against a crouching opponent
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3~4 @ m|M(hi)|M(hi)|M(hi) @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
20 @ normal <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4~3 @ all l @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
20 @ hp <>
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
this move hits two times if connected at rng2(see 'Two-Strings')
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~Two-Strings
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3~~4 @ l,m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
7+28 = 35 @ normal <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4~3 @ l,l|l->stnl|l->stnl|l->stnl @ rng2 E
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ D
20+12 = 32 @ hp <> D
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Y
4~~3+4 @ m,m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ G
10+25 = 35 @ normal <> |grut|grut|grut O
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ R
you may recover in hp by inputing 4~~3+4~B D
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ O
4~~3+4~3 @ m,m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10+15 = 25 @ hp <> |grut|grut|grut
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
you may recover in hp by inputing 4~~3+4~B
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Throws
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1+3_DF{1+3 [1] @ t @ rng1 @ 30 @ <> grda
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2+4_DF{2+4 [2] @ t @ rng1 @ 30 @ <> grda
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b~db~d~df~f+1+2 [1+2] @ t @ rng1 @ 55 @ <> grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p rst)any# [2] @ t @ rng1 @ 42 @ <> grdls
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p lst)any# [1] @ t @ rng1 @ 40 @ <> grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p bt)any# @ t @ rng1 @ 60 @ <> grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# any throw, special or otherwise
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COMBINATIONS
~~Starters Followups~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3~4~B (hp)4.d+3~D.(gp)3+4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
ws2 - nrml
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
df+3+4 - nrml
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
(gp)3~4 - nrml 1~2.b+4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
(hp)DF~~F+1+2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ E
(grut)F_B~~F+1+2 D
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ D
b+4(mjrc) *b+4~4~~3+4 Y
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
* your opponent may be able to tech-roll this combo finisher at times G
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ O
R
D
O
STRATEGY
~Attacking
Eddy's basic moves from his normal(standing) position can be used
to great effectiveness in many situations, but to use him to his
greatest potential, moves from his gp and hp are required. First off,
you should never remain in either of these positions for more than an
instant if your opponent is anywhere near you, as Eddy can be punished
fairly severely while in these special positions. However, he has many
fast attacks from these positions, and although they may be relatively
weak, many of them allow for the setup of much more damaging moves. For
example, while in hp you may tap 1_2 to begin his rollout punch
strings, and then follow this with a ws2_ws4 instead of the punishable
strings themselves(when following with ws4, it is better to use the hp
2.ws4 because the hp 1 tends to leave you too far to the left of your
opponent to connect with the ws4). After your opponent begins to guard
for the ws2_ws4, you may then mix the throws 1+3_2+4 with these moves
for an effective custom string. The moves(the ws2_ws4 and the throws)
come out very quickly and are difficult to counter. An even better
mixup(although it requires some technical expertise), would be to mix
the ws2_ws4 with b~db~d~df~f+1+2, which is a much more powerful throw
with a more difficult two-button escape. To perform this mixup
effectively, you should press and hold 2(for the rollout punch), then
buffer the b~db~d~df~f into the animation of the 2, and then tap 1 as
Eddy stands. With a little practice, you'll have the special throw
executing just as fast as the normal throws. The (hp)d+3_4 and the
(hp)4 are good counters against attacking opponents and can be used to
encourage your opponent to stand and block, but you can be punished if
your opponent blocks the 4. While in gp you may mix the 3~4(which
juggles) with the 4~3 which puts you back into hp from which you may
attempt the previously mentioned custom string. Another excellent move
from hp is the dive (hp)DF~~f+1+2, which allows for guaranteed
followups even if your opponent blocks. This move is somewhat difficult
to time properly at first and is also counterable because of its fairly
long startup time, but it is still an effective tactic when mixed with
the hp custom strings. While in normal(standing) position you have one
of the best moves that can be used to punish an low attack in the
u_uf+4. This move is evil because it causes knockdown on any connect, it
is fairly damaging for a hopkick, and you might get lucky and follow
with some vicious okizeme. If your opponent gets hit by the u_uf+4 he
will most likely attempt to roll away from you in the hopes of avoiding
okizeme, and if he does you may punish him by following the hopkick with
a quick dshf.D.(fc)3+4. This is a flipkick that is very damaging and
causes another knockdown. If you hold D to go into gp and your opponent
attempts a second roll away(which they are likely to do), you may
connect with the (gp)3+4. That okizeme sequence is one of the most
damaging in the game and should be effective against any opponent who is
not aware of it, and most who are. This flipkick series may also be used
after an unguarded df+2, which causes a similar knockdown and stun. If
your opponent catches on to the sequence and begins to stand and block
the first flipkick (fc)3+4, then you may complete the flipkick without
going into gp and then throw or you may cancel the flipkick and go into
hp(fc~3+4~B) to mix up attacks from there(it is not recommended that
you go into gp if your opponent begins to block this sequence because he
will expect that, but even if he does expect it he will have a difficult
time countering many of the moves you may use from gp).
~Defending
Eddy is most effective when you allow yourself to get into a
dangerous situation(leave yourself open to attack), and then counter
the attack. My advice to you on defending is: it's OK to let yourself
get into bad situations as long as the ends(connecting with high-damage
combos) justifies the means(putting yourself at risk). In other words,
if you think you can connect with a 50% combo if you put yourself at a
risk of a 20% counterattack, then it's worth the risk; if you think you
can connect with a 20% combo, but you'll have to risk taking a 50%
counterattack, then don't do it. The 3~4 from normal position allows
for some nasty combos and followup okizeme, but you should refrain from
using it when it isn't guaranteed during the recovery of some move your
opponent just performed. As I said before, the u_uf+4 is an excellent
counter to low attacks, and the ws2 juggles and therefore is a very
effective counter to high attacks or any blocked low attack that
requires enough recovery time to guarantee a connect. Eddy is also one
of the more '3-dimensional' characters because of his dancing. If you
simply keep yourself aware of which side he is dancing towards at all
times, you will be able to ss many attacks by canceling his dancing
with a ss in the same direction as he was dancing.
~Versus Eddy
Low and mid-level attacks work very well against Eddy if he is in
the gp or hp, or if he is performing one of his long, drawn-out
strings(they're slow, too). Just remember that he can ss or interrupt
many attacks while he is in the hp(don't extend yourself with an
attack: he has high-damage counterattacks). Note that Eddy sways from
side to side while he is standing up(an automatic ss, if you will): he
dances from face to face with you(center), then a little to your
character's right, then back to center, then a little to your
character's left, then back to center again, and so on. If you don't
attack him while he's centered, you're attack will probably miss and
he can attack you while you are recovering(thus the frustration every
intermediate-level player experiences while fighting newbies who love
to mash buttons with Eddy). If you simply keep that auto-ss in the back
of your mind while you're dealing with him, you should destroy every
masher who challenges you. Expert players, on the other hand, will use
your own attack against you by getting you to attack them when they
know they can counter your attack, thus causing serious damage to your
character. They will let Eddy get into a bad position, knowing that
you'll try to attack while he's in it, and then dodge your attack at
the last possible second so they can counterattack. This type of an
Eddy player is very dangerous(duh). The best way to deal with them is
to run up and complete a fast attack to knock Eddy out of the handstand
and grounded positions(Note that characters with a fast low -> mid
string, like Nina's d+4~1 or Jin's 1+4, can use those moves to flt
juggle Eddy while he is in the gp or hp) or while he is performing one
of his slower moves or move-strings. The point of your attack is to
keep Eddy from setting up for one of his vicious counters or custom
strings, and not(necessarily) to cause large amounts of damage to him.
Don't use high-low mixups against him, because even though he has no
lpry, he does have the u_uf+4, which can be used with a little okizeme
after to eat away a whole lot of your life bar.
____ __ ___ ____ ____ _____ _
| / \ | \ | / | | / \ | |
|___ | | |___/ |___ \___ | | |___| | |
| | | | \ | \ | | | | | /\ |
| \__/ | \ |____ ____/ | |____ | | |/ \|
MANEUVERS
fc{df{d{df - crdshf
fc~uf_u_ub - backflip (forward_straight up_backward)
b+1+2 - dance(this resluts if the hppry(b+1+2) doesn't connect)
ATTACKS
~~General
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ F
{move} @ attack level(grd|ungrd|mnrc|mjrc} @ {range} O
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ R
{damage(unclean,clean} @ {1p positioning} <> {2p positioning} E
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ S
fc1 @ s @ rng1 T
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
3 @ fc <> L
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
d+1 @ s @ rng1 W
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
5 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ws1 @ m @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df+1(string starter)@ m @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1(string starter) @ h @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
5 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf_ub+1 @ m @ rng2_rng0
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <> grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf_ub~1 @ h @ rng2_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <> grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf_ub~~1 @ h @ rng2rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <> grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~1 @ m @ rng3_rng1_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~~1 @ m @ rng3_rng1_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~~~1 @ m @ rng3_rng1_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
18 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc2(string starter) @ s @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
8 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ F
d+2(string starter) @ s @ rng1 O
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ R
10 @ fc <> R
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ E
ws2 @ m|M(nrml)|M(nrml)|M(nrml) @ rng1 S
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ T
15 @ <> grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ L
df+2 @ m|M(nrml)|M(nrml)|M(nrml) @ rng1 A
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ W
12 @ <> brut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2(string starter) @ h @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf_u_ub+2 @ m @ rng3_rng1_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
18 @ <> fc
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf_u_ub~_~~2 @ m @ rng2_rng1_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <> fc
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB{2 @ m @ rng3_rng1_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
18 @ <> fc
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc3 @ l @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d+3(string starter) @ l @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
8 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ws3 @ h @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
28 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df+3 @ m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
21 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3(string starter) @ m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
18 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf_u_ub+3(string starter)@ m @ rng3_rng2_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ F
uf_ub~_~~3 @ m @ rng3_rng-1 O
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ R
25 @ <> | |grut|grut E
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ S
UF_U_UB~3 @ all m @ rng4_rng2_rng-1 T
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> L
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ A
this move is too high to connect against a standing opponent: 2p must W
be airborne
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~~3 @ m|STNM|STNM|m @ rng4_rng2_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~~~3 @ all l @ rng4_rng2_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc_d+4(string starter)@ l @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
7 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ws4 @ m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df+4 @ m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4(string starter) @ h|h|h|H(flt) @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
16 @ <> | | |grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf_u_ub+4 @ m|M(nrml)|M(nrml)|M(nrml) @ rng3_rng2_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
14 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf_ub~_~~4 @ m|M(nrml)|M(nrml)|M(nrml) @ rng3_rng2_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~_~~4 @ all m @ rng4_rng2_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> | |grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~~~4 @ all m @ rng4_rng2_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
F
O
~~Special R
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ E
b+1(string starter) @ m|m|M|M @ rng4 S
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ T
12 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ L
b+2(string starter) @ m @ rng4 A
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ W
12 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
db+2(string starter)@ m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 @ bt <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f+4(string starter) @ h|h|h|H(flt) @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
17 @ <> | | |grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
db+4 @ l|L|L|L @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> |grua|grua|grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc{df{d{df+3 @ l|L|L|L @ rng5
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
17 @ grut|grua|grua|grua <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc~uf_u_ub{4 @ m|M(nrml)|M(nrml)|M(nrml) @ rng3_rng2_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> |grut|grut|grut
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
note that this move is the backflip(fc~uf_u_ub) cancelled by 4
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc~uf_u+4 _ UF_U+4(string starters) @ m|M(nrml)|M(nrml)|M(nrml)
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
rng1 if u, rng3 if uf @ 22 if u, 25 if uf @ fc <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc~ub+4_UB+4(string starters) @ all m @ rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 @ fc <> | | |grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f+2~1 @ m|m|m|m @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
40 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
db+1+2 @ all UM(flt) @ rng4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
100 @ <> grut|grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b+3+4_3+4_f+3+4(string starter)@ m|M(nrml)|M(nrml)|M(nrml)@ rng0_rng1_
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
rng3 @ 25 if 3+4, 30 if f_b+3+4 @ fc <> |grut|grut|grut F
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ O
d+3+4 @ all m @ rng0 R
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ E
25 @ <> |grut|grut|grut S
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ T
Law recovers grut if d+3+4~D
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ L
A
W
~Two-Strings
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
db+2~4 @ m,m|m->m|m->m|m->m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15+25=40 @ <> |grut|grut|grut
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Law recovers grua if db+2~4~D
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc_d+2~3 @ s,m|s,M(nrml)|s,M(nrml)|s->M(nrml) @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
8_10+21 = 29_31 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf_u_ub+3~4 @ m,m|m,M(nrml)|m,M(nrml)|m->m* @ rng3_rng1_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25+25 = 50 @ fc <> |grut|grut|grut
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
* the uf+3~4 combos against type4_5 characters on any connect and
will combo on type1_2_3 characters on mjrc...if the 4 alone
connects on any character, it is a M(nrml) attack
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc3~4 @ l,m|l,M(nrml)|l,M(nrml)|l->M(nrml) @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12+21 = 33 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc_d+4~3 @ l,m|l,M(nrml)|l,M(nrml)|l->M(nrml) @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
7+21 = 28 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ws4~3 @ m,m|m,m|m,m|m->m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12+21 = 33 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4_f+4~u+3 @ h,m|h,m|h,m|h->m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
16_17+30 = 46_47 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df+4~3 @ m,m|m,M(nrml)|m,M(nrml)|m->M(nrml) @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15+25 = 40 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc~uf_u+4~3 _ UF_U+4~3 @ m,m|M(nrml)->M(nrml)|M(nrml)->M(nrml)|M(nrml)
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
->M(nrml) @ rng3 if uf, rng2 if u @ 25+25=50 if uf, 22+25=47 if u F
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ O
<> |grut|grut|grut R
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ E
the 3 is a M(nrml) combo starter which guarantees the following 4... S
if the 3 connects then the 4 will not be a M(nrml) combo starter: it T
is only a M(nrml) starter if it is the only connect
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ L
fc~ub+4~3 _ UB+4~3 @ m,m|m,M(nrml)|m,M(nrml)|m,M(nrml) @ rng-1 A
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ W
15+25 = 40 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b+3+4~3_3+4~3_f+3+4~3 @ m,m|M(nrml)->M(nrml)|M(nrml)->M(nrml)|M(nrml)->
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
M(nrml) @ rng-1_rng2_rng3 @ 30+21=51 if b+3+4_f+3+4, 25+21=46 if 3+4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
fc <> |grut|grut|grut
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
the 3+4 is a M(nrml) combo starter which guarantees the 3...if the
3+4 connects then the 3 will not be a M(nrml) combo starter: it is
only a M(nrml) starter if it is the only connect...the b+3+4 does not
guarantee the 3 unless your opponent is very close when it connects
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Three-Strings
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
B+1{2{1 @ m,m,m|m->m,M(nrml)|m->m,M(nrml)|m->m->M(nrml) @ rng4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12+12+15 = 39 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
B+2{3{4 @ m,l,m|m,l,M(nrml)|m,l,M(nrml)|m,l->M(nrml) @ rng4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12+8+22 = 42 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4_f+4~3~~4 @ h,h,h|h->h,h|h->h,h|h->h,h @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
16_17+12+12 = 40_41 @ <> | | |grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Ten-Strings
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df+1~2~~2~~1~3~~3~~d+3~~3~~4~~4 @ m,h,m,h,h,l,m,l,l,m|m->h->m,h->h,
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
l->m,l->l->m|m->h->m,h->h,l->m,l->l->m|m->h->m,h->h,l->m,l->l->m
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
rng1 @ 10+5+6+5+7+6+6+7+7+38 = 97 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df+1~2~~2~~1~3~~3~~d+3~~4~~4~~4 @ m,h,m,h,h,l,m,h,l,m|m->h->m,h->h,
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
l->m,stnh->l->m|m->h->m,h->h,l->m,stnh->l->m|m->h->m,h->h,l->m,
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ F
stnh->l->m @ rng1 @ 10+5+6+5+7+6+6+8+15+38 = 106 O
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ R
<> |grut|grut|grut E
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ S
df+1~2~~2~~1~3~~3~~3~4~~3~~4 @ m,h,m,h,h,l,h,h,h,m|m->h->m,h->h, T
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
l->h->h->stnh->m|m->h->m,h->h,l->h->h->h->m|m->h->m,h->h,l->h->h->h->m L
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ A
rng1 @ 10+5+6+5+7+6+7+7+10+25 = 88 @ <> |grut|grut|grut W
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df+1~3~~2~2~3~~3~~d+3~~3~~4~~4 @ m,l,m,h,m,l,m,l,l,m|m->l->m,
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
h->m->l->m,l->l->m|m->l->m,h->m->l->m,l->l->m|m->l->m,h->m->l->m,
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
l->l->m @ rng1 @ 10+6+6+8+6+6+6+7+7+38 = 100 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df+1~3~~2~2~3~~3~~d+3~~4~~4~~4 @ m,l,m,h,m,l,m,stnh,l,m|m->l->m,h->m->
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
l->m,stnh->l->m|m->l->m,h->m->l->m,stnh->l->m|m->l->m,h->m->l->m,
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
stnh->l->m @ rng1 @ 10+6+6+8+6+6+6+8+15+38 = 109 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df+1~3~~2~2~3~~3~~3~4~~3~~4 @ m,l,m,h,m,l,h,h,h,m|m->l->m,h->m->l->h->
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
h->h->m|m->l->m,h->m->l->h->h->h->m|m->l->m,h->m->l->h->h->h->m @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10+6+6+8+6+6+7+7+10+25 = 91 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Variable-Strings
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The following moves can be linked together to create a variable-
string...these moves, their properties, and their relationship to one
another are described below
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
F+2{2{2 @ h,m,h|h->m->h|h->m->h|h->m->h @ rng1
~~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12+6+6=24 @ <> |grut|grut|grut
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
2~2 @ h,h|h->h|h->h|h->h @ rng1 @ 12+10=22 @ <> |grut|grut|grut
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
1_f+1_f+1~1_f+1~1~~1_f+1~1~~1~~1_f+1~1~~1~~1~~1 @ all h, if connect_
~~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
mnrc then the first 1 will guarantee the second; if mjrc then all are
~~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
guaranteed @ 1 does 5 damage, f+1 does 6, all others do 5: = 5_6_11_
~~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
16_21_26 @ 5th punch will leave opponent grut, others cause no effect
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
1_f+1_f+1~1_f+1~1~~1_f+1~1~~1~~1 may be followed by either ~2~f+2{2
(this sequence has the same properties as F+2{2{2 excepting that the F
second 2 cannot be delayed) or ~2~2(same as 2~2) O
The f+1~1~~1~~1~~1 cannot be followed by 2~2 or 2~f+2{2 R
1_f+1_f+1~1 will guarantee a following 2 on connect or mnrc, so that E
f+1~1~2~2_f+1~1~2~f+2{2 are combinations; and f+1~1~~1_f+1~1~~1~~1 will S
guarantee a following 2 if the f+1 connects on mjrc T
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3~~4_3~3~~4_3~3~~3~~4 @ h,m_h,h,m_h,h,h,m|h->M_h->h->M_h->h->h,M(on L
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ A
connect, mnrc or mjrc...all M are nrml juggle starters) @ rng2 W
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
18+21 = 39 _ 18+10+21 = 49 _ 18+10+10+21 = 59 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d+3~3~~4_d+3~3~~3~~4_d+3~3~~3~~3~~4 @ l,h,m_l,h,h,m_l,h,h,h,m|l->h->M_
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
l->h->h->M_l->h->h->h->M(on connect, mnrc or mjrc...all M are nrml)
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
rng1 @ 8+10+25 = 43 _ 8+10+10+25 = 53 _ 8+10+10+10+25 = 63
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
<> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Multiple-Choice String Diagram
--->2
/
1--->[2]
\
--->f+2--->2
--->f+2-->2 --->f+2--->2
/ /
--->[2]-->2 --->[2]--->2
/ /
[f+1]----->[1]----->[1]----->[1]--->1
\ \
--->[2]-->2 --->[2]--->2
\ \
--->f+2-->2 --->f+2-->2
-->3-->4-->3-->4
/
----->2----->2----->1----->3----->[3]----->[d+3]-->3-->4-->4
/ \
[df+1] -->3-->4-->3-->4 -->4-->4-->4
\ /
-->3-->2-->2-->3-->[3]-->[d+3]-->3-->4-->4
\
-->4-->4-->4
--->4
/ F
[3*]--->[3]--->3--->4 d+3--->3(same as "[3*]") O
\ R
--->4 E
S
* this multi-choice string may be started with either the 3(as shown) T
or a d+3 followed by the 3
L
A
W
~Special Position Attacks
~~Standing:
~~1p bt~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc_d+1_2 @ l(not s) @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1_2 @ h|H|H|H @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 @ <> bt
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf_u_ub+1 @ all m @ rng2_rng1_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc_d+3_4 @ l @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3_4 @ h @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf_u_ub+3 @ all m @ rng3_rng2_rng0
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf_u+4 @ m|M(nrml)|M(nrml)|M(nrml) @ rng3_rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
21_20 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ub+4 @ all m @ rng0
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
18 @ <> | |grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~Grounded:
~~1p grut~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3* @ l @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
7,10 @ <> | ,grut|grut|grut F
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ O
4* @ m @ rng3 R
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ E
12,18 @ <> | ,grut|grut|grut S
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ T
(f_b)~~f+1+2 @ STNM|m|m|m @ rng5
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ L
15 @ <> |grut|grut|grut A
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ W
~~1p grua~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3 @ l @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
7 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4* @ m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10,15 @ <> | ,grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~1p grdt~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3* @ l|L(flt)|L(flt)|L(flt) @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
7,10 @ <> | ,grua|grua|grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4* @ m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10,15 @ <> | ,grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~1p grda~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3* @ l @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
7,10 @ <> | ,grua|grua|grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4* @ m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10,15 @ <> | ,grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* These moves cause knockdown if they connect either clean or on
counter: if they are both unclean and not a counter, then no
knockdown
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Throws
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1+3_DF{1+3 [1] @ t @ rng1 @ 7+23=30 @ <> grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2+4_DF{2+4 [2] @ t @ rng1 @ 30 @ <> grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f+2+3 [1] @ t @ rng1 @ 30 @ <> grurs
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ F
f~f+3+4 [1+2] @ t @ rng1 @ 28 @ <> grua O
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ R
(2p rst)(any#) [2] @ t @ rng1 @ 42 @ <> grut E
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ S
(2p lst)(any#) [1] @ t @ rng1 @ 40 @ <> gruls T
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p bt)(any#) @ t @ rng1 @ 50 @ <> grda L
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
# any throw, special or otherwise W
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~Multi-Throw
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(df+1+2) @ T @ 30 @ <> grut
| [1+2] @ <>
\ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
--->1a(1~2~1+2) @ t @ 35 @ <> grda
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Timing:
(1a) Complete the 1~2~1+2 immediately after the df+1+2 connects
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Buffering:
(1,2,1+2) tap 1, press and hold 2, tap 1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Note that...
...pressing nothing after the initial grab(df+1+2) will result in the
punch to the head, while pressing the optional input(1~2~1+2) will
cancel the punch to the head and instead cause the bulldog(no
cumulative damage).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Counterattacks
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d_db+1+3 @ LPRY
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d_db+2+4 @ LPRY
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b+1+2 @ hppry
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b+1+2~1 @ PREV(2p bt)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b+1+2~2 @ PREV(2p stunned)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COMBINATIONS
~~Starters Followups~~ F
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ O
d+2~3(mjrc) - nrml 4.b+2~3~~4 R
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ E
3~4 - nrml S
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ws4.b+2~3~~4 T
UF+4 - nrml
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ L
uf+4 - nrml A
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ df+1.df+1.b+2~3~~4 W
b+1{2{1(mjrc) - nrml
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
df+2 - nrml 1.df+1.b+2~3~~4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
(grdt)3 - flt ws4.df+1.b+2~3~~4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
fc{df{d{df+3 3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
db+4 fc3
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
STRATEGY
~Attacking
Law has one of the fastest, most damaging attacks in the game
with the 3~4, so be sure to use it to it's full potential. You may be
able to goad your opponent into performing some move that has a long
enough recovery to guarantee the 3~4, but as always most of his poking
strings are punishable to the extreme, so be very cautious when
attempting this. The 3~4 is also a punishable move if it is blocked, so
you should never attempt it unless it is guaranteed. The db+4 is a
decent low attack because it guarantees a fc3 after, but it's a low
kick and it recovers slow, so never use it unless it is absolutely
guaranteed.
~Defending
The hppry into staggering backfist(b+1+2~2) is the most damaging
counter in the game because it allows for the 3~4(you must dshf to get
into range). You can be punished for missing the b+1+2, but if you use
it sparingly, it becomes a game winning move. Law is one of the few
characters who is guaranteed a followup(uf+4) after any lpry, so you
should keep yourself looking for the opportunity to use it. His hpry
can be used to counter virtually any custom string, and although it
doesn't guarantee anything, it does give you a chance to change the
momentum of the match and in this way you can get out of some very
sticky situations with it.
~Versus Law
Be very cautious with your attacks against Law, as he is the most
punishing character in the game when it comes to counterattacks. Make
sure that every attack you make doesn't allow for a counterattack even
if it misses. You can punish him for performing many of his strings as
a poke, as it is relatively easy to see them coming and counter.
__ _____ _ __
/ \ | | |\ | | / \ / \ | /
| | | | \ | __ | |___| | |_/
| _ | | | \ | | | | | | \
\__/| \_/ | \| \_/ | | \__/ | \
MANEUVERS
wlkf~wlkb~_~~3+4 - sitdown
df_d_db+3+4 - sitdown(rng1_0_-1)
ATTACKS
~Single
~~General
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ G
{move} @ attack level(grd|ungrd|mnrc|mjrc} @ {range} U
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ N
{damage(unclean,clean} @ {1p positioning} <> {2p positioning}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ J
fc1(string starter) @ all l @ rng2 A
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ C
10 @ fc <> |fc|fc|fc K
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d+1 @ all s @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
5 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ws1 @ m|M(nrml)|M(nrml|M(nrml) @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
20 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df+1(string starter)@ all m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1(string starter) @ all h @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
18 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf_u_ub+1 _ uf~_~~1 @ all m @ rng3_rng2_rng1 _ rng3_rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 @ <> |grut|grut|grut
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
uf+1 is a string starter
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~_~~1 @ all m @ rng4_rng2_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <> | | |grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d+2 @ all s @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ws2 @ m|M(nrml)|M(nrml)|M(nrml) @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df+2(string starter)@ m|M(nrml)|M(nrml)|M(nrml) @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2(string starter) @ all h @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf_u_ub+2 @ all m @ rng4_rng4_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ G
18 @ <> |fc|fc|fc U
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ N
uf~_~~2 @ all m @ rng2_rng1_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ J
15 @ <> |grut|grut|grut A
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C
UF_U_UB~_~~2 @ all m @ rng4_rng2_rng-1 K
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
18 @ <> |fc|fc|fc
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc3_d+3 @ all l @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ws3 @ all h @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
28 @ <> | | |grda
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df+3 @ all m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
17 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3 @ all m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf_u_ub+3 _ uf~_~~3 @ all m @ rng3_rng2_rng-1 _ rng3_rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
20 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~3 @ all m @ rng3_rng2_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> n/a
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
this move soars over 2p's head: it will only connect against an
airborne opponent
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~~3 @ m|STNM|STNM|m @ rng4_rng2_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~~~3 @ all l @ rng4_rng2_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc4 @ all l @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d+4 @ all m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
50 @ <> |grut|grut|grut G
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ U
ws4 @ all m @ rng3 N
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
20 @ <> J
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
df+4 @ all m @ rng3 C
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ K
15 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4 @ h|h|h|H(flt) @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
20 @ <> | | |grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf_u+4 _ uf~_~~4 @ all m @ rng3_rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ub+4 @ all m @ rng0
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
11 @ <> | | |grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~_~~4 @ all m @ rng4_rng2_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> | |grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~~~4 @ all m @ rng4_rng2_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~Special
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b~db~d~DF+1 @ all l @ rng4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
29 @ fc <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b~db~d~df~f~~1 @ STGM|m|m|m @ rng4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
20 @ <> |grut|grut|grut
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Jack says "One" just before completing the punch
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b~db~d~df~f~(continue circular motion until f)~~1 @ um|um|um|um @ rng4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
40 @ <> grut|grut|grut|grut
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Jack says "Two" just before completing the punch
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b~db~d~df~f~(continue circular motion until fx2)~~1 @ um|um|um|um @ rng4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ G
60 @ <> grut|grut|grut|grut U
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ N
Jack says "Three" just before completing the punch
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ J
b~db~d~df~f~(continue circular motion until fx3)~~1 @ um|um|um|um @ rng4 A
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ C
80 @ <> grut|grut|grut|grut K
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Jack says "Four" just before completing the punch
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b~db~d~df~f~(continue circular motion until fx4)~~1 @ um|um|um|um @ rng4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
200 @ <> grut|grut|grut|grut
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Jack says "Five" just before completing the punch
continuing the circular motion until fx5 results in three more spins
that cannot be canceled...Jack says nothing after "five"
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b~db~d~df~f~_~~df+1 @ m|M(hi)|M(hi)|M(hi) @ rng4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
22 @ <> |grut|grut|grut
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Jack says "One" just before completing this uppercut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b~db~d~DF+2 @ all m @ rng4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
40,60 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f+3 @ all h @ rng4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
35 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d+4 @ all m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
50 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f+4~1 @ all UM @ rng4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
101 @ <> all grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1+2(string starter) @ all m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
21 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc1+2 @ all l @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
21 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
DF_DB+1+2 @ all l @ rng4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
21 @ <> |grut|grut|grut
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ G
this move is performed while crwlkf_b U
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ N
ws1+2(string starter) @ m|M(nrml)|M(nrml)|M(nrml) @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ J
21 @ <> |grut|grut|grut A
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C
d+1+2 @ m|M(nrml)|M(nrml)|M(nrml) @ rng2 K
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
45 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f+1+2(string starter)@ m|M|M|M @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
22 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3+4 @ all um @ rng4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
60 @ <> all grut#
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3+4~~3+4 @ all um @ rng5
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
70 @ <> all grut#
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3+4~~3+4~~3+4 @ all um @ rng6
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
80 @ <> all grut#
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
# if these moves connect against an opponent's back, then the
opponent recovers bt in fc while Jack recovers bt
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f+3+4 @ all m @ rng5
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> |grda|grda|grda
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
if this move connects at the very edge of its range, it will connect
as a l attack and 2p will recover grua on any connect
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf+3+4 @ all m @ rng4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
26 @ sdp <> |fc|fc|fc
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df+2+3 @ l|L(flt)|L(flt)|L(flt) @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <> |grua|grua|grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Two-Strings
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc1~2 @ all l,m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10+25 = 35 @ fc <> |grut|grut|grut
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ G
if only the fc1 connects, then 2p recovers in fc U
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ N
1+2~1+2 @ m,m|m->m|m->m|m->m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ J
21+22 = 43 @ <> |grut|grut|grut A
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C
f+1+2~df+2 @ m,m|M->m|M->m|M->m @ rng3 K
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
22+15 = 37 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f+1+2~1+2 @ m,l|M->l|M->l|M->l @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
22+25 = 47 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ws1+2~1+2 @ m,m|M(nrml)->m|M(nrml)->m|M(nrml)->m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
21+17 = 38 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Three-Strings
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1~1~~1 @ h,h,m|h,h->m|h,h->m|h->h->m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
18+15+18 = 51 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2~1~~2 @ h,m,m|h->m,M(nrml)|h->m,M(nrml)|h->m,M(nrml)@ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12+21+20 = 53 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#DF+1~2~~1 @ m,m,m|m->m,m|m->m,m|m->m->M(nrml) @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15+12+15 = 42 @ <> | | |grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#DF+2~1~~2 @ m,m,m|m->m,m|m->m,m|m->m->M(nrml) @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15+10+15 = 40 @ <> | | |grut
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
# these moves are a crwlkf cancelled by 1_2 respectively
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Four-Strings
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
DF+1~2~~1~~2 @ m,m,m,m|m->m,m,m|m->m,m,m|m->m->m->M(nrml) @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10+15+10+15 = 50 @ fc <> | | |grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc~df+1~2~1~~1 @ m,h,m,stgh|m->h->m,h|m->h->m,h|m->h->m,h @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12+15+15+30 = 72 @ <> |grut|grut|grut
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ G
if the first punch misses(for whatever reason), the second punch will U
connect as a m attack(this is the only instance I know of where an N
attack has a variable level of connect ie h_m due to a prior attack's
connect or lack thereof) J
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
fc~db+1~1~~1~~2 @ l,l,l,m|l,l,l->m* @ rng2 C
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ K
18+25+25+40 = 108 @ <> |grut|grut|grut
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
* the first punch will knock an opponent out of the second punches
range, and the second punch will knock an opponent out of the third
punches range("what's the point of that shit?" I ask).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
DF+2~1~~2~~1 @ m,m,m,m|M(nrml)->m->m->m|M(nrml)->m->m->m|M(nrml)->m->m
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
->m @ rng2 @ 10+15+12+15 = 52 @ fc <> |grut|grut|grut
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
if the first uppercut does not connect, then none of the other
punches are guaranteed
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
DF+2~1~~2~f+1 @ m,m,m,h|M(nrml)->m->m->h|M(nrml)->m->m->h|M(nrml)->m->m
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
->h @ rng2 @ 10+15+12+12 = 49 @ fc <> |grut|grut|grut
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
if the first uppercut does not connect, then none of the other
punches are guaranteed
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
DF+2~1~~2~d+1 @ m,m,m,l|M(nrml)->m->m,l|M(nrml)->m->m,l|M(nrml)->m->m,l
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
rng2 @ 10+15+12+8 = 45 @ fc <> |grut|grut|grut
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
if the first uppercut does not connect, then none of the other
punches are guaranteed
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Five-Strings
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc1~1~~1~~2~f+2 @ l,l,m,m,h|l,l,m,m,h|l,l,m,m,h|l,l->m,m,h# @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10+8+12+12+12 = 54 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc1~1~~1~~2~df+2 @ l,l,m,m,m|l,l,m,m,m|l,l,m,m,m|l,l->m,m,m# @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10+8+12+12+15 = 57 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc1~1~~1~~2~d+2 @ l,l,m,m,l|l,l,m,m,l|l,l,m,m,l|l,l->m,m,l# @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10+8+12+12+8 = 50 @ fc <> |fc|fc|fc
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
# the third punch will guarantee the fourth(on mjrc) if the second
does not connect G
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ U
N
~Six-Strings J
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
fc2~1~~1~~1~~2~f+2 @ s,l,l,m,m,h|s,l,l,m,m,h|s,l,l,m,m,h|s->l,l->m,m,h# C
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ K
8+6+8+12+12+12 = 58 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc2~1~~1~~1~~2~df+2 @ s,l,l,m,m,m|s,l,l,m,m,h|s,l,l,m,m,h|s->l,l->m,m,h#
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
8+6+8+12+12+15 = 61 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc2~1~~1~~1~~2~d+2 @ s,l,l,m,m,l|s,l,l,m,m,h|s,l,l,m,m,h|s->l,l->m,m,h#
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
8+6+8+12+12+8 = 54 @ fc <> fc
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
# the fourth punch will guarantee the fifth(on mjrc) if the third
does not connect
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Ten-Strings
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf+1~1~~4~~3~~4~~1~~2~1~1+2~1+2 @ m,m,l,l,l,m,m,m,m,m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15+8+5+5+5+8+6+8+21+25 = 106 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf+1~1~~4~~3~~4~~1~~2~1~d+1+2~~1+2 @ m,m,l,l,l,m,m,m,l,m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15+8+5+5+5+8+6+8+12+35 = 107 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d+2~1~~1~~1~~2~~1~2~1~1+2~1+2 @ s,l,l,m,m,h,m,m,m,m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10+6+5+7+7+6+6+8+21+25 = 101 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d+2~1~~1~~1~~2~~1~2~1~d+1+2~1+2 @ s,l,l,m,m,h,m,m,l,m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10+6+5+7+7+6+6+8+12+35 = 102 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Variable-String
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
db+1~1~~1~~2_db+1~1~~1~~1~~2_db+1~1~~1~~1~~1~~2 @ all 1s are l, all 2s
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
are m, last 1 guarantees the 2 while all other 1s knock your opponent
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
out of the following 1s range @ all 1s do 15 damage, 2 does 40(85_100
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
_115 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ G
U
N
~Multiple-Choice String Diagrams
J
--->f+2 A
/ C
fc1------>1------>1------>[2]--->df+2 K
\
--->2 --->d+2
/
db+1--->1--->[1]--->[1]--->1--->2
\
--->2
--->1+2--->1+2
/
uf+1--->1--->4--->3--->4--->1--->2--->[1]
\
--->f+2 --->d+1+2--->1+2
/
fc2--->1--->1--->1--->[2]--->df+2
\
--->d+2 --->1+2--->1+2
/
d+2--->1--->1--->1--->2--->1--->2--->[1]
\
--->d+1+2--->1+2
--->1
/ --->df+2
DF+2--->1--->[2]--->f+1 /
\ [f+1+2]--->1+2
--->d+1
~Special Position Attacks
~~Standing
~~1p bt~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc_d+1_2 @ all l(not s) @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1_2 @ all h @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf_u_ub+1 @ all m @ rng2_rng1_rng0
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc_d+3_4 @ all l @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ G
12 @ <> U
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ N
3_4 @ all h @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ J
25 @ <> |grut|grut|grut A
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C
uf_u_ub+3 @ all m @ rng3_2_0 K
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf_u+4 @ m|M(nrml)|M(nrml)|M(nrml) @ rng3_2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
21_20 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ub+4 @ all m @ rng0
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
18 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(bt)uf_u_ub+_{2 has the same properties as uf_u_ub+_{2 (from normal
stance), as do UF attacks
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~Grounded
~~1p grut~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3* @ l @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
7,10 @ <> | ,grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4* @ m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12,18 @ <> | ,grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(F_B)~~f+1+2 @ STNM|m|m|m @ rng5
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~1p grua~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3 @ l @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
7 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4 @ m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~1p grdt~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3* @ l|L(flt)|L(flt)|L(flt) @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
7,10 @ <> | ,grua|grua|grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4* @ m @
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ G
10,15 @ <> | ,grut|grut|grut U
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ N
~~1p grda~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3* @ l @ rng2 J
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ A
7,10 @ <> | ,grua|grua|grua C
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ K
4* @ m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10,15 @ <> | ,grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* These moves cause knockdown if they connect either clean or on
counter: if they are both unclean and not a counter, then no
knockdown
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~SitDown Position(sdp)
SDP MANEUVERS
f - forward roll
b - backward roll
~3+4# - hop forward(Jack recovers in sdp)
# this maneuver is only available after entering sdp with
df_d_db+3+4...this registers as an attack if it connects(see
'ATTACKS') and cannot be followed with any other maneuvers or
attacks ; if it is blocked or if it misses, then you may complete
the Four-Strings from sdp(see 'Four-Strings')
SDP ATTACKS
~Single
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~3+4$ @ all m @ rng4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
35 @ sdp%|roll backwards on any connect <> |fc|fc|fc
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
$ must be input immediately after entering sdp after df_d_db+3+4
% you may only follow this move with the sdp Four-Strings or f_b(the
sdp maneuvers), and you may only follow this move with those
attacks or maneuvers if the ~3+4 misses or is blocked
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Four-Strings
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1~2~~1~~2 @ l,l,l,l|l->l->l->l|l->l->l->l|l->l->l->l& @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10+10+10+10 = 40 @ normal* <> |fc|fc|fc
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ G
2~1~~2~~1 @ l,l,l,l|l->l->l->l|l->l->l->l|l->l->l->l& @ rng2 U
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ N
10+10+10+10 = 40 @ normal* <>
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ J
& the third punch will knock an opponent out of the fourth punches A
range unless the first two do not connect C
* you may cancel this recovery into normal position with f_b to roll K
towards_away instead of standing straight up
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Throws
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1+3_DF{1+3 [1] @ T @ rng1 @ 35 @ <> grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2+4_DF{2+4 [2] @ T @ rng1 @ 30 @ <> grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d~df~f+1 [1] @ T @ rng2 @ 40 @ <> grurs
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d~db~b+2 [2] @ T @ rng2 @ 45 @ <> gruls
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
db~n~f+1+2 [1+2] @ T @ rng2 @ 58 @ <> grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f~f{2+3 [2] @ t @ rng2 @ 35 @ <> grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df{df+2+4 [2] @ T @ rng2 @ 30 @ <> grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df{DF+2+4 [2] @ T @ rng2 @ 30 @ <> grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
db+2+3 [2] @ t @ rng1 @ 32 @ <> fc
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p rst)any# [2] @ t @ rng1 @ 40 @ <> grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p lst)any# [1] @ t @ rng1 @ 40 @ <> gruls
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p bt)1+3$ @ T @ rng1 @ 30+40=70@ <> grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p bt)2+4% @ t @ rng2 @ 70 @ <> grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# any throw, special or otherwise
$ or d~df~f+1 or db~n~f+1+2
% or d~db~b+2, f~f+2+3, df~df+2+4, df~DF+2+4, or db+2+3
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~Multi-Throws
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(df+1+3)* @ T @ 25 @ <> grut
\ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
--->1a(1+2) @ t @ 10 @ <> grut G
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ U
Timing: N
(1a) Complete the Super Hammer Strike immediately after Jack flattens
his opponent. J
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ A
although this throw is unbreakable, you may avoid it by ducking, in C
which case the df+1+3 will take 20 damage K
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(uf+1+2) @ T @ 33 @ <> grua
| [1] @ <>
\ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
--->1a(b,db,d,DF+2) @ t @ 60* @ <> grut
[b] @ <>
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Timing:
(1a) Complete the Megaton Punch immediately after Jack's opponent
stops ascending.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Note that...
...pressing nothing after the initial uf+1+2 will result in the lift
and slam while inputing b~db~d~DF+2 cancels this for a lift and punch
(no cumulative damage)
...the Megaton Punch escape must be input immediately after the
Megaton Punch(see 'Difficult Joystick Motions' in the 'General' section
for more details
* even though the punch does 40 points of damage, it always connects
as a 'clean' hit within this multi-throw, which equals 60 points
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COMBINATIONS
~~Starters Followups~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d+1+2
b~db~d~df~f~df+1 ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
dshf.(bt)4.2.F{1+2~1+2#
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
f+4~1 db+1~1~~1~~2$
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
b~db~d~DF~_~~1
F{1+2 ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
db+1~1~~1~~2#$
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
d+1+2 - hi d+2.fc1~2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
dshf.d+1+2
df~DF+2+4 ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
b~db~d~DF+2 G
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ U
any T db+3 N
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
b~db~d~df~f~~1(STGM if blocked) throw attempt J
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ A
# type4_5 sized characters only C
$ the third punch does not connect K
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
STRATEGY
~Attacking
It is possible to get the uppercut(b~db~d~df~f{df+1) VERY swiftly
(almost as fast as Heihachi's f~n~d~df+2), and it has a very high
damage potential, so use it whenever it is guaranteed(you'd be
surprised...). The punch(b~db~d~DF~_~~2) is very close to Paul's
d~df~f~2 when it comes to speed, range, damage, and recovery, and if
that isn't a good enough reason for you to use it, then fuck ya ;) The
b~db~d~df~f~~1 staggers your opponent if he blocks(this works best when
used in conjunction with okizeme because of the long startup time ie
opponent finally stands up just in time to block this punch), and if
you are close enough when you complete it, you are guaranteed a throw
attempt. If you get this chance to throw, go for either the
uf+1+2.b~db~d~DF+2 or the df~DF+2+4, as the former is difficult to
escape, and the latter guarantees lotsa damage. The df+2+3 is a decent
flt starter because even though it doesn't guarantee a whole lot of
damage, it is a fairly fast move. Many of Jack's throws leave your
opponent in the grua position, and he some viscious okizeme with this
setup: you can either do uf+3+4 for a healthy chunk of life if your
opponent remains grounded, or you can go for the fc1~2 if they attempt
to roll away, rise, or attack. If the fc1~2 connects they end up grdt,
and if they attempt to roll away from this position you can get the
b~f+3+4 which takes a lot of damage. However, the b~f+3+4 is a very
punishable move because of its long recovery(most characters can stand
up after being hit by it and still have time to complete their
unblockable before Jack recovers), so you should only use it if it will
KO your opponent. Jack can also use his fc~DF+1~2~1 as okizeme against
grounded opponents attempting to roll or attack, and that takes a lot
of damage and sets up for more okizeme against attackers(if they
attempt a roll and you connect with this string, they may interrupt
your recovery with a rising attack).
~Defending
Jack has no counters or reversals, but the d+1+2(hi) is an
excellent move to use against an opponent who is rushing in with a lot
of high-level attacks(it takes a lot of damage, and it sets you up for
a juggle, which means your opponent might lose over half his life
because of one mistake). d+2 is one of his fastest moves, and it has
quite a bit of range, so it can be used to counter pressure tactics.
~Versus Gun-Jack
Be very careful while fighting Gun-Jack. Although his moves are
slow and require a LOT of recovery time when they miss, he only has to
connect with one or two decent attacks and your life bar is empty. When
blocking the f~f+1+2 strings, be prepared to block the f~f+1+2~df+2
(it's much faster and, therefore, much harder to see coming). If your
opponent follows the f~f+1+2 with the ~df+2, you'll already be in the
proper blocking position; if he follows it with the ~1+2, a much slower
move, you'll be able to see it coming and block it. Jack is one of the
few characters you can use poking strings on with virtually no risk of
high-damage counterattacks(he only has one, and it's slow), so as long
as you only use moves that recover quickly, you should be able to
literally poke him to death. High-low mixups are never recommended, but
against Jack you should be able to get away as long as you use the
faster low attacks(he can ws1+2~1+2 after many slow-recovering low
attacks).
____ _ _ _ __ _ _
| | | | | | / \ / \ | | |
|___| |___ | |___| |___| | |___| |
| | | | | | | | | | | |
| | |____ _|_ | | | | \__/ | | _|_
_ _ ___ _ _ _
|\ /| | / | | | |\ /| / \
| \/ | | \__ |___| | | \/ | |___|
| | | \ | | | | | | |
| | _|_ ___/ | | _|_ | | | |
MANEUVERS
b~b~n{3+4 - backwards run
d~df~f - crdshf
f~n~d~df - crdshf
ATTACKS
~Single
~~General
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ H
{move} @ attack level(grd|ungrd|mnrc|mjrc} @ {range} E
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ I
{damage(unclean,clean} @ {1p positioning} <> {2p positioning} H
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
fc1 @ all s @ rng1 C
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ H
3 @ fc <> I
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d+1(string starter) @ all m @ rng3 M
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ I
15 @ <> |fc|fc|fc S
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ H
ws1 @ all m @ rng1 I
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ M
12 @ <> A
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df+1(string starter)@ all m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
8 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1(string starter) @ all h @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
5 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf_u_ub+1 @ all m @ rng2_rng1_rng0
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf~1 @ all m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf~~1 @ all m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~1 @ all m @ rng3_rng1_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~~1 @ all m @ rng3_rng1_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc2 @ all s @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
8 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d+2 @ all s @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ H
ws2 @ m|M(nrml)|M(nrml)|M(nrml) @ rng2 E
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ I
15 @ <> |grut|grut|grut H
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
df+2 @ m|stgm|stgm|M(nrml) @ rng2 C
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ H
15 @ <> | | |grut I
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
2p may opt to recover grut by holding D during the srgm animation M
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I
2(string starter) @ all h @ rng1 S
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ H
12 @ <> I
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ M
uf_u_ub+2 @ all m @ rng3_rng1_rng-1 A
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
18 @ <> |fc|fc|fc
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf~_~~2 @ all m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <> |fc|fc|fc
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~_~~2 @ all m @ rng3_rng1_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
18 @ <> |fc|fc|fc
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc_d+3 @ all l @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ws3 @ all m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
28 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df+3 @ all m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
17 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3 @ all h @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf_u_ub+3 @ all m @ rng4_rng2_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> |grut|grut|grut
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
uf+3 is a string starter and it is a stgm attack if blocked
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf~_~~3 @ all m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ H
UF_U_UB~3 @ all m @ rng4_rng2_rng-1 E
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ I
25 @ <> H
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ A
this move is too high to connect against a standing opponent: 2p must C
be airborne H
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I
UF_U_UB~~3 @ m|STNM|m|m @ rng4_rng2_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ M
25 @ <> |grut|grut|grut I
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ S
UF_U_UB~~~3 @ all l @ rng4_rng2_rng-1 H
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ I
15 @ fc <> M
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
fc4 @ all l @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d+4 @ all l @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
7_25# @ fc <>
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
# if 2p is grounded, then d+4 becomes a stomp(l) that does 25 damage
on connect(at rng1) from which both characters recover in there initial
positions: normal <> grounded
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ws4(string starter) @ all m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df+4 @ all m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4 @ all h @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
30 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf+4(string starter)@ all m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
u+4 @ m|M(nrml)|M(nrml)|M(nrml) @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ub+4 @ all m @ rng0
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
11 @ <> | | |grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf~_~~4 @ all m @ rng3 H
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ E
25 @ <> |grut|grut|grut I
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ H
UF_U_UB~_~~4 @ all m @ rng3_rng-1_rng-1 A
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ C
25 @ <> | |grut|grut H
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I
UF_U_UB~~~4 @ all m @ rng4_rng2_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ M
15 @ <> I
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ S
H
I
M
~~Special A
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f~n~d~DF{1 @ m|M(nrml)|M(nrml)|M(nrml) @ rng4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f+1(string starter) @ all h @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
6 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f+2 @ all h @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
21 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f+2~1+2 @ all m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
22 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b+2 @ all m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> |fc|fc|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f~F{2 @ m|M(hi)|M(hi)|M(hi) @ rng4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
30 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f~f~n~~2(string starter) @ all h @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
7 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d~df~F{2 @ all m @ rng4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
30,45 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f~n~d~DF{2 @ m|M(nrml)|M(nrml)|M(nrml) @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ H
f~F{3 @ m|m|m|STNM @ rng2 E
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ I
24 @ <> |fc|fc|grut H
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
f~n~d~df~N{3 @ all m @ rng5 C
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ H
35 @ <> fc|grut|grut|grut I
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f~n~d~DF{3 @ all l @ rng5 M
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ I
21 @ <> |grut|grut|grut S
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ H
f~n~d~DF{4(string starter)@ l|*stnl|L|L @ rng3 I
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ M
17 @ <> | |grua|grua A
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
* see "Variable-String" for more information on this stnl attack
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4~3 @ all m @ rng4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ grut <> |grut|grut|grut
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
if this move misses, 1p suffers 5 damage and is stunned for a brief
period of time
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1+2 @ m|m|m|M @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
22 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f~F{1+2(string starter)@ m|M|M|M @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
22 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d+4+1 @ all um @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Two-Strings
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d+1~2 @ m,m|m,m|m,m|m->m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15+26 = 41 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df+1~2 @ m,m|m->M(nrml)|m->M(nrml)|m->M(nrml) @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
8+21 = 29 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2~2 @ h,h|h->h|h->h|h->h @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12+21 = 33 @ <> H
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ E
uf+3~4 @ stgm,stgm|m->m|m->m|m->m @ rng4 I
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ H
17+22 = 39 @ <> |grut|grut|grut A
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C
ws4~4 @ m,m|m->m|m->m|m->m @ rng2 H
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ I
12+21 = 33 @ <> fc
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ M
uf+4~4 @ all m,l @ rng3 I
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ S
25+15 = 40 @ <> |grut|grut|grut H
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ I
the first kick will knock 2p out of the range of the second on any M
connect A
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Three-Strings
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1~1{2 @ h,h,m|h->h->m|h->h->m|h->h->m @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
5+8+18 @ <> |grut|grut|grut
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
unlike other delayable strings, 1~1{2 will retain its comboing
properties even with a delay, therebye making it quite useful
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1~2~~2 @ h,h,h|h->h->h|h->h->h|h->h->h @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
5+8+18 = 31 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f+1{b+2~1 @ all h,m,m @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
6+21+25 = 52 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f+1{b+2~4 @ all h,m,m @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
6+21+30 = 57 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Ten-Strings
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f~f~n~~2~1~2~~2~~3~~4~~4~~1~~2~~1 @ h,h,h,h,m,m,l,h,m,m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
7+8+6+7+6+11+5+5+8+30 = 93 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df+3~2~~2~~4~~4~~1~~2~~1~~2~~1 @ m,h,h,l,l,m,h,m,m,m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
17+5+6+8+8+5+5+8+21+25 = 108 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df+3~2~~2~~4~~4~~1~~4~~1~~2~~1 @ m,h,h,l,l,m,h,h,m,m @ rng3 H
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ E
17+5+6+8+8+5+10+5+6+30 = 100 @ <> |grut|grut|grut I
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ H
df+3~2~~2~~4~~4~~1~~4~~1~~2~~4 @ m,h,h,l,l,m,h,h,m,m @ rng3 A
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ C
17+5+6+8+8+5+10+5+6+35 = 105 @ <> |grut|grut|grut H
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I
M
~Variable-String I
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ S
This string is initiated by the f~n~d~DF+4 sweep which can then be H
followed by additional sweeps or other attacks, explained below: I
~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ M
f~n~d~DF+4~n~1 @ # @ rng3 @ 17+37 = 54 @ # A
~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~
f~n~d~DF+4~n~2 @ # @ rng3 @ 17+22 = 39 @ #
~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~
f~n~d~DF+4~n~4~4 @ # @ rng3 @ 17+18+21 = 56 @ #
~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~
f~n~d~DF+4~~4~n~1 @ # @ rng3 @ 17+14+28 = 59 @ #
~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~
f~n~d~DF+4~~4~n~2 @ # @ rng3 @ 17+14+(22,33) = 53 @ #
~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~
f~n~d~DF+4~~4~n~4~4 @ # @ rng3 @ 17+14+18+21 = 70 @ #
~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~
f~n~d~DF+4~~4~~4~n~1 @ # @ rng3 @ 17+14+14+35 = 80 @ #
~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~
f~n~d~DF+4~~4~~4~n~2 @ # @ rng3 @ 17+14+14+22 = 67 @ #
~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~
f~n~d~DF+4~~4~~4~n~4~4 @ # @ rng3 @ 17+14+14+18+21 = 84 @ #
~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~
the sweeps(all 4s before '~n~') are stnl attacks that must be
recovered from in order to block any following sweeps: to recover from
this stun, you may either press and hold DB immediately after the first
sweep connects or you may hold F to recover and then move the
controller to db to block the next sweep...the first sweep to connect
will cause knockdown any time 2p is not standing and blocking, which
means any maneuver that 2p attempts will result in a knockdown if the
sweep interupts said maneuver, and this knockdown will guarantee all
following attacks...2p recovers grut in any circumstances, but he may
not tech-roll after a sweep is used as a knockdown attack: only if
followup attacks(after the first sweep to cause knockdown) are used can
2p attempt a tech-roll.
some of these string choices allow for combinations
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Multiple-Choice String Diagram
--->1--->2 --->1
/ / H
[1] f+1--->[b+2] E
\ \ I
--->2--->2 --->4 H
A
--->1 --->1 --->1 C
/ / / H
f~n~d~DF+[4]------------->[4]------------->[4]--->2 I
\ \ \ \ \
\ --->2 \ --->2 --->~n~4--->4 M
\ \ I
--->~n~4--->4 --->~n~4--->4 S
H
--->2--->1--->2--->1 I
/ M
df+3~2~~2~~4~~4~~[1] --->1 A
\ /
--->4--->1--->[2]--->4
~Special Position Attacks
~~Standing:
~~1p bt~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc_d+1_2 @ all l(not s) @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1_2 @ all h @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf_u_ub+1 @ all m @ rng2_rng1_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc_d+3_4 @ all l @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3_4 @ all h @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf_u_ub+3 @ all m @ rng3_rng2_rng0
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf_u+4 @ m|M(nrml)|M(nrml)|M(nrml) @ rng3_rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
21_20 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ub+4 @ all m @ rng0 H
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ E
18 @ <> | |grut|grut I
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ H
A
~~Grounded: C
~~1p grut~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ H
3* @ all l @ rng3 I
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
7,10 @ <> | ,grut|grut|grut M
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I
4* @ all m @ rng3 S
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ H
12,18 @ <> | ,grut|grut|grut I
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ M
(F_B)~~f+1+2 @ STNM|m|m|m @ rng5 A
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b~b+3+4 @ all m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
20 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~1p grua~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3 @ all l @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
7 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4 @ all m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~1p grdt~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3* @ l|L(flt)|L(flt)|L(flt) @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
7,10 @ <> | ,grua|grua|grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4* @ all m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10,15 @ <> | ,grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~1p grda~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3* @ all l @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
7,10 @ <> | ,grua|grua|grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4* @ all m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10,15 @ <> | ,grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* These moves cause knockdown if they connect either clean or on
counter: if they are both unclean and not a counter, then no H
knockdown E
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I
H
A
~Throws: C
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ H
1+3_DF{1+3 [1] @ t @ rng1 @ 30 @ <> grua I
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2+4_DF{2+4 [2] @ t @ rng1 @ 30 @ <> grua M
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I
f~f+1+2* [1+2] @ t @ rng1 @ 33 @ <> grua S
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ H
f~f{1+4 [1+2$] @ t @ rng1 @ 29 >8 @ <> grut I
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ M
(2p rst)any# [2] @ t @ rng1 @ 46 @ <> grut A
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p lst)any# [1] @ t @ rng1 @ 40 @ <> gruls
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p bt)any# @ t @ rng1 @ 60 @ <> grda
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* this throw is techable
# any throw, special or otherwise
$ this throw is retarded...note that you may only perform this throw
against Heihachi Mishima, Jin Kazama, Kuma, Lei Wulong, and Paul
Phoenix...I'll have more info on it at a later date
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Counterattacks:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(while doing any move) @ krev(reverses 4 only)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COMBINATIONS
~~Starters Followups~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df+2 - nrml(mjrc) 1.f+1~b+2~~1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
df+1~2 - nrml
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
f~n~d~df+2 - nrml df+1.f+1~b+2~~1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
f~F{2 - hi
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
f~F{3(mjrc) f~n~d~DF{4~~4~n~~4~4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
1+2(mjrc)
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ (run)d+4
f+2~1+2 H
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ E
f~n~d~DF+4~4~2(mjrc) 1+2 I
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ H
f~n~d~df+4~4~n~4(mjrc) d~df~f+2 A
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C
H
I
STRATEGY M
I
~Attacking S
Go for the juggles while an opponent is recovering from an H
attack(the df+1~2 is exceptionally good for this, as is the I
f~n~d~DF{2). Try using the f~f{2 if your opponent is attacking with a M
move or string that involves a lot of high attacks, but make sure you A
are not too close because the move requires a f~f motion which might
draw you into the attack. The d+1 and the d~df~F{2 are two moves that
work well against an opponent who is running, jumping, or one who has
decided to start up a string while he is too far away for the first few
hits to connect. Don't use the d+1~2 if your opponent is airborne: the
d+1 will knock him into the ground, and he can get up and attack you
while you are still recovering from the ~2. You can use the f~n~d~DF{4
mixed with f~n~d~DF{2 or the f~n~d~DF{n~3_d+3 as effective mixups as
long as you are very careful with the sweeps(use the f~n~d~DF{n~3 and
the f~n~d~DF{2 as your primary attacks when using these mixups).
Heihachi hops during f~n~d~DF{3_n~3 which makes him immune to many low
attacks during this move, but you really have to *know* your opponent
is going to go for a low attack to be able to use this characteristic
of the move...I usually reserve this attack as okizeme against
opponents who are rolling away after being grounded. The f~n~d~DF{4
sweeps are most effective when used as a mnrc attack against opponents
and should therefore never be blocked, but if your opponent somehow
manages to block the sweeps, then you should finish the f~n~d~DF{4
strings with n~4(the first kick in the n~4~4 ending) because the kick
recovers swiftly and is difficult to counter, while the other endings
allow for severe counterattacks. If you connect with the f~F{3 on mjrc
it stuns your opponent and you may follow it with f~n~d~DF{4~~4~n~~4~4
for a solid(damaging) combination.
~Defending
The 1+2 and the df+1~2 are excellent ways to knock an opponent
out of a slow string. The 1+2 will set you up for the d+4(opponent
grounded), and the df+1~2 will set you up for a juggle. Heihachi is the
only character in the game who is somewhat protected from the standing
4 mjrc flt juggles because of his automatic right kick reversal, but
you'll notice that it doesn't work properly all of the time, and so you
still have to keep 4 flt juggles in mind while playing as Heihachi.
Another problem with Heihachi's auto-reversal is that it takes quite a
bit of damage from both characters, and Heihachi loses his life first
(no double-KO with this move), so you can still lose matches against an
opponent who had less life than you before the reversal KO'd you. In
short, be very wary of the mjrc4 auto-reversal. His side grabs and his
grab from behind an opponent are more powerful than most, so try
sidestepping around attacks and go for one of these grabs whenever
possible.
~Versus Heihachi
Many of Heihachi's best moves can be sidestepped(Thrust Kick, Low
Thrust Kick, Death Fist, etc). The Tile Splitter >> Death Fist is so
slow that you can sidestep the Death Fist after being hit by the Tile
Splitter(unless it is a counterhit), and it's even easier to sidestep
the Death Fist if you have blocked the Tile Splitter. Beware of the
Hell Sweeps and always ss the Thrust Kicks(they hit at either mid or
low level: DON'T GUESS WHICH). Don't use a slow move-string or he'll
hit you with the Chi Fists, and don't use a high or mid-level rk
against him while he's completing any string or special move(he'll
reverse the kick). Also note that the Headbutt throw(f,f+lp+rp) is
techable.
__ ___ _ __
| | | | / \ | \ / \ |\ | / \
|___| | | | | |___/ |___| | \ | |
| | | /\ | | | | \ | | | \ | | _
| | |/ \| \__/ | \ | | | \| \__/|
Special Notations:
rff - Right Foot Forward
lff - Left Foot Forward(normal stance)
rfl - Right FLamingo stance(right leg raised)
lfl - Left FLamingo stance(left leg raised)
MANEUVERS
f~n~d~df - crdshf
f~n~d~df+3 - lfl
1+2 - bt
3+4 - stance switch(rff to lff or vice versa)
f+3 - lfl
ATTACKS
~~General
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ H
{move} @ attack level(grd|ungrd|mnrc|mjrc} @ {range} W
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ O
{damage(unclean,clean} @ {1p positioning} <> {2p positioning} A
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ R
fc1 @ all s @ rng1 A
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ N
3 @ fc <> G
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d+1 @ all s @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
5 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ws1 @ all m @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df+1 @ all m @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1(string starter) @ all h @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
5 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf_u+1 @ all m @ rng2_rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ub+1 @ all m @ rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <> | |grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf~1 @ all m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf~~1 @ all m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~1 @ all m @ rng3_rng1_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <> | |grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~~1 @ all m @ rng3_rng1_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 @ <> | |grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~~~1 @ all m @ rng3_rng1_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
18 @ <> | |grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ H
fc2 @ all s @ rng1 W
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ O
8 @ fc <> A
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ R
d+2 @ all s @ rng1 A
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ N
10 @ fc <> G
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ws2 @ m|M(nrml)|M(nrml)|M(nrml) @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df+2 @ m|stgm|M(nrml)|M(nrml) @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 @ <> | |grut|grut
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
2p may recover grut if this move connects as a stgm by holding D
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2(string starter) @ all h @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf_u_ub+2 @ all m @ rng3_rng1_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
18 @ <> |fc|fc|fc
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf~_~~2 @ all m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~_~~2 @ all m @ rng3_rng1_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
18 @ <> |fc|fc|fc
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc3 @ all l @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d+3 @ all l @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ws3 @ all h @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
22 @ <> |grut|grut|grut
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
note: 2p may recover the STNM by holding F
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df+3 @ all m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
17 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ H
3(string starter) @ all h @ rng2 W
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ O
15 @ <> A
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ R
uf+3(string starter)@ stgm|m|m|m @ rng4 A
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ N
15 @ <> |grut|grut|grut G
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
u_ub+3 @ all m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
20 @ lfl <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf~_~~3 @ all m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~3 @ all m @ rng4_rng2_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <>
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
this move is too high to connect against a standing opponent: 2p must
be airborne
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~~3 @ m|STNM|m|m @ rng4_rng2_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~~~3 @ all l @ rng4_rng2_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc4 @ all l @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d+4(string starter) @ all l @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
7 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ws4(string starter) @ all m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
13 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df+4 @ all m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4(string starter) @ h|h|h|stgh @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
14 @ <>
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
2p may recover grut(if this kick connects on mjrc) by holding D H
immediately after the connect W
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ O
uf_u_ub+4 @ all h @ rng3 A
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ R
25,37 @ <> |grut|grut|grut A
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ N
uf~_~~4 @ m|M(nrml)|M(nrml)|M(nrml) @ rng3 G
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~_~~4 @ all m @ rng4_rng2_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> | |grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~~~4 @ all m @ rng4_rng2_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 @ <> | |grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~Special
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f+2 @ all m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 @ rff <>
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
you may recover lff by inputing f+2~F
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f~F{3 @ all m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
30 @ rff <> |fc|fc|fc
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b+4 @ all h @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
28 @ rff <> | | |rst
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f+4 @ all h @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
20 @ rfl <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
db+4 @ l|stnl|stnl|stnl @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
db+4~4 @ m|M|M|M @ rng4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
30 @ <> |grda|grda|grda
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f~F{4 @ all h @ rng4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
30 @ bt| | | <> |bt|bt|bt
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ H
you may perform this move after recovering from lfl by inputting W
lfl~~f+4 O
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
f~n~d~df+4 @ m|M(hi)|M(hi)|M(hi) @ rng4 R
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ A
23 @ <> |grut|grut|grut N
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ G
db+3+4 @ all um @ rng4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
40 @ <> grut|grut|grut|grut
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
you may cancel this unblockable attack and recover in lfl by inputing
db+3+4~b~b
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
db+3+4~b~b~1+4 @ all um @ rng5
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
80 @ <> grut|grut|grut|grut
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
note that this move begins as the db+3+4 unblockable attack which is
cancelled by b~b, the recovery of which is in turn cancelled by 1+4,
which causes this attack
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Two-Strings
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1~2 _ f+1~2 @ h,h|h->h|h->h|h->h @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
5_6+10 = 15_16 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2~4 @ h,h|h,h|h,h|h->h @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12+(25,37)=27_49 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3~4 @ m,m|m->m|m->m|m->m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15+28 = 43 @ <> |grut|grut|grut
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
this move can connect at rng4, but only the last kick will hit at
that range
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d+4~4 @ l,h|l,H(hi)|l,H(hi)|l->H(hi) @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
7+22 = 29 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4~3 @ h,m|h,m|h,m|stgh->m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
14+20 = 34 @ <> | | |grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f+4~4 @ h,m|h,m|h,m|h->m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
20+15 = 35 @ rff <> H
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ W
this is f+4(which recovers in rfl) followed immediately by a rfl 4... O
I've opted to list this and other attacks -> stance change -> stance A
attacks because some of them are combinations(note mjrc connect above) R
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
N
G
~Three-Strings
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1~2~~4 @ h,h,h|h->h,h|h->h,h|h->h,h @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
5+10+(25,37) = 40_52 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Four-Strings
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1~1~~3~~3 @ h,h,l,h|h->h,l->h|h->h,l->h|h->h,l->h @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
5+8+10+18 = 41 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3~3~~3~~3 @ h,m,m,h|h,m,m,H(nrml)|h,m,m,H(nrml)|h->m,m->
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
H(nrml) @ rng3 @ 15+12+10+25 = 62 @ <> |grut|grut|grut
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
if the first kick misses(for whatever reason) then a mjrc connect
looks like this h(misses),m->m,H(nrml)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3~3~~4~~4 @ h,m,h,m|h,m,h->m|h,m,h->m|h->m,h->m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15+12+20+15 = 62 @ rff <>
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
you may recover in lff by ending the string after the 1st or second
kick, or rfl by ending the string after the 3rd kick
if the first kick misses(for whatever reason) then a mjrc connect
looks like this h(misses),m->h->m
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4~4~~4~~3# @ h,h,h,l|h,h,h,l|h,h,h,l|stgh->h,h->l
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
14+10+10+10 = 44 @ fc <>
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
if the first kick misses(for whatever reason) then a mjrc connect
looks like this stgh(misses),h->h,l
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4~4~~4~~4# @ h,h,h,m|h,h,h,m|h,h,h,m|stgh->h,h->m$
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
14+10+10+20 = 54 @ rff <> |grut|grut|grut
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
if the first kick misses(for whatever reason) then a mjrc connect
looks like this stgh(misses),h->h,m
the last kick does not allow for a tech-roll by 2p on any connect
# you may end these strings with the third kick to recover in rfl, H
and you may cancel the recovery into rfl by inputting 4~4~~4~B to W
recover in normal stance O
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
R
A
~Five-Strings N
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ G
3~3~~3~~4~~4 @ h,m,m,h,m|h,m,m,h->m|h,m,m,h->m|h->m,m,h->m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15+12+10+20+15 = 72 @ rff <>
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
you may recover lff if you end this string after the 1st, 2nd or 3rd
kick; or lfl by ending it after the fourth kick
if the first kick misses(for whatever reason) then a mjrc connect
looks like this h(misses),m->m,h,m ; if the first and second kick miss
then a mjrc connect looks like this h(misses),m(misses),m->h->m
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3~3~~d+3~~4~4 @ h,m,l,h,m|h,m,l,h->m|h,m,l,h->m|h->m,l,h->m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15+12+7+13+15 = 62 @ rff <>
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
you may recover lff if you end this string after the 1st, 2nd or 3rd
kick; or lfl by ending it after the fourth kick
if the first kick misses(for whatever reason) then a mjrc connect
looks like this h(misses),m->l,h,m ; if the first and second kick miss
then a mjrc connect looks like this h(misses),m(misses),l->h->m
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Multiple-Choice String Diagrams
--->[3]--->[3]--->3
/ \ \
[3] \ --->4--->4
\ \
--->4 --->4--->4
--->3 --->3
/ /
[4]--->4--->[4]--->4
~Special Position Attacks
~~Standing:
~~1p bt~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc_d+1_2 @ all l(not s) @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1_2 @ all h @ rng1 H
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ W
15 @ <> O
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
uf_u_ub+1 @ all m @ rng2_rng1_rng-1 R
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ A
12 @ <> |grut|grut|grut N
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ G
fc_d+3_4 @ all l @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3_4 @ all h @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf_u_ub+3 @ all m @ rng3_rng2_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf_u+4 @ m|M(nrml)|M(nrml)|M(nrml) @ rng3_rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ub+4 @ all m @ rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <> | |grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~Right Foot Forward(rff)
RFF MANEUVERS
f - wlkf(briefly)
f~f - dshf
b - wlkb(briefly)
b~b - dshb
F - stance switch into lff
B - stance switch into lff
u - stance switch into lff and then ss(into background)
d - stance switch into lff and then ss(into foreground)
D - stance switch into lff and then crouch
any hop_leap - Hwoarang stance switches into lff and then performs the
hop_leap(he will stance switch into lff before any hop_
leap attack as well)
f~n~d~df - stance switch into lff and then crdshf
f+4 - stance switch into rfl
RFF ATTACKS
~~~~Single H
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ W
1 @ all h @ rng1 O
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ A
10 @ <> R
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
2(string starter) @ all h @ rng1 N
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ G
6 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3 @ all l @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f+3(string starter) @ all h @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ lfl <>
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
you may recover bt by inputting f+3~B
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f~F{3 @ all h @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4 @ h|h|h|h @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 @ <> | | |grut
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
you may recover in rfl by inputting 4~F
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f+4~4 @ m|M(nrml)|M(nrml)|M(nrml) @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
20 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f~F{4(string starter) @ all m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
18 @ lff <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~Two-Strings
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3~~3 @ l,stnh|l,h|l,h|l,h @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15+40 = 55 @ lff <> lst|grut#|grut#|grut#
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
you cannot tech-roll after this attack
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4~3 @ h,m|h,m|h,m|h->m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15+20 = 35 @ <> |grda|grda|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4~4 @ h,h|h,h|h,h|h->h @ rng3 H
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ W
15+27 = 42 @ lff <> |grut|grut|grut O
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
f~F{4~3 @ m,stgh|m,h|m,h|m,h @ rng3 R
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ A
18+20 = 38 @ <> |grut|grut|grut N
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ G
~~~~Three-String
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2~1~~1 @ h,h,m|h,h,m|h,h,m|h->h,m @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
6+10+12 = 28 @ lff <>
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
you may recover in rff by ending this string early ie 2~1
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~RFF Multiple-Choice String Diagram
--->3
/
[4]
\
--->4
~~~Left Flamingo Stance(lfl)
LFL MANEUVERS
~~ - lff
f - move forward(kind of a one-legged hop forward that covers more
distance than a standard f but not as much as a dshf my god
shit will NOT stop moving on me I hope you understand wtf I'm
trying to say here)
b - same as f cept you move backwards
u - ss(into background)
d - ss(into foreground)
LFL ATTACKS
note that hop_leap and df_d_db attacks are not available while in a
flamingo stance
~~~~Single
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1 @ all h @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ H
12 @ lff <> W
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ O
2(string starter) @ all m @ rng1 A
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ R
12 @ rff <> A
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ N
d+3 @ all l @ rng2 G
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ lff <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3 @ all m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
22 @ lff <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f+3 @ all m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
18 @ lff <> |fc|fc|fc
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d+4 @ l|L|L|L @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 @ lff <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4 @ all h @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
28 @ rfl <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
lfl~~{f+4...this move is exactly the same as f~F{4 from lff(normal
stance)...it is performed by tapping f+4 after you recover from lfl
into lff
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~Three-String
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3~3~~3 @ m,m,h|m,m,H(nrml)|m,m,H(nrml)|m->m,H(nrml) @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
22+10+25 = 57 @ lff <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~Four-String
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3~3~~4~~4 @ m,m,h,m|m,m,h->m|m,m,h->m|m,m,h->m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
22+10+20+15 = 67 @ rff <>
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
ending this string after the second 3 causes you to recover in lff,
while ending it after the first 4 causes you to recover in rfl
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~Ten-String H
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ W
2~2~~3~~4~~3~~4~~4~4~~4~3 @ m,h,h,l,m,m,l,h,m,h @ rng2 O
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ A
12+7+10+7+7+8+7+10+21+42 = 131 @ rff <> |grut|grut|grut R
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ A
ending this string early allows for alternate stances, explained N
below: G
1st_2nd punch = rff
1st kick = bt(lff)
any other = lff
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~LFL Multiple-Choice String Diagram
--->3
/
3--->[3]
\
--->4--->4
Right Flamingo Stance(rfl)
RFL MANEUVERS
~~ - rff
f - move forward(kind of a one-legged hop forward that covers more
distance than a standard f but not as much as a dshf)
trying to say here)
b - same as f cept you move backwards
u - ss(into background)
d - ss(into foreground)
RFL ATTACKS
~~~~Single
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1 @ all m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ lff <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2 @ all h @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ rff <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d+3 @ l|L|L|L @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 @ lff <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ H
3 @ all h @ rng3 W
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ O
25 @ lfl <> |grut|grut|grut A
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ R
4 @ m|m|m|STNM @ rng3 A
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ N
20 @ rff <> | | |grda G
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
if you perform this move immediately after a (lff)f+4, then a mjrc
connect will result in a flt knockdown from which you are guaranteed
nothing
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f+4 @ all m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
18 @ lff <> |fc|fc|fc
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~Ten-String
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1~2~~3~~4~~3~~4~~4~4~~4~3 @ m,h,h,l,m,m,l,h,m,h @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12+7+10+7+7+8+7+10+21+42 = 131 @ rff <> |grut|grut|grut
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
ending this string early allows for alternate stances, explained
below:
2nd punch = rff
1st kick = bt(lff)
any other = lff
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~Grounded:
~~1p grut~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3* @ l @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
7,10 @ <> | ,grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4* @ m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12,18 @ <> | ,grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(F_B)~~f+1+2 @ STNM|m|m|m @ rng5
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~1p grua~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3 @ l @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
7 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ H
4 @ m @ rng3 W
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ O
10 @ <> |grut|grut|grut A
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ R
~~1p grdt~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
3* @ L(flt) @ rng2 N
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ G
7,10 @ <> | ,grua|grua|grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4* @ m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10,15 @ <> | ,grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~1p grda~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3* @ l @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
7 @ <> | ,grua|grua|grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4* @ m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10 @ <> | ,grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* These moves cause knockdown if they connect either clean or on
counter: if they are both unclean and not a counter, then no
knockdown
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Throws:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1+3_DF{1+3 [1] @ t @ rng1 @ 20+10=30 @ <> grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2+4_DF{1+3 [2] @ t @ rng1 @ 18+12=30 @ <> grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f~f{2 [2] @ t @ rng2 @ 30 @ bt <> grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d~db~b{3 [1] @ T @ rng1 @ 40 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d~db+1+3 [1+2] @ t @ rng2 @ 30 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p rst)any# [2] @ T @ rng1 @ 22+22=44 @ <> grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p lst)any# [1] @ T @ rng1 @ 5+7+10+6+10+7=45 @ <> grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p bt)any# @ T @ rng1 @ 55 @ <> grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# any throw, normal or otherwise
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Counterattacks: H
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ W
d_db+1+3 @ lpry(may combo if lkpry) O
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
d_db+2+4 @ lpry(may combo if lkpry) R
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
N
G
COMBINATIONS
~~Starters Followups~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ws2 - nrml 1.1~2~4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
d+4~4(mjrc) - hi
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ 3~3~4.(rfl)3
f~n~d~df+4 - hi
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
(rfl)4(mjrc) db+3+4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
(rff)F+4~4 - hi 2~1.4~3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
(grdt)3 ws4.df+1.d+4~4
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
STRATEGY
~Attacking
Hwoarang requires a significant amount of finesse to achieve his
fullest attacking potential. Sidesteps(especially while in a Flamingo
stance), dashes and general maneuvering are key elements to his overall
style. He has few usable custom strings because most, if not all of his
customs involve portions of his kick strings, and many of these kick
strings involve high attacks which can be punished by any good player.
As a result, you must be very careful to remain unpredictable while
performing any custom string with Hwoarang(this is true with any
character but even more so with Bob because a predictable Hwoarang
stands to lose much more than, say, a predictable Law). Hwoarang has the
best ss in the game while in a Flamingo stance, and this can be used to
great effectiveness upon an unwary opponent. Try a f~n~d~df+3(lfl)
followed immediately by a ssr...you may be surprised at just how quickly
that simple, fast, and easy maneuver can get you out of harms way, and
into a position from which you can deal out a lot of pain. His standing
jabs can be used to pressure an opponent, and if you're lucky you may be
able to con him into eating a df+2 on mjrc. The low sweeps(lfl d+4_rfl
d+3) which cause knockdown can be followed immediately after any attack
that puts you into a Flamingo stance(ie (lff)f+4(rfl)~d+3), and those
sweeps allow for followup okizeme(ws4~4.4~3 works well against any
opponent who is unfamiliar with it). At first glimpse Hwoarang has no
easily performed throw/M(nrml) mixup. However, because he can go into bt
at will(1+2), and because he recovers from 1+2 quite swiftly, you may be
able to force a guessing game between a (bt)uf_u+4(both of which are
M(nrml) combo starters) or a 1+3_2+4 throw attempt. If an opponent
begins to interrupt this mixup off of the 1+2, you may perform a
(bt)d+1_2, which are not only l attacks(as opposed to s), but are also
two of the very fastest moves available to a character.
~Defending
The low parry is a benefit, although Bob is only guaranteed
decent damage after a lkpry(he may follow a lkpry with a swift
f~n~d~df+4). (lff)b+4 and (rff)b+3 are good moves to use against anyone
who is attacking a little too much, and they can set you up for a large
chunk of life given that they connect on mjrc, and given that if they do
connect on mjrc you can out-guess your opponent. Following these mjrc
kicks with d+4~4 is a bit risky(I have been able to bt ss this maneuver,
and because of the somewhat long recovery of the d+4~4 a throw from
behind may be achieved by the sidestepper). A preferred attack would be
(rff)4~3(if it is available to you) because the 4 will connect against
any opponent who isn't ducking, and the 3 will cause knockdown on a
crouching opponent(which allows for followup okizeme).
~Versus Hwoarang
Beware of the (lff)b+4_(rff)b+3 while attacking Hwoarang, as these
moves can drastically change the momemtum of the round in the blink of
an eye. Punish those using portions of his kick strings within their
custom strings and those using (lfl)d+4_(rfl)d+3 with ws attacks. Don't
get yourself low-parried and don't allow yourself to be goaded into
eating any of his mjrc attacks, as many of these attacks have a high
damage potential.
___ _ _ _ ____ _ _
| | | | |\ | | / / \ / / \ |\ /| / \
| | | \ | |_/ |___| / |___| | \/ | |___|
| | | \ | | \ | | / | | | | | |
\_/ _|_ | \| | \ | | /___ | | | | | |
MANEUVERS
f~n~d~df - crdshf
ATTACKS
~Single
~~General
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ J
{move} @ attack level(grd|ungrd|mnrc|mjrc} @ {range} I
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ N
{damage(unclean,clean} @ {1p positioning} <> {2p positioning}
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ K
fc1 @ all s @ rng1 A
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Z
3 @ fc <> A
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ M
d+1 @ all s @ rng1 A
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
5 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ws1(string starter) @ all m @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df+1(string starter)@ all m @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1(string starter) @ all h @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
6 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf_u+1 @ all m @ rng2_rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ub+1 @ all m @ rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <> | |grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf~1 @ all m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf~~1 @ all m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~1 @ all m @ rng3_rng1_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <> | |grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~~1 @ all m @ rng3_rng1_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 @ <> | |grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~~~1 @ all m @ rng3_rng1_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
18 @ <> | |grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ J
fc2 @ all s @ rng1 I
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ N
8 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ K
d+2 @ all s @ rng1 A
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Z
10 @ fc <> A
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ M
ws2 @ m|M(nrml)|M(nrml)|M(nrml) @ rng3 A
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
18 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df+2 @ m|stgm|stgm|M(nrml) @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 @ <> | |grut|grut
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
2p may recover grut if this move connects as a stgm by holding D
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2(string starter) @ all h @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf_u_ub+2 @ all m @ rng3_rng1_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
18 @ <> |fc|fc|fc
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf~_~~2 @ all m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~_~~2 @ all m @ rng3_rng1_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
18 @ <> |fc|fc|fc
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc3 @ all l @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d+3 @ all l @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
5 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ws3 @ all h @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
28 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df+3 @ all m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
17 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3 @ all h @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ J
25 @ <> I
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ N
uf_u_ub+3 @ all m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ K
25 @ <> |grut|grut|grut A
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Z
uf~_~~3 @ all m @ rng3 A
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ M
25 @ <> |grut|grut|grut A
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~3 @ all m @ rng4_rng2_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <>
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
this move is too high to connect against a standing opponent: 2p must
be airborne
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~~3 @ m|STNM|STNM|m @ rng4_rng2_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~~~3 @ all l @ rng4_rng2_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc4 @ all l @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d+4 @ all l @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
7 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ws4(string starter) @ all m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
13 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df+4(string starter)@ all m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4 @ all h @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
30 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf_u+4(string starter)@ all h @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ub+4 @ m @ rng0
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
11 @ <> | | |grut J
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I
uf~_~~4 @ m|M(nrml)|M(nrml)|M(nrml) @ rng3 N
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> |grut|grut|grut K
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
UF_U_UB~_~~4 @ all m @ rng4_rng2_rng-1 Z
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ A
25 @ <> | |grut|grut M
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
UF_U_UB~~~4 @ all m @ rng4_rng2_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 @ <> | |grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~Special
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
B{1 @ all h @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f~n~d~DF{1(string starter)@ all m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
35,52 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
F{2 @ all m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
18 @ <> |fc|fc|fc
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
B{2 @ all h @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f~F{2 @ all m @ rng4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
27 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b~F{2(string starter)@ m|m|m|STNM @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
18 @ <> | | |grda
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f~n~d~DF{2 @ h|H(nrml)|H(nrml)|h @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f~n~d~df+2 @ stgh|H(nrml)|H(nrml)|H(nrml)@ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
30 @ <> |grut|grut|grut
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
this move is the result of a VERY fast f~n~d~DF{2...you're performing
it when you see electricity surround Jin when the move misses J
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I
ss{2 @ m|M(nrml)|M(nrml)|M(nrml*) @ rng3 N
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
16 @ <> |grut|grut|grut K
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ A
* this move will knock 2p slightly higher than a unguarded or mnrc Z
connect then it connects on mjrc, therebye allowing for different A
juggle followups M
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
F{3 @ all h @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
35 @ <> |grut|grut|grut*
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
* this move does not allow for a tech-roll on any connect
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f~F{3 @ m|M(bnc)|M(bnc)|M(bnc) @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
23 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
F{4 @ all m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4~3 @ all m @ rng5(barely)
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ grut <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b+1+4 @ all um @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
40 @ <> grut|grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
B+1+4 @ all um @ rng5
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
80 @ <> grut|grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf_u_ub+2+4 @ all m @ rng5_rng1_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
30_28_20 @ <> |grut|grut|grut*
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
* this move does not allow for a tech-roll by 2p on any connect
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Two-Strings
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ws1~2 @ m,m|m,M(nrml)|m,M(nrml)|m->M(nrml) @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10+15 = 25 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f~n~d~DF{1~~3 @ all m,m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ J
35,52+20 = 55_72 @ <> |grut|grut|grut I
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ N
f~n~d~DF{1~~4 @ m,l|m,L(flt)|m,L(flt)|m,L(flt) @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ K
35,52+12 = 47_64 @ <> |grut|grut|grut A
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Z
2~2 @ h,h|h->h|h->h|h->h @ rng1 A
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ M
12+21 = 33 @ <> A
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ws4~4 @ m,m|m->m|m->m|m->m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
13+21 = 34 @ <> |fc|fc|fc
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df+4~4 @ m,m|m->m|m->m|m->m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10+16 = 26 @ <> |fc|fc|fc
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d+3+4 @ m,h|m->H(nrml)|m->H(nrml)|m->H(nrml) @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
5+20 = 25 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Three-Strings
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1~1{2 @ h,h,m|h->h->m|h->h->m|h->h->m @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
6+8+18 = 32 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1~2{2 @ h,h,h|h->h->h|h->h->h|h->h->h @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
6+10+18 = 34 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1~2~~4 @ h,h,m|h->h->m|h->h->m|h->h->m @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
6+10+12 = 28 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
B{F{2{1{2 @ m,m,m|m->m,m|m->m,m|STNM->stnm*,m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
18+14+24 = 56 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
B{F{2{1{d+2 @ m,m,m|m->m,M(nrml)|m->m,M(nrml)|STNM->stnm*,M(nrml)
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
rng2 @ 18+14+15 = 47 @ <> |grut|grut|grut
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
* 2p may recover from the second stnm punch by holding F...if 2p
continues to hold F then he will automatically block the last punch,
unless it is delayed, in which case 2p must actively block the punch(B)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
J
~Four-Strings I
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ N
1~2~~3~~4 @ h,h,stgm,m|h->h,M(bnc)->m|h->h,M(bnc)->m|h->h,M(bnc)->m
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ K
rng1 @ 6+10+25+30 = 71 @ <> |grut|grut|grut A
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Z
if only the last kick connects, then 2p recovers fc A
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ M
1~2~~3~~f+4 @ h,h,stgh,m|h->h,M(bnc)->m|h->h,M(bnc)->m|h->h,M(bnc)->m* A
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
rng1 @ 6+10+25+10 = 51 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1+4~2~~4 @ s,h,h,m|s,h->h,m|s,h->h,m|s->h->h,m @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
5+10+10+21 = 46 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1+4~2~~d+4 @ s,h,h,l|s,h->h,l|s,h->h,l|s->h->h,l @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
5+10+10+14 = 39 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf+4~4~~4~~4 @ all h,l,l,m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25+15+12+25 = 77 @ <> |grut|grut|grut
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
if the first kick connects, it guarantees nothing(as shown); if the
first kick misses, then any connect looks like this: h(misses),l->l->m
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Five-String
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
B{2~4~~2~~1~~2 @ h,h,m,m,m|*|*|h->h->->m,m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12+10+10+10+24 = 66 @ <> |grut|grut|grut
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
* the first punch guarantees the following kick, and depending upon
the exact angle 1p is facing 2p when he starts the string these two
moves may or may not guarantee the remaining attacks because the first
two moves cause 2p to turn so that he is rst/bt, and if he ends up bt
he cannot block the remaining attacks
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Ninestrings
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f~f~n{2~1~4~4~~2~~4~~3~~2~~1 @ h,h,m,m,l,m,l,m,um
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
7+8+7+10+5+7+5+25+30 = 104 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3~2~4~3~~1+4~~2~~1~~3 @ h,h,m,h,l,h,h,m,m
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15+6+10+10+7+5+7+(21,31)+20 = 101_111 @ <> |grut|grut|grut J
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I
3~2~4~3~~1+4~~2~~1~~4 @ h,h,m,h,l,h,h,m,l N
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15+6+10+10+7+5+7+(21,31)+12 = 93_103 @ <> |grut|grut|grut K
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
Z
A
~Ten-Strings M
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
f~f~n{2~1~2~2~~3~~4~~4~1~~2~~1 @ h,h,h,h,m,m,l,h,m,m
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
7+8+6+7+6+11+5+5+8+30 = 93 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f~f~n{2~1~2~2~~3~~4~~4~~3~~2~~1 @ h,h,h,h,m,m,l,l,m,um
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
7+8+6+7+6+11+5+5+25+30 = 110 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Eleven-Strings
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
B{2~4~~4~~4~~4~~2~~1+4~~2~~1~~3 @ h,h,m,l,m,m,l,h,h,m,m
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12+10+10+8+6+6+5+5+5+(21,31)+20 = 108_118 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
B{2~4~~4~~4~~4~~2~~1+4~~2~~1~~4 @ h,h,m,l,m,m,l,h,h,m,l
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12+10+10+8+6+6+5+5+5+(21,31)+12 = 100_110 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
B{2~4~~4~~4~~4~~2~~1+4~~2~~3+4 @ h,h,m,l,m,m,l,h,h,l,h
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12+10+10+8+6+6+5+5+5+21+21 = 109 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Multiple-Choice String Diagram
--->1--->2 [f~n~d~DF{1]--->3
/ \
[1] --->2 --->4 --->4
\ / /
--->[2]-------->[3]--->4 1+4--->[2]--->d+4
\ \
--->4 --->f+4 --->1--->2--->1
/
f~f~n{2--->[1]--->2--->2--->3--->4--->[4]--->3--->2--->1
\
--->4--->4--->2--->4--->3--->2--->1 --->3
/
B{2--->[4]--->2--->1--->2 -------->[1]--->4
\ /
--->4--->4--->4--->2--->1+4--->[2]--->3+4 --->3
/
3------>2------>4------>3------>1+4-------->2-------->[1]--->4
~Throws:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1+3_DF{1+3 [1] @ T @ rng1 @ 10+20=30 @ <> grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2+4_DF{2+4 [2] @ T @ rng1 @ 5+8+17=30 @ <> grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f~f+1+2* [1+2] @ t @ rng1 @ 33 @ <> grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d~db~b{1+3 [1] @ t @ rng1 @ 35 @ <> grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df+2+3 [2] @ T @ rng1 @ 38 @ <> grurs
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p rst)any# [2] @ t @ rng1 @ 40 @ <> grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p lst)any# [1] @ T @ rng1 @ 12+12+19=43 @ <> gruls
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p bt)any# @ t @ rng1 @ 60 @ <> grda
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* this throw is techable
# any throw, normal or otherwise
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Multi-Throw:
~~Ultimate Tackle:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(d+1+2_(run)press nothing) @ UM @ 5 @ <> grut
| [rev] @ (see specifics on char's rev)
| [2~1](escape) @ fc <> fc
| [1+2](alternate rev) @ grut <>
| ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
|--->[1a](~~1~~2~~1 @ n/a @ 5+5+5=15 @ <> grut
| | [2] @ <> grut
| | ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
| |--->2a(~~1~~2) @ n/a @ 5+5=10 @ <> grut
| | [2(first punch), 1(last punch)]@ <> grut
| | ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
| |--->2b(~~2~~1) @ n/a @ 5+5=10 @ <> grut
| | [1,2] @ <> grut
| \ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
| --->2c(1+2) @ t @ 25 @ <> grurs
| [1+2~2~2~2~2](escape_rev*) @ grurs <>
| ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
|--->[1b](~~2~~1~~2 @ n/a @ 5+5+5=15 @ <> grut
| | [1] @ <> grut
| | ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
| |--->2a(~~1~~2) @ n/a @ 5+5=10 @ <> grut
| | [2,1] @ <> grut
| | ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
| |--->2b(~~2~~1) @ n/a @ 5+5=10 @ <> grut
| | [1,2] @ <> grut
| \ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
| --->2c(1+2) @ t @ 25 @ <> grurs
| [1+2~2~2~2~2](escape_rev*) @ grurs <>
\ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
--->1c(1+2) @ t @ 25 @ <> grurs
[1+2~2~2~2~2](escape_rev) @ grurs <>
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Timing:
(explained in the 'General' section...the armbreaker(1+2) utilizes
the same timing as the punches)
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
*Jin Kazama, King, Nina Williams and Paul Phoenix may reverse with
that input...other characters simply escape
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Counterattacks:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b+1+2 @ force block(special*)
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
* this counter is a special 'area of effect' countermove that will
knock an opponent out of any attack or maneuver(given that they collide
with Jin)...opponent is also knocked backwards if this move connects
note that although Ogre II does not collide with Jin while performing
his flame attacks, the b+1+2 does provide brief protection from these
attacks
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b+1+3 @ rev
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b+2+4 @ rev
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COMBINATIONS
~~Starters Followups~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ws2 - nrml
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ b~f+2{1{d+2.f~F{2
ss{2(mjrc) - hi
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
f~n~d~DF{2(mjrc) - nrml
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
f~n~d~df+2(lightning) - nrml 1.b~f+2{1{2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
ss{2(not mjrc) - nrml
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
1+4~2~d+4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
f~n~d~DF{4 - flt 1+4~2.(dshf)df+4~4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
(grdt)3 - flt
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
STRATEGY
~Attacking
Jin has a wide arsenal of attacks that have a high damage
potential. B{F{2 mjrc causes an unrecoverable stun that can be followed
with any number of nasty combinations, and it is a fairly low-risk
maneuver(considering how much life you can eat away with it). f~F{2 is
a powerful move that allows for okizeme on any connect, but it can get
you into trouble if you don't use it sparingly or when it's guaranteed.
The f~n~d~DF{2 is another excellent move to use against recovering
opponents, and the faster version of this move(f~n~d~df+2) allows for a
M(nrml) combo opportunity on any connect, and it dissallows any
countermove if it is blocked. The df+2+3 throw will allow for an almost
guaranteed 4~3, unless your opponent is aware of this sequence. Jin has
a decent M/throw mixup with the df+4~4/any throw. Jin's ss{2 may be
delayed for quite some time, which can be used to con an opponent into
believing you had opted not to ss{2 when you can still use it(2p attacks
into a ss{2, which gives you a better juggle opportunity: ss{2 on mjrc
knocks 2p just high enough for nastier combinations). df+1~2 is an
effective custom string starter and can be followed with d+1 to
interrupt an opponent who had intended to interrupt your custom string.
~Defending
d+1.ws4.df+4 works very well against any pressure tactics(this is
true with any character but even more so with Jin) because both the ws4
and the df+4 are string starters, and both of these strings combo on any
connect. ws2 is probably the single most vicious counter to low attacks
in the game(excepting a lpry) because of its range, swift startup and
executon, and the fact that it allows for some of his most damaging
combinations. The ws2 is guaranteed after blocking any characters
grounded 3, and many other slow-recovering low attacks. He has a
reversal, but as with all reversals(excepting king's) it must be used
sparingly to be as effective as possible.
~Versus Jin
Jin is one of the, if not the best character in the game when it
comes to a balance of speed and power, and Pit-Bulls who play Jin can be
very frustrating opponents because of how easily a decent Jin player can
control the momemtum of a round. He has some very easy and damaging
okizeme tactics that you must punish to your fullest ability or your
opponent will easily win. Although he has no lpry, you may only use the
very fastest of low attacks against him because of the ws2. Most Jin
players will have a more difficult time chickening reversals because of
the input required for his more popular moves, and although this does
not mean that Jin cannot severely punish a reversal-happy opponent, it
does mean that he is even less likely to chicken a sparingly used
reversal.
___ _ _ _ __ _ __
| | | | | | | / \ / \ | | / \ |\ | / \
| | | | | |___| | |___| |___| | \ | |
| | | | | | | | | | | | | \ | | _
\_/ \_/ |___ _|_ | | \__/ | | | | | \| \__/|
MANEUVERS
3+4 - spin to right(may use this to cancel normal maneuvers ie
this move would be denoted with '#' in the cancelling
diagram)
ATTACKS
~Single
~~General
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ J
{move} @ attack level(grd|ungrd|mnrc|mjrc} @ {range} U
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ L
{damage(unclean,clean} @ {1p positioning} <> {2p positioning} I
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
fc1 @ all s @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ C
3 @ fc <> H
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
d+1 @ all s @ rng1 N
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ G
5 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ws1 @ all m @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df+1(string starter)@ all m @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
8 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1(string starter) @ all h @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
5 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf_u+1 @ all m @ rng2_rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ub+1 @ all m @ rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <> | |grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf~1 @ all m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf~~1 @ all m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~1 @ all m @ rng3_rng1_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <> | |grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~~1 @ all m @ rng3_rng1_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 @ <> | |grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~~~1 @ all m @ rng3_rng1_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
18 @ <> | |grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ J
fc2 @ all s @ rng1 U
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ L
8 @ fc <> I
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
d+2 @ all s @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ C
10 @ fc <> H
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
ws2(string starter) @ all m @ rng2 N
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ G
15 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df+2(string starter)@ all m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2(string starter) @ all h @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
8 @ <>
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
you may spin around your opponent so that he recovers bt by inputing
2~B(this occurs on any connect, and changes the attack class from h
to stnh)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf_u_ub+2 @ all m @ rng3_rng1_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
18 @ <> |fc|fc|fc
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf~_~~2 @ all m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~_~~2 @ all m @ rng3_rng1_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
18 @ <> |fc|fc|fc
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc3 @ all l @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d+3 @ all l @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ws3 @ all h @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
26 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df+3 @ all m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
17 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ J
3 @ all h @ rng2 U
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ L
25 @ <> |grut|grut|grut I
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
uf_u_ub+3 @ all m @ rng3_rng1_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ C
20 @ <> |grut|grut|grut H
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
uf~_~~3 @ all m @ rng3 N
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ G
20 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~3 @ all m @ rng4_rng2_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <>
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
this move is too high to connect against a standing opponent: 2p must
be airborne
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~~3 @ m|STNM|m|m @ rng4_rng2_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~~~3 @ all l @ rng4_rng2_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc4 @ all l @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d+4(string starter) @ all l @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ws4 @ all m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 @ <> |grut|grut|grut*
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
* 2p may not tech-roll
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df+4 @ all m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4(string starter) @ h|h|h|H(flt) @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
20 @ <> | | |grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf_u_ub+4 @ m|M(nrml)|M(nrml)|M(nrml) @ rng3_rng2_rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> |grut|grut|grut J
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ U
uf~_~~4 @ all m @ rng3 L
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ I
25 @ <> |grut|grut|grut A
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
this move would be classified as a M(nrml) combo starter on any C
connect, but its recovery is too long to followup with other attacks H
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
UF_U_UB~_~~4 @ all m @ rng4_rng2_rng-1 N
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ G
25 @ <> | | |grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~~~4 @ all m @ rng4_rng2_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 @ <> | | |grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Throws:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1+3_DF{1+3 [1] @ T @ rng1 @ 35 @ <> grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2+4_DF{2+4 [2] @ T @ rng1 @ 30 @ <> grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df+1+2 @ t @ rng1 @ 37 @ <> grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d~db+1+3 @ t @ rng1 @ 35 @ <> gruls
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f~df~d~db~b~f+2 @ t @ rng2 @ 14+14+14=42 @ <> grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc~db~d~db+1+2 [1+2] @ T @ rng1 @ 45 @ <> gruls
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p rst)any# [2] @ t @ rng1 @ 45 @ <> grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p lst)any# [1] @ T @ rng1 @ 40 @ <> grda
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p bt)any# @ t @ rng1 @ 50 @ <> grda
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Counterattacks:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df_d_db+1+3 @ LPRY
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df_d_db+2+4 @ LPRY
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COMBINATIONS
~~Starters Followups~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df+2~1 - hi (run).n.1.d~df+1~2.f~F{1~4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
fc{df+2(mjrc) 1.d~df+1~2.f~F{1{4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
d~df+1{2(mjrc) *d+1.fc~df+4~3.d+1.fc{df+2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
uf+4 - nrml 1.d~df+1~2.f~F{1{4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
f+1 - nrml *d+1.fc~df+4~3.d+1.fc{df+2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
d+4
ws4 ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
fc~df+4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
(any T) d+4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
* 3_4 costume select or Mokujin-Julia
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
STRATEGY
~Attacking
~Defending
~Versus Julia
_ _ __
| / | |\ | / \
|_/ | | \ | |
| \ | | \ | | _
| \ _|_ | \| \__/|
MANEUVERS
f~n~d~df - crdshf
ATTACKS
~Single
~~General
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ K
{move} @ attack level(grd|ungrd|mnrc|mjrc} @ {range} I
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ N
{damage(unclean,clean} @ {1p positioning} <> {2p positioning} G
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc_d+1 @ all s @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
5 @ fc <>
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
d+1 is a string starter
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ws1 @ all m @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df+1 @ m|stnm|stnm|stnm @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 @ <> fc|fc|fc|fc
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1(string starter) @ all h @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
6 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf_u+1 @ all m @ rng2_rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ub+1 @ all m @ rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <> | |grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf~1 @ all m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf~~1 @ all m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~1 @ all m @ rng3_rng1_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ <> | |grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~~1 @ all m @ rng3_rng1_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 @ <> | |grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~~~1 @ all m @ rng3_rng1_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
18 @ <> | |grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc2 @ all s @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ K
8 @ fc <> I
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ N
d+2 @ all s @ rng1 G
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ws2 @ all m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
20 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df+2 @ all m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2(string starter) @ all h @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf_u_ub+2 @ all m @ rng3_rng1_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
18 @ <> |fc|fc|fc
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf~_~~2 @ all m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~_~~2 @ all m @ rng3_rng1_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
18 @ <> |fc|fc|fc
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc_d+3 @ all l @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ws3 @ all h @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
28 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df+3 @ all m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
17 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3 @ all h @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf_u_ub+3 @ all m @ rng2_rng1_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf~_~~3 @ all m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ K
25 @ <> |grut|grut|grut I
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ N
UF_U_UB~3 @ all m @ rng4_rng2_rng-1 G
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <>
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
this move is too high to connect against a standing opponent: 2p must
be airborne
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~~3 @ m|STNM|m|m @ rng4_rng2_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~~~3 @ all l @ rng4_rng2_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc4 @ all l @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d+4 @ all l @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
7 @ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ws4 @ all m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
20 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df+4 @ all l @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4 @ h|h|h|H(flt) @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
20 @ <> | | |grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf_u+4 @ m|M(nrml)|M(nrml)|M(nrml) @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
13_15 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ub+4 @ all m @ rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
11 @ <> | |grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf~_~~4 @ m|M(nrml)|M(nrml)|M(nrml) @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UF_U_UB~_~~4 @ all m @ rng4_rng2_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
25 @ <> | |grut|grut K
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I
UF_U_UB~~~4 @ all m @ rng4_rng2_rng-1 N
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ G
15 @ <> | |grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Throws:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1+3_DF{1+3 [1] @ T @ rng1 @ 35 @ <> grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2+4_DF{2+4 [2] @ T @ rng1 @ 35 @ grua <> grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
*f~n~b~db~d~df~f+1 [1]@ t @ rng1 @ 35+35=70 @ <> grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
db~n~f+2 [2] @ T @ rng1 @ 58 @ <> grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
db+1+2 [1+2][3+4(rev)]@ T @ rng1 @ 32 @ <> grut
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
if reversal then grdt <> grdt; 1p takes 26 damage after 2p takes 32
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d~db~b+1+2 [1+2] @ t @ rng1 @ 50 @ bt <> grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc~db~d~db+1+2 [1+2] @ T @ rng1 @ 55 @ <> grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df+2+3 [2] @ T @ rng1 @ 30 @ <> grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p rst)(any#) [2] @ t @ rng1 @ 42 @ <> grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p lst)(any#) [1] @ T @ rng1 @ 20+20=40 @ <> grurs
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p bt)1+3$ @ t @ rng1 @ 60 @ <> grdrs
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p bt)2+4% @ t @ rng1 @ 60 @ <> grdrs
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p bt)b~f+1+2 @ T @ rng1 @ 75 @ <> grurs
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p crouching)d+1+3_d+2+4 @ T @ rng1 @ 45 @ <> grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
*(2p grut)db+1+3[1] @ t @ rng1 @ 15+15=30 @ <> grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p grut)db+2+4[2] @ t @ rng1 @ 33 @ <> grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p grut)DB+2+4[1+2] @ t @ rng1 @ 33 @ <> grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p gruls)db+1+3_db+2+4 [1] @ t @ rng1 @ none @ <> grdrs
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p grurs)db+1+3_db+2+4 [2] @ t @ rng1 @ none @ <> grdls
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p grua)db+1+3_db+2+4 [1+2]@ t @ rng1 @ 28 @ <> grurs
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p grdt)db+1+3_db+2+4 [3+4]@ t @ rng1 @ 30 @ <> grdrs
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p grdrs)db+1+3_db+2+4 [2] @ t @ rng1 @ 37 @ <> grdrs
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p grdls)db+1+3_db+2+4 [1] @ t @ rng1 @ 35 @ <> grdrs
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p grda)db+1+3_db+2+4 [1+2]@ t @ rng1 @ 32 @ <> grda
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* these throws are techable, and the second damage will be inflicted
if 2p fails to tech
# any standing throw, special or otherwise
$ or f~n~b~db~d~df~f+1, d~df~f+1, db+1+2, d~db~b+1+2, fc~db~d~db+1+2,
F~df+1+3, F~df+2+4, f~n~d~df+1+4 or f~n~d~df+2+4
% or db~n~f+2, df+2+3 or b+1+2
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~Multi-Throws:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(b+1+2) @ t @ 0 @ <> bt(rng4)
| [1+2*] @ <>
| ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
|--->1a(db+1+2) @ t @ 0 @ <> bt(rng1)
| [1+2*] @ <>
| ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
|--->1b(3+4) @ T# @ 10 @ <> grua(rng2)
| [3+4*] @ bt <>
| ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
|--->1c(1+3) @ t @ 0 @ <>
| [1*] @ rst <>
\ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
--->1d(2+4) @ t @ 8 @ <> grdt(rng3)
[2*] @ rst <> bt
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Timing:
(1a) tap db+1+2 as King pushes his opponent(just before he lets go)
(1b, 1c, & 1d) Complete these moves just after King grabs his
opponent.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
* unconventional escapes
Note that...
...you can achieve two and three ground grabs(db+2+4_db+1+3) after
the 3+4 and the 2+4 Ground Smash. You have to be fast, but it is
possible because the ground grabs that these moves set you up for
stun your opponent, giving you just enough time for another grab.
After the 3+4, walk forward ever so slightly before you go for the
grab or you will be out of range. Do a second grab to flip your
opponent over for the third(you'll have to move forward a bit just as
before to get the third grab). It is harder to get the ground grab
after the 2+4: you have to run towards your opponent as soon as you
complete the 2+4, and then you must stop at the right place to
complete the first ground grab(difficult, but not impossible). The
second grab should be completed right after King stands up beside
your opponent. If you are fighting an opponent who is slow to get on
his feet, these moves will be a breeze; if he gets up very quickly,
these moves will be extremely difficult(duh). As an alternate, you
may complete complete the Elbow Drop(d+1+2) instead of the last throw
for a guaranteed hit(the ground throws are only possible against
opponents who are slow to rise).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(d~df~f+1) @ T @ 25 @ <> gruls
| [1] (escape) @ <>
| [3+4] (alternate escape) @ <>
| ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
|--->1a(1+2) @ t @ 30 @ <> grut
\ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
--->1b(1+2~3~4~1+2) @ T @ 25+25=50 @ <> grdls
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Timing:
(1a) Press and hold 1+2 right after the d~df~f+1 connects
(1b) Complete the 1+2~3~4~1+2 after the apex of the d~df~f+1.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(F~df+1+3_F~df+2+4*) @ T @ 25 @ <> grua
| [1] [2] @ <>
\ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
--->1a(2~1~1+2) @ T @ 18 @ <> grut
| [1 if F~df+1+3, 2 if F~df+2+4] @ <>
| ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
|--->2a(2~2~1+2) @ T @ 18 @ <> grut
| | [2 if 1~2~1+2, inescapable if chained from ss{2+4(2p
| | facing King)_F~df+1+2_(2p crouching)df~df+2+4] @ <>
| | ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
| |--->3a(3+4~1+2~1+2+4) @ T @ 17 @ <> grda
| | | [2] @ <>
| | \ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
| | --->4a(1~2~3+4~1+2) @ T @ 20 @ <> grut
| | | ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
| | |--->5a(2~1~3~4) @ t @ 27 @ <> grut
| | | [2] @ <>
| | \ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
| | --->5b(3~1~2~3+4~1+2+3+4) @ t @ 32 @ bt <> grua
| | [1] @ <>
| \ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
| --->3b(1~2~3+4) @ T @ 22 @ <>
| | [1 if chained from ss{2+4, otherwise this is
| | inescapable] @ <>
| | ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
| |--->4b(2~1~3~4) @ t @ 27 @ <> grut
| | [1] @ <>
| \ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
| --->4c(3~2~1~3+4~1+2+3+4) @ t @ 32 @ bt <> grua
| [2] @ <>
\ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
--->2b(3+4~1+2) @ T @ 18 @ <> grut
| [1] @ <>
\ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
--->3c(1~2~3+4) @ T @ 22 @ <> grut
| ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
|--->4d(2~1~3~4) @ t @ 27 @ <> grut
| [1] @ <>
\ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
--->4e(3~1~2~3+4~1+2+3+4) @ t @ 32 @ bt <> grua
[2] @ <>
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
(ss{2+4 connects on 2p facing King*) @ T @ 28 @ <> grut
[1+2] @ <>
[prev] the throw attempt is reversable
_(F~df+1+2) @ T @ 28 @ <> grut
[1+2] @ <>
_(2p crouching df~df+2+4) @ T @ 28 @ <> grut
| [1+2] @ <>
\ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
--->(2~2~1+2) this move and its properties(with the exception of the
escapes)are the same as '2a'
~(special circumstances) ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
(ss{2+4 connects on 2p lst_rst_bt*) this move and its properties(with
| the exception of the escapes*) are the same as '2a'
| (the moves following this and their characteristics are the same as
| those following the '2a')
\ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
--->(3a or 3b from RAC)
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Timing:
(1a) Complete the 2~1~1+2 immediately after King grabs his opponent
(2a & 2b) Complete the 2~2~1+2 or the 3+4~1+2 as King brings his
opponent to a semi-standing position
(3a & 3b) Complete the 3+4~1+2~1+2+4 or the 1~2~3+4 immediately
after King's feet hit the ground during the 2~2~1+2.
(4a) Complete the 1~2~3+4~1+2 as King moves his hands from his
victim's shoulders to their waist(after pushing them into an
upright position) during the 3+4~1+2~1+2+4.
(5a & 5b) Complete the 2~1~3~4 or the 3~1~2~3+4~1+2+3+4 as King wraps
his arms around his opponent's waist.
(4b & 4c & 4d & 4e) Complete the 2~1~3~4 or the 3~1~2~3+4~1+2+3+4
immediately after King picks his opponent up.
(3c) Complete the 1~2~3+4 immediately after King picks up his
opponent.
(1b) Complete the 2~2~1+2 after King turns face down, but before he
picks his opponent up.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Buffering:
(1~2~1+2): Tap 1, press and hold 2, tap 1
(2~2~1+2): Tap 2, press and hold 2, tap 1
(3+4~1+2~1+2+4): Tap 3+4, press and hold 2+3, tap 4
(3~1~2~3+4~1+2+3+4): Tap 3, tap 1, tap 2, press and
hold 3+4, tap 1+2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
* if the ss{2+4 connects on 2p's front, then the escape is 1+2; if it
connects on 2p rst, then the escape is 2; if it connects on 2p lst,
then the escape is 1; and if it connects on 2p bt, then it is
inescapable
Note that...
...the ss{2+4 version will automatically result in the 2~2~1+2 if the
grab connects against 2p lst_rst_bt: simply complete the 1~2~3+4 or the
3+4~1+2~1+2+4 immediately after the grab connects if this occurs.
...you may cancel the ss{2+4 throw attempt and recover in fc by
inputing ss{2+4~B
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(f~n~d~df+1+4) @ T @ 20 @ <> grut
| [1] @ <>
| ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
|--->1a(1+2~1+2) @ T @ 10+15=25 @ <> grut
| [1] @ <>
| ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
|--->1b(1+2~4~2+4) @ T @ 20 @ <> gruls
| | [2] @ <>
| \ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
| --->2a(4~3~4~3+4~1+2)@ T @ 25 @ <> grurs
\ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
--->[1c](2~1~1+2+3) @ T @ 25 @ <> grdt
| [1+2] @ <>
| ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
|--->2b(2~1~3~1+2+4~1+2+4)@ T @ 30 @ <> grua
| [1] @ <>
\ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
--->2c(1+3~3+4~2+4~1+2~1+2+3) @ T @ 1+1+2+3+4+4+4+4+4+4+4+4+4+4+4
+4+4+4+4+4+4 = 75 @ <> gruls
[2] @ grut <>
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Timing:
(1a,1b, &1c) Complete these throws immediately after King grabs his
opponent.
(2a) Complete the 3~4~3~3+4~1+2 after King places his right arm
across his opponent.
(2b & 2c)) Complete these throws immediately after King wraps his
right arm around his opponent's head.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Buffering:
(2~1~1+2+3) Press and hold 2, press and hold 1, tap 3
(1+2~1+2) Press and hold 1+2, release one button, then tap the button
you released
(1+3,3+4,2+4,1+2,1+2+3) This is a difficult move because it must be
done very quickly. Tap 1+3, tap 3+4, tap 2+4, press and hold 1+2,
tap 3
(1+2,4,2+4) Tap 1+2, press and hold 4, tap 2
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(f~n~d~df+2+3) @ T @ 30 @ <> grdls
| [2] @ <>
| ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
|--->1a(1~2~3~1+2) @ T @ 35 @ <> grdls
| [1] @ <>
| ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
|--->1b(1+2~3~1~1+3) @ T @ 40 @ <> grdls
| [2] @ <>
\ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
--->1c(1+2~1~3~1+2) @ T @ 30 @ <> grdrs
| [1+2] @ <>
\ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
--->2a(1~3~4~1+2~3+4)@ T @ 50 @ <> grdt
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Timing:
(1a,1b, & 1c) Complete these throws after Kings opponent falls onto
his back.
(2a) Complete the 1~3~4~1+2~3+4 after King reaches down with his left
hand to complete the leglock.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Buffering:
(1+2~3~1~1+3): Tap 1+2, tap 3, press and hold 1, tap 3
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(RUN and press nothing_fc~1+2) @ UM @ 5 @ <> grut
| [REV] (reversable) @ (see 'Specific Strategy')
| [2~1] (escapable) @ fc <> fc
| [1+2] (alternate reversal) @ grut <>
| ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
|--->[1a](~1~~2~~1) @ n/a @ 5+5+5=15 @ <> grut
| | [2] @ <> grut
| | ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
| |--->2a(~~1~~2) @ n/a @ 5+5=10 @ <> grut
| | [2] @ <> grut
| | ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
| |--->2b(~~2~~1) @ n/a @ 5+5=10 @ <> grut
| | [1] @ <> grut
| | ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
| |--->2c(1+2) @ T @ 25 @ <> grua
| | | [1+2~2~2~2~2](escape_rev*) @ grut_grurs <>
| | \ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
| | --->3a(1+2) @ T @ 10 @ <> grua
| \ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
| --->2d(3+4) @ T @ 20 @ <> grurs
| | [1+2~1~1~1~1](escape_rev*) @ grurs <>
| \ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
| --->3b(1+2~1+2)@ T @ 20+20=40 @ <> grdls
| ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
|--->[1b](~2~~1~~2) @ n/a @ 5+5+5=15 @ <> grut
| | [1] @ <> grut
| | ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
| |--->2e(~~2~~1) @ n/a @ 5+5=10 @ <> grut
| | [1, 2] @ <> grut
| | ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
| |--->2f(~~1~~2) @ n/a @ 5+5=10 @ <> grut
| | [2, 1] @ <> grut
| | ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
| |--->2g(1+2)(this move and its following moves are same as '2c')
| \ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
| --->2h(3+4)(this move and its following moves are same as '2d')
| ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
|--->1c(1+2)(this move and its following moves are same as '2c')
\ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
--->1d(3+4)(this move and its following moves are same as '2d')
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
* Jin Kazama, King, Nina Williams and Paul Phoenix may rev 1+2; King
and Nina Williams may rev 3+4...both the 1+2 reversal and the 3+4
reversal do 10 damage to 1p
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Timing:
(punches): tap 1_2 as opponent's back hits the ground, then 2/1 as
the first punch connects, then 1/2 as the second connects, and so
on until the fifth punch is input
(1c and 1d): tap 1+2_3+4 as your opponent's back hits the ground
(2c, 2d, 2g and 2h): tap 1+2_3+4 as King's arm comes down for the
third punch
(3a) tap 1+2 as King moves to his opponent's side in preparation for
the armbreaker
(3b) tap 1+2 as King's back hits the ground during the legbreaker
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Buffering:
fc1+2 >> 1+2: while in fc, press and hold 1+2, release one of the
buttons, tap the button you released
1~2~~1_2~1~~2 ~~1+2: tap 1/2, tap 2/1, press and hold 1/2, tap 2/1
1+2 1+2 press and hold 1+2, release one button, tap the button you
released
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Note that...
...you may break either of the punches in 2a, 2b, 2e and 2f
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Counterattacks:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b+1+3 @ krev
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b+2+4 @ krev
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COMBINATIONS
~~Starters Followups~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ws2(mjrc) - nrml
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ 2~1.1+2~1
uf+4 - nrml
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
2~1.df+4
2~1 ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
df+4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
2~1(see 2~1)
f~f~n~2(mjrc) ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
throw attempt
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
4(mjrc) - flt dshf.d+1.fc3+4~2
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
STRATEGY
~Attacking
~Defending
~Versus King
_ ___ _ __ _
| / | | |\ /| / \ | \ / \ |\ | | \ / \
|_/ | | | \/ | |___| & |___/ |___| | \ | | | |___|
| \ | | | | | | | | | | \ | | | | |
| \ \_/ | | | | | | | | \| |__/ | |
MANEUVERS
df_d_db+3+4 - sdp
ATTACKS
~Throws:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1+3_DF{1+3 [1] @ T @ rng1 @ 8+8+8+8=32 @ <> grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2+4_DF{2+4 [2] @ T @ rng1 @ 10+25=35 @ <> grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f~f+1+4 @ t @ rng1 @ 35 @ <> grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f~df~d~db~b~n~f+1+2 @ t @ rng1 @ 60 @ <> grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p rst)any# [2] @ t @ rng1 @ 40 @ <> grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p lst)any# [1] @ T @ rng1 @ 10+15+25=50 @ <> gruls
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p bt)any# @ t @ rng1 @ heh...70 @ <> grda
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# any throw, special or otherwise
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COMBINATIONS
~~Starters Followups~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf+4 - nrml
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
ws1 - nrml 2.2.f+1+2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
DF+1~2~1~2(mjrc) - nrml
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
f~F{2 - hi UF~~4.2.f+1+2
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
STRATEGY
~Attacking
~Defennding
~Versus Kuma
____ _ _ __ __
| | | | | | | | / \ |\ | / \
| |___ | | | | | | | | | \ | |
| | | | /\ | | | | | | | \ | | _
|___ |____ _|_ |/ \| \_/ |___ \__/ | \| \__/|
Special Notations
aop - Art Of Phoenix stance
crn - CRaNe stance
drgn - DRaGoN stance
drkn - DRunKeN stance
pnr - PaNtheR stance
snk - SNaKe stance
tgr - TiGeR stance
MANEUVERS
f+2+3 - snk
f+3+4 - drkn
b+1+4 - aop
~Stance Switches:
While in most of his stances, Lei may 'stance switch' into his other
stances by sidestepping, and this is explained below:
--> = ssr
<-- = ssl
_____ _____ ______ _____ _____ _____ _____
| | | -->| -->| -->| -->| | | |
|*snk*|<-- tgr | | drgn | | snk | | pnr | | crn -->|*snk*|
|_____| |_____|<--______|<--_____|<--_____|<--_____| |_____|
* back to center
ATTACKS
~~Art Of Phoenix(aop)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3... @ m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ aop <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4 @ um @ rng5
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ normal <> grut|grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~Crane(crn)
CRANE MANEUVERS
f - wlkf(briefly)
F - wlkf(continuously)
b - wlkb(briefly)
B - wlkb(continuously)
D - stance cancel into normal position
u* - sidestep into background(stance switch)
d* - sidestep into foreground(stance switch)
* if ssr then snk, if ssl then pnr
CRANE ATTACKS
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1 @ m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2 @ m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3 @ m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4 @ l @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <> |grda|grda|grda
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Four-String~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3~4~~2~~3 @ m,l->m,M(nrml) @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~Dragon(drgn)
DRAGON MANEUVERS
f - wlkf(briefly)
F - wlkf(continuously)
b - wlkb(briefly)
B - wlkb(continuously)
D - stance cancel into normal position
u* - sidestep into background(stance switch)
d* - sidestep into foreground(stance switch)
* if ssr then snk, if ssl then tgr
DRAGON ATTACKS
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1(see 'Throws' section)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2 @ @
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3 @ @
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4(string starter) @ @
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Drunken(drkn)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1 @ m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3+4 @ l @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <> |grda|grda|grda
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Panther(pnr)
PANTHER MANEUVERS
f - wlkf(briefly), automatic lpry
F - wlkf(continuously), automatic lpry
b - wlkb(briefly)
B - wlkb(continuously)
D - stance cancel into normal position
u* - sidestep into background(stance switch)
d* - sidestep into foreground(stance switch)
* if ssr then crn, if ssl then snk
PANTHER ATTACKS
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1(string starter) @ l|L|L|L @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ normal <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2(string starter) @ m|M(nrml)|M(nrml)|M(nrml) @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ normal <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3 @ l @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ normal <>
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Lei recovers in aop if 3~B
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4(string starter) @ m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ normal <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Snake(snk)
SNAKE MANEUVERS
f - wlkf(briefly)
F - wlkf(continuously)
b - wlkb(briefly)
B - wlkb(continuously)
D - stance cancel into normal position
u* - sidestep into background(stance switch)
d* - sidestep into foreground(stance switch)
* if ssr then pnr, is ssl then drgn
SNAKE ATTACKS
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1(string starter) @ h @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ normal <>
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Lei recovers with a ssl and returns to snk if 1~F
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2(string starter) @ m @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ normal <>
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Lei recovers in drgn if 2~F
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4 @ l @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ snk <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Tiger(tgr)
TIGER MANEUVERS
f - wlkf(briefly), automatic hpry
F - wlkf(continuously), automatic hpry
b - wlkb(briefly)
B - wlkb(continuously)
D - stance cancel into normal position
u* - sidestep into background(stance switch)
d* - sidestep into foreground(stance switch)
* if ssr then drgn, if ssl then snk
TIGER ATTACKS
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1 @ m|m|m|M(bnc) @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ normal <> | | |grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2 @ m|m|m|m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ normal <> |fc|fc|grda
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4 @ l|L(flt)|L(flt)|L(flt) @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ normal <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Throws:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1+3_DF{1+3 [1] @ T @ rng1 @ 30 @ <> grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2+4_DF{2+4 [2] @ T @ rng1 @ 30 @ <> grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf+1+2 [1+2] @ t @ rng1 @ 35 @ grdrs <> grurs
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f~f+1+2 @ t @ rng1 @ 33 @ <> grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(drgn)1* @ t @ rng3 @ 33_23 @ <> grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p rst)any# [2] @ t @ rng1 @ 5+10+25=40 @ <> grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p lst)any# [1] @ T @ rng1 @ 40 @ <> gruls
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p bt)any# @ t @ rng1 @ 50 @ <> grdt
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* if 1+2 is input during this throw, then the throw takes less
energy and Lei regains energy(the difference between the modified
throw and the normal one = 10), and he recovers in drkn
# any throw, special or otherwise
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Counterattacks:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df_d_db+1+3 @ LPRY
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df_d_db+2+4 @ LPRY
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f+3+4(drkn) @ hppry
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(tgr)F @ auto-hpry
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(pnr)F @ auto-lpry
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COMBINATIONS
~~Starters Followups~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
grua3+4 - hi
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ df+1.df+1.f~n{1{2{1{2
uf+4 - nrml
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
(pnr)2 - nrml 1.df+1.f~n{1{2{1{2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
(tgr)4 - flt 4~4~3~~3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
db+4 - flt *df+1.f~n{1{2{1{2{4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
(grdt)3_(grdt)F~~3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ 4~4~3~~3
(grua)3_(grdt)F~~3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
* this followup will only work on type4_5 chars when (tgr)4 is used
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
STRATEGY
~Attacking
~Defending
~Versus Lei
_ _ __ _ _ _ __
| | |\ | / \ \ / | / \ / \ \ / | |
| | | \ | | \/ | |___| | | \ / | |
| | | \ | | _ /\ | | | | | | | |
|___ _|_ | \| \__/| / \ _|_ | | \__/ | \_/
Special Notations
aop - Art Of Phoenix
MANEUVERS
ub~b - backflip
d+1+2 - aop
b+3+4 - bt
f+1+2 - cartwheel left
f+3+4 - dive right
3+4 - spin(into background)
d+3+4 - spin(into foreground)
ATTACKS
~Special Positions
~~Standing:
~~~Back Turned(bt)
BT MANEUVERS
ss - bt ss(1p remains bt)
3+4* - spin(into background)
d+3+4* - spin(into foreground)
f+3+4 - backwards roll towards opponent
d+1+2 - aop
* Ling recovers in normal position
BT ATTACKS
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc_d+1_2 @ l(not s) @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ fc(normal) <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1 @ h @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ normal <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf_u_ub+1 @ @
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2(string starter) @ h @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ bt <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3 @ h @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ normal <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d+3 @ l @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ bt <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf_u_ub+3 @ @
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc_d+4 @ l @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ normal <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4 @ m|M(hi)|M(hi)|M(hi) @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ normal <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f~f+4 @ m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ bt <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf_u+4 @ @
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ub+4 @ @
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f+3+4~3+4 @ m|M(hi)|M(hi)|M(hi) @ rng4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ bt <> |grut|grut|grut
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
this is the bt roll towards opponent(bt f+3+4) canceled by 3+4
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Note that Ling's bt throws(1+3_2+4) recover in bt if the throw
misses, while her (bt)f~f+1+3_2+4 recovers in normal if they miss
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~Grounded:
~~1p grut~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3* @ l @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
7,10 @ <> | ,grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4* @ m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
12,18 @ <> | ,grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(F_B)~~f+1+2 @ STNM|m|m|m @ rng5
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
15 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~1p grua~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3 @ l @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
7 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4 @ m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10 @ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~1p grdt~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3* @ L(flt) @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
7,10 @ <> | ,grua|grua|grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4* @ m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10,15 @ <> | ,grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~1p grda~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3* @ l @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
7 @ <> | ,grua|grua|grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4* @ m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
10 @ <> | ,grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* These moves cause knockdown if they connect either clean or on
counter: if they are both unclean and not a counter, then no
knockdown
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~Art Of Phoenix(aop)
AOP MANEUVERS
f - wlkf(briefly)
F - wlkf(continuously)
b - wlkb(briefly)
B - wlkb(continuously)
D - crouch
u - stand up(normal position)
f+3+4 - forward roll(normal position)
AOP ATTACKS
~~~Single
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1 @ m @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ fc <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2 @ m @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ normal <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3 @ l @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ aop <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4 @ m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ normal <>
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Ling recovers bt if 4~B
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1+2 @ m|M(nrml)|M(nrml)|M(nrml) @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ normal <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
D~~1+2 @ m|M(hi)|M(hi)|M(hi) @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ normal <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Throws:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1+3_DF{1+3 [1] @ T @ rng1 @ 10+20=30 @ <> grurs
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2+4_DF{2+4 [2] @ T @ rng1 @ 30 @ <> grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f+2~1 [1+2] @ t @ rng1 @ 4 @ bt <> bt$
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p rst)any# [2] @ t @ rng1 @ 38 @ <> grda
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p lst)any# [1] @ T @ rng1 @ 45 @ <> grurs
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p bt)any# @ T @ rng1 @ 50 @ <> grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(aop)2+4* @ T @ rng3 @ 10+20=30 @ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(1p bt)f~f+1+3_2+4%
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ 2p may recover grdt by inputting D after the throw
# any throw, special or otherwise
* you may cancel this throw by inputting (aop)2+4~F_~B and recover in
fc...this throw is the same as 1+3
% Ling hops towards her opponent and then attempts the throw(rng3
attempt), but all other properties of the throw are the same as the
normal 1+3_2+4, and connect on 2p rst_lst_bt are as if the same
throw had connected at those positions
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Counterattacks:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df_d_db+1+4 @ lpry(may combo if lkpry)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b+1 @ rev
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b+2 @ rev
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COMBINATIONS
~~Starters Followups~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ws2 - nrml (bt)2.2.2~1.f~F{1+2~1+2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
ws2~F - nrml
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
(bt)4 - hi
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ df+1.2.2~1.f~F{1+2~1+2
(aop)D~~1+2 - nrml
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
(aop)1+2 - nrml
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
(grut_grdt)3 - flt
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ fc3~2.2~1.f~F{1+2~1+2
(aop)uf~~~3 - flt
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
STRATEGY
~Attacking
~Defending
~Versus Ling
__ ___ _ _
|\ /| / \ | / | | | | | | |\ |
| \/ | | | |_/ | | | | | \ |
| | | | | \ | | | | | \ |
| | \__/ | \ \_/ \_/ _|_ | \|
Mokujin is Tekken 3's random-select character: he randomly
imitates a characters fighting style each round. To be an effective
Mokujin player you must not only know how to play every character
except Ogre I or Ogre II, but you must also be able to tell the
difference between the characters simply by watching Mokujin before the
round begins(during the 'startup' animation). What follows is a list of
the characters and hints that will help you figure out who Mokujin is
mimicking.
Bryan Fury - ALWAYS repositions his arms in a unique way
Eddy Gordo/Tiger - dances around(very unique)
Forrest Law - bounces while swinging arms back and forth
Gun-Jack - ALWAYS looks at his opponents feet at the beginning of the
round
Heihachi Mishima - semi-squatting, back straight, arms extended
Hwoarang - bounces with his arms close to his chest
Jin Kazama - knees slightly bent, arms semi-extended
Julia Chang - semi-squatting, back bent, arms extended
King - bounces(slower than the other bouncers)
Kuma/Panda - hunched over, arms pointing towards ground
Lei Wulong - constantly sidesteps
Ling Xiaoyu - one leg in front of other, one arm significantly higher
than the other(very unique)
Nina/Anna Williams - swivels her hands(unique)
Paul Phoenix - knees slightly bent, arms semi-extended(farther than Jin)
Yoshimitsu - has a sword ;)
It is difficult to tell the difference between Paul Phoenix_Jin
Kazama and Heihachi Mishima_Julia Chang. You may perform Paul's crdshf
(d~df~f) and if Mokujin does a crdshf then you know he is Paul; if he
does not do it then you know he is Jin. You may use either of
Heihachi's crdshf to determine whether Mokujin is Julia or Heihachi.
You may wish to use an actual attack to determine who you are, but
using a crdshf makes it very difficult for your opponent to figure out
who Mokujin is imitating, especially with Paul_Jin, as both of them
have a crdshf.
You may 'turn' the wooden hit sound effect on by holding U_D as
the match begins
_ _ _ _ _ _
|\ | | |\ | | / \ |\ | |\ | / \
| \ | | | \ | | & |___| | \ | | \ | |___|
| \ | | | \ | | | | | \ | | \ | | |
| \| _|_ | \| _|_ | | | \| | \| | |
_ _ _ _ _ ____
| | | | | | / \ |\ /| /
| | | | | | |___| | \/ | \___
| /\ | | | | | | | | | \
|/ \| _|_ |___ |___ _|_ | | | | ____/
MANEUVERS
d~df~f - crdshf
d~db~b - crdshb
ub~b - backflip
ATTACKS
~Two-Strings
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2{f+1+2 @ h,m|h,m|h,m|H->m @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d+4{1 @ l,h @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <>
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
you may cancel the 1 with a sidestep by inputting d+4{1~U_D
U = ss into background while D = ss into foreground
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
db+4~3 @ l,m|l,M(hi)|l,M(hi)|L->M(hi)@ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Three-Strings
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1~2{f+1+2 @ h,h,m|h,h,m|h,h,m|H->H->m @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
*df+3~2~3 @ m,h,m|M->h,m|M->h,m|M->h,m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
*df+3~2{4 @ m,h,m|M->H->m|M->H->m|M->H->m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Four-Strings
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1~2~1{f+1+2 @ h,h,h,m|h,h,h,m|h,h,h,m|H->H->H->m @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df+3~1~~2{f+1+2 @ m,h,h,m|m,h,h,m|m,h,h,m|m,H->H->m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
*df+3~2{d+3~2 @ m,h,l,m|m,h,l,m|m,h,l,m|m,h,L->M(nrml) @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Five-Strings
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1~2~1~2{f+1+2 @ h,h,h,h,m|h,h,h,h,m|h,h,h,h,m|H->H->H->H->m @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Ten-Strings
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1~2~1~2~~3~~3~~2~1~2~4 @ h,h,h,h,m,l,h,h,h,m @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1~2~1~2~~3~~3~~2~1~4~3 @ h,h,h,h,m,l,h,h,l,M(hi) @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1~2~1~2~~4~3~4~~2~4~3 @ h,h,h,h,m,l,m,h,l,M(hi) @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Special Note
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* you may cancel any moves following the df+3~2 with a sidestep by
inputting df+3~2~U_D (U = ss into background while D = ss into
foreground)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Throws:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1+3_DF{1+3 [1] @ T @ rng1 @ 30 @ <> grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf+1+2 [2] @ t @ rng2 @ 40 @ <> grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df~df+1 @ T @ rng1 @ 50 @ <> gruls
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p rst)any# [2] @ t @ rng1 @ 38 @ <> grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p lst)any# [1] @ T @ rng1 @ 40 @ <> gruls
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p bt)any# @ T @ rng1 @ 60 @ <> grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Multi-Throws:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(d~df~f{1+2) @ T @ 15 @ <>
| [2] @ <>
| ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
|--->1a(3~4~3~1+2) @ T @ 30 @ <> gruls
| [1+2] @ 5 @ <>
| ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
|--->1b(2~3~4~2~2) @ T @ 15+15=30 @ <> grdls
| | [2] @ 5 @ <>
| | ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
| |--->2a(1~3+4~1~2~1+2) @ T @ 35 @ <> grdls
| | [1] @ 5 @ <>
| \ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
| --->2b(1~2~4~3~1+2+3) @ T @ 45 @ <> grurs
| [1+2] @ 5 @ <>
\ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
--->1c(1~3~2~1) @ T @ 20 @ <> grut
| [1] @ 5 @ <>
| ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
|--->2c(2~1~3~4~1+2) @ T @ 25 @ <> grdls
| [2] @ 20 @ <>
\ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
--->2d(3~1~4~1+2~1+2) @ T @ 25 @ <> grut
[1+2] @ 20 @ <>
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
(d~db~b{1+4) @ T @ 15 @ <>
| ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
|--->1d(1~3~2~1)(this move is the same as '1c' above)
\ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
--->1e(2~1~1+2~1+2+3) @ T @ 28 @ <> grdls
| [2] @ <>
| ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
|--->2e(1~3+4~1~2~1+2)(this move is the same as '2a', except that
| the escape causes no damage)
\ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
--->2f(1~2~4~3~1+2+3)(this move is the same as '2b', except that
the escape causes no damage)
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Timing:
(1a,1b & 1c) Complete these throws after Nina has started to duck/
move forward in the d~df~f+1+2(start the motion before Nina has
grabbed her opponent).
(2a & 2b) Complete the 1~3+4~1~2~1+2 or the 1~2~4~3~1+2+3 immediately
after Nina breaks her opponents arm.
(2c & 2d) Complete the 2~1~3~4~1+2 or the 3~1~4~1+2~1+2 as Nina turns
so that she is facing away from her opponent.
(1d & 1e) Complete the 1~3~2~1 or the 2~1~1+2~1+2+3 just after Nina
starts the d~db~b+1+4(just like you do after the d~df~f+1+2).
(5a & 5b) Complete the 1~3+4~1~2~1+2 or the 1~2~4~3~1+2+3 as Nina
pulls her opponent into the kneeling position.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Buffering:
(1~3+4~1~2~1+2): Tap 1, tap 3+4, tap 1, press and hold 2, tap 1
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(d~df~f{3+4) @ T @ 15 @ <> grurs
| [1] @ <>
| ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
|--->1a(3+4~4~2~1+2) @ T @ 20 @ <> grurs
| | [2] @ 18 @ grut <>
| | ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
| |--->2a(3~1~4~2+4) @ T @ 35 @ <> grut
| | [1] @ <>
| \ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
| --->2b(1~3~2+4~3+4~1+2) @ @ 45 @ <> grdrs
| [1+2] @ <>
\ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
--->1b(3+4~3~4~1+2) @ T @ 35 @ <> grua
[1] @ grut <>
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
(f~f~F{3)(connects on mjrc) @ T @ 20+20=40 @ <> grurs
| [2*] @ 18 @ grut <>
\ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
--->1c(same as 1a above)
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Timing:
(1a, 1b & 1c) Complete the 3+4~4~2~1+2 or the 3+4~3~4~1+2 immediately
after Nina grabs her opponent(you have to do them FAST).
(2a & 2b) Start these moves after Nina breaks her opponents arm.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Buffering:
(3+4~4~2~1+2): Tap 3+4, tap 4, press and hold 2, tap 1
(3~1~4~2+4): Tap 3, tap 1, press and hold 4, tap 2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
* unlike the other multi-throw starters, this move connects twice
(once for the hopkick, once for the following ankle breaker): the first
damage(20) will be inflicted even if 2p breaks the throw
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2+4_DF{2+4) @ t @ 30 @ <> grua
| [2] @
\ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
--->1a(1~2~1) @ T @ 35 @ <> grua
\ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
--->2a(2~1~3) @ T @ 10 @ <> gruls
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Timing:
(1) Complete the 1~2~1 while the 2+4 is starting up(don't wait to see
if it connects unless your fingers have a turbo option).
(2) Complete the 2~1~3 immediately after the 1~2~1.
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
note that the 2+4 throw is canceled by the 1~2~1(the throw damage
changes from 30 to 35 by inputing 1~2~1: the damage does not
accumulate ie 30+35+10 as in other multi-throws, so the maximum
damage from this throw is 45)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(RUN and press nothing) @ UM @ 5 @ <> grut
| [REV] (reversable) @ (see 'Specific Strategy')
| [2~1] (escapable) @ fc <> fc
| [1+2] (alternate reversal) @ grut <>
| ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
|--->[1a](~1~~2~~1) @ n/a @ 5+5+5=15 @ <> grut
| | [2] @ <> grut
| | ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
| |--->2a(~~1~~2) @ n/a @ 5+5=10 @ <> grut
| | [2] @ <> grut
| | ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
| |--->2b(~~2~~1) @ n/a @ 5+5=10 @ <> grut
| | [1] @ <> grut
| | ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
| |--->2c(1+2) @ T @ 25 @ <> grua
| | [1+2~2~2~2~2](escape_rev*) @ grut_grurs <>
| \ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
| --->2d(3+4) @ T @ 20 @ <> grurs
| [1+2~1~1~1~1](escape_rev*) @ grurs <>
| ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
|--->[1b](~2~~1~~2) @ n/a @ 5+5+5=15 @ <> grut
| | [1] @ <> grut
| | ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
| |--->2e(~~2~~1) @ n/a @ 5+5=10 @ <> grut
| | [1, 2] @ <> grut
| | ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
| |--->2f(~~1~~2) @ n/a @ 5+5=10 @ <> grut
| | [2, 1] @ <> grut
| | ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
| |--->2g(1+2)(this move is the same as '2c')
| \ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
| --->2h(3+4)(this move is the same as '2d')
| ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
|--->1c(1+2)(this move is the same as '2c')
\ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
--->1d(3+4)(this move is the same as '2d')
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
* Jin Kazama, King, Nina Williams and Paul Phoenix may rev 1+2; King
and Nina Williams may rev 3+4...both the 1+2 reversal and the 3+4
reversal do 10 damage to 1p
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Timing:
(punches): tap 1_2 as opponent's back hits the ground, then 2/1 as
the first punch connects, then 1/2 as the second connects, and so
on until the fifth punch is input
(1c and 1d): tap 1+2_3+4 as your opponent's back hits the ground
(2c, 2d, 2g and 2h): tap 1+2_3+4 as King's arm comes down for the
third punch
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Buffering:
1~2~~1_2~1~~2 ~~1+2: tap 1/2, tap 2/1, press and hold 1/2, tap 2/1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Note that...
...you may break either of the punches in 2a, 2b, 2e and 2f
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Counterattacks:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df_d_db+1+3 @ lpry(may combo if lkpry)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df_d_db+2+4 @ lpry(may combo if lkpry)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b+1+3 @ rev
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b+2+4 @ rev
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COMBINATIONS
~~Starters Followups~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
db+3+4 - hi
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ uf+3.d+4~1.df+3~1~~2{f+1+2
db+3~4(mjrc) - hi
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
df+2 - nrml 1.d+4~1.df+3~1~~2{f+1+2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
(grdt_grdt F)3 - flt d+4~1.df+3~1~~2{f+1+2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
(grut)F_B~~f+1+2 1.d+4~1.df+3~1~~2{f+1+2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
df~df+2
db+2(on STNM) ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
df+3~2~~4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
(ant T) b~db~d~DF+2
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
STRATEGY
~Attacking
~Defending
~Versus Nina
__ __ ___ ____ _ _
/ \ / \ | \ | | | |
| | | |___/ |___ |
| | | _ | \ | |
\__/ \__/| | \ |____ |_|_|
ATTACKS
~Throws:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1+3_DF{1+3 [1] @ T @ rng1 @ 30 @ <> grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2+4_DF{2+4 [2] @ T @ rng1 @ 10+25=35 @ <> grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df~df+2+4 @ t @ rng1 @ 30 @ <> bt
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p rst)any# [2] @ t @ rng1 @ 40 @ <> grda
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p lst)any# [1] @ t @ rng1 @ 10+15+25=50 @ <> grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p bt)any# @ t @ rng1 @ heh...70 @ <> grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# any throw, special or otherwise
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COMBINATIONS
~~Starters Followups~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf+4 - nrml df+1.4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
fc~df+2 f~F{1+2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
*f~F{2 - flt d+1.fc3~3~n~~3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
* this starter is escapable if 2p inputs b~b
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
STRATEGY
~Attacking
~Defending
~Versus Ogre I
__ __ ___ ____ _ _ _ _
/ \ / \ | \ | | | | | | |
| | | |___/ |___ | |
| | | _ | \ | | |
\__/ \__/| | \ |____ |_|_| |_|_|
ATTACKS
~Throws:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1+3_DF{1+3 [1] @ T @ rng1 @ 30 @ <> grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2+4_DF{2+4 [2] @ T @ rng1 @ 10+25=35 @ <> grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df~df+2+4 @ t @ rng1 @ 30 @ <> bt
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p rst)any# [2] @ t @ rng1 @ 40 @ <> grda
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p lst)any# [1] @ T @ rng1 @ 10+15+25=50 @ <> grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p bt)any# @ t @ rng1 @ heh...70 @ <> grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# any throw, special or otherwise
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COMBINATIONS
~~Starters Followups~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf+4 - nrml df+1.4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
fc~df+2 f~F{1+2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
f~F{2 - flt d+1.fc3~3~n~~3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
*d+1+2 d+1+2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
* the flame must connect either late in the execution animation or
upon type4_5 characters to guarantee a second flame
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
STRATEGY
~Attacking
~Defending
~Versus Ogre II
___ _
| \ / \ | | |
|___/ |___| | | |
| | | | | |
| | | \_/ |___
___ __ ____ _ _
| \ | | / \ | |\ | | \ /
|___/ |___| | | |___ | \ | | \/
| | | | | | | \ | | /\
| | | \__/ |____ | \| _|_ / \
MANEUVERS
d~df~f - crdshf
d~db~b - crdshb
ATTACKS
~~Special
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d~df~F{1 @ h|h|H(nrml)|STNH @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <> | |grdt|grda
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
this move is Paul's crdshf canceled by 1
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d~db~b{1 @ m|m|m|M(bnc) @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <> |fc|fc|grut
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
this move is Paul's crdshb canceled by 1
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f~F{2 @ m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d~df~F{2 @ m|m|M|M @ rng4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <> |grda|grut|grut
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
this move is Paul's crdshf canceled by 2
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d~db~b{2 @ m|stnm|stnm|stnm @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <> |fc|fc|grut
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
this move is Paul's crdshb canceled by 2
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f~F{3(string starter)@ m|M(nrml)|M(nrml)|M(nrml) @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d~db~b{3(string starter)@ l @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <>
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
this is Paul's crdshb canceled by 3
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f~F{4 @ m|M(bnc)|M(bnc)|M(bnc) @ rng4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f+1+2 @ m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <> |fc|fc|grda
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b+1+2 @ um @ rng4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <> grut|grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f+2+3 @ m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Two-Strings
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc~df+2{1 @ m,m|m,m|m,m|M->m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc~df+2{2 @ m,l|m,L(nrml)|m,L(nrml)|m,L(nrml) @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf+3~4 @ m,m|M->M(nrml)|M->M(nrml)|M->M(nrml) @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d+4~2 @ l,m|L->m|L->m|L->m @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Three-Strings
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f~F{3~4~~4 @ m,m,h|M->M->h|M->M->h|M->M->h @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f~F{3~4~~f+4 @ m,m,m|M->M->m|M->M->m|M->M->m @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f~F{3~4~~d+4 @ m,m,l|M->M->l|M->M->l|M->M->l @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d~db~b{3~2{1 @ l,m,m|l,m,m|l,m,m|l,m,m @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d~db~b{3~2{2 @ l,m,l|l,m,L(nrml)|l,m,L(nrml)|l,m,L(nrml) @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <> |grut|grut|grut
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
this 'nrml' launcher is unique in the fact that it is a low sweep
that launches and flips your opponent
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Five-String
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1~2~3~~1~~2 @ h,h,m,m,m|H->H->m,m,m|H->H->m,m,m|H->H->m,M->m @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Ten-String
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1~2~3~~1~~4~~2~~1~~4~~2~~1 @ h,h,m,m,l,m,m,m,l,m|H->H->m,m,L->m,m,M->
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
L(nrml)->m|H->H->m,m,L->m,m,M->L(nrml)->m|H->H->m,m,L->m,m,M->L(nrml)->m
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Eleven-String
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1~2~3~~2~~1~~2~~1~~4~~2~~1 @ h,h,m,h,h,h,h,h,l,m,m|H->H->m,h,h,h,h,h,
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
L->M->m|H->H->m,h,h,h,h,h,L->M->m|H->H->m,h,h,h,h,h,L->M->m
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Throws:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1+3_DF{1+3 [1] @ T @ rng1 @ 30 @ <> grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2+4_DF{2+4 [2] @ T @ rng1 @ 30 @ grut <> grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f~f+1+2 [1+2] @ T @ rng2 @ 35 @ <> grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
df+1+2 @ t @ rng1 @ 40 @ <> grurs
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b+2+3 @ t @ rng1 @ 35 @ bt <> grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p rst)any# [2] @ t @ rng1 @ 40 @ <> grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p lst)any# [1] @ T @ rng1 @ 45 @ <> grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p bt)any# @ t @ rng1 @ 50 @ <> grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# any throw, special or otherwise
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Multi-Throw:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(db+1+2_(run)press nothing) @ UM @ 5 @ <> grut
| [rev] @
| [2~1](escape) @ fc <> fc
| [1+2](alternate rev) @ grut <>
| ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
|--->[1a](~~1~~2~~1 @ n/a @ 5+5+5=15 @ <> grut
| | [2] @ <> grut
| | ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
| |--->2a(~~1~~2) @ n/a @ 5+5=10 @ <> grut
| | [2,1] @ <> grut
| | ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
| |--->2b(~~2~~1) @ n/a @ 5+5=10 @ <> grut
| | [1,2] @ <> grut
| \ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
| --->2c(1+2) @ t @ 25 @ <> grurs
| [1+2~2~2~2~2](escape_rev*) @ grurs <>
| ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
|--->[1b](~~2~~1~~2 @ n/a @ 5+5+5=15 @ <> grut
| | [1] @ <> grut
| | ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
| |--->2a(~~1~~2) @ n/a @ 5+5=10 @ <> grut
| | [2,1] @ <> grut
| | ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
| |--->2b(~~2~~1) @ n/a @ 5+5=10 @ <> grut
| | [1,2] @ <> grut
| \ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
| --->2c(1+2) @ t @ 25 @ <> grurs
| [1+2~2~2~2~2](escape_rev*) @ grurs <>
| ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
|--->1c(1+2) @ t @ 25 @ <> grurs
| [1+2~2~2~2~2](escape_rev) @ grurs <>
\ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
--->1d(2~d+1~~1~4~1~1+2) @ t @ 5+8+8+35=56 @ <> grdt
[1] @ <> grut
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Timing:
(all except 1d) tap 1/2 during the tackle, then 2/1 as Paul's arm
comes down, then 1/2 as Paul's other arm comes down, and so on
until the input sequence is complete(1+2 utilizes the same timing
as the punches)
(1d) press and hold D during the tackle, tap 2 as your opponent's
back hits the ground, then 1 as Paul's right arm comes down, then 1
again as Paul's left arm comes down, and then release D and tap
4~1~1+2 as Paul's left arm comes down for the second time
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Buffering:
(db+1+2.1+2) press db+1+2, release 2, tap 2 as your opponent's back
hits the ground
(tackle.1~2~~1_2~1~~2 ~1+2) press and hold final punch(1_2), then tap
the other punch button
(4~1~1+2) tap 4, press and hold 1, tap 2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
*Jin Kazama, King, Nina Williams and Paul Phoenix may reverse with
that input...other characters simply escape
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Counterattacks:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b+1+3 @ rev
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b+2+4 @ rev
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1~1~2~2 @ rev
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
this is Paul's right punch reversal while tackled from TK2...tap 1
twice as your opponent tackles you, and then tap 2 twice as your
opponent draws his right arm back for the mounted punch
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COMBINATIONS
~~Starters Followups~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc~df+2{2 - nrml d+4~2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
d~db~b{3~2{2 - nrml d~db~b{3~2{2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
uf+4 - nrml 1.d~db~b+3~2{1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
(grut)b~b+3+4.1 - flt
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ 1.1.d~df~f+2
(grut)f_b~~f+1+2.1 - flt
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
(grdt)3 - flt *ws4.d+4~2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
* you must dshf after the ws4 against type1_2_3 characters
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
STRATEGY
~Attacking
One of the more powerful characters in the game, Paul has quite a
few moves that are very hard to see coming. Setting up for the d+4~2 is
quite easy and effective at lower-level play, but at the higher levels
it becomes a bit too risky. The d+4~2 is still an effective attack
against a recovering character, as is the d~df~f{2, but you'll get the
most use out of it when using it against opponents who are rolling
towards you, preferably from the grua_grdt positions. The d+1...
strings can be interrupted by standing jabs, but an effective custom
string is d+1~D.fc~df+2{1. This custom string is much safer than the
preselected strings, which should only be used when the d+1 is
guaranteed to connect on mjrc. The d+4~2 may be used to cancel his
crdshf(d~df~f) as a pretty mean mid-low guessing game between the d+4~2
and the d~df~F{2, but again it becomes too risky a move at higher-level
play(even within this effective mixup). The 1~2~3 portion of his
longest strings is a combo and is very effective because of the high
priority of the initial jab. His f+1+2 is a surprisingly useful move
when it comes to pressuring opponents because of its overall speed and
damage. The Japanese TK3 champions used a simple mixup between the
f+1+2 and the d+4~2 to beat the American competition. This strategy is,
in the author's opinion, a mediocre one, but when you consider the
mediocrity of the controllers(dual shock psx pads with the dual shock
turned on...shitty controls that shook, in other words), it was an
understandable strategy.
~Defending
Paul's standing 4 is a flt combo starter if it connects on mjrc,
and is one of the better 4 flt starters in the game because of it high
priority and swift recovery, and can therefore be used with little risk
of reprisal. His standing 3 works quite well against opponents who are
jabbing you to death, as it has since TK2. He also has a reversal which
can be effective when used sparingly.
~Versus Paul
Many Paul scrubs love to dish out the f~F{3~4~~3_f+3_d+3 and the
d+1~~2_4~2, and both of these preselected strings may be interrupted by
standing jabs(jab after the first two kicks in the former string, or
after the d+1 in the latter one). The d+4~2 is a very punishable move,
but you must make absolutely sure that you punish it to your fullest
ability each time you block it. Failing to punish the d+4~2 effectively
enough is more than enough reason for you to consistently lose to Paul
scrubs. The d~df~F{2 is another favorite among scrubs, and if you're
careful you'll be able to avoid it the vast majority of the time. When
you are hit by the d~df~F{2 and land in the grda position, you may
interrupt the attackers running attack(most Paul's choose to run after
landing the move) with a rising 3_4, or you may first stand up and then
attack with say a df+4 if you feel the Paul player will cancel the run
a little early in the hopes that you'll throw out that rising attack.
At higher-level play you can use the faster custom strings against Paul
with little to worry about in the way of reprisals. Just keep yourself
aware of his standing 4 and you should be able to poke Paul to death.
__ ____ _ _ _ _ _____ ____
\ / / \ / | | | |\ /| | | / | |
\ / | | \___ |___| | | \/ | | | \___ | |
| | | \ | | | | | | | \ | |
| \__/ ____/ | | _|_ | | _|_ | ____/ \_/
Special Notations
ps - Pogo Stick
is - Indian Style
sbt - Special Back Towards
MANEUVERS
ub - backflip
u+1+2 - ps
d+3+4 - is(life regain)
ss~3+4 - sbt
ATTACKS
~~Special
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
fc~db~b+1 @ ul|ul|ul|ul @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <> grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
db+1 @ um|um|um|um @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <>
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d~df~f+1 @ um|um|um|um @ rng5
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <> fc
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
this move hits two times if 2p is airborne or standing at rng4(see
'Two-Strings')
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f+2 @ m|M|M|M @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <> |bt|bt|bt
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f~F{2 @ m|m|m|m @ rng4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <> | | |grdt
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(fc)df+3 @ l|L(flt)|L(flt)|L(flt) @ rng3
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <> |grut|grut|grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f~F{4 @ m|m|m|m @ rng4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ <>
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
this move causes a knockdown(2p grut) if it connects clean
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Special Position Attacks
~~Indian Style(is)
MANEUVERS
f - spin and teleport behind opponent*
b -
~~~ - life regain
* 2p must be at rng1_2_3 for this to work: if 2p is out of range, then
you will just spin and rise
ATTACKS
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4~3 @ m|M(hi)|M(hi)|M(hi) @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ bt <> |grua|grua|grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~Pogo Stick(ps)
MANEUVERS
f - dshf
F - three dshf and return to normal stance
d - ps cancel into normal stance
u - hop up
uf - hop forward
ub - hop backward
note that Yoshimitsu's maneuvers do not track while he is in ps, and
that his f and uf_u_ub maneuvers are 'area of effect' attacks
ATTACKS
~Single
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4~3 @ m|M(hi)|M(hi)|M(hi) @ rng2
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ bt <> |grua|grua|grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
uf_u_ub @ um @ rng4_rng0_rng-1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ ps <> grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
f @ um @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ ps <> grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Three-String
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
F @ um->um->um @ rng1
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ normal <> grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~Special Back Towards(sbt)
MANEUVERS
ATTACKS
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1+4_2+3 @ uh(t) @ rng0
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
@ normal <>
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
this move takes life from your opponent and adds it to your life bar
unless 1+4~F_2+3~F is input, in which case the energy transfer is
reversed
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Throws:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1+3_DF{1+3 [1] @ t @ rng1 @ 30 @ <> grua
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2+4_DF{2+4 [2] @ T @ rng1 @ 30 @ <> gruls
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
d~db~b+1+2 [1+2] @ T @ rng1 @ 50 @ <> grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p rst)any# [2] @ t @ rng1 @ 15+25=40 @ <> grut
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p lst)any# [1] @ T @ rng1 @ 15+25=40 @ <> gruls
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(2p bt)any# @ t @ rng1 @ 70 @ <> grda
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# any throw, special or otherwise
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~Counterattacks:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
b+1+4 @ REV(flt)
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
this move is a special 'area of effect' reversal that will connect if
your opponent is rushing in(run_dshf_crdshf) or if they attempt an
attack while at rng0
if this move connects during the latter half of its animation, it
allows for a flt juggle
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
COMBINATIONS
~~Starters Followups~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
B+1~1.B+1~1~1.uf+4
df+2 - nrml ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
1.B+1~1.B+1~1~1.f~F{4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
fc~df+3 - flt ws4.f~F{4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
*b+1+4 - flt 1.1.1.1.f~F{4
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
* must connect either late in the animation or against type4_5
characters to guarantee a followup
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
STRATEGY
~Attacking
~Defending
The b+1+4 is a very effective move when used at rng0 against an
opponent who is attempting virtually any attack or any other maneuver
that will move him into the area of effect. The df+2 is an effective
counter to standing jabs because Yoshimitsu ducks during this move and
is immune to may high attacks, including standing jabs. b+1+2.1_2_3_4
can also be used against jabbers, but the df+2 has a greater damage
potential across the board(it allows for the same juggles unless it
connects on mjrc, in which case it staggers your opponent) when used to
counter high attacks because the b+1+2.1_2_3_4 must connect late in its
animation to guarantee lotsa damage.
~Versus Yoshimitsu
Be very careful when attacking Yoshimitsu with custom strings
because his df+2 and df+4 are two fast, easy and damaging moves which
he is likely to use quite a bit. Most of his unblockable attacks can be
countered quite easily(mainly with throws), and the others are fairly
difficult to set up for, so as long as you're keeping some pressure on
him, it is unlikely that you'll be sliced N diced to death.
~~~~~~HELP OUT~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
If anything is wrong, or if you have any insight(on any of the
information in THE FAQ), or have anything that you would like to see
added to this document, please e-mail me at
[email protected](you will
be credited for any info used in the "Thanks" section, and I will
automatically e-mail newer versions of this FAQ to you). Without your
help, this document will never be complete, so be sure to inform me of
anything that you think might be beneficial.
_______ _ _ ___ __ _ _ __ ____
|__ __| | | | | / _ \ | \ | | | | / / / ___\
| | | |__| | / /_\ \ | | \ | | | |/ / | |___
| | | __ | | ___ | | |\ \| | | / \__ \
| | | | | | | | | | | | \ | | | |\ \ ____| |
|_| |_| |_| |_| |_| |_| \__| |_| \_\ \____/
~~~~~~Thanks(from 'Tekken 3 FAQ supplement')~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Namco for creating the Tekken series
SurfBard for making such a fine FAQ
Chojin for helping me get this FAQ on the web
for always reminding me of how great Tekken 3 is
Yagyu for his input on Lei Wulong(he contributed almost all
of the Lei strategy)
Kaiser for pointing out erroneous moves in Law's
"Counters/Reversals" section
Sauer Kraut for submitting delayable move-strings and other
various techniques, and pointing out errors
ShiangL for submitting various juggle starters, juggle
combos, fixes, and other miscellaneous input
All the gamers for offering me intelligent competition, and thus
at Acadiana getting me where I am today
Mall's arcade
Visitors to the for bringing various techniques to my attention
rec.games.
video.arcade
newsgroup
Visitors to the for bringing various techniques to my attention
late Tekken
Online Forum
Visitors to the for bringing various techniques to my attention
Twisted Tekken
Message Board
Visitors to the yep, for bringing various techniques to my attention
Tekken 3
Message Board
Visitors to the guess
late BMW's
Tekken 3 BBS
The following for making the following songs
bands
whispering things into my brain
assuring me that I'm insane
- Metallica "Sanitarium"
with time the child draws in
this whipping boy done wrong
deprived of all his thoughts
the young man struggles on and on...
- Metallica "Thee Unforgiven"
what have I become, my sweetest friend
everyone I know
goes away in the end
you could have it all, my empire of dirt
I will let you down
I will make you hurt
- Nine Inch Nails "Hurt"
I put my faith in God
and my trust in you
now there's nothing more f---ed up I could do
- Nine Inch Nails "Wish"
step out the front door
like a ghost
into the fog
where no one notices the contrast of white on white
and in between the moon and you
the angels get a better view
of the crumbling difference between wrong and right
- Counting Crows "'Round Here"
blast of silence explodes in my head
- White Zombie "Thunderkiss '65"
good golly, miss molly
- (duh)
~~~~~~Thanks(THE FAQ)~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Absolute0Cool he was the first person to post Paul Phoenix's right
punch reversal against a tackler
Visitors to the for bringing various techniques to my attention
Tekken 3 Stuff
Message Index url: tekkenstuff.hypermart.net/board/tk3bbs.pl
Coors Brewery for bringing recreational alcoholic consumption to us
all, and therebye aiding me in the peaks and pitfalls
of my life(making it better either way =)
Tequila my old buddy, how could I not list you in the THANKS
section?
THC I smile every time I think of you(no shit ;)
RJ Reynolds for bringing the greatest cigarette(Camel Wides Lights)
known by mankind to all Americans everywhere!!!
The following for making the following songs
bands
or are you unforgiven too
- Metalica "Unforgiven II"
who do you pray to
- Sevendust "Prayer"
I look in the mirror
and I like what I see
- Sevendust "Black"
bombs gonna fix it all soon
bombs comin round to put it back the way it outta be
- Tool "damn can't rememba da name"
du hast mich
- Rammstein "Du Hast"
warem man sie nicht sehen kann
- Rammstein "Engel"
WAAAAAAAAAHHH--SHOVE IT, SHOVE IT, SHOVE IT
- Deftones "My Own Summer"
DEAD BODIES EVERYWHERE
- Korn "Dead Bodies Everywhere"
and all the girlies say I'm pretty fly, for a white guy
- Offspring "Pretty Fly"
how could one
little street
swallow so many lives
- Offspring "?"(Americana)
8<........................................................................>8
cut along the dotted line heh
INTERFACE:
~Controller:
f - Forward b - Back u - Up d - Down
uf - Up-Forward db - Down-Back ub - Up-Back df - Down-Forward
n - neutral(centered position)
The capitol or lower case in joystick directions signifies the
difference between a tap in the given direction and a press and hold
in the given direction(ie u = tap Up while U = press and hold Up).
~Buttons:
1 - left punch 2 - right punch 3 - left kick 4 - right kick
TERM NOTATIONS(see 'Important Terms' for definitions of terms):
~Movement:
ss - Side Step crwlkf - CRouch WaLK Forward
ssr - Side Step Right crwlkb - CRouch WaLK Backward
ssl - Side Step Left crdshf - CRouch DaSH Forward
wlkf - WaLK Forward crdshb - CRouch DaSH Backward
wlkb - WaLK Backward run - RUN towards
dshf - DaSH Forward ws - While Standing
dshb - DaSH Backward wc - While Crouching
~Positioning(unless otherwise noted, character is considered to be
standing and facing his opponent):
rng-1 - RaNGe -1(opponent must be rushing in)
rng0 - RaNGe 0(directly against opponent)
rng1 - RaNGe 1(within short throw(Nina 1+3) and jab(Nina 1) range)
rng2 - RaNGe 2(kick(Nina 4) and long throw(Nina uf+1+2) range)
rng3 - RaNGe 3(long attack(Nina: df+3) range)
rng4 - RaNGe 4(longest standing attack(Nina: f~F{1+2) range)
rng5 - RaNGe 5(short run attack(Law: f~f~F+3)range)
rng6 - RaNGe 6(run range(f~f~F))
bt - character is showing his Back To(Towards) his opponent
rst - character is showing his Right Side To(Towards) his opponent
lst - character is showing his Left Side To(Towards) his opponent
grut - GRounded, face Up feet Towards opponent
grua - GRounded, face Up feet Away from opponent
grdt - GRounded, face Down feet Towards opponent
grda - GRounded, face Down feet Away from opponent
grurs - GRounded, face Up Right Side towards opponent
gruls - GRounded, face Up Left Side towards opponent
grdrs - GRounded, face Down Right Side towards opponent
grdls - GRounded, face Down Left Side towards opponent
~Attack Types:
~~Normal Attacks:
h - High attack stgh - STaGgering High
m - Mid attack stgm - STaGgering Mid
l - Low attack stgl - STaGgering Low
s - Special mid stnh - STuNning High
uh - Unblockable High stnm - STuNning Mid
um - Unblockable Mid stnl - STuNning Low
ul - Unblockable Low
t - normal Throw(all normal throws are uh attacks)
capitol letter(s) in the above attack types signify a combo starter
and if the attack is a juggle starter it will be followed by a juggle
type(example: M would signify a mid-level combo starter such as
Kuma's F{1+2 which can be followed with 1+2 for a combo while M(hi)
signifies a mid-level, high juggle starter such as Kuma's f~F{2)
~~Counterattacks:
mjrc - MaJoR Counter mnrc - MiNoR Counter
rev - REVersal prev - Punch-only REVersal
krev - Kick-only REVersal lpry - Low PaRrY
lppry - Low Punch PaRrY lkpry - Low Kick PaRrY
hpry - High PaRrY hppry - High Punch PaRrY
hkpry - High Kick PaRrY
~Juggle Types:
nrml - normal juggle hi - high juggle
flt - float juggle bnc - bounce juggle
~Okizeme Attacks:
The difference between Okizeme attacks and normal attacks lies
within the different sizes of characters: some attacks will only
connect against the smaller characters under special circumstances
(example: the average fc3 will connect at rng2 on Nina if she is grua,
but if she is grdt, it can only connect at rng0, if at all). It is for
this reason that I have divided the characters into four major types
based on their susceptibility to Okizeme attacks, explained below:
type1 - smallest characters(Ling Xiaoyu and Nina Williams)
type2 - average size(Bryan Fury, Eddy Gordo fully grounded, Forrest
Law, Hwoarang, Jin Kazama, Julia Chang, Lei Wulong, Mokujin
and Yoshimitsu)
type3 - larger characters(Heihachi Mishima, King, Paul Phoenix and
Ogre I)
type4 - larger characters(Gun-Jack, Kuma and Eddy Gordo in grounded
attack position)
type5 - gargantuan(Ogre II)
~Special Stances:
~~Eddy Gordo ~~Kuma
gp - Grounded Position sdp - SitDown Position
hp - Handstand Position ~~Lei Wulong
~~Gun-Jack aop - Art Of Phoenix
sdp - SitDown Position drgn - DRaGoN
~~Hwoarang drkn - DRunKeN
rff - Right Foot Forward snk - SNaKe
lff - Left Foot Forward tgr - TiGeR
rfl - Right FLamingo pnr - PaNtheR
lfl - Left Flamingo crn - CRaNe
~~Yoshimitsu ~~Ling Xiaoyu
is - Indian Style aop - Art Of Phoenix stance
ps - Pogo Stick
sbt - Special Back Towards
~Other:
1p - 1st player(attacker) ~ - immediately after
2p - 2nd player(defender) ~~ - slight delay
_ - 'or' ~~~ - long delay
+ - at same time { - delayable(+_~_~~_~~~)
-> - signifies combos within strings(if prior, then next)
[...] - input needed to escape the move it is paired with