Suirad
[10] Knight
-26- 4[A]B(15*11)
-25- 4[A]A(15*10) / B+KB:4(10*8*7)
-23- B+KB4(10*8*5)
-22- 11A[A](5*17)
-20- 2BB:4(5*8*7)
-18- 2BB4(5*8*5) / WR[A+B] / 4B+K / 8[B+K]
-17- 8B+K/ 66B+KAB(10*2*5)
-16- 4AB(5*11)
-15- 4AA(5*10) / 66B / Right Side Grab
-14- B+G2A_B(9*5) / Back Grab
-13- 4B / WR B+K / 11AA(5*8) / 33B / 22B / 44_11_77B / 44B+K / LS Grab / DNS B:4(5*8)
-12- 66A+G / NS B:4(5*7)
-11- A+G / DNS B4 (5*6) / 3B
-10- 44A / NS B4(5*5)
-8- 6BB(3*5) / 4K / 3_66_33_99A+B(6*2) / BT B+K / 2B+KBBB(2*2*2*2) / 22_88A / DNS K
-7- 1AA(5*2)
-6- 1B / JMP B / 6K / WR K / 44_11_77K / iNS B / NS K / DNS A
-5- JMP A / BB(3*2) / FC B / JMP K /66_33_99K / NS A / DNS B
-4- AA(2*2)
-3- 6A / 3A / 3K / 66_33_99A
-2- 2A / FC A / WR A / K / 2K / FC K / 1K / 8B+K Quake / 22_88K / Run K
WR B appears to randomly produce between 8 and 11, can't figure out why it varies.
What is that all supposed to mean? I explain the theory here.
The following is how I originally posted the information:
The following is a list of how much Ω's moves will build meter on hit. The unit of measurement is fraction of one of the four segments of the super meter. The fractions may not be exact, but a move will not build as much gauge as the next fraction up (Limited to decreasing denominator by 1). Hooray for ambiguous results.
-1/1- N/A
-5/6- 4[A]A / 4[A]B
-2/3- 11A[A]
-4/7- WR[A+B] / B+KB / 4B+K / 8[B+K]
-1/2- 4AA / 4AB / 4[A] / 8B+K / 66B / 66B+KAB / RS Grab
-4/9- B+G2A_B / Back Grab / NS B:4
-2/5- 2BB / 4B / WR B+K / 11AA / 33B 22B / 44_11_77B / 66B+KA / 44B+K / 66A+G / LS Grab / DNS B:4
-4/11- A+G / DNS B4
-1/3- 3B / B+K / 44A / 66B+K / NS B4
-2/7- WR B / B+G
-4/15- 3_66_33_99A+B / 2B+KBBB / DNS K
-1/4- 6BB / 4K / BT B+K / 22A / 88A
-2/9- 1AA
-1/5- 1B / JMP B / 6K / WR K / 2B+KBB / 44_11_77K / iNS B / NS K
-1/6- 1A / 4A / JMP A / BB / 2B / FC B / JMP K /11A /66_33_99K / NS A / NS B / DNS B
-2/15- AA / 2B+KB
-1/10- 6A / 3A / B / 6B / 3K / 66_33_99A
-1/15- A / 2A / FC A / WR A / K / 2K / FC K / 1K / 2B+K / 22_88K / Run K
A move will build 40% as much gauge on block and 20% on whiff as on hit subject to several exceptions. Hit by hit, a string cannot build less than 1/15 of a segment on block and 1/30 of a segment on whiff. So for example, AA on block builds 100% of the gauge it would build on on hit. Keep in mind that a string can have hits with different meter building values. Also a whiffed or broken throw(or part of a throw in B+G's case) builds no meter whatsoever. I'm not entirely sure whether Clean hit has an effect on the meter build or not.
Putting this info into practice, compare two combos 66B > DNS B and 66B > B+K > 3B. Both deal 63 damage. However 66B > DNS B builds 1/2 + 1/6 = 2/3 of a segment while 66B > B+K > 3B builds 1/2 + 1/3 + 1/3 = 7/6 segments. Thus, putting hit confirmation, oki, ring position and hitbox issues aside, 66B > B+K > 3B is a more rewarding combo than 66B > DNS B because it builds 75% more gauge.
-25- 4[A]A(15*10) / B+KB:4(10*8*7)
-23- B+KB4(10*8*5)
-22- 11A[A](5*17)
-20- 2BB:4(5*8*7)
-18- 2BB4(5*8*5) / WR[A+B] / 4B+K / 8[B+K]
-17- 8B+K/ 66B+KAB(10*2*5)
-16- 4AB(5*11)
-15- 4AA(5*10) / 66B / Right Side Grab
-14- B+G2A_B(9*5) / Back Grab
-13- 4B / WR B+K / 11AA(5*8) / 33B / 22B / 44_11_77B / 44B+K / LS Grab / DNS B:4(5*8)
-12- 66A+G / NS B:4(5*7)
-11- A+G / DNS B4 (5*6) / 3B
-10- 44A / NS B4(5*5)
-8- 6BB(3*5) / 4K / 3_66_33_99A+B(6*2) / BT B+K / 2B+KBBB(2*2*2*2) / 22_88A / DNS K
-7- 1AA(5*2)
-6- 1B / JMP B / 6K / WR K / 44_11_77K / iNS B / NS K / DNS A
-5- JMP A / BB(3*2) / FC B / JMP K /66_33_99K / NS A / DNS B
-4- AA(2*2)
-3- 6A / 3A / 3K / 66_33_99A
-2- 2A / FC A / WR A / K / 2K / FC K / 1K / 8B+K Quake / 22_88K / Run K
WR B appears to randomly produce between 8 and 11, can't figure out why it varies.
What is that all supposed to mean? I explain the theory here.
The following is how I originally posted the information:
The following is a list of how much Ω's moves will build meter on hit. The unit of measurement is fraction of one of the four segments of the super meter. The fractions may not be exact, but a move will not build as much gauge as the next fraction up (Limited to decreasing denominator by 1). Hooray for ambiguous results.
-1/1- N/A
-5/6- 4[A]A / 4[A]B
-2/3- 11A[A]
-4/7- WR[A+B] / B+KB / 4B+K / 8[B+K]
-1/2- 4AA / 4AB / 4[A] / 8B+K / 66B / 66B+KAB / RS Grab
-4/9- B+G2A_B / Back Grab / NS B:4
-2/5- 2BB / 4B / WR B+K / 11AA / 33B 22B / 44_11_77B / 66B+KA / 44B+K / 66A+G / LS Grab / DNS B:4
-4/11- A+G / DNS B4
-1/3- 3B / B+K / 44A / 66B+K / NS B4
-2/7- WR B / B+G
-4/15- 3_66_33_99A+B / 2B+KBBB / DNS K
-1/4- 6BB / 4K / BT B+K / 22A / 88A
-2/9- 1AA
-1/5- 1B / JMP B / 6K / WR K / 2B+KBB / 44_11_77K / iNS B / NS K
-1/6- 1A / 4A / JMP A / BB / 2B / FC B / JMP K /11A /66_33_99K / NS A / NS B / DNS B
-2/15- AA / 2B+KB
-1/10- 6A / 3A / B / 6B / 3K / 66_33_99A
-1/15- A / 2A / FC A / WR A / K / 2K / FC K / 1K / 2B+K / 22_88K / Run K
A move will build 40% as much gauge on block and 20% on whiff as on hit subject to several exceptions. Hit by hit, a string cannot build less than 1/15 of a segment on block and 1/30 of a segment on whiff. So for example, AA on block builds 100% of the gauge it would build on on hit. Keep in mind that a string can have hits with different meter building values. Also a whiffed or broken throw(or part of a throw in B+G's case) builds no meter whatsoever. I'm not entirely sure whether Clean hit has an effect on the meter build or not.
Putting this info into practice, compare two combos 66B > DNS B and 66B > B+K > 3B. Both deal 63 damage. However 66B > DNS B builds 1/2 + 1/6 = 2/3 of a segment while 66B > B+K > 3B builds 1/2 + 1/3 + 1/3 = 7/6 segments. Thus, putting hit confirmation, oki, ring position and hitbox issues aside, 66B > B+K > 3B is a more rewarding combo than 66B > DNS B because it builds 75% more gauge.