setto-kun
[10] Knight
Natural Combos
AA (20/24)
BB (26/32)
4B+KK (40)
wsBK (45)
JS 22B (20)
JS 66AA (39)
JS 66K (26)
JS 44K (22)
JS BT B+KB (31)
JS 66B BE (22)
GS 3AA (42) / GS 3AA BE (70)
GS 4B: B: B (36)
GS 44B (36) / GS 44(B) (72)
GS 66B (30) / GS 666B (65)
GS 66B BE (45) / GS 666B BE (75)
Natural Counterhit Combos
JS 6AB (36)
JS 2AB (26)
JS 44A2A (32)
GS 66K (66)
Natural Hit Combos
1A
Damage for 66B ender is as follows: 66B, 66B BE, 666B, 666B BE.
*character specific stuff works on all males except Patroklos and Xiba and also work on Hilde, Ivy and Tira.
**possible transitions to either stance lead to extended combos with 66B. Refer to JS 66B BE section for details.
Natural Counterhit Combos
JS 22B (second hit only)
JS 3B W! 4B+KB W! 44K BT B+KB (79)
JS 3B W! 44K W! BT B+KB A+B (79)
JS 3B W! 44K W! BT B+KB A+B *Side Change* GS 66B (98-114)
JS 66AA W! 66B (55+) *can lengthen combo with JS 66B BE*
GS 3B W! 4B+KB W! 3B 4A 4K 66B (84-96)
GS 3B W! 4B+KB W! 4B: B: B 66K (90)
GS 3B W! 3AA W! backthrow (96-109) *works only at angle*
GS 3AA W! 22_88B 66B (80-110, 92-146 with GS 3A BE)
GS 3AA W! backthrow (121)
Okizeme
Moves, that hit grounded:
2B – no tracking
2K – tracks all
1B – tracks right
3B – tracks right
JS 66B – tracks left
GS 66B – tracks right
236K BE – no tracking
JS 22B – track right
JS 11B – no tracking
GS 1K – tracks all
GS 22B – no tracking
GS 44B – tracks all
GS 2A+B – no tracking
Important wakeups:
Any combo with GS 66B ender:
GS 2A+B catches back roll and side ukemis
236K BE catches all but back ukemi and right roll
Dash 66B hits all but right roll, back roll and back ukemi
Dash 2K hits all but back ukemi
wsBKK:
6A+B is very hard to step, however it still can be interrupted or JG’ed
1B hits grounded and tech traps all directions
GS 22B hits grounded and catches left tech
JS 66B techtraps back ukemi
GS 66B catches all ukemis and hit grounded
GS 3A BE:
GS 44(B) catches all but back ukemi
236K BE catches back ukemi
Dash 66B hits all but right roll
1K hits all rolls
A+G:
Very weak against back ukemi
236K BE hits all but back ukemi
GS 44(B) catches side rolls
GS 2A+B hits all
B+G:
1B, 22B, 3B catches left rolls
JS 66B catches right rolls
2K, GS 1K catches side rolls
GS 44(B) catches all rolls
Left-side throw:
236K BE cathes all
GS 44(B) catches side rolls
Dash GS 66B catches all
Right-side throw:
Dash 2K cathes side rolls
GS 44(B) catches all
Backthrow:
2K cathes side rolls
1B, 3B, GS 66B catches left and back rolls
GS 44(B) and GS 1K catches all
JS 66A:
236K BE catches all but back ukemi and SSL
66B catches all but roll left and back ukemi
GS 66A:
GS 44(B) hits all but back ukemi
If they decide to back ukemi you can dash and mix up
GS 22B:
GS 44B is a forced block
GS 66B, 1K, 44(B) will hit all but back ukemi
If they decide to back ukemi you can dash and mix up
236K BE:
GS 66B is a forced block
GS 3B is a forced block
JS 3B is escapable only by right ukemi, mix them up in that case
AA (20/24)
BB (26/32)
4B+KK (40)
wsBK (45)
JS 22B (20)
JS 66AA (39)
JS 66K (26)
JS 44K (22)
JS BT B+KB (31)
JS 66B BE (22)
GS 3AA (42) / GS 3AA BE (70)
GS 4B: B: B (36)
GS 44B (36) / GS 44(B) (72)
GS 66B (30) / GS 666B (65)
GS 66B BE (45) / GS 666B BE (75)
Natural Counterhit Combos
JS 6AB (36)
JS 2AB (26)
JS 44A2A (32)
GS 66K (66)
Natural Hit Combos
1A
- 2B (32)
- 2K (34)
- GS 66B (44, 55, 69, 77)
- CE (68)
- 236K BE (67)
- GS 2A+B (57)
- AA (36/45)
- JS 4K (39) * with possible transition to GS
- GS 4K 66B (61, 66, 77, 81)
- GS 3AA (58, 71 with BE)
- GS BB (52)
- CE (60/79)
- UD A (52)
- UD K (50) (best wakeup)
- UD B (55)
- AA (40)
- 4K (42) * with possible transition to GS
- CE (65)
- 66AA (46)
- 4A 4K GS 66B (63, 70, 80, 85) ** character specific with possible transition to JS
- 236K BE (45) (use it to change into GS)
- CE (71) (use it to change into GS)
- 2B (30)
- 2K (30)
- 4K (33) * with possible transition to GS
- 4K GS 66B (52, 61, 73, 79) * with possible transition to JS
- 66AA (47)
- 4A 4K (46) * with possible transition to GS
- 4A CE (71)
- CE (71) * transition to GS
- G JS 4K GS 66B (51 without transition, up to 101 with transition)
- GS BT B+K 66B (50-80)
- 66K (39)
- 2A+B (34)
- 236K BE (43) * with possible transition to JS
- 4A 4K 66B (66, 77, 89, 95) * with possible transition to JS
- 66K (57) **character specific
- CE (93)
- 4A CE (105) (works at tip range on all characters)
- 66K (70)
- 4A 4K 66B (72, 77, 84, 89) * with possible transition to JS
- 44(B) (64, 74 near a wall/edge, 112 as a techtrap)
- 1B (39)
- 1K (37 if opp don't tech, 42 as a techtrap)
- 66B (42, 52, 64, 70, can hit as a techtrap up to 99)
- 1B (45)
- 1K (42)
- 66B (51, 61, 75, 84)
- 3B 4A 4K 66B (81-95)
Damage for 66B ender is as follows: 66B, 66B BE, 666B, 666B BE.
*character specific stuff works on all males except Patroklos and Xiba and also work on Hilde, Ivy and Tira.
**possible transitions to either stance lead to extended combos with 66B. Refer to JS 66B BE section for details.
Natural Counterhit Combos
JS 22B (second hit only)
- 3B 66A (53)
- 236 BE (36)
- BT B+KB (60)
- 66A (46)
- 4A 4K (46) * with possible transition to GS
- BT B+KB (60)
- 4A 4K 66B (75, 85, 98, 104)
JS 3B W! 4B+KB W! 44K BT B+KB (79)
JS 3B W! 44K W! BT B+KB A+B (79)
JS 3B W! 44K W! BT B+KB A+B *Side Change* GS 66B (98-114)
JS 66AA W! 66B (55+) *can lengthen combo with JS 66B BE*
GS 3B W! 4B+KB W! 3B 4A 4K 66B (84-96)
GS 3B W! 4B+KB W! 4B: B: B 66K (90)
GS 3B W! 3AA W! backthrow (96-109) *works only at angle*
GS 3AA W! 22_88B 66B (80-110, 92-146 with GS 3A BE)
GS 3AA W! backthrow (121)
Okizeme
Moves, that hit grounded:
2B – no tracking
2K – tracks all
1B – tracks right
3B – tracks right
JS 66B – tracks left
GS 66B – tracks right
236K BE – no tracking
JS 22B – track right
JS 11B – no tracking
GS 1K – tracks all
GS 22B – no tracking
GS 44B – tracks all
GS 2A+B – no tracking
Important wakeups:
Any combo with GS 66B ender:
GS 2A+B catches back roll and side ukemis
236K BE catches all but back ukemi and right roll
Dash 66B hits all but right roll, back roll and back ukemi
Dash 2K hits all but back ukemi
wsBKK:
6A+B is very hard to step, however it still can be interrupted or JG’ed
1B hits grounded and tech traps all directions
GS 22B hits grounded and catches left tech
JS 66B techtraps back ukemi
GS 66B catches all ukemis and hit grounded
GS 3A BE:
GS 44(B) catches all but back ukemi
236K BE catches back ukemi
Dash 66B hits all but right roll
1K hits all rolls
A+G:
Very weak against back ukemi
236K BE hits all but back ukemi
GS 44(B) catches side rolls
GS 2A+B hits all
B+G:
1B, 22B, 3B catches left rolls
JS 66B catches right rolls
2K, GS 1K catches side rolls
GS 44(B) catches all rolls
Left-side throw:
236K BE cathes all
GS 44(B) catches side rolls
Dash GS 66B catches all
Right-side throw:
Dash 2K cathes side rolls
GS 44(B) catches all
Backthrow:
2K cathes side rolls
1B, 3B, GS 66B catches left and back rolls
GS 44(B) and GS 1K catches all
JS 66A:
236K BE catches all but back ukemi and SSL
66B catches all but roll left and back ukemi
GS 66A:
GS 44(B) hits all but back ukemi
If they decide to back ukemi you can dash and mix up
GS 22B:
GS 44B is a forced block
GS 66B, 1K, 44(B) will hit all but back ukemi
If they decide to back ukemi you can dash and mix up
236K BE:
GS 66B is a forced block
GS 3B is a forced block
JS 3B is escapable only by right ukemi, mix them up in that case