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BrewtusBibulus
Get your eSports on!
https://docs.google.com/document/d/1FDEVTb95ZElDGeok_HWj1C3-8X_XoL0rK8GPOWdwyh0
Groh -
I call his stance as ST right now for lack of knowing the actual name
AAA - Feels pretty standard
6AA - HM - Doesn’t jail
Knocks down
6A6 is a stance transition
3A - Feels stubby and standard
2A - Standard
1A - Hits grounded
SC - 1AK
4A - Way slow, but it’s got a huge hitbox
4A6 is + on block into stance
66_33_99AA - H,M - Jails, stabbable on block but not BB punishable
22_88A - H - Delayable with a pretty big hitbox
Gives full combo on delay seen in trailer… I can’t figure out that combo though, best I found was 3B launch
44A - h - AutoGI Verticals -
Lethal Hit on aGI gives pretty big combo
BBB MMM - Standard
6BB MM - Marginally slower than BB
6BB6 gives big advantage in stance
3B - Standard
SC - 3B goes into stance
Combo - 44B+K or 6A+B6
2B - Solid, just a hair less range than you want
1BB - L, m - toe poke into thrusting mid thingy
SC 1BB goes into stance
4B - Sidestepping mid swipe that hits grounded.
SC 4B can go into stance
66BB - MM - NC on grounded hits,
Techable in tech trap situations
Gap between to GI/RE
22B - m - uppercutty thing, doesn’t hit grounded though it looks like it should
Lethal Hit - Whiff punish - Combo 9B+K to spike into tech trap
44B - M - Big down smashy thing
+ On block
Linear as fuck
K - I honestly don’t remember what this one does. I want to say it’s standard and not memorable, but I honestly can’t remember what this one does
6K - h - Thrusting high kick thingy…
The animation feels like there might be something else there with a soul charge or stance thingy
3K - Standard and stubby
2K - Standard
1K - L - Lars d/b4
No clue about CH/LH/SC properties
4K - m - Ballerina kick
Knocks back a good distance on hit, good to look for ring out opportunities
66K - Big launcher
Crouching frames early
Painfully linear
Combo - 9B+K to tech trap
22K - Looks like 1K
44K - Forward flip kick
Lethal Hit on whiff punish for 66K launch
A+B - m - Guard Break that launches
A+B6 goes into stance and is + on block
Combos into super for big damage
A+B6 combos into ST A for tech trap options
6A+B - mm - Double hitting tracking thingy
Lethal Hit on CH and movement counter into launcher
6A+B6 goes into stance and gets stun combos
4A+B - M - Looks like 22B but feels slower
Didn’t really mess with this move
66A+B - Spinning forward slashes
Amazing range, I think this will work for backstep catch when they can backstep 1A
B+K - Manual stance transition
6B+K - m,m - Double hitting mid that doesn’t hit grounded
6B+K6 to ST
66B+K - M,M - NC on grounded hit
66B+K6 to ST
4B+K - m - Thrusting thingaroo
Didn’t really mess with it, painfully linear button
44B+K - The jumping 2 piece that ends in the side to side kick
Stance - ST - B+K in neutral or use 6 to transition out of buttons
A - lllllllll - Low helicopter
B,B m,m, m,m - Single B goes back into ST
NC
In stun combo B,B and B, ST A+B work
K - L - Goes back into ST
Low kick with good tracking
A+B - m - Tracking mid Attack Throw
Safe
B+K - M - Guard Break that hits grounded
2_8 - Sidestep that puts 22_88 buttons to neutral
Soul Charge - 6A - Horizontal guard break
Teleports to fixed distance in front of the opponent
6B - Teleports above in front of opponent and falls down on them with a linear string
6K - Dynamic entry
6 - Teleport forward
4 - Teleport behind
Groh -
I call his stance as ST right now for lack of knowing the actual name
AAA - Feels pretty standard
6AA - HM - Doesn’t jail
Knocks down
6A6 is a stance transition
3A - Feels stubby and standard
2A - Standard
1A - Hits grounded
SC - 1AK
4A - Way slow, but it’s got a huge hitbox
4A6 is + on block into stance
66_33_99AA - H,M - Jails, stabbable on block but not BB punishable
22_88A - H - Delayable with a pretty big hitbox
Gives full combo on delay seen in trailer… I can’t figure out that combo though, best I found was 3B launch
44A - h - AutoGI Verticals -
Lethal Hit on aGI gives pretty big combo
BBB MMM - Standard
6BB MM - Marginally slower than BB
6BB6 gives big advantage in stance
3B - Standard
SC - 3B goes into stance
Combo - 44B+K or 6A+B6
2B - Solid, just a hair less range than you want
1BB - L, m - toe poke into thrusting mid thingy
SC 1BB goes into stance
4B - Sidestepping mid swipe that hits grounded.
SC 4B can go into stance
66BB - MM - NC on grounded hits,
Techable in tech trap situations
Gap between to GI/RE
22B - m - uppercutty thing, doesn’t hit grounded though it looks like it should
Lethal Hit - Whiff punish - Combo 9B+K to spike into tech trap
44B - M - Big down smashy thing
+ On block
Linear as fuck
K - I honestly don’t remember what this one does. I want to say it’s standard and not memorable, but I honestly can’t remember what this one does
6K - h - Thrusting high kick thingy…
The animation feels like there might be something else there with a soul charge or stance thingy
3K - Standard and stubby
2K - Standard
1K - L - Lars d/b4
No clue about CH/LH/SC properties
4K - m - Ballerina kick
Knocks back a good distance on hit, good to look for ring out opportunities
66K - Big launcher
Crouching frames early
Painfully linear
Combo - 9B+K to tech trap
22K - Looks like 1K
44K - Forward flip kick
Lethal Hit on whiff punish for 66K launch
A+B - m - Guard Break that launches
A+B6 goes into stance and is + on block
Combos into super for big damage
A+B6 combos into ST A for tech trap options
6A+B - mm - Double hitting tracking thingy
Lethal Hit on CH and movement counter into launcher
6A+B6 goes into stance and gets stun combos
4A+B - M - Looks like 22B but feels slower
Didn’t really mess with this move
66A+B - Spinning forward slashes
Amazing range, I think this will work for backstep catch when they can backstep 1A
B+K - Manual stance transition
6B+K - m,m - Double hitting mid that doesn’t hit grounded
6B+K6 to ST
66B+K - M,M - NC on grounded hit
66B+K6 to ST
4B+K - m - Thrusting thingaroo
Didn’t really mess with it, painfully linear button
44B+K - The jumping 2 piece that ends in the side to side kick
Stance - ST - B+K in neutral or use 6 to transition out of buttons
A - lllllllll - Low helicopter
B,B m,m, m,m - Single B goes back into ST
NC
In stun combo B,B and B, ST A+B work
K - L - Goes back into ST
Low kick with good tracking
A+B - m - Tracking mid Attack Throw
Safe
B+K - M - Guard Break that hits grounded
2_8 - Sidestep that puts 22_88 buttons to neutral
Soul Charge - 6A - Horizontal guard break
Teleports to fixed distance in front of the opponent
6B - Teleports above in front of opponent and falls down on them with a linear string
6K - Dynamic entry
6 - Teleport forward
4 - Teleport behind