howiplaythisgame
[09] Warrior
so, i've spent some time with the game since getting it gathering data on maxi's stances. i didn't bother getting the data frame perfect because the guide will have all of it already; i was more interested in figuring out how the general pieces of his stance game all fit together. specifically, i was trying to answer the question: what loops are the most viable for maxi in SC5? that said, if you see something that appears to be a big mistake somewhere in here i can take another look at it.
i started by checking the frames of all moves that transition INTO a stance. here's how my data layout works, since it's a bit terse:
[move name]>[stance transitioned into]
g(on guard)- [number] to guard (how punishable it is if maxi simply guard cancels out of stance), [additional info], *[evasive info]
h(on hit)- (same layout as g)
c(on counterhit)- (same layout as g)
NOTE: i tested all of this against omega pyrrah since she seemed to be about average speed, had good range, and had 236B to test against. for the purposes of the actual numbers given, i've assumed AA = i11~12, BB = i15~16, 236B = i13~14, 2A = i14~15, and 3B = i18~19. these assumptions may be incorrect, but i've always added additional info along with the numbers. additionally, unless otherwise specified in the *[evasive info] section, WL always comes out early enough to GI BB and 236B punish attempts.
>RO
6A>RO
g- -11~-12 (AA) to guard, RO A clashes with ~launcher speed, *RO A & B step verts well, RO K does not TJ quickly
h- RO A & B interrupt all, TC moves don't OS RO A, *RO K TJ 2A
c- RO AK NCC
FC3A_AA_AAA>RO
g- (launch) to guard, (launch) to RO A, *RO A & B do not step verts well, doing only FC3A recovers much earlier in actual time although frames are the same, WL window starts ~i18
h- RO A interrupts all, RO B ~i14 (just faster than BB speed), *RO K TJ 2A, doing only FC3A gives slightly less adv
c- same as h
1B>RO
g- safe to guard, RO A interrupts all, RO B ~i15 (BB speed), *RO K TJ 2A
h- RO A & B interrupt all, *RO K TJ 2A
c- RO AK NCC
44B>RO
g- safe to guard, RO A interrupts all, RO B ~i11-12 (AA speed)
h- lift up stun into RO B
c- same as h
---
>LO
4B>LO
g- (launch) to guard, LO B interrupts all, *LO K TCs all high, LO A unreliable TC\step
h- LO B NC, LO K interrupt all, LO A ~i15 (about 2K speed), *LO A TC\step more reliable
c- same as h
RC B>LO
g- [forces crouch] (launch) to guard, LO B ~i16 (about BB speed), *LO K slow TC, LO A slow TC\step
h- ground stun into LO B
c- same as h
BL B>LO
g- [spaces] (launch) to guard, (launch) to LO B, *spaces some retaliation, WL window starts extremely late
h- LO B ~i19? hard to tell due to spacing
c- same as h
BL BB>LO
g- (launch) to guard, (launch) to LO B, *LO B TC all fast highs, WL window starts ~i18
h- [forces crouch] LO B interrupt all, LO K ~i19 (about launcher speed)
c- same as h
---
>RC
AA>RC
g- (launch) to guard, (launch) to RC A, *RC K TCs all high, WL WINDOW
h- RC A interrupts all, RC B_K interrupt launchers
c- same as h
a+bG>RC
g- (launch) to guard, (launch) to RC A, *RC K doesn't TC AA, RC B doesn't TJ 2A, WL window starts ~i18
h- [forces crouch] RC A ~i14 (barely loses to FC 2A), *RC K TC all high, RC B TJ all low
c- stun into RC AB
22B>RC
g- [forces crouch, spaces] (launch) to guard, (launch) to RC A, *WL window starts extremely late
h- [spaces] at least -14~15 (pyrrah 236B) to guard, (launch) to RC A, *RC K TC most highs
c- ground stun into RC B
22(B)>RC
g- safe to guard, RC A ~i9 (just faster than AA speed)
h- ground stun into RC B
c- same as h
RO B>RC
g- (launch) to guard, (launch) to RC A, *RC K TC starts late (loses to AA), WL window starts ~i18
h- stun into RC AB
c- same as h
LO B>RC
g- (launch) to guard, (launch) to RC A, *RC K TC all high, RC B TJ all low
h- RC A ~i9 (just faster than AA speed)
c- stun into RC B
---
>BL
4A>BL
g- ~-14-15 (BB) to guard, (launch) to BL A, *BL A backsteps close range retaliation
h- BL A, B, K interrupt all
c- same as h
WR B+K>BL
g- safe to guard, BL A ~i19 (about launcher speed)
h- launch into BL KK
c- same as h
11A>BL
g- (launch) to guard, (launch) to BL A, *WL window starts extremely late
h- (launch) to guard, (launch) to BL A, *BL A backsteps some retaliation, WL window starts ~i18
c- same as h
33B>BL
g- -11~-12 (AA) to guard, BL A ~i19 (about launcher speed)
h- launch into BL KK
c- same as h
RO A>BL
g- safe to guard, BL A ~i11-12 (AA speed), BL B & K ~i18 (just faster than launcher)
h- BL A, B, K interrupt all
c- same as h
---
>LI
3A>LI
g- (launch) to guard, (launch) to LI A, *LI B steps\TC immediate vert\high retaliation but not delayed verts\highs
h- LI A & K interrupt all
c- SHK
6B4, G>LI (2 hits)
g- (launch) to guard, (launch) to LI A, *LI B steps\TC immediate vert\high retaliation but not delayed verts\highs
h- KD
c- KD
6B4~G>LI (earliest cancel)
g- (launch) to guard, LI A uninterruptable, LI K ~i11-12 (AA speed)
h- (launch) to guard, LI A & K uninterruptable, LI B ~i18-19 (launcher speed)
c- (launch) to guard, LI A & K uninterruptable, LI B ~i16-17 (just faster than launcher speed)
6A+B(BE)>LI
g- (launch) to guard, LI A & K interrupt all, LI B ~i14 (about 2A speed)
h- LI A NC
c- same as h
22A>LI
g- (launch) to guard, LI A interrupt all, LI K ~i15 (about BB speed)
h- LI A, B, K interrupt all
c- LI A & K NCC
66B>LI
g- [forces crouch] (launch) to guard, (launch) to LI A, *LI B semi-reliable TC\step
h- launch into LI A
c- same as h
LI B>LI
g- (launch) to guard, (launch) to LI A, *LI B steps\TC immediate vert\high retaliation but not delayed verts\highs
h- launch into LI A
c- same as h
LI (B)>LI
g- (launch) to guard, LI A & K interrupt all
h- launch into LI A
c- same as h
RC AB(BE)>LI
g- (launch) to guard, LI A, B, K interrupt all
h- LI A NC
c- same as h
---
some notable stuff:
-everyone knew this already, but EVERYTHING that goes into LI or LO is launcher punishable if you try to block. if you go into those stances you MUST do a move or WL to keep yourself safe, regardless of how much advantage you are at.
-6A is pretty safe! on block you can only be AA punished, and you have a reasonable chance to step vertical punish attempts with RO A or B. it also gives good advantage on hit, unlike in SCIV.
-1B gives huge adv everywhere, like we expected.
-WR B+K is safe on block!
-6A+B(BE) and RC AB(BE) are godlike, as we knew already.
-22A gives some pretty serious adv on block and forces the LI A_K mixup nicely.
-dandy surprise (11A now) is still hilariously unsafe.
-33B is only AA punishable!
-44B gives a LOT of advantage on block.
-LI B is horribly unsafe, but WL or another LI B afterwards gives good GI\evasion
-there isn't much versatility in getting into LO safely. you need to connect BL BB (launcher punishable on block) or use 4B.
-getting into RC safely is problematic as well. you need to connect AA or LO B (both are launcher punishable on block) or make them guard a 22.
-RO, BL, and LI are all easy to get into safely (or "safely" in the case of LI, lol).
(to be continued below)
i started by checking the frames of all moves that transition INTO a stance. here's how my data layout works, since it's a bit terse:
[move name]>[stance transitioned into]
g(on guard)- [number] to guard (how punishable it is if maxi simply guard cancels out of stance), [additional info], *[evasive info]
h(on hit)- (same layout as g)
c(on counterhit)- (same layout as g)
NOTE: i tested all of this against omega pyrrah since she seemed to be about average speed, had good range, and had 236B to test against. for the purposes of the actual numbers given, i've assumed AA = i11~12, BB = i15~16, 236B = i13~14, 2A = i14~15, and 3B = i18~19. these assumptions may be incorrect, but i've always added additional info along with the numbers. additionally, unless otherwise specified in the *[evasive info] section, WL always comes out early enough to GI BB and 236B punish attempts.
>RO
6A>RO
g- -11~-12 (AA) to guard, RO A clashes with ~launcher speed, *RO A & B step verts well, RO K does not TJ quickly
h- RO A & B interrupt all, TC moves don't OS RO A, *RO K TJ 2A
c- RO AK NCC
FC3A_AA_AAA>RO
g- (launch) to guard, (launch) to RO A, *RO A & B do not step verts well, doing only FC3A recovers much earlier in actual time although frames are the same, WL window starts ~i18
h- RO A interrupts all, RO B ~i14 (just faster than BB speed), *RO K TJ 2A, doing only FC3A gives slightly less adv
c- same as h
1B>RO
g- safe to guard, RO A interrupts all, RO B ~i15 (BB speed), *RO K TJ 2A
h- RO A & B interrupt all, *RO K TJ 2A
c- RO AK NCC
44B>RO
g- safe to guard, RO A interrupts all, RO B ~i11-12 (AA speed)
h- lift up stun into RO B
c- same as h
---
>LO
4B>LO
g- (launch) to guard, LO B interrupts all, *LO K TCs all high, LO A unreliable TC\step
h- LO B NC, LO K interrupt all, LO A ~i15 (about 2K speed), *LO A TC\step more reliable
c- same as h
RC B>LO
g- [forces crouch] (launch) to guard, LO B ~i16 (about BB speed), *LO K slow TC, LO A slow TC\step
h- ground stun into LO B
c- same as h
BL B>LO
g- [spaces] (launch) to guard, (launch) to LO B, *spaces some retaliation, WL window starts extremely late
h- LO B ~i19? hard to tell due to spacing
c- same as h
BL BB>LO
g- (launch) to guard, (launch) to LO B, *LO B TC all fast highs, WL window starts ~i18
h- [forces crouch] LO B interrupt all, LO K ~i19 (about launcher speed)
c- same as h
---
>RC
AA>RC
g- (launch) to guard, (launch) to RC A, *RC K TCs all high, WL WINDOW
h- RC A interrupts all, RC B_K interrupt launchers
c- same as h
a+bG>RC
g- (launch) to guard, (launch) to RC A, *RC K doesn't TC AA, RC B doesn't TJ 2A, WL window starts ~i18
h- [forces crouch] RC A ~i14 (barely loses to FC 2A), *RC K TC all high, RC B TJ all low
c- stun into RC AB
22B>RC
g- [forces crouch, spaces] (launch) to guard, (launch) to RC A, *WL window starts extremely late
h- [spaces] at least -14~15 (pyrrah 236B) to guard, (launch) to RC A, *RC K TC most highs
c- ground stun into RC B
22(B)>RC
g- safe to guard, RC A ~i9 (just faster than AA speed)
h- ground stun into RC B
c- same as h
RO B>RC
g- (launch) to guard, (launch) to RC A, *RC K TC starts late (loses to AA), WL window starts ~i18
h- stun into RC AB
c- same as h
LO B>RC
g- (launch) to guard, (launch) to RC A, *RC K TC all high, RC B TJ all low
h- RC A ~i9 (just faster than AA speed)
c- stun into RC B
---
>BL
4A>BL
g- ~-14-15 (BB) to guard, (launch) to BL A, *BL A backsteps close range retaliation
h- BL A, B, K interrupt all
c- same as h
WR B+K>BL
g- safe to guard, BL A ~i19 (about launcher speed)
h- launch into BL KK
c- same as h
11A>BL
g- (launch) to guard, (launch) to BL A, *WL window starts extremely late
h- (launch) to guard, (launch) to BL A, *BL A backsteps some retaliation, WL window starts ~i18
c- same as h
33B>BL
g- -11~-12 (AA) to guard, BL A ~i19 (about launcher speed)
h- launch into BL KK
c- same as h
RO A>BL
g- safe to guard, BL A ~i11-12 (AA speed), BL B & K ~i18 (just faster than launcher)
h- BL A, B, K interrupt all
c- same as h
---
>LI
3A>LI
g- (launch) to guard, (launch) to LI A, *LI B steps\TC immediate vert\high retaliation but not delayed verts\highs
h- LI A & K interrupt all
c- SHK
6B4, G>LI (2 hits)
g- (launch) to guard, (launch) to LI A, *LI B steps\TC immediate vert\high retaliation but not delayed verts\highs
h- KD
c- KD
6B4~G>LI (earliest cancel)
g- (launch) to guard, LI A uninterruptable, LI K ~i11-12 (AA speed)
h- (launch) to guard, LI A & K uninterruptable, LI B ~i18-19 (launcher speed)
c- (launch) to guard, LI A & K uninterruptable, LI B ~i16-17 (just faster than launcher speed)
6A+B(BE)>LI
g- (launch) to guard, LI A & K interrupt all, LI B ~i14 (about 2A speed)
h- LI A NC
c- same as h
22A>LI
g- (launch) to guard, LI A interrupt all, LI K ~i15 (about BB speed)
h- LI A, B, K interrupt all
c- LI A & K NCC
66B>LI
g- [forces crouch] (launch) to guard, (launch) to LI A, *LI B semi-reliable TC\step
h- launch into LI A
c- same as h
LI B>LI
g- (launch) to guard, (launch) to LI A, *LI B steps\TC immediate vert\high retaliation but not delayed verts\highs
h- launch into LI A
c- same as h
LI (B)>LI
g- (launch) to guard, LI A & K interrupt all
h- launch into LI A
c- same as h
RC AB(BE)>LI
g- (launch) to guard, LI A, B, K interrupt all
h- LI A NC
c- same as h
---
some notable stuff:
-everyone knew this already, but EVERYTHING that goes into LI or LO is launcher punishable if you try to block. if you go into those stances you MUST do a move or WL to keep yourself safe, regardless of how much advantage you are at.
-6A is pretty safe! on block you can only be AA punished, and you have a reasonable chance to step vertical punish attempts with RO A or B. it also gives good advantage on hit, unlike in SCIV.
-1B gives huge adv everywhere, like we expected.
-WR B+K is safe on block!
-6A+B(BE) and RC AB(BE) are godlike, as we knew already.
-22A gives some pretty serious adv on block and forces the LI A_K mixup nicely.
-dandy surprise (11A now) is still hilariously unsafe.
-33B is only AA punishable!
-44B gives a LOT of advantage on block.
-LI B is horribly unsafe, but WL or another LI B afterwards gives good GI\evasion
-there isn't much versatility in getting into LO safely. you need to connect BL BB (launcher punishable on block) or use 4B.
-getting into RC safely is problematic as well. you need to connect AA or LO B (both are launcher punishable on block) or make them guard a 22.
-RO, BL, and LI are all easy to get into safely (or "safely" in the case of LI, lol).
(to be continued below)