Kaisogen

Sin Kiske Appreciator

I talk about Fighting Games, Software Development, Left Politics, and other cool stuff.


This is some stuff I was writing while labbing out a really big resource dump combo. Originally I was using the OD specials and I noticed I was doing more damage with the regulars, so I started labbing a ton of junk out. Here's my notes from that. Sorry, it's not really formatted well for others to read, but it's still handy to know.

5HK has time to link into 236LK / MK on hit, HK on punish counter
5HK links into 236KK on regular hit, if you're willing to spend bar. Insanely unsafe on block.

All versions of 236K are unsafe on block. Use medium on regular hit, heavy on punish counter.
Light version does have the advantage of having the best frame advantage, around 40 frames, but if you cancel into level 3 you should have done medium.

236P becomes far more safe on block when at Drink Level 4. If you have trouble hit confirming, you should be throwing it out. All versions, even OD are only -3 on block when at level 4. You can super cancel the first two hits. Does significantly less damage than breakdance though, keep in mind. Also, only the first hit is safe, the reset are UNSAFE, even od.

236HK / 236KK -> does less damage before cancel window, more after

sequence 214HP / 214PP -> Does less damage overall, extra frame of advantage on hit

214P->6P does MORE damage than 623K, but has half the frame advantage

214P has same frame advantage as 623K, but 623K does more damage

So... Use 214P->6P when confirmed for damage
Use 623K for more damage + frame advantage

Ender is based on how much frame advantage you want. 623LK for significantly more setup, 214HP for more damage, less frame adv. Parry Rush -> 2HK-K-P for distance/safety/extra drink.

Finally... The big fuck you combo.

5HK (PC), 236HK, 236236P, 214P->6P

This deals 6093 damage total on Ryu. Lmfao


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