50/50 monster, with excellent whiff punishment and some poking. |
Many plus frames have pushback, allowing a backdash. |
After jab, SSR block. df1 can be SSR'd consistently. You can SSR |
CD2, but harder, and have to SSL CD4. |
After uf3(-3c): SSL(1P) > df1, df2. SSR(2P) > df1, df4, df2, 1,2, |
After db2(-3c): SSR(2P) > ws4, ws2. SSL(1P) > ws1. SWL > uf4 |
After WR3(-6): Hard to step, electric +++ might clip. SWL > CD4 |
d3 homing, df4 homing at -4. MCR1 just guess. |
Mourning Crow (MCR). Transitions: db1+2(cancel) | HS(+11 oB) | |||
uf1 / (ws1),1 (h, +16oH, +11oB) | ws1,2(+14oH) | ws3(+14oH) | | |||
df2(+14oH) | f3(manual) | |||
MCR 1: i22, mid, KND, +8 | |||
MCR 2,2: i15, mid, homing, HE/KND, -14s. MCR2 (-5, -13) | |||
MCR4(2,1+2): i20, mid, "attack throw", -29. -20 oH no followup | |||
From an oB transition you can SS MCR1 both ways. From | |||
ws1,2 / df2 oH you can SWL it (very tight). | |||
FLY. Transitions (oB): 3+4 / grounded u3+4 (manual) | |||
Can no longer fly on block. SSR if manual, punish normally if not. |
−15 pushback | HEAT f3+4,1+2 (-15 range 4) | b2,1(-16~15) | bf1+2,2(-17, -31) | CD1(-16~14) | FLY4 / MCR4(-29) | FLY3(-15 ~ -8) | | ||||||
−15 | 1,1,2 | df4,4(-15~14) | d3+4(-15~14) | b3(-18~15) | uf3+4(-16~15) | ws4,4(-15~14) | ss2(-22) | (CD4,)4(-16~15) | | ||||||
−14 | d1 | b1,2 | b2,3(very rarely -13~12) | | ||||||
−13 | 2,2 | df3,2 | MCR2 | b2 | bf2,1,df2 | | ||||||
−12 | 1,2,2 | 1+2 | 1+4,2 | f4 | ff3 | ws2 | | ||||||
-11 / -10 | 1,2,4(-10) | f2,4(-11) | 3,1,2(-11) | bf2,1(-10) | CD2(-10) | ws3(-11) | ws1,2(-11) | |
1+2 has no cancel anymore. |
b1,2 cancel: -18 on hard read. |
ff3,1,2_4: You can SSR both of these if you don't duck the second hit. |
bf2,1,2_4: You can SS last hit both ways. bf2,1,df2 still tracks SSL, but is punishable. |
bf1+2,2: Does not jail, you have to guess if he stops after first hit. Second hit has massive pushback, -31. |
1,2,3: ss both ways |
10-hit: Low at #5 (after f3) |
ws1,1_2: 8f fuzzy, mid first. You can delay the mid, but on max delay to match the high timing, it's not NC anymore. Worth practicing. |
b2,3_1: PC between hits (especially to stop heat dash). Heat burst is a complete OS. |
DVJs armor parry (b1+3_2+4) has i4 activation, and safe if it absorbs a move. It can however whiff when absorbing strings. Also has |
slight high evasion. |
db1+2*(medium hold, +17. If there is pushback oB, it's this version. Full hold is +10 guard break) | |
uf1 / ws1,1(+11 MCR) | MCR1(+8) | WR3(+6~9) | electric(+5) | 1,2,3 (+4) | uf3(+3c) | |
HEAT bf2,1,4,1+2 / CD1+2,1+2 / 4~3,1+2(+2)| ff3,1(+2) | 1,2,3,4(+0) |