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| When canceled from a normal, these are the important '''blockstring gaps'''; a gap of N will trade with an N-frame startup attack; [] = Burnout | | When canceled from a normal, these are the important '''blockstring gaps'''; a gap of N will trade with an N-frame startup attack; [] = Burnout |
| * {{clr|H|4HK}}: 5[1] | | * {{clr|H|4HK}}: 5[1] |
| * {{clr|H|2HP}}: 9[5] | | * {{clr|M|5MP}}, {{clr|H|2HP}}: 9[5] |
| * {{clr|M|5MP}}: 9[5]
| | * {{clr|M|2MP}}, {{clr|M|2MK}}: 11[7] |
| * {{clr|M|2MP}}: 13[7] | |
| * {{clr|M|2MK}}: 13[7]
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| * Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters | | * Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters |
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| * '''Marisa (214K)''', frame 3 armor | | * '''Marisa (214K)''', frame 3 armor |
| * '''Zangief ({{clr|H|5[HP]}})''', frame 4 armor | | * '''Zangief ({{clr|H|5[HP]}})''', frame 4 armor |
| It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun. Note that if the opponent mashes buttons on wakeup, the counter-hit will cause {{clr|4|DI}} to Lock. | | It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun.<br>{{clr|10|*}} Denotes a move that causes Lock on Counter-hit, allowing the opponent to escape a Stun by mashing on wakeup. |
| * {{clr|H|4HK}} > {{clr|4|DI}}: 1f blockstring gap prevents opponent from absorbing the hit | | * {{clr|H|4HK}}{{clr|10|*}} > {{clr|4|DI}}: 1f blockstring gap prevents opponent from absorbing the hit |
| * {{clr|4|DR~}}{{clr|H|2HP}} > {{clr|4|DI}}: 1f blockstring gap prevents opponent from absorbing the hit | | * {{clr|4|DR~}}{{clr|H|2HP}}{{clr|10|*}} > {{clr|4|DI}}: 1f blockstring gap prevents opponent from absorbing the hit |
| * {{clr|4|DR~}}{{clr|M|5MP}} > {{clr|4|DI}}: 1f blockstring gap prevents opponent from absorbing the hit | | * {{clr|4|DR~}}{{clr|M|5MP}}{{clr|10|*}} > {{clr|4|DI}}: 1f blockstring gap prevents opponent from absorbing the hit |
| * {{clr|4|DR~}}{{clr|M|2MP}} > {{clr|4|DI}}: 3f blockstring gap will work vs. Zangief {{clr|H|5[HP]}} | | * {{clr|4|DR~}}{{clr|M|2MP}}{{clr|10|*}} > {{clr|4|DI}}: 3f blockstring gap will work vs. Zangief {{clr|H|5[HP]}} |
| * {{clr|4|DR~}}{{clr|M|2MK}} > {{clr|4|DI}}: 3f blockstring gap will work vs. Zangief {{clr|H|5[HP]}} | | * {{clr|4|DR~}}{{clr|M|2MK}} > {{clr|4|DI}}: 3f blockstring gap will work vs. Zangief {{clr|H|5[HP]}} |
| }} | | }} |
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| {{AttackDataCargo-SF6/Query|m.bison_5pppkkk}} | | {{AttackDataCargo-SF6/Query|m.bison_5pppkkk}} |
| * Change to an alternate taunt by holding Up or Down on frame 235 | | * Change to an alternate taunt by holding Up or Down on frame 235 |
| | {{AttackDataCargo-SF6/Query|m.bison_5pppkkk_8}} |
| | {{AttackDataCargo-SF6/Query|m.bison_5pppkkk_2}} |
| }} | | }} |
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