User:Spabobin/sandbox4

From SuperCombo Wiki

Table showing the blockstring gap when doing a cancellable normal into Drive Rush on block, followed by another normal.

I left off normals that could never be useful in this context, like doing immediate 3MK Slide after the Drive Rush. If a character has a ton of command normals or cancellable normals, a table like this might get too large. It might be worth omitting light normals that are minus on DR Cancel.

Color-coding: true blockstrings (green), short frame gaps (yellow); note that 4f gaps have a high potential for trade combos.

Ideally there would be a template to make this much more compact on the actual strategy page, and to automatically apply any colors/bold text etc depending on the value (but I'm bad at making templates)


Using Kimberly as an example:


Drive Rush Cancel - Blockstring Gaps
5LP 5MP 5HP 5LK 5MK 5HK 2LP 2MP 2HP 2LK 2MK 2HK 4HK 6HK
5LP~DR 7 8 11 7 10 14 6 8 10 7 9 10 24 29
5MP~DR 0 0 0 0 0 3 0 0 0 0 0 0 13 18
5HP~DR 0 0 0 0 0 1 0 0 0 0 0 0 11 16
5LK~DR 4 5 8 4 7 11 3 5 7 4 6 7 21 26
5MK~DR 0 0 2 0 1 5 0 0 1 0 0 1 15 20
2LP~DR 7 8 11 7 10 14 6 8 10 7 9 10 24 29
2MP~DR 0 1 4 0 3 7 0 1 3 0 2 3 17 22
2HP~DR 0 0 1 0 0 4 0 0 0 0 0 0 14 19
5MP~HP~DR 0 0 2 0 1 5 0 0 1 0 0 1 15 20





Make a template for this table if it's useful for the Strategy pages:


Knockdown KD Adv. Oki/Notes
236K~MK
(Run~Slide)
+39
(OD: +47)
(Juggle: +47)
Great corner carry while keeping close to opponent
  • Forward Dash x2 for great oki anywhere
  • 5MP~HP into slightly delayed Slide gives a Safe Jump setup
214K
(Bushin Senpukyaku)
+33/33/32/21
(L/M/H/OD)
No midscreen oki, but can manually time corner oki
  • Good corner carry and a consistent juggle ender
  • Slightly better KD Adv. when used as an anti-air
Lv.3 Super/CA HKD +16 Immediate Drive Rush can give strong oki anywhere on screen
  • Otherwise, Kimberly can walk slightly into a max range poke (weak oki)