Here Is All My Note, Couldn't fit it in the description. copy and paste to notepad to help follow along NEUTRAL 5H • main space control tool, good for whiff punishing and pressuring. • has a huge disjointed hitbox, this gives you an advantage in the neutral • on hit or block gives you of substantial amount of meter • gives you an opportunities to go into jealous rage safely on hit or block 5S • a fast button with moderate range, and a good whiff punishing tool • has deceptively fast recovery, useful for mind games • slightly advances you forward, help you close the gap while throwing out a hitbox 236H • long range attack, propels you forward low recovery • good for closing the gap, low crushes, plus on block at max range • 236k combine with 214k can force your opponent to guess in neutral between using high/low attacks, 236k crushes low attacks and 214k has upper body invincibility giving you a similar strategy as ino, less effective but still good 214K • is good for evading high hitbox and projectiles • can be used a replacement dash, since her normal dash is deficient 2K • is a fast low, good for close encounters ANTI-AIR 6P • on counter hit it gives you a hard knockdown + jealous rage and mix 2s • on counter hit it gives you jealous rage + a full combo • it is extremely disjointed DEFENSE 214S • Great for anti-zoning, easy way to build up rage • with tension it is a good way to take your turn with a full combo • good for punishing moves that are plus on block, easy to counter these moves since they usually have a lot of start-up Example: kai 214k sol 214k pot 214h leo 214h BT 236h gold behemoth ino 214s PRESSURE BASE KIT 5S • is the core button in your pressure system • is -3 on block and has the second lowest recovery frames on block for 5s, that is why this is her main stagger button amongst other reasons • follow-ups are 5h and 2h is natural frame traps, that can lead to counter hit and jealous rage + full combo • stagger 5s into 214s on mashers to build rage, full combo and jealous rage with roman cancel • use 214k off 5s on player who respond with 2p and mids, take your turnback with roman cancel. if this option gets countered by low attack use 236k to crush low attacks, gather information on how your opponent respond to your offense to make best use of these three option • R.P.S 214k, 214s and 236k, only works based off how well you stagger 5s and forcing your opponent to play the guessing game 214H • plus on block, good way to maintain pressure • you can R.P.S 214k,214s and 236k • dash cancel kara 214h to deal with whiffing • you can use 214h fast rc into jealous rage and is extremely plus on block 5H • you can use 5h, WA to go into jealous rage and plus on block • 5h at max range you can cancel into jealous rage and remain safe at the same time MIX-UPS OTG • safe jump- c.s(otg), iad j.h, bait out dp, supers and yrc • moves that set-up otg: 623h, 236s.6s, 2d, throw • otg safe jump- c.s(otg) close, land behind c.s(otg) far, to land in front • c.s, jump forward j.s (safe jump) prc fuzzy set-up with j.s, 50/50 between j.s and 2k2d WILD ASSUALT • CROSS-UP WA, DELAYED J.H • LEFT/RIGHT MIX- WA, F-JUMP, B-AIR DASH, J.H • FUZZY- WA, J.S • 50/50- WA, J.S/2K2D | WA, 236K/2K2D • MIX- 2K2D, C.S(OTG), WA, J.H, BRC F-DRIFT, J.H, J.S, J.H JAILING • when you are forced to block an attack that you can normally avoid by crouching • the first hit locks the character animation current stand/crouch position and the second hit or the end of block stun activate the command to stand/crouch • understanding this can help you set-up fuzzy guard mix and 50/50 situation • so two things are true c.s on a crouching opponent is not a fuzzy set-up. c.s on a standing opponent is a fuzzy set-up FUZZY MIX • FUZZY-C.S J.S> 50/50 J.S, 2K2D OR J.S, 2H • FUZZY-C.S, J.S, FRC D-DRIFT,J.K, J S>50/50- J.S,2K • FUZZY-C.S, J.S, J.H, J.D, J.S, J.H, J.D • FUZZY C.S, JUMP, BRC F- DRIFT, J.S,J.S 50/50- 2D/236K OFF J.S • C.S, J.S, J.H, J.D, FRC U-DRIFT, J.S, J.H, AIR DASH, BRC F-DRIFT, J.S, J.S, J.H, J.D, J.S, J.H, J.D MUILTI-LAYERED MIX 236K • 50/50- 2D/236K>2K/236K OR 2K2D/236K THE SECOND HIT ON BLOCK AFTER 2K CAN BE HIGH OR LOW MAKING HARD TO BLOCK • FUZZY-236K, FRC J.K, J.S JUMP UP TO STAY IN FRONT ON BLOCK • CROSS-UP- 236K,FRC J.K, FORWARD JUMP TO CROSS-UP, J.H> BECOME LEFT/RIGHT MIX AFTER J.K DEPENDING ON IF YOU U-JUMP OR F-JUMP • HIGH/LOW- 236K, FRC J.K, 2K2D • FEINT OVERHEAD- 236K, FRC J.H • HIGH/LOW- 236K, FRC J.H, FUZZY SET-UP, J.S 50/50 J.S, 2K 214H • FUZZY- 214(BASE), FRC 63214P, J.S OR 2K 50/50 • USING C.S AND 214H TO EXTEND PRESSURE ON OBVIOUS FUZZY SET-UP TO MAKE EVEN HARDER TO KNOW WHEN TO DUCK FOR YOUR OPPONENT
Definitely subbing love the quality and everything. Also a suggestion would be also showing the counterplay of her offense too
I will show this guide to a friend that's struggling learning a.b.a, ty as always.
np
Bro you character knowledge is outstanding, great video, dropping the good tech
Appreciate that
Here Is All My Note, Couldn't fit it in the description. copy and paste to notepad to help follow along
NEUTRAL
5H
• main space control tool, good for whiff
punishing and pressuring.
• has a huge disjointed hitbox, this gives you
an advantage in the neutral
• on hit or block gives you of substantial amount
of meter
• gives you an opportunities to go into jealous
rage safely on hit or block
5S
• a fast button with moderate range, and
a good whiff punishing tool
• has deceptively fast recovery, useful for
mind games
• slightly advances you forward, help you close
the gap while throwing out a hitbox
236H
• long range attack, propels you forward
low recovery
• good for closing the gap, low crushes, plus
on block at max range
• 236k combine with 214k can force your
opponent to guess in neutral between
using high/low attacks, 236k crushes
low attacks and 214k has upper body
invincibility giving you a similar strategy
as ino, less effective but still good
214K
• is good for evading high hitbox and
projectiles
• can be used a replacement dash, since
her normal dash is deficient
2K
• is a fast low, good for close encounters
ANTI-AIR
6P
• on counter hit it gives you a hard knockdown
+ jealous rage and mix
2s
• on counter hit it gives you jealous rage
+ a full combo
• it is extremely disjointed
DEFENSE
214S
• Great for anti-zoning, easy way to build up rage
• with tension it is a good way to take your turn
with a full combo
• good for punishing moves that are plus on
block, easy to counter these moves since
they usually have a lot of start-up
Example: kai 214k
sol 214k
pot 214h
leo 214h BT
236h
gold behemoth
ino 214s
PRESSURE BASE KIT
5S
• is the core button in your pressure system
• is -3 on block and has the second lowest
recovery frames on block for 5s, that is
why this is her main stagger button
amongst other reasons
• follow-ups are 5h and 2h is natural frame
traps, that can lead to counter hit and
jealous rage + full combo
• stagger 5s into 214s on mashers to build rage,
full combo and jealous rage with roman cancel
• use 214k off 5s on player who respond with
2p and mids, take your turnback with roman
cancel. if this option gets countered by low
attack use 236k to crush low attacks, gather
information on how your opponent respond
to your offense to make best use of these
three option
• R.P.S 214k, 214s and 236k, only works based
off how well you stagger 5s and forcing your
opponent to play the guessing game
214H
• plus on block, good way to maintain pressure
• you can R.P.S 214k,214s and 236k
• dash cancel kara 214h to deal with whiffing
• you can use 214h fast rc into jealous rage
and is extremely plus on block
5H
• you can use 5h, WA to go into jealous rage
and plus on block
• 5h at max range you can cancel into
jealous rage and remain safe at the same
time
MIX-UPS
OTG
• safe jump- c.s(otg), iad j.h, bait out dp, supers
and yrc
• moves that set-up otg: 623h, 236s.6s, 2d, throw
• otg safe jump- c.s(otg) close, land behind
c.s(otg) far, to land in front
• c.s, jump forward j.s (safe jump) prc fuzzy set-up
with j.s, 50/50 between j.s and 2k2d
WILD ASSUALT
• CROSS-UP WA, DELAYED J.H
• LEFT/RIGHT MIX- WA, F-JUMP, B-AIR DASH, J.H
• FUZZY- WA, J.S
• 50/50- WA, J.S/2K2D | WA, 236K/2K2D
• MIX- 2K2D, C.S(OTG), WA, J.H, BRC F-DRIFT,
J.H, J.S, J.H
JAILING
• when you are forced to block an attack
that you can normally avoid by crouching
• the first hit locks the character animation
current stand/crouch position and the
second hit or the end of block stun activate
the command to stand/crouch
• understanding this can help you set-up
fuzzy guard mix and 50/50 situation
• so two things are true c.s on a crouching
opponent is not a fuzzy set-up.
c.s on a standing opponent is a fuzzy set-up
FUZZY MIX
• FUZZY-C.S J.S> 50/50 J.S, 2K2D OR J.S, 2H
• FUZZY-C.S, J.S, FRC D-DRIFT,J.K, J S>50/50- J.S,2K
• FUZZY-C.S, J.S, J.H, J.D, J.S, J.H, J.D
• FUZZY C.S, JUMP, BRC F- DRIFT, J.S,J.S
50/50- 2D/236K OFF J.S
• C.S, J.S, J.H, J.D, FRC U-DRIFT, J.S, J.H, AIR DASH,
BRC F-DRIFT, J.S, J.S, J.H, J.D, J.S, J.H, J.D
MUILTI-LAYERED MIX
236K
• 50/50- 2D/236K>2K/236K OR 2K2D/236K
THE SECOND HIT ON BLOCK AFTER 2K CAN BE
HIGH OR LOW MAKING HARD TO BLOCK
• FUZZY-236K, FRC J.K, J.S JUMP UP TO STAY IN
FRONT ON BLOCK
• CROSS-UP- 236K,FRC J.K, FORWARD JUMP TO
CROSS-UP, J.H> BECOME LEFT/RIGHT MIX AFTER
J.K DEPENDING ON IF YOU U-JUMP OR F-JUMP
• HIGH/LOW- 236K, FRC J.K, 2K2D
• FEINT OVERHEAD- 236K, FRC J.H
• HIGH/LOW- 236K, FRC J.H, FUZZY SET-UP, J.S
50/50 J.S, 2K
214H
• FUZZY- 214(BASE), FRC 63214P, J.S OR 2K 50/50
• USING C.S AND 214H TO EXTEND PRESSURE ON
OBVIOUS FUZZY SET-UP TO MAKE EVEN HARDER
TO KNOW WHEN TO DUCK FOR YOUR OPPONENT