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  • ...it kinda' like a parry. However certain moves, ex moves, and footsies will beat it. D SAB is your standard grab. And lastly you have his air grab (jump C). Generally Clark's hop A is his best overall jump in. It will beat a lot of pokes to keep him out, it's fast, and it provides a lot of hitstun
    23 KB (3,738 words) - 13:57, 19 April 2023
  • | name = Dancing Beat
    9 KB (1,022 words) - 20:50, 6 May 2024
  • ...rner cross-up. The player on offense has some options that can potentially beat this option select: if they perform the superjump earlier, they may be able ...neutral after roll cancelling a ground CD, it's still a safe way to try to beat guard cancel CDs.
    18 KB (3,369 words) - 01:37, 11 September 2023
  • ...frame advantage due to her instant overheads, and she can even jump in and beat the opponent's anti air attempt with V-slasher. Her run goes under many pro ...o getting combod. Furthermore, she has no true meterless reversal that can beat a well timed, low hitting meaty, and when she has meter, her reversal has n
    20 KB (3,611 words) - 01:15, 31 August 2023
  • ...erform mid-air throws. Normal throws have 1 frame startup allowing them to beat meaties. The range is quite short meaning a throw attempt at poor spacing c Throws explicitly beat blocking but they can only be applied at close range. Because of the throw
    12 KB (2,116 words) - 08:54, 26 February 2024
  • * Good to beat people trying to mash at close range. * A core part of his close-range mixup game, as it will beat people trying to mash out from his 632146P.
    11 KB (1,889 words) - 23:13, 19 November 2023
  • ...ut active and especially it's low to the ground hitbox. The low hitbox can beat or go underneath a number of reversals, assuming they would even attempt on ...nent down on the first hit (Iori dp+C, Kyo dp+C, etc). Kim's stand CD will beat out any reversals that don't have startup invincibility such Athena's dp+A.
    38 KB (7,295 words) - 15:26, 4 April 2020
  • ...ion moves quickly. This allows for Street Fighter 2 style frame traps that beat attempts to reversal super jump after blocking the slow one.
    13 KB (2,224 words) - 17:08, 15 June 2023
  • ...ishin Geki to secure unstoppable damage. Unfortunately, some character can beat this unblockable jump-in with a grab.
    5 KB (844 words) - 02:48, 4 December 2023
  • :* Fairly easy to react to and hop to beat it, so use sparingly. ...opponent is doing and then take an appropriate action to defend against or beat it.
    15 KB (2,677 words) - 15:09, 19 February 2023
  • ...f Paradise. If done quickly, BoP will not cross up and will be meaty. Will beat jump-outs and 5-6F invulnerable DPs. If slightly delayed, BoP will cross up ...not cross up in midscreen, but will still hit meaty. May trade or outright beat reversals.
    19 KB (3,474 words) - 19:41, 17 December 2019
  • ...rd knockdown. Gives Shermie frame advantage in the corner, allowing her to beat all wakeup options except DP's and invincible Dream Finishes with 5L. ...rd knockdown. Gives Shermie frame advantage in the corner, allowing her to beat all wakeup options except DP's and invincible Dream Finishes with 5L.
    15 KB (2,393 words) - 03:14, 10 December 2020
  • * Both versions will beat most jump-in attempts, but are punishable when missed. A is harder to punis ...nvincibility from frames 5-8. You can cancel grounded attacks into 236B to beat Guard Cancel CD
    13 KB (2,327 words) - 15:55, 13 April 2024
  • ...in the game, this is really good, as the projectiles EX King launches will beat out most other projectiles in the game, blowing away any zoning attempts. W ...be done when the opponent is close to the ground for the invincibility to beat out the opponent's move, if you do it when they're too high up it might tra
    14 KB (2,619 words) - 17:34, 10 August 2023
  • ...t the opponent can easily jump over it or roll out of the way, but Mai can beat those options if she reacts fast enough. The best possible scenario would b ...used to win the zoning wars by destroying opponent's projectiles. It will beat regular projectiles and continue its path, potentially giving Mai the momen
    15 KB (2,688 words) - 02:26, 26 November 2023
  • ...at can make approaching her difficult. When the opponent starts jumping to beat these, Mai has access to a DP, good air-to-air options, and an air throw to ...and occasionally jumps. Can also be used as an occasional poke to try and beat an opponent's button.
    13 KB (2,314 words) - 00:16, 4 February 2024
  • ...it's possible to punish Ash between the two fireballs. You can use this to beat out other fireballs, but unfortunately because the first fireball will clas
    6 KB (1,144 words) - 17:45, 25 May 2022
  • *Only invincible moves can beat it clean, so be cautious of opponents that are good at anti-airing. *Only invincible moves can beat it clean, so be cautious of opponents that are good at anti-airing.
    39 KB (6,046 words) - 01:23, 27 May 2021
  • ...creen. Once he comes in contact with the opponent, he’ll use his sticks to beat on them. Knocks down on hit. Costs 25% of spirit to execute.
    6 KB (1,061 words) - 12:51, 7 October 2023
  • Loses against hops most of the time, but can beat some neutral hops. Your primary anti-air tool. If timed well, it will beat most jump-ins. Even crossups.
    23 KB (3,617 words) - 19:45, 1 February 2024

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