Character-Specific Mechanics

(Example: This character's strengths lie in "Critical Stun maintenance" and "parry/evasion options." The core gameplan is to land Critical Stun, then sustain advantage frames through follow-up moves while continuing mix-up pressure.)

Critical-Causing Moves

(Example: Moves that transition the opponent into Critical Stun. Whether they cause Critical Stun depends on hit condition.)

Causes on Normal Hit

Category Command Notes
(Example: High K) (Example: 9K) (Example: Fast startup — easy to land in neutral)
(Example: Mid K) (Example: 4K) (Example: Good reach, useful as a poke)
(Example: String) (Example: 4PK) (Example: Can hit-confirm into Critical Stun)
(Example: Special input) (Example: 6P+K) (Example: Mid option used in mix-up situations)
(Example: String K) (Example: KK) (Example: Functions as a mash-stopper at close range)

Causes on Counter Hit or Higher

Category Command Notes
(Example: String P) (Example: 6PP) (Example: Easy to hit-confirm — core tool)
(Example: Mid P) (Example: 3P) (Example: High reward as a combo starter)
(Example: Mid K) (Example: 3K) (Example: Damage-focused option)

Critical Stun Extension Moves

(Example: Moves that maintain or extend Critical Stun. Building frame advantage sustains mix-up pressure.)

High

Command Advantage Notes
(Example: P) (Example: +32F) (Example: The most fundamental extension move)
(Example: 9P) (Example: +33F) (Example: Comparable performance to the core tool)
(Example: K) (Example: +26F) (Example: Good compatibility with branching routes)
(Example: 9K) (Example: +30F) (Example: High hitbox — strong against mashing)

Mid P

Command Advantage Notes
(Example: 6P) (Example: +20F) (Example: Reliable extension option)
(Example: 3P) (Example: +32F) (Example: High-reward core move)

Mid K

Command Advantage Notes
(Example: 4K) (Example: +23F) (Example: Long reach — easy to insert)
(Example: 66K) (Example: Belly crumple) (Example: Special stun that dramatically shifts the situation)

Basic Extension Pattern

(Example: After landing Critical Stun, follow this basic flow.)

  • (Example: Light extension: maintain advantage frames with P-class moves)
  • (Example: Win the read: take return with Mid P)
  • (Example: Break defense: aim for state change with Mid K)

→ (Example: Don't always rush to a combo — sustaining pressure to force a break is equally important)

Special Actions (Stances & Movement)

(Example: Important actions that support your neutral game. Use them based on the situation.)

Rondo

Command Properties Risk
(Example: 4P+K) (Example: Parries and nullifies High/Mid punches) (Example: Weak to lows, kicks, and throws)

(Example: A defensive/offensive hybrid that nullifies punch attributes and transitions into a counterattack. Can flow directly into a combo via follow-up input. Getting hit by non-covered options results in a Counter Hit — use it on a read.)

Command Properties Caution
(Example: 2P+K / 8P+K) (Example: Jump + lateral movement evasion) (Example: Long recovery — weak to strings)

(Example: Excellent at evading single attacks but weak to strings. Unlike standard side steps, can also evade some lows and throws. However, throw follow-ups from strikes may still connect.)

Flower Wheel

Command Follow-ups Usage
(Example: 3P+K) (Example: P / K / T) (Example: Pressure continuation, okizeme)

(Example: An action that moves forward and branches into attacks.)

  • (Example: P: tracking low attack — stuffs mashing)
  • (Example: K: mid Fatal Stun — high reward option)
  • (Example: T: jump OH — throw mix-up option)

→ (Example: Closes distance while continuing pressure — powerful in advantageous situations)