Diego SYSTEM
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.)
Menuet
| 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)