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Regarding j.S / j.D YRC

You want to do j.S as a way to condition the opponent/continue your pressure/bait stuff.

j.S is NOT a mixup.

If the opponent is consistently blocking j.S, you can proceed with the j.D YRC.

In order to have a mixup after j.D YRC we need the opponent to block standing.

Once the opponent blocks j.D YRC standing, it opens for fuzzy setups.

Standing opponent

Note

j.Toss can lead either to high/low with 6P/2D on landing (2K in case of going for the "fast" low, 2D for the delayed/late one).

j.Toss can lead to fshiki when the timer is less to 1 second.

j.K > Toss is not real.

character specific

fShiki are character specific and some of the options available will vary.

Refer to the respective fShiki section.

IAD j.Toss |> 2K # Mid Low

IAD j.S > j.Toss |> 2K # High Low

IAD j.K > j.S > j.Toss |> 2K     # High High Mid Low

IAD j.K > j.S > j.H     # High High High -> if any of them connects, on landing we can c.S > Toss for combo

IAD j.K > j.S > j.Toss |> 2K   # High High Mid Low

IAD j.K > j.S > j.Toss |> j9.S (fshiki) > YRC    # High High Mid High -> Doesn't lead to anything (**unless we YRC**)

IAD j.K > j.S > j.Toss |> j9.S (fshiki) > YRC    # High High Mid High -> Doesn't lead to anything (**unless we YRC**)

IAD j.K > j.S > j.Toss |> j9.S (fshiki) > j.H   # High High Mid High

Don't work:

IAD j.S > j.Toss |> j9.S (fshiki won't connect/work)

IAD j.K > j.S > j.Toss |> j9.S (fshiki won't connect/work)

IAD j.K > j.S > j.Toss |> j9.P > YRC (cannot combo into berry explosion)