Max General
General Resources
Section titled “General Resources”- Glossary
- If I use a word you dont understand its here
- Wiki
- You are advanced enought to start looking at frame data. Finding out what moves are on block is the most important stat.
- Twitter
- the tech hashtag is
#2XKO_CHARNAME
- the tech hashtag is
Numpad Notation
Section titled “Numpad Notation”- How do I read/Why are there numbers in my combos?
- Numpad notation is the generally agreed upon format for sharing combos. You don’t have to learn it right away but the idea is numbers represent direction in relation to a keyboard numpad.
- 2 is down, 6 is forward, etc. (assumes P1 side aka left side)
[H]means chargedHj.Mmeans the air version ofM. It does not mean jump every time you see j written in a combo~is used for special moves that have follow-ups. For example,S2~MmeansS2and then theMfollow-up- I use
>to make combos easier to read.
- Read more here
- Numpad notation is the generally agreed upon format for sharing combos. You don’t have to learn it right away but the idea is numbers represent direction in relation to a keyboard numpad.
Assists
Section titled “Assists”- Krakatoa guide
- In general use assists to extend block strings or to win neutral.
- Can also use to extend combos but that takes more thought.
- If an assist makes contact with the opponent (on hit or on block) it is often a good idea to tag immediately
- If an assist doesn’t make contact throw out a move and tag
- As soon as you initiate the move you should tag to give your teammate more time
- If the move is a charged/held move you can keep holding it while you are tagged out and release whenever
- If the move has followups you can do the follow-up while you are tagged out
- There are some exceptions
- Some good options:
- A forward advancing special move
- Projectiles
- Hooks
[H]- Any charged special
- This one was so good they disallowed some from working
- As soon as you initiate the move you should tag to give your teammate more time
- Handshake Tag has 3 frames of recovery when an Assist does not make contact with the opponent.
Fighting and Defending Enemy Assists
Section titled “Fighting and Defending Enemy Assists”- You want to fight when the enemy’s assist is on cooldown. Bait out opponent assist if possible.
- If you dont have your assist available you want to stall until you do.
- Don’t jump in on an assist. They will handshake > anti air you.
2Hassists and jump cancel into block- Don’t press a button if sandwiched
- The counterplay to sandwiches is to pushblock before it happens.
Other Notes
Section titled “Other Notes”- Check out the Counterplay Cheat Sheet
- Learn the gaps in enemy offense
- This is a work in progress. Let me know what moves give you trouble and I will update it
- General Gameplan
- These concepts are pretty basic but good to know
- When you are getting jumped at a lot when you do your rocket punch ill try to call forward assist so you can tag me
6/6/21
- rocket punch wall bounce sit combo
- punish assists with 2H
- 2H on block is negative
- opponent blocking anti air
- different air stun combo (use 2H)
- less wrecking ball if no assist
- dash m more
- rocket punch air hook to read jump
- check if akali can do 3 dashes in smoke