What's new

Guide - Pretty Lady A Living Guide to Pretty Lady

SHAOLIN

内部冲突
Welcome! My Leatherface brethren to Pretty Lady's Living Guide.


This will be a ongoing guide to Leatherface's Pretty Lady variation. So please post any & all set-ups & tech in here only, no matter how big or small your tech is please post it here.

Before I indulge in Pretty Face normals, blockstrings, and specials individual, I would like to talk a littler bit about him as a whole. With this variation he is capable of zoning with Saw Toss and its variation. With that being said with his long range normals plus his zoning makes him a very effective character. . . as I will explain.

Normals:
"B2" Very fast and far reaching overhead, great at controlling space and the range is pretty ridiculous. Its punishable on block by any forward advancing normal or special.

"F1" One if not one of his best Anti-Air normal. Has a huge hitbox that hits from the top and since it moves him forward you should have no problem converting this AA from 20% meterless to 40% 1 bar combo.

"B4" Leatherface's sweep. It comes out fairly quickly, far reaching and its safe on block.Think of it as Kotal Kahn's B4 but faster.

"S3" Another AA. Not as great as F1. It has short range,but still has a great hitbox and can easliy buffer in Chain Spark into a nice 30% meterless combo for an AA.

"S1" AA. Great hitbox on this as well, good conversion,but because of F1, there's no real reason to use this unless your late on your F1 AA punish.

"D2" Start-up is pretty fast, think of it like Quan Chi's D2. More or less its a "Stop jumping at me scrub" normal.

"D1" A good reaching mid poke. Mainly use to check people who's trying to low profile your pressure.

"D3" Same as D1. Nothing more, nothing less.

"D4" Decent far reaching low. Because of the animation it looks like an overhead, but isn't. Punishable on block by any forward advancing normal or special

"F4" Nothing much to say about it other then its safe on block and on hit, because of the Hit Adv(+15),you can Run Cancel into any normal or blockstring you see fit, that have to block it. Also restands in mid-air combos.


Blockstrings:
"F12" High, Mid. First hit can be low profile, unsafe on block, unless cancel into Saw Toss or Up Saw Toss. Can be use as combo starter. Best option as punisher.

"B12" Overhead, Low. Far reaching, slow start-up, unable cancel to any special and safe on block. Only usage is to mix it up after F4 on hit or on a hard knockdown.

"22" High, Mid. Plus on block. can be use as a combo ender to leave your opponent in a stagger state.

"22U2" High, Mid, Overhead. Doesn't lead to anything other then a hard-knock. Safe on block.

"22D2" High, Mid, Low. Doesn't lead to anything other then a hard-knock. Unsafe on block.

"F21" Overhead, Mid. Slow start-up, cancel into any special. Safe on block

"F21D2" Overhead, Mid, Overhead.Unsafe on block. Mainly use after Chain Spark hits.

"12" High, Overhead. Combo stater. unsafe on block, unless cancel into Saw toss or Up Saw Toss.

"122" High, Overhead, Mid. Combo starter into decent meterless damage. Unsafe on block. Mainly use as a punisher.


Specials:
"
Spinning Saw" Unsafe on block. Ex version launches for a combo & has armor.

"Chain sparks" Combo extender. can be use as a combo ender to push your opponent far to begin your zoning. Unsafe on block.

"Psycho Kutter" Mainly use as a Combo ender for optimal damage. Unsafe on block. EX has armor

"Low Saw" Whiff punisher ,unsafe on block. Ex version has armor


As you may be aware, I consciously omitted certain normals, blockstrings, and specials because I could not find any usage for them or I'm unable to apply it on pressure or even hard knockdown,because of slow start-up, not special cancellable or unsafe on block. I would also like to said that this is my first attempt at something like this. I'm a lurker at heart, so if any info that you see is incorrect( or grammar problem) please don't hesitate to tag me. Also tag me in this thread if you have any useful info that I can apply to this living guide.


 
Last edited:

SHAOLIN

内部冲突
Zoning

Overview
Perhaps the best zoner in the game. I actually zoned out Foxy grandpa to a major degree. He is the only character with zoning tools that cover every angle on screen, such as; straight,up,IAFB,IAFBD,low. All of his saws are plus only bock full screen and have an awkward block stun that makes it hard for opponents to run after.

BF2 -A decent straight projectile dealing 8%
-A high
-Insane for covering the main part of the screen but should be the main saw to use imo

DB3 -His low projectile that deals 8% as well
-Although it is a low I don't think this should be his go to saw either
-Its recovery is pretty (no pun intend) bad
-To be used to mix up your zoning strategy


DB2 - 8% as well that makes it near impossible for you opponent to jump their way in
-This is not your go to saw either but is extremely useful every now and then
-Never forget you have this move. Tanya cant move with this

Now time for the best saws

BF2 (airborne aka IAFB) -This moves makes me feel happy
-8% and has very little recovery
-This makes it IMPOSSIBLE for your opponent to jump at you or anywhere on screen.
-His 2nd most important saw imo

DB3 - (airborne aka IAFB)IMO the best saw in the game
-It covers so much space its insane
-Its plus on block full screen and grants another one, although the opponent can move after it, the will get hit or forced a block
-This must be your go to saw
-Best mixed up with bf2(grounded or airborne) or db3(grounded)

Instant air tutorial (IAFBs)
-The motion of bf2 or db3 must be inputted as soon as you leave the floor and no later. They are hard to do because if done even slightly wrong bf2(airborne) with whiff on a standing opponent.
-Practise makes perfect lads!!!

By Gibster13

Discussion on zoning & its practice is found here:

Gibster13's Guide to Zoning
 
Last edited:

SHAOLIN

内部冲突
Playstyle

(Video belongs to @STB Shujinkydink )
This is just a small visual representation of how Pretty Lady is supposed to be played.

This is the meat & potatoes of what I wanted to talk about when it comes to Pretty Lady: Zoning & Space Control. In my opinion to be consider a top tier character you need 3 things: zoning, space control, & pressure. Him having 2 out of three(potentially having pressure as well, but that's up for debate among ourselves) makes him a A+ character in my book(once again my opinion).

The mindset of a Pretty Lady player should be "how do I create a wall against my opponent, so they can make mistake that I can capitalize on" because the tools are there at your dispose to make it difficult for your opponent to approach you in a straight forward way.

Note that you're not "pressured" into pressuring your opponent, if things don't pan out as you see fit you can always fall back on zoning or returning to neutral to play footsies with your far reaching normals.

As we dive into match-ups that we find difficult or hell even impossible, remember " We have options, no matter how small or large it is"

On speaking about pressure you have the ability to end some of his strings into Upsaw toss or Saw toss leaving him safe on block, with Ex Upsaw being plus enough to run in for more(Think of it like Kotal Kahn's Ex pizza).

Safe Strings(With Upsaw or Saw Toss)
22~Upsaw or Saw toss
B1~Upsaw or Saw toss
F12~Upsaw or Saw toss
F21~Upsaw or Saw toss (there's a gap in between F21 and Saw toss)
F3~Upsaw or Saw toss (there's a gap in between F3 and Saw toss)



Combos
Midscreen, no meter
Starter:
12, f12, b1, 22, f21, f3
Ender: f12~db1, f12~db4, f12~df4, f4~db3
1. Starter - ~bd4, f21d2, njp – ender = 29-34%
2. Starter - ~bd4, ji2, 122, njp – ender = 28-34%


Starter:
122, f21d2
Ender: f12~db1, f12~df4, f4~db3
1. Starter - njp, run, 12~bd4, ji2 – ender = 30-35%

Starter: 122, f21d2
Ender: f21~db1, f21~df4
1. Starter - njp, run, 12~bd4 – ender = 30-34%

Starter: njp
Ender: f12~db1, f12~df4, f4~db3
1. Starter - 12~bd4, ji2 – ender = 26-29%

Starter (air to air): jip
Ender: f12~db1, f12~df4, f4~db3
1. Starter - run, 12~bd4, jip – ender = 26-28%

Starter (anti-air): 1 , f1, 3
Ender: f12~db1, f12~df4, f4~db3
1. Starter - 12~bd4, ji2 - ender = 25-31%

Midscreen, 1 bar
Starter:
12, f12*, b1, 22, f21, f3
Ender: f12~db1, f12~df4, f4~db3
1. Starter - ~db2EX, run, 12~bd4, ji2 – ender* = 32-38%
2. Starter - ~bd4, f21d2, f12~db2EX, run – ender = 35-40%
3. Starter - ~bd4, ji2, 122, f12~db2EX, run – ender = 34-39%
* - males only

Starter: 12, f12, b1, 22, f21, f3
Ender: f12~db1, f12~df4, f12~db4, f4~db3
1. Starter - ~bd4, f21d2, f4~df4EX, njp - ender = 36-41%


Starter: 122, f21d2
Ender: f12~db1, f12~df4, f4~db3
1. Starter - f12~db2EX, run, 12~bd4, ji2 – ender = 39-43%
2. Starter - 12~bd4, ji2, 12~db2EX, run – ender = 35-39%


Starter: njp
Ender: f12~db1, f12~df4, f4~db3
1. Starter - f12~db2EX, run, 12~bd4, ji2 – ender = 38-39%
2. Starter - 12~bd4, ji2, 12~db2EX, run – ender = 33-35%
3. Starter - 12~bd4, ji2, f12~df4EX - ender = 34-35%


Starter: df4EX
Ender: f12~db1, f12~df4, f4~db3
1. Starter - njp, run, 22, 12~bd4, ji2 – ender = 34-36%

Starter: db2EX
Ender: f12~db1, f12~df4, f4~db3
1. Starter – run, 12~db4, ji2 – ender = 31-33%
2. Starter – run, 22, 12~bd4, ji2 - ender = 34-35%


Starter (air to air): jip
Ender: f12~db1, f12~df4, f4~db3
1. Starter - run, f12~df4EX, 12~bd4, jip2 – ender = 35-37%

Starter (anti-air): 1, f1, 3
Ender: f12~db1, f12~df4, f4~db3
1. Starter - f12~db2EX, run, 12~bd4, ji2 – ender = 38-43%
2. Starter - f12~df4EX, 12~bd4, ji2 – ender = 36-40%


Corner, no meter
Starter:
12, f12, b1, 22, f21, f3
Ender: f12~db1, f12~bf3
1. Starter - ~bd4, 122, njp, 22 – ender = 28-34%
2. Starter - ~bd4, f21d2, njp, 22 – ender = 30-36%
2. Starter - ~bd4, f21d2, 1~db2 – ender = 31-36%


Starter: 122, f21d2
Ender: f12~db1, f12~df4
1. Starter - njp, 22, f12~bd4 – ender = 32-36%
2. Starter - njp, f12~db4, f12~bd4 – ender = 35-39%
3. Starter - 1~db2, f12~bd4 – ender = 34-38%


Starter: njp
Ender: f12~db1, f12~df4
1. Starter - 22, f12~bd4 – ender = 29-30%
2. Starter - f12~db4, f12~bd4 – ender = 33-34%
3. Starter - 4~db2, f12~bd4 – ender = 36-37%


Corner, 1 bar
Starter:
12, f12, b1, 22, f21, f3
Ender: f12~bf3
1. Starter - ~bd4, 122, njp, 22, f12~db4EX – ender = 34-37%
2. Starter - ~bd4, f21d2, njp, 22, f12~db4EX – ender = 36-40%
3. Starter - bd4, f21d2, 1~bd2, f12~db4EX - ender = 38-41%


Starter: 12, f12, b1, 22, f21, f3
Ender: f12~db1, f12~df4
1. Starter - ~df4EX, njp, 22, f12~bd4 – ender = 36-40%
2. Starter - ~df4EX, njp, f12~db4, f12~bd4 – ender = 38-42%


Starter: 122, f21d2
Ender: f12~bf3
1. Starter - 1~db2, f12~bd4, f12~df4EX– ender = 40-43%

Starter: 122, f21d2
Ender: f12~db1, f12~df4
1. Starter - 22, f12~db4EX, f12~bd4 – ender = 39-43%
2. Starter - 1~db2, f12~db4EX, f12~bd4 – ender = 42-45%


Starter: njp
Ender: f12~db1, f12~df4
1. Starter - 22, f12~db4EX, f12~bd4 – ender = 38-39%
2. Starter - f12~db4, f12~bd4, f4~df4EX, d1~ db3 = 37%
3. Starter - 4~db2, f12~db4EX, f12~bd4 – ender = 45-46%


Starter: db2EX
Ender: f12~db1, f12~df4
1. Starter - njp, 22, f12~bd4 – ender = 31-32%
2. Starter - f12~db4, f12~bd4 – ender = 34-35%
3. Starter - 1~db2, f12~bd4 - ender = 33-34%


Starter: df4EX
Ender: f12~db1, f12~df4
1. Starter - njp, step forward, 22, f12~bd4 – ender = 34-35%
2. Starter - njp, f12~db4, f12~bd4 - ender = 37-38%
3. Starter - njp, 1~db2, f12~bd4 - ender = 37%

By Kokoko
 
Last edited:

freerf245

11 11 11 11
Thaaaaaank youuuu. I wanna play this variation but I flat out suck with it. Hopefully this will help.
 

Jaku2011

Filled with determination
It's worth noting that Ex upsaw, while a great move has some real problems with whiffing all day against crouch block and females.
 

SHAOLIN

内部冲突
It's worth noting that Ex upsaw, while a great move has some real problems with whiffing all day against crouch block and females.
Yea, I've been hearing about the inconsistency of Ex UpSaw on female and crouch blocking hitboxes. Which is weird since it changes from High to Mid once you EX it.
 
Last edited:

DDutchguy

Stand 4'ing airplanes out of the sky
I think it's worth talking about dealing with characters with a reflect in this guide. Kenshi can reflect at least straight saw and air saw on reaction, likely low saw as well if it behaves similarly to say, Erron's sand genade. Don't know if this is the same for Ronin and Royal Storm as well.
 

gibster13

A fan of fans
Personally I don't think f21d2 is useful. 32f start up(aproximatley) is horrible and punishes nothing.

Standing 12 is extremely useful at high,overhead.

In neutral 12 (7f start up) f12 and b2 are the best imo. Saw throws are footsie tools as well as zoning
 

SHAOLIN

内部冲突
I can always help with the zoning, I main it and a decent guide !
Please do bruh. I'm honestly drawing a blank on what I should say about his zoning :confused:

I think it's worth talking about dealing with characters with a reflect in this guide. Kenshi can reflect at least straight saw and air saw on reaction, likely low saw as well if it behaves similarly to say, Erron's sand genade. Don't know if this is the same for Ronin and Royal Storm as well.
Give me a list of characters or variations they can reflect his projectile and while we're at we should talk about character that can potentially out zone him.

Personally I don't think f21d2 is useful. 32f start up(aproximatley) is horrible and punishes nothing.

Standing 12 is extremely useful at high,overhead.

In neutral 12 (7f start up) f12 and b2 are the best imo. Saw throws are footsie tools as well as zoning
Yea, I rewrote what I initially thought was a punisher, still can be use after chain spark, but that's about it. Dude! 12, F12, & B2 are gdlk in neutral. I love them.

Add more stuff in the Playstyle dept. More or less its just my opinion on the character & how you suppose to play him.


Don't forget that f4 also restands an opponent while they are in the air mid combo. And it's +15 on hit
Add to the OP when I was talking about F4 and its capability
 

Kokoko

Somehow
Another interesting thing. You can finish your combos in bd4, jip, 22 (+15 on hit) or bd4, jip, f3 (+20 on hit). It means that you can immediately press f12~db2 for 3.60% of extra damage and 1/4 of your bar. Blocking is their only option. Also, you'll get -4 or combo.
 

jharris

I'm not surprised, motherfuckers
been using f12bd4-f21d2-njp-f12db1 for punishes, 34%. anything better than that meterless?
 

SHAOLIN

内部冲突
been using f12bd4-f21d2-njp-f12db1 for punishes, 34%. anything better than that meterless?
Sir you just might of find the most damaging meterless Pretty Lady combo there is, because I can't find jack squat lol

Also JustPressButtons just woke from the dead, be sure post all meterless or meter and midscreen or corner combos in his Leathetface BnB thread. Go!Go!Go!
 

DDutchguy

Stand 4'ing airplanes out of the sky
Just tested Pretty Lady's projectiles against characters with a reflect (Kenshi, Ronin Takeda, Royal Storm Kitana, Jacqui Briggs). All projectiles besides EX straight saw, air EX straight saw and EX up saw (so the spinning saws) can be reflected and absorbed by the mentioned characters.
 

Sugarwatermixlegit

Bruce Campbell 4 MK!!!
After some lab time, I think this will be the LF variation I use. It's the one I have had the most success in. Still having a hard time with some of his combos, but I have zoned plenty of people out. I already developed a habit of using wakeup EXdb1 up close to the opponent. I love the mind games Pretty Lady offers. Also Leatherface with makeup was also my favorite look. I'll be viewing this guide probably once a day lol.
 

KeyserSoze

Fabled Villain
Yeah, I'm officially going to be playing this variation as a secondary to cover bad match-ups for Unstoppable Jason. This character is so much fun.

IMO, a very practical combo for pretty lady:

F12, db4, walk forward, 122, 12, ex-df4, d2 (35%)

(I've seen this combo listed as ending in f12b2 for the same damage, but IMO, you should end it in d2 because d2 is +22 on hit, while f12b2 is only + 13, and both send the opponent far away for some zoning)