AssassiN
Warrior
Skarlet's best feature is her EX red dash, it has super armor completely through her red dash and also when canceled into slash or slide.
So I decided to expose every character's holes in combo strings, normals/strings into special moves, EX moves with multiple hits(like Reptile's EX dash) and setups used.
General info
I will color all the holes so it can be seen if the hole is big or not:
Red will mean that the hole is between 1 and 3 frames, meaning that the hole is very small and will be very hard to actually pull it off. It would most likely end in meter drain glitch. You can take perfect use of these holes by performing a perfect x-ray(holding down block and tapping stance change, the moment the hole will come it will perform the x-ray).
Yellow will mean that the hole is 4 to 5 frames and it's easier to pull it off.
Green will mean that hole is 6 frames and above. Which implies that poking has now become a possibility(would recommend doing it when it's above 7-8 frames, depending whether or not you're player 1) and armoring is easier. For certain holes it is possible to jump out of, it will be written next to those holes.
If I didn't post a certain string or normal that means that there is no hole!
For example with Jax I listed a hole between F4,1 and 3. Jax can normally do F4,1 and 4 as well, but there is no hole between 1 and 4.
Blocked combo strings will list the holes that follow after a combo string/normal.
Special moves AFTER blocked normals/strings will list the holes when canceling a normal or string into a special move.
Setups will list certain situations that characters use to continue pressure(most likely after a combo) and will show what can be done to counter these options.
Characters
Baraka
Cyrax
Ermac
Jax
Jade
Freddy Krueger
Johnny Cage
Kabal
Kano
Kenshi
This is what I got so far, will continue to add characters.
If people have stuff to add just post it.
So I decided to expose every character's holes in combo strings, normals/strings into special moves, EX moves with multiple hits(like Reptile's EX dash) and setups used.
General info
I will color all the holes so it can be seen if the hole is big or not:
Red will mean that the hole is between 1 and 3 frames, meaning that the hole is very small and will be very hard to actually pull it off. It would most likely end in meter drain glitch. You can take perfect use of these holes by performing a perfect x-ray(holding down block and tapping stance change, the moment the hole will come it will perform the x-ray).
Yellow will mean that the hole is 4 to 5 frames and it's easier to pull it off.
Green will mean that hole is 6 frames and above. Which implies that poking has now become a possibility(would recommend doing it when it's above 7-8 frames, depending whether or not you're player 1) and armoring is easier. For certain holes it is possible to jump out of, it will be written next to those holes.
If I didn't post a certain string or normal that means that there is no hole!
For example with Jax I listed a hole between F4,1 and 3. Jax can normally do F4,1 and 4 as well, but there is no hole between 1 and 4.
Blocked combo strings will list the holes that follow after a combo string/normal.
Special moves AFTER blocked normals/strings will list the holes when canceling a normal or string into a special move.
Setups will list certain situations that characters use to continue pressure(most likely after a combo) and will show what can be done to counter these options.
Characters
Baraka
Blocked combo strings
1:
- B3(6 frame hole)
Spark, Chop chop[normal and EX]:
- B3,2(1 frame hole)
- F4(3 frame hole)
Setups
Mix-ups
Baraka has a few slow mix-ups:
* B3(17 frames, hits low, -7 on block) followed with:
- 1(-11 on block, can't be canceled except into '1' where the hole is -13)
- 2(-3 on block, canceled into slice/spin to be neutral on block)
* F2(19 frames, hits overhead, -10 on block) followed with:
- 2(-22 on block, can't be canceled)
- 4(-9 on block, can't be canceled)
- Slice(neutral on block)
Frametraps
1. 2,2,1+2
23 frame starter, +8 on block, last hit is overhead and is a launcher
Possible follow-ups:
- F2(11 frame hole)
- B3(9 frame hole)
- 3(5 frame hole)
- F4(4 frame hole)
- 4(4 frame hole)
- D2(3 frame hole)
- Throw(2 frame hole) => can be jumped out
- D1(0 frame hole)
- D3(0 frame hole )
- Spin(0 frame hole )
2. U3
24 frame starter, +10 on block, launcher in the corner
Possible follow-ups:
- F2(9 frame hole)
- B3(7 frame hole)
- F4(2 frame hole)
- 4(2 frame hole)
- Throw(0 frame hole) => got to tech it
3. B4
26 frame starter, +11 on block
Possible follow-ups:
- F2(8 frame hole)
- B3(6 frame hole)
- D4(1 frame hole)
- F4(1 frame hole)
- 4(1 frame hole)
- Throw(0 frame hole) => got to tech it
4. B1
16 frame starter, +5 on block
Possible follow-ups:
- B3(12 frame hole)
- 4(7 frame hole)
- F4(7 frame hole)
- Throw(5 frame hole) => can jump out
- D1(2 frame hole)
- D3(1 frame hole)
Extra info
Baraka can reset you with a F4, in the corner Baraka will be between +12 and +16(depending on the height). Leaving you with little frames to armor out with.
At midscreen the advantage will be lower than +9.
1:
- 2(1 frame hole)
1,2:- B3(6 frame hole)
3:
- B3(8 frame hole)
B3:
- 1(2 frame hole)
B3,1:
- F1(13 frame hole)
B3,2:
- 2(14 frame hole)
JIP:
- 2(5 to 9 frame hole)
- B2(3 to 7 frame hole)
- B4(8 to 12 frame hole)
- F2(1 to 5 frame hole)
- U3(6 to 10 frame hole)
- U4(15 to 19 frame hole)
Special moves AFTER blocked normals/stringsSpark, Chop chop[normal and EX]:
- B3,2(1 frame hole)
- F4(3 frame hole)
Setups
Mix-ups
Baraka has a few slow mix-ups:
* B3(17 frames, hits low, -7 on block) followed with:
- 1(-11 on block, can't be canceled except into '1' where the hole is -13)
- 2(-3 on block, canceled into slice/spin to be neutral on block)
* F2(19 frames, hits overhead, -10 on block) followed with:
- 2(-22 on block, can't be canceled)
- 4(-9 on block, can't be canceled)
- Slice(neutral on block)
Frametraps
1. 2,2,1+2
23 frame starter, +8 on block, last hit is overhead and is a launcher
Possible follow-ups:
- F2(11 frame hole)
- B3(9 frame hole)
- 3(5 frame hole)
- F4(4 frame hole)
- 4(4 frame hole)
- D2(3 frame hole)
- Throw(2 frame hole) => can be jumped out
- D1(0 frame hole)
- D3(0 frame hole )
- Spin(0 frame hole )
2. U3
24 frame starter, +10 on block, launcher in the corner
Possible follow-ups:
- F2(9 frame hole)
- B3(7 frame hole)
- F4(2 frame hole)
- 4(2 frame hole)
- Throw(0 frame hole) => got to tech it
3. B4
26 frame starter, +11 on block
Possible follow-ups:
- F2(8 frame hole)
- B3(6 frame hole)
- D4(1 frame hole)
- F4(1 frame hole)
- 4(1 frame hole)
- Throw(0 frame hole) => got to tech it
4. B1
16 frame starter, +5 on block
Possible follow-ups:
- B3(12 frame hole)
- 4(7 frame hole)
- F4(7 frame hole)
- Throw(5 frame hole) => can jump out
- D1(2 frame hole)
- D3(1 frame hole)
Extra info
Baraka can reset you with a F4, in the corner Baraka will be between +12 and +16(depending on the height). Leaving you with little frames to armor out with.
At midscreen the advantage will be lower than +9.
Cyrax
Blocked combo strings
1:
- 2(2 frame hole)
1,1:
- 1(6 frame hole)
2,1:
- 2(8 frame hole)
JIP:
- 4(1 to 5 frame hole)
- B2(12 to 16 frame hole)
- F2(11 to 15 frame hole)
Special moves AFTER blocked normals/strings
Reverse kick:
- 1(6 frame hole)
- 1,1(11 frame hole)
- 1,2(4 frame hole)
- 1,2,1(3 frame hole)
- 1,2,3(7 frame hole)
Net[normal and EX]:
- 1(2 frame hole)
- 1,1(7 frame hole)
- 1,2,3(3 frame hole)
Buzzsaw[normal and EX]:
- 1(1 frame hole)
- 1,1(6 frame hole)
- 1,2,3(2 frame hole)
Setups
...
1:
- 2(2 frame hole)
1,1:
- 1(6 frame hole)
2,1:
- 2(8 frame hole)
JIP:
- 4(1 to 5 frame hole)
- B2(12 to 16 frame hole)
- F2(11 to 15 frame hole)
Special moves AFTER blocked normals/strings
Reverse kick:
- 1(6 frame hole)
- 1,1(11 frame hole)
- 1,2(4 frame hole)
- 1,2,1(3 frame hole)
- 1,2,3(7 frame hole)
Net[normal and EX]:
- 1(2 frame hole)
- 1,1(7 frame hole)
- 1,2,3(3 frame hole)
Buzzsaw[normal and EX]:
- 1(1 frame hole)
- 1,1(6 frame hole)
- 1,2,3(2 frame hole)
Setups
...
Ermac
Blocked combo strings
1,2:
- 1(5 frame hole)
3:
- 3(1 frame hole)
B1:
- 1(1 frame hole)
- 2(4 frame hole)
B3:
- 4(8 frame hole)
F4:
- B2(7 frame hole)
JIP:
- 4(1 to 5 frame hole)
- B1(3 to 7 frame hole)
- F2(3 to 7 frame hole)
- U4(7 to 11 frame hole)
Setups
...
1,2:
- 1(5 frame hole)
3:
- 3(1 frame hole)
B1:
- 1(1 frame hole)
- 2(4 frame hole)
B3:
- 4(8 frame hole)
F4:
- B2(7 frame hole)
JIP:
- 4(1 to 5 frame hole)
- B1(3 to 7 frame hole)
- F2(3 to 7 frame hole)
- U4(7 to 11 frame hole)
Setups
...
Jax
Blocked combo strings
1,2:
- 3(11 frame hole) => Can be jumped out of
2,F2:
- B1(1 frame hole)
B1:
- 2(3 frame hole)
B1,2:
- 4(4 frame hole)
F4,1:
- 3(1 frame hole)
D4:
- Overhead smash(2 frame hole)
JIP:
- 4(8 to 12 frame hole)
- B4(4 to 8 frame hole)
- F3(6 to 10 frame hole)
Special moves AFTER blocked normals/strings
Overhead smash:
- 1(11 frame hole)
- 1,2(9 frame hole)
- 2(6 frame hole)
- 2,1(5 frame hole)
- 2,2(2 frame hole)
- 2,F2(17 frame hole)
- 3(7 frame hole)
- B1(14 frame hole)
- B1,2(13 frame hole)
- B1,2,4(10 frame hole)
- F3(10 frame hole)
- F4(14 frame hole)
- F4,1(16 frame hole)
- D4(2 frame hole)
EX Overhead smash:
- 1(9 frame hole)
- 1,2(7 frame hole)
- 2(4 frame hole)
- 2,1(3 frame hole)
- 2,F2(15 frame hole)
- 3(5 frame hole)
- B1(12 frame hole)
- B1,2(11 frame hole)
- B1,2,4(8 frame hole)
- F3(8 frame hole)
- F4(12 frame hole)
- F4,1(14 frame hole)
EX Energy wave:
- 1(5 frame hole)
- 1,2(3 frame hole)
- 2,F2(11 frame hole)
- 3(1 frame hole)
- B1(8 frame hole)
- B1,2(7 frame hole)
- B1,2,4(4 frame hole)
- F3(4 frame hole)
- F4(8 frame hole)
- F4,1(10 frame hole)
Energy wave:
- 1(3 frame hole)
- 1,2(1 frame hole)
- 2,F2(9 frame hole)
- B1(6 frame hole)
- B1,2(5 frame hole)
- B1,2,4(2 frame hole)
- F3(2 frame hole)
- F4(6 frame hole)
- F4,1(8 frame hole)
AA gotcha grab:[normal and EX]
- 2,F2(2 frame hole)
- F4,1(1 frame hole)
Setups
F4,1 on hit is +6, possible follow-ups used:
- 1(2 frame hole)
- 2(8 frame hole)
- B1(9 frame hole)
- F4(2 frame hole)
- F3(18 frame hole) => can be jumped out of
- Throw(4 frame hole)
Energy wave is +10 on hit, possible follow-ups used:
- 1 with possible mix-ups(12, 1OHS, 1Gotcha grab, 12OHS, 12Gotcha grab, ...)
- F3(14 frame hole)
- Throw => got to tech it
Gotcha grab and dash punch can be blocked on hit after(both are left at neutral):
- 1,2,3
- 2,1
- 2,2
- F3
- 4
Overhead smash can be blocked on hit after(both are left at neutral):
- 1,2,3
- B1
- B1,2
- F4,1
- F3
Normal ground pounds resets possible when ending juggle-combo with:
- 1,2
- EX ground pound
EX GP after an AA projectile or dashpunch can be evaded by rolling + jumping/wakeup attack.
When using D1 or D3 + overhead smash, it will hit any D3 counterpokes.
Best countered with D1(except for EX overhead smash).
F4 on block with possible follow-ups:
- Gotcha: 13 frame hole(whiffs)
- Dash punch: 23 frame hole(whiffs)
- Energy wave: 37 frame hole(whiffs)
- EX energy wave: 10 frame hole(hits)
- Overhead smash: 14 frame hole(hits)
When you block Jax' F4, the best thing to do after that is crouch without blocking. His 1 and special moves will all whiff giving you the opportunity to poke out. The only counter is EX overhead smash which can be countered with EX red dash.
1,2:
- 3(11 frame hole) => Can be jumped out of
2,F2:
- B1(1 frame hole)
B1:
- 2(3 frame hole)
B1,2:
- 4(4 frame hole)
F4,1:
- 3(1 frame hole)
D4:
- Overhead smash(2 frame hole)
JIP:
- 4(8 to 12 frame hole)
- B4(4 to 8 frame hole)
- F3(6 to 10 frame hole)
Special moves AFTER blocked normals/strings
Overhead smash:
- 1(11 frame hole)
- 1,2(9 frame hole)
- 2(6 frame hole)
- 2,1(5 frame hole)
- 2,2(2 frame hole)
- 2,F2(17 frame hole)
- 3(7 frame hole)
- B1(14 frame hole)
- B1,2(13 frame hole)
- B1,2,4(10 frame hole)
- F3(10 frame hole)
- F4(14 frame hole)
- F4,1(16 frame hole)
- D4(2 frame hole)
EX Overhead smash:
- 1(9 frame hole)
- 1,2(7 frame hole)
- 2(4 frame hole)
- 2,1(3 frame hole)
- 2,F2(15 frame hole)
- 3(5 frame hole)
- B1(12 frame hole)
- B1,2(11 frame hole)
- B1,2,4(8 frame hole)
- F3(8 frame hole)
- F4(12 frame hole)
- F4,1(14 frame hole)
EX Energy wave:
- 1(5 frame hole)
- 1,2(3 frame hole)
- 2,F2(11 frame hole)
- 3(1 frame hole)
- B1(8 frame hole)
- B1,2(7 frame hole)
- B1,2,4(4 frame hole)
- F3(4 frame hole)
- F4(8 frame hole)
- F4,1(10 frame hole)
Energy wave:
- 1(3 frame hole)
- 1,2(1 frame hole)
- 2,F2(9 frame hole)
- B1(6 frame hole)
- B1,2(5 frame hole)
- B1,2,4(2 frame hole)
- F3(2 frame hole)
- F4(6 frame hole)
- F4,1(8 frame hole)
AA gotcha grab:[normal and EX]
- 2,F2(2 frame hole)
- F4,1(1 frame hole)
Setups
F4,1 on hit is +6, possible follow-ups used:
- 1(2 frame hole)
- 2(8 frame hole)
- B1(9 frame hole)
- F4(2 frame hole)
- F3(18 frame hole) => can be jumped out of
- Throw(4 frame hole)
Energy wave is +10 on hit, possible follow-ups used:
- 1 with possible mix-ups(12, 1OHS, 1Gotcha grab, 12OHS, 12Gotcha grab, ...)
- F3(14 frame hole)
- Throw => got to tech it
Gotcha grab and dash punch can be blocked on hit after(both are left at neutral):
- 1,2,3
- 2,1
- 2,2
- F3
- 4
Overhead smash can be blocked on hit after(both are left at neutral):
- 1,2,3
- B1
- B1,2
- F4,1
- F3
Normal ground pounds resets possible when ending juggle-combo with:
- 1,2
- EX ground pound
EX GP after an AA projectile or dashpunch can be evaded by rolling + jumping/wakeup attack.
When using D1 or D3 + overhead smash, it will hit any D3 counterpokes.
Best countered with D1(except for EX overhead smash).
F4 on block with possible follow-ups:
- Gotcha: 13 frame hole(whiffs)
- Dash punch: 23 frame hole(whiffs)
- Energy wave: 37 frame hole(whiffs)
- EX energy wave: 10 frame hole(hits)
- Overhead smash: 14 frame hole(hits)
When you block Jax' F4, the best thing to do after that is crouch without blocking. His 1 and special moves will all whiff giving you the opportunity to poke out. The only counter is EX overhead smash which can be countered with EX red dash.
Jade
Blocked combo strings
2,3:
- F2(7 frame hole)
3:
- 4(5 frame hole)
4:
- F3(3 frame hole)
B1:
- 1(3 frame hole)
B3:
- 2(8 frame hole)
F2:
- 1(3 frame hole)
JIP:
- F2(6 to 10 frame hole)
Special moves AFTER blocked normals/strings
Staff overhead:
- 1(22 frame hole)
- 1,2(18 frame hole)
- 2(12 frame hole)
- 2,3(21 frame hole)
- 2,3,F2(10 frame hole)
- 3(16 frame hole)
- 3,4(9 frame hole)
- 4(20 frame hole)
- B1(25 frame hole)
- B3(21 frame hole)
- B3,2(10 frame hole)
- F2(11 frame hole)
- F2,1(12 frame hole)
- D4(9 frame hole)
EX staff overhead:
- 1(18 frame hole)
- 1,2(14 frame hole)
- 2(8 frame hole)
- 2,3(17 frame hole)
- 2,3,F2(6 frame hole)
- 3(12 frame hole)
- 3,4(5 frame hole)
- 4(16 frame hole)
- B1(21 frame hole)
- B3(17 frame hole)
- B3,2(6 frame hole)
- F2(7 frame hole)
- F2,1(8 frame hole)
- D4(5 frame hole)
Boomerang mid and up[normal and EX]:
- 1(15 frame hole)
- 1,2(11 frame hole)
- 2(5 frame hole)
- 2,3(14 frame hole)
- 2,3,F2(3 frame hole)
- 3(9 frame hole)
- 3,4(2 frame hole)
- 4(13 frame hole)
- B1(18 frame hole)
- B3(14 frame hole)
- B3,2(3 frame hole)
- F2(4 frame hole)
- F2,1(5 frame hole)
- D4(2 frame hole)
Boomerang low[normal and EX]:
- 1(13 frame hole)
- 1,2(9 frame hole)
- 2(3 frame hole)
- 2,3(12 frame hole)
- 2,3,F2(1 frame hole)
- 3(7 frame hole)
- 4(11 frame hole)
- B1(16 frame hole)
- B3(12 frame hole)
- B3,2(1 frame hole)
- F2(2 frame hole)
- F2,1(3 frame hole)
Staff grab[normal and EX], EX shadow kick:
- 1(6 frame hole)
- 1,2(2 frame hole)
- 2,3(5 frame hole)
- 4(4 frame hole)
- B1(9 frame hole)
- B3(5 frame hole)
Shadow kick:
- 1(2 frame hole)
- 2,3(1 frame hole)
- B1(5 frame hole)
- B3(1 frame hole)
Setups
Staff overhead will whiff when Skarlet has atleast 11 frames and jumps(handy for the EX version and use close dagger for a small punish).
D1 can be used to AA and punish it. It's probably possible to AA with 1 as well, but if you are off with a few frames she will have a free combo.
Jade's Shadowkick(normal and EX) and U3 whiffs on crouching but hits Skarlet's F4.
After 2,3 everything can be interrupted. Take caution when Jade follows up with Shadowkick because that could lead to meter drain. But you can just crouch her Shadowkick and take over pressure.
When blocking low and mid EX boomerang, it is possible to jump out when the Boomerang returns(mid and low). When she uses EX Boomerang Up you need to cross-over to avoid the returning boomerang. She can counter these jumps with a B2 into a free combo.
Jade has the possibility when she knocks opponents down to cancel into a EX boomerang(after 2,3,F2 and B3,2). The boomerang will return and catch any opponent trying to wake-up attack, Skarlet cannot wake-up attack if Jade uses Boomerang up or mid. If Jade uses Boomerang low than Skarlet can use an empty EX red dash. Right before the armor ends the boomerang will hit but the armor will absorb it giving Skarlet free pressure.
2,3:
- F2(7 frame hole)
3:
- 4(5 frame hole)
4:
- F3(3 frame hole)
B1:
- 1(3 frame hole)
B3:
- 2(8 frame hole)
F2:
- 1(3 frame hole)
JIP:
- F2(6 to 10 frame hole)
Special moves AFTER blocked normals/strings
Staff overhead:
- 1(22 frame hole)
- 1,2(18 frame hole)
- 2(12 frame hole)
- 2,3(21 frame hole)
- 2,3,F2(10 frame hole)
- 3(16 frame hole)
- 3,4(9 frame hole)
- 4(20 frame hole)
- B1(25 frame hole)
- B3(21 frame hole)
- B3,2(10 frame hole)
- F2(11 frame hole)
- F2,1(12 frame hole)
- D4(9 frame hole)
EX staff overhead:
- 1(18 frame hole)
- 1,2(14 frame hole)
- 2(8 frame hole)
- 2,3(17 frame hole)
- 2,3,F2(6 frame hole)
- 3(12 frame hole)
- 3,4(5 frame hole)
- 4(16 frame hole)
- B1(21 frame hole)
- B3(17 frame hole)
- B3,2(6 frame hole)
- F2(7 frame hole)
- F2,1(8 frame hole)
- D4(5 frame hole)
Boomerang mid and up[normal and EX]:
- 1(15 frame hole)
- 1,2(11 frame hole)
- 2(5 frame hole)
- 2,3(14 frame hole)
- 2,3,F2(3 frame hole)
- 3(9 frame hole)
- 3,4(2 frame hole)
- 4(13 frame hole)
- B1(18 frame hole)
- B3(14 frame hole)
- B3,2(3 frame hole)
- F2(4 frame hole)
- F2,1(5 frame hole)
- D4(2 frame hole)
Boomerang low[normal and EX]:
- 1(13 frame hole)
- 1,2(9 frame hole)
- 2(3 frame hole)
- 2,3(12 frame hole)
- 2,3,F2(1 frame hole)
- 3(7 frame hole)
- 4(11 frame hole)
- B1(16 frame hole)
- B3(12 frame hole)
- B3,2(1 frame hole)
- F2(2 frame hole)
- F2,1(3 frame hole)
Staff grab[normal and EX], EX shadow kick:
- 1(6 frame hole)
- 1,2(2 frame hole)
- 2,3(5 frame hole)
- 4(4 frame hole)
- B1(9 frame hole)
- B3(5 frame hole)
Shadow kick:
- 1(2 frame hole)
- 2,3(1 frame hole)
- B1(5 frame hole)
- B3(1 frame hole)
Setups
Staff overhead will whiff when Skarlet has atleast 11 frames and jumps(handy for the EX version and use close dagger for a small punish).
D1 can be used to AA and punish it. It's probably possible to AA with 1 as well, but if you are off with a few frames she will have a free combo.
Jade's Shadowkick(normal and EX) and U3 whiffs on crouching but hits Skarlet's F4.
After 2,3 everything can be interrupted. Take caution when Jade follows up with Shadowkick because that could lead to meter drain. But you can just crouch her Shadowkick and take over pressure.
When blocking low and mid EX boomerang, it is possible to jump out when the Boomerang returns(mid and low). When she uses EX Boomerang Up you need to cross-over to avoid the returning boomerang. She can counter these jumps with a B2 into a free combo.
Jade has the possibility when she knocks opponents down to cancel into a EX boomerang(after 2,3,F2 and B3,2). The boomerang will return and catch any opponent trying to wake-up attack, Skarlet cannot wake-up attack if Jade uses Boomerang up or mid. If Jade uses Boomerang low than Skarlet can use an empty EX red dash. Right before the armor ends the boomerang will hit but the armor will absorb it giving Skarlet free pressure.
Freddy Krueger
Blocked combo strings
1,1:
- 1(1 frame hole)
2,2:
- 1+2(4 frame hole)
B1:
- 2(3 frame hole)
B1,2:
- U1(8 frame hole)
B2:
- 4(3 frame hole)
F2,1:
- 4(4 frame hole)
F4,2:
- 1(1 frame hole)
JIP:
- B4(3 to 7 frame hole)
Special moves AFTER blocked normals/strings
Freddy Fingers[normal and EX]:
- 1(7 frame hole)
- 1,1(12 frame hole)
- 2,2(10 frame hole)
- 3(8 frame hole)
- 3,3(4 frame hole)
- 4(7 frame hole)
- B1(14 frame hole)
- B1,2(7 frame hole)
- B1,2,U1(8 frame hole)
- B2(6 frame hole)
- B3(1 frome hole)
- B3,3(4 frame hole)
- F2(6 frame hole)
- F2,1(7 frame hole)
- F2,1,4(8 frame hole)
- F4(10 frame hole)
- F4,2(16 frame hole)
- F4,2,1(15 frame hole)
- F4,3(2 frame hole)
- D4(4 frame hole)
Sweet dreams:
- 1(1 frame hole)
- 1,1(6 frame hole)
- 2,2(4 frame hole)
- 3(2 frame hole)
- 4(1 frame hole)
- B1(8 frame hole)
- B1,2(1 frame hole)
- B1,2,U1(2 frame hole)
- F2,1(1 frame hole)
- F2,1,4(2 frame hole)
- F4(4 frame hole)
- F4,2(10 frame hole)
- F4,2,1(9 frame hole)
Nightmare Stance:
- 1,1(5 frame hole)
- 2,2(3 frame hole)
- 3(1 frame hole)
- B1(7 frame hole):
- B1,2,U1(1 frame hole)
- F2,1,4(1 frame hole)
- F4(3 frame hole)
- F4,2(9 frame hole)
- F4,2,1(8 frame hole)
Hell spike[normal and EX]:
- 1,1(3 frame hole)
- 2,2(1 frame hole)
- B1(5 frame hole)
- F4(1 frame hole)
- F4,2(7 frame hole)
- F4,2,1(6 frame hole)
Glove toss:
- 1,1(2 frame hole)
- B1(4 frame hole)
- F4,2(6 frame hole)
- F4,2,1(5 frame hole)
EX Glove toss:
- 1,1(1 frame hole)
- B1(3 frame hole)
- F4,2(5 frame hole)
- F4,2,1(4 frame hole)
EX Sweet dreams:
- F4,2(1 frame hole)
Setups
...
1,1:
- 1(1 frame hole)
2,2:
- 1+2(4 frame hole)
B1:
- 2(3 frame hole)
B1,2:
- U1(8 frame hole)
B2:
- 4(3 frame hole)
F2,1:
- 4(4 frame hole)
F4,2:
- 1(1 frame hole)
JIP:
- B4(3 to 7 frame hole)
Special moves AFTER blocked normals/strings
Freddy Fingers[normal and EX]:
- 1(7 frame hole)
- 1,1(12 frame hole)
- 2,2(10 frame hole)
- 3(8 frame hole)
- 3,3(4 frame hole)
- 4(7 frame hole)
- B1(14 frame hole)
- B1,2(7 frame hole)
- B1,2,U1(8 frame hole)
- B2(6 frame hole)
- B3(1 frome hole)
- B3,3(4 frame hole)
- F2(6 frame hole)
- F2,1(7 frame hole)
- F2,1,4(8 frame hole)
- F4(10 frame hole)
- F4,2(16 frame hole)
- F4,2,1(15 frame hole)
- F4,3(2 frame hole)
- D4(4 frame hole)
Sweet dreams:
- 1(1 frame hole)
- 1,1(6 frame hole)
- 2,2(4 frame hole)
- 3(2 frame hole)
- 4(1 frame hole)
- B1(8 frame hole)
- B1,2(1 frame hole)
- B1,2,U1(2 frame hole)
- F2,1(1 frame hole)
- F2,1,4(2 frame hole)
- F4(4 frame hole)
- F4,2(10 frame hole)
- F4,2,1(9 frame hole)
Nightmare Stance:
- 1,1(5 frame hole)
- 2,2(3 frame hole)
- 3(1 frame hole)
- B1(7 frame hole):
- B1,2,U1(1 frame hole)
- F2,1,4(1 frame hole)
- F4(3 frame hole)
- F4,2(9 frame hole)
- F4,2,1(8 frame hole)
Hell spike[normal and EX]:
- 1,1(3 frame hole)
- 2,2(1 frame hole)
- B1(5 frame hole)
- F4(1 frame hole)
- F4,2(7 frame hole)
- F4,2,1(6 frame hole)
Glove toss:
- 1,1(2 frame hole)
- B1(4 frame hole)
- F4,2(6 frame hole)
- F4,2,1(5 frame hole)
EX Glove toss:
- 1,1(1 frame hole)
- B1(3 frame hole)
- F4,2(5 frame hole)
- F4,2,1(4 frame hole)
EX Sweet dreams:
- F4,2(1 frame hole)
Setups
...
Johnny Cage
Blocked combo strings
1,3:
- 2(1 frame hole)
JIP:
- F4(10 to 14 frame hole) => you can jump away(NOT CROSSOVER!)
Special moves AFTER blocked normals/strings
EX High fireball:
- 1(5 frame hole)
- 1,1(7 frame hole)
- 1,1,1(8 frame hole)
- 1,1,4(2 frame hole)
- 1,1,F1(6 frame hole)
- 2(1 frame hole)
- 4,4(1 frame hole)
- F2(2 frame hole)
- F3(2 frame hole)
Low Fireball[normal and EX], High fireball:
- 1(1 frame hole)
- 1,1(3 frame hole)
- 1,1,1(4 frame hole)
- 1,1,F1(2 frame hole)
Nutpunch[normal and EX]:
- 1,1(2 frame hole)
- 1,1,1(3 frame hole)
- 1,1,F1(1 frame hole)
Special moves holes
During EX flipkick, when Cage lands on the ground after doing the flipkick and going for his MK2 Shadow Uppercut move you can poke out with a D3(there is a +- 8 frame hole there).
Setups
After a nutpunch, most Cages jump over and go for 1,1,F1 string, this gives them +3 on block. And leaves a 6 frame hole to armor through for F3 and 2 frametraps. It is possible when Cage attacks too early and Skarlet is still recovering from the nutpunch that she can break the next attack even though she is blocking. Using this depends on the life situation, I personally recommend holding on to your meter to armor through, except near death.
Between constant spam of F3 it is possible to armor through with a 9 frame hole, I recommend using up slash instead of down slash because Cage can block the down slash in time. If Skarlet has no meter, poking out with D1 is also an option.
Cage will either do F3 or F33B3, doing F33B3 frees Skarlet of his pressure. F33 is -4 on block and gives Skarlet time to jump away, which will be never or hardly used.
When using EX forceball on block, if Skarlet crouches she avoids both the EX forceballs and can poke or armor through for damage. When standing, this jails her into standblock and leaves Cage at +5, leaving Skarlet 4 frames to armor through.
Cage can dash in and use his B3(11 frames), which has a huge hitbox, to launch you for a full combo punish when attempting anything except EX red dash. It's -15 on block and not punishable with Skarlet(leaves distance between the 2 characters). Such a move must be baited and whiff punished.
1,3:
- 2(1 frame hole)
JIP:
- F4(10 to 14 frame hole) => you can jump away(NOT CROSSOVER!)
Special moves AFTER blocked normals/strings
EX High fireball:
- 1(5 frame hole)
- 1,1(7 frame hole)
- 1,1,1(8 frame hole)
- 1,1,4(2 frame hole)
- 1,1,F1(6 frame hole)
- 2(1 frame hole)
- 4,4(1 frame hole)
- F2(2 frame hole)
- F3(2 frame hole)
Low Fireball[normal and EX], High fireball:
- 1(1 frame hole)
- 1,1(3 frame hole)
- 1,1,1(4 frame hole)
- 1,1,F1(2 frame hole)
Nutpunch[normal and EX]:
- 1,1(2 frame hole)
- 1,1,1(3 frame hole)
- 1,1,F1(1 frame hole)
Special moves holes
During EX flipkick, when Cage lands on the ground after doing the flipkick and going for his MK2 Shadow Uppercut move you can poke out with a D3(there is a +- 8 frame hole there).
Setups
After a nutpunch, most Cages jump over and go for 1,1,F1 string, this gives them +3 on block. And leaves a 6 frame hole to armor through for F3 and 2 frametraps. It is possible when Cage attacks too early and Skarlet is still recovering from the nutpunch that she can break the next attack even though she is blocking. Using this depends on the life situation, I personally recommend holding on to your meter to armor through, except near death.
Between constant spam of F3 it is possible to armor through with a 9 frame hole, I recommend using up slash instead of down slash because Cage can block the down slash in time. If Skarlet has no meter, poking out with D1 is also an option.
Cage will either do F3 or F33B3, doing F33B3 frees Skarlet of his pressure. F33 is -4 on block and gives Skarlet time to jump away, which will be never or hardly used.
When using EX forceball on block, if Skarlet crouches she avoids both the EX forceballs and can poke or armor through for damage. When standing, this jails her into standblock and leaves Cage at +5, leaving Skarlet 4 frames to armor through.
Cage can dash in and use his B3(11 frames), which has a huge hitbox, to launch you for a full combo punish when attempting anything except EX red dash. It's -15 on block and not punishable with Skarlet(leaves distance between the 2 characters). Such a move must be baited and whiff punished.
Kabal
Blocked combo strings
1,1:
- 1(2 frame hole)
- B4(3 frame hole)
B1:
- 2(5 frame hole)
F4:
- 1+2(10 frame hole)
Special moves AFTER blocked normals/strings
Tornado slam[normal and EX]:
- 1(7 frame hole)
- 1,1(7 frame hole)
- 1,1,B4(3 frame hole)
- 2,1(3 frame hole)
- 3(1 frame hole)
- 4(5 frame hole)
- B1(3 frame hole)
- B1,2(2 frame hole)
- B2(2 frame hole)
- F3(4 frame hole)
- F3,2(2 frame hole)
- F4(9 frame hole)
- D4(6 frame hole)
Nomad dash:
- 1(4 frame hole)
- 1,1(4 frame hole)
- 4(2 frame hole)
- F3(1 frame hole)
- F4(6 frame hole)
- D4(3 frame hole)
Gas Blast:
- F4(2 frame hole)
Buzzsaw[normal and EX] and EX Nomad Dash:
- F4(1 frame hole)
Setups
Mix-ups
Canceling into Buzzsaw(low) or Tornado Slam(overhead) is always a possibility, this has a little extra mix-up that changes the position on the screen. This is handy when Kabal is in the corner and wants to get out, something to keep in mind when trying to guess.
After F4, Kabal can cancel into 1+2 which is an overhead and doesn't change position.
NDC's on block with possible follow-ups
1,1,1(+8[+13 EX]):
- 1(5 frame hole)[0 EX]
- 2(1 frame hole)[0 EX]
- B1(5 frame hole)[0 EX]
- F3(5 frame hole)[0 EX]
- F4(1 frame hole)[0 EX]
- Throw(2 frame hole)[0 EX => got to tech it]
1,1,B4(+1[+6 EX]):
- 1(12 frame hole)[8 frame hole EX]
- 2(8 frame hole) [3 frame hole EX]
- B1(12 frame hole) [8 frame hole EX]
- F3(12 frame hole) [8 frame hole EX]
- F4(8 frame hole) [3 frame hole EX]
- Throw(9 frame hole)[4 frame hole EX]
2(+9[14 EX]):
- 1(4 frame hole)[0 EX]
- 2(0 frame hole) [0 EX]
- B1(4 frame hole) [0 EX]
- F3(4 frame hole) [0 EX]
- F4(0 frame hole) [0 EX]
- Throw(1 frame hole)[0 EX => got to tech it]
B1(+1[+6 EX]):
- 1(12 frame hole) [7 frame hole EX]
- 2(8 frame hole) [3 frame hole EX]
- B1(12 frame hole) [7 frame hole EX]
- F3(12 frame hole) [7 frame hole EX]
- F4(8 frame hole) [3 frame hole EX]
- Throw(9 frame hole)[4 frame hole EX]
B1,2(+2[+7 EX]):
- 1(11 frame hole) [6 frame hole EX]
- 2(7 frame hole) [2 frame hole EX]
- B1(11 frame hole) [6 frame hole EX]
- F3(11 frame hole) [6 frame hole EX]
- F4(7 frame hole) [2 frame hole EX]
- Throw(8 frame hole)[3 frame hole EX]
F3(0[+5 EX]):
- 1(13 frame hole) [8 frame hole EX]
- 2(9 frame hole) [4 frame hole EX]
- B1(13 frame hole) [8 frame hole EX]
- F3(13 frame hole) [8 frame hole EX]
- F4(9 frame hole) [4 frame hole EX]
- Throw(10 frame hole)[5 EX => got to tech it]
F3,2(+2[+7 EX]):
- 1(11 frame hole) [6 frame hole EX]
- 2(7 frame hole) [2 frame hole EX]
- B1(11 frame hole) [6 frame hole EX]
- F3(11 frame hole) [6 frame hole EX]
- F4(7 frame hole) [2 frame hole EX]
- Throw(8 frame hole)[3 frame hole EX]
F4(-5[0 EX]):
- 1(18 frame hole) [13 frame hole EX]
- 2(14 frame hole) [9 frame hole EX]
- B1(18 frame hole) [13 frame hole EX]
- F3(18 frame hole) [13 frame hole EX]
- F4(14 frame hole) [9 frame hole EX]
- Throw(15 frame hole)[10 frame hole EX]
Extra info
The best thing to do against NDC pressure is crouch, the 2 whiffs so Kabal can't do the block infinite on Skarlet(so does the 1). But the B1 does hit Skarlet when crouch blocking and neutral crouch.
After a F4 reset, Kabal is at atleast 12 frames and you best hold on to crouch block in order to avoid the 2 block infinite. He'll be able to do the 2, NDC once but after that it will whiff.
If stuck in the 2 NDC block infinite, you have to let the 2 hit you in order to escape it. Kabal can read this and go for B1 or F3 to combo off it and reset you again.
During the NDC pressure you can poke out if you have the frames for it, Kabal can read this and do:
- Not cancel the dash
- Go for Buzzsaw or Tornado Slam
- F4 into ND(Nomad Dash)
- NDC into a poke
Everything that follows F4 can be armored out of(buzzsaw will most likely cause meterdrain). I think that if Kabal does F4, NDC and Skarlet does EX RD that Kabal won't be able to cancel in time and Skarlet will have a free combo. (needs to be tested!)
If Kabal does a F4, he is pretty much giving up his pressure.
1,1:
- 1(2 frame hole)
- B4(3 frame hole)
B1:
- 2(5 frame hole)
F4:
- 1+2(10 frame hole)
Special moves AFTER blocked normals/strings
Tornado slam[normal and EX]:
- 1(7 frame hole)
- 1,1(7 frame hole)
- 1,1,B4(3 frame hole)
- 2,1(3 frame hole)
- 3(1 frame hole)
- 4(5 frame hole)
- B1(3 frame hole)
- B1,2(2 frame hole)
- B2(2 frame hole)
- F3(4 frame hole)
- F3,2(2 frame hole)
- F4(9 frame hole)
- D4(6 frame hole)
Nomad dash:
- 1(4 frame hole)
- 1,1(4 frame hole)
- 4(2 frame hole)
- F3(1 frame hole)
- F4(6 frame hole)
- D4(3 frame hole)
Gas Blast:
- F4(2 frame hole)
Buzzsaw[normal and EX] and EX Nomad Dash:
- F4(1 frame hole)
Setups
Mix-ups
Canceling into Buzzsaw(low) or Tornado Slam(overhead) is always a possibility, this has a little extra mix-up that changes the position on the screen. This is handy when Kabal is in the corner and wants to get out, something to keep in mind when trying to guess.
After F4, Kabal can cancel into 1+2 which is an overhead and doesn't change position.
NDC's on block with possible follow-ups
1,1,1(+8[+13 EX]):
- 1(5 frame hole)[0 EX]
- 2(1 frame hole)[0 EX]
- B1(5 frame hole)[0 EX]
- F3(5 frame hole)[0 EX]
- F4(1 frame hole)[0 EX]
- Throw(2 frame hole)[0 EX => got to tech it]
1,1,B4(+1[+6 EX]):
- 1(12 frame hole)[8 frame hole EX]
- 2(8 frame hole) [3 frame hole EX]
- B1(12 frame hole) [8 frame hole EX]
- F3(12 frame hole) [8 frame hole EX]
- F4(8 frame hole) [3 frame hole EX]
- Throw(9 frame hole)[4 frame hole EX]
2(+9[14 EX]):
- 1(4 frame hole)[0 EX]
- 2(0 frame hole) [0 EX]
- B1(4 frame hole) [0 EX]
- F3(4 frame hole) [0 EX]
- F4(0 frame hole) [0 EX]
- Throw(1 frame hole)[0 EX => got to tech it]
B1(+1[+6 EX]):
- 1(12 frame hole) [7 frame hole EX]
- 2(8 frame hole) [3 frame hole EX]
- B1(12 frame hole) [7 frame hole EX]
- F3(12 frame hole) [7 frame hole EX]
- F4(8 frame hole) [3 frame hole EX]
- Throw(9 frame hole)[4 frame hole EX]
B1,2(+2[+7 EX]):
- 1(11 frame hole) [6 frame hole EX]
- 2(7 frame hole) [2 frame hole EX]
- B1(11 frame hole) [6 frame hole EX]
- F3(11 frame hole) [6 frame hole EX]
- F4(7 frame hole) [2 frame hole EX]
- Throw(8 frame hole)[3 frame hole EX]
F3(0[+5 EX]):
- 1(13 frame hole) [8 frame hole EX]
- 2(9 frame hole) [4 frame hole EX]
- B1(13 frame hole) [8 frame hole EX]
- F3(13 frame hole) [8 frame hole EX]
- F4(9 frame hole) [4 frame hole EX]
- Throw(10 frame hole)[5 EX => got to tech it]
F3,2(+2[+7 EX]):
- 1(11 frame hole) [6 frame hole EX]
- 2(7 frame hole) [2 frame hole EX]
- B1(11 frame hole) [6 frame hole EX]
- F3(11 frame hole) [6 frame hole EX]
- F4(7 frame hole) [2 frame hole EX]
- Throw(8 frame hole)[3 frame hole EX]
F4(-5[0 EX]):
- 1(18 frame hole) [13 frame hole EX]
- 2(14 frame hole) [9 frame hole EX]
- B1(18 frame hole) [13 frame hole EX]
- F3(18 frame hole) [13 frame hole EX]
- F4(14 frame hole) [9 frame hole EX]
- Throw(15 frame hole)[10 frame hole EX]
Extra info
The best thing to do against NDC pressure is crouch, the 2 whiffs so Kabal can't do the block infinite on Skarlet(so does the 1). But the B1 does hit Skarlet when crouch blocking and neutral crouch.
After a F4 reset, Kabal is at atleast 12 frames and you best hold on to crouch block in order to avoid the 2 block infinite. He'll be able to do the 2, NDC once but after that it will whiff.
If stuck in the 2 NDC block infinite, you have to let the 2 hit you in order to escape it. Kabal can read this and go for B1 or F3 to combo off it and reset you again.
During the NDC pressure you can poke out if you have the frames for it, Kabal can read this and do:
- Not cancel the dash
- Go for Buzzsaw or Tornado Slam
- F4 into ND(Nomad Dash)
- NDC into a poke
Everything that follows F4 can be armored out of(buzzsaw will most likely cause meterdrain). I think that if Kabal does F4, NDC and Skarlet does EX RD that Kabal won't be able to cancel in time and Skarlet will have a free combo. (needs to be tested!)
If Kabal does a F4, he is pretty much giving up his pressure.
Kano
Blocked combo strings
3:
- 3(2 frame hole)
B1:
- 2(1 frame hole)
B1,1:
- 2(3 frame hole)
B2:
- 3(5 frame hole)
- F1(5 frame hole)
F3:
- B2(5 frame hole)
Special moves AFTER blocked normals/strings
Knife throw[normal and EX]:
- 2(3 frame hole)
- 3(8 frame hole)
- 3,3(13 frame hole) => can be jumped out of
- 4(1 frame hole)
- B1(1 frame hole)
- B2(9 frame hole)
- B2,3(1 frame hole)
- F1(2 frame hole)
Choke[normal and EX]:
- 3(1 frame hole)
- 3,3(6 frame hole)
- B2(2 frame hole)
Up ball[normal and EX]:
- 3,3(4 frame hole)
Ball[normal and EX]:
- 3,3(3 frame hole)
Setups
...
3:
- 3(2 frame hole)
B1:
- 2(1 frame hole)
B1,1:
- 2(3 frame hole)
B2:
- 3(5 frame hole)
- F1(5 frame hole)
F3:
- B2(5 frame hole)
Special moves AFTER blocked normals/strings
Knife throw[normal and EX]:
- 2(3 frame hole)
- 3(8 frame hole)
- 3,3(13 frame hole) => can be jumped out of
- 4(1 frame hole)
- B1(1 frame hole)
- B2(9 frame hole)
- B2,3(1 frame hole)
- F1(2 frame hole)
Choke[normal and EX]:
- 3(1 frame hole)
- 3,3(6 frame hole)
- B2(2 frame hole)
Up ball[normal and EX]:
- 3,3(4 frame hole)
Ball[normal and EX]:
- 3,3(3 frame hole)
Setups
...
Kenshi
Blocked combo strings
1,1:
- 1(1 frame hole)
- 2(7 frame hole)
- 4(1 frame hole)
F3:
- 2(4 frame hole)
Special moves AFTER blocked normals/strings
Telekinetic Slash[normal and EX]:
- 1(6 frame hole)
- 1,1(14 frame hole)
- 1,1,1(2 frame hole)
- 1,1,4(2 frame hole)
- 2,1(3 frame hole)
- 2,1,B+2(20 frame hole)
- 4(9 frame hole)
- F3(10 frame hole)
- F3,2(11 frame hole)
Tele-Flurry(normal and EX):
- 1(2 frame hole)
- 1,1(10 frame hole)
- 2,1,B+2(16 frame hole)
- 4(5 frame hole)
- F3(6 frame hole)
- F3,2(7 frame hole)
Rising Karma(normal and EX):
- 1,1(3 frame hole)
- 2,1,B+2(9 frame hole)
Spirit Charge[normal and EX]:
- 2,1,B+2(3 frame hole)
Setups
...
1,1:
- 1(1 frame hole)
- 2(7 frame hole)
- 4(1 frame hole)
F3:
- 2(4 frame hole)
Special moves AFTER blocked normals/strings
Telekinetic Slash[normal and EX]:
- 1(6 frame hole)
- 1,1(14 frame hole)
- 1,1,1(2 frame hole)
- 1,1,4(2 frame hole)
- 2,1(3 frame hole)
- 2,1,B+2(20 frame hole)
- 4(9 frame hole)
- F3(10 frame hole)
- F3,2(11 frame hole)
Tele-Flurry(normal and EX):
- 1(2 frame hole)
- 1,1(10 frame hole)
- 2,1,B+2(16 frame hole)
- 4(5 frame hole)
- F3(6 frame hole)
- F3,2(7 frame hole)
Rising Karma(normal and EX):
- 1,1(3 frame hole)
- 2,1,B+2(9 frame hole)
Spirit Charge[normal and EX]:
- 2,1,B+2(3 frame hole)
Setups
...
This is what I got so far, will continue to add characters.
If people have stuff to add just post it.