Much better at zoning than Ryo.- Extra modeĮx King- strong character with strong pokes that can be used for anti-hops. Not many combos compared to Ryo but he doesn’t need them. – Extra modeĮx Ryo- solid zoning, his lp dp has a huge hit box and he can air fb after.
Anti-air crack shoot into power geyser works fairly easy. Much easier to anti-air with power geyser than normal Terry. His defense is a lot worse than regular Terry because he has to charge for rising tackle and no power dunk. Crack shoot quick max st.D super does a huge amount of damage. It can really lock down a lot of characters and can be frame perfect so they couldn’t reversal. Pseudo block string infinite with fire kick and round wave. Fire kick is punishable on block more so than power charge. Less damage potential overall than ex.mary.-Advanced modeĮx Terry- Easy firekick into quick max super. Better defense with counters which she can super after. Her grounded command grab is instant compared to ex.mary. Mary- solid rush down with a lot of options to get around projectiles. Extra gauge/run/roll preferred for st.D roll cancel into command grab. Can be a tough match up for some characters like Brian but has a disadvantage against characters that can counter zone. Combo opportunity is worse than normal Geese but his zoning is much stronger. – Extra modeĮx Geese- Zoner with large ground based projectiles, they appear larger than the actual hitbox is. With Quick Max he has a very long hit confirm to super with st.C, f.B, cr.C xx super or in corner another f.B xx super. There’s no real reason for him to be anything other than Extra Mode. Works great with Extra mode teams as walk back st.A is a solid turtling strat. Hyperhop jump arc is perfect for rush down.- Extra gauge/run or dash/roll- she can use dodge but if you are good with her dodge move you can use roll with her and have the best of both worlds.Ĭhoi- Hard to hit, best hit and run, strong but limited combos. Once she buffs herself with her buff super any special move can go into super. Invincible dodge that can be canceled into a command grab. – Extra modeĮx Mary- Great rush down, Solid bnbs, activate super leads into cr.c or move into super. Heavy D – good combos from cr.B and overhead, solid pokes, proximity unblockable, good invincible anti-air and reversal move, super buffs normal moves for more damage. Can easily go into super from f.A command normal.Įiji – St.D has good range and goes over most cr.Atks, fireball super start is fast enough to punish whiffs, dash move is hard to punish. Pretty easy bnb into super.- Any mode, Run is preferred but O.Chris aerials are strong enough for him to get by without run. J.D is one of the best jump ins for sure and crosses up easily. He has a strong option select with his proximity unblockable. He can follow up after his fireball in a lot of situations and makes a great meaty. Jump CD is very strong and has a lot of reach. O.Chris- Easily one of the best rush down. Dodge is probably overall better in this game. Roll is better for characters with gimmicks/combos with it. Dash is preferred if you plan on zoning and playing footsies. Run is preferred if you intend on playing a rush down heavy team. Either gauge could be used but you need to think what is best for the team. Overall Quick max is strong but you can still use Advanced gauge with the right characters. In Extra gauge at that point with his meter spent he would have to get damaged or charge to have a new super ready meaning he would lose his momentum and mix-up opportunities. He builds meter while attacking you then tags you with cr.B and goes into super from there. Kyo for example really benefits from this. Like maybe an advanced gauge team with dodge, or Ex Blue Mary with extra gauge/run/roll.Īdvanced mode- Overall the preferred mode for most strong rush down characters because of run and always having access to meter. Mainly used to create specific modes for certain teams. Ultimate mode- Mix and match anything you want. Another example would be Ex Terry, if he lands fire kick he can go into quick max then super for hefty damage but if he had advanced gauge he would only get normal follow ups like rising tackle or early cancel burn knuckle. For example Ex Ryo does qcb.B as a poke and you block it, he could quick max it on block and recover faster to avoid a punish.