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| Notes: _ means to land [x] means to use the charged (blowback edge) version of a move. Ad means air dash. For 5c 236[b], hit 5c low and input 236[b] when you see the wallslam effect. Unless otherwise noted, use both hits of j.b. "Spaced knockdown" means a knockdown with your opponent JUST outside the corner so you can cross them up. All of these combos build at least 100 magic circuit unless otherwise noted. When landing jumpin combos midscreen, it's best to go right from j.c to 2a or whatever. When landing jumpin combos in the corner, always use j.63214a and do your raw TK 63214b before any wallslams. Midscreen Combos 2c4c ad j.c _ 2c4c ad j.c j.63214a _ j.bc sdj.bc6q 2c5cc j.cb _ 5b2bc 632147b _ 5b2bc5c 236[b] * Use when near corner. * Spaced knockdown. 2c5cc j.bc _ (5b2bc5c 236[b] 632147b _) 5b2bc 632147b _ 5b2bc5c 236[b] * Use when far from corner. Leave out the part in parentheses if 5c causes a wallslam. * Spaced knockdown. 2c5cc j.b(1) 5abc 236[b] 632147b _ (5b2bc 632147b _) 5b2bc5c 236[b] * Fullscreen combo. * Timing for j.b is character specific. On some you can do it extra late to get a downward-only j.b. * Spaced knockdown. * 1-hit means a falling j.B that has only one hit. Whiff means to whiff the first hit of rising j.B. * 1-hit: Aoko, Shiki, Hime, Nanaya, Kouma, Sion, Ries, VSion, Wara, Roa, Akiha, Arc, PCiel, Warc, Mech, SAkiha, Nero, Hisui, Kohaku * whiff: Miyako, Ciel, VAkiha, Sacchin, Len, WLen * ragequit: Ryougi (whiff), Necos (impossible) * Leave out the () if you don't land deep the corner. May have to ALWAYS leave it out on some characters. 2c4c ad j.c _ 2c5cc j.b(1) _ 5ab2bc5c 236[b] 5ab2bc4c ad j.c j.63214a _ 5ab2bc5c 623a * Fullscreen combo. * Use for characters you can't hit the above combo on consistently or at all. * Starter must be kept short, especially against necos. 4c is somewhat finnicky. * May be able to end with 236[b]. Not really worth bothering, you can't get spaced knockdown. * Could not get spaced knockdown off a 4c starter. I think it applies a large amount of hitstun scaling. Corner Combos 2c5c 236[b] 632147b _ 5b2bc 632147b _ 5b2bc5c 236[b] * Spaced knockdown. 2c5c xx 236[b] 632147b _ 5b2bc4c ad j.c _ 5ab2bc 632147c _ (dash) 5b2bc5c 236[b] * More damaging space knockdown. CH 236a 236[a] 2a5b2bc5c 236[b] 632147b _ 5b2bc 632147b _ 5b2bc5c 236[b] * Spaced knockdown. CH 236[b] 2aa5b2bc5c 236[b] 632147b _ 5b2bc 632147b _ 5b2bc5c 236[b] * Spaced knockdown 236a~236a~236a 623c 2a5b2bc 632147b _ 5b2bc5c 236[b] * Works from ANYWHERE. * From outside the corner dash in after the 623c. * From inside the corner, walk back after 623c. Airthrow combos midscreen airthrow > 2bc4c ad j.c _ 2c4c ad j.c j.63214a _ j.bc dj.bc6q midscreen airthrow > 2bc5cc j.b(1) _ 5ab2bc 632147b _ 5b2bc5c 236[b] * Spaced knockdown. corner airthrow > 2aab2bc 632147b _ 5b2bc5c 236[b] * Spaced knockdown. corner airthrow > 2aab2bc4c ad j.c _ 5ab2bc 632147c dash 5b2bc5c 236[b] * Spaced knockdown. corner airthrow > 2aa5b2bc 632147b _ 5b2bc5c 236[b] 632147b _ 5b2bc 214b 5ab2bc4c ad j.c j.63214a _ 5ab2bc 623a Useless throw combo corner throw > j7.b(1)c sdj9.b(1)c j.22b~66b j.63214c ad j.c6q Damage Ender 2c 214b 5ab2bc4c ad j.c j.632147a _ 5ab2bc 623a * Delay the 5a input. A lot. You want 5a, not a teleport. * Replace 2c5c 236[b] at the end of most spaced knockdown combos with this for more damage. Random CH notes For CH 214a do your grounded combo of choice, starting at 2b. For CH 236[a], ground combo of choice starting with 5b instead of 2aa. For regular 236[a], use your ground combo of choice. |
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| - This character is terrible. Don't pick her. - No really she's fucking awful. - If you like H, pick C instead. If you just want to play the character, pick F. - can possibly tech punish after EX pillar, but no OTGs are possible so it's no good Damage values are vs. Akiha Midscreen 2ab5cba6aa2c 214b 6c sjc.c dj.bc6q * 4236 * use this instead of the corner version if you want to burn meter on an EX pillar at the end Corner 2ab5c6aaa2c 214b 6c sjc.a6b5b(1)c dj.b(1)c6q * 4371 * does shit for damage with an EX ender instead of the throw, don't bother Everywhere 2a5bca6aa 2c 214a 22d j.ac dj.c6b j.236a (wind hits) (pillar hits) j.6q * 4355 damage * harder than the other combos * not worth using an EX ender (only goes up to 4400ish) * arf arf arf arf arf arf * only works if it carries to the corner before the j.236a, otherwise airdash into j.(c)6q 2b5ca6aa 2c 236a j.c6b dj.b(2)c6q * 4110 damage * reliable, works from very far ranges (5a can whiff) * room for a longer chain to get more damage on close hits |
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| Notes: _ means to land > means to link rather than cancel |