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WakeUpDP

[CPEX] Relius Clover Combo Thread

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BBCP_Header_Combo_Thread.png
 

 

BBCP_Info_Bar_c01.png

  • Contribution to the thread is welcome. Refer to the notation below and from the wiki for the notations!
  • Optimal combos shall be added to the second post and please try to stay on topic as this thread is for combos only.
  • Please use if possible as base notation for example: 2A > 5B > 3C > 236C > 214B   [1729/12/1000] and other notations that might apply.

 

  • Short / Normal Starters: Refers to the starter rating used to define the time allocated to the combo. (Explanation: here , starter rating list: here)

 

 

Thread Notations: [Please Read]

 

General Notations UsedGuide Specific Notations Used

 

  • [0000/00/0000]: Damage/Heat Gain/Ignis Cost
  • [CR] ...: Opponent is crouched when the combo starts.
  • St.xD: Ignis is behind the opponent at the time of this input.(Stalking)
  • >: Gatling/cancel the previous move into the following move.
  • j: Jump
  • sj: Super Jump
  • ad: Air Dash
  • iad: Instant Air Dash
  • jc: Jump Cancel
  • CH: Counter Hit
  • FC: Fatal Counter
  • RC: Rapid Cancel
  • (N): Attack must deal N amount of hits.
  • [???] xN: Repeat ??? N amount of times.
  • DM: Damage
  • HG: Heat Gain %
  • IC: Ignis Cost
  • OD: Overdrive
  • cOD: Overdrive Cancel
  • CT: Crush Trigger (5AB)

 

Ignis Costs: Gauge Total = 10 000

 

 

Spoiler

 

  • Move: Cost(Active)/Cost(Inactive)
  • 6D: 1300/-
  • 2D: 2000/-
  • 4D: 1000/-
  • j.6D: 1000/-
  • j.2D: 1000/-
  • j.8D: 1000/-
  • Id Haas ((j.)236C > 214A): 1000/1000
  • Id Naiads ((j.)236C > 214B): 1000/1000
  • Id Zain ((j.)236C > 214C): 1000/1000
  • Val Lanto (214A): 2000/3000
  • Val Lyra (214B): 1500/3000
  • Val Tus (214C): 1500/3000
  • Geara Act (236D): 1500/3500
  • Geara Nose (214D): 1500/3500
  • Bel Lafino (j.214B): 1500/3000
  • Vol Tedo (632146D): 1000/1000
  • Duo Bios (236236D): 1500/1500
  • The Puppeteer's Altar (214214D): 0/0

 

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BBCP_Info_Bar_c02.png

Without Ignis combos:

 

2A.) Mid-screen

Short Starters
  • 2A > 5B > 3C > 236C~214A > 66 [1676DMG/+12HT/-1000IG]
  • 2A > 5B > 3C > 236C~214A > 22C [1885DMG/+13HT/-1000IG]
  • 2A > 5B > 3C > 236C~214B   [1729/12/1000]
  • 2A > 5B > 5C (2) > 6C > 236C~214A > 22C [2158DMG/+15HT/-1000IG] *Req crouch*
  • 2A > 5B > 3C > 236C~214A > 22C>2D> 66 5B > 2C > TKj.236C~j.214B [2638DMG/+19HT/-4000IG]
  • air hit 5A/2A > 2C > 6C > 41236B > 5B > 2C > sj > j.B > j.C > j.236C~j.214B [2746DMG/+20HT/-1000IG]

  • 5B+C > 236C~214B [2156DMG/+16HT/-1000IG]

  • 5B+C > 22B [1652DMG/+11HT/No IG]

Normal Starters

  • 5B > 236C~214A > 22C > 2D > 665B > 2C > 6C > 41236B > 5B > 2C > J.B > J.C > 236C~214B [3700DMG/+26HT/-4000IG]
  • 5B > 3C > 236C > RC > 665B > 2C > 6C > 41236B > 5B > 5C > J.B > J.C > 236C~214B [3931DMG/-34HT/-1000IG] *Req 50 heat*

  • 5B > 3C > 236C > RC > 662C > 6C > 41236B > 2C > SIAD > j.B > j.C > 5C (2) > SJ > j.B > j.C > j.236C~j.214B [3994DMG/-31HT/-1000IG] *Req 50 Heat*

  • 5B > 3C > ODCancel > 665B > 2C > 236C~214C > 66 > 5D > 5B > 2C > 6C > 41236B > 5B > 2C > TKj.236C~j,214B [4295DMG/+31HT/IG=9000] Requires burst at any HP

CH/FC

  • CH 3C > 5A+B > 66 5B > 2C > 6C > 41236B > 5C(2) > 2C > sj.B > j.C > j.236C~214B [4155DMG/+16/-1000IG]
  • CH 3C> [5D desummon or delay] > 665C (2) > 2C > 6C > 41236B > 5C(2) > 2C > sj.B > j.C > j.236C~214B [3480DMG/+25HT/IG=9000]
  • CH2C > 5D > 663C > 6D > 662C > 6C > 41236B > 2C > SIAD > j.B > j.C > 5C (2) > SJ > j.B > j.C > j.236C~j.214B [3104DMG/+22HT/-2300IG]
  • (grounded opponent) CH2C > 236236D > 66 or IAD~66 (push Ignis near to nearest corner) > 2C > TKj.236C > 2C > 6C > 236C~214C > 6A [4186DMG/-30HT/-3000IG] *Req 50 Heat*
  • CH 5C (1)> Bios > ODC lasthit > 2C > 236C~214C > SJB > J.236C~214B > 214A > 214B > 632146D [7168DMG/+-0HT/-1200IG] *Req 70 heat, 36% life OD*

  • FC6C > 41236B > 2C > SIAD > j.B > j.C > 5C (2) > sj.B > j.C > j.236C~j.214B [3441DMG/+25HT/-1000IG]

 

  • Air CH5B > 5A+B > 665C (2) > 2C > 6C > 41236B > 5C (2) > 2C > SJ > j.B > j.C > j.236C~j.214B [4508DMG/-9HT/-1000IG] *Req 25 Heat*

  • Anti-Air: CH 2C > j.A whiff > 5B > 2C > 6C > 41236B > 5B > 2C > sj.B > j.C > j.236C~j.214B [3109DMG/+23HT/-1000IG] (j.A OS in case of non-CH or block)

 

 

 

2B.) Near-Corner

Short Starters
  • 2A > 5B> 3C > 236C~214C > 5B > 2C > 6C > 4D > 6A [2888DMG/+25HT/-2000IG]

Normal Starters

  • 5B > 3C > 236C~214C > 665B > 2C > TKj.236C > 2C > 6C > 41236B > 5B > 5C (2) > 4D > 6A [4503DMG/+32HT/-2000IG]

 

 

 

 

 

2C.) Corner

Short Starters
  • 2A> 5B > 3C > 236C > 665C (1) > 2C > TKj.236C > 2C > 6C > 4D > 6A [3253DMG/+23HT/-2000IG]
  • 5B+C > 236C~214C > 665C (1) > 2C >TKj.236C > 2C > 6C > 4D > 6A [3595DMG/+25HT/-2000IG]

  • 4B+C > 41236B > 5B > 2C > TKj.236C > 5B > 2C > 6C > 236C > safe-jump j.B [3277DMG/+23HT/No IG] (throw into corner

Normal Starters

  • 5B > 3C > 236C~214C > 665C (1) > 2C > TKj.236C > 5C (1) > 2C > 6C > 41236B > 3C > 5D [4223DMG/+30HT/-1000IG]

  • 5B > 236C ~ 214C> 2C > j.236C > 2C > 6C > 41236B > 5B > 5C > 4D > 6A [4459DMG/+32HT/-2000IG]

  • 5B > 2C > 236C~214C > 665C (1) > 2C > TKj.236C > 5C(1) > 2C > 6C > 41236B > 5B > 5C (2) > 4D > 6A     [4609DMG/+33HT/-2000IG]

  • 5B > 2C > 236C~214C > 662C > j.C > j.236C~j.214B > 5B > 2C > 6C > 41236B > 5B > 5C (2) > 4D > 6A [5027DMG/+37HT/-3000IG]

 

 

 

 

 

BBCP_Info_Bar_c03.png

 

With Ignis: (IMPORTANT: Ignis inactive combos still apply)

 

 

3A.) Mid-screen

Short Starters
  • Throw > 41236B > 6D > 5B > 2C > sj.B > j.C > j.236C~214B [3039/22/1000]

Normal Starters

  • 5B > 3C > 6D > (66) 2C > 6C > 41236B > 5C(2) > 2C > sj.B > j.C > j.236C~214B [3481DMG/+25/-2300IG]

  • 5B > 3C > 6D > 66 2C > 6C > 41236B > 2C > IAD or jump> j.B > j.C > 2C > sj.B > j.C > j.236C~214B [3523DMG/+26HT/-2300IG]
  • 6A> 236C+2D > 5B > 2C > 6C > 41236B > 5C(2) > 2C > sj.B > j.C > j.236C~j.214B [3098DMG/+22HT/-3000IG]
  • 6A > 6D > 665B > 5C(2) > 3C > 6D > 662C > 6C > 41236B > 5C(2) > 2C > sj.B > j.C > j.236C~j.214B [3132DMG/+22HT/-3600IG]
  • 6A > 5A+B + 6D > 66 5C(2) > 3C > 6D > 662C > 6C > 41236B > 5C(2) > 2C > sj.B >j.C >j.236C~j.214B [3748DMG/-11HT/-3600IG]

    *Req 25 heat*
  • Max range 2B > 5B > 236C + 2D > 665B > 2C > 6C > 41236B > 5C(2) >2C > sj.B > j.C > j.236C~j.214B [2943DMG/+21HT/-3000IG]
  • 5B > 3C > 5A+B > 6D > 66 > 5C (2) > 2C > 6C > 41236B > 5C (2) > 2C > SJ > j.B > j.C > j.236C~214B [4246DMG/-8HT/-2300IG] *Req 25 Heat*

  • 5B > [2C > jump + 6D > 665B] x 4 > 5C (2) > 236C~214B [3496DMG/+25HT/-6400IG]

  • 5B > 3C > 6D > 662C > 6C > 41236B > 5B > 5C (2) > sj.B > j.C > ODCancel > j.B > 236C~214B > 632146D [4485~4772DMG/-25HT/-5300IG] Requires Burst and 25 heat. works at any health but for the higher damage value roughly 60% HP OD is needed.

  • 5B > 3C > 2363214C > 5D > 2C > 6C > 41236B > 5C (2) > 2C > sj.B > j.C > j.236C~214B [3076DMG/-32HT/IG=9000] *Req 50 Heat*
  • CH 3C> [5D desummon or delay] > 665C (2) > 2C > 6C > 41236B > 5C(2) > 2C > sj.B > j.C > j.236C~214B [3480DMG/+25HT/IG=9000]

  • CH 3C > 214C > 236C > 66 5C > 2C > 6C > 41236B > 5B > 5C > sj.B > j.C > j.236C~214B [4098/30/2500]

     

 

 

 

3B.) Near-Corner

Short Starters
  • -

Normal Starters

  • 5B > 3C > 6D > 66 2C > 6C > 41236B > 5C(2) > 2C > j.236C~214C > 66 5B > 2C > 4D > 6A [3766/27/3300]

 

 

 

 

 

3C.) Corner

Short Starters
  • -

Normal Starters

  • -

 

Combos to regenerate Ignis gauge.

  • 5B > 236C > RC > 5D > (66) 2C > 6C > 41236B > 5B > 5C(2) > sj.B > j.C > j.236C~214C > 5C(2) > 4D >  6A[4107/17/IG=8000]
  • 5B > 3C > 41236B + 6D > 5B + 4D > 66 > 5D > 5B > 2C > TKj.236C > 2C > 6C > 236C> [3402DMG/+24HT/+full IG]

  • 5B > 3C > 41236B + 6D > 5B + 4D > 66 > 5D > 5B > 2C > TKj.236C > 2C > 6C > 5A+B > 3C > 236C~214C > 6A [3885DMG/-1HT/IG=9000]

 

 

 

 

 

BBCP_Info_Bar_c04.png

 

 

 

Enders
  • 3C > 214214D
  • 2C > 214214D (air/sliding hit)
  • 6C > 214214D
  • 4BC/BC > 214214D
  • -

 


 

BBCP_Info_Bar_c05.png

 

 

 

Ignis Active Starters
  • CA > 2D > 2C > 6C > 236C~214B [932DMG/+1HT(-50)/-3000IG]

 

 

 

Miscellaneous combos
  • -

 

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Well boys this is it. This is the version. We are gods now.

 

5B>3C>236C~214A>22C>2D>662C>6C>41236B>5B>5C>sj>j.B>j.C>j.236C~j.214B works for roughly 3.7K midscreen. So much carry, so much damaje, we don't even need Ignis to be out to do it.

 

Note that for Jin we need to 665B>2C after the 2D.

 

This also confirms dash buff by the way. We made it boyz. Thank's for SWD for confirming this, thanks for Necro for original concept, and than you for reading.

 

I'll be back with more combos and more values soon. There's an alledged P2 buff on 2C now by the way. Get hype.

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Quickly checked out the combo you posted, and I think it follows the same category as this post: http://www.dustloop.com/forums/index.php?/topic/8682-cp11-relius-clover-combo-thread/?p=806279#entry806279

In my case, the "required heavy delay" category didn't get picked up by 2D. Confirm?

 

5B > 3C > 236C~214A > 22C > 2D > 66 (5B) > 2C > 6C > 41236B > 5B > 2C > sj.B > j.C > j.236C~j.214B [3798/27/4000]

Pretty much maxes the time in a combo

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I'll have to test this more I'm admittedly being a bad scientist right now. XD

 

Right now I've already moved onto 4K+ combos from Duo Bios Hit #1. But once I get all my data in order it's coming here.

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Okay here's a few live ones

 

Midscreen:

 

for beginners: 5B>3C>6D>665B>2C>6C>41236B>5C(2)>2C>sj>j.B>j.C>j.236C~j.214B [3479DMG/+26HT/-2300IG]

 

for closer confirms: 5B>3C>6D>665C(2)>2C>6C>41236B>5B>5C(2)>sj>j.B>j.C>j.236C~j.214B

 

For glory: 5B>3C>6D>662C>6C>41236B>2C>IAD or jump>j.B>j.C>2C>sj>j.B>j.C>j.236C~214B [3523DMG/+26HT/-2300IG]

 

 

Corner:

 

5B>2C>236C~214C>665C(1)>2C>TKj.236C>5C(1)>2C>6C>41236B>3C [4260DMG/+30HT/-1000IG]

 

5B>2C>236C~214C>665A+B>2C>TKj.236C>665B>2C>6C>41236B>3C [4779DMG/-2HT/-1000IG]

 

5B>2C>236C~214C>665C(1)>2C>TKj.236C>5C(1)>2C>6C>41236B>5B>5C(2)>236A+4D>6A [4609DMG/+34HT/-2000IG]

 

5B>2C>236C~214C>665A+B>2C>TKj.236C>2C>6C>41236B>5B>5C(2)>236A+4D>6A [5190DMG/+2HT/-2000IG]

 

More soon

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5B>3C>6D>41236B>665B>2C>6C>214C~236C>665B>5C>j.B>j.C>j.236C>j.214B (3918 Damage, +28 Heat)

 

 

 

 

Quickly checked out the combo you posted, and I think it follows the same category as this post: http://www.dustloop.com/forums/index.php?/topic/8682-cp11-relius-clover-combo-thread/?p=806279#entry806279

In my case, the "required heavy delay" category didn't get picked up by 2D. Confirm?

 

5B > 3C > 236C~214A > 22C > 2D > 66 (5B) > 2C > 6C > 41236B > 5B > 2C > sj.B > j.C > j.236C~j.214B [3798/27/4000]

Pretty much maxes the time in a combo

 
Ignis seems to go lower faster and 2D's new hit angle makes it work on everyone with almost universal timing. I got it with almost no delays on valk.
 
just after 2D, 5B works on everyone but is not needed on some. ALso skip the 3C. You lose a little damage but its easier. 3C makes you need delays.
 
 
6A>tedo works.

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5B>3C>6D>41236B>665B>2C>6C>214C~236C>665B>5C>j.B>j.C>j.236C>j.214B (3918 Damage, +28 Heat)

 

Hello, Im trying to do this combo but I don't know why I can't connect well the 5C after 665B because the oponent is very high. I have tried delaying things like 6C after 2C but I don't hit anyway. Any tips please? Thank you. (I'm new here btw, and sorry for my bad english)

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For those wondering about the "trick" on how to perform 41236B>2C>IAD>J.B>J.C>2C combo you have to super jump BACKWARDS in order for the J.B to hit before they tech.

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It's superjump IAD in general IIRC. The backwords part is just auto-burst bait. 'S still good to learn it that way though but if you like to neutral or forward super jump IAD I think that can still work. Gotta test it.

 

 

Hello, Im trying to do this combo but I don't know why I can't connect well the 5C after 665B because the oponent is very high. I have tried delaying things like 6C after 2C but I don't hit anyway. Any tips please? Thank you. (I'm new here btw, and sorry for my bad english)

 

 

As for this I have no clue but I'll ask SWD to come here and clear it up!

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Corner:

 

5B>2C>236C~214C>665C(1)>2C>TKj.236C>5C(1)>2C>6C>41236B>3C [4260DMG/+30HT/-1000IG]

How do you time the 41236B properly?

I got the combo a couple of times but I dont know if I do it right. I always try to delay the 5Cs and that 6C as much as I can. It works sometimes but most of the times I fail. Can't get it very consistently :(

I had no problem with Relius combos in BBCP since you could delay 5C, 6C AND 41236B for midscreen and I used a different combo in the corner. For the mentioned corner combo I have to do 41236B instantly or else they tech out of it.

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Midscreen:

5B>3C>st6D>2C>6C>214C>2366A>41236B>2C>iadj.B>j.C>2C>sj.B>j.C>j.236C~214B

 

Nice sideswap if ignis is in stalk mode.

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How do you time the 41236B properly?

I got the combo a couple of times but I dont know if I do it right. I always try to delay the 5Cs and that 6C as much as I can. It works sometimes but most of the times I fail. Can't get it very consistently :(

I had no problem with Relius combos in BBCP since you could delay 5C, 6C AND 41236B for midscreen and I used a different combo in the corner. For the mentioned corner combo I have to do 41236B instantly or else they tech out of it.

 

It's more about putting delay into 6C than 41236B in most cases, however if you 41236B instantly you will doom the combo. This will help, try the combo but when 6C hits don't follow up. You'll get a feel for how long you have to delay the 41236B and you'll see that it drops them quite a bit further than you'd expect.

 

During any given 2C>6C>41236B chain, the goal is usually to hit on the last frame possible as it keeps them low to the ground and this combo is no exception.

 

So from TKj.236C, your combo should look like this:

 

TKj.236C>5C(1) at last moment possible>2C as soon as possible>6C at last second possible>41236B at last second possible. Using this method I've gotten them almost touching the ground after 6C

 

During both 5C(1)s in this combo should be delayed so that they hit an inch off the ground, as it helps the timing of everything that comes afterwords. This combo isn't without its flexability though, as TKj.236C offers a large window to correct past mistakes, and 2C>6C>41236B has a bit of leeway as well to help pick up any slack. If all parts are done perfectly the opponent will be low enough to be hit by 2363214C after 6C which is also a height where 41236B will work every time.

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Midscreen:

5B>3C>st6D>2C>6C>214C>2366A>41236B>2C>iadj.B>j.C>2C>sj.B>j.C>j.236C~214B

 

Nice sideswap if ignis is in stalk mode.

 

I find that 5B>3C>st.6D>662C>R.6C>214C works just as easily w/o the led ley. I find it hard not to do this sometimes...

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I'm looking for a corner route from 5B that leads to a perfect unblockable(If thats possible). I do 5B>5C>3C>236C~214C>2C>tk 236C>2C>6C>41236B>5B>5C>4D>6A>236D but they can roll behind me. Is there a route to do the unblockable perfectly? Thanks :)

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Just do 6A>236D>2B>(5C or 2C)>j.C on 6A knockdown

 

what this does is forces them to tech or get another combo started.

 

If they don't neutral tech (meaning they just lie there, quick get up, or roll) they will get comboed into 2B>5C>2C>TKj.236C/236C>whatever, or if they do tech 2B will whiff, 5C/2C won't come out, 2B will recover, you can jump and j.C them on the way down as 236D's yoyo comes back. The j.C still loses to DP iirc but whatev'.

 

This is my understanding of it. I haven't been able to test this specific OS myself, but it's comes recommended to me by a very trusted source. Let me know how it works.

 

As for the perfect unblockable, there's a couple ways to get something that's truly unblockable. there's the conventional way which is to meaty with both a high and a low, the unconventional way of just timing it on a blocking for and hoping they don't jump, and then there's the floating Geara Act trick which I'll explain right now.

 

Floating Geara Act is kinda a unique set-up that transforms Geara Act from a low to an unblockable. Basically as the name implies you make Ignis use Geara act while airborne. What this does is make it so Geara Act cannot be blocked low because it will whiff, and it can't be blocked high because it retains low hitting property, also because it can't be blocked low it doesn't lose low property until it hits as it can't be removed with blocking. As a result any time while Floating Geara is active you can hit high and they can't block it because if they stand they will be hit by the unblockable Geara Act.

 

EDIT: I've been informed that you hit them with rising j.C after 2B and that you have to hit them from a certain height with 6A to get the amount of untech that makes this work. you meaty their neutral recovery with j.C and 236D and barrier if you think they'll DP.

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Thanks! It really kills rolls, but I can't meaty the neutral recovery with j.C. After 2B the dummy is already recovering and the rising j.C hits after 236D. Probably because the height when I do 6A isn't the necessary to do this trick. I'll lab this but I don't think I'll can to discover It by myself unless I watch it on video. (Sorry for my bad english :'D)

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no prob! I'll search for it, it the mean time keep trying!

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maybe 6A would be better than j.C

 

j.C: 80 p1,89p2 = 71.2 proration starter

6A: 85p1, 89p2 = 75.65 proration starter.

 

 

Assuming they block low, you get a better combo with a 6A starter.

 

Since you aren't against a superhuman you don't need a perfect unblockable.

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The problem with that is that 6A is still 6A. 26 frames of noticable start-up, can't be feinted. j.C is 12 frames and can transition better into barrier feints and such while cheaply continuing into pressure from said feints.

 

Also j.C nullifies certain DP options such as Tager 360/720 and Relius 2363214C I believe, making it a better option in those situations.

 

6A would be better for damage but there's a reason it's not used in unblockables.

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i made a slightly better corner combo for short starter

 

5a/2a > 5b > 3c > 236c > 214c > 2c > tk. j.236c > 2c > 6c > 4d > 6a > 3192 22 HG

 

also apparently this still works 

 

corner 5b > 5c > 236c > 214c > 2c > 9 jump j.c > j.8d > j.236c > j.214b > land 5b > 2c > 6c > 4d > 6a > vol tedo 5.7k 35 HG before the super. i'll edit this post with more stuff later tonight

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The combo thread, she is beautiful now!

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~214A>5A+B>236C~214C>66C>214C>OD>41236B>5B>2C>TKj.236C~j.214B>66A>214A>662C>4D>cross-under>3C>2363214C>6C>236D>66~Delay>6A>632146D

 

it's neta as a 93 starting guage, <10%HP OD, ~214A meaty combo can be, but it breaks 8K and looks stylish doing it

 

[8020DMG/-98HT/-3500IG (initially)/<10% HP OD]

 

another version is possible with more HP, but has difficulties of its own.

 

~214A>5A+B>236C~214C>66C>214C>OD>41236B>5B>2C>TKj.236C~j.214B>66A>214A>662C>4D>6A>2363214C>2C>6C>632146D

 

[8001DMG/-100HT/-3500IG (initially)/<30% HP OD]

 

The second 6A in this version has to hit them exactly as they hit the ground from 4D to work.

 

5B>3C>236C~214C>662C>j.C>j.236C~j.214B>5B>2C>6C>41236B>5B>5C(2)>OD cancel jump + 4D>cross-under>6A>2363214C>6C>236C>66~delay>6A>632146D does roughly 6.8K from 50% HP OD (I lost my exact numbers)

 

If there are ny damage adding alterations to these please speak up. It'd be awesome if we could break 7~8K from 5B or 9K from ~214A.

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