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[Xrd] Elphelt - Combo Thread "Shotgun Wedding !" (WIP)

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Information
  • If you'd like to contribute, please feel free to do so! Just post the combos you created, but please write them properly. If you are unsure on how to write combos properly, then read the wiki page here. Make sure to read the Notation Used section in this post so that you understand the specific notations used for CHARACTER. Also refrain from using move names and abbreviations.
  • Please refrain from going off topic in this thread. If you have a doubt, post in the gameplay thread instead.
  • Unless a specific name is mentioned, the indicated damage is based on Sol with 100% health in order to make it easier. If for some reason the combo doesn't work on Sol, the training dummy will be specified right after the damage value.

Collapsed: Notations Used:
[table]
>Gatling/cancel the previous move into the following move.
,Link the previous move into the following move.
|>After landing.
jJump
sjSuper Jump
adAir Dash
iadInstant Air Dash
jcJump Cancel
sjcSuper Jump Cancel
jiJump Install
CHCounter Hit
MCMortal Counter
RCRed Roman Cancel
YRCYellow Roman Cancel
PRCPurple Roman Cancel
[ ]Hold Input
(N)Attack must deal N amount of hits.
[???] xNRepeat ??? N amount of times.

SG-XShotgun stance normal.
PoweredWait a bit to get powered state in shotgun/rifle stance[/table]
Collapsed: Guide Specific Notations Used:
  • Notations in red are for prefixes only. Notations in blue are for suffixes only.

[table]

[sS]Side Swap combo
[sT]Standing Opponent
[CR]Crouching Opponent

[AA]Anti-air or Air-to-Air
[N%]Tension used
[N/N%]Damage/Tension Gain %[/table]

 

 

General Theory
[collapse]

[/collapse]


Universal BnB
[collapse]
Midscreen[collapse]
2P>cS>2D>214K [74 dmg]
[sT] 2P>cS>fS>5Hx5 [84 dmg]
[sT] 2P>cS>fS>5H>214K [78 dmg]
[CR] 2P>cS>fS>2H>2D>214K [103 dmg]
[AA] cS>jS>djK>jS>delay jH>delay jD>(j236P)>(236H) [129 dmg] (Check Character specifics section for more details)
[/collapse]
Corner[collapse]
2P>cS>2D>214K [74 dmg]
[sT] 2P>cS>fS>5Hx5 [84 dmg]
[sT] 2P>cS>fS>5H>214K [78 dmg]
[CR] 2P>cS>fS>2H>2D>214K [103 dmg]
[AA] cS>jS>djK>jS>delay jH>delay jD>(j236P)>(236H) [132 dmg] (Check Character specifics section for more details)
[/collapse]
[/collapse]


Mid-screen
[collapse]

Normal Starters
2H CH>5P>cS>jK>jS>jH>jD>(j236P) [116 dmg]

6H CH>236P>dash jP>jS>jH>jD>dash 1/3P>fS>2P(toss)>delay 6H>214K [168 dmg]

[AA] cS>jP>jS>jH>jD>(j236P) [103 dmg]
[AA] cS>jK>jS>djK>jS>jH>delay jD>(j236P)>(236H) [132 dmg]

[AA] 2S CH>236H>dash SG-S>SG-P>SG-H>(46H) [97 dmg]

[CR] cS>fS>2H>2D>jS>jP>jS>djS>jP>jS>jH>jD [179 dmg Faust] [Millia/Faust only]

[sT] [50%] fS>5H(x5)>RC>IAD>jK>jS>jH>2P>cS>jS>jP>jS>jH>jD>(j236P)>(236H) [148 dmg]
[sT] [50%] fS>5H(x5)>RC>dash 2H>cS>jS>jP>jS>djK>jS>jH>jD>(j236P)>(236H) [151 dmg]
[sT] [50%]
fS>5H(x5)>RC>dash 2H>236P>cS>jS>jP>jS>jH>jD>5H>2P(toss)>6H>(236P) [153 dmg]
[sT] [50%] fS>5H(x5)>RC>dash 2H>236P>cS>jK>jS>jH>jD>5H>2P(toss)>6H>(236P) [157 dmg]
Note: RC>dash 2H route might not work on Faust

[CR] [50%] fS>2H>2D>214K>RC>dash cS>jS>jP>jH>jD>2H>cS>j8S>jP>jS>jH>jD>(j236P)
Low starter
5K>2D>jP>jS>jD>(j236P) [105 dmg Millia] [Millia/Faust only]
5K>2D>j.P>j.K>j.S>j.H>5K>fS>nj.D [122 dmg May] [Potemkin/May/Chipp only]
2K>cS>2D>214K [70 dmg]

[50%] 5K>cS>2D>632146H>dash jP>jK>jS>jH>2P>cS>fS>jD>(j236P) [148 dmg]
[50%] 5K>cS>2D>214K>RC>dash cS>jS>jP>jS>jH>jD>dash 2P>cS>jD>(j236P) [182 dmg Millia]

[50%] 2D>214K>RC>2H>236P>cS>jS>djK>jS>jH>2P(toss)>jS>Berry explode>djK>jS>jH>delay jD>(j236P)

Overhead starter
[50%] 6P>632146H>dash jP>jS>jH>jD>(j236P) [120 dmg]

5D>jD>jD>jS>jP>jS>djS>jP>jS>jH>jD>(j236P) [115 dmg]
5D6>jS>(slight delay)djK>jS>(slight delay)jH>jD>land 214K/(fS>5Hx5) [100 (110) dmg] Explanation


Stance Starters


Throw Starters
(Round start position) [50%] Ground throw>RC>236H>dash 214K>{SG-H>46H}x6>(236P) [163 dmg]

Special Starters
Berry(explode)>cS>jS>jD>236P>jS>jD>c.S>jK>jS>jD>4P>6H>(236P)>(236H)

CH 214K>cS/fS>5H>214K>2P>fS>5H>214K>2P>5HxN

Overdrive Starters
-
[/collapse]





Corner
[collapse]
Normal Starters
2P>2P>2K>2D>

[CR] [50%] fS>2H>236H>SG-H>RC>dash 5D6>236H>{Powered SG-H>46H}x2>Powered SG-H>fS>jD>(j236P) [193 dmg]

Low starter

[50%] 5K>cS>2D>632146H>dash 6H>214K>cS>jP>jS>jD>(j236P) [142 dmg Potemkin]
[50%] 5K>cS>2D>214K>RC>236H>{Powered SG-H>46H}x3>SG-S>{SG-H>46H}x4>(236P) [206 dmg]
[50%] 2D>214K>RC>dash 2H>236P>cS>jS>djP>jK>>jS>jH>2P(toss)>6H>Berry explode>236H>SG-S>{SG-H>46H}x3>(236236D)>(236P)
Overhead starter
5D6>236H>{Powered SG-H>46H}x2>Powered SG-H>fS>7jD [150 dmg]
5D6>236P>6H>236H>{Powered SG-H>46H}x2>SG-S>2P(toss)>Berry explode>SG-S>{SG-H>46H}x6>(236P) [186 dmg]

[sT] [50%] jS>jH>cS>5Hx5>RC>dash 236H>{Powered SG-H>46H}x4>(236P) [197 dmg]
[sT] [50%] jS>jH>cS>5Hx5>RC>dash 236H>{Powered SG-H>46H}x2>Powered SG-H>dash cS>jP>jS>jH>(j236P) [203 dmg]

Stance Starters

{Powered SG-H>46H}x2>Powered SG-H>RC>dash 236H>{Powered SG-H>46H}x3>SG-S>{SG-H>46H}x4>(236P) [317 dmg]

SG-D>214K>{SG-H>46H}x5 [161 dmg]
SG-D>Powered SG-H>jK>jS>jP>jH>jD>fS>632146H
SG-D>Powered SG-H>2H>cS>jK>jS>jH>jD
SG-D>236P>236H>charged SG-H>46H>charged SG-H>6H>2P>Berry explode>jD>(j236P) [176 dmg]
SG-D>236P>SG-S>{Powered SG-H>46H}x2>2P(toss)>Berry explode>SG-S>{Powered SG-H>46H}x2>SG-S>236P>{SG-H>46H}x4>2P(toss) whiffs [221 dmg]

[50%] SG-D>Powered SG-H>jK>jS>jP>jH>jD>fS>632146H


Throw Starters

[50%] Ground throw>RC>236H>SG-K>{Powered SG-H>46H}x3>SG-S>{SG-H>46H}x4>(236P)
[50%] Ground throw>RC>dash 236H>Powered SG-H>cS>jS>jD>j236P>jS>jD>6H>(236H)>2P
Special Starters
-

Overdrive Starters
-
[/collapse]

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General Theory
[collapse]

[/collapse]


Universal BnB
[collapse]
Midscreen[collapse]
2P>cS>2D>214K [74 dmg]
[sT] 2P>cS>fS>5Hx5 [84 dmg]
[sT] 2P>cS>fS>5H>214K [78 dmg]
[CR] 2P>cS>fS>2H>2D>214K [103 dmg]
[AA] cS>jS>djK>jS>delay jH>delay jD>(j236P)>(236H) [129 dmg] (Check Character specifics section for more details)
[/collapse]
Corner[collapse]
2P>cS>2D>214K [74 dmg]
[sT] 2P>cS>fS>5Hx5 [84 dmg]
[sT] 2P>cS>fS>5H>214K [78 dmg]
[CR] 2P>cS>fS>2H>2D>214K [103 dmg]
[AA] cS>jS>djK>jS>delay jH>delay jD>(j236P)>(236H) [132 dmg] (Check Character specifics section for more details)
[/collapse]
[/collapse]


Mid-screen
[collapse]

Normal Starters
2H CH>5P>cS>jK>jS>jH>jD>(j236P) [116 dmg]

6H CH>236P>dash jP>jS>jH>jD>dash 1/3P>fS>2P(toss)>delay 6H>214K [168 dmg]

[AA] cS>jP>jS>jH>jD>(j236P) [103 dmg]
[AA] cS>jK>jS>djK>jS>jH>delay jD>(j236P)>(236H) [132 dmg]

[AA] 2S CH>236H>dash SG-S>SG-P>SG-H>(46H) [97 dmg]

[CR] cS>fS>2H>2D>jS>jP>jS>djS>jP>jS>jH>jD [179 dmg Faust] [Millia/Faust only]

[sT] [50%] fS>5H(x5)>RC>IAD>jK>jS>jH>2P>cS>jS>jP>jS>jH>jD>(j236P)>(236H) [148 dmg]
[sT] [50%] fS>5H(x5)>RC>dash 2H>cS>jS>jP>jS>djK>jS>jH>jD>(j236P)>(236H) [151 dmg]
[sT] [50%]
 fS>5H(x5)>RC>dash 2H>236P>cS>jS>jP>jS>jH>jD>5H>2P(toss)>6H>(236P) [153 dmg]
[sT] [50%] fS>5H(x5)>RC>dash 2H>236P>cS>jK>jS>jH>jD>5H>2P(toss)>6H>(236P) [157 dmg]
Note: RC>dash 2H route might not work on Faust

[CR] [50%] fS>2H>2D>214K>RC>dash cS>jS>jP>jH>jD>2H>cS>j8S>jP>jS>jH>jD>(j236P)
Low starter
5K>2D>jP>jS>jD>(j236P) [105 dmg Millia] [Millia/Faust only]
5K>2D>j.P>j.K>j.S>j.H>5K>fS>nj.D [122 dmg May] [Potemkin/May/Chipp only]
2K>cS>2D>214K [70 dmg]

[50%] 5K>cS>2D>632146H>dash jP>jK>jS>jH>2P>cS>fS>jD>(j236P) [148 dmg]
[50%] 5K>cS>2D>214K>RC>dash cS>jS>jP>jS>jH>jD>dash 2P>cS>jD>(j236P) [182 dmg Millia]

[50%] 2D>214K>RC>2H>236P>cS>jS>djK>jS>jH>2P(toss)>jS>Berry explode>djK>jS>jH>delay jD>(j236P)

Overhead starter
[50%] 6P>632146H>dash jP>jS>jH>jD>(j236P) [120 dmg]

5D>jD>jD>jS>jP>jS>djS>jP>jS>jH>jD>(j236P) [115 dmg]
5D6>jS>(slight delay)djK>jS>(slight delay)jH>jD>land 214K/(fS>5Hx5) [100 (110) dmg] Explanation


Stance Starters


Throw Starters
(Round start position) [50%] Ground throw>RC>236H>dash 214K>{SG-H>46H}x6>(236P) [163 dmg]

Special Starters
Berry(explode)>cS>jS>jD>236P>jS>jD>c.S>jK>jS>jD>4P>6H>(236P)>(236H)

CH 214K>cS/fS>5H>214K>2P>fS>5H>214K>2P>5HxN

Overdrive Starters
-
[/collapse]





Corner
[collapse]
Normal Starters
2P>2P>2K>2D>

[CR] [50%] fS>2H>236H>SG-H>RC>dash 5D6>236H>{Powered SG-H>46H}x2>Powered SG-H>fS>jD>(j236P) [193 dmg]

Low starter

[50%] 5K>cS>2D>632146H>dash 6H>214K>cS>jP>jS>jD>(j236P) [142 dmg Potemkin]
[50%] 5K>cS>2D>214K>RC>236H>{Powered SG-H>46H}x3>SG-S>{SG-H>46H}x4>(236P) [206 dmg]
[50%] 2D>214K>RC>dash 2H>236P>cS>jS>djP>jK>>jS>jH>2P(toss)>6H>Berry explode>236H>SG-S>{SG-H>46H}x3>(236236D)>(236P)
Overhead starter
5D6>236H>{Powered SG-H>46H}x2>Powered SG-H>fS>7jD [150 dmg]
5D6>236P>6H>236H>{Powered SG-H>46H}x2>SG-S>2P(toss)>Berry explode>SG-S>{SG-H>46H}x6>(236P) [186 dmg]

[sT] [50%] jS>jH>cS>5Hx5>RC>dash 236H>{Powered SG-H>46H}x4>(236P) [197 dmg]
[sT] [50%] jS>jH>cS>5Hx5>RC>dash 236H>{Powered SG-H>46H}x2>Powered SG-H>dash cS>jP>jS>jH>(j236P) [203 dmg]

Stance Starters

{Powered SG-H>46H}x2>Powered SG-H>RC>dash 236H>{Powered SG-H>46H}x3>SG-S>{SG-H>46H}x4>(236P) [317 dmg]

SG-D>214K>{SG-H>46H}x5 [161 dmg]
SG-D>Powered SG-H>jK>jS>jP>jH>jD>fS>632146H
SG-D>Powered SG-H>2H>cS>jK>jS>jH>jD
SG-D>236P>236H>charged SG-H>46H>charged SG-H>6H>2P>Berry explode>jD>(j236P) [176 dmg]
SG-D>236P>SG-S>{Powered SG-H>46H}x2>2P(toss)>Berry explode>SG-S>{Powered SG-H>46H}x2>SG-S>236P>{SG-H>46H}x4>2P(toss) whiffs [221 dmg]

[50%] SG-D>Powered SG-H>jK>jS>jP>jH>jD>fS>632146H


Throw Starters

[50%] Ground throw>RC>236H>SG-K>{Powered SG-H>46H}x3>SG-S>{SG-H>46H}x4>(236P)
[50%] Ground throw>RC>dash 236H>Powered SG-H>cS>jS>jD>j236P>jS>jD>6H>(236H)>2P
Special Starters
-

Overdrive Starters
-
[/collapse]

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Character Specifics
[collapse]
Air combos comparison:[collapse]
cS hits every characters at the peek of their jump except Chipp.
The delays indicated are all based on height. You will only be able to figure out how much you should delay based on experience.
The colored values indicated at which height the combo will work. A blue name indicates that you won't combo if the character is hit too low. A green one indicates it will always combo.

Order based on: Less character specific>Most character specific

[AA] cS>jS>djK>jS>delay jH>delay jD
Always work: Sin, Faust, Millia, Sol, Ky, May, Chipp, Elphelt, Pot, Slayer, I-no, Axl, Ram, Zato, Bedman
Must be hit high: Venom

[AA] cS>jS>jP>jS>djK>jS>delay jH>delay jD
Always work: Sin, Millia, Sol, Elphelt, Pot, Slayer, I-no, Axl, Ram, Venom, Bedman
Must be hit high: Ky, Zato
Must be hit low: Faust, May, Chipp

[AA] cS>jK>jS>djK>jS>delay jH>delay jD
Always work: Sin, Faust, May, Elphelt, Pot, I-no, Axl, Ram, Bedman
Must be hit high: Millia, Sol, Ky, Slayer, Venom
Difficult: Chipp, Zato

[AA] cS>jS>jP>jS>djS>jP>jS>delay jH>delay jD
Always work: Pot, Axl, Ram, Zato, Bedman
Must be hit low:Sin, Faust, Millia, Sol, Ky, May, Chipp, Elphelt, Slayer, I-no, Venom

Troublesome hurtboxes: Zato, Venom, Ky

Learn those values in order to know which air combo you will want to go for as an AA combo or for combos using relaunches.
[/collapse]
[/collapse]

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Gonna put tidbits in here as advised.

 

 

Shotgun roll doesnt cross people in the corner aka Back to  the Wall.

 

jH better the jD at air Knockdown. Height,amount of hits are factors.

 

 

 

I noticed close S is pretty good for Anti Air. Tested it on Pots Ass bomb sjD (kept clashing, getting Danger Time lol). Tested it on Venom Mad Struggle, jH and Chipps jH (after raw jump in & Teleport H). Key to it is right positioning and pressing early. Vertical range is a little deceptive.

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Expanded on one of those combos from a recent video

 

f.S>5HS(x5)>rc>dash 2HS>236P>c.S>j.S>j.P>j.S>j.HS>j.D>5HS>2P(toss)>6HS>236P 153DMG

 

Not tested it on everyone yet, but it won't work on faust, as 2HS won't hit properly. You can do 6HS>214K>236236D at the end for damage too I suppose, but the 6HS needs to be microdashed.

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I found a dumb little CH loop off near max range 214K when they're at corner, last 214k rep is only reliable on lightweights: CH 214K, cl.s/5s 5hs xx 214k, 2p 5s 5hs xx 214k, 2p 5hs 5hs mash. Does like 250ish vs Millia lol, 270 if you replace the last part with cake. Midweights you take the last rep out and get like 200ish for 5hs ender. It isn't really practical but it's a fun thing to land. Also I hope it isn't in challenge mode or already well known b/c I found it on my own lol.

 

As for practical stuff, AA 5s jc jK jS jHS jD is relatively stable against most if not all characters, and if itcarries into the corner 5S 5HS or maybe 5HS against lightweights is usually free. jK string is also easier to land off air hit CH 6hs xx 236P, and if it carries to corner you can usually do low toss into w/e.

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Been working on getting a consistent knockdown and oki from stuff>bomb in the corner, came up with this

 

Stuff>Berry(explode)>c.S>j.S>j.D>236P>j.S>j.D>c.S>j.K>j.S>j.D>4P>6HS>{oki}236P>236HS

 

I know "stuff" is pretty broad, but as long as it's nothing too long, the pushback won't be too severe. Trick is to hit the c.S after j.D as close to the ground as possible, or else they'll be just a little too high for 6HS to connect. It's a little awkward on Potemkin but not too bad. Easy oki with 236P>236HS>dash2P>stuff

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So what's the best we can get off Dust launcher?

 

At the moment I just do

 

j.D j.D j.K j.S jc j.K j.S j.HS j.D

 

Using j.D j.D j.S j.P, j.S jc j.S j.P, j.S, j.HS delay j.D, j.236P

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I'm an incredibly big fan of Homing Dash follow ups outside of the corner.

 

On Sol, I got:

 

5D > 6 > j.S> (slight delay) > dj.K > dj.S > (slight delay) > dj.H > (slight delay) > j.D > land > 214K Does 100 damage and Sol is pretty much in the corner. It's not that easy, and doing different amounts of delays can bring Sol closer or farther away. If you do it right, you can also do f.S>5H(x5) in place of 214K.

f.S>5H(x5) does 110 damage. 5H by itself if you want to cancel into grenade, but that's about 92 damage. Also, if you don't do a neutral jump cancel from the j.S, you may end up switching sides at the j.D, which isn't too bad beyond not being able to easily follow up. (haven't been able to.)

 

You can also get a c.S right out of the homing dash. I'm bad at combos with her, but I wanted to see if I could get a midscreen dust combo (testing out by starting in a corner and trying to get to another) and ending with hard knockdown.

 

If you try to do it on Sol from his starting position, you can do a 2H when you land, leading to like ...>2H(1)>214K>2P>c.S

Where you can then do j.K>j.S>j.H>j.H>236P for 120. You need to change your delays up a bit though, so Sol is a bit higher. It's all good.

 

Woop Woop. Hopefully someone can find something good from this.

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Random midscreen combo on crouchers 

 

https://www.youtube.com/watch?v=dEDWUKEi6hk

 

Also something I worked out for 6H CH (might be good meaty as i believe its throw invincible/ off the ground) 

 

6H > 236P > dash jump > jP >jS >jHS >jD >dash 1/3P > 5S > 2P (throw) > 6H (delay it) > 214k

 
does 160 damage on sol, works a bit closer to the corner from starting positions.
 
If you get the same thing (CH 6H) in the corner, you can go into SG stance and get charged shot into whatever or RC and and get a grenade + SG and do charged shot grenade loop (i'm sure somebody will post the combo it's in one of the videos above
 
Edit: just realised you can actually do that midscreen CH 6H combo with jK in the place of jP (i.e. 6H > 236P > dash jump > jK etc) for 168 damage instead

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It's all about timing (hs 46hs repeat). I learned it now aswell, not that hard once you learn timing.

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[50%] fS>5H(x5)>rc>dash 2H>236P>cS>jS>jP>jS>jH>jD>5H>2P(toss)>6H>(236P) [153 dmg]

 

 

Is this really character specific? Can't get even the 2H to connect properly on Faust. Also, is there a theory for how to adjust for height in air combos? I have trouble with the j.H 'cause they're usually too high when I do that many hits. Easy mode combo I adjusted into was fS>5H(x5)>rc>dash 2H>236P>cS>jc>j.K>j.S>j.H>j.D>5H>2P(toss)>6H>(236P) 157 on full health Sol.

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Some people complained in the skype group that dash 2H didn't seem to work on Faust too. I'll test later whether it is because the timing is stricter or it really doesn't work on him at all.
I added a note anyway to indicate that it might not work on him. Will work on making a suitable character specific section when I'll have the time to do it.

As for the air combo theory, you need to do your jH as high as possible and the jD as low as possible to make it work. Though, against lighter characters, you just have to do like you did and use less air normals. That's something that I'll have to explain carefully when writing the combo theory section.

Anyway, added your combo to the list. Also, thanks for your contribution guys. It reminds me that I'll definetely add a Credits section later.

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Cool kid combo. I can't figure out how to squeeze out more damage. I can't fit more into the airstrings without it dropping before I'm done.

 

fS>5H(x5)>rc>dash 2H>236P>cS>jS>jc>jK>jS>jH>jD>j4P>land>jH>jD>(236P) - 156 damage on full health Sol

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Cool kid combo. I can't figure out how to squeeze out more damage. I can't fit more into the airstrings without it dropping before I'm done.

 

fS>5H(x5)>rc>dash 2H>236P>cS>jS>jc>jK>jS>jH>jD>j4P>land>jH>jD>(236P) - 156 damage on full health Sol

You can add a j.S before the final j.H for a little extra damage.

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Stupid question. Whats the point of doing YRC Miss Confire after RC Berry (for the UB set up). Couldnt you just save that meter, do the powered shot w/o?

 

?

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[50%] 5K>cS>2D>632146H>jP>jK>jS>jH>2P>cS>fS>jD>(j236P) [148 dmg]
I'm pretty sure has a dash after 6232146H. 623146H> dash jP > explosion > jK iirc otherwise the height is messed up.

The crouching notation is useful, but the notations guide says [CO] while the combos say [CR]. I vote for CR.
Also, I think it'd be helpful to add notes as to the differences between the combos.

For the fS>5H(x5)>rc combos, the dash slightly IAD had furthest range. All the current ones only work if nearby a corner.
We should add the grenade relaunch variant like Sashi's to the list, which works anywhere.

We also should have a fS > 2H midscreen combo. ojay posted one here: https://www.youtube.com/watch?v=dEDWUKEi6hk
fS>2H(2)>2D>214K>rc>dash cS>jS>jP>jS>jH>jD>land>2H>cS>jS>jP>jS>jH>jD>(236P) [ dmg Millia]

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