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Coma

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About Coma

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  • Birthday May 14

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  1. Coma

    [Xrd] I-No Gameplay Discussion

    The best time to really use j.D in pressure is when you have at least 50% tension. But I know you're talking about meterless confirms. You can react to the j.D hitting with a VCL. Takes some practice though but it is possible. Still doesn't help that the j.D itself is unsafe if you don't have a jump cancel available. I would recommend doing more j.D>FDCs though if you want that double overhead.
  2. Coma

    [Xrd] I-No Gameplay Discussion

    The way I gave for j.D fdc is so you will NEVER get an accidental burst. Your method makes it just as hard with a burst as the normal method.
  3. Coma

    [Xrd] I-No Gameplay Discussion

    TK: Tiger Knee SM: Sterilization Method which is her command throw 214H and j.214H C.s: Close Slash HD: Hover Dash Sdive: Slash version of her air dive. j.236S
  4. Coma

    [Xrd] I-No Gameplay Discussion

    If you want to do it off a 5K, you would press and hold 5K and quickly press and hold a button of your choice (so fast so the gatling doesn't come), then you would jump cancel, press j.D, and finally tap back. If you wanted to j.D fdc out of a dash with this method, you wold dash and hold two buttons to use for FD during the uncancellable frames of the dash. If you want to double jump out of VCL YRC, you have to jump install. Auto-JI on HCL and VCL only applies to airdashes so if you want to jump out of them you have to do it the old fashioned way.
  5. Coma

    [Xrd] I-No Gameplay Discussion

    So a good way to do j.D fdc when you have a burst available is to hold 2 buttons, do j.D, then tap back. You can hide the button holds in a variety of ways. If you want to do j.d>fdc off a jump cancel you can do the jump cancellable normal, hold that button and quickly hold another button, jump, do j.D, then tap back. Far Slash
  6. Coma

    [P4AU] Chie Satonaka Combo Thread

    Some shadow mode combos(if anyone knows more optimized ones let me know) midscreen to corner 5B counter hit: 5B(CH)>shadow activate>236236A>236236A>dash>sweep>214C>236B~236B>delay>236236A>214CD>236D>j.214214C>236236D (9528 damage) midscreen air hit 5B counter hit: 5B(CH)>shadow activate>236236A>236236A>dash>5C>214CD>236B~236B>236236A>236D>j.214214C>236236D (9403 damage) midscreen or corner: 5B>2B>sweep>214A>236C>shadow activate>j.214214C>*236236AB*>236236D (5681 damage 37 units of meter left on shadow rage) This is a combo used to conserve meter. It's burst safe after the shadow activate and there's no added fluff so it gets the damage done quickly. The good thing about this combo is if you need to do less damage to kill, you can change the power charge you do and you'll save more meter.
  7. Coma

    [P4AU] Chie Satonaka Gameplay Discussion

    About 5C>2C string: It's not the most reliable and ends pressure right when you use it. For getting a 5C air confirm hit, I do 5C>iad>j.A(j.B works on tall chars if they got CH on the ground) and 5C>jump cancel forward>j.B
  8. Coma

    [P4AU] Chie Satonaka Gameplay Discussion

    true, midscreen, 5AAA is the go to combo unless you get a 5B(CH) or something that will net more meter anyway. I was talking more for the corner confirms off prorated hits like 2A>2B>236A~236A>5A>5C>TK air B rampage>skull cracker B>Ender.
  9. Coma

    [P4AU] Chie Satonaka Gameplay Discussion

    Combos are definitely a huge part of it. Make sure you have burst safe confirms and max damage confirms off any situation and you are able to mix up when you shadow rampage for the burst safe ones since people usually wait till the rampage>skull cracker to burst. As for your main question, S.Chie's neutral consists of blackspot, 5C and 2A as your main poking tools. You can dash cancel off 5C and on counter hit you will get a combo but on block, the dash cancel is -3. 214C has a better hit radius and is safer for the persona; the reward is less in most situations though. 2A and sweep low profile so they beat problem normals like narukami's 5B. Chie has a ton of pressure tools such as dash and backdash cancels, short hop cancels, 2DD, j.D, etc, but Chie's pressure consists of 5A mainly. It's neutral on block so it sets up ticks, pressure resets with another dash up 5A, and frame traps really well. It also chains into 2A. In the corner, D blackspot and 5C play more of a role. Midscreen, you can use airturn mixups off jump cancelled normals but it can be punished if scouted. S.Chie's non shadow rage BnBs are mainly the same. The only thing different are the autocombo confirms. Where you see a normal chie doing 5AA>5C>236B~236B, substitute that with 5A>5C>j.236B~236B.
  10. Coma

    [P4AU] Chie Satonaka Combo Thread

    Here's an optimized version of the damage shadow Chie combo route: 5B>2B>sweep>214C>Shadow Rage>2A+B>236236A>2A+B>236236A>dash 5C>214C+D>236B~236B>236236A>236D>214214C>236236D (Around 8.8k to 9k depending on the character) And about the burst safe combo. The only characters that can burst it are Teddie, Labrys, and shadow Labrys (finnicky against Akihiko). Against the other characters that you said can burst it, you delay the shadow rage after skull cracker and do the combo as normal. The burst will now whiff and both god hands will still hit.
  11. Okay. I'll start filling in the combo thread on here once I get my hands on the game. I feel like it'll be better posting combos without having to guess what the moves are from videos. I'll get to work on making matchup threads as well.
  12. Coma

    [P4AU] Yukari Takeba - Q & A Thread

    No character in P4U/P4U2 is pure keep-away. Negative penalty comes on way too fast. Yukari has an in and out style of gameplay like Naoto and Yukiko, but more similar to Yukiko since the B button is dedicated to projectiles. What Yukari does have over Yukiko is an air unblockable, lingering projectile in the parachute bomb. As long as it's set, opponents can't just jump in and block everything but an airthrow. Her rushdown game is okay but there aren't many mixups besides AoA or low, and throw/throw bait(which are good) mixups. It's hard to say this early but that's how she appears to me.
  13. Coma

    [P4AU] Yukari Takeba - Q & A Thread

    To add to what Diveman posted: For this version of the game, Yukari's oki options look to be above average. She has wind orbs(mahagaru) which can be laid on top of the opponent, cloud bombs for control post knockdown, and charm and confusion status effects, but the most noteworthy is her awakening super, mahagarula. Not only does it do a ton of chip damage, but unlike most oki options that can be avoided by jumping, this one guarantees a hit for that option forcing the opponent to stay on the ground to be high/lowed. The super when used in a combo scales horribly however so I take it Yukari players will start to time the mixup at the end of the animation. I also expect to see consecutive supers (maybe something Shadow Yukari can abuse more) before the mixup is attempted so to get max damage off the chip. ElegantShadow: Only confusion and charm but the SB version of Feather Shoot inflicts both at the same time.
  14. *Note* - When browsing the Yukari Takeba forums please follow the rules of the site, failure to do so will result in an Infraction. If you do not know the rules you can check them here -> Site Rules. If you have any questions or answers to the questions here regarding Yukari, this thread is where to post.
  15. *Note* - When browsing the Yukari Takeba forums please follow the rules of the site, failure to do so will result in an Infraction. If you do not know the rules you can check them here -> Site Rules. 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 Yukari. Also refrain from using move names and abbreviations. Please refrain from going off topic in this thread. This thread is for posting of combos only. Only the most optimal combos will be listed in this thread. Collapsed: Notation Used: Notations in red are for prefixes only. Notations in blue are for suffixes only. [table=width: 700, align: center] General Notations Used Guide Specific Notations Used [table=width: 350, class: grid, align: center] > Gatling/cancel the previous move into the following move. , Link the previous move into the following move. |> After landing. j Jump sj Super Jump mj Hop mjc Hop Cancel AD Air Dash IAD Instant Air Dash jc Jump Cancel sjc Super Jump Cancel dc Dash Cancel OMC One More! Cancel AoA~C All Out Attack into C ender AoA~D All Out Attack into D ender CH Counter Hit FC Fatal Counter H Hold Input (N) Attack must deal N amount of hits. [???] xN Repeat ??? N amount of times. [/table] [table=width: 350, class: grid, align: center] c. The attack must be used as close to the opponent as possible. f. The attack must be used as far away from the opponent as possible. [sS] Side Swap combo [CO] Crouching Opponent [AA] Anti-air or Air-to-Air [RP] Roll Punish [sD] Shadow Only Combo [N%] Player SP % required before combo start. [N/N%] Damage/SP Gain % [/table] [/table] Challenge Mode Combos Collapsed: ] Yukari: 1. BD 2. S Hold (236A) 3. 214C 4. 236B 5. 236D~A/B/C/D 6. 236AB 7. 236236A 8. 214214C 9. 236236AB 10. 222CD 11. 5AAAAAA 12. 2A > 5A > 5AA > 2AB 13. 2A > 2A > 2AB > 236A 14. j.A > 5A > 5B > 5C > 2C > 236A 15. 5B > 2B > 5C > 236A > 236236A 16. 214A > 5B > 2B (Bomb Hits) > 236D~ 17. 2B > j.A > j.A > j.C > j.D > j.236A 18. j.A > j.C > j.A > j.C > j.236B 19. 214214C > 5D (whiff) > 236236A 20. 5AAA > 214A > 5C > 5B > 2B (Bomb Hits) > 236D~ 21. 2A > 2AB > 214CD > j.A > j.B > dj.A > j.B > j.236A 22. (Corner) Throw > 5A > 2B > 5[b: > 214A > 5B > j.C > j.2B (Bomb Hits) > 236C~ 23. 2A > 5A > 5B > 5C > 2C > j.B > dj.H2B > 665B > IAD j.B > j.C > 236A > 236236A 24. H5B > IAD j.HB > 2B > H5B > 214A > 5B > H2B > j.HB > land H5B > 236D~ 25. Use Magarula (214214C/D) two times in one combo! Shadow Yukari: 1. Autocombo 2. Shadow Frenzy > 2A > Sweep > 236AB > 214CD > 214D > 214214D 3. 5AAA > Shadow Frenzy > 5B > j.B> j.2B > 236236A 4. 236C~ > Shadow Frenzy > 2C > 214C > 214AB > j.B > 214CD > 236AB > 236236A (Bomb explosion) > 214214D 5. Use Feather Shoot (A/B/C/D during Feather Flip) five times in one combo! Mid-screen: A Starters 5A > 2A > 5A > 5B > 5C > 2AB > (Oki) 5D [1234 Damage, +11 SP] 5A > 5AA > 5AAA > 214A > 5C > 5B > (Delay) 2C > j.C > dj.2B (Bomb Hits) > 236C~ or j.236D~ [2729 Damage, +40 SP] CH f.5A > 2C > j.C > Hdj.2B > {665B > iad j.B}x2 |> 665B > H2B > 214A > 2B (Bomb Hits) > iad j.236D~ or sj.236D~ [3357 Damage, +34 SP] FC 5AA > 5C > 2C > mj.B > (Delay) 5C > 2C > j.C > dj.H2B |> 665B > iad j.B > 665B > H2B > 214A > 2B > iad j.236D~ or sj.236D~ [4169 Damage, +42 SP] 5A > 5AA > 5AAA > 214AB > 5B > (Delay) 2C > j.C > dj.2B (Bomb Hits) |> 236C~A/B/AB [2453 Damage, -6 SP] 5A > 5AA > 5B > 5C > 2AB > 214CD > 665B > iad j.B > 5B > H2B > 214A > 2B (Bomb Hits) > iad j.236D or sj.236D~ [3090 Damage, -15 SP] [CO] 5A > 2A > 5C > 2C > 2B > 5B > IAD j.B |> 665B > H2B > 214B > 2B > sj.236D~ [AA] 5A > 5AA > j.B > Hdj.2B > 665B > IAD j.B > 665B > H2B > 214A > 2B (Bomb Hits) > sj.236D~ or IAD j.236D~ [2630 Damage, +26 SP] [AA] 5A > 5AA > 5AAA > 214A > 665C > 5B > (Delay) 2C > j.C > dj.2B (Bomb Hits) > 236C~ or j.236D~ [2829 Damage, +39 SP] j.Ax2 > 665A > 5AA > 5AAA > 214A > 5C > 5B > 2C > j.C > dj.2B > j.236D~ [2573 Damage, +39 SP] j.Ax3 > 665A > 5AA > 5AAA > 214AB > 5B > 2C > j.C > dj.2B > j.236D~ [2307~ Damage, +21 SP] [CO] j.Ax2 > 5A > 5C > 2C > (Delay) 2B > 5B > iad j.B > 5B > H2B > 214A > 2B (Bomb Hits) > iad j.236D~ [3157 Damage, +31 SP] [CO] j.Ax3 > 5A > 5C > 2C > j.C > dj.H2B > j.B > 665B > H2B > 214A > 2B (Bomb Hits) > iad j.236D~ [3124 Damage, +33 SP] [AA] j.A > j.C > dj.H2B > {665B > iadj.B}x2 > 665B > H2B > 214A > 2B > iadj.236D~ [3077 Damage, +30 SP] [AA] IAD j.A > j.C > j.D > j.B > 2B > j.B > Hdj.2B > 665B > IAD j.B > 5B > H2B > 214A > 2B (Bomb Hits) > sj.236D~ or IAD j.236D~ [3260 Damage, +35 SP] B Starters 5B > (Near Max Range) 5C > 7iadj.A > j.Ax4 > 5AAAAA [2127 Damage, +29 SP] 5B > 5C > 2AB > 214CD > 665B > iadj.B > {665B > iadj.B}x2 > 5B > H2B > 214A > 2B > iadj.236D~A/B/AB [3296 Damage, -14 SP] CH 5B > 2C > (Delay) 2B > {5B > iadj.B}x2 > 665B > H2B > 214A > 2B > iadj.236C~ [3403 Damage, +32 SP] AA/CH 5B > 2C > j.C > Hdj.2B |> {665B > iadj.B}x2 > 665B > H2B > 214A > 2B (Bomb Hits) > iad j.236D~ [3710~ Damage, +34 SP] [CO] 5B > 5C > 2C > j.C > dj.H2B |> 665B > IAD j.B > 5B > H2B > 214A > 2B (Bomb Hits) > sj.236D~ or IAD j.236D~ [3878~ Damage, +35 SP] FC 5B > 5C > 2C > mj.B > (Delay) 5C > 2C > j.C > Hdj.2B > 665B > IAD j.B > 5B > H2B > 214A > 2B (Bomb Hits) > sj.236D~ or IAD j.236D~ [4572~ Damage, +43 SP] 5B > 5C > 2AB > 214CD > 66{5B > iad j.B}x2 > 5B > H2B > 214A > 2B >sj.236D~ or iadj.236C~A/B/AB [3316 Damage, -14 SP] [AA] Near Full-screen (Falling) j.B > {665B > IAD j.B}x2 > 5B > H2B > 214A > 2B (Bomb Hits) > sj.236D~ or IAD j.236D~ [2750 Damage, +26 SP] [AA] (Falling) j.B > 5B > (Delay) 2C > j.C > dj.H2B > 665B > IAD j.B |> 665B > H2B > 214A > 2B (Bomb hits) > sj.236D~ or IAD j.236D~ [3571 Damage, +33 SP] [AA] FC (Falling) j.B > 5B > 2C > mj.B > (Delay) 5C > 2C > j.C > dj.H2B > 665B > IAD j.B |> 665B > H2B > 214A > 2B (Bomb Hits) > sj.236D~ or IAD j.236D~ [4306 Damage, +41 SP] [AA] CH j.B > 5AAA > 214A > 5B > 2C > j.C(2) > jc > j.2B > H2B > 214B > H2B > 214B > 2B > 214214D > 5D > 236236B [AA] 5B > 2C > (Delay) 2B > 5B > IAD j.B > {5B > iadj.B}x2 > 5B > H2B > 214A > 2B > iadj.236C~ [3403 Damage, +32 SP] [AA] 5B > 2C > 2B > j.H2B > {665B > iadj.B}x2 > 665B > H2B > 214A > 2B (Bomb Hits) > iadj.236C~ [3678 Damage, +34 SP] [AA] 5B > 2C > j.C > dj.H2B > (Land) {665B > iadj.B}x2 > 5B > H2B > 214A > 2B (Bomb Hits) > iadj.236D~ [3710 Damage, +34 SP] C Starters [CO] 5C > 2C > j.C > dj.H2B |> 665B > IAD j.B > 665B > H2B > 214A > 2B (Bomb Hits) > sj.236D~ or IAD j.236D~ [4347 Damage, +33 SP] FC 5C > 5B > 2C > j.C > dj.H2B > 665B > IAD j.B > 665B > H2B > 214A > 2B (Bomb Hits) > sj.236D~ or IAD j.236D~ [4254 Damage +33 SP] [Corner-to-corner] FC 5C > 2C > mj.B > (Delay) 5C > 2C > mj.B > (Delay) 5C > 2C > j.C > dj.H2B > 665B > IAD j.B > 665B > H2B > 214A > 2B (Bomb Hits) > sj.236D~ or IAD j.236D~ [5755 Damage, +49 SP] [Corner-to-corner] FC 2C > mj.B > 4~2C > mj.B > (Delay) 5C > 2C > j.C > Hdj.2B > 665B > IAD j.B > 5B > H2B > 214A > 2B (Bomb Hits) > sj.236D~ or IAD j.236D~ [4577 Damage, +44 SP] 2C > j.C(2) > jcf > Hj.2B |> 2B > H5B > 214A/B > 5B > 2C > j.B> jc > j.236C~ [3784 Damage] CH 5C > 2C > j.C(2) > jcf > Hj.2B |> {665B > IAD > j.B}x2 |> 5B > H2B > 214B > 2B > sj.236D~A/B/C/D [4564 Damage] [back to corner] 2C > j.C(2) > jc > Hj.2B > {665B > IAD j.B}x2 > 5B > H2B > 214B > 2B > sj.236D~ CH 5C > 2C > j.C(2) > jc > Hj.2B |> {665B > IAD j.B}x2 |> 5B > H2B > 214A/B > 5B > 2C > j.B > jc > j.236D~ [4781 Damage] [CO] CH j.C > IAD > j.A > 5A > 2A > 5C > 2C > 2B > 5B > IAD j.B |> 5B > H2B > 214B > 2B > sj.236D~ > j.236236AB [4620 Damage] j.A > j.C > j.D > j.B |> 2B > 5B > IAD > j.B > 5B > H2B > 214B > 2B > sj.236D~ [3057 Damage] [AA] 5C > 5B > 2C > j.C > dj.H2B > 665B > iadj.B > 665B > H2B > 214A > 2B > iadj.236C~ [4332 Damage, +34 SP] [AA] {Side-Swap} 5C > 5B > 2C > j.C > dj.H2B > j.B > 66 > (Delay) 5B > H2B > 214A > 2B > sj.236C~ [4335 Damage, +33 SP] [AA] 5C > 2B > 5B > iadj.B > 2C > j.C > dj.H2B > j.B > 665B > H2B > 214A > 2B > iadj.236C~ [4435 Damage, +38 SP] [AA] {Corner-to-Corner} 5C > 2B > 5B > iadj.B > 2C > j.C > Hdj.2B > 665B > iadj.B > 665B > H2B > 214A > 2B > iadj.236C~ [4476 Damage, +38 SP] [AA] 5C > 5B > 2B > (Delay) 2C > j.C > dj.H2B > 665B > iadj.B > 665B > H2B > 214A > 2B > iadj.236C~ [4458 Damage, +38 SP] [AA] 5C > 5B > 2B > (Delay) 2C > j.C > dj.H2B > j.B > 665B > H2B > 214A > 2B > iadj.236C~ [4402 Damage, +36 SP] D Starters 5D > 665A > 5AA > 5AAA > 214A > 5C > 5B > 2C > j.C > dj.2B (Bomb Hits) > j.236D~ or 236C~ [3232 Damage, +42 SP] 5D > IAD j.A > (Delay) j.A > 665A > 5AA > 5AAA > 214A > 5C > 5B > 2C > j.B (Bomb Hits) > dj.236C~ or j.236D~ [2944 Damage, +39 SP] FC 5D > 5B > 5C > 2C > j.C > Hdj.2B > 66{5B > IAD j.B}x2 > 665B > H2B > 214A > 2B (Bomb Hits) > sj.236D~ or IAD j.236D~ [4651 Damage, +40 SP] FC 5D > 5B > 5C > 2C > mj.B > (Delay) 5C > 2C > j.C > dj.H2B > 665B > IAD j.B > 665B > H2B > 214A > 2B (Bomb Hits) > sj.236D~ or IAD j.236D~ [5217 Damage, +44 SP] [AA] 5D/2D > 66 > j.A > j.C > Hdj.2B > 665B > iadj.B > 665B > (Whiff) 2A+B > 665AAAAA [2901 Damage, +23 SP] [AA] 5D/2D > 66 > j.A > j.C > Hdj.2B > j.B > 66 > (Delay) 5B > H2B > 214A > 2B > iadj.236C~ [3386 Damage, +27 SP] [AA] 5D/2D > 2B > j.B > Hdj.2B > 665B > IAD j.B > 5B > H2B > 214A > 2B (Bomb Hits) > sj.236D~ or IAD j.236D~ [3348 Damage, +29 SP] [AA] 5D/2D > 2B > (Delay) {5B > IAD j.B}x2 > 5B > H2B > 214A > 2B (Bomb Hits) > sj.236D~ or IAD j.236D~ [3301 Damage, +28 SP] [AA] 5D/2D > 2B > 2C > j.C > Hdj.2B > 665B > iadj.B > 665B > (Whiff) 2A+B > 665AAAAA [3464 Damage, +39 SP] [AA] 5D/2D > 2B > (Delay) 5B > iadj.B > 2C > j.C > Hdj.2B > j.B > 5B > H2B > 214A > 2B > iadj.236C~ [4135 Damage, +37 SP] System Starters AoA~C > j.B > jc > Hj.2B |> 2B > H5B > Hj.B > j.236C~CD [3817 Damage, -25SP, Grants Confusion] FC B+D > 66 > j.A > j.C > dj.H2B > 665B > iadj.B > 665B > H2B > 214A > 2B > iadj.236C~ [2973 Damage, + 32 SP] FC B+D > 66 > j.A > j.C > dj.H2B > j.B > 5B > iadj.B > 665B > H2B > 214A > 2B > iadj.236C~ [3001 Damage, +34 SP] 2A+B > 214CD > 2B > (Delay) 5B > iadj.B > 665B > (Whiff) 2A+B > 665AAAAA [2415 Damage, +7 SP] {Max Range} 2A+B > 214CD > 2C > (Delay) 2B > 5B > iadj.B > 665B > H2B > 214A > 2B > iadj.236C~ [3223 Damage, +7 SP] 2A+B > 214CD > 2C > 9j.C > dj.H2B > j.B > 665B > iadj.B > 665B > H2B > 214A > 2B > iadj.236C~ [3344 Damage, +7 SP] C+D > OMC > 662C > (Delay) 2B > (Delay) 5B > IAD j.B > 5B > 2 > 214A > 2B (Bomb Hits) > sj.IAD > j.236D~ [3021 Damage, +7 SP] {Near Corner} C+D > OMC > 662C > (Delay) 2B > (Delay) 5B > IAD j.B > 2B > H5B > 214A > 5B > j.HB (Bomb Hits) > dj.236C~A/B/AB [3268 Damage, +7 SP] C+D > OMC > 665B > IAD j.B > 2B > H5B > 214A > 5B > 2C > j.C > dj.2B (Bomb Hits) > j.236C~ [3241 Damage, +7 SP] Skill Starters Corner: A Starters 5A > 5AA > 5AAA > 214A > 5C > 5B > 2C > j.C > Hdj.2B (Bomb Hits) > H5B > 236C~ [3085 Damage, +43 SP] 5A > 5AA > 5AAA > 214A > 5C > 5B > 2C > j.C(2) > jc > j.2B |> H5B > 236C~ > 236236AB [3861 Damage, -35SP] 5AAA > 214A > 5B > (Delay) 2C > j.C > dj.2B > H5B > 236C~A/B/AB [2686 Damage, +41 SP] 5AAA > 214A > 5C > 5B > (Delay) 2C > j.C > dj.2B > H5B > 236C~A/B/AB [2981 Damage, +44 SP] CH 5A > 2C > 2B > Hj.2B > 2B > H5B > 214A > 5B > Hj.B (Hits Bomb) > H5B > 236C~A/B/AB [3553 Damage, +38 SP] CH 5A > 2C > j.C > Hdj.2B > 2B > H5B > 214A > 5B > Hj.B (Hits Bomb) > H5B > 236C~A/B/AB [3751 Damage, +39 SP] FC 5A > 5AA > 5C > 2C > j.C > Hdj.2B > 2B > H5B > 214A > 5B > 2C > j.B (Bomb Hits) > H5B > 236C~ [4196 Damage, +44 SP] FC 5A > 5AA > 5C > 2C > mj.B > (Delay) 5C > 2C > j.C > Hdj.2B > 2B > H5B > 214A > 5B > 2C > j.B (Bomb Hits) > dj.236C~ [4455 Damage, +46 SP] [AA] 5A > 5AA > j.C > Hdj.2B > 2B > H5B > 214A > 5B > 2C > j.B (Bomb Hits) > H5B > 236C~ [3308 Damage, +34 SP] [AA] j.A > j.C > Hdj.2B > 2B > H5B > 214A > 5B > 2C > j.B > H5B > 236C~ [3566 Damage, +35 SP] [AA] IAD j.A > j.C > j.D > j.B > 2B > j.B > Hdj.2B > 662B > H5B > 214A > 5B > j.B (Bomb Hits) > sj.236D~ or dj.236D~ [3324 Damage, +34 SP] B Starters CH 5B > 2C > (Delay) 2B > 5B > IAD j.B > 2B > H5B > 214A > 5B > (Delay) 2C > j.B (Bomb Hits) > H5B > 236C~ [3969 Damage, +39 SP] CH 5B > 2C > j.C > Hdj.2B > 2B > H5B > 214A > 5B > (Delay) 2C > j.B (Bomb Hits) > H5B > 236C~ [4139 Damage, +39 SP] 5B > 5C > 2AB > 214CD > 2B > H5B > 214A > 5B > 2C > j.C > dj.2B (Bomb Hits) > j.236D~ [3639 Damage, -13 SP] [AA] 5B > 2C > (Delay) 2B > 5B > IAD j.B > 2B > H5B > 214A > 5B > (Delay) 2C > j.B (Bomb Hits) > H5B > 236C~ [3969 Damage, +39 SP] [AA] 5B > 2C > j.C > Hdj.2B > 2B > H5B > 214A > 5B > (Delay) 2C > j.B (Bomb Hits) > H5B > 236C~ [4139 Damage, +39 SP] C Starters CH 5C > 2C > j.C(2) > jc > j.H2B |> 2B > H5B > 214A/B > 5B > 2C > j.B > jc > j.236C~ [4916 Damage] FC 5C > 2C > mj.B > (Delay) 5C > 2C > j.C > Hdj.2B > 2B > H5B > 214A > 5B > 2C > j.H5B (Bomb Hits) > H5B > 236C~ [5879 Damage, +53 SP] [AA] 5C > 2B > H5B > 214A > 5B > 2C > j.C > dj.2B > H5B > 236D~ [4603 Damage, +36 SP] [AA] 5C > 5B > 2C > j.C > Hdj.2B > 2B > H5B > 214A > 5B > j.B > H5B > 236D~ [4703 Damage, +38 SP] [AA] 5C > 5B > 2C > j.C > Hdj.2B > 2C > j.B > Hdj.2B > 2B > H5B > 214A > 5B > 2C > j.B > dj.236C~ [5134 Damage, +47 SP] D Starters 5D/2D > 2B > H5B > 214A > 5B > 2C > j.C > dj.2B > H5B > 236D~ [4251 Damage, +35 SP] 5D/2D > j.A > j.C > Hdj.2B > 2C > j.B > Hdj.2B > 2B > H5B > 214A > 5B > j.B > H5B > 236D~ [4326 Damage, +40 SP] 5D/2D > 5B > 2C > j.B > Hdj.2B > 2B > H5B > 214A > 5B > 2C > j.C > dj.2B > H5B > 236D~ [4761 Damage, +45 SP] 5D/2D > 5B > 2C > j.C >Hdj.2B > 2C > j.B > Hdj.2B > 2B > H5B > 214A > 5B > 2C > j.B > dj.236C~ [4834 Damage, +46 SP] System Starters C+D> 5C > 5B > H2B > 214A > 5B > 2C > j.C(2) > jc > j.2B |> H5B > 236C ~A/B/C/D [3609 Damage] (Omit 5C against Yu, Chie, Mitsuru, Elizabeth, Ken, and Margaret) AoA~D > 5C > 2C > jump > Hj.B > jc > Hj.2B |> H5B > 214A/B > 5B > 2C > j.C(2) > dj.H2B > j.236C~ [4490 Damage, +54 SP] 2A+B > 214CD > 2C > j.C > Hdj.2B > 2B > H5B > 214A > 5B > 2C > j.B > dj.236C~ [3588 Damage, +8 SP] 2A+B > 214CD > 2C > j.B > Hdj.2B > j.B > 2B > H5B > 236D~ [3135 Damage, +7 SP] 2A+B > 214CD > 2B > H5B > 214A > 5B > j.C > dj.2B > H5B > 236D~ [3189 Damage, +7 SP] Skill Starters 214A/B (Bomb Hit) > 2C > j.C(2) > dj.H2B |> 2B > H5B > 214A/B > 5B > 2C > j.B > jc > j.236C~ [3938 Damage, +38 SP]
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