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*'''5H > 214S~2S~1S ▷ SD > j.MLL > jc.LLLS > j.214M | *'''5H > 214S~2S~1S ▷ SD > j.MLL > jc.LLLS > j.214M | ||
*'''5H > 214S~2S~1S ▷ 214S[2]~ | *'''5H > 214S~2S~1S ▷ 214S[2]~7S~3S, j.LL > jc.LLLS > j.214M | ||
5H confirm. | 5H confirm. | ||
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==Sparking== | ==Sparking== | ||
*'''5LLL > 214S[8]~1S > [Vanish], j.214H+S | |||
Midscreen Spirit Bomb with hold Vanish link. | |||
==Miscellaneous== | ==Miscellaneous== | ||
*''' | *'''j.DR~A1/A2 ▷ 5LLL > 214S[8]~1S > j.214H+S | ||
Corner solo combo into Spirit Bomb, but only works if the opponent is on their last character. | Corner solo combo into Spirit Bomb, but only works if the opponent is on their last character. | ||
*''' | *'''close to the ground j.236M ▷ 5LLL ... | ||
Needs specific setups or assists to combo into j.236M at this height. | Needs specific setups or assists to combo into j.236M at this height. | ||
*'''214S[8]~delay 8S~4S, j.LL ... | |||
Corner Reverse Kame link, does less damage than 214S[8]~7S~3S. | |||
==Video Examples== | ==Video Examples== |
Revision as of 13:04, 17 November 2019
Midscreen Combos
Meterless
- ... j.LL2H
- ... j.LLL > j.214M
Everywhere meterless sliding knockdown.
j.2H gives better oki and lets you solo combo into Lv1 midscreen, but it'll drop at high hitstun decay.
j.214M is faster and has more usage as a combo extender.
- 2M > 5M > jc.MHS > SD > j.MLL > jc.LLL > j.214M
BnB for damage.
- 2M > 5M > jc.MLL > jc.LLLS > SD > j.LLL > j.214M
BnB for corner carry.
Metered
- ... > Vanish ▷ dash 5LL > 2M > 5M > jc.MLL > jc.LLL > j.214M
Basic Vanish conversion. Also works with 236H/j.236H.
- j.2S > 236H ...
Same side j.1/2/3S conversion.
- j.2S > j.214S~4S~1S, j.236H ...
Crossup j.1/2/3S conversion.
Corner Combos
Meterless
- 2M > 5M > jc.M > j.236M, j.DR
Solo DR, useful for snapbacks.
- 2M > 5M > jc.MH > j.236M, SD > j.MLL > jc.LLLS > j.214M
Basic aerial route without using j.214S.
Since j.214S can only be done once until landing, this is an easy combo that can Vanish into Ultra Spirit Bomb.
- 2M > 5M > jc.M > jc.MH > j.236M, j.214S~7S~3S, j.LLLS > j.214M
Basic aerial route with j.214S.
- 2M > 5M > jc.M > jc.MH > j.236M, j.214S[2]~2S~delay 1S ▷ SD > j.ML > jc.MHS > j.214M
High damage aerial route that can still use j.214S later on.
- 2M > 236M, 2M > 5S > 5H > SD > airdash j.H ▷ jump j.LML > jc.LLLS > j.214M
Grounded route, highest damage. You can do dash jump j.MLL instead of normal jump j.LML, but it barely adds any damage.
- 5H > 214S~2S~1S ▷ SD > j.MLL > jc.LLLS > j.214M
- 5H > 214S~2S~1S ▷ 214S[2]~7S~3S, j.LL > jc.LLLS > j.214M
5H confirm.
- 5LLL > 214S[8]~7S~3S, delay j.LL > jc.LMHS > j.214M
- 2M > 5M > j.ML > delay j.L > delay forward jc.LLS > j.214S~delay 7S~3S, j.LLLS > j.214M
Back-to-corner combos with SKD.
- 5LLLLLLL > j.214S~7S~3S, delay j.LL > jc.LMHS > j.214M
Highest damage back-to-corner from 5L starter. Doesn't end in SKD but can still combo into Ultra Spirit Bomb with assists.
Metered
- ... > Vanish, j.214S~1S > j.214H+S
Solo combo into Ultra Spirit Bomb. Afterward you can either take the best Lv3 oki in the game, or extend into more unscaled Supers.
- ... j.214H+S, airdash j.DR ▷ Supers
- ... j.214H+S ▷ dash DR > 236M > Supers
Spirit Bomb extensions, work even at the highest of hitstun decay.
Assist Extensions
- ... j.214M > Assist ▷ 5LLL > 214S[8]~1S > j.214H+S
Corner Spirit Bombo combo that works with almost every assist in the game. The entire combo needs to be cut slightly shorter or else 5LL > 5LLL will whiff.
Sparking
- 5LLL > 214S[8]~1S > [Vanish], j.214H+S
Midscreen Spirit Bomb with hold Vanish link.
Miscellaneous
- j.DR~A1/A2 ▷ 5LLL > 214S[8]~1S > j.214H+S
Corner solo combo into Spirit Bomb, but only works if the opponent is on their last character.
- close to the ground j.236M ▷ 5LLL ...
Needs specific setups or assists to combo into j.236M at this height.
- 214S[8]~delay 8S~4S, j.LL ...
Corner Reverse Kame link, does less damage than 214S[8]~7S~3S.