Combos |
Position |
Damage |
Tension Gain |
Works on |
Difficulty |
Notes
|
Basic Knockdown: 4P2KK |
All |
67 |
None |
Not on Crouching FA, JA, MI(?) |
Easy |
4p Whiffs on both of them crouching replace it with 1p if you choose to do to this.
|
Regular Corner Carry: c.S > (f.S > 2D) > 623P (Dauro) > 66 > PK > 66 > PK > 66 > KP > PPP |
All |
130 |
Barely |
Everyone |
Easy |
Before you go and Drop Ram because of frustration (and I hear this a lot). The micro-dashes are something you just have to get used to. There's no other way other than practicing it. This gonna be your best friend at the end of it all.
|
Regular Corner Carry: f.S > 623P (Dauro) > 66 > PK > 66 > PK > 66 > KP > PPP or KKK or KK |
Crouching or Counter Hit |
|
Barely |
Everyone on Crouching or Counter Hit |
Easy |
Same as above only this time f.S will go into Dauro on crouch or Counterhit
|
Fullscreen Corner Carry: c.S > (2D) > 623P (Dauro) > 66 > PK > 66 > PK > 66 > KP > c.S > 623P > KP > PPP or KKK |
All |
142 |
Barely |
Does not work on AX, JA, RA |
Medium(Hard) |
If you're not comfortable doing the regular corner carry with micro dashes then practice the regular corner carry. This is a fullscreen corner carry and should end in-wall splat if done right (if the wall splat didn't happen at all, try delaying the last P in PPP a little bit). It also combo requires all the micro dashes to be at their deepest. If you do this combo and end up with a wall splat following with f.S > 5d6. After 5d6 You must do c.S > f.S > 5H > (Followed with any corner sword setup) or they'll tech out and probably in your face. (Unless someone knows better and wants to correct this note, this just always happens to me). Lights are harder to full-screen carry.
|
Fullscreen Corner Carry 2: c.S > (2D) > 623P > 66 > PK > 66 > PK > KP > 2PPK > KKK |
All |
??? |
Barely |
Does not work on Venom |
Medium(Hard) |
Impossible on JA. Absurdly Hard on RA. More characters to be tested soon
|
Sideswitch Carry: c.S > (2D) > 623P (Green Dauro) > 66 > PK4K > (KP) > PPP |
All |
137 |
None |
Everyone |
Medium(Hard) |
If you're not comfortable doing Green Dauros or Microdashes then don't worry about this one yet. Skip KP on heavyweight characters since they drop to fast or you can skip it altogether if its too much and just do PPP. The only difference is you won't get a wall splat from my testing but you'll end up with a knockdown which is better than nothing. On lightweight characters, you actually don't need a Green Dauro for it to work from my testing. Microdash must be Deep for the 4K to side-switch.
|
Command Grab Starter: 236K > 66 > PK > 66 > PK > KP > PPP or KK or KKK |
All |
?? |
Barely |
Everyone |
Easy |
Lights launch higher. Heavys Launch Lower (?) adjust your timing accordingly. 236K is a command grab meaning you won't really be doing this in a normal circumstance but rather after a Setup following a knockdown.
|
1|P} > {{clr|1|PPP} or KK or KKK |
All |
?? |
Barely |
Everyone |
Easy |
THIS PART is Glitched for some reason.
|
String Starter Carry: 2KPP or KPP or 2PPK > 66 > PK > 66 > PK > KP > PPP or KK or KKK |
All |
?? |
Barely |
Everyone |
Easy |
While the strings are ok **DONT RELY ON EM** Anyone that even studied a little bit of this matchup is gonna punish it before the overhead (or even low) even comes out if they know its coming. As for 2PPK its just an ok low. Still punishible
|
Anti Air Combo: 6P > c.S > j.K > j.S > j.c > j.K > j.S > 214S > 214H |
Anti-air |
153 |
A little more than 25 |
Everyone |
Easy |
This is gonna be you standard anti-air combo. (It will not work without S sword deployed because the s sword special recall is too slow. But it will with h sword deployed out)
|
Anti Air Combo 2: 6P> c.S > j.K > j.S > j.c >j.K >j.S > j.2D > (j.214K) |
Anti-air |
132 |
None |
Everyone |
Easy |
This is the Standard anti-air only without the specials involved. If you do this without S sword the combo becomes more unstable cause of the hitbox of j.S without Sword. Also, you don't have to do j.214K. It just helps with getting to the ground faster.
|
Daiji Loop Anti Air Counterhit: 6P > iad~jK > jS~j8D > iad > jK > jS~j8D> iad > jK > jS > j8D > 66 > ppp > wallsplat |
Anti-Air |
?? |
?? |
I really can't tell you |
I really really can't tell you |
Its very hard to say who it does and doesnt work on since its incredibly height specific (where u hit them with 6P) and how close u are to the corner. Some characters u can only do 2 loops and get a knockdown others 3. Also the delays(~) you might need them you might not it all depends on the height they are at and their weight honestly i would just say you have to eyeball it lmao.
|
Please Hit: 2S > 2H |
All |
124 |
A little more than 25 |
Everyone |
Easy |
Big call out move. Don't rely on it without meter to spare.
|
Please Counter Hit: 2S > Corner Carry with how ever you see fit |
All |
?? |
Small Amount |
Everyone |
Varies on Choice of Carry |
Again don't throw out 2S without meter to spare if you miss 2S or can't make it in time
|