|
|
Line 563: |
Line 563: |
| |recovery=20 | | |recovery=20 |
| |frameAdv=0 | | |frameAdv=0 |
| |description=A giant axe slam that must be blocked high. The attack pushes Shadow Labrys slightly back from her opponent. On hit, leads to a techable ground bounce. The Guillotine series received a complete overhaul in Ultimax, changing to a one-hit overhead that no longer causes knockdown. All versions can still be super and One More! Cancelled on hit or block to continue pressure and for mix-up. | | |description=A giant axe slam that must be blocked high. The attack pushes Shadow Labrys slightly back from her opponent. On hit, leads to a techable ground bounce. The Guillotine series received a complete overhaul in Ultimax, changing to a one-hit overhead that no longer causes knockdown. All versions can still be super and One More! Cancelled on hit or block to continue pressure and for mix-up. If combined with Asterius's moves, knockdown is still possible at the expense of free okizeme. |
| ---- | | ---- |
| A: Fastest start-up, but significantly negative on block. With meter, can be One More! Cancelled into j.A for a double overhead fuzzyguard set-up. The fourth move of Shadow Labrys's autocombo, so it's best to stop at 5AA or 5AAA to avoid letting the opponent tech immediately after the Guillotine. | | A: Fastest start-up, but significantly negative on block. With meter, can be One More! Cancelled into j.A for a double overhead fuzzyguard set-up. The fourth move of Shadow Labrys's autocombo, so it's best to stop at 5AA or 5AAA to avoid letting the opponent tech immediately after the Guillotine unless Asterius is able to assist. |
| ---- | | ---- |
| B: Slower, more damaging, but safe on block. | | B: Slower, more damaging, but safe on block. |
Introduction
P-1 Climax Nickname: "The Raging Bull of Destruction!"
Persona: Asterius
Arcana: The Wheel of Fortune
Backstory:
Overview
Health: 8000
Persona Cards: 6
Play-style: Quasi-Puppet Character/Rushdown
Air Movement Options: 1 Double Jump/Air Dash, 1 Run-Type Dash
Pros/Strengths:
- Devastating mix-ups, cross-ups and tandem attacks with Asterius.
- Persona attacks have huge damage and range.
- High damage output into okizeme meterless and with meter.
- Has one of the best Awakening supers in the game (Titanomachia).
- Able to inflict Poison, Silence, and Fear.
Cons/Weaknesses:
- Very weak without her Persona if not in Awakening.
- Has poor reversal options without meter due to lack of invincibility on her Furious Action.
- Player must be able to manage Asterius at all times to avoid losing cards and for combos.
- Lowest health of all characters (along with Elizabeth).
- High skill ceiling due to her playstyle.
External References:
Move List
- See also: Shadow Labrys Full Frame Data
Normal Attacks
5A
5A
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
5A
|
200
|
All
|
7
|
3
|
19
|
-9
|
Body
|
A relatively quick axe swing, although range is limited. 5A is Shadow Labrys's only move that's jump-cancelable on block. Gatlings to a plethora of normals and specials, although it does not cancel to 2A. Common combo and pressure starter. Can hit airborne opponents at certain spacings. 5A is Shabrys's fastest normal at 7f.
|
5AA
|
400
|
All
|
12
|
3
|
15
|
-3
|
Body
|
A follow-up axe attack with more horizontal range than 5A. Lifts the opponent slightly off the ground. Useful for starting juggles in the corner.
|
5AAA
|
800
|
All
|
17
|
4
|
23
|
-8
|
Body
|
A crescent-shaped axe attack with considerable horizontal and vertical range. Launches the opponent on hit. Hop-cancellable. Great mid-screen combo starter when hop-cancelled. 5AAA can also be cancelled into various specials and supers. Like all 5AAAs, Shabrys's builds 1/8th of the Burst gauge and ~13 meter.
Completing the auto-combo adds Guillotine Axe A > Challenge Authority C.
|
|
5B
5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
700
|
All
|
13
|
2
|
21
|
-8
|
Body
|
A big forward axe swing that's a strong poke and common combo tool. While the start-up is slow, the recovery is relatively fast, making it a good poke if spaced correctly. Fatal Counters, so it's great for whiff-punishing opponents or after baiting a move. 5A > 5B and 5AA > 5B now combo on standing hit, broadening Shabrys's combo routes. While 5B is not a move you want to be caught whiffing next to an opponent, threatening with 5B is part of Shabrys's neutral, as its range and Fatal Counter properties force some characters to remain at range.
|
|
2A
2A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
160
|
L
|
7
|
2
|
14
|
-3
|
Foot
|
A low-hitting poke with the butt of her axe. While a fast low, it has limited range. Along with 5A, 2A is Shabrys's fastest normal at 7f. Does not cancel into itself, but does cancel into 5B, and 2A > 5B > 2AB is Shabrys's staple low string. Slightly worse on block in Ultimax. Frequently seen in pressure and mix-ups.
|
|
2B
2B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
800
|
AUB
|
20
|
4
|
25
|
-12
|
Body
|
Large upward axe swing that moves Shabrys low to the ground. Much faster than in Arena, allowing Shabrys to reactively anti-air opponents, but no longer gatlings to 5B. Used in combos to launch opponents as well as serving as an anti-air attack. Fatal Counters. Jump-cancellable only on hit. Can be used to punish moves with long recovery at certain spacings due to its Fatal Counter properties, though 5B is considerably faster; however, any 2B Fatals against attempted jump-ins lead into great damage.
|
|
j.A
j.A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
200
|
H
|
9
|
4
|
12
|
-1
|
Head
|
A quick jump attack with relatively limited range and damage. Able to cross-up. Gatlings to j.B and j.2B. Now combos to j.B on standing hit. Often used in air combos before ending with Guillotine Aerial and as a jump-in in mix-up and pressure.
|
|
j.B
j.B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
600
|
H
|
15
|
4
|
14
|
-1
|
Head
|
A large axe swing that hits around Shadow Labrys in the shape of a "J." j.B is a fast attack with a huge hitbox, which allows for ambiguous cross-ups and fake cross-ups, and it leads to great damage. Since j.B can be difficult for some characters to effectively anti-air, a well-angled j.B is one method of approach. It also has use as a safe-jump and for positioning Shabrys in combos. While a fantastic normal with a variety of uses, beware becoming overly reliant on j.B, as jumping and airdashing around non-stop with it will cost you. Jump-cancellable.
|
|
j.2B and j.BB
j.2B and j.BB
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
j.2B
|
800
|
H
|
13
|
4
|
25
|
-
|
Head
|
j.BB
|
760
|
All
|
13
|
6
|
22
|
-
|
Body
|
Followup to j.B. A horizontal axe swing that causes wallbounce. Jump-cancelable. Has landing recovery if not cancelled or recovering in air. j.BB is common in corner combos since the wallbounce can set-up a hard knockdown.
j.2B performs j.BB as a standalone move allowing Shabrys to make use of j.BB's wallbounce in new situations, including midscreen, and when j.BB (j.B > j.BB) would fail to combo or yield no okizeme. Used in certain combos for corner carry and hard knockdown into okizeme. Must be inputted as j.2B, not j.1B or j.3B.
|
|
Sweep
Persona Attacks
At all times, Asterius has autoguard against moves with 400 or less base damage. If Shadow Labrys blocks, Asterius will stop performing any commands, except 2C (if already underground), SB skills, and during Titanomachia.
In Ultimax, Shadow Labrys can now cancel all of Asterius's normal persona attacks into specials and supers on hit, block, and whiff, allowing Knuckle Train to be cancelled into Flame of Hades or Challenge Authority, for one example. Additionally, persona moves can now be inputted while Shadow Labrys blocks, albeit with limited practical application.
Knuckle Train
Knuckle Train 5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
1600 [1800/2000]
|
All
|
65 [45]
|
6
|
158 total duration
|
13 hitstop + 28 blockstun
|
Body
|
Asterius lunges forward and punches the opponent, causing groundslide on hit. Can be charged, delaying the attack and increasing damage. One oki option, as charging the attack punishes late-tech, and new cancel options allow a blocked 5C to be cancelled into various specials for mix-up.
|
|
Cliff of Creta
Cliff of Creta 5D/2D/j.D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Asterius guards himself. Since he's always on-screen, activating Asterius's guard keeps him safe and allows you to avoid losing cards. There is no difference between 5D and 2D: they block both highs and lows just fine, as well as specials and supers. When blocking, Asterius absorbs projectiles, so a single-hit projectile that connects with a blocking Asterius will disappear upon contact with Asterius rather than continue onward to Shabrys herself. Shabrys is free to move while Asterius is blocking; however, he will always move or teleport to her location on her wake-up.
Pressing D once will cause Asterius to block until a command is inputted but system commands using C or D will automatically activate Asterius (for example, rolls, hops, Furious Actions, and throws will all trigger Asterius to attack). Holding and releasing D at precise timings to manipulate Asterius's movements is key to executing certain combos.
|
|
Terra's Eruption
Terra's Eruption 8C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
500, 275x4
|
All
|
42
|
36
|
150 total duration
|
-
|
Projectile
|
Asterius spouts bits of flame from his horns. Makes an effective anti-air barrier and good for space control. Often seen in combos as the hitstun from the fire allows Shabrys to juggle opponents. While the attack cannot hit grounded opponents, an opponent can certainly be launched into the flame. If Shadow Labrys blocks after the fire orbs have appeared, Asterius will not end the attack. Was 2C in the original Arena. No longer as safe to use at neutral due to the input change, as Shabrys can no longer block low while setting Terra's Eruption to preemptively curtail jump-ins.
|
|
Hammer Uppercut
Hammer Uppercut 2C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
2000
|
All
|
112 [67]
|
8
|
182 total duration
|
13 hitstop + 28 blockstun
|
Body
|
Asterius locks on to the opponent's position, disappears underground, then reemerges at the opponent's location and punches them, blasting them into the air. Inflicts quite a bit of damage on hit and gives Shabrys advantage on block. The threat of the attack forces the opponent to quickly stop their offensive to dodge the attack or block it and be put in blockstun. Useful for starting an offensive or punishing opponents for auto-piloting. Can be mashed while blocking at the risk of losing a card, as Asterius will continue the attack while Shabrys blocks if he makes it underground safely, though savvy opponents will notice Asterius's sudden absence. Was 8C in the original Arena. Asterius locks on to an opponent's position sooner in Ultimax.
2C is also key to displacing Asterius, as once he emerges, 2C can be cancelled into a special to continue pressure. On hit, the untechable time is significant and allows for a minor combo with either air or ground Guillotines, or 2C can be cancelled into a special to keep an opponent distracted by the threat of Asterius. Quickly reacting to how an opponent approaches 2C is important when considering your own offensive and whether you're gaining or losing ground.
Bracketed values indicate the start-up when used during Titanomachia.
|
|
Universal Mechanics
Ground Throw
Ground Throw C+D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
0, 760
|
Grab
|
5
|
3
|
25
|
-
|
Grab
|
Shadow Labrys grabs the opponent, then throws them onto the ground and strikes with her axe. Low damage for a throw but can convert into a combo meterless with Asterius or by using either a One More! Cancel and One More! Burst.
|
|
Air Throw
Air Throw j.C+D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
0, 1500
|
Grab
|
5
|
3
|
19
|
-
|
Grab
|
Shadow Labrys grabs the opponent and hurls them toward the wall. If the opponent is thrown close to the corner, the throw causes wallbounce and can be converted into a combo.
|
|
5th Gen Axe Slash
Guard Cancel Attack 6A+B while blocking
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
000
|
All
|
18
|
4
|
24
|
-24
|
Body
|
Slow, as Guard Cancel Assaults are known to be, but one option of escaping pressure at the cost of 50 meter. Shares the same animation as Shadow Labrys's 5AAA and retains 5AAA's slight backward hitbox, so it can catch cross-ups. On hit, it's possible to combo afterward, though no combo beginning with a Guard Cancel can kill. The recovery can be cancelled with a One More! Cancel or One More! Burst.
|
|
Guillotine Axe
Guillotine Axe 214A/B
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
A
|
1200
|
H
|
23
|
12
|
20
|
-7
|
Body, Head
|
B
|
1800
|
H
|
30
|
12
|
20
|
0
|
Body
|
SB
|
1600
|
H
|
23
|
12
|
20
|
0
|
Body
|
A giant axe slam that must be blocked high. The attack pushes Shadow Labrys slightly back from her opponent. On hit, leads to a techable ground bounce. The Guillotine series received a complete overhaul in Ultimax, changing to a one-hit overhead that no longer causes knockdown. All versions can still be super and One More! Cancelled on hit or block to continue pressure and for mix-up. If combined with Asterius's moves, knockdown is still possible at the expense of free okizeme.
A: Fastest start-up, but significantly negative on block. With meter, can be One More! Cancelled into j.A for a double overhead fuzzyguard set-up. The fourth move of Shadow Labrys's autocombo, so it's best to stop at 5AA or 5AAA to avoid letting the opponent tech immediately after the Guillotine unless Asterius is able to assist.
B: Slower, more damaging, but safe on block.
SB: As fast as the A version, does slightly more damage, and is safe on block. Still causes groundbounce on hit but provides enough untech time to continue a combo. Unlike Guillotine Axe A and B, the SB version is special-cancellable, though Shadow Labrys only has two ground specials: the Guillotine series and Chain Knuckle. Very useful for setting up Titanomachia activations or as a quick (but safe) grounded overhead, albeit at the cost of 25 meter.
|
|
Chain Knuckle
Guillotine Aerial
Guillotine Aerial j.214 A/B
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
A
|
400, 200, 600 (400, 800)
|
All, H, All
|
12
|
2 (4) until landing, 6
|
45
|
-18[-11]
|
Head*2, Projectile
|
B
|
600, 300, 600 [600, 800]
|
All, H, All
|
17
|
3 (6) until landing, 6
|
40
|
-13[-6]
|
Body*2, Projectile
|
SB
|
500, 250, 1000 [500, 1000]
|
All, H, All
|
15
|
2 (4) until landing, 6
|
35
|
-1
|
Body*2, Projectile
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Follow the Help:Writing_Character_Pages guidelines
|
|
Buffalo Hammer
Buffalo Hammer 214C/D
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
C
|
2000
|
All
|
82 [66]
|
6
|
166f total duration (may be reduced by ~12f)
|
-
|
Body
|
D
|
2400
|
All
|
94
|
6
|
183f total duration
|
-
|
Body
|
SB
|
1200, 600
|
All
|
62
|
6 (21) 6
|
-
|
-
|
Body
|
Earthquake
|
300
|
All
|
+1
|
1
|
-
|
-
|
Projectile
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Follow the Help:Writing_Character_Pages guidelines
|
|
Flame of Hades
Flame of Hades 236C/D
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
C
|
200, 100xn, 1000
|
All
|
77
|
15,(11), 30
|
-
|
-
|
Projectile
|
D
|
200, 100xn, 1000
|
All
|
95 [54]
|
30(11)26
|
-
|
-
|
Projectile
|
SB
|
200, 100xn, 1000
|
All
|
101
|
30(11)26
|
224f total duration
|
-
|
Projectile
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Follow the Help:Writing_Character_Pages guidelines
|
|
Massive Slaughter
Massive Slaughter [4]6C/D
|
|
Public Execution
Public Execution [2]8C/D
|
|
Challenge Authority 236236C/D (air OK)
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
C
|
2400
|
All
|
4+14
|
6
|
121 (or until landing)
|
-25
|
Body
|
D
|
2600
|
All
|
4+29
|
6
|
115 (or 133 + until landing for air)
|
-4
|
Body
|
SB
|
3000
|
All
|
4+14
|
6
|
115 (or 133 + until landing for air)
|
-4
|
Body
|
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Follow the Help:Writing_Character_Pages guidelines
|
|
Awakened SP Skill Attacks
Brutal Impact
Brutal Impact 214214A/B
The startup is slow and fully invincible Unlike Labrys' Brutal Impact, this is blockable.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
A
|
3000
|
All
|
25+5
|
6
|
62
|
-49
|
Body
|
The fastest version of Brutal Impact at 30f, but has the lowest minimum damage. Hits in front of Shadow Labrys and travels roughly a third of the stage. Can be used as high-risk, high-reward reversal, though the risk is significant, as an opponent can easily OMC after hitting the autoguard, leaving Shadow Labrys extremely vulnerable. It's possible (and safer) to combo into Brutal Impact A even while persona broken to end a round. Used in certain kill combos and can be added during Titanomachia after certain confirms for extra damage.
|
B
|
4500
|
All
|
127+5 (minimum)
|
6
|
88
|
-75
|
Body
|
Much slower than Brutal Impact A but much more damaging. The attack can be delayed by holding the B button, extending the autoguard. Unlike Brutal Impact A, this version travels the entire screen. Used in almost every Titanomachia sequence due to its hefty minimum damage and appears in some Public Execution juggles, but it has no use outside of combos.
|
SB
|
6000
|
All
|
157+29 (minimum)
|
6
|
88
|
-75
|
Body
|
The slowest of the Brutal Impact series, but sports the highest minimum damage and a different post-flash start-up time. Like the B variant, the SB version travels full-screen and can be delayed by holding A+B. Used in Public Execution juggles.
- All versions of Brutal Impact are Fatal Recovery.
- No cancel options are available for any version of Brutal Impact, making its utility as a reversal limited.
- Due to where the axe hits an opponent, Brutal Impact loses to moves with significant chest invuln, such as Narukami's Swift Strike C.
- While Brutal Impact cannot be cancelled, combo routes in and out of the move exist.
- Minumum damage, per variant: A 900; B 1,400; SB 1,800.
|
|
Titanomachia
Titanomachia 214214C/D/C+D air OK
This is where your life ends...
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
Activation
|
-
|
-
|
4+?
|
-
|
27 total (air version: 18f landing recovery)
|
-
|
-
|
During the superfreeze, Shadow Labrys points to Asterius and commands him to perform up to three separate attacks before Titanomachia's "Hellflames" finisher. Both Asterius's normals and specials can be used during Titanomachia, but no normal or special may be used twice in the sequence (for example, the system will acknowledge 5C, 2C, and 214C as a valid string, but not 5C, 2C, 5C or 214C, 2C, 214D), and Asterius's moves have Titanomachia-specific variants. During Titanomachia, Asterius has autoguard against all attacks except supers and will not cease attacking even if Shadow Labrys is forced to block an attack.
It is possible for an opponent to end Titanomachia early in various ways, which is discussed in the Strategy section.
Titanomachia C: Once the super is activated, Asterius begins the attack sequence from his current position, independent of Shadow Labrys herself. The most commonly used version of Titanomachia.
Titanomachia D: Before performing the first attack, Asterius teleports behind an opponent, delaying the sequence but enabling even trickier mix-ups. There is no way for an opponent to distinguish whether the C or D version was used during the superfreeze.
Titanomachia SB: Asterius begins attacking from his current position, as in the C version, but the superfreeze is extended and Shadow Labrys has more time to cleanly input Asterius's commands. Slightly faster recovery (approximately 5f). Increased runtime before the finisher allowing for different combo routes.
|
Hellflames
|
3400
|
All
|
Flash+19
|
2
|
-
|
-
|
Projectile
|
After executing all commands inputted during Titanomachia's activation, Asterius ends the super with a full-screen fire attack, colloquially known as "Hellflames." The finisher has its own superfreeze that focuses on Asterius and the finisher is released 19 frames after the freeze. On hit, the flames launch the opponent to the top of the screen and force an extended fall, allowing for combos to continue even after Hellflames. However, the flames are a projectile, so opponents who have escaped or evaded a combo can roll the finisher on reaction to the superfreeze. It's also possible to force a last-moment cross-up by dashing, rolling, jumping, etc., through an opponent -- the attack must be blocked relative to Shadow Labrys's position, not Asterius's, so an opponent will be hit if the cross-up is successful. All versions of Titanomachia share the same finisher.
- Once activated, Titanomachia has a five-second cooldown period. Cooldown begins immediately after the finisher or after the super is successfully interrupted.
- The screen darkens (identical to Shadow Frenzy) while Titanomachia is active.
- At the first superfreeze, an input counter appears above Shadow Labrys's meter. This counter begins at one, signifying the finisher.
- If activated in the air, blocking is disabled until Shadow Labrys lands and finishes recovering; air activation no longer decreases recovery time.
- If Titanomachia is interrupted, Shadow Labrys loses a card.
|
|
Labyrinthos Gate 222A+B
I got you.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Attribute
|
Activation
|
--
|
-
|
-
|
-
|
19f total
|
-
|
-
|
Throw
|
K.O.
|
-
|
37
|
2
|
29
|
-
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Command Throw
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Once activated, a red bar appears by the SP Gauge. You can attempt the grab portion of the instant kill until the bar empties by inputting 222A+B while close to the opponent. If successful, Shadow Labrys drags them down to hell before leaving Asterius to finish them off.
The grab portion is now a command throw, rendering combos into Shadow Labrys's Instant Kill obsolete. It's situationally useful as a punish to certain supers but no longer match-practical.
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Strategy
General Tactics
In this part, you can talk about anything you feel like beginner players should know.
Split up your topics like this
- And even further split it up
- Like this.
Add more asterisks to further indent your text as necessary.
Tips and Tricks
Combos
Combo Notation Guide:
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- > = cancel into the next attack
- , = link the next attack after preceding move's recovery
- jc = jump cancel
- hjc = high jump cancel
- dc = dash cancel
- (N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
- (move) = whatever's listed in the parentheses is optional
- If you have notations that are not listed here but are necessary, feel free to add them as you see fit.
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Midscreen
This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.
*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1
- move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
- Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
- Damage: ----, Heat Gain: --
- + move =' Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
- Notes: Write notes for the combo if necessary.
Point 2
Copy and paste the code from Point 1 to Point 2 as many times as you need to.
Midscreen to Corner
Corner Only
Click [★] for character's full frame data