P4AU/Shadow Labrys: Difference between revisions

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  |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.  
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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.  
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----
B: Slower, more damaging, but safe on block.  
B: Slower, more damaging, but safe on block.  

Revision as of 02:05, 17 December 2014

Shadow Labrys

Introduction

P-1 Climax Nickname: "The Raging Bull of Destruction!"
Persona: Asterius
Arcana: The Wheel of Fortune
Backstory:

  • Placeholder


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
P4Arena ShLabrys 5A.png
P4Arena ShLabrys 5AA.png
P4Arena ShLabrys 5AAA.png
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
P4Arena ShLabrys 5B.png
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
P4Arena ShLabrys 2A.png
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
P4Arena ShLabrys 2B.png
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
P4Arena ShLabrys jA.png
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
P4Arena ShLabrys jB.png
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
P4Arena ShLabrys jBB.png
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.

All Out Attack
All Out Attack
A+B
P4Arena ShLabrys AOA.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
300 H 27 3 31 -17 Body
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Sweep
Sweep
2A+B
P4Arena ShLabrys Sweep.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
1000 L 15 3 20 -6 Foot
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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 Persona Required
Knuckle Train Persona Required
5C
P4Arena ShLabrys 5C.png
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 Persona Required
Cliff of Creta Persona Required
5D/2D/j.D
P4Arena ShLabrys 5D.png
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 Persona Required
Terra's Eruption Persona Required
8C
P4Arena ShLabrys 2C.png
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 Persona Required
Hammer Uppercut Persona Required
2C
P4Arena ShLabrys 8C.png
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
P4Arena ShLabrys GroundThrow.png
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
P4Arena ShLabrys AirThrow.png
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
5th Gen Axe Slash
B+D
P4Arena ShLabrys BD.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
900 Any 15 4 42 -24 Body
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Guard Cancel Attack
Guard Cancel Attack
6A+B while blocking
P4Arena ShLabrys 5AAA.png
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.


Skill Attacks

Guillotine Axe
Guillotine Axe
214A/B
P4Arena ShLabrys GuillotineAxe.png
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
Chain Knuckle
236 A/B
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A 500 All 18 8 36 [25~32] -7~-14 Chest
B 500 All 22 13 41 [25~37] -7~-19 Chest
SB 500 All 22 8 38 [22~34] -4~-16 Chest
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Guillotine Aerial
Guillotine Aerial
j.214 A/B
P4Arena ShLabrys GuillotineAerial.png
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
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Buffalo Hammer Persona Required
Buffalo Hammer Persona Required
214C/D
P4Arena ShLabrys BuffaloHammer.png
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
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Flame of Hades Persona Required
Flame of Hades Persona Required
236C/D
P4Arena ShLabrys FlameOfHades.png
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
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Massive Slaughter Persona Required
Massive Slaughter Persona Required
[4]6C/D
P4Arena ShLabrys MassiveSlaughter.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C 0, 800, 400x4 Grab 63 8 - - Grab
D 0, 800, 400×4 Grab 81 8 - - Grab
SB 0, 800, 400×4 Grab 35 8 - - Grab
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Public Execution Persona Required
Public Execution Persona Required
[2]8C/D
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C 0, 1200, 600 [0, 1200, 1500] Grab 63 [39] 6 - - Grab
D 0, 1200, 600x2 Grab 83 8 - - Grab
SB 0, 1200, 600x3 Grab 51 7 - - Grab
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SP Skill Attacks

Challenge Authority Persona Required
236236C/D (air OK)
P4Arena ShLabrys ChallengeAuthority.png
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
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Awakened SP Skill Attacks

Brutal Impact
Brutal Impact
214214A/B
P4Arena Labrys BrutalImpact.png
The startup is slow and fully invincible
P4Arena Labrys BrutalImpact2.png
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 Persona Required
Titanomachia Persona Required
214214C/D/C+D air OK
P4Arena ShLabrys Titanomachia.png
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.


Instant Kill

Labyrinthos Gate Persona Required
222A+B
P4Arena ShLabrys LabyrinthosGate.png
P4Arena ShLabrys LabyrinthosGate2.png
I got you.
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
Activation -- - - - 19f total - -
Throw K.O. - 37 2 29 - Command Throw

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.


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:
> = 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.

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