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:*Parenthesis part is optional and can opt for a regular ender like 236B instead. | :*Parenthesis part is optional and can opt for a regular ender like 236B instead. | ||
:*Many assists work for this combo. | :*Many assists work for this combo. | ||
'''2A > 5AAA~6 > 5P > dash 5BB > 236B~8 > dash 5A > 5BBB > 214A''' | |||
:Damage: 5818 | |||
:Requires: Wind | |||
:Notes: | |||
: A combo for when you open an opponent up with a 2A low. Corner Carries from one corner to the other. | |||
<br clear=all/> | <br clear=all/> |
Revision as of 21:47, 2 June 2018
Combo Notation Guide | |||||||||
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Combo List
Midscreen
Solo
IOH j.AA > 5AA > 5BB > 2C > 236A
- Video Example
- Damage: 3322
- Requires: Wind
- Notes:
- Simple combo from an instant overhead j.A
IOH j.AA > 5AA > 5BBB > microdash 5AA > jc j.AA > djc j.AA > j.C > 2C > 236A
- Requires: Wind
- Notes:
- An instant overhead j.A combo that's character specific but does more damage. To learn more about who this combo works on, please go to the Combo Theory section
2A > 5A > 5BB > 2C > 236B~8 > dash 5A > 5BB > 236B~8 > dash 5A > 5BBB > 214A
2A > 5A > 5BB > 2C > 236B~8 > dash 5A > 5BB > 236B~8 > sj j.AA > djc j.AA > j.C > 2C > 214A
- Damage: 4553 (5BBB Ender)
- Notes:
- A slightly more difficult combo for when you open an opponent up with a 2A low. For tips on the 236B~8 > dash 5A combo piece, please go to the Combo Theory section. If you aren't close enough to the corner for the 5BBB ender or you're having trouble with the juggle after the second 236B~8, you can use the alternate air combo ender instead.
Throw > 5AA > jc j.AA > djc j.AA > j.C > 2C > 236A
- Damage: 3949
- Notes:
- A simple throw combo. Use this when you're first starting out with the character
Throw > 5BB > 236B~8 > dash 5A > 5BB > 236B~8 > dash 5A > 5BBB > 214A
- Damage: 4647
- Notes:
- A slightly more difficult throw combo that does more damage and corner carries from midscreen to the corner. Works on all characters
With Assists
5AA 5BBB assist [6] (5A jB2 djB) 5AA jAAB djC 2C 214BC
- Video Example
- Damage: 6908
- Requires: Wind + 2 bars
- Notes:
- Parenthesis part is optional and can opt for a regular ender like 236B instead.
- Many assists work for this combo.
2A > 5AAA~6 > 5P > dash 5BB > 236B~8 > dash 5A > 5BBB > 214A
- Damage: 5818
- Requires: Wind
- Notes:
- A combo for when you open an opponent up with a 2A low. Corner Carries from one corner to the other.
Corner
Solo
5AA > 5BBB~6 > 5AA > jc j.AA > djc j.AA > j.C > 2C or 236A
- Video Example
- Damage: 5652
- Requires: Wind
- Note:
- A simple corner combo for when you have wind.
- Alternatively, you can end this combo with 236A instead of 2C to have a lobelia pole setup
IOH j.AA > 5A > 5BBB > microdash 5AA > 5BBB > 236B~9 > 5A > 236A > (B Lobelia Hits) > 2C > 236B~9 > 2C > 236A > (B Lobelia Hits) > 2C > 214A or 236C
- Video Example
- Requires: Wind
- Note:
- A combo for when you open an opponent up with instant overhead j.A
- Character specific
2A > 5BBB~6 > 5A > 5BB > 236B~9 > 2B > (B Lobelia hits) > 2C > 236B~9 > 2C > 236A > (B Lobelia Hits) > 2C > 236B~9 < 2C > 236A > 2C > 214A or 236C
- Video Example
- Note:
- A combo for when you open an opponent up with a 2A low
Throw > delay 5A > 5BB > 2B > 5A > 5BB > 236B~9 > 5A > 5BBB > 214A
- Damage:
- Note:
- Delay the first 5A to let them fall low enough to make 5BB connect. Too low though and the link from 2B will become a lot harder/not possible so be careful.
With Assists
Combo Theory
5BBB > microdash 5A
This combo piece is a great way to extend a combo without using resources both midscreen and combo. However, this combo piece is also character specific.
5BBB > microdash 5A does not work on the following characters:
- Es
- All Under Night in Birth characters
- All RWBY characters
236B~8 > dash 5A
This combo piece is a great way to extend midscreen combos if you have wind available and is very common in Rachel's combo route. Depending on the starter, you might even be able to loop this combo piece 2 times in one combo. One important thing to be aware of when doing this combo piece is that the stability of the juggle you do afterwards depends greatly on how low the opponent is when you start the juggle. So when you are timing your 5A to juggle the opponent, try your best to delay until they're lower to the ground. You have a good amount of untech time to work with from the B lobelia so take your time to get the timing and the height right.
Video Examples
External Documents and References
- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •