(→Solo) |
|||
Line 52: | Line 52: | ||
'''IOH j.AA > 5AA > 5BBB > microdash 5AA > jc j.AA > djc j.AA > j.C > 2C > 236A''' | '''IOH j.AA > 5AA > 5BBB > microdash 5AA > jc j.AA > djc j.AA > j.C > 2C > 236A''' | ||
[https://youtu.be/jvOcxbRKXMM Video Example] | :[https://youtu.be/jvOcxbRKXMM Video Example] | ||
:Requires: Wind | :Requires: Wind | ||
:Notes: | :Notes: |
Revision as of 00:10, 6 June 2018
Combo Notation Guide | |||||||||
---|---|---|---|---|---|---|---|---|---|
|
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
- Video Example
- 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
- 5BBB Ender Video Example
- Air Combo Ender Video Example
- 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
- Video Example
- 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 Video Example
- 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.
IOH j.AA > 5A > 5BBB > 5P > dash 5BB > 236B~8 > dash 5A > 5BBB >214A
- Video Example
- Damage: 4204
- Notes:
- Almost goes fullscreen
- Timing can be a bit harder on Plat and Chie because the last hit of 5BBB can drop more easily than other characters if you don't juggle them right.
2A > 5AAA~6 > 5P > dash 5BB > 236B~8 > dash 5A > 5BBB > 214A
- Video Example
- 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 5A > 5BB > 236B~9 > 5A > 5BBB > 214A
- Damage: 4090
- Requires: Wind
- Notes:
- A combo for when you open an opponent up with instant overhead j.A. The 5BBB > microdash 5A part doesn't work on a few characters. You can find a list of the characters it won't work on in the Combo Theory section down below.
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 > 5A > 5BBB~6 > 5A > 5BB > 236B~9 > 2B > (B Lobelia Hits) > 5BBB > 214A
- Notes:
- A combo for when you open an opponent up with a 2A low
- This combo is bit harder on Tager because his big body gets hit by the falling lobelia sooner than other chars. You can link with 5A instead to make the timing easier. You'll also want to link 2B as fast as possible. to give yourself more time to recover.
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
IOH j.AA
Unfortunately, there are a few characters that when you try to do j.AA, the second hit of j.AA won't come out in time before you land back on the ground. This will make confirming the IOH j.A into a combo a bit harder because the time you'll have to link 5A will be much tighter. In these situations, you can opt to link 4A instead to try and make things easier if you're having trouble linking 5A. Keep in mind that 4A's reach is much more limited compared to 5A's reach though. If you're planning to link 4A instead, you should do the IOH j.A on its own or from 4A to avoid being outside the spacing to link 4A when you land from your IOH j.A
When done from a blockstring, the second hit of j.AA won't come out in time before you land for the following chars:
- Es
- Yosuke
- Chie
- Yukiko
- Kanji
- Hyde
- Linne
- Blake
Additionally, when doing a IOH j.A on its own instead of jump canceling a normal, usually the second hit of j.AA won't come out in time before you land. There are very few exceptions to this so please adjust how you'll continue the combo accordingly.
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.
Midscreen 5BBB > microdash 5A does not work on the following characters:
- Es
- All Under Night in Birth characters
- All RWBY characters
Corner 5BBB > microdash 5A does not work on the following characters:
- Hyde
- Linne
- Orie
- Gordeau
236B~8 > dash 5A
Video Tutorial - Link
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 •