Only works if they are far out during AA and 236H6H only juggles in corner
236L
Combo
Damage
Meter
Notes
CH236L , c.5MXX > 236H~6H , 2L , 5L , 2U
3510
35% meter
CH236L > c.5MXX > 236H~6H , c.5L , c.5MXX
3570
39% meter
Vs 6f jabs this leaves them in a 50/50 vs jab or grab. still good vs 5f but not as favorable. Can reset into SBA here.
236M
Combo
Damage
Meter
Notes
236M , c.5MXX > 236H~6H , c.5L , 5L , 2U
3710
37% meter
236M , c.5MXX > 236H~6H , c.5L , c.5MXX
3770
41% meter
Vs 6f jabs this leaves them in a 50/50 vs jab or grab. still good vs 5f but not as favorable. Can reset into SBA here.
CH236M , c.5HXX > 236H~6H , c.5L , 5L , 2U
4024
40% meter
236M must be VERY meaty to work
CH236M , c.5HXX > 236H~6H , c.5L , c.5MXX
4075
44% meter
236M must be VERY meaty to work. Vs 6f jabs this leaves them in a 50/50 vs jab or grab. still good vs 5f but not as favorable. Can reset into SBA here.
214L
Combo
Damage
Meter
Notes
Lariats with running start does more damage
214L , c.5LX > 214H > c.5M > 623H
4310
35% meter
214L must be spaced. Corner only.
214L , f.5L > 236236H
4480
12% meter
214L must be spaced. Corner only. SBA ender. 12% meter gained before SBA
214L , c.5LX > 214L , c.5L > 623L
3600
30% meter
214L must be spaced. Corner only. Saves cooldowns.
CH214L , 5M > 214H , c.5M > 623H
4812
35% meter
Corner only
214M
Combo
Damage
Meter
Notes
GC means Guard Crush, Lariats with running start do more damage
GC 214M , c.5LXX > 236H~6H , 2L , c.5L , 2U
2520
33% meter
You get c.5L started if opponent blocks 214M standing
GC 214M , c.5LXX > 236H~6H , c.5L > c.5MXX
2610
37% meter
Vs 6f jabs this leaves them in a 50/50 vs jab or grab. still good vs 5f but not as favorable. Can reset into SBA here.
214M , c.5M > 214H , c.5M > 236H , c.5H > 623H
5482
45% meter
214M must be spaced. Corner only.
CH214M , f.5M > 214H , c.5M > 623H
5867
47% meter
214M must be spaced. Corner only.
214M , f.5M > 214H , f.5H > 236H~6H > c.5M > 623H
5141
48% meter
Midscreen
Combo Theory
Ladiva/Fastiva has great options to go into a hard knockdown. 2U, 214H, and any command throw provide her with either a safe jump or a reversal safe c5L meaty. You generally want to end any of your routes with any of these options or go for a SPD/214H reset if you're feeling confident. Before you decide your ender, you need to recognize if the opponent is standing or crouching when you get your opening. Against standing opponents, 214H is very good as it provides a lot of corner carry and a juggle provided your spacing. 214H midscreen will generally either end with a 2/5M>236236H or a safe jump. Towards the corner or from a airborne hit you can easily combo into c5M and end with a 623M/H. If the opponent is crouching, you will not be able to use 214X and you'll either want to do a jab confirm sweep, 236L for a plus restand, or go into 236H6H and sweep from there. Sweep is a strong option as it leads to a reversal safe c5L if done correctly and can be used to control reversal happy opponents. 236L is +3 on hit so ending with this will create free frame traps and this plus state can promote them to block. If the opponent respects this option you can 360M or delayed 360L. 236H6H is an extension for more damage and also has a SPD point from 2L. Use this a lot to get extra damage in from your confirms and use either sweep or SPD reset to get your hard knockdown. If they try to backdash or get hit airborne, you will want to 214H almost always. You're guaranteed a juggle from it into a 623M/H ender. Her 720U can be awkward to use midscreen from most confirms outside of auto-combos so make sure you're considering that when you want to cash out for the W.