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Numbers represent direction on a keyboard numpad. For example, + becomes 236L.
> = Proceed from the previous move to the following move.
▷/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
5M locks the opponent in place and guarantees 5H to hit.
5U (air blocked), 5H
Anywhere
Anyone
[2] Easy
5U locks the opponent in place and guarantees 5H to hit when they land.
Combo Theory
Lowain routing tends to be a bit limited due to his lack of combo ability for his specials.
214X: Being his only real combo tool you have to manage the cooldown for this move very carefully. If you use the EX version you are without a combo ender until the cooldown is over. Making use of setups that involve his summons to allow you to get a knockdown with 2U or an air juggle will be necessary if this move ever goes on cooldown.
214H wall bounces which leads to his more extended combos. You will either combo into 5XXX for damage and oki, 2U for worst damage but best oki, or 2H to lead into an HPA combo or MH ender for damage.
214L Juggles:
On airborne opponents, 2H can lift an opponent into 214L which lets you pick up with another juggle. This is really important for anti-air confirms or getting extra damage if you managed to get a launching hit from 236L or 22H. 5XXX 214L can also lead to juggles as well but you approach combo limit much faster.
Crouching Vs Standing confirms:
Lowain f.L is kind of bad since it whiffs on crouchers at far ranges. Which means you have to learn a different crouching confirm for people crouching vs standing.