Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo Theory
Overall Ideas
In general, the main idea for Leo's combos is to secure a knockdown and get himself into backturn stance. When spending meter on Roman Cancel extensions for his combos, it is almost always advisable to route using a Fast RC to save meter and incur a lesser meter penalty.
Meterless Confirms
Without meter and without a counterhit, Leo is normally limited in how he can combo. In these situations, you will usually end up having to end the combo in 236S for a soft knockdown ender, letting you run up for a simple meaty to continue pressure. Off some starters, such as 5K/2K or c.S, you can instead route into [2]8H for a hard knockdown and the opportunity to whiff 236H to begin backturn pressure.
Leo's available meterless, non-CH and comboable launchers are:
- 2H: The most practical of the available options, as it is possible to combo into from S buttons (though these combos are generally not optimal). At 12 frames is also somewhat viable to hit raw as a punish.
- 6H: The least useful option available. Cannot be comboed into without a CH, and has a painfully slow 28 frame startup.
- 214S: Similarly impractical to 6H as a starter, but can be comboed into from 2H. Mostly useful as combo filler.
2S 5H Loops
These consist of multiple iterations of 2S > 5H against an airborne opponent near the corner, bouncing the opponent against the wall repeatedly. When close to the corner, the 2S can be substituted with a f.S to squeeze out a little more damage. The amount of loops you will be able to do depends on spacing and wall damage, so you'll only be able to get three loops at most (assuming you started it after just a single attack). Though these aren't always optimal for Leo, they are his easiest corner combo to route into and a staple of his combo game.
Starter > (2S > 5H) xN > Ender
Starting the Loop
The conditions for starting the loop are not particularly strict - all that is required is for the opponent to be airborne and close enough for the corner for 5H to wallbounce. Practically, it is usually best to use c.S as a stablizing normal to confirm into the loops, though this varies by starter. Some of the most practical starters include:
- anything > 236S > 66.RRC~c.S > 5H > loop
- Lowest damage but the simplest setup into the route. Can be done with a regular RRC instead of a fast RRC to make it easier or if the spacing is poor.
- bt.H > 22, 66 c.S > 5H > loop
- Simple way to confirm into loops from any hit in backturn. With higher combo scaling may be necessary to instead pick up the combo with 66 2S.
- air-to-air j.S or j.H ▷ c.S > 5H > loop
- Turn any successful air-to-air by the corner into a high damage threat
- CH 6K > 214S, c.S > 5H > loop
- Can be done from any counterhit near the corner, but mainly useful off 6K.
- CH S button > 6H > loop
- Counterhit confirm from any counterhit S button.
- CH 5H, (66 c.S / 66 2S) > 5H > loop
- Higher damage counterhit confirm off 5H.
- CH 2D, c.S > 5H > loop
- Easy punish starter that can be done from a fairly flexible area of ranges.
Ending the Loop
With a maximum of four 2S > 5H loops before wallstick, subtract one loop from the combo per every two attacks you've already done before starting if you would like to count out exactly how many you can get.
- 2S > 5H > (wallstick) > 66 214S or 632146H
- The easiest way to end the loop, since you can simply confirm a wall-stick into the final attack, though losing out on around some damage compared to backturned enders.
- 5[H] > [H]S > 236H > (wallstick) > 214S or 632146H
- Useful at distances where comboing into 214[S] is impractical.
- 5H > [H]S > whiff 214[S] > (wallstick), 632146S
- More optimal than the above combo if you want to end with super wallbreak.
- 2S > 5H > 214[S] > (wallstick), bt.214H/bt.632146S
- Highest damage ender. At some bounce heights you may be able to include one more 2S before the 214[S] to squeeze in a couple more points of damage, but for stability's sake this should generally be omitted.
- 5H > dl.214[S]
- Makes sure the opponent does not touch the wall, so that the combo can be reset into okizeme even when otherwise it would have been forced to wallbreak. Plus enough to hit meaty bt.H, so allows for a strong high/low/throw mixup.
j.S Routing
Generally more damaging than 2S 5H loops, but harder to combo into. 5K acts to stabilise these combos normally,
Starter (> 5K > jc) > j.S > adc > j.S > Ender
Practical starters include:
- CH 2H > whiff 236S, 5K > jc j.S(2) > adc > j.S(2), 66 c.S > 5H > dl.2S > 214[S] > WS > 214H/bt.632146S
- On heavyweights, instead whiff 2S then do 66 5K.
Flashkick FRC Routes
While often the most specific to route into, these offer Leo's highest damage routes and best okizeme at minimal meter cost. Only work when started from aproximately roundstart distance; if you get a flashkick from further away it is more advisable to simply take the hard knockdown. Only works off combos into flashkick, as the extension will whiff if done from a raw flashkick.
starter > [2]8H > 66PRC~whiff j.P, j.S land (66) c.S > 5H > ender
Will only work if they are close enough to the corner after the flashkick.
The two options for ending the combo are:
- > 2S > 214[S] > (wallstick) > bt.214H or bt.632146S
- High damage wallbreak ender that grants positive bonus but sacrifices potential okizeme.
- > dl.214[S]
- Ender for okizeme, but sacrifices damage and positive bonus. Plus enough to hit meaty bt.H, so allows for a strong high/low/throw mixup.
The most practical routes into this are:
- 5K > 6K > [2]8H > extension
- Extension off the 5K BnB.
- 66 c.S > 5H > [2]8H > extension
- Very high damage route from a non-CH c.S. Needs dash momentum to act consistently, or otherwise the second hit of Eisensturm will whiff, losing damage and consistency.
H Boom Routes
By far the best corner combos available meterless, and deal respectable damage even when compared to metered options. You will most often be hitting these as a DP punish or similar due to the nature of the starters.
Practical starters include:
- CH 2H > [4]6H, 9 j.s > adc > j.s, land c.S > 214[S] > bt.214H/bt.632146S
- Optimal CH 2H starter using a j.S route.
- CH c.S > 6H > [4]6H, 2S > 5H > 2S 5H loops
- Similar to the above but works off of a CH c.S starter instead, at the cost of slightly lower damage.
- anything > 66RRC > [4]6H > 66 c.S > 5H > 2S 5H loops
- Fairly high damage RC corner conversion that is easy to convert into off any starter. However, uses a lot of meter compared to other options available.
Backturn Combos
Backturn combos are mostly predicated around resetting into further backturn pressure in order to keep the blender going.
bt.K > bt.S > bt.H > 22, 66 5K > 236H whiff
Resets into a soft knockdown for a bt.K meaty.
(bt.S >) bt.H > 22, 66 2S > 2H > 236H
Resets into a soft kockdown. Requires a dash forward in order to meaty with bt.K.
When near the corner, it is also possible to instead begin 2S 5H loops off backturn combos after stance cancelling bt.H.
Beginner Combos
Basic combos are simple combos with the fewest requirements and conditions possible. They:
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45-76 Damage
(5P/2P) xN (> 6P) > 236S
A very simple combo, primarily used when taking your turn back out of your opponent's pressure or off of low-commital buttons in neutral.
The amount of P normals you can fit in before the 236S is dependent on spacing; the further out, the fewer you can get.
50-63 Damage
63-79 Damage
(5K/2K) > 6K > 236S
Sacrifices the okizeme potential of the above combo but instead has greater corner carry and damage.
145 Damage
c.S > 5H > f.S (> 5H) > 236S
The final 5H may whiff if spaced too far away.
63-90 Damage
f.s (> 5H) > 236S
Very basic hitconfirm that is also mostly safe on block. Allows you to convert stray hits in neutral into something more substantial.
CH (6P / 6K / f.S / 5H) > 236H
An easy, consistent and universal way to get into backturn and begin applying pressure.
150 Damage
2H > 214[S], bt.S > bt.H > bt.214H
Consistent punish combo with respectable damage and corner carry. Ends in backturn state if you hold H, allowing for you to dash in and begin applying pressure on their wakeup.
Core Combos
Core combos balance potency with consistency. They:
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Starter > (2S > 5H) xN > Ender
Your Bread and Butter. Key corner loop that can be routed into from almost anything - quite often begun with c.S instead of 2S in order for a more stable combo and to increase damage, or with 5H when further away from the corner.
See here for more information.
84-107 Damage
(5K/2K) > 6K > [2]8H
A vital combo for getting into backturn, and one of the most reliable ways to get into it. By whiffing 236H immediately after recovering from flashkick, Leo will recover just in time to meaty with bt.K and get backturn pressure started.
Starter (> 5K > jc) > j.S > adc > j.S > Ender
Higher damage than 2S 5H routes, but generally harder to route into.
Important ways to route into this are off CH 2H, air hit 5K and as a combo extension using 88RRC 66 j.S.
CH 2H > [4]H, 9 j.s > adc > j.s, land c.S > 214[S (> bt.214H / bt.632146S)
Most useful as a DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. punish in the corner.
CH 2D, 2K > 214[S] , bt.S > bt.H > bt.214H (> bt.632146S)
Big CH combo from 2D, and an important one to know. The bt.S link will not work on heavyweights, meaning you have to end the combo prematurely on them.
When close enough to the corner, you can replace bt.214H with 22 66 5[H] > S for a meterless wallstick.
bt.K > bt.S > bt.H > 22, 66 5K > 236H whiff
Resets into a soft knockdown for a bt.K meaty.
(bt.S >) bt.H > 22, 66 2S > 2H > 236H
Resets into a soft kockdown. Requires a dash forward in order to meaty with bt.K.
Specialized Combos
Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
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(5K/2K) > 6K > [2]8H > dl.66PRC~j.P whiff, j.S land c.S > 5H > 214[S] > WS > bt.214H
Will only work if they are close enough to the corner after the flashkick.
CH 2D, c.S > dc~214[S] , (bt.K >) bt.S > bt.H > bt.214H (> bt.632146S)
Optimised version of the CH 2D combo above, but requires you to be closer to the opponent after the 2D. Allows for the bt.S link to be replaced with one into bt.K, allowing the combo to work on heavyweights.
CH [2]D, 66 5P > [2]8H
More accurately written as [2]D, ]2[66 5P~8H. Allows a whiffed 236H after the knockdown in order to transition into backturn okizeme.
Notes for performing the combo:
- 2 must be held right up until inputting the dash.
- The dash must be input using the dash macro - with a manual dash you will lose the held charge before being able to input the flashkick.
- The 8H input should be immediately input after the 5P.
Combo List
- Currently, every damage value here has only been dealt to Ky.
- Leo specific notation: bt.X = During Brynhildr Stance.
5P/2P/5K/2K Starters
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
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5P (> 5P > 5P) > 236S
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Anywhere | 49; 60; 69 | All | [1] [1] Very Easy | Tension Gain: 9%; 11%; 13% The mash-out. Use more or less 5P depending on distance for a max of three. |
Video | ?? | |
5P (or 2P) > 6P > 236S
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Anywhere | 66 | All | [2] [1] Very Easy | Tension Gain: 15% Two 5Ps are possible at point-blank range, but you may be better served going for a throw. |
Video | ?? | |
5K (or 2K) > 2D > 236S (or 236H)
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Anywhere | 82 (65) | All | [2] [2] Easy | Tension Gain: 16% After 2D, whiff 236H for a meaty bt.K or bt.S. |
Video | 24038 (PC) |
?? |
5K > 6K > [2]8H
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Anywhere | 107 | All | [4] [3] Medium | Tension Gain: ?% You can cancel 6K into [2]8H later than you think in order to get enough charge. |
Video | 24034 (PC) |
?? |
5K > 6K > [2]8H(3) RRC > whiff j.P > j.S > 66 > 5K > 214[S]
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Anywhere | 166 | All | [4] [4] Hard | Tension Gain: ?% You can cancel 6K into [2]8H later than you think in order to get enough charge. |
14182 (PC) |
?? | |
5K > 6K > [2]8H(2) RRC > j.S, j.S > 66 > 5K > 66 > c.S > 5H > 2S > 5H > 5[H]S > WS > 66 > 214[S]
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Anywhere | 212 | All | [3] [4] Hard | Tension Gain: ?% Corner to corner combo |
14185 (PC) |
?? | |
5K (or 2K) > 6K > 236S > 66RRC > 5H > dl. 2S > 5H > dl. 2S > 5H > 214[S] > WS > bt.214H
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Corner / Near Corner | 174 (146) | All | [3] [3] Medium | Tension Gain: -48% Wall break corner(ish) combo starting with 5 or 2k |
Video | ?? |
c.S/f.S Starters
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
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c.S > f.S > 5H > 236S
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Anywhere | 123 | All | [1] [1] Very Easy | Tension Gain: 21% |
Video | ?? | |
c.S > 5H > f.S > 5H > 236S
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Anywhere | 145 | All | [1] [1] Very Easy | Tension Gain: 28% Leo's ideal B&B from c.S. 236S will whiff if c.S is done too far. |
Video | ?? | |
c.S > 2H > 214[S] > bt.632146S
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Anywhere | 207 | All | [4] [4] Hard | Tension Gain: 18% -50% If your overdrive input is too late, it will only do 190 damage instead of 207. |
Video | ?? | |
c.S > 2H > 214[S], bt.S > bt.H, bt.214[S] > WS > bt.214H (or bt.632146S)
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Corner | 205 (229) | All | [2] [2] Easy | Tension Gain: 37% (32% -50%) Relatively easy combo to pull off and is a good route to wall break. Some characters, like Sol, need a micro walk before the 2nd 214S. |
Video | ?? | |
c.S > 5H > f.S > 5H > 236S > 66.RRC > (9)j > j.D, dl.2S > 5H > dl.2S > 5H > WS > 6H (or 632146H)
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Midscreen | 209 (227) | All | [3] [3] Medium | Tension Gain: 28% -50% (2% -100%) B&B RC conversion to wall break. Depending on how close you are to the corner and to your opponent during the combo, you may need less 5H > f.S or 2S > 5H links. You will need to time your 2S inputs to when your opponent wall bounces. |
Video | ?? | |
c.S > 5H > f.S > 5H > 236S > 66.RRC > 66 66 c.S > 2H > 214[S] > WS > bt.214H (or bt.632146S)
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Midscreen | 216 (240) | All | [3] [3] Medium | Tension Gain: 28% -50% (2% -100%) Higher damage midscreen RC conversion to wall break. |
Video | ?? | |
c.S > 5H > f.S > 632146H (WB)
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Anywhere | 177 (210) | All | [2] [2] Easy | Tension Gain: 15% (16%) -50% B&B hitconfirm to 632146H. |
Video | ?? | |
f.S (> 5H) > 236S
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Anywhere | 63 (90) | All | [1] [1] Very Easy | Tension Gain: 11% (16%) If your opponent is too far away, 5H will not connect. |
Video | ?? |
H Starters
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
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6H, 2S, 214[S]
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Midscreen | 113 | All | [1] [1] Very Easy | Tension Gain: 18% Meterless midscreen combo from 6H that results in good oki. |
?? | ||
6H, 2S, 5H, 2S, 5H, 2S, 5H, 214[S], bt.214H
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Corner | 218 | All | [4] [4] Hard | Meterless corner combo from 6H that goes into loops and wallbreaks. | ?? | ||
CH 5H > 236H, bt.S > bt.H > 22 > 66 2H > 214[S]
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Midscreen | 162 | All | [3] [3] Medium | Tension Gain: 38% Meterless midscreen combo that results in a meaty backturned attack. |
Video | ?? | |
CH 2H > 2S(whiff), 66 5K > 9jc > j.S(2) > airdash > j.S > c.S > 5H > dl.2S > 214[S] > WS > bt.214H
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Near Corner | 237 (246) | All | [3] [3] Medium | Tension Gain: 43% (39% -50%) High damage ending corner counterhit punish |
9095 (PC) |
?? | |
CH 2H > [4]6H > 66 c.S > 5H > dl.5S > 5H > dl.2S > 214[S] > WS > 214H (or bt.632146S)
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Corner | 248 (269) | All | [3] [3] Medium | Tension Gain: 45% (40% -50%) Higher damage corner counterhit punish |
Video | ?? | |
CH 2H > 236S (whiff), 5K > jc j.S(2) > adc j.S(2), 66 c.S > 5H > dl.2S > 214[S] > WS > 214H (or bt.632146S)
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Midscreen | 237 (257) | All | [5] [5] Very Hard | Tension Gain: 45% (40% -50%) Midscreen to corner, against heavyweights you must do 2S (whiff) > 66 5K instead of 236S (whiff). The timing/spacing is also tighter on heavyweights. |
Heavyweights / All but heavyweights | ?? |
Brynhildr Stance Starters
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
bt.K ( > bt.P ( > bt.K)) > bt.S > bt.H > bt.214[H]
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Anywhere | 81 (109) ((111)) | Anyone | [1] [1] Very Easy | Tension Gain: 20% (21%) ((23%)) BnB brynhildr combo from bt.K. Add the bt.P and bt.K fillers depending on how close you are. You can also replace bt.214[H] with bt.214[S] for less damage in exchange for a closer soft knockdown midscreen. |
Video | ?? | |
bt.H, bt.S > bt.214[S]
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Anywhere | 85 | Anyone | [1] [1] Very Easy | Tension Gain: 19% BnB brynhildr combo from bt.H. |
Video | ?? | |
bt.K > bt.S > bt.H 22 > 66 > c.S > 2S > 214[S]
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Anywhere | 92 | Anyone | [4] [4] Hard | Tension Gain: 28% BnB brynhildr combo that sacrifices okizeme for higher damage. 22 cancel early on during bt.H in order to ready your fingers for the 66 after. The timing on this one is strict. If you're whiffing the c.S , you're either dashing or slashing too late. If you're hitting with f.S instead of c.S, delay your S a bit longer. |
Video | 39204 (PC) |
?? |
bt.S > bt.H 22 > 66 > c.S > 2H > 214[S]
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Anywhere | 123 | Anyone | [3] [3] Medium | Tension Gain: 25% BnB brynhildr variation beginning with bt.S. Timing is a bit more forgiving. |
Video | ?? | |
bt.H 22 > 66 > c.S > 2H > 214[S]
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Anywhere | 109 | Anyone | [3] [3] Medium | Tension Gain: 22% BnB brynhildr variation beginning with bt.H. Timing is a bit more forgiving. |
Video | ?? | |
(bt.K > ) (bt.S > ) bt.H 22 > 66 > 5K > whiff 236H
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Anywhere | 73 | Anyone | [2] [2] Easy | Lower damage combo with better oki midscreen. Sets up a meaty bt.K or a delayed bt.H. | ?? |
Air Starters
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
j.S(2) > 66 > j.S(2), c.S > 5H > 2S > 5H > 214[S] > WS bt.214H
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Airborne Corner | 200 | Anyone | [4] [4] Hard | Tension Gain: 30% Full wallbreak combo conversion for a high up j.S. Punish jumps in the corner. Dash cancel the first j.S early on to land the second j.S. |
Video | ?? |
Dust Starters
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
5[D], j.H > j.S > jc > j.S > j.H > jc > j.H > j.H (Finishing Blow)
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Anywhere | 208 | All but Ky | [1] [1] Very Easy | Tension Gain: 20% Easy almost universal route. j.S(2) whiffs on Ky |
Video | ?? | |
5[D], j.H > j.P > j.H > jc > j.H > j.P > j.H > j.H (Finishing Blow)
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Anywhere | 206 | All | [2] [2] Easy | Tension Gain: 21% Easy, completely universal route. |
Video | ?? | |
5[D], j.H > j.S > jc > j.H > dl.j.H > jc > j.H > j.H (Finishing Blow)
|
Anywhere | 207 | All but Chipp | [3] [3] Medium | Tension Gain: 19% Slightly difficult to time a delayed second j.H in order to avoid getting an early Finishing Blow instead. |
Video | ?? | |
5[D], j.H > j.S > jc > j.H > j.K > j.H > jc > j.H > j.H (Finishing Blow)
|
Midscreen | 214 | All but Chipp, Faust, I-No, Jack-O | [4] [4] Hard | Tension Gain: 20% Max damage and mostly universal. Timing is extremely tight to fit the Finishing Blow in. This is MIDSCREEN ONLY as the Finishing Blow whiffs in corner. |
Video | ?? | |
5[D], j.H > j.S > jc > j.H > j.P > j.H > jc > j.H > j.H (Finishing Blow)
|
Anywhere | 211 | All | [4] [4] Hard | Tension Gain: 20% Max damage and completely universal. Slight delay on initial j.H is needed for some characters such as Faust. |
Video | ?? | |
CH 2[D] > 2K > 214S
|
Anywhere | 100 | All | [3] [3] Medium | Tension Gain: 17% Counter hit 2[D] into backturn midscreen. Timing for 2K is tight to avoid an OTG hit. Doesn't work with Max range 2D |
Video | 1.18 | |
CH 2[D] > 2K > 214[S] > bt.S > bt.H > 236H
|
Anywhere | 138 | All | [4] [4] Hard | Tension Gain: 32% Even tighter timing on 2K gives a backturn combo |
Video | 1.18 | |
CH 2[D] > 2K > 214[S] > bt.S > bt.H 22 > 66 > 5[H] > dl.S > WS, 66 > 214S
|
Near Corner | 185 | Midweights and Lightweights | [4] [4] Hard | With meter, you can cancel [H]S into 214[S] and link into bt.632146s to cash out for extra damage and a hard knockdown after wallbreak. If you don't want to wallbreak, you can instead cancel 5H into 214[S] for a soft knockdown reset in the corner to apply backturn oki. | 1.18 | ||
CH 2[D] > [2]K > [2]8HS > 66RRC > j.S > 66 > j.S > c.S > 236S > WS
|
Midscreen | 190 + WS | All | [4] [4] Hard | Tension Gain: ~20%-50 Slightly Delay the first j.S so the RRC can pop them up into the air a little |
84105 (PC) |
1.18 |
Special Starters
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
[2]8H(2) or [2]8S(2) > 22.RRC > 66 > whiff 5K > microwalk> c.S > 5H > dl. 2S > 5H > dl. 2S > 5H > 214[S] (WS) > bt.214H
|
Corner | 165 | Everyone | [4] [4] Hard | Tension Gain: ?% -50% Back in corner Eisensturm conversion into Brynhildr. Can delay the 214[S] to not wall splat and keep the corner. |
Video | 1.18 | |
[2]8H(3) > 22.RRC > 66 > microwalk > c.S > 5H > dl. 2S > 5H > dl. 2S > 5[H]S (WS) > 66 > 214[S]
|
Corner | 177 | Everyone | [4] [4] Hard | Tension Gain: ?% -50% Back in corner Eisensturm conversion into Brynhildr using all hits of Eisensturm. |
Video | 1.18 | |
[2]8H(2) or [2]8S(2) > 22.RRC > 236H (whiff) > microwalk > bt.S > bt.H 22 > 66 > 2S > 214[S]
|
Midscreen | 96 | Everyone | [3] [3] Medium | Tension Gain: ?% -50% Wakeup Eisensturm conversion into Brynhildr. |
Video | 18648 (PC) |
1.18 |
[2]8H(2) or [2]8S(2) > 22.RRC > 236H (whiff) > microwalk > bt.S > bt.H > 236H/bt.214[H]
|
Midscreen | 86/94 | Everyone | [3] [3] Medium | Tension Gain: ?% -50% Wakeup Eisensturm conversion into Brynhildr. |
1.18 | ||
[2]8H(3) > 22.RRC > microwalk > 2H > 236H/214[S]
|
Midscreen | 105/99 | Everyone | [4] [4] Hard | Tension Gain: ~10% -50% Eisensturm conversion into Brynhildr. 214[S] is better damage but 236H can side switch, which may be more valuable if you were able to Eisensturm them out of their corner pressure. |
1.18 | ||
632146H(5) > 66.RRC (or 66.PRC) > dl.2H > 214[S], bt.S > bt.H > WS > bt.214H
|
Midscreen | 246 (276) | Everyone | [3] [3] Medium | Tension Gain: 2% -100% Reversal overdrive full combo. The spacing is tight; too close to the wall and it breaks after the overdrive, too far and you don't end up close enough even with the RC drift. The PRC version is trickier to time -- you need to connect the middle of the blades in 2H as your opponent is falling down, but the damage is worth it. |
1.18 |
- Anji Mito [★]
- Asuka R♯ [★]
- Axl Low [★]
- Baiken [★]
- Bedman? [★]
- Bridget [★]
- Chipp Zanuff [★]
- Faust [★]
- Giovanna [★]
- Goldlewis [★]
- Happy Chaos [★]
- I-No [★]
- Jack-O' [★]
- Johnny [★]
- Ky Kiske [★]
- Leo Whitefang [★]
- May [★]
- Millia Rage [★]
- Nagoriyuki [★]
- Potemkin [★]
- Ramlethal [★]
- Sin Kiske [★]
- Sol Badguy [★]
- Testament [★]
- Zato-1 [★]
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Attack Attributes •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Attack Level
- Blocking
- Burst Gauge
- Cancels
- Clash
- Dash Cancel
- Faultless Defense
- Frame Advantage
- Gatling
- Gravity
- Guard Crush
- Guts
- Hitstop
- Hitstun
- Instant Air Dash (IAD)
- Instant Block
- Instant Faultless Defense
- Invalid Combos
- Knockdown Recovery
- Low Profile
- Minimum Damage
- Negative Penalty
- Off the Ground (OTG)
- Positive Bonus
- Prejump
- Proration
- Psych Burst
- Punish
- Overdrive (Super Attack)
- R.I.S.C. Level
- Roman Cancel (RC)
- Stagger Recovery
- Tension Gauge
- Throw
- Throw Clash
- Wall