P4AU/Kanji Tatsumi/Combos: Difference between revisions

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Revision as of 01:11, 14 March 2018

Combo Notation Guide
7 Template:7 8 Template:8 9 Template:9
4 Template:4 5 Template:5 6 Template:6
1 Template:1 2 Template:2 3 Template:3
Numbers represent direction on a keyboard numpad. For example Template:2Template:3Template:6D becomes 236D
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
(N) = only use the Nth attack of the move (for example, if c.S(1) is written, you only use the first hit of c.S)
(move) = whatever's listed in the parentheses is optional
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.


Midscreen

2B Starter

  • 2B > 5C (Delay) > 236B > 5AAAA > 214A (B is possible, but timing is strict) > 236A

Requirements: Must start on counter hit
Damage: 3,725/3,781 . SP Gain: 43/44
Extra Notes: Can be done anywhere on screen

Midscreen to Corner

Corner Only