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|description= | |description= | ||
One of Makoto's all-around best normals. It has good range, quick start-up and propels her forward. It's great for spacing, pressure and as a combo filler. Also, note that 5B > 6A > 5B works as a gatling to add more damage in midscreen combos, but can not be performed if 2B was already used in the gatling. | One of Makoto's all-around best normals. It has good range, quick start-up and propels her forward. It's great for spacing, pressure and as a combo filler. Also, note that 5B > 6A > 5B works as a gatling to add more damage in midscreen combos, but can not be performed if 2B was already used in the gatling. It's also important to note that, at max range, 5B will only combo into 6C or 5D, because 5C will whiff. | ||
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|description= | |description= | ||
Because of its P1 proration and fast speed, it turns out to be a good counter-hit combo starter. Use it to punish whiffed or blocked dragon punches, or other moves with very long recovery. Note its disadvantage on block and that it can not be jump canceled on block - once she has committed to this normal in block strings, her follow-up options become significantly more risky. | Because of its P1 proration and fast speed, it turns out to be a good counter-hit combo starter. Use it to punish whiffed or blocked dragon punches, or other moves with very long recovery. Note its disadvantage on block and that it can not be jump canceled on block - once she has committed to this normal in block strings, her follow-up options become significantly more risky. | ||
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|description= | |description= | ||
Not as good of a frame trap as it once was due to the late-chain nerf in CSEX. However, with proper timing a small gap can be left to punish mashers. Other than that, this move is used as combo filler. | |||
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|hitbox= | |hitbox= | ||
|description= | |description= | ||
Its fast speed and relatively long hitbox make it a decent normal for punishing whiffed moves that opponents try to space her with. Since it's her 2nd fastest jab, but has much less chance of whiffing, it is one of her best moves to mash out of instant blocked and/or unsafe moves. | Its fast speed and relatively long hitbox make it a decent normal for punishing whiffed moves that opponents try to space her with. Since it's her 2nd fastest jab, but has much less chance of whiffing, it is one of her best moves to mash out of instant blocked and/or unsafe moves. 2A is also one of Makoto's best mixup options because it allows her to do 2B (low), 6B (overhead), B+C (throw), 5B/5C/2A (frametrap), or 66 2A (reset pressure). | ||
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|description= | |description= | ||
Unlike 2B, this low attack is one of her worst options for mix-up. Although it has great P1 proration, it has very slow start-up and a very obvious animation, making it incredibly easy to react to. However, it is extremely useful in combos since it will OTG and floats the opponent, allowing for many moves to follow it up. | Unlike 2B, this low attack is one of her worst options for mix-up. Although it has great P1 proration, it has very slow start-up and a very obvious animation, making it incredibly easy to react to. However, it is extremely useful in combos since it will OTG and floats the opponent, allowing for many moves to follow it up. | ||
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|description= | |description= | ||
This is Makoto's go-to anti-air. The animation propels her forward slightly, which can be either good or bad - it's bad when it results in 6A whiffing. However it performs decently for this function and beats or trades with a lot of strong air attacks. It has some surprising usefulness in other roles as well. 5B > 6A > 5B is a decent block string and can be staggered at any point. It can also gatling into her overhead, 6B, which many players are not used to seeing or reacting to. It is one of her few normals that can be jump canceled on block, however its horizontal hitbox is short and it tends to whiff after barrier blocks. | This is Makoto's go-to anti-air. The animation propels her forward slightly, which can be either good or bad - it's bad when it results in 6A whiffing. However it performs decently for this function and beats or trades with a lot of strong air attacks. It has some surprising usefulness in other roles as well. 5B > 6A > 5B is a decent block string and can be staggered at any point. It can also gatling into her overhead, 6B, which many players are not used to seeing or reacting to. It is one of her few normals that can be jump canceled on block, however its horizontal hitbox is short and it tends to whiff after barrier blocks. | ||
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Makoto's first and most important ground overhead. Although the startup has been increased from CS2, it's still one of the fastest ground overheads out of the Blazblue cast. Do note, however, that this does prevent 5CC from combing into 6B on standing opponents. 6B also no longer forces crouch on hit - the main problem with this is that, if the opponent is too far away after 6B hits to follow up with 6B > C, then there is literally no way to follow up. | Makoto's first and most important ground overhead. Although the startup has been increased from CS2, it's still one of the fastest ground overheads out of the Blazblue cast. Do note, however, that this does prevent 5CC from combing into 6B on standing opponents. 6B also no longer forces crouch on hit - the main problem with this is that, if the opponent is too far away after 6B hits to follow up with 6B > C, then there is literally no way to follow up. | ||
*Ground bounces on air hit | |||
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|hitbox= | |hitbox= | ||
|description= | |description= | ||
This is one of Makoto's most interesting normals. The animation moves her forward quite far and, although it is very disadvantageous on block, it can be special canceled into lunatic upper for a decent frame trap that will catch jabs on normal block. It's best to use it this way by staggering it after a blocked 5B. | |||
It's a great move for combos against floating opponents since it can carry them much closer to the corner, and for grounded opponents it also gives some interesting options. It can also OTG sliding opponents, no matter the character. | It's a great move for combos against floating opponents since it can carry them much closer to the corner, and for grounded opponents it also gives some interesting options. It can also OTG sliding opponents, no matter the character. | ||
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|hitbox= | |hitbox= | ||
|description= | |description= | ||
Another one of Makoto's trademark moves, extend hit it pretty hard with the nerf bat. | Another one of Makoto's trademark moves, extend hit it pretty hard with the nerf bat. Its altered momentum can be used to bait anti-airs. It now bounces Makoto up allowing her to combo into j.C/j.B. Can be punished on block if your opponent 5As or anti-airs afterwards. It's also her only aerial normal with landing recovery, so whiffing it could lead to a punish as well. | ||
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You can't combo after 5D unless you are close to the corner, but after 5D in the corner you can start your corner combo that varies based on how good your combo proration is. On Fatal Counter 5D leaves your opponent in an untechable sliding state for a LOT of time, so that you can pick him up with 2B from anywhere. | You can't combo after 5D unless you are close to the corner, but after 5D in the corner you can start your corner combo that varies based on how good your combo proration is. On Fatal Counter 5D leaves your opponent in an untechable sliding state for a LOT of time, so that you can pick him up with 2B from anywhere. | ||
On Kara Cancel, 5D gives you a step back effect. | On Kara Cancel, 5D gives you a step back effect. | ||
Note: Levels 1, 2, and 3 share repeat proration, so you can only do one of them in a combo. | |||
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|invul= | |invul= | ||
|hitbox=makoto/2D_3 | |hitbox=makoto/2D_3 | ||
|description= Makoto does a step forward then delivers a strong uppercut. Causes a fatal counter | |description= Makoto does a step forward then delivers a strong uppercut. Causes a fatal counter at level 3. 2D is a combo tool, and should be avoided in the neutral game. | ||
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Note: | Note: Levels 1, 2, and 3 share repeat proration, so you can only do one of them in a combo. | ||
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|invul= | |invul= | ||
|hitbox=makoto/j.D_3 | |hitbox=makoto/j.D_3 | ||
|description=Makoto propels herself forward using her tail to do a strong punch in the air. Level 3 of j.D | |description=Makoto propels herself forward using her tail to do a strong punch in the air. Level 3 of j.D will fatal counter. j.D is a combo tool with no real use in neutral. | ||
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|hitbox=makoto/groundThrow | |hitbox=makoto/groundThrow | ||
|description= | |description= | ||
Makoto hits the opponent with her tail a couple of times then follow it up with an uppercut that send them flying in front of her. Combo after it with 214AA or | Makoto hits the opponent with her tail a couple of times then follow it up with an uppercut that send them flying in front of her. Combo after it with 214AA or 214B > j.B for easier combos. In Corner you can combo into 236D or 6A to bait bursts. | ||
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|hitbox=makoto/airThrow | |hitbox=makoto/airThrow | ||
|description= | |description= | ||
Makoto do a flip kick sending the opponent to ground then following it up with a headbutt. | Makoto do a flip kick sending the opponent to ground then following it up with a headbutt. Can combo afterward with 2B. | ||
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{{MoveData | {{MoveData | ||
|name=Space Counter | |name=Space Counter | ||
|input= | |input=214D | ||
|image=BBCS_Makoto_SpaceCounter.png | |image=BBCS_Makoto_SpaceCounter.png | ||
|caption= | |caption= | ||
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|invul=1-7C | |invul=1-7C | ||
|hitbox= | |hitbox= | ||
|description=*Catches everything except throws, lows, and unblockable attacks | |description=*Catches everything except throws, lows, air, and unblockable attacks | ||
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{{AttackData-BBCP | {{AttackData-BBCP | ||
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*100% minimum damage (Lv1: 800 Lv2: 1000 Lv3: 1200 OD: 1200) | *100% minimum damage (Lv1: 800 Lv2: 1000 Lv3: 1200 OD: 1200) | ||
*Fatal counter | *Fatal counter | ||
Makoto poses herself to parry high and mid attacks, stunning the opponent after a successful parry and leading to a Space Counter. It loses to throws, low hits and unblockable attacks. Additionally, it should be noted that the catch has a bit of short range and can be blocked, leaving you vulnerable to punishes even after a successful parry. | Makoto poses herself to parry high and mid attacks, stunning the opponent after a successful parry and leading to a Space Counter. It loses to throws, low hits, aerial moves, and unblockable attacks. Additionally, it should be noted that the catch has a bit of short range and can be blocked, leaving you vulnerable to punishes even after a successful parry. | ||
On a successful parry you can now combo into 5B for a short combo. | |||
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|hitbox= | |hitbox= | ||
|description= | |description= | ||
This move is a follow up to Asetroid Vision A. Makoto reveals herself and hits the opponent with a fast swinging move. Leads to many follow ups. | This move is a follow up to Asetroid Vision A. Makoto reveals herself and hits the opponent with a fast swinging move. Leads to many follow ups. Can be used as a frame-trap and is safe on block unless IB'd. | ||
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|hitbox= | |hitbox= | ||
|description= | |description= | ||
*Possible to reach max 5 attacks by repeatedly pressing C | *Possible to reach max 5 attacks by repeatedly pressing C. | ||
Combo ender for standing opponents after Lunatic Upper. | |||
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*Lv3 and LvG versions Fatal Counter | *Lv3 and LvG versions Fatal Counter | ||
Follow up after Lunatic Upper. Makoto hits the opponent with a powered up punch. Level | Follow up after Lunatic Upper. Makoto hits the opponent with a powered up punch. Level 2 is used as a frame trap while 3 can safely reset pressure if blocked. However, there's a huge gap for the opponent to mash out of it, making of it a rather risky move. | ||
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Invu for like until Makoto lands her punch. Combo into it after StarGazer/5D/2D/j.D/B+C/4B+C/Wallbounces/Groundbounces/6A CH | Invu for like until Makoto lands her punch. Combo into it after StarGazer/5D/2D/j.D/B+C/4B+C/Wallbounces/Groundbounces/6A CH | ||
Can be used on neutral to beat a lot of | Can be used on neutral to beat a lot of stuff. Great Astral when compared with other characters Astrals (Also, the animation of the move is amazing <3) | ||
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* 214ACA: This is an all-around "meh" ender. The recovery is so long that Makoto is left at little frame advantage, making it hard to punish roll techs from midscreen and limiting her options greatly on emergency tech. It doesn't get much stronger in the corner, either. Use sparingly. | * 214ACA: This is an all-around "meh" ender. The recovery is so long that Makoto is left at little frame advantage, making it hard to punish roll techs from midscreen and limiting her options greatly on emergency tech. It doesn't get much stronger in the corner, either. Use sparingly. | ||
* 5D/jD Lv3: These are some of her worst midscreen combo enders. If the opponent will be sent close to corner then it can be worth it; in every other situation it just sends them to the opposite side of the screen and resets neutral positioning, where most characters have an advantage over Makoto. In the corner, they can be followed with a 6B to force an emergency tech setup or a meaty Comet Cannon to eat roll tech or force blocking on neutral tech, making them strong choices. | * 5D/jD Lv3: These are some of her worst midscreen combo enders. If the opponent will be sent close to corner then it can be worth it; in every other situation it just sends them to the opposite side of the screen and resets neutral positioning, where most characters have an advantage over Makoto. In the corner, they can be followed with a 6B to force an emergency tech setup or a meaty Comet Cannon to eat roll tech or force blocking on neutral tech, making them strong choices. | ||
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===Defense=== | ===Defense=== | ||
Makoto's most notable defensive options are Space Counter ( | Makoto's most notable defensive options are Space Counter (214D), Corona Upper (623C), and her backdash. 5A used intelligently can also be a strong defensive option for interrupting unsafe strings and mix-up. It is extremely important for Makoto players to recognize the strengths of all of her options, as well as their weaknesses, in order to identify when to use them and when to block. | ||
As an example, lets take Valkenhyn. After Makoto neutral or emergency techs from a knockdown, Valkenhyn can use 2B to option select out of every defensive option except blocking. Why does this work? | As an example, lets take Valkenhyn. After Makoto neutral or emergency techs from a knockdown, Valkenhyn can use 2B to option select out of every defensive option except blocking. Why does this work? |
Revision as of 22:54, 29 July 2015
Makoto Nanaya |
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Overview
Now a ex-NOL member working with Sector Seven, Makoto sets on a journey to Ikaruga with her best friend Noel to save Tsubaki. During the events of Continuum Shift, Makoto found out the truth regarding Noel and the Murakumo Units, giving her the resolution to protect her most important and cherished friend, Noel, with her own life - even if it means going against her dear friend Tsubaki.
Drive: Impact
Makoto concentrates a large amount of energy in her fists, allowing for extremely powerful punches with a large amount of untechable time.
- All of her Drive moves have 3 different levels - holding down the D button charges the move from Level 1 to Level 3 and back down to Level 1, while releasing the button executes her Drive for that particular level.
- Charging a Drive move to level 3 is usually preferred since they do the most damage and are usually better for continuing combos. However, lower level drives can exhibit some interesting and useful properties.
Overdrive: Galaxian Impact
- All of Makoto's Drive moves automatically become Level G, giving them increased damage and faster startup.
- New additional properties are added to her special moves, such as wallbounce properties.
- Big Bang Smash deals increased damage and has less recoevry time.
- Particle Flare has a changed animation on its second hit and increased overall damage.
Pros/Strengths:
- Very straightforward character; fit for beginners.
- Fairly good damage output.
- Guaranteed okizeme on corner combos.
- Decent defensive options.
Cons/Weaknesses:
- Heavily reliant on a solid neutral game.
- Reliable mix-up options are very limited.
- No reliable long range moves.
- Struggles against very mobile characters and zoners.
External References:
- Japanese Name:マコト=ナナヤ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
Move List
Normal Moves
5A
5A |
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5B
5B |
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5C
5C |
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5CC
5CC |
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2A
2A |
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2B
2B |
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2C
2C |
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6A
6A |
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6B
6B |
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6B > C
6B > C |
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6C
6C |
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3C
3C |
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j.A
j.A |
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j.B
j.B |
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j.C
j.C |
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j.CC
j.CC |
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j.2C
j.2C |
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Drive Moves
5D
5D |
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2D
2D |
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j.D
j.D |
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Universal Mechanics
Forward Throw
Forward Throw |
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Back Throw
Back Throw |
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Air Throw
Air Throw |
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Counter Assault
Counter Assault 6A+B |
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Crush Trigger
Crush Trigger 5A+B |
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Specials
Comet Cannon
Comet Cannon 236A |
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Break Shot
Break Shot D during Comet Cannon |
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Corona Upper
Corona Upper 623C |
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Meteor Dive
Meteor Dive D during Corona Upper |
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Corona Upper (air)
Corona Upper (air) j.623C |
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Meteor Dive (air)
Meteor Dive (air) D during Corona Upper (air) |
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Space Counter
Space Counter 214D |
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Asteroid Vision
Asteroid Vision 214A/B/C |
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Break
Break A after Asteroid Vision A |
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Eclipse Turn
Eclipse Turn B after Asteroid Vision A |
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Lunatic Upper
Lunatic Upper C after Asteroid Vision A |
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Cosmic Ray
Cosmic Ray D during Asteroid Vision A |
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Mars Chopper
Mars Chopper A after Lunatic Upper |
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Stargazer
Stargazer B after Lunatic Upper |
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Infinite Rush
Infinite Rush CCCC after Lunatic Upper |
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Lander Blow
Lander Blow D during Lunatic Upper |
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Lightning Arrow
Lightning Arrow D during Asteroid Vision B or C |
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Shooting Star
Shooting Star 236D |
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Distortion Drives
Big Bang Smash
Big Bang Smash 632146D |
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Particle Flare
Particle Flare 236236D |
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Astral Heat
Planet Crusher 236214D |
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Strategy
Makoto has many decently strong tools at her disposal in every area. However, she definitely does have exploitable weaknesses in certain areas or situations that Makoto players have to recognize in order to do well. For the most part, Makoto wants to be close to her opponent where she can use her decent frame traps and versatile mix-up to carry them to the corner and blow them up. She has trouble dealing with zoning characters who can keep her well out of threatening range while staying relatively safe (EX: Hazama, Lambda), or strong poking characters who easily stuff her footsies (EX: Ragna, Hakumen).
Neutral
What is neutral? Long story short, it's when neither of you are in each other's faces but you want to be. Capcom fans refer to this as "footsies" - both players will intelligently and safely use their attacks while blocking or avoiding the other's, until one of them makes a wrong move and gets knocked down. Naturally, Makoto likes the knockdown part a lot more, but she still has to deal with this in order to win. Some characters have very good zoning, which is a lot like footsies except further apart (worse for you). So how does she deal with this?
- Dash barrier: by inputting 66 > 2AB, you can immediately cancel out of a dash with barrier block. This carries some of the momentum of the dash to get you closer while still keeping you safe from eating an unexpected attack. This is a fundamental tactic for every character with a dash but EXTREMELY important for Makoto players to master - most characters outrange her and force her to risk approaching.
- Footsies: 5B and 2A have the best reach of all of her pokes while being relatively fast. Dash in with these attacks after your opponent whiffs a move with a lot of recovery.
- Anti-air/Air-to-air: Makoto has surprisingly strong options to deal with players trying to jump in on her. 6A will trade at worst with a lot of attacks, though it lacks a bit in horizontal range. jA is very fast and can stuff jump-ins or airdashes with ease - it's almost as good as Carl's jA, and that's saying something. jB is a nightmare for characters that like to float above their opponents, like Arakune.
- Zoning: This one is tricky. Comet Cannon can reach full screen or cancel out projectiles, but no longer penetrates through Nirvana. This made Carl a lot easier to deal with in the past. It also has a ton of recovery now, making it very unsafe if used shortsightedly. Asteroid Vision B and C can be used to approach quickly through the air - cancel their recovery with a jA and you can immediately barrier after it too. This is very important for approaching Lambda. 3C can avoid some stuff but got a lot worse from previous games, so do NOT abuse it.
Offense
There will be more generalized words here soon.
KNOCKDOWN MATRICES:
Okay, so you landed a hit and executed some combo and now it's done. What do you do now? If you were midscreen then even her most damaging enders will net average damage off most starters. On top of that, many of them will send her opponent flying far away from Makoto, possibly reseting them back to neutral positioning where she has inherent disadvantage in many match-ups. Generally, you do not want that. The following is a comparison of all of her combo enders and the best times to use them both midscreen and cornered:
- j623CD: This is one of her most common combo enders since it almost always leads to the most damage. However, unless it's used low to the ground it also gives Makoto the least amount of frame advantage for wake-up pressure which limits her options. The opponent at least stays within Makoto's preferred range, so it's a decent option. If the combo is not highly prorated, then she can OTG with 2B if they don't emergency tech and squeeze in a bit more damage.
- 214ACC: This is definitely one of her strongest enders. While it does send them pretty far, Makoto is left at enough advantage to immediately get back on top of them. If the opponent does not emergency tech, she can immediately OTG with 2B and send the person closer to the corner. Once the person is trained to emergency tech, she has two distinct options. The first is to simply run up and pressure normally, which has the obvious weakness of losing to invincible reversals without baiting it and possibly losing pressure. The second is to buffer a dash into a forward jump and execute a falling jC while holding back. When timed correctly, this creates a safe jump and ensures that she will get her Okizeme.
- 214ACA: This is an all-around "meh" ender. The recovery is so long that Makoto is left at little frame advantage, making it hard to punish roll techs from midscreen and limiting her options greatly on emergency tech. It doesn't get much stronger in the corner, either. Use sparingly.
- 5D/jD Lv3: These are some of her worst midscreen combo enders. If the opponent will be sent close to corner then it can be worth it; in every other situation it just sends them to the opposite side of the screen and resets neutral positioning, where most characters have an advantage over Makoto. In the corner, they can be followed with a 6B to force an emergency tech setup or a meaty Comet Cannon to eat roll tech or force blocking on neutral tech, making them strong choices.
So what's the verdict? Midscreen, most combos on standing opponents end with 214ACC for the best damage and wake-up Okizeme. Crouching opponents should be juggled with 214ACB since it drastically increases damage. Midscreen air combos should almost always end with j623CD for the highest damage and passable Okizeme. In the corner, her Okizeme becomes MUCH stronger and pretty much anything goes. Mixing up her enders for different setups will keep opponents on their toes and make it easier to land mix-ups.
Defense
Makoto's most notable defensive options are Space Counter (214D), Corona Upper (623C), and her backdash. 5A used intelligently can also be a strong defensive option for interrupting unsafe strings and mix-up. It is extremely important for Makoto players to recognize the strengths of all of her options, as well as their weaknesses, in order to identify when to use them and when to block.
As an example, lets take Valkenhyn. After Makoto neutral or emergency techs from a knockdown, Valkenhyn can use 2B to option select out of every defensive option except blocking. Why does this work?
1. Valkenhyn has frame advantage, which prevents makoto from using 5A or 2A to mash out of wake-up pressure.
2. His 2B has a very low hurtbox, while corona upper lacks a hitbox in the front-low area. If Makoto tries to DP, it will completely whiff and give him a free fatal counter combo.
3. His 2B hits low, while Space Counter can only parry mid and high attacks.
4. Makoto's backdash only has 5 invincible frames while his 2B has 4 active frames. Timed correctly, 2B will beat it and give him another combo.
Now, not every character has options this insanely good after a knockdown, but it does illustrate an important point - Makoto's defensive options are useful but ONLY WHEN USED WISELY. If you like to press buttons on wake-up, this is not the character for you.
Combos
Combo Notation Guide: |
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Midscreen
2A Starter
- 2A > 5B > 5C > 5CC > 214A~CCCCC
- Damage: 1889, Heat Gain: 13
- 2A > 2B > 5B > 6C > 214A~C~A
- Damage: 1545, Heat Gain: 11
- 2A > 5B > 5C > 6C > 214A~C~D lvl3
- Damage: 1634, Heat Gain: 11
- 2A > 5B > (6A) > (5B) > 5C > 5CC > 6B > 6BC > 214A~CCCCC Note: Requires opponent to be crouching.
- Damage: 2167, Heat Gain: 15
- + 6A > 5B = Damage: 2322, Heat Gain: 16
- 2A > 5B > 5C > 5CC > 2D lvl2 > 5B > 6A > JC > j.C > j.B > JC > j.C > j.B > j.623CD NOTE: Does not work on Makoto
- Damage: 2326, Heat Gain: 16
5B Starter
- 5B > (6A) > (5B) > 5C > 5CC > 214A~CCCCC
- Damage: 2286, Heat Gain: 16
- + 6A > 5B = Damage: 2576, Heat Gain: 18
- 5B > 5C > 5CC > 6B > 6BC > 214A~C~B > 5CC > 2D lvl1 > 5CC >* JC > j.B > JC > j.D Note: Requires opponent to be crouching.
- Damage: 3213, Heat Gain: 23
- *With j.C > j.B > JC > j.C > j.B > j.623CD ender = Damage: 3408, Heat Gain: 24
- 5B > 5C > 5CC > 2D lvl2 > 5B > 6A > 2D lvl3 > 2C > 214A~A > 5C > 5CC >* JC > j.B > JC > j.DNote: Does not work on Makoto
- Damage: 3198, Heat Gain: 22
- *With j.C > j.B > JC > j.C > j.B > j.623CD ender = Damage: 3456, Heat Gain: 24
*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1
- move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
- Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
- Damage: ----, Heat Gain: --
- + move = Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
- Notes: Write notes for the combo if necessary.
Point 2
Copy and paste the code from Point 1 to Point 2 as many times as you need to.
Midscreen to Corner
Corner Only
5B Starter
Note: Requires crouching opponent, close proximity and 50 heat.
* 5B > 6A > 5B > 5CC > 6BC > 5D(lvl 3) > (Dash) > 5B > 5C > 236236D(lvl 3 on all 3 hits)
Damage: 3923
* With ODC 5B > 6A > 5B > 5CC > 6BC > ODC > 5B > 5CC > 5D > (Dash) > 5B > 5C > 236236D
Damage: 4652