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Motonari's reinforcement can be hit and launched like a projectile. You can hit the same reinforcement up to six times. There are some combos where you have to hit the opponent and your reinforcement at the same time. Hitting your own reinforcement will be written as EA (engun abuse). | Motonari's reinforcement can be hit and launched like a projectile. You can hit the same reinforcement up to six times. There are some combos where you have to hit the opponent and your reinforcement at the same time. Hitting your own reinforcement will be written as EA (engun abuse). | ||
Some of Motonari's combos require doing 623E repeatedly very fast but it is much easier then it would seem. When rapidly doing 623E you can be very sloppy when doing your inputs. In fact it is so easy it's almost impossible to rapidly do 236E because you keep on getting 623E. The same applies with 421E and 214E. | |||
[[File:SBX Motonari Rapid Fire 623E.webm]] | |||
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=Step Two= | =Step Two= | ||
{| style="width:100%" cellpadding=10 border="1" | {| style="width:100%" cellpadding=10 border="1" | ||
|214B (detonate) > DL 5B+C > 6 > 5B > | |214B (detonate) > DL 5B+C > 6 > 5B > SJC j.B > j.C > 236B [2] > ▷ 2B > 2C > 214C | ||
|} | |} | ||
Once you detonate 214B in the opponent's face you can do this combo to take them into the corner. Once you are in the corner you can do step 3 in which the opponent dies. | Once you detonate 214B in the opponent's face you can do this combo to take them into the corner. Once you are in the corner you can do step 3 in which the opponent dies. Against HAM do 5C instead of 2C. | ||
=Step Three= | =Step Three= | ||
Line 43: | Line 51: | ||
|214C (detonate) > 5B > JC j.B > j.C (1) > JC j.B > j.C > 236B [2] > ▷ 2B > 2C > 214C > 214C (detonate) > run > 5B > repeat until the opponent dies | |214C (detonate) > 5B > JC j.B > j.C (1) > JC j.B > j.C > 236B [2] > ▷ 2B > 2C > 214C > 214C (detonate) > run > 5B > repeat until the opponent dies | ||
|} | |} | ||
Your inescapable corner unblockable loop. Once you as the Motonari player reach this step you've won the round. There is nothing the opponent can do except cry to make you feel bad and drop it | Your inescapable corner unblockable loop. Once you as the Motonari player reach this step you've won the round. There is nothing the opponent can do except cry to make you feel bad and drop it. Against HAM do 5C instead of 2C. | ||
=Some Other Combos= | =Some Other Combos= | ||
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{| style="width:100%" cellpadding=10 border="1" | {| style="width:100%" cellpadding=10 border="1" | ||
|...5B+C > 6 > 5A > 5A > 5B > 236[B] [4] > 5E > (engun cancel) Basara K.O activation > 2141236C | |...5B+C > 6 > 5A > 5A > 5B > 236[B] [4] > 5E > (engun cancel) Basara K.O activation > 5E > 2141236C | ||
|} | |} | ||
During your infinite you can combo into your Basara K.O very reliably. Works on everyone. | During your infinite you can combo into your Basara K.O very reliably. Works on everyone. | ||
=Unburstable Inescapable Loop= | |||
= | The reasons you want to do the unblockable loop over the infinite is because: 1.It deals damage at a faster rate and 2.During the infinite, the opponent can burst once the 214214C debuff wears off, instead, in the unblockable loop you constantly reapply the 214214C debuff, making bursting impossible for the opponent. You don't have to worry about starting with no meter as you build it very quickly when you hit your reinforcements, after you do 214214C you can hit your reinforcements to build up your meter again and repeat this process until Motonari, again, ensures the opponent dies. Also on an unrelated note while there is a lot of Japanese documentation of this game, they don't make any documentation of Motonari because of how incredibly overpowered he is. Hopefully this combo page has shown why. All of these require level 100 reinforcements. | ||
The reasons you want to do the unblockable loop over the infinite is because 1. | |||
{| style="width:100%" cellpadding=10 border="1" | {| style="width:100%" cellpadding=10 border="1" | ||
|5A > 5B > 2B > 6C > 623E > 214C > run > 6C (1) > 214C (detonate) > run > j.C > JC j.C > 236B [2] > 5E > ▷ 6C (1) EA > 623E > DL 623E > 5B EA > 5E > 214214C EA > DL 5E > 214B > 236[B] [9] > (opponent gets up) 214B (detonate) > 236[B] [9] (hits) > (after 236[B] dissipates) 5B > JC j.B > j.C > 236B [3] > ▷ 6C (1) > | |5A > 5B > 2B > 6C > 623E > 214C > run > 6C (1) > 214C (detonate) > run > j.C > JC j.C > 236B [2] > 5E > ▷ 6C (1) EA > 623E > DL 623E > 5B EA > 5E > 214214C EA > DL 5E > 214B > 236[B] [9] > (opponent gets up) 214B (detonate) > 236[B] [9] (hits) > (after 236[B] dissipates) 5B > JC j.B > j.C > 236B [3] > ▷ 6C (1) > 623Ex4 > 5B EA > 5E > 214214C > DL 5E > 214B > 236[B] [9] > repeat until the opponent dies or until they beat the crap out of you in real life | ||
|} | |} | ||
Your | Your unburstable inescapable loop that works on a majority of the cast | ||
{| style="width:100%" cellpadding=10 border="1" | {| style="width:100%" cellpadding=10 border="1" | ||
|5A > 5B > 2B > 6C > 623E > 214C > run > 6C (1) > 214C (detonate) > run > j.C > JC j.C > 236B [2] > 5E > ▷ 6C (1) EA > 623E > DL 623E > 5B EA > 5E > 214214C EA > DL 5E > 214B > 236[B] [9] > (opponent gets up) 214B (detonate) > 236[B] [9] (hits) > (after | |5A > 5B > 2B > 6C > 623E > 214C > run > 6C (1) > 214C (detonate) > run > j.C > JC j.C > 236B [2] > 5E > ▷ 6C (1) EA > 623E > DL 623E > 5B EA > 5E > 214214C EA > DL 5E > 214B > 236[B] [9] > (opponent gets up) 214B (detonate) > 236[B] [9] (hits) > run > 623B [6] > (after 623[B] dissipates) j.B > j.C > 236B [3] > ▷ 6C (1) > 623Ex4 > 5B EA > 5E > 214214C > DL 5E > 214B > 236[B] [9] > repeat until the opponent dies or until you mysteriously disappear at your local/arcade | ||
|} | |} | ||
Your | Your unburstable inescapable loop against TAD. | ||
=That One Combo From That One Clip That A Friend Of Mine Requested That I Add= | =That One Combo From That One Clip That A Friend Of Mine Requested That I Add= |
Latest revision as of 20:45, 20 April 2024
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo Theory
Motonari's 236A/B and 623A/B can be held in one of eight directions which influences what direction the opponent is launched. This shall be written as 236B [2] for example.
Motonari's reinforcement can be hit and launched like a projectile. You can hit the same reinforcement up to six times. There are some combos where you have to hit the opponent and your reinforcement at the same time. Hitting your own reinforcement will be written as EA (engun abuse).
Some of Motonari's combos require doing 623E repeatedly very fast but it is much easier then it would seem. When rapidly doing 623E you can be very sloppy when doing your inputs. In fact it is so easy it's almost impossible to rapidly do 236E because you keep on getting 623E. The same applies with 421E and 214E.
All Motonari has to do is follow a 3 step plan to ensure the opponent's death. Works on everyone, all the time.
Step One
5A > 5B > 2B > 6C > 214B |
Knockdown the opponent and setup 214X. 214A/B/C sets up a trap and doing the same input detonates the trap. The special thing is that the detonation is completely unblockable and ignores blockstun along with having long active frames. Meaning that if you can make the opponent block with a normal you then can detonate 214X resulting in an unblockable setup. When you detonate 214X you can do step two.
5A > 5B > 2C > 214B |
An alternate version of step one. Can be used against YUK and KOJ because it leaves the opponent further away so that they can't DP you.
Step Two
214B (detonate) > DL 5B+C > 6 > 5B > SJC j.B > j.C > 236B [2] > ▷ 2B > 2C > 214C |
Once you detonate 214B in the opponent's face you can do this combo to take them into the corner. Once you are in the corner you can do step 3 in which the opponent dies. Against HAM do 5C instead of 2C.
Step Three
214C (detonate) > 5B > JC j.B > j.C (1) > JC j.B > j.C > 236B [2] > ▷ 2B > 2C > 214C > 214C (detonate) > run > 5B > repeat until the opponent dies |
Your inescapable corner unblockable loop. Once you as the Motonari player reach this step you've won the round. There is nothing the opponent can do except cry to make you feel bad and drop it. Against HAM do 5C instead of 2C.
Some Other Combos
6B , 5A > 5B > JC j.B > j.C (1) > JC j.B > j.C > 236B [2] > ▷ 2B > 2C > 214C > 214C (detonate) > run > 5B > repeat until the opponent dies |
In the corner you can link a 5A after your 6B overhead although this is a rather tight link. Works on everyone.
IAD j.C (1) > 5B > JC j.B > j.C (1) > JC j.B > j.C > 236B [2] > ▷ 2B > 2C > 214C > 214C (detonate) > run > 5B > repeat until the opponent dies |
If you land the first hit of j.C you can follow up with 5B. Works on everyone.
Infinites
When Motonari gets his reinforcements (which is easy for him because he has the fastest reinforcement level rate, he gets level 100 reinforcements before most characters get level 50 reinforcements) every hit can go into 214214C. It doesn't even matter if Motonari has no meter to start with because he gets a good amount of basara gauge whenever he (or the opponent) hits his reinforcements meaning he can build a bar of meter during his combos, do 214214C, and then do an infinite. Naturally, 214214C also seals your opponent's reinforcements because why not. All of these require level 100 reinforcements. While the infinite is good his unblockable loop is better. However you are able to very easily combo into your Basara K.O during your infinite so that's one use for it.
5A > 5B > 2B > 6C > 623E > 214C > run > 6C (1) > 214C (detonate) > run > j.C > JC j.C > 236B [2] > 5E > ▷ 6C (1) EA > 623E > DL 623E > 5B EA > 5E > 214214C EA > DL 5E > 5[B+C] > 5]B+C[ > 6 > 236B (4) > 5E > [5Ax4 > 5B > 236B (4) > 5E > 5B+C > 6]x∞ |
Your corner to corner infinite route that works on everyone.
214B (detonate) > 5B > JC j.B > j.C (1) > JC j.B > j.C > 5E > 236B [2] > ▷ 6C (1) EA > 623E > 6C (1) EA > 623E > 5B EA > 5E > 214214C > DL 5E > 5[B+C] > 5]B+C[ > 6 > 236B (4) > 5E > [5Ax4 > 5B > 236B (4) > 5E > 5B+C > 6]x∞ |
Your corner infinite. Against TAD leave out j.C (1).
...5B+C > 6 > 5A > 5A > 5B > 236[B] [4] > 5E > (engun cancel) Basara K.O activation > 5E > 2141236C |
During your infinite you can combo into your Basara K.O very reliably. Works on everyone.
Unburstable Inescapable Loop
The reasons you want to do the unblockable loop over the infinite is because: 1.It deals damage at a faster rate and 2.During the infinite, the opponent can burst once the 214214C debuff wears off, instead, in the unblockable loop you constantly reapply the 214214C debuff, making bursting impossible for the opponent. You don't have to worry about starting with no meter as you build it very quickly when you hit your reinforcements, after you do 214214C you can hit your reinforcements to build up your meter again and repeat this process until Motonari, again, ensures the opponent dies. Also on an unrelated note while there is a lot of Japanese documentation of this game, they don't make any documentation of Motonari because of how incredibly overpowered he is. Hopefully this combo page has shown why. All of these require level 100 reinforcements.
5A > 5B > 2B > 6C > 623E > 214C > run > 6C (1) > 214C (detonate) > run > j.C > JC j.C > 236B [2] > 5E > ▷ 6C (1) EA > 623E > DL 623E > 5B EA > 5E > 214214C EA > DL 5E > 214B > 236[B] [9] > (opponent gets up) 214B (detonate) > 236[B] [9] (hits) > (after 236[B] dissipates) 5B > JC j.B > j.C > 236B [3] > ▷ 6C (1) > 623Ex4 > 5B EA > 5E > 214214C > DL 5E > 214B > 236[B] [9] > repeat until the opponent dies or until they beat the crap out of you in real life |
Your unburstable inescapable loop that works on a majority of the cast
5A > 5B > 2B > 6C > 623E > 214C > run > 6C (1) > 214C (detonate) > run > j.C > JC j.C > 236B [2] > 5E > ▷ 6C (1) EA > 623E > DL 623E > 5B EA > 5E > 214214C EA > DL 5E > 214B > 236[B] [9] > (opponent gets up) 214B (detonate) > 236[B] [9] (hits) > run > 623B [6] > (after 623[B] dissipates) j.B > j.C > 236B [3] > ▷ 6C (1) > 623Ex4 > 5B EA > 5E > 214214C > DL 5E > 214B > 236[B] [9] > repeat until the opponent dies or until you mysteriously disappear at your local/arcade |
Your unburstable inescapable loop against TAD.
That One Combo From That One Clip That A Friend Of Mine Requested That I Add
Throw > 5E > 6C (1) > 623E > 214E > 5[B+C] > 5E > 5]B+C[ > 6 > 236B [4] > 5E > IAD j.B > ▷ 214A > 5Ax16 (opponent is behind you) > 236[B] > 5E > 236]B[ [4] > 5E > (engun cancel) 5B+C EA > 6 > 5A EA > 5Ax22 > 5E > SJC j.623[B] > (just mash 5E from this point) > j.623]B[ [4] > j.623[B] > j.623]B[ [4] > j.623[B] > j.623]B[ [7] > ▷ super jump > j.623[B] > j.623]B[ [7] > j.623[B] > j.623]B[ [3] > ▷ 236[B] > 236]B[ [7] > (keep on making rings while still mashing 5E) > 5Ax15 > 623Ex8 > 5Ax8 EA > Basara K.O activation > 2141236C |
Here you go Juanman. Might not be 100% accurate but its the best I could do.