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| <center>{{Character Label|GGACR|Anji Mito|42px}}</center> | | <center>{{Character Label|GGACR|Anji Mito|size=42px}}</center> |
| {{Overview/navigation}} | | {{GGACR/CharacterLinks}} |
| {{MFlag|cleanup}}<!-- All we need now is On loop combos. -->{{MFlag|verify}} | | {{MFlag|cleanup}}<!-- All we need now is On loop combos. -->{{MFlag|verify}} |
| <div style="float:left; margin-right:25px;"> | | <div style="float:left; margin-right:25px;"> |
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| ===Beginner Combos=== | | ===Beginner Combos=== |
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| {{BeginnerComboDef}} | | {{BeginnerComboDef}} |
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| | ====Basic Meterless==== |
| <tabber> | | <tabber> |
| Gatling into Sweep= | | Gatling into Sweep= |
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| | Title = Basic Meterless Knockdown | | | Title = Basic Meterless Knockdown |
| | Oneliner = Sweep, Shitsu, start your offense! | | | Oneliner = Sweep, Shitsu, start your offense! |
| | Difficulty = {{clr|1|Very Easy}} | | | Difficulty = Very Easy |
| | Anchor = BeginnerCombo1 | | | Anchor = BeginnerCombo1 |
| | Video = | | | Video = |
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| | Recipe = Starter > {{clr|5|2D}} > (delay {{clr|1|236P}}) | | | Recipe = Starter > {{clr|5|2D}} > (delay {{clr|1|236P}}) |
| | content = | | | content = |
| Simple but arguably your most important confirm. The {{clr|5|2D}} can be late canceled into Shitsu for a meaty Butterfly. Ideally you want the opponent to be hit with the tip of {{clr|5|2D}} when cancelling into Shitsu to make your okizeme safer against reversals. | | Simple but arguably your most important confirm. The {{clr|5|2D}} can be late canceled into Shitsu for a meaty butterfly. Aim to hit with the tip of {{clr|5|2D}} when cancelling into Shitsu for the best frame advantage and spacing to avoid reversals. |
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| For many normals at max range, such as {{clr|1|5P}} or {{clr|2|5K}}, ending with {{clr|5|2D}} is the only way to convert the combo, so you will be defaulting to this combo a lot even at a high level. As a bonus, {{clr|5|2D}} is burst safe when done at a distance, causing the burst to whiff. With the exception of a few command normals, almost all of Anji's normals can gatling into {{clr|5|2D}}, so if you are unsure of what combo to confirm into, this is always a safe fallback.}}
| | {{clr|5|2D}} can gatling from almost all of Anji's normals, making it a reliable choice when you're unsure of what combo to use. In fact, {{clr|5|2D}} is the only viable gatling for some of Anji's normals at max range like {{clr|1|5P}} or {{clr|2|5K}}. Additionally, {{clr|5|2D}} at a distance will cause bursts to whiff, making it a great burst safe route. |
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| Below is a list of some common gatling strings to get you started, but please refer to Anji's [https://www.dustloop.com/wiki/index.php?title=GGACR/Anji_Mito/Frame_Data#Gatling_Table gatling chart] for a full list of normals that can gatling into sweep. | | Below is a list of some common gatling strings to get you started, but please refer to Anji's [https://www.dustloop.com/wiki/index.php?title=GGACR/Anji_Mito/Frame_Data#Gatling_Table gatling chart] for a full list of normals that can gatling into sweep. |
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| ! rowspan=2| Combo !! rowspan=2| Position !! rowspan=2| Damage !! rowspan=2| Tension !! rowspan=2 | Works On !! rowspan=2| Difficulty !! rowspan=2 class="unsortable"| Notes | | ! rowspan=2| Combo !! rowspan=2| Position !! rowspan=2| Damage !! rowspan=2| Tension !! rowspan=2 | Works On !! rowspan=2| Difficulty !! rowspan=2 class="unsortable"| Notes |
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| | ({{clr|1|2P}}) > {{clr|2|5K}} > ({{clr|3|5S}}) > ({{clr|3|2S}}) > {{clr|5|2D}} || Everywhere || 62 || ~10 || Everyone || {{clr|1|Very Easy}} || A standard gatling route that’s relatively burst safe. More normals can be added the closer you are. | | | ({{clr|1|2P}}) > {{clr|2|5K}} > ({{clr|3|5S}}) > ({{clr|3|2S}}) > {{clr|5|2D}} || Everywhere || 62 || ~10 || Everyone || {{ComboDifficulty|Very Easy}} || A standard gatling route that’s relatively burst safe. More normals can be added the closer you are. |
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| | | {{clr|1|2P}}xN > {{clr|5|2D}} || Everywhere || 32 ({{clr|1|2P}} x3) || ~7 || Everyone || {{ComboDifficulty|Very Easy}} || An abare route for when you're mashing defensive {{clr|1|2P}}. |
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| | {{clr|1|2P}}xN > {{clr|5|2D}} || Everywhere || 32 ({{clr|1|2P}} x3) || ~7 || Everyone || {{clr|1|Very Easy}} || An abare route for when you're mashing defensive {{clr|1|2P}}. | | | {{clr|1|5P}} > {{clr|5|2D}} || Everywhere || 35 || ~4 || Everyone || {{ComboDifficulty|Very Easy}} || {{clr|1|5P}} is Anji's fastest normal, but whiffs on crouchers. This confirm is still useful as both a quick punish for unsafe attacks, and for challenging opponents who rely on attacks that do not crouch under {{clr|1|5P}}. |
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| | {{clr|1|5P}} > {{clr|5|2D}} || Everywhere || 35 || ~4 || Everyone || {{clr|1|Very Easy}} || {{clr|1|5P}} is Anji's fastest normal, but whiffs on crouchers. This confirm is still useful as both a quick punish for unsafe attacks, and for challenging opponents who rely on attacks that do not crouch under {{clr|1|5P}}. | | | {{clr|3|2S}} > {{clr|5|2D}} || Everywhere || 53 || ~4 || Everyone || {{ComboDifficulty|Very Easy}} || Your standard low confirm. |
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| | {{clr|3|2S}} > {{clr|5|2D}} || Everywhere || 53 || ~4 || Everyone || {{clr|1|Very Easy}} || Your standard low confirm. | | | {{clr|3|5S}} > {{clr|4|5H}} > {{clr|5|2D}} || Everywhere || TBD || TBD || Everyone || {{ComboDifficulty|Very Easy}} || Burst safe route that baits a common burst point where players usually burst between {{clr|4|5H}} > H Fuujin. |
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| |} | | |} |
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| | Title = Sweep into K Hop | | | Title = Sweep into K Hop |
| | Oneliner = Corner carry at the cost of Shitsu okizeme. | | | Oneliner = Corner carry at the cost of Shitsu okizeme. |
| | Difficulty = {{clr|1|Very Easy}} | | | Difficulty = Very Easy |
| | Anchor = BeginnerCombo2 | | | Anchor = BeginnerCombo2 |
| | Youtube = | | | Youtube = |
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| | Recipe = Starter > {{clr|5|2D}} > {{clr|3|236S}}~{{clr|2|K}} | | | Recipe = Starter > {{clr|5|2D}} > {{clr|3|236S}}~{{clr|2|K}} |
| | content = | | | content = |
| You do not have enough time to set-up Shitsu okizeme off this knockdown, but if you need a bit more meterless damage, you can add an S Fuujin for slightly more damage after {{clr|5|2D}}. The S Fuujin will send the opponent in a sliding state, pushing them to the corner. Doing the hop after will leave you close to the opponent, allowing for okizeme that is not Shitsu reliant.
| | Adding an S Fuujin after {{clr|5|2D}} can give a bit more damage, but you lose the ability to perform Shitsu okizeme due to lack of frame advantage, though the K Hop will put you close enough to set up okizeme that doesn't rely on Shitsu. |
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| You probably won't be going for this confirm very often, as there is the choice to stop at the {{clr|5|2D}} and go for stronger Shitsu okizeme, or combo into FB Rin if you have meter on non-heavyweight characters.
| | Not a common confirm, as stopping at {{clr|5|2D}} for stronger Shitsu okizeme or comboing into FB Rin with meter on non-heavyweights is often preferable. |
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| Note that against {{CLabel|GGACR|Ky}} and {{CLabel|GGACR|Robo-Ky}}, the S Fuujin will whiff at max range.
| | Against {{CLabel|GGACR|Ky}} and {{CLabel|GGACR|Robo-Ky}}, S Fuujin will whiff at max range. |
| }} | | }} |
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| | Title = Anti-Air {{clr|1|5P}} into {{clr|4|5H}} Knockdown | | | Title = Anti-Air {{clr|1|5P}} into {{clr|4|5H}} Knockdown |
| | Oneliner = Arguably the best {{clr|1|5P}} in the game. | | | Oneliner = Arguably the best {{clr|1|5P}} in the game. |
| | Difficulty = {{clr|1|Very Easy}} | | | Difficulty = Very Easy |
| | Anchor = BeginnerCombo3 | | | Anchor = BeginnerCombo3 |
| | Youtube = SPup10ZUiLM | | | Youtube = SPup10ZUiLM |
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| | Recipe = AA CH {{clr|1|5P}} > (dash) > {{clr|1|5P}} or {{clr|3|5S}} > {{clr|5|5H}} > (delay {{clr|1|236P}}) | | | Recipe = AA CH {{clr|1|5P}} > (dash) > {{clr|1|5P}} or {{clr|3|5S}} > {{clr|5|5H}} > (delay {{clr|1|236P}}) |
| | content = | | | content = |
| An easy stable anti-air combo that goes into meaty Shitsu okizeme when you late cancel the {{clr|4|5H}} into Shitsu. Just make sure the opponent is low enough for {{clr|4|5H}} to connect.
| | Stable anti-air combo that sets up meaty Shitsu okizeme when you late cancel the {{clr|4|5H}} into Shitsu. Juggle height must be low enough for {{clr|4|5H}} to connect. |
| }} | | }} |
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| | Title = Anti-Air {{clr|1|5P}} into On | | | Title = Anti-Air {{clr|1|5P}} into On |
| | Oneliner = Slightly more anti-air damage, and a side switch. | | | Oneliner = Slightly more anti-air damage, and a side switch. |
| | Difficulty = {{clr|1|Very Easy}} | | | Difficulty = Very Easy |
| | Anchor = BeginnerCombo4 | | | Anchor = BeginnerCombo4 |
| | Youtube = x6NEjh_alSk | | | Youtube = x6NEjh_alSk |
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| | Recipe = AA CH {{clr|1|5P}} > [(dash) > {{clr|1|5P}}] or [dash > {{clr|2|5K}} > {{clr|3|5S}}] > {{clr|4|623H}} | | | Recipe = AA CH {{clr|1|5P}} > [(dash) > {{clr|1|5P}}] or [dash > {{clr|2|5K}} > {{clr|3|5S}}] > {{clr|4|623H}} |
| | content = | | | content = |
| A higher damage anti-air combo, that requires the opponent be at a higher height for the {{clr|4|623H}} to connect. If they are too low, go for the {{clr|4|5H}} knockdown combo instead.
| | Higher damage anti-air combo that requires a higher height for the On to connect. If they are too low, go for the {{clr|4|5H}} knockdown combo instead. |
| }} | | }} |
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| | Title = Anti-Air {{clr|1|6P}} into On | | | Title = Anti-Air {{clr|1|6P}} into On |
| | Oneliner = Your go to airdash punish. | | | Oneliner = Your go to airdash punish. |
| | Difficulty = {{clr|1|Very Easy}} | | | Difficulty = Very Easy |
| | Anchor = BeginnerCombo5 | | | Anchor = BeginnerCombo5 |
| | Youtube = ytXibYEFH2w | | | Youtube = ytXibYEFH2w |
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| | Recipe = AA {{clr|1|6P}} > {{clr|3|5S}} > {{clr|4|623H}} | | | Recipe = AA {{clr|1|6P}} > {{clr|3|5S}} > {{clr|4|623H}} |
| | content = | | | content = |
| An easy anti-air combo that works on the whole cast off of {{clr|1|6P}}, useful for punishing air dashes and some high jump-ins.
| | Anti-air combo that's useful for punishing air dashes and some high jump-ins. |
| }} | | }} |
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| | Title = Kai into {{clr|4|5H}} Knockdown | | | Title = Kai into {{clr|4|5H}} Knockdown |
| | Oneliner = An overhead and potential cross-up. | | | Oneliner = An overhead and potential cross-up. |
| | Difficulty = {{clr|1|Very Easy}} | | | Difficulty = Very Easy |
| | Anchor = BeginnerCombo6 | | | Anchor = BeginnerCombo6 |
| | Youtube = lIVNbswvWI4 | | | Youtube = lIVNbswvWI4 |
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| | Recipe = {{clr|1|214P}} or {{clr|2|214K}} > {{clr|1|5P}} or {{clr|3|5S}} > {{clr|4|5H}} > (delay {{clr|1|236P}}) | | | Recipe = {{clr|1|214P}} or {{clr|2|214K}} > {{clr|1|5P}} or {{clr|3|5S}} > {{clr|4|5H}} > (delay {{clr|1|236P}}) |
| | content = | | | content = |
| A basic confirm into knockdown off of Kai special attacks. Again, this combo can go into meaty Shitsu okizeme when you late cancel the {{clr|4|5H}} into Shitsu.
| | Basic knockdown from both Kai specials, with a late cancel into {{clr|4|5H}} for a meaty Shitsu. A good combo to fall back on midscreen when unsure. |
| }} | | }} |
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| | Title = Air Throw into {{clr|4|5H}} Knockdown | | | Title = Air Throw into {{clr|4|5H}} Knockdown |
| | Oneliner = One of the best air throws in terms of combo ability. | | | Oneliner = One of the best air throws in terms of combo ability. |
| | Difficulty = {{clr|1|Very Easy}} | | | Difficulty = Very Easy |
| | Anchor = BeginnerCombo7 | | | Anchor = BeginnerCombo7 |
| | Youtube = | | | Youtube = |
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| | Recipe = Air Throw ▷ {{clr|1|5P}} or {{clr|3|5S}} > {{clr|4|5H}} > (delay {{clr|1|236P}}) | | | Recipe = Air Throw ▷ {{clr|1|5P}} or {{clr|3|5S}} > {{clr|4|5H}} > (delay {{clr|1|236P}}) |
| | content = | | | content = |
| Anji's air throw launches the opponent above Anji, and the opponent will be unable to tech or even burst until they hit the ground. This allows for a free juggle, so here's a simple combo you can go for to tag on some extra damage into a knockdown. | | Anji's air throw launches the opponent, allowing for a free juggle. You will need to wait slightly for a lower height to get the {{clr|4|5H}} knockdown. |
| }} | | }} |
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| | Title = Air Throw into On | | | Title = Air Throw into On |
| | Oneliner = Your go to air throw combo most of the time. | | | Oneliner = Your go to air throw combo most of the time. |
| | Difficulty = {{clr|1|Very Easy}} | | | Difficulty = Very Easy |
| | Anchor = BeginnerCombo8 | | | Anchor = BeginnerCombo8 |
| | Youtube = | | | Youtube = |
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| | Recipe = Air Throw ▷ {{clr|1|5P}} or {{clr|3|5S}} > {{clr|4|623H}} | | | Recipe = Air Throw ▷ {{clr|1|5P}} or {{clr|3|5S}} > {{clr|4|623H}} |
| | content = | | | content = |
| Another air throw combo that does more damage than the {{clr|4|5H}} knockdown combo. You may want to avoid this combo if the On side switch sends the opponent out of the corner however. Note that {{clr|1|5P}} tends to be more stable than {{clr|3|5S}}.
| | Higher damage than the {{clr|4|5H}} knockdown again, but this combo can be tight at lower air throw heights. Since the opponent cannot burst during the air throw juggle, comboing into On is great for baiting bursts when utilizing the On FRC option select. {{clr|1|5P}} tends to be easier to use than {{clr|3|5S}} due to faster start-up. |
| }} | | }} |
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| | Title = Easy Dust Combo | | | Title = Easy Dust Combo |
| | Oneliner = One of the few special cancellable standing dusts in the game. | | | Oneliner = One of the few special cancellable standing dusts in the game. |
| | Difficulty = {{clr|1|Very Easy}} | | | Difficulty = Very Easy |
| | Anchor = BeginnerCombo9 | | | Anchor = BeginnerCombo9 |
| | Youtube = kqsgrL7ml7I | | | Youtube = kqsgrL7ml7I |
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| | ====Basic FB Rin Confirms==== |
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| <tabber> | | <tabber> |
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| | Title = FB Rin into 5H Knockdown | | | Title = FB Rin into 5H Knockdown |
| | Oneliner = A safe fallback combo when you have meter. | | | Oneliner = A safe fallback combo when you have meter. |
| | Difficulty = {{clr|1|Very Easy}} | | | Difficulty = Very Easy |
| | Anchor = BeginnerCombo10 | | | Anchor = BeginnerCombo10 |
| | Youtube = 8_JfmvpsfNE | | | Youtube = 8_JfmvpsfNE |
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| | Title = FB Rin into On | | | Title = FB Rin into On |
| | Oneliner = Another safe fallback at the expense of corner carry. | | | Oneliner = Another safe fallback at the expense of corner carry. |
| | Difficulty = {{clr|1|Very Easy}} | | | Difficulty = Very Easy |
| | Anchor = BeginnerCombo11 | | | Anchor = BeginnerCombo11 |
| | Video = | | | Video = |
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| | Title = FB Rin > H Fuujin > On a.k.a. "The BnB" | | | Title = FB Rin > H Fuujin > On a.k.a. "The BnB" |
| | Oneliner = If you only had to learn one combo, learn this one. | | | Oneliner = If you only had to learn one combo, learn this one. |
| | Difficulty = {{clr|4|Hard}} | | | Difficulty = Hard |
| | Anchor = CoreBnB1 | | | Anchor = CoreBnB1 |
| | Video = | | | Video = |
| | Size = 256x192 | | | Size = 256x192 |
| | Recipe = (Starter) > [({{clr|4|5H}}) > {{clr|4|236H}}~{{clr|5|D}}] or [{{clr|5|2D}} > {{clr|3|236S}}~{{clr|5|D}} on Non-Heavyweights] > {{clr|4|236(6)H}}~{{clr|2|K}} (omit K Hop if in or near corner) > {{clr|1|5P}} or [{{clr|2|5K}} > {{clr|3|5S}}] > {{clr|4|623H}} | | | Recipe = (Starter) > [({{clr|4|5H}}) > {{clr|4|236H}}~{{clr|5|D}}] or [{{clr|5|2D}} > {{clr|3|236S}}~{{clr|5|D}} on Non-Heavyweights] > {{clr|4|236(6)H}}~{{clr|2|K}} (omit K Hop if in or near corner) > {{clr|1|5P}} or [{{clr|2|5K}} > {{clr|3|5S}}] > {{clr|4|623H}} |
| | content = This combo works on all characters, but requires adjustments based on character weight and air hurtbox. | | | content = Anji's most iconic combo. Works on all characters, but requires adjustments based on character weight and air hurtbox. |
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| The trickiest part is linking H Fuujin after FB Rin. When starting the combo point blank, input FB Rin as soon as possible. When starting at a distance, delay FB Rin to allow the opponent to bounce closer after the H Fuujin wallbounce. If the FB Rin hits close, H Fuujin is easy to link afterwards. Otherwise, you may need a dashing Fuujin (2366H) to connect the H Fuujin. If FB Rin is not hit close enough or if H Fuujin does not hit at the right height, adjust with different enders. | | The trickiest part of this combo is linking H Fuujin after FB Rin, as you will adjust with a dashing H Fuujin {{clr|4|2366H}} or delayed H Fuujin depending on opponent position. Some tips: |
| | * When confirming point blank from both H or S Fuujin, input FB Rin immediately, and you should be able to link H Fuujin without a dash. |
| | ** {{CLabel|GGACR|Sol}} and {{CLabel|GGACR|Millia}} need a delayed H Fuujin after the FB Rin at close range as the H Fuujin may whiff if done too early. |
| | * If confirming from an H Fuujin > FB Rin from a further distance, delay FB Rin to allow the opponent to bounce closer to you after the H Fuujin wallbounce. |
| | ** If the FB Rin connects close to you after the wallbounce, H Fuujin will be easier to link afterwards. |
| | ** If the FB Rin connects further out, a dashing H Fuujin will be required. If too far out, it will be impossible to continue the combo. |
| | * If confirming S Fuujin > FB Rin at a distance, since there is no wallbounce, the FB Rin still needs to be input immediately and a dashing H Fuujin is most likely required. |
| | * To get the perfect wallbounce for linking with {{clr|1|5P}}, hit with the tip of H Fuujin. |
| | ** You can vary the dash length for dashing H Fuujin, but if you dash too far, the H Fuujin may hit too deep causing the opponent to be too low. |
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| Common adjustments: | | If FB Rin is not hit close enough or if H Fuujin does not hit at the right height, landing the final On will most likely not be possible, and you will need to adjust the end of the combo. Common adjustments: |
| | | * Opponent too low after K Hop: end with 5P > 5H or 5K > 5S > 623H/5H/air combo |
| * Opponent too low after K Hop: adjust with 5P > 5H or 5K > 5S > 623H/5H/air combo | | * Opponent too high after K Hop: route to air combo or 236(6)H > H for knockdown |
| * Opponent too high after K Hop: air combo or 236(6)H > H for knockdown | |
| * Opponent too far: stop combo short for FB Rin hard knockdown | | * Opponent too far: stop combo short for FB Rin hard knockdown |
| * Unsure how to follow-up: fall back on combos in "Basic Metered Route" section | | * If unsure how to follow-up, fall back on the [[#Basic_FB_Rin_Confirms|beginner combos]] above |
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| Adjusting this combo on the fly is core to Anji's combo routing and comes with experience.
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| }} | | }} |
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| ! Combo !! Position !! Damage !! Tension Cost !! Works on: !! Difficulty !! Notes !! Video | | ! Combo !! Position !! Damage !! Tension Cost !! Works on: !! Difficulty !! Notes !! Video |
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| | (Gatlings > {{clr|4|5H}}) > {{clr|4|236H}} -> (delay) {{clr|5|D}} > {{clr|4|236(6)H}} -> {{clr|2|K}} > {{clr|1|5P}} > {{clr|4|623H}} || Far from Corner || 185 with {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|5H}} || 25 || All || {{clr|3|Medium}} || Most unstable on {{CLabel|GGACR|A.B.A}}. When doing H Fuujin point blank, the FB Rin should be performed immediately. If the H Fuujin is not point blank, a delayed FB Rin is usually needed followed by a dashing H Fuujin on most characters. Lightweights are sometimes bounced too high for the On to connect, so delaying the H Fuujin after FB Rin is often needed. || https://youtu.be/Or9oMfp5ye0 | | | (Gatlings > {{clr|4|5H}}) > {{clr|4|236H}} -> (delay) {{clr|5|D}} > {{clr|4|236(6)H}} -> {{clr|2|K}} > {{clr|1|5P}} > {{clr|4|623H}} || Far from Corner || 185 with {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|5H}} || 25 || All || {{ComboDifficulty|Medium}} || Most unstable on {{CLabel|GGACR|A.B.A}}. Lightweights are sometimes bounced too high for the On to connect, so delaying the H Fuujin after FB Rin is often needed. || https://youtu.be/Or9oMfp5ye0 |
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| | (Gatlings > {{clr|5|2D}}) > {{clr|3|236S}} -> {{clr|5|D}} > {{clr|4|236(6)H}} -> {{clr|2|K}} > {{clr|1|5P}} > {{clr|4|623H}} || Far from Corner || 173 with {{clr|3|2S}} > {{clr|4|5H}} || 25 || All except AB, JO, OS, PO, RO || {{clr|3|Medium}} || Standard BnB on Midweights and Lightweights off {{clr|5|2D}}. Important for confirming off {{clr|1|5P}}, {{clr|2|2K}}, and {{clr|3|2S}}. Usually requires no dashing H Fuujin up close, but requires one at max range. On BA, IN, JA, and KL, the FB Rin will whiff at max range. || https://youtu.be/Ob4rSe7L4C4 | | | (Gatlings > {{clr|5|2D}}) > {{clr|3|236S}} -> {{clr|5|D}} > {{clr|4|236(6)H}} -> {{clr|2|K}} > {{clr|1|5P}} > {{clr|4|623H}} || Far from Corner || 173 with {{clr|3|2S}} > {{clr|4|5H}} || 25 || All EXCEPT {{CLabel|GGACR|A.B.A}}, {{CLabel|GGACR|Johnny}}, {{CLabel|GGACR|Order-Sol}}, {{CLabel|GGACR|Potemkin}}, {{CLabel|GGACR|Robo-Ky}} || {{ComboDifficulty|Medium}} || Standard BnB on Midweights and Lightweights off {{clr|5|2D}}. Important for confirming off {{clr|1|5P}}, {{clr|2|2K}}, and {{clr|3|2S}}. On {{CLabel|GGACR|Baiken}}, {{CLabel|GGACR|I-No}}, {{CLabel|GGACR|Jam}}, and {{CLabel|GGACR|Kliff}}, FB Rin will whiff at max range. || https://youtu.be/Ob4rSe7L4C4 |
| |- | | |- |
| | (Gatlings > {{clr|4|5H}}) > {{clr|4|236H}} -> {{clr|5|D}} > {{clr|4|236(6)H}} > [{{clr|1|5P}}] or [{{clr|2|5K}} > {{clr|3|5S}}] > {{clr|4|623H}} || Midscreen to Corner || 190 with {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|5H}} starting and {{clr|2|5K}} > {{clr|3|5S}} || 25 || All || {{clr|2|Easy}} || Easy universal corner carry combo from midscreen. Requires some strict timing and positioning for the opponent to sideswitch in the corner. || https://youtu.be/lJO7PPqDEKI | | | (Gatlings > {{clr|4|5H}}) > {{clr|4|236H}} -> {{clr|5|D}} > {{clr|4|236(6)H}} > [{{clr|1|5P}}] or [{{clr|2|5K}} > {{clr|3|5S}}] > {{clr|4|623H}} || Midscreen to Corner || 190 with {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|5H}} starting and {{clr|2|5K}} > {{clr|3|5S}} || 25 || All || {{ComboDifficulty|Easy}} || Corner carry combo from midscreen. Requires some strict timing and positioning for the opponent to sideswitch in the corner. || https://youtu.be/lJO7PPqDEKI |
| |- | | |- |
| | (Gatlings > {{clr|5|2D}}) > {{clr|3|236S}} -> {{clr|5|D}} > {{clr|4|236H}} > {{clr|2|5K}} > {{clr|S|5S}} > {{clr|4|623H}} || Corner || 169 with {{clr|2|5K}} > {{clr|3|5S}} > {{clr|5|2D}} || 25 || All except AB, JO, OS, PO, RO || {{clr|2|Easy}} || Standard corner BnB that provides good corner Shitsu okizeme. || https://youtu.be/Xlx8Oyv62qs | | | (Gatlings > {{clr|5|2D}}) > {{clr|3|236S}} -> {{clr|5|D}} > {{clr|4|236H}} > {{clr|2|5K}} > {{clr|S|5S}} > {{clr|4|623H}} || Corner || 169 with {{clr|2|5K}} > {{clr|3|5S}} > {{clr|5|2D}} || 25 || All EXCEPT {{CLabel|GGACR|A.B.A}}, {{CLabel|GGACR|Johnny}}, {{CLabel|GGACR|Order-Sol}}, {{CLabel|GGACR|Potemkin}}, {{CLabel|GGACR|Robo-Ky}} || {{ComboDifficulty|Easy}} || Standard corner BnB that provides good corner Shitsu okizeme. || https://youtu.be/Xlx8Oyv62qs |
| |} | | |} |
|
| |
|
Line 249: |
Line 261: |
| | Title = H Fuujin Rin | | | Title = H Fuujin Rin |
| | Oneliner = A damaging meterless confirm with strict spacing requirements. | | | Oneliner = A damaging meterless confirm with strict spacing requirements. |
| | Difficulty = {{clr|2|Easy}} | | | Difficulty = Easy |
| | Anchor = CoreBnB3 | | | Anchor = CoreBnB3 |
| | Video = | | | Video = |
Line 261: |
Line 273: |
| | Title = S Fuujin Nagiha | | | Title = S Fuujin Nagiha |
| | Oneliner = An important confirm off command normals, and your go to meterless corner combo. | | | Oneliner = An important confirm off command normals, and your go to meterless corner combo. |
| | Difficulty = {{clr|1|Very Easy}} | | | Difficulty = Very Easy |
| | Anchor = CoreBnB4 | | | Anchor = CoreBnB4 |
| | Video = | | | Video = |
Line 277: |
Line 289: |
| | Title = H Fuujin Nagiha | | | Title = H Fuujin Nagiha |
| | Oneliner = A slightly more damaging corner combo, with some caveats. | | | Oneliner = A slightly more damaging corner combo, with some caveats. |
| | Difficulty = {{clr|1|Very Easy}} | | | Difficulty = Very Easy |
| | Anchor = CoreBnB5 | | | Anchor = CoreBnB5 |
| | Video = | | | Video = |
Line 294: |
Line 306: |
| ! Combo !! Position !! Damage !! Tension Cost !! Works on: !! Difficulty !! Notes !! Video | | ! Combo !! Position !! Damage !! Tension Cost !! Works on: !! Difficulty !! Notes !! Video |
| |- | | |- |
| | {{clr|1|214P}} or another launcher > {{clr|3|5S}} JI > {{clr|3|6S}} > SJC9 > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > DJC9 > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > {{clr|5|j.D}} || Any || 148 with {{clr|1|214P}} || 0 || All || {{clr|2|Easy}} || Universal jump install combo off Kai midscreen when you are not near the corner. || https://youtu.be/A3nw4OAWFvk | | | {{clr|1|214P}} or another launcher > {{clr|3|5S}} JI > {{clr|3|6S}} > SJC9 > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > DJC9 > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > {{clr|5|j.D}} || Any || 148 with {{clr|1|214P}} || 0 || All || {{ComboDifficulty|Easy}} || Universal jump install combo off Kai midscreen when you are not near the corner. || https://youtu.be/A3nw4OAWFvk |
| |- | | |- |
| | {{clr|1|214P}} or another launcher > {{clr|3|5S}} JI > {{clr|3|6S}} > SJC9 > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > DJC9 > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} || Any || 153 with {{clr|1|214P}} || 0 || All except AB, JO, KL, MA || {{clr|2|Easy}} - {{clr|4|Hard}} || A slightly higher damage midscreen jump install combo off Kai, but can be difficult on a few characters such as BA and ED. || - | | | {{clr|1|214P}} or another launcher > {{clr|3|5S}} JI > {{clr|3|6S}} > SJC9 > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > DJC9 > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} || Any || 153 with {{clr|1|214P}} || 0 || All except AB, JO, KL, MA || {{ComboDifficulty|Easy}} - {{ComboDifficulty|Hard}} || A slightly higher damage midscreen jump install combo off Kai, but can be difficult on a few characters such as BA and ED. || - |
| |- | | |- |
| | {{clr|1|214P}} or another launcher > dash > {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|623H}} > (Optional early On extensions) || Any || 112 with {{clr|1|214P}} || 0 || All, but not practical with {{clr|1|214P}}/{{clr|2|214K}} on some characters, see notes || {{clr|2|Easy}} - {{clr|5|Very Hard}} || Off {{clr|1|214P}}, comboing into the On is not very practical on AB, JO, KY, RO, and requires the P Kai to hit as close on BA and DI followed by a deep dash before the {{clr|2|5K}}. If using {{clr|2|214K}} as a launcher, going for this combo is not practical on KY, RO and JO. It is possible to increase the damage off this confirm with some extensions after the On, and for more details please see the "Early On Extensions" list below. || https://youtu.be/lkEpzQu8jcI | | | {{clr|1|214P}} or another launcher > dash > {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|623H}} > (Optional early On extensions) || Any || 112 with {{clr|1|214P}} || 0 || All, but not practical with {{clr|1|214P}}/{{clr|2|214K}} on some characters, see notes || {{ComboDifficulty|Easy}} - {{ComboDifficulty|Very Hard}} || Off {{clr|1|214P}}, comboing into the On is not very practical on AB, JO, KY, RO, and requires the P Kai to hit as close on BA and DI followed by a deep dash before the {{clr|2|5K}}. If using {{clr|2|214K}} as a launcher, going for this combo is not practical on KY, RO and JO. It is possible to increase the damage off this confirm with some extensions after the On, and for more details please see the "Early On Extensions" list below. || https://youtu.be/lkEpzQu8jcI |
| |- | | |- |
| | {{clr|1|214P}} or another launcher > {{clr|3|5S}} > {{clr|3|6S}} > SJC9 > {{clr|2|j.K}} > (delay) {{clr|3|j.S}} > {{clr|4|j.H}} > (delay) {{clr|5|j.D}} > {{clr|1|j.214P}} || Near Corner || 156 with {{clr|1|214P}} || 0 || All except JO. Only possible on MA from midscreen to corner. RO requires a {{clr|2|5K}} before {{clr|3|5S}} || {{clr|3|Medium}} - {{clr|5|Very Hard}} || The standard super jump combo when near the corner that can provide a knockdown if the Orb is hit at a low enough height. On lightweights this can be difficult and a delay may need to be added between {{clr|4|j.H}} and {{clr|5|j.D}} to achieve the height. The combo is most difficult to land on CH, ED, KY, RO, and TE and perhaps should be avoided in favor of other routes. CH in particular requires multiple frame perfect delays. This combo can lead to a safe jump if the Orb hits meaty on some characters, such as SO. Simply hold up forward after the Orb and do a low to the ground air normal. || https://youtu.be/Rv9SVj15OfA | | | {{clr|1|214P}} or another launcher > {{clr|3|5S}} > {{clr|3|6S}} > SJC9 > {{clr|2|j.K}} > (delay) {{clr|3|j.S}} > {{clr|4|j.H}} > (delay) {{clr|5|j.D}} > {{clr|1|j.214P}} || Near Corner || 156 with {{clr|1|214P}} || 0 || All except JO. Only possible on MA from midscreen to corner. RO requires a {{clr|2|5K}} before {{clr|3|5S}} || {{ComboDifficulty|Medium}} - {{ComboDifficulty|Very Hard}} || The standard super jump combo when near the corner that can provide a knockdown if the Orb is hit at a low enough height. On lightweights this can be difficult and a delay may need to be added between {{clr|4|j.H}} and {{clr|5|j.D}} to achieve the height. The combo is most difficult to land on CH, ED, KY, RO, and TE and perhaps should be avoided in favor of other routes. CH in particular requires multiple frame perfect delays. This combo can lead to a safe jump if the Orb hits meaty on some characters, such as SO. Simply hold up forward after the Orb and do a low to the ground air normal. || https://youtu.be/Rv9SVj15OfA |
| |- | | |- |
| | {{clr|1|214P}} or another launcher > {{clr|3|5S}} > {{clr|3|6S}} > SJC9 > {{clr|2|j.K}} > (delay) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|1|j.214P}} RC ▷ delay {{clr|4|236H}} > [{{clr|1|5P}}] or [{{clr|2|5K}} > {{clr|3|5S}}] > {{clr|4|623H}} || Near Corner || 194 with {{clr|1|214P}} and {{clr|2|5K}} > {{clr|3|5S}} after the RC || 50 || All except JO. Only possible on MA from midscreen to corner. RO requires a {{clr|2|5K}} before {{clr|3|5S}} || {{clr|3|Medium}} - {{clr|5|Very Hard}} || RC extension of the above combo to get a better knockdown in the corner with On. || https://youtu.be/uktl-jkWaDM | | | {{clr|1|214P}} or another launcher > {{clr|3|5S}} > {{clr|3|6S}} > SJC9 > {{clr|2|j.K}} > (delay) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|1|j.214P}} RC ▷ delay {{clr|4|236H}} > [{{clr|1|5P}}] or [{{clr|2|5K}} > {{clr|3|5S}}] > {{clr|4|623H}} || Near Corner || 194 with {{clr|1|214P}} and {{clr|2|5K}} > {{clr|3|5S}} after the RC || 50 || All except JO. Only possible on MA from midscreen to corner. RO requires a {{clr|2|5K}} before {{clr|3|5S}} || {{ComboDifficulty|Medium}} - {{ComboDifficulty|Very Hard}} || RC extension of the above combo to get a better knockdown in the corner with On. || https://youtu.be/uktl-jkWaDM |
| |- | | |- |
| | {{clr|1|214P}} or another launcher > {{clr|3|5S}} > {{clr|3|6S}} > SJC9 > {{clr|2|j.K}} > (delay) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} , {{clr|4|j.H}} || Near Corner || 150 (FA) with {{clr|1|214P}} || 0 || AX, BA, BR, KY, JU, FA, RO (requires a {{clr|2|5K}} before {{clr|3|5S}}), SL, ZA || {{clr|3|Medium}} - {{clr|5|Very Hard}} || Very practical on JU, FA, SL, and ZA. The falling {{clr|4|j.H}} link provides ideal corner Shitsu okizeme. || https://youtu.be/RK5V2qQKsg0 | | | {{clr|1|214P}} or another launcher > {{clr|3|5S}} > {{clr|3|6S}} > SJC9 > {{clr|2|j.K}} > (delay) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} , {{clr|4|j.H}} || Near Corner || 150 (FA) with {{clr|1|214P}} || 0 || AX, BA, BR, KY, JU, FA, RO (requires a {{clr|2|5K}} before {{clr|3|5S}}), SL, ZA || {{ComboDifficulty|Medium}} - {{ComboDifficulty|Very Hard}} || Very practical on JU, FA, SL, and ZA. The falling {{clr|4|j.H}} link provides ideal corner Shitsu okizeme. || https://youtu.be/RK5V2qQKsg0 |
| |- | | |- |
| | {{clr|1|214P}} or another launcher > {{clr|3|5S}} > {{clr|3|6S}} > SJC9 > {{clr|2|j.K}} > (delay) {{clr|3|j.S}} > (delay) {{clr|5|j.D}} , {{clr|4|j.H}} || Near Corner || 138 (FA) with {{clr|1|214P}} || 0 || AX, BA, BR, KY, JO, JU, FA, MA, RO, SL, ZA || {{clr|3|Medium}} || Easier combo than the above combo, but also works on MA and JO. || https://youtu.be/lFhVuz-5sTs | | | {{clr|1|214P}} or another launcher > {{clr|3|5S}} > {{clr|3|6S}} > SJC9 > {{clr|2|j.K}} > (delay) {{clr|3|j.S}} > (delay) {{clr|5|j.D}} , {{clr|4|j.H}} || Near Corner || 138 (FA) with {{clr|1|214P}} || 0 || AX, BA, BR, KY, JO, JU, FA, MA, RO, SL, ZA || {{ComboDifficulty|Medium}} || Easier combo than the above combo, but also works on MA and JO. || https://youtu.be/lFhVuz-5sTs |
| |- | | |- |
| | {{clr|1|214P}} or another launcher > {{clr|3|5S}} > {{clr|3|6S}} > SJC9 > {{clr|2|j.K}} or {{clr|3|j.S}} > (delay) {{clr|5|j.D}} , {{clr|4|j.H}} || Near Corner || 140 (MA) with {{clr|1|214P}} || 0 || AX, BA, BR, KY, JO, JU, FA, MA, RO, SL, ZA || {{clr|3|Medium}} || A simpler version of the falling {{clr|4|j.H}} combo. For MA, this is the most stable variant of the combo. || - | | | {{clr|1|214P}} or another launcher > {{clr|3|5S}} > {{clr|3|6S}} > SJC9 > {{clr|2|j.K}} or {{clr|3|j.S}} > (delay) {{clr|5|j.D}} , {{clr|4|j.H}} || Near Corner || 140 (MA) with {{clr|1|214P}} || 0 || AX, BA, BR, KY, JO, JU, FA, MA, RO, SL, ZA || {{ComboDifficulty|Medium}} || A simpler version of the falling {{clr|4|j.H}} combo. For MA, this is the most stable variant of the combo. || - |
| |- | | |- |
| | {{clr|1|214P}} or another launcher > {{clr|3|5S}} JI > {{clr|3|6S}} > SJC9 > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > DJC9+{{clr|1|j.P}} > {{clr|3|j.S}} > {{clr|5|j.D}} > (delay) {{clr|1|j.214P}} > ({{clr|2|j.K}} or {{clr|3|j.S}} or RC ▷ {{clr|4|623H}}) || Midscreen to Corner || 153 with {{clr|1|214P}} ending with {{clr|1|j.214P}}, 159 ending with {{clr|3|j.S}}, 169 ending with {{clr|4|623H}} || 0 || All || {{clr|3|Medium}} || Standard jump install Orb combo that works only near the corner, except with JO where it can work midscreen. There is enough untechable time from Orb, as it tends to hit meaty, to link a normal afterwards for some extra damage. || - | | | {{clr|1|214P}} or another launcher > {{clr|3|5S}} JI > {{clr|3|6S}} > SJC9 > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > DJC9+{{clr|1|j.P}} > {{clr|3|j.S}} > {{clr|5|j.D}} > (delay) {{clr|1|j.214P}} > ({{clr|2|j.K}} or {{clr|3|j.S}} or RC ▷ {{clr|4|623H}}) || Midscreen to Corner || 153 with {{clr|1|214P}} ending with {{clr|1|j.214P}}, 159 ending with {{clr|3|j.S}}, 169 ending with {{clr|4|623H}} || 0 || All || {{ComboDifficulty|Medium}} || Standard jump install Orb combo that works only near the corner, except with JO where it can work midscreen. There is enough untechable time from Orb, as it tends to hit meaty, to link a normal afterwards for some extra damage. || - |
| |- | | |- |
| | {{clr|1|214P}} or another launcher > {{clr|3|5S}} JI > {{clr|3|6S}} > SJC9 > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > DJC9+{{clr|1|j.P}} > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > (delay) {{clr|1|j.214P}} (RC ▷ {{clr|4|623H}}) || Midscreen to Corner || 157 with {{clr|1|214P}} ending with {{clr|1|j.214P}}, 170 ending with {{clr|4|623H}} || 0 || AX, BR, DI, FA, IN, JA, JU, KL, MI, OS, SL, SO, VE, ZA || {{clr|3|Medium}} || No meaty Orb can be achieved with this combo, so technically the standard Orb combo above does more damage if linking a normal after the Orb. However, if you choose to RC the Orb for a knockdown into On, this combo does more damage. || - | | | {{clr|1|214P}} or another launcher > {{clr|3|5S}} JI > {{clr|3|6S}} > SJC9 > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > DJC9+{{clr|1|j.P}} > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > (delay) {{clr|1|j.214P}} (RC ▷ {{clr|4|623H}}) || Midscreen to Corner || 157 with {{clr|1|214P}} ending with {{clr|1|j.214P}}, 170 ending with {{clr|4|623H}} || 0 || AX, BR, DI, FA, IN, JA, JU, KL, MI, OS, SL, SO, VE, ZA || {{ComboDifficulty|Medium}} || No meaty Orb can be achieved with this combo, so technically the standard Orb combo above does more damage if linking a normal after the Orb. However, if you choose to RC the Orb for a knockdown into On, this combo does more damage. || - |
| |- | | |- |
| | {{clr|1|214P}} or another launcher > {{clr|3|5S}} JI > {{clr|3|6S}} > SJC9 > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > DJC9+{{clr|1|j.P}} > {{clr|3|j.S}} > delay {{clr|4|j.H}} > delay {{clr|5|j.D}} , delay {{clr|4|j.H}} || Midscreen to Corner || 155 (FA) with {{clr|1|214P}} || 0 || JU, FA, SL, ZA, and BR if {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} is replaced with {{clr|2|j.K}} > {{clr|3|j.S}} || {{clr|4|Hard}} || Jump install version of the falling {{clr|4|j.H}} combo. Very practical for corner carry. Requires delays to get the final {{clr|4|j.H}} low enough to knock down, otherwise it may be possible to tech. || - | | | {{clr|1|214P}} or another launcher > {{clr|3|5S}} JI > {{clr|3|6S}} > SJC9 > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > DJC9+{{clr|1|j.P}} > {{clr|3|j.S}} > delay {{clr|4|j.H}} > delay {{clr|5|j.D}} , delay {{clr|4|j.H}} || Midscreen to Corner || 155 (FA) with {{clr|1|214P}} || 0 || JU, FA, SL, ZA, and BR if {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} is replaced with {{clr|2|j.K}} > {{clr|3|j.S}} || {{ComboDifficulty|Hard}} || Jump install version of the falling {{clr|4|j.H}} combo. Very practical for corner carry. Requires delays to get the final {{clr|4|j.H}} low enough to knock down, otherwise it may be possible to tech. || - |
| |- | | |- |
| | {{clr|1|214P}} or another launcher > {{clr|3|5S}} > {{clr|3|6S}} > SJC9 > {{clr|2|j.K}} > delay {{clr|3|j.S}} > {{clr|4|j.H}} > delay {{clr|5|j.D}} , {{clr|2|j.K}} or {{clr|3|j.S}} ▷ (microdash 66 for DI, IN, VE) > {{clr|1|5P}} > {{clr|2|j.K}} > (delay) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|1|j.214P}} || Near the Corner || 178 with {{clr|1|214P}} || 0 || AN, AX, DI, FA, IN, JU, KL, MI, OS, PO, SL, SO, VE, ZA || {{clr|4|Hard}} - {{clr|5|Very Hard}} || A very difficult rejump combo that is most practical on AN, JU, OS, PO, SL, SO, and ZA. The {{clr|3|5S}} should hit at a low height, with slight delays between the initial {{clr|2|j.K}} to {{clr|3|j.S}} and {{clr|4|j.H}} to {{clr|5|j.D}}. The remaining characters are not very practical due to instability. The microdash variants in particular are 1-2 frame links that require multiple specific delays. While difficult, it is most likely optimal in terms of highest meterless damage. || https://youtu.be/ddU7c8lK4R4 | | | {{clr|1|214P}} or another launcher > {{clr|3|5S}} > {{clr|3|6S}} > SJC9 > {{clr|2|j.K}} > delay {{clr|3|j.S}} > {{clr|4|j.H}} > delay {{clr|5|j.D}} , {{clr|2|j.K}} or {{clr|3|j.S}} ▷ (microdash 66 for DI, IN, VE) > {{clr|1|5P}} > {{clr|2|j.K}} > (delay) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|1|j.214P}} || Near the Corner || 178 with {{clr|1|214P}} || 0 || AN, AX, DI, FA, IN, JU, KL, MI, OS, PO, SL, SO, VE, ZA || {{ComboDifficulty|Hard}} - {{ComboDifficulty|Very Hard}} || A very difficult rejump combo that is most practical on AN, JU, OS, PO, SL, SO, and ZA. The {{clr|3|5S}} should hit at a low height, with slight delays between the initial {{clr|2|j.K}} to {{clr|3|j.S}} and {{clr|4|j.H}} to {{clr|5|j.D}}. The remaining characters are not very practical due to instability. The microdash variants in particular are 1-2 frame links that require multiple specific delays. While difficult, it is most likely optimal in terms of highest meterless damage. || https://youtu.be/ddU7c8lK4R4 |
| |} | | |} |
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| ! Combo !! Position !! Damage !! Tension Cost !! Works on: !! Difficulty !! Notes !! Video | | ! Combo !! Position !! Damage !! Tension Cost !! Works on: !! Difficulty !! Notes !! Video |
| |- | | |- |
| | Air Throw ▷ {{clr|1|5P}} or {{clr|3|5S}} > {{clr|4|5H}} || Any || 83 with {{clr|3|5S}} || 0 || All || {{clr|2|Easy}} || Easy knockdown off an air throw.|| https://youtu.be/REjpXeLlmUw | | | Air Throw ▷ {{clr|1|5P}} or {{clr|3|5S}} > {{clr|4|5H}} || Any || 83 with {{clr|3|5S}} || 0 || All || {{ComboDifficulty|Easy}} || Easy knockdown off an air throw.|| https://youtu.be/REjpXeLlmUw |
| |- | | |- |
| | Air Throw ▷ {{clr|1|5P}} or {{clr|3|5S}} > {{clr|4|623H}} > (Optional early On extensions) || Any || 92 with {{clr|1|5P}} || 0 || All || {{clr|2|Easy}} || The {{clr|1|5P}} is usually more stable to link after the Air Throw. || https://youtu.be/yj33UBq7qng | | | Air Throw ▷ {{clr|1|5P}} or {{clr|3|5S}} > {{clr|4|623H}} > (Optional early On extensions) || Any || 92 with {{clr|1|5P}} || 0 || All || {{ComboDifficulty|Easy}} || The {{clr|1|5P}} is usually more stable to link after the Air Throw. || https://youtu.be/yj33UBq7qng |
| |- | | |- |
| | Air Throw ▷ {{clr|4|623H}} > (Optional early On extensions) || Any || 92 || 0 || All || {{clr|2|Easy}} || It is possible to go directly into On from an air throw when the air throw is performed very low to the ground. This is optimal in terms of frontloading the damage and stun. Useful for air throw resets in stun sequences. || - | | | Air Throw ▷ {{clr|4|623H}} > (Optional early On extensions) || Any || 92 || 0 || All || {{ComboDifficulty|Easy}} || It is possible to go directly into On from an air throw when the air throw is performed very low to the ground. This is optimal in terms of frontloading the damage and stun. Useful for air throw resets in stun sequences. || - |
| |- | | |- |
| | Air Throw ▷ {{clr|3|5S}} > ({{clr|3|6S}}) > SJC9 > {{clr|2|j.K}} > (delay) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} , {{clr|4|j.H}} || Corner || 122 (FA) with {{clr|3|6S}} || 0 || JU, FA, SL, ZA || {{clr|3|Medium}} || Falling {{clr|4|j.H}} combo is possible when air throwing into the corner but the {{clr|3|6S}} will usually whiff if too close to the corner, so it should generally be avoided. The inability to land {{clr|3|6S}} is the reason that this combo is preferred over the jump install route usually. || https://youtu.be/IMNPcqObkFM | | | Air Throw ▷ {{clr|3|5S}} > ({{clr|3|6S}}) > SJC9 > {{clr|2|j.K}} > (delay) {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} , {{clr|4|j.H}} || Corner || 122 (FA) with {{clr|3|6S}} || 0 || JU, FA, SL, ZA || {{ComboDifficulty|Medium}} || Falling {{clr|4|j.H}} combo is possible when air throwing into the corner but the {{clr|3|6S}} will usually whiff if too close to the corner, so it should generally be avoided. The inability to land {{clr|3|6S}} is the reason that this combo is preferred over the jump install route usually. || https://youtu.be/IMNPcqObkFM |
| |} | | |} |
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Line 340: |
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| ! Combo !! Position !! Damage !! Tension Cost !! Works on: !! Difficulty !! Notes !! Video | | ! Combo !! Position !! Damage !! Tension Cost !! Works on: !! Difficulty !! Notes !! Video |
| |- | | |- |
| | {{clr|5|5D}} > JC > {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > {{clr|5|j.D}} || Any || 127 || 0 || All || {{clr|2|Easy}} || Simple midscreen dust combo. || https://youtu.be/tlStvR7994o | | | {{clr|5|5D}} > JC > {{clr|5|j.D}} > {{clr|5|j.D}} > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|3|j.S}} > {{clr|5|j.D}} || Any || 127 || 0 || All || {{ComboDifficulty|Easy}} || Simple midscreen dust combo. || https://youtu.be/tlStvR7994o |
| |- | | |- |
| | {{clr|5|5D}} > JC > FD > {{clr|4|j.H}} ▷ {{clr|4|623H}} > (Optional early On extensions) || Any || 90 || 0 || All || {{clr|1|Very Easy}} || Easy Impossible Dust combo utilizing an FD flicker. || - | | | {{clr|5|5D}} > JC > FD > {{clr|4|j.H}} ▷ {{clr|4|623H}} > (Optional early On extensions) || Any || 90 || 0 || All || {{ComboDifficulty|Very Easy}} || Easy Impossible Dust combo utilizing an FD flicker. || - |
| |- | | |- |
| | {{clr|5|5D}} > JC > DJC9 > {{clr|4|j.H}} ▷ {{clr|1|5P}} or {{clr|2|5S}} > {{clr|4|623H}} > (Optional early On extensions)|| Any || 102 with {{clr|2|5S}} || 0 || All || {{clr|2|Easy}} || Another Impossible Dust combo this time utilizing a double jump. When inputting the double jump, it is suggested to return to neutral first after the initial homing jump cancel. || https://youtu.be/R0Kp6dW3uCA | | | {{clr|5|5D}} > JC > DJC9 > {{clr|4|j.H}} ▷ {{clr|1|5P}} or {{clr|2|5S}} > {{clr|4|623H}} > (Optional early On extensions)|| Any || 102 with {{clr|2|5S}} || 0 || All || {{ComboDifficulty|Easy}} || Another Impossible Dust combo this time utilizing a double jump. When inputting the double jump, it is suggested to return to neutral first after the initial homing jump cancel. || https://youtu.be/R0Kp6dW3uCA |
| |- | | |- |
| | {{clr|5|5D}} > JC > {{clr|3|j.S}} > DJC9 > {{clr|4|j.H}} ▷ (dash) > {{clr|1|5P}} or {{clr|2|5S}} > {{clr|4|623H}} > (Optional early On extensions) || Corner || 112 with {{clr|2|5S}} || 0 || All || {{clr|4|Hard}} || Slightly harder Impossible Dust combo that requires inputing the initial {{clr|3|j.S}} as fast as possible. To ease the input of the double jump, it is suggested to input the double jump from the initial j.S by rolling your input from up forward to down forward, and then back to up forward. In number notation this would be a 96369 input. || - | | | {{clr|5|5D}} > JC > {{clr|3|j.S}} > DJC9 > {{clr|4|j.H}} ▷ (dash) > {{clr|1|5P}} or {{clr|2|5S}} > {{clr|4|623H}} > (Optional early On extensions) || Corner || 112 with {{clr|2|5S}} || 0 || All || {{ComboDifficulty|Hard}} || Slightly harder Impossible Dust combo that requires inputing the initial {{clr|3|j.S}} as fast as possible. To ease the input of the double jump, it is suggested to input the double jump from the initial j.S by rolling your input from up forward to down forward, and then back to up forward. In number notation this would be a 96369 input. || - |
| |- | | |- |
| | {{clr|5|5D}} > JC > {{clr|3|j.S}} > DJC9 > {{clr|4|j.H}} ▷ {{clr|4|236(6)H}} -> {{clr|2|K}} > {{clr|1|5P}} > {{clr|4|623H}} || Midscreen to Corner || 122 || 0 || All || {{clr|4|Hard}} || Impossible Dust combo that links a H Fuujin for corner carry. || - | | | {{clr|5|5D}} > JC > {{clr|3|j.S}} > DJC9 > {{clr|4|j.H}} ▷ {{clr|4|236(6)H}} -> {{clr|2|K}} > {{clr|1|5P}} > {{clr|4|623H}} || Midscreen to Corner || 122 || 0 || All || {{ComboDifficulty|Hard}} || Impossible Dust combo that links a H Fuujin for corner carry. || - |
| |} | | |} |
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Line 358: |
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| | Title = On Loop | | | Title = On Loop |
| | Oneliner = High execution with high meterless damage. | | | Oneliner = High execution with high meterless damage. |
| | Difficulty = {{clr|5|Very Hard}} | | | Difficulty = Very Hard |
| | Anchor = SpecializedCombo1 | | | Anchor = SpecializedCombo1 |
| | Video = | | | Video = |
Line 373: |
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| ! Combo !! Position !! Damage !! Tension Cost !! Works on: !! Difficulty !! Notes !! Video | | ! Combo !! Position !! Damage !! Tension Cost !! Works on: !! Difficulty !! Notes !! Video |
| |- | | |- |
| | [{{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}}] or [Any 3 or less hit confirm] > {{clr|4|623H}} ▷ IAD > {{clr|1|j.P}} > {{clr|3|j.S}} > delay {{clr|4|j.H}} ▷ {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|623H}} || Midscreen || 170 (AX) || 0 || AX, BR, FA, JA, MA, MI, SL, TE || {{clr|5|Very Hard}} || The IAD {{clr|1|j.P}} is a 1 frame link on AX/SL, 2 frame link on BR/JA/MI/TE, 3 frame link on FA, and a 4 frame link on MA. Final {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|623H}} tends to be unstable without exact delays and often requires being input on the first frame of landing. This combo can be used as an easier version of the IAD > {{clr|1|j.K}} On loop for TE. || See Vid Below | | | [{{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}}] or [Any 3 or less hit confirm] > {{clr|4|623H}} ▷ IAD > {{clr|1|j.P}} > {{clr|3|j.S}} > delay {{clr|4|j.H}} ▷ {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|623H}} || Midscreen || 170 (AX) || 0 || AX, BR, FA, JA, MA, MI, SL, TE || {{ComboDifficulty|Very Hard}} || The IAD {{clr|1|j.P}} is a 1 frame link on AX/SL, 2 frame link on BR/JA/MI/TE, 3 frame link on FA, and a 4 frame link on MA. Final {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|623H}} tends to be unstable without exact delays and often requires being input on the first frame of landing. This combo can be used as an easier version of the IAD > {{clr|1|j.K}} On loop for TE. || See Vid Below |
| |- | | |- |
| | [{{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}}] or [Any 3 or less hit confirm] > {{clr|4|623H}} ▷ IAD > {{clr|2|j.K}} > delay {{clr|3|j.S}} > delay {{clr|4|j.H}} ▷ {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|623H}} || Midscreen || 170 (FA) || 0 || FA, PO, SL, TE, VE, ZA || {{clr|5|Very Hard}} || The IAD {{clr|2|j.K}} is a 1 frame link on SL/TE/VE/ZA, a 2 frame link for PO, and a 5 frame link on FA who is the most practical to perform this combo on. || See Vid Below | | | [{{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}}] or [Any 3 or less hit confirm] > {{clr|4|623H}} ▷ IAD > {{clr|2|j.K}} > delay {{clr|3|j.S}} > delay {{clr|4|j.H}} ▷ {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|623H}} || Midscreen || 170 (FA) || 0 || FA, PO, SL, TE, VE, ZA || {{ComboDifficulty|Very Hard}} || The IAD {{clr|2|j.K}} is a 1 frame link on SL/TE/VE/ZA, a 2 frame link for PO, and a 5 frame link on FA who is the most practical to perform this combo on. || See Vid Below |
| |- | | |- |
| | [{{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}}] or [Any 3 or less hit confirm] > {{clr|4|623H}} ▷ IAD > {{clr|1|j.P}} > {{clr|3|j.S}} > delay {{clr|4|j.H}} ▷ {{clr|1|2P}} > {{clr|1|5P}} > {{clr|4|623H}} || Midscreen || 183 (BA) || 0 || BA, CH, KL || {{clr|5|Very Hard}} || The IAD {{clr|1|j.P}} is a 2 frame link. On BA, off {{clr|1|214P}}, the dash before the initial {{clr|2|5K}} must be deep in order for the initial {{clr|4|623H}} to connect at the lowest height. The final {{clr|1|2P}} must be done on the first frame after landing for BA and KL, otherwise the On will whiff. For CH, the final {{clr|1|2P}} can be done within the first two frames of landing if delays during the airdash portion of the combo are long enough, but with shorter delays, also may require the {{clr|1|2P}} being done on the first frame of landing. || See Vid Below | | | [{{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}}] or [Any 3 or less hit confirm] > {{clr|4|623H}} ▷ IAD > {{clr|1|j.P}} > {{clr|3|j.S}} > delay {{clr|4|j.H}} ▷ {{clr|1|2P}} > {{clr|1|5P}} > {{clr|4|623H}} || Midscreen || 183 (BA) || 0 || BA, CH, KL || {{ComboDifficulty|Very Hard}} || The IAD {{clr|1|j.P}} is a 2 frame link. On BA, off {{clr|1|214P}}, the dash before the initial {{clr|2|5K}} must be deep in order for the initial {{clr|4|623H}} to connect at the lowest height. The final {{clr|1|2P}} must be done on the first frame after landing for BA and KL, otherwise the On will whiff. For CH, the final {{clr|1|2P}} can be done within the first two frames of landing if delays during the airdash portion of the combo are long enough, but with shorter delays, also may require the {{clr|1|2P}} being done on the first frame of landing. || See Vid Below |
| |- | | |- |
| | [{{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}}] or [Any 3 or less hit confirm] > {{clr|4|623H}} ▷ IAD > {{clr|1|j.P}} > {{clr|3|j.S}} > delay {{clr|4|j.H}} ▷ {{clr|1|5P}} > {{clr|4|623H}} || Midscreen || 184 (DI) || 0 || DI || {{clr|5|Very Hard}} || The IAD {{clr|1|j.P}} is a 3 frame link. Off {{clr|1|214P}}, the dash before the initial {{clr|2|5K}} must be deep in order for the initial {{clr|4|623H}} to connect at the lowest height. The final {{clr|1|5P}} must be done on the first frame after landing, otherwise the On will whiff. || See Vid Below | | | [{{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}}] or [Any 3 or less hit confirm] > {{clr|4|623H}} ▷ IAD > {{clr|1|j.P}} > {{clr|3|j.S}} > delay {{clr|4|j.H}} ▷ {{clr|1|5P}} > {{clr|4|623H}} || Midscreen || 184 (DI) || 0 || DI || {{ComboDifficulty|Very Hard}} || The IAD {{clr|1|j.P}} is a 3 frame link. Off {{clr|1|214P}}, the dash before the initial {{clr|2|5K}} must be deep in order for the initial {{clr|4|623H}} to connect at the lowest height. The final {{clr|1|5P}} must be done on the first frame after landing, otherwise the On will whiff. || See Vid Below |
| |- | | |- |
| | [{{clr|1|214P}} > dash > {{clr|1|2P}} > {{clr|2|5K}} > {{clr|3|5S}}] or [Any 4 or less hit confirm] > {{clr|4|623H}} ▷ IAD > {{clr|2|j.K}} > delay {{clr|1|j.P}} > {{clr|3|j.S}} ▷ {{clr|2|5P}} > {{clr|4|623H}} || Midscreen || 120 (PO) || 0 || PO || {{clr|5|Very Hard}} || The IAD {{clr|2|j.K}} is a 2 frame link. Slightly easier than the {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|4|j.H}} variant of this combo on PO. || See Vid Below | | | [{{clr|1|214P}} > dash > {{clr|1|2P}} > {{clr|2|5K}} > {{clr|3|5S}}] or [Any 4 or less hit confirm] > {{clr|4|623H}} ▷ IAD > {{clr|2|j.K}} > delay {{clr|1|j.P}} > {{clr|3|j.S}} ▷ {{clr|2|5P}} > {{clr|4|623H}} || Midscreen || 120 (PO) || 0 || PO || {{ComboDifficulty|Very Hard}} || The IAD {{clr|2|j.K}} is a 2 frame link. Slightly easier than the {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|4|j.H}} variant of this combo on PO. || See Vid Below |
| |- | | |- |
| | [{{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}}] or [Any 3 or less hit confirm] > {{clr|4|623H}} ▷ IAD > {{clr|2|j.K}} > delay {{clr|3|j.S}} > delay {{clr|4|j.H}} ▷ {{clr|1|5P}} > {{clr|4|623H}} || Midscreen || 171 (AN) || 0 || AN || {{clr|5|Very Hard}} || The IAD {{clr|2|j.K}} is a 2 frame link. {{clr|1|j.P}} can be used in lieu of {{clr|2|j.K}} but it is still a 2 frame link. The final {{clr|1|5P}} link must be done on the first frame after landing, otherwise the On will whiff. || See Vid Below | | | [{{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}}] or [Any 3 or less hit confirm] > {{clr|4|623H}} ▷ IAD > {{clr|2|j.K}} > delay {{clr|3|j.S}} > delay {{clr|4|j.H}} ▷ {{clr|1|5P}} > {{clr|4|623H}} || Midscreen || 171 (AN) || 0 || AN || {{ComboDifficulty|Very Hard}} || The IAD {{clr|2|j.K}} is a 2 frame link. {{clr|1|j.P}} can be used in lieu of {{clr|2|j.K}} but it is still a 2 frame link. The final {{clr|1|5P}} link must be done on the first frame after landing, otherwise the On will whiff. || See Vid Below |
| |- | | |- |
| | [{{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}}] or [Any 3 or less hit confirm] > {{clr|4|623H}} ▷ IAD > {{clr|2|j.K}} > delay {{clr|3|j.S}} > delay {{clr|4|j.H}} ▷ {{clr|1|2P}} > {{clr|1|2P}} > {{clr|1|5P}} > {{clr|4|623H}} || Midscreen || 164 (IN) || 0 || IN || {{clr|5|Very Hard}} || The IAD {{clr|2|j.K}} is a 1 frame link. The final {{clr|1|2P}} must be done on the first frame after landing, otherwise the On will whiff. || See Vid Below | | | [{{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}}] or [Any 3 or less hit confirm] > {{clr|4|623H}} ▷ IAD > {{clr|2|j.K}} > delay {{clr|3|j.S}} > delay {{clr|4|j.H}} ▷ {{clr|1|2P}} > {{clr|1|2P}} > {{clr|1|5P}} > {{clr|4|623H}} || Midscreen || 164 (IN) || 0 || IN || {{ComboDifficulty|Very Hard}} || The IAD {{clr|2|j.K}} is a 1 frame link. The final {{clr|1|2P}} must be done on the first frame after landing, otherwise the On will whiff. || See Vid Below |
| |- | | |- |
| | [Anti-air {{clr|1|2P}} > {{clr|2|5K}} > {{clr|3|5S}}] or [Any 3 or less hit confirm] > {{clr|4|623H}} ▷ IAD > {{clr|1|j.P}} > {{clr|3|j.S}} > delay {{clr|4|j.H}} ▷ {{clr|1|5P}} > {{clr|4|623H}} || Midscreen || 103 (AB) || 0 || AB || {{clr|5|Very Hard}} || The IAD {{clr|1|j.P}} is a 1 frame link. Very difficult to land this off of P Kai on AB as {{clr|2|5K}} > {{clr|3|5S}} after P Kai will launch AB too high. || See Vid Below | | | [Anti-air {{clr|1|2P}} > {{clr|2|5K}} > {{clr|3|5S}}] or [Any 3 or less hit confirm] > {{clr|4|623H}} ▷ IAD > {{clr|1|j.P}} > {{clr|3|j.S}} > delay {{clr|4|j.H}} ▷ {{clr|1|5P}} > {{clr|4|623H}} || Midscreen || 103 (AB) || 0 || AB || {{ComboDifficulty|Very Hard}} || The IAD {{clr|1|j.P}} is a 1 frame link. Very difficult to land this off of P Kai on AB as {{clr|2|5K}} > {{clr|3|5S}} after P Kai will launch AB too high. || See Vid Below |
| |- | | |- |
| | [Anti-air {{clr|2|5K}} > {{clr|3|5S}}] or [Any 2 or less hit confirm] > {{clr|4|623H}} ▷ SJ9 > delay {{clr|3|j.S}} > delay {{clr|1|j.P}} > delay {{clr|3|j.S}} > delay {{clr|4|j.H}} ▷ {{clr|1|5P}} > {{clr|4|623H}} || Midscreen || 184 (ED) || 0 || ED || {{clr|5|Very Hard}} || Final {{clr|4|j.H}} ▷ {{clr|1|5P}} link is very unstable without exact frame perfect delays. Most likely impractical for real matches. || See Vid Below | | | [Anti-air {{clr|2|5K}} > {{clr|3|5S}}] or [Any 2 or less hit confirm] > {{clr|4|623H}} ▷ SJ9 > delay {{clr|3|j.S}} > delay {{clr|1|j.P}} > delay {{clr|3|j.S}} > delay {{clr|4|j.H}} ▷ {{clr|1|5P}} > {{clr|4|623H}} || Midscreen || 184 (ED) || 0 || ED || {{ComboDifficulty|Very Hard}} || Final {{clr|4|j.H}} ▷ {{clr|1|5P}} link is very unstable without exact frame perfect delays. Most likely impractical for real matches. || See Vid Below |
| |- | | |- |
| | Anti-air {{clr|1|5P}} > {{clr|4|623H}} ▷ SJ9 > delay {{clr|3|j.S}} > delay {{clr|1|j.P}} > delay {{clr|3|j.S}} > delay {{clr|4|j.H}} ▷ {{clr|1|5P}} > {{clr|4|623H}} || Midscreen || 146 (PO) || 0 || PO || {{clr|5|Very Hard}} || Final {{clr|4|j.H}} ▷ {{clr|1|5P}} link is very unstable without exact frame perfect delays. Most likely impractical for real matches. || See Vid Below | | | Anti-air {{clr|1|5P}} > {{clr|4|623H}} ▷ SJ9 > delay {{clr|3|j.S}} > delay {{clr|1|j.P}} > delay {{clr|3|j.S}} > delay {{clr|4|j.H}} ▷ {{clr|1|5P}} > {{clr|4|623H}} || Midscreen || 146 (PO) || 0 || PO || {{ComboDifficulty|Very Hard}} || Final {{clr|4|j.H}} ▷ {{clr|1|5P}} link is very unstable without exact frame perfect delays. Most likely impractical for real matches. || See Vid Below |
| |- | | |- |
| | [{{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}}] or [Any 3 or less hit confirm] > {{clr|4|623H}} ▷ dash > {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|623H}} || Midscreen || 149 (SL) || 0 || SL || {{clr|5|Very Hard}} || In order for the final On to connect, the {{clr|2|5K}} must be hit very deep, with a 1 frame timing, and the dash buffered to come out the first frame after the initial On recovery. || See Vid Below | | | [{{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}}] or [Any 3 or less hit confirm] > {{clr|4|623H}} ▷ dash > {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|623H}} || Midscreen || 149 (SL) || 0 || SL || {{ComboDifficulty|Very Hard}} || In order for the final On to connect, the {{clr|2|5K}} must be hit very deep, with a 1 frame timing, and the dash buffered to come out the first frame after the initial On recovery. || See Vid Below |
| |} | | |} |
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| ! Combo !! Position !! Damage !! Tension Cost !! Works on: !! Difficulty !! Notes !! Video | | ! Combo !! Position !! Damage !! Tension Cost !! Works on: !! Difficulty !! Notes !! Video |
| |- | | |- |
| | (Starter) > {{clr|4|623H}} ▷ dash > {{clr|1|5P}} > {{clr|4|5H}} || Any || 132 with {{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}} start || 0 || All except CH, KY, JO, JU, RO, VE || {{clr|4|Hard}} || A simple extension that adds a bit of extra damage after an early On into meaty Shitsu okizeme. Easiest on AX, BR, DI, FA, KL, OS, SL, SO, and ZA. Not worth attempting on AN as it's a 1 frame link. || https://youtu.be/7jnWDtlwWzA | | | (Starter) > {{clr|4|623H}} ▷ dash > {{clr|1|5P}} > {{clr|4|5H}} || Any || 132 with {{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}} start || 0 || All except CH, KY, JO, JU, RO, VE || {{ComboDifficulty|Hard}} || A simple extension that adds a bit of extra damage after an early On into meaty Shitsu okizeme. Easiest on AX, BR, DI, FA, KL, OS, SL, SO, and ZA. Not worth attempting on AN as it's a 1 frame link. || https://youtu.be/7jnWDtlwWzA |
| |- | | |- |
| | (Starter) > {{clr|4|623H}} ▷ dash > {{clr|3|5S}} > {{clr|4|5H}} || Any || 141 with {{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}} start || 0 || AX, BA, BR, DI, ED, FA, IN, JA, KL, OS, SL, SO, ZA || {{clr|4|Hard}} || Higher damage variation of the above combo, but the {{clr|3|5S}} link can be tight. Easiest on BA, BR, DI, KL, FA, OS, and SO. Not worth attempting on JA as it's a 1 frame link. || - | | | (Starter) > {{clr|4|623H}} ▷ dash > {{clr|3|5S}} > {{clr|4|5H}} || Any || 141 with {{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}} start || 0 || AX, BA, BR, DI, ED, FA, IN, JA, KL, OS, SL, SO, ZA || {{ComboDifficulty|Hard}} || Higher damage variation of the above combo, but the {{clr|3|5S}} link can be tight. Easiest on BA, BR, DI, KL, FA, OS, and SO. Not worth attempting on JA as it's a 1 frame link. || - |
| |- | | |- |
| | (Starter) > {{clr|4|623H}} ▷ {{clr|4|236H}} -> delay {{clr|5|D}} > {{clr|4|2366H}} -> delay {{clr|4|H}} || Any || 177 with {{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}} start || 25 || All except ED, JO, JU, OS, PO, VE, RO || {{clr|2|Easy}} - {{clr|5|Very Hard}} || It is possible to link an H Fuujin after an early On, but is particularly tight on midweights. It is most practical and lenient on lightweights (ignoring JU), CH and FA, where it is a very important source of damage and a good use of meter. The H Rin ender allows for full corner carry in case you landed the On in the corner. || - | | | (Starter) > {{clr|4|623H}} ▷ {{clr|4|236H}} -> delay {{clr|5|D}} > {{clr|4|2366H}} -> delay {{clr|4|H}} || Any || 177 with {{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}} start || 25 || All except ED, JO, JU, OS, PO, VE, RO || {{ComboDifficulty|Easy}} - {{ComboDifficulty|Very Hard}} || It is possible to link an H Fuujin after an early On, but is particularly tight on midweights. It is most practical and lenient on lightweights (ignoring JU), CH and FA, where it is a very important source of damage and a good use of meter. The H Rin ender allows for full corner carry in case you landed the On in the corner. || - |
| |- | | |- |
| | (Starter) > {{clr|4|623H}} ▷ {{clr|4|236H}} -> {{clr|5|D}} > dash > ({{clr|4|2H}} in corner) > {{clr|4|5H}} || Any || 165 with {{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}} start and no {{clr|4|2H}} || 25 || All except ED, JO, JU, OS, PO, VE, RO || {{clr|2|Easy}} - {{clr|5|Very Hard}} || Slightly more stable and easier version of the above combo. An important BnB on lightweights (ignoring JU), CH and FA that sets up meaty Shitsu okizeme. || - | | | (Starter) > {{clr|4|623H}} ▷ {{clr|4|236H}} -> {{clr|5|D}} > dash > ({{clr|4|2H}} in corner) > {{clr|4|5H}} || Any || 165 with {{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}} start and no {{clr|4|2H}} || 25 || All except ED, JO, JU, OS, PO, VE, RO || {{ComboDifficulty|Easy}} - {{ComboDifficulty|Very Hard}} || Slightly more stable and easier version of the above combo. An important BnB on lightweights (ignoring JU), CH and FA that sets up meaty Shitsu okizeme. || - |
| |- | | |- |
| | (Starter) > {{clr|4|623H}} ▷ {{clr|4|236H}} -> {{clr|2|K}} > {{clr|1|5P}} > SJC9 > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|5|j.D}} > (delay {{clr|1|j.214P}} in corner) || Midscreen || 172 (TE) with {{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}} start || 0 || AN, AX, TE || {{clr|4|Hard}} || On AN, AX, and TE, it is possible to link a {{clr|1|5P}} after a H Fuujin link after an early On. This combo technically does more damage than the On loop, but at the cost of no knockdown. || https://youtu.be/pple6DcbUvQ | | | (Starter) > {{clr|4|623H}} ▷ {{clr|4|236H}} -> {{clr|2|K}} > {{clr|1|5P}} > SJC9 > {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|5|j.D}} > (delay {{clr|1|j.214P}} in corner) || Midscreen || 172 (TE) with {{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}} start || 0 || AN, AX, TE || {{ComboDifficulty|Hard}} || On AN, AX, and TE, it is possible to link a {{clr|1|5P}} after a H Fuujin link after an early On. This combo technically does more damage than the On loop, but at the cost of no knockdown. || https://youtu.be/pple6DcbUvQ |
| |- | | |- |
| | (Starter) > {{clr|4|623H}} ▷ dash > {{clr|1|5P}} > {{clr|4|6K}} FRC > {{clr|4|623H}} || Any || 156 with {{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}} start || 25 || AX, BR, FA, IN, OS, SL, SO, ZA || {{clr|4|Hard}} || Invented by former Anji player Hae, this combo is known as the "Hae Special". This FRC combo is most practical on SO and OS as the meterless On loop does not work on them. It is good for gaining the corner again in case you land an On in the corner. In other positions, it may be better to spend the meter on H Fuujin > FB Rin instead. Not practical at on AX and FA as it is a 1 frame timing. || - | | | (Starter) > {{clr|4|623H}} ▷ dash > {{clr|1|5P}} > {{clr|4|6K}} FRC > {{clr|4|623H}} || Any || 156 with {{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}} start || 25 || AX, BR, FA, IN, OS, SL, SO, ZA || {{ComboDifficulty|Hard}} || Invented by former Anji player Hae, this combo is known as the "Hae Special". This FRC combo is most practical on SO and OS as the meterless On loop does not work on them. It is good for gaining the corner again in case you land an On in the corner. In other positions, it may be better to spend the meter on H Fuujin > FB Rin instead. Not practical at on AX and FA as it is a 1 frame timing. || - |
| |- | | |- |
| | (Starter) > {{clr|4|623H}} ▷ dash > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|3|S}} || Corner || 149 with {{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}} start || 0 || All except AB, AX, BA, DI, FA, JO, MI || {{clr|3|Medium}} || In the corner, it is possible to link an additional {{clr|5|2D}} before the S Fuujin into Nagiha knockdown from an On. || - | | | (Starter) > {{clr|4|623H}} ▷ dash > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|3|S}} || Corner || 149 with {{clr|1|214P}} > dash > {{clr|2|5K}} > {{clr|3|5S}} start || 0 || All except AB, AX, BA, DI, FA, JO, MI || {{ComboDifficulty|Medium}} || In the corner, it is possible to link an additional {{clr|5|2D}} before the S Fuujin into Nagiha knockdown from an On. || - |
| |} | | |} |
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| ! Combo !! Position !! Damage !! Tension Cost !! Works on: !! Difficulty !! Notes !! Video | | ! Combo !! Position !! Damage !! Tension Cost !! Works on: !! Difficulty !! Notes !! Video |
| |- | | |- |
| | {{clr|3|2S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|5|D}} > {{clr|4|2H}} or {{clr|4|6H}} > {{clr|3|236S}} -> {{clr|2|K}} > {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|5H}} || Corner || 171 (TE) with {{clr|4|2H}} and 175 (TE) with {{clr|4|6H}} || 25 || AN, AX, BA, BR, CH, DI, ED, FA, IN, JA, JU, KL, KY, MA, SL, TE, VE, ZA || {{clr|3|Medium}} || The standard confirm into one rep of the Fuujin loop off {{clr|3|2S}} into {{clr|4|5H}} knockdown. For comparison, the same confirm into {{clr|3|236S}} -> {{clr|5|D}} > {{clr|4|236H}} > {{clr|2|5K}} > {{clr|2|5S}} > {{clr|4|623H}} does 181 damage on TE. Using {{clr|4|6H}} > {{clr|3|236S}} does the most damage, but for most characters {{clr|4|2H}} > {{clr|3|236S}} is more stable, with the exception of AN, AX, CH, DI, and IN where {{clr|4|6H}} is more stable. || https://youtu.be/JjX3hEMOzbQ | | | {{clr|3|2S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|5|D}} > {{clr|4|2H}} or {{clr|4|6H}} > {{clr|3|236S}} -> {{clr|2|K}} > {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|5H}} || Corner || 171 (TE) with {{clr|4|2H}} and 175 (TE) with {{clr|4|6H}} || 25 || AN, AX, BA, BR, CH, DI, ED, FA, IN, JA, JU, KL, KY, MA, SL, TE, VE, ZA || {{ComboDifficulty|Medium}} || The standard confirm into one rep of the Fuujin loop off {{clr|3|2S}} into {{clr|4|5H}} knockdown. For comparison, the same confirm into {{clr|3|236S}} -> {{clr|5|D}} > {{clr|4|236H}} > {{clr|2|5K}} > {{clr|2|5S}} > {{clr|4|623H}} does 181 damage on TE. Using {{clr|4|6H}} > {{clr|3|236S}} does the most damage, but for most characters {{clr|4|2H}} > {{clr|3|236S}} is more stable, with the exception of AN, AX, CH, DI, and IN where {{clr|4|6H}} is more stable. || https://youtu.be/JjX3hEMOzbQ |
| |- | | |- |
| | {{clr|3|2S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|5|D}} > {{clr|4|2H}} or {{clr|4|6H}} > {{clr|3|236S}} -> {{clr|2|K}} > {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|623H}} || Corner || 181 (TE) with {{clr|4|2H}} and 185 (TE) with {{clr|4|6H}} || 25 || AN, AX, ED, FA, JA, JU, KL, MA, SL, SO, TE || {{clr|3|Medium}} || Similar to the above, but slightly more damage with the On ender instead. Once again, using {{clr|4|6H}} > {{clr|3|236S}} does the most damage, but for most characters {{clr|4|2H}} > {{clr|3|236S}} is more stable, with the exception of AN and AX where {{clr|4|6H}} is more stable. Not worth attempting on SO as it contains two 1 frame links. || https://youtu.be/Po-rGqv_g4k | | | {{clr|3|2S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|5|D}} > {{clr|4|2H}} or {{clr|4|6H}} > {{clr|3|236S}} -> {{clr|2|K}} > {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|623H}} || Corner || 181 (TE) with {{clr|4|2H}} and 185 (TE) with {{clr|4|6H}} || 25 || AN, AX, ED, FA, JA, JU, KL, MA, SL, SO, TE || {{ComboDifficulty|Medium}} || Similar to the above, but slightly more damage with the On ender instead. Once again, using {{clr|4|6H}} > {{clr|3|236S}} does the most damage, but for most characters {{clr|4|2H}} > {{clr|3|236S}} is more stable, with the exception of AN and AX where {{clr|4|6H}} is more stable. Not worth attempting on SO as it contains two 1 frame links. || https://youtu.be/Po-rGqv_g4k |
| |- | | |- |
| | {{clr|3|2S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|5|D}} > {{clr|4|2H}} or {{clr|4|6H}} > {{clr|3|236S}} (-> {{clr|2|K}}) > {{clr|3|5S}} > {{clr|3|3Sc}} > {{clr|3|5S}} > {{clr|4|5H}} || Corner || 177 (TE) with {{clr|4|2H}} and 181 (TE) with {{clr|4|6H}} || 25 || AN, KY, RO, TE || {{clr|4|Hard}} || Higher damage ender utilizing the 3S cancels. The K Hop can be omitted to provide a more spaced Shitsu okizeme afterwards. || https://youtu.be/ABkMAxRqFo8 | | | {{clr|3|2S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|5|D}} > {{clr|4|2H}} or {{clr|4|6H}} > {{clr|3|236S}} (-> {{clr|2|K}}) > {{clr|3|5S}} > {{clr|3|3Sc}} > {{clr|3|5S}} > {{clr|4|5H}} || Corner || 177 (TE) with {{clr|4|2H}} and 181 (TE) with {{clr|4|6H}} || 25 || AN, KY, TE || {{ComboDifficulty|Hard}} || Higher damage ender utilizing the 3S cancels. The K Hop can be omitted to provide a more spaced Shitsu okizeme afterwards. || https://youtu.be/ABkMAxRqFo8 |
| |- | | |- |
| | {{clr|3|2S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|5|D}} > {{clr|4|2H}} or {{clr|4|6H}} > {{clr|3|236S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|3|S}} || Corner || 177 (TE) with {{clr|4|2H}} and 181 (TE) with {{clr|4|6H}} || 25 || All except AB, AX, JO, SO, OS, RO, PO || {{clr|4|Hard}} - {{clr|5|Very Hard}} || Semi-universal ender that provides good spacing for Shitsu okizeme afterwards. || https://youtu.be/skLZI2G2Imo | | | {{clr|3|2S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|5|D}} > {{clr|4|2H}} or {{clr|4|6H}} > {{clr|3|236S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|3|S}} || Corner || 177 (TE) with {{clr|4|2H}} and 181 (TE) with {{clr|4|6H}} || 25 || All except AB, AX, JO, SO, OS, RO, PO || {{ComboDifficulty|Hard}} - {{ComboDifficulty|Very Hard}} || Semi-universal ender that provides good spacing for Shitsu okizeme afterwards. || https://youtu.be/skLZI2G2Imo |
| |- | | |- |
| | {{clr|3|2S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|5|D}} > {{clr|4|2H}} or {{clr|4|6H}} > {{clr|3|236S}} -> {{clr|2|K}} > {{clr|2|5K}} > {{clr|3|5S}} > SJC9 > {{clr|2|j.K}} > (delay) {{clr|3|j.S}} > (delay) {{clr|5|j.D}}, {{clr|4|j.H}} || Corner || 174 (SL) || 25 || JU, SL || {{clr|4|Hard}} || Justice and Slayer specific combo that provides good okizeme, and is probably optimal in terms of damage off a {{clr|3|2S}} into FB Rin confirm. || https://youtu.be/xAxjdYXqzjY | | | {{clr|3|2S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|5|D}} > {{clr|4|2H}} or {{clr|4|6H}} > {{clr|3|236S}} -> {{clr|2|K}} > {{clr|2|5K}} > {{clr|3|5S}} > SJC9 > {{clr|2|j.K}} > (delay) {{clr|3|j.S}} > (delay) {{clr|5|j.D}}, {{clr|4|j.H}} || Corner || 174 (SL) || 25 || JU, SL || {{ComboDifficulty|Hard}} || Justice and Slayer specific combo that provides good okizeme, and is probably optimal in terms of damage off a {{clr|3|2S}} into FB Rin confirm. || https://youtu.be/xAxjdYXqzjY |
| |- | | |- |
| | {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|5H}} > {{clr|4|236H}} -> {{clr|2|K}} > {{clr|1|5P}} or {{clr|3|5S}} > {{clr|3|236S}} -> {{clr|2|K}} > {{clr|2|5K}} > {{clr|3|5S}} > {{clr|3|236S}} -> {{clr|2|K}} > {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|623H}} || Midscreen to Corner || 163 (PO) || 0 || PO || {{clr|4|Hard}} || Important midscreen Fuujin loop confirm on Potemkin that provides a lot of tension gain. Builds enough meter for an {{clr|5|FB Shitsu}} unblockable afterwards. || https://youtu.be/t5Ag1ou46NM | | | {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|5H}} > {{clr|4|236H}} -> {{clr|2|K}} > {{clr|1|5P}} or {{clr|3|5S}} > {{clr|3|236S}} -> {{clr|2|K}} > {{clr|2|5K}} > {{clr|3|5S}} > {{clr|3|236S}} -> {{clr|2|K}} > {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|623H}} || Midscreen to Corner || 163 (PO) || 0 || PO || {{ComboDifficulty|Hard}} || Important midscreen Fuujin loop confirm on Potemkin that provides a lot of tension gain. Builds enough meter for an {{clr|5|FB Shitsu}} unblockable afterwards. || https://youtu.be/t5Ag1ou46NM |
| |- | | |- |
| | {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|5H}} > {{clr|4|236H}} -> {{clr|5|D}} > {{clr|4|2H}} or {{clr|4|6H}} > {{clr|3|236S}} -> {{clr|2|K}} > {{clr|3|5S}} > {{clr|3|3Sc}} > {{clr|3|5S}} > {{clr|3|236S}} -> {{clr|2|K}} > {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|623H}} || Midscreen to Corner || 206 (TE) || 25 || PO, TE || {{clr|4|Hard}} || 3S cancel Fuujin loop off standard gatlings midscreen. For PO, this can be started in the corner. Optimal in terms of damage. || - | | | {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|5H}} > {{clr|4|236H}} -> {{clr|5|D}} > {{clr|4|2H}} or {{clr|4|6H}} > {{clr|3|236S}} -> {{clr|2|K}} > {{clr|3|5S}} > {{clr|3|3Sc}} > {{clr|3|5S}} > {{clr|3|236S}} -> {{clr|2|K}} > {{clr|2|5K}} > {{clr|3|5S}} > {{clr|4|623H}} || Midscreen to Corner || 206 (TE) || 25 || PO, TE || {{ComboDifficulty|Hard}} || 3S cancel Fuujin loop off standard gatlings midscreen. For PO, this can be started in the corner. Optimal in terms of damage. || - |
| |- | | |- |
| | {{clr|3|5S}} > {{clr|4|5H}} > {{clr|4|236H}} -> {{clr|5|D}} > {{clr|4|6H}} > {{clr|3|236S}} -> {{clr|2|K}} > {{clr|3|5S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|3|S}}|| Midscreen to Corner || 226 (ED) || 25 || JO, ED || {{clr|2|Easy}} || High damage corner carry confirm. On JO, one extra gatling can be added before the {{clr|3|5S}}, but none can be added for ED. || https://youtu.be/WixpH1Lj5c4 | | | {{clr|3|5S}} > {{clr|4|5H}} > {{clr|4|236H}} -> {{clr|5|D}} > {{clr|4|6H}} > {{clr|3|236S}} -> {{clr|2|K}} > {{clr|3|5S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|3|S}}|| Midscreen to Corner || 226 (ED) || 25 || JO, ED || {{ComboDifficulty|Easy}} || High damage corner carry confirm. On JO, one extra gatling can be added before the {{clr|3|5S}}, but none can be added for ED. || https://youtu.be/WixpH1Lj5c4 |
| |- | | |- |
| | {{clr|1|214P}} or another 1 hit launcher > {{clr|3|5S}} > {{clr|3|236S}} -> {{clr|2|K}} > [{{clr|3|5S}} > {{clr|3|3Sc}} > {{clr|3|5S}} > {{clr|3|236S}} -> {{clr|2|K}}]x2 > {{clr|3|5S}} > {{clr|3|3Sc}} > {{clr|3|5S}} > {{clr|4|623H}} || Corner || 185 (TE) || 0 || PO, TE || {{clr|4|Hard}} || 3S cancel Fuujin loop off Kai. Optimal in terms of both damage and meter gain. || - | | | {{clr|1|214P}} or another 1 hit launcher > {{clr|3|5S}} > {{clr|3|236S}} -> {{clr|2|K}} > [{{clr|3|5S}} > {{clr|3|3Sc}} > {{clr|3|5S}} > {{clr|3|236S}} -> {{clr|2|K}}]x2 > {{clr|3|5S}} > {{clr|3|3Sc}} > {{clr|3|5S}} > {{clr|4|623H}} || Corner || 185 (TE) || 0 || PO, TE || {{ComboDifficulty|Hard}} || 3S cancel Fuujin loop off Kai. Optimal in terms of both damage and meter gain. || - |
| |- | | |- |
| | {{clr|1|214P}} or another 1 hit launcher > {{clr|3|5S}} > {{clr|3|236S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|2|K}} > {{clr|2|5K}} > {{clr|3|5S}} > {{clr|3|236S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|3|S}} || Corner || 164 (ZA) || 0 || KY, JA, ZA, TE, JU || {{clr|4|Hard}} - {{clr|5|Very Hard}} || High damage Fuujin Loop variation utilizing multiple {{clr|5|2D}}. Most optimal as a combo for KY and ZA in terms of damage, but the {{clr|2|5K}} OTG is very unstable on KY. || https://youtu.be/6dHBEClM5FU | | | {{clr|1|214P}} or another 1 hit launcher > {{clr|3|5S}} > {{clr|3|236S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|2|K}} > {{clr|2|5K}} > {{clr|3|5S}} > {{clr|3|236S}} > {{clr|5|2D}} > {{clr|3|236S}} -> {{clr|3|S}} || Corner || 164 (ZA) || 0 || KY, JA, ZA, TE, JU || {{ComboDifficulty|Hard}} - {{ComboDifficulty|Very Hard}} || High damage Fuujin Loop variation utilizing multiple {{clr|5|2D}}. Most optimal as a combo for KY and ZA in terms of damage, but the {{clr|2|5K}} OTG is very unstable on KY. || https://youtu.be/6dHBEClM5FU |
| |} | | |} |
|
| |
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| <!--Copy paste the above as necessary above table entries while formatting if you need to check where your columns are--> | | <!--Copy paste the above as necessary above table entries while formatting if you need to check where your columns are--> |
| |- | | |- |
| ! {{Character Label|GGACR|A.B.A|24px}} | | ! {{Character Label|GGACR|A.B.A}} |
| | Heavy || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|4|No}} || - | | | Heavy || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|4|No}} || - |
| |- | | |- |
| ! {{Character Label|GGACR|Anji Mito|24px}} | | ! {{Character Label|GGACR|Anji Mito}} |
| | Mid || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|3|Yes}} || - | | | Mid || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|3|Yes}} || - |
| |- | | |- |
| ! {{Character Label|GGACR|Axl Low|24px}} | | ! {{Character Label|GGACR|Axl Low}} |
| | Mid || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|3|Yes}} || - | | | Mid || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|3|Yes}} || - |
| |- | | |- |
| ! {{Character Label|GGACR|Baiken|24px}} | | ! {{Character Label|GGACR|Baiken}} |
| | Light || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|5|Impractical}} *1f || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|4|No}} || - | | | Light || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|5|Impractical}} *1f || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|4|No}} || - |
| |- | | |- |
| ! {{Character Label|GGACR|Bridget|24px}} | | ! {{Character Label|GGACR|Bridget}} |
| | Light || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|5|Impractical}} *1f || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|3|Yes}} *delay || - | | | Light || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|5|Impractical}} *1f || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|3|Yes}} *delay || - |
| |- | | |- |
| ! {{Character Label|GGACR|Chipp Zanuff|24px}} | | ! {{Character Label|GGACR|Chipp Zanuff}} |
| | Mid || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|5|Impractical}} *1f || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || - | | | Mid || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|5|Impractical}} *1f || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || - |
| |- | | |- |
| ! {{Character Label|GGACR|Dizzy|24px}} | | ! {{Character Label|GGACR|Dizzy}} |
| | Light || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|5|Impractical}} *microdash || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|4|No}} || - | | | Light || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|5|Impractical}} *microdash || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|4|No}} || - |
| |- | | |- |
| ! {{Character Label|GGACR|Eddie|24px}} | | ! {{Character Label|GGACR|Eddie}} |
| | Mid || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|5|Impractical}} *microdash || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|3|Yes}} || - | | | Mid || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|5|Impractical}} *microdash || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|3|Yes}} || - |
| |- | | |- |
| ! {{Character Label|GGACR|Faust|24px}} | | ! {{Character Label|GGACR|Faust}} |
| | Mid || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || - | | | Mid || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || - |
| |- | | |- |
| ! {{Character Label|GGACR|I-No|24px}} | | ! {{Character Label|GGACR|I-No}} |
| | Light || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|5|Impractical}} *microdash || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|3|Yes}} *delay|| - | | | Light || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|5|Impractical}} *microdash || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|3|Yes}} *delay|| - |
| |- | | |- |
| ! {{Character Label|GGACR|Jam Kuradoberi|24px}} | | ! {{Character Label|GGACR|Jam Kuradoberi}} |
| | Light || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} *1f || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || - | | | Light || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} *1f || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || - |
| |- | | |- |
| ! {{Character Label|GGACR|Justice|24px}} | | ! {{Character Label|GGACR|Justice}} |
| | Light || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || - | | | Light || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || - |
| |- | | |- |
| ! {{Character Label|GGACR|Johnny|24px}} | | ! {{Character Label|GGACR|Johnny}} |
| | Heavy || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} *omit {{clr|3|j.S}}>{{clr|4|jH}} || {{clr|4|No}} || {{clr|5|Impractical}} *1f || {{clr|4|No}} || {{clr|3|Yes}} *3Sc || {{clr|4|No}} || - | | | Heavy || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} *omit {{clr|3|j.S}}>{{clr|4|jH}} || {{clr|4|No}} || {{clr|5|Impractical}} *1f || {{clr|4|No}} || {{clr|3|Yes}} *3Sc || {{clr|4|No}} || - |
| |- | | |- |
| ! {{Character Label|GGACR|Kliff Undersn|24px}} | | ! {{Character Label|GGACR|Kliff Undersn}} |
| | Light || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|3|Yes}} || - | | | Light || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|3|Yes}} || - |
| |- | | |- |
| ! {{Character Label|GGACR|Ky Kiske|24px}} | | ! {{Character Label|GGACR|Ky Kiske}} |
| | Mid || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|5|Impractical}} *1f || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || - | | | Mid || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|5|Impractical}} *1f || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || - |
| |- | | |- |
| ! {{Character Label|GGACR|May|24px}} | | ! {{Character Label|GGACR|May}} |
| | Light || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} *omit {{clr|3|j.S}}>{{clr|4|jH}} || {{clr|3|Yes}} *outside corner || {{clr|5|Impractical}} *1f || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || - | | | Light || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} *omit {{clr|3|j.S}}>{{clr|4|jH}} || {{clr|3|Yes}} *outside corner || {{clr|5|Impractical}} *1f || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || - |
| |- | | |- |
| ! {{Character Label|GGACR|Millia Rage|24px}} | | ! {{Character Label|GGACR|Millia Rage}} |
| | Light || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} *delay|| - | | | Light || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} *delay|| - |
| |- | | |- |
| ! {{Character Label|GGACR|Order-Sol|24px}} | | ! {{Character Label|GGACR|Order-Sol}} |
| | Heavy || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} || - | | | Heavy || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} || - |
| |- | | |- |
| ! {{Character Label|GGACR|Potemkin|24px}} | | ! {{Character Label|GGACR|Potemkin}} |
| | Heavy || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} *3Sc || {{clr|3|Yes}} || - | | | Heavy || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} *3Sc || {{clr|3|Yes}} || - |
| |- | | |- |
| ! {{Character Label|GGACR|Robo-Ky|24px}} | | ! {{Character Label|GGACR|Robo-Ky}} |
| | Heavy || {{clr|4|No}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|5|Impractical}} *1f || {{clr|4|No}} || {{clr|3|Yes}} *3Sc || {{clr|4|No}} || - | | | Heavy || {{clr|4|No}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|5|Impractical}} *1f || {{clr|4|No}} || {{clr|3|Yes}} *3Sc || {{clr|4|No}} || - |
| |- | | |- |
| ! {{Character Label|GGACR|Slayer|24px}} | | ! {{Character Label|GGACR|Slayer}} |
| | Mid || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|3|Yes}} || - | | | Mid || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|3|Yes}} || - |
| |- | | |- |
| ! {{Character Label|GGACR|Sol Badguy|24px}} | | ! {{Character Label|GGACR|Sol Badguy}} |
| | Mid || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} || - | | | Mid || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} || - |
| |- | | |- |
| ! {{Character Label|GGACR|Testament|24px}} | | ! {{Character Label|GGACR|Testament}} |
| | Mid || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|5|Impractical}} *1f || {{clr|3|Yes}} || {{clr|3|Yes}} *3Sc || {{clr|3|Yes}} || - | | | Mid || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|5|Impractical}} *1f || {{clr|3|Yes}} || {{clr|3|Yes}} *3Sc || {{clr|3|Yes}} || - |
| |- | | |- |
| ! {{Character Label|GGACR|Venom|24px}} | | ! {{Character Label|GGACR|Venom}} |
| | Mid || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|5|Impractical}} *microdash || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|3|Yes}} || - | | | Mid || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|5|Impractical}} *microdash || {{clr|3|Yes}} *1f || {{clr|4|No}} || {{clr|3|Yes}} || - |
| |- | | |- |
| ! {{Character Label|GGACR|Zappa|24px}} | | ! {{Character Label|GGACR|Zappa}} |
| | Mid || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} *1f || {{clr|3|Yes}} || {{clr|3|Yes}} *delay|| - | | | Mid || {{clr|3|Yes}} || {{clr|4|No}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} || {{clr|3|Yes}} *1f || {{clr|3|Yes}} || {{clr|3|Yes}} *delay|| - |
| |} | | |} |
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| ==Navigation== | | ==Navigation== |
| <center>{{Character Label|GGACR|Anji Mito|42px}}</center> | | <center>{{Character Label|GGACR|Anji Mito|size=42px}}</center> |
| {{Overview/navigation}} | | {{GGACR/CharacterLinks}} |
| {{#lst:GGACR/Navigation}} | | {{#lst:GGACR/Navigation}} |