241/181 Damage | 30 Jealousy Points (25%)
66 > 236K, c.S > 623H, j.S > j.H > j.D WS ▷ (63214P, 214H/632146H)
Reliable overhead corner wallbreak.
m (→Combo List) |
m (→Combo List) |
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{{BeginnerComboDef}} | {{BeginnerComboDef}} | ||
===Normal | ===Normal Mode=== | ||
{{TheoryBox | {{TheoryBox | ||
| Title = Basic {{clr|P|P}} abare confirm | | Title = Basic {{clr|P|P}} abare confirm | ||
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Due to | Due to {{clr|H|214H}}'s miserable range, {{clr|P|5P/2P}} may only be done once before {{clr|P|6P}} > {{clr|H|214H}}, and only at point blank, therefore making this combo only really useful as an abare confirm. However, this problem will be solved later when replacing keygrab with her rekka. | ||
It is also to note that although {{clr|P|2P}} can be repeated 3 times instead of {{clr|P|5P}}'s 2, the 3rd strike leaves | It is also to note that although {{clr|P|2P}} can be repeated 3 times instead of {{clr|P|5P}}'s 2, the 3rd strike leaves A.B.A too minus to perform {{clr|H|214H}} in time before the opponent can block or backdash. | ||
}} | }} | ||
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One of the most reliable ways to enter | One of the most reliable ways to enter Jealous Rage due to {{clr|K|2K}}/{{clr|D|2D}}'s the former hitting low and the latter's knockdown properties, though it will still occasionally fail because of {{clr|H|214H}}'s deceptively short range. Due to this, omitting {{clr|D|2D}} and going straight into {{clr|H|214H}} from {{clr|K|5K}}/{{clr|K|2K}} can be more consistent. | ||
}} | }} | ||
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If you land a {{clr|S|c.S}} in normal mode, | If you land a {{clr|S|c.S}} in normal mode, this is an easy way to capitalize on it. Alternatively, if you land a {{clr|S|f.S}}, follow the same combo starting with {{clr|S|f.S}} for a slightly less damaging but still safe Jealous Rage conversion. | ||
}} | }} | ||
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Thanks to {{clr|H|5H}}'s disjoint and long range, it won't be a rare occurrence to get a counter hit off it. While normally you wouldn't be able to get a combo off it, counter hits allow you enough time to {{clr|K|214K}} | Thanks to {{clr|H|5H}}'s disjoint and long range, it won't be a rare occurrence to get a counter hit off it. While normally you wouldn't be able to get a combo off it, counter hits allow you enough time to slide in with {{clr|K|214K}} and land {{clr|S|c.S}} to secure a safe switch into Jealous Rage. | ||
}} | }} | ||
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{{CoreComboDef}} | {{CoreComboDef}} | ||
===Normal | ===Normal Mode=== | ||
{{TheoryBox | {{TheoryBox | ||
| Title = BNB {{clr|S|c.S}}/{{clr|S|f.S}} conversion. | | Title = BNB {{clr|S|c.S}}/{{clr|S|f.S}} conversion. | ||
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Your bread and butter for | Your bread and butter for entering Jealous Rage (or not). <br> | ||
This should be your go-to string, as it's consistent, deals good damage, and offers a choice between a safe jump or stance switch. | |||
Combos from:<br> | Combos from:<br> | ||
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}} | }} | ||
===Jealous | ===Jealous Rage=== | ||
{{TheoryBox | {{TheoryBox | ||
| Title = {{clr|S|c.S}} BNB. | | Title = {{clr|S|c.S}} BNB. | ||
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| content = | | content = | ||
This combo must be started either with dash momentum OR with a counter hit, | This combo must be started either with dash momentum OR with a counter hit, otherwise, {{clr|H|623H}} will whiff. If you're not sure if you have enough speed or hit {{clr|S|c.S}} point blank while standing, {{clr|S|2S}} > {{clr|H|2H}} can be replaced with {{clr|H|6H}}, although you'll miss out on 6 whole points of damage. | ||
}} | }} | ||
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| content = | | content = | ||
A.B.A can execute relatively simple air loops by quickly chaining her {{clr|S|j.S}}, {{clr|H|j.H}}, and {{clr|D|j.D}}, and if she's high enough in the air, she can even jump cancel {{clr|D|j.D}} to loop a second time. | |||
}} | }} | ||
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| content = | | content = | ||
Taking advantage of JR's insane speed and {{clr|K|2K}}'s fast startup | Taking advantage of JR's insane speed and {{clr|K|2K}}'s fast startup/long-reaching hitbox, you can often surprise the opponent by rushing in with a {{clr|K|2K}}, which by this conversion can set up a highly damaging combo and a free positive bonus. | ||
It's important to note that you must cancel into {{clr|H|623H}} from {{clr|D|2D}} as quickly as possible, as delaying the cancel will cause the first hit to OTG and the 2nd to miss, leaving you open to a punish. | |||
}} | }} | ||
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| Recipe = {{clr|K|236K}}, {{clr|K|5K}} > {{clr|H|623H}}, {{clr|K|5K}} > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|D|j.D}} WS ▷ {{clr|P|63214P}}, {{clr|H|214H}} | | Recipe = {{clr|K|236K}}, {{clr|K|5K}} > {{clr|H|623H}}, {{clr|K|5K}} > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|D|j.D}} WS ▷ {{clr|P|63214P}}, {{clr|H|214H}} | ||
| content = | | content = | ||
Since {{clr|K|236K}} can hit from a variety of ranges and has a decent amount of pushback/blowback, {{clr|K|5K}} will be your most consistent extension after landing it, and even if it whiffs (usually when hitting {{clr|K|236K}} from far out) it just returns you to neutral. Advanced combo optimizations for various ranges will be covered later, as they potentially involve microdashes or higher spatial awareness. | |||
}} | }} | ||
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<tabber> | <tabber> | ||
Normal | Normal Mode = | ||
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" style="width:100%; box-shadow: var(--card-shadow-dlw); border-radius: var(--border-radius--small); overflow: hidden; text-align: center" | {| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" style="width:100%; box-shadow: var(--card-shadow-dlw); border-radius: var(--border-radius--small); overflow: hidden; text-align: center" | ||
! colspan="9" |'''{{clr|P|P}} and {{clr|K|K}} starters ''' | ! colspan="9" |'''{{clr|P|P}} and {{clr|K|K}} starters ''' | ||
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|} | |} | ||
|-| | |-| | ||
Jealous | Jealous Rage= | ||
{| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" style="width:100%; box-shadow: var(--card-shadow-dlw); border-radius: var(--border-radius--small); overflow: hidden; text-align: center" | {| class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="View" data-collapsetext="Close" style="width:100%; box-shadow: var(--card-shadow-dlw); border-radius: var(--border-radius--small); overflow: hidden; text-align: center" | ||
! colspan="9" |'''{{clr|P|P}} and {{clr|K|K}} starters ''' | ! colspan="9" |'''{{clr|P|P}} and {{clr|K|K}} starters ''' |
Combo Notation Guide | Character Name Abbreviations | |||||||||
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|
The most important part about A.B.A's game plan is both building Jealousy Gauge, and subsequently, safely entering Jealous Rage. This requires careful planning, as her extremely limited movement and absurd amount of recovery frames in her normal mode make her an open target for the rest of the cast to prey on. That's why it's crucial to know how to confirm from long range pokes like 5H, how to cancel them into moves like 236K in case they whiff, and having a strong strike/throw game to secure knockdowns into 63214P to achieve your win condition.
Only moves that use Paracelsus as a means of attacking build Jealousy Gauge:
Using these moves in combos is the number 1 priority for normal mode optimization, as opposed to damage, since you aren't realistically going to be dealing much damage anyway.
A.B.A's main combo enders are Restriction and Constraint (rekka)GuardLowStartup11Recovery31Advantage-15 and Bonding and Dissolving (keygrab)GuardAll (Guard Crush)Startup12Recovery30Advantage+2, since they give 25% Jealousy Gauge on hit and have good okizeme. While Keygrab has slightly higher damage and puts A.B.A directly into Jealous Rage, it has very poor range and vertical reach, making it drop from a lot of situations, whereas rekka is significantly more consistent and reliable and gives a good enough knockdown to allow for a stance shift with Changing and Swaying with some spare advantage to push oki with f.S/2Kor c.S in the corner. As a result, Rekka should be your go-to combo ender if you aren't confident that keygrab will hit. That being said, keygrab is still useful for starting Jealous Rage offense or transitioning out of Rage when your gauge is low.
Basic combos are simple combos with the fewest requirements and conditions possible. They:
|
5P/2P > 6P > 214H
Due to 214H's miserable range, 5P/2P may only be done once before 6P > 214H, and only at point blank, therefore making this combo only really useful as an abare confirm. However, this problem will be solved later when replacing keygrab with her rekka.
It is also to note that although 2P can be repeated 3 times instead of 5P's 2, the 3rd strike leaves A.B.A too minus to perform 214H in time before the opponent can block or backdash.
(5K/2K) > 2D > 214H
One of the most reliable ways to enter Jealous Rage due to 2K/2D's the former hitting low and the latter's knockdown properties, though it will still occasionally fail because of 214H's deceptively short range. Due to this, omitting 2D and going straight into 214H from 5K/2K can be more consistent.
c.S > f.S > 5H > 214H
If you land a c.S in normal mode, this is an easy way to capitalize on it. Alternatively, if you land a f.S, follow the same combo starting with f.S for a slightly less damaging but still safe Jealous Rage conversion.
CH 5H > 214K, c.S > f.S > 5H > 214H
Thanks to 5H's disjoint and long range, it won't be a rare occurrence to get a counter hit off it. While normally you wouldn't be able to get a combo off it, counter hits allow you enough time to slide in with 214K and land c.S to secure a safe switch into Jealous Rage.
Core combos balance potency with consistency. They:
|
Starter > (c.S) > f.S > 5H > 236S > 6S > (63214P)
Your bread and butter for entering Jealous Rage (or not).
This should be your go-to string, as it's consistent, deals good damage, and offers a choice between a safe jump or stance switch.
Combos from:
and more!
c.S > 2S > 2H(2) > 623H
This combo must be started either with dash momentum OR with a counter hit, otherwise, 623H will whiff. If you're not sure if you have enough speed or hit c.S point blank while standing, 2S > 2H can be replaced with 6H, although you'll miss out on 6 whole points of damage.
Starter > j.S > j.H > j.D > (djc > j.S/Ender)
A.B.A can execute relatively simple air loops by quickly chaining her j.S, j.H, and j.D, and if she's high enough in the air, she can even jump cancel j.D to loop a second time.
2K/5K > 2D > 623H, 66 > 5K > 6H > 236K WS, 63214P, 214H
Taking advantage of JR's insane speed and 2K's fast startup/long-reaching hitbox, you can often surprise the opponent by rushing in with a 2K, which by this conversion can set up a highly damaging combo and a free positive bonus.
It's important to note that you must cancel into 623H from 2D as quickly as possible, as delaying the cancel will cause the first hit to OTG and the 2nd to miss, leaving you open to a punish.
236K, 5K > 623H, 5K > j.S > j.H > j.D WS ▷ 63214P, 214H
Since 236K can hit from a variety of ranges and has a decent amount of pushback/blowback, 5K will be your most consistent extension after landing it, and even if it whiffs (usually when hitting 236K from far out) it just returns you to neutral. Advanced combo optimizations for various ranges will be covered later, as they potentially involve microdashes or higher spatial awareness.
Starter > j.S > dl. j.H > 2K > Ender
In situations where jSHD loops would launch the opponent too far away to continue the combo, you can substitute jS followed by a delayed jH followed by (66 >) 2K (or even 5K or cS, if at low enough combo decay) to continue the combo.
Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
|
66 > 236K, c.S > 623H, j.S > j.H > j.D WS ▷ (63214P, 214H/632146H)
Reliable overhead corner wallbreak.
CH c.S > 5[D], 2S > 623H, 66 > 2S > 623H, j.S > j.H > j.D > djc > j.S > j.H > j.D ▷ 214H WS, 63214P, 632146H
Have you ever looked at your opponent's health bar and thought "Absolutely not"?
Absurdly optimized corner escape combo from a counterhit, that if lucky enough to have enough resources, can win the round if your opponent is around 75% hp or below.
P and K starters | ||||||||
---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
2P/5P > 2P/5P > (2P/5P >) 236S->6S, 63214P
|
Anywhere | 60 - 69 | Everyone | [1] Very Easy | P mash into knockdown/Jealous Rage. Whether a third 2/5P will connect depends on spacing. 5P > 5P is the most likely to whiff due to 5P being 1 frame slower on startup than 2P. | 1.35 | ||
2K/5K > 2D > 214H/(236S->6S, 63214P)
|
Anywhere | 2K 69/67, 5K 85/83 | Everyone | [2] Easy | K poke confirm into Jealous Rage. Note that 2D and Keygrab can whiff if the combo is started from max range. | 1.35 |
S starters | ||||||||
---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
(f.S >) 5H > 236D > 63214P, 6D
|
Anywhere | 120 (with f.S)/109 (without) | Everyone | [2] Easy | Spends 50% burst to get into JR with throw oki. Not particularly optimal use of JR gauge but useful if you have lots to burn | 1.35 | ||
CH c.S > 6H > 214K, c.S > 6H > dl.214H/(236S->6S)
|
Anywhere | 168 | Everyone | [2] Easy | 214H to enter Jealous Rage, 236S->6S to remain normal stance | 1.35 | ||
CH c.S > 6H > 214K, c.S > 2S > 2H > dl.236S->6S WS
|
Corner | 168 | Everyone | [2] Easy | Used to stay in normal stance and WB with 214H/632146H to enter JR. Gives more JR guage than the route below. | video | 1.35 | |
CH c.S > 6H > 214K, c.S > 2S > 5H > 214H WS
|
Corner | 170 | Everyone | [2] Easy | Used to enter JR before WS. WB with WA for HKD/632146H to kill. | video | 1.35 |
H starters | ||||||||
---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
CH 2H > 63214P, 66 > (JR) 5K > jc > j.S > dl.j.H ▷ 66 > 5K > jc > j.S > j.D ▷ 5K > 6H WS > 63214P, 214H
|
Midscreen | 205 | Everyone | [3] Medium | Works at 15 JR gauge or above (i.e. any time you can use 63214P). | 1.35 | ||
CH 5H > 214K, (c.S) > f.S > 5H > 214H
|
Anywhere | 122 (138) | Everyone | [2] Easy | Will get c.S if CH 5H is close enough. | 1.35 | ||
CH 6H > 214K, c.S, 66 > c.S > f.S > 5H > 214H WS
|
Corner | 159 | Everyone | [2] Easy | 1.35 | |||
CH 6H > 63214P, 66 > JR c.S > jc > j.S > dl. j.H ▷ 66 > 5K > jc > j.S > j.D ▷ 5K > 6H WS > 63214P, 214H
|
Midscreen | 228 | Everyone | [3] Medium | Works at 15 JR gauge or above (i.e. any time you can use 63214P). | 1.35 | ||
CH 6H > 63214P, 66 > JR 6H > 623H, 66 > c.S > jc > j.S > j.D ▷ 5K > 6H WS > 63214P, tk.j.214H
|
Midscreen | 259 | Everyone | [4] Hard | Massive punish combo, works at 20 JR gauge or above. | 1.35 |
236K starters | ||||||||
---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
CH 236K, c.S > dc, 2K, c.S > 5H > 236S->6S
|
Anywhere except corner* | 129 | Everyone? (Tested on SO, KY, MA, AX) | [4] Hard | Optimal damage with maximal gauge gain from the starter at the cost of having some difficult links. Some characters (e.g. Axl) have awkward juggle hitboxes which make landing the final ->6S more difficult. You can make the combo slightly easier by replacing the moves after the 2K with 2S > 2H > ..., which will work even in the corner and makes landing the full combo nearly trivial at the cost of some damage. | 1.35 |
5[D] starters | ||||||||
---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
5[D]8 > j.H > 9jc > j.S > j.K > j.S > j.HH
|
Anywhere | 176 | KY | [2] Easy | 1.35 | |||
5[D]8 > j.H > 9jc > j.S > j.P > j.S, j.S, j.SS
|
Anywhere | 178 | KY | [3] Medium | 1.35 | |||
5[D]8 > j.H > 9jc > j.S, j.S, j.S > j.K > j.SS
|
Anywhere | 182 | KY | [4] Hard | 198603 (PC) |
1.35 | ||
5[D]8 > j.H > 9jc > j.S > j.K > j.S > j.H > 9jc > j.PP
|
Cornered | 180 | KY | [2] Easy | 1.35 |
Aerial starters | ||||||||
---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
j.P > j.P > j.P > j.214H
|
Anywhere, Air-to-Air | 68 | Ky | [1] Very Easy | Air to air confirm into Keygrab. | 1.35 | ||
j.K > jc > j.S > dl.j.214H
|
Anywhere, Air-to-Air | 74 | Ky | [2] Easy | Air to air confirm into Keygrab. | 1.35 | ||
j.K > 66 > j.S ▷ c.S > 5H > 236S->6S, 63214P
|
Anywhere, Air-to-Air | 105 | Ky | [3] Medium | Harder air to air confirm off of j.K. j.S can be replaced with another j.K if the first hit is low, and on landing you can do an easier/farther link by replacing c.S with 5K. c.S > 214H is possible but inconsistent. | 1.35 | ||
j.D ▷ c.S > 2H > 214H
|
Anywhere | 116 | Everyone | [2] Easy | Enters JR from the throw oki j.D 50/50 | 1.35 |
P and K starters | ||||||||
---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
2P/5P > 2P/5P > (2P/5P >) 236S->6S, 63214P
|
Anywhere | 70-75 | Ky | [1] Very Easy | P mash into knockdown/unstance. Whether a third 2/5P will connect depends on spacing. 5P > 5P is the most likely to whiff due to 5P being 1 frame slower on startup than 2P. | 1.35 | ||
2K > 2D > 623H, 66 > 5K/c.S > 6H > 214H
|
Anywhere | 137/141 | Ky | [2] Easy/[3] Medium | Low kick confirm into Keygrab combo. At further ranges you can't get close enough for c.S to activate before they hit the floor, but 5K will still work but is a little tighter on the dash. | 1.35 | ||
2K > 2D > 623H, 66 > 2K/2S > 623H, 66 > 2K > 214H
|
Anywhere | 145/151 | Ky | [4] Hard | Tougher low kick confirm into Keygrab combo.
You need to dash very close after the first Danzai in order to stay close enough for the ender. At farther starting ranges you can't get close enough for 2S or 5K to properly connect with enough height left, but 2K will work. |
1.35 | ||
5K > 2D > 623H, 66 > c.S > 6H > 214H
|
Anywhere | 181 | Ky | [2] Easy/[3] Medium | Kick confirm into Keygrab combo. Unlike the 2K starter, you can always hit the c.S, but it is a bit tight at farther ranges. | 1.35 | ||
5K > 2D > 623H, 66 > 2S/6H > 623H, 66 > 2K > 214H
|
Anywhere | 192/201 | Ky | [4] Hard | Tougher kick confirm into Keygrab combo. Allows for better links off of the first Danzai than the 2K starter does.
You need to dash very close after the first Danzai in order to stay close enough for the ender. At farther starting ranges you can't get close enough for 6H to properly connect, but 2S will work. |
1.35 |
S starters | ||||||||
---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
c.S > jc > j.S > dl.j.H ▷ 66 > c.S > jc > j.S > dl.j.H > dl.j.214H
|
Anywhere | 187 | Everyone | [2] Easy | Great corner carry | video | 193806 (PC) |
1.35 |
c.S > jc > j.S > dl.j.H ▷ 66 > c.S > jc > j.S > dl.j.D ▷ c.S > 5H WS > (214H/632146H)
|
Starting Position or closer to corner | 233/269 | Everyone | [3] Medium | Use 214H to regain jealous meter or super for max damage and positive bonus | video | 193813 (PC) |
1.35 |
c.S > 6H > 623H, 66 > c.S > 6H > 623H (WS, 214H/632146H)
|
Anywhere (Midscreen to Corner) | 241 (279/321) | Everyone | [2] Easy | HKDs allowing the ability to get okizeme. This combo works anywhere on stage however at (Midrange to Corner) it will wall break. Use 214H to regain jealous meter or super for max damage and hard knockdown. | 194159 (PC) |
1.35 | |
c.S > 2D > 623H, 66 > c.S > 9jc > j.S > j.D ▷ 66 > c.S > f.S > 5H WS > 63214P, 214H
|
Midscreen | 251 | Everyone | [3] Medium | Incredibly useful combo as it allows you to regain a lot of Jealousy Meter while still putting you in JR after the wallbreak. Depending on wall health the splat will occur earlier than 5H, so make sure to override your gattling with 63214P if you see the splat. At roundstart the combo will splat at f.S, further away from the wall the 5H is needed. | 193823 (PC) |
1.35 | |
c.S > 6H > 623H, 66 > c.S > 9jc > j.S > j.H > j.D ▷ 66 > 5K WS > 63214P, 214H
|
Midscreen | 270 | Everyone | [2] Easy | If done closer than Round Start position, would WS after j.D and deal 266 damage. If done slightly further than Round Start position, could replace 5K with f.S > 5H and do a microdash before 214H to deal 274 damage. | video | 1.35 |
H starters | ||||||||
---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
CH 6H > 214K, c.S > 6H > 623H, 66 > c.S > 6H > 623H
|
Anywhere | 248 | Everyone | [2] Easy | Grants 66 OTG c.S after 623H. WS at the 6H if done from Midscreen distance or closer. | 1.35 |
236K starters | ||||||||
---|---|---|---|---|---|---|---|---|
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
236K, 66 > 5K > 623H, 66 > 5K > 6H > 214H WS, 632146H
|
Midscreen | 197 | Everyone | [3] Medium | Works at max range 236K at roundstart distance. Needs 14% Meter and 25% Jealousy. Combo Builds 36% meter (Used by super) and 50% Jealousy. | 1.35 | ||
236K, 5K > 6H > 623H, 66 > f.S (WS > 214H/632146H)
|
Corner | 187/231 | Everyone | [2] Easy | Basic conversion from the overhead version of 236K when in Jealous Rage. | 193826 (PC) |
1.35 | |
236K, c.S > dc ~ 623H, 66 > c.S > 623H WS, 6H
|
Midscreen | 203 | Everyone | [4] Hard | This combo does not work at roundstart distance, as the wallsplat will occur too early. It is thus very specific to the exact middle of the screen. 236K Needs to be almost point blank for the c.S to connect. c.S then needs to be dash cancelled and the dash needs to be kara cancelled into 623H to make the second c.S connect. It is much easier to substitute the second c.S with a 5K, as the dash kara cancel is no longer needed. The easier version deals 1 less damage. | 1.35 |
5[D]/2D starters | ||||||||
---|---|---|---|---|---|---|---|---|
(JR) 2D > 623H, 66 > c.S > 9jc > j.S > j.D ▷ 66 > c.S > 6H WS > 63214P, 214H
|
Midscreen | 233 | Everyone | [3] Medium | Incredibly useful combo as it allows you to regain a lot of Jealousy Meter while still putting you in JR after the wallbreak. c.S can be substituted with 5K if 2D hit at further ranges. | 194170 (PC) |
1.35 | |
5[D]8 > j.H > 9jc > j.D > j.H > j.D > 9jc > j.SS
|
Anywhere | 219 | Everyone | [3] Medium | 1.35 | |||
5[D]8 > j.H > 9jc > j.H > j.D > j.H > 8jc > j.DD
|
Anywhere | 223 | Everyone | [3] Medium | 194281 (PC) |
1.35 |