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{ | {{Combo Notation| | ||
game=P4AU | |||
}} | |||
| | |||
<br clear=all/> | <br clear=all/> | ||
==Combo Theory | ==Combo Theory== | ||
* 236D will combo after 5B or 5C if they are hit in crouching state. The 5th 5A can combo into 236D | * 236D will combo after 5B or 5C if they are hit in crouching state. The 5th 5A can combo into 236D on standing opponents. | ||
* Hassou Tobi damage values are {{clr|4|highlighted in red}}: Hassou Tobi alone | * Fatal Counter allows j22D extensions to be possible after j2C or 5C > 2D if they are already airborne | ||
* Fatal Counter allows more than 1 God Hand in a combo as long as they are different versions. | |||
* Hassou Tobi damage values are {{clr|4|highlighted in red}} with the following values: Hassou Tobi alone, with A/B Power Slash modifier, with SB Power Slash modifier | |||
* As a summary, Hassou Tobi alone adds 1800 minimum damage with an additional 270/540 for the extra meter spent | |||
* Power Slash modifier is mostly used to secure wins or initiate a major comeback where the next hit should win. | |||
* {{clr|4|Moves highlighted in red}} indicate a point where Hassou Tobi can be inserted | * {{clr|4|Moves highlighted in red}} indicate a point where Hassou Tobi can be inserted | ||
* | Common points that add a large number of hits or can lead into Hassou Tobi within 1-3 hits: | ||
* SB Hassou Tobi | *2D (adds 3 hits): IAD forward > land > Hassou Tobi | ||
*jD > j214B (adds 3 hits): land > SB Hassou Tobi midscreen, land > 214A in the corner | |||
*j22C (1 hit ender): 214A, 2C, 2C 214B(1) | |||
*j214AB (3 hit ender): Land > Hassou Tobi, 214A | |||
*236D (15 hit ender): 5C > SB Hassou Tobi midscreen, 214A in the corner | |||
*(j)236236CD (15 hit ender): Land > Hassou Tobi, 2C | |||
* j2B ender requires SB Hassou Tobi | |||
* After 214C > 2B/5B (1), use SB Hassou Tobi midscreen. In the corner, A Hassou Tobi is possible if hitstun decay allows. | |||
* Unless noted otherwise, A Hassou Tobi is the version used | * Unless noted otherwise, A Hassou Tobi is the version used | ||
Most combos listed with a 2A starter are also possible from most aerial starters, 5B, and 5C. If you intend to replicate a Hassou Tobi route, you may need to omit or add moves. | |||
===214A/B routing=== | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ | |+ | ||
|- | |- | ||
! Combo !! Damage !! SP Gain !! SP Cost !! Notes/Purpose | ! Combo !! Damage !! SP Gain !! SP Cost !! Notes/Purpose | ||
Line 49: | Line 40: | ||
|2A > 5C > 5B > 5A x 5 > 214A || Example ||Example ||Example ||Primary grounded midscreen route with okizeme followup | |2A > 5C > 5B > 5A x 5 > 214A || Example ||Example ||Example ||Primary grounded midscreen route with okizeme followup | ||
|- | |- | ||
|2A > 5C > 5B > 5A x 5 > 236D > {{clr|4|214A}} || | |2A > 5C > 5B > 5A x 5 > 236D > {{clr|4|214A}} || 2127 {{clr|4|(3927, 4197, 4467)}} || Example||Example || Corner only, ender does not work if jD/j2D precedes combo, practical 50 meter Hassou Tobi route. | ||
|- | |- | ||
|2A > 5C > 5B > 214B > OMC > 2C > 2D > j22C > 214C|| Damage ||Gain ||Cost || | |2A > 5C > 5B > 214B > OMC > 2C > 2D > j22C > 214C|| Damage ||Gain ||Cost || | ||
|- | |- | ||
|214A > 236236C > 2C > 2D > j22C > 214C > 2B(4) > j2C > 9 jC > {{clr|4|j2B}} || Damage {{clr|4|(Damage)}} || Gain || 50/125 || In the corner, do 2D after 236236C and jC j2C after 2B. 214A can also combo after 2AB as a starter. | |214A > 236236C > 2C > 2D > j22C > 214C > 2B(4) > j2C > 9 jC > {{clr|4|j2B}} || Damage {{clr|4|(Damage)}} || Gain || 50/125 || In the corner, do 2D after 236236C and jC j2C after 2B. 214A can also combo after 2AB as a starter. | ||
|- | |- | ||
|} | |} | ||
=== j214B ender routes=== | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
|- | |- | ||
! Combo!! Damage !! SP Gain !! SP Cost !! Notes | ! Combo!! Damage !! SP Gain !! SP Cost !! Notes | ||
Line 64: | Line 57: | ||
| 2A > 5C > 5B > 214B > 2B(4) > jC > j2C > j214B|| Example || Example || Example || Corner only. Can backdash or double jump for varied okizeme options | | 2A > 5C > 5B > 214B > 2B(4) > jC > j2C > j214B|| Example || Example || Example || Corner only. Can backdash or double jump for varied okizeme options | ||
|- | |- | ||
| 5D > 2B(4) > j2C > j214B || Example || Example || Example || Example | | 5D > 2B(4) > jC > j2C > j214B || Example || Example || Example || Example | ||
|- | |- | ||
|Anti air 2B(1) > 5C > jB > jC > djB > jC > jD > j214B || Example || Example || Example || Example | |Anti air 2B(1) > 5C > jB > jC > djB > jC > jD > j214B || Example || Example || Example || Example | ||
|- | |- | ||
|Anti air 2B(4) > j2C > djB > jC > jD > j214B || Example || Example || Example || Can extend into 2A > 5C > jB > jC > djC > j2B if you reach the corner | |Anti air 2B(4) > j2C > djB > jC > jD > j214B || Example || Example || Example || Can extend into 2A > 5C > jB > jC > 8 djC > {{clr|4|j2B}} if you reach the corner | ||
|- | |||
|Anti air 5B > 5A > 5B > 5C > sj.B > jC > jD > j214B || 2120|| Example || Example || For situations where the opponent is airborne and low to the ground such as backdashes | |||
|- | |||
|Throw > 2A > 5C > sj.B > jC > j2C > j214B || Example || Example || Example || Corner only. | |||
|- | |- | ||
| | |j2B > j214A > 2B(4) > jC > j2C > j214B || Example || Example || Example || Corner only. Use to convert instant overhead/double overhead mixups from j2B | ||
|} | |} | ||
===Combos into 2C=== | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ | |+ | ||
|- | |- | ||
! Combo !! Damage !! SP Gain !! SP Cost !! Notes/Purpose | ! Combo !! Damage !! SP Gain !! SP Cost !! Notes/Purpose | ||
|- | |- | ||
|CH 2B/5B/5C > 2C > 2D > j22C > 66 214C > {{clr|4|2B(1) OR 5B}} > 5C > j2C > djB > jC > jD > j214B || | |CH 2B/5B/5C > 2C > 2D > j22C > 66 214C > {{clr|4|2B(1) OR 5B}} > 5C > j2C > djB > jC > jD > {{clr|4|j214B}} || 4652 {{clr|4|(6605, 6875, 7145)}}||Example || Cost||2B 5C > sj.B jC jD > j214B is an alternative pickup/ender route. | ||
[https://youtu.be/mhMhZfG0t3w?t=277 Can substitute 5A 5C after 5B for a midscreen Hassou Tobi route] | |||
|- | |||
|CH 5C > 2C > 2D > 5D > 5A > 5C > jC > j2C > djC > j2C > j214AB ||Damage || Example|| 0 || Burst safe option. Opponent must be in the corner after 2D for 5D to connect. | |||
|- | |- | ||
|CH 5A > 2C > 2D > j22C > 66 214C > 2B(4) > jC > j2C > j214B || | |CH 5A > 2C > 2D > j22C > 66 214C > 2B(4) > jC > j2C > j214B || 3359 || Gain|| 0 || Strong option to punish/counterpoke specifically with 5A | ||
|- | |- | ||
|CH j2C > j22C > j22D > 2C > 214C > {{clr|4|2B(1) OR 5B}} > 5C > j2C > djB > jC > jD > j214B ||Damage || Example|| 0 || Advanced throw whiff punish | |CH j2C > j22C > j22D > 2C > 214C > {{clr|4|2B(1) OR 5B}} > 5C > j2C > djB > jC > jD > {{clr|4|j214B}} ||Damage || Example|| 0 || Advanced throw whiff punish | ||
|- | |- | ||
|Throw > OMC > 2C > 2D > j22C > 214C > 2B(4) > jC > j2C > 9 jC > j2B ||Damage || Example|| 0 || Corner only. Can dash during OMC to move them to the corner if close enough. | |Throw > OMC > 2C > 2D > j22C > 214C > 2B(4) > jC > j2C > 9 jC > {{clr|4|j2B}} ||Damage || Example|| 0 || Corner only. Can dash during OMC to move them to the corner if close enough. | ||
|- | |- | ||
|236236A/B > OMC > 2C > 2D > j22C > 214A > 214214A || Damage || Gain|| 0 || Reversal option | |236236A/B > OMC > 2C > 2D > j22C > 214A > 214214A || Damage || Gain|| 0 || Reversal option | ||
Line 94: | Line 95: | ||
* Several timing cues for landing j22C after 2D: jump up > optional whiff jA/airthrow > airdash j22C, run > dash jump forward > falling jC, microdash > IAD > j22C | * Several timing cues for landing j22C after 2D: jump up > optional whiff jA/airthrow > airdash j22C, run > dash jump forward > falling jC, microdash > IAD > j22C | ||
=== 236D routing=== | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ | |+ | ||
|- | |- | ||
! Combo !! Damage !! SP Gain !! SP Cost !! Notes/Purpose | ! Combo !! Damage !! SP Gain !! SP Cost !! Notes/Purpose | ||
Line 103: | Line 105: | ||
| 2A > 5C > 5B > 5A x 5 > 236D > 66 5C > 214214AB || Damage {{clr|4|(Damage)}} || Gain|| 75/125/150 || Midscreen SB Hassou Tobi specific route from BNB for only 75 meter | | 2A > 5C > 5B > 5A x 5 > 236D > 66 5C > 214214AB || Damage {{clr|4|(Damage)}} || Gain|| 75/125/150 || Midscreen SB Hassou Tobi specific route from BNB for only 75 meter | ||
|- | |- | ||
| 2A > 5C > 5B > 5A x 5 > 236D > 66 5C > j2C > {{clr|4|j236236CD}} | | 2A > 5C > 5B > 5A x 5 > 236D > 66 5C > j2C > {{clr|4|j236236CD}} > 2C > 2D > j22C > 214D || 3658 {{clr|4|(4742)}}|| Gain || Cost || Corner only. 236236CD cannot be too deep in the corner in order for it to launch them. You can jump forward or backward with j2C to have the necessary spacing. Time 214214A during their falling animation. | ||
|- | |- | ||
| 2A > 5C > 5B > 236D > OMC > 66 2C > 2D > j22C || Damage || Gain || Cost|| You can walk backwards during OMC in the corner for burst safe spacing | | 2A > 5C > 5B > 236D > OMC > 66 2C > 2D > {{clr|4|j22C}} > 214C || Damage || Gain || Cost|| Crouching only. You can walk backwards during OMC in the corner for burst safe spacing. You need to walk forward or dash during OMC to connect 2C midscreen. | ||
|- | |- | ||
|} | |} | ||
=== 236CD routing=== | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
|- | |- | ||
! Combo !! Damage (Hassou) !! SP Gain !! SP Cost !! Notes | ! Combo !! Damage (Hassou) !! SP Gain !! SP Cost !! Notes | ||
|- | |- | ||
| 2A > 5C > 5B > 236CD > 2C > 2D > j22C > 214C > 2B(4) > j2C > 9 jC > j2B || | | 2A > 5C > 5B > 236CD > 2C > 2D > j22C > 214C > 2B(4) > j2C > 9 jC > {{clr|4|j2B}} || 3416 {{clr|4|(5216, 5486)}}|| Example || Example || Corner only. Character specific if directly in the corner. | ||
|- | |- | ||
|CH jC > 5A > 5C > j2C > djB > jC > jD > j236CD > 2D > {{clr|4|j22C}} > 214C || | |CH jC > 5A > 5C > j2C > djB > jC > jD > j236CD > 2D > {{clr|4|j22C}} > 214C || 3451 || Example || Example || Opponent must be CH in the air and low to the ground | ||
|- | |- | ||
| 5C > j2C > djB > jC > jD > j236CD > 2D > j22C > 214C > 2B(4) > jC > j2C > 9 jC > j2B || Example || Example || Example || Burst punish route that leads into the corner. If directly in the corner, walk backwards during 2D to keep the opponent in the corner. | | 5C > j2C > djB > jC > jD > j236CD > 2D > j22C > 214C > 2B(4) > jC > j2C > 9 jC > j2B || Example || Example || Example || Burst punish route that leads into the corner. If directly in the corner, walk backwards during 2D to keep the opponent in the corner. | ||
|} | |} | ||
* 236CD | * 236CD > 2C in the corner works on: Narukami, Kanji, Teddie, Rise, Margaret, Marie, Aigis, Akihiko, Ken, Yukari, Elizabeth | ||
* In order to make 236CD a universal combo option, | * In order to make 236CD > 2C a universal combo option, 236CD must not be directly in the corner in order to pull them in and plant them higher on the wall. | ||
* For a visual indicator, the spear tip of 5C should be visible and not go past the corner boundary. | |||
* Doing 236CD outside of the corner will add an additional hit. | |||
===OMB & 236236CD Routing=== | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ | |+ | ||
|- | |- | ||
! Combo !! Damage !! SP Gain !! SP Cost !! Notes | ! Combo !! Damage !! SP Gain !! SP Cost !! Notes | ||
Line 130: | Line 136: | ||
| Any 2 hits > OMB > 2C > 2D > j22C > 214214A|| Example || N/A||50 / 125 / 150 || Listed values for jB jC OMB. | | Any 2 hits > OMB > 2C > 2D > j22C > 214214A|| Example || N/A||50 / 125 / 150 || Listed values for jB jC OMB. | ||
|- | |- | ||
| 2A > 5C > 5B > 2B(1) > OMB || Damage || + || - || Notes | | 2A > 5C > 5B > 2B(1) > OMB > 2C > 2D > j22C > 214C > 5B > jC > j2C > djC > j2C > j214A > j236236CD|| Damage || + || - || Notes | ||
|- | |- | ||
| 2A > 5C > 5B > 236236CD > 66 2C > 2D > j22C > 214A || Example || Example || Example || | | 2A > 5C > 5B > 236236CD > 66 2C > 2D > j22C > 214A || Example || Example || Example || Hassou Tobi route for 125 meter, used to finish rounds from midscreen low. Can add 214A after 5B to do Hassou Tobi after j22C. | ||
|- | |- | ||
| | | 9 jD > j214A > OMB > 2C > 2D > j22C > 214C > 5B > jC > j2C > djC > j2C > j214A > j236236CD ||Damage || Example || Example || Crossup mixup. Can also use 236236CD instead of OMB but cannot extend the combo as long. | ||
|- | |- | ||
|} | |} | ||
===Fatal Counter=== | |||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
|+ | |+ | ||
|- | |- | ||
! Combo !! Damage !! SP Gain !! SP Cost !! Notes | ! Combo !! Damage !! SP Gain !! SP Cost !! Notes | ||
|- | |- | ||
| j2B > 2A > 5C > 5B > 236D > 5C > j2C > j22D > j22C > 214C > 2B(4) > j2C > 9 jC > j2B||Damage || SP gain|| Cost|| Corner only | | j2B > 2A > 5C > 5B > 236D > 5C > j2C > j22D > j22C > 214C > 2B(4) > j2C > 9 jC > {{clr|4|j2B}}||Damage || SP gain|| Cost|| Corner only | ||
|- | |- | ||
| 5C > 2C > hop cancel j22C > || | | j2B > 5A > 5C > j2C > j22D > j22C > 214C||Damage || SP gain|| Cost|| Fatal Counter j2B on airborne opponents (causes groundbounce) | ||
|- | |||
| 5C > 2C > hop cancel j22C > 214D > 5B > 5C > 214CD > 2B(4) > j2C > j22D > 214C > 2A > 5C > jB > jC > j214B || 6081 || + || - || Notes | |||
|- | |- | ||
|} | |} | ||
==Navigation== | ==Navigation== | ||
{{#lst:P4AU/Margaret/Data|Links}} | {{#lst:P4AU/Margaret/Data|Links}} | ||
{{Navbar-P4AU}} | {{Navbar-P4AU}} |
Latest revision as of 01:38, 6 April 2022
Combo Notation Guide | Character Name Abbreviations | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
|
Combo Theory
- 236D will combo after 5B or 5C if they are hit in crouching state. The 5th 5A can combo into 236D on standing opponents.
- Fatal Counter allows j22D extensions to be possible after j2C or 5C > 2D if they are already airborne
- Fatal Counter allows more than 1 God Hand in a combo as long as they are different versions.
- Hassou Tobi damage values are highlighted in red with the following values: Hassou Tobi alone, with A/B Power Slash modifier, with SB Power Slash modifier
- As a summary, Hassou Tobi alone adds 1800 minimum damage with an additional 270/540 for the extra meter spent
- Power Slash modifier is mostly used to secure wins or initiate a major comeback where the next hit should win.
- Moves highlighted in red indicate a point where Hassou Tobi can be inserted
Common points that add a large number of hits or can lead into Hassou Tobi within 1-3 hits:
- 2D (adds 3 hits): IAD forward > land > Hassou Tobi
- jD > j214B (adds 3 hits): land > SB Hassou Tobi midscreen, land > 214A in the corner
- j22C (1 hit ender): 214A, 2C, 2C 214B(1)
- j214AB (3 hit ender): Land > Hassou Tobi, 214A
- 236D (15 hit ender): 5C > SB Hassou Tobi midscreen, 214A in the corner
- (j)236236CD (15 hit ender): Land > Hassou Tobi, 2C
- j2B ender requires SB Hassou Tobi
- After 214C > 2B/5B (1), use SB Hassou Tobi midscreen. In the corner, A Hassou Tobi is possible if hitstun decay allows.
- Unless noted otherwise, A Hassou Tobi is the version used
Most combos listed with a 2A starter are also possible from most aerial starters, 5B, and 5C. If you intend to replicate a Hassou Tobi route, you may need to omit or add moves.
214A/B routing
Combo | Damage | SP Gain | SP Cost | Notes/Purpose |
---|---|---|---|---|
5A > 5B > 5C > 214B | Example | Gain | 0 | Can safejump with forward jump jC, also works with 5A > 5C > 5B |
2A > 5C > 5B > 5A x 5 > 214A | Example | Example | Example | Primary grounded midscreen route with okizeme followup |
2A > 5C > 5B > 5A x 5 > 236D > 214A | 2127 (3927, 4197, 4467) | Example | Example | Corner only, ender does not work if jD/j2D precedes combo, practical 50 meter Hassou Tobi route. |
2A > 5C > 5B > 214B > OMC > 2C > 2D > j22C > 214C | Damage | Gain | Cost | |
214A > 236236C > 2C > 2D > j22C > 214C > 2B(4) > j2C > 9 jC > j2B | Damage (Damage) | Gain | 50/125 | In the corner, do 2D after 236236C and jC j2C after 2B. 214A can also combo after 2AB as a starter. |
j214B ender routes
Combo | Damage | SP Gain | SP Cost | Notes |
---|---|---|---|---|
2A > 5C > 5B > 214B > 2B(4) > jC > j2C > j214B | Example | Example | Example | Corner only. Can backdash or double jump for varied okizeme options |
5D > 2B(4) > jC > j2C > j214B | Example | Example | Example | Example |
Anti air 2B(1) > 5C > jB > jC > djB > jC > jD > j214B | Example | Example | Example | Example |
Anti air 2B(4) > j2C > djB > jC > jD > j214B | Example | Example | Example | Can extend into 2A > 5C > jB > jC > 8 djC > j2B if you reach the corner |
Anti air 5B > 5A > 5B > 5C > sj.B > jC > jD > j214B | 2120 | Example | Example | For situations where the opponent is airborne and low to the ground such as backdashes |
Throw > 2A > 5C > sj.B > jC > j2C > j214B | Example | Example | Example | Corner only. |
j2B > j214A > 2B(4) > jC > j2C > j214B | Example | Example | Example | Corner only. Use to convert instant overhead/double overhead mixups from j2B |
Combos into 2C
Combo | Damage | SP Gain | SP Cost | Notes/Purpose |
---|---|---|---|---|
CH 2B/5B/5C > 2C > 2D > j22C > 66 214C > 2B(1) OR 5B > 5C > j2C > djB > jC > jD > j214B | 4652 (6605, 6875, 7145) | Example | Cost | 2B 5C > sj.B jC jD > j214B is an alternative pickup/ender route.
Can substitute 5A 5C after 5B for a midscreen Hassou Tobi route |
CH 5C > 2C > 2D > 5D > 5A > 5C > jC > j2C > djC > j2C > j214AB | Damage | Example | 0 | Burst safe option. Opponent must be in the corner after 2D for 5D to connect. |
CH 5A > 2C > 2D > j22C > 66 214C > 2B(4) > jC > j2C > j214B | 3359 | Gain | 0 | Strong option to punish/counterpoke specifically with 5A |
CH j2C > j22C > j22D > 2C > 214C > 2B(1) OR 5B > 5C > j2C > djB > jC > jD > j214B | Damage | Example | 0 | Advanced throw whiff punish |
Throw > OMC > 2C > 2D > j22C > 214C > 2B(4) > jC > j2C > 9 jC > j2B | Damage | Example | 0 | Corner only. Can dash during OMC to move them to the corner if close enough. |
236236A/B > OMC > 2C > 2D > j22C > 214A > 214214A | Damage | Gain | 0 | Reversal option |
236236CD > 2C > 214214A | Damage | Gain | 0 | Reversal option |
- Following 214C, 2B is more consistent for picking up with faster startup and more OTG range. 5B offers 200 more damage but requires you to be directly next to them.
- The opponent must be lined up near the apex of 214C in order to have enough time to pickup afterwards.
- Several timing cues for landing j22C after 2D: jump up > optional whiff jA/airthrow > airdash j22C, run > dash jump forward > falling jC, microdash > IAD > j22C
236D routing
Combo | Damage | SP Gain | SP Cost | Notes/Purpose |
---|---|---|---|---|
2A > 5C > 5B > 236D > 66 5C > j2C > dj2C > j214B | Damage | Gain | - | Crouching only. Fullscreen knockdown with the persona left active above the opponent |
2A > 5C > 5B > 5A x 5 > 236D > 66 5C > 214214AB | Damage (Damage) | Gain | 75/125/150 | Midscreen SB Hassou Tobi specific route from BNB for only 75 meter |
2A > 5C > 5B > 5A x 5 > 236D > 66 5C > j2C > j236236CD > 2C > 2D > j22C > 214D | 3658 (4742) | Gain | Cost | Corner only. 236236CD cannot be too deep in the corner in order for it to launch them. You can jump forward or backward with j2C to have the necessary spacing. Time 214214A during their falling animation. |
2A > 5C > 5B > 236D > OMC > 66 2C > 2D > j22C > 214C | Damage | Gain | Cost | Crouching only. You can walk backwards during OMC in the corner for burst safe spacing. You need to walk forward or dash during OMC to connect 2C midscreen. |
236CD routing
Combo | Damage (Hassou) | SP Gain | SP Cost | Notes |
---|---|---|---|---|
2A > 5C > 5B > 236CD > 2C > 2D > j22C > 214C > 2B(4) > j2C > 9 jC > j2B | 3416 (5216, 5486) | Example | Example | Corner only. Character specific if directly in the corner. |
CH jC > 5A > 5C > j2C > djB > jC > jD > j236CD > 2D > j22C > 214C | 3451 | Example | Example | Opponent must be CH in the air and low to the ground |
5C > j2C > djB > jC > jD > j236CD > 2D > j22C > 214C > 2B(4) > jC > j2C > 9 jC > j2B | Example | Example | Example | Burst punish route that leads into the corner. If directly in the corner, walk backwards during 2D to keep the opponent in the corner. |
- 236CD > 2C in the corner works on: Narukami, Kanji, Teddie, Rise, Margaret, Marie, Aigis, Akihiko, Ken, Yukari, Elizabeth
- In order to make 236CD > 2C a universal combo option, 236CD must not be directly in the corner in order to pull them in and plant them higher on the wall.
- For a visual indicator, the spear tip of 5C should be visible and not go past the corner boundary.
- Doing 236CD outside of the corner will add an additional hit.
OMB & 236236CD Routing
Combo | Damage | SP Gain | SP Cost | Notes |
---|---|---|---|---|
Any 2 hits > OMB > 2C > 2D > j22C > 214214A | Example | N/A | 50 / 125 / 150 | Listed values for jB jC OMB. |
2A > 5C > 5B > 2B(1) > OMB > 2C > 2D > j22C > 214C > 5B > jC > j2C > djC > j2C > j214A > j236236CD | Damage | + | - | Notes |
2A > 5C > 5B > 236236CD > 66 2C > 2D > j22C > 214A | Example | Example | Example | Hassou Tobi route for 125 meter, used to finish rounds from midscreen low. Can add 214A after 5B to do Hassou Tobi after j22C. |
9 jD > j214A > OMB > 2C > 2D > j22C > 214C > 5B > jC > j2C > djC > j2C > j214A > j236236CD | Damage | Example | Example | Crossup mixup. Can also use 236236CD instead of OMB but cannot extend the combo as long. |
Fatal Counter
Combo | Damage | SP Gain | SP Cost | Notes |
---|---|---|---|---|
j2B > 2A > 5C > 5B > 236D > 5C > j2C > j22D > j22C > 214C > 2B(4) > j2C > 9 jC > j2B | Damage | SP gain | Cost | Corner only |
j2B > 5A > 5C > j2C > j22D > j22C > 214C | Damage | SP gain | Cost | Fatal Counter j2B on airborne opponents (causes groundbounce) |
5C > 2C > hop cancel j22C > 214D > 5B > 5C > 214CD > 2B(4) > j2C > j22D > 214C > 2A > 5C > jB > jC > j214B | 6081 | + | - | Notes |
- Aigis[★]
- Akihiko Sanada[★]
- Chie Satonaka[★]
- Elizabeth[★]
- Junpei Iori[★]
- Kanji Tatsumi[★]
- Ken Amada[★]
- Labrys[★]
- Margaret[★]
- Marie[★]
- Mitsuru Kirijo[★]
- Naoto Shirogane[★]
- Rise Kujikawa[★]
- Shadow Labrys[★]
- SHO Minazuki[★]
- Sho MINAZUKI[★]
- Teddie[★]
- Tohru Adachi[★]
- Yosuke Hanamura[★]
- Yu Narukami[★]
- Yukari Takeba[★]
- Yukiko Amagi[★]
Click [★] for character's full frame data