P4AU/Margaret/Combos: Difference between revisions

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{{NavTabs|game=P4AU|chara=Margaret|forums=http://www.dustloop.com/forums/index.php?/forums/forum/315-margaret/|videos=http://horibuna.web.fc2.com/P4U2/index.html|active=Combos}}
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{| class="wikitable"
{{Combo Notation|
game=P4AU
}}
<br clear=all/>
==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 {{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
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===
 
{| class="wikitable sortable"
|+
|-
! 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
|-
|-
! Combo Notation Guide
|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}} || 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.
:{| class="wikitable" border="1"
|-
|-
| 7 {{7}}
|2A > 5C > 5B > 214B > OMC > 2C > 2D > j22C > 214C|| Damage ||Gain ||Cost ||
| 8 {{8}}
| 9 {{9}}
|-
|-
| 4 {{4}}
|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.
| 5 {{5}}
| 6 {{6}}
|-
|-
| 1 {{1}}
| 2 {{2}}
| 3 {{3}}
|}
|}
: Numbers represent direction on a keyboard numpad. For example {{2}}{{3}}{{6}}D becomes 236D
: '''>''' = cancel into the next attack
: ''',''' = link the next attack after preceding move's recovery
: '''jc''' = jump cancel
: '''hjc''' = high jump cancel
: '''(N)''' = only use the Nth attack of the move (for example, if [[#c.S|c.S]](1) is written, you only use the first hit of c.S)
: '''(move)''' = whatever's listed in the parentheses is optional
: If you have notations that are not listed here but are necessary, feel free to add them as you see fit.
|}
<br clear=all/>
==Midscreen==
Note: Without a counterhit, most meterless confirms are simply gatlings strung together to end into 214A to gain hard knockdown. Most combos can be preceded with a jump-in.<br />


2A > 5C > 5B > 5AAAAA > 214A (allow 5B to travel as close as possible before autocombo, all 5 hits should connect before 214A) <br />
=== j214B ender routes===
5B > 5A > 5B > 5C > 214A <br />
5B > 5A > 2A > 5C > 5B > 214A <br />
5B > 5AAAAA > 236D > 66 5C > j.2C > j.2C > j.214B (5B must be point blank and 236D must be cancelled on the 5th hit of autocombo) <br />
5D > 2B(4) > j.2C jc > j.B > j.C > j.214B <br />
[Crouch] 2A > 5C > 5B > 236D > 66 5C > j.2C > j.2C > j.214B <br />
[Crouch] 5B > 5A > 5B > 5C > 236D > 66 5C > j.2C > j.2C > j.214B <br />
Airthrow > falling j.C > 5C > j.2C > j.214B <br />


Meter: <br />
{| class="wikitable"
214A > 236236C > 2C > 2D > j.22C > 214C > 2B(4) > j.2C > neutral jump cancel > j.C > j.2B <br />
|+
|-
! 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 > {{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
|}


==Corner==
===Combos into 2C===
2A > 5C > 5B > 214B > 2B(4) > j.C > j.2C > j.214B <br />
{| class="wikitable sortable"
2A > 5C > 5B > 5AAAAA > 236D > 214A <br />
|+
(j.B > j.C >) j.2B > j.214A > 2B(4) > j.C > j.2C > j.214B <br />
|-
5D > 5A > 5C > j.2C jc > j.2C > j.214B <br />
! Combo !! Damage !! SP Gain !! SP Cost !! Notes/Purpose
Throw > 2A > 2B(4) > j.C > j.2C > j.214B <br />
|-
|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 || 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 > {{clr|4|j214B}} ||Damage || Example|| 0 || Advanced throw whiff punish
|-
|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
|-
|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


==Anti-Air / Air-to-Air==
=== 236D routing===
2B(4) > j.2C jc > j.C > j.2C > j.214B<br />
{| class="wikitable sortable"
2B(4) > j.2C jc > j.B > j.C > j.2C > j.214B<br />
|+
2B(4) > j.2C jc > j.B > j.C > j.D > j.214B<br />
|-
CH j.C > land > (5A) > 5C > j.2C jc > j.B > delay j.C > j.D > j.236CD > land > 2D > j.22C > 214D<br />
! 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 {{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}} > 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 > {{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.
|-
|}


==Counterhit==
=== 236CD routing===
Note: There are a number of ways players perform the following combo based on preference.
{| class="wikitable"
* j.22C requires a late airdash or a running start after 2D midscreen.<br />
|+
* 214C needs to be close and hit as high as possible in order to OTG afterwards.<br />
|-
 
! Combo !! Damage (Hassou) !! SP Gain !! SP Cost !! Notes
There are also multiple ways to OTG after 214C:
|-
*2B(1) - largest OTG range (easiest)<br />
| 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.
*5B - must be done closer but more damage (except if 5B is the starter)<br />
|-
*2B(1) > 5B - requires superjump j.B after 5C for the max damage route<br />
|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
 
|-
CH 5A / 5B / 2B(1) / 5C > 2C > 2D > j.22C > 66 214C > 2B(1) > 5C > j.2C > jc > j.B > delay j.C > j.D > j.214B<br />
| 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.
 
|}
==Hassou Tobi==
* 236CD > 2C in the corner works on: Narukami, Kanji, Teddie, Rise, Margaret, Marie, Aigis, Akihiko, Ken, Yukari, Elizabeth
Note: A combo must be a multiple of 8 ''before'' cancelling into Hassou Tobi in order to maximize damage. Most Hassou Tobi combos are very freeform and allow you to modify the required number of hits. The following examples have parentheses demonstrating the number of hits before Hassou Tobi. <br />
* 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.
(Damage values to be added later)<br />
* Doing 236CD outside of the corner will add an additional hit.
 
Midscreen <br />
CH 5A/2A/5B/2B(1)/5C > 2C > 2D > j.22C > 214C > 2B (8) > 214214A [50 meter required]<br />
236236CD > 66 2C (16) > 214214A [125 meter required] <br />
 
Corner <br />
 
2A > 5C > 5B > 5AAAAA > 236D > 214A (24) > 214214A [50 meter required] <br />
 
One More! Burst<br />
 
Any 2 hits > OMB > 2C > 2D > j.22C (8) > (236236AB) > 214214A [50 meter minimum / 125 meter for maximum damage] <br />


===OMB & 236236CD Routing===
{| class="wikitable sortable"
|+
|-
! 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===
{| class="wikitable sortable"
|+
|-
! Combo !! Damage !! SP Gain !! SP Cost !! Notes
|-
| j2B > 2A > 5C > 5B > 236D > 5C > j2C > j22D > j22C > 214C > 2B(4) > j2C > 9 jC >  {{clr|4|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
|-
|}


<br clear=all/>
==Navigation==
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[[Category:Persona 4: Arena Ultimax]]
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Latest revision as of 01:38, 6 April 2022

Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+A.png becomes 236A.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
AG =  Aigis
AK =  Akihiko
CH =  Chie
LZ =  Elizabeth
JU =  Junpei
KA =  Kanji
KE =  Ken
LB =  Labrys
MG =  Margaret
MA =  Marie
MZ =  Minazuki
MS =  Mitsuru
NA =  Naoto
RI =  Rise
SL =  Shadow Labrys
SH =  Sho
KU =  Teddie/Kuma
AD =  Tohru Adachi
YO =  Yosuke
YU =  Yu Narukami
YA =  Yukari
YK =  Yukiko


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

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