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=Infinites= | =Infinites= | ||
When Motonari gets his reinforcements (which is easy for him because he has the fastest reinforcement level rate, he gets level 100 reinforcements before most characters get level 50 reinforcements) every hit can go into 214214C. It doesn't even matter if Motonari has no meter to start with because he gets a good amount of basara gauge whenever he (or the opponent) hits his reinforcements meaning he can build a bar of meter during his combos, do 214214C, and then do an infinite. Naturally, 214214C also seals your opponent's reinforcements because why not. All of these require level 100 reinforcements. | When Motonari gets his reinforcements (which is easy for him because he has the fastest reinforcement level rate, he gets level 100 reinforcements before most characters get level 50 reinforcements) every hit can go into 214214C. It doesn't even matter if Motonari has no meter to start with because he gets a good amount of basara gauge whenever he (or the opponent) hits his reinforcements meaning he can build a bar of meter during his combos, do 214214C, and then do an infinite. Naturally, 214214C also seals your opponent's reinforcements because why not. All of these require level 100 reinforcements. While the infinite is good his unblockable loop is better. | ||
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During your infinite you can combo into your Basara K.O very reliably. Works on everyone. | During your infinite you can combo into your Basara K.O very reliably. Works on everyone. | ||
=That One Combo From That One Clip That A Friend Of Mine Requested That I Add= | =That One Combo From That One Clip That A Friend Of Mine Requested That I Add= |
Revision as of 21:47, 17 April 2024
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo Theory
Motonari's 236A/B and 623A/B can be held in one of eight directions which influences what direction the opponent is launched. This shall be written as 236B [2] for example.
Motonari's reinforcement can be hit and launched like a projectile. You can hit the same reinforcement up to six times. There are some combos where you have to hit the opponent and your reinforcement at the same time. Hitting your own reinforcement will be written as EA (engun abuse).
All Motonari has to do is follow a 3 step plan to ensure the opponent's death. Works on everyone, all the time.
Step One
5A > 5B > 2B > 6C > 214B |
Knockdown the opponent and setup 214X. 214A/B/C sets up a trap and doing the same input detonates the trap. The special thing is that the detonation is completely unblockable and ignores blockstun along with having long active frames. Meaning that if you can make the opponent block with a normal you then can detonate 214X resulting in an unblockable setup. When you detonate 214X you can do step two.
5A > 5B > 2C > 214B |
An alternate version of step one. Can be used against YUK and KOJ because it leaves the opponent further away so that they can't DP you.
Step Two
214B (detonate) > DL 5B+C > 6 > 5B > JC j.B > j.C > 236B [2] > ▷ 2B > 2C > 214C |
Once you detonate 214B in the opponent's face you can do this combo to take them into the corner. Once you are in the corner you can do step 3 in which the opponent dies.
Step Three
214C (detonate) > 5B > JC j.B > j.C (1) > JC j.B > j.C > 236B [2] > ▷ 2B > 2C > 214C > 214C (detonate) > run > 5B > repeat until the opponent dies |
Your inescapable corner unblockable loop. Once you as the Motonari player reach this step you've won the round. There is nothing the opponent can do except cry to make you feel bad and drop it. Against TAD leave out j.C (1). Against HAM do 5C instead of 2C.
Some Other Combos
6B , 5A > 5B > JC j.B > j.C (1) > JC j.B > j.C > 236B [2] > ▷ 2B > 2C > 214C > 214C (detonate) > run > 5B > repeat until the opponent dies |
In the corner you can link a 5A after your 6B overhead although this is a rather tight link. Works on everyone.
IAD j.C (1) > 5B > JC j.B > j.C (1) > JC j.B > j.C > 236B [2] > ▷ 2B > 2C > 214C > 214C (detonate) > run > 5B > repeat until the opponent dies |
If you land the first hit of j.C you can follow up with 5B. Works on everyone.
Infinites
When Motonari gets his reinforcements (which is easy for him because he has the fastest reinforcement level rate, he gets level 100 reinforcements before most characters get level 50 reinforcements) every hit can go into 214214C. It doesn't even matter if Motonari has no meter to start with because he gets a good amount of basara gauge whenever he (or the opponent) hits his reinforcements meaning he can build a bar of meter during his combos, do 214214C, and then do an infinite. Naturally, 214214C also seals your opponent's reinforcements because why not. All of these require level 100 reinforcements. While the infinite is good his unblockable loop is better.
5A > 5A > 6C > 623E > 214C > run > 6C (1) > 214C (detonate) > run > j.C > JC j.C > 236B [2] > 5E > ▷ 6C (1) EA > 623E > DL 623E > 5B EA > 5E > 214214C > DL 5E > 5[B+C] > 5]B+C[ > 6 > 236B (4) > 5E > [5Ax4 > 5B > 236B (4) > 5E > 5B+C > 6]x∞ |
Your corner to corner infinite route that works on everyone.
214X (detonate) > 5B > JC j.B > j.C (1) > JC j.B > j.C > 5E > 236B [2] > ▷ 6C (1) EA > 623E > 6C (1) EA > 623E > 5B EA > 5E > 214214C > DL 5E > 5[B+C] > 5]B+C[ > 6 > 236B (4) > 5E > [5Ax4 > 5B > 236B (4) > 5E > 5B+C > 6]x∞ |
Your corner infinite. Against TAD leave out j.C (1).
...5B+C > 6 > 5A > 5A > 5B > 236[B] [4] > 5E > (engun cancel) Basara K.O activation > 2141236C |
During your infinite you can combo into your Basara K.O very reliably. Works on everyone.
That One Combo From That One Clip That A Friend Of Mine Requested That I Add
Throw > 5E > 6C (1) > 623E > 214E > 5[B+C] > 5E > 5]B+C[ > 6 > 236B [4] > 5E > IAD j.B > ▷ 214A > 5Ax16 (opponent is behind you) > 236[B] > 5E > 236]B[ [4] > 5E > (engun cancel) 5B+C EA > 6 > 5A EA > 5Ax22 > 5E > SJC j.623[B] > (just mash 5E from this point) > j.623]B[ [4] > j.623[B] > j.623]B[ [4] > j.623[B] > j.623]B[ [7] > ▷ super jump > j.623[B] > j.623]B[ [7] > j.623[B] > j.623]B[ [3] > ▷ 236[B] > 236]B[ [7] > (keep on making rings while still mashing 5E) > 5Ax15 > 623Ex8 > 5Ax8 EA > Basara K.O activation > 2141236C |
Here you go Juanman. Might not be 100% accurate but its the best I could do.