Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
(2K) > c.S(3) > 6K > 421X | any | 80 | 12 | Very Easy | ||
(2K) > c.S(2) > 5H > 421X | any | 83 | 12 | Very Easy | enemy is in stagger state on 5H | |
(2K) > c.S(2) > 5H > 623D | any | 102 | -20 | Very Easy | Slip recovery 'Max' is not humanly possible. lvl 2~3 is more realistic. | |
(2K) > c.S(3) > 6K > 421S > 2S > 623D | any | 140 | -10 | Easy | ||
(2K) > c.S(3) > 6K > [421S > 2S]x2-3 > 421X | corner | 145 | 17 | all | Easy | |
(2K) > c.S(3) > 6K > sCR > 66 6K > 214H-D > 66 f.S > 421X | corner | 134 | 22 | all | Hard |
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<span style="display: block; float: right; overflow: hidden; border-radius: 15px; line-height: 0px; margin: 0px 0px 7px 7px;>[[file:GGST_Jack-O_Okizeme_ThrowMid1.mp4]]</span><div style="clear:left;"></div> | <span style="display: block; float: right; overflow: hidden; border-radius: 15px; line-height: 0px; margin: 0px 0px 7px 7px;>[[file:GGST_Jack-O_Okizeme_ThrowMid1.mp4]]</span><div style="clear:left;"></div> | ||
<div class="MockCodeBlock" style="width: calc(100% - 330px);">{{clr|5|2A}}x2 > {{clr|4|2B}} > {{clr|3|5D}} > C+D > 6 > {{clr|3|5D}} > {{clr|1|623C}}(3) > E > forward jump {{clr|5|j.A}} > delay {{clr|3|j.D}} > land then jump straight up > {{clr|5|j.A}} (right side only) > {{clr|3|j.214D}} > {{clr|5|2A}}x10 > {{clr|4|2B}} > {{clr|3|c.D}} > A+C > {{clr|5|j.A}} > {{clr|3|j.214D}} > {{clr|5|2A}} > {{clr|4|2B}} > {{clr|1|c.C}} > A+C > {{clr|5|j.A}} > {{clr|3|j.214D}} > {{clr|5|2A}}x14 > {{clr|4|2B}} > {{clr|3|5D}} > {{clr|3|214D}}+E > {{clr|5|2A}}x14 > {{clr|5|2A}}~E > {{clr|5|2A}}x3 > {{clr|4|2B}} > {{clr|3|5D}} > {{clr|3|214D}}+E > {{clr|5|2A}}x10 > {{clr|4|2B}} > {{clr|1|c.C}} > C+D > 6 > {{clr|4|2B}} > {{clr|5|2A}}x5 > {{clr|5|2A}}~E > {{clr|5|2A}}xN~ (Traveling)</div> | <div class="MockCodeBlock" style="width: calc(100% - 330px);">{{clr|5|2A}}x2 > {{clr|4|2B}} > {{clr|3|5D}} > C+D > 6 > {{clr|3|5D}} > {{clr|1|623C}}(3) > E > forward jump {{clr|5|j.A}} > delay {{clr|3|j.D}} > land then jump straight up > {{clr|5|j.A}} (right side only) > {{clr|3|j.214D}} > {{clr|5|2A}}x10 > {{clr|4|2B}} > {{clr|3|c.D}} > A+C > {{clr|5|j.A}} > {{clr|3|j.214D}} > {{clr|5|2A}} > {{clr|4|2B}} > {{clr|1|c.C}} > A+C > {{clr|5|j.A}} > {{clr|3|j.214D}} > {{clr|5|2A}}x14 > {{clr|4|2B}} > {{clr|3|5D}} > {{clr|3|214D}}+E > {{clr|5|2A}}x14 > {{clr|5|2A}}~E > {{clr|5|2A}}x3 > {{clr|4|2B}} > {{clr|3|5D}} > {{clr|3|214D}}+E > {{clr|5|2A}}x10 > {{clr|4|2B}} > {{clr|1|c.C}} > C+D > 6 > {{clr|4|2B}} > {{clr|5|2A}}x5 > {{clr|5|2A}}~E > {{clr|5|2A}}xN~ (Traveling)</div> | ||
This combo assumes you start with no boost, because having boost can mess with ura sai. This bani combo has been optimized to Mamiya to ToD while maximizing resource swing in your favor. | |||
It's worth considering going for a different combo than this one if she is below 2/3 HP, because the difficulty from this is not worth the damage if she's going to die halfway through the route. | |||
{{clear}} | {{clear}} | ||
}} | }} |
Revision as of 04:41, 28 May 2022
Combo | Valid From: | Works on: | Notes |
---|---|---|---|
() > Close Range (3 hits) > > +Any Button | any position | all characters | |
() > Close Range (2 hits) > Standing > +Any Button | any position | all characters | enemy is in stagger state on |
() > Close Range (2 hits) > Standing > | any position | all characters | Slip recovery 'Max' is not humanly possible. lvl 2~3 is more realistic. |
() > Close Range (3 hits) > > > > | any position | all characters | |
() > Close Range (3 hits) > > [ > ] two to three times > +Any Button | corner | all characters | |
() > Close (3 hits) > > Carcass Raid > Dash > > then > Dash > Far Range > +Any Button | corner | all characters |
No results
2Ax2 > 2B > 5D > C+D > 6 > 5D > 623C(3) > E > forward jump j.A > delay j.D > land then jump straight up > j.A (right side only) > j.214D > 2Ax10 > 2B > c.D > A+C > j.A > j.214D > 2A > 2B > c.C > A+C > j.A > j.214D > 2Ax14 > 2B > 5D > 214D+E > 2Ax14 > 2A~E > 2Ax3 > 2B > 5D > 214D+E > 2Ax10 > 2B > c.C > C+D > 6 > 2B > 2Ax5 > 2A~E > 2AxN~ (Traveling) |
Combo | Position | Damage | Tension Cost | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5D > j.D > 214P(1) > c.S > 214H > j.H > j.D > 214P(1) > c.S > 214H > j.H > j.D > 214H > 214P(1) | Midscreen | 155 | 0 | All | ?? | If you did 5D close to opponent, use this. | Link |
5D > j.D > 214P(1) > f.S > 6K > 214P > 2H > 214P | ?? | ?? | 0 | All | ?? | Should be used if you hit 5D from further away. | - |
5D > j.D > 214P(1) > 632146H > c.S > 214H > dash j.H > j.D > 214P(1) (sideswitch) > c.S > 214H > 2148P | Corner | ?? | 50 | All | ?? | - | - |
5D > j.D> 214P(1) > 5H > 214H > dash j.H > j.D > 214P(1) > c.S > 214H > 2148P | Corner | ?? | 0 | All | ?? | - | - |
5D > j.D > 214P(1) > 5H > 214H > j.H> j.D > 214H > 214P(1) | Corner | ?? | 0 | All | ?? | Less damage than above, but easier/more stable. | - |