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- W = Weak attack
- H = Heavy attack
- aW = Air weak
- LKW = Weak killer weapon
- HKW = Heavy killer weapon
- aLKW(c) = Air weak killer weapon (cancel, very late input)
- aHKW = Air heavy killer weapon
- *W = Delayed Weak attack
- *H = Delayed heavy attack
- AA = Anti air (rising heavy)
- DA = Dash attack
- AAc= Anti air Cancel
- tc = twitch cancel
- GC = Guard Cancel
- JC = Jump Cancel
- (b) = breakable combo, watch for 360's.
- Some universal information:
- - Medium and Light characters have super armor on their HKW variations and their guard breaks (charge heavy). Standing has less than a charge, but can still eat a few jabs. Charge HKW's will eat a LOT of jabs. ANY type of heavy attack breaks ANY super armor.
- - Heavy characters have super armor on just about everything. LKW's, HKW's, Dash animations, jabs, etc etc. This is why they get stunned more than any other character.
- - Air attacks generally have the highest priority.
- - Press circle as soon as the grab animation starts you break grabs.
- - AA canceling is performed by pressing L2+X+Triangle very quickly after you perform a basic move of some sort. Preferably a Jab attack. (LT+Y+X for you 360 users)
- - Twitch Canceling is performed by holding Guard, attacking, and then VERY quickly pressing L2+Triangle or Square as a drum roll. See YinYangTiger's video for more information.
- - Glitch HKW'ing is performed by landing an air LKW on something (can be anything, guard, mutant, HP bar)and then quickly letting go of the KW button (LT or L2) and immediately holding in triangle. (Y) for you 360 users. Very obvious when done correctly, aHKW will have no start-up animation.
- - Some characters share universal combos, such as H-W-LKWx3 or 4. This can be done with just about everyone and I left these out on purpose, these should be the first combos everyone learns, your very basic combo.
- - Basic jab sets (W-W-W-W) and what have you, the ending hit for these basic combos do a LOT of guard damage. Most people don't realize this and often times won't dodge it. I tested it with Oinkie, against a Leo's Guard. TWO jab sets broke his guard. That's all it takes, guards are actually very fragile things, it's just the online plays tricks on guard animations a LOT of the time.
- - All HKW animations have a chance of glitching out in some small way, or a large way. Be it damage, character animation, etc etc. Sometimes it will appear that you didn't actually catch somebody, but you actually did.
- - Everyones aHKW has a TON of lingering frame data, to the point where well after the move is in cooldown it will damage you and or stun you. If you want to punish these you need to either use a KW cinematic or a spaced KW of some sort. A regular jab or heavy will stun you 100% of the time. A punish that isn't done properly, will actually TRADE DAMAGE with the aHKW your opponent did. You have to be VERY careful.
- - All characters now share two loops that can be performed by twitch canceling, through jabs and through basic heavy launchers. I left bulls in there because he needs something to pretty up his section and give people ideas.
- - For those who don't know, you can actually KW cancel jump and do other stuff besides AA cancel. It's much harder than basic canceling but once you get it down.. It's a lot of fun messing with. For instance, Oinkie can't usually jump out of a jab and into an aLKW. With this technique, he can. It's performed by doing the same input as an AA cancel, just pressing Square (X for 360) IMMEDIATELY after the AA cancel. Instead, you will do an air weak and you can follow up with whatever you want. This creates hilarious combos, but highly impractical unless you practice the hell out of it and feel like trolling people. W-W-W-(C)aW-aW-W-W-W(C)-aW-aW etc etc.
- - Everyone except bull can W-LKWx3 or 4. All it takes is a jab to open someone up, all new players should learn this first and go from there, learning to spot 360's and whatnot.
- - All female characters and the Garbots can AA out of a lean without any extra button input. Just lean -> jumping heavy. Males have to use the AA cancel tech and bull can't do it at all.
- =======================
- Jack Cayman
- =======================
- W-W-W-*W-LKWx4 (b)
- H-aW-aW-aW-aW-aLKWx4 (can be kept going against a wall, otherwise 4th aLKW isn't possible to follow up)
- aW-LKWx2-aW-W-W-*W-AAc-aHKW (Meter must hit 0 after LKWx2 or you can't aW follow up and keep the juggle alive)
- W-*W-AAc-aW-aW-W-AAc-aHKW
- H-AA-aW-aLKW(c)-W-AAc-aW-aLKW(c)-W-AAc-aHKW (or start with W-AAc)
- W-AAc-aHKW
- W-AAc-aLKW-aLKW(c)-w-AAc-aHKW (Note: This is actually easier than canceling with a jab first, or no jab, because it gives you more of a window to input the canceled aLKW.)
- Guard Pressure:
- W-*W-H
- aLKW
- W-H
- W-W-W-W(TC)-W
- =======================
- Blacker Baron
- =======================
- W-*W-AAc-aW-aW-W-AAc-aW-aLKW(c)-aLKW
- W-W-H(TC)-W-W-H(TC) (LOOP)
- W-W-W-H(TC)-W-LKWx4
- H-W-W-LKWx4
- W-*W-LKWx4 (b)
- H-AA-aW-aLKW(c)-aLKW (can be kept going, very difficult)
- W-AAc-aHKW
- Guard Pressure:
- W-W-W-H(TC)-W-LKWx1
- W-*W-H
- W-H
- aLKW
- =====================
- Mathilda
- =====================
- H-*W-H-AA-aW-aW-H-*W-H-AA-aW-aW (LOOP)
- (Holding Guard)W-H (REQ charge attacker, small charge, LOOP)
- W-AA-aW-W-AA-aLKWx4
- H-W(TC)-W-AA-aW-W-LKWx4
- W-H-LKWx2-Charge HKW(1) (b)
- H-H(TC)-W-AA-aW-aW-H-*W-H-AA-aW-aW-W-LKWx4
- Guard Pressure:
- aLKW-aHKW glitch (has active hit box, just can't combo)
- W-H
- W-*W-H-LKWx1
- W-*W-DA
- W-W-W-W-W
- Charge HKW shenanigans
- =====================
- Big Bull
- =====================
- LKWx2(gc)-W-W(TC)-W-W-DA
- LKWx2(gc)-LKWx2(gc)-W-W-DA
- H(TC)-H(TC) (LOOP)
- W-W(TC)-W-W (LOOP)
- LKWx3
- Guard Pressure:
- aW
- W-W-DA
- LKWx2-W-W-DA
- Charge Heavy (Guard Break)
- ====================
- Leo
- ====================
- H-W-AA-aKWL(c)-H-W-AA-aHKW (Can LOOP, just don't aHKW)
- *W-H-W-W-LKWx4
- W-W-W-AAc-aW-aW-W-AAc-aHKW
- W-AAc-aHKW
- W-W-W-KWLx4 (b)
- H-AA-aW-aW-H-AA-aHKW
- Guard Pressure:
- W-*W-H
- W-*W-DA
- DA
- W-KWLx1
- aLKWx2
- =====================
- Nikolai
- =====================
- H-AA-aW-aW-H-W-W-AAc-aLKWx2-aHKW glitch
- W-W-W-*w-LKWx4 (b)
- W-H(TC)-AA-aHKW
- W-W-AAc-aW-aW-w-AAc-aHKW
- W-W-W-DA (b)
- H-W-W-AAc-LKW-LKW(c)-W-AAc-aHKW
- H-AA-aW-aW-H-W-LKWx4
- Guard Pressure:
- W-H
- W-W-W-DA
- W-*W-H
- W-*W-LKWx1
- aLKWx2
- =====================
- Sasha
- =====================
- H-*H-W-AAc-aW-W-AAc-aHKW
- H-W-AA-aW-aW-H-*W-H-aLKWx2-aHKW
- H-*H-W-LKWx4-W-W-W-AAc-aW-aW-H-*W-H-AA-aHKW
- W-*W-LKWx4-W-W-H-H
- W-AA-aHKW
- Guard Pressure:
- W-W-DA
- W-*W-H
- W-W-H-H
- W-LKWx1 or 2
- =================
- Zero
- =================
- H-AA-aW-aW-H-AA-aW-aW-H-AA-aHKW
- aLKWx3-aW-W-W-W-*W-H-AAc-aHKW (Req 3 bar of meter, if you have 4+ it won't work)
- W-W-W-*W-H-LKWx4 (b) until H
- DA-W-AAc-aKWH
- KWH-KWH
- W-AAc-aW-H-AA-aW-H-AA-aHKW
- W-W-W-AAc-aW-W-*W-H-AAc-aW-W-*W-H-AAc-aLKWx2-aKWH glitch (or just aHKW cinematic, if you glitch you don't always get the cinematic., OHKO on light / medium 90% on heavy LV1)
- Guard Pressure:
- W-W-W-DA
- LKWx2
- W-*W-DA
- W-H
- aLKW
- ===================
- Durga
- ===================
- H-W-W-*W-AA-aW-LKWx4
- W-W-W-*W-H-LKWx4 (b) until H
- H-W-W-W-LKWx3-W-*W-AA-aLKW-aHKW
- H-H-AA-aW-aW-H-H-AA-aLKW-aHKW
- W-*W-H(TC)-W-*W-H(TC)-W-AAc-aLKW-aHKW
- Guard Pressure:
- W-W-W-DA
- W-*W-H-LKWx1
- Spaced LKWx1's
- ==================
- Garbots
- ==================
- W-AA-aW-W-AA-aW-W-W-DA(RESET)-W-AA
- W-AA-HKW (Lag with gargoyle, works with Garuda everytime)
- DA-W-AA-aW-W-LKWx3
- W-*W-LKWx3
- W-W-H(TC)-W-LKWx3
- W-W-*W(TC)-W-AA-aHKW
- Pressure:
- (Gargoyle) aLKW
- DA
- W-*W-LKWx1
- W-W-DA
- W-*W(TC)-W-H
- ==================
- Oinkie
- ==================
- H-W-(JC)aHKW
- H-W-W-W-W-*W(JC)-aW-aLKW
- W-W-W-*W-LKWx3 (b)
- W-W-W-*W-W (LOOP) (b)
- W-*W-AAc-W-*W-H(TC)-W-LKWx3
- H-W-W-*W-H(TC)-W-*W-H(TC) (LOOP)
- W-*W-H(TC)-W-*W-H(TC) (LOOP)
- Guard Pressure:
- W-*W-DA-W-H
- W-W-W-W(TC)-W-W-W-W
- aLKW
- W-H
- W-*W-H
- ================
- Douglas
- ================
- W-W-AAc-aW-aLKW(c)-aW-aLKW(c)-aLKW
- H-AA-aW-aW-H-AA-W-aLKW(c)-aLKW
- aHKW-aLKW-aLKW
- W-W-H-LKWx3 (b) until H
- W-W-AAc-aLKW (b) until AAc
- H-W-(tc)H-W-(tc)H-W-LKWx3
- *W-AAc-anything air wise.
- W-W-H-AAc-anything air wise.
- Guard Pressure:
- W-W(TC)-W-W-H
- W-W-DA
- aW-aLKW
- W-*W-LKWx1
- W-*W-DA (Will instantly break anyones guard if you catch them with *W and DA)
- ===================
- Rin Rin / Fei Rin
- ===================
- W-aLKW (x2 RR)
- H-*W-W-W-AA-aLKW (x2 for Rin Rin)
- W-W-W-AA-aHKW (Fei always, Rin Rin in lag)
- H-*W(TC)-H-*W(TC) (LOOP)
- W-aLKW
- LKWx3-aLKW-aW-W-AA-aLKW (Ai Rin only)
- Guard Pressure:
- W-W-W-aW
- W-H(TC)-W-H(TC)
- ==================
- Ai Rin
- ==================
- W-H-LKWx1-AAc-jLKW
- W-H-jLKW
- W-W-H-AAc-jLKW
- W (x1-4)-AAc-jLKW
- LKWx3-W-W-W-AAc-AA-jLKW
- H-*W-W-W-W-AAc-AA-jLKW
- H-H-(TC)-W-H-(TC)-W-AAc-AA-jLKW
- Guard Pressure:
- W-H-H
- H-H-H
- W-W-W-AAc-jW
- W-H-LKWx1-AAc-jW
- W-W-W-H-(TC) (LOOP)
- W-H-(TC) (LOOP)
- W-W-W-(TC) (LOOP)
- W-H-(TC)-H-H-LKWx1-AAc-jW
- W-W-W-(TC)-H-H...
- ===============
- Max
- ===============
- H-AA-aW-aLKW(c)-W-AAc-aW-aLKW(c)-W-AAc-aHKW
- H-W-W-AAc-aW-aW-H-W-W-AAc-aHKW
- H-W-(JC)aW-aW-aLKW(c)-W-W-W-DA
- W-W-AAc-aW-aW-H-W-W-W-AAc-aHKW
- W-AAc-aW-aW-H-W-LKWx3-HKW(1) (REQ 5 bars of meter, Lv2 minimum)
- *W-H-H-AA-aW-aW-H-W-LKWx4
- W-AAc-aW-W-AAc-aW-W-AAc-aHKW or aLKW
- H-AA-aHKW
- Counter-W-LKWx4
- Pressure:
- W-W-W-*W-DA
- *W-Counter
- aLKW (very easy to punish though, use with massive caution)
- W-W-W-DA
- W-*W-H
- Some Notes: Max is very versatile and has one of the best aHKW's in the game. Coupled with a unique way to catch someone off guard, put it to good use in places people don't expect you to start it up like after a delayed W. Counter will eat a 360 and you will still have time to punish as well so keep that in mind.
- =============
- Bayonetta
- =============
- W-*W(TC)W-*W(TC) (LOOP)
- W-W-H-H-LKWx4
- W-W-H-AA-aLKWx2 or HKW glitch. (Can be looped by just doing W-W-H-AA-aW and starting over)
- W-AA-aLKW
- W-*W-LKWx4
- H-*W-HKW
- W-W-H-HKW
- W-*W-HKW (Lag combo)
- Guard Pressure:
- W-W-H-DA
- aLKWx1
- W-*W-H (very easy to punish but it does a RIDICULOUS amount of guard damage)
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