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- SVG NOTES
- You can find the author of this page on Discord: falky#0325
- Playable version on Fightcade 2 is V200CHINA, the JP play on V100JAPAN
- JP WIKI:
- https://www43.atwiki.jp/iwontyou/pages/32.html (notes for version 100j)
- match footage:
- https://www.youtube.com/watch?v=BNSueFwvZ-I
- https://www.youtube.com/watch?v=1n5TtHbPbGI
- combo video: (V200!)
- https://www.youtube.com/watch?v=uI_IQW0Ohc8
- infinite combo video (V200)
- https://www.youtube.com/watch?v=f7l3rfKVlvM
- Normal Cancel rules:
- ABC
- A(xN)(erile)
- AAABC(erile)
- DABC
- BC
- 2BC
- AC
- 2AC
- 2ABC
- 2DABC
- 2D5ABC(and variations)
- 2A5BC(and variations)
- Preliminary table, some chains may vary between characters. Sweep is typically a variation of either 2D, 2C, 3C, 3D.
- Chains are weird, holding a direction will influence the ease of the chain (they will be less 'fluid').
- Juggle counter as I understand it only applies to time stop extensions, which can be avoided by waiting for time stop to wear out.
- Should you have a loop that doesn't require either super or time stop; you have an infinite.
- Jadou fireballs in corner; opponent never goes into juggle state
- Roze in corner far 5AC236C run; opponent never goes into juggle state
- Every character has at least one infinite, whether it be from fireballs or time stop otg glitch, or both.
- The time stop infinites are triggered by waiting for the character to almost hit the ground from time slow, then otg with 2D and chain into your ground chains (2DDDD, 2DA, etc).
- The window is fairly tight, but reasonable. Characters have different ways of setting it up, but it's mostly a basic time slow into waiting for them to land.
- Guts appears to be a mechanic (less damage taken at lower life).
- Compounding this, Burst reduces damage taken.
- Burst does an array of things.
- Grants a large amount of invulnerability upon popping it.
- It can be done from the air.
- It does a super and special cancellable hit that can OTG, spikes if it hits close, launches if upper body portion of burst hitbox is hit.
- Increases damage done.
- Increases guard damage done.
- Supplies infinite meter as long as the gauge is active.
- Reduces damage taken.
- As far as I'm aware it allows for extended juggles, you do not run out of juggle point in burst.
- Can be cancelled into with normals.
- Destroys fireballs.
- -Rose 236236D (lightning super) can beat burst - look into why
- IAD is difficult, 96(99) or 74(77) does not suffice, and I think you need to return to neutral to dash from a jump, you can buffer them and get them incredibly low to the ground however.
- A good way to practice this is with jump cancellable moves (Wells ABC, Roze cl.5AC, Mayura cl.5BB, Erile 236D, etc).
- Mechanics
- AB - Dodge/Parry (startup on V100J is 1F, V200 is probably the same, dodge length needs testing) Air OK, operates like blitzshield, so you can parry back if parried, if parried in the air you can AB back or air tech with D.
- CD - Guard Cancel/Taunt (standard KOF GC)
- AD/BD - Throw (AD is forward throw, BD is back throw, test how teching works, I assume it's the same as martial masters)
- BC/2BC - Dust, overhead and low respectively. Mash AAABBBCCCD to get the hits, finish with 236D. Grants a tremendous amount of meter if you complete it (around a bar).
- D - Air Tech
- BCD - Burst (low life + 1 bar minimum)
- ABC - Time Slow (only on some special moves)
- ROZE
- NOTES
- For 623ABxx236236D think about the DP long before the super, there's a long pause.
- DB air chain.
- jA, B, and D can all ioh, jB is tighter or impossible on smaller characters. They are all also cancellable into 236D.
- 236236A/B/C has a cancel point in it during the kicks in the air, it is cancelled with 214A/B/C
- Magic Sword 22A/B/C stores a charge of an EX version of all her grounded specials.
- 46AB has a high guard crush value.
- 623AB might have some invul?
- 236AB does not count towards the normal fireball count, so you can throw one before or after throwing a normal fireball.
- As long as you are in the j.D animation you can cancel into B or 236D freely
- AA with j.C, f.5B, 5A, and 623A/B/C.
- MOVELIST
- NORMALS
- cl.5A hits low.
- AAAA unique normal chain, cancellable into LV3 super, does ~65% damage. No other cancel possible.
- DABC, 2DABC all interchangeable normals in a chain. DA or AD, it can be either order to begin, though cl.D is not chainable.
- cl.5AC, cl.2A5C, cl.2D5C all launch on the 5C. Jump cancellable, combos into DP in the corner.
- cl.5C launches(?) but is NOT jump cancellable. I do not understand what this move is for.
- f.5DC does the launch attack but that shit ain't never gonna hit.
- j.DB air chain, loose cancel but she falls fast from an airdash.
- cl.D is a little hop knee.
- 3D is her sweep, a long slide.
- 5A2D and 2A2D are both unique chains into the slide.
- SPECIALS
- 22A/B/C - Magic Sword, stores a charge of EX meter, costs ~30% of one bar.
- 236A/B/C - Fireball.
- A = Slow, hard to combo into.
- B = Medium, easier to combo into.
- C = Fast, leads to an infinite with f.5ACxx236C run chain.
- AB = EX, 2 hits, travels very quickly, does not count toward fireball limit.
- 623A/B/C - DP, no invul. Time Slow Cancel.
- A = Fast startup, 1 hit.
- B = Slower startup, 4 hits.
- C = Slowest startup, 6 hits.
- AB = EX, May have invul? Moves forward, Super cancellable on the second hit, 7 hits.
- 46A/B/C - Stabbing attack, 'Comet Battering'. Super Cancellable. Cancel point is at the end of the 3 stabs. Frame data on block seems variable depending on how it hits.
- A = Least distance travelled, fastest startup
- B = Medium distance travelled, can cancel into from B normals.
- C = Furthest distance travelled, slowest startup.
- AB = EX, travels far and starts up quickly, does a large amount of guard crush, enables combos into 214214A/B/C in the corner.
- 214A/B/C/D - Teleport.
- A = Teleports in place.
- B = Teleports above the opponent and has a canned followup with any button.
- C = Teleports behind the opponent from the ground.
- D = Teleports behind the opponent from the air with full air options.
- in air 236D - Dive kick, shallow angle. Time Slow Cancel. Can be hit low enough to combo from, requires very tight spacing. KD on air hit.
- SUPERS
- LV1
- 236236A/B/C - Rush super, no variation on button pressed, can act after the DP at the end (on block OR hit), combo into adC midscreen or adBxx236D in the corner.
- 214A/B/C during 236236A/B/C - Cancel. The cancel point is on the green kicks.
- 214214A/B/C - Fireball Super, no variation on button pressed. Travels very slowly.
- 236236D - Lightning super, vertical hitbox, no tech point so it's good for juggles.
- LV3
- 4641236A/B/C - Charges forward, is + on block. Only way to combo into it outside of a burst combo is with AAAA.
- COMBOS
- No bar:
- 2A5ABCxx46C
- f.5ACxx236C (Infinite in corner!)
- 1Bar:
- 2A5ABCxx46Cxx236236A/B/C
- 623A(TSC) > BC
- In corner:
- cl.5AC/2A5C/2D5Cxx623B(TSC) > 22A/B/C > BC
- 2Bar:
- 2A5ABCxx46Cxx236236A/B/C > 214A/B/C > 236236D > 623A/B/C - 236236D Super needs to be done immediately for 623A/B/C to connect.
- j.236D(TSC) > 5ABCxx236236A/B/C.
- In corner:
- cl.5AC/2A5C/2D5Cxx623A(TSC) > 214214A/B/C > j.DBxx236D - You can tack on a 22A/B/C before the super.
- 3Bar:
- AAAAxx4641236A/B/C
- (req. 2 stocks, corner only, low HP only, and character specific) ABCxx46ABxx214214A/B/C > 623A(TSC) > BCD(Whiff) > 623ABxx236236D > cl.5BCxx623A(TSC) > 22A/B/C > 623ABxx236236D > 5BCxx623A(TSC) > 4641236A/B/C. - Combo video burst combo.
- (corner only, low HP only) cl.ACxx623A(TSC) > 214214A/B/C > BCDxx623A(TSC) > 22A/B/C > 623ABxx236236D > cl.5BCxx623A(TSC) > 22A/B/C > 623ABxx236236D > cl.5BCxx623A(TSC) > 623C. - Improvised no stock combo, works on everyone.
- ERILE
- NOTES
- Hitting the stand makes Erile vulnerable for a short period.
- Hitting Erile does not stop the stand.
- MOVELIST
- NORMALS
- AABC, 2AABC, DDBC, 2DDBC natural chain.
- 3C is a slide.
- 4C is a hop attack, hits relatively high.
- j2C spinning attack, doesn't seem very + on block.
- 2C is a 2 hit normal that knocks down on the second hit.
- j.C hits twice and has a gratuitous hitbox.
- cl.CCC is a natural chain, with the third C launching.
- SPECIALS
- 236A/B/C - Rushing attack.
- A = Fast and safe strikes, can not be crouched
- B = Slow startup but very long active period, can be crouched.
- C = Medium startup with an untechable strike at the end, used for combo filler.
- 214A/B/C - A bunch of different shit.
- A = Fast, super cancellable swipe done from Eril's position.
- B = Fast high stab, useful for AA.
- C = Slow launch swipe, untechable state, super cancellable.
- j.236A/B/C - Stand Dive, button determines angle.
- A = Shallow arc.
- B = The middleman.
- C = Furthest arc, about 45°.
- 236D - Running launch. Super, Time Slow, and jump cancellable. The first hit is a low.
- 63214D - Command throw.
- SUPERS
- LV1
- 236236A/B/C/D - All different supers.
- A = Large fireball in place.
- B = Quick Slash into a cutscene.
- C = Running attack into a cutscene.
- D = Tandem Super - Hold D and enter A/B/C in succession, freezes time for a limited period allowing multiple inputs, can be held past that point though you are vulnerable.
- LV3
- 214214D - Lucy's Love - Heals Erile, cancellable with ABC, if done from a Super cancelled special move it is no longer cancellable.
- COMBOS
- No bar:
- 2D5ABCxx236D > j.C
- xx236A
- xx236C(standing opponent)
- xx214A
- In Corner:
- 5CCCxx236C > 236C > 5Cxx214A
- 1Bar:
- 2D5ABCxx236D(TSC) > BC
- 2D5ABCxx236Dxx236236A/B - Damage is nearly identical, use differing versions depending on which side you wish to finish on (A in front, B behind).
- In Corner:
- 5CCCxx236C > 236C > 5Cxx236236B
- 2Bar:
- 2D5ABCxx236D(TSC) > 214C > 5C(1~2)xx236236B
- In Corner:
- 2D5ABCxx236D(TSC) > 214C > 236C > 5C(1~2)xx236236B
- EARTH
- NOTES: expand on combo section
- MOVELIST
- NORMALS
- j.2A/B/C unique command normal, all versions appear the same.
- ABCxx236A/B/C does not connect outside of corner.
- f.B cancels into f.5D.
- 2C has a large open gap up close.
- f.5C wall bounces.
- j.B has a hitbox on the fist and ond the ground, OTG ability.
- SPECIALS
- 236A/B/C - Rush attack, button determines distance.
- 2D from 236A/B/C - Follow up kick, Time Slow Cancel, overhead(?).
- 214A/B/C - Running command throw, button determines distance, LV3 cancellable.
- 623A/B/C - AA throw attack, button determines distance.
- 41236D - Command throw, Super cancellable.
- 236A/B/C from the 3rd hit of command throw. - Natural followup.
- 22A/B/C/D - Teleport.
- A = Moves him backwards.
- B = Stays in place.
- C = Moves him forwards.
- D = Teleports him behind the opponent.
- SUPERS
- LV1
- 236236A/B/C - Punch super, can follow-up with OTG j.B.
- 214214A/B/C - Command throw super, large range.
- 214A/B/C as they fall - Natural followup, launches.
- 236A/B/C after 214A/B/C as they fall - Natural followup
- LV3
- A,B,C,D during 214A/B/C - High damage, peculiar in that it cannot be done freely, you must connect with a 214A/B/C first and cancel the final hit, the timing on the button presses is very loose.
- KRAYCE
- NOTES
- 2C hits OTG.
- Many of his C moves and cl.B have armor point - test this
- He has a loop off his 214214A/B/C super and his fireballs.
- In corner 5ACxx236B > 66 > 5ACxx236B is an infinite
- MOVELIST
- NORMALS
- 5C hits overhead and knocks down.
- 5AC, 2A5C, 5DC, 2D5C, 5CC unique special cancellable chain.
- f.5D hits low(?) and has a lot of range.
- SPECIALS
- 236A/B/C - Fireball
- A = 1 hit.
- B = 2 hits, can link after with 5A, 5D from close.
- C = 3 hits.
- 214A/B/C - Rekka with B,B,C. Time slow cancel on the C part of the rekka, Super cancellable (all points!).
- A = 1 hit, comes out the fastest, travels the least distance.
- B = 2 hits.
- C = 3 hits, comes out the slowest, travels the most distance.
- 623A/B/C - DP, slightly invul, need to test invul frames. Time Slow cancel. Super cancel.
- A = Fastest(?).
- B =
- C = Rekka with 623C after the first one connects, loses its Super and Time Slow properties.
- 214D - Kick rekka, 3 followups.
- D followup - Kick forward, Time Slow cancel.
- BB followup - attack into a Super cancellable spinslash.
- BC followup - attack into a throw, if the B hits the C will whiff.
- 236D - Low starter rekka, 2 followups. Super cancel.
- D followup - Super cancellable sweep chain.
- BBC followup - Same followup as 214A/B/C special, gets the same properties (super cancel, time slow cancel on last hit)
- SUPERS
- LV1
- 236236A/B/C - Anti air tornado super, travels about 2/3 screen after a short delay.
- 214214A/B/C - Slashing super, very + on hit, can link 5A, 5D, and 5C (tight).
- 236AB - Final hit followup.
- LV3
- 641236ABC - Rush super.
- COMBOS
- WELLS
- NOTES
- Combo route is keep them standing into 623A, link 623C dp time stop into 236A/B/C in the air.
- 1meter combos seem the best for him?
- He has a high damage burst combo.
- 236A/B/C > D is OTG hit.
- cl.5C is + on hit, enough to link 5A in corner.
- MOVELIST
- NORMALS
- 5ABC chain is jump cancellable.
- 5BBC unique chain, can be lead into with A or D.
- f.5C is not cancellable.
- j.2A starts a unique rekka string.
- From j.2A you have many different options, and the j.236A/B/C does not autofinish.
- j.2A into A/B/C = Dive slashes (you can do this twice).
- j.2A into A/B/C into 2A/2B/2C/D
- 2A followup = Spike downwards.
- 2B followup = j.B followup, juggles.
- 2C followup = j.C followup, spikes.
- D followup = Disengage.
- SPECIALS
- 236A/B/C - Rekka, button determines distance, startup, and damage. Super cancel.
- A,B,C followup - Thrust forward, Time Slow cancel and Super cancel.
- D followup - Spike downwards, safe(?), OTG hit.
- 214A/B/C - Short Swing Blow, button determines distance travelled, Super cancel.
- 623A/B/C - Rekka DP, button determines angle, A DP is unique.
- A = Jumps horizontally attacking in front and above him, + on block, creates a small juggle window.
- B = 45° angle DP.
- C = 90° angle DP, Time Slow cancel.
- 214C followup - Spike downwards.
- j.236A/B/C - Dive slashes, 4 hit string that ends with a spike. Button determines distance.
- j.236D - Low Kick from a jump.
- 236D - Initiates a special jump that leads into Rekka series in the air.
- A/B/C from 236D - Dive slashes, identical to the j.236A/B/C special.
- 2D from 236D - Low kick.
- D from 236D - Disengage.
- SUPERS
- LV1
- 236236A/B/C - Projectile beam super. Crouchable by most of the cast. Button determines nothing.
- 214214A/B/C - Whirlwind super. A and B versions are identical(?), C version goes out in both directions after some startup, also does slightly reduced damage.
- 236236D - Ranbu super, dashes forwards, catches airborne opponents.
- LV3
- 2363214A/B/C - Dive super, button determines angle.
- A = Close
- B = Medium
- C = Fullscreen
- COMBOS
- 1Bar:
- 2ABCxx623A > 623C(TSC) > j.236A/B/C or BC(tighter).
- MAYURA
- NOTES
- Mayura has a unique property in the fact that after every air special move she has the ability to airdash again, and do another air special move from said dash.
- MOVELIST
- NORMALS
- f.5C is airborne and special cancellable.
- 5BB is jump cancellable.
- f.5B is jump cancellable.
- 5BC is a unique chain with C acting as a low.
- cl.C does not launch, but chained into 5C does.
- j.2D is a divekick. Very shallow angle. Good for teching into, + enough on hit typically to land a combo from.
- Mayura can cancel her air normals into air specials.
- SPECIALS
- 236A/B/C - Fireball, button determines speed.
- A = Slow
- B = Medium
- C = Fast
- 236D - Trap from above. After a short period a noise plays and where ever the opponent is standing 1-3 (depending on whether Mayura was interrupted or not) icicles drop from the sky and do a tremendous amount of damage.
- 214A/B/C/D - Trap fireball, after a short amount of startup Mayura places a static fireball on a part of the screen, button determines where, counts towards fireball limit.
- A = Close to Mayura
- B = 1/4 the screen from Mayura
- C = 3/4 the screen from Mayura
- D = Fullscreen from Mayura.
- 623A/B/C - Rush attack.
- A = Fast, doesn't knock down.
- B = 3 hits, 2nd hit is Super cancellable, Time Slow cancel on 3rd hit.
- C = 4 hits, 2nd hit is Super cancellable, Time Slow cancel on 4th hit.
- 22A/B/C/D - Teleport.
- A = Left Corner.
- B = 1/4 screen on the left.
- C = 3/4 screen on the right.
- D = Right Corner.
- j.236A/B/C - Air fireball. Button determines speed.
- A = Slow.
- B = Medium.
- C = Fast.
- j.214A/B/C - Trap. Does not count towards fireball limit. Mayura throws a trap down either beneath her or at a slight angle, and an icicle(s) spawns from the ball. Both the ball and the icicle have a hitbox, if the ball hits the opponent it will not create the icicle typically, but this can be avoided if done shallow enough.
- A = Throws a trap down directly underneath her, fastest to come out.
- B = Throws a trap down at a slight arc.
- C = After a short delay, throws a trap down at a slight arc, when it hits the ground a small column of 3 icicles spawn from the ball.
- SUPERS
- LV1
- 236236A/B/C - Icicle super, very fast (1f?), button determines nothing(?).
- 214214A/B/C - Invul/Trap super. Counts towards fireball limit. Mayura does an initial fast hit, with a sphere appearing around her. Afterwards a ball flies into the air, and drops a few seconds later similarly to how her 236D move works. Button determines nothing(?).
- j.236236A/B/C - Ice Sword super. Hitconfirm super, does a truckload of damage and wallbounces for extended combos in the corner, button determines nothing.
- LV3
- 2363214A/B/C - Hit super, Mayura extends her hand to begin the super, very short range.
- COMBOS
- 2bar: ABCxx623C(TSC) > f.5Cxxj.236236A/B/C
- In corner: ABCxx623C(TSC) > f.5Cxxj.236236A/B/C > 5BB > j.Cxx214A/B/C > 66 > 214A/B/C - Oki setup.
- HIRO
- NOTES
- MOVELIST
- NORMALS
- She has a unique neutral jumping C that takes up a huge amount of the screen.
- Unique BC normal chain, launches.
- She appears to not have a sweep?
- j.BC air chain.
- SPECIALS
- 236A/B/C - Fireball, button determines speed. Super cancel(wtf?).
- A = Slow
- B = Medium
- C = Fast
- 236D - Weird little hop. I don't know what this is for.
- 214A/B/C/D - Pit, Hiro summons a bunch of burning dudes from the ground, button determines where they appear.
- A = Burning men appear directly next to Hiro.
- B = Burning men appear 1/2 screen from Hiro.
- C = Burning men appear fullscreen from Hiro.
- D = Hiro lays a trap down near her, the burning men only proc if there is a target on them (so dodging, bursting, etc with invul does not avoid them). Disappears if Hiro is hit, or after some time elapses.
- 623A/B/C - Hiro's weird ass overhead DP move. Time Slow cancel. Button determines distance.
- A = Shallow arc.
- B = A little under half-screen.
- C = A little over half-screen.
- SUPERS
- LV1
- 236236A/B/C - Fireball super, button determines the arc of the fireballs.
- A = A cluster of fireballs that take up the bottom half of the screen, can be super jumped over. Only a few characters can dodge it with AB (Erile).
- B = Fireball super takes up a bunch of vertical space, has 1 more hit than the other 2 supers.
- C = Fast horizontal super.
- 214214A/B/C - Hit throw super, button doesn't determine a thing. High damage.
- 214214D - Pillar super, can be parried, hits the top of the screen.
- LV3
- 2141236A/B/C - RASTO HEAVEN. Ranbu super, Hiro travels ~1/3 screen.
- COMBOS
- RYUKEN
- NOTES
- This dude is fucked up.
- His dash can pass through the opponent.
- MOVELIST
- NORMALS
- 2C launches airborne opponents for a followup with 236D BBBC.
- 3D hits OTG.
- f.B is not chainable or cancellable.
- cl.5BC unique chain (leaves the opponent grounded).
- SPECIALS
- 236A/B/C - Palm rekka, button determines distance and startup.
- A = Fast, no range.
- B = Medium speed, slightly more range.
- C = Slowest, slightly more range than B.
- 236A/B/C from 236A/B/C - Rekka extension, Time Slow cancel. Oddly tight timing. Button determines nothing.
- 623A/B/C - Shoulder rekka, button determines range and startup. Super cancel. Has invul properties.
- A = Short range, fast startup.
- B = Travels a little under half screen.
- C = Travels a little over half screen.
- AAD/BBD/CCD from 623A/B/C - Followup, Time Slow cancel on the D.
- 214C - A palm special move that goes into stance. Can't link into anything off it.
- 214D - Grounded stance.
- AAA from stance - 3 hit combo, Time Slow cancel on 3rd hit, Super cancel on 3rd hit returns to grounded stance. If stopped at the 2nd hit it goes into air stance.
- B from stance - Guard crush palm, returns to grounded stance.
- C from stance - Launch shoulder, leaves stance.
- D from stance - Overhead kick, + enough on hit to link a 5A, 5B, or 5C (easily). Leaves stance.
- 2D from stance - Low kick, insane invul properties. Returns to grounded stance.
- 236D - Airborne stance.
- A from stance - Fireball, high damage, pushes Ryuken backwards.
- BBBC from stance - Air chain, the C is super cancellable.
- C from stance - Dive kick, goes into grounded stance.
- D from stance - He does a move that looks like his air dodge into grounded stance - test the invul.
- SUPERS
- LV1
- 236236A/B/C - Palm super, A & B appear identical, C instantly shoots a fireball out.
- 236236D - Kick super.
- j.236236D - Divekick super. High damage, can combo after if done at the right height.
- LV3
- 214214C - Close range punch super. Hilarious if it kills the opponent (do this). Comboable off normals(!).
- COMBOS
- 2bar in corner
- 214D > AAA(TSC) > C > 2Cxx236D > BBBCxx236236D - Retard damage. Can continue combo with 2C if hit just right.
- OROCHIMARU
- NOTES
- Range 4 dayz.
- MOVELIST
- NORMALS
- 3B is his sweep, can hit OTG.
- cl.5C and 2C are visually identical, but 2C hits lower.
- 4D is a hop kick.
- You can omit a 5C in a chain and do 7C, 8C, or 9C and Orochimaru does a slow super cancellable overhead.
- SPECIALS
- 214A/B/C - Rekka series. Super cancellable.
- 214A/B/C from 214A/B/C - Continuation.
- A/B/C from 214A/B/C > 214A/B/C - Finisher, Time Slow cancel. Can press D on hit to tack on a little extra damage, wallbounces, can still Time Slow cancel but the timing is very specific.
- AB from 214A/B/C > 214A/B/C - Stance.
- 44 from stance - Backdash / Disengage.
- 66 from stance - Forward dash.
- A from stance - Fire swing, mid(?). Spikes.
- 2A from stance - Low swing.
- B from stance - Mid poke, fast.
- C from stance - Overhead swing. Super cancel.
- 236A/B/C - Fire slash. Button determines distance, startup, # of hits, and damage. Time Slow cancel, Super cancel.
- A = 1 hit, fastest startup.
- B = 3 hits, travels a slight distance.
- C = 4 hits, travels about 1/3 screen.
- 632146D - Comboable command throw (scum gale). Can link anything but 214214A/B/C after.
- SUPERS
- LV1
- 214214A/B/C - 45° angle pillar super. Button doesn't determine anything.
- 236236A/B/C - Close range super, if it connects he goes into a full string. Button doesn't determine anything.
- 236236D - Counter super.
- LV3
- 214214214D - Large swing into the classic dash through samurai swing. Decent range (about 1/3 screen).
- COMBOS
- JADOU
- NOTES
- He has probably the easiest infinite in the game with the opponent in corner, 236AxN.
- He has a unique guard cancel, where he teleports a slight distance forward. Can and will cross through the opponent.
- MOVELIST
- NORMALS
- Unique B2C 2B2C chain, he slams the ground for a fullscreen(?) low, only comes out on block or hit, launches.
- j.2A, j.2B, and j.2C are all divekick/drill attacks.
- His jump normals have super and special cancel properties.
- SPECIALS
- 236A/B/C - Fireball. Each fireball has its OWN fireball count (ergo 3 can be on screen at the same time). The kick out is an attack of its own, which wallbounces, and is Time Slow cancellable.
- A = Slow
- B = Medium
- C = Fast
- 214A/B/C/D - Underground tentacle attack. Hits low. Time slow cancel. Super cancel.
- A = Close range, next to Jadou.
- B = 1/4 the screen from Jadou.
- C = 3/4 the screen from Jadou.
- D = Fullscreen from Jadou.
- 236D - Dashing Kick. 2nd hit Time Slow cancel. 1st hit Super cancel. 2nd hit does not come out if done from too far.
- j.236A/B/C - Air Fireball, similar to his grounded version, the kick comes out at a different angle.
- j.236D - Air Dashing Kick, similar to his grounded version, however the first hit is no longer super cancellable.
- 421D - Invisibility, Jadou turns invisible for ~5 seconds. Interrupted by getting hit.
- SUPERS
- LV1
- 236236A/B/C - Fireball rekka super, can shoot 2 more fireballs with AA / BB / CC or AD / BD / CD, if finished with D Jadou jumps and finishes the super with a jumping fireball.
- 214214A/B/C - Close range hits super. Button doesn't determine anything.
- 236236D - Unblockable seal super. Jadou slams the ground and places a seal under the opponent. If the opponent does not dodge or avoid the seal they are put into a float state and a bunch of fireballs hit them. High damage.
- j.236236D - Hitconfirm kicks super. Jadou jumps and kicks the opponent repeatedly.
- LV3
- 214214D - Jadou throws out a slow moving projectile, if it connects with the opponent it goes into animation. If blocked, it guard crushes the opponent (leaving both characters around neutral(?)).
- COMBOS
- JADOU 2
- NOTES
- His backdash teleports.
- He has lower than average life.
- MOVELIST
- NORMALS
- His only close normal is cl.5A (hits low?).
- SPECIALS
- 236A/B/C - Fireball. Button determines the arc.
- A = Arcs upwards.
- B = Goes horizontally.
- C = Arcs downwards, can hit OTG, can hit low.
- 214A/B/C - Cape swing rekka. Button determines startup/distance. Super cancel.
- A = Short range, fast.
- B = Medium.
- C = Long range, slow.
- A, B, or C from 214A/B/C - Overhead rekka finisher.
- 236D from 214A/B/C - Command dash followup, can dash through opponent.
- D from 214A/B/C - Kick out, Time Slow cancel, Super cancel.
- D from 214A/B/C > D - Overhead kick.
- 623D - Kick DP. Jadou slashes with his feet. Time slow cancel, Super cancel.
- 6D from 623D - DP followup, wallbounce, loses Time slow and Super cancel properties.
- 236D - Command dash, forces crossup in corner.
- j.236D - Jumping DP.
- SUPERS
- LV1
- 236236A/B/C - Cape swing super, many hits, good for guard crush.
- 236D from 236236A/B/C - Dash forward wallbounce attack, allows for followups.
- 236236D - Happy Skull Ice Time. A massive skull pops up behind Jadou, with a hitbox of its own, and spews out ice projectiles a slight distance in front of Jadou.
- j.236236D - Happy Skull. A massive skull pops up on Jadou. Hit confirm super. Wallbounces.
- LV3
- 214214D - Jadou slashes with his hand, if it makes contact, goes into animation. Deceptively short range.
- COMBOS
- HIRO 2
- NOTES
- She has a parabolic dash similar to Morrigan/Jedah in Vsav when dashing forward (though it cannot be held).
- Her dodge/parry has a cute red outline instead of a blue one.
- Her j.214A/B/C has a weird property when jumping backwards, it turns into an air backdash if done on the way up (needs further testing, this move is weird as hell).
- http://www.igs.com.tw/english/product/svg/images/chr/02chrb_10b.jpg this movelist is BULLSHIT HOW DOES SHE HAVE SO MANY OVERLAPPING MOVES FUCK RIGHT OFF
- MOVELIST
- NORMALS
- 2C hits OTG.
- The 2nd hit of f.5D knocks down, the first hit is chain cancellable.
- f.5C the CTHULU poke is not cancellable in any capacity.
- SPECIALS
- 214A/B/C - Scythe slash, Super cancel. Button determines startup.
- A = Fast.
- B = Slight startup, moves forwards, Time Slow cancel(!).
- C = Slow, moves very far forward, she does a pirouette before doing the slash.
- 236A/B/C - Fireball. Button determines trajectory.
- A = Slow fireball.
- B = Low fireball, does not knock down.
- C = Slow to start fireball then it speeds up.
- 236AB/AC/BC - 2 fireballs, buttons determine nothing, slow startup.
- 623A/B/C - DP. 623C has a followup with 6C that spikes. Time Slow cancel.
- A = Ascends a small height.
- B = Medium height.
- C = High height.
- j.214A/B/C - Dive scythe. Button determines trajectory/startup.
- A = Steps back before diving.
- B = Hops up a little before diving. Can be linked out of.
- C = Steps forward before diving. Can be linked out of.
- SUPERS
- LV1
- 641236A/B/C - Fireball ranbu super. If the fireball connects, Hiro goes into full animation.
- 214214A/B/C - Scythe slashes super. Wallbounces, can followup in corner with ABCxx623C.
- 236236D - Vertical super. Can be cancelled at any point into a special move(j.214A) / burst(on first hit).
- LV3
- 214214D - Final Heaven. Command throw(?) Hit throw(?) super.
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