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  1. Legend:
  2. P - Punch
  3. K - Kick
  4. S - Slash
  5. H - Heavy Slash
  6. D - Dust
  7. RC - Roman Cancel
  8. 1,2,3,4,5,6,7,8,9 - Numpad notation. Refer to your Numpad on your keyboard to read it.
  9. [] - Anything in brackets means that the button is held. This is applicable to his Fuujin and Kou primarily.
  10.  
  11. -------
  12. Combos:
  13. -------
  14.  
  15. 5K/2K, 2D, 236P
  16. - Mostly done as a far 5K/2K confirm where 2D hits near the tip. Can set up butterfly after.
  17. - 5K/2K routes are identical due to similar reach and same gatling options.
  18.  
  19. 5K/2K, 2D, 236S
  20. - Kou ender if the enemy is close enough. jH OTG can be added but meaty may be hard after.
  21.  
  22. CORNER 5K/2K, 2D, 236S, jK, 5K, Fuujin, Rin, 5H
  23. - jK ideally wants to be delayed quite a bit after Kou
  24.  
  25. fS/2S, 5H, 236H->S
  26. fS has to be somewhat close to allow 5H and fuujin to connect. Fuujin can be slightly
  27. held for a slight distance, but don't hold it too long otherwise it won't combo after
  28. 5H.
  29.  
  30. fS/2S, 236H->S
  31. Works on crouching opponents only or if fS counter hits
  32.  
  33. cS, 2D, 236S
  34. - cS can route into the same combos as 2K/5K. Kou ender is always solid.
  35.  
  36. cS, 6H, 236H->S
  37. - Simple cS confirm with good wall carry
  38.  
  39. cS, 2S, 5H, 236H->S
  40. - This needs running momentum to consistently combo.
  41.  
  42. cS, 2H, 236S
  43. - Crouching or airborne only confirm.
  44.  
  45. 6P, 236H->K
  46. - Really basic 6P combo for some wall carry, but no oki is possible
  47.  
  48. 6P, 236S
  49. - Only works if 6P hits opponents fairly close and high above you. Otherwise it may
  50. hit in weird ways where only first hit connects or just whiff entirely
  51.  
  52. CORNER 6P, 236H->H, cS, 2H, 236H->K, 5H
  53. - May have to microwalk after Rin to get cS instead of fS.
  54.  
  55. 5D, 8, jP, jK, jS, 9, jP, jK, jS, jH, finisher
  56. - Easy route that works on all
  57.  
  58. 5D, 8, jH, jD, 9, jD, air dash, jS, jD, finisher
  59. - Works on all, but quite tricky until you get the hang of it. Doing everything as fast as possible is key.
  60.  
  61. 236H(blocked)->H, 5K, 236H->K
  62. - Easy follow-up if Rin hits midscreen.
  63.  
  64. 236H(blocked)->H, 66, 2K, 6H, 236H->K
  65. - More optimal follow-up if Rin hits midscreen.
  66.  
  67. 236H(blocked)->H, 66, 2K, 236S
  68. - Kou ender after Rin midscreen. Might be the best choice due to the knockdown.
  69.  
  70. CORNER 236H(blocked)->H, cS, Kou, jD, cS, 5H, 236H->K, 5H
  71. - Decent corner Rin confirm,
  72.  
  73. CORNER, 236S, cS, 236S, jS, fS, 236H->H, 5K, 5H
  74. - Corner confirm off of Kou. If you're too far for cS, you can still get a 5K into Fuujin for slightly less damage.
  75.  
  76. 5P, 5P/5K, 236S/236H, (varies)
  77. - Hitting an anti-air 5P may allow for a juggle afterwards, but you have to be ready.
  78.  
  79. ---------------------
  80. Counter hit confirms
  81. ---------------------
  82.  
  83. cS/5H, 236[H]->K, cS, 2H, 236S
  84. - Great corner carry from a cS or somewhat close 5H counter hit
  85.  
  86. CORNER cS/5H, 236[H]->K, cS, 2H, 236H->H, 5K, 5H
  87. - Due to the high amount of corner carry, if you do this midscreen, you can go into a wall
  88. break if you choose to. You can still do Kou instead of Fuujin and cut the combo short if you don't
  89. wish to wall break yet
  90.  
  91. 5H, 236[H]->K, 5K, 236H->K
  92. If 5H hits quite far, the charged Fuujin may not hit close enough to allow a cS follow up. 5K is a basic alternative.
  93.  
  94. CORNER cS, 2H, 236[S], cS, 236S, jS, fS, 236K, 5H
  95. Basic corner cS CH confirm. 2H is possible after CH cS.
  96.  
  97. 2H, 236H->K, cS, 2H, 236S
  98. - Pretty good 2H confirm if it's frame trapped off of cS.
  99.  
  100. CORNER 2H, 236[S], cS, 236S, cS, 236S, jS, 5H
  101. - Huge damage, especially if the opponent has a bit of RISC built up.
  102.  
  103. jH, cS, 2H, 236[S]
  104. - Hitstun from some normals with high attack level can persist to your next attack allowing
  105. some links to connect. cS 2H can work after jH counter hit even if the opponent isn't
  106. crouching. cS must come out fairly soon after jH to allow for the 2H to connect though.
  107.  
  108. jH, fS, 236H->S
  109. - Similar concept to the combo above.
  110.  
  111. 236H->K, cS, 2D, 236S
  112. - You can combo into cS if regular fast or partially charged Fuujin counter hits.
  113.  
  114. CORNER 236H(blocked)->H, 236S, cS, 236S, jS, 5H
  115. - Fuujin on CH allows Rin to combo afterwards. This is good in corners.
  116.  
  117. 2D, 236H->K, cS, 2H, 236S
  118. 2D counter hit confirm that's fairly reliable.
  119.  
  120. CORNER 2D, 236[S], cS, 236S, jS, fS, 236H->S, 5H
  121. - Corner 2D allows for a nice sequence with fully charged Kou.
  122.  
  123. CORNER 236[H]->K, 236S, cS, 236S, cS, 236S, jD, 5H
  124. - Really nice damage if you get charged Fuujin on a cornered enemy
  125.  
  126. MIDSCREEN 236[H]->K, cS, 2H, Kou charged, cS, Kou, jS, 5H
  127. - if you're midscreen you can carry the opponent close enough to the corner to do this combo.
  128.  
  129. CORNERED 236[H]->K, cS, 2H, Kou
  130. Can side swap in this case. You can potentially get a wall break if you opt for a Fuujin->Rin
  131. after Kou, but it's spacing dependant on how far you are to the corner when you ladned the
  132. CH fuujin.
  133.  
  134.  
  135. 236H(blocked)->S, 5K, Fuujin, K
  136. Only possible if the opponent is close enough after Nagiha
  137.  
  138. CORNER 236H(blocked)->S, 5K, 236H->H, cS, 236S, jS, 5H
  139. - Kou might need to be partially charged to allow the right height where jS connects after.
  140.  
  141.  
  142. -----------------------------------
  143. Roman Cancel combos extensions
  144. -----------------------------------
  145.  
  146. general extension
  147. (off of any combo), 66+RC, cS, 2H, Full Kou
  148. - Usually just to further wall carry. If Kou puts the opponent in the corner, you can even
  149. follow-up with butterfly. Can be done to extend almost any combo or follow up after a throw/dust.
  150.  
  151. (off of any combo), 66+RC, cS, 2H, Full Kou, jD, 5H
  152. - Can usually be enough to break the wall if the combo starts in the corner.
  153.  
  154. 2P, 5P, jP, 66+RC, cS, 2H, Full Kou
  155. - 2P and 5P is Anji's fastest ground normal and sometimes is necessary to use for a punish. RC can add a bit more reward to it.
  156.  
  157. (refer to video for some BRC/PRC/fast RRC concepts)
  158. - Red RC shockwave actually prorates the combo and makes it deal less. More optimal RC combos are likely to utilize PRC, BRC and Fast RRC.
  159.  
  160. 5D, 66, Fast RRC, cS, 2H, 236S
  161. - 5D combo with fast RC in mind
  162.  
  163. Throw, 66, Fast RRC, cS, 2H, 236S
  164. - Same as above but with throw.
  165.  
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