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- (This is meant to be read in a text-editor and without linebreaks as nothing is formatted, so download it or tap the raw option, linebreaks at 120.)
- (These are my personal notes, some done by labbing myself and others by collecting information from youtube/twitter/discord. No guarantee for correctness.)
- Last update: 04.04.2024 - RS combos and some completion stuff; added corner and some midscreen setups
- Need to add/change: midscreen setups especially after air-hits and RS-RC; safejab setups; blockstrings
- Search for #number to quickly find a section:
- 0 Notation
- 6 New patch additions and changes
- 1 Combos
- 1-1 Midscreen
- 1-2 Corner
- 2 Blockstrings
- 3 Setups
- 4 Other personal notes
- 5 Other people's notes
- ====================================================================================================================================================================================
- #0 Notation:
- > | combo, link, cancel or blockstrings
- -X|-> | specific cancel option; early cancel
- ~X/~> | in general delays or microthings/plinks; stuff like delayed button presses, delayed combo, delayed jump, kara-usage etc.
- |Z> | character specific combo or combo with specific limitations like range, without number means point-blank range, with number means Z back-dashes away;
- when there's two | it means first is representing your char, second is representing opponent and > is representing the corner;
- e.g. |> means you stand right next to your opponent, |2> means you stand two back-dashes from them, |1|4> means your opponent is 4 back-dashes from corner away and you
- are 1 back-dash away from them (check the notes of the combo for specifics)
- <co> | when combo carried them into the corner only then following move and succeding combo can or should be used
- <\co> | when YOU are with your back in the corner (or at least not near the enemy corner)
- <wb> | needs opponent to wallbounce
- <cu> | crossup or sideswitch (so mirror inputs from here on)
- <DP> | route to chose when opponent DPs (like after a safejump)
- <r> | reset or change from blockstring to combo
- <x> | explicit mention when a combo does NOT work where one would assume it should; or if at end of combo means combo-limit is reached; (or I mention that I'm too dodo to get it)
- <?> | no idea what combo this is, or if it's worth it keeping in
- <KND> | explicitly gets a knockdown at this point, used for blockstrings and setups
- <H> | explicitly gets a hit at this point, used for blockstrings and setups
- <mY%> | needs at least Y % meter
- X | any normal attack-button
- c.X | close normal, usually I indicate far buttons with neutral-motion (5X) rather instead of using f.X
- cr.X | crouching normals, usually I indicate them with down-motion (2X) rather
- j.X | jump normal
- (X) | blocked/whiffed/mixup/safejump move
- [X] | start holding said button
- ]X[ | release held button
- X(xY) | repeat X for Y times
- X(w) | last move whiffs (where it would usually hit)
- X(h) | last move hits (where it would usually whiff)
- X(Y) | use only first Y hits or certain parts of multi-hitting move to hit or be blocked (if not specified it's all hits)
- X(bl) | last move was blocked (where it would usually hit)
- X(Cr) | used explicitly on crouching enemy
- X(St) | used explicitly on standing enemy
- X(m%) | needs minimum meter-amount in brackets
- X(W!) | breaks the wall
- (X!) | move/special that you activated earlier hits at this point
- X(OTG)| Off-The-Ground attack (for resets/setups)
- CH X | counter-hit
- NH X | normal-hit (only used when compared to CH)
- DP | Dragon-Punch aka invincible Reversal, usually a 623-motion
- Y | numbers (1-9) declare directions following notepad notation (5 stands for neutral aka no input, more here: http://www.dustloop.com/wiki/index.php/Notation)
- 66/44 | forward-/back-dash
- ~66/~6 | micro-dash/-walk
- x66 | dash-cancel
- 66X | dash-attack
- sj | safe-jump
- hj | high-jump (aka superjump)
- jc | jump-cancel
- lc | land-cancel (aka land again and then jump again)
- ab | airborne
- th | throw
- fth | forward-throw
- bth | backward-throw
- ath | air-throw
- bl | blocking (to bait things)
- bl(Cr) | crouch-blocking (can also be 1bl)
- bl(St) | stand-blocking (can also be 4bl)
- bs | blockstring
- mu/mix | mixup
- wp | whiff-punish
- oB | on Block
- oH | on Hit
- oCH | on Counter-hit
- oW | on Whiff
- KND | KNock-Down
- SKND | Soft-KNock-Down, usually means they can quick-tech or back-tech out of it, setups are usually made to work on quick-tech
- HKND | Heavy-KNock-Down, they can't tech out of it
- KNB | KNock-Back
- ... | too lazy to fill out the rest
- {GOTO} | routes I find personally to be the most worthwhile using
- afap | as fast as possible
- ahap | as high as possible
- adap | as deep as possible
- aeap | as early as possible
- alap | as late as possible
- saa | same as above
- sab | same as below
- Game-specifics:
- X | normals are: L - Light, M - Medium, H - Heavy, U - Unique
- G | Guard-button
- (GC) | Guard-crush
- SBA | Skyboundart
- SSBA | Super-Skyboundart
- RS | Raging-Strike
- RC | Raging-Chain
- BP | Brave-Point
- BC | Brave-Counter
- Character-specifics:
- 236X or 5S+X | "Wild Beat" (spear-jabs)
- 623X or 6S+X | "Arm Destruction" (DP)
- 214X or 4S+X | "Energy Destruction" (axe-swing)
- 22X or 2S+X | "One for All" (shield)
- #==================================================================================================================================================================================#
- #1 Combos:
- (all tested with Gran on Colosseum stage; combos that use any three-chain usually works with any normals unless explicitly mentioned)
- #1-1 Midscreen Combos:
- 2L > 2L > 5L > 236L [1820 dmg; use L-version Wild Beat to convert light far hits; very good corner-carry]
- > 623L [2000 dmg; leaves you closer with better advantage]
- c.LLL > 236M [2780 dmg; use M-version Wild Beat for close combos to get better corner-carry and advantage]
- > 623L|H [2780|3080 dmg; L-version leaves you much closer and only tiny bit more advantage]
- > 623H <co> 5M > 236H [5130 dmg; works about one dash from opponent roundstart position]
- > RS-RC > c.HHH > 236M|H [4710|4750 dmg; you can do H-version but its frame advantage is only miniscule better, but near corner it can be better]
- > 623L|H [4710|4810 dmg; L-version leaves them about a dash away with +27f advantage, H-version pushes them far with +44f advantage]
- > c.HH > 236U > 2U > 623L|H [5266|5386 dmg; deals more dmg than doing 236U first];
- comboing after 236U feels a bit whack, press the button immediately after the last extra spear-jab]
- > c.H > RS-RC > c.HHH > 236L|H [5550|5650 dmg; +28|37f fullscreen]
- > 623L|H [5610 dmg; L is +27f 2 dashes away; H is +44f 4 dashes away]
- > c.H > RS-RC > c.HH > 236L|H [6170|6270 dmg; full meterdump]
- > c.HHH <r> 22L|M [6170 dmg; fullscreen with shield setup and -3|+6f]
- > 236U > 2U > 623L|H [3884|4084 dmg; L leaves them about two dashes away, H about three, so it's good to use H-version here regardless]
- 5M |1.5> 236L [1900 dmg; works unless at tip-range]
- 2M > 236L [1900 dmg; should work everywhere]
- 5M|2M > 236H [2100 dmg; should work everywhere]
- 5M|2M(Cr) > 236M [2200 dmg; should work everywhere]
- 5H |1.5> 236M [2600 dmg; works everywhere except at tip-range]
- > 236H [2800 dmg; should work everywhere]
- > 623L|H [2600|3100 dmg; should work anywhere]
- 66L > 5L > 236L [1900 dmg; Vane's c.M is sadly 7 frames, meaning you can't get a c.M even if you are close ...]
- 66L(Cr) > c.MMM > 236M [3440 dmg; ... unless it hits them crouching ...]
- 214M |1.5> 2L > 5L > 236L|H [3100|3520 dmg]
- > SBA [4702 dmg]
- > SSBA [5020 dmg]
- > RS-RC > c.HHH <r> 22L [5070 dmg]
- 22U > c.MMM > ...
- CH c.H > 623M > 5H > 236H [5210 dmg; gives you a hit-confirm to establish frametrap pressure; time the 5H when Vane returns to normal stance]
- > RS-RC > c.HHH > 236M|H [7020|7060 dmg]
- > 623L|H [7020|7120 dmg; L-version leaves them two dashes away; H-version gives great corner-carry and leaves them fullscreen]
- > c.H > 236U > 2U > 623H [7486 dmg; cool combo, but for SSBA you get more if you just go directly into it, but it's much better for SBA!]
- > SBA|SSBA [6410 dmg; for SBA it's actually worth to add a combo before!]
- > SSBA [6710; just don't, unless you already cancelled into DP]
- > SBA [6100 dmg; if you want to be optimal, you can]
- > SSBA [7600 dmg; gives you the most damage]
- CH 5M|2M > 236M [2200 dmg; should work everywhere; this makes it a good and pretty safe special to cancel into from range]
- > SBA [4400 dmg; very little damage for a conditional confirm, probably not worth it unless it kills]
- |1.5> SSBA [4900 dmg; saa, but whiffs at tip-range]
- CH 5H > 236M [2600 dmg; should work everywhere; this makes it a good and pretty safe special to cancel into from range]
- > 214L|H [2900|3700 dmg; saa; also great cancel-option, you get a conversion with a counterhit and a great frametrap and chip if they block]
- > SBA [4800 dmg; saa]
- CH 66L > c.MMM > 236M [3440 dmg; ... or it counterhits them]
- Anti-Airs:
- 2H > 623M ~> 5H > 236M|H [4790|4910 dmg; you have to wait till they dropped about two-third; confirm the CH and go into specific combos;
- 2H can sometimes whiff if you hit them too high so even for CH 5H are good combos] {GOTO}
- > 623L|H [4790|5090 dmg; saa]
- > RS-RC > c.HHH > 623H [6820 dmg]
- > c.H > RS-RC > c.H > RS-RC > c.H <r> 22X [7840 dmg; full meterdump into shield setup]
- > 236U > 2U > 623H [7186 dmg; deals more dmg than doing 236U first]
- > 236U > 2U > 623H [6094 dmg; very good damage add for m50%; need to hit the 5H deep enough or the 2U will whiff]
- > SBA [6110 dmg; better than doing right after DP] {GOTO}
- > SSBA [6620 dmg; don't do this, cancel into SSBA right after the DP]
- > 66H [4780 dmg; pretty good compromise, but can he harder to do without counterhit] {GOTO}
- > 623L [4010 dmg; easiest but least reward]
- ~> SBA [5550 dmg]
- ~> SSBA [7300 dmg] {GOTO}
- > 214H |> 66H [5380 dmg; use 214H when they are too near and 623M could whiff, like at crossup situations]
- |1> 236H [4750 dmg]
- |2> 623L [4510 dmg; should work at longer ranges]
- |2> 236U > 2M > 623L [6150 dmg]
- > SBA [4800|5800 dmg; if you hit them with the swing you get 1k more]
- |> SSBA [7300 dmg; whiffs if they are too high, but good if it kills]
- CH 2H > 623M > 2H > 623L|M|H [4790|5090|- dmg; L is +34f and 2 dashes away, M is +25f and 3-4 dashes, H is +51f and 4 dashes; I suggest M-version] {GOTO}
- <r> 22H [4010 dmg; leaves the shield right before their nose and you +19f]
- <co> 623H > 66H > c.L > 236H <r> 8jc > (j.H) [6980 dmg; works a dash from opponent roundstart position; gives you a safejump] {GOTO}
- CH 2H/5H > 623H > 5H > 214U <co> ~66 > 5H > 236U
- CH 2H > 22U > 623U > c.H > 214H > jc > j.H > j.236H
- Jump-ins:
- Air-to-air:
- DP-Punishes and other Punishes:
- vs air-:
- #=======================================================================================#
- #1-2 Corner combos:
- 2L > 2L > 5L > 236H > c.MMM > 623H > 5H > 214H <r> 8jc > (j.H) [4410 dmg]
- <r> 8jc > (j.H) [3610 dmg]
- c.LLL > 236H > ... [saa for all 236H starters]
- > 623H > c.MMM > 236H > c.H > 214H <r> 8jc > (j.H) [5310 dmg; using DP as first gives a good 120 dmg more; gives a safejump]
- 5L > 236H > c.MMM > 623H [4510 dmg]
- 5H |1.5|1.5> 623H > 5M > 236H > 5H > ? [4630 dmg]
- > c.HHH > ?
- CH 236M > c.MMM > 623H > c.H > 236H <r> 8jc > (j.H) [5280 dmg]
- CH 214H |2> 5H > 236H > 5H > 623H [6430 dmg]
- Anti-Airs:
- 2H > 623M > c.H > 623H > c.H > 214H > c.H > 236H [7840 dmg]
- > SBA [9790 dmg]
- > SSBA [10540 dmg]
- Jump-ins:
- Air-to-air:
- DP-Punishes:
- ##================================================================================================================================================================================##
- #2 Blockstrings:
- > indicates Frametraps (blockstrings with natural frametraps; all usual ones catch them jumping; all measured from close-up, being away changes things drastically)
- >> indicates a tight blockstring, so to get a frametrap you have to manually delay the button
- /> indicates no gatling but just resetting pressure
- c.XXX >> 236L: Standard tight and safe blockstring ender with some pushback. Leaves you about -5 oB at 5M range.
- > 236M: M-version adds a frametrap that you can convert of in corner. Leaves you about -8 oB at same range, meaning that people can punish it!
- >> 236H: Tight blockstring but leaves you punishable, only use for combos.
- Corner:
- ###==============================================================================================================================================================================###
- #3 Setups:
- c.XXX > 236M: Gives +30f and pushes them pretty much fullscreen. So great time to set up a shield.
- <r> 22H: Doesn't reach them, and you are even -11f, this is basically the biggest zoning setup you can get.
- <r> ~6 > 214L: Swing misses if you do it immediately, but if you walk forward a ministep you can hit them.
- But it is NOT meaty, but it should still catch their jump. Someone might punish you hard for it though if they backwalk and Ultimate or smth. {GOTO}
- > 236H: Also +30f, but leaves them much closer, which is still about 3 dashes though.
- <r> 22H: But it's the perfect spot to spawn a shield, that is a dash before them and then travels to their spot. Leaves you +18f if they mash. {GOTO}
- > 66L: This should be the perfect spot to go in with a dash-strike with the shield supporting you.
- > 214L: Or use a safe Swing.
- <r~> 214L: If you delay the Swing here just half a second, it hits them meaty.
- > 623L: Gives +32f and leaves them pretty close, some 1.5 dashes.
- <r> 22M: Leaves you very negative at -17f, but it spawns right before them and then travels through them.
- If they mash you are +11f, enough to get in a 66L or a 214L.
- Might be susceptible to them just doing 66L at startup or various. Catches their DPs and with the range you can still block in time. {GOTO}
- <r> 22L: Same, but the shield stays between you. Might be worthwhile if you want to stay safer.
- <r> ~66 > 22U: You can spawn a Ultimate shield, but it's very hard to make it DP-safe. You have to spawn it not on them, but just before them,
- so their first DP-attacks whiff. The shield still travels a bit, so if they do something else it should still hit them.
- > 623H: Gives +41f and about 3 dashes away.
- <r> 22H: Leaves you neutral or +1f. Very safe option if you want to zone, but keep in mind that 214L won't hit here. Leaves you +18f if they mash.
- <r> ~6 > 214L: saa but you need to walk about twice the length, but it hits really meaty then.
- 5U <r> ~4 > c.L: You don't get much as they are in some sort of guard-crush state, so just reset pressure
- 2U <r> 22L > 66 > [4]c.L~L: Shield seems to give you basically a DP-safe jab in midscreen
- 214L <r|2> 66 > 5H:
- <r|2> 66> 66H:
- 623U <r> 9hj > j.H: Ultimate DP gives you a safejump if you high-jump immediately. Can be a bit tight so train it.
- CH 5U <r> 8jc > j.H: You get a safejump if it counterhits.
- <r|1> 22L > bl: If you get a counterhit you can spawn a shield, but you are not plus enough to stick out a safe-jab. Also if you are too close it won't work.
- CH 214H <r> 22H
- fth <r> 9jc > j.H: Throw is +44f so you can do a bit like a safejump by holding up-forward.
- <r> 22L|M: Leaves you -5-7f but with the shield you block their hit and can then counterhit them or dash up for pressure. Leaves you +20f if they mash.
- You are also far enough to still block their DPs. {GOTO}
- <r> ~4 > 22H: Careful with H-version, it goes too far so if you want to spawn it on them waking up, you need to backwalk a bit before doing so.
- That also means you are no longer neutral, but minus, so I don't know if it's really worth it.
- <r> ~66 > 22U: You can just dash forward a bit, and then spawn an shield directly on their wakeup.
- Leaves you about +15f so you don't really get much, and might even not be worth it.
- bth: Same frame advantage, but you push them pretty much fullscreen away.
- <r> ~6 > 214L: If you walk forward a bit you can get a meaty swing.
- <r> 22H: Leaves you only +1f but with the shield and the range, that's very much in your favor.
- Corner:
- You mostly aim to get a safejump, which costs bar, or end in a 22U reset, which costs %50m.
- It starts up in 16f, but to be able to block DPs you need to consider the recovery of 46f minus the startup of a DP which is 7f, so you need at least +39f advantage to be able to
- set it up and still block DPs. Let's say +40f for good measurement. If they block you seem to be at least +6 oB (when done in neutral),
- but with setups you get much more, maybe even enough for a safejump.
- Safejumps seem to need +36f advantage (but not +45f or more, you are too early then), so watch out for those 22U setups. And remember that you can't throw them lol.
- You can't use it as ender in combos unless they are high enough, which only RS does.
- One setup exists where you juggle them high enough with only lights, but I think it's not worth it.
- Keeping either your 236X or 623X bar to actually convert a from a following combo might be a good idea, unless it kills.
- You can use 214H only as ender after 236H and 623H. Raging-Chain might also be worthwhile just to be able to set up a 22U.
- So use all bars if you want to kill, but only one of the launchers if you want to combo-launch them afterwards, unless you have SBA|SSBA that is, or use a BP for RS.
- c.LLL > 236H <r> 8cj > j.H: Gives +40f advantage, using the bar is very good in corner, H gives a safejump.
- <r> 22U: Leaves you +32f after they block 22U, which is NOT enough for a safejump.
- > c.MMM > 623H <r> 8jc > j.H: Gives +44f, enough for a safejump.
- <r> 22U > 8jc > j.H: Leaves you +36f after they block 22U, enough for a safejump.
- > c.H > 214H <r> 8cj > j.H: +43f, but if you have that much bar you should go into other route anyways.
- > 2H > 214H: Gives a few frames more for +47f, making this NOT a safejump!
- > 623L: Gives +28, NOT enough for a safejump. But still kinda important if you want to keep 623X bar and can only convert from 236H, like from 2L 2L 5L.
- > RS: Is +45f, too much for a safejump.
- <r> 22U > 8jc > j.H: Leaves you +37f after they blocked. Enough for a safejump. {GOTO}
- > 236M: Gives +30f, not enough for a safejump.
- > 623H: Give you +32|41f advantage, again just use the bar.
- <r> 8jc > j.H: testme I think you always get a safejump after these two enders.
- > c.MMM > 236H: Gives 47f, bar very good to use to get here. M is not enough to get a safejump.
- > c.H > 214H <r> 8jc > j.H: Gives +44f so it means you don't have to sacrifice oki for damage. Gives a safejump. {GOTO}
- <r> 22U > 8jc > j.H: Leaves you +36f after they block 22U, enough for a safejump.
- > 2H > 214H: Gives +48f, which again means NO safejump from it.
- <r> 22U > 8jc > j.H: Leaves you +40f after they block 22U, enough for a safejump.
- > c.HH <r> 22U > 8jc > j.H: Leaves you +39f after they block 22U, enough for a safejump.
- > 236M <r> 8jc > j.H: Gives +36f, which is just enough for a safejump. {GOTO}
- > RS: Gives +46f, too much for a safejump.
- <r> 22U > 8jc > j.H: Leaves you +38f after they blocked, enough for a safejump. {GOTO}
- > 623L: Gives +32f, not enough for a safejump. It's really just a tad too slow, so you can probably still get one against slower DPs or make a fake safejump.
- > RS <r> 8jc > j.H: Is +40f, which is enough for a safejump.
- <r> 22U: Leaves you +32f after they block 22U, which is NOT enough for a safejump. So if you want to use 22U, use at least 236X or 623X bar.
- ####============================================================================================================================================================================####
- #4 Other personal notes:
- Normals:
- j.L can crossup, short knee
- j.M can also crossup, has a very decent hitbox in a half-circle below Vane
- j.H is jump-in and very horizontal; afterwards you can combo into c.H but only if you do it alap
- j.U air-to-air button that halts your momentun and pushes you back a bit, so you can also use it to bait anti-airs
- 5L has okay-ish range, +1 oB as usual; range where it hits is about his weapon in neutral stance minus the tip
- 5M has more range than standard 5Ms, 9f startup and has slightly more reach than 2M
- 2M also decent range, 8f startup
- 5H seems strong neutral button, pretty fast at 10f, range is about 1.5 dashes, hits very early even when ranged and against crouches
- 5U is the armor move, hold it to armor through stuff (up to 50s); earliest hit is 25f; on-hit pushes them down to the ground leaving you +4 oH, at CH you get a HKND (+41f);
- is -5 oB so only punishable if really close; don't forget to use it as a neutral tool to absorb fireballs or lunges!
- 2U fast but pitiful range
- Dash-attacks:
- 66L pretty good at 10f startup; goes roundstart range; combos into 5L
- 66M standard low slide; gives only a SKND; -8 oB but should be safe at range
- 66H about same range as 66L, and only slightly slower at 13f startup; has three hits that always finish making it good against spot-dodge/roll etc.;
- punishable at -6 oB but is safe when ranged (e.g. roundstart range)
- Specials:
- 236L|5S is your standard blockstring ender, is safe as it has some pushback
- 236M|5S+M is sometimes combo ender and can be used to add a frametrap, but is unsafe when blocked
- 236H|5S+H to combo from far buttons and as combo ender, can also be used in corner to combo, also unsafe oB; also good to cancel into from far buttons if you expect them to hit
- 236U|5S+U has most range; used as a combo-tool as it has a final hit that gives a wallbounce that let's you combo with c.L
- 623L|6S moves you forward about starting position; punishable; very fast so could be used as a checker tool
- 623M|6S+M has same range, but has a big delay before it; pushes them extremely high allowing you to combo with a 5H afterwards, so use only as combo-tool
- 623H|6S+H has also same range, but slightly slower than L-version; very punishable and doesn't give combo-potential of M-version;
- sends them still higher than L-version, so used as combo-tool in corner to combo from three-chains
- 623U|6S+U is your wakeup DP, also moves forward about 1 dash
- 214L|4S the big daddy swing; unsafe with -6 oB so only at range; hits about halfscreen; it can be blocked airborne though so adapt appropriately
- 214M|4S+M is the jump-swing; is NOT an overhead; hits fullscreen; dodges lows and can even dodge jabs up close, also goes over projectiles as a fireball-war option
- 214H|5S+M is the same as L-swing, but only 3f faster and -4 oB instead; gives a combo near corner on CH, making it a good check option there; also combo-tool after 2H anti-air
- 214U|5S+U has 1 dash larger range than H-version; leaves you +4 oB and has 20f startup, so only useful for neutral situations I guess
- j.214L|4S doing L or M-version airborne both result in the same jump-swing; L-version only slightly moves forward; also not an overhead so not a mixup tool; safe when done at
- range as it is -6 oB, so look at it as a neutral option; doesn't fully hit fullscreen but only 1-2 dashes shorter; use it for anti-anti-air
- j.214M|4S+M is the same as L-version from the frames; moves slighty more forward, as a result this one hits fullscreen
- j.214H|4S+H is the only one that doesn't move you at all, therefore great to use when jumping backwards; about 3 dashes range; also always safe a -2 oB,
- so use it when you are unsure if you can space it out enough for other versions to be safe; might be a good defensive move when in corner
- j.214U|4S+U very fast but same range still; still not an overhead but +2 oB so could be used as a reset option; also gives a HKND so you can make a setup afterwards
- 22L|2S puts the shield 1 dash in front of you and has the same deadzone in front of you, so can't use it for corner oki?; 49f startup; use it after KNDs midscreen
- 22M|2S+M puts it 2 dashes in front of you; same frames as L-version
- 22H|2S+H puts it 3-4 dashes away, so neutral tool; slightly faster at 40f so at fullscreen you can probably react to them jumping or similar
- 22U|2S+U has same range as L-version, but is an attack that hits up to three times; it leaves you +6 oB, but still has 16f startup, so use it as a setup tool;
- also blocks more hits than other versions
- 5S+th|SBA is a reversal, has a wave that goes fullscreen and pushes back nearly the same
- 5S+th+U|SSBA is up-close ender, only combos in very specific combos otherwise
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- #5 Other people's notes:
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