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- Heart combos:
- A-Starters:
- 5AAA > 5BB > 2B > 9jc > j.AA > 9jc > j.ABB > j.A+D (6127 dmg; no safejump)
- > j.C~AA > 5A > 5BBB > 236B (6294 dmg)
- ~> j.AA > 5A > 5BBB > 236B (6321 dmg; GOTO)
- > 5BB > 2B > hjc > j.AA > j.236B (6395 dmg)
- > 5BB > 2B > 9jc > j.AA > jc > j.AAB > j.A+D (6553 dmg)
- ~> j.B~B > 4A > 5AAA > 5BBB > 236B (6544 dmg; harder GOTO)
- > 5AAA > 5BBB > 236B (6666 dmg; harder GOTO)
- 5A > 5BB > 2B ~> j.AA > 5A > 5BBB > 236B (6340 dmg; GOTO)
- ~> j.B~B > 4A > 5AAA > 5BBB > 236B (6627 dmg; harder GOTO)
- > 5AAA > 5BBB > 236B (6867 dmg; hardest GOTO)
- > 5AAA > 5BB > 2B > hjc > j.AA > j.236B (7004 dmg)
- > 5A > 5BB > 2B > jc ~> j.BB > 4A > 5AAAA (7058 dmg; gives only in corner Oki)
- A-Starters metered:
- 5AAA > 5BB > 2B > 9jc ~> j.AA > j.236C > 5AAA > 5BBB > 236B (6649 dmg; 1 bar)
- > 5BBB > 214B+C (8226 dmg; 2 bar)
- > j.236C > 5AAA > 5BBB > 2B > 9jc > j.AA > 9jc > j.ABB > j.A+D (7300 dmg; 1 bar)
- > 236B-6C > 5A > 5BB > 2B > 9jc > j.AA > 9jc > j.BB > j.A+D (7583 dmg; 1 bar)
- > 5BBB > 236B-6C > 5AAA > 5BBB > 236B (7396 dmg; 1 bar; GOTO)
- > 5A > 5B > 236B+C > 4A > 5BBB > 214B+C (10564 dmg; Corner; 5 bar)
- > 5BBB > 236B-6C > 5BB > j.236B+C (4 bar; test me)
- > 236C > 5AAA > 5B > 236B+C > 4A > 5B > 236B+C (10898 dmg; Corner; 5 bar)
- 5A > 5BBB > 236B-6C > 5AAA > 5BBB > 236B (8019 dmg; 1 bar; GOTO)
- > 5BBB > 236B-3C > 5BB > 2B > jc ~> j.BB > 5A > 5BBB > 236B (8469 dmg; 1 bar)
- > 5BBB > 236B-3C > 5A > 5BBB > 236B (9129 dmg; 2 bar)
- B-Starters:
- 5BB > j.236C > 5AA > 5BB > 2B > 9jc ~ j.AA > 5BBB > 236B (7496 dmg; 1 bar)
- 5BBB> 236B-6C > 5AAA > 5BBB > 236B (7813 dmg; 1 bar; GOTO)
- 5BBB > 236B-6C > 5BB > 2B > 9jc ~ j.AA > 5BBB > 236B+C (9909 dmg; 3 bar)
- {5B}B > 5AAA > 5BBB > 236B (cancelling when clashing; 6444 dmg)
- 5BBB > 236C > 5AAA > 5B > 236B+C > 4AA > 5BBB > 215 B+C (10816 dmg; Corner; 5 bar)
- 5[B] > 236B > 4AAAA > 5BBB > 236B (6828 dmg; GOTO)
- > 5BB > 2B > 9jc > j.AA > 9jc > j.AA > j.236B (6995 dmg)
- 5[B]BB > 236C > 5AA > 5BB > 2B > 9jc > j.AA > 9jc > j.ABB > j.A+D (8555 dmg; Corner or when clashing; 1 bar)
- 5[B] > 2[B]-5C[7] > j.236C > 5A > 5BB > 2B > 9jc > j.AA > 9jc > j.ABB > j.A+D (9795 dmg; Corner; 2 bar)
- 2[B] > 5C[7] > j.236C > 5A > 5BB > 2B > jc > j.AA > 5BBB > 236B (9321 dmg; 2 bar)
- j.A+D > https://youtu.be/JT_FN4Y9eMc?t=417 test me
- CH 2B > 5AAA > 5BBB > 236B (5501 dmg)
- > 5BB > 2B > 9hjc > j.AA > 9jc > j.AA > j.236B (5692 dmg; GOTO)
- CH 2[B] > (4A) > 5[B] > (236A) > 5BB > 2B > 9hjc > j.AA > 9jc > j.AA > j.236B (8154 dmg; GOTO)
- > 5BBB > 236B (7724 dmg)
- > 236B-6C > 5BBB > 236B (9892 dmg)
- > 5AAAA~A (11083 dmg)
- ~> 236B > 4AAAA > 5BB > 2B > 9hjc > j.AA > 9jc > j.AA > j.236B (6017 dmg test me; kinda unstable)
- C-Starters:
- 2C > 236C > 5AAA > 5BB > 2B > 9hjc > j.AA > 9jc > j.AA > j.236B (6972 dmg: Corner, can also be done midscreen with walk up but really hard and unstable; 1 bar)
- 2C > 236A~6C > 5AA > 5BB > 2B > 9jc ~> j.AA > 5AA > 5BBB > 236B (7485 dmg; 1 bar; extremely hard)
- Throw-Combos:
- T > 5AAA > 5BB > 2B > 9hjc > j.AA > 9jc > j.AA > j.236B (4857 dmg; can also j.AAB at start but is super unstable; GOTO)
- test me j.BB combos
- > 9jc > j.AA > 5BBB > 214B+C (7026 dmg; very hard)
- > 5A > 5BB > 2B > 9hjc > j.AA > 5BBB > 236B (4984 dmg; iffy; harder GOTO)
- > 236B > 4AAAA > 5BB > 2B > 9hjc > j.AA > 9jc > j.ABB > j.A+D (5124 dmg; iffy timing; input B-pawnchi when they go up in the air)
- > 4AAA > 5BB > 2B > 9hjc > j.AAB > 9jc > j.AA > 236B (5020 dmg; Corner)
- > 4AA > 5B > 236B+C > 4AAAA > 5BBB > 214B+C (8178 dmg; Corner & 4 bar)
- Heart & Mika Partner-Combos:
- 5AAA > 5BBB > 236B~6P > 6 > 5AAA > 5BBB > 236B (7392 dmg)
- > 5[B] > {236A} > 5AAA > 5BBB > 236B (8210 dmg; GOTO)
- 5AAA > 5P+[B]B > [P]+[D] > j.236B+]D[~[D] > 214A+]D[~]P[ > 44 > 5AAAA > 5BBB > hjc > j.AA > jc > j.AAB > A+D (5564 dmg; own Twitter-post; immediately go into 5B to stop them from escaping)
- > 214B+]D[~]P[ > 44[B] > 236B > 4AAAA > 5BBB > hjc > j.AA > jc > j.AB > A+D
- > 236B (6405 dmg)
- > j.236A or j.236C > Mika 2A (makes it gapless and DP-safe; with C-version giving combo-option if it hits)
- > 2B > 236B+]D[ > Mika 2A (to mix the timing up or get a 5B-route reset; hold 2B longer to push Mika again to your side)
- 2C > 5P-236A > 5AAA > 5BB > 2B > 9hjc > j.AA > 9jc > j.AA > j.236B (6867 dmg)
- 4P~[6] > 5AAA > 5BB > 2B > 9jc > j.AA > 9jc > j.ABB > j.A+D (5235 dmg; Burst-Punish)
- test me https://youtu.be/LWnnDGD6HD0?t=155 4P~[6] > 5BB > 2B > jc ~> j.AA > 5AAA > 5BBB > 236B
- https://youtu.be/LWnnDGD6HD0?t=285 5AA > 5BB > 2B > jc ~> j.AA > 5AAA > 5BBB > 236B
- Burst-Baits:
- j.B > 2A > 5A > 236B
- > 2B
- > 5BB > j.236A~6C > 5AA > 5BBB > 236B > 4|5P > 236[B] > CC > jc > j.4C (https://youtu.be/LWnnDGD6HD0?t=441)
- when in CC use a special like 236B which you can then cancel into 1C on reaction (if armor-frames of 236B not already do that)
- Pressure-strings:
- Do NOT press a direction while jumping or you will slow down and not reach them in time if they backtech; also use 5P therefore;
- Midscreen use 9j to get backtech and corner 7j;
- Midscreen you have to confirm them backteching and delay your jumping-attack!
- 236B|j.236B > 9|7j.5C > j.5A+5P > Block > 5AAA > 5BBB > 236B (4802 dmg; when they get hit by the overhead the assist puts them airborne so use jumping combo or easy ender)
- > 5BB > 2B > 9hjc > j.AA > 9jc > j.AA > j.236B (4970 dmg)
- > 2A > 5A > 5BB > 2B > 9jc ~ j.AA > 5A > 5BBB > 236B (5072 dmg; when you low-hit them; all 5As is just 3dmg more and this lets you burst-bait better)
- > 9jc > j.A > CC > 4P > 5[B] > ... (fuzzy with rising j.A; when hit use CC and assist for extension)
- Heart notes:
- jBB combos do more damage and they're more consistent in combos where the opponent is hit in the air.
- honestly the main reason people dont use them is that they are hard to do
- but they are def worth if you can do them
- Yeah jBB is worth it if you get a high hit confirm. You have more time to connect 5A
- Hearts astral and combo routes are real nice. Her astral punishes safe 5Cs too lol
- Her Astral is the only 4f move in the entire game that can be used as a reversal from ground block; so she gets punishes no other character has access to; against some options that are normally safe.
- 5AA can vacuum people out of the corner for mixups (5AA > 5P+jc > 9hj.C > j.B)
- https://youtu.be/YqKc8SAeWDg?t=699
- when baiting DP/yukikaze along with very fast antiairs (ragna 5B); baiting with j1C after 5AA blockstring has gotten me a lot of mileage
- Pro tip for burst punishes with 236B
- If they burst during your clash armor with 236B, if you hold down the B, the 236B will come out to CH them
- But if you release the B and press 5B again, after absorbing it with the 236B clash armor, you can get 5B instead of 236B starter; depending on your preference
- You can also punish bursts with homing cancel j.1C on 5BB, 5BBB can low profile some bursts and 236B can do the thing mentioned above
- if you think they are gonna burst the 5BB before you are able to homing cancel it (can't homing cancel just after 5B) you can go for 5B 2[B] for a hard call out or
- use the aforementioned strategy to press the button and try holding it after their burst, or just 2B to continue combo normally
- using j.5C homing and going for j.B CH combos into 5AA after landing at most heights, can even sideswap sometimes
- try me
- use laser on fullscreen to make them block then j.C in
- close up jump over them; then j.5C~5|4 to get back on same side and hit them with tha overhead
- Astral after a blocked 5C
- test me
- CH 2B does do the whole 236B 4A thing; but it's a weird delay. You can also just link 5B.
- 236B/A CH into 5A barless pickups
- 2[B] and 5[B] burst baits relying on actually getting a CH
- neutral homing j.B CH is an easy combo starter if they try to air to air you
- If you are solo and want the best bang for your buck after a 2B CH with 2 bars just use 1 bar on homing cancel after 236B
- end combo with 236B and you'll have 9k with homing oki
- If you decide to go for assist; cc + super you should reach around 12k
- If you are solo then 5BBB 236B homing cancel 5BBB 236B would do more damage after 2B CH than 5BBB super
- Also; 5b hitbox is deceptively high so you might just have to release earlier in order to hit it off of 2B CH
- corner: CH 2[B] > wait until they start to descend > 5[B]BB > 236B > 6HC > 5BBB > 236B > Partner assist that can pickup and has the longest untech time > 5[B] > Cross Combo > 5BB (continued off of 5[B]) > Partner assist > 5BBB (+ Partner assist if you can) > 214B+C
- that does about 14k
- mid screen: CH 2[B] > wait until they start to descend > 5[B] (hits high) > 236A (wiffs) > 5BBB> 236B> 6HC > 5BBB > 236B > Partner assist that can pickup and has the longest untech time > 5[B] > Cross Combo > 5BB (continued off of 5[B]) > Partner assist > 5BBB (+ Partner assist if you can) > 214B+C
- if you have 2 starting bar; you will be able to build enough for the 3rd
- i will also do j236B after CH 2[B] connects to kill time as well
- it doesnt kill all the time; but it makes it less likely for you to hold 5[B] too early
- 214A and 214B also hit the opponent if you want to feel good about using loveballs for once
- Either you want to hit them with 236B after 5[B] or you want to whiff 236A and hit 5B after 5[B]
- whiffing a 4A while they fly actually makes this consistent
- Make CC-combos with 5BB > j.236B > 4P > repeat > CC+4P > [P]+5BB~]P[+5B > 214B+C
- try if you can continue a combo if you DHC immediately after Mika
- As Heart/Ruby, with a 5BBB ender near corner into 214A + 5p, the loveball will hit meaty, the ruby 5p will steal corner for a sandwich,
- the "pushback" of using the loveballs after 5BBB pushes heart far enough back that it still catches forward tech in corner,
- aswell as backtech, can transition into CC into 4p while blocking and then running whatever mix I want.
- the ball will hit meaty, if they dp I will be blocking while ruby 4p or me after blocking will punish, same for super
- pushblock won't save them pretty much
- Can make it pretty burst safe if they get hit
- It's weird but some people legit have trouble to get their dp out and just get hit by the meaty ball
- ===============================================================================================================================================================
- Mika combos:
- end in 2C for safejumps
- A-Starters:
- 5AAA > 5BB > 2C > 2B > jc ~ j.AA > j.236B > 5AAA > 5BB > 214B (5990 dmg; can also use 5B 2C at end for safejump; GOTO)
- B-Starters:
- 5BB > 2C > 2B > jc ~ j.AA > j.236B > 5AAA > 5BB > 2C > 2B > 214B (6748 dmg; for oki; NEW easiest; also works with cmd-IAD; GOTO)
- > 2C > 2B > jc > j.AA > j.236B (6539 dmg; safejump)
- ~> 2B > jc > IAD > j.AA > j.236B > 5AAA > 5BB > 2C > 2B > 214B (alternate method todo the combo)
- > 2B > jc ~ j.A > j.236B > 5AAA > 5B~B~B > 2C > 2B > 214B (6837 dmg; NEW hardest)
- > 6A > --//-- (6767 dmg; NEW easier)
- j.[B] > 5AAA > 5BB > 2C > 2B > jc > j.AA > j.ABC (5964 dmg)
- > 5BBB > 2C > 2B > 214B (5654 dmg)
- 5AAA > 5BB > 2C > 2B > 236B-6X > 5AAA > 5BB > 214B|2C2B > 236B+C (Corner; 1 bar)
- 5BBB > j.AAB > 2B > hjc > j.AAB > jc > j.AA > 236A-2X (Corner)
- 5BB > 2C > 2B > 236B-6X > 5AAA > 5BBB > 2C > 2B > 214B (Corner)
- C-starters:
- 2C > 2B > jc ~ j.AA > j.236B > 5AAA > 5BB > 2C > 2B > 214B (5940 dmg)
- j.[B] > jc > j.[B] > 5AAA > 5BB > 2C > 2B > hjc > j.AAB > jc > j.ABC (6590 dmg)
- 214C > 6 > 5BB (4344 dmg; minicombo for midscreen; 1 bar)
- Throw-Combos:
- T > 6AAA > 5BB > 2C > 2B > hjc > j.AAB > jc > j.ABC (4765 dmg; good corner-carry; GOTO)
- > j.AB > 236B-2X (4813 dmg; better oki)
- T > 6AAA > 5BB > 2C > 2B > 236B9X > j.A > jc > j.ABC (4827 dmg; iffy don't use)
- Mika & Heart combos:
- 5AAA > 5BBB > 236A-9A~5P > 5AAA > 5BB > 214B (6151 dmg)
- 5BBB > 236A-9A~5P+[D] > hjc > j.C+]D[ > 5AAA > 5BBB > 236B (7527 dmg; active-switch; GOTO)
- > 236A-9A~5P > 5AAA > 5BB > 2C > 2B > 214B (6905 dmg)
- > hjc > j.AC (7455 dmg; doesn't work on many characters it seems)
- 5P+5B > j.C~D > 6 > 5AAA > 5BBB > 236B (7128 dmg)
- 5BB+5P > j.C~D > 6 > 5A > 5BBB > 236B (7371 dmg)
- 5B+5P > j.[B] > j.C~D > 6 > 5A > 5BBB > 236B (7528 dmg; active-switch)
- 5B+5P > j.[B] > j.C~D > 6 > 5AAA > 5BBB > 236B (7671 dmg; active-switch)
- 5BB+5P > j.[B] > j.C~D > 6 > 5A > 5BBB > 236B (7832 dmg; Corner; active-switch)
- something like mika 5b+p j.[B] j.c+switch into heart 5bbb 236b deals 7500 damage
- 5B+p j.[B] j.[B] 5b 2b j.aa j.aac is 7700 damage
- 4P~[6] > 5AAA > 5BB > 2C > 2B > hjc > j.AA > jc > j.ABC (4594 dmg; Burst-Punish)
- > j.AB > 236B-2B (4659 dmg)
- Mika notes:
- ???
- 2C > 2B > j.A > j.236B wont work on:
- Izayoi
- Celica
- Susan
- Jubei
- Vatista
- Blake
- Requires no delay between 2C > 2B:
- Noel
- Es
- Yosuke
- Gordeau
- Tank
- Requires Very Specific 2C >2B timing:
- Jin
- Rachel
- Naoto.S
- Requires a Different Specific 2C > 2B timing:
- Naoto K
- Weiss
- In conclusion; don't do this route
- 5BB shot:
- Will wallbounce if only the explosion portion connects; in which case you can cancel into 236B to continue your combo from anywhere on the screen.
- Frame trap against a decent portion of the cast; can force mix-up situations with 214A.
- What is Mika looking to do after a 214X ender?
- in corner sj back iad jb is an all techs safejump
- sets up for fuzzies; can do just jumpforward icjb if they respect it
- icjb iad high/low is pretty much unreactable
- What can mika do in order to make sandwich blockstrings?
- 2b 236a is a true blockstring up close
- then just call assist before crossing up
- then u get to do whatever you want
- or you can just do like 5a/2a jump iad+assist
- oh yeah in sandwich you can do like whatever
- 2b swap 214b is dp safe
- and then you are still advantage bc you can just react to their jump
- well dp safe mix is important when people realize the situations and start mashing
- even just doing stuff like 5a 2a assist 5a 2a assist can make people panic once you give them enough reason to be scared
- What do you mean with DP-safe there? That you can swap to your partner and block?
- yeah thats what it means
- That only works for some DP then
- no its safe against every dp
- you have to buffer the 214b
- like do 2b then 214b+d before 2b even hits
- that way you'll switch asap
- and the opponent wont be able to punish
- you mean 2B > 214B is a tight gap?
- i mean it has a gap if you use it solo obviously
- its dp safe when you switch to a partner
- So 2B has such long blockstun you can input 214B, then active-switch and still blocka DP. That is how it works I guess?
- yes
- you can do unblockables with single hit assists like susanoo
- the theory behind it is
- theres a 4f startup period during jumps where you cant block
- if you meaty grab them on their wakeup with an assist covering those jump startip frames immediately
- they will either get grabbed or hit by the assist
- with mika you can't be safe when you do it
- none of her assists last after active swap
- but basically if an assist stays active after swapping you're able to have swapped and still get the meaty assist and throw
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