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1
W = Weak attack
2
H = Heavy attack
3
aW = Air weak
4
LKW = Weak killer weapon 
5
HKW = Heavy killer weapon
6
aLKW(c) = Air weak killer weapon (cancel, very late input)
7
aHKW = Air heavy killer weapon
8
*W = Delayed Weak attack
9
*H = Delayed heavy attack
10
AA = Anti air (rising heavy)
11
DA = Dash attack
12
AAc= Anti air Cancel
13
tc = twitch cancel
14
GC = Guard Cancel
15
JC = Jump Cancel
16
(b) = breakable combo, watch for 360's.
17
18
Some universal information:
19
20
- 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.
21
22
- 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.
23
24
- Air attacks generally have the highest priority. 
25
26
- Press circle as soon as the grab animation starts you break grabs.
27
28
- 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)
29
30
- 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.
31
32
- 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.
33
34
- 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.
35
36
- 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.
37
38
- 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. 
39
40
- 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.
41
42
- 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. 
43
44
- 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.
45
46
- 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.
47
48
- 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.
49
50
51-
-----------------------
51+
=======================
52-
-----------------------
52+
53
=======================
54
55
W-W-W-*W-LKWx4 (b)
56
57
H-aW-aW-aW-aW-aLKWx4  (can be kept going against a wall, otherwise 4th aLKW isn't possible to follow up)
58
59
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)
60
61
W-*W-AAc-aW-aW-W-AAc-aHKW
62
63
H-AA-aW-aLKW(c)-W-AAc-aW-aLKW(c)-W-AAc-aHKW        (or start with W-AAc)
64
65
W-AAc-aHKW
66
67
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.)
68
69
Guard Pressure:
70
71
W-*W-H
72
73
aLKW 
74
75
W-H
76
77
W-W-W-W(TC)-W
78
79
80
=======================
81-
------------------------------
81+
82
=======================
83
84
W-*W-AAc-aW-aW-W-AAc-aW-aLKW(c)-aLKW
85
86
W-W-H(TC)-W-W-H(TC)   (LOOP)
87
88
W-W-W-H(TC)-W-LKWx4
89
90
H-W-W-LKWx4
91
 
92
W-*W-LKWx4 (b)
93
94
H-AA-aW-aLKW(c)-aLKW          (can be kept going, very difficult)
95
96
W-AAc-aHKW
97
98
Guard Pressure: 
99
100
W-W-W-H(TC)-W-LKWx1
101
102
W-*W-H
103
104
W-H
105
106
aLKW
107
108
=====================
109-
----------------------
109+
110
=====================
111
112
H-*W-H-AA-aW-aW-H-*W-H-AA-aW-aW     (LOOP)
113
114
(Holding Guard)W-H             (REQ charge attacker, small charge, LOOP)
115
116
W-AA-aW-W-AA-aLKWx4
117
118
H-W(TC)-W-AA-aW-W-LKWx4
119
120
W-H-LKWx2-Charge HKW(1)     (b)
121
122
H-H(TC)-W-AA-aW-aW-H-*W-H-AA-aW-aW-W-LKWx4
123
124
Guard Pressure:
125
126
aLKW-aHKW glitch (has active hit box, just can't combo)
127
128
W-H
129
130
W-*W-H-LKWx1
131
132
W-*W-DA
133
134
W-W-W-W-W
135
136
Charge HKW shenanigans
137
138
=====================
139-
----------------------
139+
140
=====================
141
142
LKWx2(gc)-W-W(TC)-W-W-DA
143
144
LKWx2(gc)-LKWx2(gc)-W-W-DA
145
146
H(TC)-H(TC) (LOOP)
147
148
W-W(TC)-W-W (LOOP)
149
150
LKWx3 
151
152
Guard Pressure:
153
154
aW
155
156
W-W-DA
157
158
LKWx2-W-W-DA
159
160
Charge Heavy (Guard Break)
161
162
====================
163-
----------------------
163+
164
====================
165
166
H-W-AA-aKWL(c)-H-W-AA-aHKW      (Can LOOP, just don't aHKW)
167
 
168
*W-H-W-W-LKWx4 
169
170
W-W-W-AAc-aW-aW-W-AAc-aHKW
171
172
W-AAc-aHKW
173
174
W-W-W-KWLx4 (b)
175
176
H-AA-aW-aW-H-AA-aHKW
177
178
Guard Pressure:
179
180
W-*W-H
181
182
W-*W-DA
183
184
DA
185
186
W-KWLx1
187
188
aLKWx2
189
190
=====================
191-
---------------------
191+
192
=====================
193
194
H-AA-aW-aW-H-W-W-AAc-aLKWx2-aHKW glitch
195
196
W-W-W-*w-LKWx4 (b)
197
198
W-H(TC)-AA-aHKW
199
200
W-W-AAc-aW-aW-w-AAc-aHKW
201
202
W-W-W-DA (b)
203
204
H-W-W-AAc-LKW-LKW(c)-W-AAc-aHKW
205
206
H-AA-aW-aW-H-W-LKWx4
207
208
Guard Pressure:
209
210
W-H
211
212
W-W-W-DA
213
214
W-*W-H
215
216
W-*W-LKWx1
217
218
aLKWx2
219
220
=====================
221-
--------------------
221+
222
=====================
223
224
H-*H-W-AAc-aW-W-AAc-aHKW
225
226
H-W-AA-aW-aW-H-*W-H-aLKWx2-aHKW
227
228
H-*H-W-LKWx4-W-W-W-AAc-aW-aW-H-*W-H-AA-aHKW
229
230
W-*W-LKWx4-W-W-H-H
231
232
W-AA-aHKW
233
234
Guard Pressure:
235
236
W-W-DA
237
238
W-*W-H 
239
240
W-W-H-H
241
242
W-LKWx1 or 2 
243
244
=================
245-
--------------------
245+
246
=================
247
248
H-AA-aW-aW-H-AA-aW-aW-H-AA-aHKW
249
250
aLKWx3-aW-W-W-W-*W-H-AAc-aHKW  (Req 3 bar of meter, if you have 4+ it won't work)
251
252
W-W-W-*W-H-LKWx4 (b) until H
253
254
DA-W-AAc-aKWH
255
256
KWH-KWH
257
258
W-AAc-aW-H-AA-aW-H-AA-aHKW
259
260
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)
261
262
Guard Pressure:
263
264
W-W-W-DA
265
266
LKWx2
267
268
W-*W-DA
269
270
W-H
271
272
aLKW
273
274
===================
275-
-------------------
275+
276
===================
277
278
H-W-W-*W-AA-aW-LKWx4
279
280
W-W-W-*W-H-LKWx4 (b) until H
281
282
H-W-W-W-LKWx3-W-*W-AA-aLKW-aHKW
283
284
H-H-AA-aW-aW-H-H-AA-aLKW-aHKW
285
286
W-*W-H(TC)-W-*W-H(TC)-W-AAc-aLKW-aHKW
287
288
Guard Pressure:
289
290
W-W-W-DA
291
292
W-*W-H-LKWx1 
293
294
Spaced LKWx1's
295
296
==================
297-
-------------------
297+
298
==================
299
300
W-AA-aW-W-AA-aW-W-W-DA(RESET)-W-AA 
301
302
W-AA-HKW           (Lag with gargoyle, works with Garuda everytime)
303
304
DA-W-AA-aW-W-LKWx3
305
306
W-*W-LKWx3
307
308
W-W-H(TC)-W-LKWx3
309
310
W-W-*W(TC)-W-AA-aHKW
311
312
Pressure:
313
314
(Gargoyle) aLKW
315
316
DA
317
318
W-*W-LKWx1
319
320
W-W-DA
321
322
W-*W(TC)-W-H
323
324
==================
325-
--------------------
325+
326
==================
327
328
H-W-(JC)aHKW
329
330
H-W-W-W-W-*W(JC)-aW-aLKW
331
332
W-W-W-*W-LKWx3 (b)
333
334
W-W-W-*W-W (LOOP) (b)
335
336
W-*W-AAc-W-*W-H(TC)-W-LKWx3
337
338
H-W-W-*W-H(TC)-W-*W-H(TC) (LOOP)
339
340
W-*W-H(TC)-W-*W-H(TC) (LOOP)
341
342
Guard Pressure:
343
344
W-*W-DA-W-H
345
346
W-W-W-W(TC)-W-W-W-W    
347
348
aLKW 
349
350
W-H
351
352
W-*W-H 
353
354
================
355-
-------------------
355+
356
================
357
358
W-W-AAc-aW-aLKW(c)-aW-aLKW(c)-aLKW
359
360
H-AA-aW-aW-H-AA-W-aLKW(c)-aLKW         
361
362
aHKW-aLKW-aLKW
363
364
W-W-H-LKWx3          (b) until H
365
366
W-W-AAc-aLKW        (b) until AAc
367
368
H-W-(tc)H-W-(tc)H-W-LKWx3
369
370
*W-AAc-anything air wise.
371
372
W-W-H-AAc-anything air wise.
373
374
Guard Pressure:
375
376
W-W(TC)-W-W-H
377
378
W-W-DA
379
380
aW-aLKW
381
382
W-*W-LKWx1 
383
384
W-*W-DA  (Will instantly break anyones guard if you catch them with *W and DA)
385-
---------------------------
385+
386
===================
387
Rin Rin / Fei Rin
388
===================
389
390
W-aLKW                 (x2 RR)
391
392
H-*W-W-W-AA-aLKW       (x2 for Rin Rin)
393
394
W-W-W-AA-aHKW          (Fei always, Rin Rin in lag)
395
396
H-*W(TC)-H-*W(TC)      (LOOP)
397
398
W-aLKW
399
400
LKWx3-aLKW-aW-W-AA-aLKW       (Ai Rin only)
401
402
Guard Pressure:
403
404
W-W-W-aW
405
406-
---------------------------
406+
407
408
==================
409
Ai Rin
410
==================
411
412
W-H-LKWx1-AAc-jLKW  
413
414
W-H-jLKW
415
416
W-W-H-AAc-jLKW
417
418
W (x1-4)-AAc-jLKW
419
420
LKWx3-W-W-W-AAc-AA-jLKW
421
422
H-*W-W-W-W-AAc-AA-jLKW
423
424
H-H-(TC)-W-H-(TC)-W-AAc-AA-jLKW
425
426
Guard Pressure:
427
428
W-H-H
429
430
H-H-H
431
432
W-W-W-AAc-jW
433
434
W-H-LKWx1-AAc-jW
435
436
W-W-W-H-(TC)   (LOOP)
437
438
W-H-(TC)           (LOOP)
439
440
W-W-W-(TC)      (LOOP)
441
442
W-H-(TC)-H-H-LKWx1-AAc-jW
443
444-
---------------------------
444+
445
446
===============
447
Max
448
===============
449
450
H-AA-aW-aLKW(c)-W-AAc-aW-aLKW(c)-W-AAc-aHKW
451
452
H-W-W-AAc-aW-aW-H-W-W-AAc-aHKW
453
454
H-W-(JC)aW-aW-aLKW(c)-W-W-W-DA
455
456
W-W-AAc-aW-aW-H-W-W-W-AAc-aHKW
457
458
W-AAc-aW-aW-H-W-LKWx3-HKW(1)    (REQ 5 bars of meter, Lv2 minimum)
459
460
*W-H-H-AA-aW-aW-H-W-LKWx4
461
462
W-AAc-aW-W-AAc-aW-W-AAc-aHKW or aLKW
463
464
H-AA-aHKW
465
466
Counter-W-LKWx4
467
468
Pressure:
469
470
W-W-W-*W-DA
471
472
*W-Counter    
473
474
aLKW   (very easy to punish though, use with massive caution)
475
476
W-W-W-DA
477
478
W-*W-H
479
480-
--------------------------
480+
481
482
=============
483
Bayonetta
484
=============
485
486
W-*W(TC)W-*W(TC)   (LOOP)
487
488
W-W-H-H-LKWx4
489
490
W-W-H-AA-aLKWx2 or HKW glitch.    (Can be looped by just doing W-W-H-AA-aW and starting over)
491
492
W-AA-aLKW
493
494
W-*W-LKWx4
495
496
H-*W-HKW
497
498
W-W-H-HKW
499
500
W-*W-HKW (Lag combo)
501
502
Guard Pressure:
503
504
W-W-H-DA
505
506
aLKWx1
507
508
W-*W-H (very easy to punish but it does a RIDICULOUS amount of guard damage)