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- 5a normal jab
- 2a normal jab - low
- 5bb 2 hit long range slash
- 2b long range slash - low
- 5c step slash, charged = unblockable
- 2c big range step - low
- 6c low, crosses up on hit
- ja air jab - mid
- jb standard jump in - high
- jc upwards hitbox - high
- rekka sequence
- 236a/b - mid
- -> 214a/b - overhead
- -> 236a/b - mid
- -> 214a/b - low
- -> 236a - mid
- -> 236b - mid launches on hit
- -> 214d - low
- 214a - leaping mid slash, doesnt hit crouching - can cross up
- 214b - ^ but doesn't cross up
- j236a/j.236b - overhead, wallbounces on hit
- only one knife, has to be picked up after every throw
- 22a - throws 3/4 of screen, hits low
- 22b - throws full screen hits low, rebounds to centre of screen
- j.22a - jumps foward and throws knife
- j.22b - throws knife
- 22a/b/c over knife - picks up knife
- EX attacks
- 236c - charge attack, hit-grab
- 214c - 214a/b with larger range
- 22c/j.22c - throws knife straight
- 63214C - DEADLY RAVE. command dash with cancels
- -> 5a/b/c - mid
- -> 6a/b/c - overhead
- -> 4a/b/c - mid, forces grounded on hit
- -> 2a/b/c - low
- -> 8/a/b/c - launcher, otgs
- 214c after 6c hit - causes circuit break
- 41236c - unblockable at close range
- Sample combos
- 5a 5b 5c 236a/b 236a/b 236a
- 5a 5b 5c 6c 214c
- 5a 5b 5c 2c 6c j.a j.b j.c dj.b dj.c 6ad
- 5a 5b 5c 2c 6c 214c 5bb j.b j.c dj.c 236c
- 5b 5c 2c 6c j.236c 5a 5c 214c 22c
- 7 8 9
- 4 5 6
- 1 2 3
- (assuming character facing right)
- 2 = v
- 6 = >
- 4 = <
- 8 = ^
- j = jump
- dj = double jump
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