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Jun 21st, 2018
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  1. 5a normal jab
  2. 2a normal jab - low
  3. 5bb 2 hit long range slash
  4. 2b long range slash - low
  5. 5c step slash, charged = unblockable
  6. 2c big range step - low
  7. 6c low, crosses up on hit
  8. ja air jab - mid
  9. jb standard jump in - high
  10. jc upwards hitbox - high
  11.  
  12. rekka sequence
  13. 236a/b - mid
  14. -> 214a/b - overhead
  15. -> 236a/b - mid
  16. -> 214a/b - low
  17. -> 236a - mid
  18. -> 236b - mid launches on hit
  19.  
  20. -> 214d - low
  21.  
  22. 214a - leaping mid slash, doesnt hit crouching - can cross up
  23. 214b - ^ but doesn't cross up
  24.  
  25. j236a/j.236b - overhead, wallbounces on hit
  26.  
  27. only one knife, has to be picked up after every throw
  28. 22a - throws 3/4 of screen, hits low
  29. 22b - throws full screen hits low, rebounds to centre of screen
  30. j.22a - jumps foward and throws knife
  31. j.22b - throws knife
  32. 22a/b/c over knife - picks up knife
  33.  
  34. EX attacks
  35. 236c - charge attack, hit-grab
  36. 214c - 214a/b with larger range
  37. 22c/j.22c - throws knife straight
  38. 63214C - DEADLY RAVE. command dash with cancels
  39. -> 5a/b/c - mid
  40. -> 6a/b/c - overhead
  41. -> 4a/b/c - mid, forces grounded on hit
  42. -> 2a/b/c - low
  43. -> 8/a/b/c - launcher, otgs
  44.  
  45. 214c after 6c hit - causes circuit break
  46.  
  47. 41236c - unblockable at close range
  48.  
  49. Sample combos
  50. 5a 5b 5c 236a/b 236a/b 236a
  51. 5a 5b 5c 6c 214c
  52. 5a 5b 5c 2c 6c j.a j.b j.c dj.b dj.c 6ad
  53. 5a 5b 5c 2c 6c 214c 5bb j.b j.c dj.c 236c
  54. 5b 5c 2c 6c j.236c 5a 5c 214c 22c
  55.  
  56. 7 8 9
  57. 4 5 6
  58. 1 2 3
  59.  
  60. (assuming character facing right)
  61. 2 = v
  62. 6 = >
  63. 4 = <
  64. 8 = ^
  65. j = jump
  66. dj = double jump
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