Tekken 7 Xiaoyu combo discussion

Page Splits 1...<91011
Share This Topic
Share
Subscribe/Jump Subscribe This Topic
< >
amanasleep
Iron Fist God
Joined: May 2003
Posts: 2425
#201 “Quote” Edit Post
Sodam keeps comboing 1+2 into f,f+3 etc. Is this a legit combo? Sodam spams 1+2 in his matches so I'm thinking it must be.
shauno
MentalFrameAdvantage
Joined: Jan 2000
Posts: 2937
From: USA California
#202 “Quote” Edit Post
I can only get it if Xiao is slightly off axis to her right when the Flock of Birds connects.
Signature "Practice makes improvement - you can never be perfect"
yiggs
#STAYYIGGS
Joined: Apr 2001
Posts: 4171
From: Australia
PSN: yiggs_au
#203 “Quote” Edit Post
it's a legit combo, almost just frame

you have to buffer ff at the very end of 1+2, but let the dash come out deep enough that the racoon swing will hit
Signature twitch.tv/yiggs_au | @yiggs | #BUFFLING
shauno
MentalFrameAdvantage
Joined: Jan 2000
Posts: 2937
From: USA California
#204 “Quote” Edit Post
Season 2 is here. My best Wall Bounce juggles so far :

AoP 1+2 B!, b+3, RDS b+3, 1, d/b+1 (68 damage)

Aztec Stage:
AoP 1+2 B!, b+3, RDS b+3 W!, XMTS, <hold down> WS+4, 1, d/b+1 (74 damage)

Jungle Stage:
AoP 1+2 B!, b+3, RDS b+3 W!, d/b+1 WB!, b+3+4, RDS 1,4 S! <dash> f+2,1,4 W!, 1, d/b+1 (99 damage)

~~~~~

The coolest one I did connected only once because the range and angle has to be perfect:

AoP 1+2 B!, d+1+2, AoP u/f+3,4, f,f+3, RDS d+3,4 S! <dash> f+2,1 W!, f+1, d/b+1

Last edited by shauno on Sep 6th, 2018 at 08:02

Signature "Practice makes improvement - you can never be perfect"
Alley-Oop
ZAMASU ROSÉ
Joined: Jun 2015
Posts: 2730
From: Belgium
PSN: Sento_k
#205 “Quote” Edit Post
[Enter AOP while crouching] AOP 1+2 WB! u/f,n,4 W! AOP u/f+3,1, free RDS 4 (66dmg)

[Enter AOP while standing] AOP 1+2 WB! RDS d+3,4 S! WR+3,AOP 2,1_dash, f+2,1,4 W! 1, d/b+1 (77-80dmg)
Signature Hakai !

Kazumi finally got a Heaven Sweep! Now bring back Miharu-chan!
shauno
MentalFrameAdvantage
Joined: Jan 2000
Posts: 2937
From: USA California
#206 “Quote” Edit Post
I saw a clip of a cool point-blank B! combo:
AoP 1+2 B!, d/b+1 W!, 1, d/b+1 (65 damage).

I've been doing this one as a way of trying to get a lot of damage while maintaining the oki advantage:
AoP 1+2 B!, b+3 W!, RDS f,f+3, RDS 4 (58 damage, opponent flips into SLD position).

BTW, I think the shorthand for the Bounce juggles should be B! instead of WB! We don't refer to Bounds in this game, so there is no confusion. WB! however is already used for Wall Breaks.
Signature "Practice makes improvement - you can never be perfect"
Alley-Oop
ZAMASU ROSÉ
Joined: Jun 2015
Posts: 2730
From: Belgium
PSN: Sento_k
#207 “Quote” Edit Post
https://youtu.be/KnxHFYgfBQE
AOP 1+2 B! f+4_4 W! d/b+1, dash, 1, d/b+1

https://youtu.be/ZF8rAa6FPxw
AOP 1+2 B! d/b+1 W! d/b+1, 1, d/b+1
Signature Hakai !

Kazumi finally got a Heaven Sweep! Now bring back Miharu-chan!
shauno
MentalFrameAdvantage
Joined: Jan 2000
Posts: 2937
From: USA California
#208 “Quote” Edit Post
^^^ Thanks! I'll be using those until something better comes along.
Signature "Practice makes improvement - you can never be perfect"
Alley-Oop
ZAMASU ROSÉ
Joined: Jun 2015
Posts: 2730
From: Belgium
PSN: Sento_k
#209 “Quote” Edit Post
I've found this combo which does 72dmg https://youtu.be/J6wZIVs7xh8
AOP 1+2 B! u/b,n,4 W! WR+3, AOP u/f+3,1, free AOP 4 (works off axis to the right as well, it works on Xiaoyu, Chloe, Lili, Alisa, Kazumi, Katarina, Asuka, Josie, Nina, Eliza, Leo, Noctis, Geese, Yoshimitsu, Dragunov, Akuma, Heihachi, Lee, Miguel, Bob, Bryan, King, Steve, Paul, Claudio, Shaheen, Feng and Eddy.)

seems hard to connect on some male characters. I couldn't do it on Hwoarang, Kazuya, Master Raven, Law, Jin, Devil Jin, Jack, Gigas, Bears and Lars.)

on bigs you can do
AOP 1+2 B! u,n,4 W! SSL, f,F+3,1, f+1+2 will work on Jack (72dmg)
AOP 1+2 B! u/b,n,4 W! dash, f,F+3,1, f+1+2 will work on bears and Gigas (72dmg)
but AOP 1+2 B! u,n,4 W! f+2,1, f+1+2 (67dmg) seems more consistent on Gigas

Last edited by Alley-Oop on Sep 14th, 2018 at 14:02

Signature Hakai !

Kazumi finally got a Heaven Sweep! Now bring back Miharu-chan!
shauno
MentalFrameAdvantage
Joined: Jan 2000
Posts: 2937
From: USA California
#210 “Quote” Edit Post
Yeah, the majority of the ones we put up over the last few days are unstable or finicky in execution in most random situations. So I went through them to see what work best as BnB Bounce juggles. This is what is working well for me right now, even off axis. The first one you added a few posts up:

  • <close to the wall> AoP 1+2 B! W!, U/F+4, d+1+2 AoP u/f+3,1, AoP 4 (66 damage)

  • <mid to far from the wall> AoP 1+2 B! W!, U/F+4, f,3,1, RDS 4 (61 damage)

Sticking with these two alone, I won't have to worry about dropping them as much.
Signature "Practice makes improvement - you can never be perfect"
Alley-Oop
ZAMASU ROSÉ
Joined: Jun 2015
Posts: 2730
From: Belgium
PSN: Sento_k
#211 “Quote” Edit Post
<close to the wall> AoP 1+2 B! W!, U/F+4, d+1+2 AoP u/f+3,1, AoP 4 (66 damage)
this won't work on bigs for some reason, their hitbox is weird.
Signature Hakai !

Kazumi finally got a Heaven Sweep! Now bring back Miharu-chan!
Alley-Oop
ZAMASU ROSÉ
Joined: Jun 2015
Posts: 2730
From: Belgium
PSN: Sento_k
#212 “Quote” Edit Post
[Near a wall] RDS d+4, f,F+1+2,1+2 FB! D, WS+4 W! SSL, u/f+4,D, WS+4

RDS d+4, f,F+2,1 WB! or BB! u/f,n,4, f+2,1,4 S! dash, f+2,1,4
Signature Hakai !

Kazumi finally got a Heaven Sweep! Now bring back Miharu-chan!
Alley-Oop
ZAMASU ROSÉ
Joined: Jun 2015
Posts: 2730
From: Belgium
PSN: Sento_k
#213 “Quote” Edit Post
Credit to MA

Keep in mind ;
if you are too much off axis when you launch, use this ...1,d+2, [RDS 2], RDS 1,4 S!...

if you get a side wallsplat, use this ;
(sidestep if necessary) ...1,d+2, [RDS 2], RDS 1,4 S!...
<side wallsplat after wall carry> 1,2,1 or f,F+1,D, free AOP 4 or d+1, WS+4 or u/f+4, free d/f+2~1_f,F+3 or 4~3 or d+4 depending on how you wallsplat.

If you want to carry your opponent to the wall you can use f+2,1,4 or f+2,1 or f+2, into d+1, WS+4 depending on the distance.

The last hit of f+2,1,4 whiffs off axis left, to avoid this situation you should use u/f+4, free f,F+3 or WR+3, AOP 1+2 as a combo ender.
___________________________

d/f+2~1, f+3,1, [RDS 2], RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 59-62dmg
d/f+2~1, d/f+2, f+3,1, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 65-68dmg (drops off axis left)
d/f+2~1, 4, 3 S! dash, neutral, f+3,1, RDS 2,2, free RDS 4 63dmg
these combos also works with u/f+3 and AOP u/f+3

standing 3, f,F+3, RDS d+3,4 S! dash, F+2,1,4 52dmg
standing 3, f,F+3, RDS d+3,4 S! dash, neutral, f+3,1,1+2, free d/f+2~1_f,F+3 57-61dmg (you can also use d/f+1 as oki if they stand up you will get their back so you can get a free RDS 4 and d/f+1 hits grounded on bears's side so its guaranteed on them)
standing 3, d/b+3, b+4,4 S! WR+3, AOP 2,1_dash, u/f+4, free f,F+3 45-46dmg (vs bears & Gigas)

f+4, f,F+3, RDS d+3,4 S! dash, F+2,1,4 58dmg
f+4, f,F+3, RDS d+3,<delay>4 S! dash, neutral, f+3,1,1+2, into oki 58dmg (when you delay RDS d+3,4 the angle of the opponent will change and you will get their back with d/f+1 if they stand up)

AOP u/f+3,3, f+3,1, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 66-69dmg
AOP u/f+3,3, b+2, RDS 2, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 65-68dmg
AOP u/f+3,3, 3 S! dash, f+3,1, RDS 2,2, free RDS 4 64dmg
(second hit of AOP u/f+3,3 might whiff off axis and at close range it whiffs on bears)

AOP u/f+3,4, deep dash, f,F+3, RDS d+3,4 S! deep dash, f+2,1,4 56dmg

AOP d+1+2, U/F,n,4, f+3,1, RDS 1,4 S! dash, f+2,1,4_u/f+4, free f,F+3 73-76dmg

AOP when landing 3, f,F+3, RDS 2, RDS 2, RDS 1,4 S! dash, f+2,1,4_u/f+4, free f,F+3 60-63dmg (won't work vs bigs)
AOP when landing 3, f,F+3, RDS d+3,4 S! dash, [f+2], f+2, f+2,1,4 57dmg
<mid range> AOP when landing 3, WS+2,F, f+3,1, RDS 1,4 S! dash, f+2,1,4_u/f+4, free f,F+3 65-68dmg (won't work on bigs)
<mid range> AOP when landing 3, WS+2, RDS 2, RDS 2, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 62-65dmg (inconsistent on bears)

AOP u/f,n,3,d+1+2, AOP 1,2, RDS 4, f+2,1,4 S! RDS f+3+4, RDS 2, RDS 2,2, free RDS 4 116dmg (not guaranteed on Xiaoyu, Lili, Master Raven & some other chars)
AOP u/f,n,3,d+1+2, AOP 1,2, RDS 4, <wait>, f+2,1,4 S! [OBT] dash, F+2, f+3,1,1+2, free f,F+3 121dmg
AOP u/f,n,3,d+1+2, AOP u/f+3, 1,d+2, RDS 1,4 S! dash, F+2,1,4_dash, neutral, f+3,1,1+2, free f,F+3 79-88dmg (guaranteed on Xiaoyu, Lili, Master Raven...)

u/f,n,4, f+3,1, RDS 2, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 66-69dmg
u/f,n,4, f,F+2, f+3,1, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 68-71dmg

RDS 4, b+3, [RDS 2], RDS 2, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 62-65dmg
RDS 4, f+4 S! dash, f+2, f+3,1, RDS 2,2, free RDS 4 64dmg
also works with RDS u/f+4

RDS f+3+4,3+4, BT U/F,n,4, f+3,1, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 75-78dmg (incosistent off axis)
RDS f+3+4,3+4, RDS f+3+4,3+4, RDS 2, RDS 2, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 71-74dmg
RDS f+3+4,3+4, RDS f+3+4,3+4, RDS 2, RDS 1, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 74-77dmg (won't work off axis left)
RDS f+3+4,3+4, RDS f+3+4,3+4, RDS d+3,4 S! dash, F+2, f+2,1,4 68dmg (consistent off axis)

1+2, deep dash, f,F+3, RDS d+3,4 S! dash, f+2, f+2,1,4 62dmg (hard, might not reach at tip range)
1+2, 4~3 42dmg (whiffs at tip range)
<near a wall> 1+2, f+3,1, RDS 4 48dmg
<near a wall> 1+2, 1, d/b+1_f,F+1,3, f+1+2 47-63dmg (works on bears)
<near a wall> 1+2, 1, d/b+1_f+2,1, f+1+2 47-55dmg (works on Jack and Gigas)

(1,d+2),1+2, 4~3 42dmg (whiffs at tip range, you can get a combo with f,F+3 but it depends on the angle)
<near a wall> (1,d+2),1+2, f+3,1, RDS 4 48dmg

(f,F+1),4, dash, f,F+3, RDS d+3,4 S! dash, F+2,1,4 55dmg
(f,F+1),4, dash, f,F+3, RDS d+3,<delay>4 S! dash, neutral, f+3,1,1+2, into oki 55dmg

SS+3, b+3, RDS 2, RDS 2, RDS 1,4 S! dash, F+2,1,4 70-73dmg (consistent)
SSR+3, b+3, RDS 2, RDS 1, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 73-76dmg
SS+3, WS+2°,F, f+3,1, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 72-75dmg (drops off axis left)

WR+3, AOP 1,2, RDS 2, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 62-65dmg (consistent)
WR+3, AOP 1, WS+2, RDS 2, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 63-66dmg (inconsistent off axis)
WR+3, AOP 1,2, RDS 1, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 65-68dmg (works off axis right)
<tip range> WR+3, AOP u/f+4, WS+2, RDS 2, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 64-67dmg

<mid range> WS+2°,F, b+3, [RDS 2], RDS 2, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 65-68dmg (inconsistent off axis)
WS+2°,F, f+4 S! dash, F+2, f+3,1, RDS 2,2, free RDS 4 67dmg
WS+2°, RDS u/f+3_U/F,n,4, f+3,1, RDS 1,4 S! dash, u/f+4, free f,F+3 72-75dmg (inconsistent off axis left)
these combos also work with CH: WS+2 and CH: WS+2,F

u/b+3+4, b+3, [RDS 2], RDS 2, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 68-71dmg
u/b+3+4, f+4 S! dash, F+2, f+3,1, RDS 2,2, free RDS 4 70dmg

HYP 3+4, f,F+3, RDS 2, RDS 1, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 70-73dmg (inconsistent on bigs)
HYP 3+4, deep dash, f,F+3, RDS d+3,4 S! dash, F+2, f+2,1,4_u/f+4, free f,F+3 64dmg (consistent on bigs)

RDS d+4, f,F+3, RDS d+3,4 S! dash, F+2,1,4 56dmg (only works at the right angle on opponent's side)
<near a wall> RDS d+4, WS+2°, free RDS 4_FC d/f+4,4, WS+4 46dmg (WS+2° whiffs at tip range on females, you can do FC d/f+4,4, WS+4 on them)
<near a wall> RDS d+4, cc: d+3,4, f+1+2 55dmg (on bigs)
<in the open> RDS d+4, f,F+3+4 41dmg (it will whiff at tip range if they stand up backward, but you have enough time to do a small dash, into f,F+3+4)
<near a wall with a floor break> RDS d+4, f,F+1+2,1+2 FB! D, WS+4 W! dash 1, d/b+1 58dmg (on bears use f,F+1 to break the floor)
<near a wall with a balcony break> RDS d+4, f,F+2,1 BB! b+3+4, RDS 1, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 65-70dmg
<near a wall break> RDS d+4, f,F+2,1 WB! WS+2°, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 67-72dmg
(f,F+2,1 doesn't work on bigs, you can use cc: d+3,4 on them)
RDS d+4, neutral, FC d/f+2,1,D/F, RDS d+3,4 S! deep dash, f+2,1,4 58dmg (vs Gigas, works off axis right)

<near a wall> WS+4, d+4 25dmg (WS+4, b+4,4 works on bears and if there's a WB! or BB! you can get more damage, its inconsistent though)
(on hit) RDS u+1_u/f+1, free AOP 4 29dmg
(on hit) AOP u/f+4,4 is a NC at far range 24dmg
<near a wall> (on hit) AOP u/f+4, WS+4 is guaranteed at tip range 32dmg

<on block> HYP after three steps 2, gives a guaranteed dash, d/f+2~1 in the open and a guaranteed f,F+1,3 near a wall, Rage Art is also guaranteed

Counter-hit :
CH: (1),d+2, b+3 30dmg
CH: RDS (2),1_FC (2),1, f+1,d+2_D+2 26-24dmg
CH: (f+2),1, f+1,d+2_D+2 33dmg (near a wall)
<close range> CH: f,F+3, BT d+1_d+2 25dmg (near a wall)
<tip range> CH: f,F+3, RDS 4 32dmg (near a wall)

<close range> CH: magic 4, 3 S! dash, f+2, f+3,1, RDS 2,2, free RDS 4 60dmg (inconsistent on bears, if you are off axis just do ...S! dash, neutral, f+3,1, RDS 2,2, free RDS 4)
CH: magic 4, deep dash, f,F+3, RDS d+3,4 S! dash, [f+2], f+2, f+2,1,4 56dmg (works on everyone)
CH: magic 4, deep dash, f,F+3, RDS 2, RDS 2, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 59-62dmg (hard)
CH: magic 4, deep dash, f,F+3, RDS 2, RDS 1, RDS 1,4 S! deep dash, F+2,1,4_u/f+4, free f,F+3 62-65dmg (harder than the one above)

<mid-close range> SS+4, WS+2, RDS 2, RDS 2, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 65-68dmg (works on everyone)
<mid-close range> SS+4, WS+2,F , f+3,1, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 68-71dmg (doesn't work on bears)
<all range> SS+4, f,F+3, RDS 2, RDS 2, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 63-66dmg (doesn't work on bears)
<close range> CH: SSR+4, WS+2°, RDS 2, RDS 1, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 71-74dmg
<all range> CH: SSR+4, f,F+3, RDS 2, RDS 1, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 66-69dmg (doesn't work on bigs)
<mid-close range> CH: SSR+4, WS+2, RDS 2, RDS 1, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 68-71dmg
<all range> CH: SS+4, f,F+3, RDS d+3,4 S! dash, F+2, f+2, f+2,1,4 63dmg (on bears)

CH: AOP 3, f,F+3, RDS 2, RDS 2, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 63-66dmg
<mid range> CH: AOP 3, WS+2°,F, f+3,1, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 71-74dmg
<mid range> CH: AOP 3, WS+2°, RDS 2, RDS 2, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 68-71dmg
<mid range> CH: AOP 3, WS+2°, [RDS 2], RDS 1, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 75-78dmg (works off axis right)

CH: WS+b+4, [SSL], f+2,1,4 S! [OBT] dash, f+2, f+3,1,1+2, free f,F+3 72dmg
CH: WS+b+4, f+4 S! dash, neutral, f+3,1, RDS 2,2, free RDS 4 68dmg
also works with HYP 4

CH: RDS 1, RDS d+1+4,D, WS+2°,F, f+3,1, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 69-72dmg (drops off axis)
CH: RDS 1, RDS 1+4,D, WS+2°, RDS 2, RDS 2, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 66-69dmg

CH: RDS 1,4 S! dash, F+2, f+3,1, RDS 2,2, free RDS 4 67dmg
CH: RDS 1,4 S! dash, F+2, f+2, f+2,1,4 59dmg

CH: 4~3, WS+2,F, f+3,1, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 73-76dmg
CH: 4~3, WS+2, RDS 2, RDS 2, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 70-73dmg
CH: 4~3, WS+2, [RDS 2], RDS 1, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 72-75dmg

CH: u/f+4,D, WS+2°,F, f+3,1, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 76-79dmg (won't work at tip range, inconsistent on Jack and bears)
CH: u/f+4,D, WS+2°, [RDS 2], RDS 1, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 75-78dmg (won't work off axis left)
<all range> CH: u/f+4,D, WS+2°, RDS 2, RDS 2, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 73-76dmg (consistent)
<all range> CH: u/f+4, f+3,1, RDS 2, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 68-71dmg

CH: d/b+4, f,F+3, RDS d+3,4 S! dash, F+2, f+2,1,4_u/f+4, free f,F+3 52dmg (you can also do CH: d/b+4, 4~3)
CH: d/b+4, f,F+3, RDS 2, RDS 2, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 55-58dmg
<close range> CH: d/b+4, d/b+3, f+3,1, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 49-52dmg (vs Jack and Gigas)
<all range> CH: d/b+4, d/b+3, f+3,1, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 49-52dmg (only vs bears)
<near a wall> CH: d/b+4, d/b+3, d/b+1 33dmg
<near a wall> CH: d/b+4, f,F+3, RDS 2,2, free RDS 4 44dmg (on bigs you will get f,F+3, RDS 4)

CH: u/f+1+2, SSR, D/F, WS+2°, [RDS 2], RDS 1, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 75-78dmg (consistent)
CH: u/f+1+2, dash, WS+2°,F, f+3,1, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 76-79dmg (consistent)
CH: u/f+1+2, b+3, RDS 2, RDS 2, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 74-77dmg (consistent)
CH: u/f+1+2,B, RDS d+1+4,D, WS+2°,F, f+3,1, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 76-79dmg
CH: u/f+1+2,B, SSR, RDS 1x4,4 S! dash, F+2,1,4_u/f+4, free f,F+3 77-80dmg (RDS 1x4 won't work on bears)

CH: (f,F+1+2),1+2, b+3, RDS 2, RDS 2, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 72-75dmg
CH: (f,F+1+2),1+2, SSR, D/F, WS+2°, [RDS 1], RDS 1, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 73-76dmg
CH: (f,F+1+2),1+2, [dash], WS+2°,F, f+3,1, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 74-77dmg

CH: WS+3, f+3,1, RDS 2, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 67-70dmg (consistent)
CH: WS+3, WS+2,F, f+3,1, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 72-75dmg (consistent)

After successful parry :
RDS f+1+2, WS+2°,F, f+3,1, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 70-73dmg (doesn't work on bigs)
RDS f+1+2, WS+2°, RDS 2, RDS 2, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 67-70dmg
RDS f+1+2, SSR, D/F, WS+2°, RDS 1, RDS 1, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 74-77dmg (doesn't work on Gigas)
3+4_d+3+4 you get a guaranteed d+4

Opponent's back :
1,d+2, RDS 4 34dmg (some characters can escape from it such as Xiaoyu, Lili...)
d/f+1, RDS 4 28dmg (can be escaped by some characters)
2,1, RDS 4 35dmg (same as above)
f+3,1,1+2, free f+1+2 73dmg

Launch on the back :
d/f+2~1_u/f+3, f+1,d+2, RDS 1,4 S! dash, F+2,1,4_f+3,1,1+2, free f,F+3
u/f+3, f+2,1,4 S! dash, f+2, f+3,1,1+2, free f,F+3 (won't work on Jack and Gigas)
RDS 4, f+2,1,4 S! [if you are BT] RDS f+3+4, RDS 2, RDS 2,2, free RDS 4 or [if you are front facing] dash, f+2, f+3,1,1+2, free f,F+3_f,F+3+4, free 4~3

Low parry :
...LP! b+3, RDS 2, RDS 2, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 47-50dmg
...LP! b+3, RDS 2, RDS 1, RDS 1,4 S! deep dash, F+2,1,4_u/f+4, free f,F+3 50-53dmg (inconsistent, u/f+4 is hard to link)
...LP! quick SSR, D/F, WS+2°, RDS 1, RDS 1, RDS 1,4 S! dash, u/f+4, free f,F+3 56dmg (inconsistent)
...LP! SWL, f+2,1,4 S! dash, neutral, f+3,1,1+2, free d/f+2~1 (gives good oki)

Wallsplat :
...W! 1, d/b+1
...W! f+2,1, d/f+1_D/F+1_d+3_d/f+2~1 (good for oki and it's also good to use when you land your opponent in front of the wall)
...W! d/f+1, RDS 4 (for very low wallsplat)
...W! u/f+4_WS+3_RDS 1+2_f,F+3+4, free d/f+2~1
...W! 1, d+1, WS+4 (off axis left)
...W! u/f+4,D, WS+4 (off axis left)
...W! f+3,1, RDS 4 (for oki)
...W! f+2,1, f+1+2 (vs bigs, also works on male characters if it's a straight wallsplat)
...W! f,F+1,3, f+1+2 (vs bigs, but it's inconsistent on Jack and Gigas)
...W! iWR+3, AOP u/f+3,1, free AOP 4 (most damaging, hard)
(from AOP) ...W! AOP u/f+3,1, free AOP 4
(from RDS) ...W! RDS 2,2, free RDS 4
...W! f,F+1,3, f+1+2 (vs bigs, need to be off axis left vs Gigas)
...W! f+2,1, f+1+2 (consistent vs Gigas)

Distant wallsplat :
b+4,4_d/b+1_f,F+1,3 W! [backdash], WS+2°, re-W! RDS 2,2, free RDS 4 64-63-72dmg
b+4,4_d/b+1_f,F+1,3 W! b+3+4, RDS 2, RDS 1,4 S! dash, neutral, f+3,1,1+2, free f,F+3 71-70-79dmg
f+1+2_u/f+3+4 W! WS+2, RDS 2,2, free RDS 4 55-60dmg (doesn't work on bigs)
f+1+2_u/f+3+4 W! b+3, RDS 2,2, free RDS 4 59-64dmg (doesn't work on bigs)

Wall bounce :
<mid-close range> AOP 1+2 B! b+3 W! RDS 2, RDS 2,2, free RDS 4 61dmg (on bears you will end up behind their back so you get a free d/f+2~1)
<mid-close range> AOP 1+2 B! b+3 W! AOP u/f+3,1, free AOP 4 64dmg (works on everyone, but if you are too close to the wall AOP u/f+3,1 won't hit bears)
<all range> AOP 1+2 B! [dash] d/b+1 W! [dash], 1, d/b+1 65dmg (works on everyone, if you are too close to the wall AOP 1+2 B! d/b+1 is hard to connect on some characters like Jack, Gigas, King...)
<close range> AOP 1+2 B! d/b+1 W! SSL, 1, d+1, WS+4 69dmg (hard)
<mid-close range> AOP 1+2 B! U/F,n,4 W! SSL, 1, d+1, WS+4_AOP u/f+3,1, free AOP 4 66dmg (works on small, medium size characters)
<mid-close range> AOP 1+2 B! U,n,4 W! f,F+1,3, f+1+2 72dmg (vs Jack)
<all range> AOP 1+2 B! [dash], d/b+1 W! [dash], f,F+1,3, f+1+2 75dmg (vs bears)
<mid-close range> AOP 1+2 B! U,n,4 W! f+2,1, f+1+2 67dmg (vs Gigas)
<mid-close range> AOP 1+2 B! U/B,n,4 W! <right timing> WR+3, AOP u/f+3,1, free AOP 4 72dmg (hard)
<far-mid range> AOP 1+2 B! [dash], d/b+1 W! <right timing> WR+3, AOP u/f+3,1, free AOP 4 75dmg (hard)

Throw, if not break :
f+2+3, RDS 4, f+2,1,4 S! RDS f+3+4, RDS 2, RDS 2,2, free RDS 4 75dmg (if you are off axis right use ...S! RDS f+3+4, RDS 2,2, free RDS 4)
f+2+3, RDS 4, f+2,1,4 S! [OBT] f+2, f+3,1,1+2, free f,F+3 80dmg
f+2+3, RDS 4, f+4 S! dash, neutral, f+3,1, RDS 2,2, free RDS 4 76dmg (won't work on bigs)
<near a wall> f+2+3, RDS 2,1,4, f+2,1,<delay>4 S! [OBT] dash, F+2,1,4_f,F+3+4, free 4~3 83-95dmg (f,F+3+4 is hard to connect)
(dash a little bit after the grab vs Jack and Gigas or the second hit of RDS 2,1 will whiff)
<floor break> D/F+2+4, WS+2°, RDS d+3,4 S! dash, F+2, f+3,1,1+2, free f,F+3 71dmg

Balcony break :
f,F+2,1 BB! U/F,n,4, f+3,1, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 75-80dmg
(after wall carry) ...BB! f,F+3+4, free RDS 4 (if you are BT) or f,F+3+4, free f,F+3 (if you are front facing)

Wall break :
f,F+2,1 WB! WS+2°,F, f+3,1, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 72-77dmg
f,F+2,1 WB! WS+2°, RDS 2, RDS 2, RDS 1,4 S! dash, F+2,1,4_u/f+4, free f,F+3 69-74dmg
(after wall carry) ...WB! u/f+4, free f,F+3

Floor break :
(after wall carry/near a wall) ...f,F+1+2,1+2 FB! D, WS+4 W! 1, d/b+1_SSL 1, d+1, WS+4
...FB! quick SSR, u/f+4, free f,F+3 (timing is tight)

While rage :
RDS d+3,3+4 S! AOP f+3+4, WS+2,F, f+2, f+3,1, RDS 2,2, free RDS 4 59dmg
RDS d+3,3+4 S! AOP f,f, U/F,n,4, f+2, f+3,1, RDS 2,2, free RDS 4 65dmg (hard)

if you are on axis you can use WR+3, into RA as a combo ender to do a lot of damage

I hope this will help new players. If I made any mistakes or forgot something important, don't hesitate to correct me.

Last edited by Alley-Oop on Nov 13th, 2018 at 10:46

Signature Hakai !

Kazumi finally got a Heaven Sweep! Now bring back Miharu-chan!

 All times are GMT. The time now is 18:23

Page Splits 1...<91011
Moderator Tools
Forum Jump