-
DSJab High KickKnockdown if the the second part counterhits.
-
CHCauses a weird low rebounce that can mess with opponent's tech timing, allowing for a possibility of tacking on additional OTG damage (like 1K).380
-
CH400
-
-
DSHeavy ImpactFrame Advantage.
-
side NH
NH//Opponent is left standing sideturned at -8.581 -
CHRecovers in OS. Leaves the opponent staggered. May whiff depending on distance.661
-
side CH
CH►
913 -
side CH
CH►
Opponent is left standing at -4 (sometimes sideturned at -7, depending on angle).972 -
side CH
CH►
►
1063 -
side CH
CH/\►
►
Open stance guarantees a throw attempt. If broken only deals 85 DMG and opponent is left standing at -2.1302
-
-
DSShadow Slicer (wall splat)Wall Splat.
-
CH
)
►
►
►
Taka & Shun sober special.Usinginstead of
sacrifices 4 dmg for easier timing.Ending with
sacrifices 2 DMG to recover in OS.Ending with
fully charged does 1 extra DMG vs Taka, may whiff off-axis.Ending with
does 2 extra DMG vs Taka, closed stance only.
863 -
CH
)
►
►
►
required if too close to the wall.Using
instead of
sacrifices 1 DMG for easier timing; Using
sacrifices 4 DMG for undroppable combo.
Doesn't work vs Wolf when too close to the wall. Presumably works vs other characters though, even if they have not yet been tested.882
-
-
DSBone Crush Middle (side crumple)Side Crumple.
-
side
CH) ►
►
Forward dash mandatory ifcounterhits at max range.
832 -
side
CH► (
) ►
►
Recovers in OS. Forward dash mandatory ifcounterhits at max range.
902 -
side
CH► (
) ►
► delay
►
►
Recovers in OS. Forward dash mandatory ifcounterhits at max range. Shun sober special.
972 -
side
CH► (
) ►
► delay
►
►
Recovers in OS. Forward dash mandatory ifcounterhits at max range. Ending with
sacrifices 3 damage for harder techroll.
981
-
-
DSBone Crush Middle (back crumple)Back crumple against the wall (typically after a
wall stagger)
-
back
NH►
wall splat ►
wall slump ►
1140
-
-
DSStopping Low ComboSlam. DS
CH
is guaranteed for +18 DMG (except vs Taka).
-
NHTaka special.412
-
NH
►
Failing to correctly buffer->
will result in
which sacrifices 5 DMG, may whiff vs heavies. Ending with
sacrifices 2 DMG for different oki.
482 -
NH
►
Failing to correctly buffer->
will result in
which sacrifices 13 DMG.
562 -
NH/\
►
►
570 -
NH//(delay)
►
►
Strict timing vs Pai.580 -
NH
►
►
Low punch requires 1fk.590 -
NH//
►
►
601 -
NH/\
►
►
Low punch requires 1fk.650 -
NH/\
►
►
661
-
-
DSHeavy Hook ComboHead Crumple if the second part counterhits.
-
CH
►
Taka & Shun sober special.713 -
CH
►
►
Staple combo. Character specific combos have not been researched extensively.732 -
CH
►
►
741 -
CH
►
►
Ending withsacrifices 4 DMG for easier input & better oki than the
->
combo.
763
-
-
DSWind ElbowFloat.
-
CHThe only move that seems to connect vs Taka.430
-
CH
►
(delay)
Usedelay
vs Aoi.Failing to correctly buffer
->
will result in
which 13 less DMG (and may whiff vs heavies).
691 -
CH
►
►
Recovers in OS.may whiff vs backdashing opponents.
You HAVE to input jab asby holding the forward direction otherwise the combo will fail.
701 -
CH
►
► delay
may whiff depending on distance vs heavier characters; it will also whiff against backdashing characters most of the time.
Usedelay
against: Vanessa, Lau on open stance
741 -
CH
►
►
771 -
CH
►
►
(delay)
VS Eileen and Blaze delay the firstof
or buffer
after the launcher to remove the delay
781 -
CH
►
(delay)
may whiff vs backdashing opponents.
may whiff depending on distance; strict timing vs Vanessa open.Use
delay
against: Sarah, Pai, Shun in closed stance, Lion.Ending with
sacrifices 6 DMG for easier timing.
802
-
-
DSWind Elbow (wall splat)Wall Splat.
-
CH
►
►
►
Taka special.Ending withsacrifices 2 DMG to recover in OS.Ending with
fully charged does 1 extra DMG vs Taka, may whiff off-axis.Ending with
does 2 extra DMG vs Taka, closed stance only.
763 -
CH
►
►
►
Shun sober special.803 -
CH
►
►
►
812 -
CH
► OS
►
►
►
Distance dependent:does not bound pressed against the wall.
881
-
-
DSLeopard Strike (near walls)Blast back. Normally opponents are too far away to combo HOWEVER near walls or vs Taka it might be possible to pile on some some additional damage.
- There are no combos in this category
-
DSLeopard Strike (sabaki)Slam on sabaki hit.
-
sabaki
NHTaka special.471 -
sabaki
NH►
541 -
sabaki
NH►
621
-
-
DSGrand SpikeFaceplant.
-
NH
►
have to be delayed or the last
will whiff
Test in progress...01 -
NHRecovers in OS.361
-
-
DSBoomerang HookHead Crumple. Guaranteed after a successful IP P+K low punch/low kick reversal.
See http://virtuafighter.com/threads/vanessa-combo-list.17855/page-5#post-387775 for alternatives to combos with delays.-
NH
►
Undroppable universal combo/basis for DMG comparison/wiki reference point.693 -
NH
►
►
Undroppable combo for non-Taka characters. The last hit spins them around so, in addition to the slightly better damage, it also grants better oki.710 -
NH
►
►
Easy Taka special. Ending withsacrifices 3 DMG to recover in OS.
734 -
NH
►
(delay)
733 -
NH
►
►
Stance specific but timing-free combo. Testing vs other characters would be welcome.733 -
NH
►
►
(delay)
Mainly for Wolf and Jeffry, but should work on other characters if you usedelay
.
743 -
NH/\
►
►
►
Max damage vs Taka from open stance. Strict dash timing.763 -
NH//
►
►
►
Max damage vs Taka from closed stance. Strict dash timing.783 -
NH
►
►
(delay)
Usedelay
vs Eileen & Aoi.
793 -
NH
►
►
►
Very strict timing. Recovers in OS.802
-
-
DSStinger Low BlowFoot Crumple.
-
CHTaka special. Using
sacrifices 6 DMG to recover in OS.
520 -
CH
►
610 -
CH/\
►
►
►
650 -
CH//
►
►
Must be adjacent to Lion in Open stance forto connect.
690 -
CH//
►
►
730 -
CH/\
►
►
750
-
-
DSHeel KickSlam.
-
NHTaka special. Also useful if you predict
will whiff.
492 -
NH
)
511 -
NH
)
►
541 -
NH
)
►
Failing to correctly buffer->
will result in
which does 5 less DMG.
562 -
NH
)
►
Failing to correctly buffer->
will result in
which does 13 less DMG.
642 -
NH
►
►
Low punch requires 1fk.670
-
-
DSSpinning Savate (wall splat)Wall Splat.
-
NH
►
►
Grants the best oki.713 -
wall
NH►
►
- ►
Taka & Shun sober special.Ending withsacrifices 2 DMG to recover in OS.Ending with
fully charged does 1 extra DMG vs Taka, may whiff off-axis.Ending with
does 2 extra DMG vs Taka, closed stance only.
783 -
wall
NH►
►
►
802 -
wall
NH►
►
►
►
Test in progress.832
-
-
DSBack Charge KickStomach Crumple. +14 DMG for the fully charged version of the move.
is a modified input for Jab; if you input
from crouch you'll get Crush Jaw instead, causing your combo to fail.
-
NHTaka special; Shun sober special.
connects vs Taka ONLY, does 3 less damage, transitions to IP.
511 -
NHAlso works on Taka but ONLY when
is fully charged.
591 -
fully charged
NH►
Max DMG vs Taka ONLY whenis fully charged.
600 -
NH
►
►
630 -
NH
►
Max damage for Jean in open stance.651 -
NH
►
►
670 -
NH
►
►
691 -
NH
►
►
delay
Strict timing.701 -
NH
►
►
delay
751 -
NH
►
►
►
770
-
-
DSSliding Low Kick (wall hit)Wall hit. Vanessa must be perpendicular to and with her back facing to the wall. The combo is guaranteed on normal hit ONLY; on counter hit
will yield a stagger (which is breakable) instead of frame advantage.
-
wall
NH►
Opponent is left standing at -7. Ending with a throw attempt instead can potentially do more damage but can also be escaped.00
-
-
DS (
)
or
Intrude Hook or Intercept Body BlowStomach Crumple.
is a modified input for Jab; if you input
from crouch you'll get Crush Jaw instead, causing your combo to fail.
-
(Hold
)
or
RHShun sober special.501 -
(Hold
)
or
RHHeavyweights & Taka special.
On counter-hit connects vs Shun from both stances.571 -
(Hold
)
or
RH►
►
Test in progress610 -
(Hold
)
or
RH►
►
Test in progress650 -
(Hold
)
or
RH►
►
Does not work work for holdvs Aoi.
671 -
(Hold
)
or
RH►
►
delay
Strict timing.Holdvs Lei closed stance seems impossible (feedback is welcome).
681 -
(Hold
)
or
RH►
►
731 -
(Hold
)
or
NH►
►
►
to vanessa's back ONLY750
-
-
OSJab High KickKnockdown if the second part counterhits.
-
CH380
-
CH390
-
CHCan cause a wall hit and lead to additional damage.
Does the least amount of damage of all the other strings and carries less, but sometimes trying to set up wall hits, you want to carry a specific distance and not over shoot it.540 -
CHCan cause a wall hit and lead to additional damage.
Does less damage than 2KPP but is tied for the highest carry distance.580 -
CHCan cause a wall hit and lead to additional damage.
2KPP has the highest damage and tied for the highest carry distance.612 -
CH
<wall hit► Intruder Step
Leads to bound on EL (open) so follow up with the attacks of your choice.630
-
-
OSFeint BodyStomach Crumple.
-
CHTaka special.662
-
CH
►
►
or
or
Ending withsacrifices 2 damage for harder techroll. If the opponent fails to techroll, scrape with
for 12 extra damage.
682 -
CH
►
Strict delay timing for Goh.702
-
-
OS
or OS
Stealth Spin KickSpinning knockdown.-
or
NH//321 -
or
CHUniversal CH combo. VERY strict timing vs Taka; attempting the Taka-specific combo is strongly recommended.330 -
or
CHdoes the same DMG, switches to DS, but does not work vs Pai. Additional testing vs lightweights would be welcome.
340 -
or
NH/\563
-
-
OSShort UpperSwoon.
-
CHTaka special.Ending with
trades 2 damage for harder techroll (and easier input).If Taka doesn't techroll, scrape with
for 24 extra damage.
520 -
CHEasy mode combo; Shun sober special.
does 3 less damage but also works against Akira & Jeffry closed.
582 -
CHSimplified input for
->
.Strict timing vs Blaze, Heavyweights.
631 -
CH
►
►
Strict timing.
You can replacewith
to avoid accidental
inputs (even if you input
is will still yield a low punch).
640 -
CH
►
►
Again, replacewith
to keep things simple.
691 -
CH
►
► delay
►
Strict timing.711
-
-
OSStinger StrikeStomach Crumple.
-
(max charge)
NHTaka special.794 -
(max charge)
NH►
►
or
Ending withis also possible, sacrifices 1DP for different oki.
Further testing for alternative enders would be welcome.814 -
(max charge)
NH►
Strict delay timing for Goh.834
-
-
OSTank BusterFoot Crumple.
-
(charge)
NHShun sober special. Also useful vs Jeffry & Akira.582 -
(charge)
NHMax DMG vs Taka. On CH whiffs vs Lau closed stance!631 -
(charge)
NH►
may whiff at range - use less damaging combos instead.Use delay
vs closed stance Akira & Jeffry.
640 -
(charge)
NH►
►
701 -
(charge)
NH►
►
Strict timing vs Vanessa.700
-
-
OSSweet Leg Slash (wall hit)Wall hit. Vanessa must be perpendicular to and with her back facing to the wall. The combo is guaranteed on normal hit ONLY; on counter hit
will yield a stagger (which is breakable) instead of frame advantage.
-
wall
NHside crumple ►
►
bound ►
wall slump ►
00
-
-
OSBunker BusterFloat.
-
NHCombo damage is included as reference point/motivation to hitconfirm:
It's not uncommon, particularly online, to seebuffered after
, since it will beat most abare on block (and if it connects there's enough time to buffer the rest of the string).
450 -
NH
►
Easy Taka combo. Ending withsacrifices 3 DMG for harder techroll. If Taka fails to techroll, scrape with
for 24 extra DMG.
583 -
NH
(
) ►
Taka max dmg. Usingafter
makes sure you won't get
, which does far less damage.
590 -
NH/\
►
Open stance Shun sober special.634 -
NH
►
►
or
Undroppable combo/basis for DMG comparison/wiki reference point.
Wolf, Jeffry & Shun sober special.
Ending withprevents FUFT recovery, useful vs Vanessa.
Ending withsacrifices 2 DMG for harder techroll. If the opponent fails to techroll, scrape with
for 12 extra damage.
643 -
NH
►
►
Stance-independent light- and middle- weight undroppable combo.662 -
NH/\
►
► delay
►
Stance specific combo (open).682 -
NH
►
►
Jean CH special.692 -
NH//
►
►
Stance specific combo (closed).702 -
NH
►
Seen here: https://youtu.be/OjoqV_9Lv5s?t=108 need to test if the note refers to foot position or something else important700 -
NH
►
►
►
Delay theagainst Vanessa.
730 -
NH
►
►
►
open/close stance after771 -
NH
►
Test in progress811 -
NH
►
►
►
ender also works for 1 less damage.
871
-
-
or
or
SmashTaka only. All three strings combo on Recovery Hit.and
also combo on Counter Hit.
-
or
or
NH/\Need confirmation on the stance and damage.00 -
or
or
NHNeed confirmation for the total damage.230
-
-
OSDeath ScytheHead Crumple.
-
CH
►
Undroppable universal combo/basis for DMG comparison/wiki reference point.
Shun sober special.803 -
CH
►
cancel ►
► DS
►
Recovers in DS. Additional testing vs other characters would be welcome.831 -
CH
►
►
►
Inputtingas
magically makes the combo work on everyone except Taka. See @MakiLeSushi's thread for more info: https://virtuafighter.com/threads/the-death-scythe-variant.19865/
882 -
CH
►
►
►
►
Strict timing (1f delay) for the knee. Also strict timing (2f delay) for the low punch. OM to stomach after the bound obsolete with1FK input. Further testing vs other opponents would be welcome.
901 -
CH
►
►
Taka special. Strict timing forif bad timing
will whiff,
can be used for 85 dmg
940 -
CH
►
►
991 -
CH/\
►
►
►
►
Very strict timing. Ending withsacrifices 1DMG for better oki.
1051
-
-
OSLanding Knee KickFloat. Less damage than OS
floats.
is a modified input for Jab; if you input
after
you'll get
instead, causing the combo to fail.
-
CHVs Taka the only thing guaranteed is the second hit of the
string (41 DMG).
520 -
CHTesting vs other heavyweights is welcome.550
-
CH
►
Again, testing vs other heavyweights would be welcome.590 -
CH
►
Usevs Akira in open stance.
650 -
CH
►
Progressively stricter timing vs heavier characters.701 -
CH
►
►
Ending withor
sacrifices 2 DMG for 1DP, recommended vs Shun.
Ending withsacrifices 6 DMG (!) for better oki, so it's not recommended.
731 -
CH/\
►
► delay
►
Strict timing vs Shun.751 -
CH//
►
►
771
-
-
OSLanding Knee ComboFloat if the first part crouchstaggers.
-
crouch stagger
NHUndroppable universal combo/basis for DMG comparison/wiki reference point.
Taka max DMG.620 -
crouch stagger
NHRequires more testing.692 -
crouch stagger
NH701 -
crouch stagger
NH►
Undroppable combo/basis for DMG comparison/wiki reference point.720 -
crouch hit
NH►
► (delay)
►
1fk required vs Lei Fei & Brad.751 -
crouch hit
NH►
Lei Fei special.760 -
crouch stagger
NH►
► buffered
Strict timing.is mandatory after
otherwise you'll get
, causing the combo to fail.
771 -
crouch stagger
NH►
Strict timing vs Pai closed. Replacewith
vs Lei for 76 DMG.
771 -
crouch hit
NH► (delay)
rebounce ►
1fk required vs Jean.770 -
crouch hit
NH►
rebounce ►
780 -
crouch stagger
NH► delay
►
Very strict timing. 1fk via.
811 -
crouch hit
NH/\► delay
►
► 1fk
Requires to buff 33 before kpk.
Vs jn 1fk2p830 -
crouch hit
NH►
►
840
-
-
OSHunting KickFloat if the first part counterhits. No combos available vs Taka; against him use
or
instead.
-
CH660
-
CH
)
Usewhen
floats staggered opponents.
690 -
CH
)
►
Strict timing vs Wolf, Jeffry.730 -
CH/\(
)
►
770 -
CH
)
►
►
Shun sober special.832 -
CH
)
►
►
Against Shun ending withsacrifices 1DMG for 1DP, easier input, worse oki.
841
-
-
OSHAWK StrikeFloat.
-
NH
►
Taka special. Ending withdoes one more damage (seen @ https://youtu.be/wFbmL3tTbcE?t=82 - need to test if it works from both stances). Ending with
sacrifices 2 DMG for easier input & harder techroll. If Taka doesn't techroll, scrape with
for 24 extra damage.
660 -
NH
►
►
or
or
Ending withsacrifices 2 damage for harder techroll. If the opponent fails to techroll, scrape with
for 12 extra damage.
ender actually works vs wolf, does 1 more damage, needs further testing.
702 -
NH
►
►
Max damage vs heavies closed (Open?). Works vs all lighter characters except Shun.721 -
NH/\
►
►
Stance specific combos - still in testing761 -
NH
►
Seen here: https://youtu.be/OjoqV_9Lv5s?t=177760 -
NH
►
►
►
or
Shun sober special.802 -
NH
►
Ending withsacrifices 1 DMG for 1DP and easier input.
Ending withsacrifices 3 damage for harder techroll. If the opponent doesn't techroll, scrape with
for 10 extra damage.
870 -
NH
►
Eileen & Aoi stance-independant easy combo.890 -
NH
►
►
►
Test in progress921 -
NH
►
►
►
942 -
CH
►
►
►
►
1132
-
-
OSPile BunkerSlam.
-
NHEasy Taka special.Ending with
sacrifices 3 damage for harder techroll, works on everyone.If Taka doesn't techroll, scrape with
for 24 extra dmg.
461 -
NH
►
Taka special. Strict timing. Should work on everyone but alternatives are more damaging AND easier to input.521 -
NHUndroppable combo.
does 3 less damage but also works against Jeffry open.
553 -
NH
►
581 -
NH
)
►
Strict timing vs Lau or heavier opponents. Crouchdash buffer mandatory vs Jean.632 -
NH
►
►
Strict timing for.
631 -
NH
►
►
or
or
Strict timing to bound vs Pai, Lei closed
Ending withworks vs lightweights, does 1 DMG more.
Ending withsacrifices 2 damage for harder techroll.
643 -
NH//
►
►
Shun closed special.662 -
NH//
►
►
►
() buff before the
vs Pai.
682 -
NH/\
►
► (
)
Open special. Inputafter the bound vs Blaze. Input
before the bound vs Goh.
702 -
NH//
►
►
►
772
-
-
OSClobbering StraightBlast Back. Normally opponents are too far away to combo HOWEVER near walls or vs Taka it's possible to pile on some some additional damage.
-
NH411
-
NHTo succed this combo a micro-dash have to be performed before the 66kp so the input is 666kp
Works on both stances near to the wall.480 -
near walls
NH►
►
823 -
near walls
NH►
►
►
►
►
933
-
-
OSUpper Heel SwordOS
guarantees the followup
on normal hit for +17 DMG (+25 if it counterhits)
-
NHTaka special. Recovers in DS.361
-
NH431
-
NH
►
Ending withsacrifices 2 DMG for better oki. Delay
vs Lion. Delay
even longer vs Shun.
511
-
-
OSGuard Crush TornadoFrame Advantage.
-
CH922
-
-
OSHeel KickSlam. Similar combos with OS
except reverse stance.
-
NHTaka special. Ending with
sacrifices 3 damage for better oki, works on everyone.
480 -
NH
sacrifices 3 DMG, works vs Jeffry closed.
572 -
NH
►
Strict timing in open stance vs Brad, Akira .600 -
NH
►
►
or
or
Stricttiming to bound vs Pai, Lei open.Ending with
does 1 more DMG, except shun.
662
-
-
OSSpinning Savate (side crumple)Side Crumple.
-
side
NH►
►
Undroppable universal combo/basis for DMG comparison/wiki reference point.
Shun sober special.813 -
side
NH►
►
Universal combo.822 -
side
NH►
►
►
►
or
882 -
side hit
NH►
►
►
►
Ending withsacrifices 3 damage for harder techroll.
Vs Akira Jeffry and El Blaze, dofirst, THEN
or the
will whiff (sometimes vs Akira and Jeff, always vs El Blaze)
891 -
side
NH►
►
►
►
891 -
side
NH►
►
►
Max DMG vs Taka. Requires an OM towards Taka's stomach instead of a dash when Vanessa side crumples Taka from his left side on open stance. In that particular case ending withwill also connect for 88 total DMG. Ending with
yields 83 DMG; ending with
also yields the same DMG but switches to DS.
911 -
side
NH►
►
►
►
is a modified input for low punch (otherwise you'll get OS
, causing the combo to fail).
You can also try using the combo vs other lightweights & middleweights if you think your opponent will not input a perfect fall recovery.940
-
-
OSSpinning Savate (wall splat)Wall Splat.
-
wall
NH►
►
Undroppable universal combo. Recovers in DS.
Missing the DMG but it should be the most damaging way to transition to DS.00 -
wall
NH►
►
Ending withsacrifices 2 DMG for harder techroll, also works off-axis.
790 -
wall
NH►
►
►
and
are interchangeable. Ending with
sacrifices 2 DMG for harder tachroll, also works off-axis.
860 -
wall
NH►
►delay
►(delay) (
)
►
►
Strict timing. Ending withor
or
seems to work, sacrifices 1 DMG for easier input. Ending with
should also be available.
902 -
wall
NH►
►
►
Strict timing on Open Stance (?) Testing vs other characters would be welcome.911 -
wall
NH►
►delay
►
►
933
-
-
OSBack Charge KickStomach Crumple. +14 DMG for the fully charged version of the move.
-
NH
►
Taka special. Use a more damaging combo for all other characters. For reference:does 49 dmg;
deoas 47 dmg & if Taka doesn't techroll, scrape with
for 23 extra damage.
581 -
NHAlso works on Taka but ONLY when
is fully charged.
601 -
NH
►
►
or
or
Ending withsacrifices 2 damage for harder techroll. If the opponent fails to techroll, scrape with
for 12 extra damage.
672 -
NH
►
Shun sober special. Strict delay timing for Goh.692 -
NH//
►
►
Stance specific max damage vs Heavies. Probably works from both stances vs lighter characters - testing would be welcome.691 -
NH
►
►
710 -
NH//
►
► delay
►
Stance specific max damage vs Heavy Middleweights731 -
NH/\
►
►
Stance specific max damage vs Heavies.731 -
NH
►
Ending withsacrifices 1 DMG for easier input. Ending with
sacrifices 3 DMG for better oki.
may bind heavier characters near walls.
810 -
NH
►
►
►
Ending withtrades 1 DMG for faster recovery.
871
-
-
OSLeg BomberFloat.
-
NHAlways connects.
sacrifices oki, also works vs Taka closed.
470 -
NHTaka special.
may whiff at range. Ending with
trades 2 damage for better reach (it can still whiff though).
580 -
NH
may whiff at range.
652 -
NH
►
may whiff at range.
680 -
NH
►
may whiff at range. Progressively stricter timing vs heavies. Last hit of
may whiff vs Blaze depending on distance.
731 -
NH
►
►
or
Strict timing vs Lei closed.doesn't bound on CH closed stance vs Kage!Ending with
is also available.Ending with
does 1 more damage, works up to Brad.Ending with
does 2 more damage, both stances vs some light characters (ex. Eileen, Lion, Vanessa, Sarah, Pai) (but not Aoi on crouch NH, grr or blaze on open)); Goh closed only (needs further testing).Ending with
adds 5 damage vs Kage, open stance only.Ending with
sacrifices 2 damage for harder techroll.
742 -
NH
►
Does not work on CH closed stance;->
works on closed stance only for the same DMG.
760 -
NH
►
800 -
NH
►
►
Strict timing on CH vs Aoi.851 -
NH
►
►
Strict timing/does not work on CH vs Aoi?861 -
CH
►
►
►
1111 -
CH
►
►
►
https://youtu.be/wFbmL3tTbcE?t=361110
-
-
DS Jump (ascending)Leap StraightFrame Advantage.
-
JumpingCHOpponent is left standing at -4. Throw attempt is also guaranteed.400
-
vs ST opponent (ascending)CHOpponent is left sideturned at -7. Side Throw attempt is also possible (but remember that sidethrows will always be escaped by experienced opponents)600
-
-
DS Jump (descending)Leap Short UpperDue to the stubby animation, you're most likely to get any additional if you perform this attack as 9~P, instead of 8_7~P.
2P will work in both stances if there is a wall to the opponent's back unless noted otherwise.-
Jump (descending)NHRecovers in OS.400
-
Jump (descending)NH400
-
Jump (descending)NHSmall dash needed on EI in closed.490
-
Jump (descending)NH4P+K+G is how you need to buffer your jab in this combo.
Causes a wall hit, follow up dependent on distance from wall and weight/hitbox of character.
SH needs a wall to his back.510 -
Jump (descending)NH
)
►
Strict timing. Dash required in open stance depending on distance.
Dash in both stances for AK.
Wall needed for SH.550 -
Jump (descending)NH//Leads to a wall slump (on EI EL AO). Works in both stances if the opponent is backed up against a wall.
For SA AK, dash before 2P in Open stance.
SH/PA/LI(open) needs a wall to their backs for this to work.
Post wall slump: 4P gives 72 damage, 66PP 74, 6P+K+G 70, etc.
Dash required before 2P on GO, JA in both stances.570 -
Jump (descending)NH4P+K+G is how you need to buffer your jab in this combo.
Works on SH/PA (and a few others) if wall is to their back, wall slumps in open stance.590 -
Jump (descending)NHRequires wall to back of SH to work.620
-
-
OS Intruder StepExplosion HookStomach Crumple.
-
Intruder StepNHTaka special.561
-
Intruder StepNH
►
►
or
Ending withis also possible, sacrifices 1DP for different oki.
Further testing for(does 1 more damage) and
(does 2 more damage vs Brad) enders would be welcome.
633 -
Intruder StepNH
►
Strict delay timing for Goh.653
-
-
DS Intercept PositionBrush OffGrants +21-24 frame advantage, guaranteeing a
- see that combo starter's section for combos.
- There are no combos in this category
-
(Back Turned) DSFace Crush ElbowHead Crumple.
-
BTNH
►
682 -
BTNH
►
►
701 -
BTNH
►
(
) ►
711 -
BTCH
►
►
Testing vs other characters (notably Shun) would be welcome. Ending withsacrifices 3 DMG to recover in OS.
723
-
-
(Facing Wall) DSReact Round KickWall Attack.
-
Facing WallNH651
-
Facing WallNH
►
760 -
Facing WallNH
►
►
Low punch requires 1fk.770 -
Facing WallNH//
►
►
770
-