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{{Staple}} | {{Staple}} | ||
{{Combolist| | {{Combolist|columns=2| | ||
; [14] df+2 | ; [14] df+2 | ||
: [+ ] b+4,2 df+1 f+3,2~IZU.1,1 T! F,f+2,3 | : [+48] b+4,2 df+1 f+3,2~IZU.1,1 T! F,f+2,3 | ||
: [+ ] b+4,2 df+1 f+3,2~IZU.1,1 T! f+3+4~GEN.3>2 | : [+54] b+4,2 df+1 f+3,2~IZU.1,1 T! f+3+4~GEN.3>2 | ||
: [+50] b+4,2 f+3,2~IZU.1,1 T! b+2,1~B>MIA.1<ref name="delay-ender">Ender can be manually timed to hit opponent wakeup, reducing damage scaling.</ref> | : [+50] b+4,2 f+3,2~IZU.1,1 T! b+2,1~B>MIA.1<ref name="delay-ender">Ender can be manually timed to hit opponent wakeup, reducing damage scaling.</ref> | ||
: [+ ] b+4,2 4 f,F+2~B MIA.1 T! f+3+4~GEN.4 f,F+2,3 | : [+53] b+4,2 4 f,F+2~B MIA.1 T! f+3+4~GEN.4 f,F+2,3<ref>Inconsistent on female characters</ref> | ||
; [22] df+2,1+2 | ; [22] df+2,1+2 |
Revision as of 01:30, 7 November 2024
Staples
Staple combos are juggles that:
- Can be done consistently by a skilled player
- Either work on all body sizes, or the characters it does work on are comprehensively listed
- Are not strictly worse than another combo listed in terms of difficulty, damage, wall carry, and oki
- [14] df+2
- [+48] b+4,2 df+1 f+3,2~IZU.1,1 T! F,f+2,3
- [+54] b+4,2 df+1 f+3,2~IZU.1,1 T! f+3+4~GEN.3>2
- [+50] b+4,2 f+3,2~IZU.1,1 T! b+2,1~B>MIA.1[1]
- [+53] b+4,2 4 f,F+2~B MIA.1 T! f+3+4~GEN.4 f,F+2,3[2]
- [22] df+2,1+2
- [+73] f+4 f,F+2~B MIA.1 T! SWL f+3,2~IZU.1+2 MIA.1[3]
- [+70] uf+3 f,F+2~B MIA.1 T! SWL f+3,2~IZU.1+2 MIA.1
- [+64] f+4 b+4,2 f,F+2~B MIA.1 T! f+3+4~GEN.4 f,F+2,3
- [+62] f+4 b+4,2 f3,2~1,1 b+2,1~F GEN.2
- [+55] uf+3 b+4,2 f+3,2~IZU.1,1 T! b+2,1~B>MIA.1[1]
- [20] b+3
- [+58] ~2 T! SWL f+3,2~IZU.1+2 MIA.1[3]
- [+48] ~4~1+4 f+3,2~IZU.1,1 T! f,F+2,3
- [+45] ~4~1+4 f+3,2~IZU.1,1 T! b+2,1~B>MIA.1[1]
- [20] f+2
- [+75] 4 f+4 f,F+2~B MIA.1 T! f+3,2~IZU.1+2 MIA.1[3]
- [+61] 4 b+4,2 f,F+2~B MIA.1 T! f+3+4~GEN.4 f,F+2,3
- [+58] 4 b+4,2 f+3,2~IZU.1,1 T! f,F+2,3
- [+55] 4 b+4,2 f+3,2~IZU.1,1 T! b+2,1~B>MIA.1[1]
- [16] ws3
- [+71] b+4,2 f,F+2~B MIA.1 T! f+3,2~IZU.1+2 MIA.1[3]
- [+60] 4 b+4,2 f,F+2~B MIA.1 T! f+3+4~GEN.4 f,F+2,3
- [+58] 4 b+4,2 f+3,2~IZU.1,1 T! f,F ssl f,F+2,3
- [32] uf+4,3
- [+39] ~f~GEN.4 b4,2 f,F+2,3
- [21] f+2+3 (on parry)
- [+57] SSL f+3,2~IZU.2 T! f+3,2~IZU.1+2 f+2
- [15] FC.db+1+2
- [+57] 4 b+4,2 f+3,2~IZU.2 T! f,F+2,3
- [26] CH d+3+4
- [+62] b+4,2 f+4 f,F+2~B MIA.1 f+3+4~GEN.4 f,F+2,3
- [20] CH uf+3
- [+73] d+1+2 T! f+3+4~GEN.4 b+4,2 2+3 B! ws2 b+2,1~B MIA.2,H.F D! WR.3
- [+60] d+1+2 T! f+3+4~4 b+4,2 f,F+2,3
- [+59] d+1+2 T! f+3+4~GEN.4 b+4,2 2+3 B! <4 f,F+2,3
- [21] CH d+2
- [+47] ws2 df+2,1+2 f+3,2~IZU.2 T! f+3,2~IZU.2
Heat
- [ ] H.MIA.2~F
- [+ ] f+2,1+2 b+4,2 b+4,2 f+3,2~IZU.1,1 T! F,f+2,3
- ↑ 1.0 1.1 1.2 1.3 1.4 Ender can be manually timed to hit opponent wakeup, reducing damage scaling.
- ↑ Inconsistent on female characters
- ↑ 3.0 3.1 3.2 3.3 Will not work if opponent quick rolls back.
- ↑ The Genjitsu 2 (GEN.2) is only really worth using while in Heat because of the self-damage and damage scaling. Use f,F+2,3 while out of Heat instead.
References & Formatting
BLUE
- test
- test