Miguel |
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Bread n' butter
Bread n' butter combos are juggles that:
- Work on as many different launchers as possible
- Work on all body sizes
Launchers that require unique combos go straight to § Staples.
Combo Type | Launchers | Combo | Purpose | DMG |
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Regular |
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d/b+2 d/f+1~f SAV u/f+3 3,4 S! f,f+2,1 | Damage |
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d/b+2 d/f+1~f SAV d/f+1 d/f+2,2 S! f+3,4 | Consistency [-1] | |||
Corkscrew |
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3+4 SAV u/f+3 d/f+1~f SAV u/f+3 1 f,f+2,1 | Damage and RA |
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d/b+2 d/f+1 d/b+2 d/b+1 f,f+2,1 | Consistency [-1] | |||
Realignment |
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Unique |
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Mini Combos
Launchers | Follow-up | DMG |
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3+4 SAV 2 |
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d+3 |
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3+4 SAV d/f+2 |
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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
Walls
Wall Carry Enders
- Close: d/b+2
- Med: d/f+2,2
- Far: f,f+2,2
Wall Combos
Unfortunately, all of Miguel's wall combos can be situational. If the opponent is on a low wall splat, skip the 1 jab and go straight to the d/f+1. SAV 2 ender whiffs on smalls, 1+2 ender doesn't work with low wall splats, u/f+3,2,2 might whiff when the wall is at an angle, and SAV u/f+3 ender is the lowest damage and can whiff when off axis.
- [24] 1,2,1+2
- [25] 1 d/f+1~f SAV 2
- [21] 1 d/f+1~f SAV u/f+3
- [25] u/f+3,2, delay 2
Wall/Balcony Breaks
Miguel's best wall breaks are generally d+1+2 and f+2+3 for the range, damage, and low hitbox.
- Wall Splat
- 1,2,4
- f+1+2
- f+2+3
- d+1+2
- b+4
- b,f+1
- f,f,f+3
- SAV 1,4
- SAV b+3
- Rage d/b+1+2
- Screws
- 3,4 S!
- f+2,1 S!
- f+4,2 S!
- d/f+2,2 S!
- f,f+3 S!
- SAV 1,1 S!
- SAV 4 S!
- Standing
- 3,4
- 1+2, 1+2
- f+3,4
- CH d/f+(1),2
- d+3+4
- d/b+2
- u/f+1
- f,f+2,1
- f,f+2,2
- SAV 2
- SAV u/f+3
Rage Combos
Rage Art b+1+2
- Combo ~ 3,4 S! RA
- Combo ~ d/f+2,2 S! RA
- Screw launcher S! Dash 3+4 SAV u/f+3 d/f+1~f SAV u/f+3 1 RA
Rage Drive d/b+1+2
Character specific
Bears
This super easy combo adds an extra 12 DMG to all combos. Also, certain knockdown moves turn into launchers.
- All launchers in addition to
- d/b+1
- b,f+1
- FC d/f+4
- SAV 1,1
- SAV 4
- SAV d/b+4
- d/b+2 X6 f,f+2,1
NOTE1: Moves ending in crouch require a crouch cancel.
NOTE2: Screw launchers allow one less d/b+2