User:Funnyman

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who am i

the Combo Page guy

the f is lowercase!!!!!!!!!!

I would simply

MBTL Kouma Kishima 22C.png

Choose your own Adventure routes

Combo Damage Cost Meter Gain Location
  • I'm going to go insane.
Starter Combo Damage Cost Meter Gain Location
5[C]

2A > ...
2B > ...
2C > ...
236A > ...
6B+C > ...
236C > ...

2A -
2B -
2C -
236A -
6B+C -
236C -

Something

2A -
2B -
2C -
236A -
6B+C -
236C -

Anywhere

  • I am not okay.

Combo Writing

Combo Damage Cost Meter Gain Location
Notes

2A starter midscreen

  • 2B and 5B are interchangeable.
  • tk j.2B is optimal and only works for 214C ender, but is entirely optimal.
  • 5A will work if they are too low, but locks out of tk j.2B
Model 5[C] conversion for most spacings. Requires a different route depending on which button was pressed. How long can I make this before it breaks? Maybe it won't? Who knows, only one way to find out.
  • 2A link ends with 2B after 236[B].
  • 2B link ends with 2C > 5C after 236[B].
  • 2C link omits 236[B] and ends with 2A > 2B.
  • Straight into 236AXX continues like the regular 214X4X combo listed above.

Timeless Thunder Needle

Timeless Thunder Needle
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214A
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214B~X
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214A
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214B~X
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1000 LHA -CH-, -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
12 3 24 38 -4 -
  • A horizontal lightning strike with great reach, making it a good tool for harassing the opponent at range in neutral.
  • Usual choice for special filler into EX.
  • Can be cancelled into 214A~X even on whiff.
Damage Guard Cancel Property Cost Attribute
700 LHA -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
12 4 25 40 -6 -
  • Performs the A version as a follow-up to the B version.
    • Has slightly longer reach than 214A itself.
  • Mainly combo filler.
Timeless Thunder Needle
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214A~X
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214B
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214A~X
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
214B
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
700 LHA -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
11 3 28 41 -8 -
  • Performs the B version as a follow-up, letting you easily confirm the hit on reaction.
  • Can whiff if the 214A hit from far away.
  • Whiffs against opponents guarding up close.
  • Can potentially anti-air people jumping over 214A, but is prone to getting counterhit if they slip through its blindspots.
Damage Guard Cancel Property Cost Attribute
1000 LHA -CH-, -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
16 3 25 43 -5 -
  • A diagonal lightning strike with the potential to anti-air, but doing so on reaction is tricky at best.
  • Can be cancelled into 214B~X even on whiff.
Timeless Thunder Needle
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214[B] / 214A~[X]
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214[B] / 214A~[X]
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
380*3 (957) LHA -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
23 3 (1) 3 (1) 3 31 64 -17 ~ -9 -
  • Performs the charged B version as a followup.
  • Much worse on block than standalone 214[B].
  • Useful to add extra damage to low-end routes, but stops working fairly quickly into Roa's optimal routing.
Damage Guard Cancel Property Cost Attribute
480*3 (1185) LHA -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
24 3 (1) 3 (1) 3 20 55 -2 ~ +2 -
  • Releases multiple pillars of diagonal lightning.
  • A good tool for controlling space due to the long active frames, but it can be easily shielded on reaction if done predictably.
  • Amazing combo filler in the corner that leads to his highest damaging routes.
Timeless Thunder Needle
214+C
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214C
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214C
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
440*8 (2105) LHA MD - - -
First Active Active Recovery Overall Advantage Invul
4+6 4(3)*8 - 33 +15 ~ +51 -
  • Similar to 214B, but now releases multiple lightning strikes in quick succession.
  • Very advantageous on block, letting you keep up your pressure if your initial string didn't pan out, or letting you quickly and safely get in or out when cancelled from 236A.
    • If done near point blank on a crouching opponent, later lightning strikes are prone to miss and could lead to significantly less advantage than expected.
  • Gives a full combo on hit, and can be used in combos to tack on extra damage before ending or using your Arc Drive.
  • Also useful for some AUB guard break set-ups, as while the opponent is stuck blocking it in the air, Roa can hit them with an air-unblockable move for free.
Timeless Thunder Needle
4+B+C
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4BC
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4BC
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
480*3 (1309) LHA EX, MD - - -
First Active Active Recovery Overall Advantage Invul
18 4 26 47 -3 Clash 1-11 (MD)
  • A three-pronged lightning strike with amazing reach and great reward on hit.
  • Amazing neutral tool due to the large amount of space it covers. The vertical hitbox gets bigger the further away from Roa it gets.
  • Completely safe on block, and you can convert into a combo with meter fairly easily. This move will also combo in the corner without meter depending on how your opponent gets hit.

words

236+A
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236A
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Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
950 LHA -CH-, -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
12 3 26 40 -4 -
  • Aoko fires a short-ranged finger laser.
  • Can be followed up by tapping any attack button, on contact or on whiff.
Not the worst idea to stagger with on a cornered opponent to force a response and see how they react.

Back to Corner Starters

In honor of Kouma's Wallthrow starter section, which is almost entirely moot after the May 7th patch. Gone, but never forgotten. May it rest in peace.

Numbers assume 214A starter.

Combo Damage Cost Meter Gain Location
  • When you land a command grab while in or near the corner.
  • New, optimal 214X4X combo now that 236[B] exists.
  • Switch 5C and 5B for more damage and potentially better range from corner.
  • Combo that utilizes j.[C]. Must be extremely close to corner.
  • Model 5[C] conversion. Requires specific spacing and a slightly different route for each button.
  • 2A link ends with 2B after 236[B].
  • 2B link ends with 2C > 5C after 236[B].
  • 2C link omits 236[B] and ends with 2A > 2B.
  • Straight into 236AXX continues like the regular 214X4X combo listed above.
  • Model 5[C] conversion using IAD. Requires the same specific spacing and slightly different routes. Marginally better damage at the cost of meter gain.
  • 2A link ends with 2B into rekka and uses 623A.
  • 2B link goes straight into rekka and uses 623B.
  • 5[C] conversion you can do at a range. Good meter gain.
  • 5[C] alternate conversion you can do at a range. Still good meter gain
  • 5[C] conversion you can at do even further range.
  • Wall throw route. Builds 150% and does 6.7k if fatal. Works from a surprisingly far distance if you run up 623A.