Under Night In-Birth/UNI2/Nanase/Combos
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Under Construction
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Notation Help | |
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Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation. | |
X+Y | Buttons "X" and "Y" must be input simultaneously. |
X/Y | Input "X" or "Y" can be used. |
dl.X | There should be delay before inputting "X". |
w.X | Attack "X" should whiff and not hit the opponent. |
j.X | Button "X" is input while jumping or in the air. |
dj.X | Button "X" is input after a double jump. |
jc | Jump cancel the previous action. Usually will be omitted due to being obvious. |
md.X | Perform a micro-dash before performing "X". |
TK.X | Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee. |
(X) | Input "X" is optional. Typically the combo will be easier if omitted. |
[X] | Input "X" is held down. Also can be known as "Increase" or "IC" for short. Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation. |
]X[ | Input "X" is released. Will only appear if a button is previously held down. |
{X} | Button "X" should only be held down briefly to partially charge the attack, instead of the full increased version. |
X(#) | Attack "X" should only hit # of times. |
X > Y | Cancel "X" into "Y". |
X, Y | Link "X" into "Y", allowing "X" to fully recover before "Y". |
X~Y | This notation has two meanings.
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CH | The first attack must be Counter Hit. |
CS | Perform a Chain Shift, which is performed by inputting D twice. |
CVO | Perform a Cross Cast Veil Off, which is performed by inputting A+B+C. |
IW | Perform an Infinite Worth, which is performed by inputting 41236D or A+B+C during CVO. |
IWEX | Perform an Infinite Worth EXS, which is performed by inputting A+B+C+D. |
Getting Started
Nanase's combo theory was affected a fair bit by combo scaling changes introduced in UNI2. While all of her old routes from previous versions will still work, she has new combo options available that augment her damage or set up new okizeme.
To better understand the notation for combos, see the Notation Help box above.
Notes on Mission Mode
The game provides a Mission Mode that has many combos for players to try and learn.
- If you are newer to fighting games or consider yourself a novice, try reading the Starter Guide and practicing the "Beginner Combo" and "Intermediate Combo" missions.
- If you feel confident in your execution but you are unfamiliar with Under Night In-Birth's general combo timings or with Nanase specifically, practice the combos in the "Intermediate Combo" and "Advanced Combo" missions.
- If you have a lot of fighting game experience or you are very familiar with UNI2 already, try the combos in the "Expert Combos" missions.
Don't worry if you can't complete all the missions in the game. Some of them use unusual or uncommon combo tools that may not be frequently used by players in real matches, but they are still useful teaching tools if you want to see examples of what a combo looks like for Nanase. Check out the below section if you want additional combos to practice that feature more practical pieces and theory that should help you out.
If you can complete all the missions, good job! Consider the rest of this page a study guide for the kinds of combos that Nanase players will typically use in real matches.
Combos to Start With
The combos in this section are chosen to help new players practice and learn Nanase with routes that introduce important pieces of her combo theory. While they are not necessarily optimal, they are still useful and generally easy to learn. Most routes are listed with practical starters, so players are comfortable with adapting them to other starters.
- It is assumed all jump normals are performed from a forward jump unless explicitly written otherwise. For example, if you see j.[C] after 5C assume the input is 9j.[C].
- Nanase's j.B follow-up attack is typically written as j.BB or j.B~B.
- When calculating damage, assume the ender is 2C 5[C] 214B~B unless otherwise noted.
Combo | Damage | Meter Gain | Location |
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5A/2A 2B 2C 5C j.[C] j.B~B j.2C Ender | 2743 (5A) 2703 (2A) |
61.34 (5A) 60.86(2A) |
Anywhere |
Basic combo that works anywhere, anytime off just about any starter. Likewise, just about any ender will work with this too. If you're close to the opponent, you can use 5[C] in place of 5C for a slight damage increase. If you're further away from your opponent, 5C might not reach or cause j.[C] to whiff. In this case, use 236B~C to pick up instead. You will sideswap, but it makes for a more consistent combo at any range. | |||
5A/2A 2B 2C 5C j.[C] j.2[C] land j.B~B j.2C Ender | 2798 (5A) 2758 (2A) |
65.73 (5A) 65.25 (2A) |
Anywhere |
A step up from the basic combo, and introducing the rejump with a simple continuation. This also works with most starters, but note the use of j.2[C]. This button bounces the opponent, and therefore the combo will end after the second j.2C if you go for this off of an OTG pickup. When in doubt, go for the above route instead. | |||
5A/2A 2C 5[C] j.[C] dl.j.2[C] j.236[A] land j.A j.8C j.B~B j.2C Ender 5B/2B 2C 5[C] j.[C] dl.j.2[C] j.236[A] land j.A j.8C j.B~B j.2C Ender |
3074 (5A) 3087 (2A) 3239 (5B) 3227 (2B) |
75.34 (5A) 75.27 (2A) 77.30 (5B) 77.32 (2B) |
Anywhere |
A combo that requires you to confirm an A button with a C button. Note the 5[C] comes after 2C. If you start this combo with an A normal you can substitute the first 5[C] for a 5B or 2B. This makes the combo timing more lenient for slightly less damage. If you start this combo with a B or C normal, you can also use 3C instead of 5[C]. This combo has been the "Bread and Butter" of Nanase's combos since UNIST; once you learn it, it becomes one of her most consistent and reliable combos. This route introduces delays, with a delay before j.2[C]. See the #FAQ for more info. j.236[A] can also be delayed, but the Increase input usually is enough to auto-time it. This route also introduces the air strings that are commonly seen in Nanase's routing. Make sure to do a forward jump after you land. | |||
3C j.8C j.2[C] j.236[A] land j.B~B j.[C] j.236A land j.A j.C j.2C Ender | 3345 | 78.23 | Anywhere |
Using either 3C or j.8C to anti-air, you can confirm into this combo. Use 22A instead of the first j.236[A] if you're having trouble getting the move out before landing. If you're having issues confirming off of 3C, input j.8C as 7j.8C. The backwards jump usually helps correct Nanase's position so j.2[C] does not miss. | |||
6D j.2C 5B 2C 5[C] j.[C] j.2[C] land JBB j.2C Ender | 2615 | 65.69 | Anywhere |
Assault starter route for beginners. Assault starters have heavier scaling, so certain routing and enders are not possible. If you successfully counter hit or GRD Break with the assault button, the increased proration from assault no longer applies and you can use combos as normal. j.2C is a good assault button for when you want to use assault as a low crush or to beat throw attempts. It has decent scaling, allowing you to link 5B for the above combo. | |||
66C 22A 5B j.[C] j.B~B j.2C Ender | 2541 | 58.24 | Anywhere |
A simple confirm off 66C. 66C uses a ground bounce right away, limiting potential combo extensions. Cancel into 22A immediately from 66C, or else it will whiff. You can also cancel into 236B~C, though that is a riskier confirm that leaves you more vulnerable on block. You can do this as a general OTG confirm, but pick up with 2A or 2B instead of 22A. | |||
66C 22A 3C (tk j.236[A] land) j.8C j.B~dl.B land j.A j.C j.2C Ender | 2790 2690 (w/out j.236[A]) |
69.50 63.28 (w/out j.236[A]) |
Corner |
This is a stronger 66C 22A confirm that you can do in the corner. If you have the execution, you can immediately cancel 3C into j.236A for extra damage. For corner routing, when using 214X as an ender opt for the C follow-up instead of B as it gives more damage without the risk of sideswap. This combo uses 214B~C as the ender for damage. You can do this as a general OTG confirm outside of the corner, by picking up with 2A/5A instead of 22A and omitting j.236[A]. If you have enough time to pick up with 3C, you don't have to omit it. | |||
5B/2B 2C 214A~B 2A 3C j.[C] dl.j.8C j.B~B j.2C Ender | 3354 (5B) 3254 (2B) |
79.59 (5B) 78.93 (2B) |
Corner |
Corner route that can be done off 5B/2B or 2C pokes. This route is a new route made possible in UNI2, and we take advantage of using 214X to confirm instead of the riskier 236X. 214A and 214B can be used interchangeably for the most part in combos. If you're further away, use 214B instead. Also, we use the B follow-up for the first 214X as it provides stability and easier timing for the link after, though C follow-up still does more damage. If you opt to use C follow-up anyway, start the combo with 214B~C instead and end with 214A~C to maximize damage and avoid same-move proration. |
Combos with 214X
TODO: Add more examples, explain better. Maybe some videos too.
In UNI2, Nanase received changes to the frame data of her 214X follow-up attacks. These moves received faster recovery, which allows for significantly easier confirms than was possible in previous versions. This new routing offers slightly improved damage over the older routing, though with a higher learning curve.
The new routing leverages 214A and 214B, and so both can be used interchangeably for the most part. 214A and 214B are used early in the combo, and the follow-up dive is used to confirm into an air string. This looks something like 214A/B~X > 5A/2A > 3C > air string > ender.
Pick 214A or 214B depending on which move you want to use for the ender. If you can't decide, 214B is usually easier to combo with due to its faster startup.
The follow-up attack should be selected depending on Nanase's height, how close she is to the opponent, and whether you want to sideswap or not. If you want to stay on the same side, the B follow-up makes this easier. Your timing can impact this, so practice the effects of delaying or not delaying the follow-up.
5A/2A represent the normal you link into after landing from the 214X~X follow-up attack. Typically we use one of these moves as they are Nanase's fastest buttons. There are rare situations and routing that allow you to pick up with 5B, but these usually require strict delays and timings.
3C is the most common move for re-launching the opponent. You can go for a simple air string from here. If you land 214X~X raw or with a starter that has good proration, you could get away with using 5B as a launcher into an extended air string.
Below are some examples of this routing, and how to use 214X to elevate your combo game.
Combo | Damage | Cost | Meter Gain | Location |
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5B/2B 2C 5[C] 214B~dl.C 2A 3C j.[C] j.8C j.B~B j.2C Ender | 0 | Anywhere | ||
Primary example of what 214XX routing looks like. |
Theory
Nanase's theory at its core is to confirm into an air button or special move as fast as possible.
You need to be able to quickly recognize what buttons your combo started with, and choose your routing from there. Nanase's combo structure is strangely both flexible and not; the difference between being able to do a combo or not is as simple as whether you hit 3C in your first 2-3 hits or if you confirmed into 214X quick enough. She does have stable routing she can fall back to, but those combos lose damage to gain stability on a character that already has to choose whether to sacrifice damage for oki at the end of the combo.
Speaking of, enders are also important to figure out. Most of them fall into simple okizeme categories of "hard knockdown into meaty button," "knockdown into fireball/disc set," or "big damage." Enders using 214X usually fall between getting damage and also pushing opponents toward the corner if they aren't already there for a hard knockdown. Your ender choice will be fluid depending on the state of the game and what you need to get closer to victory.
When in doubt, either set a fireball or do 214X~B/C to get a hard knockdown.
FAQ
Why is it so hard to connect j.2C after j.B~B?
There could be a few reasons why. Either you aren't inputting j.B~B fast enough, you're delaying the j.2C input, or you're doing j.2[C] (holding the button to get a different version of the move.)
Why is j.A not connecting after j.[C] j.2[C] j.236A? Why do I need to delay these inputs?
You need to delay the j.2[C] and the j.236A inputs just long enough that the opponent is at the proper height for j.A to hit. If you delay too much, the opponent could tech out or you may not be able to continue the combo. If you delay too little, the opponent will be too high and j.A will whiff.
Most combos that use this piece will allow for j.236[A] (charged fireball) as a way of auto-timing that move, so the only delay you really need to worry about is j.2[C].
Using 214A/B in the middle of a combo is weird. Can't I just use other easier combos?
Absolutely. Nanase is a character of choices, and you definitely do not NEED these routes to win with her. That said, it is nice to be practiced in what her optimized routing looks like when you find yourself wanting to squeeze as much damage as you can out of a combo to close out the game. Consider what you value most in your combos, and work from there.
How do I do the 2C 3C (FF) j.2C j.236B ender?
Unfortunately there is no trick to this. You just need to input the moves as quickly as you can so that they can all connect. And yes, the opponent is supposed to tech after j.2C.
...How useful is that ender anyway? Do I really need to learn this?
The ender does have a niche use in combos where you don't use a jump cancel and want to set a fireball.
How do I continue a combo after 236B~A in the corner?
You need to time the stab to hit the opponent at the right height so that they will not bounce off the wall over Nanase but instead remain in front of her, while still high enough that you can link into another move before they hit the ground.
Enders
Combo | Cost | Location |
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2C 214B~B | 0 | Anywhere |
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j.236B | 0 | Anywhere |
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2C FF j.236B | 1 GRD | Anywhere |
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land 66B | 0 | Anywhere |
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2C 5[C] (5B) 214B~B/C | 0 | Anywhere |
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2C 5[C] 22B | 0 | Anywhere |
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236B~A 236A~C 214A~B | 0 | Corner |
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236X~C 7j.2C w.j.A j.236A | 0 | Corner |
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2C 5[C] 214A/B j.236C | 100 EXS | Anywhere |
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2C 5[C] (5B) 623A j.236C | 100 EXS | Anywhere |
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2C 5[C] (5B) 214B~C 623C | 100 EXS | Anywhere |
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2C 5[C] 236B 214C (66C) 22B | 100 EXS | Anywhere |
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2C IC5C 5B 214B~C CVO | At least 100 EXS, Vorpal | Anywhere |
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2C IC5C 5B 623A CVO | At least 100 EXS, Vorpal | Anywhere |
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Combos
Note: This section was copied from UNICLR and has not been updated. Most of the routes below should still work in UNI2, but it should be considered a work-in-progress.
This section will be used as a catalog of Nanase combos. These combos can range from the practical to the absurdly situational and borderline unrealistic, and notes will specify such cases. Many advanced routes are included in this section. If you want basic combos, look at the "Bread and Butter" Combos section first to find routes suitable for beginners to Nanase.
Please note this list is a work-in-progress and is constantly changing over time. Some combos may not have been added yet or are lacking information.
- It is assumed all jump normals are performed from a forward jump unless explicitly written otherwise.
- Nanase's j.B follow-up attack is typically written as j.BB. JBB (note the capital J) will be used to refer to doing j.B immediately followed by j.BB.
A Starters
These combos start off 5A/2A. Damage is calculated off single 5A starter where applicable.
Combo | Damage | Cost | Meter Gain | Location |
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5A/2A 2B 2C 5[C] j.[C] JBB j.2C Ender | 2011 | 0 | 37.10 | Anywhere |
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5A/2A 2B 2C 236X~C j.[C] JBB j.2C Ender | 2235 | 0 | 38.08 | Anywhere |
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5A/2A 2C 5B j.[C] dl.j.2[C] dl.j.236[A] land j.A j.8C JBB j.2C Ender | 2499 | 0 | 47.05 | Anywhere |
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5A/2A 2C 5B JBB j.2[C] dl TK.j.236A 3C FF j.8C j.C j.2C Ender | 2523 | 1 GRD | 48.02 | Anywhere |
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5A/2A 2C 5[C] j.2[C] (66) 3C FF j.[C] j.8C JBB j.2C Ender | 2548 | 1 GRD | 49.59 | Anywhere |
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5A/2A 2C 2B j.2[C] (66) 3C 214B j.A j.8C JBB j.2C Ender | 2654 | 0 | 48.65 | Anywhere |
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5A/2A 3C j.8C j.2[C] TK.j.236B 66 3C FF j.[C] j.8C JBB j.2C Ender | 2720 | 1 GRD | 51.90 | Anywhere |
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5A/2A 2C 5[C] (j.C) j.2[C] (66) dl.236B~A 236A~C 214A~C | 2996 | 0 | 51.65 | Corner |
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5A/2A 2B 5B 5[C] 236A(w)~A 3C j.[C] j.8C JBB j.2C Ender | 2507 | 0 | 48.23 | Anywhere |
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5A/2A 2B 5B 5[C] 236A(w)~A 3C j.8C dl.j.B dl.j.BB land j.A j.C j.2C Ender | 2493 | 0 | 47.75 | Anywhere |
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5A/2A 2B 2C 236B~dl.A dl.214C j.8C j.C j.2C Ender | 2618 | 100 EXS | 24.28 | Anywhere |
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B Starters
These combos start off 5B/2B. Damage is calculated off 5B starter unless otherwise stated.
Combo | Damage | Cost | Meter Gain | Location |
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5B/2B 2C 5[C] j.[C] JBB j.2C | 2045 | 0 | 35.64 | Anywhere |
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5B/2B 2C 236B~C j.[C] JBB j.2C Ender | 2273 | 0 | 37.10 | Anywhere |
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5B/2B 2C 236B~C j.[C] dl.j.2[C] land j.A j.8C JBB j.2C Ender | 2591 | 0 | 47.24 | Anywhere |
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5B/2B 2C 5[C] j.[C] dl.j.2[C] dl.j.236[A] land j.A j.8C JBB j.2C Ender | 2741 | 0 | 51.44 | Anywhere |
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5B/2B 2C 5[C] j.[C] JBB j.2[C] dl.j.236[A] land j.8C j.C j.2C Ender | 2784 | 0 | 54.12 | Anywhere |
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5B/2B 5C 2C 3C j.8C j.[C] dl.j.2[C] dl.j.236[A] land j.A j.8C JBB j.2C Ender | 2932 | 0 | 59.04 | Anywhere |
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5B/2B 3C 214B~A 66 5B j.[C] dl.j.2[C] dl.j.236[A] land j.A j.8C JBB j.2C Ender | 3027 | 0 | 56.10 | Midscreen |
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5B/2B 2C 236B~dl.A 5A 3C j.[C] dl.j.8C JBB j.2C Ender | 2697 | 0 | 47 | Corner |
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5B/2B 5[C] 236A~A 3C j.8C j.[C] dl.j.2[C] dl.j.236[A] land j.A j.C j.2C Ender | 2985 | 0 | 55.56 | Anywhere |
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5B/2B 2C 236B~dl.A 5A 3C j.8C j.2[C] tk.j.236A j.B dl.j.BB dl.j.C 236A~dl.C 214A~A | 3318 | 0 | 65.53 | Corner |
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C Starters
These combos start with 5C/2C and 3C. Damage is calculated off the specified starter button.
Combo | Damage | Cost | Meter Gain | Location |
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2C 5[C] j.[C] dl.j.2[C] dl.j.236[A] land j.A j.8C JBB j.2C Ender | 2675 | 0 | 47 | Anywhere |
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2C w.2A 2B 236A 2A 3C dl.JBB j.[C] j.236[A] land j.A j.8C JBB j.2C Ender | 2702 | 0 | 53 | Anywhere |
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5C/2C (2C/5C) 236B~C j.[C] dl.j.2[C] land j.A j.8C JBB j.2C Ender | 2705 | 0 | 48 | Anywhere |
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5[C] 236A~A 3C (8j.236A) j.8C j.[C] dl.j.2[C] dl.j.236[A] land j.A j.8C JBB j.2C Ender | 3139 | 0 | 57 | Anywhere |
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3C (8j.236A) j.8C j.[C] dl.j.2[C] dl.j.236[A] land j.A j.8C JBB j.2C Ender | 2848 | 0 | 49 | Anywhere |
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3C j.8C j.2[C] dl.j.236B land JBB j.[C] j.236[A] land j.A j.8C JBB j.2C Ender | 3184 | 0 | 57 | Anywhere |
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3C j.236A land j.8C j.2[C] dl.j.236B (JBB j.C) 2C (dl.5[C]) 236B~dl.A 236A~dl.C 214A~A | 3684 | 0 | 62 | Corner |
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Assault Starters
Combo | Damage | Cost | Meter Gain | Location |
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6D j.B/2C 2A 2B 2C 5C j.[C] JBB j.2C Ender | 1928 | 0 | 38 | Anywhere |
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6D j.B/2C 2A 2B 2C 5[C] j.[C] j.2[C] land j.8C j.C j.2C Ender | 2074 | 0 | 42 | Anywhere |
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6D j.B/2C 2A 2B 5B 5[C] 236A~A 3C j.[C] j.8C JBB j.2C Ender | 2232 | 0 | 48 | Anywhere |
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6D j.2[C] dl.3C 214B 66 j.A j.8C JBB j.2C Ender | 2327 | 0 | 41 | Midscreen |
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6D j.2[C] dl.3C 214A 5B j.A j.8C JBB j.2C Ender | 2410 | 0 | 44 | Anywhere |
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Anti-Air Starters
Combo | Damage | Cost | Meter Gain | Location |
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3C Ender | Anywhere | |||
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CH 623A Ender | Anywhere | |||
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Other Starters
Combo | Damage | Cost | Meter Gain | Location |
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j.A Ender | Anywhere | |||
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