Matrimelee/Tane: Difference between revisions
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[[Image:Tane_Portrait.png |frame|right|Tane Goketsu]] | [[Image:Tane_Portrait.png |frame|right|Tane Goketsu]] | ||
[[Image:MM_Tane_Colors.png|400px|thumb|right|Colors]] | |||
==Introduction== | ==Introduction== | ||
Line 44: | Line 43: | ||
== Normal Moves == | == Normal Moves == | ||
===Far Standing Normals=== | |||
{{MoveData | |||
|image=MM_Tane_5A.png | |||
|caption= | |||
|name=5.A | |||
|data= | |||
{{AttackData-Matrim | |||
|Total Damage=5 | |||
|Permanent Damage=2 | |||
|Guard=Mid | |||
|Gauge= | |||
|Cancel=Self<br>Special<br>Super | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|description=Air Unblockable.<br> An extremely fast standing jab. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=MM_Tane_5B.png | |||
|caption= | |||
|name=5.B | |||
|data= | |||
{{AttackData-Matrim | |||
|Total Damage=10 | |||
|Permanent Damage=5 | |||
|Guard=Mid | |||
|Gauge= | |||
|Cancel=Self<br>Special<br>Super | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|description=Air Unblockable<br> An odd light kick that slides forward and chains into itself. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=MM_Tane_5C.png | |||
|caption= | |||
|name=5.C | |||
|data= | |||
{{AttackData-Matrim | |||
|Total Damage=15 | |||
|Permanent Damage=7 | |||
|Guard=Mid | |||
|Gauge= | |||
|Cancel=Special<br>Super | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|description=Air Unblockable.<br> | |||
}} | |||
}} | |||
{{MoveData | |||
|image=MM_Tane_5D.png | |||
|caption= | |||
|name=5.D | |||
|data= | |||
{{AttackData-Matrim | |||
|Total Damage=18 | |||
|Permanent Damage=9 | |||
|Guard=Mid | |||
|Gauge= | |||
|Cancel=Special<br>Super | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|description=Air Unblockable.<br> The flying grandma kick!! Can be canceled into Tane's Stress Shot on hit. Unsafe on block. Not a reliable poke. | |||
}} | |||
}} | |||
===Close Standing Normals=== | |||
{{MoveData | |||
|image=MM_Tane_cl5A.png | |||
|caption= | |||
|name=cl.5A | |||
|data= | |||
{{AttackData-Matrim | |||
|Total Damage=5 | |||
|Permanent Damage=2 | |||
|Guard=Mid | |||
|Gauge= | |||
|Cancel=Self<br>Special<br>Super | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|description=Air Unblockable.<br> Another extremely fast jab. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=MM_Tane_cl5B.png | |||
|caption= | |||
|name=cl.5B | |||
|data= | |||
{{AttackData-Matrim | |||
|Total Damage=8 | |||
|Permanent Damage=4 | |||
|Guard=Mid | |||
|Gauge= | |||
|Cancel=Special<br>Super | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|description=Not much use outside of 2.B being able to natrually chain into cl.5B. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=MM_Tane_cl5C_1.png | |||
|caption=First hit | |||
|image2=MM_Tane_cl5C.png | |||
|caption2=Second hit | |||
|name=cl.5C | |||
|data= | |||
{{AttackData-Matrim | |||
|Total Damage=14 (7 per hit) | |||
|Permanent Damage=7 | |||
|Guard=Mid | |||
|Gauge= | |||
|Cancel=Special<br>Super | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|description=Air Unblockable.<br> One of tane's best moves to use for combos. If you press C again you'll get an additional palm strike for 7 extra damage at the cost of pushback. It's best not to do this unless it's in the corner or you may drop the combo. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=MM_Tane_cl5D.png | |||
|caption= | |||
|name=cl.5D | |||
|data= | |||
{{AttackData-Matrim | |||
|Total Damage=15 | |||
|Permanent Damage=7 | |||
|Guard=Mid | |||
|Gauge= | |||
|Cancel=Special<br>Super | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|description=Air Unblockable.<br> Not much use for cl.5D since it cannot be linked into 3.C. It's also kind of scary if you look at it too long. | |||
}} | |||
}} | |||
===Crouching Normals=== | |||
{{MoveData | |||
|image=MM_Tane_2A.png | |||
|caption= | |||
|name=2.A | |||
|data= | |||
{{AttackData-Matrim | |||
|Total Damage=5 | |||
|Permanent Damage=2 | |||
|Guard=Mid | |||
|Gauge= | |||
|Cancel=Self<br>Super<br>Super | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|description=Air Unblockable.<br> Another one of Tane's extremely fast jabs. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=MM_Tane_2B.png | |||
|caption= | |||
|name=2.B | |||
|data= | |||
{{AttackData-Matrim | |||
|Total Damage=8 | |||
|Permanent Damage=4 | |||
|Guard=Low | |||
|Gauge= | |||
|Cancel=Special<br>Super | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|description=Tane's best move. This 2.B may be short but it's extremely fast and can start a combo. 2.B self chains into cl.5B. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=MM_Tane_2C.png | |||
|caption= | |||
|name=2.C | |||
|data= | |||
{{AttackData-Matrim | |||
|Total Damage=15 | |||
|Permanent Damage=7 | |||
|Guard=Mid | |||
|Gauge= | |||
|Cancel=Special<br>Super | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|description=Air Unblockable.<br> Tane's go to anti-air normal. Using it to anti air can lead to a 236-236.C or a [2]8.B. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=MM_Tane_2D.png | |||
|caption= | |||
|name=2.D | |||
|data= | |||
{{AttackData-Matrim | |||
|Total Damage=18 | |||
|Permanent Damage=9 | |||
|Guard=Low | |||
|Gauge= | |||
|Cancel=Special<br>Super | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|description=This sweep slides forward a bit. | |||
}} | |||
}} | |||
===Jumping Normals=== | |||
{{MoveData | |||
|image=MM_Tane_8A.png | |||
|caption= | |||
|name=8.A | |||
|data= | |||
{{AttackData-Matrim | |||
|Total Damage=8 | |||
|Permanent Damage=4 | |||
|Guard=High | |||
|Gauge= | |||
|Cancel=Air Command Normal | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|description=A decent air to air and quick jumping attack that can be used as an instant overhead for some characters. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=MM_Tane_8B.png | |||
|caption= | |||
|name=8.B | |||
|data= | |||
{{AttackData-Matrim | |||
|Total Damage=10 | |||
|Permanent Damage=5 | |||
|Guard=High | |||
|Gauge= | |||
|Cancel=Air Command Normal | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|description=Not as fast as 8.A, but it can be used as an instant overhead for some shorter characters. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=MM_Tane_8C.png | |||
|caption= | |||
|name=8.C | |||
|data= | |||
{{AttackData-Matrim | |||
|Total Damage=13 | |||
|Permanent Damage=7 | |||
|Guard=High | |||
|Gauge= | |||
|Cancel=Air Command Normal | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|description=Good air to air. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=MM_Tane_8D.png | |||
|caption= | |||
|name=8.D | |||
|data= | |||
{{AttackData-Matrim | |||
|Total Damage=15 | |||
|Permanent Damage=7 | |||
|Guard=High | |||
|Gauge= | |||
|Cancel=Air Command Normal | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|description=A decent air to air but it much slower than 8.C. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=MM_Tane_79C.png | |||
|caption= | |||
|name=7.C ''or'' 9.C | |||
|data= | |||
{{AttackData-Matrim | |||
|Total Damage=13 | |||
|Permanent Damage=7 | |||
|Guard=High | |||
|Gauge= | |||
|Cancel=Air Command Normal | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|description=Tane's go to cross-up tool. Thanks to the hurtbox and collision shifting, it's very easy to cross-up opponents with this move. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=MM_Tane_79D.png | |||
|caption= | |||
|name=7.D ''or'' 9.D | |||
|data= | |||
{{AttackData-Matrim | |||
|Total Damage=16 (8 per hit) | |||
|Permanent Damage=8 | |||
|Guard=High | |||
|Gauge= | |||
|Cancel=Air Command Normal | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|description=An extremely hop tool thanks to it's multiple hits which can put the opponent in hitstun while your hop recovers. Use this if you don't want to cross-up. | |||
}} | |||
}} | |||
===Command Normals=== | |||
{{MoveData | |||
|image=MM_Tane_CMD_3C.png | |||
|caption= | |||
|name=3.C | |||
|data= | |||
{{AttackData-Matrim | |||
|Total Damage=24 (6 per hit) | |||
|Permanent Damage=12 | |||
|Guard=Mid | |||
|Gauge= | |||
|Cancel=Special<br>Super | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|description=Air Unblockable.<br> Tane's main combo extension tool. If canceled on the first hit in the corner, Tane's Stress Shot corner loops can be done. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=MM_Tane_CMD_j2b.png | |||
|caption=First hit | |||
|image2=MM_Tane_CMD_j2b_1.png | |||
|caption2=Second hit if j.2B is done high enough. | |||
|name=j.2B | |||
|data= | |||
{{AttackData-Matrim | |||
|Total Damage=10 | |||
|Permanent Damage=5 | |||
|Guard=High | |||
|Gauge= | |||
|Cancel=N/A | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|description=Used to add extra damage to jump-ins. Unsafe on block. Has an additional hit and damage if done from a higher point. (See below) | |||
}} | |||
{{AttackData-Matrim | |||
|Total Damage=18 (2 hits) | |||
|Permanent Damage=9 | |||
|Guard=High | |||
|Gauge= | |||
|Cancel=N/A | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|description=The second hit of j.2B is dependant on height and will not come out of Tane lands too soon. If the 2nd hit lands, it causes a knockdown. | |||
}} | |||
}} | |||
===Dash Normals=== | |||
{{MoveData | |||
|image=MM_Tane_66P.png | |||
|caption= | |||
|name=66.P | |||
|data= | |||
{{AttackData-Matrim | |||
|Total Damage=16 | |||
|Permanent Damage=8 | |||
|Guard=Mid | |||
|Gauge= | |||
|Cancel=Special<br>Super | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|description=Air Unblockable. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=MM_Tane_66K.png | |||
|caption= | |||
|name=66.K | |||
|data= | |||
{{AttackData-Matrim | |||
|Total Damage=24 | |||
|Permanent Damage=12 | |||
|Guard= | |||
|Gauge= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|description=Air Unblockable.<br> Shortens Tane's hurtbox. Great for ending super loops with. | |||
}} | |||
}} | |||
===Great Attacks=== | |||
{{MoveData | |||
|image=MM_Tane_5CD.png | |||
|caption= | |||
|name=5.CD | |||
|data= | |||
{{AttackData-Matrim | |||
|Total Damage=24 | |||
|Permanent Damage=24 | |||
|Guard=Mid | |||
|Gauge= | |||
|Cancel=Special<br>Super | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|description=Air Unblockable.<br> This move has some decent horizontal range thanks to the step Tane takes before the move becomes active. This move also takes a while to come out for the same reason. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=MM_Tane_2CD.png | |||
|caption= | |||
|name=2.CD | |||
|data= | |||
{{AttackData-Matrim | |||
|Total Damage=16 | |||
|Permanent Damage=8 | |||
|Guard=Low | |||
|Gauge= | |||
|Cancel=Special<br>Super | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|description=Air Unblockable.<br> Decent anti-air. Takes much longer to start-up compared to 2.C. This move is cruicial for Tane's 3 Stress Meter corner loops since it launches the opponent on hit. | |||
}} | |||
}} | |||
===Throws, Rage Explosion & Guard Cancel=== | |||
{{MoveData | |||
|image=MM_Tane_GroundGrab.png | |||
|caption=4/6.C | |||
|image2=MM_Tane_AirGrab.png | |||
|caption2=j.6C | |||
|name=Throws | |||
|data= | |||
{{AttackData-Matrim | |||
|Total Damage=20 | |||
|Permanent Damage=10 | |||
|Guard=Throw | |||
|Gauge= | |||
|Cancel=N/A | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|description=A note to remember about the air throw, it backturns on landing. Forcing the opponent to block the oppisate way. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=MM_Tane_5CD.png | |||
|caption= | |||
|name=Guard Cancel | |||
|data=5.CD on block | |||
{{AttackData-Matrim | |||
|Total Damage=12 | |||
|Permanent Damage=6 | |||
|Guard=Mid | |||
|Gauge= | |||
|Cancel=Special<br>Super | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|description=Requires 1 Stress Meter to do and can only be done on block. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=MM_Tane_RageExplosion.png | |||
|caption= | |||
|name=Rage Explosion | |||
|data= | |||
{{AttackData-Matrim | |||
|Total Damage=6 | |||
|Permanent Damage=3 | |||
|Guard=Mid | |||
|Gauge= | |||
|Cancel=N/A | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|description=Air Unblockable.<br> Can only be done by building one Stress Meter. Launches into a juggle state on hit. | |||
}} | |||
}} | |||
== Special Moves == | == Special Moves == | ||
Line 51: | Line 643: | ||
{{MoveData | {{MoveData | ||
|image= | |image=MM_Tane_46P.png | ||
|caption= | |caption= | ||
|name=[4]6.A ''or'' [4]6.C | |name=[4]6.A ''or'' [4]6.C | ||
Line 73: | Line 665: | ||
{{MoveData | {{MoveData | ||
|image= | |image=MM_Tane_28B.png | ||
|caption= | |caption= | ||
|name=[2]8.B | |name=[2]8.B | ||
Line 95: | Line 687: | ||
{{MoveData | {{MoveData | ||
|image= | |image=MM_Tane_28D.png | ||
|caption= | |caption= | ||
|name=[2]8.D | |name=[2]8.D | ||
Line 116: | Line 708: | ||
===Intimidating Face Attack=== | ===Intimidating Face Attack=== | ||
{{MoveData | {{MoveData | ||
|image= | |image=MM_Tane_46K.png | ||
|caption= | |caption= | ||
|name=[4]6.B | |name=[4]6.B | ||
Line 137: | Line 729: | ||
{{MoveData | {{MoveData | ||
|image= | |image=MM_Tane_46K.png | ||
|caption= | |caption= | ||
|name=[4]6.D | |name=[4]6.D | ||
Line 158: | Line 750: | ||
===Swirling Meator Bullets=== | ===Swirling Meator Bullets=== | ||
{{MoveData | {{MoveData | ||
|image= | |image=MM_Tane_63214P.png | ||
|caption= | |caption=The Grab | ||
|image2=MM_Tane_63214P_2.png | |||
|caption2=The hits | |||
|name=63214.A ''or'' 63214.C | |name=63214.A ''or'' 63214.C | ||
|data= | |data= | ||
Line 180: | Line 774: | ||
===Stress Shot=== | ===Stress Shot=== | ||
{{MoveData | {{MoveData | ||
|image= | |image=MM_Tane_236236C.png | ||
|caption= | |caption= | ||
|name=236-236.C | |name=236-236.C | ||
Line 201: | Line 795: | ||
===Ippatsu Ougi=== | ===Ippatsu Ougi=== | ||
{{MoveData | {{MoveData | ||
|image= | |image=MM_Tane_4146C.png | ||
|caption= | |caption= | ||
|name=4146.C | |name=4146.C | ||
Line 222: | Line 816: | ||
===Kinjite=== | ===Kinjite=== | ||
{{MoveData | {{MoveData | ||
|image= | |image=MM_Tane_236236236C.png | ||
|caption= | |caption= | ||
|name=236-236-236.C | |name=236-236-236.C | ||
Line 414: | Line 1,008: | ||
|} | |} | ||
==Additional Character Resources== | |||
Tane Basic Combo Video | |||
:https://youtu.be/AgR2YvKTzps | |||
Tane Advanced Combos Video | |||
:https://youtu.be/KkOO1M980rM | |||
{{Matrimelee}} | {{Matrimelee}} | ||
[[Category:Matrimelee]] | [[Category:Matrimelee]] |
Latest revision as of 17:57, 12 October 2020
Introduction
Tane, formerly known as Otane, received an invitation for a fighting tournament from a King of a Certain Country. Tane hasn't been happy around the time of receiving the invitation. The winner was promised true happiness and Tane was willing to do her best to win.
Overview
Strengths | Weaknesses |
---|---|
|
|
Strategy
Tane can play in various ways. From playing defensively to offensive. Tane can easily play offensive thanks to her short hurtbox, fast run speed and her crouch walking; Tane can easily close the distance between the opponent. Tane also benefits greatly from her Stress Shot super. Doing 60 damage raw, this super is a devastating full screen punish tool that can also be used to end combos with, and be looped in the corner for massive damage. Adding to her Stress Shot corner loops, Tane can also loop 9.A > j.2B on crouching characters and standing Kanji. Tane's offensive power is extremely strong and versatile thanks to these two loops. Tane can also play defensively very well. Using her [2]8.B/D and 2.C she can keep the opponent out of the air easily. If Tane lands an anti-air 2.C, she can combo into her Stress Shot super for extra damage. Additionaly, Tane's small hurtbox can allow her to walk under jump-ins and cross-under the opponent. Adding onto Tane's great rushdown, she has a command grab (63214.A/C). This command grab is possibly the best in the game thanks to it's large damage and positioning. It's excellent to open up defensive opponents or to finish a combo with. If the command grab is landed in the corner, you can follow it up with a dash punch or even a Stress Shot super.
Tane does have a few major flaws you will need to keep in mind too. Her [4]6.A/C's projectile has an arc on it and can be easily punished on start-up and on whiff. However, if it is done at the right distance it can be followed up with a hyper hop or a dashing punch. [4]6.A/C is a very high risk high reward special that should be used sparringly. Her short range can be very crippling against characters with longer normals or better defensive options. You will have to take risks with her command grab, trying to cross-up or doing an empty jump into 2.B. Speaking of Tane's short range, don't use [4]6.B/D like a fireball. It can be passed through with supers, jumped over, rolled through or block punished. Use it to end combos, not to space with. Keep in mind, j.2B is not a free entry tool. It's punishable on block. Try to avoid using her Ippatsu Ougi and Kinjite supers since her Stress Shot super is just too good to not use. Her Ippatsu Ougi is nearly impossible to land thanks to it's huge start-up time and Kinjite does 15 more damage than a single Stress Shot super.
Normal Moves
Far Standing Normals
5.A
|
---|
5.B
|
---|
5.C
|
---|
5.D
|
---|
Close Standing Normals
cl.5A
|
---|
cl.5B
|
---|
cl.5C First hit First hit Second hit Second hit
|
---|
cl.5D
|
---|
Crouching Normals
2.A
|
---|
2.B
|
---|
2.C
|
---|
2.D
|
---|
Jumping Normals
8.A
|
---|
8.B
|
---|
8.C
|
---|
8.D
|
---|
7.C or 9.C
|
---|
7.D or 9.D
|
---|
Command Normals
3.C
|
---|
j.2B First hit First hit Second hit if j.2B is done high enough. Second hit if j.2B is done high enough.
|
---|
Dash Normals
66.P
|
---|
66.K
|
---|
Great Attacks
5.CD
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2.CD
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Throws, Rage Explosion & Guard Cancel
Throws 4/6.C 4/6.C j.6C j.6C
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Guard Cancel
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5.CD on block |
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Rage Explosion
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Special Moves
Rock Pulverizer Denture
[4]6.A or [4]6.C
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Heaven's Dance Kick
[2]8.B
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[2]8.D
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Intimidating Face Attack
[4]6.B
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[4]6.D
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Swirling Meator Bullets
63214.A or 63214.C The Grab The Grab The hits The hits
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Super Moves
Stress Shot
236-236.C
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Goketsu Intimidating Face Attack!! |
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Ippatsu Ougi
4146.C
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Absolute Demon Palm!! |
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Kinjite
236-236-236.C
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Super Goketsu Intimidating Face Attack!! |
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Combos
Combo | Total Damage | Permanent Damage | Notes | ||
Basic Combos | |||||
9.D >> cl.5C (2 hits) > 3.C (4 hits) xx [4]6.B | 45 | 22 | Charge [4]6.B during 3.C and release on the fourth hit. | ||
9.D >> cl.5C (2 hits) > 3.C (4 hits) xx 63214.C | 54 | 27 | The Last hit of 63214.C will knockdown. | ||
9.D >> cl.5C (2 hits) > 3.C (4 hits) xx 236-236.C | 59 | 28 | Requires 1 Stress Meter. | ||
9.D >> 2.B > B > 5.D > 3.C (4 hits) xx [4]6.B | 45 | 22 | Charge [4]6.B during 3.C and release on the fourth hit. | ||
9.D >> 2.B > B > 5.D > 3.C (2 hits) xx 236-236.C | 60 | 30 | Requires 1 Stress Meter. | ||
9.C >> 66.P > 3.C (4 hits) xx 63214.C | 65 | 32 | 9.C must hit late in order to chain into 66.P. | ||
9.C >> 66.P > 3.C (4 hits) xx [4]6.C | 51 | 25 | Charge [4]6.B during 3.C and release on the fourth hit. 9.C must hit late in order to chain into 66.P. | ||
9.C >> 66.P > 3.C (4 hits) xx 236-236.C | 73 | 36 | Requires 1 Stress Meter. 9.C must hit late in order to chain into 66.P. | ||
9.D > j.2B >> cl.5C (2 hits) > 3.C (4 hits) xx [4]6.B | 45 | 22 | Charge [4]6.B during 3.C and release on the fourth hit. | ||
9.D > j.2B >> cl.5C (2 hits) > 3.C (4 hits) xx [4]6.B | 50 | 25 | Charge [4]6.B during 3.C and release on the fourth hit. | ||
9.D > j.2B >> cl.5C (2 hits) > 3.C (4 hits) xx 63214.C | 49 | 24 | 63214.C will knockdown before the special is finished. | ||
9.D > j.2B >> cl.5C (2 hits) > 3.C (4 hits) xx 236-236.C | 71 | Requires 1 Stress Meter. | |||
9.D > j.2B >> 2.B > B > 5.D > 3.C (4 hits) xx [4]6.B | 57 | 28 | Charge [4]6.B during 3.C and release on the fourth hit. | ||
9.D > j.2B >> 2.B > B > 5.D > 3.C (4 hits) xx 236-236.C | 74 | 37 | Requires 1 Stress Meter. | ||
Intermediate Combos | |||||
[4]6.C >> 66.P > 3.C (4 hits) xx [4]6.B | 54 | 27 | [4]6.C needs to be done at fullscreen. | ||
[4]6.C >> 66.P > 3.C (4 hits) xx 63214.C | 70 | 35 | [4]6.C needs to be done at fullscreen. | ||
[4]6.C >> 66.P > 3.C (4 hits) xx 236-236.C | 76 | 38 | Requires 1 Stress Meter. [4]6.C needs to be done at fullscreen. | ||
(Corner Only)9.D >> cl.5D xx 63214.C >> 66.K | 55 | 27 | Must be in the corner since 63214.C side switches. | ||
(Corner Only) 63214.C >> 5.D xx 236-236.C | 67 | 33 | Requires 1 Stress Meter. Must be in the corner since 63214.C side switches. | ||
(Corner Only) 9.D >> cl.5C (2 hits) > 3.C (1 hit) xx 236-236.C >> 5.C xx 236-236.C | 91 | 45 | Requires 2 Stress Meter. Other characters can take more hits of 3.C and still link Stress Shot. 1 hit of 3.C is universal for all characters. | ||
Advanced Combos | |||||
(Corner Only) 9.D >> 2.CD > 3.C (2 hits) xx 236-236.C >> 66.K | 71 | 35 | Requires 1 Stress Meter. | ||
(Corner Only) 9.D >> 2.CD xx 236-236.C >> 5.D xx 236-236.C >> 66.K | 110 | 55 | Requires 2 Stress Meter. Two bar route that ends with a knockdown. | ||
(Corner Only) 9.D >> 2.CD xx 236-236.C >> 5.D xx 236-236.C >> 5.D xx 236-236.C >> 5.D | 131 | 65 | Requires 3 Stress Meter. | ||
(Corner Only) 9.D >> 2.CD xx 236-236-236.C | 89 | 44 | Requires 3 Stress Meter. | ||
Character Specific Combos | |||||
(Corner Only)9.A > j.2B >> 9.A > j.2B >> 9.A > j.2B >> 9.A > j.2B >> 9.A > j.2B | 53 | 26 | Can only be done on mid-screen on standing Kanji. Corner only for Reiji, Keith, Anny, Saizo, Poochy, Chinnen. Can also be done on crouching Olof. | ||
(Corner Only) 9.D (2 hits) > j.2B >> 9.B > j.2B >> 9.B > j.2B >> cl.5C (2 hits) > C > 3.C (3 hits) xx 236-236.C | 105 | 52 | Requires 1 stress Meter.Can only be done on standing Kanji, Anny, White, Jimmy, Jones, Elias, Saizo. | ||
(Corner Only) 9.D (2 hits) > j.2B >> 9.B > j.2B >> 9.B > j.2B >> cl.5C (1 hit) xx 236-236.C >> 5.C xx 236-236.C | 112 | 56 | Requires 2 Stress Meter. Can only be done on Kanji, Anny, White, Jimmy, Jones, Elias, Saizo. | ||
(Corner Only) 9.D (2 hits) > j.2B >> 9.B > j.2B >> cl.5C (1 hit) xx 236-236.C >> 5.C xx 236-236.C >> 5.D xx 236-236.C | 114 | 57 | Requires 3 Stress Meter. Can only be done on standing Kanji, Anny, White, Jimmy, Jones, Elias, Saizo. | ||
(Corner Only) 9.D (2 hits) > j.2B >> 9.B > j.2B >> 9.B > j.2B >> 9.B > j.2B xx 236-236.C >> 66.K | 97 | 48 | Requires 1 stress Meter.Can only be done on standing Kanji, Anny, White, Jimmy, Jones, Elias, Saizo. | ||
Chinnen, Poochy & Saizo Specific Combos | |||||
(Corner Only)9.D >> 2.CD xx [4]6.C >> cl.5C (2 hits) > C > 3.C (4 hits) xx 236-236.C > 5.C > 3.C (4 hits) xx [4]6.C | 117 | 58 | Requires 1 Stress Meter. | ||
(Corner Only)9.D >> 2.CD > 3.C (4 hits) xx 236-236.C > 5.C > 3.C (4 hits) xx 236-236.C >> 5.D xx 236-236.C | 144 | 72 | Requires 3 Stress meter. |
Additional Character Resources
Tane Basic Combo Video
Tane Advanced Combos Video