|
|
Line 29: |
Line 29: |
| | pros= | | | pros= |
| * '''Uncontested Damage Efficiency''': Welles has the most consistent and highest damage efficiency of any character. All of his optimal combos are the most damaging of any existing combo without even having to spend meter. Even so, he has burstless Touch Of Deaths against half the cast with meter. Getting two touched by this character is extremely common. | | * '''Uncontested Damage Efficiency''': Welles has the most consistent and highest damage efficiency of any character. All of his optimal combos are the most damaging of any existing combo without even having to spend meter. Even so, he has burstless Touch Of Deaths against half the cast with meter. Getting two touched by this character is extremely common. |
| * '''Absurd Buttons''': Welles' grounded normals are incredible, and his air normals are also powerful. | | * '''Absurd Buttons''': Welles' grounded normals are incredible, having strong pokes and letting him start pressure from much further than you'd expect. His air normals are also powerful, having access to strong air-to-air and air-to-ground options. |
| * '''"What is a guard?"''': Welles' pressure is among the best simply because he can effortlessly pressure you until his opponent's guard breaks, forcing them to either commit to a guard cancel for 1 bar or parrying correctly. | | * '''"What is a guard?"''': Welles' pressure is among the best simply because he can effortlessly pressure you until his opponent's guard breaks, forcing them to either commit to a guard cancel for 1 bar or parrying correctly. |
| * '''Zoners Hate Him!''': The fastest run speed and the fastest super jump speed, Welles has extremely fast approaches from both the ground and the air, rendering most zoning attempts nigh-useless. | | * '''Zoners Hate Him!''': The fastest run speed and the fastest super jump speed, Welles has extremely fast approaches from both the ground and the air, rendering most zoning attempts nigh-useless. |
Revision as of 21:08, 2 January 2024
Welles
|
|
Health |
450
|
Pre-Jump Frames |
3
|
Play Style |
Rushdown, Mixup
|
Dash Type |
Run
|
Character Background
Race: Human
Motivation: Reconnaissance and to test his skills
Weapon: Twin Swords
Likes: Fighting
Dislikes: Boredom
Gameplay Overview
Playstyle
Welles, infamously dubbed "Brawl Meta Knight on illegal substances" by the community, is an extremely fast and agile character with the damage on even the most basic of his optimal combos able to deal over half the enemy's health and his approach game is some of the most varied in the whole game. He has an invulnerable dp that can be comboed into and off of and has ridiculous pressure and mixups, being able to kill opponents and break guards relatively quickly. His downside is that he is extremely weak to setplay, and he really needs to keep his momentum. He can only be played aggressively but with his ability to swoop in from full screen and take over a game, that isn't an issue.
Wells is a character who severely outclasses most of the cast because of his uncontested damage, pressure, and mobility. A Pixie character without many of the weaknesses it brings. |
Pros |
Cons |
- Uncontested Damage Efficiency: Welles has the most consistent and highest damage efficiency of any character. All of his optimal combos are the most damaging of any existing combo without even having to spend meter. Even so, he has burstless Touch Of Deaths against half the cast with meter. Getting two touched by this character is extremely common.
- Absurd Buttons: Welles' grounded normals are incredible, having strong pokes and letting him start pressure from much further than you'd expect. His air normals are also powerful, having access to strong air-to-air and air-to-ground options.
- "What is a guard?": Welles' pressure is among the best simply because he can effortlessly pressure you until his opponent's guard breaks, forcing them to either commit to a guard cancel for 1 bar or parrying correctly.
- Zoners Hate Him!: The fastest run speed and the fastest super jump speed, Welles has extremely fast approaches from both the ground and the air, rendering most zoning attempts nigh-useless.
- Best Burst Potential: Because of all the aformentioned pros, his burst potential is the best of the cast. Barely any scaling on his optimal combos, increased guard damage and endless meter burn for a limited time is way more than what he needs, but why not?
|
- "What is defense?": Welles can only be played aggressively. While his DP's are good, they are incredibly weak to setplay such as Krayce 236C and Mayura icicles. Having no real way of creating or keeping space because of his sword normals having no disjoints either is also a detriment to playing anything but aggressively. It's all in for him, but unfortunately it's always in favor for Welles.
- Honest Mids Welles: Outside of fundamental pressure with Instand Air Dashes and lows, Welles is extremely reliant on mids to either guard break the opponent or catching a mistake in neutral or pressure to start his combos.
|
Normals
Far Standing Normals
f.5A
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
15
|
High/Low
|
-
|
5
|
-
|
-
|
-
|
Welles swings his sword vertically, not the fastest but also not the slowest, when hit from max range it wont combo into 5b
|
|
f.5B
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
30
|
High/Low
|
-
|
7
|
-
|
-
|
-
|
Welles swings his sword vertically, not as much horizontal range as Far 5a but is leagues bigger, hitting a large area in front of Welles solid anti air option
|
|
f.5C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
50
|
High/Low
|
-
|
7
|
-
|
-
|
-
|
Welles swings both his swords in an x shape, shooting an x shaped sword beam for a short distance, has a bit of startup useful if your enemy air techs near the ground
|
|
f.5D
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
20
|
High/Low
|
-
|
7
|
-
|
-
|
-
|
Welles does a roundhouse kick, same range as Far 5b and is about as fast so it can also be used as an anti air
|
|
Close Standing Normals
cl.5A
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
15
|
High/Low
|
-
|
4
|
-
|
-
|
-
|
Welles taps the enemy with the pommel of his sword, has fast startup and recovery, allowing you to tick throw with this
|
|
cl.5B
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
30
|
High/Low
|
-
|
5
|
-
|
-
|
-
|
Welle swings his sword vertically down, is about as fast as Far 5b
|
|
cl.5C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
50
|
High/Low
|
Special/Super
|
6
|
-
|
-
|
-
|
Welles shoulder bumps the enemy, can be used to end combos to reset your turn and possibly tick throw, but in neutral or pressure if you are close enough to do this move you should probably do something else
|
|
cl.5D
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
20
|
High/Low
|
-
|
4
|
-
|
-
|
-
|
Welles knees the enemy, fast startup and recovery, can be used for tick throws
|
|
Crouching Normals
2A
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
15
|
High/Low
|
-
|
3
|
-
|
-
|
-
|
Welles pokes the enemy with his sword, fast startup and recovery
|
|
2B This might just be the best normal in the game This might just be the best normal in the game
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
30
|
High/Low
|
-
|
6
|
-
|
-
|
-
|
Welles reaches with both of his swords to poke the enemy, has amazing reach and is very fast, the farther away you hit it the less options you have to combo into, from max range it just doesn't combo
|
|
2C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
50
|
High/Low
|
Special/Super
|
10
|
-
|
-
|
-
|
Welles swings his sword horizontally, has solid range and is fast, solid poke in the neutral but has awful scaling for combos
|
|
2D
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
20
|
Low
|
-
|
4
|
-
|
-
|
-
|
Welles pokes the enemy with his foot, fast startup and recovery, can be used to tick throw. One of your main combo starters as it is a fast low that chains into your 5B -> 5B -> 5C normal chain
|
|
Jumping Normals
j.A
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
15
|
High
|
j.B
|
5
|
-
|
-
|
-
|
Welles holds his swords out pointing down, doesn't last long enough to warrant use over other air normals
|
|
j.B 8j.B 8j.B 7/9j.B 7/9j.B
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
Neutral
|
30
|
High
|
N/A
|
8
|
-
|
-
|
-
|
Welles swings his sword vertically up, is almost instant and has solid reach for how much space it covers
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
Directional
|
60
|
High
|
N/A
|
9
|
-
|
-
|
-
|
Welles swings both of his swords vertically up. Although 7/9j.B is literally just an extra hit of 8j.B that extra hit makes this one of the best air normals in the game
|
|
j.C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
50
|
High
|
N/A
|
11
|
-
|
-
|
-
|
Exactly the same as Far 5c but in the air and aimed down forwards, one of your main jump in normals
|
|
j.D
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
20
|
High
|
N/A
|
8
|
-
|
-
|
-
|
Welles kicks right below him, can hit most opponents if done immediately when jumping forward, not used very much
|
|
Command Normals
3D
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
45
|
Low
|
N/A
|
7
|
-
|
-
|
-
|
|
j.2A
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
30
|
High
|
-
|
-
|
-
|
-
|
-
|
|
Chain Specific Normals
Chain 5B
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
13
|
High/Low
|
Chain Normals/Special/Super
|
-
|
-
|
-
|
-
|
|
Chain 2B
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
13-15
|
High/Low
|
Chain Normals/Special/Super
|
-
|
-
|
-
|
-
|
|
Chain 5C 1
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
24-27
|
High/Low
|
Special/Super
|
Special/Super
|
-
|
-
|
-
|
|
Chain 5C 2
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
24
|
High/Low
|
Special/Super
|
-
|
-
|
-
|
-
|
|
Chain 5C 3
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
22-24
|
High/Low
|
Special
|
Special/Super
|
-
|
-
|
-
|
|
Chain 2C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
24-27
|
High/Low
|
Special/Super
|
-
|
-
|
-
|
-
|
|
Throws
A+D
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
60
|
Throw
|
N/A
|
4
|
-
|
-
|
-
|
Forward Throw Both throws will end in a roundhouse kick in the direction of the throw
|
|
B+D
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
70
|
Throw
|
N/A
|
4
|
-
|
-
|
-
|
Back Throw Both throws will end in a roundhouse kick in the direction of the throw
|
|
Dust (Sword Series Slash)
5B+C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
152
|
High
|
N/A
|
31
|
-
|
-
|
-
|
Is an overhead. Triggers an air chase when you press A. To complete the air chase you must do AAABBBCCCD > 236D.
|
|
2B+C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
152
|
Low
|
N/A
|
31
|
-
|
-
|
-
|
Same as standing Dust but hits low. Triggers an air chase when you press A. To complete the air chase you must do AAABBBCCCD > 236D.
|
|
Parry (Chaos Breaking)
A+B Standing Parry Standing Parry Crouching Parry Crouching Parry Jumping Parry Jumping Parry
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Dodges projectiles and counters any physical, non-grab attacks.
The Standing and Jumping versions parry anything that can be blocked High, but is vulnerable to grabs. The Crouching version only parries lows and cannot be grabbed.
|
|
Special Moves
Battle Gale Slice 236A/B/C
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
A
|
30
|
High/Low
|
Battle Thunder Combo/Super
|
8
|
-
|
-
|
-
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
B
|
33
|
High/Low
|
Battle Thunder Combo/Super
|
15
|
-
|
-
|
-
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
C
|
35
|
High/Low
|
Battle Thunder Combo/Super
|
19
|
-
|
-
|
-
|
|
Battle Thunder Combo Battle Gale Slice ~> A/B/C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
51
|
High/Low
|
SoT/Super
|
12
|
-
|
-
|
-
|
|
Lightning Smash Kill Battle Gale Slice ~> D Your only real combo ender Your only real combo ender
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
40
|
High
|
N/A
|
18
|
-
|
-
|
-
|
Hits both overhead and OTG. You are always able to combo into this after a hard knockdown from either Gale Break or Slice Hurricane/Gale Successive Slices
|
|
Shining Break 623A/B/C The 8 ways from Sunday mixup The 8 ways from Sunday mixup
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
A
|
50
|
High/Low
|
Gale Break
|
12
|
-
|
+4
|
-
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
B
|
50
|
High/Low
|
Gale Break
|
10
|
-
|
-
|
-
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
C
|
50
|
High/Low
|
Gale Break
|
6
|
-
|
-
|
-
|
|
Gale Break Shining Break ~> 2A/B/C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
30
|
High/Low
|
N/A
|
16
|
-
|
-
|
-
|
|
Illusion Flash 214A/B/C This is Slayer on crack This is Slayer on crack
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
A
|
50
|
High/Low
|
Super
|
17
|
-
|
-
|
-
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
B
|
50
|
High/Low
|
Super
|
20
|
-
|
-
|
-
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
C
|
50
|
High/Low
|
Super
|
23
|
-
|
-
|
-
|
|
Slice Hurricane j.236A/B/C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
80
|
High
|
Gale Thunder Strike
|
-
|
-
|
-
|
-
|
|
Death Sword Dance 236D Remember that this has no invulnerability Remember that this has no invulnerability Death Sword Dance ~> D Referred to as Double Jump Death Sword Dance ~> D Referred to as Double Jump
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
N/A
|
N/A
|
Double Jump/Gale Successive Slices/Gale Thunder Strike
|
-
|
-
|
-
|
-
|
|
Gale Successive Slices Death Sword Dance/Double Jump ~> A/B/C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
80
|
High
|
Gale Thunder Strike
|
-
|
-
|
-
|
-
|
|
Gale Thunder Strike j.236D OR Death Sword Dance/Double Jump ~> 2D Or Gale Break/Gale Successive Slices ~>2D
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
j.236D
|
30
|
Low
|
Super
|
-
|
-
|
-
|
-
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
Death Sword Dance/Double Jump ~> 2D
|
50
|
Low
|
Super
|
-
|
-
|
-
|
-
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
Gale Break/Gale Successive Slices ~>2D
|
50
|
Low
|
N/A
|
-
|
-
|
-
|
-
|
|
Super Moves
Level 1 Supers
Dark Baron 236236A/B/C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
131
|
High/Low
|
N/A
|
-
|
-
|
-
|
-
|
|
Tornado Battle Fang 214214A/B/C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
154
|
High/Low
|
N/A
|
-
|
-
|
-
|
-
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
104-132
|
High/Low
|
N/A
|
-
|
-
|
-
|
-
|
|
Another World 236236D
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
153
|
High/Low
|
N/A
|
-
|
-
|
-
|
-
|
|
Level 3 Super
Change The World 2363214A/B/C OR j.214214A/B/C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
276
|
High
|
N/A
|
Variable
|
-
|
-
|
-
|
Welles leaps to the closest wall behind him before dive bombing the opponent like with his j.236A/B/C. On hit he performs a series of attacks that deal a large amount of damage that doesn’t scale too much, especially compared to other level 3’s. This is your main burst combo ended and you should always go for it if you can kill with it.
|
|
Strategy
Neutral
In neutral Welles has only 1 real goal, Get In. Due to how good moves like Welles' 2B, 623A, IAD j.B, etc are you can play a surprisingly effective footsies game, especially with how fast 623A causes you to approach. Due to how Welles' kit is you unfortunately cannot play defensively. You can at most get a life lead and force your opponent to approach, though this is in most cases an inferior strategy then simply applying pressure.
Offence (On Hit)
On hit Welles has a simple flowchart depending on what the hit was, usually getting broken down to what hit the opponent with the three most common outcomes being,
- Can I confirm into 623A >> 623C?
- Did I hit with j.236A/B/C or one of its variations?
- Did I Dandy?
In the first case you simple do the normal Welles loop and adjust based on the current gamestate, such as if you can kill or not.
If you hit with j.236A/B/C or a variation of it you get a HKD which lets you 236A(Whiff) ~> D(OTG) as you don't have any better options due to Welles not having an Oki tool like a Krayce 236A/B/C for example.
If you did a Dandy you will want to go into a 214214A/B/C, with the version you use depending on spacing. After the super you again get a 236A(Whiff) ~> D(OTG).
HKD OKI
As stated above you do not have a be all Oki tool like some other characters. After a HKD you always do a 236A(Whiff) ~> D(OTG) if you can for extra damage, and if not you run a basic Oki based on where they are. This can range from a meaty 2D or cl.5C, to the various options you have from empty jump 2D to delayed air dash j.B/C. It will all depend on what the opponent is conditioned to expect, mix it up. Sometimes you can even get away with a Dandy Step on their wake up if you are sure they will DP.
Offence (On Block)
On block you will always, and I mean ALWAYS go into a 623A. 623A is +4 on block and leads to a built in mixup with there being a multitude of options. What options you want to choose will vary based on the matchup as some characters have more possible outs to your 623A pressure but as a rule of thumb Guard Cancel is what people will universally use to get out of your pressure.
Defense
Defensively Welles is one of the best characters in the game having not only a true DP, but his Dandy Step is completely invulnerable when dashing away with variable timing for the hit based on which version you used. Due to his DP being SoT'able and leading to insane damage on hit, offence against Welles requires specific tools in order to be effective, such as Krayce 236A/B/C, Hiro 214D, or anything that Welles is unable to DP or Dandy Step out of.
Combos
- Need help reading the combos? Check out the Glossary for explanations on notation and game specific terms! All damage values tested against Hiro.
Chain Combos
Chain Combo
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Total Damage
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Notes
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BnB Combos
Combo
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Total Damage
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Notes
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The Only Welles Combo You Need
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Starter > 623A >> 623C > SoT >> 5B -> 5C > 623A >> 623C~>2A/B/C >> 236A (whiff) ~> D
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Dmg will vary
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The only Welles combo you ever need. The amount you want to extend this combo will vary based on your meter and the opponents health. All variations of this combo will all end in either the 236A(whiff)~>D or will turn into a burst combo. You can also do a 623C > SoT >> j.236A/B/C >> 236A(whiff)~D if you are still learning the standard version.
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The Best Meterless Combo
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Starter > 623A >> 623A >> 623C >> 5B -> 5C > 623A >> 623C ~> 2A/B/C >> 236A (whiff) ~> D
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Dmg will vary
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The optimal meterless version of the Welles loop that you can still extend with meter if you wish. This is a situational route that won’t work on all characters. None the less this version deals great damage and builds a lot of meter for no real cost save for not working on some characters consistently or not at all. Works fully on Hiro, Hiro2 and Jadou2. On Jadou, Krayce, Orochimaru, and Mayura you are able to get the 2 623A's but you can't get the 623C >> 5B link without SoT
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The Dandy Step Combo
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214A/B/C > 214214A/B >> 236A (whiff) ~> D
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204
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The only other combo you really need to know in order to maximize the reward off of a dandy step, considering how good of a reversal it is.
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Two Bar BnB
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2B -> 5C > 623A >> 623A >> 623C >> [5B -> 5C >623A >> 623C SoT]x3 >> 5B -> 5C > 623A >> 623C ~> 2A/B/C
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421
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2 bar start H2/J2 ToD. Because why would you need to use 3 bars to ToD when you only need to use 2?
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j.C >> cl.5C > 623A >> 623C > SoT >> 5B -> 5C > 623A >> 623C > SoT > Burst(whiff) >> {5B -> 5C > 623A >> 623C > SoT}x2 >> BackDash >> 2363214C
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512
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Burst tod. Must be done with the j.C >> cl.5C as any other starter will scale the combo too hard. Will 100% any character in the game, even Hiro.
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Three Bar BnB
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2B -> 5C > 623A >> 623C > SoT >> { 5B -> 5C > 623A >> 623C > Sot }x3 >> 5B -> 5C > 623A >> 623C~>2A/B/C >> 236A (whiff) ~> D
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432
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Jadou2/Hiro2 tod combo. Requires you to have a full 3 bars by the time you do the first SoT
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j.C >> cl.5C > 623A >> 623C > SoT >> { 5B -> 5C > 623A >> 623C > Sot }x3 >> 5B -> 5C > 623A >> 623C~>2A/B/C >> 236A (whiff) ~> D
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457
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Welles/Roze tod combo. Must be done with the j.C >> cl.5C as any other starter will scale the combo too hard. Requires you to have a full 3 bars by the time you do the first SoT
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