|
|
(One intermediate revision by the same user not shown) |
Line 1,003: |
Line 1,003: |
| |damage =0, 26x3 | | |damage =0, 26x3 |
| |guard =Block/Parry | | |guard =Block/Parry |
| |attribute =MSx4 | | |attribute =MS, MSx3 |
| |property =SKD.MBU | | |property =SKD,MBU |
| |cancel = | | |cancel = |
| |cost =2 | | |cost =2 |
Line 1,011: |
Line 1,011: |
| |startup =15 | | |startup =15 |
| |active =3, 72 (24) | | |active =3, 72 (24) |
| |recovery =17 (19) | | |recovery =105 (107) Total |
| |guardAdv =-24 | | |guardAdv =-24 |
| |parryAdv =-19 | | |parryAdv =-19 |
Revision as of 17:23, 7 June 2024
Story
Geronimo is a young Cherokee Choujin who looks up to his idols, the Justice Choujins, and longed to fight alongside them. He got his wish during the Golden Mask arc, where a scheme by the Devil Knights left the majority of the Justice Choujin community incapacitated, giving him his chance to step up and jump into the ring. However, Geronimo hides a tragic secret: He's no Choujin at all, and is actually just regular human! Because of this, he did not have the trademark Choujin resilience, and he ended up succumbing to his wounds. He was soon brought back to life, and given the opportunity to go through the trials of the Choujin Gods to become an actual Choujin. Now a superhuman like he always dreamed of, Geronimo...did not do much after his rebirth, frankly. He would go on to be one of the original series' most notorious jobbers, losing a whole lot to hype up the new bad guy of the season, to the point that this trend was even acknowledged in the revival series (where he does finally get that long-awaited W).
Gameplay
Geronimo is an all-rounder with a gameplan resembling Kinnikuman rather closely; in other words, he is incentivized to "play MGP2", with rewarding confirms into his throws and OTGs, and a lessened emphasis on juggles. His 2A is an incredible neutral poke, being able to go under throws and combo-ing into a large number of moves, potentially for big damage with enough meter spent. His OTG options, while not stellar, are more than serviceable. On top of all of this, Geronimo is one of 3 characters with a healing special, and although it costs more meter than its counterparts, it also heals substantially more life, and can be clutch for winning by time-out.
Strengths |
Weaknesses
|
- Excellent 2A.
- Solid OTG combo.
- Has a healing special.
|
- Meter-hungry juggles for below average return.
- Combos are susceptible to True KKD activation.
|
Character Stats
- Health: 1024
- Damage rating: 13
- Size/weight: Standard
- Movement speed: B
Strikes
A
A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
26
|
Block/Parry
|
LS
|
-
|
23-28, 23-27 Sp, 17-32 KKD
|
-
|
13/41
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
13
|
3
|
14 (17)
|
-9
|
+3
|
+7
|
-
|
(placeholder text)
|
|
A,A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
26
|
Block/Parry
|
LS
|
-
|
24-29, 24-28 Sp, 18-33 KKD
|
-
|
23/41
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
14
|
3
|
15 (17)
|
-10
|
+2
|
+6
|
-
|
Natural combo follow-up to A.
- This is Geronimo's only throw punish, and considering neutral A's somewhat slow startup, this can be rather strict.
- Little reason to use this as a throw punish though, considering Geronimo would typically prefer to crush the throw with his much more rewarding 2A.
|
|
A,A,A Chop Combo
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
26
|
Block/Parry
|
MS
|
-
|
46-48, 48 Sp*, 43-52 KKD
|
-
|
29/53
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
19
|
3
|
29 (31)
|
-18
|
-12
|
+6
|
-
|
- Special must be buffered before frame 48, but will come out on frame 48.
|
|
A,A,44A Dropkick Combo
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
91
|
Block/Parry
|
HS-5
|
MBU
|
80-83 KKD
|
-
|
33/61
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
30
|
3
|
50 (51)
|
-23
|
-33
|
-12~+21
|
12-53 Throw
|
(placeholder text)
|
|
A,A,6A Overpunch Combo
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
78
|
Block/Parry
|
HS-5
|
MBU
|
34-39, 34-38 Sp, 32-43 KKD
|
-
|
33/66
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
18
|
8
|
16 (18)
|
+6
|
-4
|
+17~50
|
-
|
(placeholder text)
|
|
A,A,6A,236A Body Attack Combo
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
78
|
Block/Parry
|
HS-5
|
MBU
|
64-68 KKD
|
-
|
33/66
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
20
|
21
|
26 (28)
|
-17
|
-27
|
-6~+27
|
2-39 Throw
|
(placeholder text)
|
|
A,A,6A,4A Rising Elbow Combo
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
52
|
Block/Parry
|
Launch
|
MBU
|
38-44 KKD
|
-
|
9/23
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
19
|
3
|
21 (23)
|
+6
|
-4
|
-
|
-
|
(placeholder text)
|
|
2A
2A Alley Kick Terryman would be proud Terryman would be proud
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
39
|
Block/Parry
|
MS
|
OTG
|
25-30, 30 Sp*, 25-55 KKD
|
-
|
9/23
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
23
|
4
|
28 (29)
|
-16
|
-12
|
+6
|
1-28 Throw
|
Low kick with a very early cancel window.
- On hit, this combos into (Medium Stun) Throw, S, either of Geronimo's special throws, or it can be CCC'd into either super.
- The high reward on hit, and the ability to simply charge cancel the move on block/whiff, makes this one of Geronimo's most important pokes.
- Cancelling this move into 46S is also Geronimo's go-to OTG combo.
- Special must be buffered before frame 48, but will come out on frame 30.
|
|
2A,4A Apache Combo
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
26
|
Block/Parry
|
MS
|
-
|
46-48, 48 Sp*, 43-52 KKD
|
-
|
29/53
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
19
|
3
|
29 (31)
|
-18
|
-12
|
+6
|
-
|
- Special must be buffered before frame 48, but will come out on frame 48.
|
|
2A,4A,66A Apache Toe Combo
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
39
|
Block/Parry
|
Launch
|
MBU
|
52-54, 52-53 Sp, 51-55 KKD
|
-
|
18/36
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
19
|
3
|
33 (34)
|
-6
|
-16
|
-
|
-
|
(placeholder text)
|
|
8A
8A Guillotine Drop
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
78
|
Block/Parry
|
KD
|
OTG,MBU
|
69-73 KKD
|
-
|
21/83
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
21
|
12
|
39 (41)
|
-21
|
-31
|
-
|
4-32 Throw
|
(placeholder text)
|
|
66A
66A Toe Kick
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
39
|
Block/Parry
|
Launch
|
MBU
|
51-53, 51-52 Sp, 50-54 KKD
|
-
|
18/36
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
18
|
3
|
33 (34)
|
-6
|
-16
|
-
|
-
|
(placeholder text)
|
|
44A
44A Dropkick
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
91
|
Block/Parry
|
HS-5
|
MBU
|
79-82 KKD
|
-
|
33/61
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
29
|
3
|
50 (51)
|
-23
|
-33
|
-12~+21
|
11-52 Throw
|
(placeholder text)
|
|
46A
46A Double Chop
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
26
|
Block/Parry
|
MS
|
-
|
45-47, 47 Sp*, 42-51 KKD
|
-
|
29/53
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
18
|
3
|
29 (31)
|
-18
|
-12
|
+6
|
-
|
- Special must be buffered before frame 47, but will come out on frame 47.
|
|
236A
236A Overpunch
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
78
|
Block/Parry
|
HS-5
|
MBU
|
33-38, 33-37 Sp, 31-42 KKD
|
-
|
33/66
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
17
|
8
|
16 (18)
|
+6
|
-4
|
+17~50
|
-
|
(placeholder text)
|
|
214A
214A Jumping Elbow
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
91
|
Block/Parry
|
HS-3
|
OTG
|
76-81 KKD
|
-
|
25/45
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
27
|
12
|
41 (43)
|
-23
|
-33
|
-19~+5
|
7-38 Throw
|
Jumping elbow drop, heavy-stunning on standing hit.
- This move can hit OTG, and as a "slow OTG", this out-damages 8A, usually being the go-to to meterlessly OTG off of sufficiently advantageous knockdowns.
|
|
623A
623A Rising Elbow
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
52
|
Block/Parry
|
Launch
|
MBU
|
37-43 KKD
|
-
|
9/23
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
18
|
3
|
21 (23)
|
+6
|
-4
|
-
|
-
|
(placeholder text)
|
|
WRA
(While Running) A Axe Bomber
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
65
|
Block/Parry
|
KD
|
MBU
|
-
|
-
|
44/30
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
19
|
8
|
38
|
-16
|
-26
|
-
|
-
|
Guarantees slow OTG.
|
|
WGA
(While Grounded) A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
26
|
Block/Parry
|
MS
|
SKD,OTG
|
-
|
-
|
42/21
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
23
|
8
|
17 (21)
|
-9
|
-5
|
+13
|
1-22 Full, 23 Throw
|
(placeholder text)
|
|
Throws
T
Elbow Smash T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
156
|
Tech
|
KD
|
-
|
-
|
-
|
100/52
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
26
|
-16
|
-
|
-
|
-
|
(placeholder text)
|
|
6T
Body Slam 6T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
130
|
Tech
|
KD
|
-
|
-
|
-
|
90/47
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
26
|
-16
|
-
|
-
|
-
|
(placeholder text)
|
|
66T
Bulldogging Headlock 66T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
130
|
Tech
|
KD
|
-
|
-
|
-
|
94/49
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
26
|
-16
|
-
|
-
|
-
|
(placeholder text)
|
|
236T
Side Suplex Drop 236T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
169
|
Tech
|
KD
|
-
|
-
|
-
|
109/57
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
26
|
-16
|
-
|
-
|
-
|
Guarantees 8A or 214A OTG.
|
|
MST
Kawazu Drop (Medium Stun) T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
156
|
N/A
|
KD
|
-
|
-
|
-
|
110/50
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
26
|
-
|
-
|
-
|
-
|
(placeholder text)
|
|
HST
Brainbuster (Heavy Stun)
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
169
|
N/A
|
KD
|
-
|
-
|
-
|
130/55
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
28
|
-
|
-
|
-
|
-
|
(placeholder text)
|
|
FBT
Spiral Backdrop (From Behind) T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
182
|
Tech
|
KD
|
-
|
-
|
-
|
90/60
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
26
|
-16
|
-
|
-
|
-
|
(placeholder text)
|
|
RT
Uranage (Running) T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
130
|
N/A
|
KD
|
MD
|
-
|
-
|
36/-100
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
12
|
23
|
7
|
-
|
-
|
-
|
-
|
(placeholder text)
|
|
WGT
Kawazu Drop (While Grounded) T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
156
|
Tech
|
KD
|
-
|
-
|
-
|
110/50
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
39
|
3
|
28
|
-16
|
-
|
-
|
1-33 Full, 34-40 Throw
|
(placeholder text)
|
|
4T
Irish Whip 4T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
0
|
Tech
|
Run
|
-
|
-
|
-
|
0/0
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
27
|
3
|
27
|
-16
|
-
|
+17~35
|
-
|
Universal Irish Whip.
|
|
44T
Side Switch 44T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
0
|
Tech
|
Special
|
-
|
-
|
-
|
0/0
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
26
|
-16
|
-
|
+10
|
-
|
Universal side switch throw.
|
|
Specials
S
Mongolian Chop S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
130
|
Block/Parry
|
HS-5
|
MBU
|
36-55 KKD
|
1
|
-100/80
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
25
|
4
|
24 (27)
|
+2
|
-8
|
+13~46
|
-
|
(placeholder text)
|
|
66S
Tomahawk Chop 66S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
104
|
Block/Parry
|
HS-5
|
MBU
|
72-79 KKD
|
1
|
-100/80
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
32
|
4
|
41 (44)
|
-15
|
-25
|
-4~+29
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1-3 Strike, 9-30 Throw
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(placeholder text)
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44S
Woodcutter Hand 44S
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Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
52
|
Block/Parry
|
HS-5
|
MBU
|
32-57 KKD
|
2
|
-200/125
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
19
|
8
|
31
|
-9
|
-19
|
+2~35
|
1-3 Full, 4-27 Throw
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(placeholder text)
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46S
Tomahawk Tornado 46S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
0, 26x3
|
Block/Parry
|
MS, MSx3
|
SKD,MBU
|
-
|
2
|
-200/46, 36x3
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
15
|
3, 72 (24)
|
105 (107) Total
|
-24
|
-19
|
-
|
1-3 Strike
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Multi-hitting tornado special.
- This move is actually made up of a physical hitbox that does no damage, into a multi-hitting tornado projectile. Both the physical hit and the projectile does MS.
- On standing hit, 1 hit will MS, 2 hits will HS, and 3 hits will cause a high-launch/SKD, albeit a tech-rollable one; it will properly SKD an opponent when used in a juggle. Data above assumes all 3 hits connect.
- As one of Geronimo's only moves that SKD, comboing into this is a typical way for Geronimo to end his juggles in order to score a knockdown.
- 46S is also great as a juggle extender, since on air hit, this move sends the opponent upwards, letting Geronimo to continue his juggle. This allows him to loop 46S, provided he has the meter for it.
- This move is also used as an OTG, typically cancelled into from 2A.
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|
236S
Full-Body Jumping Backdrop 236S
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Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
299
|
Tech
|
KD
|
-
|
-
|
3
|
-300/156
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
28
|
-16
|
-
|
-
|
1-3 Full
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Special throw.
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214S
Scissor Kick 214S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
312
|
Tech
|
KD
|
-
|
-
|
3
|
-300/156
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
24
|
3
|
28
|
-16
|
-
|
-
|
1-3 Full
|
Special throw. Guarantees a slow OTG.
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|
421S
Heart Massage 421S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
(70,80,90)
|
N/A
|
N/A
|
-
|
-
|
7
|
-700/0
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
30
|
51 (24)
|
18 (19)
|
-
|
-
|
-
|
-
|
Healing special, Where after some startup Geronimo begins gradually healing life.
- Geronimo regains life in 24-frame intervals, healing for 240 life in total if the entire move's "active" frames go uninterrupted.
- The values listed under "Damage" is the amount Geronimo heals at each inteval.
- This is one of only 3 healing moves in the entire game, healing almost double that of Mr. Khamen's and Akuma Shogun's healing specials, but costing far more, at 7 bars.
- Unlike the other healing specials, Geronimo's 421S has no invincibility at all; this means Geronimo can get punished heavily for it, since on top of a throw, an opponent can get a full standing combo or a launcher on him.
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|
Supers
41236A+S
Apache War Cry 41236A+S Please don't ask why it's called that if he's Cherokee Please don't ask why it's called that if he's Cherokee
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
65
|
Block/Parry
|
KD
|
MD
|
-
|
9
|
-900/-999
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
21
|
5
|
40
|
-15
|
-25
|
-
|
1-19 Full
|
Meter-draining super.
|
|
63214A+S
Tomahawk Chop Storm 63214A+S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
403
|
Block/Parry
|
KD
|
-
|
-
|
9
|
-900/480
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
21
|
5
|
40
|
-15
|
-25
|
-
|
1-19 Full
|
(placeholder text)
|
|
Strategy
Combos
Combo Theory
2A is what Geronimo's standing combos are all about.
Midscreen
- 2A (cc), A, (Dash) 214A
Basic meterless 2A confirm.
- 2A xx S, (Dash) 214A
1-bar alternative to the above.
- 2A xx T
Meterless 2A confirm into (Medium Stun) T.
- 2A xx 214S, 214A/(2A xx 46S)
Meter dump 2A confirm.
- 2A (cc), 623A, 46S, (2A xx 46S)x3, A xx 46S, 214A
Meter dump 2A into juggle route. Great for corner carry.
- 236A xx 44S
Midscreen 236A confirm.
Ropes
- 2A xx S, 2A xx 46S, A,A xx 46S, 214A
Stun overflow juggle at the ropes.
- 2A (cc), A, 2A xx 46A, A,A, xx 46A, 214A
Less damaging route to the above that uses 1 less meter.
- 4T, (MAX True Blue KKD Activation), A xx S xx 6A xx S xx (A,A,6A xx S)x4 xx A,A,6A xx 214S, 2A (cc)
Optimal MAX True Blue KKD combo.
Colors
External Links