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== Combos ==
==== Backwards Airthrows ====
 
{{EFZComboVideo
When performing Akane's combos it is especially important to consider which character your opponent is playing because her combo routes and timings can deviate dramatically between characters. In order to practice efficiently check the [[Eternal_Fighter_Zero/Players|Player List]], spectate matches, watch replays and interact with the community to discover which characters your opponents are likely to pick. In casual matches, if you have been training to fight a particular player's character don't be afraid to ask your opponent to switch or stick to that character.
|text=:Ikumi
 
|video=[[File:Ikumi_Backwards_Airthrow.mp4|640px]]
Combos can also change if you are Player 1 or 2 and/or in the left or right corner. Keep track of these variables when playing and practice each of these scenarios, particularly for any corner combos that utilise 214*~4C.
}}
 
{{EFZComboVideo
Be prepared to adapt your combo routes on the fly: spacing, timing, positioning and unusual juggle hurtboxes will often influence your combo options.
|text=:UNKNOWN
 
|video=[[File:Unknown_Backwards_Throw.mp4|640px]]
=== No IC ===
}}
 
{{EFZComboVideo
''Anywhere''
|text=:Nayuki (Awake)
 
|video=[[File:Nayuki_Backwards_Airthrow.mp4|640px]]
:'''2AA c5B {f5B/2B} 2C'''
}}
:*Basic knockdown which leads to midscreen okizeme setups.
:Believed to be caused by airthrowing at the same time as clipping into the opponent's collision from below in a manner that causes them to be pushed behind the player. This results in the opponent being thrown facing backwards causing the air throw's momentum to be applied towards the player rather than away. Only works with certain air throws (see examples above).
 
''Corner''
 
:'''Throw FM'''
 
''Corner Facing Out''
 
:'''2AA c5B {f5B/2B} 5C 236B 662B ({2ABC/623B})'''
:*662B 2A is very tight character specific link that only works with a perfectly spaced 662B.
:*623B can be used to eke out extra damage but the opponent can air recover after this.
 
==== 2C Jump Cancel Pickups ====
 
:From deep jump-ins or starters very close to the opponent, it can be possible to perform extended combos without using IC by jump cancelling 2C. These combos are situational but can be practical in the corner.
 
:''Corner''
 
::'''{jC/5A(A)/2A(A)} 2B .. 2C jAAB6C djBC [j236A IC](tech trap)'''
::*Works on everyone except Akane, Mayu and Unknown.
::*Hard on Mio (the second jA sometimes drops with very close 2Cs) and Mishio.
:
::'''{5A/2A} 5B 2B .. 2C jAAB6C djBC [j236A IC](tech trap)'''
::*Works on everyone except Akane, Mayu, Sayuri, Unknown and Mishio.
 
::'''{jC/5A/2A} 2B .. 2C jB 66 jB j214C~4C...'''
::*Works on everyone except Makoto.
::*Hard on Mizuka, Rumi, Ayu, Shiori, Misuzu, Doppel, Unknown and Nayuki (Awake).
 
::'''{jC/5A/2A} 2B .. 2C jB 66 jA6C land j6C djC [j236A IC](tech trap)'''
::*Works on everyone except Makoto.
::*Hard on Mizuka, Rumi, Ayu, Shiori, Misuzu, Doppel, Unknown and Nayuki (Awake).
 
::'''{jC/5A(A)/2A(A)} 2B .. 2C jAAB6C 236236C j6C djC [j236A IC](tech trap)'''
::*Works on everyone except Akane, Mayu and Unknown.
::*Hard on Mio (the second jA sometimes drops with very close 2Cs) and Mishio.
 
::'''{jC/5A/2A} 2B .. 2C jB 66 jA6C 236236C j6C djC [j236A IC](tech trap)'''
::*Works on everyone except Makoto.
::*Hard on Mizuka, Rumi, Ayu, Shiori, Misuzu, Doppel, Unknown and Nayuki (Awake).
 
:''Midscreen''
 
::'''{5A/2A} 2B .. 2C jB 66 jB j214C~4C'''
::*Works on Mio, Shiori, Mai, Kaori, Akiko and Kanna.
::*Hard but possible on Kano, Ikumi and Unknown.
 
::'''{5A/2A} c5B 2B .. 2C jC'''
::*Works on Rumi, Mio, Doppel and Nayuki (Awake).
 
::'''{5A/2A} 2B .. 2C jC'''
::*Works on Mizuka, Rumi, Mio, Doppel, Nayuki (Awake), Mishio and Akiko.
 
=== Red IC ===
 
''Anywhere''
 
:'''{j236A/j236B} IC 66B(1) jB djB j66 jB j214C~4C...'''
:*Basic juggle that works on all characters.
 
:'''{j236A/j236B} IC 5C(3-4) {412B/412C/214C}~5C c5B 214C~5C c5B 214C~4C...'''
:*Air Sting loop that works on most characters.
 
:'''{j236A/j236B} IC 5C(3-4) {412B/412C/214C}~5C c5B 214C~5C 5A 66C 236A 9 j214C~4C...'''
:*Closer to the corner you may need to jump 7 rather than 9.
 
:'''{j236A/j236B} IC 5C(3-4) {412B/412C/214C}~5C c5B 214C~5C 5A 66C 236A 662B(whiff) 236236A'''
:*Variation of the above combo with swords okizeme when closer to the corner you may need to 44 rather than 662B.
 
:'''623A(1-2) IC 662B(cross under) 5C 214C~5C...'''
:*Situational sideswap, can be used after a close 662B or crossup Air Sting to corner the opponent.
 
:'''Throw IC FM'''
 
''Midscreen''
 
:'''2ABC 236C .. 5A .. c5B 2C IAD jB...'''
:*Timing is character specific.
 
:'''2AABC IC 662B 5A 2C IAD jB...'''
:*Only works on a few characters.
 
:'''{j236A/j236B} IC 5C(3-4) {412B/412C/214C}~5C c5BB 2C IAD jB {5A/66A} 66C...'''
:*Air Sting and c5B need to hit at the exact height demonstrated, if you can tell that the height is not correct then you should fall back to an Air Sting loop.
 
:'''{j236A/j236B} IC 5C(3-4) {412B/412C/214C}~5C c5BB 2C IAD jB (c5B) jBC j66 j6C(tech trap)'''
:*Use this when further out from the corner where 66C wouldn't wallbounce.
 
:'''{j236A/j236B} IC 5C(3-4) {412B/412C/214C}~5C c5BB 2C IAD jB 5A 2C IAD jB...'''
:*Character specific double 2C IAD extension.
:*Very difficult to get a 66C ender after this due to limited juggle time.
 
:'''{j236A/j236B} IC 5C(3-4) {412B/412C/214C}~5C c5B 214C~5C c5BB 2C IAD jB...'''
:*Variation with Air Sting to adjust height.
 
:'''{j236A/j236B} IC {5A/c5B} 2C IAD jB {5A/c5B} 2C IAD jB {5A/c5B} 2C IAD jB 66C...'''
:*More damaging than Air Sting combos but can be extremely difficult on some characters.
:*Highly recommended to use on Ayu and Mai because it is much easier than usual and the other routes often drop.
 
:'''{j236A/j236B}(1) IC 236B 2C IAD jB {5A/c5B} 2C IAD jB 66C...'''
:*Experimental Shiiko route, needs more testing.
:*Only works midscreen due to 236B travel time.
 
''Corner''
 
:'''2AA c5B {f5B/2B} 2C IC 66C {766/7966} jB 66C...'''
 
:'''2AA c5B {f5B/2B} 2C IC .. 66C .. 214B~5C {5A/66A} 66C...'''
:*Delay 66C to wallbounce as low as possible.
 
:'''{j236A/j236B}(1) IC 66C [{766/7966} jB 66C]x2...'''
 
:'''{j236A/j236B}(1) IC [.. 66C .. 214B~5C]x2 {5A/66A} 66C...'''
:*Delay 66C to wallbounce as low as possible.
 
:'''{j236A/j236B}(1) IC 66C IABD 236B .. 2C IAD jB 66C...'''
:*Experimental Shiiko route, needs more testing.
 
:'''Throw IC 66C 214B~C c5B 2C 412C~2C (2A) 2C jAAB (djB j6C tech trap)'''
 
''Corner Facing Out''
 
:'''2AA c5B {f5B/2B} 5C 236B 662B 623B(5) IC 2C'''
:*Knockdown which leads to midscreen okizeme setups.
:*At some spacings you may need to walk backwards before doing 2C, input this as 1C to avoid misinputting 412C.
 
:'''2AA c5B {f5B/2B} 5C 236B 662B 623B(5) IC 2C IAD jB land c5B jBC j66 j6C(tech trap)'''
:*Full corner to corner carry.
 
=== Blue IC ===
 
:Akane's Blue IC combos are generally quite similar to her Red IC combos often just adding in an extra wallbounce loop and/or a fancy starter. Her Red IC combos will work fine with Blue IC, they will do slightly more damage and be more more lenient with their juggle time.
 
''Anywhere''
 
:'''{j236A/j236B} BIC 5C(3-4) 412B~5C 5C(3-4) 412B~5C c5B 214C~5C c5B 214C~5C ({5A/66A}) 66C...'''
 
:'''{j236A/j236B}(1) BIC {c5B/5C(7-9)} 214C~4C 66 66C...'''
:* BIC double proration optimisation, requires full BIC bar.
:* 7 hits of 5C is optimal.
:* 5B is more stable midscreen.
 
''Corner''
 
:'''2AA c5B {f5B/2B} 2C BIC 66C [{766/7966} jB 66C]x3...'''
 
:'''2AA c5B {f5B/2B} 2C BIC 66C [214B~5C 66C]x3 IABD j214B~5C c5B 2C IAD jB 66C...'''
 
:'''214A~4C jB BIC 214C~4C 236A 214C~C 5B 66C...'''
 
:'''214A~4C jB BIC 214C~4C 66C...'''
 
=== Combo Enders ===
 
:Routes on this page ending with "..." have various combo enders shown below based on positioning, available meter and desired okizeme options.
 
''Anywhere''
 
:'''...(c5B) jBC j66 j6C(tech trap)'''
 
''Near Corner''
 
:'''...66C 236A 9 j214C~4C...'''
:*High damage near corner ender.
:*Closer to the corner you may need to jump 7 rather than 9.
 
:'''...66C 7 jC(whiff) land jBC'''
:*jBC must be done low to prevent air recovery.
:*Leaves a small gap in the corner for left/right okizeme.
 
:'''...66C 236A 662B(whiff) [buffer facing -> 236236A(tech trap)]'''
:*Sword setup for near corner.
:*662B can steal the corner to set up left/right swords okizeme.
 
''Corner''
 
:'''...(c5B) jB j6C djBC [j236A IC](tech trap)'''
:*Should only be used with IC available because the opponent can air recover after getting hit by j236A without a combo.
 
:'''...66C 236A [-> 44] 236236A(tech trap)'''
:*Standard corner setup for left/right swords okizeme.
:*Does not steal the corner from Mai due to her wide collision box.
:*Kano and Mio wake up too slowly for the falling swords to hit, 236236B can be used instead.
 
:'''...66C 236A 236236B [<- 6] 7 dj214C~4C'''
:*The opponent can air recover after this.
 
:'''...66C 236A 236236C [<- 6] j6C djC [j236A IC](tech trap)'''
 
:'''...66C 236A 236236C j6C djC j236C'''
:*The opponent can air recover after this.
 
==== 214*~4C Followups ====
 
:Combos ending in 214*~4C often deal high damage but leave the opponent high in the air. Tech traps and okizeme may only be available with meter, this often means the opponent will be able to safely air recover.
 
:'''...78 [djB j6C](tech trap)'''
:*Corner tech trap.
:*Only works from low 214C~4Cs above ~60 power.
:*On hit combos into 214~4C.
 
:'''...(jB) j6C (jB) dj6C'''
:*The opponent can air recover after this.
:*Mainly for eking out extra damage to kill or when no meter is available.
:*One or two jBs can be added in the corner if the height and power allows.
:*Player 2 Akane in the right-hand corner will steal the corner so must walk out of the corner before jumping. This extra walking time means that player 2 Akane will often be unable to do these followups.
 
:'''...236236A(tech trap)'''
:*Player 2 Akane in the right-hand corner steals the corner after the 4C followup, in this case 236236A must be input in the opposite direction. This allows player 2 Akane to do left/right swords okizeme.
 
:'''...236236B/C 7 dj8 j214C~4C'''
:*High damage meter dump.
:*The opponent can air recover after this.
:*Player 2 Akane in the right-hand corner steals the corner after the 4C followup, in this case 236236B/C must be input in the opposite direction.
 
==== From 214214B Okizeme ====
 
:'''412*~2C (66)2A(OTG) c5B 2C IAD jB...'''
 
:'''412*~2C [buffer facing -> 236B(OTG)] 2C IAD jB {5A/c5B} 2C IAD jB...'''
 
:'''412*~5C(whiff) 5C(3-4) {412B/412C/214C}~5C'''
:*Safer route against characters with large vertical reversals.
:*You may need to microwalk before 5C to adjust your spacing.
 
==== From 236236* Okizeme ====
 
:'''412A~2C (66)2A(OTG) 66C ({766/7966} jB 66C)...'''
 
:'''412A~2C (66)2A(OTG) 66C .. 214B~5C {5A/66A} 66C...'''
 
:'''412A~2C (66)2A(OTG) 66C IABD j214B~5C c5B 2C IAD jB 66C...'''
 
:'''{IAD/j9/214A~6C(whiff)} 66C 7966 jB 66C...'''
:*Wait until the swords stop hitting or 66C won't wallbounce.
 
== Okizeme ==
 
=== From 2C ===
 
''Meterless''
 
:'''IAD jC land 2A'''
:*Can land on either side for a left/right mixup with 2A depending on spacing and how long you hold the airdash. Delaying slightly can mixup high/low with jC and 2A but make sure you are spaced sufficently to hit jC in front.
:*If spaced correctly (quite close so that the airdash is cancelled for turn around buttons) or just outside the corner you can attempt to cross up with IAD jAB {2B/662B} or IAD jC {2B/662B}.
 
:'''7 j66 jC'''
:*Safejump setup which can land on either side. jC can crossup here but it is quite difficult.
 
:'''9 jA djAC'''
:*Safejump setup which can land on either side. This one is quite hard for the opponent to see because the double jump scrolls them off screen. The speed of falling from a greater height also makes this an easier safejump.
 
''With IC''
 
:If you end a corner combo with 236C and then push the opponent just outside the corner with 662B, the exhaust fumes of the scooter can be used to hide your left/right/high/low mixup.
 
:'''IAD j236A or IAD j236B'''
:*By airdashing just behind the opponent and using bad waffle you can do a crossup high and combo or start pressure on block. The B version will be an uncrossup high since it moves backwards during the startup which can be very hard to block correctly. The startup of jC looks somewhat like bad waffle so you can use jC land 2A as a mixup, this makes bad waffle even harder to react to.
 
:'''669 jA(whiff) j236*'''
:*Similar to above but you can choose to do the bad waffle from higher up which forfeits the low mixup potential for another left/right mixup depending on whether bad waffle has passed through them by the time they wakeup.
 
:'''.. 669 jC(high up) j236A IC'''
:*This can be used to bait some reversals because they will whiff under the jC and on RG it is hard to counterpoke against bad waffle at that height.
 
''With Super Meter''
 
:It is important to know the spacing of the 214214B barrier to ensure it will meaty their wakeup. If you cancel 2C instantly into 214214B it will combo so delay it slightly.
 
:'''214214B 66412B'''
 
:'''214214B 66 (do nothing)'''
:*If the barrier hits you can pickup with 2C IAD.
 
:'''214214B ({66A/662A}(whiff)) 412C'''
:*66A or 662A can be used to reposition and/or assist with timing.
 
:'''214214B 214C~5C'''
 
:'''214214B IAD(hold)'''
 
:'''214214B 662B(whiff) 412A'''
:*Use this to corpse push if they would otherwise wakeup in front of the mirror.
 
=== Left/Right Swords ===
 
:'''236236A(left/right setup) 412A~2C'''
:*Vary the timing of 412A to get left or right.
:*If blocked the 2C pile masher followup will act as a second mixup because of the pushback from the swords.
 
:'''236236A(left/right setup) {IAD/j9/214A~6C(whiff)}'''
:*Vary the timing to get left or right.
:*On characters with a tall wakeup like Nayuki you will need to airdash slightly higher up to cross over them.
 
=== Other ===
 
:'''412C~236A FIC 412C~2C 2A...'''
:*Left/right stun needles setup, use from point blank.
:*You must FIC and trick leap as fast as possible to get the crossup.
:*On hit the 2C pile masher followup will allow you to pickup an OTG combo afterwards.
:*Can also work in blockstrings.
 
:'''641236C'''
:*Level 3 Shiiko is unblockable and you can punish any reversals depending on the setup. The typical setup from a corner combo is: 66C 641236C backwards hit 66A which puts them into the corner to be meatied by the unblockable. Just setting up 641236C from any close up knockdown (like a dropped combo) and then meatying with 1A c5B 5C 623B is also an option to keep the opponent stuck in the unblockable. This is not unescapeable or safe from all reversals though so be sure to check your opponents meter and be ready to bait.

Latest revision as of 11:06, 20 June 2024

Backwards Airthrows

Ikumi
UNKNOWN
Nayuki (Awake)
Believed to be caused by airthrowing at the same time as clipping into the opponent's collision from below in a manner that causes them to be pushed behind the player. This results in the opponent being thrown facing backwards causing the air throw's momentum to be applied towards the player rather than away. Only works with certain air throws (see examples above).