Them's Fightin' Herds/Tianhuo: Difference between revisions

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Revision as of 01:31, 4 March 2022

Tianhuo 2.png
Tianhuo (天火)
Species: Longma
Playstyle: Rushdown, Aerial
HP: 4800
Meter Size: 175
Movement Options: Superjump, Air Dash, Flight, Flip
Voice Actor: Kay Bess
Stage(s): Huoshan

Profile

Longma of the Huoshan Empire are few in number but carry extraordinary heritage: half-dragon, half-horse. They believe they embody the best traits of both: peaceful minds and hardy bodies from the ungulates, iron wills and the strength to fight from the predators.

The road to perfect balance is often described as more of a tightrope. Sway too far in one direction or the other, and you could send yourself tumbling. Tianhuo’s ruthless ambition to purge herself of all weakness had manifested as cruelty to others in the past, but in the years since she has self-reformed. Now she serves as Captain of the Guard in service to Her Royal Highness the Longestma, Empress of Huoshan.

Tianhuo was the natural choice for Champion: with her unmatched physical prowess, skill with flight, and command over dragon fire. She believes she’s the only one powerful and worthy enough to save Foenum, but will pure-blooded ungulates truly accept a half-predator? [1]

Gameplay

Tianhuo is best described as an aerial-rushdown character. She has the most airborne mobility in the game, along with a slew of great air options that let her put on pressure. To compliment her aerial game, she has a great set of ground normals, and the ability to cancel these normals into flight to continue pressure. She also has good defensive tools in her anti-airs, her strike-invincible 7D, and her various frame-one-airborne specials. Good normals, good offense, good defense, and the best mobility in the game. The downside? The lowest health and damage in the game.


Strengths Weaknesses
  • Great aerial mobility with her airdash, super jump, and flips
  • Long blockstrings
  • Access to great mid-range normals that can be made safe on block using flight cancels
  • Grounded dash covers good distance and low profiles projectiles
  • Has one of the fastest reversal options in the game with 7D
  • Has low damage output compared to the rest of the cast
  • Tied with Shanty and Pom for the lowest health in the game
  • Is very susceptible to anti-airs when approaching

Normal Moves

5A
5A
TFH Tianhuo 5A.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
30 HL - 5 4 15 vs. Grounded 1 -1
vs. Airborne

Can be chained into itself or 2A on hit or whiff. Your fastest normal, and therefore a good pick for challenging pressure/fast punishes. It's not ideal as a poke, due to whiffing against crouchers at range.

6A
6A
TFH Tianhuo 6A.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
90 HL - 12 4 29 vs. Grounded -14 -11
vs. Airborne

Upper body invulnerable. Can be jump canceled on hit. The slowest 6A in the game, but not a horrible anti air. It's your most vertical anti air, and can be used to trap opponents in blockstun to 236C them afterwards. Otherwise, not that good as a button due to whiffing on crouchers.

5B
5B
TFH Tianhuo 5B.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
80 HL - 9 4 17 vs. Grounded 2 -4
vs. Airborne

Great poke, punish starter, and combo filler. Can be used as an anti-air.

5C
5C
TFH Tianhuo 5C.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
115 HL - 13 10 38 vs. Grounded 0 -6
vs. Airborne

Disjointed, has many active frames, and is +10 when cancelled into flight. Powerful punish starter. Can be made + on block with a proper meaty, and becomes + enough to link after if it hits. Its active frames allow you to dissuade backdashes during pressure with it, though its main appeal is the sweet plus frames when flight cancelled.

2A
2A
TFH Tianhuo 2A.png
Chomp
Chomp
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
25 L - 7 5 16 vs. Grounded -2 -4
vs. Airborne

Tianhuo's fastest low. It's good for starting pressure and good for catching opponents trying to block high or upback on wakeup.

2B
2B
TFH Tianhuo 2B.png
Fwoosh
Fwoosh
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
60 L - 10 6 18 vs. Grounded 0 -6
vs. Airborne

Mid-range disjointed low normal with above-average active frames that also anti-airs. +4 on block when flight cancelled. Extremely good normal.

2C
2C
TFH Tianhuo 2C.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
120 L - 13 16 29 vs. Grounded KD -20
vs. Airborne

Low slide that knocks down the opponent on hit. Unsafe on block, and the only safe cancelling option on block is flight. However, if it hits, you cannot follow up after flight cancelling. If you get pushblocked before using this move, your opponent gets a free whiff punish. Overall this isn't really a good normal to be throwing out, due to its difficulty to confirm from and overall unsafeness. Works well in combos, at least.

3C
3C
TFH Tianhuo 3C.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
125 HL - 18 6 38 vs. Grounded Launch -16
vs. Airborne

Standard launcher. Unsafe on block, jump-cancellable on hit.

j.A
jA
TFH Tianhuo jA.png
A shell of its former self.
A shell of its former self.
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
40 H - 6 8 10 vs. Grounded
vs. Airborne

Quick and active, this normal mostly works best for tickthrows. Its hitstun is lacking, making it tough to combo from, though its short blockstun can mess up opponent pushblock timing.

j.B
jB
TFH Tianhuo jB.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
80 H - 9 5 14 vs. Grounded
vs. Airborne

Hits quite far horizontally, though it doesn't hit very far downwards. Works well with instant airdashes in neutral, works well in air-to-air situations, and allows for a quick overhead when used after 4D Firecracker Flip.

j.C
jC
TFH Tianhuo jC.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
115 H - 13 12 6 vs. Grounded
vs. Airborne

Highest damage jump normal, making it ideal for combo starters. Doesn't hit as far forward as jB, but it has good range downwards and backwards, making it a very strong crossup normal, especially when combined with flight and flips. It also has many active frames, making it difficult to backdash away from.

Special Moves

Volcanic _Ash
Volcanic X
236A/B/C
Air OK
TFH Tianhuo 236A.png
Volcanic Ash
Volcanic Ash
TFH Tianhuo 236B.png
Volcanic Bash
Volcanic Bash
TFH Tianhuo j236B.png
Volcanic Bash (Air)
Volcanic Bash (Air)
TFH Tianhuo 236C.png
Volcanic Crash
Volcanic Crash
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
90,150 HL/H - 12 4(8)4 21 vs. Grounded Bounce -6
vs. Airborne

Frame 1 airborne, hits grounded opponents on frame 24. Overhead. Can become safe or even + if used in midair. Works as a combo extender, utilizing your groundbounce. Can be flight cancelled on hit.

110/150 HL - 18 6 19 vs. Grounded Launch, -8 -7
vs. Airborne

Forward moving special that launches on hit. Projectile immune frames 1-27. Can be flight cancelled on hit.

110,150 HL - 15 11 20+ vs. Grounded Launch, -10 -13
vs. Airborne

Projectile immune frames 1-23. More range than the grounded variant and still works as a combo tool, but far more unsafe on whiff/block.

300 Unblockable - 15 3 47 vs. Grounded HKD +13
vs. Airborne

Standard combo ender, and Tian's only hard knockdown aside from Super. Can't be blocked in the air, providing a real threat against jumping opponents. You can blockstring into it as an anti air, and it'll grab them even if they pushblock, if timed well. Refunds 70 JD and gains first hit bonus if landed raw.

Throws

Forward Throw
Forward Throw
B+C / 6B+C
TFH Tianhuo FT.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
300 Throw - 6 1 18 vs. Grounded KD
vs. Airborne

Standard throw. Allows for a combo afterwards.

Back Throw
Back Throw
4B+C
TFH Tianhuo BT.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
300 Throw - 6 1 28 vs. Grounded KD
vs. Airborne

Identical to forward throw, but in the other direction.

Air Throw
Air Throw
j.B+C
TFH Tianhuo AT.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
300 Throw - 8 3 13 vs. Grounded KD
vs. Airborne

Standard air throw. Allows for a combo afterwards.

Magic

Tianhuo can use magic for a variety of specials. She has a maximum of 2 stacks of magic, which regenerates over time. However, performing an airdash or using any magic move (including flight) will pause magic regeneration for a brief amount of time. Each magic stock takes about 5 seconds to generate.

5D
Firecracker Attack
2/3/6/8/9D
Air OK
TFH Tianhuo 2D.png
2D
2D
TFH Tianhuo 3D.png
3D
3D
TFH Tianhuo 6D.png
6D
6D
TFH Tianhuo 8D.png
8D
8D
TFH Tianhuo 9D.png
9D
9D
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
210 HL - 16 30 12 vs. Grounded 15 -19
vs. Airborne

Moves straight down. Has some crazy crossup setups.

210 HL - 16 30 12 vs. Grounded 10 -20
vs. Airborne

Moves downwards and forwards, effectively a divekick. Useful in combos.

210 HL - 16 16 12 vs. Grounded 8 -13
vs. Airborne

Moves straight forwards. Whiffs on crouching opponents when used on the ground. Combos into jA if it hits a standing opponent.

210 HL - 16 10 12 vs. Grounded 3 -15
vs. Airborne

Moves straight up. Doesn't seem to have much use.

210 HL - 16 12 12 vs. Grounded 13 -15
vs. Airborne

Moves up and forward. Can be used to cover distance and gain height at surprising speed.

Firecracker Flip
7/4/1D
Air OK
TFH Tianhuo Flip.png
speen
speen
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
- - - 0 18 28+ vs. Grounded
vs. Airborne

The active frames do not actually refer to a hitbox, but instead refer to the frames in which this move is strike invuln. Strike immune reversal that moves Tianhuo upwards and backwards very quickly. Recovery can be cancelled into normals, specials, or airdashes.

- - - 4 5 27+ vs. Grounded
vs. Airborne

Similar to 7D, but this one does not have strike immunity on the first frames, and instead moves Tianhuo forward. Her speed accelerates as she travels, so using it while grounded will not get you very far, while using it in midair lets you quickly close the distance. Recovery can be cancelled into normals, specials, or airdashes. Using a jB immediately after this results in an 18f overhead, so remember that this is one of your strongest mixup options.

- - - 4 5 39+ vs. Grounded
vs. Airborne

Once again, active frames are strike-immune frames, not hitboxes. This one is more of a "rainbow" trajectory, allowing for surprise crossups mid-pressure. More committal than her other flips, and not used nearly as often.

Volcanic Dash
236D
TFH Tianhuo 236D.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
- - - 28 - - vs. Grounded 4
vs. Airborne

Spends 1 magic to do a plus on block special that can cross up, ignores pushblock, grants a combo, and can be cancelled into flight on hit. Does not steal the corner. About half of a magic stock is refunded on hit, and a very tiny amount is refunded on block.

Flight
5D
TFH Tianhuo 5D.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
- - - 14 0-72 5 vs. Grounded
vs. Airborne

Once again, active frames are not a hitbox. Instead, active frames are how long you can fly. Flight allows you to move freely in all directions, in midair, for a set amount of time. Using any attack/mobility option will end flight, and you cannot block while flying. Can be cancelled into from pretty much any normal or special, most of the time on hit OR block, opening up pressure/combo options.

Super

Men Shao Ti
236XX
TFH Tianhuo 236XX1.png
"Smoldering kick!" (闷烧踢)
"Smoldering kick!" (闷烧踢)
TFH Tianhuo 236XX2.png
"Cyclone fire kick!"
"Cyclone fire kick!"
TFH Tianhuo 236XX3.png
"Sheng Ho Ti!" (旋火踢)
"Sheng Ho Ti!" (旋火踢)
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
220,220,340 HL - 4+6 3 102+ vs. Grounded HKD +21 -38
vs. Airborne

Super. First hit stuns the opponent, second hit knocks them upwards, and third hit knocks them back down to earth, ending in a fairly + Hard Knockdown. Goes relatively far, making it half-decent at punishing unsafe moves from a distance. Whiffs crouchers. Frame 1 airborne, making it a nutty callout for meaty throws. Not bad as a combo ender, as it does 390 damage when fully scaled AND lets you keep your momentum.

Follow Up

Ran Shao Feng
214XX
TFH Tianhuo 214XX1.png
"Burning winds!"
"Burning winds!"
TFH Tianhuo 214XX2.png
"Ránshāo fēng!" (燃烧风)
"Ránshāo fēng!" (燃烧风)
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
100 HL - 59 9 26+Flight vs. Grounded Launch -4
vs. Airborne

This is the big one. Ran Shao Feng is a one-hit followup move that does several things. One, it extends your combo and puts you into flight (no matter whether you already used flight in that combo.) Two, it puts Tianhuo into an install state for about 20 seconds. Tianhuo's install does the following things: 1. Changes the properties of Flight, 236A/B/C, and jA. 2. Reduces the meter she gains. 3. Instantly fills your magic, and removes the restrictions on magic gain that Tianhuo usually faces when airdashing/flying. These changes turn Tian into a neutral and mixup monster, and increase her damage. Depending on how you use it, it can either be just a big combo extender for damage, or you can abuse its buffs for resets/knockdowns/pressure. You've got 22 seconds.

Ran Shao Feng Only
Volcanic X (Ran Shao Feng)
236A/B/C / j.236A/B/C
TFH Tianhuo Level2 236A.png
Volcanic Ash (Ran Shao Feng)
Volcanic Ash (Ran Shao Feng)
TFH Tianhuo Level2 236B.png
Volcanic Bash (Ran Shao Feng)
Volcanic Bash (Ran Shao Feng)
TFH Tianhuo Level2 j236B.png
Volcanic Bash (Air) (Ran Shao Feng)
Volcanic Bash (Air) (Ran Shao Feng)
TFH Tianhuo Level2 236C.png
Volcanic Crash (Ran Shao Feng)
Volcanic Crash (Ran Shao Feng)
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
62,85,119 HL/HL/H - 11 4(9)4(10)11 4 vs. Grounded Bounce -8
vs. Airborne

Third hit is an overhead. Not so much use as an overhead anymore, but now the first hit can hit grounded (and even crouching) opponents, and so it can be used as a counterpoke. It does a massive amount of chip on block. Can be spaced to be only -5.

83,143 HL - 15 6 19 vs. Grounded Wallstick -7
vs. Airborne

Pretty much the same as normal Bash, but now it wallsticks the opponent on the second hit, giving more combo extension potential.

83,143 HL - 11 11 8+ vs. Grounded Wallstick -2+
vs. Airborne

Pretty much the same as normal Air Bash, but now the second hit wallsticks, and the first hit leaves the opponent grounded! Flight cancelling the first hit leaves you +45, giving you all day long to reset the opponent. It's also much safer on block now.

213 Unblockable - 15 3 35 vs. Grounded HKD +34
vs. Airborne

Now much more + on knockdown, and can be flight cancelled for maximum HKD mixup shenanigans. Also deals less JD, making it more available for said hard knockdowns.

jA (Ran Shao Feng)
TFH Tianhuo Level2 jA.png
back to the glory days, baby!
back to the glory days, baby!
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
38 H - 6 4 14 vs. Grounded
vs. Airborne

Probably the most slept on change that Ran Shao Feng brings. jA's hitbox returns to its former glory, and is still an overhead, giving Tian a legitimate instant overhead option. It's a bit hard to confirm from, it does low damage, and it adds a lot of JD on first hit, but it's still a very threatening option, especially during a last-hit scenario. Its hitbox is just overall better for keeping up pressure, even without the instant-overhead abuse.

Flight (Ran Shao Feng)
TFH Tianhuo Level2 5D.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
- - - 14 0-126 5 vs. Grounded
vs. Airborne

Flight now lasts 126 frames, allows faster movement, does not stop after an airdash/normal, and allows INFINITE airdashes while active. This allows several airdash cancels during combos, and incredibly nutty movement in neutral/mixup scenarios. You still can't block during it, though.

Combos

Basic concepts

Tianhuo combos focus on filling the juggle decay meter almost all the way up before performing a uniform combo ender.

Volcanic Ash (236A) spikes the opponent to the ground and temporarily disables air recovery, allowing Tianhuo to land and extend the combo. The ground bounce combo route features a 236A just before filling the juggle decay meter. More advanced combos can extend without using 236A, instead saving it until the end to squeeze in extra bits of damage.

Volcanic Bash (236B) can be flight cancelled with 5D after either the first or second hit, allowing for multiple combo utilities. Certain advanced combo routes are even based on such maneuvers.

Add Men Shao Ti super damage by replacing any aerial 236C ender with 236B > 236A+B. For advanced combos with late 236A > 4A ground enders, add fast ground attacks with 236A > 4A > 5B > 2B > 236A+B.

Beginner

  • (0 magic) 5ABC > 2C > 3C > j.ABC > 66BC > (land) > j.ABC > 236C (836 damage)
- Utilize air dash to extend combos
  • (0 magic) 2A > 5A > 5B > 2B > 5C > 3C > j.ABC > 236C (629 damage, hard knockdown)
- Full juggle decay will result in soft knockdown. Combo must be short.
  • (0 magic, corner only) 2C > 3C > j.ABC > 66BC > (land) > j.BC > 66C > (land) > j.BC > 66C > 236A > 236B (1113 damage) > 236A+B (1503 damage)
  • (1 magic): 2A > 2B > 4D > j.B
- Example of using Firecracker Flip to create overhead mixup

Ground bounce route

This route uses the 236A ground bounce to extend the combo.

  • (0 magic): 5ABC > 2C > 3C > j.BC > 66C > 236A > (land, then catch with) 5BC > 2C > 3C > j.BC > 66BC > j.236C (1075 damage)
- If starting from B instead of A, delay hit after landing from 236A to catch low.
  • (1 magic): 5BC > 2C > 3C > j.BC > 9D > BC > 66C > 236A > (land) > 5BC > 2C > 3C > j.BC > 66BC > [236C / 236B > 236A+B] (1407/1721 damage)
  • (2 magic): j.C > 5BC > 2C > 3C > j.BC > 9D > BC > 9D > C > 66C > 236A > (land) > 5BC > 2C > 3C > j.BC > 66BC > [236C / 236B > 236A+B] (1609/1923 damage)
- Float twice with 9D before ground spiking. (After second float, next attacks are C only.)
- Tianhuo rises higher than normal in this combo, and consequently lands later. Adjust your timing.
  • (1 magic): j.C > 5BC > 2C > 3C > j.C > 66C > 236A > (land) > 5BC > 3C > j.C > 3D > (land, then catch with) 5BC > 2C > 3C > j.BC > 66BC > j.236C (1545 damage)
- After 3D, delay 5BC to catch.

Air dash delay route

This route relies on delaying aerial strikes to extend the combo.

  • (0 magic) 5BC > 2C > 3C > j.BC > 66(delay)BC > (land) > j.C > 66C > (3D optional) > (delay) 5BC > 2C > 3C > j.BC > 66BC > 236A > [4A > j.236C / 4A > 5B > 2B > 236A+B] (1389/1641 damage)
- Add 3D after second air dash C to make ground catch easier. (1 magic cost)
  • (0 magic) j.C > 5BC > 2C > 3C > j.BC > 66(delay)BC > (land) > j.C > 66C > (3D optional) > (delay) 4A > 5BC > 2C > 3C > j.BC > 66BC > 236A > 4A > 5B > 2B > 236A+B (1500/1752 damage)
- Add 3D after second air dash C to make ground catch easier. (1 magic cost)
- Also possible without super. (...236A > 4A > 236C)

Ground Volcanic Bash route

These combos must be performed on a grounded opponent. They leverage the stun properties of the first hit of Volcanic Bash, as well as jump C, to extend the combo. [Expansion needed]

Anti-Air

  • 6A > j.ABC > (land) > j.ABC > 66C > 236C (823 damage, hard knockdown)
  • 6A > j.ABC > (land) > j.ABC > 66C > 236A > 5ABC > 236C (993 damage)

Throws

Throwing combos suffer -30% damage.

  • Throw > C > 236A > (land) > 5BC > 2C > 3C > j.C > 236C (720 damage, hard knockdown)
  • Throw > 236C (500 damage, hard knockdown)
- Max preservation of juggle decay meter

Advanced combos and maneuvers

  • ... > last aerial C > 236B (5D after first hit) > C > 236C
- Add 236B with flight cancel after first hit > C before any combo ender to add damage at the cost of difficulty.

Combo trials

These are some of the combos featured in the official training mode's Combo Trials menu.

  • (1 magic) 5BC > 2C > 3C > j.C > 236B (5D after second hit) > 66C > 6D > 236A > (land) > 5BC > 2C > 3C > j.BC > 66BC* > j.236C
- Flight cancel after the second hit of Volcanic Bash (236B) and quickly dash to catch the opponent.

Exhibitionist combos

Making live adjustments

  • Consider dumping out of failed combos early with 236C. If the juggle decay meter isn't full, you'll receive a bonus hard knockdown.
  • Monitor the juggle meter and get your opponent close to the ground just before it fills for easier combo extension.
    • Ground spike with 236A or 3D when necessary. Both prevent air recovery.
  • Exceeding the juggle decay meter too soon? Trim 2C and/or j.B to compensate and skip ahead.
  • Haven't caused enough damage before the ground catch string? Add 4A for some extra weight.
  • Opponent too high? Ground spike early. Replace any subsequent 236A extender with 3D if available, or skip to 236C for hard knockdown.
  • Got magic to burn? Substitute first 236A extender with 3D and employ your now available 236A combo ender.

Raising the skill ceiling

Add [236B (after first hit, 5D) > C] to the last aerial hit before your ender for more damage and difficulty.

Colors

Tianhuo
Baihe
Clever Girl
Under the Mountain
Ember
Origin Goddess
Welcome to Die
Mega X
Enforced Monarch
Guardian Spirit
In Another Castle
Princess Guardian
Fire Type
Wicked
Snek
Royal Gold
Violet
Orange
Blue Eyes
Spyral
Not Prepared
Dark Fire
Spirited
Pyre
Chestnut Jade
Longma
RMC OCV
Phlogiston
Combustion
Spyraler
Spark
Boom!
Charring
Tinder
Game of Deaths
Fidgety
Water Dragon
TRCHD
Death from Above

Links

Detailed Frame Data

General
Controls
FAQ
Glossary
HUD
Links
System
Characters
Arizona
Oleander
Paprika
Pom
Tianhuo
Velvet
Shanty
Texas
Stronghoof
Nidra
Baihe
Predators
Huggles
Events