|
|
Line 726: |
Line 726: |
|
| |
|
| == Combos == | | == Combos == |
| | |
| | === BnBs === |
| | Corona actually has a lot of lenience when it comes to 50% meter BnBs. What you go for is generally up to preference / situation, but there's a few that stand out more than the others. |
| | |
| | ''Meterless, Anywhere''' |
| | * xx > 214S / [4]6S (CC) / 214P |
| | ** 214S gives the best knockdown / carry. [4]6S is useful in the corner because it bounces them out a little bit, but doesn't knockdown midscreen. 214P is nice for when you're out of range for 214S. 214S sets up an OTG. |
| | |
| | '''50% Meter, Anywhere''' |
| | * xx > 236P BRK > Dash > (cl.5S) f.5S 5HS(2) > 214S |
| | ** Adds significant damage, and retains knockdown. Good in matchups where Corona has a hard time getting in because she still gets good oki. |
| | ** Also useful because sometimes you're too far out to go into any other special after 5HS / 2HS. |
| | |
| | * xx > 236P BRK > 6HS > IAD > j.P S > j9.S > dj9.S HS > j.214P |
| | ** The IAD gives a little extra corner carry. |
| | |
| | * xx > 236P BRK > 6HS > j9.P K S > dj9.S HS > j.214P |
| | ** Easier variation with less sword attacks and corner carry. Can use a j.K instead of j.P if you want. |
| | |
| | * xx > 236P BRK > 6HS > 5O ~ 214K > j9.K j.P j.K .jS > dj9.HS > j.214P |
| | ** Combo into poison, really worthwhile but requires you to be really close on chars like Duna. On other chars the effective range is pretty lenient but won't work from further out still. |
| | |
| | * xx > 214P(1) BRK > Delay j.HS > Land, Dash > cl.5S 5HS(1) 6HS > j9.S > dj9.S HS > j.214P |
| | ** Generally the best 50% confirm midscreen after the poison BnB. |
| | |
| | '''50% Meter, Midscreen''' |
| | * xx > 214S BRK > Dash > 2S 5HS(1) 6HS > j9.S > dj9.S HS > j.214P |
| | |
| | '''50% Meter, Corner''' |
| | * xx > 214S BRK > Dash > cl.5S f.5S 5HS(1) 6HS > j9.S > dj9.(S) HS > j.214P |
| | ** Generally the best 50% confirm in the corner along with poison BnB. |
| | |
| | * xx > 214S BRK > Dash > cl.5S f.5S (CC) > 2S 5HS(1) 6HS > dj9.(S) HS > j.214P |
| | ** Previous combo but with a chant cancel extender. Really not worth the effort at first but once you get good at chant canceling it's not too hard. This method of chant canceling to add an extra hit to combos applies in just about anything where you are using a launcher that's multiple hits. (i.e. not just 6HS) |
| | |
| | '''100% Meter, super extender''' |
| | * 214S BRK or 214P BRK starter > cl.5S f.5S 5HS(1) 6HS (CC) > Dash > 2146S (CC) > Long Dash > 2S 5HS(1) 6HS > j9.S > dj9.(S) HS > j.214P |
| | ** More universal super setup but much more difficult. This combo like most of Corona's BRK combos can be extended with a CC link. |
| | |
| | '''150% Meter, Midscreen''' |
| | * xx > 236P > 6HS > IAD > j.P S > Land > 2146S > Dash > 2S 5S 6HS > j9.S > dj9.HS > j.214P |
| | ** Cool midscreen only combo that does a lot of damage and brings them to the corner. |
| | |
| | '''150% Meter, Corner''' |
| | * xx > 2146S BRK > Dash > cl.5S f.5S 5HS(1) 6HS > j9.S > dj9.HS > j.214P |
| | ** Not really worth it unless it will kill. |
| | |
| | '''Experimental''' |
| | '''50% Meter, Corner''' |
| | * xx > 214S BRK > 5O > 236K |
| | ** Sets up a guaranteed Spirit Song. However the opponent has a chance to jump before the debuff goes active (if they jump the debuff will not activate). This can be tech trapped with 2S, meaning the opponent will either be slowed or reset. |
| | ** In theory you can confirm that the opponent has blocked, then CC and IAD or jump during the extended blockstun to go for a high/low mixup - depending on how long it takes to hit the opponent changes the combo options available. |
| | ** A juggled 2HS may also be a sufficient setup, i.e. xx > 214S BRK > Dash > cl.5S f.5S 2HS > 5O ~ 236K |
| | |
| | '''Spirit Song Active''' |
| | * xx > [cl.5S f.5S 5HS(2) > CC]x0-3 > cl.5S f.5S 5HS(2) > 214S |
| | * xx > [cl.5S f.5S 5HS(2) > CC]x0-3 > 6HS > IAD > j.K S > j9.S > dj9.S HS > j.214P |
| | * xx > [cl.5S f.5S 5HS(2) > CC]x0-2 > cl.5S f.5S 5HS(2) > 214S |
| | ** Drops early to give another Spirit Song setup without using meter. |
|
| |
|
| == Videos == | | == Videos == |
Corona Mileena
コロナ・ミリーナ Age: 18
Occupation: Knight
Position: Commander's Assistant
Height: 156 cm
Weight: 45 kg
Likes: Helping to lead, long baths
Dislikes: Bad people
Values: A pillow she got from Lemius
Weapon: The magic sword Zefiria and Light Magic
Character Specific Data
- Health: 750
- Starting Guts Correction: 43%
- Guts Correction: 65%
- Total Effective Health: 924
- Weight: Middle
- Shave Value: 35%
- Combo Correction Value: 4%
Playstyle
Corona generally excels at versatility--her Chant Original Action allows her to switch playstyles on the fly and cover any particular niche she needs to cover, and grants her access to a number of unique tools while it's active. Combined with a strong anti-air game, a good Corona player can basically run a variety of options at any given time and generally keep a tool on hand for any situation.
Her main flaws mostly deal with input complexity and vulnerability; utilizing Chant correctly in combos requires some practice to avoid missing inputs, especially when Chant Cancels are involved, and either messing up Chant combos or whiffing S or HS buttons can put her into a tight spot defensively.
Strengths |
Weaknesses
|
- A wide range of powerful tools to enforce any playstyle she wants; Corona can play rushdown, zoning, and setplay relatively easily thanks to the options afforded by her Chant, in addition to gaining tools like buffs, debuffs, and shields.
- Excellent match control granted by the broad variety of playstyles she has access to; with the right setups, she can set the pace of the fight without too much trouble.
- Great anti-airing normals help Corona keep the opponent grounded and lets her challenge a number of air approaches very easily.
|
- S and HS pokes are extremely punishable on whiff since she actively has to resheathe her sword before being able to act again; while she can backstep cancel these for a bit of added defense, it's not always guaranteed to keep her out of a bad position.
- Chant cancels require precise inputs to avoid dropping combos, and can be punished quite severely when mistakes happen.
- Weak high/low mixups due to having only one low-hitting attack; most of her high attacks will come from mids, making them less difficult to block or otherwise deal with.
|
Movelist
Original Actions
|
Chant / 詠唱 |
(use / to cancel)
|
Skills
|
Shine Planet / シャインプラネット |
+
|
Arc Smash / アークスマッシュ |
+ (air OK)
|
Aura Burst / オーラバースト |
+
|
Blade Gust / ブレイドガスト |
[ ] +
|
Cross Stomp / クロススタンプ |
+
|
Light Heal / ライトヒール |
during Chant
|
Requiem Heal / レクイエムヒール |
+ during Chant
|
Absolute Area / アブソリュートエリア |
during Chant
|
Spirit Song / スピリットソング |
+ during Chant
|
Divine Weapon / ディバインウェポン |
+ during Chant
|
Finish Skills (cost 100% of the Skill Gauge)
|
Punishment / パニッシュメント |
+
|
Seal Breaker / シールブレイカー |
+ during Chant
|
Original Actions Overview
When Corona uses her Original Action, Chant, she enters a stance that she cannot leave until she cancels it into a Chant special move, or back to neutral. There is a technique called Chant Canceling that allows her to set up for more intricate combos, which is explained in Chant's frame data below.
Any move that has "Sheathe" in the Cancel Type frame data can be canceled into Chant during the sheathing animation in the recovery, allowing you to go into Chant from those normals when they whiff. Ground normals can be canceled into Chant as well (when they connect, hit or block); 6HS is the exception, which is only cancelable on hit.
Normal Moves & Original Actions
For certain moves, the Frame Advantage will have additional ( ) after it. This represents the frame advantage with the earliest possible Chant Cancel.
5P
5P
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
-
|
Mid
|
7
|
5
|
20
|
Jump
|
1
|
0
|
0
|
Quick high jab. You can do a TK'd j.214P off this move as a legit overhead, and use a slightly delayed 2K as a low threat.
|
|
5K
5K
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
-
|
Mid
|
8
|
5
|
22
|
-
|
1
|
-2
|
-2
|
Nothing spectacular about this move.
|
|
cl.5S
cl.5S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
-
|
Mid
|
8
|
5
|
29
|
Jump
|
2
|
1
|
-4
|
Really nice move - fast startup, frame advantage, good chaining options, and jump cancelable. You can use the frame advantage to go into TK j.214P, low 2K, or 63214HS if you are close enough.
|
|
5S
f.5S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
-
|
Mid
|
10
|
5
|
14
|
Jump, Sheathe
|
2
|
-19 (+6)
|
-24 (+2)
|
Not a bad move, generally overshadowed by 2S outside of combos and blockstrings. In blockstrings it's better to use than 2S because it's jump cancelable, which is useful for baiting and such.
|
|
5HS
5HS
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
-
|
Mid
|
-
|
-
|
-
|
Jump, Sheathe
|
1
|
?
|
?
|
2 hits, the second hit pulls the opponent towards you unless it hits them airborne, where it will knock them down. Full cancelability for chants and jumps on both hits, but can still only be backdashed during the sheathing animation. Chant canceling on either the first or second hit is a basic option for continuing pressure and building respect. The pullback makes it great for extending blockstrings and makes Corona's combos much less spacing dependent. Since it hits twice, using this as a poke from neutral is not generally a good idea; you have to wait for both attacks to finish before you can backdash or chant cancel the sheathing animation when whiffed.
|
|
2P
2P
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
-
|
Mid
|
-
|
-
|
-
|
-
|
1
|
?
|
?
|
Quick low jab. Good for tick throws, or as a linker off jump-ins that aren't that deep.
|
|
2K
2K
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
-
|
Low
|
-
|
-
|
-
|
Jump
|
1
|
?
|
?
|
Corona's only low hitting move, but it's pretty good. Somewhat disappointing reach is made up for by good recovery and jump cancel-ability.
|
|
2S
2S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
-
|
Mid
|
-
|
-
|
-
|
Jump, Sheathe
|
1
|
?
|
?
|
Strong disjoint hitbox makes this move an amazing anti air at the right distance, and also good for catching people trying to jump from a ways away. Easy confirm into air combo on success. The main weakness is that it covers a pretty specific distance, but it can still be an effective anti air when combined with her various zoning tools.
|
|
2HS
2HS
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
-
|
Mid
|
-
|
-
|
-
|
Sheathe
|
1
|
?
|
?
|
Stronger anti air box than 2S, but air blockable and knocks down on aerial hit. Probably a good idea to use this move over 2S in many situations, even if it's less rewarding.
|
|
j.P
j.P
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
-
|
High
|
-
|
-
|
-
|
-
|
1
|
?
|
?
|
Hits high, not much use outside of confirming off an air counterhit j.S.
|
|
j.K
j.K
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
-
|
High
|
-
|
-
|
-
|
Jump
|
1
|
?
|
?
|
An alright move, you can do IAD j.K j.P for 2 overheads. The main use for this outside of combos is a quick air poke against opponents who are too close for comfort, hopefully a situation that doesn't come up too much.
|
|
j.S
j.S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
-
|
High
|
-
|
-
|
-
|
Jump
|
1
|
?
|
?
|
AMAZING, upwards hitbox, this move makes Corona almost unapproachable from higher up. Plays into her zoning game since most characters will need to jump to get over her 236P. Won't hit crouching opponents.
|
|
j.HS
j.HS
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
-
|
High
|
-
|
-
|
-
|
-
|
1
|
?
|
?
|
A strong downwards hitbox, can crossup when you are close enough. This is a great spacing tool against opponents that are below you, and also corona's primary jump-in move.
|
|
5O
Chant 詠唱
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
-
|
Mid
|
-
|
-
|
-
|
-
|
1
|
?
|
?
|
Corona starts chanting, preventing her from moving or guarding and restricting her special moves to the Chant-exclusive ones until she leaves the stance. Pressing 5O or 5P will cancel the chant; doing 5O~5O or 5O~5P in this manner is called a Chant Cancel, and allows you to shorten the recovery of certain moves in order to get combos that wouldn't be possible otherwise. You have about 10 frames to input the 5O or 5P for the Chant Cancel, but once you've done so, you have recovered instantly and have access to Corona's non-Chant moveset.
|
|
Universal Moves
6HS
Just Break+
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
-
|
High
|
4
|
-
|
-
|
Jump, Sheathing*
|
1
|
?
|
?
|
Universal overhead option. Like most Just Breaks, it is jump cancelable on hit only. While it has the Sheathing property, Corona can also only Chant Cancel the attack on hit, or not until the sheathing animation if blocked. She can still backdash cancel at any time (during the sheathing animation).
|
|
Throw
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
-
|
-
|
4
|
-
|
-
|
-
|
1
|
?
|
?
|
|
|
Air Throw
Air ThrowIn air, / + when close
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
-
|
-
|
4
|
-
|
-
|
-
|
1
|
?
|
?
|
|
|
Skills
236P
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
-
|
Mid
|
-
|
-
|
-
|
BRK
|
1
|
?
|
?
|
A white ball of light that travels the whole screen. It's pretty fast on both travel speed and recovery which makes it useful, but it only counts as one projectile so clusters of projectiles destroy it. Because of that it's use as a zoning tool depends on the matchup, but it's good in pressure and combos when you BRK it.
|
|
214P
Arc Smash アークスマッシュ+ (air OK)
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
Ground
|
-
|
Mid, High
|
-
|
-
|
-
|
BRK
|
1
|
?
|
?
|
The ground version has a rising hit that launches (SP Cancelable), and then Corona shoots an explosion out of her hand that hits overhead (also BRK-able).
|
Air
|
-
|
High
|
-
|
-
|
-
|
BRK
|
1
|
?
|
?
|
The air version is just the explosion, making it a viable mixup option. The explosion causes untechable ground slam on counterhit.
|
|
214S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
-
|
Mid
|
-
|
-
|
-
|
BRK
|
1
|
?
|
?
|
Corona focuses her energy, then sends it flying out in all directions (hits on all sides). It's invulnerable all the way up to where the projectile comes out, which means it's guaranteed to at least trade, and if timed well should generally win cleanly against most moves. However, your opponent can throw you out of this move, so be aware of that.
|
|
[4]6S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
-
|
Mid
|
17
|
5
|
44
|
BRK
|
2
|
-49 (-33)
|
-54 (-38)
|
Corona takes 2 steps forward and does 2 magically extended slashes. This move has a lot of range, about half the screen, and will wall-slam anywhere near the wall. AFA and GFA in brackets correspond to earliest possible Chant Cancel points.
|
|
63214HS
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
-
|
Mid
|
-
|
-
|
-
|
BRK
|
1
|
?
|
?
|
Screen goes black and 2 giant slashes cross the screen. It's a command grab, range is a bit better than normal grab, also more damage. Knockdown is the same, you can still followup with an OTG. BRK lets you combo after it (depending on how it's timed you may hit them grounded, generally you do not want to hit them grounded so you can go into a bigger combo).
|
|
Chant Skills
5O~22
Light Heal ライトヒール (during Chant)
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
-
|
Mid
|
-
|
-
|
-
|
-
|
1
|
?
|
?
|
Has a tiny bit of recovery. After she recovers, Corona will recover up to about 10% health slowly over about 8 seconds. Buff goes away if you get hit.
|
|
5O~214K
Requiem Heal レクイエムヒール+ (during Chant)
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
-
|
Mid
|
-
|
-
|
-
|
-
|
1
|
?
|
?
|
A slow moving projectile. If it hits the opponent, their health will slowly drain over time (about 10%, or a bit less, over about 5 seconds) until you are hit or the effect wears off. Disappears if you are hit, debuff also goes away on hit.
|
|
5O~88
Absolute Area アブソリュートエリア (during Chant)
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
-
|
Mid
|
-
|
-
|
-
|
-
|
1
|
?
|
?
|
Corona places a shield out in front of her that stays in place for a few seconds and will absorb one hit. It can also hit the opponent. On counterhit, it will wallslam if they are near the edge of the screen (running forward moves the edge of the screen). This move does not stop or get canceled by projectiles, they pass right through it.
|
|
5O~236K
Spirit Song スピリットソング+ (during Chant)
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
-
|
Unblockable
|
-
|
-
|
-
|
-
|
1
|
?
|
?
|
Corona sends a small, slow traveling shockwave across the ground. When it hits, the opponents movement is slowed for a brief period of time. Can use this right after a throw to hit them with it or provoke a jumpout. Debuff goes away if you are hit.
|
|
c.63214HS
Divine Weapon ディバインウェポン+ (during Chant)
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
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Cancel Type
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Attack Level
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Grounded Frame Advantage
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Aerial Frame Advantage
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-
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Mid
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-
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-
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-
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-
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1
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Corona holds her sword out and casts a spell, increasing the power of her sword moves for a period of time, indicated by the meter that appears below her health bar. It lasts a long time, but be careful because the initial casting is quite slow.
Sword Moves: Any S or HS normal, [4]6S, 63214HS, 2146S.
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Finish Skills
2146S
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Damage
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Guard
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Startup
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Active
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Recovery
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Cancel Type
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Attack Level
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Grounded Frame Advantage
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Aerial Frame Advantage
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-
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Mid
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-
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-
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BRK
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1
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Corona sends out a giant wave of energy from her sword that travels the whole screen. Wallslams on hit.
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50~2364HS
Seal Breaker シールブレイカー+ (during Chant)
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Damage
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Guard
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Startup
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Active
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Recovery
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Cancel Type
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Attack Level
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Grounded Frame Advantage
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Aerial Frame Advantage
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-
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Mid
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-
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-
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-
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-
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1
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Corona focuses light to a point in front of her. If it connects with the opponent, it traps them in a sphere of light, dealing damage until Corona cuts the sphere. Must be done out of chant. If added onto the end of an OTG string it will not go into the followup, but does knock down (but does negligible damage and 2146HS would be better in this regard).
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Gameplan & Strategy
Matchups
Combos
BnBs
Corona actually has a lot of lenience when it comes to 50% meter BnBs. What you go for is generally up to preference / situation, but there's a few that stand out more than the others.
Meterless, Anywhere'
- xx > 214S / [4]6S (CC) / 214P
- 214S gives the best knockdown / carry. [4]6S is useful in the corner because it bounces them out a little bit, but doesn't knockdown midscreen. 214P is nice for when you're out of range for 214S. 214S sets up an OTG.
50% Meter, Anywhere
- xx > 236P BRK > Dash > (cl.5S) f.5S 5HS(2) > 214S
- Adds significant damage, and retains knockdown. Good in matchups where Corona has a hard time getting in because she still gets good oki.
- Also useful because sometimes you're too far out to go into any other special after 5HS / 2HS.
- xx > 236P BRK > 6HS > IAD > j.P S > j9.S > dj9.S HS > j.214P
- The IAD gives a little extra corner carry.
- xx > 236P BRK > 6HS > j9.P K S > dj9.S HS > j.214P
- Easier variation with less sword attacks and corner carry. Can use a j.K instead of j.P if you want.
- xx > 236P BRK > 6HS > 5O ~ 214K > j9.K j.P j.K .jS > dj9.HS > j.214P
- Combo into poison, really worthwhile but requires you to be really close on chars like Duna. On other chars the effective range is pretty lenient but won't work from further out still.
- xx > 214P(1) BRK > Delay j.HS > Land, Dash > cl.5S 5HS(1) 6HS > j9.S > dj9.S HS > j.214P
- Generally the best 50% confirm midscreen after the poison BnB.
50% Meter, Midscreen
- xx > 214S BRK > Dash > 2S 5HS(1) 6HS > j9.S > dj9.S HS > j.214P
50% Meter, Corner
- xx > 214S BRK > Dash > cl.5S f.5S 5HS(1) 6HS > j9.S > dj9.(S) HS > j.214P
- Generally the best 50% confirm in the corner along with poison BnB.
- xx > 214S BRK > Dash > cl.5S f.5S (CC) > 2S 5HS(1) 6HS > dj9.(S) HS > j.214P
- Previous combo but with a chant cancel extender. Really not worth the effort at first but once you get good at chant canceling it's not too hard. This method of chant canceling to add an extra hit to combos applies in just about anything where you are using a launcher that's multiple hits. (i.e. not just 6HS)
100% Meter, super extender
- 214S BRK or 214P BRK starter > cl.5S f.5S 5HS(1) 6HS (CC) > Dash > 2146S (CC) > Long Dash > 2S 5HS(1) 6HS > j9.S > dj9.(S) HS > j.214P
- More universal super setup but much more difficult. This combo like most of Corona's BRK combos can be extended with a CC link.
150% Meter, Midscreen
- xx > 236P > 6HS > IAD > j.P S > Land > 2146S > Dash > 2S 5S 6HS > j9.S > dj9.HS > j.214P
- Cool midscreen only combo that does a lot of damage and brings them to the corner.
150% Meter, Corner
- xx > 2146S BRK > Dash > cl.5S f.5S 5HS(1) 6HS > j9.S > dj9.HS > j.214P
- Not really worth it unless it will kill.
Experimental
50% Meter, Corner
- xx > 214S BRK > 5O > 236K
- Sets up a guaranteed Spirit Song. However the opponent has a chance to jump before the debuff goes active (if they jump the debuff will not activate). This can be tech trapped with 2S, meaning the opponent will either be slowed or reset.
- In theory you can confirm that the opponent has blocked, then CC and IAD or jump during the extended blockstun to go for a high/low mixup - depending on how long it takes to hit the opponent changes the combo options available.
- A juggled 2HS may also be a sufficient setup, i.e. xx > 214S BRK > Dash > cl.5S f.5S 2HS > 5O ~ 236K
Spirit Song Active
- xx > [cl.5S f.5S 5HS(2) > CC]x0-3 > cl.5S f.5S 5HS(2) > 214S
- xx > [cl.5S f.5S 5HS(2) > CC]x0-3 > 6HS > IAD > j.K S > j9.S > dj9.S HS > j.214P
- xx > [cl.5S f.5S 5HS(2) > CC]x0-2 > cl.5S f.5S 5HS(2) > 214S
- Drops early to give another Spirit Song setup without using meter.
Videos
External Links
Colors
P Button
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K Button
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S Button
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HS Button
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O Button
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SP Button
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Hidden
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