Introduction
Perfect footwork and equipped with kicks that have several miles of range.
Olof is the bodyguard of Princess Sissy. He is asked to enter the tournament for her pleasure, to test himself. Even though one of his arms is wounded and bandaged, he is powerful enough to defeat opponents with only his legs. He is often calm and reserved, and he is very chivalrous toward women.
Overview
Strengths |
Weaknesses
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- Solid, long normals to keep the opponent controlled.
- Can easily punish.
- Incredibly Damaging and Unblockable Ippatsu Ougi.
- Huge juggle potential. Rage Explosion becomes much more dangerous.
- Great Air-to-Ground capabilities thanks to his j.B
- Fast, safe overhead.
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- The range of his Normals and Specials are balanced with pretty bad recovery times.
- Struggles in pressure without Stress Meter.
- No reliable pressure or chipping tools.
- Counter hit moves need to be deeply calculated, especially with Stress Shot.
- Has a tall hurt box and can be hit easier by overheads.
- His best combos have high execution requirements and can drop easily.
- Supers require character-specific set-ups or 2.CD launch.
- Long juggle combos are insanely situational.
- 3.B can whiff on short crouching characters.
- All the forms of his projectile are unsafe on whiff, which makes their effectiveness limited outside of reads and 50/50's.
- Outclassed on Air-to-Air attacks for most of the cast.
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Strategy
Olof is a character who bases his gameplan on Hit n 'Run and 50/50, his best moves are used in his 50/50 setups with his 236B, juggling his j.214D and punishing jumps thanks to his 623A/C. His potential for combos is very good since he can cancel any of his normals in 3B and then finish with 214B or 623A, in addition to using his fake Ippatsu Ougi to cancel recovery times and extend his combos.
All this is balanced by his bad defensive game since thanks to his stature he can be reached by many cross-ups which puts him in very bad situations and especially Instant Overheads which is their biggest fear. Added to this, his Stress Shot is very difficult to use in combos or as a punish, since although it has invulnerability frames during the dash, it is very slow and can be easily blocked which leaves you exposed to any kind of punishment.
- If you decide to play with Olof you will have to be both patient and aggressive and have a good understanding of your opponent's movements.
What you want to do:
- Bait your opponent's offensive to get a chance of land your combos.
- Use your 50/50 game to force damage.
- Setup your Ippatsu Ougi to get a huge advantage on the match.
- Get Matchup Knowledge and be ready for your opponent's moves.
What you want to avoid:
- Getting cornered.
- Being predictable, especially with your punishes.
- Face opponents with good Air-to-Air moves during a Jump.
Normal Moves
Standing Normals
Note: Despite the appearances, none of the Olof's standing normals can be crouched.
5A
5A
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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6
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3
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Special Super
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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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-
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-
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Fast and has a nice range. Olof's main standing poke wich can be comboed into 214B or 236A easily.
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5B
5B
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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12
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6
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Special Super
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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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-
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-
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Another good poke, it hits slightly higher and comes out a tiny bit slower than 5A but it causes double the damage. Can work as a late Anti-Air but Olof has better options.
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5C
5C
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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20
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10
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Special Super
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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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-
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-
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This kick is pretty odd, comes out relatively fast, has a good range and hits upwards, but the recovery makes it pretty unsafe for throw it often as it can be jumped out and you will get punished for it. The best use for this one is to stop foward dashes or as a late Anti-Air.
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5D
5D
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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21
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10
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Special Super
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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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-
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-
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Another odd kick, shares the same problems as 5C but it can't be used as a late Anti-Air since it hits straight foward. Comes out kind of slow too, so you probably won't be using this one too much.
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5CD
5CD
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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26
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13
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Special Super
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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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-
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-
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Comes out slow and the range is shorter than his other standing normals, but causes good damage and is wall slam as any 5CD, but is not that good so you won't be using this one outside punishes to prepare your 50/50.
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Close Standing Normals
cl.5A
cl.A
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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8
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4
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Self-Cancel Special Super
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Low
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-
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-
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-
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-
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-
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-
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Comes out quick, reaches surprisingly far for a close normal and hits low, this last detail is great because you can get a really easy High/Low after a blocked jumping attack. Despite that, this move is outclased by cl.B as a combo tool.
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cl.5B
cl.B
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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6
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3
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Self-Cancel Special Super
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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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-
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-
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Olof's 2nd main combo tool. Comes out really fast, can be chained into itself up to 4 times and does nice damage. You want to use this each time you are close to the opponent.
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cl.5C
cl.C
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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16
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8
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Special Super hain
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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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-
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-
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This normal is interesting. Comes out really fast, hits very high and does nice damage but its horizontal range is lame. Can be used as a late or preemptive anti-air if the opponent is close to you. On hit it can be comboed into 623B/D or cl.D for a knockdown.
- If you know when to apply it then this normal can give you nice results.
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cl.5D
cl.D
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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18
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9
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Special Super
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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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-
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-
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Pretty much cl.C with better vertical range, but this one comes out slower and has even worse horizontal range. Same uses than cl.C but more limited.
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Crouching Normals
2A
2A
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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6
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3
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Special Super
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Low
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-
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-
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-
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-
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-
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-
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Pretty much a crouching version of 5A, but comes out a little bit slower with a tiny bit shorter range and does a little bit less damage. Despite that this move can't be comboed into specials as 5A can.
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2B
2B
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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10
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5
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Special Super
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Low
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-
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-
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-
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-
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-
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-
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Olof's main crouching normal, Fast and nice range but unlike 2A it can be comboed into specials like 214B or 623C. Usefull during combos but is outclassed as a footsie tool by 5A and 5B.
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2C
2C
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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16
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8
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-
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Mid
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Super Special
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-
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-
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-
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-
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-
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Sliding kick, this moves Olof about 1 character length. Pretty usefull during combos and 50/50s. Despite the appareances, this is not an Anti-Air because it hits too low.
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2D
2D
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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20
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10
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Special Super
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Low
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-
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-
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-
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-
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-
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-
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Long range sweep, comes out kinda slow and can't be comboed into but is a neat footsie move if you need the knockdown.
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2CD
2CD
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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19
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9
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Special Super
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Low
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-
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-
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-
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-
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-
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-
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Slow and has almost no horizontal range, but it hits surpisingly high and sets some of the Olof's advanced combos. Also is the only way to combo into Stress Shot and Ippatsu Ougi.
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Jumping Normals
j.A
j.A
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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10
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5
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Air Special
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High
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-
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-
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-
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-
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-
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-
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This normal has a short range in comparsion to the other Olof's jumping normals, but is active for pretty much the entire jump and allows really easy Air-to-Ground combos but is kinda outclassed by j.B.
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j.B
j.B
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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10
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5
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Air Special
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High
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-
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-
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-
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-
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-
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-
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From where I should start? This is a great jumping normal, comes out almost instantly, has a great active period, is the Olof's main crossup and is a good all-round air to air normal. Is also safe on block so spam away.
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j.C
j.C
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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14
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7
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Air Special
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High
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-
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-
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-
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-
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-
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-
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Comes out fast and does good damage, but it hits upwards so is only usefull during certain air to air situations or for juggles. Good normal but its limited on his uses.
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8C
8C
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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12
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6
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Air Special
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High
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-
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-
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-
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-
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-
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-
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This one has the same uses as j.C, but even more limited since it hits almost straight upwards.
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j.D
j.D First kick First kick Second kick Second kick
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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15 First Kick 6 Kick
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7 First Kick 3 Second Kick
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Air Special Chain
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High
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-
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-
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-
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-
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-
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-
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Olof's oddest normal by far. It comes out with delay so it requires a good timing to be used on air to ground combos or air to air. if you hit the D button again after the j.D connects he will do a 2nd kick with almost the same properties but coming out faster enought to combo from the first hit. This is good on paper but on practice is kinda unorthodox to be used consistently, specially against short characters like Oume.
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8D
8D
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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17
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8
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Air Special
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High
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-
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-
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-
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-
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-
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-
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Pretty much a straight version of j.C.
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Dashing Normals
66P
66P
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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19
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9
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Special Super
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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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-
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-
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This kick comes out slow which makes it not very useful, as any dashing punch it can combo into the dashing normals, and if connects you can cancel it into 4146A for a combo, but that rarely happens so you won't be using this one too much.
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66K
66K
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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26
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13
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Special Super
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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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-
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Comes out kind of fast wich makes it a good punish option if you can't get anything else. It can be countered easely on reaction so be carefull about that.
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Command Normals
6A
6A
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
|
Block Adv
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15
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7
|
Special Super
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High
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-
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-
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-
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-
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-
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-
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Overhead Axe Kick with a good amount of stun that allows you to combo into 623B from close range or 214C from far range. It comes out kind of slow but is safe on block. Part of the Ippatsu Ougi Setup.
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5A
3.B First kick First kick Second Kick Second Kick
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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11 First Kick 5 Second Kick
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5 First Kick 2 Second Kick
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Special Super (Both kicks)
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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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-
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This move is Olof's main combo tool, You will be using this move very often due to how good of a tool it is. It's basically a multi-tool used for special cancels, juggles, etc. (See Combos for examples.) If blocked, 3.B can be canceled into 236.B to be made safe by the projectile's pushback. Since it is a multi-hit command normal, the 2nd kick can be used for gimmicks such as baiting the opponent's Guard Cancel and then canceling into Stress Shot to punish.
At a distance, 3.B can also whiff on crouching Tane, Ume, Clara, and Hikaru. You will need to adjust combos for these characters when they're crouching.
- A common trick is to cancel cl.B into this move and then cancel the 1st kick into 214.D for nice damage and Wall Slam.
- In more advanced levels you can cancel the 1st kick into 4146.A to negate the recovery and extend your combo.
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Special Moves
Counter Trick
Counter Trick
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
|
Startup
|
Active
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Recovery
|
Hit Adv
|
Block Adv
|
35
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17
|
-
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High
|
-
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-
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-
|
-
|
-
|
-
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After being Idle for 4 seconds Olof will enter on this stance for a couple of seconds. If hit by a Mid Normal or Special move, you will take no damage and he will counter attack with a 6A. Nice properties but really hard to apply on a real match unless your opponent doesn't know about it.
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Battle
Battle (Битва) A Sends the projectile straight foward, C version is faster A Sends the projectile straight foward, C version is faster B Sends the projectile downards, expands when touches the ground B Sends the projectile downards, expands when touches the ground D Sends the projectile upwards with a 35° angle aproximately. D Sends the projectile upwards with a 35° angle aproximately.
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236A-B-C-D
Total Damage
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Permanent Damage
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Cancel
|
Guard
|
Gauge
|
Startup
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Active
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Recovery
|
Hit Adv
|
Block Adv
|
15
|
7
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
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-
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All the versions of this projectile comes out relatively fast but have bad recovery times wich limits their usefullness.
- 236B is the most used version to set 50/50s while 236D can shut down most jumps preemptively
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Sanctions
Sanctions (санкций)
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623B-D
Total Damage
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Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
B:20 D:22 Dash:30
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B:10 D:11 Dash:15
|
-
|
Mid, High
|
-
|
-
|
-
|
-
|
-
|
-
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Nice option for a Dragon Punch that catches most of the jumps but has no invulnerability and not allways combos with the KD. Be very aware of the ranges because all the versions of this move are heavely punisheable on whiff.
- B version hits 2 times with the 2nd hit being Overhead. It comes out quicker but has the worst vertical range.
- D version hits 3 times with the 3rd hit being Overhead. Little bit slower but way better vertical range.
- Dashing version hits 5 times with the 5th hit being Overhead. Scary vertical range with the dash momentum for horizontal range but really hard to combo into
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Sudden Attack
214.B/D First Kick First Kick Second Kick Second Kick
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Sudden Attack (внезапное нападение)
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
20
|
10
|
N/A
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
First hit is air unblockable. The light version is the fastest and can combo off of most normals; but is a Soft WallSlam on hit, which allows the opponent to recovery roll after the WallSlam.
|
Total Damage
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Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
22
|
22
|
N/A
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
First hit is air unblockable. Just like 214.B but faster, does slightly more damage and actually creates a Hard WallSlam on hit. However, it's a little harder to combo into.
|
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
30
|
30
|
N/A
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
Air Unblockable. Dash Enhanced 214.K strengthens the move, adding an additional kick and creates a Hard WallSlam on hit. It is much harder to combo into.
|
|
By The Squares
j.214.B/D First Kick First Kick Second Kick Second Kick
|
By The Squares (По Квадратам)
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
20
|
10
|
N/A
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
The air version of 214.K but with different properties. This move launches the opponent for a juggle instead of causing a Hard WallSlam.
The first kick is horizontal, so it's very easy to catch the opponent with. However, this move is really hard to use against grounded because the 2nd kick will miss if executed too soon.
- The light version does the same amount of damage but doesn't launch as high as the heavy version nor does it have a follow-up.
- The heavy version is faster, launches higher, and has a follow-up which is listed below.
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|
j.214.D > 214.D Follow-up to j.214.D Follow-up to j.214.D
|
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
27
|
13
|
N/A
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
Follow-up to J.214.D Just input 214.D immediately after to do an extra kick that fires an upward projectile, knocking the opponent out of the air. Damge is totaled with j.214.D.
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|
Super Moves
Blockade
Stress Shot - Blockade (Блокада) Dashing Dashing Kick Kick
|
2363214.D
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
50
|
25
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
After the flash, Olof dashes for about a whole second and then does a kick similar to his cl.D, if the kick connects then he will do a 14 hit Auto Combo and then launches the opponent. The whole dash is fully invulnerable so it is a great punish while the Kick is air unblockable, but when the kick actually comes out Olof is no longer invulnerable so he can be reached a counter hit. Nice damage and good punish tool but are incredibly hard to connect unless you confirm it with 2CD and even then is hard because it will miss against some characters.
|
|
In An Extreme Case
Ippatsu Ougi - In An Extreme Case (Крайний Случай) Very extreme punch Very extreme punch
|
4146.C
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
90
|
45
|
-
|
Unblockable
|
-
|
-
|
-
|
-
|
-
|
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This move... Easily the most damaging Ippatsu Ougi of the game but also extremely hard to land. After a little preparation, Olof will hop and then release this very powerful punch that reaches 3/4 of the screen. It's unblockable and Olof is Invulnerable during the hop but not lasts until the punch comes out can be countered if the opponent's timing is good, also can be easily avoided by rolling so is not a big deal unless you use it to punish a move with a high amount of recovery or combo into it from 2CD.
- If this move connects, Olof will take 40 points of damage, this damage is recoverable and will not make you lose the round.
- You can input 4146A to use a fake version of this move which has the same flash but only spends 1 Stress Gauge, this is useful to cancel the recovery time of his normals to extend combos or trick the opponent to use a roll and then punish him for that. Try to be creative with this one.
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Combos
Combo
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Total Damage
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Permanant Damage
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Notes
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BnB Combos
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cl.5a > cl.5a > cl.5a xx 214.B
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30T
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15P
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cl.5A > cl.5A > cl.5A > 3.B xx 214.D
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35T
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35P
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Cancel on the first hit of 3.B.
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cl.5b > cl.5b > cl.5b > 5.B > 3.B xx 214.D
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33T
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33P
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Cancel on the first hit of 3.B.
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6.A xx 214.D
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32T
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32P
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9.B >> cl.5B > 5.B xx 214.B
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30T
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15P
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9.B >> cl.5B xx 623.D
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31T
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15P
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9.B >> cl.5C > 3.B xx 214.D
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38T
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38P
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Cancel on first hit of 3.B.
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2.CD xx 2363214.D
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62T
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31P
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Requires 1 Stress Meter.
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2.CD xx 4146.C
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80T
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40P
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Requires 2 Stress Meter.
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Intermediate Combos
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cl.5A > cl.5A >> 2.B xx 214.B
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32T
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16P
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cl.5A >> 2.B requires a CPS1 Chain.
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cl.5A > cl.5A >> 2.C xx 214.B
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34T
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17P
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5.A >> 2.C requires a CPS1 Chain.
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cl.5A > cl.5A >> 2.C > 3.B xx 214.D
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41T
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41P
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5.A >> 2.C requires a CPS1 Chain. Cancel on 1st hit of 3.B.
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cl.5A >> 2.C > 6.A xx 214.D
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43T
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41P
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5.A >> 2.C requires a CPS1 Chain.
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Cross-up 9.B >> 5.A > 5.A >> 2.C xx 623.D
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39T
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19P
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5.A >> 2.C requires a CPS1 Chain.
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Cross-up 9.B >> cl.5B > cl.5B > 5.B > 3.B xx 214.D
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39T
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39P
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Cancel on 1st hit of 3.B.
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6.A >> 2.B xx 214.B
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37T
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18P
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6.A >> 2.B is a low frame link.
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6.A >> 2.B > 3.B xx 214.D
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39T
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39P
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6.A >> 2.B is a low frame link.
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(Corner Only) 9.D > D xx J.214.D >> 623.D
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47T
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23P
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(Corner Only) 9.D > D xx J.214.D >> cl.C, 3.B xx 623.D
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63T
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31P
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cl.C must be delayed. Cancel 3.B on the first hit.
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(Corner Only) 9.D > D >> 2.C, 6.A xx 214.D
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44T
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22P
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9.D > D >> 2.CD xx 2363214.D
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72T
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36P
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Requires 1 Stress Meter.
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Advanced Combos
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(juggle) 9.C > j.214.D >> 9.C > j.214.D >> 5.C > 3.B xx 623.D
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T
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P
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J.214.D must launch high enough. Must corner carry.
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9.D > D >> cl.5A >> 2.B > 3.B xx 214.D
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T
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P
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cl.5A >> 2.B requires a CPS1 Chain. Cancel 3.B on the 1st hit.
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(Corner only) 9.D > D > j.214.D > cl.5C > 3.B xx 623.D
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T
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P
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Cancel 3.B on the 1st hit.
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(Corner Only) 9.D >> 2.CD xx 4146.A >> Dashing 623.K
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T
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P
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Must instantly dash to connect 623.K Requires 1 Stress Meter.
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6[6].A xx 4146.A >> 2.C > 3.B xx 4146.A >> 2.B > 3.B xx 236.C
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T
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P
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Cancel all 3.B's on the first hit. Requires 2 Stress Meter.
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9.b >> cl.5B > cl.5B > 5.B xx 4146.A >> 2.C > 3.B xx 4146.A >> 2.C > 3.B xx 214.D
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T
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P
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Cancel all 3.B's on the first hit. Requires 2 Stress meter.
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