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
5.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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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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Air Unblockable. 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
5.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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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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Air Unblockable. 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
5.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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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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Air Unblockable. 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
5.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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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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Air Unblockable. 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
5.CD
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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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Air Unblockable. 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.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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8
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4
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Self-Cancel Rapid Chain 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.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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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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Air Unblockable. Natrually chains into 5.B. 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
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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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Air Unblockable. Natrually Chains into cl.5D. Nice close anti-air that's excellent for juggles but hard to use for anything else.
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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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Air Unblockable. Gains a knockdown if chained from cl.5C. Pretty much cl.C with better vertical range, but this one comes out slower and has even worse horizontal range.
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Crouching Normals
2A
2.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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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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5.A with a slightly more range and slower start-up. Too slow to actually combo into anything.
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2B
2.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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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 has nice range that can lead into basic combos. Thanks to it's range 2.B is used for low/high mix-ups with 6.A.
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2C
2.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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-
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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. Pretty usefull during combos and 50/50s. Not useful for anti-airs but is very useful for juggles.
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2D
2.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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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. Excellent punish tool that completely outranges most sweeps.
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2CD
2.CD
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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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Air Unblockable. Slow and has almost no horizontal range. However it has great vertical range, is an excellent anti-air and sets-up Olof's super combos or juggle loops. Shares the same start-up animation as his 2.D.
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Jumping Normals
j.A
8.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
|
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
8.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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8C
8.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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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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8D
8.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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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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j.C
7.C or 9.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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j.D
7.D or 9.D First kick First kick Second kick (7/9.D > D) Second kick (7/9.D > 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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16
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7
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Air Special Self-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 good timing to be used on air to ground combos or air to air. Self Chains by pressing D again, see below.
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 enough to combo from the first hit. This is good on paper but on practice is kinda unorthodox to be used consistently, especially against short characters like Oume.
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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
|
Active
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Recovery
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Hit Adv
|
Block Adv
|
21
|
10
|
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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Chains off of 7.D or 9.D. Increases the damage of the jump-in but can easily whiff on short characters like Ume, Tane, Hikaru, etc. Damage is a total of both hits.
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Dashing Normals
66P
66.A or 66.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
|
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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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
66.B or 66.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
|
Block Adv
|
26
|
13
|
Special Super
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Mid
|
-
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-
|
-
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-
|
-
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-
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Air Unblockable. 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
6.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
|
Hit Adv
|
Block Adv
|
15
|
7
|
Special Super
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High
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-
|
-
|
-
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-
|
-
|
-
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Air Unblockable. 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
|
Block Adv
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11 1st 5 2nd
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5 1st 2 2nd
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Special Super (Both kicks)
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Mid
|
-
|
-
|
-
|
-
|
-
|
-
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Air Unblockable. 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 Stance when counter is ready Stance when counter is ready
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Total Damage
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Permanent Damage
|
Cancel
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Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
35
|
17
|
Special Super
|
High
|
-
|
-
|
-
|
-
|
-
|
-
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To trigger this counter you must stand idle for 4 long seconds. This Mid counter has very limited uses and isn't great thanks to it's time requirement. It can easily counter hit one hit specials or dash moves but falls short to low attacks or rapid multi-hit attacks. It's only real use is tricking someone new into triggering it...
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Battle
236.A/B/C/D 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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Battle (Битва)
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
15
|
7
|
N/A
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
All the versions of this projectile comes out relatively fast but have bad recovery times wich limits their usefullness.
- 236.B is used in his 50/50 set-ups.
- 236.D is used to read and deny jump-ins.
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Sanctions
623.B or 623.D First hit First hit Final hit Final hit
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Sanctions (санкций)
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
10
|
10
|
N/A
|
Mid/High
|
-
|
-
|
-
|
-
|
-
|
-
|
Decent DP with a tricky overhead landing attack. Mostly used to end combos and occasionally used to anti-air jump-ins.
623.B comes out a little quicker but has the worst vertical range. Hits twice, second hit is an overhead.
|
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
22
|
11
|
N/A
|
Mid/High
|
-
|
-
|
-
|
-
|
-
|
-
|
623.D has much more vertical range and is slightly slower. Hits three times, 3rd hit is an overhead.
|
Total Damage
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Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
30
|
30
|
N/A
|
Mid/High
|
-
|
-
|
-
|
-
|
-
|
-
|
Dash 623.K has the best vertical range and a ton of air time. Hits 5 times, 5th hit is an overhead.
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|
Sudden Attack
214.B/D First Kick First Kick Second Kick Second Kick
|
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
|
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.
|
|
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
Stress Shot
236-3214.D Dashing Dashing First hit First hit
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Blockade (Блокада)
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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50
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25
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N/A
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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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Air Unblockable.
After the super flash, Olof dashes up with a kick similar to his cl.5D. If the kick connects, Olof will throw his sunglasses into the air and unleash a 14 hit storm of kicks and finish with a launching kick. Olof will then catch his sunglasses, putting them back on. The starting dash is start-up invincible and can be used as a great mid-ranged punish tool, however, his invincibility ends when the first starting kick comes out. Easily one of the coolest supers in the game. Landing this requires hard read or a set-up using 2.CD.
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Ippatsu Ougi
4146.C Very extreme punch (really big punch) Very extreme punch (really big punch)
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In An Extreme Case (Крайний Случай)
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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90
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45
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N/A
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Unblockable
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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 punches you really hard.
This move is extremely hard to land and requires special set-ups. Thanks to its massive amount of invincibility frames and extreme length, it can be used as a tool to read oncoming attacks. There are a few drawbacks to this super:
- On hit, Olof takes 40 points of damage. This health is recoverable and it cannot KO Olof.
- Easy to avoid. All back dashes have invincibility frames and can easily be avoided raw.
- This super puts his hitbox in a very weird state and is sort of a pseudo-jump. When Olof recovers, he must always recover to the same spot making weird scenarios. Here is an example of the move teleporting Hikaru to the other side of the screen.
Olof also has a fake-out version of this super that allows him to cancel the recovery of moves.
- Input 4146.A to use his fake-out version. This only consumes 1 Stress Meter.
- Used for his Advanced combos. Super stylish combos utilize this tool
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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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