Story
Introduction
Brandon is a little like your typical shoto. He's a well-rounded character with access to some of the best projectiles in the game: they're very safe, usable in combos and can be done in the air. His combo damage is explosive and he constantly builds resources to use in combos.
He has generally good offensive options and is able to create pressure in neutral with projectiles, 5BS and 2BS.
He's fairly resource intensive, as he needs Recovery Points and meter to maintain pressure. Most of his special moves will move him forward, which lets him easily corner opponents.
His defense is a little weak, as outside of his Red Power, he has no specials faster than 8 frames, no meterless reversals and his meter options are slower than average. Also, his mixup game isn't so tricky, as he doesn't have many gimmicks to mess with his opponents. To compensate, the reward for a successful mix is usually very high.
Playing Brandon correctly lets you have an answer for every situation in the game, but failing to do so will highlight his biggest weakness: he's very punishable on almost everything. Because of this, Brandon is often considered a very good beginner character, but becomes harder to play at higher levels.
Character Stats
Health |
Universal Overhead Startup |
Meditation Charge |
Default Chaos Drive Duration
|
10000 |
17 Frames |
10% per second |
9 seconds
|
Strengths |
Weaknesses
|
- High combo damage potential
- Reliable air crush
- Multi-purpose projectiles
- High meter build, and fastest meditation charge in the game
- One of the best lows in the game with 2BS
- Able to convert any hit into very high corner carry
|
- Fairly honest mixup game that can easily become predictable
- Almost all his offensive options have gaps or are heavily punishable
- Universal overhead is his only real overhead mixup tool
- Has to spend resources to offset the disadvantages of his mixup tools against defensive opponents
- Stubby normals that are fairly slow
- Often needs to be very close to properly combo
|
Moves
Standing Normals
Slash Air Crush Air Crush
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
-
|
Special Cancelable
|
9
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
-
|
-
|
-
|
|
Big Slash
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
Mid
|
Special Cancelable
|
-
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
-
|
-
|
-
|
|
|
Kick Moves Brandon slightly forward Moves Brandon slightly forward
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
-
|
Special Cancelable
|
-
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
-
|
-
|
-
|
Occasional anti-air as it can hit opponents pretty early into the jump. Smaller hurtbox than 5SL but less range.
|
|
Forward Slash
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
Mid
|
No
|
-
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
-
|
-
|
-
|
|
Forward Kick
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
Mid
|
No
|
4
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
-
|
-
|
-
|
|
Crouching Normals
Crouching Slash
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
Low
|
Special Cancelable
|
8
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
+8
|
-
|
-
|
|
Crouching Big Slash
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
Low
|
Special Cancelable
|
-
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
-
|
-
|
-
|
|
|
Crouching Kick
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
Low
|
No
|
-
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
-
|
-
|
-
|
|
Jumping Normals
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
High
|
No
|
-
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
-
|
-
|
-
|
|
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
High
|
|
-
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
-
|
-
|
-
|
|
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
High
|
Power Cancelable
|
-
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
-
|
-
|
-
|
|
Universal Mechanics
Overhead
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
High
|
No
|
17
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
-
|
-
|
-
|
|
Rush'n RollIn the air:
|
Do nothing
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
Low
|
Power Cancelable
|
-
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
-
|
-
|
-
|
Rush'n Slash
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
High
|
No
|
-
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
-
|
-
|
-
|
|
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
-
|
No
|
8
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
Knockdown
|
Knockdown
|
-
|
Brandon headbutts the opponent then regrets it now and in the next morning. Leaves him fairly close, but not so advantageous in case opponent quick rises.
|
|
Specials
|
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
Mid
|
Power Cancelable
|
-
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
Hard Knockdown
|
Hard Knockdown
|
-
|
- Due to being Power Cancelable you can combo OTG with Red Power after the knockdown.
|
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
Mid
|
Power Cancelable up to third hit
|
-
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
Knockdown
|
Knockdown
|
-
|
- Allows you to cancel into Upper Sonic Slash or Rocket Kick up to the third hit.
- Fourth hit causes a juggle state on aerial opponents.
|
|
|
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
Mid
|
No
|
8
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
Knockdown
|
Knockdown
|
-
|
- Has a Power Recovery window before second hit.
- Will cause a hard knockdown when used more than once in a combo.
|
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
Mid
|
No
|
-
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
Knockdown
|
Knockdown
|
-
|
- Has a Power Recovery window before second hit.
- Will cause a hard knockdown when used more than once in a combo.
|
|
|
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
Mid
|
Power Cancelable
|
-
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
-
|
-
|
-
|
- Travels slower than BS version, indicated by its yellow color.
- Has a Power Recovery window right after the projectile is shot.
- You can't shoot another projectile until the previous leaves the screen.
- After the projectile is gone, there's a brief cooldown period before you can use the move again.
|
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
Mid
|
Power Cancelable
|
-
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
-
|
-
|
-
|
- Travels faster than SL version.
- Has a Power Recovery window right after the projectile is shot.
- You can't shoot another projectile until the previous leaves the screen.
- After the projectile is gone, there's a brief cooldown period before you can use the move again.
|
|
|
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
Mid
|
Power Cancelable
|
-
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
-
|
-
|
-
|
- Travels slower than BS version, and in a steeper angle closer to Brandon.
- Has a Power Recovery window right after the projectile is shot.
- You can't shoot another projectile until the previous leaves the screen.
- After the projectile is gone, there's a brief cooldown period before you can use the move again.
|
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
Mid
|
Power Cancelable
|
-
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
-
|
-
|
-
|
- Travels faster than SL version, and in a wider angle farther from Brandon
- Has a Power Recovery window right after the projectile is shot.
- You can't shoot another projectile until the previous leaves the screen.
- After the projectile is gone, there's a brief cooldown period before you can use the move again.
|
|
Rocket! Rocket!
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
-
|
Power Cancelable
|
-
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
-
|
-
|
-
|
Your main corner carry tool. Can cancel into Death Rain, although you'll rarely find a use for this.
|
+ Home Run
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
Mid
|
No
|
-
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
Spinning hit, wall bounce
|
Spinning hit, wall bounce
|
-
|
Puts the opponent in a spinning hit state. If they hit the wall, they will wall bounce.
- Has a Snap Out window after a certain amount of frames. This usually matters when you're close to the corner, as you effectively have 7 frames to hit them before they can Snap Out.
|
+ Rush'n Roll
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
-
|
Power Cancelable
|
-
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
-
|
-
|
-
|
Will go into Rush'n Roll, letting you extend combos. Comboing into Rush'n Slash will give you access to a hard knockdown.
|
+ It's On!
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
Mid
|
No
|
-
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
0
|
Spinning hit, wallslide
|
Spinning hit, wallslide
|
-
|
Requires a Buff point. Your main combo extension with Buff points.
- The opponent flies farther than in Home Run, and when they hit a wall, they will instead suffer a wallslide.
- The Snap Out window is greatly delayed here, which usually means you'll get your combo comfortably in the corner.
- Outside of the corner, it's better to go for Home Run if you just want the corner carry.
|
|
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
Throw
|
No
|
-
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
Throw
|
Throw
|
Throw
|
|
|
or Regular version
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
-
|
No
|
-
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
0
|
-
|
-
|
-
|
Adds a Buff point. You can have up to 3 stored. The points allow you to juggle into your Blue Powers anywhere and use the It's On! follow-up for Rocket Kick
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
-
|
No
|
12
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
-
|
-
|
-
|
Requires a Recovery Point. Immediately performs the move with no recovery time.
- Can be used in pressure strings to continue attacking, or as a reaction to see what the opponent is about to do.
- Avoid using this in combos, as the scaling is very high.
|
|
Limit Break Limit Break
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
-
|
No
|
12
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
-
|
-
|
-
|
|
Powers
Power #1 Power #1
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
Mid
|
No
|
8
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
Knockdown
|
Knockdown
|
-
|
|
Power #2 Power #2
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
High
|
No
|
-
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
Knockdown
|
Knockdown
|
-
|
|
Red Power Red Power
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
Mid
|
No
|
2
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
Hard Knockdown
|
Hard Knockdown
|
-
|
|
Chaos Drive
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
-
|
No
|
-
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
-
|
-
|
-
|
-
|
|
Ultimate
|
Damage
|
Guard
|
Cancelable
|
Startup
|
-
|
Throw
|
No
|
0/0/0/0
|
Active
|
Hit Adv.
|
Hit Adv. Crouching
|
Guard Adv.
|
Full Screen
|
-
|
-
|
-54
|
Startups are listed by level, from max to 1.
|
|
Combos
Combo Notation Guide:
|
- ( ) = Optional, typically the combo will be easier if omitted.
- < > = Used to insert a comment or extra info: <air> A, B.
- [ ] = Either option works here: [A] [B].
- , = Link move B after move A: (A, B).
- xx = Cancel A into B: (A xx B).
- > = Use the specified follow-up to the move: (A > B).
- {}xN = That part can be repeated up to N number of times: {A > B}x3.
|
Note: Whenever you want to perform a Rocket Kick follow-up, hold the next button to execute it as early as possible. Ex: 236+K, hold SL.
You may begin these combos with a jumping big slash.
Basic
Advanced
Situational
After Stun Combos
Counterhit Combos
Fatal Blow Combos
Strategy