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Profile
Another Valkyrie who was brought into existence by the Japanese branch of the Drexler Institute, she's the product of their experiments in creating artificial angels. Like Weiss, she was trained almost since birth to be the perfect soldier by the Institute, who hid their activities by pretending to be a religious order.
Scharlachrot has a very strong emotional attachment to Weiss, and would gladly kill or die for her in equal measure. After the downfall of the Drexler Institute, she was taken under Petra's wing, but has since disappeared. Scharlachrot blocks the angels' way as the ultimate opponent. What has happened to her? What is her true objective?
Overview
Pros
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Cons
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Chains: Scharl's chain moves reflect projectiles and boast loads of range. Additionally her C normals have 2 hits making them difficult to Guard Cancel through.
Fulcrums: Fulcrums provide numerous options and threat to all of her already dominating chain moves.
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Reverse Guts: She has the lowest effective health in the game due to reverse guts which increases the amount of damage she takes while at low health.
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Fulcrums
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Scharlachrot can set down up to three Fulcrums using 236A/B/C, placing a 4th will destroy the oldest Fulcrum immediately. They slowly drift in the direction they were sent out at initially, bouncing on walls and the floor. In order to use her Critical Heart she must have 2 or more Fulcrums down. Her 623X automatically seeks out the nearest Fulcrum regardless of distance. Additionally she can latch on to a fulcrum by holding down the button after the following moves:
- 5B
- 5C
- 2B
- 2C
- j.6B
- j.6BB
- j.6C
- j.E
- 214X
While attached to a Fulcrum she gains access to 6 follow ups, 3 different explosions, 2 swings, and disconnecting. The B follow up is a multi-hit explosion, while the A and C versions trade speed for power respectively. Fulcrums can be swung from twice before they disappear.
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Recommended Arcana
Plant's vines enable Scharl to meterlessly combo for 8k damage off of 5A, leading into seed + j.E Oki from which Scharl can mix her opponent up with the beefy block and hitstun that the seeds-turned-traps produce. Although Plant further reduces Scharl's health, this is minor as she should infrequently be in a position to get hit to begin with. Although Plant's healing on ground E normals is rarely seen, it's most noticeable on low health characters. This combo gives Scharlachrot most reward for getting a hit in, at the cost of being even more fragile.
Normal Moves
Standing Normals
5A
5A Small chain Small chain
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Damage
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Guard
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Cancel
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Untech Time
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Tech Proration
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P1 Proration
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P2 Proration
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1000
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All
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Sp, Su, J
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-
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2%
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80
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95
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Startup
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Active
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Recovery
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Advantage
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Property
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Level
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8
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8
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5
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+3
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-
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B
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A downward diagonally slap with a chain. Kind of slow, but plus on block. If you happen to clash her hand with a move from the opponent, if you let the move come out completely, it will be sure to stuff or counter almost whatever the opponent will cancel into next. Although slow, it's a level 2 move so it cancels directly into C/E attacks.
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5B
5B 45° chain 45° chain
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Damage
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Guard
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Cancel
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Untech Time
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Tech Proration
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P1 Proration
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P2 Proration
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1600
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All
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Sp, Su, J
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-
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6%
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80
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95
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Startup
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Active
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Recovery
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Advantage
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Property
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Level
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9
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9
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13
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-5
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-
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B
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Schar swings her chain upwards at about 45°. Good anti-air, poor button for grounded play. This will whiff on crouchers in almost every situation making this "oops aww I whiffed" No. 1.
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5C
5C Big chain Big chain
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Damage
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Guard
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Cancel
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Untech Time
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Tech Proration
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P1 Proration
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P2 Proration
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1000, 1200 (1960)
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All
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Sp, Su
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-
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4%, 4%
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80, 83
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91, 92
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Startup
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Active
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Recovery
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Advantage
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Property
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Level
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14
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4,12
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13
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-9
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-
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B
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Schar swings a chain out horizontally for a 2 hit attack. This move has excellent reach, hit stun and damage, you'll find yourself using it a lot. This also combos from 2A and 5A on hit. The hitstun is long enough that if a fulcrum is nearby, 5C can combo into an A Burst.
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5E
5E Boot Boot
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Normal
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Damage
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Guard
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Cancel
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Untech Time
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Tech Proration
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P1 Proration
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P2 Proration
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2200
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All
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Asp, Asu
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-
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8%
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83
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83
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Startup
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Active
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Recovery
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Advantage
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Property
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Level
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16+
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10
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15
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-2
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-
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D
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Charged
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Damage
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Guard
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Cancel
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Untech Time
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Tech Proration
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P1 Proration
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P2 Proration
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2600
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All
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ASp, Asu
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-
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8%
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83
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N/A
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Startup
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Active
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Recovery
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Advantage
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Property
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Level
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37
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6
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20
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-
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-
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E
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Combos into Plant 236E if opponent is not in corner.
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Crouching Normals
All crouching normals can be performed with , , or motions.
2A
2A Low #1 Low #1
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Damage
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Guard
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Cancel
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Untech Time
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Tech Proration
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P1 Proration
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P2 Proration
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1000
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Low
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Sp, Su, J
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-
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2%
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70
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95
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Startup
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Active
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Recovery
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Advantage
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Property
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Level
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8
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6
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7
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+3
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-
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B
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One of Schar's only low hitting moves. Very similar to 5A.
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2B
2B Can't be jump canceled... Can't be jump canceled...
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Damage
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Guard
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Cancel
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Untech Time
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Tech Proration
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P1 Proration
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P2 Proration
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1700
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All
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Sp, Su
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-
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6%
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87
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87
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Startup
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Active
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Recovery
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Advantage
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Property
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Level
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8
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10
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12
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-6
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-
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B
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Swing directly above. Useless vs grounded opponents. No horizontal range until decently high. Chains into itself(and 5B) up to 5 times. If you try to 2B vs grounded opponents you got "oops aww I whiffed" No. 2.
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2C
2C Not as useful as it looks Not as useful as it looks
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Damage
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Guard
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Cancel
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Untech Time
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Tech Proration
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P1 Proration
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P2 Proration
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1300, 1000 (2000)
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Low, All
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Sp, Su
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-
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6%, 4%
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70, 70*
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87, 91
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Startup
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Active
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Recovery
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Advantage
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Property
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Level
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13
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4(12)3
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30
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-7
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-
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C, B
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A sitting Schar stretches a chain out horizontally for a 2 hit attack, this is her only other low. Floats the opponent on the 1st hit and the 2nd hit pulls them in. For combos, its easier(and better) to cancel the first hit of this move.
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2E
2E Up Fucking Heavy Kick Up Fucking Heavy Kick
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Normal
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Damage
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Guard
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Cancel
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Untech Time
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Tech Proration
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P1 Proration
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P2 Proration
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2200
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All
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Asp, Asu
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-
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8%
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83
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83
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Startup
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Active
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Recovery
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Advantage
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Property
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Level
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15+
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17
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12
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-6
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-
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-
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Charged
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Damage
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Guard
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Cancel
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Untech Time
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Tech Proration
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P1 Proration
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P2 Proration
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2500
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Unblockable
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Asp, Asu
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-
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8%
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83
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N/A
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Startup
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Active
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Recovery
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Advantage
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Property
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Level
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30
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5
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18
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-6
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-
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-
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You could use this as an anti air (like every other 2E) but 2B or 5B would be better. However, since this is air unblockable, you can use it to catch opponent that are trying air block your moves.
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Air Normals
All air normals can be performed with , , or motions.
j.A
j.A
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Damage
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Guard
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Cancel
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Untech Time
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Tech Proration
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P1 Proration
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P2 Proration
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500
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High
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Sp, Su, J
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-
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2%
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80
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95
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Startup
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Active
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Recovery
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Advantage
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Property
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Level
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5
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14?
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13
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-
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-
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A
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This is the fastest move that Schar has and a dependable air to air move.
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j.B
j.B Dive kick with no dive Dive kick with no dive
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Damage
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Guard
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Cancel
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Untech Time
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Tech Proration
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P1 Proration
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P2 Proration
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1500
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High
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Sp, Su, J
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-
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6%
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87
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87
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Startup
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Active
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Recovery
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Advantage
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Property
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Level
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7
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5
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14
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-
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-
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B
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A kick diagonally downward, good for jump ins. Not the best move, sees more usage as combo filler since Schar struggles to close the gap on her own.
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j.C
j.C Flash kick with no flash Flash kick with no flash
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Damage
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Guard
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Cancel
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Untech Time
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Tech Proration
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P1 Proration
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P2 Proration
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1000, 2000 (2600)
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H
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Sp, Su, J
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-
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4%, 8%
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80*, 83
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80*, 83
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Startup
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Active
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Recovery
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Advantage
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Property
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Level
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4*, 14
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4(2) [1 (6) 1]
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16
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-
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-
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B
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A reverse somersault in air. Highest damage aerial button, used as combo filler whenever possible. The hitbox in front comes out at 14F. The 4F hitbox is behind Scharl, can be used for landing cross ups. 1st hit does not cancel into anything, sets proration to 80%, and has a ton of hitstun. You can get two hits out of this move if you are really close to big/long characters like Catherine or Nazuna.
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j.E
j.E Hae! (Crawl) Hae! (Crawl)
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Damage
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Guard
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Cancel
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Untech Time
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Tech Proration
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P1 Proration
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P2 Proration
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2300
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Mid
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Sp, Su
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-
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8%
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83
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83
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Startup
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Active
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Recovery
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Advantage
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Property
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Level
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15
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6
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19
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-
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-
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-
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Schar swings two chains down at the opponent, this has great downward reach and downs the opponent on hit, but hits mid. It has a generous horizontal range, so you can easily end air combos with this. This has tremendous reach straight down, is very easy to do left/right mixups when you are above your opponent; because of the down status on hit though, you don't get much from it though. You can't be too aggressive with this move either.
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Command Air Normals
j.6B
5B but cooler 5B but cooler
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Damage
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Guard
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Cancel
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Untech Time
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Tech Proration
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P1 Proration
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P2 Proration
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1600
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All
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Sp, Su
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-
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6%
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-
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-
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Startup
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Active
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Recovery
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Advantage
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Property
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Level
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9
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11
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16
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-
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-
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-
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Schar sends a chain out diagonally upward, this move is kind of like a 5B in air. This move is great for adding a good bit of damage to random air hits.
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j.6BB
More damage for mashing More damage for mashing
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Damage
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Guard
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Cancel
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Untech Time
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Tech Proration
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P1 Proration
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P2 Proration
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2900~ (1740)
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N/A
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Sp, Su
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N/A
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10%
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N/A
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N/A
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Startup
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Active
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Recovery
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Advantage
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Property
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Level
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13
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-
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-
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+
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-
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-
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Can't be used unless j.6B hit. Does damage, launches opponent across the screen, can't be combo'd from. Cancels into fulcrums. Trades oki options from j.E for damage and distance.
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j.6C
Neutral: Won. Neutral: Won.
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Damage
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Guard
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Cancel
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Untech Time
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Tech Proration
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P1 Proration
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P2 Proration
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2000
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All
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Sp, Su
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-
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8%
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83
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83
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Startup
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Active
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Recovery
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Advantage
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Property
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Level
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17
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6
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19
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-
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-
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-
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A horizontal swing of the chain in air, basically aerial 5C. On hit you can follow it up with a homing cancel. Great for neutral or backjumps into this move for air to air spacing. Using this move to control the pace of the match, grab space, and trip up the opponent SOP for Schar. This move is pretty slow so its not that great of an idea to NH and fly in with it, better to be used when out of reach, retreating until respect is gained. Can not be inputted as 9C, must be input as 6C or 3C while in the air.
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Universal Mechanics
Neutral Throw
And the kick is good! And the kick is good!
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Damage
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Guard
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Cancel
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Untech Time
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Tech Proration
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P1 Proration
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P2 Proration
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0, 2000
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Throw
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-
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-
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20%
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-
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-
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Startup
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Active
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Recovery
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Advantage
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Property
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Level
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5
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1
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23
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+
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-
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-
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Leaves opponent airborne. Homing cancel for combos.
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Lever Throw
Mini Murder Chain Mini Murder Chain
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Damage
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Guard
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Cancel
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Untech Time
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Tech Proration
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P1 Proration
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P2 Proration
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2500
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Throw
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No.
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-
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0%
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-
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-
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Startup
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Active
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Recovery
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Advantage
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Property
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Level
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3
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1
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23
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+
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-
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-
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Sideswap, hard knockdown, and a bit of distance. Provides 5C oki.
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Air Throw
Seems like this was the intended use of this animation... Seems like this was the intended use of this animation...
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Damage
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Guard
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Cancel
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Untech Time
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Tech Proration
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P1 Proration
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P2 Proration
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2000
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Throw
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-
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-
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20%
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-
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-
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Startup
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Active
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Recovery
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Advantage
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Property
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Level
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3
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1
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23
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+
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-
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-
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Scharlachrot gives the opponent a boot for a ground bounce. Homing not always required to combo.
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Special Moves
Fulcrum Schlinge
From below From below From above From above
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Ground
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Damage
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Guard
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Cancel
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Untech Time
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Tech Proration
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P1 Proration
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P2 Proration
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N/A
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N/A
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-
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N/A
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N/A
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N/A
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N/A
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Startup
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Active
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Recovery
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Advantage
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Property
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Level
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-
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-
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N/A
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-
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-
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Air
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Damage
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Guard
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Cancel
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Untech Time
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Tech Proration
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P1 Proration
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P2 Proration
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N/A
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N/A
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-
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N/A
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N/A
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N/A
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N/A
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Startup
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Active
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Recovery
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Advantage
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Property
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Level
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-
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-
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N/A
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-
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-
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Sets a fulcrum. Schar's chains can bind to any fulcrum she's placed. The fulcrum will slowly travel along the vector that you set it. If a moving fulcrum reaches the floor or a corner, it will bounce, even during the summoning animation. All fulcrums come out about 3 character widths away from Schar. Schar freezes in place while setting a fulcrum in the air, then she falls like normal.
This move can only be used once in the air. Getting hit reset this enabling you to use the move again.
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QBK
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Damage
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Guard
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Cancel
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Untech Time
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Tech Proration
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P1 Proration
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P2 Proration
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N/A
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N/A
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Follow-ups
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N/A
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N/A
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N/A
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N/A
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Startup
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Active
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Recovery
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Advantage
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Property
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Level
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-
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-
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N/A
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-
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-
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Hold buttons after using most moves to latch on to a fulcrum. Gets the fulcrum follow up out as fast as possible. The following moves can beheld to latch on: 5B, 5C, 2B, 2C, j6B, j6C, 214X.
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Bind
Find them. Find them.
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Damage
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Guard
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Cancel
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Untech Time
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Tech Proration
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P1 Proration
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P2 Proration
|
1500
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All
|
Follow-ups
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-
|
8%
|
-
|
-
|
Startup
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Active
|
Recovery
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Advantage
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Property
|
Level
|
19
|
X
|
50+Active
|
-
|
-
|
B
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Schar will bind to the nearest fulcrum. You can stay connected to a fulcrum point for up to 40 frames, follow-ups are available through the whole duration.
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Exploding Anzunden
Boom. Boom.
|
Fuse
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Damage
|
Guard
|
Cancel
|
Untech Time
|
Tech Proration
|
P1 Proration
|
P2 Proration
|
200
|
All
|
-
|
-
|
2%
|
70
|
95
|
Startup
|
Active
|
Recovery
|
Advantage
|
Property
|
Level
|
1
|
X
|
-
|
-
|
-
|
B
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Schar sends a glowing sphere of energy towards a fulcrum that she's connected too, causing the fulcrum to explode. Will whiff if the opponent is not touching the fulcrum(that's ok).
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Blast
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Damage
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Guard
|
Cancel
|
Untech Time
|
Tech Proration
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P1 Proration
|
P2 Proration
|
2500
|
All
|
-
|
-
|
10%
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Property
|
Level
|
1
|
11
|
-
|
-
|
-
|
B
|
Schar will bind to the nearest fulcrum. You can stay connected to a fulcrum point for up to 40 frames, follow-ups are available through the whole duration.
|
Blast
|
Damage
|
Guard
|
Cancel
|
Untech Time
|
Tech Proration
|
P1 Proration
|
P2 Proration
|
3000
|
All
|
-
|
-
|
10%
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Property
|
Level
|
1
|
11
|
-
|
-
|
-
|
B
|
Schar will bind to the nearest fulcrum. You can stay connected to a fulcrum point for up to 40 frames, follow-ups are available through the whole duration.
|
Blast
|
Damage
|
Guard
|
Cancel
|
Untech Time
|
Tech Proration
|
P1 Proration
|
P2 Proration
|
500×6 (2675)
|
All
|
-
|
-
|
2%×6 (12%)
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Property
|
Level
|
19
|
X
|
50+Active
|
-
|
-
|
B
|
Schar will bind to the nearest fulcrum. You can stay connected to a fulcrum point for up to 40 frames, follow-ups are available through the whole duration.
|
|
Swinging Springen
Chain - Swinging Springen While Chain Bound8 While Chain Bound
|
Damage
|
Guard
|
Cancel
|
Untech Time
|
Tech Proration
|
P1 Proration
|
P2 Proration
|
1000
|
-
|
-
|
-
|
4%
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Property
|
Level
|
-
|
-
|
|
-
|
-
|
-
|
Schar uses the fulcrum as a pivot and leaps in a crescent arc.
|
|
Chain - Laufen
Chain - Laufen While Chain Bound6 While Chain Bound
|
Damage
|
Guard
|
Cancel
|
Untech Time
|
Tech Proration
|
P1 Proration
|
P2 Proration
|
1000
|
-
|
-
|
-
|
4%
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Advantage
|
Property
|
Level
|
-
|
-
|
|
-
|
-
|
-
|
Similar to Springen, but follows a more forward arc.
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Chain - End Warten
Chain - End Warten While Chain Bound4 While Chain Bound
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Damage
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Guard
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Cancel
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Untech Time
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Tech Proration
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P1 Proration
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P2 Proration
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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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-
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Startup
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Active
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Recovery
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Advantage
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Property
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Level
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-
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-
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-
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-
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Cancels your link to a fulcrum.
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Chain - Attacking Schwanz
Chain - Attacking Schwanz+//214X
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Damage
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Guard
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Cancel
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Untech Time
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Tech Proration
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P1 Proration
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P2 Proration
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1200
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-
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-
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-
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6%
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-
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-
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Startup
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Active
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Recovery
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Advantage
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Property
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Level
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-
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-
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-
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-
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Draws a wide arc with a chain. This move as well can connect to a fulcrum if you hold the button. It is really negative on hit and block so it's really bad to throw out without a plan.
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Chain - Armored Rustung
Chain - Armored Rustung+//22X
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Damage
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Guard
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Cancel
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Untech Time
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Tech Proration
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P1 Proration
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P2 Proration
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300×11 (2277)
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-
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-
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-
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2%×11 (22%)
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-
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-
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Startup
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Active
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Recovery
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Advantage
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Property
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Level
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-
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-
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Schar slightly jumps up and spins for a DP-like move. The different versions of this move change how high Schar rises before the attack.
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Super Moves
Murder Chain - Strangling Schmerz
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Damage
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Guard
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Cancel
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Untech Time
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Tech Proration
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P1 Proration
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P2 Proration
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2500, 2000, 2500 (6370)
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-
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-
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-
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4%
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-
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e
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Startup
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Active
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Recovery
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Advantage
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Property
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Level
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-
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-
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-
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-
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Description for the move.
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Madness Chain - Frenzy Frevel
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Ground
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Damage
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Guard
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Cancel
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Untech Time
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Tech Proration
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P1 Proration
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P2 Proration
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500×15 (4775)
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-
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-
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-
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2%×15 (30%)
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-
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-
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Startup
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Active
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Recovery
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Advantage
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Property
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Level
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-
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-
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-
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-
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-
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Description for ground version (if applicable).
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Air
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Damage
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Guard
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Cancel
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Untech Time
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Tech Proration
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P1 Proration
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P2 Proration
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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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-
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Startup
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Active
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Recovery
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Advantage
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Property
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Level
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-
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-
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-
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-
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-
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Description for air version (if applicable).
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Critical Heart
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Generic CH
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Damage
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Guard
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Cancel
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Untech Time
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Tech Proration
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P1 Proration
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P2 Proration
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400×15, 6000 (12000)
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-
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-
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-
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20%
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-
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-
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Startup
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Active
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Recovery
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Advantage
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Property
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Level
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-
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-
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-
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-
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-
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Description for Generic Critical Heart.
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Extend Force
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Damage
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Guard
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Cancel
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Untech Time
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Tech Proration
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P1 Proration
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P2 Proration
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400×20, 2000, 6000 (16000)
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-
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-
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-
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20%
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-
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-
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Startup
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Active
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Recovery
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Advantage
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Property
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Level
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-
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-
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-
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-
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-
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Description for EF version of Generic Critical Heart.
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Combos
Solo Combos
- 5C (2), 214+X
- 5A, 2C(1), (6HC) 5A, 5B, JA, JB, JC, (djc) JA, JB, JC, J6B~B
- 5A, 2C(1), 2E, (5HC) JA, JB, JC, (djc) JA, JB, JC, J6B~B
- 5A, 5C, (EFc) 5C, 2C(1), 236+AB
- (Air to Air) JA, JB, JC,(djc) JC, JE, 214+AB
- (Air to Air) J6C, (5HC~D) JB, (Land) 5A, 5B, JA, JB, JC, (djc), JB, JC, J6B~B
- (Anti-Air) 5B (tip), JC, J6B, (5HC) JB, JC, (djc), JB, JC, J6B~B
- (Air to Air) JA, JB, JC, J6B, (5HC) JA, JB, JC, (djc) JB, JC, J6B~B
- (Air throw) JA, (Land) 5B, JB, JC, (djc) JB, JC, J6B~B
- (Air throw*) (5HC) JB, (Land) 5A, 5B, JA JB, JC, (djc) JA, JB, JC, J6B~B
^Wait for them to bounce off the ground
- (236+A) (spaced) 5C~A, (5HC) JA JB, JC, (djc) JA, JB, JC, J6B~B
- (236+A) 623A~A, (5HC) JA JB, JC, (djc) JA, JB, JC, J6B~B
- 5A, 2C(1), 214+X, (6HC) 5A, *JA, JB*, JC*, (Land) JB, JC, (djc) JC, JE
^The JA/JB/JC are delayed, do JA normally, JB at the top of the jump, JC while falling
- 5A, 2C(1), 2E, (EFc)(5D) JC, JE, JC, (djc) JC, JE, JC, J6B~B
- 5A, 2C(1), 214+X, (EFc) 5A, JC, JB, JE, JB, (Land) 2C(2), 236+A, 5A
- (Anti-Air) 214+X, (EFc) 5B, JA, JB, JE, (delayed) JB, 5A, 5B, JA, JB, JC, JB, (djc) JB, JC, J6B~B
- (Anti-Air) 214+X,(6HC) 5B, JC, (djc) J6C, J6B~B
- 5A, 2C (1), (6HC) 5A, 5B, *JA, *JB, *JC, (land) JA, JB, JC, (djc), JA, JB, JC, J6B~B
Arcana Combos
Generic Arcana
Love
- 5C(2), (EFc) 5C(2), 214+BC
- (Spaced Air to Air) J623+E, (5HC) JB, 5A, 5A, JA, JB, JC, (djc) JB, JC, J6B~B
Thunder
- 5A, 2C(1), 2E, 236x2+E, (5HC) JA, JB, JC, (djc) JA, JB, JC, J6B~B
- (Spaced) 214+X, (EFc), 5C(2), 214+BC, 641236+E
^Prioritize distance
- 5A, 2C(2), (EFc) 5C(2), (MAX charge) 2E, 236+ABC, (5D) *Sword Hits* JE, *Explosion* (5D) JE
Time
- 5A, 2C(1), 2E, (5HC) JA, JB, JC, (djc) JB, 236x2+E, JE, (land) 236+A/B/C
- 214+X, (EFc) 5B, 236x2+E, 236+ABC, (6D/4D) 2B~5B×n
Plant
- 5A, 5B, 5C(2), 236+E, 5A, 5B, JA, JB, JC, (djc) JA, JB, JC, J6B~B
- 5A, 5C(2), 236+E, 5A, 5B, JB, JC, (djc) JC, JE, 214+E/214x2+E
- 2C(2), (EFc) 5C(1), 236+E, 5B, JC, JE, JC, (djc) JB, JC, J6B~B
- 214+X, (EFc) 5C(1), 236+E, 5B, 8JC, JE, JC, (djc) JB, JC, J6B~B
- 214+X, (EFc) 5C(1), 236+E, 5B, 8JC, JE, JC, (djc) JC, JE
- 5/N Throw, (5HC*) JB, JC, 236+E, JB, (djc) JA, JB, JC, J6B~B
^Position yourself above the opponent to make it easier
- 5/N Throw, (5HC) JB, JC, 236+E, JB, (djc) JC, JE, 214x2+E or 214+E
Earth
- 5C (2), 641236+E, (EFc) 214+BC
- 5A, 2C(1), 2E, (EFc)(5D) JB, JC, 236+E, (5HC) JE, 623+E
Fire
- 214+X, (EFc) 5B, JB, JE, 236+E, (5HC) JE, (Land) 5B, 2B, 214+BC
- 5A, 2C(1), 214+E, 5B, JB, JC, (djc) JB, JC, J6B~B
- 5C(2), (EFc) 5C(2), 214+BC
- (during EF) JE, JB, (Land) 5A, 5B, 214+BC, JE
Wind
- 5A, 2C(1), 2E, (EFc) (J5D~D~D*) JA, JB, JC, JB, (djc) JB, JC, JB, (tjc) JB, JC, JB, J6B~B
- About 3 boosts, practice the timing
- 5A, 2C(2), (EFc), 5A, 5A, JB, (air dash) JB, (air dash) JB, 2A, 2C(2), (MAX) 2E, 214+BC
- 5A, 2C(1), 2E, (EFc) (J5D*) JC, (djc) JC, (tjc) JC, JE, (2D**) JC, (Land) 5B, JC, (djc) JC, (tjc) JC, J6B~B
^Practice the timing, you need to stay above them or the JE will whiff
- You need to fall pretty low for the last JC, like normal jump range
- 214+X, (EFc) 5C(2), (MAX) 2E, J214+E, (5HC) JE, (214+E hit) (5D) JA, JB, JC, (djc) JB, JC, J6B~B
Magnet
- 2A, (EFc) 5A*11, 5C (2), 2C (2), 236x2+E
- 214+X, (EFc) 5B, JC, JB, JE, JB, 5A, 5A, JA, JB, JC, JB, (djc) JB, JC, J6B~B, 236x2+E*
^Only use the super ender if you're doing the combo in the corner
- 2A, (EFc) 5A*11, 5C (2), 2C (2), 2E, (5HC) JA, JB, JC, (djc) JB, JC, J6B~B, 236x2+E*
^Anywhere but the corner here
Steel
- 5A, 2C(1), 2E, 236+E~9, (sj) JA, JB, JC, (djc) JA, JB, JC, J6B~B
- 214+X, (EFc) 5B, JA, JB, JE, (Delay) JB, 5A, 5C(2), 214+BC
- 214+X, (EFc) 5C(1), (MAX) 2E, 236+E
Light
- 5C(2), (EFc) 5C(2), 236+E, 5C(1), 623+E, (8~5DD) JA, JB, JC, JB, (djc) JB, JC, J6B~B
- (MAX) 2E, (EFc) (Luster Force Hit) 5A, 5A, JC, JB, JE, JB, (Land) 5A, 5B, JA, JB, JC, JB, J6B~B, 236x2+E
Punish
- 5A, 2C(1), 2E, (EFc) (J5D*) JC, JB, JE, JB, (delayed) 7JB, JE, 236x2+E, JE*
^Might catch them if they don't tech
Sound
- 2A, 2C(1), (EFc) 5A, 5B, JC, JE, JB, 641236+E
Fenrir
- 214+X, (EFc) 5C (2), 236+ABC
- 5A, 2C(1), 2E, 623+E, (J5D) JB, JC, 7JB, JE, (small delay) 641236+E
Tyr
- (5D) JC, 2A, 2C(1), 2E, (5HC) JA, JB, JC, (djc) JB, JC, J6B~(delayed)B, (Land) 214x2+E, (EFc)
- 214+X, (EFc) 5B, JB, JC*, 2E, 236+ABC
^Slight delay
Holy
- (5D) JC, 2A, 2C(1), 2E, (5HC) JA, JB, JC, (djc) JB, JC, J6B, 236x2+E
- 214+X, (EFc) 5B, JC, JB, JE, JB, (Land) 2C (2), 214+BC
- (5D) JC, 5A, 5C (2), (EFc) 5C (2), 236+ABC
Colors
External Links
Videos
Combos above in video below (late 2023)
https://youtu.be/ZQGEpJTvvjU
General
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Advanced
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Characters
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Arcana
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