Krayce
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Health |
500
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Pre-Jump Frames |
4
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Play Style |
All-Around
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Dash Type |
Step
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Character Background
Race: Human
Motivation: To destroy all the Devil Swords
Weapon: Sword Breaker
Likes: Macaroni
Dislikes: Sashimi
Character Info
Krayce is the BIG Rekka character, meaning that he has a big hurtbox (slightly smaller than Earth's), as well as some of the biggest normals in the game, though not always the farthest reaching. Krayce's movement is good, being one of the four characters in the game to have a step type dash gives him strong crossunder mixups if you manage to parry your opponent's jump-in. His combo game is one of his strengths. While he can't two touch his opponents in comparison to other members of the cast, his corner carry potential is very efficient compared to the other characters, being able to go corner to corner with only one bar of meter. Combine this with his great corner pressue, okizeme, and High/Low mixups, he can run away with a lead very quickly if he is able to get it. As stated before Krayce still suffers from large hurtboxes, both from his own and his sword's hurtboxes, making his have quite the trouble against anyone who can zone him out. He is also extremely dependent on meter for any sort of optimal combo, as he lacks any way to confirm a hard knockdown without meter. Even with his faults Krayce is still a character that can be a terror on block and okizeme, while still being a difficult character to approach if Krayce dosen't have to.
Strengths |
Weaknesses
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- Armored moves that open some safe options for anti-airs
- Big normals, which can stuff a lot of zoning if spaced properly.
- 623C is his strongest anti-air as it is a true invulnerable DP and covers a lot of space.
- Far 5D is one of his best neutral buttons since it not only eats most projectiles, but can also cancel your dash.
- Krayce's lvl 3 is really good at punishing raw super projectiles since it's fully invincible and covers a lot of distance.
- Incredible corner game pressure, thanks to his corner carry combos and okizeme setups.
- Has a true corner infinite with f.5A -> 5C > 236B micro walk loops
- He has the best D Palette in the game because it makes him Ike from Fire Emblem.
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- Armored moves can be beaten by lows or 2+ attacks
- Armored moves are inconsistent in general and need further testing
- Big hurtbox, prone to getting hit by high normals that would normally be anti-airs.
- His only reversal option on wake up is 623C, which you must Seal of Time on block as he is punishable if you don't
- Without meter, he lacks damage, corner carry and any guaranteed hard knockdown, making him extremely weak without it.
- Just like every other sword user in this game, his sword also has a hurtbox and can be whiff-punished.
- A lot of his combos scale a lot, which harms his extended combos.
- His other palettes are sub-par
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Normals
Far Standing Normals
5A Brofist? Brofist?
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High/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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Krayce does a quick jab in front of him. Good to use sometimes in neutral but whiffs against Erile and Ryuken in 214d.
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5B Please don't crouch I really want this to hit Please don't crouch I really want this to hit
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High/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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Krayce thrusts his sword in front of him. A move that pokes quite far but whiffs against crouching opponents, although can anti-air if spaced properly.
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5C The weaker overhead The weaker overhead
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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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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Krayce slams his sword to the ground. An overhead with long startup but has armor as well. Causes HDK on hit and links into OTG 2C.
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f.5D Krayce won't hesitate to play dirty Krayce won't hesitate to play dirty
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High/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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Extremely good button. Visually similar to Close 5D. But this one kicks up dust that is blocked Mid AND eats most projectiles. Pressing 5D in the middle of your dash makes you stop in place, giving Krayce great control on his ground movement
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Close Standing Normals
cl.5A Knock Knock? Knock Knock?
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High/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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Krayce does a bonk against his opponent. The exact same as far 5A in terms of startup and damage.
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cl.5B Krayce must have been a football player before he decided to hunt swords Krayce must have been a football player before he decided to hunt swords
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High/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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Krayce does a shoulder bash which launches the opponent. While it has armor it's not that useful of a move since it forces both players to go back to neutral.
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cl.5C This might hurt This might hurt
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High/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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Krayce slashes slightly upwards. One of your best ways to start a combo in terms of optimal damage
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cl.5D A kick to the shins has always worked out, hasn't it? A kick to the shins has always worked out, hasn't it?
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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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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Visually similar to Far 5D. Kick that hits Low. This one does not kick up dust, therefore making it an inferior version of Far D still a very fast low
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Crouching Normals
2A Give me your kneecaps Give me your kneecaps
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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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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Krayce does a low punch. Good button to punish unsafe normals and also used for his low starter BnBs.
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2B BAKANE! BAKANE!
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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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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Krayce throws his cape forward a bit. Has some startup but a really good poke in comparison to 5B since it doesn't whiff against crouching opponents.
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2C Making Order-Sol proud with this one Making Order-Sol proud with this one
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High/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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Krayce does an identical slam like his 5C, except he crouches here. Another armored move that does a HDK if it hits an opponent in the air. Also important for his Burst combos.
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2D Fair button, I swear! Fair button, I swear!
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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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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Krayce does a kick from a crouching position. Much faster button than 2A and 5A and therefore is the best option for his low starters/punishes.
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Command Normals
4C The reason people should be scared of your oki game The reason people should be scared of your oki game
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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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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Krayce slams the hilt of the sword on the opponent. The only standing overhead command normal in the game and one of Krayce's best ground normals. Extremely fast for an overhead and is great to open anyone respecting Krayce's lows too much and for his 236A/B/C okizeme game. Also special cancellable.
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3D I didn't mean to press this one I didn't mean to press this one
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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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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2 hit sweep that isn't useful, unfortunately. Because if the kick hits the second attack will knock down and if the kick is blocked, the second attack can be parried.
This move usually comes out by accident for many players, since there's no real purpose to use it. Avoid it!
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Jumping Normals
J.A Mini stab! Mini stab!
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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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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Krayce attempts to thrust the ground from the air. A good, fast normal that hits grounded opponents. Can be used as an instant overhead but is very risky since it leaves you wide open for a while.
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J.B Nice jump you did there, would be a shame if controlled the air. Nice jump you did there, would be a shame if controlled the air.
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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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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Krayce swings his sword towards the heavens. One of the best air to air normals in the game. Has a big hitbox, wide range, and is quite fast. can hit grounded opponents if done low enough.
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J.C Almost an Aether Almost an Aether
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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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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Krayce does a large swing towards the ground with some startup. Hits a large vertical area in front of Krayce and knocks jumping opponents far away that forces them to land. somewhat risky to use as a combo starter however since the parry timing is very easy to anticipate but great if you are able to land it.
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J.D The main reason your opponent should be scared of your jump-ins The main reason your opponent should be scared of your jump-ins
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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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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Krayce extends his knee towards his opponent's face. This is straight up one of his best jump-ins because of how active it is while also letting you follow up with other buttons when landing.
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Chain Specific Normals
Chain 5C A really good combo filler A really good combo filler
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High/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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Krayce swings his sword downwards. This attack can only be used after 5D, Close/Far 5A and Close 5C. A great normal which deals good damage and is special cancellable. Present in a lot of bnbs and paramount for his 236A/B/C loops.
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Throws
A+D Forward Throw THIS. IS. SPARTA! THIS. IS. SPARTA!
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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Throw
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N/A
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-
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-
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-
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-
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Krayce grabs the opponent and kicks them, which is visually identical to 214d ~> d. Really good grab since Krayce has a lot of tick throw potential. And also very good if your opponent is already in the corner.
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B+D Back Throw *teleports behind you* "nothing personal, kid" *teleports behind you* "nothing personal, kid"
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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Throw
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N/A
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-
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-
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-
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-
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Krayce grabs the opponent, teleports behind them and slashes them, throwing them a very long distance. This makes or destroys your gameplan depending on position and playstyle. Should be used only if you're cornered, since there's no other use to this in comparison to his forward throw.
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Dust (Sword Series Slash)
5B+C
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High
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N/A
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-
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-
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-
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-
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An universal move which is an overhead. Triggers an air chase when you press A. To complete the air chase you must do AAABBBCCCD > 236D.
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2B+C
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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Low
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N/A
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-
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-
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-
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-
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Same as standing Dust but hits low. Triggers an air chase when you press A. To complete the air chase you must do AAABBBCCCD > 236D.
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Chaos Breaking (Parry)
A+B Standing Parry Standing Parry Crouching Parry Crouching Parry Jumping Parry Jumping Parry
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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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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Krayce weaves a bit to the side. An universal move that dodges projectiles and counters any physical, non-grab attacks.
The Standing and Jumping versions parry anything that can be blocked High, but is vulnerable to grabs. The Crouching version only parries lows and cannot be grabbed.
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Specials
Blade Wave 236a/b/c The BnB of your Oki and corner pressure The BnB of your Oki and corner pressure
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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Mid
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N/A
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-
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-
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-
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-
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Krayce throws a lingering immobile projectile.
Entirely useless in neutral since it doesn't move nor has long reach. But on the opponent's wakeup it becomes Krayce's best okizeme tool (even better in the corner) that makes it impossible for the opponent to press buttons on wakeup (unless they mash burst, which is their only escape). They either have to block both the projectile and guess right on your 50/50 or Guard Cancel the projectile, which can be baited along with their burst.
It's also used in Krayce's infinite ([microwalk>5a/5c>5c>236B]*n)
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Sky Sword/Slice Blade 623a/b/c One of the largest DP's in the game One of the largest DP's in the game
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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Mid
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N/A
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-
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-
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-
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-
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Krayce does a large vertical swing in front of him, swatting anything in range out of the air. The C version acts like a true DP and is invulnerable during startup. The C version can also be followed up with Slice Blade on Hit/Block, performing another 623C, though you cannot Seal of Time this extra hit nor cancel into supers.
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Wind Slice Blade/Sword 214x ~> B ~> B ~> C Distance will vary based on button pressed Distance will vary based on button pressed 1st Follow up 1st Follow up 2nd Follow up 2nd Follow up 3rd Follow up 3rd Follow up
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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25-50
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High/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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Krayce dashes forward and does a barrage of swings. A goes the shortest distance, B goes longer, and C goes the longest distance. A and B are not used much compared to the C version due to the risk of you dropping your combos when you do the A or B version. The B and C versions actually hit twice if the opponents hitbox is large enough.
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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16
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High/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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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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16
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High/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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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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39
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High/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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Hits three times and can cancel into supers. Can be parried on block, but you can also delay the input to bait out a parry attempt. The last hit will knock the opponent into the air so therefore canceling on the second hit is usually preferable for combos.
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236d 236d ~> B ~> B ~> C Hey! Check your shins Hey! Check your shins 1st Follow up 1st Follow up 2nd Follow up 2nd Follow up 3rd Follow up 3rd Follow up
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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25
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High/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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Identical to 214a/b/c but Krayce does a small hop and slides instead of dashing, doing a low. Good for checking the opponent's feet but goes at a fixed range.
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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16
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High/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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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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16
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High/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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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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39
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High/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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Rekka followups are the exact same as the 214A/B/C versions.
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214d D follow up D follow up B follow up B follow up B ~> B follow up B ~> B follow up B ~> C follow up B ~> C follow up you will see this if you whiff the B~>C, so don't you will see this if you whiff the B~>C, so don't
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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30
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High/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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Krayce does a short range kick but starts a rekka equally as important to his gameplan as 214a/b/c
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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20
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High/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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The option that allows for SOT. Has high combo scaling.
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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23
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High/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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This is where the rekka branches. Go for B to do a windmill attack or C for a command grab.
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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98
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High/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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Absurdly high damage which can also hit opponents in the air if done raw, although not advised.
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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104
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Jump
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-
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-
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-
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-
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-
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Command grab that cause a HKD. If the opponent was hit by B then B~>C will whiff if done immediately, and you will need to delay the C input so that you grab them out of hit stun. This can also be punished on block by mashing fast normals, so conditioning your opponent is very important. During the dash forward part you can actually cancel into supers, though this isn't preferred over other specials that you can cancel into supers
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Super Moves
Level 1 Supers
Rising Force 214214A/B/B Your best super, get used to using it Your best super, get used to using it
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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Mid
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N/A
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-
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-
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-
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-
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Krayce does three quick and wide sword slices which does insane guard damage while in burst. This is your best super for combos, being part of your corner infinite and in general being the super you want to end combos in.
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Rising Strike Rising Force ~> 236A+B For when you don't go infinite For when you don't go infinite
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
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-
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High/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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Krayce does a gigantic lightning unfused swing downwards which grants you a hard knockdown. Though it is always preferable to just link into normals after Rising Force when you can't this is a compleatly fine alternative.
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Tornado Blade 236236A/B/C Wanna see me cause tornado warnings around the city? Wanna see me cause tornado warnings around the city?
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Damage
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Guard
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Cancel
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Startup
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Adv Hit
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Adv Block
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Chain Adv Block
|
-
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Mid
|
N/A
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-
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-
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-
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-
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Krayce summons a tornado by swinging his sword very fast. This projectile has the highest vertical hitbox in the game and travels 3/4 of the screen but deals less damage than 214214a/b/c ~> 236ab.
It's hard to hit this outside of corner combos or predictions but parry timing can be tricky and may catch some people off guard. Eats every other projectile except Jadou's 214214D (level 3 funny orb)
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Level 3 Super
Secret Art: Sealed God 641236A+B+C "YOU PRESSING BUTTONS?" "YOU PRESSING BUTTONS?" No sympathy recieved No sympathy recieved
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Damage
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Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
Mid
|
N/A
|
-
|
-
|
-
|
-
|
Krayce does a stance then dashes towards his opponent, if it hits, he rapidly slashes his opponent while the screen goes black. After a bit he does three more swings which launches his opponent high up in the air and does a cool stance.
It's a blockable/parriable Raging Demon which has the longest startup of every character's level 3 super but it makes up for it by being fully invincible.
Best used as enders for Burst combos or for punishing reckless zoning attempts, since it's fast and goes 3/4s of the screen.
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Strategy
Fight for your friends, Give no sympathy
-abuse armor
-use a/d normals to start combos
-cancel the step dash with any standing normal. preferably f.5d
-use j.b and j.c as anti-airs
Combos
Chain Combos
Chain Combo
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Damage Per Hit
|
Notes
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5B -> C
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|
C causes a knockdown.
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5A -> B -> C
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C causes a knockdown.
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5D -> 2B -> C
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The Same as 5ABC chain but with D and has better reach. C causes a knockdown.
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2A -> 2B -> C
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usual low combo starter alongside the next one.
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2D -> 2B -> C
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usual low combo starter alongside the previous one.
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2D -> 2A -> 2B -> C
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isn't used instead of the previous two because it scales the combo, losing more potential damage than the added 2A does.
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5A/5D/2A/2D -> C
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command normal C instead of the normal one. good ammount of hitstun.
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5D -> 5B
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main poking chain from a dash cancel
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BnB Combos
Combo
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Total Damage
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Notes
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Meterless BnB
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[microwalk>5a/5c>5c>236B]*X
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infinite in corner
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2D -> 2B -> 2C > 214b/c ~> C ~> C ~> B
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main low starter Bnb
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4C > 214b/c ~> C ~> C ~> B
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main overhead starter Bnb
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2D -> 4C > 214b/c ~> C ~> C ~> B
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the dirty mixup
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One Bar BnB
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2D -> 2B -> 2C ([combo starter]) > 214b/c ~> C ~> C ~> B SOT >> cl.5c -> 5C > 623c ~> 623c
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optimal damage with 1 bar
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[combo starter] > 214b/c ~> C ~> C ~> B SOT >> f.dash >> 214d ~> B ~> B
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deals similar damage but is way easier to do
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[combo starter] > 214b/c ~> C ~> C ~> B SOT >> f.dash >> B+C
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usual way to get dust
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3 Bar BnB
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[combo starter] > 214b/c ~> C ~> C ~> B SOT >> {dl.214D ~> D SOT}x# >> burst >> 632146a+b+c
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easiest way to get level 3
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[combo starter] > 214b/c ~> C ~> C ~> B SOT >> {dl.214D ~> D SOT}x# >> burst >> 632146a+b+c
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Brings them up a little. choose any combo ender you like
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[combo starter] > 214b/c ~> C ~> C ~> B SOT >> {dl.214b/c ~> C ~> C ~> B SOT}x#
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if it works it works.
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(Corner Only) [combo starter] > 214b/c ~> C ~> C ~> B >> 236236a/b/c / 214214a/b/c ~> 236ab
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214214 deals more damage and causes HKD
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623a/b/c SOT (>> microwalk if not in corner) >> {dl.2C > 623a SOT}x# >> j.burst >> 632146a+b+c
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don't use. verytricky timing but it works.
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Burst BnB
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(Burst) 623a/b/c SOT (>> microwalk if not in corner) >> dl.214D ~> D SOT >> 632146a+b+c
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don't use. verytricky timing but it works.
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623a/b/c SOT (>> microwalk if not in corner) >> {dl.2C > 623a SOT}x#
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Krayce's SOT loop. there is a loop limit at around 6 or 7
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(Burst) 623a/b/c SOT (>> microwalk if not in corner) >> delayed 214D ~> D SOT >> 632146a+b+c
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still tricky but easier and way safer than the previous one.
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