Spectral vs Generation/Krayce

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Revision as of 10:36, 27 May 2021 by Bladetastic (talk | contribs) (→‎Character Info: Corrected misinformation on my end.)
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Krayce
Spectral VS Generation Krayce Image.jpg
Health 500
Pre-Jump Frames 4
Play Style All-Around
Dash Type Step

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
  • Three of his buttons has armor properties which activates during the move's startup (5C, 2C, cl.5B).
  • 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.
  • Armored moves can be beaten by lows or multi hit attacks and are inconsistent in general.
  • 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 does not make him Ike from Fire Emblem

Normals

Far Standing Normals

f.5A
Spectral VS Generation KrayceFar5A Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
15 High/Low Chain/Special/Super 3 +7 +5 -

Krayce does a quick jab in front of him. Good to use sometimes in neutral but whiffs against Erile and Ryuken in 214d.


f.5B
Spectral VS Generation KrayceFar5B Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
35 High/Low Chain/Special/Super 10 -8 -10 -

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.


f.5C
Spectral VS Generation KrayceFar5C Image.png
The weaker overhead
The weaker overhead
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
55 High N/A 18 HKD -15 -

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. When chained into it loses its overhead properties but becomes cancellable.


f.5D
Spectral VS Generation KrayceFar5D Image.png
Krayce won't hesitate to play dirty
Krayce won't hesitate to play dirty
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
20 High/Low Chain/Special/Super 5 0 -3 -

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


Close Standing Normals

cl.5A
Spectral VS Generation KrayceClose5A Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
15 High/Low Chain/Special/Super 3 +6 +4 -

Krayce does a bonk against his opponent. The exact same as far 5A in terms of startup and damage.


cl.5B
Spectral VS Generation KrayceClose5B Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
35 High/Low N/A 6 SKD -12 -

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.


cl.5C
Spectral VS Generation KrayceClose5C Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
55 High/Low Chain/Special/Super 7 0 -3 -

Krayce slashes slightly upwards. One of your best ways to start a combo in terms of optimal damage


cl.5D
Spectral VS Generation Krayce5D Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
20 Low Chain/Special/Super 4 +3 +1 -

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


Crouching Normals

2A
Spectral VS Generation Krayce2A Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
15 High/Low Chain/Special/Super 4 +6 +4 -

Krayce does a low punch. Good button to punish unsafe normals and gaps in pressure.


2B
Spectral VS Generation Krayce2B Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
35 High/Low Chain/Special/Super 11 -9 -11 -

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.


2C
Spectral VS Generation Krayce2C Image.png
Making Order-Sol proud with this one
Making Order-Sol proud with this one
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
55 High/low Special/Super 14 -12 -13 ~ -18 -

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. Advantage will change depending on whether they're crouching or standing


2D
Spectral VS Generation Krayce2D Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
20 Low Chain/Special/Super 5 +2 0 -

Krayce does a kick from a crouching position. Much longer button than his 5A and 2A and has a long cancel window, making it Krayce's go-to for low confirms and punishes.

Command Normals

4C
Spectral VS Generation Krayce4C Image.png
The reason people should be scared of your oki game
The reason people should be scared of your oki game
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
40 High Special/Super 16 -7 -9 -

Krayce slams the hilt of the sword on the opponent. The only standing overhead command normal in the game.

While it's a very fast overhead, it has a stubby hitbox and it can be both high and low parried. This forces you to condition your opponent to not parry on reaction against Krayce's 4C. However, it's great to use during his 236C 50/50 oki as the enemy can't parry on wakeup due to dealing with the projectile.


3D
Spectral VS Generation Krayce3D Image.png
I didn't mean to press this one
I didn't mean to press this one
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
56 Low N/A 8 SKD -10 -

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!

Jumping Normals

J.A
Spectral VS Generation KrayceJ.A Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
15 High - 5 - - -

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.


J.B
Spectral VS Generation KrayceJ.B Image.png
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.
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
35 High - 8 - - -

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.


J.C
Spectral VS Generation KrayceJ.C Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
55 High - 12 - - -

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.


J.D
Spectral VS Generation KrayceJ.D Image.png
The main reason your opponent should be scared of your jump-ins
The main reason your opponent should be scared of your jump-ins
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
20 High - 5 - - -

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.

Chain Specific Normals

Chain 5C
Spectral VS Generation KrayceChain5C Image.png
A really good combo filler
A really good combo filler
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
15 High/Low Special/Super - +7 -4 -

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.

Throws

A+D
Forward Throw
Krayce fthrow.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
60 Throw N/A - - - -

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.


B+D
Back Throw
Krayce bthrow.png
*teleports behind you* "nothing personal, kid"
*teleports behind you* "nothing personal, kid"
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
70 Throw N/A - - - -

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.

Dust (Sword Series Slash)

5B+C
Spectral VS Generation KrayceDust Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
150 High N/A - - - -

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.


2B+C
Spectral VS Generation KrayceLowDust Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
150 Low N/A - - - -

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.

Chaos Breaking (Parry)

A+B
Krayce GroundParry.png
Standing Parry
Standing Parry
Krayce CrouchParry.png
Crouching Parry
Crouching Parry
Krayce AirParry.png
Jumping Parry
Jumping Parry
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- - - - - - -

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.

Specials

Blade Wave
236A/B/C
Spectral VS Generation Krayce236ABC Image.png
The BnB of your Oki and corner pressure
The BnB of your Oki and corner pressure
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
40 High/Low N/A - - - -

The version that starts up the fastest and does less hits. Not used much in comparison to B or C

Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
44 High/Low N/A - - - -

The best version of Blade Wave for combos as this is the version used for Krayce's corner infinite. Also used for his okizeme to bait Guard Cancels.

Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
51 High/Low N/A - - - -

Krayce's best oki tool. Use it whenever you get a HDK and they'll be forced to block it (unless they burst)


Sky Sword/Slide Blade
623A/B/C
Krayce 623a.png
One of the largest DP's in the game
One of the largest DP's in the game
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
40 Mid N/A - - - -

Krayce does a large vertical swing in front of him, swatting anything in range out of the air. The A version is the fastest but does not have i-frames, therefore it can be stuffed. Used in his burst loop.

Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
50 Mid N/A - - - -

B version has more startup than A but does more damage. Still doesn't have i-frames. Should be a good enough reason to never use this version.

Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
40 Mid N/A - - - -

C Version of Sky Sword acts like a true dp, being invulnerable during startup. Long startup doesn't mean anything here.

Slide Blade
Sky Sword C ~> 623C
Krayce 623a.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Mid N/A - - - -

Krayce does an extra dp that sends the opponent flying. You cannot follow this up with anything else and is only really used as combo ender for corner carry


Wind Slide Blade/Sword
214A/B/C
Spectral VS Generation Krayce214x Animation.png
Distance will vary based on button pressed
Distance will vary based on button pressed
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
25-50 High/Low - - - - -

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.

Wind Slide Sword
Wind Slide Blade ~> B ~> B ~> C
Spectral VS Generation Krayce214xFollowUp1 Animation.png
Spectral VS Generation Krayce214xFollowUp2 Animation.png
Spectral VS Generation Krayce214xFollowUp3 Animation.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
16 High/Low - - - - -
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
16 High/Low - - - - -
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
39 High/Low - - - - -

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.


Swallow Flight
236d
Spectral VS Generation Krayce2D Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
25 Low Super 19 +6 +5 -

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.

Double Slash
Swallow Flight ~> D
Spectral VS Generation Krayce3D Image.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
24 Low N/A 9 SKD -5 -

Krayce does his 3D, that's it. Air techable before you are able to get a true combo into anything

Swallow Slide Sword
Swallow Flight ~> B ~> B ~> C
Spectral VS Generation Krayce214xFollowUp1 Animation.png
Spectral VS Generation Krayce214xFollowUp2 Animation.png
Spectral VS Generation Krayce214xFollowUp3 Animation.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
16 High/Low - - - - -
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
16 High/Low - - - - -
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
39 High/Low - - - - -

Rekka followups are the exact same as the 214A/B/C versions.


Tornado Kick
214D
Krayce 214d.png
Boot
Boot
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
30 Mid N/A - - - -

Krayce does a short range kick that starts a rekka equally as important to his gameplan as 214a/b/c

Double Tornado
Tornado Kick ~> D
Krayce 214d d.png
Second Boot
Second Boot
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
20 Mid N/A - - - -

A second kick that you can Seal of Time. Great for going into lvl 3 in burst combos

Side Attack
Tornado Kick ~> B
Krayce 214d b.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
23 Mid N/A - - - -

A fast swipe with two follow ups

Speedy Screw
Side Attack ~> B
Krayce 214d bb.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
98 Mid N/A - - - -

A very large multi hit move that cannot be parried low, making this a solid 50/50 on block between this and Sky Drop

Sky Drop
Side Attack ~> C
Krayce 214d bc whiff.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
104 N/A N/A - - - -

Command Grab ender that grants a hard knockdown. If the Side Attack hit then you need to delay your input so that they are grabbed after hitstun has ended, else the grab will whiff. 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

Super Moves

Level 1 Supers

Rising Force
214214A/B/B
Krayce 214214a.png
Your best super, get used to using it
Your best super, get used to using it
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
90 Mid N/A - - - -

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.

Rising Strike
Rising Force ~> 236A+B
236afollow.png
For when you don't go infinite
For when you don't go infinite
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
100 High/Low - - - - -

Krayce does a gigantic lightning infused swing downwards which grants you a hard knockdown, hits overhead. If you want to go for your 236C okizeme, then this is the ender. Does 100 damage when hit raw, damage will change depending on variables such as scaling and guts


Tornado Blade
236236A/B/C
Krayce 236236a.png
Wanna see me cause tornado warnings around the city?
Wanna see me cause tornado warnings around the city?
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
125 Mid N/A - - - -

Krayce summons a tornado by swinging his sword very fast that grants a hard knockdown on hit. This projectile has a very high vertical hitbox and travels 3/4 of the screen but is very east to dodge post super flash. This is also Krayce's reversal super and is invulnerable during startup.

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)

Level 3 Super

Secret Art: Sealed God
641236A+B+C
Lvl3pose.png
"YOU PRESSING BUTTONS?"
"YOU PRESSING BUTTONS?"
Lvl3attack.png
No sympathy received
No sympathy received
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
313 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.

Strategy

Neutral

Krayce's neutral game relies on using your big buttons, but not throwing them out wildly, as he lacks disjoints and can get stuffed by his own sword.

Your best approaches are j.C, j.D, f.5B, 2B f.5D, dash up 2D and dash up parry.

J.C is your best far range jump in because of it's range and hitstun. Most J.C's that hit can be followed up with dash up 2D/5A or cl.5C>ch.5C into your main BnB combo. J.D is your best jump in in general due to it's active frames and the amount of pressure it gives since it's very hard to react to. Even if they block the j.D, you get a mixup option (i.e 2D, 4C or grab).

f.5B, 2B and f.5D are good poke buttons that you can confirm into your BnB. f.5D can actually stop your dash and the dust that Krayce kicks eats low projectiles.

While Krayce does have armored moves (cl.5B, 5C and 2C), they're very inconsistent in neutral since they either get stuffed by a multi hit, are nowhere near useful (cl.5B and 5C) or just won't let you cancel from your hitconfirm (2C). So it's best to not rely on them at all.

if you're knocked down, you can either choose to not respect your opponent's mixup by doing 623C on wakeup, commit to a parry on wakeup, just bite it and attempt to block your opponent's mixup, or guard cancel.

If you're fighting a lot in the air (especially against Wells), use j.B religiously. However, if you're not used to air to air fights, go for 623C instead.

You can easily stuff your opponents jump in with your 236236A super, as it will catch them and give you hard knockdown for your okizeme game.

Speaking of your oki game...

Okizeme

Krayce's oki game is amazing, if not the best in the game.

Your options on their wakeup are: 236B, 236C, j.D, empty jump (into FORWARD grab, for example)

Krayce's 236B and 236C are the main reasons of why his oki game is the best in the SvG. While the B version is used for punishing GC on wakeup with parries or jumps (except Jadou, since his GC is a teleport), his 236C is incredibly oppressive because of how active it is as a stationary projectile. If they block it, you get a free 50/50 high-low mixup with your 2D and 4C into your BnB. If they get hit, you follow up with your main BnB or your infinite.

He makes Mayura's setplay look weak with just one special. That's how good it is.

Character Matchups

(WORK IN PROGRESS)

Combos

Chain Combos

Note: All chains ending with 5C (not ch.5C) causes a knockdown. Therefore, they are not advised to use since you'll be wanting to go for your BnBs.

Chain Combo Damage Per Hit Notes
5B -> 5C Basic poke confirm from 5B.
5A -> B -> 5C Simple 5A confirm.
5D -> 2B -> 5C The Same as 5A -> B -> C chain but uses 5D instead. Has much better reach.
2A -> 2B -> 2C One of Krayce's low starters. Used for low starter BnBs.
2D -> 2B -> 2C Another version of Krayce's low starters using 2D instead. The better starter for low BnBs.
2D -> 2A -> 2B -> 2C While 2D -> 2A is chainable, it's not advised since it scales your combo a lot more. Same situation as the other two combos above otherwise.
5A/5D/2A/2D -> ch.5C Chain that utilizes the Chain 5C button. Very strong starter into your BnBs
5D -> 5B/2B This is your main poking tool when too far to land your basic combos. Can be cancelled into your 214C/236D rekka combo.

BnB Combos

Combo Total Damage Notes
Meterless BnB
[[microwalk/dash > 5A -> 5C > 236B]*4 > 5A -> 5C > 214C ~> B ~> B ~> C(2 hits) > 214214A/B/C] Yes This is Krayce's infinite. Due to the amount of hits, it scales a lot very fast. You can actually replace the 5A with 5C to make it scale less, but that link after the 236B is near frame-perfect.
2D -> 2B -> 2C > 214b/c ~> C ~> C ~> B Krayce's main low starter BnB.
4C > 214b/c ~> C ~> C ~> B Krayce's main BnB which starts with his overhead.
2D -> 4C > 214b/c ~> C ~> C ~> B 2D chaining into 4C is very strong since it will open up opponents who crouch blocks a lot.
One Bar BnB
2D -> 2B -> 2C ([combo starter]) > 214b/c ~> C ~> C ~> B SOT >> cl.5c -> 5C > 623c ~> 623c This is Krayce's main corner carry combo. Very important to learn, since you'll be using this a lot.
[combo starter] > 214b/c ~> C ~> C ~> B SOT >> 5BC/2BC -> AAABBBCCCDD214D Your BnB with the Dust ender. Does less damage than your corner carry version but builds a lot of meter in comparison.
[combo starter] > 214b/c ~> C ~> C ~> B SOT >> f.dash >> 214d ~> B ~> B Deals slightly less damage than the corner carry combo and does not carry them to the corner as much, but is much easier to do.
(Corner Only) [combo starter] > 214b/c ~> C ~> C ~> B >> 214214a/b/c ~> 236ab Your best corner combo. Causes a HDK and gives you free time to set up your 236C okizeme. 236236A/B/C can also be used as an ender but is much weaker in comparison.
2 Bar BnB
[combo starter] > 214b/c ~> C ~> C ~> B SOT >> cl.5c -> 5C > 623c > 236236A/B/C Your corner carry combo but ends with the tornado super. Does more damage and causes a HDK.
3 Bar BnB
[combo starter] > 214b/c ~> C ~> C ~> B SOT >> 214D (whiff) ~> D SOT >> burst >> 632146a+b+c Your easiest way of ending them with lvl 3. Make sure to space yourself from your opponent when bursting, since making the burst itself hit drops the combo.
[combo starter] > 214b/c ~> C ~> C ~> B SOT >> {dl.214b/c ~> C ~> C ~> B SOT}x# Not recommended. Funny loop, but scales way to much for it to be optimal.
Burst BnB
(Burst) [combo starter] > {2C > 623a/b/c SOT}x3 (>> microwalk if not in corner) >> 214D (whiff) ~> D SOT >> 632146a+b+c Your best Burst combo. Usually takes away 50% of your opponent's health. The timing between the 2C > 623A SoT is very tight, however. Practice will be required.
General
Controls
System Specifics
HUD
FAQ
Stages
Glossary
Characters
Hiro
Hiro2
Welles
Ryuken
Erile
Mayura
Roze
Krayce
Orochimaru
Earth
Jadou
Jadou2