Them's Fightin' Herds/Tianhuo

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Tianhuo 2.png
Tianhuo (天火)
Species: Longma
Playstyle: Rushdown, Aerial
HP: 4800
Meter Size: 350
Movement Options: Superjump, Air Dash, Flight, Flip
Voice Actor: Kay Bess
Stage(s): Huoshan, Spring Festival

Profile

Longma of the Huoshan Empire are few in number but carry extraordinary heritage: half-dragon, half-horse. They believe they embody the best traits of both: peaceful minds and hardy bodies from the ungulates, iron wills and the strength to fight from the predators.

The road to perfect balance is often described as more of a tightrope. Sway too far in one direction or the other, and you could send yourself tumbling. Tianhuo’s ruthless ambition to purge herself of all weakness had manifested as cruelty to others in the past, but in the years since she has self-reformed. Now she serves as Captain of the Guard in service to Her Royal Highness the Longestma, Empress of Huoshan.

Tianhuo was the natural choice for Champion: with her unmatched physical prowess, skill with flight, and command over dragon fire. She believes she’s the only one powerful and worthy enough to save Foenum, but will pure-blooded ungulates truly accept a half-predator? [1]

Gameplay

Tianhuo is best described as an aerial-rushdown character. She has the most airborne mobility in the game, along with a slew of great air options that let her put on pressure. To compliment her aerial game, she has a great set of ground normals, and the ability to cancel these normals into flight to continue pressure. She also has good defensive tools in her anti-airs, her strike-invincible 7D, and her various frame-one-airborne specials. Good normals, good offense, good defense, and the best mobility in the game. The downside? The lowest health and damage in the game.


Strengths Weaknesses
  • Mobility: Her low-profile dash, airdash, super jump, flight, flips and firecrackers let Tianhuo have incredible mobility, allowing her to easily position herself favorably and approach quickly in neutral.
  • Excellent Mixups: Tian's flips, Volcanic Dash, and flight give her an incredibly strong and safe offensive game.
  • Meter Gain: Has relatively quick metergain compared to the rest of the cast. This gives her quick access to tools like Cross Canter and her powerful install.
  • Corner Carry: Tian has the impressive ability to take the opponent to the corner off of most hits, complimenting her strong corner offense.
  • 7D: A powerful reversal option that doubles as a movement option, 7D is a powerful threat that requires specific counterplay both on the ground and in the air. If unchecked, Tian will often immediately start her turn or completely disengage from the opponent's offensive pressure.
  • Ran Shao Feng: Tianhuo's Level 2 buffs her damage and mixup potential to extreme levels, which can allow her to three-touch the opponent under favorable circumstances.
  • Low Health: Tied with Shanty and Pom for the lowest health in the game, letting her die to fewer touches.
  • Low meterless damage: Until Tian has access to her install she can struggle to output the same amount of damage as the rest of the cast.

Normal Moves

5A
5A
TFH Tianhuo 5A.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
30 HL - 5 4 15 vs. Grounded 1 -1
vs. Airborne

Can be chained into itself or 2A on hit or whiff. Your fastest normal, and therefore a good pick for challenging pressure/fast punishes. Whiffs on crouchers when not done from point blank, so it's not ideal for stagger pressure.

6A
6A
TFH Tianhuo 6A.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
90 HL - 12 4 29 vs. Grounded -14 -11
vs. Airborne

Tianhuo has the slowest 6A in the game, but it's best to not ignore it. It still has frame 1 crouching hurtboxes and the most vertical reach of all your anti-air normals and can be used to trap opponents in blockstun to 236C them afterwards. It also whiffs on crouchers, so Tian does not have access to rebeating during pressure.

5B
5B
TFH Tianhuo 5B.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
80 HL - 9 4 17 vs. Grounded 2 -4
vs. Airborne

A great grounded poke. Has fast startup and recovery, moves Tian forward and even reaches upward to catch opponents jumping or doing slower jump-ins.

5C
5C
TFH Tianhuo 5C.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
115 HL - 13 10 16 vs. Grounded 0 -6
vs. Airborne

Disjointed, has many active frames, and is +10 when cancelled into flight. Powerful punish starter. Can be made plus on block with a proper meaty.Its active frames allow you to dissuade backdashes during pressure with it, though its main appeal is the sweet plus frames when flight cancelled. Weirdly fast recovery on whiff.

2A
2A
TFH Tianhuo 2A.png
Chomp
Chomp
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
25 L - 7 5 16 vs. Grounded -2 -4
vs. Airborne

Tianhuo's fastest low. It's good for starting pressure up close. Unusually minus on block, so it can take a bit more conditioning than average to use it for stagger pressure like most other 2As.

2B
2B
TFH Tianhuo 2B.png
Fwoosh
Fwoosh
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
60 L - 10 6 18 vs. Grounded 0 -5
vs. Airborne

Good low poke normal. Very active and fully disjointed. It even has a hitbox above her head, so its capable of anti-airing as well. +4 on block when flight cancelled. Extremely good.

2C
2C
TFH Tianhuo 2C.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
120 L - 13 16 29 vs. Grounded KD -24
vs. Airborne

Low slide that causes a soft knockdown on the opponent on hit. Unsafe on block, and the only safe cancelling option on block is flight (if resourceless) or one of her flips (1D, 4D or 7D, each one costing one stock of magic). However, if it hits, you cannot follow up after flight cancelling. If you get pushblocked before using this move, your opponent gets a free whiff punish. Overall this isn't really a good normal to be throwing out, due to its difficulty to confirm from and overall unsafeness. Works well in combos, at least.

3C
3C
TFH Tianhuo 3C.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
125 HL - 18 6 38 vs. Grounded Launch -16
vs. Airborne

Standard launcher. Unsafe on block, jump-cancellable on hit.

j.A
j.A
TFH Tianhuo jA.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
40 H - 6 8 10 vs. Grounded
vs. Airborne

Quick and active, this normal mostly works best for tickthrows. Its hitstun is lacking, making it tough to combo from, though its short blockstun can mess up opponent pushblock timing.

j.B
j.B
TFH Tianhuo jB.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
80 H - 9 5 14 vs. Grounded
vs. Airborne

Hits quite far horizontally, though it doesn't hit very far downwards. Works well with instant airdashes in neutral, works well in air-to-air situations, and allows for a quick overhead when used after 4D.

j.C
j.C
TFH Tianhuo jC.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
115 H - 13 12 6 vs. Grounded
vs. Airborne

Highest damage jump normal, making it ideal for combo starters. Doesn't hit as far forward as j.B, but it has good range downwards and backwards, making it a very strong crossup normal, especially when combined with flight and flips. It also has many active frames, making it difficult to backdash away from.

Special Moves

Volcanic _Ash
Volcanic Series
236A/B/C
Air OK
TFH Tianhuo 236A.png
Volcanic Ash
Volcanic Ash
TFH Tianhuo 236B.png
Volcanic Bash
Volcanic Bash
TFH Tianhuo j236B.png
Volcanic Bash (Air)
Volcanic Bash (Air)
TFH Tianhuo 236C.png
Volcanic Crash
Volcanic Crash
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
90,150 HL/H - 12 4(8)4 21 vs. Grounded Bounce -6
vs. Airborne

Frame 1 airborne, hits grounded opponents on frame 24. Overhead. Can become safe or even + if used in midair. Works as a combo extender, utilizing your groundbounce. Can be flight cancelled on hit.

110,150 HL - 18 6 19 vs. Grounded Launch, -8 -7
vs. Airborne

Forward moving special that launches on hit. Projectile immune frames 1-27. Can be flight cancelled on hit.

110,150 HL - 15 11 20+ vs. Grounded Launch, -10 -13
vs. Airborne

Projectile immune frames 1-23. More range than the grounded variant and still works as a combo tool, but far more unsafe on whiff/block.

300 Grab - 15 3 47 vs. Grounded HKD +13
vs. Airborne

Standard combo ender, and Tian's only hard knockdown aside from Super, granted that the opponent ends with less than 380 JD after applying this move's own JD. Otherwise, causes a soft knockdown. Can't be blocked in the air, providing a real threat against jumping opponents. You can blockstring into it as an anti air, and it'll grab them even if they pushblock, if timed well. Refunds 70 JD and gains first hit bonus if landed raw. When this move connects, Tianhuo gains a considerable amount of extra meter, making it also the best ender for meter-building routes.

Throws

Forward Throw
Forward Throw
B+C / 6B+C
TFH Tianhuo FT.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
300 Throw - 6 3 23 vs. Grounded KD
vs. Airborne

Standard throw. Allows for a combo afterwards.

Back Throw
Back Throw
4B+C
TFH Tianhuo BT.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
300 Throw - 6 3 23 vs. Grounded KD
vs. Airborne

Identical to forward throw, but in the other direction.

Air Throw
Air Throw
j.B+C
TFH Tianhuo AT.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
300 Throw - 8 3 18 vs. Grounded KD
vs. Airborne

Standard air throw. Allows for a combo afterwards.

Magic

Tianhuo can use magic for a variety of specials. She has a maximum of 2 stacks of magic, which regenerates over time. However, performing an airdash or using any magic move (including flight) will pause magic regeneration for a brief amount of time. Each magic stock takes about 5 seconds to generate.

5D
Firecracker Attack
2/3/6/8/9D
Air OK
TFH Tianhuo 2D.png
2D
2D
TFH Tianhuo 3D.png
3D
3D
TFH Tianhuo 6D.png
6D
6D
TFH Tianhuo 8D.png
8D
8D
TFH Tianhuo 9D.png
9D
9D
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
210 HL - 16 30 12 vs. Grounded 15 -19
vs. Airborne

Moves straight down. Has some crazy crossup setups. If used from the ground, Tianhuo initially moves upwards, but this does not affect the move's startup.

210 HL - 16 30 12 vs. Grounded 10 -20
vs. Airborne

Moves downwards and forwards, effectively a divekick. Has a disjointed hitbox forwards and slightly above Tianhuo's hurtbox, making it a good move to challenge anti-airs and air-to-airs. The First Hit Juggle Decay bonus makes it one of Tianhuo's best starters, but it is also really useful mid combos, as it has a good damage while adding up only 5 JD. If used from the ground, Tianhuo initially moves upwards, but this does not affect the move's startup.

210 HL - 16 16 12 vs. Grounded 8 -13
vs. Airborne

Moves straight forwards. Whiffs on crouching opponents when used on the ground. Combos into j.A through a 3-frame link, which in turn combos into 5A through another link, provided it hits a standing opponent.

210 HL - 16 10 12 vs. Grounded 3 -15
vs. Airborne

Moves straight up. Can help timer scamming if you have the health lead.

210 HL - 16 12 12 vs. Grounded 13 -15
vs. Airborne

Moves up and forward. Can be used to cover distance and gain height at surprising speed.

Firecracker Flip
7/4/1D
Air OK
TFH Tianhuo Flip.png
speen
speen
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
- - - 0 18 28+ vs. Grounded
vs. Airborne

The active frames do not actually refer to a hitbox, but instead refer to the frames in which this move is strike invuln. Strike immune reversal that moves Tianhuo upwards and backwards very quickly. Recovery can be cancelled into normals, specials, or airdashes.

- - - 4 5 27+ vs. Grounded
vs. Airborne

Similar to 7D, but this one does not have strike immunity on the first frames, and instead moves Tianhuo forward. Her speed accelerates as she travels, so using it while grounded will not get you very far, while using it in midair lets you quickly close the distance. Recovery can be cancelled into normals, specials, or airdashes. Using a j.B immediately after this results in an 18f overhead, so remember that this is one of your strongest mixup options.

- - - 4 5 39+ vs. Grounded
vs. Airborne

Once again, active frames are strike-immune frames, not hitboxes. This one is more of a "rainbow" trajectory, allowing for surprise crossups mid-pressure. More committal than her other flips, and not used nearly as often.

Volcanic Dash
236D
TFH Tianhuo 236D.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
210 Mid - 28 8 22 vs. Grounded Launch 4
vs. Airborne

Spends 1 magic to do a plus on block special that can cross up, ignores pushblock, grants a combo, and can be cancelled into flight on hit. Does not steal the corner. About half of a magic stock is refunded on hit, and a very tiny amount is refunded on block. During frames 5-12 Tianhuo's hurtbox becomes her crouching hurtbox.

Flight
5D
TFH Tianhuo 5D.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
- - - 14 0-72 5 vs. Grounded
vs. Airborne

Once again, active frames are not a hitbox. Instead, active frames are how long you can fly. Flight allows you to move freely in all directions, in midair, for a set amount of time. Using any attack/mobility option will end flight, and you cannot block while flying. Can be cancelled into from pretty much any normal or special, most of the time on hit OR block, opening up pressure/combo options.

Super

Men Shao Ti
236XX
TFH Tianhuo 236XX1.png
"Smoldering kick!" (闷烧踢)
"Smoldering kick!" (闷烧踢)
TFH Tianhuo 236XX2.png
"Cyclone fire kick!"
"Cyclone fire kick!"
TFH Tianhuo 236XX3.png
"Sheng Ho Ti!" (旋火踢)
"Sheng Ho Ti!" (旋火踢)
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
220,220,340 HL - 4+6 3 102+ vs. Grounded HKD +21 -38
vs. Airborne

Super. First hit stuns the opponent, second hit knocks them upwards, and third hit knocks them back down to earth, ending in a fairly + Hard Knockdown. Goes relatively far, making it half-decent at punishing unsafe moves from a distance. Whiffs crouchers. Frame 1 airborne, making it a nutty callout for meaty throws. Not bad as a combo ender, as it does 390 damage when fully scaled AND lets you keep your momentum.

Follow Up

Ran Shao Feng
214XX
TFH Tianhuo 214XX1.png
"Burning winds!"
"Burning winds!"
TFH Tianhuo 214XX2.png
"Ránshāo fēng!" (燃烧风)
"Ránshāo fēng!" (燃烧风)
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
100 HL - 59 9 29+Flight vs. Grounded Launch -4
vs. Airborne

This is the big one. Ran Shao Feng is a one-hit followup move that does several things. One, it extends your combo and puts you into flight (no matter whether you already used flight in that combo.) Two, it puts Tianhuo into an install state for about 20 seconds. Tianhuo's install does the following things: 1. Changes the properties of Flight, 236/B/C, and j.A. 2. Reduces the meter she gains. 3. Instantly fills your magic, and removes the restrictions on magic gain that Tianhuo usually faces when airdashing/flying. These changes turn Tian into a neutral and mixup monster, and increase her damage. Depending on how you use it, it can either be just a big combo extender for damage, or you can abuse its buffs for resets/knockdowns/pressure. You've got 22 seconds.

Ran Shao Feng Only
Volcanic Series (Ran Shao Feng)
236A/B/C / j.236A/B/C
TFH Tianhuo Level2 236A.png
Volcanic Ash (Ran Shao Feng)
Volcanic Ash (Ran Shao Feng)
TFH Tianhuo Level2 236B.png
Volcanic Bash (Ran Shao Feng)
Volcanic Bash (Ran Shao Feng)
TFH Tianhuo Level2 j236B.png
Volcanic Bash (Air) (Ran Shao Feng)
Volcanic Bash (Air) (Ran Shao Feng)
TFH Tianhuo Level2 236C.png
Volcanic Crash (Ran Shao Feng)
Volcanic Crash (Ran Shao Feng)
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
110,150,210 HL/HL/H - 11 4(9)4(10)11 4 vs. Grounded Bounce -8
vs. Airborne

Third hit is an overhead. Not so much use as an overhead anymore, but now the first hit can hit grounded (and even crouching) opponents, and so it can be used as a counterpoke. It does a massive amount of chip on block. Can be spaced to be only -5.

110,190 HL - 15 6 19 vs. Grounded Wallstick -7
vs. Airborne

Pretty much the same as normal Bash, but now it wallsticks the opponent on the second hit, giving more combo extension potential. Also travels about twice as further and moves faster.

110,190 HL - 11 11 8+ vs. Grounded Wallstick -2+
vs. Airborne

Pretty much the same as normal Air Bash, but now the second hit wallsticks, and the first hit leaves the opponent grounded! Flight cancelling the first hit leaves you +45, giving you all day long to reset the opponent. It's also much safer on block now.

285 Grab - 15 3 35 vs. Grounded HKD +34
vs. Airborne

Now much more plus on knockdown, and can be flight cancelled for maximum HKD mixup shenanigans. Also deals less JD, making it more available for said hard knockdowns.

j.A (Ran Shao Feng)
TFH Tianhuo Level2 jA.png
back to the glory days, baby!
back to the glory days, baby!
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
38 H - 6 4 14 vs. Grounded
vs. Airborne

Probably the most slept on change that Ran Shao Feng brings. j.A's hitbox returns to its former glory, and is still an overhead, giving Tian a legitimate instant overhead option. It's a bit hard to confirm from, it does low damage, and it adds a lot of JD on first hit, but it's still a very threatening option, especially during a last-hit scenario. Its hitbox is just overall better for keeping up pressure, even without the instant-overhead abuse.

Flight (Ran Shao Feng)
TFH Tianhuo Level2 5D.png
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
- - - 14 0-126 5 vs. Grounded
vs. Airborne

Flight now lasts 126 frames, allows faster movement, does not stop after an airdash/normal, and allows INFINITE airdashes while active. This allows several airdash cancels during combos, and incredibly nutty movement in neutral/mixup scenarios. You still can't block during it, though.

Level 3 Super

Flames of Huoshan
63214XX
TFH Tianhuo Level3.png
Feature length movie
Feature length movie
TFH Tianhuo Level3 Finisher.png
"Sky Fire!"
"Sky Fire!"
Base Damage Guard Properties Startup Active Recovery   Hitstop Hitstun Adv. on Hit Blockstop Blockstun Adv. on Block First Hit Juggle Decay Base Juggle Decay JDG Multiplier
310, 100[x2], 40[x7], 400, 300[x4], 2000 HL - 9 20 91 vs. Grounded 0
vs. Airborne

Spend 3 bars to quickly dive to the ground before performing a fully invincible uppercut that starts a cinematic on hit. Startup is not dependent on height. Whiffs versus grounded opponents. Vulnerable from the moment she starts spinning and will still be in recovery until long after landing. Extremely unsafe both on whiff and block. This move is affected by damage scaling, so it's better to use it early in a combo.

Combos

Basic concepts

Tianhuo combos focus on filling the juggle decay meter almost all the way up before performing a uniform combo ender.

Volcanic Ash (236A) spikes the opponent to the ground and temporarily disables air recovery, allowing Tianhuo to land and extend the combo. The ground bounce combo route features a 236A just before filling the juggle decay meter. More advanced combos can extend without using 236A, instead saving it until the end to squeeze in extra bits of damage.

Volcanic Bash (236B) can be flight cancelled with 5D after either the first or second hit, allowing for multiple combo utilities. Certain advanced combo routes are even based on such maneuvers.

Add Men Shao Ti super damage by replacing any aerial 236C ender with 236B > 236A+B. For advanced combos with late 236A > 4A ground enders, add fast ground attacks with 236A > 4A > 5B > 2B > 236A+B.

Beginner

  • (0 magic) 5ABC > 2C > 3C > j.ABC > 66BC > (land) > j.ABC > 236C (836 damage)
- Utilize air dash to extend combos
  • (0 magic) 2A > 5A > 5B > 2B > 5C > 3C > j.ABC > 236C (629 damage, hard knockdown)
- Full juggle decay will result in soft knockdown. Combo must be short.
  • (0 magic, corner only) 2C > 3C > j.ABC > 66BC > (land) > j.BC > 66C > (land) > j.BC > 66C > 236A > 236B (1113 damage) > 236A+B (1503 damage)
  • (1 magic): 2A > 2B > 4D > j.B
- Example of using Firecracker Flip to create overhead mixup

Ground bounce route

This route uses the 236A ground bounce to extend the combo.

  • (0 magic): 5ABC > 2C > 3C > j.BC > 66C > 236A > (land, then catch with) 5BC > 2C > 3C > j.BC > 66BC > j.236C (1075 damage)
- If starting from B instead of A, delay hit after landing from 236A to catch low.
  • (1 magic): 5BC > 2C > 3C > j.BC > 9D > BC > 66C > 236A > (land) > 5BC > 2C > 3C > j.BC > 66BC > [236C / 236B > 236A+B] (1407/1721 damage)
  • (2 magic): j.C > 5BC > 2C > 3C > j.BC > 9D > BC > 9D > C > 66C > 236A > (land) > 5BC > 2C > 3C > j.BC > 66BC > [236C / 236B > 236A+B] (1609/1923 damage)
- Float twice with 9D before ground spiking. (After second float, next attacks are C only.)
- Tianhuo rises higher than normal in this combo, and consequently lands later. Adjust your timing.
  • (1 magic): j.C > 5BC > 2C > 3C > j.C > 66C > 236A > (land) > 5BC > 3C > j.C > 3D > (land, then catch with) 5BC > 2C > 3C > j.BC > 66BC > j.236C (1545 damage)
- After 3D, delay 5BC to catch.

Air dash delay route

This route relies on delaying aerial strikes to extend the combo.

  • (0 magic) 5BC > 2C > 3C > j.BC > 66(delay)BC > (land) > j.C > 66C > (3D optional) > (delay) 5BC > 2C > 3C > j.BC > 66BC > 236A > [4A > j.236C / 4A > 5B > 2B > 236A+B] (1389/1641 damage)
- Add 3D after second air dash C to make ground catch easier. (1 magic cost)
  • (0 magic) j.C > 5BC > 2C > 3C > j.BC > 66(delay)BC > (land) > j.C > 66C > (3D optional) > (delay) 4A > 5BC > 2C > 3C > j.BC > 66BC > 236A > 4A > 5B > 2B > 236A+B (1500/1752 damage)
- Add 3D after second air dash C to make ground catch easier. (1 magic cost)
- Also possible without super. (...236A > 4A > 236C)

Ground Volcanic Bash route

These combos must be performed on a grounded opponent. They leverage the stun properties of the first hit of Volcanic Bash, as well as jump C, to extend the combo. [Expansion needed]

Anti-Air

  • 6A > j.ABC > (land) > j.ABC > 66C > 236C (823 damage, hard knockdown)
  • 6A > j.ABC > (land) > j.ABC > 66C > 236A > 5ABC > 236C (993 damage)

Throws

Throwing combos suffer -30% damage.

  • Throw > C > 236A > (land) > 5BC > 2C > 3C > j.C > 236C (720 damage, hard knockdown)
  • Throw > 236C (500 damage, hard knockdown)
- Max preservation of juggle decay meter

Advanced combos and maneuvers

  • ... > last aerial C > 236B (5D after first hit) > C > 236C
- Add 236B with flight cancel after first hit > C before any combo ender to add damage at the cost of difficulty.

Combo trials

These are some of the combos featured in the official training mode's Combo Trials menu.

  • (1 magic) 5BC > 2C > 3C > j.C > 236B (5D after second hit) > 66C > 6D > 236A > (land) > 5BC > 2C > 3C > j.BC > 66BC* > j.236C
- Flight cancel after the second hit of Volcanic Bash (236B) and quickly dash to catch the opponent.

Exhibitionist combos

Making live adjustments

  • Consider dumping out of failed combos early with 236C. If the juggle decay meter isn't full, you'll receive a bonus hard knockdown.
  • Monitor the juggle meter and get your opponent close to the ground just before it fills for easier combo extension.
    • Ground spike with 236A or 3D when necessary. Both prevent air recovery.
  • Exceeding the juggle decay meter too soon? Trim 2C and/or j.B to compensate and skip ahead.
  • Haven't caused enough damage before the ground catch string? Add 4A for some extra weight.
  • Opponent too high? Ground spike early. Replace any subsequent 236A extender with 3D if available, or skip to 236C for hard knockdown.
  • Got magic to burn? Substitute first 236A extender with 3D and employ your now available 236A combo ender.

Raising the skill ceiling

Add [236B (after first hit, 5D) > C] to the last aerial hit before your ender for more damage and difficulty.

Colors

Tianhuo
Baihe
Clever Girl
Under the Mountain
Ember
Origin Goddess
Welcome to Die
Mega X
Enforced Monarch
Guardian Spirit
In Another Castle
Princess Guardian
Fire Type
Wicked
Snek
Royal Gold
Violet
Orange
Blue Eyes
Spyral
Not Prepared
Dark Fire
Spirited
Pyre
Chestnut Jade
Longma
RMC OCV
Phlogiston
Combustion
Spyraler
Spark
Boom!
Charring
Tinder
Game of Deaths
Fidgety
Water Dragon
TRCHD
Death from Above
Sacred Bond

Links

Detailed Frame Data

General
Controls
FAQ
Glossary
HUD
Links
System
Characters
Arizona
Oleander
Paprika
Pom
Tianhuo
Velvet
Shanty
Texas
Stronghoof
Nidra
Baihe
Predators
Huggles
Events