Combos
Note that all aerial enders can either be finished with the normal Air Throw or j.236C. Air Throw enders can also be followed up with j.2B. For the rest of this combo guide we'll simply use AT as the notation.
Don't bother with j.236B enders unless you desperately need that extremely tiny bit of meter or want the tech chase. Does less damage than AT enders and doesn't give a reliable knockdown, allows for airtech situations.
Be sure to check this article about H-VSion: https://drunkardshade.com/2015/09/16/melty-bits-h-v-sion/
Normal Combos
- 5A6AA > 6C, Dash > 6C, Dash > 2C > 5C > 3C > sj8.BC > Airdash > j.C > sdj.BC > AT
- Staple H-Vsion combo, works on everyone. Opts for damage ender
- 5A6AA > 6C, 5A6A(whiffed)A(hit) > 6C, Dash > 2C > 5C > 3C > sj8.BC > dj.BC > AT
- Optimized version of the above. Harder to do, but works on everyone except Red Arcueid
- 5A6AA > 6C, Dash > 6C, Dash > 2C > j.2B, 2C > Summon
- Same as the above except now you're opting for okizeme.
- VSion can do her j.2B about halfway before the apex of her jump, but try to do the divekick about 3/4 through the initial jump, 1/4 before the apex, so that the enemy won't airtech out if hit too quickly, and so they'll be guaranteed to hit the ground.
- 5A6AA > 6C, 5A6A(whiff)A(hit) > 6C, Dash > 2C > j.2B, 2C > Summon
- Optimized but harder version of the above. Works on everyone except Red Arcueid.
- 5A6AA > 6C, 6[C], run > 2C > 5C > 3C > j.BC > Airdash > j.C > sdj.BC > AT
- Character specific midscreen combo. No need to use the above combos if you fight the following:
- Archetype: Earth, Arcueid, Ciel, Kouma, Nero, Riesbyfe, Roa, Sion, Sion TATARI, Warachia
Corner Combos
- 5A6AA > 6C, 6[C], j.2[B] > land > 2C > 5C > 3C > j.BC > Airdash > j.C > sdj.BC > AT
- Staple H-Vsion corner combo. Replaces the dash with a j.2[B]. Works on everyone
- Damage variant. Same rules regarding j.2B timing for j.2[B]
- 5A6AA > 6C, 6[C], j.2[B] > land > 2C > j.2B > land > 2C > Summon
- Okizeme variant of the above
Strategy
Do what you need to do to extrapolate on the character. Here are example categories below.
Half
Spacing
Pressure
Move Descriptions
Normal Moves
2A
2A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
350
|
-
|
78%
|
-
|
L
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
3
|
4
|
9
|
-1
|
2.0%
|
-
|
Description
|
|
5A
5A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
350
|
-
|
78%
|
-
|
HL
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
4
|
4
|
9
|
-1
|
3.0%
|
-
|
Description
|
|
5A6A
5A6A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
600
|
-
|
80%
|
-
|
HL
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
7
|
4
|
16
|
-5
|
6.0%
|
-
|
Description
|
|
5A6AA
5A6AA
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
-
|
60%
|
-
|
HL
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
4
|
17
|
-3
|
10.0%
|
-
|
Description
|
|
2B
2B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500
|
-
|
80%
|
-
|
HL
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
7
|
4
|
11
|
0
|
5.0%
|
-
|
Description
|
|
5B
5B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
600
|
-
|
80%
|
-
|
HL
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
6
|
2
|
19
|
-6
|
6.0%
|
-
|
Description
|
|
6B
6B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300, 300, 300
|
-
|
100%
|
-
|
HL
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
12
|
4, 4, 2
|
12
|
4
|
3.0%
|
-
|
Description
|
|
6[B]
6[B]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
700, 700, 700
|
-
|
100%
|
-
|
HL
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
26
|
2, 2, 8
|
9
|
1
|
7.0%
|
-
|
Description
|
|
2C
2C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1200
|
-
|
55%
|
-
|
L
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
3
|
20
|
-8
|
12.0%
|
-
|
Description
|
|
3C
3C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
700
|
-
|
80%
|
-
|
HL
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
4
|
19
|
-5
|
7.0%
|
-
|
Description
|
|
5C
5C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
400, 900
|
-
|
70%, 70%
|
-
|
HL, HL
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
12
|
43864
|
15
|
-9, -3
|
4.0%, 9.0%
|
-
|
Description
|
|
6C
6C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
-
|
60%
|
-
|
H
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
26
|
5
|
12
|
-2
|
8.0%
|
-
|
Description
|
|
6[C]
6[C]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1500
|
-
|
60%
|
-
|
H
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
33
|
9
|
8
|
1~5
|
15.0%
|
-
|
Description
|
|
j.A
j.A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300
|
-
|
75%
|
-
|
HL
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
5
|
4
|
-
|
-
|
3.0%
|
-
|
Description
|
|
j.A
j.6A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
320
|
-
|
76%
|
-
|
HL
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
5
|
4
|
-
|
-
|
3.8%
|
-
|
Description
|
|
j.B
j.B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
750
|
-
|
80%
|
-
|
H
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
7
|
6
|
-
|
-
|
7.0%
|
-
|
Description
|
|
j.2B
j.2B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
-
|
60%
|
-
|
HL
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
10
|
-
|
9 (landing recovery)
|
1 (best)
|
8.0%
|
-
|
Description
|
|
j.2[B]
j.2[B]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
-
|
60%
|
-
|
HL
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
18
|
-
|
8 (landing recovery)
|
2 (best)
|
10.0%
|
-
|
Description
|
|
j.C
j.C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
900
|
-
|
90%
|
-
|
H
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
5
|
3
|
-
|
-
|
9.0%
|
-
|
Description
|
|
Special Moves
Name 「JP name」 - 22ABC
- (Description) - Simply describe the move here and what it can be used for
- (A version) - This is where you put what the version of the move can be used for and how its different from the rest of the moves.
- (B version) - Ditto
- (EX version) - This is were you describe what happens when you feed it 100%
|
「」 - 236ABC
|
「」 - 28ABC
|
「」 - 623ABC
|
「」 - 214ABC
|
「」 - 421ABC
|
「」 - J22ABC
|
「」 - 426ABC
- (Description) - ...
- (A version) -
- (B version) -
- (EX version) -
|
「」 - BC
- (Description) - ...
- (Standing) -
- (Crouching) -
- (Airborne) -
|
Arc Drive
41236C
41236C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
-
|
-
|
-
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
-
|
-
|
-
|
-
|
-
|
-
|
Description
|
|
Another Arc Drive
「」
- (Description) - AAD description
|
Last Arc
「」
- (Description) - LA description. Mention where it is activated (air or ground shield) first.
|
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