Chaos Code/NSC/Rui

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Story

Rui
『ルイ』

Rui Mishima lived her whole life trapped in the country longing for a chance to get out and make it big. After seeing the town's magical artifact up for aution Rui was overcome with a sudden surge of hometown pride and sets out to find the chaos code and use its unlimited power to destroy capitalism.

Playstyle

Health: 30000
Stun: 100

Rui's style of play is fairly straightforward, much like Hikaru's, and is well suited for new players. She excels at rushdown and functions best in the close-mid range space. Rui can be played with either a focus on shorter low damage meter building combos and high damage exceeds to seal games, or with more consistent average damage routes that use small amounts of meter.

Her only real weakness is her lack of options for dealing with characters that excel at controlling screen space, particularly Kudlak. She can't get in that easily when she's being pushed out by fireballs or traps, and she doesn't have very many answers for them, either, so knowing when to try and go in and when to wait is important as a Rui player.

Mobility (Run vs. Step)

Run: Run is better for mobility, as it is with most characters. Rui lacks a lot of safe and easy long-range options, so being able to close gaps quickly and safely to lay on pressure is especially nice for her. Having microdashes can also help out in some combos, and makes stagger pressure a bit stronger.

Step: Because Rui's air approaches are so good, she can compensate for Step's loss of ground approach and take advantage of its faster meter build for her very strong metered confirms and Exceed Combos. If meter gain is vitally important to you, then this is your bounce.

Extra Move Selection

Guardless Disruption (41236K) is completely unblockable and leads to a combo on hit. It has fairly slow start-up and short range tho it can be comboed into in the right situation. You use it basically as a command grab and can either be useful for more mix-up opportunities or as a combo tool to extend damage, but it doesn't have much utility if you aren't able to get in and stay in.

Rising Orbit (214K) is similar to Akuma's demon flip from Street Fighter. It carries high flexibility in its followups, allows Rui to somewhat mitigate her trouble covering space and has a variety of applications both in and out of combos. Using 214K effectively requires knowing how to mix it into Rui's general pressure game and avoid predictability in terms of followups.

Counter Crush: Code C (214214P) Is a catch counter that deals OK damage, though the counter-triggered followup can also be activated manually. It creates some space between Rui and the opponent on hit, so it can be good to disengage slightly if it catches a move, and can work well for matchups where she has to make hard call-outs at midrange.

Guardless Explosion (6321463214K) Is a command grab super, basically the super version of 41236K. It can be comboed into in the same situations as 41236B but also can be special canceled into, and can be comboed out of as well. It makes for very good exceed combos either in the corner or midscreen.

Recommended Sets

When it comes down to it, Rui's Extra Moves are generally all good enough that you have your pick of the litter. 41236K and 6321463214K are both good ways to get more damage out of combos, while 214K can make pressure less linear. 214214P has the most situational uses and is probably Rui's worst extra move, tho it's not useless.

Guardless Disruption (41236K) & Rising Orbit (214K)

This set maximizes offensive options at the cost of less metered options. A good choice if you want to use your meter more on special > super cancels or ex moves.

Guardless Disruption( 41236K) & Guardless Explosion (6321463214K)

A more damaging set, trading in the pressure options of Rising Orbit for the damaging Exceed loop that 6321463214K gives.

Move List

Click on a header to expand that section of the movelist

Normal Moves

Normal Moves

5A
5A
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - ? yes -

Rui does a short jab with her leading hand. Quick and fast, cancels into 5B, 2A, and 2B for quick chains.


clB
close B
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Low - - - ? Yes -

Rui uses her lead foot to kick the opponent's shin. Poor horizontal reach, but good for confirms or to catch an opponent out of a slow attack at very closer range.

5B
5B
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - ? Yes -

Rui goes for a high kick. A decent anti-air tool.

5C
5C
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - No -

Rui jabs both hands outward, hitting the opponent with the ends of her tonfa. It's not cancelable, but it's an OK poke for enforcing space respect.

cl.5C
close C
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - Yes (both hits) -

Rui does a 2-hit backhand with her leading hand. Integral to some BnB routes; canceling on the first hit is the primary starter for 41236B combo routes.

5D
5D
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - No -

Rui uses a rolling kick that moves her forward a little bit. Similar to 5C, this button can be used to assert space even though it can't be canceled. Good for crushing low attacks since Rui goes up into the air a bit when she kicks.

cl.5D
close D
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - Yes -

Rui uses her rear leg for a high kick. Also useful as an anti-air if you can get it to come out.

2A
2A
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - Yes -

Crouching jab. Not much else notable about it, but it's pretty good for what it is.

2B
2B
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Low - - - - Yes -

Rui kicks the opponent in the shin with her leading foot.

2C
2C
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Low - - - - Yes -

Rui does a low, scooping swing with her lead hand. Good for confirms at midscreen, especially at distances where cl.5C(1) isn't really an option, but it pushes enemies away enough that some combos have to omit hits that a cl.5C(1) starter could keep.

2D
2D
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Low - - - - No -

Rui kicks the opponent with her back leg, knocking them down. Standard sweep.

j.A
j.A
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High - - - - - -

Rui jabs downward with her lead hand, hitting with the short end of her tonfa. A good jump-in normal, but it lacks range.

j.B
j.B
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High - - - - - -

Rui kicks forward with her rear leg, keeping it horizontal. Good for air-to-air shenanigans.

j.C
j.C
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High - - - - Yes -

Rui swings outward with her lead hand, hitting with the long end of her tonfa. Has more reach than j.A, so it can function as a good jump-in, in addition to being useful for air-to-air and air combo filler.

j.D
j.D
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High - - - - Yes -

Rui does a heel drop with her front leg. Even better as a jump-in normal than j.A in certain situations, as it has much better reach.

Command Moves

Command Moves

6A
6A
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High/Low - - - - Yes -

Rui performs a spinning backfist with her rear hand, stepping into the blow. Great for use in combos.

6D/4D
6D
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High - - - - No -

A 5D that moves forward. Much like 5D, good for crushing lows.

6D/4D
4D
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High - - - - No -

A backward-moving kick. Much like 5D, good for crushing lows.

j.4B
j.4B
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - High - - - - No -

Rui kicks out behind her with her rear leg, similar to Iori's j.4B from KOF. This move has no hitbox in front of Rui, being used instead exclusively for cross-ups. Gives enough hitstun on hit for combos to continue easily afterward. Because this move will whiff unless done as a cross-up, it can be used to kill air dash momentum quickly, letting Rui land and low/throw an opponent who was expecting to block a jump-in.

Universal Mechanics

Universal Mechanics

Throw
Throw
4/5/6AC
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
3800 - - - - - - No -

Regular throw. Pushes the opponent relatively far away.

Guard Break
Guard Break
6CD
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - Unblockable - - - - - -

Guard break.

C+D
Tactical Guard
CD
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - - - - - - - -

Parry

A+B
Roll
AB
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - - - - - - - -

Roll

Special Moves

Special Moves

236A
Mega Swing Attack
236P
EX OK
236A starter
236A starter
236A middle
236A middle
236A ender
236A ender
236C starter
236C starter
236A middle
236A middle
236C ender
236C ender
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
236A - - High/Low - - - ?/-3 Yes -

Rui's staple move, a three-part rekka series that consists of a starter, a follow-up, and an ender. It can be started with A or C, and you can freely switch between the A and C follow-ups at each rep of the command (e.g., 236C > 236A, 236C). This series of moves is important to her combos; most of the time, you will want to use 236C starter and 236C followups, since 236A rekkas tend to move faster at the cost of range.

236A is an upward tonfa swing.

236A middle - - High/Low - - - ?/-3 Yes -

Rui follows up with a downward swing of her tonfa.

236A ender - - High/Low - - - ?/-3 Yes -

Ends with a downward swing with both tonfas. Allows for air tech.

236C - - High/Low - - - ?/-3 Yes -

Similar to the A version, Rui slides forward before the strike; the tonfa's swing and hitbox are bigger.

236C middle - - High/Low - - - ?/-3 Yes -

A large upward swing proceeded by another big step.

236C ender - - High/Low - - - ?/-3 Yes -

Rui jumps and smashes downward with her tonfa. Knocks the opponent down.

EX - - High/Low - - - ?/-3 Yes -

Rui does a series of hits on her own, the last hit wall slams, but too low to combo off of without a super cancel of some kind.

623K
Fighting Gear Kick
623K or j.623K
EX OK
Tenshoukyaku!
Tenshoukyaku!
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
B (ground) - - High/Low - - - - Yes -

Rui's DP, a set of up-kicks. If you have the meter and you land a B or a D DP, you can easily cancel into 236214K (see the "Ultimate Chaos" section below for more info), leading to big damage opportunities.

Grounded 623B hits three times, and has a moderate vertical ascent with very little horizontal movement. Leaves the opponent airborne after the last kick.

D (ground) - - High/Low - - - - Yes -

A much lower, more horizontal attack; 3 hits total. It has slower start-up, and the coverage of the space directly above her suffers a little bit.

B (air) - - High/Low - - - - Yes -

Similar to 623B, but two kicks only.

D (air) - - High/Low - - - - Yes -

This version has more horizontal coverage than j.623B, but not as much as 623D.

EX (ground) - - High/Low - - - - Yes -

Essentially a faster version of grounded 623D that travels nearly full-screen; 3 hits total. It ends with a drop kick that will either put the opponent toward the wall or slam into the wall. You can follow-up the wall slam if you're close to the corner.

EX (air) - - High/Low - - - - Yes -

Four kicks that go straight upward.

214P
Titanic Star Slide
214P
EX OK
Gotta slide for home base!
Gotta slide for home base!
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
A - - Low - - - - Yes -

Rui slides along the ground and knocks down the opponent on hit. A quick and easy knockdown from most combos, but not very safe on block. 214A is a fast slide that covers about half the screen.

C - - Low - - - - Yes -

A slightly slower slide that covers about 3/4ths of the screen.

EX - - Low - - - - Yes -

A quick slide followed up by two more hits; the last is a big swing that knocks the opponent up and sends them flying. Great for corner carry, and has tremendous range, so it's possible to get a number of combo opportunities out of it while retaining momentum.

BD
Dodge and Bullet
BD
Dodges and rolls, we really KOF now
Dodges and rolls, we really KOF now
Talk to the hand
Talk to the hand
Yes, this is Rui's fourth sobat like move
Yes, this is Rui's fourth sobat like move
Overhead crash!
Overhead crash!
Watch your toes
Watch your toes
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
BD - - - - - - ?/-3 Yes -

Rui performs a dodge in place, allowing her to evade non-throw attacks for a short period of time. She can cancel into this move from any cancelable normal on the ground, and it has four follow-ups, one for each attack button; if you presses nothing, she'll land without doing anything. Next to demon flip, this is one of her most versatile tools for combos, pressure, and even mindgames to some extent. Use it wisely.

BD~A - - High/Low - - - ?/-3 Yes -

A faster version of her 6A backhand, which retains its cancelable properties so that you can combo out of it with special moves. Extremely useful in even her basic combos.

BD~B - - High/Low - - - ?/-3 Yes -

Rui uses a faster backstepping hop kick, putting some space between her and the opponent. Tends to stop offense a little cold on both your side and the opponent's, though it is useful for getting breathing room if the kick hits.

BD~C - - High - - - ?/-3 Yes -

Rui steps in with a powerful overhead elbow attack; must be blocked high.

BD~D - - Low - - - ?/-3 Yes -

Rui performs a low sweep kick; must be blocked low.

Extra Special Moves

Extra Special Moves

41236K
Guardless Disruption
41236K
GUT BUSTER
GUT BUSTER
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
B - - - - - - ?/-3 Yes -

Rui steps in and swings her fist upward, aiming for the chin. On whiff you will only see the initial hit; on hit, you will see both strikes, and the second will put the enemy into a crumple state, allowing you to do a variety of things afterward. Both verisons of this move are unblockable. The B version has a quick start-up, but you can only combo into it if you use a very close-range, heavy normal, like cl.5C(1) or cl.5D.

D - - - - - - ?/-3 Yes -

Starts up much slower than the B version, enough so that you won't combo into it off of anything. If you've been landing a lot of B versions, you can use this to psyche an opponent out if they're expecting it to come out faster, but it's risky.

214K
Rising Orbit
214K
Akuma is now an angry girl from the countryside
Akuma is now an angry girl from the countryside
UPPER
UPPER
Divekick!
Divekick!
Poverty Izuna Drop
Poverty Izuna Drop
Reverse divekick!
Reverse divekick!
Slide to the right
Slide to the right
Version Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
214B - - - - - - ?/-3 Yes -

Rui does a somersaulting spinning flip forward. This move has five follow ups (A, B, C, D, no press), and is used in combos as well as in neutral. The B version is more vertical than horizontal.

214D - - High/Low - - - ?/-3 Yes -

More horizontal than 214B.

A followup - - High/Low - - - ?/-3 Yes -

Rui swings her tonfa upward. It has good combo utility if you can do the flip command quickly enough to catch up with an opponent that's been knocked back.

B followup - - High/Low - - - ?/-3 Yes -

Rui performs a diving kick. The angle of descent is wide enough to catch people directly in front of her. Can also be used for a cross-up if your flip has gone slightly over an opponent, although it's harder to space than the D version.

C followup - - High/Low - - - ?/-3 Yes -

Rui grabs at the air in front of her; if she manages to grab the opponent, she pulls them to the ground with her, launching them up for an air confirm. The air grab is very fast and will very rarely lose to an air normal.

D followup - - - - - - ?/-3 Yes -

Rui does a backwards divekick, mostly used for cross-ups but you can space it such that hits on the same side too. Same properties as the B version.

Neutral followup - - High/Low - - - ?/-3 Yes -

Rui lands and does a sweep, much like her BD~D. Can be useful if the opponent is expecting you to come down with a divekick or whiff an air grab.

Ultimate Chaos Moves

Ultimate Chaos Moves

236214K
Rainbow Drop Combination
236214K
Air OK
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - - - - - ?/-3 No -

When this move is used on the ground, Rui jumps into the air and performs a dive kick; in the air, she just dives. If the dive kick connects, she pulls the opponent to the ground with her, grabs them, and continues to combo, ending with a strong kick that sends the opponent to the wall. Does less damage than 236236K in most situations, but it works well as an air ender and can be Chaos Shifted in the middle to restand your opponent.

The B version has a short, narrow dive arc, while the D version has a longer, wider one. In mostly every combo situation, default to the D version.

236236K
Fighting Gear Special
236236K
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - - - - - ?/-3 No -

Rui does a 2-kick version of her DP. If it hits, she does another 2-kick version, then goes into a 3-hit version that ends with her j.D, knocking the opponent to the ground. Since the vertical trajectory on the initial DP is not very high, it's not a super-reliable anti-air unless you're attempting to beat a very deep jump-in attack, and even then you might trade hits with your opponent. It'll combo off rekkas with a super cancel at almost any spacing and has good utility in exceed combos.

Extra Ultimate Chaos Moves

Extra Ultimate Chaos Moves

214214P
Counter Crush: Code C
214214P
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - - - - - ?/-3 No -

Rui takes a step and spins her tonfa. If she's hit while doing so, she counters with her BD~C, a kick that launches the opponent up, and a quick 214K~C. Unlike the regular 214K~C move, the opponent lands moderately far away from Rui, so it can be used to make space instead of staying in on the opponent if you so choose. You can also manually activate the counter by hitting A or C while Rui is spinning her tonfa, giving this move some use in combos.

6321463214K
Guardless Explosion
6321463214K
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - - - - - ?/-3 No -

Rui performs a command grab. On hit, she generates a large energy sphere that blows the enemy back; on whiff, it behaves like her 41236B. This move is unblockable, but since it has the speed of 41236B when starting up, you can combo into it from any combo that you would use to set up for 41236B. In the corner you can follow up after the energy blast. Looping this in the corner is what gives Rui high damage exceed combos.

Destruction Chaos

Destruction Chaos

236214AC
Ultimate Summarization
236214AC
Damage Stun Guard Startup Active Recovery Frame Advantage (block) Cancelable Counterhit Properties
- - - - - - ?/-3 No -

Rui travels full screen with a rushing dash; on hit, she continues into a combo that ends with a 4-hit DP and a tonfa strike that knocks the opponent down. Does fairly good damage, but most of Rui's real strength comes from Exceed Combos, so this doesn't see that much use.

Strategy

Matchups

  • VS Bravo

You can whiff punish bravos 22PP with Rui's 214PP even if you're right next to him. 22PP can be called out point blank by doing dodge -> A followup as a whiff punish (timing takes some practice. If he does it at fullscreen, 214P works just like 214PP would, but this isn't that useful). Level 3 can be used similarly do 214PP.

If he's using hcb,f+P, or hcf+K command grabs, you can easily 4D them.

  • VS Cerberus

You can punish Cerberus's 214PP with 214A or level 3 on block (you must hold it so that it happens first frame). From there, you can cancel into a super or exceed for more damage. You can also very easily dodge and use the A followup into a combo if you make a read.

  • VS Vein

If he's using command grabs, you can easily 4D them.


Combos

Beginner Combos

These routes are repeated in their proper sections below, but highlighted here for newer players. These are the basic routes, there may be more optimal ones but as a new player familiarize yourself with these. They are listed in the order that it's recommended you learn them:

5A > 5B > 2C > (6A) > 236Cx3

Basic chain into Rekka. You want to go for 2C rather than close C for consistence because far C isn't cancelable. After the Rekka knockdown you can get a meaty setup by doing 214A right after to framekill and close the distance, then buffer a 2C to meaty (or don't to bait a reversal). Canceling the final rekka into 236236K is also Rui's go to super cancel, if you are going to super cancel make sure you do it before the opponent hits the ground for better scaling.

5A > 5B > 2C > 214C > exceed > 214C > 6321463214D > 2C > 214C > 6321463214D > 2C >214C > 6321463214D > 2C > 236A > 236C > 236C

Basic chain into exceed. This requires taking Guardless Explosion (6321463214D) and only works in the corner. You want to do everything here as quickly as possible. At the end you can super jump cancel the 2C and go into an air combo if you want, but the damage scaling will be so high that all you'll really be doing is wasting time for overheat and getting a different knockdown. It's recommended you learn the corner route first both because it's a bit easier and because it's a bit more damaging than the midscreen variant.

2A > 2B > 2C > 6A > 214C > exceed > 214C > 6321463214D > chaos shift > 623B > 214C > 6321463214D > chaos shift > 623B > 2363214D

Midscreen variation of the above. A bit harder but the same basic idea. Having both exceed routes down makes Rui very scary anytime she has 3 bars, as a random slide could lead to huge damage.

2A > 2B > 2C > (6A) > 214AC > 6A > sjc > j.A > j.B > j.C > land > j.A > j.B > j.C > j.D > double jump > j.A > j.B > j.C > j.D > j.623B(1)

Ex slide rejump you need to delay the first air series such that j.C hits with rui as close to the ground as possible to have enough time to rejump. Then you want to delay the final air series just a bit such that only 1 hit of 623B connects which will force a soft knockdown for oki instead of an air tech. The timing on a 1 hit 623B is really finicky, but it's also not a huge loss if you miss it, so just go for it. If you do the full rejump it should carry corner to corner and it builds back a lot of the meter that you spent on it. If you have trouble with the rejump or super jump cancel you can always omit them, skipping the 6A and jumping straight up after the EX slide works for starting the air combo, and you can get the DP ender off any air chain.

Midscreen

all of these combos will also work in the corner

2A > 2B > 2C > (6A) > 236C×3

A pretty basic combo that leads to a midscreen knockdown and respectable damage. After the last rekka you can use a 214A to slide right up to an opponent and then use 2C to meaty. If you do both as soon as possible the 2C will be perfectly meaty. After the 2C you can hold down 2A which will catch opponents who roll out of 2C or link off of the 2C on hit.

2A > 2B > 2C > (6A) > 236C×3 > 236236D

Same as above but using a super cancel to unscale damage. This costs 2 bars but it does a lot. You want to get the super cancel before the opponent hits the ground, otherwise you won't unscale to 100% and it wont really be worth the meter.

2A > 2B > 2C > (6A) > 214C

Same as the previous combos, but uses 214C instead of the rekkas for when your confirm puts you too far away for rekkas to connect.

2A > 2B > 2C > (6A) > 214C > 214214C~C

Combo using the counter super. You need to hit C after the flash to activate the counter without taking a hit first. This wont do as much damage as the above combo, but it looks cooler.

2A > 2B > 2C > (6A) > 214AC > 6A > sjc > j.A > j.B > j.C > j.D > 623D

A basic midscreen combo using ex 214P, you can use 2363214D as the ender instead (or cancel 623D into it) if you want more damage

2A > 2B > 2C > (6A) > 214AC > jump > j.A > j.B > j.C > j.D > 623B

Easier version of the above for those who don't like super jump canceling. 623B should always get 1 hit, that's intentional to get a soft knockdown as opposed to an air tech. Substitute with 623D if you want better damage at the cost of letting them air tech.

2A > 2B > 2C > (6A) > 214AC > 6A > sjc > j.A > j.B > j.C > land > j.A > j.B > j.C > j,D > double jump > j.A > j.B > j.C > j.D > 623B

Rejump combo, you need to delay the first air series such that j.C hits with rui as close to the ground as possible to have enough time to rejump. Then you want to delay the final air series just a bit such that only 1 hit of 623B connects which will force a soft knockdown for oki instead of an air tech. The timing on a 1 hit 623B is really finicky, but it's also not super important, so you can choose to not worry about if you want. If you do the full rejump it should carry corner to corner.

214K~C > j.A > j.B > j.C > j.D > double jump > j.A > j.B > j.C > j.D > 623B

Combo off air grab

(chain until near max 2B range on a crouching opponent) > 6D > 5A > sjc > j.A > j.B > j.C > land > j.A > j.B > j.C > j,D > double jump > j.A > j.B > j.C > j.D > 623B

Meterless launch from a crouch confirm

Corner

2A > 2B > 2C > 6A > BD~A > 236C×3

A variant of the first midscreen combo, with 6A > BD~A added since the extra proximity to the corner will make it easy to land.

B+D~C > otg 2B > 2C > sjc > j.A > j.B > j.C > j.D > 623D

Easy combo off of overhead starter

B+D~C > otg 2B > 5C > sjc > j.A > j.B > j.C > land > j.A > j.B > j.C > j.D > double jump > j.A > j.B > j.C > j.D > 623B

Combo into rejump off of overhead starter. You have to delay the first air series just like with every rejump.

623BD > j.A > j.B > j.C > j.D > double jump (8) > j.A > j.B > j.C > j.D > 623D

Combo off of EX DP in the corner, you can also confirm into this if you want but doing a 214AC combo is usually better

41236K Combos

These combos can be done with 41236D as well, but you will not be able to start off with a point-blank cl.C; you will have to land the 41236D raw.

2A > 2B > cl.C(1) > 41236B > cl.5D > microdash > cl.B > cl.C(1) > sjc > j.A > j.B > j.C > j.D > 623D

A fairly simple combo off of 41236B. You can super cancel the 623D at the end with 236214D. or just use 2363214D in place of the DP if you don't want to spend 2 bars.

2A > 2B > cl.C(1) > 41236B > cl.5D > microdash > cl.B > cl.C(1) > sjc > j.A > j.B > j.C > land > j.A > j.B > j.C > j.D > double jump > j.A > j.B > j.C > j.D > j.623B

Extended version, you need to delay the first air series a bit. Also you want to delay the 623B at the end a bit so that only 1 hit connects, if you don't feel like doing that just use 623D for more damage.

2A > 2B > cl.C(1) > 41236B > cl.D > iad > j.C j.D > land > j.A > j.B > j.C > j.D > double jump > j.A > j.B > j.C > j.D > j.623B

Alternate version of the above combo.

2A > 2B > cl.C(1) > 41236B > 2C > j.A > j.B > j.C > double jump > j.A > j.B > j.C > j.D > 623D

Easier version if you don't like super jump canceling or don't feel confident in microdashing

2A > 2B > cl.C(1) > 41236B > delay > iad j.C > j.D > land > j.A > j.B > j.C > air combo

Harder version for slight extra damage and meter. Delay is required to keep them low after the IAD, but not too low.

(on crouching) 2A 2B clC(2) > 2A 2C 6D > 5A > super jump cancel > j.A > j.B > j.C > land > air combo

Crouch confirm into air combo

Exceed

2A > 2B > 2C > 6A > 236Cx3 > exceed > 214A > 236236B > chaos shift > 214C > 236236B

Very simple exceed, works from anywhere. You let all the hits of 236236B hit, chaos shift at the top of the screen and then do 214C right when you land. It looks tight but is pretty easy once you find the timing.

2A > 2B > 2C > 6A > (236Cx3 or 214C) > exceed > 214C > 6321463214D > 2C > 214C > 6321463214D > 2C >214C > 6321463214D > 2C > 236A > 236C > 236C

Only works in/near corner but does a lot of damage. You need to slightly delay the first super cancel if you use 236C, but after that you want to just mash them out asap. If you use 214C instead of 236C every super cancel can be done with the same timing. You can end with a 5A > cl.C > SJC > air combo if you want, but the damage difference isn't very noticeable since everything will porate to ~10 damage by the end so taking the knockdown is generally preferable.

2A > 2B > 2C > 6A > (236Cx3 or 214C) > exceed > 214C > 6321463214D > chaos shift > 623B > 214C > 6321463214D > chaos shift > 623B > 2363214D

Midscreen exceed using guardless explosion. you want to chaos shift as soon as possible, you can hold down the AB input to help with that. Then you want to DP as soon as possible too. It doesn't do much damage but it'll help you time the slide.

Counterhit OTGs

Unless specified otherwise, these combos are to pick up from an opponent who's been counterhit and is lying on the ground in an OTGable state. The assumption is that you will only hit them once their face is fully on the ground. This will stabilize the height of the combo.


CH > run to point blank > 2C > cl.D > sjc > j.A > j.B > j.C > j.D > ender

(in or near corner) CH > 2C > 6A > 623BD > j.A > j.C > j.D > double jump > j.A > j.B > j.C > j.D > ender

For this combo you will have to adjust your jump directions depending on positioning. In the corner, you will have to jump back. If you carried them to the corner, you will have to jump forward. If you are somewhere inbetween, neutral jump is probably best.

(in or near corner) CH (big groundbounce) > run up point blank > BD~B > 2C > 6A > 623KK > [7] > j.A > j.C > j.D > double jump towards > j.A > j.B > j.C > j.D > ender

Same as the above combo, but it gives you something to do with your big groundbounce. When midscreen just skip this extension and go straight into a more basic combo. Both BD~C and the final hit of 236C rekka can cause this counterhit.

Colors

  • Console Versions: You can hold R1 button while selecting a character to get an alternative color.
  • Arcade Version: You can hold START button while selecting a character to get an alternative color.
A Button
B Button Makoto Nanaya (BlazBlue)
C Button Cute (Queen's Blade: Spiral Chaos)
D Button Lunamaria Hawke (Gundam Seed Destiny)
R1 + A Button
R1 + B Button Hatsune Miku (Vocaloid 2)
R1 + C Button Motoko Kusanagi (Ghost in the Shell)
R1 + D Button Ranka (Macross Frontier)


General
Controls
FAQ
System
HUD
Characters
Hikaru
MG Hikaru
Kagari
Cerberus
Kudlak-Sin
Celia
Vein
Celia II Kai
Hermes
Catherine
Cthylla
Bravo
Cait & Sith
Rui
Ray
Lupinus