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Outdated Version
- This page is for an outdated version of the game (DFC). To see Kirito's character page for the latest version (DFCI), click here.
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Introduction
Originally from the light novel Sword Art Online.
On that fateful day in November of 2022. Kazuto "Kirito" Kirigaya and other 10,000 hopefuls have learned the true meaning of terror when what was supposed to be the greatest game launch of all time will turn to be their greatest nightmare - and safe to say... challenge. Escape from the game was impossible unless all 100 floors were cleared, and death in the game also meant death for the player in both real and virtual.
Already accepting the situation. Kirito ventures into the death game solo in hopes of conquering it. During his time he meets friends and irreplaceable allies that motivate him to continue working and fighting hard in a world where there's more to lose than to gain.
Gameplay
Kirito is a rush-down character with explosive offense, good mobility, and amazing comeback potential. He can dish out good damage off simple confirms and it can lead into knockdown, pressure, and assist and Power Blast setups. With his Trump Card "Duel Skills" Kirito's offense and threat potential skyrockets, and it gains him more offensive options, cross ups, and his normals have more range, damage, and versatility.
The real issue with Kirito is that outside of "Duel Skill" he isn't that spectacular. He generally needs to be in "Duel Skill" to make him more of a threat to the rest of the cast. His neutral game is decent, but it gets outclassed by cbaracters with faster normals and can control neutral and spacing better than he can.
Pros
- Great damage and mobility, His combos with the right confirms can dish out the pain and put the opponent in unfavorable positions.
- In Duel Skill he gains access to cross ups and the range on his normals increase in size and in damage.
- Decent neutral and poking game.
- Normals have good to decent range.
Cons
- Needs to be in "Duel Skill" to become truly viable. Outside of it he isn't that threatening or spectacular. In short: He's Trump Card reliant.
- Characters and assists with stronger neutral, zoning, and okizeme give him trouble.
- Most (if not all) of his special moves are unsafe on block so you have to take more risks than usual during pressure.
- His normals have slightly more recovery than most so throwing them out carelessly puts him in dangerous positions to get harshly punished.
- Requires lots of good reads and assists to open up opponents to win most of the time.
Recommended Assists
Kino: She's a great assist especially for those learning him for the first time and in a professional setting. Her fast gun shot allows Kirito to get in comfortably and it's great against characters with long range normals and attacks. Plus her upwards gun shot during combos allows him to use Power Blast with ease and extent combos for more damage.
Leafa: Like Kino her wind assist allows him to get in comfortably and maintain pressure or mix ups. She also has ways to help him get into Power Blast with ease during his combo strings and extent combos for more damage.
Enju: Good against those who like to stay midscreen and harass you. Her assist attacks lead into big damage combos and confirms for Kirito. Plus the lock on feature and active frames of her attack allow players to feel comfortable when timing their confirms for the proper combos.
Potentials
Universal Potential: Increases damage dealt by 10% for 20 seconds when health falls under 30%. If behind in rounds won, increases damage dealt by 20% instead.
Character Potential: Hit with attacks 30 times to increase damage dealt by 20% for 10 seconds.
Move List
L = Low, H = High, A = Air
JC = Jump Cancel, SC = Support Cancel, EX = EX Cancel
ISC = Impact Skill Cancel, TCC = Trump Card Cancel, CAC = Climax Art Cancel
Startup includes the first active frame.
Normal Moves
5A
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Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
300
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6
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2
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15
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-4 +8 (JC)
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JC, SC, EX, ISC, TCC, CAC
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HLA
|
-
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Quick downward slash in front. Will hit all characters crouching. Jump Cancellable
- Fast startup and a relatively big hitbox. Easy to combo after an anti-air CH
- In two-sword style, it has longer range and a bigger hitbox. A great normal to throw out on a read because of its startup.
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2A
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancels
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Guard
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Hitbox
|
250
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6
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3
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14
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-4
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SC, EX, ISC, TCC, CAC
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LA
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-
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Quick sweeping slash. Hits low
- Fast startup and decent range. It’s not jump cancellable, but it is still an important midrange tool
- Will hit downed opponents
- Has a small hitbox above the ground
- In two-sword style, the vertical hitbox is expanded and it becomes jump cancellable. Along with 5A, it’s great for pressure.
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5B
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancels
|
Guard
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Hitbox
|
500
|
9
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3
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20
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-8 +10 (JC)
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JC, SC, EX, ISC, TCC, CAC
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HL
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-
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Slightly slanted upward slash. Jump Cancellable
- Decent startup and about the same range as 5A. It’s air unblockable though
- Great as a long range anti-air with the tip of the sword
- Also gets increased range and a bigger hitbox in two-sword style. Still air unblockable, it’s a terrifying anti-air
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2B
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Damage
|
Startup
|
Active
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Recovery
|
Frame Adv
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Cancels
|
Guard
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Hitbox
|
450
|
9
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3
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19
|
-7 +10 (JC)
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JC, SC, EX, ISC, TCC, CAC
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HL
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-
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Slightly slanted upwards slash. Air unblockable and jump cancellable.
- It’s a good anti-air at the tip of the sword, but it does not have a good hitbox directly above his head.
- There are some characters that can crouch under the tip of the attack.
- In two-sword style, it becomes a stronger anti-air with a bigger hitbox and longer range. It also becomes jump cancellable on block.
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5C
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Damage
|
Startup
|
Active
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Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
700
|
11
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3
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22
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-8
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SC, EX, ISC, TCC, CAC
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HLA
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-
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Steps forward into a big forward slash. Not jump cancellable.
- Very long range, but very slow startup. He’s dead if it gets jumped over
- It has a vertical hitbox, but it’s not very good
- Will combo from A normals.
- In two-sword style, it becomes jump cancellable on hit and block. It’s vertical hitbox is also expanded, making it a fantastic space controller
- The standard gatling routes no longer apply as well, so the return on hits is increased
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2C
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancels
|
Guard
|
Hitbox
|
700
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10
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4
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23
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-10
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SC, EX, ISC, TCC, CAC
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HLA
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-
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Steps forward (further than 5C) and does a big slash. Not an overhead and it’s not jump cancellable
- Long range and will knock down on hit
- It is only cancellable into Impact Skills, Climax Arts and other meter based cancels. Very dangerous to throw out recklessly
- In two-sword style, it becomes jump cancellable. Also, because the gatling routes are reversible, it can go into combos.
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j.A
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Damage
|
Startup
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Active
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Recovery
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Frame Adv
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Cancels
|
Guard
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Hitbox
|
250
|
7
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2
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X+2
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Varies
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JC, SC, EX
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HA
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-
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Horizontal sweeping slash. Jump cancellable on block
- Fast startup and decent range. Great for air-to-air
- No real vertical hitbox
- Anti-air 5A>JC>j.A will combo
- In two-sword style, its hitbox is bigger
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j.B
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Damage
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Startup
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Active
|
Recovery
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Frame Adv
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Cancels
|
Guard
|
Hitbox
|
450
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9
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3
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X+3
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Varies
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JC, SC, EX
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HA
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-
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Slanted downwards slash
- Kirito’s strongest slanting jump move. Great for longer jump-ins
- Can combo into Storm Strike
- In two-sword style, the slanted hitbox is even better, and he gets an added horizontal hitbox as well
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j.C
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Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
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Hitbox
|
650
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10
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4
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X+4
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Varies
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JC, SC, EX
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HA
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-
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Slashes from down forward to his back
- Kirito’s strongest jump move for attacking below him. Able to cross up
- However, the attack has a deceptive particle effect that doesn’t have a hitbox. So it is possible to wiff a cross up attempt if he jumps too far, even though it looks like it should have hit.
- In two-sword style, the hitbox is drastically increased. This leads to some unbelievable crossups.
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Dual Wield Normal Moves
5A
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Damage
|
Startup
|
Active
|
Recovery
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Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
330
|
6
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2
|
15
|
-4 +8 (JC)
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JC, SC, EX, ISC, TCC, CAC
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HLA
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-
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Quick downward slash in front. Will hit all characters crouching. Jump Cancellable
- Fast startup and a relatively big hitbox. Easy to combo after an anti-air CH
- In two-sword style, it has longer range and a bigger hitbox. A great normal to throw out on a read because of its startup.
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2A
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancels
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Guard
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Hitbox
|
275
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6
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3
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14
|
-4 +8 (JC)
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JC, SC, EX, ISC, TCC, CAC
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LA
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-
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Quick sweeping slash. Hits low
- Fast startup and decent range. It’s not jump cancellable, but it is still an important midrange tool
- Will hit downed opponents
- Has a small hitbox above the ground
- In two-sword style, the vertical hitbox is expanded and it becomes jump cancellable. Along with 5A, it’s great for pressure.
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5B
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Damage
|
Startup
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Active
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Recovery
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Frame Adv
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Cancels
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Guard
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Hitbox
|
550
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9
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3
|
20
|
-8 +10 (JC)
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JC, SC, EX, ISC, TCC, CAC
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HL
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-
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Slightly slanted upward slash. Jump Cancellable
- Decent startup and about the same range as 5A. It’s air unblockable though
- Great as a long range anti-air with the tip of the sword
- Also gets increased range and a bigger hitbox in two-sword style. Still air unblockable, it’s a terrifying anti-air
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2B
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Damage
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Startup
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Active
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Recovery
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Frame Adv
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Cancels
|
Guard
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Hitbox
|
495
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9
|
3
|
19
|
-7 +10 (JC)
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JC, SC, EX, ISC, TCC, CAC
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HL
|
-
|
Slightly slanted upwards slash. Air unblockable and jump cancellable.
- It’s a good anti-air at the tip of the sword, but it does not have a good hitbox directly above his head.
- There are some characters that can crouch under the tip of the attack.
- In two-sword style, it becomes a stronger anti-air with a bigger hitbox and longer range. It also becomes jump cancellable on block.
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5C
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Damage
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Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
770
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11
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3
|
22
|
-8 +12 (JC)
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JC, SC, EX, ISC, TCC, CAC
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HLA
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-
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Steps forward into a big forward slash. Air unblockable, but not jump cancellable.
- Very long range, but very slow startup. He’s dead if it gets jumped over
- It has a vertical hitbox, but it’s not very good
- Will combo from A normals.
- In two-sword style, it becomes jump cancellable on hit and block. It’s vertical hitbox is also expanded, making it a fantastic space controller
- The standard gatling routes no longer apply as well, so the return on hits is increased
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2C
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Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
770
|
10
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4
|
23
|
-10 +12 (JC)
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JC, SC, EX, ISC, TCC, CAC
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HLA
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-
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Steps forward (further than 5C) and does a big slash. Not an overhead and it’s not jump cancellable
- Long range and will knock down on hit
- It is only cancellable into Impact Skills, Climax Arts and other meter based cancels. Very dangerous to throw out recklessly
- In two-sword style, it becomes jump cancellable. Also, because the gatling routes are reversible, it can go into combos.
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j.A
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Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
275
|
7
|
2
|
X+2
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Varies
|
JC, SC, EX
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HA
|
-
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Horizontal sweeping slash. Jump cancellable on block
- Fast startup and decent range. Great for air-to-air
- No real vertical hitbox
- Anti-air 5A>JC>j.A will combo
- In two-sword style, its hitbox is bigger
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j.B
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Damage
|
Startup
|
Active
|
Recovery
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Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
495
|
9
|
3
|
X+3
|
Varies
|
JC, SC, EX
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HA
|
-
|
Slanted downwards slash
- Kirito’s strongest slanting jump move. Great for longer jump-ins
- Can combo into Storm Strike
- In two-sword style, the slanted hitbox is even better, and he gets an added horizontal hitbox as well
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j.C
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Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
715
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10
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4
|
X+4
|
Varies
|
JC, SC, EX
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HA
|
-
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Slashes from down forward to his back
- Kirito’s strongest jump move for attacking below him. Able to cross up
- However, the attack has a deceptive particle effect that doesn’t have a hitbox. So it is possible to wiff a cross up attempt if he jumps too far, even though it looks like it should have hit.
- In two-sword style, the hitbox is drastically increased. This leads to some unbelievable crossups.
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Special Moves
Horizontal Square 「ホリゾンタル・スクエア」 236X
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Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
A
|
850
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9
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2*4 hits
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65
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-19 to -22
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SC, EX, TCC, CAC
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HLA
|
-
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Charges forward then does four slashes.
- Strength of button determines the distance of the charge, and therefore the startup. From shortest to longest, it goes A>B>C
- A combo staple.
- Regular versions can be followed up with Meteor Break
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
B
|
918
|
11
|
2*4 hits
|
68
|
-19 to -22
|
SC, EX, TCC, CAC
|
HLA
|
-
|
Slower start-up but Kirito travels farther forward.
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
C
|
1020
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13
|
2*4 hits
|
71
|
-19 to -22
|
SC, EX, TCC, CAC
|
HLA
|
-
|
Slowest start-up but farthest distance traveled of the regular versions.
- Combo fodder: 5C>236C will combo
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
EX
|
1488
|
9
|
2*4 hits
|
65
|
-16
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SC, TCC, CAC
|
HLA
|
-
|
EX version will knock down. Travels full screen.
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Meteor Break 「メテオブレイク」 66X After Horizontal Square
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
A
|
288
|
14
|
1
|
35
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-7
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N/A
|
HLA
|
-
|
Shoulder tackle, Only usable after Horizontal Square. Cannot be done on whiff. The different buttons have different startups and cause different finishes after the tackle.
- 66A - Fastest startup. Swaps sides with the opponent, leaving both standing. Cannot be canceled into another action.
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
B
|
676
|
First hit: 21 Overhead: 7
|
First hit: 1 Overhead: 4
|
First hit: 56 Overhead: 15
|
-5
|
SC, EX, TCC, CAC
|
HA
|
-
|
Moderate startup. Cannot be done on whiff. Jumps and then does a helm breaker, which must be blocked high. Does not knock down, but it is cancellable into Climax Arts and EX Specials.
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
C
|
882
|
First hit: 21 Overhead: 7
|
First hit: 1 Overhead: 4
|
First hit: 56 Overhead: 15
|
-2
|
SC, EX
|
HA
|
-
|
66C - Slowest Startup. Cannot be done on whiff. Cuts the opponent down from behind. Knocks down. Must be blocked high. Crosses up, but not in the corner. Unlike the B version, you're still in an air state after the slash, so you cannot use your Trump Card or Climax Arts until the move completely ends.
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|
Spinning Shield 「スピニングシールド」 214X
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
A
|
1055
|
10
|
8
|
31
|
-17
|
SC, EX, TCC, CAC Dash*
|
HLA
|
-
|
Spins his sword in front of him to deflect projectiles
- Defensive move, but it does have a hitbox. Can be used in combos
- Pretty big vertical hitbox, so it has some merit as an anti-air
- Button strength determines how many hits it will do. From most to least, it goes C>B>A
- Can dash cancel on a successful projectile block. Dash is a fixed distance
- Depending on the situation, it might be better to just block the projectile rather than using the Shield
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
B
|
1168
|
11
|
10
|
30
|
-17
|
SC, EX, TCC, CAC Dash*
|
HLA
|
-
|
Nearly identical to the A version but has more hits.
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
C
|
1267
|
12
|
12
|
29
|
-17
|
SC, EX, TCC, CAC Dash*
|
HLA
|
-
|
Has more hits than the B version and lasts the longest.
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
EX
|
1296
|
7
|
14
|
24
|
-12
|
SC, TCC, CAC Dash*
|
HLA
|
-
|
The fastest version with the most hits.
|
|
Storm Strike 「ストームストライク」 j.236X
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
A
|
828
|
10
|
2
|
X+31
|
-14
|
SC, EX, TCC, CAC
|
HLA
|
-
|
Goes up forward while spin slashing, and then finishes with a helm breaker.
- Not an overhead.
- Button pressed will determine the height and number of hits during the rising portion
- It is possible to whiff on the helm breaker
- It does not knock down and the opponent will recover first
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
B
|
900
|
10
|
2
|
X+32
|
-15
|
SC, EX, TCC, CAC
|
HLA
|
-
|
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
C
|
972
|
10
|
2
|
X+45
|
-16
|
SC, EX, TCC, CAC
|
HLA
|
-
|
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
EX
|
1125
|
9
|
2
|
X+31
|
-14
|
SC, TCC, CAC
|
HLA
|
-
|
The EX version will induce hard knockdown.
|
|
Universal Mechanics
Throw 6C or 4C
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
1100
|
4
|
1
|
66
|
+47 (hit)
|
SC, EX, TCC, CAC
|
N/A
|
-
|
Tosses the opponent close by. Cancellable into Supports and Climax Arts
|
|
Impact Skill Vorpal Strike 「ヴォーパルストライク」 5A+B
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
1100
|
12
|
10
|
33
|
-28
|
SC, EX, CAC (hit only) TCC
|
HLA
|
-
|
Lunging stab. Has armor on startup
- Fast startup, will combo from a max range 5C
- Cancellable with meter on hit. Only cancellable into Trump Card on block
- It is possible to go through a long range projectile with the armor and hit the opponent
- Very punishable at point blank and if it’s jumped over
|
|
Impact Skill Snake Bite 「スネーク・バイト」 2A+B
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
1100
|
12
|
4
|
31
|
-20
|
SC, EX, TCC, CAC (hit only)
|
HLA
|
-
|
45 degree upward slash. Armored startup
- Very short range. Works as an anti-air or reversal, but leaves him as a sitting duck on whiff.
- Knocks the opponent high up, but it’s not possible to just combo after it. It is cancellable with meter on hit and Trump Card on block.
|
|
Impact Break 4A+B
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Damage
|
Startup
|
Active
|
Recovery
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Frame Adv
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Cancels
|
Guard
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Hitbox
|
First hit: 900 Launcher: 800
|
First hit: 22 Launcher: 9
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First hit: 8 Launcher: 2
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First hit: 14 Launcher: 50
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First hit: -2 Launcher: -37
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First hit: N/A Launcher: SC, EX, TCC, CAC (hit only)
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First hit: HA Launcher: HLA
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-
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Hopping slash. Standard follow ups
- Overhead, slow startup
- It does have armor
|
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Trump Card Extra Skill - Dual Wield 「エクストラスキル・二刀流」 5A+C
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
N/A
|
0
|
N/A
|
~80
|
N/A
|
N/A
|
N/A
|
-
|
Pulls up the command menu and equips his second sword.
- Unlike most Trump Cards, this is not an attack. It is only a power-up
- All of his attacks’ hitboxes are expanded and he can chain his special moves into each other
- Many of his normals also become jump cancellable and the normal gatling routes are no longer enforced
- The recovery after the super flash is short, so it can be used in combos
- He doesn’t get a huge single shot of damage like other characters, but his ability to control space and his combo potential is vastly superior
- Specials in Two-sword Style
- All three of his specials are able to be cancelled into a different special
- They have simplified inputs
- Horizontal Square - 6A/B/C
- Number of hits double and damage increases
- Spinning Shield - 4A/B/C
- Integral in Trump Card combos
- Storm Strike - 8A/B/C
- Can be used from the ground when it is cancelled into
- The chain must start from a regular special (like 236A)
- Each follow up can only be used one per chain. For example, 236A>8A>6A>4A will work. 236A>8A>6A>8A will not
|
|
Climax Arts
Starburst Stream 「スターバーストストリーム」 41236B+C
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
3500
|
10
|
4
|
165
|
-42
|
N/A
|
HLA
|
-
|
Takes out both swords and does a flurry of slashes, finishing with a big cross slash.
- Good combo finisher that will knock down
- Big hitbox makes it easy to combo into
- Not invincible and air blockable
- Easily punishable
|
|
The Eclipse 「ジ・イクリプス」 63214B+C
|
Damage
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Cancels
|
Guard
|
Hitbox
|
2754
|
7
|
23
|
20
|
-28
|
N/A
|
HLA
|
-
|
Two-sword ranbu super.
- Does less damage than Startburst Stream, but it is fully invincible on startup
- Can go through projectiles
- Easily punishable like all ranbu supers
|
|
Combos
Midscreen
5A Starter
- 5A > 5B > 5C > etc
- Notes about this particular combo
4A+B Starter
- 4A+B > B > j.A > etc
- Notes about this particular combo
Corner
5A Starter
- 5A > 5B > 5C > etc
- Notes about this particular combo
4A+B Starter
- 4A+B > B > j.A > etc
- Notes about this particular combo
Assists
Assist Character 1
- 5A > 5B > 5C > 5D > etc
- Notes about this particular combo
Assist Character 2
- 5A > 5B > 5C > 6D > etc
- Notes about this particular combo
Colors
Color 1
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Color 2
|
Color 3
|
Color 4
|
|
|
|
|
Color 5
|
Color 6
|
Color 7
|
Color 8
|
|
|
|
|
Color 9
|
Color 10
|
Color 11
|
Color 12
|
|
|
|
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Color 13
|
Color 14
|
|
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