Malakh is Hinokakera's pixie character, except with the usual flaw of lower health being almost negligible. She has by far the best air movement in the game, with 3 types of airdashes that she can use two of in one jump as well as a hover dash. Her neutral is great too with normals like 2A, 5B, 2B, and 5C, along with one of the better projectiles in the game, j.214A/B. All of these can convert very well too, especially with her j.214C giving her hard knockdowns off everything. Of course her mixups are incredible too, with her hoverdash giving her consistent access to fast high/lows as well as multiple ways to quickly reset her pressure with low to the ground j.214C and 4B Assault Brake. Not even her defense is particularly weak thanks to her 2A being a fast anti-air and, while mediocre compared to others, her 623C DP. There's little she can't do well, making her a fearsome character no matter what phase of the game she's in.
Playstyle
Malakh plays a solid neutral game while looking for an opportunity to convert into a knockdown and go into her powerful looping mixups.
Pros
Cons
Air Superiority - Malakh has easily the best air movement in the game with her airdashes and hover dash. On top of that her air buttons are quite good.
Neutral Control - Malakh's normals are very good with a strong combination of speed and range, particularly her 2B and 5C. Adding to this is her j.214A/B, a powerful projectile.
Conversion Potential - Malakh can turn almost any hit into a full route especially if she has resources. Thanks to her ability to dash cancel air normals, she can extend combos at length and turn situational hits into huge combos, allowing her to build huge amounts of meter. Making this especially potent is her j.214C, which can make any route a hard knockdown.
Mixup Machine - Like any good pixie character, Malakh has mixups in spades. Her hover dash lets her perform fast high lows off any knockdown, she has a number of ways to use Offensive Brake to high/low, j.214C gives her a way to reset pressure using 25 meter, and in Assault 4B Assault Brake gives her a way to high/low while decimating the opponent's guard bar. To boot, she has a situational crossup with j.B and throw is always present.
Committal Movement - While her movement is very good and lets her perform unique approaches and mixups, lacking a way to quickly approach from the ground outside 214X makes her approaches somewhat predictable and susceptible to being sidestepped or zoned. There are still ways to mix how she gets in but these mostly require Offensive Brake to be truly effective. Her backdash is quite weak too.
Malakh's movement is very different from the rest of the cast thanks to her 3 way airdashes, hover dash, and inability to short hop.
Air Dashes
Off a jump, by hitting 66, 44, or 8, Malakh will do a forward, back, and up forward air dash respectively. She can do up to 2 of any air dash in an erial sequence. Additionally, the airdashes can cancel into each other and can be canceled into from air normals. The up airdash also takes the place of a double jump off launchers. Note, if she OBs a move that puts her into the air, she gets an aerial jump then her two airdashes. For example, if she OBs 214A and immediately does j.B, it won't be air dash cancelable but it will be jump cancelable and once it's jump canceled she can use the air dashes. This rule doesn't apply if she OBs a move she already had to be airborne to do like j.214A/B.
Hover Dash
Malakh has a hover dash instead of a typical run or step dash. This means her dash puts her airborne and continues to rise as forward is held. This is both an advantage and disadvantage but primarily the former. Using her hover dash she can quickly do overheads with 66 j.B and go over lows. It also has uses in some combos for setting up rejumnps. There are some restrictions tho. She's not actionable until X frames into the dash. She can't block out of it unless she OBs a move first. It's susceptible to sidesteps since she can't turn to face the opponent like a regular dash. She can't air dash out of it without OBing. Finally, since the hover dash puts her airborne, she can't side step out of it. These make the hover dash much more committal compared to regular dashes, but the sheer mixup potential it gives makes these disadvantages warranted.
Super Jump
If Malakh jumps immediately out of her forward dash before it leaves the ground, she gets an extra high forward jump. It's unknown if this was intended but since she can air dash out of it, this super jump is invaluable for getting in on the more oppressive zoners.
Normal Moves
5A
5A
Damage
Guard
Startup
Adv Hit
Adv Block
80
Mid
-
-
-
Malakh jabs with her wing. Fairly typical jab, makes for a decent emergency anti-air but 2A is strictly better in that respect. Whiffs on crouchers so don't use it during pressure. Mostly used for rejump routes in combos.
5B
5B
Damage
Guard
Startup
Adv Hit
Adv Block
190
Mid
-
-
-
Malakh pokes with the blunt end of the spear. Slightly slower than 2B while having less range, with it's only advantage being marginally better damage. It also loses clean to sidestep. Mostly a combo tool.
5C
5C
Damage
Guard
Startup
Adv Hit
Adv Block
350(A) 650(T Raw Hit)
Mid
-
-
-
Malakh's 5C is a huge horizontal swing. According to how it looks, this is a large normal that completely beats sidestep. Adding to this is that it can convert into combos even from max range hits. Technical in particular enjoys better damage and, uniquely, proration when it starts a combo, making it an especially good punish and counterpoke. This is also an essential combo tool as it deals by far the most hitstun of her normals, enabling most of her routes. Also your go to normal for out prioritizing A normals.
Has better proration in Technical.
2A
2A
Damage
Guard
Startup
Adv Hit
Adv Block
100
Mid
-
-
-
Malakh strikes her wing upwards. Unlike most 2As, Malakh's isn't a low, likely an attempt to partially her hoverdash high/lows. Instead, it serves as a strong anti-air. While the horizontal range is a tad underwhelming, it's vertical range is incredible, beating out even the best jump ins. On regular hit it doesn't give much but on counters and critical hits it leads to huge damage. Essential tool for the neutral game. Also her fastest button that hits crouchers, meaning she uses it for abare, CBs, and pressure starting.
2B
2B
Damage
Guard
Startup
Adv Hit
Adv Block
160
Low
-
-
-
Long range low poke with spear. This is another essential move for Malakh. 2B is a great poke in the neutral game, having speed, range, and conversion potential. Just as importantly, it's her fastest low, making it key to her high/low mixups. Note, the hitbox is very low to the ground so it will always lose to low crushes.
2C
2C
Damage
Guard
Startup
Adv Hit
Adv Block
320
Low
-
-
-
Malakh's sweep. Malakh's 2C is unique in that it launches, but only on a close hit. It's very slow too meaning it can only be comboed into from 5C or on CHs. This is for good reason, as close hit 2C is Malakh's best starter by far, leading to huge damage even without spending resources. This makes it best used as a frame trap during pressure or as a hard read on sidestep. Otherwise, it's best used on CH confirms or punishes.
Launches on close hit
4B
Honoo no Tsurugi: Sen 4B
Damage
Guard
Startup
Adv Hit
Adv Block
600
All
-
-
-
Typical Hinokakera guard crush, although Malakh's has a huge hitbox. Regardless of which Force she's in, she can either AB or TB off it to continue pressure. This is especially good in Assault where it leads to a high/low mixup with AB.
Does massive guard damage on crouching block.
6C
Honoo no Tsurugi: Ugatsu and Harai 6C
Version
Damage
Guard
Startup
Adv Hit
Adv Block
6C
400
All
-
-
-
Malakh does a huge poke with the spear. Malakh's longest range normal, but it rarely is worth using. For one, the reward it gives especially compared to 5C is bad, it only comboing into its followup, 214A, and 214C, none of which work if it hits at long range (even on CH3!). There's also rarely any reason to use this during pressure as it loses to sidestep. It does do a huge amount of guard damage and pushback but generally Malakh wants to be close to the opponent so that doesn't help. The only real use case is to poke with it when nothing else would reach but there's usually something better you could've done then. It's best use is for getting extra damage out of a string before going into 214C.
6C > 4C
200
All
-
-
-
Follow up to 6C that vacuums the opponent in. This sounds appealing, especially for Tech, but it can't be TBed. The vacuum does put the opponent in range for a full connect 236X, but this can easily be MGed on reaction. Most annoying, 6C's massive pushback means 4C will only connect on short blockstrings, making it even more unreliable. It doesn't fair much better on hit either. It only combos into 214A, 236B, and 623C on hit, all of which need to be OBed to lead to anything meaningful, and these routes will be gimped compared to regular routes. Don't bother unless you really wanna use 236X to guard break.
j.A
j.A
Damage
Guard
Startup
Adv Hit
Adv Block
70
High
-
-
-
Small wing attack. Typical j.A, fast with short range, good for air to air. It especially shines on her high/low mixes, where once the opponent starts blocking overhead can add j.As to do triple overheads or fake overheads into lows.
j.B
j.B
Damage
Guard
Startup
Adv Hit
Adv Block
150
High
-
-
-
Malakh's biggest air normal excluding 66C. While the horizontal reach is a bit worse than j.C, it hits much lower, making it her fastest overhead out of hover dash and generally useful for jump ins. Strangely, if you position Malakh over a specific spot above the opponent and j.B, Malakh will turn around and hit it crossup. While difficult to do and the timing varies between characters, this is a potent mixup in a game where crossups are almost non-existent. Assault is required to combo off this.
j.C
j.C
Damage
Guard
Startup
Adv Hit
Adv Block
300
High
-
-
-
Malakh's highest damage and hitstun aerial. While the horizontal range is better than j.B, the lack of vertical reach makes it somewhat hard to land with and it generally is used less. Primarily it serves as combo filler for juggles.
66A
66A Technical Only
Damage
Guard
Startup
Adv Hit
Adv Block
200
High
-
-
-
Uncancelable normal that's near identical to j.A, functionally useless.
66B
66B Technical Only
Damage
Guard
Startup
Adv Hit
Adv Block
400
High
-
-
-
Has a little more horizontal range than j.B but lack of cancelability besides specials makes it pretty pointless when 66C exists.
66C
66C Technical Only
Damage
Guard
Startup
Adv Hit
Adv Block
700
High
-
-
-
Humongous normal with the same hitbox as 4B. Useful as an approach tool especially when TBed, although its reward on hit is rather low.
Universal Mechanics
4C
Enshou: Eishou <Tractus> 4C
Damage
Guard
Startup
Adv Hit
Adv Block
1300
-
-
-
-
Malakh's throw. As far as throws go this is pretty underwhelming. It gives a soft knockdown and while she can hover dash forward to safejump, it's hard to get any meaningful oki. Still, this is invaluable for opening up opponents who are respecting her high/lows.
j.4C
Enshou: Zokushou <Sequentia> j.4C
Damage
Guard
Startup
Adv Hit
Adv Block
1300
-
-
-
-
Malakh's air throw. Despite the cool animation, this is once again rather underwhelming. While it gives a hard knockdown, the opponent is launched so far away that if they quick rise you can't even get a safejump. Malakh does have the unique advantage that she can air dash upwards or forwards into air grab, but it's still not worth using the majority of the time.
Assault 3D
Shinka: Shinkou <Credo> Assault 3D
Damage
Guard
Startup
Adv Hit
Adv Block
500
All
-
-
-
Malakh's Assault Force is a big upwards swing with her spear. This is a launcher similar to other characters' 6B, making this quite valuable as it allows her to route into full conversions when she doesn't have the resources for j.214C or OB. It even has the added bonus that it can be used after C normals unlike most launchers. Still, generally speaking Malakh wants to save her Brake for high damage OB combos, so it should only really be used when she has no better options.
Costs 40 Brake to use.
Technical 3D
Shinka: Heiwa <Anus Dei> Technical 3D
Damage
Guard
Startup
Adv Hit
Adv Block
800
Mid
-
-
-
Malakh's Technical Force has her create a giant fire pillar above her. This move only really serves one purpose, which is to anti-air. Unfortunately, it's not especially good at that. While the vertical range is amazing, the horizontal range is abysmal. The reward is subpar for the 40 Brake cost; the raw damage is mediocre, and it can only lead to a combo on Counter 3 or Critical Hit. While the combos it leads to are very damaging, this rarely comes up and 2A is a safer option. And to add insult to injury, it's punishable on IB, which is quite easy to do thanks to it having a flash similar to an EX move on its startup. There's basically no situation where you want to use this over 2A or another move.
Special Moves
214X
Tenshou: Nyuusai <Introitus> 214X (EX OK)
Version
Damage
Guard
Startup
Adv Hit
Adv Block
A
250, 900
All, Mid
-
-
-
B
1100
All
-
-
-
C
1432
All
-
-
-
Malakh rushes forward with a spear thrust. This special helps alleviate Malakh's limited ability to move on the ground and is also her primary combo tool.
A
Malakh rushes forward a short distance and stabs with her spear, then follows it up with an upwards slash. Malakh's primary combo tool when she has resources for j.214C or OB. Beyond use in combos, the second hit puts her airborne, allowing her to cancel into j.214C for plus frames or OB to set up a high/low mixup. Very unsafe on block and doesn't travel too far so don't use it in neutral or without resources.
B
Malakh imbues her spear with flame and stabs forwards a long distance. This move has a lot of range and covers the ground space in a relatively short amount of time, although it's susceptible to sidestep. Jab punishable but it has high pushback so its safe unless done point blank. This is generally her best combo ender when she has zero resources, especially in Technical where she has no launcher. Can be OBed to start pressure but she generally has better options to spend Brake on.
C
Malakh stabs through the opponent and blows them up. The EX is a combo tool and only a combo tool, as it's very unsafe on block and lacks invincibility. However, in terms of being a combo tool, it's one of her most potent. By itself it doesn't do much, and the knockdown it gives is terrible, but when OBed it leads to incredibly high damage and meter gain combos. It's also one of Malakh's only specials that can be TBed in technical, allowing for a pressure reset, but she generally has better ways to spend it.
236X
Tenshou: Hairyou <Communio> 236X (EX OK)
Version
Damage
Guard
Startup
Adv Hit
Adv Block
A
150x4, 200
All
-
-
-
B
150x8, 200
All
-
-
-
C
150x12, 200
All
-
-
-
Malakh performs a series of rapid spear thrusts. Somewhat hard to use move due to short range and a long duration. Mainly for ending blockstrings, doing chip damage, draining meter from MG, and building up guard damage. However, all versions are susceptible to being MGed and whiff punished. Can be TBed.
A
Malakh does a quick set of spear thrusts. The version you almost always wanna use. Completely safe on block and difficult to IB thanks to the multi-hit nature of the move. While it inflicts less guard and chip damage than the others, the short duration makes it safer to use although it can still be punished by MG if the opponent is on point or has a big enough move. Combos into 214C on CH2/3. Can also combo into 236C on regular hit but there is no reason to ever do this.
B
Malakh does a longer set of spear thrusts. This version should never be used unless it will guard break, as even on regular break the opponent gets pushed so far back that the final hit whiffs and leaves her open. Even then if it guard breaks the punish will be very subpar.
C
The EX rapid thrusts is functionally near identical to 236B, with the final hit whiff and all, except it does even more damage and knocks down on hit. This knock down is actively detrimental most of the time as the opponent can tech partway through and potentially punish. It's best use is in the rare situation that you do 6C > 4C on block, as if you 236C after all hits will connect for huge guard damage. Otherwise, avoid.
j.623X
Tenshou: Shoukai <Graduale> j.623X (EX OK) or 623C (EX)
Version
Damage
Guard
Startup
Adv Hit
Adv Block
j.623A
500
All
-
-
-
j.623B
350, 400
All
-
-
-
j.623C
350x3
All
-
-
-
Malakh swings her spear upwards in an anti-air motion. Would probably be a good anti-air if you could do it on the ground, but alas. Mainly used for air combo filler before going into an ender. Theoretically could be TKed to anti-air but just 2A. Meterless versions can be TBed.
A
Malakh does a single slash. Mostly pointless move as good routing means you can always use 623B, but in specific scenarios where the opponent is too high or low in a juggle for 623B, 623A can be used.
B
Malakh does two slashes, doing more damage. Malakh's go to meterless juggle ender and filler for going into j.214C. Not much else to say about it.
C
Malakh does a triple slash, doing more damage. One of the more useless EX moves, as it does less damage than j.214C while also giving no oki. The only situation this is worth using is if the opponent ended up too high for j.214C in a juggle but they have low enough health that this will kill. Otherwise don't bother.
623C
1200
All
-
-
-
The only version of her DP that's grounded and also her sole reversal. 623C is a frame 1 invul reversal and a pretty big one at that, although it can be air blocked. Useful in the usual ways a DP is. Can be comboed into j.214C on CH and can lead to a full juggle with OB.
j.214X
Tenshou: Houken <Offertorium> j.214X (EX OK)
C
C
Version
Damage
Guard
Startup
Adv Hit
Adv Block
A
600
All
-
-
-
B
600
All
-
-
-
C
1200
High
-
-
-
Malakh tosses her spear at the opponent from the air. A very strong projectile that helps solidify her neutral game and also a strong pressure starter when OBed. Especially useful when tked. Unless OBed, Malakh is in recovery until she lands. All versions can be sidestepped.
A
Malakh quickly throws her spear at a steep downwards angle. Generally used for blowing up anti-airs, as if the opponent is close enough to block this then you're likely close enough to be punished.
B
Malakh throws her spear at a farther angle. Her main projectile and a great tool in neutral. This projectile is both incredibly fast and ignores other projectiles, making it obnoxious for even zoners to deal with. It's angle is also annoying as it can even air to air if the opponent tries to jump over it. The chip damage too, especially in Assault, is quite good. This move is key in forcing the opponent to interact with her and getting into her normals range.
C
This is basically a completely different move compared to the other versions. Malakh dives down with the spear to hit the opponent. Incredibly important move for Malakh. This is her hard knockdown ender and ends most of her combos. On top of that, it's plus on block at most spacings, allowing her to reset pressure without spending Brake, although when MGed the pushback makes it hard for her to do much. Generally important move so save meter for it.
Super Moves
j.2363214C
Shinka: Kyuuai <Kyrie> j.2363214C
Damage
Guard
Startup
Adv Hit
Adv Block
2881
All
-
-
-
Malakh flips back then charges forward with a huge spear thrust. Damage ender super, on long combos with lots of scaling this is Malakh's optimal ender, usually after 214A. The oki is rather weak so be certain that it's going to kill when you use it.
j.2141236C
Shinka: Kansha <Sanctus> j.2141236C
Damage
Guard
Startup
Adv Hit
Adv Block
2700
All
-
-
-
Malakh shoots magical energy down at the opponent then throws her spear. Hard knockdown super. If you have a boatload of meter to spare for some reason, you can replace j.214C in combos with this for around 400 more damage. Generally though, it's not worth spending the meter when j.214C gives a slightly better knockdown and the damage increase isn't all that great.
j.632146C
Shinka: Eikou <Gloria> j.632146C
Damage
Guard
Startup
Adv Hit
Adv Block
2773
-
-
-
-
Malakh grabs the opponent in the air before blasting them with magic. Air to air command grab that can be comboed into. While it is unblockable, the range is tiny so setting it up is very difficult and it's generally only used in combos. For combos, it's Malakh's highest damage super at lower scaling, making it her best option for 50 meter no Brake combos. More notably though, when hit low to the ground it can combo into 214A and on some characters 214C, allowing for OB extensions that do massive damage. This makes it her best super for big meter dump combos, although generally speaking these aren't meter efficient and won't come up often.
OverDrive Force
236236C
Shingi: Sanseishou <Trisagion> 26236C
Damage
Guard
Startup
Adv Hit
Adv Block
6000
Mid
-
-
-
Malakh's Overdrive Force has her stab the opponent and blow them up before summoning several other demons to throw their spears upon them, dealing big damage. Malakh's Overdrive is fairly easy to combo into as any B or C normal can go into it, although it's usually not worth routing into it. Instead, it's best used as an anti-air or reversal if it's going to be used. Malakh doesn't benefit much from Overdrive besides the health regen so don't be afraid to use it.
General Strategy
Overview
Malakh does pixie things.
Assault or Technical
Malakh doesn't especially benefit from either Force, as both povide her unique advantages that roughly balance each other out. Due to her unique moveset, she actually gets to use the universal mechanics less than any other char no matter which Force she chooses. You can't go wrong with either.
Assault Malakh can
Assault Brake. She uniquely can only use AB in the air, allowing her to continue pressure/combo/mixup off 4B, crossup j.B, and hover dash. However, this means she misses out on grounded AB confirms.
use Assault Force 3D. This 3D is a launcher that gives her new routes, some of which are very useful.
do higher chip damage, which she's quite good at thanks to 236A and 214B.
Technical Malakh can
Technical Brake, allowing her to reset block pressure at a lower risk as well as make throw attempts safe. Only a few of her specials can be TBed unlike other chars, meaning she mainly wants to TB normals.
use dash normals. 66A and 66B are somewhat pointless but 66C is a massive normal that can start pressure with TB.
get 100% starter proration off 5C. This does come up as her 5C is a massive normal that catches sidestep, making punish combos hurt a bit more.
use Technical Force 3D. However, this is one of the worst 3Ds in the game, as it's a completely vertical anti-air with low reward and terrible horizontal range. There's almost never a good time to use it.
Overall, neither is especially more useful than the other and it will mainly come down to personal preference. The main difference is do you want to prioritize Technical's ability to reset pressure or Assault's better damage and mixup potential.
Neutral
f
Offense
f
Defense
f
Combos
All of Malakh's combos with a ground string at the beginning can start with hover dash buttons for more damage. Additionally, 2363214C or 632146C can be added to the end of most combos to do better damage.
Combo terminology
Symbol
Meaning
>
Cancel from the previous move to the following move
land
The player must land
,
Link from the previous move to the following move
dl./delay
Delay before using the following move
nj.X
Neutral Jump
AA
Anti-Air, must hit an airborne opponent
[X]
Hold the input
(X)
Optional input
[X]*N
Repeat (sequence) N number of times
Basic Combos
Easy combos for starting or when you don't have the resources for anything else.
Combo
Damage
Difficulty
Power Gained
Power Spent
Brake Spent
Force
Notes
2A > 5B > 2B > 5C > 214B
1375
Very Easy
16
0
0
A/T
Basic resourceless combo. Malkakh has no way to knockdown without resource unless she gets a close range 2C, making this her best option.
Basic combo into hard knockdown ender. Adding the final extension means you get no oki but if it'll kill it's worth it. Going straight to 214A from 5C is more consistent, but at close range the 214A must be delayed on average weight characters as otherwise the j.214C can whiff.
Average weight Assault Force combo. While the damage is worse than the usual 214A > j.214C combo, this route is useful for building the meter for j.214C when OB isn't available. 2B can be ommitted and instead do 5C > 2C > 3D for slightly better damage.
Another easy dump combo, only go for this if you're feeling really lazy about your routing.
Advanced Combos
Harder combos that deal more damage and build more meter. Malakh's advanced combos make heavy use of rejumps and delayed jump cancels, so make sure to master both.
Advanced 214A Brake combo with a couple rejumps. Learning to delay the jump cancel from 5C as much as possible is critical to making this and many later combos work.
Advanced OB combo using 214C to get high damage. While it costs 50 meter, this combo can be done from 25 meter because of how much it builds. If you're struggling with the second rejump, you can go into an air string after the first for less meter and damage. Additionally, on farther hits the 6C must be omitted. Very good combo so look for it as much as possible.
Combo for when you punish or frame trap into close hit 2C. Doing the triple rejump is very hard and doing 2 is fine enough, albeit not optimal. Make sure to delay everything as much as possible. Very good resource effecient combo so do it whenever possible.
Huge extension of the previous combo. Very high damage and meter gain so absolutely worth it, but the execution is quite hard especially since the j.C after j.214C is manually timed. However, if you can execute, this is Malakh's most damage and resource effecient route.
Extension using 3D launcher into j.214C OB. Malakh must be at or below 25% health while at full brake to be able to do this combo, but it's worth it. Similar to the close 2C combo just off a more common starter with easier execution.
Advanced Heavy Weight Combos
Advanced combos specific to Heavy and Super Heavy characters. These are all very difficult for relatively small gains over the regular advanced combos, and are more for style than anything else.
Super heavy only version of the 214A OB combo. The added in rejump requires you to literally delay everything as much as possible, with very little if any room for error. Frankly this is not worth the effort but if you can pull it off consistently then go for it.
Super heavy 214C OB combo. To get the extra rejump, once again everything needs to be delayed as much as possible with almost no margin for error.
2A > 5B > 2B > 5C > 214A > 632146C, 214C > OB...
5133 (5455)
Very Hard
40 (45)
115
80
A/T
Heavy exclusive meter dump route, doesn't work on Kasumi for some reason. Same as the Heavy 214C route but with an upfront super. Great for doing a massive amount of damage if you ever have the resources to spare.
One of the hardest combos in the game, this is the Super Heavy exclusive quadruple rejump. While all 4 rejumps have been landed, no one has actually landed the full combo after OB. There is no room for any mistakes in this route, you have to nail the timing and delays perfectly on every single rejump, even a single flub will cause it to drop.
Counter Hit Combos
Examples of routing you can do for CHs.
Combo
Damage
Difficulty
Power Gained
Power Spent
Brake Spent
Force
Notes
CH1 Any A or B Normal > 5C > 9jc 66 j.C, 5B > 2B > 5C...
X
Easy
X
X
X
A/T
Example counter hit extension with 5C air dash j.C.
CH1 Any A or B Normal > Close 2C > dl 5C...
X
Medium
X
X
X
A/T
Example conversion into close hit 2C from counterhit. This allows Malakh to go into her strong meterless routes outside of punish situations.