Introduction
Perfect footwork and equipped with kicks that have several miles of range.
Olof is the bodyguard of Princess Sissy. He is asked to enter the tournament for her pleasure, to test himself. Even though one of his arms is wounded and bandaged, he is powerful enough to defeat opponents with only his legs. He is often calm and reserved, and he is very chivalrous toward women.
Overview
Strengths |
Weaknesses
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- Strong normals all around
- cl.A is a standing low.
- 2nd largest 2.CD in the game
- j.214.D loops for big damage
- hop 9.D > D can set-up j.214.D loops and a corner carry.
- Fast 623.B for catching jump-ins or bad Oki attempts
- 6.A is extremely versatile and can be canceled out of any normal.
- Fake Ippatsu Ougi can be used to cancel the recovery of moves, making them safe or extending a combo. It can even punish Guard Cancels.
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- Low damage output without j.214.D loops.
- Stress Shot is unsafe on hit.
- Ippatsu Ougi can be hit out of or easily avoided.
- On hit, the Ippatsu Ougi drains 40HP but cannot kill Olof.
- Fake Ippatsu Ougi requires 2 or more Stress Meter to use.
- The first hit of 3.B struggles to hit crouchers.
- 236.A/B/C/D have extremely long hurt boxes and long recovery times.
- Slowest 66.P in the game.
- No reliable options to escape the corner without meter for Guard Cancels.
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Strategy
(Rebuilding...)
Normal Moves
Standing Normals
Note: Despite the appearances, none of the Olof's standing normals can be crouched.
5A
5.A
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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6
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3
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Special Super
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Mid
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-
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-
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-
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-
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-
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-
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Air Unblockable. Fast and has a nice range. Olof's main standing poke wich can be comboed into 214B or 236A easily.
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5B
5.B
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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12
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6
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Special Super
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Mid
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-
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-
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-
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-
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-
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-
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Air Unblockable. Another good poke, it hits slightly higher and comes out a tiny bit slower than 5A but it causes double the damage. Can work as a late Anti-Air but Olof has better options.
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5C
5.C
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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20
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10
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Special Super
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Mid
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-
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-
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-
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-
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-
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-
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Air Unblockable. This kick is pretty odd, comes out relatively fast, has a good range and hits upwards, but the recovery makes it pretty unsafe for throw it often as it can be jumped out and you will get punished for it. The best use for this one is to stop foward dashes or as a late Anti-Air.
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5D
5.D
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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21
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10
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Special Super
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Mid
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-
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-
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-
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-
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-
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-
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Air Unblockable. Another odd kick, shares the same problems as 5C but it can't be used as a late Anti-Air since it hits straight foward. Comes out kind of slow too, so you probably won't be using this one too much.
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5CD
5.CD
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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26
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13
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Special Super
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Mid
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-
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-
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-
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-
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-
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-
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Air Unblockable. Comes out slow and the range is shorter than his other standing normals, but causes good damage and is wall slam as any 5CD, but is not that good so you won't be using this one outside punishes to prepare your 50/50.
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Close Standing Normals
cl.5A
cl.5A
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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8
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4
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Self-Cancel Rapid Chain Special Super
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Low
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-
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-
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-
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-
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-
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-
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Comes out quick, reaches surprisingly far for a close normal and hits low, this last detail is great because you can get a really easy High/Low after a blocked jumping attack. Despite that, this move is outclased by cl.B as a combo tool.
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cl.5B
cl.5B
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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6
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3
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Self-Cancel Special Super
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Mid
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-
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-
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-
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-
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-
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-
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Air Unblockable. Natrually chains into 5.B. Olof's 2nd main combo tool. Comes out really fast, can be chained into itself up to 4 times and does nice damage. You want to use this each time you are close to the opponent.
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cl.5C
cl.C
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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16
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8
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Special Super
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Mid
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-
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-
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-
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-
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-
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-
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Air Unblockable. Natrually Chains into cl.5D. Nice close anti-air that's excellent for juggles but hard to use for anything else.
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cl.5D
cl.D
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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18
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9
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Special Super
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Mid
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-
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-
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-
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-
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-
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-
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Air Unblockable. Gains a knockdown if chained from cl.5C. Pretty much cl.C with better vertical range, but this one comes out slower and has even worse horizontal range.
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Crouching Normals
2A
2.A
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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6
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3
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Special Super
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Low
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-
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-
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-
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-
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-
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-
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5.A with a slightly more range and slower start-up. Too slow to actually combo into anything.
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2B
2.B
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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10
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5
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Special Super
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Low
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-
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-
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-
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-
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-
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-
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Olof's main crouching normal, fast and has nice range that can lead into basic combos. Thanks to it's range 2.B is used for low/high mix-ups with 6.A.
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2C
2.C
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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16
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8
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-
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Mid
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Super Special
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-
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-
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-
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-
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-
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Sliding kick. Pretty usefull during combos and 50/50s. Not useful for anti-airs but is very useful for juggles.
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2D
2.D
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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20
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10
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Special Super
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Low
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-
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-
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-
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-
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-
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-
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Long range sweep. Excellent punish tool that completely outranges most sweeps.
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2CD
2.CD
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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19
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9
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Special Super
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Low
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-
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-
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-
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-
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-
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-
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Air Unblockable. Slow and has almost no horizontal range. However it has great vertical range, is an excellent anti-air and sets-up Olof's super combos or juggle loops. Shares the same start-up animation as his 2.D.
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Jumping Normals
j.A
8.A
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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10
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5
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Air Special
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High
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-
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-
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-
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-
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-
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-
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This normal has a short range in comparsion to the other Olof's jumping normals, but is active for pretty much the entire jump and allows really easy Air-to-Ground combos but is kinda outclassed by j.B.
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j.B
8.B
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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10
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5
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Air Special
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High
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-
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-
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-
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-
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-
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-
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From where I should start? This is a great jumping normal, comes out almost instantly, has a great active period, is the Olof's main crossup and is a good all-round air to air normal. Is also safe on block so spam away.
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8C
8.C
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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12
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6
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Air Special
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High
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-
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-
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-
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-
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-
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-
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This one has the same uses as j.C, but even more limited since it hits almost straight upwards.
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8D
8.D
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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17
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8
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Air Special
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High
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-
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-
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-
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-
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-
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-
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Pretty much a straight version of j.C.
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j.C
7.C or 9.C
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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14
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7
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Air Special
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High
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-
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-
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-
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-
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-
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-
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Comes out fast and does good damage, but it hits upwards so is only usefull during certain air to air situations or for juggles. Good normal but its limited on his uses.
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j.D
7.D or 9.D First kick First kick Second kick (7/9.D > D) Second kick (7/9.D > D)
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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16
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7
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Air Special Self-Chain
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High
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-
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-
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-
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-
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-
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-
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Olof's oddest normal by far. It comes out with delay so it requires good timing to be used on air to ground combos or air to air. Self Chains by pressing D again, see below.
if you hit the D button again after the j.D connects he will do a 2nd kick with almost the same properties but coming out faster enough to combo from the first hit. This is good on paper but on practice is kinda unorthodox to be used consistently, especially against short characters like Oume.
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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21
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10
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Air Special
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High
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-
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-
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-
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-
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-
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-
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Chains off of 7.D or 9.D. Increases the damage of the jump-in but can easily whiff on short characters like Ume, Tane, Hikaru, etc. Damage is a total of both hits.
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Dashing Normals
66P
66.A or 66.C
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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19
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9
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Special Super
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Mid
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-
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-
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-
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-
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-
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-
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This kick comes out slow which makes it not very useful, as any dashing punch it can combo into the dashing normals, and if connects you can cancel it into 4146A for a combo, but that rarely happens so you won't be using this one too much.
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66K
66.B or 66.D
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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26
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13
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Special Super
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Mid
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-
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-
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-
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-
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-
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-
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Air Unblockable. Comes out kind of fast wich makes it a good punish option if you can't get anything else. It can be countered easely on reaction so be carefull about that.
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Command Normals
6A
6.A
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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15
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7
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Special Super
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High
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-
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-
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-
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-
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-
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-
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Air Unblockable. Overhead Axe Kick with a good amount of stun that allows you to combo into 623B from close range or 214C from far range. It comes out kind of slow but is safe on block. Part of the Ippatsu Ougi Setup.
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5A
3.B First kick First kick Second Kick Second Kick
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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11 1st 5 2nd
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5 1st 2 2nd
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Special Super (Both kicks)
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Mid
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-
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-
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-
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-
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-
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-
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Air Unblockable. This move is Olof's main combo tool, You will be using this move very often due to how good of a tool it is. It's basically a multi-tool used for special cancels, juggles, etc. (See Combos for examples.) If blocked, 3.B can be canceled into 236.B to be made safe by the projectile's pushback. Since it is a multi-hit command normal, the 2nd kick can be used for gimmicks such as baiting the opponent's Guard Cancel and then canceling into Stress Shot to punish.
At a distance, 3.B can also whiff on crouching Tane, Ume, Clara, and Hikaru. You will need to adjust combos for these characters when they're crouching.
- A common trick is to cancel cl.B into this move and then cancel the 1st kick into 214.D for nice damage and Wall Slam.
- In more advanced levels you can cancel the 1st kick into 4146.A to negate the recovery and extend your combo.
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Special Moves
Counter Trick
Counter Trick Stance when counter is ready Stance when counter is ready
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Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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35
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17
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Special Super
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High
|
-
|
-
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-
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-
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-
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-
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To trigger this counter you must stand idle for 4 long seconds. This Mid counter has very limited uses and isn't great thanks to it's time requirement. It can easily counter hit one hit specials or dash moves but falls short to low attacks or rapid multi-hit attacks. It's only real use is tricking someone new into triggering it...
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Battle
236.A/B/C/D A Sends the projectile straight foward, C version is faster A Sends the projectile straight foward, C version is faster B Sends the projectile downards, expands when touches the ground B Sends the projectile downards, expands when touches the ground D Sends the projectile upwards with a 35° angle aproximately. D Sends the projectile upwards with a 35° angle aproximately.
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Battle (Битва)
Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
|
Hit Adv
|
Block Adv
|
15
|
7
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N/A
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Mid
|
-
|
-
|
-
|
-
|
-
|
-
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All the versions of this projectile comes out relatively fast but have bad recovery times wich limits their usefullness.
- 236.B is used in his 50/50 set-ups.
- 236.D is used to read and deny jump-ins.
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Sanctions
623.B or 623.D First hit First hit Final hit Final hit
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Sanctions (санкций)
Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
10
|
10
|
N/A
|
Mid/High
|
-
|
-
|
-
|
-
|
-
|
-
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Decent DP with a tricky overhead landing attack. Mostly used to end combos and occasionally used to anti-air jump-ins.
623.B comes out a little quicker but has the worst vertical range. Hits twice, second hit is an overhead.
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Total Damage
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Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
22
|
11
|
N/A
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Mid/High
|
-
|
-
|
-
|
-
|
-
|
-
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623.D has much more vertical range and is slightly slower. Hits three times, 3rd hit is an overhead.
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Total Damage
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Permanent Damage
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Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
30
|
30
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N/A
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Mid/High
|
-
|
-
|
-
|
-
|
-
|
-
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Dash 623.K has the best vertical range and a ton of air time. Hits 5 times, 5th hit is an overhead.
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Sudden Attack
214.B or 214.D First Kick First Kick Second Kick Second Kick
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Sudden Attack (внезапное нападение)
Total Damage
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Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
20
|
10
|
N/A
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
First hit is air unblockable. The light version is the fastest and can combo off of most normals; but is a Soft WallSlam on hit, which allows the opponent to recovery roll after the WallSlam.
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Total Damage
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Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
22
|
22
|
N/A
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
First hit is air unblockable. Just like 214.B but faster, does slightly more damage and actually creates a Hard WallSlam on hit. However, it's a little harder to combo into.
|
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
30
|
30
|
N/A
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
Air Unblockable. Dash Enhanced 214.K strengthens the move, adding an additional kick and creates a Hard WallSlam on hit. It is much harder to combo into.
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|
By The Squares
j.214.B or j.214.D First Kick First Kick Second Kick Second Kick
|
By The Squares (По Квадратам)
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
20
|
10
|
N/A
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
The air version of 214.K but with different properties. This move launches the opponent for a juggle instead of causing a Hard WallSlam.
The first kick is horizontal, so it's very easy to catch the opponent with. However, this move is really hard to use against grounded because the 2nd kick will miss if executed too soon.
- The light version does the same amount of damage but doesn't launch as high as the heavy version nor does it have a follow-up.
- The heavy version is faster, launches higher, and has a follow-up which is listed below.
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|
j.214.D > 214.D Follow-up to j.214.D Follow-up to j.214.D
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Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
27
|
13
|
N/A
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
Follow-up to J.214.D Just input 214.D immediately after to do an extra kick that fires an upward projectile, knocking the opponent out of the air. Damge is totaled with j.214.D.
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|
Super Moves
Stress Shot
236-3214.D Dashing Dashing First hit First hit
|
Blockade (Блокада)
Total Damage
|
Permanent Damage
|
Cancel
|
Guard
|
Gauge
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
50
|
25
|
N/A
|
Mid
|
-
|
-
|
-
|
-
|
-
|
-
|
Air Unblockable.
After the super flash, Olof dashes up with a kick similar to his cl.5D. If the kick connects, Olof will throw his sunglasses into the air and unleash a 14 hit storm of kicks and finish with a launching kick. Olof will then catch his sunglasses, putting them back on. The starting dash is start-up invincible and can be used as a great mid-ranged punish tool, however, his invincibility ends when the first starting kick comes out. Easily one of the coolest supers in the game. Landing this requires hard read or a set-up using 2.CD.
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Ippatsu Ougi
4146.C Very extreme punch (really big punch) Very extreme punch (really big punch)
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In An Extreme Case (Крайний Случай)
Total Damage
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Permanent Damage
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Cancel
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Guard
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Gauge
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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90
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45
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N/A
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Unblockable
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-
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-
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-
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-
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-
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-
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Olof punches you really hard.
This move is extremely hard to land and requires special set-ups. Thanks to its massive amount of invincibility frames and extreme length, it can be used as a tool to read oncoming attacks. There are a few drawbacks to this super:
- On hit, Olof takes 40 points of damage. This health is recoverable and it cannot KO Olof.
- Easy to avoid. All back dashes have invincibility frames and can easily be avoided raw.
- This super puts his hitbox in a very weird state and is sort of a pseudo-jump. When Olof recovers, he must always recover to the same spot making weird scenarios. Here is an example of the move teleporting Hikaru to the other side of the screen.
Olof also has a fake-out version of this super that allows him to cancel the recovery of moves.
- Input 4146.A to use his fake-out version. This only consumes 1 Stress Meter.
- Used for his Advanced combos. Super stylish combos utilize this tool
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Combos
Combo
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Total Damage
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Permanant Damage
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Notes
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BnB Combos
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cl.a > cl.a > cl.a xx 214.B
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30
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15
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cl.a > cl.a > cl.a > 3.b (1 hit) xx 214.D
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35
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35
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cl.b > cl.b > cl.b > B > 3.B (1 hit) xx 214.D
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33
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33
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Tap B, don't mash or the combo will shorten.
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6.A xx 214.D
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32
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32
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6.A > 5.A > 3.B (1 hit) xx 214.D
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36
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36
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9.B > cl.B > B xx 214.D
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34
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34
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9.B > cl.B xx 623.D
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31
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15
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9.B > cl.C > 3.B (1 hit) xx 214.D
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38
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38
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2.CD xx 236-3214.D
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62
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31
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Requires 1 Stress Meter. Cancel immediately on hit. Punishable on hit, use to kill.
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2.CD xx 4146.C
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80
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40
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Requires 2 Stress Meter. Cancel immediately on hit. Hurts yourself for 40HP, use to kill
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Intermediate Combos
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h.9.D > D > j.214.D > 2.C > 3.B (1 hit) xx 623.D
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54
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27
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hop 9.D must hit low for this to work. Works mid-screen.
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(Corner Only) h.9.D > D xx J.214.D > cl.C > D
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48
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24
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9.D > D >> 2.CD xx 236-3214.D
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72
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36
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Requires 1 Stress Meter. Cancel immediately on hit. Punishable on hit, use to kill.
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9.D > D > 2.CD xx 4146.C
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81
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40
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Requires 2 Stress Meter. Cancel immediately on hit. Hurts yourself for 40HP, use to kill
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Advanced Combos
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9.B > cl.A ~> 2.B xx 214.D
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38
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19
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cl.A ~> 2.B requires a P-Link
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9.B > cl.A ~> 2.C xx 214.D
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43
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43
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cl.A ~> 2.C requires a P-Link
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9.B > cl.A ~> 2.C > 6.A xx 214.D
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47
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47
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cl.A ~> 2.C requires a P-Link.
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h.9.D > D xx J.214.D >> 623.D
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47
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23
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(Corner Only) 9.D > D > 2.CD xx 4146.A >> 623.K
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51
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25
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You must instantly cancel your run to connect EX dp. Requires 1 Stress Meter.
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66.P xx 4146.A > 2.C > 3.B (1 hit) xx 4146.A > 2.B > 3.B xx 236.B
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53
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26
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Requires 2 Stress Meter.
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h.9.D > D xx j.214.D > j.214.D (x4) > 214.D
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98
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49
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All j.214.D after the first one must be done instantly after leaving the ground. TAS combo?
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