Ignis
I am Ignis. I've taken up the name of the Protector of Humanity.
Profile
Name: Ignis
Debuted in: Jingai Makyou
Voice Actor: Rina Misaki
Introduction: From ancient times, the Three Protectors have defended humanity from the shadows. She is one of them and is known as the Noblest Blade. She has a very cunning personality and her actions are crafty and calculated. Her skills are purely physical, and she hunts monsters with the use of weapons and traps.
Summary
Ignis fights primarily from mid-to-long range, using traps to stop an opponent from moving in and long normals to poke, but she can also fight up close using her command grab. These tools make her a well-balanced character between both offense and defense. However, she has a weakness in her lack of an invincible reversal without meter.
Command List
If you are having trouble reading inputs, check out the Notation section!
Movement
Normals
5A 2A [6A / cl.B] st.B 2B 5C 2C [5E/2E] is basic chain route. Any deviations from that route will be noted as an additional or limited.
NOTE: Frame data is not tested exactly, and may be slightly off.
5A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
500
|
HLA
|
5
|
-
|
-
|
-
|
Elbow to the face. Jump cancellable. Extremely fast startup, so it’s strong as an anti-air or against Vanishing Guard
|
|
6A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
1000
|
HLA
|
9
|
-
|
-
|
-
|
Upward sheathe swing. Upper body invincibility makes it a capable anti-air
- Be aware that if you are charging [1] or [4], you will get [4]6A instead, so return to neutral first before using
|
|
c.5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
1000
|
HLA
|
7
|
-
|
-
|
-
|
Sheathe swing to the side. Jump cancellable. Ignis has a relatively long “close” range where this will come out, and it has fast startup as well as being very easy to confirm from, so it’s one of her most important normals while applying pressure. If it gets Vanishing Guarded, cancelling into a command grab can easily stop the opponent
|
|
f.5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
1200
|
HLA
|
10
|
-
|
-
|
-
|
Sideways sword slash with a lot of range. It’ll miss against an opponent low-profiling often, so don’t treat it as 100% reliable. Cancelling f.5B into a special move is one of the fundamentals of playing Ignis at mid-range; mix up which special move you use to throw off the opponent
|
|
5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
1500
|
HLA
|
13
|
-
|
-
|
-
|
Downward sword slash. Reach isn’t as long as far 5B’s, so be careful that it won’t miss when chaining into it
|
|
5E / 5[E]
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
1600 (2000)
|
HLA
|
19 (31)
|
-
|
-
|
-
|
High kick. Jump cancellable. Mostly used in combos
- Guard crushes when fully charged
|
|
2A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
500
|
L
|
6
|
-
|
-
|
-
|
Low kick. Chains into itself. Jump cancellable and has long reach, so it’s an extremely good 2A
|
|
2B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
1100
|
HLA
|
10
|
-
|
-
|
-
|
Upward sword slice. Jump cancellable. Huge hitbox that’s even capable of hitting behind Ignis makes it her primary anti-air and tech chase
|
|
2C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
2500
|
HLA
|
16
|
-
|
-
|
-
|
Stationary slash that looks similar to her [4]6X attack. Not cancellable to specials, but it is cancellable to supers and to 5E
|
|
2E
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
1200
|
L
|
13
|
-
|
-
|
-
|
Low Sweep. Knocks down and is cancellable, so this can be used to start up setplay. Throw a grenade after and mix up the opponent
|
|
jA
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
500
|
HA
|
6
|
-
|
-
|
-
|
High elbow. Jump cancellable. Useful as a rising air-to-air
|
|
jB
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
1000
|
HA
|
7
|
-
|
-
|
-
|
Downward jump kick. This is the main jumping attack you’ll use. Jump cancellable. Hits fast and is strong air-to-ground, as well as having a crossup hitbox
|
|
jC
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
1300
|
HA
|
10
|
-
|
-
|
-
|
Downward sword slash. Strong downward hitbox, but it’s hard to justify using this over jB in most cases. If the opponent blocks this deep, you can use jB as a rising overhead after (might be character specific)
|
|
jE
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
1500
|
HA
|
13
|
-
|
-
|
-
|
Sword slash directly to Ignis’ side. Slow startup and a weak downward hitbox, but it has long reach and a great horizontal hitbox, so it’s a very good air-to-air provided you have time to get it out
|
|
BC Ground Throw Ground Throw
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
2700
|
UNB
|
4?
|
-
|
-
|
-
|
|
|
j.BC Air Throw Air Throw
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
2376
|
UNB
|
4?
|
-
|
-
|
-
|
|
|
Specials
Hisatsu: Getsuka 236A/B/C
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
A
|
1100
|
HLA
|
14
|
-
|
-
|
-
|
Arcing projectile that starts low and curves up
- Has a timing where it’s guaranteed to come out (i.e doesn’t disappear if Ignis is hit)
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
B
|
1100
|
HLA
|
16?
|
-
|
-
|
-
|
Arcing projectile that starts high and curves down
- Has a timing where it’s guaranteed to come out (i.e doesn’t disappear if Ignis is hit)
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
C
|
1100
|
HLA
|
20?
|
-
|
-
|
-
|
Arcing projectile that starts high, goes low, and boomerangs back towards Ignis
- Has a timing where it’s guaranteed to come out (i.e doesn’t disappear if Ignis is hit)
|
|
Hisatsu: Getsuka j.236A/B/C
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
A
|
1100
|
HLA
|
14
|
-
|
-
|
-
|
Arcing projectile that starts high and curves down
- Has a timing where it’s guaranteed to come out (i.e doesn’t disappear if Ignis is hit)
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
B
|
1100
|
HLA
|
16?
|
-
|
-
|
-
|
Arcing projectile that starts low and curves up
- Has a timing where it’s guaranteed to come out (i.e doesn’t disappear if Ignis is hit)
- Can collide with ground and disappear if spawned too close to ground
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
C
|
1100
|
HLA
|
20?
|
-
|
-
|
-
|
Arcing projectile that starts low, goes up, and boomerangs back towards Ignis
- Has a timing where it’s guaranteed to come out (i.e doesn’t disappear if Ignis is hit)
- Can collide with ground and disappear if spawned too close to ground
|
|
Ansatsu: Kokushi (A/B) / Gurou (C) 421A/B/C / j.421A/B/C Ground Version Ground Version Air Version Air Version
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
A
|
200 + Poison DOT
|
HLA
|
34
|
-
|
-
|
-
|
Setup tripwire trap that fires a poison arrow when broken by opponent. Poison applied on hit or block
- Traps can be broken by opponent attacks or when they touch it
- Arrow can be intercepted with attack if timed correctly
- Traps exist indefinitely until they are broken, or if Ignis places a new trap when there is already 2 of that kind out already
- Can set 2 A traps, or 1 A trap and 1 B trap at a time
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
B
|
100
|
HLA
|
34
|
-
|
-
|
-
|
Setup tripwire trap that fires a stun arrow when broken by opponent. Large amount of hitstun / blockstun applied on contact
- Traps can be broken by opponent attacks or when they touch it
- Arrow can be intercepted with attack if timed correctly
- Traps exist indefinitely until they are broken, or if Ignis places a new trap when there is already 2 of that kind out already
- Can set 2 B traps, or 1 A trap and 1 B trap at a time
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
C
|
0
|
N/A
|
34
|
-
|
-
|
-
|
Setup fake tripwire trap that does not do anything when broken
- Can put down 2 C traps; number of C traps allowed is separate from number of A/B traps allowed at a time
- Total of 4 traps can be out at a time
- Use to trick opponent / force opponent to play more defensively
|
|
Bakusatsu: Hidaruma 22A/B/C
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
A
|
1800
|
HLA
|
84 (to explode)
|
-
|
-
|
-
|
Throw lighter that explodes. Useful in setplay
- Will disappear if Ignis is hit / Ignis blocks an attack
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
B
|
1800
|
HLA
|
97 (to explode)
|
-
|
-
|
-
|
Throw lighter that eventually explodes. Useful in setplay
- Will disappear if Ignis is hit / Ignis blocks an attack
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
C
|
0
|
HLA
|
TODO
|
N/A
|
-
|
-
|
Throw lighter that does not explode. Useful in tricking opponent into blocking
- Will disappear if Ignis is hit / Ignis blocks an attack
|
|
Bokusatsu: Funkotsu [4]6A/B/C
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
A
|
800
|
HLA
|
15
|
-
|
-
|
-
|
Charge move that performs rushing slash towards opponent
- Usable in combos
- Safe on block if no followup executed
- Distance: Short
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
B
|
1100
|
HLA
|
19
|
-
|
-
|
-
|
Charge move that performs rushing slash towards opponent
- Usable in combos
- Safe on block if no followup executed
- Distance: Medium
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
C
|
1400
|
HLA
|
23
|
-
|
-
|
-
|
Charge move that performs rushing slash towards opponent
- Usable in combos
- Safe on block if no followup executed
- C version is projectile invulnerable
- Can go through projectiles like Saya's 236X (meat mine)
- Distance: Long
|
|
Saishin [4]6X-4A/B/C Followup to [4]6X Followup to [4]6X
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
1050
|
HLA
|
9
|
-
|
-
|
- on hit / -14 on block
|
Kick followup to Bokusatsu: Funkotsu ([4]6X)
- On hit, bounce opponent to edge of screen for followups with specials / supers / partner
- At certain distance from edge of screen, can connect to 236236BC as well
|
|
Raisatsu: Shikaku 632146A/B/C
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
A
|
200
|
UNB
|
9
|
-
|
-
|
-
|
Command throw that stuns the opponent with a shock
- Can combo into after normals / partner attacks
- Range: Short
- Startup: Fast
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
B
|
200
|
UNB
|
12
|
-
|
-
|
-
|
Command throw that stuns the opponent with a shock
- Can combo into after normals / partner attacks
- Range: Medium
- Startup: Medium
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
C
|
200
|
UNB
|
14
|
-
|
-
|
-
|
Command throw that stuns the opponent with a shock
- Can combo into after normals / partner attacks
- Range: Long
- Startup: Slow
|
|
Supers
Ousatsu: Lathspell 236AB / j.236AB
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
3744
|
HLA
|
6 + 3?
|
-
|
-
|
-
|
Launches a large number of projectiles. When activated from a distance, the projectiles home in on the opponent slightly. The movement is fast, but it can be penetrated by moves like Ein's Colt Python. You have several different cancel options on hit (Partner, Blast, etc.)
|
|
Gyakusatsu: Khazad-dum 421AB / j.421AB Ground Version Ground Version Air Version Air Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
2832
|
HLA
|
15 + 11
|
-
|
-
|
-
|
Setup trip wire that consumes 1 stock of meter. On activation, a rocket appears in front of them from off screen during a super flash and explodes. After the explosion, additional vulcan fire is launched
- Unlike Ansatsu: Kokushi (421A/B), the time between the wire being touched and the activation of the attack is very short and it can lead into a very powerful combo since it cannot be blown away by another attack
- This is a good technique to support the strength of Ignis, as it greatly restricts the opponent's actions, but be careful, as it will not be set up if she is damaged during the setup motion and it will waste the meter
|
|
Zansatsu: Glamdring 646AB
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
4100
|
HLA
|
6 + 6
|
-
|
-
|
-
|
After the super flash, you stab towards the opponent at high speed. Nearly full screen attack
- Very powerful for rushdown as it is invincible and can be activated after seeing the opponent attempt to fire a projectile, due to it's projectile invulnerable properties
|
|
Variable Rush
All Variable Rushes allow you to do a sequence of attacks depending on if you hit the A, B, or C button. If you press nothing, the VR will end. If your VR is blocked, you have the option to press nothing, or keep attacking. Even if you keep attacking, you could still stop at any time, assuming you don't execute the final attack.
Depending on what combination of buttons you use, you can come up with some useful strings.
CE
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Varies
|
HLA
|
11?
|
-
|
-
|
-
|
After a short hop backwards, a bear trap is generated at the opponent's feet, and then you move towards them with a C Bokusatsu: Funkotsu ([4]6C) to execute a rush attack. From the bear trap hit, it is possible to cancel the follow up sword slash into something else before the rest of the rush even if it is vanishing guarded. The bear trap has a lock on ability and catches moving opponents. Furthermore, it generates a guard crush and the rush attack happens whether or not they guarded. However, it is possible and very easy for the opponent to Vanishing Guard against this technique because of the rushing attack followup. The dash after the bear trap is invincible, but it may be cut off since it can't slip through some attacks such as partner attacks
- A series of buttons results in multiple strikes that ends in a hard knockdown
- B series of buttons ends in a mid air launcher
- C series of buttons ends in tossing the opponent, then throwing a powerful hand grenade as a finisher
|
|
Lethal Blaze
Flame of Anor 236236BC
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
10000
|
HLA
|
35 + 1
|
-
|
-
|
-
|
Slow startup, but it hits every part of the screen. Even if you don't combo into it and it is blocked, you can use it from a distance safely because of the high amount of pushback. If you want to incorporate this move into a combo, use a partner that binds the opponent for a long time. The activation is completely invincible, so there is no need to worry about getting vanishing guard punished during it. The recovery is also very short, so even if it misses, you will likely not be counterattacked.
|
|
Combos
Please check out the Notation section, for help on understanding how to read and write combos!
This isn’t an exhaustive list, instead it’s an introduction to Ignis combos alone or with Althea Partner Blitz
Solo Combos
2A>5B>5C>[4]6A>4X>(646A+B or 236236B+C)
(Close) 2A>5B>5C>5E>jc>
Anti-Air 2B > 9j.B > 9j.B > j.E > j.B > j.E > j.236A or j.236AB
- An anti-air combo using 2B. Note that you cannot pick up opponents that are high in the air with this.
JB>jc>JB>JE>JD Cancel>JB>JE>(j236A)
Throw>646A+B
Airthrow>JD Cancel>JB>JE
Airthrow > j.D > j.B > j.E > (land > 9j.B > j.E )236A or 236AB
- If your air throw occurs while you and your opponent are too high in the air, the section of the combo in parentheses will not connect and you should omit it.
Close 2A> cl.B > 5C > 5E > 9j.B > 9j.B > j.E > j.D > j.B > j.E > 236A or 236AB
Close 2A > cl.B > f.B > 5C > [4]6B > 4B > 646AB or Variable Rush or 236236BC
- Both of these are to be used while at point blank range against the opponent. The former is an air combo while the latter is a ground combo.
Close 6A > cl.B > 6A > cl.B > 5C > [4]6B > 4B > 646AB or Variable Rush or 236236BC
- Relatively high damage combo for standing characters. For punishing large gaps between moves.
Throw > f.B or 5C (OTG)
Throw > 646AB or Variable Rush
- Since you can’t get a full combo without using meter or an assist off of a throw except in the corner, you can use this on oki alongside moves like Bakusatsu: Hidaruma.
632146+A/B/C > 6A > cl.B > 6A > f.B > 5c > [4]6B > 4B > 646AB
632146+A/B/C > 6A > cl.B > 5C > 2E > tripwire or lighter
- Command throw starter. The former combo emphasizes damage and the latter emphasizes an advantageous okizeme situation.
(Corner)Throw>5A>5C>5E>jc>JB>jc>JB>JE
(Corner) B+C > 5A or 2A > cl.B > 9j.B > delayed j.E > cl.B > 9j.A > j.B > sj8.B > j.E > j.236A or j.236AB
B+C > 5A or 2A > cl.B > 5C > [4]6C > 5A > cl.B > 9j.B > 9j.B > j.C > j.E > j.236A or j.236AB
- When you are in the corner, you can pick up foes with 5a or 2A after a throw, so you can get a full combo without having to spend meter. The latter combo does more damage, but it is important to know that the [4]6C > 5A may not connect on all foes.
CE
- C+E>B>B>B>A>C>C>C>C>C
- Max damage route; about 8154 damage
- Lowest damage, but safest route; about 7160 damage
- The 7th and 8th A presses have 3 hits to them; remember to delay the timing of the presses to get max damage
Partner combos
general assists
...(4)6x~4x assist call (46C~4x ...
- you can buffer a charge during any assist call, and combo Bokusatsu Funkotsu into itself, even if assists don't work. this can lead to interesting carries, with less proration, or delay assists hitting(such as dragon)
Alushia
Launcher>JB>jc>JB>JE>Call Alushia>C+E or 236236B+C
Throw or [4]6X>Combo Blast>5C>Call Alushia>236236B+C
Airthrow>Call Alushia>236236B+C
Carol
cl.B or f.B > Carol > Variable Rush (A version)
- If you call Carol before the variable rush, she will hit after the A route. Upon partner call, even if the opponent attempts to trigger an escape blast, it won't go through the variable rush
(Filler) > [4]6+A/B/C > 4A/B/C > Carol > Variable Rush > 421A > cl.B > 5C > tripwire or 646AB
- A combo that calls Carol before canceling into your A button series Variable Rush. Remember to delay the inputs for the 6th and 7th presses in the A series for your additional 3 hits of those attacks.
Kaigen
(filler) > [4]6A/B/C > 4A/B/C > Kaigen > Lethal Blaze
- If you hit with Kaigen near the corner, you can also a combo into Bakusatsu: Hidaruma before the Lethal Blaze.
B+C or 646AB > Kaigen > [4]6C > Variable Rush
- After the partner attack, even if the opponent triggers an escape blast, the variable rush makes this technique invincible and they cannot escape.
Henri
(Filler) > [4]6+A/B/C > Henri > cl.B > microdash cl.B > 6A > cl.B > 6A > cl.B > f.B > [4]6A > 4A > 646AB or Variable Rush
(Filler) > [4]6+A/B/C > Henri > cl.B > microdash cl.B > 2B > f.B > 5C > [4]6A > 4A > 646AB or Variable Rush
- A ground combo extended with Henri. The former combo only works on standing opponents.
Throw > Henri > cl.B 2C > 5D > cl.B > 9j.B > 9j.B > j.C > j.E > 236A or 236AB
- A ground throw conversion with the help of a partner.
Kaigen + Alushia
(everyone’s favorite combination)
General purpose combos
Starter>Combo Blast>(6A>c5B>6A>c5B>5C>[4]6A)>Call Kaigen>c5B>5C>5E>Call Alushia>Ender of choice
- The part in parentheses is easier on crouching opponents if you use c5B>f5B>5C>[4]6A
Blast confirm (damage prioritized)
Starter>Combo Blast(can confirm that the opponent is bursting here)>Call Kaigen>restand>[4]6C>Call Alushia>236236B+C
- Damage ender without 3 bars for 236236B+C:
- (While under Blast effect)646A+B>5D>646A+B
Blast combos
2A > 5B > 5C > [4]6B > Blast > cl.B > 2B > f.B > 5C > [4]6A > 4A > 646AB > 5D > 646AB or Variable Rush
Throw > Blast > cl.B > 5C > [4]6B > 2D > j.B > cl.B > 5C > [4]6B > 4B > 2D > j.E > [4]6A > 646AB > Variable Rush
(Filler) 646AB > Carol > [4]6C > Combo Blast > cl.B > 6A > cl.B > 2B or f.B > 5C > [4]6B > Henri > cl.B > microdash cl.B > 6A > cl.B > 6A > cl.B > 5C > [4]6A > 4A > 5D > 421A > [cl.B > 5C > Variable Rush] or [22A > 236236BC]
- A big damage combo using Carol and Henri. (10000 to 15000 + poison damage) There is a possibility that the opponent will burst the [4]6C, so you may want to switch to a variable rush at that point instead if you notice an escape blast around the time where you’re supposed to activate your combo blast. Generally, the 646AB cannot be escaped unless the opponent bursts. Be aware that you may not be able to build enough meter to do this combo if the opponent’s health is not high enough.
[2B > 9j.B] or [j.A > j.B] > combo blast > j.E > land > cl.B > 9j.B > delayed j.E > land > cl.B > 2C > delayed 646AB > Carol > 421A > Variable Rush > cl.B > 5C > 5E (> tripwire)
- An anti-air/air-to-air combo. Note that j.E and 646AB need to be delayed. If you are too far from the corner, change the last part to Carol > Variable Rush > 421A > 5C > 5E (> tripwire)
Throw > combo blast > cl.B > 6A > [9j.B > delayed j.E > land > microdash cl.B] x2 > 2C > delayed 646AB > Carol > 421A > Variable Rush > cl.B > 5C > 5E (> tripwire)
Airthrow > combo blast > j.E > land > microdash cl.B > 9j.B > j.C > j.E > land > microdash cl.B > 2C > delayed 646AB > Carol > 421A > Variable Rush > cl.B > 5C > 5E (> tripwire)
- Combos from various throws.
Strategy
Ignis actually has a walljump. When paired with a jD Escape, this helps to escape the corner safely. Be aware that this motion takes slightly longer than a normal jump)
Because cl.B and 6A can chain into teach other, they have limited looping capabilities. (2 loops on their own, but you can get more if you incorporate partners)
Not only can you perform the regular air chain route of j.A > j.B > j.C > j.E, but also the reverse beat of j.B > j.A
After throwing an enemy in the corner, you can input 7j.B followed by Bakusatsu: Hidaruma as okizeme. You can then use IAD j.B for continued okizeme.
Links
JP: Ignis page on the Japanese NPB wiki
Ignis trial combo collection
Colors
Click the pictures to see the full resolution.
General
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Characters
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Partners
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