Background
Robo-Azuma? Azuma-Robo? is a robot created by Michelle, designed to mimic Azuma’s appearance. It will carry out its orders at any cost.
It can be found late at night in dark alleys, capturing those who cross its path to take back to Michelle’s lair for experiments.
It will fight back when in danger, using its drill with deadly force. In an emergency, it can self-destruct to keep its internal data confidential.
When its synthetic skin is off, it is in combat mode, ready to use its full strength and weaponry.
"GOSH. DAMN."
The community refers to him under a few different nicknames, they are: "Razuma" and "Robo".
This resource refers to him as Razuma, although others may vary.
Overview
Playstyle
Robo-Azuma, or more commonly, Razuma. Is slow, bulky, and packs a punch. Think Goldlewis.
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Pros |
Cons |
- Great Mix: Razuma's suite of normals have large disjoints and are very safe, allowing him to run commanding hi/los that loop into themselves across the screen. He can mix this with his crouch slide giving him insane approaching lows and grabs.
- Top-5 Ultra: Ultra 1, Razuma's explosion, does everything, breaks rules, deals huge boko damage/normal damage, works as a "get off me", allows for super flash option selects, and lets Razuma get away scot-free in a ton of scenarios.
- Extra Bulk: Razuma has a +20 HP and +5 Boko boost for being a big-body, making him extra survivable and more willing to take trades.
- High Damage: Razuma can TOD off of every single button provided he's using U1.
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- Tall, Slow, & Exploitable: Characters can have infinites and instant overhead setups exclusive to the Gators just for their height and width, have reduced Ukemi speed, and are extremely slow making it hard for them to get out of bad situations.
- Can't Get In: Unlike Deka or Natanee, which are similarly slow but have options to bypass it (or don't care), Razuma is constantly in a battle to stay near the opponent. Making Speed and Super sometimes tantalizing choices, despite usually losing out on options. This also means he must parry to get in.
- No Meter Taunt: Meter taunts are free economy and help immensely, not having one, while a similar character like Cocorn has one. Makes Razuma very sad.
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Movelist
5A
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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5
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Mid
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1
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2
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2
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0
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10
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10
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-2
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N/A
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Fast jab.
Can be low-profiled and is a mid, so it's better to use 2A.
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2A
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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5
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Low
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1
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2
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2
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0
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10
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10
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-2
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N/A
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A standard low jab with a great hitbox.
Paired with crouch slide this gives Razuma most of his openings.
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J.A
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Effect
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15
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High
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5
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Until Ground
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Until Ground
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0
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N/A
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Very big and safe "active until ground" j.A, prone to trading.
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5B Awful arm-swing. Awful arm-swing.
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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10,10,20(28)
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Mid
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9
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10
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4
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0
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9
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9
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-4
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C
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The start-up is deceptive, it's more-so 12f start-up as oppose to the 9f due to the first state.
The swing works in three states, which are:
High Hand
- 3f duration
- cannot hit opponents on the ground at all
- great for anti-airs but due to 5B having collision this physically cannot hit on the ground
- drops on certain characters when hitting 5B after 2X, makes 5B have to be routed out of combos
Mid Hand
- 4f duration
- safest hitbox, leaves you +9
- extremely slight disjoint but has the most forward momentum
- leads into a double-hit
Low Hand
- 3f duration
- disjoint
- reset to neutral on hit or block
Since the move is very problematic to hit and is far too slow for most combos, it's used for the first hitbox's anti-air pick-ups.
If you can help it, don't use this button in neutral, ever.
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2B Stanky Leg Stanky Leg
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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20
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Low
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8
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3
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5
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0
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9
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9
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-5
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N/A
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The long and fast disjointed low.
Great combo tool and poke.
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J.B
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Effect
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20
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High
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11
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Until Ground
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Until Ground
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0
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N/A
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Very safe and disjointed instant overhead.
A major part of Razuma's hi/lo pressure.
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4X egis reflecduurr egis reflecduurr
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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N/A
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N/A
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?
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N/A
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?
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N/A
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N/A
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N/A
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N/A
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R
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placeholder text and move entry for now
I guess the developer thought "ah well, he can't get in so let's give him an option against projectiles" but instead of it being like pot's flick or something like that it's a like 40+ frame reflector that doesn't reflect EX projectiles so Razuma basically puts himself into disadvantage for trying to use this button, it has almost no application in any match-up besides katana kyanta (and that's dubious) since the opponent can then parry the reflected projectile for meter-- so you're just feeding the opponent meter you could've gained yourself by parrying
it also does a couple other negative things and weird quirks:
- makes your hurtbox bigger
- eats 5X inputs
- reflects from a specific frame (about 5-10f in) but doesn't care what part of the body the projectile touches, making it slower (and more unsafe) than parrying in every way
- doesn't reflect EX projectiles
- taro bones can still be piloted after reflect
- cannot be buffered on wake-up (will get 5X)
- cannot be ultra cancelled
- reflected projectiles can pop up opponents on the second hit, so there's at least some cool training mode combos
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5X home depot power drill home depot power drill
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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7*8(30)
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Mid
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14
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24
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7
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0
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Knockdown
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9
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-7
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KD, KB
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Serves as a combo-tool, due to the 8 hits, extremely good for meter-gain.
Doesn't apply that well outside of combos due to the slow start-up, reserved for whiff punishes.
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2X Alex stomp will never die Alex stomp will never die
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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25
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High
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18
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4
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1
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0
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Knockdown
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9
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-3
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KD
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Fast overhead combo starter, completely disjointed from the knees down.
Very telegraphed, can be difficult to hit in some match-ups, so rely on his hi/lo to enforce it.
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J.X
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Effect
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10
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Mid
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13
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Until Off-screen
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Until Ground
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0
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N/A
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Fast air-fireball that falls at a downward arc.
Great for covering space, can be unsafe if poorly timed.
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5EX Main Reversal Main Reversal
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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10,20,20(44)
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Mid
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7
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10
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1
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1-15
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Knockdown
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10
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-1
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KD, KB, C
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Your main reversal, covers every single angle around Razuma.
Has poor iframes so loses iframe wars.
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2EX ALEX STOMP WILL NEVER DIE ALEX STOMP WILL NEVER DIE
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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35
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High
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11
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14
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1
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1-11
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Knockdown
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10
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-3
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KD
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Works as a pseudo-anti-air reversal and instant overhead.
The hitbox comes out at around the HP-display and you lose your invuln from there, making it easy to anti-air.
Blazingly fast compared to 2X and tracks where the opponent is on the screen at the time of input, allowing for some nice fullscreen pick-ups and neutral skips.
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J.EX
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Effect
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40
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Mid
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4
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Until Off-screen
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Until Ground
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1-10
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KD
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Buffed j.X.
Deals ludicrous damage, can be looped in combos.
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Ultra 1 (Y or j.Y) BWAAAAAAAAAAAAAAA BWAAAAAAAAAAAAAAA
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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Prime (Y)
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N/A
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N/A
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N/A
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N/A
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7
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0-7
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N/A
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N/A
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N/A
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N/A
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Explosion (Y or j.Y)
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120
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Mid
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7
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10
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66
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0-34
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Knockdown
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?
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?
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KD, KB, BD, F, NC
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Insane disjoint and can be popped at anytime (even in the air) for massive damage.
Very long punish window after popping so make sure it hits.
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Ultra 2 (Y) Hyper-charging Star! Hyper-charging Star!
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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15*10(113)
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Mid
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2
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1(11)1(11)1(11)1(11)1(11)1(11)1(11)1(11)1(11)1
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23
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0-57
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Knockdown
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-5
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-11
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-
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Ridiculous iframe bulldog super.
Can be used to forcefully approach or to corner carry of most knockdowns.
There's also no recovery on whiff, strangely, so it's better to punish it via blocking.
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Grab (AB)
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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15*3(45)
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Grab
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3
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6
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5
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0
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Knockdown
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Knockdown
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N/A
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KD, KB
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Meterlessly combos in the corner, middle of the line grab.
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Taunt (Select) Every robot has gotta have spinny-limb taunt! Every robot has gotta have spinny-limb taunt!
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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+20 to next attack
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N/A
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N/A
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N/A
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72
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N/A
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N/A
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N/A
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N/A
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N/A
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Upon taunting grants the next move a +20 damage bonus.
Can be used as a gimmick to lure players in if you have explosion primed.
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Crouch Slide (3) Makes this character playable. Makes this character playable.
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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Unique movement option, allows Razuma to initiate a crouch slide by pressing 3, which then can be continued by holding 2.
It allows Razuma to approach with advancing lows and low profile things his tall hurtbox normally cannot.
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Combos
Notation Help
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Disclaimer:
Combos are written by various writers, so notation may differ slightly from this notation.
For more information, see Controls.
Character-specific notation, will be on the character's page.
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FB
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Refers to the act of gaining a "Flash Bonus", which grants you extra meter, on the hit of a move.
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KC
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Refers to pressing B+Y on the same frame, or the macro-button for B+Y. This is known as a Kyanta-Cancel, this game's Roman-Cancel.
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DC
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Refers to cancelling a move by activating Demon type's buff, similar to KC.
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XEX
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Refers to pressing X+Y on the same frame, or the macro-button for X+Y.
This is known as an EX move, for example: j.EX>5EX>2EX.
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{X/Y/Z}
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Move X or Y or Z can be used.
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#X
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Indicates that any of A, B and C may be used with #. Example: 3A (Down-right, Light.)
If you have trouble with this notation, you may want to google for "Numpad Notation" elsewhere.
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(X)xN or (X)xN-N
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Loop the inputs in the square brackets or parenthesis as many times as N, sometimes doesn't include brackets or parenthesis but still means the same thing.
Also occasionally includes a dash to indicate that a varying amount of hits can be performed.
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j.X
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Button X is input while you are in the air jump.
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X(whiff)
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Indicates that X is intended to whiff.
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(Delay) or (Wait)
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Indicates a short delay on the hit.
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(X)
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X move is omittable from the combo, this will be mentioned in the hover text.
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tk.X
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Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.
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AA
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Indicates the move hits an opponent in the air, referred to as an Anti-air. Hence AA.
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[X]
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Indicates if a move should be held down.
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]X[
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Indicates if a held move should be released, for example: 5[B] > 5]B[.
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Razuma's Ultra-1 has special notation, starting it is referred to as "U1 Prime", while using it after it's activated is referred to as "U1 Activate".
Simply putting "U1", by itself means to activate and prime it as one full use.
Midscreen
Condition
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Notation
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Damage
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Notes
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Midscreen 0 Bar Works On: All
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*j.B > (3A)x2
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26/29 (Speed)
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Meter Gained: .25 Bar/.3 Bar (Speed) |
Meter Spent: 0 Bar |
(Video) |
Generic jump-in combo with an active-until-landing jump-in.
If you're using Speed/Super-type you can get an extra jab, thanks to Razuma's crouch-slide movement. |
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Midscreen 0 Bar Works On: All
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*(3A)x4
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14/20 (Speed)
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Meter Gained: .3 Bar/.5 Bar (Speed) |
Meter Spent: 0 Bar |
(Video) |
Standard cross-up jab combo.
If you're using Speed/Super-type you get two extra jabs, thanks to Rauzma's crouch-slide movement.
Notably could get more but thanks to crouch-slide capping off at 6-hits you can't move enough to link any more jabs. |
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Midscreen, Anti-air .75 Bar Works On: All
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180
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Meter Gained: .30 Bar |
Meter Spent: 1 Bar |
(Video) |
Finneky anti-air combo since you have to have pretty good timing for a niche pick-up.
Works but it's not nearly as easy as WD's j.B pick-up, Gyanta's 5B pick-up, or Rogue's 5B pick-up. |
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Midscreen 0 Bar Works On: Taro-only
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*(J.B)x3 > 2B > (3A)x2
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71/83 (Speed)
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Meter Gained: .5 Bar/.75 Bar (Speed) |
Meter Spent: 0 Bar |
(Video) |
Taro has extra hitstun so (tk.j.B)x3 connects, you get extra 3As with faster movement speed too!
If this hits in the corner, you can swap out the 2B for U1 and TOD Taro. |
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Close-To-Corner
Condition
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Notation
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Damage
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Notes
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Close-To-Corner 0 Bar Works On: All
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74
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Meter Gained: .7 Bar |
Meter Spent: 0 Bar |
(Video) |
Depending on the character, you can get extra jabs, with the most notable being Rogue/Hisomi.
On Rogue/Hisomi you can get: 2X > 2B > j.B > 3Ax7(80)(.90 bar built)
This is due to their hurttboxes extending the furthest out horizontally, basically wider hurtbox means more jabs. |
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Close-To-Corner .5 Bar Works On: All
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- 2X > 2B > j.B > (3A)x4 > U1
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177
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Meter Gained: .6 Bar |
Meter Spent: 1 Bar |
(Video) |
U1 version of the usual midscreen BNB.
Does a ton of damage but you're minus after the U1, usually doesn't matter though thanks to the Boko-build scaring people. |
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Close-To-Corner, Anti-air 1 Bar Works On: All
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- AA 5B (1-hit)> KC> 5B(1-hit)> 5X> U1 Prime> 5A(FB) > U1 Activate
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182
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Meter Gained: 1.5 Bar |
Meter Spent: 2 Bar |
Anti-air version of the corner FB combo.
Not sure why this wasn't on here already? Guess I forgot.
Leaves you plus on meter afterwards too. |
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Close-To-Corner, Demon 1 Bar Works On: All
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- 2X > 2B > DC >(delay) j.B(FB) > (tk.j.EX)x4 > 2B
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189
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|
Meter Gained: .75 Bar |
Meter Spent: 1 Bar |
(Video) |
j.EX kill combo, every j.EX must be within a 1f gap of each other. |
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Close-To-Corner, Demon 1.5 Bar Works On: All
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- 5EX(3-hit) > DC > 5EX(1-hit) > (tk.j.EX)x5
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188
|
|
Meter Gained: 0 Bar |
Meter Spent: 1.5 Bar |
(Video) |
Used for when you're further out than the above combo.
You can get a 6th tk.j.EX, but it's pretty hard.
More power to you if you get it though. |
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Corner
Condition
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Notation
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Damage
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Notes
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Corner .8 Bar Works On: All
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- 2X > 2B > KC >(delay) 5X(FB)> U1 Prime > 5A(FB) > U1 Activate
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188
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Meter Gained: 1.5 Bar |
Meter Spent: 2 Bar |
(Video) |
Extra meter build and damage if you hit every hit of 5X, this combo assumes you hit the bare minimum.
Leaves you positive .5 bar when performed successfully, wackity combo. |
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Corner 2.5 Bar Works On: All
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- 2X > 2B > KC >(delay) 5X(FB)> U1 Prime > 5A(FB) > U1 Activate > KC > U1 Prime > U1 Activate > Grab > 3A(FB)> (3A)x2
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408
|
|
Meter Gained: 2 Bar |
Meter Spent: 4 Bar |
(Video) |
Solos Kill Combo, you need to come into this combo with a bit of Boko cranked. Not even impractical.
Leaves you positive .75 bar when performed successfully, just like the normal version of this combo. |
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Corner 0 Bar Works On: All
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|
63
|
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Meter Gained: .75 Bar |
Meter Spent: 0 Bar |
(Video) |
If you land a grab smack in the corner you get this, regardless of movement speed. |
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Corner .75 Bar/.5 Bar (Speed) Works On: All
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*j.B > (3A)x4 > U1
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142/144 (Speed)
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Meter Gained: .45 Bar/.60 Bar (Speed) |
Meter Spent: 1 Bar |
Corner jump-in combo, for whatever reason only multiples of 2 allow you to link into U1. |
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Other Resources
Guides/Showcases
Robo-Azuma Cool Kid Guide by Durdge-o(AnimEVO 2019)
Razuma Combos by Durdge-o(2nd Impact)
AUTOMATIC GATOR by Durdge-o(2nd Impact)
razuma tod off every button by Durdge-o
Notable Players
Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
General
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Advanced
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Characters
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