User:Funnyman

From Mizuumi Wiki
Jump to navigation Jump to search

Shiki Combo Page Revised

Notation Help
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation.

For more information, see Glossary and Controls

X > Y X input is cancelled into Y.
X, Y X input is linked into Y, meaning Y is done after X's recovery period.
X+Y Buttons "X" and "Y" must be input simultaneously.
X/Y Input "X" or "Y" can be used.
dl There should be delay before inputting "X".
w.X or Xw Attack "X" should whiff and not hit the opponent.
j.X Button "X" is input while jumping or in the air.
dj.X Button "X" is input after a double jump.
jc Jump cancel the previous action. Will occasionally be omitted due to being obvious. Will occasionally be notated with 7/9 to indicate backwards/forwards.
sj Perform a superjump, which is performed by inputting 2~8.
sjc Superjump cancel the previous action.
IAD Instant Air Dash.
AT Air throw, often used as a combo ender that leads to knockdown.
md.X Perform a micro-dash before performing "X". Unused in favor of writing "microdash."
tk.X Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.
(X) Input "X" is optional. Typically the combo will be easier if omitted.
[X] Input "X" is held down. Also can be known as "Increase" or "IC" for short. Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
]X[ Input "X" is released. Will only appear if a button is previously held down.
{X} Button "X" should only be held down briefly to partially charge the attack, instead of the full increased version.
X(#) Attack "X" should only hit # of times.
X~Y This notation has two meanings.
  1. Use attack "X" with "Y" follow-up input.
  2. Input "X" then within a few frames, input "Y". Usually used for option selects.
(...) OR (...) Use only one between the two alternative routes.
RB1/2 The first or second hit of Rapid Beat auto combo.
CH The first attack must be Counter Hit.
FC The first attack must be Fatal Counter.
MD Perform a Moon Drive, which is inputted by pressing 5B+C.
Heat Perform Heat, which is performed by inputting A+B+C.
AD Perform an Arc Drive, which is performed by inputting 236B+C. Characters with more than one Arc Drive will have theirs notated by input.
LA Perform a Last Arc, which is performed by inputting A+B+C+D or successfully Shielding in Blood Heat.

Basics

The signature and most important part of his combo theory is the infamous 214XX > j.[C] > dl j.B Rejump, which is incorporated into the majority of his combos. The most variation in his combos is the way he routes into and from this rejump, which serves as the foundation of his combo theory.

[something with a rejump video :( ]

To start off, here are a list of basic combos that cover all bases of what kind of conversions Shiki has to utilize.

Combo Damage Meter Gain Location
  • The rejump that was labbed before the game released. Almost every standard combo will include some form of this slide into j.[C] rejump. Stable as a hit confirm, as it works off of 2AAA or any IAD starter.
  • A failsafe that can work if you don't have access to 2C, accidentally pressed Rapid Beat, or just want a lazy confirm off a stray button. Deals less damage, but does the job.
  • A 3C conversion that requires a different routing compared to the normal grounded hitconfirm. Get's the job done, which is the important part
  • Shield A route that is slightly different from 3C thanks to the scaling differences. Same idea, just a little different execution.
  • This could be from 236B, an air fatal, Shield BC, and many other forms of launches that let you link 2C. Again, the important part is just getting the hitconfirm and getting a knockdown.

who am i

the Combo Page guy

the f is lowercase!!!!!!!!!!

I would simply

MBTL Kouma Kishima 22C.png

Choose your own Adventure routes

Combo Damage Cost Meter Gain Location
  • I'm going to go insane.
Starter Combo Damage Cost Meter Gain Location
5[C]

2A > ...
2B > ...
2C > ...
236A > ...
6B+C > ...
236C > ...

2A -
2B -
2C -
236A -
6B+C -
236C -

Something

2A -
2B -
2C -
236A -
6B+C -
236C -

Anywhere

  • I am not okay.

Combo Writing

Combo Damage Cost Meter Gain Location
Notes

2A starter midscreen

  • 2B and 5B are interchangeable.
  • tk j.2B is optimal and only works for 214C ender, but is entirely optimal.
  • 5A will work if they are too low, but locks out of tk j.2B
Model 5[C] conversion for most spacings. Requires a different route depending on which button was pressed. How long can I make this before it breaks? Maybe it won't? Who knows, only one way to find out.
  • 2A link ends with 2B after 236[B].
  • 2B link ends with 2C > 5C after 236[B].
  • 2C link omits 236[B] and ends with 2A > 2B.
  • Straight into 236AXX continues like the regular 214X4X combo listed above.

Timeless Thunder Needle

Timeless Thunder Needle
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
214A
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
214B~X
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
214A
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
214B~X
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
1000 LHA -CH-, -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
12 3 24 38 -4 -
  • A horizontal lightning strike with great reach, making it a good tool for harassing the opponent at range in neutral.
  • Usual choice for special filler into EX.
  • Can be cancelled into 214A~X even on whiff.
Damage Guard Cancel Property Cost Attribute
700 LHA -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
12 4 25 40 -6 -
  • Performs the A version as a follow-up to the B version.
    • Has slightly longer reach than 214A itself.
  • Mainly combo filler.
Timeless Thunder Needle
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
214A~X
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
214B
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
214A~X
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
214B
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
700 LHA -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
11 3 28 41 -8 -
  • Performs the B version as a follow-up, letting you easily confirm the hit on reaction.
  • Can whiff if the 214A hit from far away.
  • Whiffs against opponents guarding up close.
  • Can potentially anti-air people jumping over 214A, but is prone to getting counterhit if they slip through its blindspots.
Damage Guard Cancel Property Cost Attribute
1000 LHA -CH-, -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
16 3 25 43 -5 -
  • A diagonal lightning strike with the potential to anti-air, but doing so on reaction is tricky at best.
  • Can be cancelled into 214B~X even on whiff.
Timeless Thunder Needle
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
214[B] / 214A~[X]
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
214[B] / 214A~[X]
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
380*3 (957) LHA -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
23 3 (1) 3 (1) 3 31 64 -17 ~ -9 -
  • Performs the charged B version as a followup.
  • Much worse on block than standalone 214[B].
  • Useful to add extra damage to low-end routes, but stops working fairly quickly into Roa's optimal routing.
Damage Guard Cancel Property Cost Attribute
480*3 (1185) LHA -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
24 3 (1) 3 (1) 3 20 55 -2 ~ +2 -
  • Releases multiple pillars of diagonal lightning.
  • A good tool for controlling space due to the long active frames, but it can be easily shielded on reaction if done predictably.
  • Amazing combo filler in the corner that leads to his highest damaging routes.
Timeless Thunder Needle
214+C
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
214C
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
214C
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
440*8 (2105) LHA MD - - -
First Active Active Recovery Overall Advantage Invul
4+6 4(3)*8 - 33 +15 ~ +51 -
  • Similar to 214B, but now releases multiple lightning strikes in quick succession.
  • Very advantageous on block, letting you keep up your pressure if your initial string didn't pan out, or letting you quickly and safely get in or out when cancelled from 236A.
    • If done near point blank on a crouching opponent, later lightning strikes are prone to miss and could lead to significantly less advantage than expected.
  • Gives a full combo on hit, and can be used in combos to tack on extra damage before ending or using your Arc Drive.
  • Also useful for some AUB guard break set-ups, as while the opponent is stuck blocking it in the air, Roa can hit them with an air-unblockable move for free.
Timeless Thunder Needle
4+B+C
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
4BC
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
4BC
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
480*3 (1309) LHA EX, MD - - -
First Active Active Recovery Overall Advantage Invul
18 4 26 47 -3 Clash 1-11 (MD)
  • A three-pronged lightning strike with amazing reach and great reward on hit.
  • Amazing neutral tool due to the large amount of space it covers. The vertical hitbox gets bigger the further away from Roa it gets.
  • Completely safe on block, and you can convert into a combo with meter fairly easily. This move will also combo in the corner without meter depending on how your opponent gets hit.

words

236+A
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
236A
Lua error: Wikimedia\Rdbms\Platform\SQLPlatform::makeList: empty input for field main_table.
Hitboxes Off
Hitboxes On
Damage Guard Cancel Property Cost Attribute
950 LHA -CH-, -EX-, -MD- - - -
First Active Active Recovery Overall Advantage Invul
12 3 26 40 -4 -
  • Aoko fires a short-ranged finger laser.
  • Can be followed up by tapping any attack button, on contact or on whiff.
Not the worst idea to stagger with on a cornered opponent to force a response and see how they react.