User:Funnyman
Shiki Combo Page Revised
Notation Help | |
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Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation. | |
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.
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(...) 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 |
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2A > 2B > 5C > 2C > 214BB > j.[C] > dl j.B > 5B > RB1 > 3C > j.ABC > AT | 3287 | 0.82 | Anywhere |
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... > RB1 > 214AA > j.[C] > dl j.B > 5B > RB1 > 3C > j.ABC > AT | Anywhere | ||
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3C > j.A > j.B > j.[C] > 5B > RB1 > 214AA > AT | 2547 | 0.58 | Anywhere |
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D~A > j.B > j.C > jc > j.[C] > dl j.A > 5B > RB1 > 214AA > AT | 2754 | 0.64 | Anywhere |
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Airborne Hitstun > 2C > 214BB > j.[C] > dl j.B > 5B > RB1 > 3C > j.ABC > AT | Anywhere | ||
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who am i
the Combo Page guy
the f is lowercase!!!!!!!!!!
I would simply
Choose your own Adventure routes
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
filler space aaaaaaaaaaaaaaaaaaaaaaroute 1
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100 psychic damage | Your soul. | -3.23 | Hell. |
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Starter | Combo | Damage | Cost | Meter Gain | Location |
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5[C] |
2A > ...
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2A -
|
Something |
2A -
|
Anywhere |
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Combo Writing
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
2A > 2B > 5C > 4C > Airdash > j.C > 623A > 2C > 236[A] > (5A) > 5B > (623AA > j.B > AT) OR ((tk j.2B) > 236BBB > 214C) | AT - XXXX
214C - XXXX |
AT - XXXX
214C - XXXX |
Midscreen | |
Notes
2A starter midscreen
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5[C] > (2A, 2B, 2C, or Omit) > 236AXX > 5A > 5B > 22A > (2A > 2C > 236[B]) > ... > (RB1 > 214A) OR (236XXX > 214C) | Back to Corner | |||
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.
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Timeless Thunder Needle
214A
214B~X
214A
214B~X
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.
214A~X
214B
214A~X
214B
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.
214[B] / 214A~[X]
214[B] / 214A~[X]
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.
214C
214C
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.
4BC
4BC
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
236A
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.