User:Mavi/HHime/ComboDraft

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ToDo

Starter Combos - 6c route(s)? 2c 5c? 236b? pillar?

IOH j6B combos - 66 j6b ja/jb1 jc jb1 jc at, 66 j6b ja/jb1 jc jc 22d ja jc at j236c, pillar routes

corner tech trap route - 236a 866 j6b j214b...

8jb1 djc dlj6b 66 jc at
8jb1 djc dlj6b j236a 22d j236a ender
8jb1 (dj)c 22d at jb1 (sdj ja j6b jb1 jc) 66 jb1 at (jb j6b ja jc? sdj jb jc at also good damage for less effort, slightly worse oki)

on tech:

forward: 236a 9jc 22d at 66 at (higher reward routes that maintain corner possible but difficult

neutral/back(? check manually): 9(7? out of corner)jb1 jc 22d dlat 66 ja j6b jb jc dj jc at

need at least 10 hits before j6b on aoko, miyako, nanaya, ries. omitting 2c can set up combo link at lower hitcount but tech trap will fail if they tech away from corner

Revisit Advanced Combos section

Review notes, make sure appropriate information is given for delays etc

Clean up Starters section

Trim starting normal hits on full combos

Post for review

Incorporate feedback, delete & modify as needed

Merge to main page

Combos

WE = Wind detonation/explosion

H-Hime routing is generally not sensitive to double jump vs super double jump. Such cases are notated with (s)dj. Super double jump may enable extended or more consistent followups depending on spacing, but may also marginally reduce frame advantage on oki.

Combos involving j214A or j214B detonations often incorporate small but important delays to establish the proper timing. Without them the opponent will hit the ground before the detonation, and if delayed too long the opponent may bounce higher than desired or miss the detonation entirely. Notes for proper timing are included when new routing concepts are introduced.

All of H-Hime's midscreen routes also work in the corner.

Combo Notation Help
Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one.

For more information, see Glossary and Controls.

X > Y X input is cancelled into Y.
X > delay Y Must wait for a short period before cancelling X input 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 Either the X or Y input can be used.
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.
X(w) X input must not hit the opponent (Whiff).
j.X X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground.

Applies to all air chain sections:

  • Assume a forward jump cancel if no direction is given.
  • Air chains such as j.A > j.B > j.C can be shortened to j.ABC.
sj.X X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively.
dj.X X input is done after a double jump.
sdj.X X input is done after a double super jump.
tk.X Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A)
(X) X is optional. Typically the combo will be easier if omitted.
[X] Input X is held down. Also referred to as Blowback Edge (BE). 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. This type of input is referred to as Negative Edge.
{X} Button X should only be held down briefly to get a partially charged version instead of the fully charged one.
X(N) Attack "X" should only hit N times.
(XYZ)xN XYZ string must be performed N times. Combos using this notation are usually referred to as loops.
(XYZ^) A pre-existing combo labelled XYZ is inserted here for shortening purposes.
CH The first attack must be a Counter Hit.
Air CH The first attack must be a Counter Hit on an airborne opponent.
66 Performs a ground forward dash.
j.66 Performs an aerial forward dash, used as a cancel for certain characters' air strings.
IAD/IABD Performs an Instant AirDash.
AT Performs an Air Throw. (j.6/4A+D)
IH Performs an Initiative Heat.
AD Performs an Arc Drive.
AAD Performs an Another Arc Drive.

Starters

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • ...5C (> 2C) > 236A/214B
2839 ~ 3069


Meter Gained: 26.8% ~ 27.3% Meter Given (vs C-Moon): 11.5 ~ 11.7%
Typical starting sequence from normals. 2B>5B is slightly better damage than 5B>2B when including both is possible, but order is otherwise interchangeable. Arrange as needed for starter, spacing, remaining normals, etc. 2C may whiff from max range 5C hits. If starting from 5A, following with 6A ensures Hime can connect both B normals in the following string.
Normal starter, grounded opponent
  • ...(2C >) 6C
2668


Meter Gained: 24.5% Meter Given (vs C-Moon): 10.5%
6C is more limiting as a launcher, does not connect from max range 5C or 2C, and leads to worse oki due to height from the sjc followup. Generally better to avoid it unless specifically called for, but 6C/6[C]/3C launches may come up in pressure or when converting unexpected hits. Take care to not input 236C by accident.
Normal starter, grounded opponent
  • 2A > 5B > (2B) > 5C > 5A6AA
2389


Meter Gained: 23.1% Meter Given (vs C-Moon): 9.9%
5A6AA leads to a different set of routes than the aforementioned due to the low launch, which you can then pick up with 2C. Requires starting from close range and not pushing the opponent too far out. This starter can work even if 5A whiffs, but only if close enough for 5C w5A 6A to connect immediately.
Launcher, grounded opponent
  • 236A/236B
1106


Meter Gained: 5.8% Meter Given (vs C-Moon): 2.5%
These are important neutral tools, so it's important to learn conversions from them. Advanced routes that use 236A or 236B as launchers may not work as reliably when starting from these attacks due to hitcount and/or spacing.
Launcher, grounded opponent
  • 214B
1213


Meter Gained: 6.3% Meter Given (vs C-Moon): 2.7%
Another essential neutral tool. Conversions from 214B vary significantly depending on spacing, whether the opponent is grounded or airborne, or if the detonation counterhits. Knowing when and how you can convert of 214B is important not only to making the most of your hits, but understanding how best to use 214B.
Launcher, grounded opponent
  • j.214B/j.214A
819


Meter Gained: 5.2% Meter Given (vs C-Moon): 2.2%
Air Wind hits lead to their own routing and come up often in neutral, oki, and pressure.
Normal starter, grounded opponent
  • j.6B
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Instant overhead. Requires setups with wind detonation to convert meterless.
Untechable launcher/air counterhit
  • (AT/Air CH/Shield Counter) > 2C > 214A/236A/6C/5C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
2C pickup from untechable launches is generally ideal, with followup depending on spacing. If there isn't enough time to 2C then confirm with 236A/5B/2A/5A into an air string as able. Crouching shield counter omits 2C and immediately cancels into 214A or 236A.

Enders

Condition Notation Damage
vs V.Sion
Notes
Airborne opponent
  • Airthrow
1600


Meter Gained: 0% Meter Given (vs C-Moon): 0%
Standard ender for this moon. Hard knockdown, but limited frame advantage that gets worse when further above the ground. Hime is unable to act until landing unless she entered flight state earlier in the combo and has flight time remaining.
Airborne opponent
  • j22D jA (jC) Airthrow
1600


Meter Gained: 0% Meter Given (vs C-Moon): 0%
Worse frame advantage than the previous ender and not possible off routes that use flight beforehand, but adds a little extra damage and enables air options on the way down. Follow up with OTG j236C to further boost damage when trying to kill.
Airborne opponent, 100% meter
  • j.236C
2329


Meter Gained: 0% Meter Given (vs C-Moon): 14.4%
Stray hit ender when airthrow won't reach or you can't get a full combo. Also a good meter dump after flight AT enders to kill and/or avoid Heat. Can often catch techs after on reaction, or try for a setup if they don't tech.
Airborne opponent, 150% meter
  • j.63214C > land > 66 > 2C > 22D
3074


Meter Gained: -145.8% Meter Given (vs C-Moon): 11.9%
Metered ender into hard knockdown and flight oki. Very strong, but costs 150% meter.
Airborne opponent, 150% meter
  • j.63214C > land > 66 > 2C (> 5C) > 214A > 22D > AT
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Kick oki variant that sets a wind mine to detonate shortly after their wakeup.
Airborne opponent, 150% meter
  • j.63214C > (236B >) 41236C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Rarely used due to Half Moon meter management and HHime's poor meter gain, but grants very strong oki. Omit 236B unless the extra hits will force the opponent into MAX and Hime has sufficient time remaining in Heat.

OTG Pick ups

These are seen only after throw

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 2AAAA
142


Meter Gained: 8.4% Meter Given (vs C-Moon): 3.6%
Hime's typical OTG string. Other normals are too slow to extend the string further.
Grounded opponent, 100% meter
  • TK j.236C
1716


Meter Gained: -100% Meter Given (vs C-Moon): 19.9%
Meter management plus damage and soft knockdown. Use after throw, or on airthrow knockdown if in flight.
Normal starter, grounded opponent
  • 5C/6C/6[C] > TK 214A
100, 867
Meter Gained: 3.5%, 5.2% Meter Given (vs C-Moon): 1.5%, 2.2% (Video)
Only do this in the corner. Covers all techs and sets up a wind mine on them if they decide to not tech. +3 against no tech for fastest wakeup timing. 6[C] is significantly tighter for marginal damage gains and doesn't work against Riesbyfe or White Len. Delaying the TK can cover no tech, but this will no longer punish neutral tech and simultaneously punishing forward/back tech is extremely difficult or impossible depending on wakeup timing.
Grounded opponent, Heat
  • 41236C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Arc Drive can OTG for damage and oki. Very good use of meter after a throw if in Heat.

Starter Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • 5AAA > 6A > 2B > 5B > 5C > 2C > 236A > jc > j.B(1) > j.C > (s)dj > j.B(1) > j.C > ender
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Full extension of your BNB and a reliable way to confirm for different hits and spacings. Practice doing this starting from various normals and even from 236A. AT ender without flight is possible even from 236A starter if the air sequence is performed with no delays. Confirming air hits with 236A into this route may require omitting the second or both jB1s and/or ending with 22D > jA > AT to gain enough height.
Normal starter, grounded opponent,
  • 2AAA > 2B > 5B > 5C > (2C >) 214B > j.B(1) > j.C > (s)dj > (j.B(1) >) j.C > ender
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
214B can work as a launcher similar to 236A with some caveats. 2C>214B is hitcount specific (will drop with 5AAA6A starter), and omitting the second jB1 and/or using flight ender is more often necessary with 214B than 236A. 214B usually adds a small amount of damage over 236A, but omitting 2C puts damage below 236A routing. 214B confirms are not recommended over 236A for general use, but are worth knowing for stray hits and use of 214B as a safer confirm from 5C/2C pokes.
Normal starter, grounded opponent,
  • ...236A/214B/6C > j.A > j.6B > j.B(1) > j.C > (s)dj > (j.B(1) >) j.C > ender
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Full BNB route. Jump forward for 236A and 214B, high jump cancel for 6C. On 236A you can delay the initial j.A significantly for proper range/height.
Normal starter, grounded opponent,
  • ...236A > j.6B > j.B(1)/j.A > j.C > (s)dj > (j.A > j.B(1) >) j.C > ender
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Modified 236A BNB. More stable if the opponent starts slightly off the ground, especially at lower hitcount, and more reliable access to extended dj followups yields similar or slightly better damage. j6B jB1 is more damaging, but if the opponent is low enough (raw 236A hit for example, especially near max range) then j6B jA may be more consistent. Consider using this route for starters such as 2C 236A, TK j214A 236A, standing shield counter > 2C 236A, ...5C 5A6AA dl2C 236A, etc.
Normal starter, grounded opponent,
  • 236B > IAD > dl jB(1) > sdj > dl (jB(1) >) jC > ender
???
Meter Gained:  ??? Meter Given (vs C-Moon): ??? (Video)
Typical meterless conversion from 236B. Delay needed for the IAD jB1 gets progressively more strict with distance. Does not work from max range unless opponent is in corner.
Normal starter, grounded opponent,
  • 236B/214B > 41236C/j236C
???
Meter Gained:  ??? Meter Given (vs C-Moon): ??? (Video)
Metered followups to stray hits where you can't follow up otherwise, or if Arc Drive lets you remove their meter. If you're able to convert meterless and the meter drain/Circuit Break from Arc Drive aren't significant, consider routing into j63214C instead if time allows. j236C is possible with either a jump (jump cancel in 236B's case) or via 22D.
Normal starter, grounded opponent,
  • TK j.214B > 3C/6C > sjc > dl j.C > j.6B > WE > j.236A > 22D > 6~j.C > (jB/jA jB1 > jC >) AT
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
TK j214B confirm that will work at any position and spacing. 6C does more damage and has more range, but 3C avoids accidentally crossing up during the super jump when point blank. Consider omitting the dj extension on corner crossup starters to maintain position near the corner.
Normal starter, grounded opponent,
  • j.6B > j.236C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Instant overhead confirm with no mine set. Good way to close rounds or manage meter.
Normal starter, grounded opponent,
  • j.6B > 66 > WE > j.C > (s)dj > j.C > ender
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Basic IOH confirm with wind mine detonation.

Advanced Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • 2A > 5B > 2B > 5C > 2C > 236A > jc > j.B(1) > j.C > jc > jB(1) > j.C > 22D > j.A > AT
4011
Meter Gained: 29.6% Meter Given (vs C-Moon): 29.3% (Video)
One of the basic combos to learn
Normal starter, grounded opponent,
  • 2A > 5B > 2B > 5C > 2C > 214B > jc > j.B(1) > j.C > jc > j.B(1) > j.C > 22D > j.A > AT
4239
Meter Gained: 30.2% Meter Given (vs C-Moon): 30.1% (Video)
A 214B route that's universal as is the 236A route above
Normal starter, grounded opponent,
  • 2A > 5B > 2B > 5C > 2C > 214B > jc > j.A > j.6B > j.B(1) > j.C > jc > j.B(1) > j.C > 22D > j.A > j.C > AT
4634
Meter Gained: 36.7% Meter Given (vs C-Moon): 36.9% (Video)
A more optimized route of the one above
Normal starter, grounded opponent,
  • 2A > 5B > 2B > 5C > 2C > 236A > TK j214B > sj9 > dl j.B(1) > j.C > 22D > AT > WE > j.B(1) > (s)dj > j.A > j.B(1) > j.C > AT
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Basic TK wind route. Good damage, but worse oki than the preferred ending sequence. Requires spacing somewhat away from the opponent by the time 236A connects so that they fall into j214B. Superjump immediately, then delay jB1 slightly to set up proper height and timing. Airthrow can be delayed slightly to adjust timing relative to wind explosion if needed.
Normal starter, grounded opponent,
  • 2A > 5B > 2B > 5C > 2C > 236A > TK j214B > sj9 > dl j.B(1) > j.C > 22d > AT > WE > j.B(2nd hit) > 66 > j.B(1) > ((s)dj > j.B(1) > j.C >) AT
???
Meter Gained:  ??? Meter Given (vs C-Moon): ??? (Video)
The real tk wind route, one of HHime's main routes for good damage and frame advantage on oki. Proper airthrow timing has the wind explosion trigger just before the opponent hits the ground, such that an immediate j.B followup will whiff the first hit and connect with the second. Omit the dj extension unless adding damage to kill, ending with a metered extension, or if needed to correct for opponent height.
Normal starter, grounded opponent,
  • 2A > 5B > 2B > 5C > 2C > 236A > TK j214B > sj9 > dl j.B(1) > j.C > 22d > AT > WE > j.B(2nd hit) > sdj > j.B(1) > j.6B > j.A > j.C > 66 > j.B(1) > AT
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Minor damage optimization over the dj extension above. Very low priority, listed for completion.
Normal starter, grounded opponent,
  • 2A > 5B > 5C > 5A6AA > dl 2C > 236A > j.6B > j.B(1)/j.A > j.C > (s)dj > j.A > j.B(1) > j.C > AT
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
6AA routes are the close range counterpart to TK wind combos. 5C 5A6A can connect even if 5A whiffs, but still requires that Hime is relatively close to her opponent. This route works at any spacing where 5C 5A6A connects.
Normal starter, grounded opponent,
  • 2A > 5B > 5C > 5A6AA > dl 2C > 6[C] > 236A > 8 dlj.6B > j.B(1) > j.C > (s)dj > (j.B(1) >) j.C > AT
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Alternative far 6AA routing that gains more damage and meter for slightly less corner carry. 2C should hit as high up as possible to give time for 6[C]. Delay as long as possible before j6B. Can substitute sdj jA j6B jB1 jC j63214C for a slightly more optimal metered extension.
Normal starter, grounded opponent,
  • 2A > 5B > 5C > 5A6AA > dl 2C > 214A > 22D > j.A > j.C > dj > j.C > AT > 66 > AT
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Basic 214A followup to 6AA confirms. Requires slightly closer range so that 214A 22D jA will connect. Good damage with decent corner carry and frame advantage, but poor meter gain. Very stable.
Normal starter, grounded opponent,
  • 2A > 5B > 5C > 5A6AA > dl 2C > 214A > 22D > j.A > j.C > dj > j.A > j.6B > dl 66 > j.C > AT
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Trades off some damage from the previous route for better corner carry and some extra meter.
delete/move
  • AT > 2C > 6C > sjc > j.A > j.6B > j.B(1) > j.C > jc > j.B(1) > j.C > 22d > j.A > j.C > AT
???
Meter Gained:  ??? Meter Given (vs C-Moon): ??? (Video)
one of the basic airthrow starters I should already have basic non-wind AT routes
Normal starter, grounded opponent,
  • j.214B/j.214A > 236A > jc > j.C > dj > j.6B > WE > dl 66 > j.C > AT
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
An all purpose air wind confirm that offers moderate damage and good oki. Requires some slight delays to get the correct timing for j6B into wind det, but is relatively freeform about how one can structure the delays so long as the end timing is correct. Delay on airdash ensures Hime meets the opponent in the air when connecting jC to allow the AT ender. This route will work from any j214X hit given proper starting height (at/near TK height), including non-crossup j214A hits that the following routes generally won't work for midscreen. However, different positions may call for different jump cancel directions after the 236A and may even benefit from different double jump directions to make the followup 66 timing easier.
Normal starter, grounded opponent,
  • j.214B/j.214A > 236A > jc > j.C > dj > j.6B > WE > j.236A > 22D > 66 > j.6B > AT
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Variation on the above route that goes into pillar for some extra damage at the cost of slightly worse oki. 66 j6B is the most stable ender, but other variations such as 22D > 66 > jC > AT, 22D > [6] > j6B > jA > jB > 66 > AT, and 22D > j236A (> 66 > AT) are possible with varying degrees of consistency. Double pillar can opt to let the opponent air tech and chase or fastfall to shark their landing. For j624C you can either do 22D j236A for extra meter or 22D 66 j6B jA jC for damage.
Normal starter, grounded opponent
  • j.214B/j.214A > j.A > j.B(1) > j.C > dj > j.6B > WE > j.236A > 22D > 66 > (j.C >) AT
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Crossup air wind route that's reasonably easy to confirm for moderate damage, meter generation, and frame advantage. 22D [6] (jC) AT is also possible if preserving airdash is desired, but more strict about height/timing.
Normal starter, grounded opponent,
  • j.214B/j.214A > 6C/3C > hjc > dl j.C > j.6B > j.236A > j.22D > j.236A > sdj > j.C > AT/j236C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Damage route from cross up air wind hits. 3C is only used if very close to the opponent after j214B, or you can 6C > hjc > [4] dl jC on point blank hits to drift backwards slightly for similar results and better damage. Post 22D j236A routing has some room for variation depending on height if you want to optimize damage. Oki from this route is poor even by HHime standards, with frame advantage typically around -1 on landing against fastest wakeup timing.
Normal starter, grounded opponent,
  • j.214B/j.214A > 5A 6C > hjc > dl j.6B > j.236A > j.22D > j.236A > sdj > j.C > AT/j236C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Backup route if you confirm crossup air wind hits late or autopilot into 5A.

Air Counterhit/Airthrow Combos

Ground confirms from air hits, airthrow, and sweep (2C/crouching shield counter) route similarly to many 2C followups above, but may have special considerations or additional possibilities due to hitcount and/or opponent height. Suggested combos and relevant notes are given below.

The 214A 5A confirms shown at the end of this section are a 1f link. It enables better damage and/or meter gain since it circumvents the need to 22D early in combos, but these routes are not required at any level of play. It also opens up additional options for 214A confirms, though use of 214A in situations where this is relevant is very niche.

Condition Notation Damage
vs V.Sion
Notes
air counterhit
  • 5A(A)/2A/5B > (jA >) jB1 > jC > (s)dj > (jB1 >) jC > AT
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Basic pickup from air counterhits if there's not enough time to 2C. Take what you can get.
  • 2C > 236A > j.6B > j.B(1)/j.A > j.C > (s)dj > j.A > j.B(1) > j.C > AT
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Safe, reliable pickup for decent reward. 236A may hit once or whiff at extremely close range depending on character. 214A routes are ideal in that situation, but 5C/6C are acceptable alternatives in the meantime.
  • 2C > 214A > 22D > j.A > j.C > jc > j.C > AT > WE > 66 > AT
???
Meter Gained:  ??? Meter Given (vs C-Moon): ??? (Video)
Good damage, very stable, and good to sideswap from if starting with your back to the corner, but poor meter gain. More stable than the j6B variant if picking up an air hit at low hitcount, but that route work well from 2C/crouching shield counter starters if desired.
  • 2C > 6[C] > 236A > 8 dlj.6B > j.B(1) > j.C > (s)dj > j.C > AT
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Great route for far hits where 214A routes don't work. Longer extensions are unreliable due to low hitcount. Stick to dj jC for j63214C; jB1 jC 22D jA AT j236C is fine.
  • 2C > 214A, 5A > 6C/3C > sjc > dl j.6B > j.236A > 22D > j.236A > (s)dj > (j.B(1) >) j.C > AT
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
High damage pickup into double pillar. Good damage, but terrible oki as typical of that routing. 2C must hit point blank and low to the ground for this route to work consistently.
  • 2C > 214A, 5A > 236A > 8j.B(1) > sdj > j.6B > 66 > ender (see notes)
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Less damage than the above route, but good meter gain and frame advantage. There are a few options for ending this route meterless:

jB1 > AT: Most reliable, can add second jB hit or j6B if height allows.

j6B > AT: Also very reliable, does damage midway between jB1 AT and jB AT/jB1 j6B AT.

jC > 22D > AT: jC AT is possible, but requires good height control and does comparable damage to jB AT/jB1 j6B AT. jC 22D AT is the most reliable way to set up flight AT for j236C meter dump.

Corner Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent,
  • 2A > 5B > 2B > 5C > 2C > 214B > 6C > sjc > j.B(2) > j.6B > j.A > j.C > (s)dj > j.B(1) > j.C > (22D > jA > jC >) AT
???
Meter Gained:  ??? Meter Given (vs C-Moon): ??? (Video)
Damage optimization for the basic midscreen route. Allow the first hit of jB to whiff underneath them as you rise. Good damage and meter gain, but poor frame advantage.
Normal starter, grounded opponent,
  • 2A > 5B > 5C > 5A6AA > dl. 2C > 214A > 22D > j.A > j.C > (s)dj > j.A > j.6B > WE > j.236A > (j.A/j.C >) AT
???
Meter Gained:  ??? Meter Given (vs C-Moon): ??? (Video)
Damage and meter gain optimization for the 6AA 2C 214A route. Slightly worse frame advantage afterwards.
Normal starter, grounded opponent,
  • 5AAA > 6A > 2B > 5B > 5C > 236B > tk j.214B > 8j > dl j.6B > j.A > j.C > (s)dj > dl j.6B > WE > j.236A > 22D > j.236A > (j.A/j.C >) AT
???
Meter Gained:  ??? Meter Given (vs C-Moon): ??? (Video)
Corner TK route variation for high meter gain. Requires enough space for 236B to connect cleanly, but otherwise not strict about spacing. At least two hits before 236B is recommended for consistency. Must omit 2C unless starting with 2C > 236B. Delays on the j.6Bs are very slight. Can go directly into kick enders from second j236A, or extend the ender with j.236A > j.6B > j.A > j.C > j.624C for additional hits if needed when going into Arc Drive.
Normal starter, grounded opponent,
  • 5AAA > 6A > 2B > 5B > 5C > 236B > tk j.214B > 8j > dl j.6B > j.A > j.C > (s)dj > dl j.6B > WE > 66 > j.C > AT
???
Meter Gained:  ??? Meter Given (vs C-Moon): ??? (Video)
Variation of the above route that trades some damage for better oki while retaining high meter gain.
Normal starter, grounded opponent,
  • tk j.214A > 236A > j.C > dj > j.6B > WE > j.236A > 22D > j.236A > (j.A/j.C) > AT
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Corner adaptation of j214A 236A route that goes into double pillar for increased damage and meter gain but worse frame advantage. Take care to not sdj into j6B, as this may cause Hime to steal corner. If necessary you can adapt the route with 22D jC AT when this occurs. This route is also possible off corner j214B, both crossup and noncrossup, but will not work on Necos from j214B. You must jump away from the corner then dj back towards the corner for j214B starter.
Normal starter, grounded opponent,
  • tk j.214A/j.214B > 6[C]/6C/3C > sjc > dl j.C > j.6B > WE > j.236A > 22D > j.236A > ((s)dj > j.B(1) > j.C) > AT
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Corner tk wind starter can adapt the double pillar j214B routing for 6C/3C confirms as well. Adjust the ender as necessary for height and desired damage/oki. J214A starter requires drifting forward after pillar if omitting dj extension. Drift back after sjc is strongly recommended for j214B to avoid crossing under and whiffing j6B. 6[C] only combos from tk j214A.
Normal starter, grounded opponent,
  • tk j.214A/j.214B > 6[C]/6C/3C > sjc > dl j.C > j.6B > WE > 66 > dl j.6B > j.A > j.C > (s)dj > (j.B(1) >) j.C > AT
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Hybrid routing that strikes a midpoint between the above route's damage and the j6B > WE > 66 > jC > AT variant's oki while offering better meter gain than either. Not recommended for crossup j.214B hits, but possible with a delayed airdash.
Normal starter, grounded opponent,
  • tk j.214A > 66 > 5A > 6C > sjc > dl j.6B > WE...
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Modification of the previous routes for dash 5A confirms, continue as normal after j6B. Also works from 214A 5A if you're into that.