User:Whitelen
Jump to navigation
Jump to search
Random Sayuri Combos
66 jC j236B BIC jC 66 jC j412A 7 jC djC 66 jB..C land 2C jB..C land c5B..B..2C 2141236C (7275 DAMAGE)
Sayuri Star Routes
Testing out routes that Shimatora deemed impossible.
Rumi
Midscreen
Crouching
- ???
- Note: needs more looking into, probably impossible
Corner
Crouching
- jA/B/C c5B (delay) 2C (slight delay) 236A (microwalk forward) 5A jB 66 jAC 5ABB 2C jABC
- Note: c5B as fast as possible, but 2C needs to be delayed by quite a bit. Not the most stable combo, but with some practice can be reliable.
Misaki
Midscreen
Crouching
- jB/C (delay) 2C 236A jB 66 jBjC(whiff) land jABC
- Note: Doesn't work very well with jA starter. This one is any part of the screen but really hard.
- jB/C 2C/5C(1) 236A 66 jA djB....C 66 jA..BC(whiff) 2C (jABC 66 j[6]C)/(2141236A/B/C)
- Note: Can be done anywhere on the screen if you do the super ender instead of buttons, but even the button route can make it 85% of the screen. Interesting idea if you leave a little room in the corner.
- jB 5C(1) 236A 5A jC 66 jAC c5B 41236A
- Note: This technically works but is still really hard, and only seems stable on a corner crossup.
Mio
Midscreen
Crouching
- Same combo as Misaki for corner crossup. Non-crossup truly midscreen is not worth trying for.
- jB (crossup) c5B 236A 66 jA djB..C 66 jA..C c5B..B..2C jAABC
- Note: If close enough to the corner. Can end at the last c5B into 41236A if not close to corner.
Ayu
Midscreen
Standing
- 2AC 236A 5A jB 66 jAB ender
- Note: Needs jB 66 jAB to be input quickly.
Crouching
- jB IC c5B 236A (microwalk) 5A jB 66 jAB c5B 41236A
- Note: very small delay between c5B and 236A.
Corner crossup
- jB IC c5B 236A (microwalk) 5A jB 66 jAB c5B 41236A
- Note: exact same combo as true midscreen. Wait to do the first jB until after Sayuri pushes Ayu out of the corner or the star will hit too early.
Neyu
Midscreen Standing
- c5B (delay) 2C 236A (microwalk) 5A jC 66 jAB (microwalk) c5B 2C 41236A
- Note: Can also do a starter of 2AC (delay) 236A, but is less stable.
Crouching
- jB c5B 236A (microwalk) 5A jB 66 jAC c5B 41236
- Note: crossup, needs a small delay after c5B into star.
- jB (microwalk) 5A 2C 236A (microwalk) 5A jB 66 jAC 5A2C jABC
- Note: non-crossup.
Corner crossup (crouching)
- jB 2C 236A (microwalk) 5A jB 66 jAC c5B 41236A
- Note: Needs a delay after the 2C
Sayuri
Midscreen
Standing
- 2AC 236B (walk forward) 5A jB 66 jAC (walk forward) c5B 41236A
- Note: needs to be right up on the opponent. Can also start with 2A 5C(1) but does less damage.
Corner
Crouching
- jA/B/C c5B 2C 236A 5A jB 66 jAC 5ABB 2C jABC
- Note: c5B should be done ASAP. 5A seems more stable if you don't walk in either direction.
- jA/B/C 5AC(1) 236A 5A jB 66 jAC 5ABB 2C jABC
- Note: if you hit with a jB/C starter, walk forward a bit before hitting 5AC(1)
Misuzu
Midscreen
Crouching
- jB/C 2C/5C(1) 236A 66 jA djB....C 66 jA..BC(whiff) 2C (jABC 66 j[6]C)/(2141236A/B/C)
- Note: Same as Misaki combo. Use when doing corner crossup.
- jB c5B 236A 66 jA djB..C 66 jA..BC(whiff) 2C jABC
- Note: Same as Mio's midscreen (non-corner-crossup combo). A little less reliable, as the star drops on some parts of the jB hitstun.
Kano
Midscreen
Crouching
- jB c5B 2C 236A (microwalk) 5A jB 66 jAC ender
- Note: Non-crossup, no delay on the starter.
- jB IC (microwalk) c5B 2C 236A (microwalk) 5A jB 66 jAC ender
- Note: Crossup version. No way to get around using at least red IC.
- jB c5B (delay) 236A (microwalk) 5A jB 66 jAC c5B 41236A
- Note: Corner crossup version.
Minagi
Midscreen
Crouching
- jB/C IC 2C 236A 66A djB..C 66 jA..BC(whiff) land 2C jABC 66 [6]jC
- Note: Can't get around using red IC at least.
Corner Crossup
- jB c5B 236A 66A djB..C 66 jA..BC(whiff) land 2C jABC 66 [6]jC
- Note: jB must be done after Sayuri has fallen a little and pushed Minagi out of the corner, star will hit too early otherwise.
Ikumi
- midscreen crouching
- test test
Doppel
Corner
Crouching
- jB/C c5B (delay) 2C 236A (microwalk) 5A jB 66 jAC land c5BB2C jABC
- Note: Doesn't work very well with jA
Unknown
Midscreen
Standing
- 2A5B 236B jA djB 66 jA..BC(whiff) 2C jABC 66 [6]jC
- Note: No delay at all between 2A 5B 236B.
Crouching
- IAD jB c5B 236A jB 66 jB j412C 5ABB2C jABC
- Note: Spending RF meter here can up combo damage from 1850 to 3300, I think it's worth it. it's also the only route. :deadinside:
Corner crossup
- IAD jB (walk forward) 5A 2C 236A 66 jA djB..C j412C (walk forward) c5B 41236
- Note: brings damage up to 3100, might be worth it for the RF.
Corner Crouching
- 2AAC 236A (microwalk) 5A jB 66 jAB 5ABB2C jABC
- Note: nothing special, just unknown will drop easily out of the 5A if you don't walk far enough.
Kaori
Midscreen
Crouching
- jB c5B 236A 66 jA djB..C 66 jA..BC(whiff) land 2C jABC 66 [6]jC
- Note: Basically impossible to do IAD jB crossups, so this is for 9 jB crossup.
- IAD jB c5B2C 236A jB 66 j412C 5ABB2C jABC
- Note: no good non-crossup combos without RF meter.
Corner crossup
- IAD jB/C 2C 236A 66 jA djB..C 66 jA..BC(whiff) 2C jABC 66 [6]jC
- Note: this route is actually super fun.
Corner Crouching
- IAD jB (microwalk) 5A 2C 236A (microwalk) 5A jB 66 jAC 5ABB2C jABC
- Standard combo, but needs the microwalk before 5A or the star hits too late.
Akiko
Midscreen
Crouching
- IAD jB IC c5B2C 236A (microwalk) 5A jC 66 jAC land (microwalk) c5B 41236A
- Note: No good non-IC routes, but this one works on both crossup and non-crossup.