Claudette Leor
クローデット・レオール Age: 17
Race: Demihuman/Beastkin
Height: 150cm
Weight: 42kg
Interests: Being petted
Dislikes: Ardore, thunder
Values: Her younger sister (Chartette)
Weapon: Her fists and wind magic
Character Specific Data
Health: 800
Playstyle
Claudette is a highly mobile rushdown character, with a good dash, fast normals, a ton of gatlings, and the ability to lay on tons of pressure. Thanks to her speed as well as the momentum granted by many of her special moves, she has great corner carry and combo potential off of stray hits in neutral. She also puts out a ton of damage naturally, especially once her Original Ability, Sonic Impact, is factored into her combos to give her extended openings from glancing hits in neutral.
However, Claudette's main weakpoints are her relatively short range on her normals and her abysmal meter gain, both for her Skill Gauge and Counter Gauge. She will rarely exceed 100% Skill Gauge in a given match unless you go out of her way to optimize combos for Skill Gauge gain as much as possible, which means that using BRK, going for Finish Skills, or failing to capitalize on a Sonic Impact can be extremely costly. Similarly, her low Counter Gauge gain means that an attentive opponent can put her on the back foot defensively by forcing her to burn a defensive option early and pin her down while her Counter Gauge slowly rebuilds itself.
Playing Claudette well requires getting in and sticking to the opponent at close range, as well as carefully judging when to use meter and when to conserve it.
Strengths |
Weaknesses
|
- Extremely fast movement and very fast normals. Claudette's fast buttons and exceptional agility are the cornerstones of her pressure, and allows her to work her way around careless opponents in neutral to capitalize on openings that other characters cannot.
- Great combo potential and carry from stray hits. Claudette's gatlings and special moves are conducive to setting up combos or knockdowns, and the extra hitstun imparted by Sonic Impact can allow her to make conversions happen where they weren't even possible before.
- High damage overall. Her base damage is already fairly good, but Claudette also benefits from one of her passive skills throwing on a solid +4 points of minimum damage to her moves. This, combined with her notable combo extension abilities, lets Claudette kill many of the more fragile characters in the game with a few good interactions.
|
- Extremely close-range normals and limited ranged options. Despite Claudette's high movement speed and the mobility afforded by some of her specials, dedicated zoners like Friede--or even characters that just have bigger normals or ranged lockdown options--can make it difficult for Claudette to get in.
- Heavy on meter management with a weaker defensive game. Her low Skill Gauge and Counter Gauge gain make it difficult for Claudette to be reckless with meter. Sonic Impact requires 25% of the Skill Gauge to use, and her Moment Attacks, Force Revivals, and Fatal Switches won't come up very often once expended.
- Stringent timing for Sonic Impact. There are some normals and specials that lose a lot of their threat and potency in certain situations if Claudette doesn't use Sonic Impact; without mastering its usage, Claudette's more difficult matchups become even harder.
|
Movelist
Original Abilities
|
Sonic Impact / ソニックインパクト |
(costs 25% of the Skill Gauge)
|
Ignition Sonic / イグニッションソニック |
+ (costs 50% of the Skill Gauge)
|
Shackles of Obedience / 服従の枷 |
Reduces Skill Gauge and Counter Meter gain.
|
Self-Taught Dance / 我流乱舞 |
Adds +4 to minimum damage when attacking.
|
Command Moves
|
Somersault / サマーソルト |
+
|
Sliding / スライディング |
+
|
Combination Punch / コンビネーションパンチ |
+ (when hits or gets blocked)
|
Skills
|
Vulcan Knuckle / バルカンナックル |
+
|
Hyperion Kick / ハイペリオンキック |
+ (air OK)
|
Hound / ハウンド |
+ during Hyperion Kick
|
Patriot / パトリオット |
+ during Hyperion Kick
|
Sparrow Gauntlet / スパロウガントレット |
+
|
Hammer Hornet / ハンマーホーネット |
+
|
Spin Falcon / スピンファルコン |
In air, +
|
Feint / フェイント |
during Spin Falcon
|
Finish Skills (cost 100% of the Skill Gauge)
|
Take My Deadly Fist! / 受けろあたしの必殺拳ッ! |
+
|
Avenger Knuckle / アヴェンジャーナックル |
+
|
Original Abilities Overview
Claudette's Original Ability, Sonic Impact, increases the hitstun and blockstun of moves if the O button is pressed with precise timing when the move hits. Using 22O will give her 3 free charges of Sonic Impact for the rest of the round. Using either of these moves will use up some Skill Gauge and put her meter gain on cooldown, similar to using a BRK.
To compensate for the extra benefits of having Sonic Impact available with meter, Claudette's passive Original Ability, Shackles of Obedience, greatly reduces her Skill Gauge and Counter Gauge gain. Her other passive Original Ability, Self-Taught Dance, makes it so that all of Claudette's moves have a +4 to their minimum damage value.
Though it is not listed as an Original Ability, Claudette can cancel certain normals with a backdash on hit or block.
Normal Moves & Original Abilities
5P
5P
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
6
|
Mid
|
-
|
-
|
-
|
-
|
1
|
?
|
?
|
Standard jab. Gatlings into itself, and can be jump-canceled.
|
|
5K
5K
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
8
|
Mid
|
-
|
-
|
-
|
-
|
1
|
?
|
?
|
Hitbox goes fairly high for its range; if used in pressure it can be used to catch jumpouts by cancelling into 623S, or 5H > 623S.
Cancelling into 5HS will allow you to combo if it does hit.
|
|
cl.5S
cl.5S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
11
|
Mid
|
-
|
-
|
-
|
-
|
1
|
?
|
?
|
Claudette does a quick punch to the gut. Short range, but much better options for cancels than f.5S.
|
|
f.5S
f.5S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
16
|
Mid
|
-
|
-
|
-
|
-
|
1
|
?
|
?
|
Claudette moves forward a bit with a hook. Special cancelable, but not much else is available in terms of gatlings.
|
|
5H
5HS
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
29
|
Mid
|
-
|
-
|
-
|
-
|
1
|
?
|
?
|
Claudette steps forward and performs an uppercut, launching the opponent high into the air. While it is special cancelable, 236HS will only land if you use Sonic Impact on 5H, so it works best with either 25 meter on hand or Ignition Sonic active.
|
|
2P
2P
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
6
|
Mid
|
4
|
-
|
-
|
-
|
1
|
?
|
?
|
Literally Claudette's fastest normal and one of the fastest ones in the game. Its 4f startup is the equivalent to 2f startup in a 60 FPS game, making it integral for getting out of fake, close-range pressure or for use as a reversal.
|
|
2K
2K
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
6
|
Low
|
4
|
-
|
-
|
-
|
1
|
?
|
?
|
A little slower than 2P but also reaches a little farther. Usually the next best thing to combo into after a 2P. Also good for getting pickups on grounded opponents to cancel into 236P.
|
|
2S
2S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
11
|
Low
|
4
|
-
|
-
|
-
|
1
|
?
|
?
|
A crouching hook punch. If going for 5HS at midscreen after a 2P or a 2K this move is your best bet.
|
|
2HS
2HS
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
20
|
Mid
|
4
|
-
|
-
|
-
|
1
|
?
|
?
|
A moderately-ranged sweeping hook. Knocks down.
|
|
j.P
j.P
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
7
|
High
|
4
|
-
|
-
|
-
|
1
|
?
|
?
|
A quick swing of the fist. Really only good for combo filler, though it moves quickly.
|
|
j.K
j.K
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
9
|
High
|
4
|
-
|
-
|
-
|
1
|
?
|
?
|
A somewhat downward-angled kick. One of her two jump-in/IAD options as far as normals go, the other being j.S. This move hits a little lower than j.S but doesn't reach quite as far, so it tends to be used more often as an IAD approach. It is also an amazing instant overhead tool, and if enhanced with Sonic Impact, you can combo into 214S > 214S.
|
|
j.S
j.S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
11
|
High
|
4
|
-
|
-
|
-
|
1
|
?
|
?
|
A somewhat downward-angled punch. j.S hits slightly higher than j.K does, but also reaches farther with a little more hitstun, making it a decent A2A option if your opponent is about the same height as you.
|
|
j.HS
j.HS
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
19
|
High
|
4
|
-
|
-
|
-
|
1
|
?
|
?
|
The highest-hitting of Claudette's air normals. Has a fair amount of hitstun and untech time. Can be used in combos to confirm into j.214K or j.214HS as long as the opponent isn't too high up.
|
|
Sonic Impact
Sonic Impact ソニックインパクトPress as a normal, command, or special move is about to make contact Costs 25% of the Skill Gauge. Costs 25% of the Skill Gauge.
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Claudette adds a burst of wind to whatever move she's currently using. A successful Sonic Impact will increase the hitstun of the move it affects by 15 frames, allowing for combos that normally wouldn't be possible. Notable moves that benefit from Sonic Impact are j.K, 236P, 5HS, and 214S > 214S; landing a successful Impact on these moves in the right situations can lead to big damage.
|
|
Ignition Sonic
Ignition Sonic イグニションソニック+ Costs 50% of the Skill Gauge. Costs 50% of the Skill Gauge.
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Install move. Claudette summons a gust of wind, which gives her 3 free Sonic Impacts. It additionally increases the minimum damage buff from her Self-Taught Dance Original Ability, which pumps up her damage by a noticeable degree. The effect of Ignition Sonic doesn't have a timer, but Ignition Sonic also doesn't carry over between rounds; it's a risky proposition to use this unless you're feeling confident in your Sonic Impact timing, but if you can get it down, you can make it hurt.
|
|
Command Moves
4S
Somersault サマーソルト+
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
44
|
Mid
|
4
|
-
|
-
|
-
|
1
|
?
|
?
|
Claudette does a backflip. Most often canceled into a j.HS to set up rejumps, though it also leaves the opponent just high enough to hit a j.214K instead to force a knockdown.
If blocked, it force the opponent to stand, and you can overhead immediately with j.P, j.K, or j.S for a fuzzy overhead.
|
|
3S
Sliding スライディング+
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
11
|
Low
|
4
|
-
|
-
|
-
|
1
|
?
|
?
|
|
|
6P
Combination Punch コンビネーションパンチ+ when hits or is blocked
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
30
|
Mid
|
4
|
-
|
-
|
-
|
1
|
?
|
?
|
Claudette does a slow downward punch.
|
|
Backdash Cancel
Backdash Cancel during certain normal moves (air OK).
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Claudette immediately cancels her attack into a backdash. This will work for any normal except Somersault (4S), Sliding (3S), j.P, j.K, and j.H.
|
|
Universal Moves
6HS
Just Break+
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
31
|
High
|
4
|
-
|
-
|
-
|
1
|
?
|
?
|
Universal overhead option. As noted in the gatling table, she can cancel this move into 4HS, giving it some viability for combos. Launches on CH, which makes it easy to jump cancel and confirm into an air combo.
|
|
Throw
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
50
|
High
|
4
|
-
|
-
|
-
|
1
|
?
|
?
|
|
|
Skills
236P
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
46
|
Mid
|
4
|
-
|
-
|
-
|
1
|
?
|
?
|
Claudette jabs rapidly. She follows up with another punch if the jabs hit.
This move knocks opponents down if they're on or close to the ground, giving you time to dash in and stay on them despite the high pushback from the last punch. Using this move isn't preferred on opponents that are too high up, as they'll be able to tech. If this move is used after picking someone up with 2K, they'll be able to tech.
The final punch can be BRK'd to keep momentum going, or enhanced with Sonic Impact in the corner to get a 5P 5K string and jump cancel into an air conversion.
|
|
214K
Rolling Tomahawk ローリングトマホーク+ (air OK)
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
67
|
Mid
|
4
|
-
|
-
|
-
|
1
|
?
|
?
|
A series of three kicks, the last of which knocks the opponent down. Used most frequently as an air combo ender, though it can also see use on the ground if a hard knockdown is most desirable at the time. If the last hit is Impacted when Claudette is high in the air, Claudette can use the extra hitstun to fall down, hit with another air normal (e.g. j.S), and combo into this move again to ensure a hard knockdown.
|
|
214S
Hyperion Kick ハイペリオンキック+ (air OK) Grounded Grounded Aerial Aerial
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
Grounded
|
42
|
Mid
|
4
|
-
|
-
|
-
|
1
|
?
|
?
|
A flying dash kick along the ground. Compared to 236P, this gives less distance in terms of corner carry but lets Claudette stay in closer to the opponent. The input for followups has a relatively wide window, and can be started almost as soon as Claudette starts moving and it will still come out.
|
Aerial
|
44
|
Mid
|
4
|
-
|
-
|
-
|
1
|
?
|
?
|
A divekick at a 45-degree angle. If spaced correctly, can be a hard challenge for a lot of characters to answer, especially if it's blocked in the air. As noted earlier, it will combo from an Impact j.K. The followup input window starts once Claudette touches the ground. It can be BRK'd before the active frames come out, letting Claudette retain her extremely fast falling speed.
|
|
214S
Patriot パトリオット+ during Hyperion Kick
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
66
|
Mid
|
4
|
-
|
-
|
-
|
1
|
?
|
?
|
A roundhouse kick. Causes wallbounce if the enemy is close enough to a wall. Can BRK the recovery to continue the combo if you're close enough, or by using Sonic Impact and following up with a linked cl.5S.
|
|
214S
Hound ハオウンド+ during Hyperion Kick
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
31
|
Mid
|
4
|
-
|
-
|
-
|
1
|
?
|
?
|
A jumping thrust kick. Despite the animation, this is *not* an overhead. Can be canceled into forward airdash after Claudette rebounds from the kick. Has a BRK point before the move hits if you'd like to feint it.
|
|
623S
Sparrow Gauntlet スパロウガウントレット+
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
84
|
Mid
|
4
|
-
|
-
|
-
|
1
|
?
|
?
|
An uppercut with a diagonal blast. Air unblockable, and can be used to set up combos in the corner, but does not hit grounded opponents.
|
|
236HS
BANDIT BRINGER! BANDIT BRINGER!
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
84
|
High
|
4
|
-
|
-
|
-
|
1
|
?
|
?
|
Claudette jumps and swings her hand down in an overhead punch. Can be BRK'd before it hits. Combos naturally from both Impact 5HS and CH 5HS, but even without it, if this move hits it can lead to big damage. Has some utility for dodging fireballs or reaching over some moves, but its slow speed makes it dangerous to throw out frivolously.
|
|
236HS
Spin Falcon スピンファルコンIn air, +
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
24
|
Mid
|
4
|
-
|
-
|
-
|
1
|
?
|
?
|
Claudette moves forward a set distance and strikes in the opposite direction. It can act as an alternative aircombo ender if you're able to knock the opponent toward the corner; it will allow them to airtech after slamming them to the wall, which can let you try to set up an airthrow. While it could be TK'd for a crossup, it will not hit crouchers. It can also crossup when opponent is in deep corner. BRK point is slightly after the hit.
|
|
236HS
Feint フェイント during Spin Falcon
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
-
|
-
|
4
|
-
|
-
|
-
|
1
|
?
|
?
|
Claudette feints, removing most of her momentum from the Spin Falcon and turning her around. You can jump or use an air normal after Feint, but cannot airdash or use a special move.
As noted in the okizeme section, Feint can be used to set up a falling j.K and go into more combos.
|
|
Finish Skills
4123641236HS
Take My Deadly Fist! 受けろあたしの必殺拳ッ!+
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
|
55-779
|
-
|
4
|
-
|
-
|
-
|
1
|
?
|
?
|
Claudette punches twice, launching the opponent upward, then prepares a third strike. Pressing HS within the right 1f window will deal a ton of damage. Missing will cause her to lose her footing, falling and giving the opponent a free punish.
|
|
236236P
Avenger Knuckle アヴェンジャーナックル+
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Cancel Type
|
Attack Level
|
Grounded Frame Advantage
|
Aerial Frame Advantage
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Claudette does a 236P, then follows up with several other powered up moves and ends with a Hammer Hornet. Knocks down.
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Gameplan/Strategy
Claudette's primary goal is to get in close-mid range and stay there so that she can bully the opponent with strong pressure and movement; it can be very hard to shake her off once she's found her spot, and in her favored range she has a lot of conversions or corner carry potential.
Neutral Game
On the ground, Claudette's farthest reaching normals are 5S and 5HS. When she's far out, far 5S can be special canceled despite its lack of gatlings, and 5HS is a little slow but has a lot of gatling routes leading into it. With 25% meter for Sonic Impact, it becomes a powerful tool to set up combos.
5K has some utility for stopping jumpouts when used in strings, and is jump cancelable, so it can be used for conversions also.
For command moves, Claudette's 3S has a decent amount of reach, though it has a slightly slow startup. Her 4S is a decent anti-air tool for characters that are approaching from a high vertical angle, and if it catches them just low enough she can jump cancel and convert into a knockdown or a wallbounce for a mid-screen air tech.
In the air, j.K and j.S are both okay as air-to-air options, though j.S is slightly more reliable if the opponent is a little far away. If trying to hit air-to-air against an opponent higher than you, definitely use j.HS. It has an absurd amount of hitstun and is also jump cancellable.
Because of her ability to backdash cancel certain normals and command moves even on block, Claudette has quite a few options for baiting Moment Attacks or putting some amount of space between her and her opponent if a move is blocked.
In terms of special moves, Claudette's 214S and j.214S give her strong control of horizontal and diagonal space respectively. With proper spacing of these moves, Claudette can safely cover a large distance with relatively active hitboxes, and if she has meter for Sonic Impact, she's got amazing conversion potential. 236HS can be used to hop over some moves and hits overhead with a fairly fat hitbox, so despite its slow speed it has deceptive reach and can be used to punish certain retreats or moves.
Pressuring
A vital key to Claudette's pressure and conversion game is knowing her gatlings. A chart explaining them is shown below.
Most of these normals are special cancelable also.
One of Claudette's deadliest pressure tools is her 2P--its 4f startup makes it incredibly fast for this game and it cancels into itself, and it gatlings well into most of her other standing and crouching buttons in addition to being special cancelable; setups like 2P 2K 6H are great for keeping the opponent on their toes.
Jump Cancels
Claudette can get jump cancels off of the following moves:
- 5P, 5K, cl.5S
- 4S
- 6HS
- j.S, j.HS
5K jump cancels are especially useful if you manage to catch an opponent trying to upback during a string or more rarely tag them with it as an AA. 4S has a similar use for opponents that approach you at the high angle, and it's usually a good idea to jump cancel 4S and go for j.HS 214K or j.HS j.214HS.
Okizeme
Claudette has a couple of different okizeme options to choose from, depending on what gets her the knockdown. In a general sense, airdashing and using a falling j.K or j.214HS~K into falling j.K are the most common options if you think that the opponent isn't going to use an AA reversal, though a TK j.214S is also an option.
In a lot of knockdown situations, Claudette can use 2K 236P to pick the opponent up for corner carry, though this will allow them a tech close to the ground. An alternative that sacrifices carry distance is to use 2K 214S, which keeps the opponent relatively low to the ground and generally doesn't allow for a tech.
Combos
BnBs
Meterless
Anywhere that you see the word "ender", you can choose to do 2K/2S/2HS 236P/214S for an OTG corner carry. 2K is the most stable option since it comes out quickly but if you think you need the reach use 2S or 2H instead.
236P will give you more corner carry but will allow the opponent to tech slightly higher in the air, which you may be able to punish with an air grab. 214S will keep you in closer but will force a much lower ground tech, if at all.
Anywhere
- 2P 2K 2S 2HS 236P (66 ender)
- Use the 236P ender for corner carry; you'll have to dash in afterward to maintain close range, and if you really want the full corner carry you can do 2K 236P after a dash-in. The opponent wlll be able to tech low after the second 236P.
- 2P 2K 2S 5HS/2HS 214K ender
- A variant of the above combo that trades corner carry for positioning and oki.
- A third variant of the above routes, balancing corner carry and positioning.
- 4S j.HS land j.P j.K j.S j.HS j.214HS
- j.214H switches sides, and will wallslam, allowing you to dash in or go for an airdash to try an airthrow.
- 4S j.HS land j.K j.S j.HS jc j.S j.214K ender
- An alternative to the above combo. Gives a knockdown.
- 6HS 4S j.HS jc j.HS j.214K ender
- A combo off of universal overhead. Otherwise similar to the second 4S combo.
Corner
- 2P 2K 2S/cl.5S 5HS/2HS 214K ender
- Short combo that forces a knockdown.
- 2P 2K 2S/cl.5S 2HS 236P (66 2K cl.5S 236P)
- Alternative to the above. Slightly more meter generation due to using 236P, but like the above combo, you can add extra damage & meter gain with 66 2K 236P if you don't mind giving the opponent a low tech.
Meter Required
25% Meter
Anywhere
- xx > 5HS~O > j.K j.S j.H > j.S j.H 214K/H
- Too high for j.214K to knock down.
- 5HS~O 236HS f.5S 214S~236S j.66 j.K j.HS land ~ f.5S ~ 214S~236S j.66 j.K j.HS rejump j.K j.S j.HS land, sj.8 j.K j.S j.HS dj. j.214K
- Might not work on some characters?
Corner
- xx > 5HS~O 236HS ~ tk.214S c.5S 5K 214S~236S j.66 j.K j.HS land ~ f.5S ~ 214S~236S j.66 j.K j.HS rejump j.K j.S j.HS land, sj.8 j.K j.S j.HS dj. j.214K
- https://twitter.com/sigaken98/status/1045699588089237505
50% Meter
Midscreen
- xx > 2H 236P BRK -> Dash (5K 623S) / ( delay 5H 236P)
- 623S will leave airborne, 236P will tech close to ground.
75% Meter
Corner/Near Corner
- If you use 22O ahead of time this can be done for 50% meter instead.
OTGs
Post OTG Game
Okizeme
Videos
http://www.nicovideo.jp/watch/sm20929663
External Links
Colors
P Button
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K Button
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S Button
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HS Button
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O Button
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SP Button
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Hidden
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