FANDOM


Anywhere

Meterless

Input CS CSII CSEX CP Damage Note
AB >3C>214D~C (charged)> C ➔ jump ➔ C(x5) ➔ land >2C> high jump ➔ C(x5) >214B Y 2100
AB >3C>214D~C (charged)> C >2C>4D~D> C(x5) ➔ jump cancel ➔ C(x5) >214B Y 2200
2A> B >3C>214D~C (charged)> C ➔ jump ➔ C(x5) ➔ jump cancel ➔ C(x5) >214B Y 1900
2A> B >3C>214D~C (charged)> C >2C>4D~D> C(x5) ➔ jump cancel ➔ C(x5) >214B Y 2100
B / C >3C>214D~C (charged)> C ➔ jump ➔ C(x5) ➔ jump cancel ➔ C(x5) >214B Y 2600
B / C >3C>214D~C (charged)> C >2C>4D~D> C(x5) ➔ jump cancel ➔ C(x5) >214B Y 2800
B / C >3C>214D~C (charged)> C >2C>4D~A>4D~D> C(x5) ➔ jump cancel ➔ C(x5) >214B Y 3000
B / C >3C>214D~C (charged)> C >2C>6D~A>4D~A>623D> jump >6D> land ➔ C >2C>4D~D> C(x5) ➔ jump cancel ➔ C(x5) >214B Y Tager, Tao, Hakumen only
jump ➔ B / 2C> land ➔ B >3C>214D~C (charged)> C ➔ jump ➔ C(x5) ➔ jump cancel ➔ C(x5) >214B Y
jump ➔ B / 2C> land ➔ B >3C>214D~C (charged)> C >2C>4D~A>4D~D> C(x5) ➔ jump cancel ➔ C(x5) >214B Y
D~D> B ➔ land ➔ B >3C>214D~C (charged)> C >2C>4D~D> C(x5) ➔ jump cancel ➔ C(x5) >214B Y
D~D>2C> land >3C>214D~C (charged)> C >2C>4D~D> C(x5) ➔ jump cancel ➔ C(x5) >214B Y
D~A>D~D>2C> land >3C>214D~C> C >2C>4D~D> C(x5) ➔ jump cancel ➔ C(x5) >214B Y D must be a counter
6D~A>6D>623D>3C Y
6D~A>6D~A>6D>623D> jump >6D~D> land ➔ C >2C>4D~A>4D~D> C(x5) ➔ jump cancel ➔ C(x5) >214B Y 6D must be a counter
214D~B>623D>3C Y
214D~B>6D>623D>3C Y 214D~B must be a counter
214D~B (charged)>6D~A>6D~A>6D>623D>3C Y 214D~B must be a fatal counter

50% Heat

Input CS CSII CSEX CP Damage Note
B / C >3C>214D~C (charged)> C >2C>4D~A>4D>623D>632146C Y
6A / 6B >236236B> adjust >214D~C (charged)> C ➔ jump ➔ C(x5) ➔ land >2C>4D~A>4D~D> C(x5) ➔ jump cancel ➔ C(x5) >214B Y
236236B> adjust >214D~C (charged)> C >2C>4D~A>4D~D> C(x5) ➔ jump cancel ➔ C(x5) >214B Y 4500
236236B> adjust >214D~C (charged)> C >2C>4D~A>4D~A>4D~D> C(x5) ➔ jump cancel ➔ C(x5) >214B Y 4600 236236B must be a fatal counter
BC>236236B> adjust >214D~C (charged)> C >2C>4D~A>4D~D> C(x5) ➔ jump cancel ➔ C(x5) >214B Y 4000

100% Heat

Input CS CSII CSEX CP Damage Note
236236B> adjust >6D~A>6D>623D>3C>236236B> adjust >214D~C (charged)> C >2C>4D~D> C(x5) ➔ jump cancel ➔ C(x5) >214B Y 6500
236236B> adjust >214D~C (charged)> C >2C>4D~A>4D~A>4D~A>623D>632146C Y 4600 236236B must be a fatal counter
236236B> adjust >6D~A>6D~A>6D~A>6D>623D>3C>236236B> adjust >214D~C (charged)> C >2C>4D~A>4D~A>4D~D> C(x5) ➔ jump cancel ➔ C(x5) >214B Y 7000 236236B must be a fatal counter

Midscreen

Meterless

Input CS CSII CSEX CP Damage Note
AB >3C>214D~C (charged)> C >2C>4D>623D Y 2000
2A> B >3C>214D~C (charged)> C >2C>4D>623D Y 1900
B >3C>214D~C (charged)> C ➔ jump ➔ C(x5) ➔ land >2C>4D>623D Y 2800
B >3C>214D~C (charged)> C ➔ jump ➔ C(x5) ➔ land >2C>4D~D> C(x5) ➔ jump cancel ➔ C(x5) >214B Y 2900
BC>6D~A>6D~D>623D>3C Y 2600
4BC>D~D> C(x2) ➔ land ➔ C >2C>4D~A>4D~D> C(x5) ➔ jump cancel ➔ C(x5) >214B Y 2700

50% Heat

Input CS CSII CSEX CP Damage Note
236236B> adjust >214D~C (charged)> C ➔ jump ➔ C(x5) ➔ land >2C>4D~A>4D~{{D}> C(x5) ➔ jump cancel ➔ C(x5) >214B Y
BC>6D~A>6D>623D>632146C Y 4000

Opponent in Corner

Meterless

Input CS CSII CSEX CP Damage Note
B / C >3C> [ C >2C>2147B ]x5 ➔ C >2C>4D~D> C(x5) ➔ jump cancel ➔ C(x5) >214B Y Tager only

50% Heat

Input CS CSII CSEX CP Damage Note
236D>236236B> adjust >214D~C (charged)> C ➔ jump ➔ C(x5) ➔ land >2C>4D~A>4D~D> C(x5) ➔ jump cancel ➔ C(x5) >214B Y 236D must be a counter

Back to Corner

Meterless

Input CS CSII CSEX CP Damage Note
B >3C>214D~C (charged)> C >2C>4D>623D>2B> C ➔ jump ➔ C(x5) ➔ jump cancel ➔ C(x5) >214B Y 3500
B >3C>214D~C (charged)> C >2C>4D>623D>2B> C >2C>4D~D> C(x5) ➔ jump cancel ➔ C(x5) >214B Y 3700
4BC> C >2C>4D~A>4D~D> C(x5) ➔ jump cancel ➔ C(x5) >214B Y 2700

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