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Calamity Trigger[]

2A Combo
2A ➔ ~ ➔ 214B
2A ➔ 5B ➔ 5C ➔ 214B [1570]
2A ➔ 2B ➔ 5B ➔ 5C ➔ 214B [1640]
2A ➔ 5B ➔ 5C ➔ 2C ➔ 214B [1772]
2A ➔ 2B ➔ 5B> 5C ➔ 2C ➔ 214B [1811]

2A ➔ ~ ➔ 214D
2A ➔ 5B ➔ 5C ➔ 214D [1731]
2A ➔ 2B ➔ 5B ➔ 5C ➔ 214D [1776]
2A ➔ 5B ➔ 5C ➔ 2C ➔ 214D [1909]
2A ➔ 2B ➔ 5B> 5C ➔ 2C ➔ 214D [1926]
214D ➔ 2B ➔ 5C ➔ HJC ➔ JC ➔ jc ➔ JC ➔ 214B
^ You can extend the combo in the corner after ↓↙←D

↓A ➔ B ➔ ↘C ➔ ↓B ➔ C ➔ hjc ➔ JB ➔ JC ➔ jc ➔ JC ➔ JD ➔ ↓↙←B [1730]
↓A ➔ B ➔ ↘C ➔ ↓B ➔ C ➔ hjc ➔ JC ➔ JD ➔ landing airdash JB ➔ JC ➔ ↓↙←B
^ For the second combo, you may try JB ➔ delay JC or JB ➔ land ↓B / throw mix up instead of finishing the combo.

↓A ➔ B ➔ C ➔ JB ➔ JC ➔ JD ➔ ↓A ➔ B ➔ ↘C
↓A ➔ B ➔ C ➔ JB ➔ JC ➔ JD ➔ →C ➔ dc ➔ C ➔ ↓C ➔ hjc ➔ JB ➔ JC ➔ jc ➔ JC ➔ (↓↘→A/B)[2400]
^ vs standing opponent, doesn’t work on Rachel and Bang, difficult on Carl and Arakune, delay JC after the first JB.

↓A ➔ B ➔ C ➔ C mash (8 hit) ➔ dash C ➔ hjc ➔ JB ➔ JC ➔ JD ➔ land ➔ ↘C
↓A ➔ B ➔ C ➔ C mash (8 hit) ➔ dash C ➔ hjc ➔ JB ➔ JC ➔ jc ➔ JC ➔ JD
^ vs standing opponent, doesn’t work on Carl and V-13

↓A ➔ B ➔ C ➔ →C ➔ dC ➔ C ➔ hjc ➔ JB ➔ JC ➔ jc ➔ JC ➔ (JD) ➔ ↓↙←B
↓A ➔ B ➔ C ➔ →C ➔ dc ➔ C ➔ hjc ➔ JB ➔ JC ➔ JD ➔ land B ➔ C ➔ hjc ➔ JB ➔ JC ➔ jc ➔ JC ➔ ↓↙←B
^ vs crouching opponent

6A Combo[]

6A ➔ 236B [1146]
6A ➔ 214B [1720]
6A ➔ 214D [1990]
6A ➔ 623B [1420]
6A ➔ 623D [1644]

6A ➔ C mash (8 hit) ➔ (dash) C ➔ hjc ➔ JB ➔ JC ➔ JD ➔ land 5B ➔ 5C ➔ 3C [2890]
6A ➔ C mash (8 hit) ➔ (dash) C ➔ hjc ➔ JB ➔ JC ➔ JD ➔ 214C [2927]
6A ➔ C mash (8 hit) ➔ 6C ➔ 2D [2235]
6A ➔ C mash (8 hit) ➔ 6C ➔ dc ➔ C ➔ hjc ➔ JB ➔ JC ➔ JD ➔ 214C [3218]
^ Stable on Arakune, Noel, Tager, Ragna, Litchi

Corner →A ➔ →↓↘B ➔ C ➔ JB ➔ JC ➔ jc ➔ JC ➔ JD ➔ ↓↙←B
Corner →A ➔ →↓↘B ➔ C ➔ →C ➔ →D ➔ C ➔ ↓↙←D ➔ ↓C ➔ →↓↘B ➔ →↓↘A
Corner →A ➔ →↓↘B ➔ C ➔ →C ➔ →D ➔ C ➔ hjc ➔ JB ➔ JC ➔ JD ➔ ↓↙←B [3859]
Corner →A ➔ →↓↘B ➔ C ➔ →C ➔ →D ➔ C ➔ hjc ➔ JB ➔ JC ➔ JD ➔ ↓↙←D ➔ →C ➔ →↓↘B [4556]
^ Stable on Arakune, Hakumen, Tager, Taokaka, V-13

Corner →A ➔ ↓↙←D ➔ →C ➔ dc ➔ C ➔ hjc ➔ JB ➔ JC ➔ jc ➔ JC ➔ ↓↙←B [3400]
Corner →A ➔ ↓↙←D ➔ →C ➔ dc ➔ C ➔ hjc ➔ JC ➔ jc ➔ JC ➔ ↓↙←B [3770]
Corner →A ➔ →↓↘D ➔ →C ➔ dc ➔ C ➔ hjc ➔ JB ➔ JC ➔ jc ➔ JC ➔ ↓↙←B [3300]
Corner →A ➔ ↓↙←D ➔ →C ➔ ↓↙←D ➔ ↓C ➔ →↓↘B ➔ →↓↘A [4223]

B Combo[]

B ➔ C ➔ ↓C ➔ ↓↙←B [2268]
Vs Rachel B ➔ C ➔ ↓↙←D ➔ ↓↙←D ➔ ↓↙←C [3673]
Corner B ➔ C ➔ ↓↙←D ➔ dash ↓B ➔ C ➔ hjc ➔ JC ➔ jc ➔ JC ➔ ↓↙←B [3212]

B ➔ ↘C ➔ ↓B ➔ C ➔ hjc ➔ JB ➔ JC ➔ jc ➔ JC ➔ JD ➔ ↓↙←B
B ➔ ↘C ➔ ↓B ➔ C ➔ hjc ➔ JC ➔ JD ➔ airdash JB ➔ JC ➔ ↓↙←B
B ➔ ↘C ➔ ↓B ➔ C ➔ hjc ➔ JC ➔ JD ➔ airdash JB ➔ JC ➔ dash C ➔ JB ➔ JC ➔ rc ➔ JC ➔ dash C ➔ JB ➔ JC ➔ JD ➔ ↓↙←B
^ For the second combo, you may try JB ➔ delay JC or JB ➔ land ↓B / throw mix up instead of finishing the combo.

B (2) ➔ C ➔ JB ➔ JC ➔ JD ➔ →C ➔ dc ➔ C ➔ JB ➔ JC ➔ jc ➔ JB ➔ JC [3100]
B (2) ➔ C ➔ JB ➔ JC ➔ JD ➔ B ➔ C ➔ ↓C ➔ ↘C [2700]
B (2) ➔ C ➔ JB ➔ JC ➔ JD ➔ ↓A ➔ B ➔ C ➔ ↓C ➔ ↓↙←B [2900]
B (2) ➔ C ➔ JB ➔ JC ➔ JD ➔ B/↓B ➔ C ➔ ↓C ➔ ↓↙←B [3000]
^ vs standing opponent, doesn’t work on Rachel and Bang, difficult on Carl and Arakune, delay JC after the first JB.

B (2) ➔ C ➔ C mash ➔ C ➔ hjc ➔ JB ➔ JC ➔ jc ➔ JC ➔ JD ➔ land ↘C [2750]
B (2) ➔ C ➔ C mash ➔ C ➔ hjc ➔ JB ➔ JC ➔ jc ➔ JC ➔ JD ➔ ↓↙←A [2800]
B (2) ➔ C ➔ C mash ➔ →C ➔ ↓D ➔ →C ➔ →↓↘B [2950]
B (2) ➔ C ➔ C mash ➔ C ➔ hjc ➔ JB ➔ JC ➔ jc ➔ JC ➔ JD ➔ ↓↙←D [3000]
B (2) ➔ C ➔ C mash ➔ C ➔ hjc ➔ JB ➔ JC ➔ jc ➔ JC ➔ JD ➔ ↓↙←D ➔ (corner) →C ➔ →↓↘B
B (2) ➔ C ➔ C mash ➔ C ➔ hjc ➔ JB ➔ JC ➔ jc ➔ JC ➔ JD ➔ ↓↙←D ➔ →↘↓↙←→C
Corner B (2) ➔ C ➔ C mash ➔ →C ➔ →D ➔ D ➔ →↘↓↙←→D ➔ →↘↓↙←→D ➔ →A
^ vs standing opponent, doesn’t work on Carl and V-13

↓B Combo[]

↓B ➔ ↘C ➔ ↓B ➔ C ➔ D ➔ →↘↓↙←→D
^ Vs Noel only

↓B ➔ ↘C ➔ ↓↘→D ➔ JB ➔ JC ➔ JD ➔ ↓↙←B
^ Vs Tager only

Corner ↓B ➔ C ➔ →↓↘B ➔ dash C ➔ →C ➔ →D ➔ C ➔ JB ➔ JC ➔ JD ➔ ↓↙←B
Corner ↓B ➔ C ➔ →↓↘B ➔ dash C ➔ →C ➔ →D ➔ →D ➔ B ➔ C ➔ ↘C [3032]
Corner ↓B ➔ C ➔ →↓↘B ➔ dash C ➔ →↓↘B ➔ JB ➔ JC> jc ➔ JC ➔ JD ➔ ↓↙←B [3229]
Corner ↓B ➔ C ➔ →↓↘B ➔ dash C ➔ D ➔ delay →↓↘B ➔ 66 C ➔ →↓↘B ➔ →↓↘A [3058]


C Counter Hit Combo[]

(Useful to punish Ragna’s →↓↘C/D, Noel’s ↘, Litchi’s →↓↘D, Rachel’s ↓C, etc) C CH ➔ D ➔ ↓↙←C
C CH ➔ →C ➔ ↓D ➔ JB ➔ JC ➔ JD ➔ ↓↙←B [3475]
C CH ➔ →C ➔ ↓D ➔ →C ➔ dc ➔ C ➔ hjc ➔ JC ➔ jc ➔ JC ➔ ↓↙←B [3674]
C CH on crouching opponent ➔ →B ➔ C ➔ →C ➔ ↓D ➔ C ➔ hjc ➔ JB ➔ JC ➔ JD ➔ ↓↙←B [3670]


→C Counter Hit Combo[]

→C CH ➔ C ➔ →C ➔ JB ➔ JC ➔ JD ➔ B ➔ C ➔ ↘C [3447]
→C CH ➔ C ➔ →C ➔ JB ➔ JC ➔ jc ➔ JC ➔ JD ➔ ↓↙←B [3659]


↘C Combo[]

↘C ➔ ↓B ➔ C ➔ hjc ➔ JB ➔ JC ➔ JD ➔ ↓↘→D ➔ land ➔ →↘↓↙←→D ➔ high jump ↓↘→D ➔ land, dash ➔ jump throw


↓↙← C Combo[]

↓↙← C (1 hit) ➔ RC ➔ JD ➔ Neutral throw ➔ Throw combo [3000+]
Requires precise timing between rapid cancel and JD.


D Combo[]

D ➔ dc ➔ C ➔ →↓↘B ➔ C ➔ hjc ➔ JB ➔ JC ➔ jc ➔ JC ➔ ↓↙←B
D ➔ dc ➔ C / ↓C ➔ jc ➔ JB ➔ JC ➔ JD ➔ ↓↙←C


→D Combo[]

→D ➔ →C ➔ →↓↘B ➔ C ➔ hjc ➔ JC ➔ ↓↙←D ➔ ↓C ➔ →↓↘B ➔ →↓↘A


→↓↘A Counter Hit Combo[]

→↓↘A CH ➔ →↘↓↙←→C
Corner →↓↘A CH ➔ →C ➔ →D ➔ →D ➔ C mash (8 hit) ➔ C ➔ →C ➔ →↓↘A [4100]
Corner →↓↘A CH ➔ C ➔ →C ➔ →D ➔ →C ➔ ↓↙←D ➔ →C ➔ →↓↘C [4500]
Corner →↓↘A CH ➔ →C ➔ →D ➔ →D ➔ C mash (8 hit) ➔ ↓↙←D >
Corner →↓↘A CH ➔ C ➔ →C ➔ →D ➔ →C ➔ →↘↓↙←→D ➔ →C ➔ →↓↘C [4800]
Corner →↓↘A CH ➔ C ➔ →C ➔ →D ➔ →C ➔ ↓↙←D ➔ →C ➔ →↘↓↙←→D ➔ →C ➔ →↓↘C [5100]
Corner →↓↘A CH ➔ →C ➔ ↓↙←D (Doesn’t work on all characters)


→↓↘B Combo[]

→↓↘B ➔ →↘↓↙←→C
→↓↘B CH ➔ ↓↙←D ➔ ↓B ➔ C ➔ hjc ➔ JC ➔ jc ➔ JC ➔ ↓↙←B


→↓↘C Counter Hit Combo[]

→↓↘C CH ➔ →↘↓↙←→D
→↓↘C CH ➔ C ➔ hjc ➔ JB ➔ JC ➔ jc ➔ JC ➔ JD ➔ ↓↙←B
→↓↘C CH ➔ C ➔ hjc ➔ JC ➔ jc ➔ JC ➔ JD ➔ landing ↓↙←B / mix up


→↓↘D Combo[]

→↓↘D ➔ →↘↓↙←→C
Corner →↓↘D ➔ →C ➔ dc ➔ C ➔ hjc ➔ JB ➔ JC ➔ jc ➔ JC ➔ ↓↙←B
Corner →↓↘D ➔ →C ➔ dc ➔ C ➔ hjc ➔ JB ➔ JC ➔ jc ➔ JC ➔ ↓↙←D ➔ land ➔ ↓C ➔ →↓↘B ➔ →↓↘A


↓↙←D Combo
↓↙←D ➔ ↓↙←C [3138]
↓↙←D ➔ ↓↙←D ➔ ↓↙←C [4218]
↓↙←D ➔ ↓↙←D ➔ ↓↙←D ➔ ↓↙←C [4982]
^ Vs Rachel only Corner →↓↘D ➔ →C ➔ dc ➔ C ➔ hjc ➔ JB ➔ JC ➔ jc ➔ JC ➔ ↓↙←B
Corner →↓↘D ➔ →C ➔ dc ➔ C ➔ hjc ➔ JB ➔ JC ➔ jc ➔ JC ➔ ↓↙←D ➔ land ➔ ↓C ➔ →↓↘B ➔ →↓↘A


Throw Combo[]

Neutral Throw ➔ ↓↙←A (whiff) ➔ dash B ➔ C ➔ ↓C ➔ ↓↙←B [2396]
Neutral Throw ➔ ↓↙←A (whiff) ➔ (B) ➔ C ➔ ↓C ➔ hjc ➔ JB ➔ JC ➔ jc ➔ JC ➔ ↓↙←B [2657]

Neutral Throw ➔ C mash (8 hit) > →C > dc ➔ C > hjc JB ➔ JC > jc JC ➔ JD [2513]
Neutral Throw ➔ C mash (8 hit) > →C > ↓D ➔ →C > dc ➔ C ➔ hjc JB ➔ JC ➔ jc ➔ JC ➔ ↓↙←B [2953]

Corner Neutral Throw (2 hit)> →↓↘B ➔ dash C ➔ hjc ➔ JB ➔ JC ➔ jc ➔ JC ➔ JD ➔ ↓↙←B [2865]
Corner Neutral Throw (2 hit)> →↓↘B ➔ dash C ➔ →↓↘B ➔ hjc ➔ JB ➔ JC ➔ jc ➔ JC ➔ ↓↙←B

Back Throw ➔ ↓↙←A (whiff) ➔ C ➔ ↓C ➔ hjc ➔ JC ➔ jc ➔ JC ➔ ↓↙←B [3000]

Center Neutral Throw ➔ ↓↘→D ➔ dash →C ➔ →C ➔ dc ➔ C ➔ hjc ➔ JB ➔ JC ➔ jc ➔ JB ➔ JC [3800]
^ Delay ↓↘→D a bit after the throw to connect. Two →C in a row.

Corner Throw ➔ ↓↙←D ➔ →C ➔ →D ➔ C ➔ hjc ➔ JB ➔ JC ➔ jc ➔ JB ➔ JC [3800]

Air Throw ➔ ↓↘→C [2242]
Air Throw ➔ ↓↘→D ➔ land ➔ C ➔ ↓C ➔ hjc ➔ JB ➔ JC ➔ jc ➔ JC ➔ ↓↙←B [3000]
Air throw ➔ ↓↘→D ➔ land, dash ➔ jump throw ➔ ~

Corner Throw ➔ ↓↙←B ➔ ↓C ➔ →C ➔ →↙→A ➔ →↙→B ➔ →↙→C [3392]

Continuum Shift[]

Continuum Shift II[]

  • 6C ➔ 2D ➔ 9 ➔ j.C ➔ J.2C ➔ 66 ➔ 5B (2 hits) > 2B ➔ 5C ➔ 3C ➔ 214B
  • 2D ➔ 66 ➔ 6B ➔ C (Mash, 8 Hits) ➔ 6C ➔ Dash Cancel ➔ (2)9 ➔ j.2C ➔ 214D ➔ 6C ➔ 214C
  • (At Corner) 6C (CH) ➔ 623B ➔ 6C ➔ 623C ➔ 5A ➔ 5B ➔ 5C ➔ 6C ➔ 623C ➔ 5A ➔ 5C ➔ 5D ➔ 632146D ➔ 4 ➔ 6C ➔ 632146D ➔ 6C ➔ 623C
  • (At Corner) 6C ➔ 6D ➔ 66 ➔ 6D ➔ 5B (2 hits) ➔ 2B ➔ 5C ➔ 632146D ➔ 6C ➔ 623C
  • (At Corner) 6C ➔ 6D ➔ 5B (2 hits) ➔ 5C ➔ 6C ➔ 623C ➔ 5A ➔ 5C ➔ 2C ➔ 623C
  • 623C (CH) ➔ 66 ➔ 5B ➔ 5C ➔ Jump Cancel ➔ j.2C ➔ j.D ➔ j.214D ➔ 6C ➔ 623B
  • 632146D ➔ 5C ➔ Super Jump Cancel ➔ j.C ➔ j.2C ➔ Jump Cancel ➔ j.2C ➔ j.214C

Continuum Shift Extend[]

  • 5B ➔ 5C ➔ 5D
  • 5B ➔ 5C ➔ 6C ➔ Hiyoku Getsumei (632146D)
  • 5B ➔ 2B ➔ 5C ➔ 5D ➔ Musō Tosshōgeki (214D)
  • 6C ➔ 2D ➔ 6C ➔ Musō Senshōzan (214C)
  • 2B ➔ 5B ➔ 5C ➔ 6C ➔ 2D ➔ 5C ➔ Musō Tosshōgeki (214D) ➔ Tōga Hyōjin (632146C)
  • (on jumping opponent) 2C ➔ Jump Cancel ➔ j.5C ➔ Jump Cancel ➔ j.5C ➔ j.5D ➔ Musō Senshōzan (j.214C)
  • Throw (B+C) ➔ Musō Senshōzan (214A) ➔ 5C ➔ 2C ➔ Jump Cancel ➔ j.5C ➔ Jump Cancel ➔ j.5C ➔ Musō Senshōzan (214B)
  • Aerial Throw (j.B+C) ➔ 6C ➔ Musō Tosshōgeki (214D) ➔ 6C ➔ Dash Cancel ➔ 5C ➔ Jump Cancel ➔ j.5C ➔ Jump Cancel ➔ j.5C ➔ Musō Senshōzan (214B)
  • (on crouching opponent) ➔ 6A ➔ Rapid Cancel (A+B+C) ➔ 5C ➔ 6C ➔ Dash Cancel ➔ 5C ➔ Jump Cancel ➔ j.5C ➔ Jump Cancel ➔ j.5C ➔ j.2C ➔ j.5D ➔ Musō Senshōzan (214C)
  • (on crouching opponent) j.2C ➔ 5B ➔ 5C ➔ 6C ➔ Dash Cancel ➔ 5C ➔ Jump Cancel ➔ j.5C ➔ Jump Cancel ➔ j.5C ➔ j.2C ➔ j.5D ➔ Musō Senshōzan (j.214A) ➔ 5C ➔ Hiyoku Getsumei (632146D) ➔ Fubuki (623A)
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