Omitting the double jump in the anti-air combos makes them much easier, and is highly recommended, as the damage differential is relatively slight. Instead of j.DD ➔ dj.DD, you can also do j.DD ➔ dj.2DD. Which is better depends on distance and height; dj.2DD is better at long distances, while dj.DD is better close up.
Any of the combos that end with Spike Chaser can be ended with Legacy Edge instead for additional damage, at the cost of 50% meter.
If you combo into Crescent Saber near the corner, you can land, and then continue comboing with 3C.
Tager and Rachel can be picked up off the ground with 5D after a knockdown. This allows for special combos against them, and also allows you to relaunch them for big damage if they do not tech quickly enough.
2C, and other multi-hit moves, can be hit confirmed. If the enemy is hit in the air, or you score a counter hit, jump up for an air combo. Otherwise, continue with a ground combo. Do not just run up and do 2C to your opponents in the hope of using the above close-range mixups. If the opponent instant blocks, you will miss with the 2147D. Instead, gatling into 5C first, and then proceed to 2C after a random number of hits.
Ground[]
Input | CT | CP | Damage | Note |
---|---|---|---|---|
> (x4) >>> | 3547 | |||
>> | 1854 | |||
> (x4) >>>>>>>>> >> >> | 5646 | Requires 50% Heat | ||
>>>>>>> >> >> | 3626 | Requires 50% Heat | ||
>>>> | 2301 | |||
~>>>>>>>>> >> >> | 4915 | Requires 50% Heat | ||
>>> ➔ >>> land >>>>> >>> land >>> | 4691 | Use from very close range only | ||
>>> ➔ ➔ land >>> | 3115 |
Anti-air[]
Input | CT | CP | Damage | Note |
---|---|---|---|---|
>> ➔ >> ➔ >> | 3562 | |||
>> ➔ >> ➔ >> | 3350 | |||
>> ➔ >>>> land >>>> >> >> | 4701 | Requires 50% Heat | ||
>> ➔ >>>> land >>>> >> >> | 4200 | Requires 50% Heat | ||
>> ➔ >> ➔ >>>> land ➔ >>>> >> >> | 5639 | Requires 50% Heat | ||
>> ➔ >> ➔ >>>> land >>>>> >> >> | 4921 | Requires 50% Heat | ||
>> ➔ >>> land >>> ➔ >>>>>~ | 4500 |
Throw[]
Input | CT | CP | Damage | Note |
---|---|---|---|---|
>>>> >> >> | 3333 | Against some opponents, such as Arakune, start with 6DD | ||
>>>>>> >> >> | 3881 | |||
>>>>>>>>>>>>>> >> >> | 5014 | Requires 50% Heat |
High and Low[]
Input | CT | CP | Damage | Note |
---|---|---|---|---|
(blocked)>>>>>>> >> >> | 3549 | Hits high Requires 50% Heat | ||
(blocked)>~>>>>> >> >> | 3485 | Hits low Requires 50% Heat | ||
(blocked)>>>>>> ➔ >>> land >>> | 3741 | Hits high Requires 50% Heat | ||
(blocked)>>>>>>>> >> >> | 4052 | Hits low Requires 50% Heat | ||
(blocked)>>>~>>>> >> >> | 4743 | Hits high Requires 50% Heat | ||
(blocked)>~>>~>>> >> ➔ >> | 4514 | Hits low (6 + [RC] ➔ 6~C) results in dashing and immediately doing 6C Requires 50% Heat |
Relaunches from corner[]
Input | CT | CP | Damage | Note |
---|---|---|---|---|
…> land >>>> >>> land >> | Works after moderate length combos | |||
…> land >>>>>>> >> >>> land >> | Require 50% Heat | |||
…> land >>>>>>> >> >>> land >> | Only works if you land slightly out of the corner Requires 50% Heat |