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Calamity Trigger

A Combo

2A x n ➔ B ➔ C ➔ 236A x n ➔ D

2A ➔ B ➔ 2B ➔ 6A (2) ➔ (JA ➔ JC) x 3 ➔ J236B

2A ➔ B ➔ 6A(1) ➔ J2D, B ➔ Taunt ➔ 214D ➔ J2D, B ➔ C ➔ J2D6 ➔ JC ➔ J8D6 ➔ JC ➔ J8D6 ➔ J236B (2) ➔ J236B (4) [2480]

2A ➔ B ➔ 3C ➔ D6 ➔ JC ➔ (JA ➔ JC) x 2 ➔ J236B

2A ➔ B ➔ 3C ➔ D6 ➔ JC ➔ J236B (1) ➔ J2D, B ➔ C ➔ 2D6 ➔ JC ➔ 8D6 ➔ JC ➔ 8D6 ➔ J236B (2) ➔ J236B (4) [2450]

2A ➔ B ➔ 3C ➔ D6 ➔ (JC ➔ D6) x2 ➔ JAC ➔ 8D ➔ air dash JC ➔ J236B (2) ➔ J236B (4) [2350]

2A ➔ B ➔ 3C ➔ D6 ➔ (JC ➔ D6) x2 ➔ D, A ➔ 8D ➔ 8D6 ➔ J236B (2) ➔ J236B (4) [2302]

2A ➔ B ➔ 3C ➔ D, B ➔ B ➔ C ➔ 2D6 ➔ JC ➔ 8D6 ➔ J236B (2) ➔ JC ➔ 8D6 ➔ J236B (4) [2242]


B Combo

CD Loop

  • Vs Ragna, Jin, Tager, Arakune, Bang, Litchi, Taokaka, Hakumen
  • two JC ➔ D6 loop vs Jin, Noel and Carl

B ➔ 3C ➔ D6 ➔ (JC ➔ D6) x3 ➔ JA ➔ JC ➔ JC ➔ JC ➔ J236B

B ➔ 3C ➔ D6 ➔ (JC ➔ D6) x3 ➔ JA ➔ JC ➔ 8D ➔ air dash JC ➔ J236B (2) ➔ J236B (4)

B ➔ 3C ➔ D6 ➔ (JC ➔ D6) x3 ➔ D, A ➔ 8D ➔ 8D6 ➔ J236B (2) ➔ J236B (2)
^ corner combo

B ➔ 3C ➔ D6 ➔ (JC ➔ D6) x3 ➔ JA ➔ JC ➔ 8D ➔ air dash JC ➔ J236B (2) ➔ J236B (4) [3700]

B ➔ 3C ➔ D6 ➔ JC ➔ J236B (1) ➔ J2D, B ➔ C ➔ 2D6 ➔ JC ➔ 8D6 ➔ JC ➔ 8D6 ➔ J236B (2) ➔ J236B (4) [3667]

B ➔ 3C ➔ D, B ➔ B ➔ C ➔ 2D6 ➔ J236B (2) ➔ JC ➔ 8D6 ➔ J236B (4) [3336]

J2D Route

B ➔ 3C ➔ D6 ➔ JC ➔ J236B (1) ➔ J2D, B ➔ C (or B) ➔ 2D6 ➔ JC ➔ JC ➔ JC ➔ J236B

B ➔ 3C ➔ D6 ➔ JC ➔ J236B (1) ➔ J2D, B ➔ C ➔ 2D6 ➔ JC ➔ 8D6 ➔ JC ➔ 8D6 ➔ J236B (2) ➔ J236B

B ➔ 3C ➔ D6 ➔ JC ➔ J236B (1) ➔ J2D, B ➔ C ➔ 2D6 ➔ D, A ➔ 8D ➔ 8D6 ➔ J236B (2) ➔ J236B

3C ➔ D, B Route

  • Timing of standing B after D, B depends on characters

B ➔ 3C ➔ D, B ➔ B ➔ C ➔ 2D6 ➔ JC ➔ JC ➔ JC ➔ J236B

B ➔ 3C ➔ D, B ➔ B ➔ C ➔ 2D6 ➔ JC ➔ 8D6 ➔ J236B (2) ➔ JC ➔ 8D6 ➔ J236B (4)

Taunt Combo

  • Taokaka's most difficult and damaging combo
  • 6A does not work on some crouching characters

B ➔ 6A x1 ➔ J2D, B ➔ Taunt (1) ➔ 214D ➔ J2D, B ➔ Taunt (1) ➔ 236A (1) ➔ 2D8 ➔ D, A ➔ 8D6 ➔ 8D6 ➔ JC ➔ J236B (1) ➔ J236B (4) [3991]

B ➔ 6A x1 ➔ J2D, B ➔ Taunt ➔ 236C (2) ➔ 2D6 ➔ JC ➔ 8D6 ➔ J236B [3900]

B ➔ 6A x1 ➔ J2D, B ➔ Taunt ➔ 236A (2) ➔ 2D6 ➔ JC ➔ 8D6 ➔ JC ➔ 8D6 ➔ J236B (2) ➔ J236B (3) [3464]

B ➔ 6A (1) ➔ J2D, B ➔ Taunt (1) ➔ 214D ➔ J2D, B ➔ Taunt (1) ➔ 236A (2) ➔ 2D6 ➔ JC ➔ 8D6 ➔ JC ➔ 8D6 ➔ J236B (2) ➔ J236B (4)

B ➔ 6A (1) ➔ J2D, B ➔ Taunt (1) ➔ 214D ➔ J2D, B ➔ C> 2D6 ➔ JC ➔ 8D6 ➔ J236B (2) ➔ JC ➔ 8D6 ➔ JC ➔ 8D6 ➔ J236B (2) ➔ J236B (4)

B ➔ 6A (1) ➔ J2D, B ➔ Taunt ➔ 236C (2) ➔ 2D6 ➔ JC ➔ 8D6 ➔ JC ➔ 8D6 ➔ J236B

B ➔ 6A (1) ➔ J2D, B ➔ Taunt ➔ 236A (2) ➔ 2D6 ➔ JC ➔ 8D6 ➔ JC ➔ 8D6 ➔ J236B (2) ➔ J236B (4)
^ Easier to connect than the previous one

B ➔ 3C ➔ D, A ➔ 66 Taunt ➔ 236A or 236C or 214D
^ corner combo

B ➔ 3C ➔ D, A ➔ 66 Taunt ➔ 214D ➔ J2D, B ➔ C> 2D6 ➔ JD, A ➔ J8D6 ➔ J8D6 ➔ JC ➔ J236B (1) ➔ J236B (4)
^ Above 4000pt combo, air combo portion depends on character, do JD, A ➔ J8D ➔ J8D6 ➔ J236B (2) ➔ J236B (4) for stability

6A Route

  • 6A does not work on some crouching characters

2B ➔ 6A (1) ➔ 236A (1) ➔ D6 ➔ JC ➔ J236B (1) ➔ J2D, B ➔ C ➔ 2D6 ➔ JC ➔ 8D6 ➔ JC ➔ 8D6 ➔ J236B (2) ➔ J236B (4)

2B ➔ 6A (1) ➔ 236A (1) ➔ (D6 ➔ JC) x 3 ➔ JA ➔ JA ➔ JC ➔ JC ➔ J236B
^ Vs Tager and Ragna

6B Combo

6B ➔ 236236D
^ Overhead combo, easy damage, hit confirm 6B

B Counter Hit Combo

B CH ➔ 6C ➔ 236C (2) ➔ 2D6 ➔ JC ➔ 8D6 ➔ JC ➔ 8D6 ➔ J236B (2) ➔ J236B (4)


C Combo

C Counter Hit Combo

C CH ➔ 6C ➔ 236C (2) ➔ 2D6 ➔ JC ➔ 8D6 ➔ JC ➔ 8D6 ➔ J236B (2) ➔ J236B (4)

2C Counter Hit Combo

2C CH ➔ 6C ➔ 236C (2) ➔ 2D6 ➔ JC ➔ 8D6 ➔ JC ➔ 8D6 ➔ J236B (2) ➔ J236B (4)

6C Combo

  • 6C connects after B, 2B, C counter hit, quite practical.

6C ➔ 236C (2) ➔ 2D6 ➔ JC ➔ 8D6 ➔ JC ➔ 8D6 ➔ J236B (2) ➔ J236B
^ does not work on Carl

6C ➔ 236C (2) ➔ 2D6 ➔ JC ➔ JC ➔ JA ➔ JC ➔ J236B (2)
^ For Carl

6C ➔ 236C (2) ➔ 2D6 ➔ JC ➔ 8D ➔ air dash JC ➔ J236B
^ For Carl

6C ➔ 236C (2) ➔ 2D6 ➔ JC ➔ 8D6 ➔ JC ➔ 8D6 ➔ J236B (2) ➔ JC ➔ 8D6 ➔ J236B
^ Works on all characters

6C ➔ 66 C >236A (1) ➔ 2D6 ➔ JC ➔ 8D6 ➔ JC ➔ 8D6 ➔ J236B (2) ➔ JC ➔ 8D6 ➔ J236B

6C ➔ 66 Taunt ➔ 236C (2) ➔ ~


Throw Combo

Back Throw Combo

4B+C ➔ 236C (2) ➔ 2D6 ➔ JC ➔ 8D6 ➔ JC ➔ 8D6 ➔ J236B (2) ➔ J236B (4)
^ does not work on Carl

4B+C ➔ 214D ➔ J2D, B ➔ Taunt (1) ➔ 236C (2) ➔ 2D6 ➔ JC ➔ 8D6 ➔ J236B (5)
^ Works on all characters

4B+C ➔ 236236D
^ Vs Burst

4B+C ➔ 214D ➔ 6C~

Neutral Throw Combo

B+C ➔ air dash JC ➔ J236B (1) ➔ J2D, B ➔ C ➔ 2D6 ➔ JC ➔ 8D6 ➔ J236B (2) ➔ JC ➔ 8D6 ➔ J236B

B+C ➔ J4D ➔ (JC>JD6) x 3 ➔ JA ➔ JC ➔ JC ➔ J236B

Air Throw Combo

JB+C ➔ charge 236C (2) ➔ 2D6 ➔ JC ➔ 8D6 ➔ JC ➔ 8D6 ➔ J236B (2) ➔ J236B (4)

JB+C ➔ 236C (1) ➔ B ➔ C ➔ 2D6 ➔ JC ➔ JC ➔ JC ➔ J236B

JB+C ➔ B ➔ 2D6 ➔ JC ➔ 8D6 ➔ JC ➔ 8D6 ➔ J236B (2) ➔ J236B (4)

Continuum Shift

Continuum Shift II

Continuum Shift Extend

  • 5B ➔ 5C ➔ 2C ➔ Cat Spirit One! (236A) ➔ 5D
  • 5B ➔ 5C ➔ 2C ➔ 6C
  • 5B ➔ Cat Person's Secret Art: Hexa-Edge (236236D)
  • (on jumping opponent) 6A ➔ Jump Cancel ➔ j.5B ➔ j.5C ➔ Jump Cancel ➔ j.5C ➔ Jump Cancel ➔ j.5C ➔ Cat Spirit Two! (236BBBBB)
  • (on crouching opponent) 2A ➔ 2B ➔ 5B ➔ 6A ➔ Jump Cancel ➔ j.5B ➔ j.5C ➔ Jump Cancel ➔ j.5C ➔ Jump Cancel ➔ j.5C ➔ Cat Spirit Two! (236BBBBB)
  • Throw (4B+C) ➔ 5B ➔ 5C ➔ Jump Cancel ➔ j.5B ➔ j.5C ➔ Jump Cancel ➔ j.5C ➔ Jump Cancel ➔ j.5C ➔ Cat Spirit Two! (236BBBBB)
  • Cat Jump! (214D) ➔ Aerial Throw (j.B+C) ➔ 5B ➔ 5C ➔ 2D ➔ j.6C ➔ j.5C ➔ Jump Cancel ➔ j.5C ➔ Jump Cancel ➔ j.5C ➔ Cat Spirit Two! (236BBBBB)
  • (on jumping opponent) j.5C+B ➔ 2D ➔ j.6D ➔ j.5C ➔ Jump Cancel ➔ j.5C ➔ Jump Cancel ➔ j.5C ➔ Cat Spirit Two! (236BBBBB)
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