Рет қаралды 12,338
I also added in some resets (:
also any combo that used a whiff gadget finger (6A 2C 22D whiff ..... ) you can just end it with an atomic collider if you can't do a whiff gadget finger though it will deal slightly less damage.
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Short Starters (5A and 2A)
0:04 no magnetism
0:10 reset 1,(3C A sledge 5A 4D 360A/720C) for short starter reset its 5A 3C 236A 5A 4D
0:25 air hit
0:32 crouching
0:43 EA
0:55 with magnetism
1:05 reset 2,(Atomic collider 5A 4D 360A/720C)
1:19 5A counter, does not work with 2A
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Normal Starters (throws including 360B)
1:28 forward throw
1:38 back throw, back throw doesn't switch sides or move around that much, useful if your opponent is already in the corner and you don't want to lose the corner
1:48 air throw
1:56 360B
2:08 360B with you in the corner
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Long Starters (any jumping button except for j.A and 5B, 2B, 5C)
2:22 BnB no magnetism
2:32 for if your opponent is too far away for 6A to connect or you don't want to switch sides
2:40 air hit with spark bolt, otherwise do BnB on air hit
2:53 5D air hit with sparkbolt, if you don't have spark bolt you can charge it after 5D air hit
3:07 EA
3:20 BnB with magnetism
3:31 with magnetism to terra break
3:43 with magnetism and sparkbolt
3:56 magnetism 6B 6C, you have to hit 6B at the max height for 6C to connect and overall this combo is inconsistent because you might not be at the right range for whiff atomic collider to put your opponent at the right height for 6B 6C to connect
4:10 magnetism corner
4:24 gadget finger whiff
4:36 reset 3, gadget finger whiff hold, 2A, 360A/720C
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Long Starter counter hit combos (5B doesn't really have any counter hit combos but there are 6A, 5D, 3C, 2C, 5C and some air buttons)
4:48 5D counterhit to 360B combo
4:59 6A max hold counter to 360B combo, for 360B you can do a j.D instead of j.2C for very slightly more damage, literally with raw 360B combo doing j.D makes the damage go from 3530 to 3531
5:11 6A air counter hit
5:23 j.B air counter hit
5:37 5C counter
5:47 5C counter corner
6:01 5C counter with sparkbolt
6:13 5C counter to crimson punisher RC
6:25 2C counter
6:34 3C counter
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Fatal Counters (6C, j.2C and 2D, fatal counter allows for the j.C to j.D loop)
6:46 6C fatal
6:59 j.2C fatal
7:13 2D fatal
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Other
7:28 B sledge counter, doesn't have to fully charge B sledge to get 6C after
7:39 sledgehammer followup / voltaic charge attack counter hit
7:46 post OD terra break combo, getting more hits after OD terra break is really inconsistent because to get followups you essentially have to hit terra break meaty, time the terra break almost too early so that your opponent sort of falls on the later active frames of it essentially cutting off some of the recovery
8:02 Astral, you can also combo into astral from sparkbolt