| Character | Inputs | Damage | Assist | Cross Gauge | Resonance Blaze | Skill Gauge |
|---|---|---|---|---|---|---|
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555
555
555
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20.611 | None | 1 | None | 1 | |
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5 A 214 A A A 6 P > 214 A [ B ] > D + P > 6 B > 214 A [ B ] > 6 A A A 214 A A A > D > 214 A C > 2 C 214 B + C > P
#semblance #ToD #16k #14k #corner
non-semblance dmg: 14'779 dmg
214A[B] has great scaling (90 P2) so being able to loop Yang busted 6P with it is great
Yang 214C is a great extender that leads into a guaranted 2C > super or burst of ember even when stun decay should end the combo
You can remove part of the combo and you would still do great dmg
214A[B] is hard to link and has some great benefits to it but the drawback is execution (the juggles are hard).
Notes:
214AAA active switch is possible midscreen but mad unreliable
5A214AAA is one of makoto best starter (214AAA has some rule about scaling that makes it a great combo filler)
credit to baco for 214A[B] idea
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16.821 | Yang Xiao Long | 2 | None | 5 | |
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5 P > 2 C > j. C > D + P > C > j. C > 7 j. C > 7 j. C > 7 j. C > 2 B A + D > D > 214 B + C > P
#semblance #dpPunish #16k #14k
non-semblance dmg: 14'761
execution tip: mash j.C so 5P comes out easily
meterless note: you should have meter unless you pushblocked and still can't build enough meter or you can't kill but that's an edge case
meterless j.C ender no-semblance: 11'064 dmg
note: combo techs out immediately, can't link into 2C because the frame advantage of j.C non-semblance is not enough, linking to dp is scary because he could tech out at the second hit and punish you for it (don't attempt it)
meterless j.C > D > 2C ender semblance only: 12'264 dmg, leads to 2C knockdown (=> 2C mix)
semblance note:
Because of j.C hitstun, you can j.C > D > 236C > 214B+C > P for style points if you have 5 meters or even if you are stupid enough to attempt 2BA+D > 5BB236C > 214[B+C] > P ender (pls don't extend with 5BB[B], the dmg is not worth the risk of him teching out)
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16.056 | Makoto Nanaya | 2 | None | 4 | |
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5 A 214 A A A 6 P > 214 A A A > D + P > 6 A > 6 A A 236 B > 5 B B [ B ] 214 [ B + C ] > P
#semblance #ToD #14k #16k #dpPunish #midscreen
on counterhit, will deal 16k, Vatista being the only char that can't get counterhit (and consequently escape this combo)
non-semblance: 14'350 dmg
236B is a combo filler and happened to not launch because of Yang 6P
The reason that I don't go for resonance version of the combo is that a 3rd Yang 6P outdamages semblance dmg bonus and you can extend the combo with 5BB[B] (5AAA would tech immediately)
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15.948 | Yang Xiao Long | 2 | None | 4 | |
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CORNER (CH) 5 A > 214 B > 236 B > 5 P > 236 B > C C > 5 P > 5 A > 236 B > Switch > 5 B > 214 B C > DHC
it's kinda a universal route for every character in the corner with Hakumen and Gordeau,and you can put a 5A before the second 236B but it's possible to not get your CC DHC
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15.824 | Gordeau | 2 | None | 5 | |
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5 A A A 214 A A A xx 236 B + C > 4 A A 5 B 236 B +C > 4 A 5 B B 2 C 214 A A A xx 236 B + C > 214 B + C
The combo itself is very situationnal but what's important is to learn in what ways can Makoto exploit the corner on her own to do more dmg
The most important take-away is that you can link 236B+C > 214B+C with some specific juggles:
5BB[B]236[B+C] > 214[B+C]
214AAA xx 236B+C > 214B+C only in resonance
The other take-aways are...
If you are in resonance, you want to link as much BBS (big bang smash aka 236B+C) as possible:
you can always hit 4A after a BBS in the corner, which given sufficient hitstun, can link into:
4A5AAA5BB214AAA xx 236B+C (or 5BB[B]), 4AA5B236B+C or 4A5BB2C214AAA xx 236B+C (or 5BB[B])
Starter notes:
5A214AAA doesn't lead into more dmg
Depending on how close you are to the corner, you may want to do a full bnb so even if you start from around midscreen, you can still end with 5BB214AAA (more corner carry then 5BB[B]) xx 236B+C > 214B+C and optionnal 214B+C loop
Meter notes:
You want to watch your ressources. You can stall time so your resonance regens (enhanced by resonance level) more meters for you to loop supers. You can also go straight into 5AAA214AAA xx 236B+C if you resonance timer is low (so you don't get bursted) and you get more dmg than doing from a complete bnb (bnb kills the scalling of the supers, 214B+C loop is also not great) if you can complete the combo in time.
bnb starter (5AAA5BB214AAB > 5AAAA5BB[B]) allows for regen but you won't be able to cancel into super nor access 8 meters if reso timer runs out
Reminder:
astral is optimal, don't meme and lose because you wanted to loop supers
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14.727 | None | 0 | Level 3 | 8 | |
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6 P > 5 A > 5 [ B ] (full charge) B > 236 B > D + P > 6 P > 214 ~ B > 6 P > 214 ~ B > 6 P > 214 ~ B > D (active switch) > 214 B + C > 5 P
Corner only. Best if used as a punish on DP/burst. The beginning 6P > 5A can be piano'd by just holding forward.
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14.350 | Yuzuriha | 2 | None | 4 | |
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5 A A A 5 B B > 9 jc. B B C + 5 P > 2 B > j. C > D + P > 2 B A + D > D > 214 [ B + C ] > P
#semblance
non-semblance dmg: 11'075
Makoto charge mechanic is useful in this combo because you can delay a lot before she punches while still beginning the super right before the CC gauge runs out: hold B+C and release to punch ("[B+C]")
The charge UI element doesn't show up, probably because the game developper thought "no dmg buff due to mechanic so no need to show it" but it's still there even though the damage is the same charged or uncharged while in resonance/cross combo.
You get more dmg if you don't do 5AAA or j.BB part. Cutting out j.BB makes the combo harder for no reason and you may need as a player just a bit of time to realise that you want to do a CC combo (1 extra second of thinking while performing the combo).
Take into account the 2BA+D juggle to appropriately time when you release 214B+C
Semblance note:
semblance makes every move have more hitstop so the muscle memory between the semblance and non-semblance combo is different. Here, j.C and 2BA+D part of the combo take a lot more time in semblance so you need to take that into account.
It may happen that you run out of CC time and get the non-buffed version of the super but it still connects. At worse, you rush to cancel Makoto super, miss the link and get punished for whiffing 214B+C
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12.881 | Makoto Nanaya | 2 | None | 4 | |
| 5 A > 5 A A > 2 C > 236 A ~ 5 B ~ 4 [ B ] > dl. 5 P > 236 A ~ 5 [ A ] ~ 5 [ A ] > 5 P + D > 5 D > 5 A > 5 A A > 5 A A A > 5 B + [ P ] > 2 C > 2 1 4 B + C > 5 P | 12.144 | Es | 2 | None | 4 | |
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5 A > 2 C > 236 C ~ C ~ C > dl. 236 B + C > 5 A > 5 B > 214 B ~ B > 9 > j. C > 214 C > 2 B > 2 C > 236 C ~ C ~ C > 236 B + C
Corner-only.
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11.176 | None | 0 | Level 2 | 7 | |
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5 B B B > 214 B B B > 5 P > 214 B B B > [ P + D ] > 5 P > 214 [ B + C ] > P
Stuff after CC activation only works in corner, or 5P whiffs it's 2nd hit.
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11.046 | Es | 2 | None | 4 | |
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5 B > 5 B B > 2 C > 236 C > 5 A > 5 A A > 5 A A A > 5 B > 5 B B > 9 > j. B > j. B B > 9 > j. B > j. B B > j. 236 C > 214 B + C
Corner-only.
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10.446 | None | 0 | Level 1 | 4 | |
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5 B B > 5 P > ~ 236 A > D > 5 A A A 5 B B > 9 jc. B B 236 C > 5 B B > 9 hjc. B B C + 5 P > 2 B A + D > D > 214 [ B + C ] > P
credit to stoneee3
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9.011 | Yang Xiao Long | 2 | None | 5 | |
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5 A > 2 B > 2 B B > 2 C > dl. 5 B > jc > j. B > dl. j. A > j. 236 B [ B ] > land > 2 B > 5 B > 5 B B > jc > j. B > dl. j. B B > j. 236 A [ A ] > land > 236 B B B
Universal mid-screen combo - requires point blank 5A starter
Drop the second 236B slash during first aerial portion for significantly easier combo or if not point blank 5A starter (6892 damage)
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7.000 | None | 0 | None | 0 | |
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5 A > 5 B > 5 B B > 2 C > dl. 2 B > 9 > j. A > j. A A > j. B > j. 236 A ~ 5 [ B ] > 5 A > 9 > j. A > j. A A > j. B > j. 236 A ~ 5 [ B ] > 236 A ~ 5 [ A ] ~ 5 [ A ]
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6.940 | None | 0 | None | 0 | |
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5 A A A 5 B B 214 A A B > 5 A A A 214 A A B > 5 A A A 5 B B [ B ] > 9 jc. B > 9 jc. B [ A + D ]
#universal #bnb
Combo tips: don't charge 214AAB, it's not 214AA[B], just tap B and don't hold
don't do a super jump cancel, do a normal one
5BB214AAB > 5AAA is not the easiest part but it's really core to her combos structure and it waste a lot of time for you to regenerate your partner, your assist gauge (and the enemy's) or waste resonance time if the enemy popped it, so learn it
Doing more dmg:
5BB[B]214[B+C] ender does 8'381 dmg and it does above half the health of 80% of the cast
Some meterless combos can do higher dmg than this one but it requires hard links that you ain't gonna do online
1 meter: sirius jolt is really poor, 214AAC is also poor dmg wise (links to 5A or 5BB[B] if too much hitstun decay), 214AC links from 5AAA5B in the corner only
Corner: 5BB214AAA > 4A5A link is hard online and gives you 5AAA5BB214AAA > 4A5AAA5BB[B] > 9jc.B > 9jc.B[A+D] combo for 7'272 dmg (400 dmg upgrade). Don't do it though (I never use it but it's there if you want to get style points at your local).
Hitstun decay notes:
squeezing 214AAB > 5AAA214AAB is only possible from 5A starter, otherwise the enemy techs out immediately at the end
from any starter (j.CAA, j.AA, 2C214AAB > 5A...) you can loop once: 5AAA5BB214AAB > 5AAA5BB[B]
5BB[B] > j.B > j.B[A+D] is the most safe ender since j.A has poor hitstun unlike j.B and 5BB[B] almost never techs out unlike 5AAA
you will see people doing j.A(A)B > j.A(A)BC as ender (or some other shit) but it's not nearly as universal and safe as 5BB[B] > j.B > j.B
In-game tips:
The combo itself is really tilting when you get hit by it because it takes so much fucking time for it to end. On a serious note, on it's own, it stalls half a resonance timer (8+ second).
You can waste all of the resonance timer with 4 bars: you end with 5BB[B]214[B+C] > 214[B+C] where you don't do 214[B+C] 3rd hit and instead loop it back into another 214[B+C].
For style points, you can loop 214[B+C] up to 4 times.
For even MORE style points, you can do 214[B+C] > 9j.C if you know j.C can kill: 214[B+C] is only lethal with the 3rd hit (dramatic effect and shit). You can literally tell your opponent to go get a PHD because the resonance bnb version leads to 214[B+C] 4x ORA ORA ORA loop into cute j.C ender for a 147 hits combo that takes 30s+ to end (note, you can resonance cancel 5BB214AAA xx 214[B+C] instead of 5BB[B]214[B+C] for more dmg)
j.C is unescapable, you can't burst 214[B+C] > j.C
Note: it's only fun the first 2-3 times if you want friends but outside of that, who knows if you can break an opponent mental state with a j.C ender in a tournament settings (accept to eat shit if you fail the j.C link)
You can remove one j.B and delay [A+D] second hit so you can chase their tech better and start pressuring them again with 2A/5A (it's not real but it looks real: you may lose against some buttons if you try to chase but the point is to catch people being late to react to you running at them and you can still block their wakeup super anyway)
if you can make them block 2A/5A, you can throw cancel from it or stagger 5AAA5BB (which is noted 5A~A~A), surprise cancel into 5C (unsafe on block, careful) which is a frametrap even when late cancelled after some buttons (5AA or 5BB for instance), 5A > nothing to bait a pushblock for a free dp punish, cheeky 5A jump cancel j.C to catch some throw masher if you have the read (counterhit j.C is glorious)
You can use [A+D] knockdown to hard swap your partner so Makoto can regen
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6.844 | None | 0 | None | 0 | |
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5 A A A 5 B B [ B ] > 9 hjc. A A B > 9 j. A A B A + D ~ [ A ]
#universal
leads to 5f meaty 5A with backdash, hold forward and 5A for neutral and back tech
to perform the dp correctly, don't hold A+D and release, instead tap A+D, then press, hold and release A
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6.807 | None | 0 | None | 0 | |
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5 A > 5 A > 5 A > 5 B > 5 B > 5 B > 9 > j. A > j. A > 9 > j. A > j. A > j. 236 B
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5.744 | None | 0 | None | 0 | |
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5 A > 5 A > 2 B > 2 C > 5 B > 5 B > 9 > j. A > j. B > j. 9 > j. A > j. B > j. C
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4.489 | None | 0 | None | 0 | |
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555
555
555
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200 | None | 1 | None | 1 |