| Character | Inputs | Damage | Tension |
|---|---|---|---|
|
6H (CH) > 236 K > 41236 H > 66 > 6P > 5H > 9 j. D > 214 K > 6P > 6H > 214 P
Counterhit, Corner/Close to corner only,
|
256 | 0 | |
|
6 6 > 2 S > 2 H > 236 K > j. K > 6 6 j. K > j. D
test
test
|
235 | 4 | |
| j. S H D > (land) 5 S > 9 > j. P S D 236 P > j. S D > (land) 9 > j. 66 S D 4 P > (land) 9 > j. S D > (land) 9 > j. S D 236 P > j. S H | 218 | 0 | |
|
623 K dl. 236 K 66 K 2 H j. S j. D D 214 K
I'll add a video later because this can be a bit hard to read. But if you do get it then you can in general use this in any situation as long as you can grab your, opponent.
|
196 | 2 | |
| Dizzy | 2 H > 9 > j. P > j. K > j. S > j. 9 > j. P > j. S > j. D | 158 | 0 |
| Dizzy | 5 P > 5 K > 5 S > 5 H > 2 D > 236 S | 118 | 0 |
| Dizzy | 5 P > 5 S > 5 H > 2 D > 236 S | 114 | 0 |
| Dizzy | 5 P > 5 S > 5 H > 236 S | 95 | 0 |
| Sol Badguy | 2 P > 2 P > 2 P > RRC > 66 > 2 P > 2 P > 2 P > RRC > 66 > 2 P > 2 P > 2 D | 0 | 0 |
|
2K > 5S > 6P > IAD > j.S > j.H > j.D > (lands) 6K > 669 > j.K > j.S > j9 > j.K > j.S > j.H > j.623K(1) > (lands) 236H > 2S > (mc)
(Starting Mist Finer: Lv.1) The combo starter of 2K>5S>6P works on quite a number of characters. Depending on the weight class, delay air dash after jump-cancelling 6P to minimize juggle height, so that after landing from j.D you can connect 6K and later segments more easily.
|
0 | 0 | |
|
5D6 > 6H > 5H > 623K > 5S > 6P > IAD > j.S > j.H > j.D > (lands) 5S > 9 > j.D > (mc) j.K > j9 > j.D > (mc) j.P > j.D > j.623K(1) > (lands) 236H > 2S > (mc)
(Starting Mist Finer: Lv.1) Slightly delay j.D after j.H to allow 5S to connect more easily, though 5S has a very good hitbox so it is generally not a concern.
|
0 | 0 | |
|
Throw > 669 > j.K > j.S > j.H > (mc) j.P > j.K > j9 > j.K > j.S > j.H > j.D > (lands) 9 > j.D > (mc) j.S > j9 > j.D > (mc) j.D > j.623K(1) > (lands) 236H > 2S > (mc)
(Starting Mist Finer: Lv.1) Works more easily on lighter characters due to how slow Mist Cancel is at Lv.1. If you could not reach the corner after the double jump segment, you can end the combo after j.H with j.214S instead.
|
0 | 0 | |
|
5K > 5S > 6P > 27 > j66 > j.K > j.S > j.H > (mc) > j.P > j.P > (lands) 5S > 236H > 214P > 236H > 669 > j.K > j.S > j9 > j.P > j.K > j.S > j.D > j.623K(1)
(Starting Mist Finer: Lv.1) The key at the beginning is to reach the apex of super jump (backwards) before air dashing for j.K > j.S > j.H. If you have no coin at all, after landing you can end the combo with 5S>5H>623KK(1) instead.
|
0 | 0 | |
|
5D6 > 6H > 623K > 2D(1) > 214P > 669 > j.S > j.H > j.D > (mc) j.D > (lands) 9 > j.S > j9 > j.D > (mc) > j.D > j.623K(1) > (lands) 236H > 2S > (mc)
(Starting Mist Finer: Lv.1) Faust has a weird hurtbox on the wall during Dust homing that would cause Johnny's 5H to whiff. You can add 5S after 6H, but note that it would cause changes to later part of the combo due to increase in pushback. You do not need to use 623K for timing; you can also whiff 2K after 6H and walk forward for 2D.
|
0 | 0 | |
|
5S > 6P > IAD > j.S > j.H > j.D > (lands) 6K > 669 > j.H > j.D > (mc) j.S > j9 > j.S > j.H > j.D > j.623K(1)
(Starting Mist Finer: Lv.1) The cross-under side-switch after j.D is enabled due to lack of pushback from fewer hits. For example, if you started this combo with 2K>5S>6P, it'd be a lot harder or even impossible to get a side-switch, but you should still be able to connect 6K after landing.
|
0 | 0 | |
|
2D > 236H > f5S > 2H > (mc) j.D > (lands) 669 > j.S > j.H > (mc) j.K > j.D > (mc) j9 > j.K > j.S > j.H > (mc) j.P > j.D > (lands) 669 > j.P > j.P > j.K > j.D > j.623K(1)
(Starting Mist Finer: Lv.1) The j.D after 2H at the beginning is able to connect due to Bedman's horizontally large hurtbox. The most difficult part of this combo is linking double jump j.K after Mist Cancelling j.D.
|
0 | 0 | |
|
5S > 5H > 236H > 66 > 5S > 5H > 236H > 66 > 5S > 6P > 27 > j66 > j.S > j.H > (mc) j.P > j.D > (lands) 669 > j.D > (mc) j.H > j.D > (mc) j.D > (lands) 29 > j.D > (mc) j.K > j.D > j.623K(1) > 426P > YRC
(Starting Mist Finer: Lv.1) A few of the characters allow Johnny to loop 5S>5H>236H twice in the corner (or 5S>5H>236H followed by 5K>5H>236H due to pushback), thus you can level up to Mist Finer Lv.3 without having to use any more than 2 coins.
|
0 | 0 | |
|
5S > 5H > 236H > 6 > f5S > 2H > j.214K > (lands) 236H > 8 > j66 > j.K > j.S > j.H > j.D > (lands) 2H > j9 > j.S > j.D > (mc) j.D > j.214P > (lands) 236H > 669 > j.D > (mc) j.D > j.623K(1) > (lands) 236H > 2S > (mc)
(Starting Mist Finer: Lv.1) The beginning segment may be Zato specific, as you do not have enough time to walk forward for f5S>2H to combo on other characters. But you can simply use Lv.2 Mist Finer after f5S on others.
|
0 | 0 | |
|
2H > (mc) j.P > (lands) f5S > 2H > j.214K > (lands) f5S > 214[X]66 Treasure Hunt > 5S > 236H > 2H > j9 > j.S > j.D > (mc) j.D > j.214P > (lands) 236H > 669 > j.S > j.D > (mc) > j.D > j.623K(1) > (lands) 236H > 2S > (mc)
(Starting Mist Finer: Lv.1) The beginning part up till Treasure Hunt and 5S is applicable to many characters, but the delay-on-hit coin after 5S seems to be Sol specific (in order to combo 2H after coin).
|
0 | 2 | |
|
214 K > 236 P > 2 P YRC > 2 D 236 H
|
0 | 0.25 |