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Ground Combo Chain: Weak to Strong<br> | |||
Jumping Combo Chain: Weak to Strong<br> | |||
Super Jumping Chain: Hunter<br> | |||
Aerial Rave Launcher: Crouching HP - 2nd hit / Standing HK - 2nd hit<br> | |||
Aerial Rave Finisher: HP, HK<br> | |||
Flying Attack: Standing HP<br> | |||
Knockdown Attack: Crouching HK<br> | |||
Ground Throws: b / f + MP / HP<br> | |||
Aerial Throws: any direction but d / u + MP / HP<br> | |||
Variable Assist: LK Gamma Charge (Taichi)<br> | |||
Variable Counter: HK Gamma Charge (Taichi) (can redirect)<br> | |||
Variable Combination: Gamma Wave<br> | |||
== Normal Moves == | == Normal Moves == | ||
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== Special Moves == | == Special Moves == | ||
Gamma Slam qcf + P | Gamma Slam qcf + P<br> | ||
Gamma Tornado hcb + P<br> | |||
Gamma Charge (Taichi) Charge b,f + K,(direction +) K<br> | |||
Gamma Charge (Taikuu) Charge d,u + K,(direction +) K<br> | |||
== Super Moves == | == Super Moves == | ||
Gamma Wave qcf + PP<br> | |||
Gamma Crush qcb + PP, then direct b / f<br> | |||
= The Basics = | = The Basics = | ||
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== Combos/Infinites == | == Combos/Infinites == | ||
1. J.Roundhouse, S.Jab -> S.Fierce | 1. J.Roundhouse, S.Jab -> S.Fierce<br> | ||
2. Gamma Charge, U/F or U Gamma Charge | 2. Gamma Charge, U/F or U Gamma Charge<br> | ||
3. C.Fierce (2 hits) XX Gamma Crush, hold D | 3. C.Fierce (2 hits) XX Gamma Crush, hold D<br> | ||
4. S.Roundhouse (air counter) -> SJ.Air Throw | 4. S.Roundhouse (air counter) -> SJ.Air Throw<br> | ||
5. (corner) D.S.Jab -> S.Fierce XX Jab Gamma Tornado (FS) | 5. (corner) D.S.Jab -> S.Fierce XX Jab Gamma Tornado (FS)<br> | ||
6. (corner) S.Roundhouse (2 hits) XX Jab Gamma Tornado (FS) | 6. (corner) S.Roundhouse (2 hits) XX Jab Gamma Tornado (FS)<br> | ||
7. C.Fierce (1st hit or 2 hits) XX Gamma Wave | 7. C.Fierce (1st hit or 2 hits) XX Gamma Wave<br> | ||
*INTERMEDIATE COMBOS* | *INTERMEDIATE COMBOS* | ||
8. J.Short -> J.Roundhouse, S.Strong XX Gamma Charge, U/F or U Gamma Charge | 8. J.Short -> J.Roundhouse, S.Strong XX Gamma Charge, U/F or U Gamma Charge | ||
9. (IN corner) Fierce Gamma Tornado (FS), C.Jab (OTG) -> S.Fierce | 9. (IN corner) Fierce Gamma Tornado (FS), C.Jab (OTG) -> S.Fierce<br> | ||
10. J.Roundhouse, C.Short -> C.Fierce (2 hits) -> SJ.Jab -> SJ.Strong -> | 10. J.Roundhouse, C.Short -> C.Fierce (2 hits) -> SJ.Jab -> SJ.Strong -> | ||
SJ.Forward -> SJ.Fierce (FS) | SJ.Forward -> SJ.Fierce (FS)<br> | ||
11. S.Roundhouse (air counter) XX Gamma Crush :) | 11. S.Roundhouse (air counter) XX Gamma Crush :)<br> | ||
12. J.Short -> J.Roundhouse, S.Fierce XX Gamma Charge, U/F or U Gamma Charge | 12. J.Short -> J.Roundhouse, S.Fierce XX Gamma Charge, U/F or U Gamma Charge<br> | ||
13. J.Roundhouse, S.Short -> C.Forward XX Gamma Charge, U/F or U Gamma Charge | 13. J.Roundhouse, S.Short -> C.Forward XX Gamma Charge, U/F or U Gamma Charge<br> | ||
14. D.C.Short -> C.Fierce (2 hits) -> SJ.Jab -> SJ.Short -> SJ.Strong -> | 14. D.C.Short -> C.Fierce (2 hits) -> SJ.Jab -> SJ.Short -> SJ.Strong -> | ||
SJ.Forward -> SJ.U+Roundhouse (FS), SJ.Roundhouse | SJ.Forward -> SJ.U+Roundhouse (FS), SJ.Roundhouse<br> | ||
15. D.S.Jab -> C.Fierce (1st hit) XX Jab Gamma Tornado (FS) | 15. D.S.Jab -> C.Fierce (1st hit) XX Jab Gamma Tornado (FS)<br> | ||
*ADVANCED COMBOS* | *ADVANCED COMBOS* | ||
16. (corner) J.Roundhouse, C.Fierce (2 hits) XX Vertical Gamma Charge XX | 16. (corner) J.Roundhouse, C.Fierce (2 hits) XX Vertical Gamma Charge XX Gamma Charge U, S.Fierce (OTG) XX Jab Gamma Tornado<br> | ||
= Match-ups = | = Match-ups = |
Revision as of 12:07, 5 January 2016
Introduction
Ground Combo Chain: Weak to Strong
Jumping Combo Chain: Weak to Strong
Super Jumping Chain: Hunter
Aerial Rave Launcher: Crouching HP - 2nd hit / Standing HK - 2nd hit
Aerial Rave Finisher: HP, HK
Flying Attack: Standing HP
Knockdown Attack: Crouching HK
Ground Throws: b / f + MP / HP
Aerial Throws: any direction but d / u + MP / HP
Variable Assist: LK Gamma Charge (Taichi)
Variable Counter: HK Gamma Charge (Taichi) (can redirect)
Variable Combination: Gamma Wave
Normal Moves
Special Moves
Gamma Slam qcf + P
Gamma Tornado hcb + P
Gamma Charge (Taichi) Charge b,f + K,(direction +) K
Gamma Charge (Taikuu) Charge d,u + K,(direction +) K
Super Moves
Gamma Wave qcf + PP
Gamma Crush qcb + PP, then direct b / f
The Basics
Advanced Strategy
Combos/Infinites
1. J.Roundhouse, S.Jab -> S.Fierce
2. Gamma Charge, U/F or U Gamma Charge
3. C.Fierce (2 hits) XX Gamma Crush, hold D
4. S.Roundhouse (air counter) -> SJ.Air Throw
5. (corner) D.S.Jab -> S.Fierce XX Jab Gamma Tornado (FS)
6. (corner) S.Roundhouse (2 hits) XX Jab Gamma Tornado (FS)
7. C.Fierce (1st hit or 2 hits) XX Gamma Wave
- INTERMEDIATE COMBOS*
8. J.Short -> J.Roundhouse, S.Strong XX Gamma Charge, U/F or U Gamma Charge
9. (IN corner) Fierce Gamma Tornado (FS), C.Jab (OTG) -> S.Fierce
10. J.Roundhouse, C.Short -> C.Fierce (2 hits) -> SJ.Jab -> SJ.Strong ->
SJ.Forward -> SJ.Fierce (FS)
11. S.Roundhouse (air counter) XX Gamma Crush :)
12. J.Short -> J.Roundhouse, S.Fierce XX Gamma Charge, U/F or U Gamma Charge
13. J.Roundhouse, S.Short -> C.Forward XX Gamma Charge, U/F or U Gamma Charge
14. D.C.Short -> C.Fierce (2 hits) -> SJ.Jab -> SJ.Short -> SJ.Strong ->
SJ.Forward -> SJ.U+Roundhouse (FS), SJ.Roundhouse
15. D.S.Jab -> C.Fierce (1st hit) XX Jab Gamma Tornado (FS)
- ADVANCED COMBOS*
16. (corner) J.Roundhouse, C.Fierce (2 hits) XX Vertical Gamma Charge XX Gamma Charge U, S.Fierce (OTG) XX Jab Gamma Tornado