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Rogue Page Update from template:
-Dash 2{{lk}} > 5{{lp}}, slight pause, 236+KK (without pause the super will whiff, technically will combo reset but it is inescapable.)


{{MVC2 Character Intro|char= rogue|full=Rogue|short=ROG|content=
-Dash hcb + {{hk}}, dash c.2{{lk}} > 5{{lp}} xx SJ, j.{{lp}} > j.{{lk}} > j.{{mp}} > j.{{mk}} > j.{{hk}}
== Introduction ==


Rogue is a solid team-player with great damage, good mobility, and a solid mixup game due to her air dash. She can hang with some of the top tiers with the right assists and who doesn't want to give their opponent a kiss every now and again?
-Dash hcb + {{hk}} xx 236+PP (hold up to steer super correctly.)


'''TO-DO''': Add frame data, as well as missing sprites
-c.6{{hk}}, dash c.2{{lk}} > 5{{mp}} xx SJ, j.{{lp}} > j.{{lk}} > j.{{mp}} > j.{{mk}} > j.{{hp}} > j.{{hk}} > j.2+{{hp}} > j.2+{{hk}}
== Gameplay ==
{{2 Column Flex|flex1=6|flex2=4
|content1=
{{Content Box|content='''Rogue''' is a rushdown, mixup character who can use her air dash and command throws to open up the opponent. Her main strengths are [as follows] but their weaknesses are [so and so].
{{ProConTable
|pros=
* Air Dash
* Power Drain lets you power up, check below for list of bonuses.
|cons=
* Not as fast as some of the top tiers
* Other Issues Here
}}
}}
|content2=
{{Content Box|content=
<center><youtube>re1IjZsUGtU</youtube></center>
}}
}}
}}


== Character Summary ==
-236+{{lp}}, dash(x2) 5{{lk}} > 5{{mk}} > 5{{hk}} xx hcb + {{lk}} xx 236+PP
{{3 Column Flex
|content1=
{{Content Box|header=Special Moves (Example)|content=
;Repeating Punches {{airok}}
*{{qcf}}+{{p}}
;Rishing Repeating Punches
*{{dp}}+{{p}} (Mash)
;Dive Punch
*{{dp}}+{{k}} Press {{k}} to activate early.
;Power Drain {{airok}} {{throw}}
*{{qcb}}+{{k}}
}}
|content2=
{{Content Box|header=Hyper Combos (Example)|content=
;Goodnight Sugah (Mashable)
*{{qcf}}+{{lp}}+{{hp}}
;Hyper Repeating Punches (THC Only)
*{{a1}}+{{a2}}
}}
|content3=
{{Content Box|header=Assist Types (Example)|content=
;Type α - Expansion Type
*Assist: {{hp}} Rising Punches ({{otg}})
*Counter: {{hp}} Rising Punches
*Combination: Hyper Repeating Punches
;Type β - Projectile Type
*Assist: {{hp}} Repeating Punches
*Counter: {{hp}} Repeating Punches
*Combination: Hyper Repeating Punches
;Type γ - Anti-air Type
*Assist: {{hk}} Power Drain
*Counter: {{hk}} Power Drain
*Combination: Hyper Repeating Punches
}}
}}


== Moves List ==
-j.{{hp}}, dash 3{{hp}} xx SJ, j.{{lp}} > j.{{lk}} > j.{{mp}} > j.{{mk}}, j.6+{{hp}}


=== Assists ===
-j.2{{lk}} > j.{{hk}}, dash c.5{{lp}} > c.5{{mp}} xx SJ, j.{{lp}} > j.{{lk}} > j.{{mp}} > j.{{mk}} > j.{{hp}}/{{hk}}


{{MoveData
-j.2{{lk}} > j.{{lp}} > j.{{hp}}, c.2{{lk}} > 2{{mk}} > 2{{hk}} xx 236+PP
|image=
|caption= Type α
|name= Assist Type
|linkname= 
|input= A1 // A2
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard= 
|Special Property= 
|Cancel= 
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Crossover Assist move. Alpha Counter is X. Team Hyper Combo super is Y.
}}
}}<br>
{{MoveData
|image=
|caption= Type β
|name= Assist Type
|linkname= 
|input= A1 // A2
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard= 
|Special Property= 
|Cancel= 
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Crossover Assist move. Alpha Counter is X. Team Hyper Combo super is Y.
}}
}}<br>
{{MoveData
|image=
|caption= Type γ
|name= Assist Type
|linkname= 
|input= A1 // A2
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard= 
|Special Property= 
|Cancel= 
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Crossover Assist move. Alpha Counter is X. Team Hyper Combo super is Y.
}}
}}<br>


=== Normal Moves ===
-c.2{{mp}} links into:
(keep '''only one''' of these, and '''update the inputs''' for their medium attacks as needed)


-When grounded, [charactername] has the Hunter type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}} > {{lk}} > {{mp}} > {{mk}} > {{hp}} > {{hk}} cancel tree.
*f.5{{lk}}
*f.5{{lp}}
--f.5{{lk}} has more range but a tighter link window, f.5{{lp}} is stubbier but a more lenient link window.


-When grounded, [charactername] has the Marvel type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}}/{{lk}} > {{mp}}/{{mk}} > {{hp}}>{{hk}} cancel tree.
-Dash, c.2{{lp}} > c.2{{mp}}, f.5{{lk}} > 5{{mk}} > 5{{hk}}


-When grounded, [charactername] has the 2-Hit type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}}/{{lk}} > {{mp}}/{{mk}}/{{hp}}/{{hk}} cancel tree.
-Dash, c.2{{lp}} > c.2{{mp}}, f.5{{lp}} > 5{{mk}} > 5{{hk}}


--c.5{{lp}} links into:


==== Ground Normals ====
*c.5{{lp}} up to 2 times
*far 5{{lp}}


{{MoveData
-c.5{{lp}}(x3), f.5{{lp}} > c.{{hk}}, (OTG) c.2{{lk}} > 5{{lp}} x SJ...
|image=
|caption=
|name= Light Punch
|linkname= 5LP
|input= 5{{lp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


{{MoveData
--c.5{{hp}} links into
|image=
|caption=
|name= Medium Punch
|linkname= 5MP
|input= 5{{lp}} after a {{lp}} or {{lk}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


{{MoveData
*c.5{{lp}}
|image=
|caption=
|name= Heavy Punch
|linkname= 5HP
|input= 5{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
{{MoveData
|image=
|caption=
|name= Light Kick
|linkname= 5LK
|input= 5{{lk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


{{MoveData
-c.5{{hp}}, 5{{lp}} xx SJ, j.{{lk}} > j.{{mk}} > j.{{hk}}
|image=
|caption=
|name= Medium Kick
|linkname= 5MK
|input= 5{{lk}} after a {{lp}}, {{lk}}, or {{mp}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


{{MoveData
--j.c.{{mk}} links into:
|image=
|caption=
|name= Heavy Kick
|linkname= 5HK
|input= 5{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


{{MoveData
* j.{{lk}}
|image=
* j.{{hk}} can link into itself
|caption=
|name= Crouching Light Punch
|linkname= 2LP
|input= 2{{lp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


{{MoveData
-3{{hp}} x SJ, j.{{lk}} > j.c.{{mk}} x AD8, j.{{lk}} > j.{{mk}} > j.{{hk}}, j.{{hk}} (while falling)
|image=
|caption=
|name= Crouching Medium Punch
|linkname= 2MP
|input= 2{{lp}} after a {{lp}} or {{lk}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


{{MoveData
--j.{{mp}} links into:
|image=
|caption=
|name= Crouching Heavy Punch
|linkname= 2HP
|input= 2{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
{{MoveData
|image=
|caption=
|name= Crouching Light Kick
|linkname= 2LK
|input= 2{{lk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


{{MoveData
* j.{{lp}}
|image=
|caption=
|name= Crouching Medium Kick
|linkname= 2MK
|input= 2{{lk}} after a {{lp}}, {{lk}}, or {{mp}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


{{MoveData
-2{{lp}} > 5{{mp}} x SJ, j.{{lk}} > j.{{mp}}, j.{{lp}} > hold 7 + j.f.{{lp}} > j.{{lk}} > j.{{hk}}
|image=
(far normals should account for backwards drift)
|caption=
|name= Crouching Heavy Kick
|linkname= 2HK
|input= 2{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>


--Fly Combos


==== Air Normals ====
-Dhalsim can use his flight mode and links together to extend combos and maximize damage.
(keep '''only one''' of these, and '''update the inputs''' for their medium attacks as needed)


-When in the Normal Jump state, [charactername] has the Hunter type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}} > {{lk}} > {{mp}} > {{mk}} > {{hp}} > {{hk}} cancel tree.
-c.2{{lp}} > c.5{{lp}} x SJ, j.{{lk}} X Fly, j.{{lk}} > j.{{mk}} > j.{{hk}}, j.{{lk}} x Fly, j.{{lk}} > j.{{mk}}, j.{{lk}} > j.{{mk}} > j.{{hk}} xx Fly, j.{{lk}} > j.{{lk}} > j.{{hk}}
 
-When in the Normal Jump state, [charactername] has the Marvel type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}}/{{lk}} > {{mp}}/{{mk}} > {{hp}}>{{hk}} cancel tree.
 
-When in the Normal Jump state, [charactername] has the 2-Hit type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}}/{{lk}} > {{mp}}/{{mk}}/{{hp}}/{{hk}} cancel tree.
 
 
{{MoveData
|image=
|caption=
|name= Air Light Punch
|linkname= j.LP
|input= j.{{lp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Air Medium Punch
|linkname= j.MP
|input= {{lp}} after a {{lp}} or {{lk}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Air Heavy Punch
|linkname= j.HP
|input= j.{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Air Light Kick
|linkname= j.LK
|input= j.{{lk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Air Medium Kick
|linkname= j.MK
|input= {{lk}} after a j.{{lp}}, j.{{lk}}, or j.{{mp}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Air Heavy Kick
|linkname= j.HK
|input= j.{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
 
 
 
==== Command Normals ====
 
{{MoveData
|image=
|caption=
|name= Direction + Button Name
|linkname=
|input= Direction + Button Icon
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel= None
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
 
 
 
=== Universal Mechanics ===
 
{{MoveData
|image=
|caption=
|name= Universal Launcher (Punch)
|linkname= Universal Launcher (Punch)
|input= 3{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property= Launcher (high)
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Every character has at least one of the two, sometimes both.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Universal Launcher (Kick)
|linkname= Universal Launcher (Kick)
|input= 3{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property= Launcher (away)
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Every character has at least one of the two, sometimes both.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Throw (Punch)
|linkname= Throw (Punch)
|input= 6{{hp}} // 4{{hp}} near opponent
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Every character has at least one of the two, sometimes both.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Throw (Kick)
|linkname= Throw (Kick)
|input= 6{{hk}} // 4{{hk}} near opponent
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Every character has at least one of the two, sometimes both.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Air Throw (Punch)
|linkname= Air Throw (Punch)
|input= j.6{{hp}} // j.4{{hp}} near airborne opponent
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Every character has at least one of the two, sometimes both. Unless you're Thanos.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Air Throw (Kick)
|linkname= Air Throw (Kick)
|input= j.6{{hk}} // j.4{{hk}} near airborne opponent
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Every character has at least one of the two, sometimes both. Unless you're Thanos.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Raw Tag
|linkname= Raw Tag
|input= {{lp}}+{{lk}} // {{hp}}+{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Snap Back
|linkname= Snap Back
|input= {{qcf}} + A1 / A2
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=
}}
}}
 
 
 
=== Special Moves ===
 
{{MoveData
|image=
|caption=
|name= Special Move Name
|linkname= Special Move Name
|input= Motion + Button Icon
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description=
}}
}}<br>
 
 
 
=== Hyper Combos ===
 
{{MoveData
|image=
|caption=
|name= Hyper Combo Name
|linkname= Hyper Combo Name
|input= Motion + Button Icon
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
 
 
 
== Other ==
 
{{MoveData
|image=
|caption=
|name= Direction + Button Name
|linkname=
|input= Direction + Button Icon
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel= None
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= aaa
}}
}}<br>
 
 
 
=== Taunt ===
static image goes here, unless youre jin or something
 
 
 
=== Colors ===
First row: {{lp}}, {{hp}}, A1. Second row: {{lk}}, {{hk}}, A2.
 
[[Image:Mvc2-juggernaut.png]] image of character colors go here
 
 
{{Navbox-MVC2}}
[[Category: Marvel Vs. Capcom 2]]

Latest revision as of 17:04, 2 October 2024

-Dash 2Lk.png > 5Lp.png, slight pause, 236+KK (without pause the super will whiff, technically will combo reset but it is inescapable.)

-Dash hcb + Hk.png, dash c.2Lk.png > 5Lp.png xx SJ, j.Lp.png > j.Lk.png > j.Mp.png > j.Mk.png > j.Hk.png

-Dash hcb + Hk.png xx 236+PP (hold up to steer super correctly.)

-c.6Hk.png, dash c.2Lk.png > 5Mp.png xx SJ, j.Lp.png > j.Lk.png > j.Mp.png > j.Mk.png > j.Hp.png > j.Hk.png > j.2+Hp.png > j.2+Hk.png

-236+Lp.png, dash(x2) 5Lk.png > 5Mk.png > 5Hk.png xx hcb + Lk.png xx 236+PP

-j.Hp.png, dash 3Hp.png xx SJ, j.Lp.png > j.Lk.png > j.Mp.png > j.Mk.png, j.6+Hp.png

-j.2Lk.png > j.Hk.png, dash c.5Lp.png > c.5Mp.png xx SJ, j.Lp.png > j.Lk.png > j.Mp.png > j.Mk.png > j.Hp.png/Hk.png

-j.2Lk.png > j.Lp.png > j.Hp.png, c.2Lk.png > 2Mk.png > 2Hk.png xx 236+PP

-c.2Mp.png links into:

  • f.5Lk.png
  • f.5Lp.png

--f.5Lk.png has more range but a tighter link window, f.5Lp.png is stubbier but a more lenient link window.

-Dash, c.2Lp.png > c.2Mp.png, f.5Lk.png > 5Mk.png > 5Hk.png

-Dash, c.2Lp.png > c.2Mp.png, f.5Lp.png > 5Mk.png > 5Hk.png

--c.5Lp.png links into:

  • c.5Lp.png up to 2 times
  • far 5Lp.png

-c.5Lp.png(x3), f.5Lp.png > c.Hk.png, (OTG) c.2Lk.png > 5Lp.png x SJ...

--c.5Hp.png links into

  • c.5Lp.png

-c.5Hp.png, 5Lp.png xx SJ, j.Lk.png > j.Mk.png > j.Hk.png

--j.c.Mk.png links into:

  • j.Lk.png
  • j.Hk.png can link into itself

-3Hp.png x SJ, j.Lk.png > j.c.Mk.png x AD8, j.Lk.png > j.Mk.png > j.Hk.png, j.Hk.png (while falling)

--j.Mp.png links into:

  • j.Lp.png

-2Lp.png > 5Mp.png x SJ, j.Lk.png > j.Mp.png, j.Lp.png > hold 7 + j.f.Lp.png > j.Lk.png > j.Hk.png (far normals should account for backwards drift)

--Fly Combos

-Dhalsim can use his flight mode and links together to extend combos and maximize damage.

-c.2Lp.png > c.5Lp.png x SJ, j.Lk.png X Fly, j.Lk.png > j.Mk.png > j.Hk.png, j.Lk.png x Fly, j.Lk.png > j.Mk.png, j.Lk.png > j.Mk.png > j.Hk.png xx Fly, j.Lk.png > j.Lk.png > j.Hk.png