User:Fisharu/sandbox: Difference between revisions

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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 mobile rushdown character with a strong mixup and crossups, above average health, and good damage. Rogue’s power drain command grab can increase her stats as well, with effects such as defense up and super armor. To trade for this, Rogue is reliant on assists to help her get in and properly run her mix, and she only has one super that cannot be performed in the air. Due to her own subpar assists and her need for assists, Rogue is generally played as a point character.
-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|content=
;Repeating Punches {{airok}}
*{{qcf}}+{{p}}
;Rising Repeating Punches
*{{dp}}+{{p}} (Mash)
;Dive Punch
*{{dp}}+{{k}} Press {{k}} to activate early.
;Power Drain {{airok}} {{throw}}
*{{qcb}}+{{k}}
;Dive Kick (Air Only)
*{{d}}+{{k}}
}}
|content2=
{{Content Box|header=Hyper Combos|content=
;Goodnight Sugah (Mashable)
*{{qcf}}+{{lp}}+{{hp}}
;Hyper Repeating Punches (THC Only)
*{{a1}}+{{a2}}
}}
|content3=
{{Content Box|header=Assist Types|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