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== Movement and Neutral Options ==
{{TheoryBox
| Title      = Magneto's basic Flight Movement Pattern
| Oneliner  = For escaping the corner and gaining distance
| Difficulty = Easy
| Anchor    = MagnetoFlightPattern1
| Youtube    = q21YDIxsfQ0
| Recipe    = Jump > Airdash Upward xx {{clr|4|j.214S}} (Fly), Plink Dash > {{clr|4|j.S}}~j.896X, land
| content    =
Basic Magneto movement pattern. Useful for more keepaway-focused styles, as it allows Magneto to retreat to the air, and land a safe distance away from the opponent. Perform a regular jump and airdash upwards to reach superjump height. When at the desired height, repeatedly plink dash reposition horizontally. Once you are a comfortable distance away from the opponent, you can return to the ground by using {{clr|4|j.S}} to cancel Flight, then kara-canceling {{clr|4|j.S}} into Magnetic Blast. If done properly, the Magnetic Blast will protect Magneto from the front as he falls, and can even be hitconfirmed into a combo if the opponent tries to contest it.
*It is important to use a regular jump and upwards airdash, and not a superjump. By reaching superjump height this way, you retain your ability to call assists. '''This gives you an immediate advantage over opponents who try to chase you to superjump height''' - you can call your assists, and they can't call theirs.
*You are reasonably protected against attacks from the front when landing with a Magnetic Blast. However, you are not protected from behind, and may be vulnerable to cross-unders upon landing if the opponent is close enough and fast enough. This can be mitigated by continuing to hold (down)forward as you land with the Magnetic Blast input, which will OS block a cross-under attempt.
}}
{{TheoryBox
| Title      = Plink Dash Magnetic Blast
| Oneliner  =
| Difficulty = Intermediate
| Anchor    = MagnetoPlinkMagneticBlast
| Youtube    = q98Npgxd9Rc
| Recipe    = j.896M+H~{{clr|1|L}} OR j.8963M+H~{{clr|1|L}} OR j.89632M+H~{{clr|1|L}}
| content    =
Plinking a dash input into Magnetic Blast allows Magneto to approach behind the projectile with the maximum amount of coverage and speed. It is a powerful, safe approach tool when mastered.
It may be easier to input the Magnetic Blast input as a full half-circle {{clr|1|j.47896L}} instead of only doing the required 896 motion, especially if trying to perform the input quickly after leaving the ground.
If trying to retreat rather than approach, do not bother plink dashing Magnetic Blast. Plinked backdash Magnetic Blast is significantly harder and not actually faster than just canceling the backdash into a normal Mag Blast input.
}}
{{TheoryBox
| Title      = Box Dash Magnetic Blast
| Oneliner  =
| Difficulty = Intermediate
| Anchor    = MagnetoBoxMagneticBlast
| Recipe    = Jump Back > j.4M+H > {{clr|1|7896L}} OR Jump > j.5M+H > {{clr|1|896L}}
| content    =
Perform an Instant Airdash just off the ground and immediately cancel into Magnetic Blast, falling alongside it. Allows Magneto to cover either his approach or retreat to move around at regular jump height with relatively little risk. This movement option is also useful for several combo routes.
}}
== Mixup Theory ==
=== General Offensive Options ===
Magneto's basic offense is built off the strength of his powerful Light normals to generate good frame advantage and dance around his opponent for Left/Right, High/Low, and Strike/Throw mixups all in one. Because his Light normals are fast, cause relatively little blockstun, and can be rapid-fire chained or staggered, it is very dangerous for opponents to mash pushblock against Magneto.
*{{clr|1|2L}} - Basic Fast low. {{clr|1|2L}} -> Delay > {{clr|1|2L}} will bait pushblock, discouraging the opponent from using it and allowing Magneto to perform more advanced mixups.
*{{clr|1|j.L}} - Downward airdashes plinked into {{clr|1|j.L}} can be used to attack with fast overheads (or fakeout a {{clr|1|j.L}} and go Low instead), and then land-cancel the recovery for large block advantage.
*{{clr|1|5L}} - Whiffs against normal-sized crouching opponents, which can be exploited by whiffing on purpose against an opponent holding down-back and then throwing them. Will also catch opponents trying to chicken-block.
Conversely, Magneto's grounded {{clr|2|M}} and {{clr|3|H}} normals have poor frame advantage and lack strong cancel option that keep Magneto's turn. It is recommended to avoid chaining into them unless you have confirmed a hit.
{{TheoryBox
| Title      = "Twinkle Toes" High/Low/Throw Mixup
| Oneliner  = Fast, loopable, confirmable pressure
| Difficulty = Intermediate
| Anchor    = MagnetoHLTMixup1
| Recipe    = Jump forward > Airdash Down > {{clr|1|j.L}}: 987412M+H ~ {{clr|1|j.L}}
| content    =
Basic fast overhead setup. Depending on how you time the airdash down, you can either cross up a crouching opponent or land same-side while attacking with a falling {{clr|1|j.L}}. Mix in {{clr|1|2L}} lows, empty-jump throws, additional repeated {{clr|1|j.L}} reps, and various timing changes as desired.
Try your best to airdash straight down, rather than down-back or down-forward, when attacking with {{clr|1|j.L}}. This will make any follow-up confirm or additional pressure easier.
}}
''All the different variants of this setup would go down here.''
=== Oncoming and Snapback ===
{{TheoryBox
| Title      = Oncoming Meaty j.S
| Oneliner  =
| Difficulty = Intermediate
| Anchor    = MagnetoOncomingMixup1
| Youtube    = UjIIHAYETN0
| Recipe    = 4XX > 6XX+{{clr|5|A}} > Superjump Forward > 2M+H~{{clr|4|j.S}}, land
| content    =
Basic setup for forcing an opponent to block a large meaty hit on incoming, while supported by any common powerful assist such as Sentinel Drones or Doom Missiles.
The strength of this meaty hit is that Magneto land-cancels {{clr|4|j.S}} while the opponent is still in blockstun. If the opponent attempts a pushblock, Magneto can dash back up to the opponent and throw them out of Advancing Guard recovery.
}}
''All the different variants of this setup would go down here.''
{{TheoryBox
| Title      = Sideswitch Snapback to Midscreen Oncoming
| Oneliner  =
| Difficulty = Advanced
| Anchor    = MagnetoSideSwitchSnap
| Youtube    = W60PFFnsMC8
| Recipe    = [Any combo into corner Hyper Grav Loops] > Superjump Up-Back > j.2L+M~{{clr|3|H}}, land, {{clr|3|5H}} xx {{clr|1|214L}}, Superjump Up > j.6XX (sideswitch here) > {{clr|1|j.896L}}, land, {{clr|5|236A}}
| content    =
Magneto has very strong corner carry, but it may actually be preferable to force a Midscreen oncoming mixup, as Magneto's excellent mobility gives him great Left/Right options. This setup forces an opponent just far enough out of the corner for Magneto to get behind them and combo into Snapback, for a Midscreen oncoming mixup.
Because of the Sideswitch as you airdash behind the opponent, input the ending sequence as {{clr|1|j.874L}}, land, {{clr|6|214A}}.
}}
''All the different variants of this setup would go down here.''
== Counterplay ==
{{TheoryBox
| Title      = Plink Dash OS against Magneto High/Low/Throw
| Oneliner  =
| Difficulty = Intermediate
| Anchor    = MagnetoHLTDefense
| Youtube    = Qtx0nQD15Qs
| Recipe    = [1], (on reaction to Magneto jumping), {{clr|3|4H}}~L+M ~ [1]
| content    =
Basic Option Select using the built in throw OS of a plinked backdash to help defend against basic Magneto High/Low/Throw offense:
*If Magneto attacks with a dash-down {{clr|1|j.L}}, you react block the attack and (hopefully) pushblock Magneto away, slowing down his follow-up attempts.
*If Magneto goes for empty-jump Low, you OS Throw Magneto out of the startup of his {{clr|1|2L}}.
*If Magneto goes for empty-jump Throw, you will OS tech the throw.
This OS is much less effective if you are locked down by one of Magneto's assists while he is attacking, but it at least allows you to defend against solo Magneto pressure.
}}
==Older Test Stuff (ignore)==
<div class="mw-collapsible mw-collapsed">
{| class="wikitable mw-collapsible mw-collapsed" style="width:80%"
{| class="wikitable mw-collapsible mw-collapsed" style="width:80%"
! colspan="2" | Combo Section Info (click to expand)
! colspan="2" | Combo Section Info (click to expand)
Line 307: Line 427:
Basic confirm that activates and fires Formation B in order to combo into Strider's Wall Cling chain.  
Basic confirm that activates and fires Formation B in order to combo into Strider's Wall Cling chain.  
}}
}}
</div> <br>

Revision as of 15:48, 19 August 2022

Movement and Neutral Options

Magneto's basic Flight Movement PatternFor escaping the corner and gaining distance
Easy
Jump > Airdash Upward xx j.214S (Fly), Plink Dash > j.S~j.896X, land

Basic Magneto movement pattern. Useful for more keepaway-focused styles, as it allows Magneto to retreat to the air, and land a safe distance away from the opponent. Perform a regular jump and airdash upwards to reach superjump height. When at the desired height, repeatedly plink dash reposition horizontally. Once you are a comfortable distance away from the opponent, you can return to the ground by using j.S to cancel Flight, then kara-canceling j.S into Magnetic Blast. If done properly, the Magnetic Blast will protect Magneto from the front as he falls, and can even be hitconfirmed into a combo if the opponent tries to contest it.

  • It is important to use a regular jump and upwards airdash, and not a superjump. By reaching superjump height this way, you retain your ability to call assists. This gives you an immediate advantage over opponents who try to chase you to superjump height - you can call your assists, and they can't call theirs.
  • You are reasonably protected against attacks from the front when landing with a Magnetic Blast. However, you are not protected from behind, and may be vulnerable to cross-unders upon landing if the opponent is close enough and fast enough. This can be mitigated by continuing to hold (down)forward as you land with the Magnetic Blast input, which will OS block a cross-under attempt.
Plink Dash Magnetic Blast
Intermediate
j.896M+H~L OR j.8963M+H~L OR j.89632M+H~L

Plinking a dash input into Magnetic Blast allows Magneto to approach behind the projectile with the maximum amount of coverage and speed. It is a powerful, safe approach tool when mastered.

It may be easier to input the Magnetic Blast input as a full half-circle j.47896L instead of only doing the required 896 motion, especially if trying to perform the input quickly after leaving the ground.

If trying to retreat rather than approach, do not bother plink dashing Magnetic Blast. Plinked backdash Magnetic Blast is significantly harder and not actually faster than just canceling the backdash into a normal Mag Blast input.

Box Dash Magnetic Blast
Intermediate


Jump Back > j.4M+H > 7896L OR Jump > j.5M+H > 896L

Perform an Instant Airdash just off the ground and immediately cancel into Magnetic Blast, falling alongside it. Allows Magneto to cover either his approach or retreat to move around at regular jump height with relatively little risk. This movement option is also useful for several combo routes.

Mixup Theory

General Offensive Options

Magneto's basic offense is built off the strength of his powerful Light normals to generate good frame advantage and dance around his opponent for Left/Right, High/Low, and Strike/Throw mixups all in one. Because his Light normals are fast, cause relatively little blockstun, and can be rapid-fire chained or staggered, it is very dangerous for opponents to mash pushblock against Magneto.

  • 2L - Basic Fast low. 2L -> Delay > 2L will bait pushblock, discouraging the opponent from using it and allowing Magneto to perform more advanced mixups.
  • j.L - Downward airdashes plinked into j.L can be used to attack with fast overheads (or fakeout a j.L and go Low instead), and then land-cancel the recovery for large block advantage.
  • 5L - Whiffs against normal-sized crouching opponents, which can be exploited by whiffing on purpose against an opponent holding down-back and then throwing them. Will also catch opponents trying to chicken-block.

Conversely, Magneto's grounded M and H normals have poor frame advantage and lack strong cancel option that keep Magneto's turn. It is recommended to avoid chaining into them unless you have confirmed a hit.

"Twinkle Toes" High/Low/Throw MixupFast, loopable, confirmable pressure
Intermediate


Jump forward > Airdash Down > j.L: 987412M+H ~ j.L

Basic fast overhead setup. Depending on how you time the airdash down, you can either cross up a crouching opponent or land same-side while attacking with a falling j.L. Mix in 2L lows, empty-jump throws, additional repeated j.L reps, and various timing changes as desired.

Try your best to airdash straight down, rather than down-back or down-forward, when attacking with j.L. This will make any follow-up confirm or additional pressure easier.

All the different variants of this setup would go down here.

Oncoming and Snapback

Oncoming Meaty j.S
Intermediate
4XX > 6XX+A > Superjump Forward > 2M+H~j.S, land

Basic setup for forcing an opponent to block a large meaty hit on incoming, while supported by any common powerful assist such as Sentinel Drones or Doom Missiles.

The strength of this meaty hit is that Magneto land-cancels j.S while the opponent is still in blockstun. If the opponent attempts a pushblock, Magneto can dash back up to the opponent and throw them out of Advancing Guard recovery.

All the different variants of this setup would go down here.

Sideswitch Snapback to Midscreen Oncoming
Advanced
[Any combo into corner Hyper Grav Loops] > Superjump Up-Back > j.2L+M~H, land, 5H xx 214L, Superjump Up > j.6XX (sideswitch here) > j.896L, land, 236A

Magneto has very strong corner carry, but it may actually be preferable to force a Midscreen oncoming mixup, as Magneto's excellent mobility gives him great Left/Right options. This setup forces an opponent just far enough out of the corner for Magneto to get behind them and combo into Snapback, for a Midscreen oncoming mixup.

Because of the Sideswitch as you airdash behind the opponent, input the ending sequence as j.874L, land, 214A.

All the different variants of this setup would go down here.

Counterplay

Plink Dash OS against Magneto High/Low/Throw
Intermediate
[1], (on reaction to Magneto jumping), 4H~L+M ~ [1]

Basic Option Select using the built in throw OS of a plinked backdash to help defend against basic Magneto High/Low/Throw offense:

  • If Magneto attacks with a dash-down j.L, you react block the attack and (hopefully) pushblock Magneto away, slowing down his follow-up attempts.
  • If Magneto goes for empty-jump Low, you OS Throw Magneto out of the startup of his 2L.
  • If Magneto goes for empty-jump Throw, you will OS tech the throw.

This OS is much less effective if you are locked down by one of Magneto's assists while he is attacking, but it at least allows you to defend against solo Magneto pressure.

Older Test Stuff (ignore)

Combo Section Info (click to expand)
Connecting moves > = Chain the two attacks together
--5M > 5H
--236H > L = perform the L follow-up to 236H.
xx = cancel the first attack into the second attack
--2H xx 236H
--236L xx 214XX
, = Perform the second action after the first one finishes, as a Link.
--j.H xx j.214S, j.L
--j.S, land, 3H
~ = Plink the two inputs, performing the second one immediately after the first.
--236X~H
Basic Inputs L - L.png
M - M.png
H - H.png
S - S.png
A/A1/A2 - Assist buttons (specific purpose usually specified)
5M - Standing Medium
j.H/j.5H - Air Heavy
2L - Crouching Light
X - Generic attack input, can be any of L, M or H (but not S).
--236XX is a Hyper input
--6XX is a forward (air)dash.
Other Notation jc., sjc., and djc. - Jump Cancel, Superjump Cancel, and Doublejump Cancel
land - Return to the ground from an airborne state
rejump - land, and then immediately jump again.
[X] - Hold down X
]X[ - Release held X.
etc. - Continue the combo in the usual way.
[Stuff]xN - Perform Stuff N times, usually as a loop.
dash up - Dash to get close to the opponent before continuing the combo. May require 0 dashes or several depending on screen position and context. If multiple dashes are needed, it is implied that you should Plink Dash or Wavedash to close the distance faster.

Chain-Based Color Scheme

Ground Normals - 2L, 5H, 6M
Ground Specials/Hypers - 214M, 623H, 236XX
Air Normals - j.M, j.H, j.2H
Air Specials/Hypers - j.623L, j.214H, j.236XX


Beginner Viper BnB775,000 for 1 bar, builds ~1.25 bars of meter
Easy (Relatively)
2L > 5L > 2M > 5H > 5S(1 hit) xx 236M > S, 2M > 5H > 5S(1 hit) xx 623L sjc. 6XX, j.H > j.S, land, 5H > 5S (1 hit) xx 623L sjc. 6XX, j.H > j.S, land, 5H > 5S sjc. j.H djc. j.M > j.H > j.S, land, (dash up), 623L xx 214XX

The best damage output you will get without having to use any of Viper's infamously difficult extension tools, like Burn Feints and Seismo FADC. By beginner BnB combo standards, it's still pretty tough.

  • 5S hits twice, with the second hit being the Launcher, but the first hit being special-cancelable. Chaining into the first hit of 5S before going into a special gets you a bit of extra damage every time.
  • When superjump-canceling Seismo, if you input the airdash too quickly, you will be below minimum airdash height and get a regular air normal, causing the combo to drop. You may have to manually delay the airdash input very slightly to get it to work.
  • Regular Jump Cancel > Airdash > j.M > j.S can replace Superjump Cancel > Airdash > j.H > j.S in a lot of cases, which is slightly easier but does less damage.


Chris Corner BnB788,500 for 1 bar, builds ~1.5 bars of meter
Intermediate
2L > 2M > 5H > 6H xx 214H, 2H xx 214H, 2H xx 236H, 5S sjc. j.M > j.M > j.H > j.S, rejump, j.236H, land, 4H (Hold H) xx 214XX

Chris' standard combo route when close to the corner. Superjump up-back (or straight up) after the 5S launcher in order to make the rejump afterwards easier.


Strider Wall Cling Combo510,000 for 1 bar
Intermediate
2L > 2M > 2H > 6H > 5S sjc. j.M > j.M djc. j.H (delay)> j.S, land, 214S, backdash, 214S, 236S (sideswitch here), L > M > H xx j.623H, land, dash up, 623L xx 236XX

Basic confirm that activates and fires Formation B in order to combo into Strider's Wall Cling chain.


Chain-Based Color Scheme With Line Breaks

Ground Normals - 2L, 5H, 6M
Ground Specials/Hypers - 214M, 623H, 236XX
Air Normals - j.M, j.H, j.2H
Air Specials/Hypers - j.623L, j.214H, j.236XX


Beginner Viper BnB775,000 for 1 bar, builds ~1.25 bars of meter
Easy (Relatively)
2L > 5L > 2M > 5H > 5S(1 hit) xx 236M > S,
2M > 5H > 5S(1 hit) xx 623L sjc. 6XX, j.H > j.S, land,
5H > 5S (1 hit) xx 623L sjc. 6XX, j.H > j.S, land,
5H > 5S sjc. j.H djc. j.M > j.H > j.S, land,
(dash up), 623L xx 214XX

The best damage output you will get without having to use any of Viper's infamously difficult extension tools, like Burn Feints and Seismo FADC. By beginner BnB combo standards, it's still pretty tough.

  • 5S hits twice, with the second hit being the Launcher, but the first hit being special-cancelable. Chaining into the first hit of 5S before going into a special gets you a bit of extra damage every time.
  • When superjump-canceling Seismo, if you input the airdash too quickly, you will be below minimum airdash height and get a regular air normal, causing the combo to drop. You may have to manually delay the airdash input very slightly to get it to work.
  • Regular Jump Cancel > Airdash > j.M > j.S can replace Superjump Cancel > Airdash > j.H > j.S in a lot of cases, which is slightly easier but does less damage.


Chris Corner BnB788,500 for 1 bar, builds ~1.5 bars of meter
Intermediate
2L > 2M > 5H > 6H xx 214H,
2H xx 214H, 2H xx 236H, 5S sjc.
j.M > j.M > j.H > j.S, rejump, j.236H, land,
4H (Hold H) xx 214XX

Chris' standard combo route when close to the corner. Superjump up-back (or straight up) after the 5S launcher in order to make the rejump afterwards easier.


Strider Wall Cling Combo510,000 for 1 bar
Intermediate
2L > 2M > 2H > 6H > 5S sjc.
j.M > j.M djc. j.H (delay)> j.S, land,
214S, backdash, 214S, 236S (sideswitch here), L > M > H xx j.623H, land,
dash up, 623L xx 236XX

Basic confirm that activates and fires Formation B in order to combo into Strider's Wall Cling chain.


Button-Based Color Scheme (Dustloop-style) No Line Breaks

L attacks - 5L, j.L, 214L
M attacks - 5M, j.M, 623M
H attacks - 5H, j.H, 214H
S attacks - 5S, j.S, X+S

Beginner Viper BnB775,000 for 1 bar, builds ~1.25 bars of meter
Easy (Relatively)
2L > 5L > 2M > 5H > 5S(1 hit) xx 236M > S, 2M > 5H > 5S(1 hit) xx 623L sjc. 6XX, j.H > j.S, land, 5H > 5S (1 hit) xx 623L sjc. 6XX, j.H > j.S, land, 5H > 5S sjc. j.H djc. j.M > j.H > j.S, land, (dash up), 623L xx 214XX

The best damage output you will get without having to use any of Viper's infamously difficult extension tools, like Burn Feints and Seismo FADC. By beginner BnB combo standards, it's still pretty tough.

  • 5S hits twice, with the second hit being the Launcher, but the first hit being special-cancelable. Chaining into the first hit of 5S before going into a special gets you a bit of extra damage every time.
  • When superjump-canceling Seismo, if you input the airdash too quickly, you will be below minimum airdash height and get a regular air normal, causing the combo to drop. You may have to manually delay the airdash input very slightly to get it to work.
  • Regular Jump Cancel > Airdash > j.M > j.S can replace Superjump Cancel > Airdash > j.H > j.S in a lot of cases, which is slightly easier but does less damage.


Chris Corner BnB788,500 for 1 bar, builds ~1.5 bars of meter
Intermediate
2L > 2M > 5H > 6H xx 214H, 2H xx 214H, 2H xx 236H, 5S sjc. j.M > j.M > j.H > j.S, rejump, j.236H, land, 4H (Hold H) xx 214XX

Chris' standard combo route when close to the corner. Superjump up-back (or straight up) after the 5S launcher in order to make the rejump afterwards easier.


Strider Wall Cling Combo510,000 for 1 bar
Intermediate
2L > 2M > 2H > 6H > 5S sjc. j.M > j.M djc. j.H (delay)> j.S, land, 214S, backdash, 214S, 236S (sideswitch here), L > M > H xx j.623H, land, dash up, 623L xx 236XX

Basic confirm that activates and fires Formation B in order to combo into Strider's Wall Cling chain.


Button-Based Color Scheme (Dustloop-style) With Line Breaks

L attacks - 5L, j.L, 214L
M attacks - 5M, j.M, 623M
H attacks - 5H, j.H, 214H
S attacks - 5S, j.S, X+S

Beginner Viper BnB775,000 for 1 bar, builds ~1.25 bars of meter
Easy (Relatively)
2L > 5L > 2M > 5H > 5S(1 hit) xx 236M > S,
2M > 5H > 5S(1 hit) xx 623L sjc. 6XX, j.H > j.S, land,
5H > 5S (1 hit) xx 623L sjc. 6XX, j.H > j.S, land,
5H > 5S sjc. j.H djc. j.M > j.H > j.S, land,
(dash up), 623L xx 214XX

The best damage output you will get without having to use any of Viper's infamously difficult extension tools, like Burn Feints and Seismo FADC. By beginner BnB combo standards, it's still pretty tough.

  • 5S hits twice, with the second hit being the Launcher, but the first hit being special-cancelable. Chaining into the first hit of 5S before going into a special gets you a bit of extra damage every time.
  • When superjump-canceling Seismo, if you input the airdash too quickly, you will be below minimum airdash height and get a regular air normal, causing the combo to drop. You may have to manually delay the airdash input very slightly to get it to work.
  • Regular Jump Cancel > Airdash > j.M > j.S can replace Superjump Cancel > Airdash > j.H > j.S in a lot of cases, which is slightly easier but does less damage.


Chris Corner BnB788,500 for 1 bar, builds ~1.5 bars of meter
Intermediate
2L > 2M > 5H > 6H xx 214H,
2H xx 214H, 2H xx 236H, 5S sjc.
j.M > j.M > j.H > j.S, rejump, j.236H, land,
4H (Hold H) xx 214XX

Chris' standard combo route when close to the corner. Superjump up-back (or straight up) after the 5S launcher in order to make the rejump afterwards easier.


Strider Wall Cling Combo510,000 for 1 bar
Intermediate
2L > 2M > 2H > 6H > 5S sjc.
j.M > j.M djc. j.H (delay)> j.S, land,
214S, backdash, 214S, 236S (sideswitch here), L > M > H xx j.623H, land,
dash up, 623L xx 236XX

Basic confirm that activates and fires Formation B in order to combo into Strider's Wall Cling chain.


Monochrome No Line Breaks

Beginner Viper BnB775,000 for 1 bar, builds ~1.25 bars of meter
Easy (Relatively)
2L > 5L > 2M > 5H > 5S(1 hit) xx 236M > S, 2M > 5H > 5S(1 hit) xx 623L sjc. 6XX, j.H > j.S, land, 5H > 5S (1 hit) xx 623L sjc. 6XX, j.H > j.S, land, 5H > 5S sjc. j.H djc. j.M > j.H > j.S, land, (dash up), 623L xx 214XX

The best damage output you will get without having to use any of Viper's infamously difficult extension tools, like Burn Feints and Seismo FADC. By beginner BnB combo standards, it's still pretty tough.

  • 5S hits twice, with the second hit being the Launcher, but the first hit being special-cancelable. Chaining into the first hit of 5S before going into a special gets you a bit of extra damage every time.
  • When superjump-canceling Seismo, if you input the airdash too quickly, you will be below minimum airdash height and get a regular air normal, causing the combo to drop. You may have to manually delay the airdash input very slightly to get it to work.
  • Regular Jump Cancel > Airdash > j.M > j.S can replace Superjump Cancel > Airdash > j.H > j.S in a lot of cases, which is slightly easier but does less damage.


Chris Corner BnB788,500 for 1 bar, builds ~1.5 bars of meter
Intermediate
2L > 2M > 5H > 6H xx 214H, 2H xx 214H, 2H xx 236H, 5S sjc. j.M > j.M > j.H > j.S, rejump, j.236H, land, 4H (Hold H) xx 214XX

Chris' standard combo route when close to the corner. Superjump up-back (or straight up) after the 5S launcher in order to make the rejump afterwards easier.


Strider Wall Cling Combo510,000 for 1 bar
Intermediate
2L > 2M > 2H > 6H > 5S sjc. j.M > j.M djc. j.H (delay)> j.S, land, 214S, backdash, 214S, 236S (sideswitch here), L > M > H xx j.623H, land, dash up, 623L xx 236XX

Basic confirm that activates and fires Formation B in order to combo into Strider's Wall Cling chain.


Monochrome With Line Breaks

Beginner Viper BnB775,000 for 1 bar, builds ~1.25 bars of meter
Easy (Relatively)
2L > 5L > 2M > 5H > 5S(1 hit) xx 236M > S,
2M > 5H > 5S(1 hit) xx 623L sjc. 6XX, j.H > j.S, land,
5H > 5S (1 hit) xx 623L sjc. 6XX, j.H > j.S, land,
5H > 5S sjc. j.H djc. j.M > j.H > j.S, land,
(dash up), 623L xx 214XX

The best damage output you will get without having to use any of Viper's infamously difficult extension tools, like Burn Feints and Seismo FADC. By beginner BnB combo standards, it's still pretty tough.

  • 5S hits twice, with the second hit being the Launcher, but the first hit being special-cancelable. Chaining into the first hit of 5S before going into a special gets you a bit of extra damage every time.
  • When superjump-canceling Seismo, if you input the airdash too quickly, you will be below minimum airdash height and get a regular air normal, causing the combo to drop. You may have to manually delay the airdash input very slightly to get it to work.
  • Regular Jump Cancel > Airdash > j.M > j.S can replace Superjump Cancel > Airdash > j.H > j.S in a lot of cases, which is slightly easier but does less damage.


Chris Corner BnB788,500 for 1 bar, builds ~1.5 bars of meter
Intermediate
2L > 2M > 5H > 6H xx 214H,
2H xx 214H, 2H xx 236H, 5S sjc.
j.M > j.M > j.H > j.S, rejump, j.236H, land,
4H (Hold H) xx 214XX

Chris' standard combo route when close to the corner. Superjump up-back (or straight up) after the 5S launcher in order to make the rejump afterwards easier.


Strider Wall Cling Combo510,000 for 1 bar
Intermediate
2L > 2M > 2H > 6H > 5S sjc.
j.M > j.M djc. j.H (delay)> j.S, land,
214S, backdash, 214S, 236S (sideswitch here), L > M > H xx j.623H, land,
dash up, 623L xx 236XX

Basic confirm that activates and fires Formation B in order to combo into Strider's Wall Cling chain.