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*Devo route requires more specific starters. The cl.6B's need to be timed closely to each other, otherwise you'll run out of CC time. | *Devo route requires more specific starters. The cl.6B's need to be timed closely to each other, otherwise you'll run out of CC time. | ||
*Make sure the s.5C is the far version. | *Make sure the s.5C is the far version. | ||
== Basic Combos == | |||
=== Stand Off === | |||
{| class="wikitable" | |||
|- | |||
! Combo !! Notes | |||
|- | |||
|...5A, 5C xx 41236+B/C (mash) OR 214+S...||Use B or C version of gun depending on distance. All combos ending with 5C can confirm into either 41236B/C or 214S. | |||
|- | |||
|...5A, 2C...||s.On characters do not get knocked down, try using other combos if possible. | |||
|- | |||
|...5A, S+5C xx s.63214+C...||Combo 5A s.5C by plinking s.5C. All combos that go into a point-blank 5A can go into close s.5C. | |||
|- | |||
|...j.A/C, 5A, 5C xx 41236+C (mash)...||Same as combo above except from a light aerial. Either j.A or j.C work, but remember j.C has pre-emptive hurtboxes and is used more as an air-to-air due to its hutbox. Use C version of gun due to distance. | |||
|- | |||
|...j.A (crossup), 5A, 5C xx 41236+C...||j.A can crossup opponents due to its large horizontal hitbox, very useful to know. Use it often. | |||
|- | |||
|...2B, 2C...||2B low profiles very well, and is a great meter building option. If you catch someone approaching while you were meter building with 2B, at all ranges where a single 2B hits, 2C always combos. | |||
|- | |||
|...663C, 2C...||If you hit 663C a bit too far, use this combo instead for guaranteed damage. | |||
|- | |||
|...663C, 5C xx 41236+B/C...||Works if 663C hits while you're close to the opponent. Useful for crossunders, you can choose cancel into 214s if you have meter. | |||
|} | |||
=== Stand On === | |||
{| class="wikitable" | |||
|- | |||
! Combo !! Notes | |||
|- | |||
|...cl.s.5A, cl.s.5C xx s.63214+C (mash) OR s.41236+C OR 214+S...||Can start from any aerial that hits deep enough. If you catch an opponent airborne with cl.s.5A, you can also combo cl.s.5C afterwards. Useful when using s.ABC to option select. | |||
|- | |||
|...s.66C (closest possible connect), cl.s.5C xx s.63214+C (mash) OR s.41236+C...||Alessi's s.On dash has different properties depending on which side of the screen you are standing. All you need to know is his s.On dashing attacks are more plus when Alessi is on the left, and this combo is only possible from the left side as well. Add a cl.s.5A at the start if you're feeling feisty, although it's not recommended. | |||
|} |
Revision as of 17:44, 23 January 2025
Stand Crush Unblockable Reset Routes
Your strongest combo available. Does extremely high damage, around 50-60% depending on the starter, not including the Alessi Mode combos afterwards. Any route works, as long as it ends with 5A, 663A > S+6C, as well as the opponent's stand gauge being 13 or less. Adapt on the fly based on the opponent's stand gauge meter, and experiment to see what route you find most useful. If the opponent's stand gauge going to crash early, you can substitute cl.s.2A which deals 0 stand gauge damage. Hold forward when doing cl.s.5C to make it easier to execute.
Some characters can escape this combo, being the weapon stand users Alessi ,
Chaka , and
Old Joseph , including
Vanilla Ice if they turn off their stand between the gap of 663A and cl.s.5C. This is a 1 frame trick, and very useful to learn, although quite difficult to time. If the opponent is able to consistently do this, just do the normal stand crash combo if you're desperate for damage. You can also do 5A 5A 663A cl.s.5C !SC to mix up the timing, although it is less consistent on Avdol.
Video with every example listed = https://youtu.be/puArPnz_FIk
Short Gauges | Standard Route = ...(CC Confirm) 214+S {5A, 5A, 5A, cl.5B, cl.5B} 5A, 663A > S+6C !SC...
Alternate Route = ...(CC Confirm) 214+S {5A, 5A, 5A, 5A, cl.5B} 5A, 663A > S+6C !SC... |
Works on Chaka, Jotaro, and Vice.
- Refrain from using cl.s.5B if the enemy's stand gauge is already low when starting the custom combo.
- Depending on the starter, the combo might stand crash early. Be ready to use cl.s.2a during the custom combo.
- The alternate route does less stand gauge damage than the standard one. Works on the same characters stated above.
Medium Gauges | Standard Route = ...(CC Confirm) 214+S {5A, 5A, 5A, cl.6B, cl.5B} 5A, 663A > S+6C !SC...
Alternate Route = ...(CC Confirm) 214+S {5A, 5A, cl.5B, cl.5B, cl.5B} 5A, 663A > S+6C !SC... |
Works on Avdol, Dio, Iggy, Old Joseph, and Polnareff.
- Depending on the starter, this may not be enough to stand crash. If the starter does low levels of stand gauge damage, do the alternate route.
- When doing the alternate route, space out the s.5A's a bit so s.5B is the close version.
Large Gauges | Standard Route = ...(CC Confirm) 214+S {5C, 5A, 5A, cl.6B, cl.5B} 5A, 663A > S+6C !SC...
Devo Route = ...(CC Confirm) 214+S {5C, cl.6B, cl.6B, cl.6B, cl.6B} 5A, 663A > S+6C !SC... |
Works on Alessi, Kakyoin, New Kakyoin, and Midler.
- Devo route requires more specific starters. The cl.6B's need to be timed closely to each other, otherwise you'll run out of CC time.
- Make sure the s.5C is the far version.
Basic Combos
Stand Off
Combo | Notes |
---|---|
...5A, 5C xx 41236+B/C (mash) OR 214+S... | Use B or C version of gun depending on distance. All combos ending with 5C can confirm into either 41236B/C or 214S. |
...5A, 2C... | s.On characters do not get knocked down, try using other combos if possible. |
...5A, S+5C xx s.63214+C... | Combo 5A s.5C by plinking s.5C. All combos that go into a point-blank 5A can go into close s.5C. |
...j.A/C, 5A, 5C xx 41236+C (mash)... | Same as combo above except from a light aerial. Either j.A or j.C work, but remember j.C has pre-emptive hurtboxes and is used more as an air-to-air due to its hutbox. Use C version of gun due to distance. |
...j.A (crossup), 5A, 5C xx 41236+C... | j.A can crossup opponents due to its large horizontal hitbox, very useful to know. Use it often. |
...2B, 2C... | 2B low profiles very well, and is a great meter building option. If you catch someone approaching while you were meter building with 2B, at all ranges where a single 2B hits, 2C always combos. |
...663C, 2C... | If you hit 663C a bit too far, use this combo instead for guaranteed damage. |
...663C, 5C xx 41236+B/C... | Works if 663C hits while you're close to the opponent. Useful for crossunders, you can choose cancel into 214s if you have meter. |
Stand On
Combo | Notes |
---|---|
...cl.s.5A, cl.s.5C xx s.63214+C (mash) OR s.41236+C OR 214+S... | Can start from any aerial that hits deep enough. If you catch an opponent airborne with cl.s.5A, you can also combo cl.s.5C afterwards. Useful when using s.ABC to option select. |
...s.66C (closest possible connect), cl.s.5C xx s.63214+C (mash) OR s.41236+C... | Alessi's s.On dash has different properties depending on which side of the screen you are standing. All you need to know is his s.On dashing attacks are more plus when Alessi is on the left, and this combo is only possible from the left side as well. Add a cl.s.5A at the start if you're feeling feisty, although it's not recommended. |