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{{ComboCard | {{ComboCard | ||
|title=Optimal 4 Axe j.A Combo | |title=Optimal 4 Axe j.A Combo | ||
|subtitle=Strong and optimal, but very | |subtitle=Strong and optimal, but very difficult. Space out the axe timings as much as you can | ||
|difficulty={{DifficultyText| | |difficulty={{DifficultyText|Advanced}} | ||
|notation=...(Child Transformation) 66C > d.j.A (meaty), cl.5C, 66C, 66C, 66C xx 41236+C (mash) | |notation=...(Child Transformation) 66C > d.j.A (meaty), cl.5C, 66C, 66C, 66C xx 41236+C (mash) | ||
|content=Same as combo above except with an extra 66C and a higher damage output. Only works on {{CharacterLabel-HFTF|Shadow Dio}}, {{CharacterLabel-HFTF|Chaka}}, {{CharacterLabel-HFTF|Black Polnareff}}, {{CharacterLabel-HFTF|Mariah}}, and {{CharacterLabel-HFTF|Alessi}} in descending difficulty. Also available on {{CharacterLabel-HFTF|Petshop}}, just without the j.A cl.5C part. | |content=Same as combo above except with an extra 66C and a higher damage output. Only works on {{CharacterLabel-HFTF|Shadow Dio}}, {{CharacterLabel-HFTF|Chaka}}, {{CharacterLabel-HFTF|Black Polnareff}}, {{CharacterLabel-HFTF|Mariah}}, and {{CharacterLabel-HFTF|Alessi}} in descending difficulty. Also available on {{CharacterLabel-HFTF|Petshop}}, just without the j.A cl.5C part. | ||
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|title=Optimal 5 Axe Combo | |title=Optimal 5 Axe Combo | ||
|subtitle=Very satisfying to pull off, very strong too | |subtitle=Very satisfying to pull off, very strong too | ||
|difficulty={{DifficultyText| | |difficulty={{DifficultyText|Hard}} | ||
|notation=...(Child Transformation) 5C, 5C, 66C > 66C (meaty), 66C xx 41236+C (mash) | |notation=...(Child Transformation) 5C, 5C, 66C > 66C (meaty), 66C xx 41236+C (mash) | ||
|content=The two 5C's should keep them grounded, and the first 66C should hit them out of the air. Only works on {{CharacterLabel-HFTF|Old Joseph}}, {{CharacterLabel-HFTF|Iggy}}, {{CharacterLabel-HFTF|Kakyoin}}, {{CharacterLabel-HFTF|New Kakyoin}}, {{CharacterLabel-HFTF|Rubber Soul}}, {{CharacterLabel-HFTF|Hol & Boingo}}, {{CharacterLabel-HFTF|Dio}}, and {{CharacterLabel-HFTF|Khan}} in descending difficulty. | |content=The two 5C's should keep them grounded, and the first 66C should hit them out of the air. Only works on {{CharacterLabel-HFTF|Old Joseph}}, {{CharacterLabel-HFTF|Iggy}}, {{CharacterLabel-HFTF|Kakyoin}}, {{CharacterLabel-HFTF|New Kakyoin}}, {{CharacterLabel-HFTF|Rubber Soul}}, {{CharacterLabel-HFTF|Hol & Boingo}}, {{CharacterLabel-HFTF|Dio}}, and {{CharacterLabel-HFTF|Khan}} in descending difficulty. | ||
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|title=Optimal 5 Axe j.A Combo | |title=Optimal 5 Axe j.A Combo | ||
|subtitle=Strong but tighter. Does upwards of 55% | |subtitle=Strong but tighter. Does upwards of 55% | ||
|difficulty={{DifficultyText| | |difficulty={{DifficultyText|Hard}} | ||
|notation=...(Child Transformation) 5C, 5C, 66C > d.j.A (meaty), cl.5C, 66C, 66C xx 41236+C (mash) | |notation=...(Child Transformation) 5C, 5C, 66C > d.j.A (meaty), cl.5C, 66C, 66C xx 41236+C (mash) | ||
|content=Same as combo above except with a different meaty move and a higher damage output. Full jump as soon as you can after the first 66C. Works on the same characters as the combo above except {{CharacterLabel-HFTF|Old Joseph}} and {{CharacterLabel-HFTF|Khan}}. Rubber's route is way harder and not worth the effort, stick to the normal 5 Axe combo. | |content=Same as combo above except with a different meaty move and a higher damage output. Full jump as soon as you can after the first 66C. Works on the same characters as the combo above except {{CharacterLabel-HFTF|Old Joseph}} and {{CharacterLabel-HFTF|Khan}}. Rubber's route is way harder and not worth the effort, stick to the normal 5 Axe combo. |
Revision as of 04:16, 6 February 2025
Intermediate Combos Stand OFF Intermediate
Combo | Note |
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...663A, 5A, 5C xx 41236+C (mash)... | 663A 5A is a 1-frame link and your most important conversion. Not necessary at a starting level, but do try to get some practice in. |
...663A, 5A, 663A, 5A, 663A... (loop) | Not recommended to do many times, unless between tandem cooldowns or to build meter to confirm into CC. |
...2B, 663A, 5A, 5C xx 41236+C (mash)... | Just to show 2B can be converted off of. |
663C, 663A, 5A, S+5C xx s.63214+C... | s.63214X outside of CC does not give guaranteed Alessi Mode combos, or even a single hit depending on the opponent. Useful in the corner, or if the opponent has a bad child mode. |
663C, 663A, 5A, 5C xx 41236+C (mash)... | Your most used combo starter and whiff punish. Can be confirmed into 5C, 2C, and much more. |
663C, 663A, 5C xx 41236+C (mash)... | 663A 5C is also a 1-frame link, same as 663A 5A. Used in the Hol grab punish on late techs and if 663A connects a bit too far. |
663C, 663A, 5C xx 236+AA | Your only methods to combo into a super outside of CC's. Good enough frame advantage. Instantly cancel 236+AA to combo it. Usually it's better to cancel into 214S however. |
Intermediate Combos Stand ON Intermediate
Combo | Note |
---|---|
...s.66C (closest possible connect) [AB], cl.s.5C xx ]AB[ xx 214+S... | Your most damaging combo starter. Only possible from the left side. |
...j.s.A/B/C [AB], cl.s.5c xx ]AB[ xx 214+S... | Useful for big guaranteed punishes in s.On. j.s.B is the most consistent starter. |
Custom Combo Routes
The best super you have and the most important within your combos. Make sure you save your meter for this, as its usefulness is extremely high. Your most consistent and go-to confirm into Custom Combo (CC) is 5C. Other moves like 663C or ]AB[ can and are also used, but most often it will be from 5C. What Custom Combo chains you use makes no difference. The real purpose of the ones listed is to make landing the final 63214X or extenders after the CC sequence as consistent as possible. Making sure you know the timing of each, particularly the first move within CC is important to make sure the opponent doesn't fall out of your combo. Raw CC's have their own routes, as do Stand Crash routes.
Confirmed CC Routes
Standard Route = ...(CC Confirm) 214+S {5A, 5A, 5A, 5A, 5A, cl.5C xx 63214+A}...
Far Route = ...(CC Confirm) 214+S {5C, 5C/5A, 5A, 5A, cl.5C xx 63214+A}... |
Video = |
- The standard route is your most consistent 63214X confirm route from any starter.
- Use the far route if s.5A (far) might not reach. Depending on your distance, add or subtract a second s.5C (far) for a consistent ender.
Higher Damage CC Routes
214+AA Route = ...(CC Confirm) 214+S {5A, 5A, 5A, 5A, 5A, cl.5C xx 63214+A}...
236+AA Route = ...(CC Confirm) 214+S {5A, 5A, 5A, 5A, cl.5B} 5C xx 236+AA... |
Video = |
- Opting for the 214+AA route is a bad way to spend meter, but can be useful for squeezing an extra bit of damage out to secure a kill. Good frame advantage after the super, allows any Alessi Mode route to be used.
- The 236+AA route is situationally better and situationally worse than the 214+AA route. In exchange for less frame advantage and slightly higher execution, it gives a tiny but sizable portion of extra damage.
- Do not use the 236+AA route on the 5 Axe characters, unless the opponent is in the corner, as the combo won't connect midscreen. Instantly cancel 5C into 236+AA to connect the super.
Unconfirmed CC Routes
s.6B (far) Route = 214+S {6B (far), 5A, 5A, cl.5C xx 63214+A}...
s.2A (far) Route = 214+S {2A (far), 2A, 5A, 5A, cl.5C xx 63214+A}... |
Video = |
- On an unconfirmed CC, s.6B (far) acts as an overhead while cl.s.6B hits low. If pushblocked, this acts as a 50/50 mixup with both versions of 6B able to be combed from. Keep adding 6B's until one hits or CC ends.
- If the opponent expects you to do 6B (far), instead start with 2A (far) to do a low. Mixing up and adapting your options on the fly is key to cracking a good player's defense. Also, always be ready to do 236+AA/214+AA in case the opponent tries to reversal you.
Alessi Mode Combos
Ah, the gimmick that defines this character. Certain specials and supers turn the opponent you fight into a (somewhat) defenseless child, giving you an almost entirely new and unique set of moves, while the opponent gets handed an extremely restricting one instead. Depending on which move you used to start Alessi Mode, you won't always get a guaranteed followup. The best way to confirm into Alessi Mode is s.63214x during CC, but your two other supers also work well enough.
Characters in child mode only have access to k.5X and k.j.X, with some having a k.2X. They cannot roll, use specials, supers, or even turn on their stands. However, you can't be too hotheaded, as some child modes can give you a run for your money in neutral with legitimately good normals or quirks you need to watch out for. When fighting against an Alessi, you should (almost) always hold 7 (upback) to escape, as each child mode character when hit out of the air has an invincible falling animation that lasts until they hit the ground twice. A single frame before they gain control again, they are considered grounded and vulnerable to getting hit, as they cannot block. "Meaty"-ing this frame is the only way to guarantee a full Alessi Mode combo, so get ready to spend some time in the lab.
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Basic 3 Axe Combo The Great Filter of new to intermediate Alessi’s Basic
Optimal 3 Axe j.A Combo Always go for this if you can, unless higher damaging combos can be done Basic



Optimal 4 Axe j.A Combo Strong and optimal, but very difficult. Space out the axe timings as much as you can Advanced






Optimal 5 Axe Combo Very satisfying to pull off, very strong too Hard








Optimal 5 Axe j.A Combo Strong but tighter. Does upwards of 55% Hard


Optimal s.66C Combo Extremely damaging, but tight and inconsistent at times. Don't always go for this Intermediate




Optimal 6 Axe Comboo Delay the first 66C by a decent bit Intermediate
