Chaos Breaker / Fina: Difference between revisions

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41236D, 236236X
41236D, 236236X
* Low fireball to super. A good way to throw off opponents who like to clash-dash through all of your projectiles.
* Low fireball to super. A good way to throw off opponents who like to clash-dash through all of your projectiles. There's a slight delay between when the first hit ends and you can start inputting commands again. The timing isn't overly difficult.
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Revision as of 22:48, 14 July 2011

Introduction

The Basics

Combos

Mid-screen

6A > 623A, 623X

  • Basic double DP combo. Best used at point-blank range. In the off-chance your opponent is outside of 623A range after the first DP, use one of the other variations to make up the distance.

j.C/j.D, 2D > 214214X/236236X

  • Meaty cross-up into super. Does around 50% damage on most characters. It is possible to accidentally hit your opponent outside of the range of 214214X if the j.C or j.D did not connect properly, so if you're doubting your spacing, use 236236X instead. Less damage overall but saves you the agony of a whiffed super.

41236D, 236236X

  • Low fireball to super. A good way to throw off opponents who like to clash-dash through all of your projectiles. There's a slight delay between when the first hit ends and you can start inputting commands again. The timing isn't overly difficult.

Strategy

Item Compatibility

Character Chemistry

Matchups

Move Analysis

Normals and Command Normals

Normal Throws

Mana-Counter

Specials

Judgement: 236A/B/C (can be done in air)

Justice Sword: 623A/B/C

Holy Wall: 214A/B/C

  • (after Holy Wall) Holy Shot: A/B/C

Mana Charge: 214[D]

  • Mana charge. Zero to max mana gauge is about eight seconds.

Holy Jail: 41236D

Mana Bursts

Divine Justice: 236236A/B/C (can be done in air)

Holy Tempest: 214214A/B/C

Frame Data