< Rising Thunder | Crow
(Created page with "<templatestyles src="clr/styles.css"/> ==The loop== {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" |- ! Combo !! Position !! Da...") |
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==The loop== | ==The loop== | ||
*The first rep of the loop (with jM starter) does 242/340 damage/stun, each additional rep of the main loop adds 69/100 damage/stun. | |||
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|- | |- | ||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | ! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | ||
|- | |- | ||
| (jH) → (njM xx jS2, clH xx f+S1.1 xx KA6)*N → Ender || Anywhere || | | (jH) → (njM xx jS2, clH xx f+S1.1 xx KA6)*N → Ender || Anywhere || * || * || {{clr|5|Medium}} || The main thing you want to learn. | ||
|- | |- | ||
| (jH) → njM → (jS2, clH xx f+S1.1 xx KA9)*N → Ender || Anywhere || ??? || ??? || {{clr|3|Easy}} || The baby version. | | (jH) → njM → (jS2, clH xx f+S1.1 xx KA9)*N → Ender || Anywhere || ??? || ??? || {{clr|3|Easy}} || The baby version. | ||
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===Loop enders=== | ===Loop enders=== | ||
Damage/Stun assumes 2 reps to equalise scaling. | |||
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|- | |- | ||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | ! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | ||
|- | |- | ||
| ...jS2, clH xx f+S1.1, 2H || Anywhere || | | ...jS2, clH xx f+S1.1, 2H || Anywhere || 331 || 470 || {{clr|2|Very Easy}} || Standard ender, poor oki. | ||
|- | |- | ||
| ...jS2, clM, 2H || Anywhere || | | ...jS2, clM, 2H || Anywhere || 309 || 430 || {{clr|2|Very Easy}} || Oki ender | ||
|- | |- | ||
| ...jS2, clH xx f+S1.1 xx OD → jM xx jS2 || Anywhere || | | ...jS2, clH xx f+S1.1 xx OD → jM xx jS2 || Anywhere || 403 || 470 || {{clr|2|Very Easy}} || Dash before the jump post OD | ||
|- | |- | ||
| ...jS2, clH xx f+S1.1 xx OD → 2M, 6H, 6M, 6H, clH xx S2 || Corner || ??? || ??? || {{clr|5|Medium}} || Hit 2M during the OD. Delay the clH. | | ...jS2, clH xx f+S1.1 xx OD → 2M, 6H, 6M, 6H, clH xx S2 || Corner || ??? || ??? || {{clr|5|Medium}} || Hit 2M during the OD. Delay the clH. Damage Depends on s2 version. | ||
|- | |- | ||
| ...jS2, clH xx f+S1.1, 5L, 5L xx S2.3, 2H || Corner || | | ...jS2, clH xx f+S1.1, 5L, 5L xx S2.3, 2H || Corner || 358 || 523 || {{clr|4|Hard}} || Microwalk after the disk. | ||
|} | |} | ||
== | ==12X== | ||
Additional loop reps can be added. | |||
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|- | |- | ||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | ! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | ||
|- | |- | ||
|(jH) → njM xx jS2, clH xx f+S1.1 xx KA9 → j2H, clH xx S2.2 → 2L, clH xx S2.2 || Anywhere || | |(jH) → njM xx jS2, clH xx f+S1.1 xx KA9 → j2H/jH, clH xx S2.2 → 2L, clH xx S2.2 || Anywhere || 375 || 591 || {{clr|4|Hard}} || Cleaver variant of the loop. Can go into it after any extension. Dash before the 2L. Vs Small bodies, most spacings will use j2H after KA9, Talos and Crow will never work with j2H and require jH. Doesn't work on Vlad at most ranges. | ||
|- | |||
|(jH) → njM xx jS2, clH xx f+S1.1 xx KA9 → j2H/jH, clH xx S2.2 → 6H, 2L xx S2.2 || Anywhere || 376 || 583 || {{clr|4|Hard}} || Higher damage but lower stun version of the same combo, dash required between 5H and 2L. | |||
|} | |} | ||
== | ==13X== | ||
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|- | |- |
Revision as of 05:13, 25 July 2021
The loop
- The first rep of the loop (with jM starter) does 242/340 damage/stun, each additional rep of the main loop adds 69/100 damage/stun.
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(jH) → (njM xx jS2, clH xx f+S1.1 xx KA6)*N → Ender | Anywhere | * | * | Medium | The main thing you want to learn. |
(jH) → njM → (jS2, clH xx f+S1.1 xx KA9)*N → Ender | Anywhere | ??? | ??? | Easy | The baby version. |
(jH) → (njM xx jS2, clH xx f+S1.1, djM xx jS2, clM xx S1.1)*N → Ender | Corner | ??? | ??? | Very Hard | Vlad only. Requires very precise spacing. Do the regular enders on the last rep. |
Loop enders
Damage/Stun assumes 2 reps to equalise scaling.
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
...jS2, clH xx f+S1.1, 2H | Anywhere | 331 | 470 | Very Easy | Standard ender, poor oki. |
...jS2, clM, 2H | Anywhere | 309 | 430 | Very Easy | Oki ender |
...jS2, clH xx f+S1.1 xx OD → jM xx jS2 | Anywhere | 403 | 470 | Very Easy | Dash before the jump post OD |
...jS2, clH xx f+S1.1 xx OD → 2M, 6H, 6M, 6H, clH xx S2 | Corner | ??? | ??? | Medium | Hit 2M during the OD. Delay the clH. Damage Depends on s2 version. |
...jS2, clH xx f+S1.1, 5L, 5L xx S2.3, 2H | Corner | 358 | 523 | Hard | Microwalk after the disk. |
12X
Additional loop reps can be added.
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(jH) → njM xx jS2, clH xx f+S1.1 xx KA9 → j2H/jH, clH xx S2.2 → 2L, clH xx S2.2 | Anywhere | 375 | 591 | Hard | Cleaver variant of the loop. Can go into it after any extension. Dash before the 2L. Vs Small bodies, most spacings will use j2H after KA9, Talos and Crow will never work with j2H and require jH. Doesn't work on Vlad at most ranges. |
(jH) → njM xx jS2, clH xx f+S1.1 xx KA9 → j2H/jH, clH xx S2.2 → 6H, 2L xx S2.2 | Anywhere | 376 | 583 | Hard | Higher damage but lower stun version of the same combo, dash required between 5H and 2L. |
13X
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(5L/2L)*N xx S2.3 | Anywhere | ??? | ??? | Very Easy | Only jab conversion. |
(5L/2L)*N xx S2.3, 2H | Corner | ??? | ??? | Very Easy | Only jab conversion. |