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== The Basics == | == The Basics == | ||
== Beginner Overview == | |||
<youtube>2UYJs8_rRUI</youtube> | |||
== Advanced Overview == | |||
<youtube>sg2ElINGoN8</youtube> | <youtube>sg2ElINGoN8</youtube> | ||
=== Combos === | === Combos === | ||
Revision as of 17:11, 10 September 2021


Introduction
Almost god tier due to his infinite. One hit from can lead to your entire team dying. Works particularly well with Psylocke-A and Doom-B.
Better combos and generally easier to use than War Machine.
Colors
First row: LP, HP, A1. Second row: LK, HK, A2.
Moves List
Normal Moves
Frames | Advantage | Cancel | Block | Hitbox | Notes | |||
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Standing | ||||||||
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C | HL | ||||||
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HL | |||||||
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C | HL | ![]() | |||||
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C | HL | ||||||
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C | HL | ![]() | |||||
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C | HL | ![]() | |||||
Crouching | ||||||||
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C | HL | ||||||
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C | HL | ![]() | |||||
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- | HL | ![]() | |||||
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C | ![]() |
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C | ![]() |
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KD | - | ![]() |
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Jump | ||||||||
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-/- | - | ![]() |
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-/- | - | ![]() |
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-/- | - | ![]() |
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-/- | - | ![]() |
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-/- | - | ![]() |
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-/- | - | ![]() |
Special Moves












( )= Damage from full screen
Super Moves


( ) = damage from fullscreen.
Note that if you get hit by Proton Cannon as a knockdown (it hits you and your assist, but you get a knockdown out of it), you can roll to the other side and punish.
Assist Moves
The Basics
Beginner Overview
Advanced Overview
Combos
-d.c.LP > c.LP XX qcf + PP
-d.s.LP > s.LK > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HK/d + HK
-Jump LK > LK \/ d.s.LP > s.LK > c.LP > s.HK /\ sj.LP > sj.LK > sj.LK > sj.d + HP
-Jump LK > LK \/ d.c.LP > c.LP XX hcb + LP
-Corner Jump LK > d + HP \/ d.s.LP > s.LP > s.HP XX qcf + LP
-Jump u + HK \/ /\ Jump LK > LK > u + HP XX qcf + HP
-Jump LK > LK \/ d.s.LP > s.LK > c.LP > s.HP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.u + HP XX qcf + LP
-Jump u + HK \/ /\ Jump LP > LK > u + HP XX qcb + KK, (fly u) Flying LP > LK > u + HP XX qcf + HP
-Corner When close, f + HP/HK, d.c.LK > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.u + HP XX qcf + HP
-Jump HP \/ d.c.LK > c.LP > s.HK /\ sj.LP > sj.LK > sj.LP > sj.u + HP, (u + PP) ad.LK > ad.u + HP XX qcb + KK, (fly u) Flying LK > LP > u + HP XX qcf + HP
-Jump d + HP \/ d.s.LP > s.LP > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.u + HP > sj.u + HK XX qcb + KK, (fly u) Flying LP > LP > u + HP XX qcf + HP
-Jump LK > LK \/ d.s.LP > s.LK > c.LP XX qcf + PP
-Jump LK > HP \/ d.s.LP > s.LK > c.LP > XX hcb + LP, d.s.LK > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.u + HP, (u + PP) ad.LK > ad.u + HP XX qcb + KK), (fly u) Flying LK > LP > u + HP XX qcf + HP
-Jump LK > LK \/ d.s.LK > s.LP > s.HP XX qcf + PP
-Jump d + HP \/ d.s.LP > s.LK > c.LP XX hcb + LP XX qcf + PP
Advanced Strategy
Infinite Combo: (Hold up+forward) j.lp, j.mp, j.lk, u.hp, land > repeat. Once you hit the corner you have you alternate between holding up+forward and holding up during each rep or you run the risk of them falling out. After ~45 hits in the corner land and do st.hp xx proton cannon or they will dizzy out.
Note: For heavy characters such as Sentinel or Blackheart, you will need to do a rep of (j.lk, j.mp, u.hp) in between reps of (j.lp, j.mp, j.lk, u.hp) in order to keep them from falling out.
Setups into Infinite Combo: st.hk, air f.hp xx air dash d+f, lk, lk, air u+f hp, > land > Infinite combo.
(Corner only) st.hk, j.lk, j,lp, neutral j.hp, neutral j.hk > land > j.lk, j.lp, j.hp > Infinite combo.
The timing on this combo is strange, the lk and lp must be spaced out so when you hit the hp you are slightly lower than the body. Hit hk right before they hit the ground to make them bounce up a little, then jump toward and hit lk and continue the combo. What is also strange about this combo, is it eliminates pushback and you no longer have to hold up+forward to continue the infinite.