Chaos Breaker / Fina: Difference between revisions

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'''Corner'''
'''Corner'''
6A > 623A, 623A, 623A or 236236X
*Only works on Nsidor and Goblin. Since both characters have such long falling hitboxes, it's incredibly easy to DP juggle them over and over. It is even possible to hit Nsidor with 623A up to FOUR times in the corner or three times and then do Fina's super.


Requirements: Shining Bow
Requirements: Shining Bow

Revision as of 08:53, 31 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.

5D xx 6A > 623X, [623X]

  • Overhead link to double DP. The link is easiest to do at 5D's max range, but you may have trouble connecting with two DPs at mid-screen. It's also easier to get both DPs if you do this combo in the corner, otherwise, it might be easier to just do 6A > 623C.

j.C, 6B > 623X, 623X or 236236X

  • Jump-in to your choice of double DP or super. You can use this as a regular jump-in or a cross-up, so you'll have to change which strength of DP you're going to use depending on how far away your opponent is. If your opponent is all the way out of DP range, you can still tag them with the super.

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

Corner

6A > 623A, 623A, 623A or 236236X

  • Only works on Nsidor and Goblin. Since both characters have such long falling hitboxes, it's incredibly easy to DP juggle them over and over. It is even possible to hit Nsidor with 623A up to FOUR times in the corner or three times and then do Fina's super.

Requirements: Shining Bow

j.C, land, 2C, 2C > IB, 2C > 623A, 623A > IB, 2C > 623A, 236236X

  • Fina's ridiculous 100% combo. You'll need to hit your opponent with the bottom of the j.C to avoid pushing her out of range for her 2C.

Strategy

Item Compatibility

Character Chemistry

Matchups

Move Analysis

Normals and Command Normals

Standing

5A

  • Fina extends a glowing hand. There's pretty much no reason to use this move when 6A does the same thing and does it much better. For some reason, the blocking animation is that of 6B instead of what it should be.

5B

  • A relatively quick swing of the staff. Yet another normal that's inferior to its command counterpart. The best use for this move is for clashing since it has a slightly vertical hitbox and it covers more area than 6B.

5C

  • Heavy bash with the side of the staff. Horrible range, terrible start-up, and bad recovery make this move pretty much useless. Use it as filler to tack on more damage at the beginning of a punish, but that's about it.

5D

  • A leaping overhead kick. The animation makes it tricky to block at times and you can link to her A normals or her DP on hit.

Crouching

2A

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

Attack Cancel State Total Start-up Active Hit Guard
5A No Mid 16 5 +4 -1
6A Yes Mid 18 5 +2 -1
2A No Mid 16 5 +4 -1
j.A Yes Overhead 5
5B Yes Mid 11
6B Yes Mid 27 9 +1
2B Yes Low 9 +1
j.B Yes Overhead 11
5C Yes Mid 17
6C No Mid
2C Yes Mid 39 15 Float
j.C Yes Overhead 13
5D No Overhead 35 16 0 -9
6D No Mid 44 13 Blowback -16
2D Yes Low 42 11 -2 -11
j.D Yes Overhead 11