Chaos Breaker/Sandra: Difference between revisions

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*Short-ranged projectile.
*Short-ranged projectile.
*Button strength determines speed and range. A is fast but short, C is slow but longer.
*Button strength determines speed and range. A is fast but short, C is slow but longer.
*Can be dash-clashed.


=== Mana Bursts===
=== Mana Bursts===

Revision as of 09:01, 17 October 2011

Introduction

The Basics

Combos

Mid-screen

6C>41236A>236236D

[2]C, 2C>8C

Corner

[2]C, 2C>8A, 236236A

Strategy

Item Compatibility

Character Chemistry

Matchups

Move Analysis

Normals and Command Normals

Normal Throws

Front Throw: 6D (when close)

  • Sandra jumps onto the opponent and begins bashing their face against the inside of her shield. Does a minimum of 3 hits and up to a maximum of 8 hits. It is possible for your opponent to mash the attack buttons and get out as quickly as possible, so you will need to mash the buttons as well to get as many hits in as you can. Can be pursued on knockdown.

Back Throw: 4D (when close)

  • Sandra grabs the opponent's head with her legs and throws them behind her. Looks a lot like Mai Shiranui's D throw. Can be pursued on knockdown.

Air Throw: 6D or 4D (when close in the air)

  • Identical to her back throw. Will always throw the opponent behind her no matter which version you use. Unlike regular standing throws, it is possible to air throw an opponent that has been placed in a juggle state. Can be pursued on knockdown.

Mana-Counter

Specials

Advanced Strike: 41236A/B/C

  • Dashing slash that hits 3 different guard positions.
  • A hits mid, B hits overhead, C hits low.
  • B version can be used to juggle airborne opponents.
  • Only A version is burst cancellable.

Aerial Turn: 623A/B/C

  • Anti-air attack. Basically a Shoryuken.
  • Has no invincibility.
  • Button strength determines height.

Down Stud: [2]8A/B/C

  • Leaping overhead slash.
  • Button strength determines height and distance.
  • Knocks down on ground hit. Puts into juggle state on air hit.
  • C version can be used to cross-up.

Steel Shield: A+D (can be performed in the air)

  • Defensive position that will clash one hit.
  • Hold 2 to guard low attacks.
  • Remains active until command is repeated or any other action is taken.
  • Air version remains active until landing. It is possible to air throw your opponent after clashing an air-to-air attack.

Sword Wind: 214A/B/C

  • Short-ranged projectile.
  • Button strength determines speed and range. A is fast but short, C is slow but longer.
  • Can be dash-clashed.

Mana Bursts

Aerial Burst: 236236A/B/C

  • Series of 5 slashes that travel upward. Works as an anti-air.
  • Button strength controls angle of ascent. A goes straight up, B goes slightly forward, C goes even further forward.
  • Untechable. Use 2D to pursue afterwards.
  • Will not always score 5 hits on Nsidor as it puts him too high up.

Ground Burst: 236236D

  • 7-hit autocombo that launches on the last hit.
  • Untechable. Go for the pursuit.
  • First hit does not have clash frames, meaning that the opponent cannot clash it and you can be hit out of it.

Frame Data