User:Bobzilla/sandbox

From SuperCombo Wiki

Combo Notation Guide


, = link into the following move
xx = cancel into the following move
= chain/target combo
cl. = close
st./far. = far
cr. = crouching
nj. = neutral jumping
j. = directional jump
sX.Y = special X where Y is the variant
OD = Overdrive/Super
[x] = hold input
(xyz)*N = sequence xyz is repeatable
(x) = x move is optional
KA"X" = kinetic Advance cancel in X direction
KD = kinetic Deflect
fly. = move done out of flying

The Loop

Standard Loop
Medium
nj.M xx j.S2, cl.H xx f+S1.1 xx KA6, nj.M xx j.S2, cl.H xx f+S1.1 xx KA6...

This is pretty much the basis for all of your combos, the route that lets you cash out off fuzzy, you need to learn this. Crow really only has one real BnB. If you have any difficulty with the loop, the video is a full overview of the combo and tips for landing it. In summary:
-Don't hold forwards until after you've buffered your cl.H, otherwise you'll get 6H

Easy Loop
Easy
nj.M xx j.S2, cl.H xx f+S1.1 xx KA9, j.S2, cl.H xx f+S1.1 xx KA9...

This is a significant downgrade from the regular route, with worse damage, dizzy, and corner carry. Only bother if you want to pick up the character quick and dirty and have no time to learn the normal loop.


Loop Enders

0 bar

Oki Loop ender
Easy


nj.M xx j.S2, cl.M, cr.H

Doesn't put disk on cooldown for oki. Loses a lot of damage and dizzy.

Corner sting ender
Hard


nj.M xx j.S2, cl.H xx f+S1.1, (walk), st.L xx st.L xx s2.3, cr.H.

Requires corner and sting. If you can't land the sweep after, you need to microwalk for another frame.


1 or 2 bar

Puncture ender
Hard


nj.M xx j.S2, cl.H xx f+S1.1 xx KA9, j.H, cl.H xx f+S1.1, cr.M xx s2.1

Can be done after one loop as shown above (1 bar) or after 2 loops (2 bars)
Doesn't work consitently on Edge, Chel and Aegis. This combo is pretty infamous for being associated with a pushback glitch which can sometimes cause it to work vs small body characters. I would never recommend going for this combo on one of the characters listed above.
The ender itself provides a tiny damage improvement of 2 over the regular ender and a respectable 30 extra dizzy. Puncture oki is not the best but its workable, this basically just replaces your normal damage ender.

Midscreen sting ender
Hard


nj.M xx j.S2, cl.H xx f+S1.1 xx KA9, j.H, cl.H xx f+S1.1, cr.M xx s2.1

an be done after one loop as shown above (1 bar) or after 2 loops (2 bars)
Doesn't work consitently on Edge, Chel and Aegis. This combo is pretty infamous for being associated with a pushback glitch which can sometimes cause it to work vs small body characters. I would never recommend going for this combo on one of the characters listed above.
Unlike the puncture version of this ender, this ender actually loses damage over a regular damage ender, however it still does 500 dizzy. The only times to go for this ender are:
-The extra 30 dizzy looks like it might stun.
-You are close enough to the corner for a jump in after sting, you need more damage than the oki ender (maybe for chip kill), and you are playing vs Edge.
The standard damage ender doesn't give a safe jump vs Edge quick rise DP but sting does.