Basics & Misc. InfoMidscreen BnB
2A*1~3 > 5B > 2B(2) > 2C > 236A > 236C
Standard BnB that knocks opponent into corner regardless of position on the
stage. Dash followed by super jump will quickly close the distance and allow for Mech to initiate a high/low/throw wake up game (with multiple variants to delay falling, bait reversals, etc.). The drawbacks are pathetic damage (2-3k) and if Mech is positioned directly in the corner, closing the gap with dash>sj will be impossible; an alternate combo would be best in this situation (*see Round Finisher Combo*).
2A*2 > 5B > 2B(1) > 2C > 6C > 214C > 236B > 236C
More damaging variation to the above combo requiring 200% circuit. Dash>sj to close in is still viable and as with the above combo, Mech cannot follow up with the pursuit if positioned in the immediate corner.
*Meterless Midscreen
Corner
2A*1~2 > 5B > 2B(1) > 2C > 6C > delay214C[4] > 2[C] > 6C > sj8BC > djABC
Very damaging corner combo netting about 5K. Best to use when KO is eminent or in max mode (omit air combo followup for DEATHPILLAR oki)
Round Finisher or Backed in immediate corner Bnb
(2A>5B) > 2B(2) > 5C(3) > 623C
Damaging 100% alternative for when out of 2C>6C>214C range.
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Fuzzy Guards [4/3/10]Simple deep jC > dj9C > IH > jC
(info)Kouma
Ciel
Sion
Ries
VShi
Wara
Roa (difficult)
Akiha
Warc
VAki
SAki
Nero
Hisui
Koha
Landing Variation
deep jB OR IAD jB > land > j9A
(info)Shiki
Nanaya
Kouma
Ciel
Sion
Ries
VShi
Wara
Roa
Akiha
Arc
Warc
VAki
SAki
Nero
Hisui
Koha
Advanced
jC# > dj > airdash > jA
(info) #Aoko
Shiki
Nanaya
Kouma
Ciel
Sion
Ries
VShi
Wara
Roa
Akiha
Arc
Warc
VAki
SAki
Satsuki
Len
WLen
Nero
Hisui
Koha
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Throw & Dash Under [4/3/10](info)
Aoko
Shiki
Nanaya
DEATHPILLAR (22C)How to set this up:
Corner only
1) Throw > 22C2) 2A*1~2 > 5B > 2B(1~2) > 2C > 6C > delay214C[4] > dash > 22C(H) = Hit
(G) = Guard
(R) = Reversal
(S) = Shield Bunker
Pulse1 Hit Confirm Option
Pulse1(H) > jC > 5B > j8AC or j8BC > sdj[C]High Option
Pulse1(G) > jC > 5B > 2B(2) > 5C(3) > j8 > Pulse2(H) > jd9[C]Guarding SequenceOpener attempt(G) > Pulse2(G) > dash > 2A > 5B > 2B(1) > 5C(3) > Pulse3(G) > dash > 2A > any string ender
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Low Option [4/2/10]
Pulse1(G) > j9 > land > 2A*3 > 2B(2) > 5C(1-2) > j8 > Pulse2(H) > dj9[C]
Using Pulse1 to mask your action, strike low after an empty jump in. 2A*3>2B(2)>5C string will synchronize with Pulse2 and launch. When the 5C hit is confirmed, jump cancel from the 2nd or 3rd hit. At this point you jump just before Pulse2 hits then dj9 (or sdj) with the launched target and strike with j[C] (Untechable down). After landing, Pulse3 will begin and hit meaty on their wake up. At this point, upon landing, you can sj9 in and attempt another hi/lo/throw/reversal bait mixup. Sj9 slightly after landing will allow for a deep jump in (e.g. jC) and sj9 exactly on landing will allow for reversal bait (i.e. landing just before the opponent fully stands to reversal). Mix in late air dash to feint lows or whiff a follow up attack and throw.
High Option Alternative #1 (Delayed Descent) [4/2/10]
Pulse1(G) > j9 > late airdash (j6A+B) > jB > 2B(2) > 5C(3) > j8 > Pulse2(H) > dj9[C]
Once the opponent has adapted to guarding the landing low variation, the delayed descent options becomes viable. Perform j9 immediately upon recovery of 22C then as late as possible perform a late airdash (using [6]A+B produces the better results than 66 IMO). As early as possible in the airdash, strike with jB then proceed with the ground string. The sequence will again synch with Pulse2 and launch in which you prepare to jump and pursue with j8>dj9[C] to force a down. Pulse3 again will strike meaty allowing for further mixup.
Why does late airdash>jB work: by reflex, most players will watch for the opponent's positioning in the air then prepare to quickly guard an oncoming air attack followed by the usual low for confirmation or pressure. By using the late air dash at the time period when a character
should normally land, the defender's timing against a followup can become obscured and cause them to guard low out of anticipation of the standard jumping high or empty>land>attack low sequence. (This is a technique common to F-Aoko Blue Fire [214C] mixup)
High Option Alternative #2 (Advanced Fuzzy Guard)
Pulse1(G) > jC(G) > dj > airdash > late jB(G) > land > jA > Pulse2(H) >dj8[C]
Opponent guards Pulse1>jC. Full Moon style is unable to airdash from jumping normals and instead must use dj>airdash to emulate the movement. There is emphasis on
late>jB because it's relevant to synchronizing with with Pulse2. Mech must "hover" briefly then strike with jB just before landing from a near complete airdash (too late and jB will whiff). After jB is guarded, an immediate jA on landing will produce a fuzzy guard (hit must be high guarded). Pulse2 hits directly after in which you should already be starting dj8[C] from the fuzzy hit. This is probably the least damaging variation of all DEATHPILLAR mixups but is likely the most difficult to guard successfully. Also, not all chars can be hit by the jA fuzzy hit (*I'm almost certain about this lol)
Throw Option
Pulse1(G) > jC(G) > dj > airdash > J[C](whiff) > Throw > Pulse2(H) > j8(hold 8 during throw) > sdj >*
jC>dj>airdash>j[C] will whiff and allow Mech to land then throw. Pulse2 hits during the throw, adding a bit more damage for your efforts. Hold j8 as the throw is being performed then sdj to synch an attack with Pulse3. Pulse3 will somewhat mask Mech's position, hit meaty and allow for hi/lo/late airdash>attack or throw/reversal bait option.
Throw Option Alternative
Pulse1(G) > jC(G) > dj > airdash > jB > 2A > 5C(1-2) > j8 > Pulse2(H) > dj9[C]
Players that have adjusted to seeing the above sequence may preemptively mash out in an attempt to stop a potential throw. The jC>airdash>jB sequence is used specifically to counter this. The result will be a CH hit or against faster A attacks, an armored hit which you can still followup from. In the landing sequence 2A>5C the 5C must be jump canceled a bit earlier than usual (no later than 2nd hit) in order to synch with Pulse2 properly.
DP & Bunker Safe Option [4/2/10]Low Option --Pulse1(G) > j9 > dj9 > land > 2A > 2B(2) > 5C(2-3) > j8 > Pulse2 > dj9[C]
High Option -- Pulse1(G) > j9 > dj9 > late airdash > jB > 2A > 5C > j8 > Pulse2> dj9[C]
High Option Alternative -- Pulse1(G) > j9 > dj9 > deep jB > 2B(2) > 5C(3) > j8 > Pulse2 > dj9[C]
** j9 > dj9 > pulse1(H) > deep jB > land > jAAB > sdj[C]
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*[Obsolete]* [4/2/10]DP Safe Alternative (**not vs some EX Reversals**)/Low Alternative Option
Outcome #1 (Failed guard) -- IAD >j[C](whiff) > Pulse1(G) > 2A(H) > 5B > 2B(2) > 5C(3) > j8 > Pulse2(H) > dj9[C]
Outcome #2 (Failed Reverse) -- IAD > j[C](whiff) > Pulse1(H/R) > 2A > 5B > jBC or jAC > sdj[C]
Outcome #3 (Successful Reverse) -- IAD > j[C](whiff) > Pulse1(R) > (*R is guarded during defensive 2A>5B)
Some of the more "safe" options you may see being used to escape DEATHPILLAR oki are bstep, bunker, and activation but it's likely that if the opponent has a good DP-like reversal (invincible reversal ala dragon punch) to their disposal it will be used more often than not. Fortunately, there's an answer for this that will not only produce a safe jump-in but will also allow you to attack should the opponent fail a reversal or choose not to reversal. After setting 22C you must
immediately, while holding [1] (guard), IAD in and j[C] once Mech recovers. If done correctly,
Mech will land with a whiffed attack and the reversal, if successfully executed by the opponent, will be guarded as you attempt to followup with [1]A>[4]B. DEATHPILLAR will be destroyed allowing you to reset the situation again with dash>throw or combo into 6C>delay214C[4].
What if they fail dp execution: When you "auto-pilot" the defensive whiff>land>2A>5B sequence, Pulse1 will hit first and launch then 2A>5B will strike before Pulse1 is able to produce a full launch i.e. an aircombo followup with a guaranteed down becomes possible.
What if I guess wrong and they guard instead: If this situation occurs, then just continue the sequence that leads to an air-tight guard string. Mech will generate tons of meter in the process.
DEATHGRILL (22B) [4/4/10]Examples of how to set this up:
Corner Ony (i.e. Opponent in corner with 2C hitting at max range)
1) 2A*1-4 > 5B > 2B(2) > 2C > 236A > 236C > dash > 22B2) Max range 2B(2) > 2C > 236A > 236C > dash > 22B
(H) = Hit
Throw Option
Dash > Throw > j8(Hold 8 during throw) > sdj >*Simple throw option. Effective versus turtle play. After landing throw immediately hold 8 and watch for the jump then sdj just before reaching the jump peak. This will allow Mech to synchronize with the bomb detonation and initiate a high/low follow up attempt using land>2a OR deep jB/C OR late airdash>jB.
Throw Option Alternative
Dash > 5C meaty > 2A > 5B > 2B(2) > 2C > j8 > sdj >*Will counter mash or jump attempt in anticipation of throw. 5C yields enough advantage to link 2A and continue with the remainder of the string. Ending with 2C>j8>sdj will again allow for a high/low follow up attempt with the bomb detonating as the opponent stands.
Throw Option Alternative w/ Meter
Dash > 5C meaty > 2A > 5B > 2B(1) > 623A > 623C > Bomb(H) > sj9C > jBC > airthrowAn EX variation to the above meaty setup that will synchronize with the detonation when 623C ends and allow for aerial combo follow up. Average damage nets 5k.
IAD Option
IAD > jB > 2A > 5B > 2B(2) > 5C(1-2) > 623C > Bomb(H) > sj9C > djBC > airthrowInstant Air Dash then jB as the opponent is standing to stuff a wake up jump out or mash attempt.
IAD Low Alternative
IAD > j[C](whiff) > 2A > 5B >2B(2) > 5C(3) > 623C > Bomb(H) > sj9C > djBC > airthrowThe BEJC will feint a high attack allowing for a low to be sneaked in should the opponent be too slow to react with a low guard. This setup is fairly easy to beat with throw reversal.
IAD Throw Alternative
IAD > j[C](whiff) > land > throw > j8(hold 8 during throw) > sdj >*Against players who can react to a whiff then low attack in time, jC whiff then throw becomes viable. Much like the other grill setups involving throw, you will want to jump neutral then super double jump to synch with the detonation. This setup in particular will allow for a second throw upon landing from the sdj. The throw and detonation will be nearly simultaneous and allow Mech to score big damage as a result (average 2.5k). It's also possible to instead land from sdj and combo into the detonation using 2A (low option) OR mix in a delayed, descending jB (late airdash>jB) to counter a throwbreak attempt/low guard OR simply land and backstep/guard to counter reversal attempts.
Delayed Descent Option
IAD > late JB > 2A*3 > 5B > 2B(2) > 2C > 236A > Bomb(H) >sj9B > sdjBC > airthrowThis setup becomes useful against players who standing throw break on reaction to Mech's IAD. Choosing to remain in the air a bit longer by attacking with jB later will allow you to linger above a throw break attempt and punish near the airdash descending point.
Simple Meaty Option w/ Meter (close)
2[C] > 6C > delay214C[4] > 2[C] > 236A > Bomb(H) > sj9B > djBC > airthrowThis setup is designed to stuff wakeup jump or mash attempts. However, it is extremely difficult to confirm from the 2[C] hit. Only use this when you're absolutely certain the opponent will attempt a jump/mash otherwise the 6C followup will whiff and leave you open for a bit. It is possible to confirm to 6C from the 2[C] hit but this takes much practice. The other meaty setups listed above are a bit more consistent and demand less execution (this one just looks pretty though
).