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« on: January 06, 2012, 01:59:22 PM »
BNB:
2A 5B 5C 5A 6AA 2C 3C 214A j.BC ad.A dj.BC AT (damage)
2A 5B 5C 5A 6AA 2C 3C 623A (oki)
2A 5B 5C 5A 6AA 2C 5C 623B 5B 2C 623C 2C 3C 623A (meter oki, note 5A 6AA to 2C is a link, not a cancel)
j.C dj.CAA 2A 5B 5C 5A 6AA 2C 3C 214A j.BC ad,A dj.BC AT (fuzzy guard setup, the j.CAA has a pretty big delay between the j.C and the j.A)
On characters which it works:
2A 5B 5C 5A 6AA BE2C 2C 3C 214A j.BC ad.A dj.BC AT is her bnb. Any 5A 6AA 2C can be replaced with 5A 6AA BE2C 2C.
5A 6AA BE2C 2C combos are character specific. Don't bother with 5A 6AA 2C (5A) 6AA j.BE5C, they're stupidly hard, character specific, and not worth it.
Sonic Boom (j.BE5B) can be combo'd off of at low height with 5A. Sonic Boom DOES NOT hit high.
623A and 623B both have upper body invincibility. 623A is a solid down with no OTG, 623B is a solid down with OTG, 623C is ground bounce. 236 series follows the same pattern, 236B is unblockable.
214A is jump cancellable on block. Throw also gives a solid down. Can sort of sandoori off of any down, throwing a sonic boom isn't the worst choice in this case. 214B is your only ground overhead, and it's a slow one.