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Dream Cancel Wiki - New pages [en]
2024-03-28T17:13:23Z
From Dream Cancel Wiki
MediaWiki 1.37.1
https://dreamcancel.com/wiki/Fatal_Fury:_City_of_the_Wolves
Fatal Fury: City of the Wolves
2024-03-19T17:32:52Z
<p>Lichmassacre: Added COTW specific discord, which can be found and is linked inside the KOF2002UM discord under the #rules-and-invite-links channel. Discord of the Wolves is a FF focused server for all FF games, not just COTW. People are going to likely want to instead focus on finding a COTW-centered server, much like how Garou MOTW has its own Discord server. I will leave both here, but Discord of the Wolves was not intended as a COTW server, but as a general FF server.</p>
<hr />
<div>{{Infobox Game<br />
| gamename = Fatal Fury: City of the Wolves<br />
| abbreviation = CotW<br />
| image = FF CotW logo.png<br />
| version = <br />
| developer = SNK<br />
| publisher = SNK<br />
| publisher2 = <br />
| system = <br />
| website = [https://www.snk-corp.co.jp/us/games/fatalfury-cotw/ Official website]<br />
| netcode = <br />
| netcode2 = <br />
| netcode3 = <br />
| resources = <br />
| community = COTW-focused server: [https://discord.gg/afb5UJSKEm FATAL FURY CotW]<br>General FF server: [https://discord.gg/FnbFwVj6jc Discord of the Wolves]<br />
| patch = <br />
}}<br />
Fatal Fury: City of the Wolves is the latest installment in the Fatal Fury series. The game was announced at EVO 2022 but wouldn't be unveiled until EVO 2023. After the SNK World Championship 2023 finals, a new trailer showed the game's core new system called '''REV System'''.<br />
<br />
While there isn't a demo out yet, you can read this [https://docs.google.com/document/d/1fBCSQOJMif-8a8d3jACwQlyUPEiE71fxPTZ7om1P1wg/edit CotW Mechanics doc] by Giby.<br />
<br />
==Characters==<br />
*Terry Bogard<br />
*Rock Howard<br />
*Tizoc<br />
*Hotaru Futaba<br />
*Preecha</div>
Jotamide
https://dreamcancel.com/wiki/The_King_of_Fighters_%2798_UMFE/Saisyu_Kusanagi/Combos
The King of Fighters '98 UMFE/Saisyu Kusanagi/Combos
2024-02-04T23:28:15Z
<p>Surabu!: Corrected some combo notation.</p>
<hr />
<div>{{CharNavbox_98FE}}<br />
<br />
== Combos ==<br />
<br />
=== Meterless ===<br />
<br />
''Low''<br />
<br />
: <code>2B, 2A, (2A) xx 623B</code><br />
: Basic low confirm.<br />
<br />
: <code>2B, cl.C(1) > 6A xx 623D</code>:<br />
: Tight microwalk link. Requires Saisyu to be point blank.<br />
<br />
''Mid/Jump-In''<br />
<br />
: <code>(j.X), cl.C(1) > 6A xx 623D</code><br />
: Go-to heavy starter combo for a hard knockdown.<br />
<br />
: <code>(j.X), cl.C(1) > 6A xx 214A > 214A, 623C</code><br />
: Saisyu's highest meterless damage, but it sacrifices the hard knockdown.<br />
<br />
=== With Meter ===<br />
<br />
: <code>2B, 2A, (2A) xx 236236A</code><br />
: Low confirm into DM.<br />
<br />
: <code>(j.X), cl.C(1) > 6A xx 2141236P</code><br />
: Heavy confirm into Orochinagi.<br />
<br />
: <code>2B, cl.C(1) > 6A xx 2141236P</code>:<br />
: The tight microwalk link for Orochinagi, requires point blank.<br />
<br />
: <code>6B, 236236A</code><br />
: Can't hitconfirm. Very risky, but the link is easily done with the button hold trick.<br />
<br />
=== With Quick MAX ===<br />
<br />
: <code>2B, ABC, cl.C > 6A xx 2141236P</code><br />
: Low Quick MAX from 2B.<br />
<br />
: <code>6A, ABC, 236236A</code><br />
: Extremely easy Quick MAX overhead into super. If you're somehow good enough, you can do a microrun for two 2As for a hitconfirm.<br />
<br />
: <code>6A, ABC, 623B</code><br />
: Quick MAX into hard knockdown.<br />
<br />
: <code>6B, ABC, 5C xx 2141236P</code><br />
: Quick MAX on 6B is tight. 5C only hits tall crouchers and standing opponents.<br />
<br />
: <code>(j.X), cl.C(1) > 6A xx 214A > 214A, ABC, 2141236P</code><br />
: The Quick MAX timing on the second rekka is awkward, so you might need to practice.<br />
<br />
: <code>(j.X), cl.C(1) > 6A, ABC, 5C xx 2141236P</code><br />
: Saisyu's highest damage. The link between Quick MAX 6A and 5C is quite tight, and you need to remember that 5C only hits on standing opponents or tall crouchers.<br />
<br />
== Navigation ==<br />
<br />
{{CharNavbox_98FE}}<br />
{{Navbox 98UMFE}}<br />
<br />
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]<br />
[[Category:Saisyu Kusanagi]]</div>
Surabu!
https://dreamcancel.com/wiki/The_King_of_Fighters_%2798_UMFE/Saisyu_Kusanagi/Strategy
The King of Fighters '98 UMFE/Saisyu Kusanagi/Strategy
2024-02-04T23:26:41Z
<p>Surabu!: Added more information and a new point</p>
<hr />
<div>{{CharNavbox_98FE}}<br />
<br />
== Strategy & Tips ==<br />
<br />
=== Neutral ===<br />
Saisyu's neutral from mid-range is rather lackluster due to his stubby buttons. On the ground, his only real safe poke is 5B, which still has issues when facing other long ranged pokes. His sweep is also quite good, with good range, speed and the ability to be cancelled. A very potent weakness Saisyu has is that his jab is inconsistent at stopping hops, resulting in having to buffer a DP to be able to deal with an incoming hop and still react in time. Fullscreen, he can use his fireball, or move forwards to start an offence.<br />
<br />
In the air, Saisyu has some very good options. j.B is the infamous Kusanagi knee, a jack of all trades that can air-to-air decently, cross up, and also still does a hefty amount of block and hitstun for pressure. j.D and j.A are your main air-to-airs however, being much more consistent than j.B in most scenarios. Saisyu's j.CD is also quite good.<br />
<br />
=== Defence ===<br />
Saisyu's defensive options are very limited. His buttons are poor at stopping the opponent's offence, meaning he has to heavily rely on system mechanics such as your AB evasion, reversal superjump and Guard Cancel CD. He is particularly weak to grounded pressure because of this, as his only meterless defensive tool is his DP, which is very punishable.<br />
<br />
=== Offence ===<br />
Once Saisyu is finished navigating the neutral, which usually won't take long, he can start laying down some pretty serious offence. Once you get in, his j.B and j.CD become very strong at keeping the opponent locked down, alongside a good set of crouching lights. Another notable grounded pressure tool is the '''+7!!!''' 6B, which can also be useful for frametraps if done from heavies (although it can be interrupted easily). Pair this with a 2 frame cl.C and Saisyu is a monster up close.<br />
<br />
To mix the opponent up, you have various options. His low confirms are strong and link into 236236A, his 6A overhead links into 236236A with Quick MAX and he has 63214K as a risky option to throw the opponent off. As usual for a Kusanagi, his j.B is amazing at crossing the opponent up, greatly enhancing Saisyu's mixups from when they are already very solid. Combining all of these options in your offence will make Saisyu very scary to play against.<br />
<br />
For his combos, you generally want to land 623K no matter what without meter, although A rekka into 623C can help to close out a round or just deal some extra damage. With meter, you don't have to think about what super to use, just remember that 236236A comes from your lights and Quick MAX 6A if you're using Extra, and that 2141236P comes from heavies and Quick MAX A rekka if you're using Extra.<br />
<br />
=== 6A Quick MAX Combo Theory ===<br />
Saisyu has multiple choices during his metered combos, mainly after landing 6A Quick MAX, either cancelled or not.<br />
<br />
* 236236A - Your easiest ender, and it still does very good damage. You sacrifice the hitconfirm for pure consistency - this will hit on every character in the game, while also connecting from extremely far away (but not 6A's max range).<br />
<br />
* 2A xx 236236A - An easier hitconfirm, but remember that you have to link 2A before the pushback is too high, and also beware you might accidentally DP.<br />
<br />
* run 2A, 2A xx 236236A - An actual hitconfirm for every character. Be warned, this is extremely difficult.<br />
<br />
* 5C, 2141236P - Whiffs on all but tall crouchers, but highest damage. Easier to land after a cross-up, or if you landed the 2B, cl.C link. Most effective as a punish, if you can land the link.<br />
<br />
* 623B (or run 2A, 2A xx 623B) - Useful for if you don't have red health and want to secure a hard knockdown while keeping MAX Mode.<br />
<br />
Generally, you want to go straight into 236236A or if you have the execution, secure the hitconfirm with the two run 2As. However, your other enders are still useful, as explained in their own situations.<br />
<br />
== Navigation ==<br />
<br />
{{CharNavbox_98FE}}<br />
{{Navbox 98UMFE}}<br />
<br />
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]<br />
[[Category:Saisyu Kusanagi]]</div>
Surabu!
https://dreamcancel.com/wiki/The_King_of_Fighters_%2798_UMFE/EX_Mai/Strategy
The King of Fighters '98 UMFE/EX Mai/Strategy
2024-02-04T20:06:37Z
<p>Surabu!: Added a tiny note to one of the enders.</p>
<hr />
<div>{{CharNavbox_98FE}}<br />
<br />
== Strategy & Tips ==<br />
<br />
===Neutral===<br />
<br />
During neutral, EX Mai can choose between launching an offence or controlling space. Her main tools for space control are her 214P and 214K, which are very effective at stopping the opponent from closing in on you. 5A and cl.C are her main tools for dealing with hops via normals, and her best special for this purpose is 214P. Some of Mai's strongest pokes include 5B, 5D, 2D, 2C and 5C.<br />
<br />
In the air, j.C is your best air-to-air while j.D, j.B and j.2A are best for jump-ins. j.214P and j.236K can also be used to alter your aerial trajectory, making it harder to anti-air you. She can also perform an air throw, and being able to option select this with j.C makes her air-to-air game much scarier.<br />
<br />
On defence, [2]8K is your main reversal, but it should be reserved for anti-airs as it is extremely punishable on block and whiff. You can also spend meter for 2141236B. Be wary that EX Mai is very weak to pressure without these reversals. 214C's first hit can also work as an abare option, but your best option is to evade using [2]8P or a superjump.<br />
<br />
Your main goal in neutral should be to keep the opponent out to charge your meter to maximum with Extra. Once you have a bar stocked, you should start thinking about offence.<br />
<br />
An amazing tool to have is backdash j.2A, which lets EX Mai move backwards at great speed. This amount of control over engagement ranges can not only give you an amazing opportunity to charge meter, but also let you force the opponent to approach you and be open to your zoning.<br />
<br />
===Offence===<br />
<br />
EX Mai's offence mainly consists of short pressure sequences into a mixup, where the end result is entirely dependent on what the player wants to do. She can sacrifice damage to return to neutral, or cash out for very big damage. Arguably, EX Mai's win condition is to be in neutral, so more often than not your offence will be securing a small amount of damage before returning to neutral. However, unlike regular Mai, EX Mai is given more tools for offence, such as a guaranteed soft knockdown on 214P, 214K, and a brand new divekick series, meaning your offensive sequences will matter a lot more.<br />
<br />
For mixups, you have a crossup with j.B, and an overhead in 6B. Due to the very slow speed of 6B, you will often need to condition your opponent to not interrupt your pressure, and also condition them to block low. Another thing to note is that EX Mai is generally a more offence-oriented version of Mai, but she shines the most with meter, meaning your gameplan should be focused around gathering that meter in neutral with your keepout and zoning before starting your brutal metered offence.<br />
<br />
EX Mai's main pressure tool is j.2A. More often than not, EX Mai's pressure sequences will be built entirely around landing this move to cause a long amount of blockstun, allowing you to attempt to secure more plus frames or chase a mixup. To end pressure, you can simply either disengage with a [2]8P or a 214C. On okizeme, the best option for a meaty is a j.2A done with a safejump, from which you can begin your pressure again.<br />
<br />
===Combo Theory===<br />
EX Mai has multiple options to end her biggest combos. All of these options have varying strengths and weaknesses depending on the current situation in the match.<br />
<br />
* 41236K - Use this if you have activated MAX Mode and want to keep it for a short while to stay on the offensive and rack up some extra damage. It will also be your main ender if you're not in MAX Mode for some reason and are not in red health to afford a super.<br />
<br />
* 2141236K - Use this for high damage and a soft knockdown. Without red health, it's your highest damage ender.<br />
<br />
* 236236P - Use this for a hard knockdown. In red health, it also does the most damage. After 236236P, you can choose to run okizeme, or charge meter. A very useful tactic is to backdash j.2A before charging up, as this will allow you to safely charge an entire bar.<br />
<br />
== Navigation ==<br />
<br />
{{CharNavbox_98FE}}<br />
{{Navbox 98UMFE}}<br />
<br />
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]<br />
[[Category:Mai Shiranui]]</div>
Surabu!
https://dreamcancel.com/wiki/The_King_of_Fighters_%2798_UMFE/EX_Mai/Combos
The King of Fighters '98 UMFE/EX Mai/Combos
2024-02-04T19:55:10Z
<p>Surabu!: Correced some notation.</p>
<hr />
<div>{{CharNavbox_98FE}}<br />
<br />
==Combos==<br />
<br />
===General Notes===<br />
<br />
* 2B, 5A is a link.<br />
* EX Mai generally needs Dodge for her main combos, especially with Quick MAX.<br />
* Theory about specific combo enders can be found in the Strategy page.<br />
<br />
===Meterless===<br />
<br />
'''Low'''<br />
<br />
: <code>2B, 5A xx (214K xx) 214C</code><br />
: Most damaging meterless combo from a low starter. The 214K xx 214C has to be done fast or the last 214C will whiff. You can choose to just do the 214C for more consistency at the cost of a small amount of damage.<br />
<br />
'''Mid/Jump-In'''<br />
<br />
: <code>(j.X), 2C xx (214K xx) 214C</code><br />
: 214C is the most consistent ender for your combos. 214K, 214C can be used point-blank.<br />
<br />
: <code>(j.X), 2C xx 41236D</code><br />
: More damaging than the above combo, but much more unsafe if not confirmed.<br />
<br />
'''Overhead'''<br />
<br />
: <code>6B, 2C xx 214C</code><br />
: Link combo after hitting the overhead fairly close.<br />
<br />
===With Meter===<br />
<br />
'''Low'''<br />
<br />
: <code>2B, 5A xx 2141236D</code><br />
<br />
'''Mid/Jump-In'''<br />
<br />
: <code>(j.X), 2C xx 2141236D</code><br />
: Very consistent, because it carries forward before going upwards.<br />
<br />
'''Overhead'''<br />
<br />
: <code>6B, 2C xx 2141236D</code><br />
<br />
'''Dodge Cancel'''<br />
<br />
: <code>3B (1), AB > A/B/C/D xx 41236D/2141236D</code><br />
: Slide conversion with Extra mode or Ultimate mode with dodge.<br />
<br />
===With Quick MAX===<br />
<br />
'''Low'''<br />
<br />
: <code>2B, 2B, ABC, microwalk cl.C xx 41236K/2141236K/236236P</code><br />
: Difficult to perform because of the tight microwalk and fast cancels.<br />
<br />
'''Jump-In'''<br />
<br />
: <code>j.X, ABC, cl.C xx 41236K/2141236K/236236P</code><br />
: Quick MAX from a jump-in can be tricky, but it is much easier to perform than the low option.<br />
<br />
'''Overhead'''<br />
<br />
: <code>6B, ABC, 41236D/214C</code><br />
: Keeps MAX Mode.<br />
<br />
: <code>6B, ABC, 2141236K</code><br />
: Very risky. Only use if you don't have Dodge, as it cannot be hitconfirmed.<br />
<br />
'''Dodge Cancel, Low'''<br />
<br />
: <code>2B, 2B, ABC, microwalk cl.C > 3B (1), AB > A/B/C/D xx 41236K/2141236K/236236P</code><br />
: The microwalk is tight to perform. You can do a single 2B to make it easier, but this makes it much harder to hitconfirm.<br />
<br />
'''Dodge Cancel, Overhead/Jump-In'''<br />
<br />
: <code>6B, ABC, microwalk cl.C > 3B (1), AB > A/B/C/D xx 41236K/2141236K/236236P</code><br />
: Main overhead confirm. This microwalk is much more lenient.<br />
<br />
: <code>j.X, ABC, cl.C > 3B (1), AB > A/B/C/D xx 41236K/2141236K/236236P</code><br />
: The Quick MAX from a jump-in can be tricky to perform.<br />
<br />
'''Corner'''<br />
<br />
: <code>j.2A xx j.236K > P, ABC, 41236D/2141236B</code><br />
: Highly specific corner combo, very difficult to perform.<br />
<br />
== Navigation ==<br />
<br />
{{CharNavbox_98FE}}<br />
{{Navbox 98UMFE}}<br />
<br />
[[Category:The King of Fighters '98 Ultimate Match Final Edition]]<br />
[[Category:Mai Shiranui]]</div>
Surabu!
https://dreamcancel.com/wiki/Samurai_Shodown_VI/Sogetsu/Data
Samurai Shodown VI/Sogetsu/Data
2024-01-19T18:05:00Z
<p>Toast Rider: /* 6D */</p>
<hr />
<div>{{CharNavbox SSVI}}<br />
==Normals==<br />
===Far Slashes===<br />
====5A====<br />
{{MoveData-SSVI | character = Sogetsu | moveId = Sogetsu_5a<br />
| name = 5A<br />
| input = <br />
| images = SSVI_Sogetsu_5A.png<br />
| damage = <br />
| guard = Mid<br />
| startup = 5<br />
| hitadv = -4<br />
| stblockadv= -8<br />
| crblockadv= -3<br />
| cancel = Special<br />
| deflect = No<br />
| invul = <br />
| unarmed = Both<br />
| display = 350px<br />
}}<br />
<br />
====5B====<br />
{{MoveData-SSVI | character = Sogetsu | moveId = Sogetsu_5b<br />
| name = 5B<br />
| input = <br />
| images = SSVI_Sogetsu_5B.png<br />
| damage = <br />
| guard = Mid<br />
| startup = 11<br />
| hitadv = -6<br />
| stblockadv= -12<br />
| crblockadv= -7<br />
| cancel = Recoil<br />
| deflect = Yes<br />
| invul = <br />
| unarmed = <br />
| display = 350px<br />
}}<br />
<br />
====5C====<br />
{{MoveData-SSVI | character = Sogetsu | moveId = Sogetsu_5c<br />
| name = 5C<br />
| input = <br />
| images = SSVI_Sogetsu_5C.png<br />
| damage = <br />
| guard = Mid<br />
| startup = 19<br />
| hitadv = KD<br />
| stblockadv= -32<br />
| crblockadv= -27<br />
| cancel = No<br />
| deflect = Yes<br />
| invul = <br />
| unarmed = <br />
| display = 350px<br />
}}<br />
<br />
====2A====<br />
{{MoveData-SSVI | character = Sogetsu | moveId = Sogetsu_2a<br />
| name = 2A<br />
| input = <br />
| images = SSVI_Sogetsu_2A.png<br />
| damage = <br />
| guard = Mid<br />
| startup = 5<br />
| hitadv = -3<br />
| stblockadv= -7<br />
| crblockadv= -2<br />
| cancel = Special<br />
| deflect = Yes<br />
| invul = <br />
| unarmed = Both<br />
| display = 350px<br />
}}<br />
<br />
====2B====<br />
{{MoveData-SSVI | character = Sogetsu | moveId = Sogetsu_2b<br />
| name = 2B<br />
| input = <br />
| images = SSVI_Sogetsu_2B.png<br />
| damage = <br />
| guard = Low<br />
| startup = 12<br />
| hitadv = -6<br />
| stblockadv= -8<br />
| crblockadv= -3<br />
| cancel = Special, Recoil<br />
| deflect = Yes<br />
| invul = <br />
| unarmed = <br />
| display = 350px<br />
}}<br />
<br />
====2C====<br />
{{MoveData-SSVI | character = Sogetsu | moveId = Sogetsu_2c<br />
| name = 2C<br />
| input = <br />
| images = SSVI_Sogetsu_2C.png<br />
| damage = <br />
| guard = Low<br />
| startup = 15<br />
| hitadv = SKD<br />
| stblockadv= N/A<br />
| crblockadv= -20<br />
| cancel = Recoil<br />
| deflect = No<br />
| invul = <br />
| unarmed = <br />
| display = 350px<br />
}}<br />
<br />
===Near Slashes===<br />
====n5A====<br />
{{MoveData-SSVI | character = Sogetsu | moveId = Sogetsu_n5a<br />
| name = n5A<br />
| input = <br />
| images = SSVI_Sogetsu_n5A.png<br />
| damage = <br />
| guard = Mid<br />
| startup = 5<br />
| hitadv = -4<br />
| stblockadv= -8<br />
| crblockadv= -3<br />
| cancel = Special<br />
| deflect = No<br />
| invul = <br />
| unarmed = Both<br />
| display = 350px<br />
}}<br />
<br />
====n5B====<br />
{{MoveData-SSVI | character = Sogetsu | moveId = Sogetsu_n5b<br />
| name = n5B<br />
| input = <br />
| images = SSVI_Sogetsu_n5B.png<br />
| damage = <br />
| guard = Mid<br />
| startup = 11<br />
| hitadv = -5<br />
| stblockadv= -8<br />
| crblockadv= -3<br />
| cancel = Recoil, Special<br />
| deflect = Yes<br />
| invul = <br />
| unarmed = <br />
| display = 350px<br />
}}<br />
<br />
====n5C====<br />
{{MoveData-SSVI | character = Sogetsu | moveId = Sogetsu_n5c<br />
| name = n5C<br />
| input = <br />
| images = SSVI_Sogetsu_n5C.png<br />
| damage = <br />
| guard = Mid<br />
| startup = 15<br />
| hitadv = +1~+2<br />
| stblockadv= -20<br />
| crblockadv= -15<br />
| cancel = Recoil<br />
| deflect = Yes<br />
| invul = <br />
| unarmed = <br />
| display = 350px<br />
}}<br />
<br />
====n2A====<br />
{{MoveData-SSVI | character = Sogetsu | moveId = Sogetsu_n2a<br />
| name = n2A<br />
| input = <br />
| images = SSVI_Sogetsu_n2A.png<br />
| damage = <br />
| guard = Mid<br />
| startup = 5<br />
| hitadv = -3<br />
| stblockadv= -7<br />
| crblockadv= -2<br />
| cancel = Special<br />
| deflect = No<br />
| invul = <br />
| unarmed = Both<br />
| display = 350px<br />
}}<br />
<br />
====n2B====<br />
{{MoveData-SSVI | character = Sogetsu | moveId = Sogetsu_n2b<br />
| name = n2B<br />
| input = <br />
| images = SSVI_Sogetsu_n2B.png<br />
| damage = <br />
| guard = Mid<br />
| startup = 12<br />
| hitadv = -6<br />
| stblockadv= -12<br />
| crblockadv= -7<br />
| cancel = Recoil, Special<br />
| deflect = Yes<br />
| invul = <br />
| unarmed = <br />
| display = 350px<br />
}}<br />
<br />
====n2C====<br />
{{MoveData-SSVI | character = Sogetsu | moveId = Sogetsu_n2c<br />
| name = n2C<br />
| input = <br />
| images = SSVI_Sogetsu_n2C.png<br />
| damage =<br />
| guard = Low<br />
| startup = 15<br />
| hitadv = SKD<br />
| stblockadv= -20<br />
| crblockadv= -15<br />
| cancel = No<br />
| deflect = No<br />
| invul = <br />
| unarmed = <br />
| display = 350px<br />
}}<br />
<br />
===Kicks===<br />
====5D====<br />
{{MoveData-SSVI | character = Sogetsu | moveId = Sogetsu_5d<br />
| name = 5D<br />
| input = <br />
| images = SSVI_Sogetsu_5D.png<br />
| damage = <br />
| guard = Mid<br />
| startup = 11<br />
| hitadv = -10<br />
| stblockadv= -12<br />
| crblockadv= -7<br />
| cancel = No<br />
| deflect = No<br />
| invul = <br />
| unarmed = Both<br />
| display = 350px<br />
}}<br />
<br />
====6D====<br />
{{MoveData-SSVI | character = Sogetsu | moveId = Sogetsu_6d<br />
| name = 6D<br />
| input = <br />
| images = SSVI_Sogetsu_6D.png<br />
| damage = <br />
| guard = Low<br />
| startup = 16<br />
| hitadv = -1<br />
| stblockadv= N/A<br />
| crblockadv= -8<br />
| cancel = Special<br />
| deflect = No<br />
| invul = <br />
| unarmed = Both<br />
| display = 350px<br />
}}<br />
<br />
====2D====<br />
{{MoveData-SSVI | character = Sogetsu | moveId = Sogetsu_2d<br />
| name = 2D<br />
| input = <br />
| images = SSVI_Sogetsu_2D.png<br />
| damage = <br />
| guard = Low<br />
| startup = 5<br />
| hitadv = -6<br />
| stblockadv= N/A<br />
| crblockadv= -5<br />
| cancel = No<br />
| deflect = No<br />
| invul = <br />
| unarmed = Both<br />
| display = 350px<br />
}}<br />
<br />
====3D====<br />
{{MoveData-SSVI | character = Sogetsu | moveId = Sogetsu_3d<br />
| name = 3D<br />
| input = <br />
| images = SSVI_Sogetsu_3D.png<br />
| damage = <br />
| guard = Low<br />
| startup = 18<br />
| hitadv = SKD<br />
| stblockadv= N/A<br />
| crblockadv= -18<br />
| cancel = No<br />
| deflect = No<br />
| invul = <br />
| unarmed = Both<br />
| display = 350px<br />
}}<br />
<br />
===Dash Normals===<br />
====66A====<br />
{{MoveData-SSVI | character = Sogetsu | moveId = Sogetsu_66a<br />
| name = 66A<br />
| input = <br />
| images = SSVI_Sogetsu_66A.png<br />
| damage = <br />
| guard = Mid<br />
| startup = 15<br />
| hitadv = -2<br />
| stblockadv= -6<br />
| crblockadv= -1<br />
| cancel = No<br />
| deflect = No<br />
| invul = <br />
| unarmed = Both<br />
| display = 350px<br />
}}<br />
<br />
====66B====<br />
{{MoveData-SSVI | character = Sogetsu | moveId = Sogetsu_66b<br />
| name = 66B<br />
| input = <br />
| images = SSVI_Sogetsu_66B.png<br />
| damage = <br />
| guard = Overhead<br />
| startup = 20<br />
| hitadv = SKD<br />
| stblockadv= -15<br />
| crblockadv= N/A<br />
| cancel = No<br />
| deflect = No<br />
| invul = <br />
| unarmed = <br />
| display = 350px<br />
}}<br />
<br />
====66C====<br />
{{MoveData-SSVI | character = Sogetsu | moveId = Sogetsu_66c<br />
| name = 66C<br />
| input = <br />
| images = SSVI_Sogetsu_66C.png<br />
| damage = <br />
| guard = Mid<br />
| startup = 13<br />
| hitadv = SKD<br />
| stblockadv= -33<br />
| crblockadv= -28<br />
| cancel = No<br />
| deflect = No<br />
| invul = <br />
| unarmed = <br />
| display = 350px<br />
}}<br />
<br />
====66D====<br />
{{MoveData-SSVI | character = Sogetsu | moveId = Sogetsu_66d<br />
| name = 66D<br />
| input = <br />
| images = SSVI_Sogetsu_66D.png<br />
| damage = <br />
| guard = Low<br />
| startup = 8<br />
| hitadv = SKD<br />
| stblockadv= N/A<br />
| crblockadv= -12<br />
| cancel = No<br />
| deflect = No<br />
| invul = <br />
| unarmed = <br />
| display = 350px<br />
}}<br />
<br />
===Air Normals===<br />
====jA====<br />
{{MoveData-SSVI | character = Sogetsu | moveId = Sogetsu_ja<br />
| name = jA<br />
| input = <br />
| images = SSVI_Sogetsu_jA.png<br />
| damage = <br />
| guard = High<br />
| startup = 8<br />
| hitadv = N/A<br />
| stblockadv= N/A<br />
| crblockadv= N/A<br />
| cancel = No<br />
| deflect = No<br />
| invul = <br />
| unarmed = <br />
| display = 350px<br />
}}<br />
<br />
====njA====<br />
{{MoveData-SSVI | character = Sogetsu | moveId = Sogetsu_nja<br />
| name = njA<br />
| input = <br />
| images = SSVI_Sogetsu_njA.png<br />
| damage = <br />
| guard = High<br />
| startup = 6<br />
| hitadv = N/A<br />
| stblockadv= N/A<br />
| crblockadv= N/A<br />
| cancel = No<br />
| deflect = No<br />
| invul = <br />
| unarmed = <br />
| display = 350px<br />
}}<br />
<br />
====jB====<br />
{{MoveData-SSVI | character = Sogetsu | moveId = Sogetsu_jb<br />
| name = jB<br />
| input = <br />
| images = SSVI_Sogetsu_jB.png<br />
| damage = <br />
| guard = High<br />
| startup = 9<br />
| hitadv = N/A<br />
| stblockadv= N/A<br />
| crblockadv= N/A<br />
| cancel = No<br />
| deflect = No<br />
| invul = <br />
| unarmed = <br />
| display = 350px<br />
}}<br />
<br />
====njB====<br />
{{MoveData-SSVI | character = Sogetsu | moveId = Sogetsu_njb<br />
| name = njB<br />
| input = <br />
| images = SSVI_Sogetsu_njB.png<br />
| damage = <br />
| guard = High<br />
| startup = 16<br />
| hitadv = N/A<br />
| stblockadv= N/A<br />
| crblockadv= N/A<br />
| cancel = No<br />
| deflect = No<br />
| invul = <br />
| unarmed = <br />
| display = 350px<br />
}}<br />
<br />
====jC====<br />
{{MoveData-SSVI | character = Sogetsu | moveId = Sogetsu_jc<br />
| name = jC<br />
| input = <br />
| images = SSVI_Sogetsu_jC.png<br />
| damage = 24<br />
| guard = High<br />
| startup = 15<br />
| hitadv = N/A<br />
| stblockadv= N/A<br />
| crblockadv= N/A<br />
| cancel = No<br />
| deflect = No<br />
| invul = <br />
| unarmed = <br />
| display = 350px<br />
}}<br />
<br />
====j2C====<br />
{{MoveData-SSVI | character = Sogetsu | moveId = Sogetsu_j2c<br />
| name = j2C<br />
| input = <br />
| images = SSVI_Sogetsu_j2C.png<br />
| damage = <br />
| guard = High<br />
| startup = 14<br />
| hitadv = N/A<br />
| stblockadv= N/A<br />
| crblockadv= N/A<br />
| cancel = No<br />
| deflect = No<br />
| invul = <br />
| unarmed = <br />
| display = 350px<br />
}}<br />
<br />
====jD====<br />
{{MoveData-SSVI | character = Sogetsu | moveId = Sogetsu_jd<br />
| name = jD<br />
| input = <br />
| images = SSVI_Sogetsu_jD.png<br />
| damage = <br />
| guard = High<br />
| startup = 8<br />
| hitadv = N/A<br />
| stblockadv= N/A<br />
| crblockadv= N/A<br />
| cancel = No<br />
| deflect = No<br />
| invul = <br />
| unarmed = Both<br />
| display = 350px<br />
}}<br />
<br />
===Unarmed Normals===<br />
====u5S====<br />
{{MoveData-SSVI | character = Sogetsu | moveId = Sogetsu_u5s<br />
| name = u5S<br />
| input = <br />
| images = SSVI_Sogetsu_u5S.png<br />
| damage = <br />
| guard = Mid<br />
| startup = 5<br />
| hitadv = -4<br />
| stblockadv= -8<br />
| crblockadv= -3<br />
| cancel = Yes<br />
| deflect = No<br />
| invul = <br />
| unarmed = Both<br />
| display = 350px<br />
}}<br />
<br />
====u2S====<br />
{{MoveData-SSVI | character = Sogetsu | moveId = Sogetsu_u2s<br />
| name = u2S<br />
| input = <br />
| images = SSVI_Sogetsu_u2S.png<br />
| damage = <br />
| guard = Mid<br />
| startup = 5<br />
| hitadv = -3<br />
| stblockadv= -7<br />
| crblockadv= -2<br />
| cancel = Yes<br />
| deflect = No<br />
| invul = <br />
| unarmed = Both<br />
| display = 350px<br />
}}<br />
<br />
====u66S====<br />
{{MoveData-SSVI | character = Sogetsu | moveId = Sogetsu_u66s<br />
| name = u66S<br />
| input = <br />
| images = SSVI_Sogetsu_u66S.png<br />
| damage = <br />
| guard = Mid<br />
| startup = 15<br />
| hitadv = -2<br />
| stblockadv= -6<br />
| crblockadv= -1<br />
| cancel = No<br />
| deflect = No<br />
| invul = <br />
| unarmed = Both<br />
| display = 350px<br />
}}<br />
<br />
====u66D====<br />
{{MoveData-SSVI | character = Sogetsu | moveId = Sogetsu_u66d<br />
| name = u66D<br />
| input = <br />
| images = SSVI_Sogetsu_66D.png<br />
| damage = <br />
| guard = Low<br />
| startup = 8<br />
| hitadv = SKD<br />
| stblockadv= <br />
| crblockadv= -12<br />
| cancel = No<br />
| deflect = No<br />
| invul = <br />
| unarmed = Both<br />
| display = 350px<br />
}}<br />
<br />
====juS====<br />
{{MoveData-SSVI | character = Sogetsu | moveId = Sogetsu_jus<br />
| name = juS<br />
| input = <br />
| images = SSVI_Sogetsu_ujS.png<br />
| damage = <br />
| guard = High<br />
| startup = 8<br />
| hitadv = <br />
| stblockadv= <br />
| crblockadv= <br />
| cancel = No<br />
| deflect = No<br />
| invul = <br />
| unarmed = Yes<br />
| display = 350px<br />
}}<br />
<br />
===Hyper Slash===<br />
{{MoveData-SSVI | character = Sogetsu | moveId = Sogetsu_hs<br />
| name = Hyper Slash<br />
| input = A+B<br />
| images = SSVI_Sogetsu_Hyper_Slash.png<br />
| damage = <br />
| guard = Mid<br />
| startup = 29<br />
| hitadv = SKD<br />
| stblockadv= -45<br />
| crblockadv= -35<br />
| cancel = No<br />
| deflect = Disarm<br />
| invul = <br />
| unarmed = <br />
| display = 350px<br />
}}<br />
<br />
===Continuous Slash===<br />
{{MoveData-SSVI | character = Sogetsu | moveId = Sogetsu_cs<br />
| name = Continuous Slash<br />
| input = A+B<br />
| images = SSVI_Sogetsu_Continuous_Slash.png<br />
| damage = <br />
| guard = Mid<br />
| startup = 8<br />
| hitadv = <br />
| stblockadv= -20<br />
| crblockadv= -15<br />
| cancel = CS<br />
| deflect = Yes<br />
| invul = <br />
| unarmed = <br />
| display = 350px<br />
}}<br />
<br />
===Command Normals===<br />
====6B====<br />
{{MoveData-SSVI | character = Sogetsu | moveId = Sogetsu_6b<br />
| name = 6B<br />
| input = <br />
| images = SSVI_Sogetsu_6B.png<br />
| damage = <br />
| guard = High<br />
| startup = 20<br />
| hitadv = SKD<br />
| stblockadv= -14<br />
| crblockadv= N/A<br />
| cancel = No<br />
| deflect = No<br />
| invul = <br />
| unarmed = <br />
| display = 350px<br />
}}<br />
<br />
==Special Moves==<br />
===Moon Glow===<br />
====623A====<br />
{{MoveData-SSVI | character = Sogetsu | moveId = Sogetsu_623a<br />
| name = Moon Glow<br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 623S/D<br />
| images = SSVI_Sogetsu_623S.png<br />
| damage = <br />
| guard = Mid<br />
| startup = <br />
| hitadv = SKD<br />
| stblockadv= <br />
| crblockadv= <br />
| cancel = No<br />
| deflect = No<br />
| invul = <br />
| unarmed = <br />
| display = 350px<br />
}}<br />
<br />
====623B====<br />
{{MoveData-SSVI | character = Sogetsu | moveId = Sogetsu_623b<br />
| name = Moon Glow<br />
| header = yes<br />
| version = B<br />
| orderId = 2<br />
| input =623S/D<br />
| images = SSVI_Sogetsu_623S.png<br />
| damage = <br />
| guard = Mid<br />
| startup = <br />
| hitadv = SKD<br />
| stblockadv= <br />
| crblockadv= <br />
| cancel = No<br />
| deflect = No<br />
| invul = <br />
| unarmed = <br />
| display = 350px<br />
}}<br />
<br />
====623C====<br />
{{MoveData-SSVI | character = Sogetsu | moveId = Sogetsu_623c<br />
| name = Moon Glow<br />
| header = yes<br />
| version = C<br />
| orderId = 3<br />
| input = 623S/D<br />
| images = SSVI_Sogetsu_623S.png<br />
| damage = <br />
| guard = Mid<br />
| startup = <br />
| hitadv = SKD<br />
| stblockadv= <br />
| crblockadv= <br />
| cancel = No<br />
| deflect = No<br />
| invul = <br />
| unarmed = <br />
| display = 350px<br />
}}<br />
<br />
====623D====<br />
{{MoveData-SSVI | character = Sogetsu | moveId = Sogetsu_623d<br />
| name = Moon Glow<br />
| header = yes<br />
| version = D<br />
| orderId = 4<br />
| input = 623S/D<br />
| images = SSVI_Sogetsu_623S1.png<br />
| damage = <br />
| guard = N/A<br />
| startup = <br />
| hitadv = N/A<br />
| stblockadv= N/A<br />
| crblockadv= N/A<br />
| cancel = No<br />
| deflect = No<br />
| invul = <br />
| unarmed = <br />
| display = 350px<br />
}}<br />
<br />
===Moon Rise===<br />
====236A====<br />
{{MoveData-SSVI | character = Sogetsu | moveId = Sogetsu_236a<br />
| name = Moon Rise<br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 236S/D<br />
| images = SSVI_Sogetsu_236S.png<br />
| damage = <br />
| guard = Mid<br />
| startup = <br />
| hitadv = SKD<br />
| stblockadv= <br />
| crblockadv= <br />
| cancel = No<br />
| deflect = No<br />
| invul = <br />
| unarmed = <br />
| display = 350px<br />
}}<br />
<br />
====236B====<br />
{{MoveData-SSVI | character = Sogetsu | moveId = Sogetsu_236b<br />
| name = Moon Rise<br />
| header = no<br />
| version = B<br />
| orderId = 2<br />
| input = 236S/D<br />
| images = SSVI_Sogetsu_236S.png<br />
| damage = <br />
| guard = Mid<br />
| startup = <br />
| hitadv = SKD<br />
| stblockadv= <br />
| crblockadv= <br />
| cancel = No<br />
| deflect = No<br />
| invul = <br />
| unarmed = <br />
| display = 350px<br />
}}<br />
<br />
====236C====<br />
{{MoveData-SSVI | character = Sogetsu | moveId = Sogetsu_236c<br />
| name = Moon Rise<br />
| header = no<br />
| version = C<br />
| orderId = 3<br />
| input = 236S/D<br />
| images = SSVI_Sogetsu_236S.png<br />
| damage = <br />
| guard = Mid<br />
| startup = <br />
| hitadv = SKD<br />
| stblockadv= <br />
| crblockadv= <br />
| cancel = No<br />
| deflect = No<br />
| invul = <br />
| unarmed = <br />
| display = 350px<br />
}}<br />
<br />
====236D====<br />
{{MoveData-SSVI | character = Sogetsu | moveId = Sogetsu_236d<br />
| name = Moon Rise<br />
| header = no<br />
| version = D<br />
| orderId = 4<br />
| input = 236S/D<br />
| images = SSVI_Sogetsu_236S.png<br />
| damage = <br />
| guard = Mid<br />
| startup = <br />
| hitadv = SKD<br />
| stblockadv= <br />
| crblockadv= <br />
| cancel = No<br />
| deflect = No<br />
| invul = <br />
| unarmed = <br />
| display = 350px<br />
}}<br />
<br />
===Wind Moon Slash===<br />
====214A====<br />
{{MoveData-SSVI | character = Sogetsu | moveId = Sogetsu_214a<br />
| name = Wind Moon Slash<br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 214S<br />
| images = SSVI_Sogetsu_214S.png<br />
| damage = <br />
| guard = Mid<br />
| startup = <br />
| hitadv = SKD<br />
| stblockadv= <br />
| crblockadv= <br />
| cancel = Samurai Drive<br />
| deflect = No<br />
| invul = <br />
| unarmed = <br />
| display = 350px<br />
}}<br />
<br />
====214B====<br />
{{MoveData-SSVI | character = Sogetsu | moveId = Sogetsu_214b<br />
| name = Wind Moon Slash<br />
| header = yes<br />
| version = B<br />
| orderId = 2<br />
| input = 214S<br />
| images = SSVI_Sogetsu_214S.png<br />
| damage = <br />
| guard = Mid<br />
| startup = <br />
| hitadv = SKD<br />
| stblockadv= <br />
| crblockadv= <br />
| cancel = Samurai Drive<br />
| deflect = No<br />
| invul = <br />
| unarmed = <br />
| display = 350px<br />
}}<br />
<br />
====214C====<br />
{{MoveData-SSVI | character = Sogetsu | moveId = Sogetsu_214c<br />
| name = Wind Moon Slash<br />
| header = yes<br />
| version = C<br />
| orderId = 3<br />
| input = 214S<br />
| images = SSVI_Sogetsu_214S.png<br />
| damage = <br />
| guard = Mid<br />
| startup = <br />
| hitadv = SKD<br />
| stblockadv= <br />
| crblockadv= <br />
| cancel = Samurai Drive<br />
| deflect = No<br />
| invul = <br />
| unarmed = <br />
| display = 350px<br />
}}<br />
<br />
===New Moon===<br />
====22A====<br />
{{MoveData-SSVI | character = Sogetsu | moveId = Sogetsu_22a<br />
| name = New Moon<br />
| header = yes<br />
| version = A<br />
| orderId = 1<br />
| input = 22S/D<br />
| images = SSVI_Sogetsu_22S.png<br />
| damage = <br />
| guard = <br />
| startup = <br />
| hitadv = <br />
| stblockadv= <br />
| crblockadv= <br />
| cancel = No<br />
| deflect = No<br />
| invul = <br />
| unarmed = <br />
| display = 350px<br />
}}<br />
<br />
====22B====<br />
{{MoveData-SSVI | character = Sogetsu | moveId = Sogetsu_22b<br />
| name = New Moon<br />
| header = yes<br />
| version = B<br />
| orderId = 2<br />
| input = 22S/D<br />
| images = SSVI_Sogetsu_22S.png<br />
| damage = <br />
| guard = <br />
| startup = <br />
| hitadv = <br />
| stblockadv= <br />
| crblockadv= <br />
| cancel = No<br />
| deflect = No<br />
| invul = <br />
| unarmed = <br />
| display = 350px<br />
}}<br />
<br />
====22C====<br />
{{MoveData-SSVI | character = Sogetsu | moveId = Sogetsu_22c<br />
| name = New Moon<br />
| header = yes<br />
| version = C<br />
| orderId = 3<br />
| input = 22S/D<br />
| images = SSVI_Sogetsu_22S.png<br />
| damage = <br />
| guard = <br />
| startup = <br />
| hitadv = <br />
| stblockadv= <br />
| crblockadv= <br />
| cancel = No<br />
| deflect = No<br />
| invul = <br />
| unarmed = <br />
| display = 350px<br />
}}<br />
<br />
====22D====<br />
{{MoveData-SSVI | character = Sogetsu | moveId = Sogetsu_22d<br />
| name = New Moon<br />
| header = yes<br />
| version = D<br />
| orderId = 4<br />
| input = 22S/D<br />
| images = SSVI_Sogetsu_22S.png<br />
| damage = <br />
| guard = <br />
| startup = <br />
| hitadv = <br />
| stblockadv= <br />
| crblockadv= <br />
| cancel = No<br />
| deflect = No<br />
| invul = <br />
| unarmed = <br />
| display = 350px<br />
}}<br />
<br />
===Read Moon===<br />
====214D====<br />
{{MoveData-SSVI | character = Sogetsu | moveId = Sogetsu_214d<br />
| name = Read Moon<br />
| header = yes<br />
| version = D<br />
| orderId = 1<br />
| input = 214D<br />
| images = SSVI_Sogetsu_214D.png<br />
| damage = <br />
| guard = <br />
| startup = <br />
| hitadv = <br />
| stblockadv= <br />
| crblockadv= <br />
| cancel = No<br />
| deflect = No<br />
| invul = <br />
| unarmed = <br />
| display = 350px<br />
}}<br />
<br />
===Toy Transformation===<br />
====6464642E (II)====<br />
{{MoveData-SSVI | character = Sogetsu | moveId = Sogetsu_toy<br />
| name = Toy Transformation<br />
| input = 6464642E (II)<br />
| images = Sogetsu-6464642E.png<br />
| damage = <br />
| guard = <br />
| startup = <br />
| hitadv = <br />
| stblockadv= <br />
| crblockadv= <br />
| cancel = Special<br />
| deflect = No<br />
| invul = Yes<br />
| unarmed = <br />
| display = <br />
}}<br />
<br />
==Supers==<br />
===Water Mirror's Formation===<br />
====236AB, 236AD====<br />
{{MoveData-SSVI | character = Sogetsu | moveId = Sogetsu_236ab<br />
| name = Heavenly Wave of Soichi Jinmu<br />
| input = 236AB/AD<br />
| images = SSVI Sogetsu Weapon Flip gif.gif <br />
| damage = <br />
| guard = Mid<br />
| startup = <br />
| hitadv = Disarm<br />
| stblockadv= <br />
| crblockadv= <br />
| cancel = No<br />
| deflect = No<br />
| invul = <br />
| unarmed = <br />
| display = 350px<br />
}}<br />
<br />
===Secret Move Ground God===<br />
====4632BC (II), 236BC (VI)====<br />
{{MoveData-SSVI | character = Sogetsu | moveId = Sogetsu_sm<br />
| name = Secret Move Ground God<br />
| input = 4632BC (II), 236BC (VI)<br />
| images = SSVI_Sogetsu_236BC2.png<br />
| damage = <br />
| guard = Mid<br />
| startup = <br />
| hitadv = SKD<br />
| stblockadv= <br />
| crblockadv= <br />
| cancel = Samurai Drive<br />
| deflect = No<br />
| invul = <br />
| unarmed = <br />
| display = 350px<br />
}}<br />
<br />
{{CharNavbox SSVI}}<br />
{{Navbox SS6}}</div>
Toast Rider
https://dreamcancel.com/wiki/The_King_of_Fighters_XV/Duo_Lon/Combos
The King of Fighters XV/Duo Lon/Combos
2024-01-02T00:44:50Z
<p>AmedoS310: /* 1 Bar */</p>
<hr />
<div>{{#lst:{{BASEPAGENAME}}/Combos|Links}}<br />
{{ComboLegend-KOFXV}}<br />
{{CharNavbox_XV}}<br />
<br />
==Combo Notation Guide==<br />
{|class="wikitable"<br />
! Notation !! Meaning<br />
|-<br />
| '''X Starter''' || Use the corresponding starter(s) from the 'Starters' section of this page.<br />
|-<br />
| '''>''' || Cancel the previous move into the following move.<br />If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').<br />
|-<br />
| ''',''' || Link the previous move into the following move.<br />
|-<br />
| '''(X)''' || A move in brackets must whiff (not hit).<br />Can also mean the move must be Kara Canceled.<br />
|-<br />
| '''~''' || Cancel the previous special into the following special.<br />
|-<br />
| '''cl.''' || Close to opponent.<br />
|-<br />
| '''f.''' || Far from opponent.<br />
|-<br />
| '''j.''' || Jumping move.<br />
|-<br />
| '''AA''' || Anti-air. Hit the opponent while they're mid-air.<br />
|-<br />
| '''[X]''' || Hold input briefly.<br />
|-<br />
| '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.<br />
|-<br />
| '''X/Y''' || Do either X move or Y move in a combo (Both final damage & stun values will be shown).<br />
|-<br />
| '''X * N'''<br>'''{X} * N''' || Repeat 'X' input 'N' amount of times.<br>Multiple inputs will be bundled into "{}".<br />
|-<br />
|}<br />
<br />
==Starters==<br />
'''Keep in mind:''' The combos in the "Combos" section have been tested using the first starter in each category '''(the combos in Bold)'''.<br/><br />
The other starters in each table should also work in each case, but may not. <br />
<br />
===Light Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Stun !! Meter Gain !! Notes<br />
|-<br />
| ''' 2B > 2A''' || 38 || 45 || 4% || Standard low light confirm.<br />
|-<br />
| '''2B > Far A ''' || 38 || 45 || 4% || On hit, Far A /cl. A is the most consistent light move into 236A when it comes to spacing.<br />
|-<br />
| '''2B > 2A > 6A''' || 74 || 85 || 8% || 6A whiffs on all crouching opponents, but can connect to 236C/AC. <br />
|-<br />
| '''2B > 2A > 6AC''' || 92 || 45 || 4% || 6AC hits on all crouching opponents and can connect to 236C/AC.<br />
|-<br />
| '''j. B/ j. D > Far A''' || 63 to 93 || 60 to 100 || 6.5% to 9.5% || Far A /cl. A is the most consistent light move into 236A when it comes to spacing. Keep in mind Far A whiffs on crouching opponents in neutral and guard state. <br />
|}<br />
<br />
===Heavy Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Stun !! Meter Gain !! Notes<br />
|-<br />
| '''cl.D > 6A''' || 118 || 110 || 12% || Best standard heavy starter. Cl. D places the opponent in a standing position which allows consistent hits into 6A.<br />
|-<br />
| '''cl.C > 6A''' || 108 || 110 || 11% || Grounded punish starter. Cl. C is a frame faster than cl. D, but does not place the opponent in a standing position. Can do cl. C, 6AC for consistent combo into 236C/AC.<br />
|-<br />
| '''j.B/ j. D, cl.C/ cl. D''' || 106 || 100 || 11% || Standard jump-in starter. Cl. C is usually more consistent than cl.D due to cl. D's pushback. Values are calculated using light jump B, cl. C.<br />
|}<br />
<br />
===Other Starters===<br />
{|class="wikitable sortable"<br />
! Combo !! Damage !! Stun !! Meter Gain !! Notes<br />
|-<br />
| CD || 75 || 100 || 7.5% || If you trade and don't get knocked down you can still convert off CD.<br />
|-<br />
| 6B || 40 || 40 || 4% || Only useful for combing into 21426A/AC Super from mid range.<br />
|-<br />
| Counterhit j.CD || 100 || 80 || 8% || Leads to juggles.<br />
|}<br />
<br />
==Combos==<br />
<br />
'''Notes'''<br />
<br />
- j. X, Far A is the most consistent light normal to cancel into 236A on hit when it comes to spacing/pushback. Far A will whiff against all crouching opponents in neutral and guard state except Antonov, Maxima, and KOD. Far A can cancel into 6AC.<br />
<br />
- 6A does not hit any crouching opponents rather they are in neutral, hit, or guard state. <br />
<br />
- 6AC will hit all crouching opponents in hit state. It whiffs against all small crouching opponents in neutral and guard state. <br />
<br />
- Spacing wise, cl. D, 236C is more consistent after jump normals than jump normal, cl. D, 6A 236C.<br />
<br />
===Rush Auto Combo===<br />
Builds 9% meter and deals 30 stun before combo ender.<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Meter cost !! notes<br />
|-<br />
| cl.A > A > A > B > B > B || 121 || 0 || Rush combo ending in a special move.<br />
|-<br />
| cl.A > A > A > C || 206 || 1 || Rush combo ending in a super.<br />
|-<br />
| cl.A > A > A > D || 356 || 2 || Rush combo ending in a Max super.<br />
|-<br />
| cl.A > A > A > A || 422 || 3 || Rush combo ending in a Climax super.<br />
|}<br />
<br />
===Meterless===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter Gain !! Location !! notes<br />
|-<br />
| '''2B > 2A''' > 236A > 6P > 6P > 236B, cl. D || 153 || 180 || 21.5% || Anywhere || Crouching light meterless BNB. At the corner, cl. D reset puts Duo Lon out of normal throw range.<br />
|-<br />
| '''2B > 2A > 6A''' > 236C > 6P > 6P > 236B, 214A, Far B || 210 || 225 || 31.5% || Midscreen || Crouching light meterless BNB into 236C. 6A whiffs on crouching opponents.<br />
|-<br />
| '''cl. D > 6A''' > 236C > 6P > 6P > 236B, hyper j. D || 250 || 300 || 33.5% || Midscreen || Hyper j. D reset the opponent in range for Duo Lon to do 2B, 2A. <br />
|-<br />
| '''cl. D > 6A''' > 236C > 6P > 6P > 236B, 214A, Far B || 264 || 300 || 35.5% || Midscreen || A reset that gives up Duo Lon's turn. This combo is used only for damage. <br />
|-<br />
| '''2B > 2A > 6A''' > 236C > 6P > 6P > 236B, 214A, cl. D || 243 || 315 || 36.5% || Corner ||<br />
|-<br />
| '''cl. D > 6A''' > 236C > 6P > 6P > 236B, 214A, cl. D || 299 || 340 || 40.5% || Corner || Most damaging meterless combo from heavy starter. <br />
|}<br />
<br />
===0.5 Bar===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes<br />
|-<br />
| 2B > 2A > 6AC (2 hits) > 236C > 6P > 6P > 236B, hyper j. D || 216 || 235 || 25.5% || Midscreen || Light normal combo into 236C.<br />
|-<br />
| 2B > 2A > 6AC (2 hits) > 236C > 6P > 6P > 236B, 214A, cl. D || 261 || 225 || 22.5% || Corner || Light normal combo into 236C in the corner.<br />
|-<br />
| 2B > 2A > 6A > 236AC > 6P > 6P > 236B, 236C > 6P > 6P > 236B, j. B > j. D || 254 || 225 || 21% || Midscreen || Places Duo Lon a bit closer to the opponent after j. D reset than 214A, Far B reset.<br />
|-<br />
| 2B > 2A > 6A > 236AC > 6P > 6P > 236B, 236C > 6P > 6P > 236B, 214A, Far B || 258 || 225 || 21.5% || Midscreen || <br />
|-<br />
| 2B > 2A > 6A > 236AC > 6P > 6P > 236B > 214AC, 236A > 6P > 6P > 236B, cl. D || 272 || 260 || 42% || Midscreen || <br />
|-<br />
| 2B > 2A > 6A > 236AC > 6P > 6P > 214B > 214C, 236C > 6P > 6P > 236B, 214A, cl. D || 316 || 355 || 43% || Corner ||<br />
|-<br />
| cl. D > 6A > 623BD, 236C > 6P > 6P > 236B, 214A, Far B || 326 || 300 || 25.5% || Midscreen ||<br />
|-<br />
| cl. D > 6A > 236AC > 6P > 6P > 214B > 214C, 236C > 6P > 6P > 236B, 214A, cl. D || 380 || 380 || 47% || Corner ||<br />
|}<br />
<br />
===1 Bar===<br />
{|class="wikitable sortable"<br />
! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes<br />
|-<br />
| 2B > 2A > 236A > 6P > 6P > 214214A/C || 221 || 110 || 13.5% || Anywhere || <br />
|-<br />
| 2B > 2A > 236A > 6P > 6P > 2426A/C || 213 || 110 || 13.5% || Anywhere || <br />
|-<br />
| 2B > 2A > 6A > 236C > 6P > 6P > 236B, 236C > 6P > 214214A/C || 294 || 285 || 33.5% || Anywhere || <br />
|-<br />
| 2B > 2A > 6A > 236C > 6P > 6P > 236B, 236C > 6P > 2426A/C || 285 || 285 || 33.5% || Anywhere || <br />
|-<br />
| 2B > 2A > 6AC > 236AC > 6P > 6P > 236B, 214C, 236A > 6P > 6P > 236B, cl. D || 263 || 220 || 28% || Midscreen ||<br />
|-<br />
| 2B > 2A > 6AC > 236AC > 6P > 6P > 236B, 236C > 6P > 6P > 236B, cl. D || 272 || 235 || 26.5% || Midscreen ||<br />
|-<br />
| 2B > 2A > 6AC > 236AC > 6P > 6P > 214B > 214C, 236C > 6P > 6P > 236B, 214A, cl. D || 334 || 315 || 39% || Corner ||<br />
|-<br />
| 2B > 2A > 6A > 236AC > 6P > 6P > 236B, 214AC, 236C > 6P > 6P > 236B, 214A, Far B || 307 || 275 || 31.5% || Midscreen ||<br />
|-<br />
| 2B > 2A > 6A > 236AC > 6P > 6P > 236B, 214AC, 214A, 236C > 6P > 6P > 236B, 214A, cl. D || 351 || 355 || 42.5% || Corner ||<br />
|-<br />
| 2B > 2A > 6A > 236AC > 6P > 6P > 236B > 214A, 236C > 6P > 6P > 236B, 214A, cl. D || 353 || 355 || 42.5% || Corner ||<br />
|-<br />
| cl. D > 6A > 236AC > 6P > 6P > 214B > 214C, 623BD, 236C > 6P > 6P > 236B, 214A, Far B || 401 || 340 || 42% || Midscreen || Cancel 214B immediately into 214C to connect to 623BD.<br />
|-<br />
| cl. D > 6A > 236AC > 6P > 6P > 214B > 214A, 623BD, 236C > 6P > 6P > 236B, 214A, cl. D || 421 || 380 || 46.5% || Corner || Delay 214A a bit after 214B to connect to 623BD.<br />
|}</div>
AmedoS310