JustinXavier21
The rose that grew from concrete
THE SYSTEM: Terminology and General Plans
[Starters = 4 < B14 < 121 < B33 < 33 all canceled into BF2]
Ordered from weakest to strongest, but all allow for the same combos so they will be listed together. Damage values will always be based on 121 for ease.
[VTOL Ender = F2U2 DU4 11 RC 4~BF4]
Very common combo ender. If you have used a ground-bounce, you won't get the full thing - at these times, I will specify the combo. We use it now as it allows for higher damage at lower stamina cost.
[Corner Ender = 1 11 11 12~BF4]
[RC = Run Cancel]
[DC = Dash 'Cancel' - not really a cancel, but we all use the same term so I've run with it.]
[SL = Stanky Leg 4U4 - tricky input but great move]
UNIVERSAL
1212~BF4 = 23%
SL RC 4~BF4 = 24%
B2 RC 4 BF4 = 25%
[Starter]~BF2 RC 4~BF4 = 24-30% *very tricky, not recommended
[Starter]~BF2 NJP SL 33 BF4 = 31% (corner only)
SHOTGUN
* Dust = Shotgun Only. Ranged DB2 or any exDB2 (causing a standing reset)
* As a note, following a standing reset, 1212 OR B33 OR B2 will all add 5% when cancelled into DF2 and it's guaranteed. We should ALWAYS be going for the reset as it can convert into much more and costs us nothing.
[Starter]~BF2 Dust RC [VTOL Ender] = 28% [or RC 12~Dust = 23% + Standing Reset]
114~Dust jip [VTOL Ender] = 29% [or RC 12~Dust = 24% + Standing Reset]
B2~BF2 RC 12~Dust VTOL 4~BF4 = 30% [or RC 12~Dust = 24% + Standing Reset]
F122+4 RC/Dash 12~Dust jip VTOL 4~BF4 = 32% [or RC 12~Dust = 27% + Standing Reset]
SL RC 12~Dust jip VTOL 4~BF4 = 31% [or RC 12~Dust = 25% + Standing Reset]
[Anti Air 1] F12~Dust~RC, 33~BF4 = 30%
F122+4 NJP D2 (switches sides) RC 12~Dust Dash 33~BF4 = 34% [Corner only]
1212 exDust VTOL 11 RC 4~BF4 = 38% [or RC 12~Dust = 31% + Standing Reset]
njp 33~exDust jip [VTOL Ender] = 40%
B2~BF2 RC 4~exDust VTOL 4~BF4 = 37% [or RC 12~Dust = 32% + Standing Reset]
* MeterlessB2 combo is HARD on females. Need help optimising it.
* Add the rules of dust later
FULL AUTO
[1212]~exDB2 Dash NJP 33~BF4 = ??%
12~DB3 RC 4~DB2 VTOL 4~BF4 = 38%
12~DB3 33~DB2 F2U22+4 12 BF4 42%
1212 exDB2
F12~DB2 RC 1 VTOL 4~BF4 = 36%
F12~DB2 F2U22+4 [Corner Ender] = 41%]
SL RC 4~DB2 RC 4~BF4 = 33%
SL RC 4~exDB2 RC 33~BF4 = 38%
Corner:
[Starter]~BF2 4~DB2 NJP 4~BF4 = 33%
[B33 or B14]~DB3 33 DB2 4 BF4 = 37%
HI TECH
* HT2 = Hi Tech Only. Means level 2 Gauntlet Spark
* QBRC = Hi Tech Only. Quickburst Run Cancel - i.e. hold DB2 then run instead of releasing
HT: [Starter]~QBRC 1212~BF4 = 25-34%
HT2: [121 or B33]~QBRC f2u22+4 RC 12~BF4 34-37%
Corner:
HT: F12, D3~BF2, 212, DB2 - 21% and an almost safe charge
HT: [Starter] QBRC 121 BF2 4 BF4 [32-39%]
HT2: [Starter] QBRC f2u22+4 33 BF4 [37-40%] * If you're going to run out of charge
HT2: [Starter]~BF2 f2u22+4 NJP f2u22+4 4~BF4 = 45-51%?
HT2: Any of the above ending in 212, JDD4 - 50% and above...
*Add Level 2 QB combos
OKI
BF1 = Side switches. Leaves reasonable distance for FA Zoning. Lower damage. Awful for SG.
BF2 = Buys you time to charge in HT. Not risk free.
BF4 = Highest damage ender. Positions for high low that will stuff most meterless wakeups.
212 = Gives you maximum knockdown for Gauntlet Charge.
12 = leaves you at +22 if they were standing. Free 50/50 in HT and SG
QB = Massive push-back and good damage
Dust = Forces standing for a 50/50
[Starters = 4 < B14 < 121 < B33 < 33 all canceled into BF2]
Ordered from weakest to strongest, but all allow for the same combos so they will be listed together. Damage values will always be based on 121 for ease.
[VTOL Ender = F2U2 DU4 11 RC 4~BF4]
Very common combo ender. If you have used a ground-bounce, you won't get the full thing - at these times, I will specify the combo. We use it now as it allows for higher damage at lower stamina cost.
[Corner Ender = 1 11 11 12~BF4]
[RC = Run Cancel]
[DC = Dash 'Cancel' - not really a cancel, but we all use the same term so I've run with it.]
[SL = Stanky Leg 4U4 - tricky input but great move]
UNIVERSAL
1212~BF4 = 23%
SL RC 4~BF4 = 24%
B2 RC 4 BF4 = 25%
[Starter]~BF2 RC 4~BF4 = 24-30% *very tricky, not recommended
[Starter]~BF2 NJP SL 33 BF4 = 31% (corner only)
SHOTGUN
* Dust = Shotgun Only. Ranged DB2 or any exDB2 (causing a standing reset)
* As a note, following a standing reset, 1212 OR B33 OR B2 will all add 5% when cancelled into DF2 and it's guaranteed. We should ALWAYS be going for the reset as it can convert into much more and costs us nothing.
[Starter]~BF2 Dust RC [VTOL Ender] = 28% [or RC 12~Dust = 23% + Standing Reset]
114~Dust jip [VTOL Ender] = 29% [or RC 12~Dust = 24% + Standing Reset]
B2~BF2 RC 12~Dust VTOL 4~BF4 = 30% [or RC 12~Dust = 24% + Standing Reset]
F122+4 RC/Dash 12~Dust jip VTOL 4~BF4 = 32% [or RC 12~Dust = 27% + Standing Reset]
SL RC 12~Dust jip VTOL 4~BF4 = 31% [or RC 12~Dust = 25% + Standing Reset]
[Anti Air 1] F12~Dust~RC, 33~BF4 = 30%
F122+4 NJP D2 (switches sides) RC 12~Dust Dash 33~BF4 = 34% [Corner only]
1212 exDust VTOL 11 RC 4~BF4 = 38% [or RC 12~Dust = 31% + Standing Reset]
njp 33~exDust jip [VTOL Ender] = 40%
B2~BF2 RC 4~exDust VTOL 4~BF4 = 37% [or RC 12~Dust = 32% + Standing Reset]
* MeterlessB2 combo is HARD on females. Need help optimising it.
* Add the rules of dust later
FULL AUTO
[1212]~exDB2 Dash NJP 33~BF4 = ??%
12~DB3 RC 4~DB2 VTOL 4~BF4 = 38%
12~DB3 33~DB2 F2U22+4 12 BF4 42%
1212 exDB2
F12~DB2 RC 1 VTOL 4~BF4 = 36%
F12~DB2 F2U22+4 [Corner Ender] = 41%]
SL RC 4~DB2 RC 4~BF4 = 33%
SL RC 4~exDB2 RC 33~BF4 = 38%
Corner:
[Starter]~BF2 4~DB2 NJP 4~BF4 = 33%
[B33 or B14]~DB3 33 DB2 4 BF4 = 37%
HI TECH
* HT2 = Hi Tech Only. Means level 2 Gauntlet Spark
* QBRC = Hi Tech Only. Quickburst Run Cancel - i.e. hold DB2 then run instead of releasing
HT: [Starter]~QBRC 1212~BF4 = 25-34%
HT2: [121 or B33]~QBRC f2u22+4 RC 12~BF4 34-37%
Corner:
HT: F12, D3~BF2, 212, DB2 - 21% and an almost safe charge
HT: [Starter] QBRC 121 BF2 4 BF4 [32-39%]
HT2: [Starter] QBRC f2u22+4 33 BF4 [37-40%] * If you're going to run out of charge
HT2: [Starter]~BF2 f2u22+4 NJP f2u22+4 4~BF4 = 45-51%?
HT2: Any of the above ending in 212, JDD4 - 50% and above...
*Add Level 2 QB combos
OKI
BF1 = Side switches. Leaves reasonable distance for FA Zoning. Lower damage. Awful for SG.
BF2 = Buys you time to charge in HT. Not risk free.
BF4 = Highest damage ender. Positions for high low that will stuff most meterless wakeups.
212 = Gives you maximum knockdown for Gauntlet Charge.
12 = leaves you at +22 if they were standing. Free 50/50 in HT and SG
QB = Massive push-back and good damage
Dust = Forces standing for a 50/50
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