To Do list:
Critical: We need an accurate list of moves that do not "combo" at what hit count.
EX:
hit-count > 8 (needs confirmation)
5A, 5B NOT POSSIBLE
2A, 2B NOT POSSIBLE
We need to establish this for:
5A, 5B
2A, 2B
2A, 5B
5A, 2B (Does this gatlin?)
5B, 2B
5B, 5C
2B, 5C (Hit-count > 9 confirmed)
6c, 5B
J.B, J.C, J.B, 5
5B, J.A hits fuzzy guard on most of the cast.
J.B, j.A reverse gatlins (Critical)
6C is amazing! Forces standing (Critical)
J.B, J.C, J.B is GODLIKE against standing opponents. (Tager, Nu, Who else?) Does this work off of 5B only or 5B, 6B? After two reps force a hit-cunt reset with J.B, J.A, J.C, 3]D[~ Unblock. If they were crouching, combo into 6C to force standing and repeat. This combo is superior because it cost minimal Nirvana health.
Everything gatlins into 6A. Like, The new burst combo is with nirvana much further back because her 8]D[ is slower:
Burst, 8]D[, 236A, 6B, 6A, 8]D[ into whatever. Preferably clap-trap because the DMG on everything else is crappy and this way to potentially get an unscaled throw.
2]D[ combo are critical on spacing...
My corner break set-up needs more work... I'm still investigating low throw and high throw and optiml set-ups BnBs.
2C, SuperJump, J.B does not combo anymore.
J.2C mix-ups are sweetness. needs load more investigating with mix-ups and combo-counts.
Exact minimum dmg on supers need confirmed.
Loads more but that's all that come to me right now.
LET'S DO THIS!!!!!!!!!!!!!!!!!!
Air throw combo?
JP do:
J.B+C, 22]D[, 5C, SuperJump, J.B, J.C, 623]D[, J.2C, J.B, Double Jump, J.B, allegreto
Fatal CH combo?