Madoi has the easiest heart break in that it’s just one move, but Ruki’s is easy to get, too!
If she has 1 meter or close to one meter, land any B button counter hit.
Either chain into 6B, or if it was 6B that scored the CH, just do another 6B xx 6A+B.
This sequence is pretty much guaranteed to bring your opponent to 0% Endurance.
As opponent is launched, get behind the opponent and then either do 2B or 9B. The Backstab will cause Heart Break.
If both of you are relatively close to the corner, do 2B so that you can get some easy wallslam juggle. If you are far away and have more supers stocked, you can do the 2B anyway and then do another 6A+B to catch up. If you are somewhat far, do 2B anyway and you can still hit with 6B afterwards. And with 6A+B, they’re also electrified. The amount of damage you can get from this is pretty darn high, and since none of it has to involve A button normals, it is a combo that can score a KO without Infight.
A button is a pretty good button, though.
But it’s got pretty stiff competition from the B button!
Oh man this is going to turn into a serious debate isn’t it?
EDIT: wrote something stupid because I wasn’t thinking.
Serious business. A button and B button are characters in this game. The ‘characters’ are just tools for the A and B button to use.
The C button is top tier because it doesn’t matter what character it uses.
Luckilly, C button can be counterpicked by infight. Infight also beats B sometimes too. So I think infight deserves a spot in high since it’s only counterpick is A button. (who is low tier)
It’s kind of a dicey matchup, though.
See this line:
A button normal gets Parried (C button)
A button counters by either Parry (C button), or Assault Infight (C button), or chaining into an autoguard/normal with dodge (A or B button).
In this case, Assault Infight offers the LEAST benefit, as cancelling a Parried A button normal with Assault Infight does NOT cause the stun effect that Infight normally causes. What’s more, Assault Infight requires the C button. So in that particular case of the scenario, Infight is not definitively better than the C button.
Fun Minami combo:
(Minami is at 50% HP, midscreen or corner)
1B 6B 9A 4B 6A+B (5 hits) 6CC 4A+B
MINAMI WINS… PERFECT.
I wasn’t talking about AI, just the normal dashing infight. Usually you have to either jab or do your own dash to avoid them, especially when it comes from characters with a really fast dash like Madoi and Negai.
A really evil madoi Infight combo my friend uses: Infight > 9A > 5B > 3B(always heartbreak) > 3A > 66 > Air 5B > 5A > 6A > 7A
Even if every single move is resisted it’s still the longest and most damaging regular infight combo we’ve found anyway.
If Madoi is at full HP, then the Infight may end shortly after the 3B. Since your opponent is Heart Break’d, Madoi’s 4A 2B loop should be possible. Give that a try after the 3B and see how it works for you (I have a feeling you’ll have to start it with a 2B, since the 4A might not reach).
But either way, the only thing we haven’t figured is the DI. It’s going to be hard to make cookie cutter combos in this game, because there’s so many factors when it comes to the opponent escaping.
The only character I found that’s pretty consistent is Ashita. But only her volley loop after the down super because you usually heartbreak before the invalid status allows them to counter.
Care to share this with us? I have trouble getting good combos from Ashita. Madoi for me has the most consistant heart break (being able to use 3B, which usually gets you a backstab for easy heartbreaks). I wasn’t aware that Ashita was good at forcing hearbreaks.
She could benefit from it. She has a lot of jabby-jab attacks that would be otherwise impractical outside of heart break. (Her default supers are pretty bad also.)
9B after a launching burn (which is why the down super is best for it), 3B, ground A, A, 3B, and loop if their endurance breaks.
After a hour of experimenting with it, Madoi and Kanae are the only ones that could be constantly put through as their air counter is just a jab.
Makoto just needs to be a little bit off the ground but her endurance is too high.
Minami’s and Negai’s counter will sometimes count as an backstab as well.
Well after the initial 9B, the opponent can tech (invarid). Can you explain how this combo is reliable?
What’s more, I usually end up missing 3B if I use the down super to start.
Edit: OMG I JUST found out that if you hold B after activating Ashita’s down super, the after-images stay airborn until you release it, but she can still move around and attack with A moves! That is awesome.
The tech jumps into the 3B if you delay it. Kinda like how you could chain Shiki.T’s desperation in Melty before Final.
Though it’s best I just upload a vid of it after work.
Just learned you can actually chain Negai’s forward super into itself.
It’s hilarious and can be broken with a >30% health disadvantage.
It’s not like it’s hard to gain meter with her either.
This game is the game where you can never say “Hah, I’m winning!” until it’s over.
Ammy can do something similar with her down super.
Also, I love using this combo with Ammy: Make sure you have at least 2 zap points and 1 bar of super arts. Hit the opponent with a counterhit electrified 6B. Immediately tap 22 and then immidiately turn around and use her down super. It’s hilarious becaus the opponent gets sent flying in one direction, then Ammy dashes behind them and sends them flying in the other.
Negai is a monster. If she wasn’t so fun to use, I’d hate her.
Super meter is so useful in this game that you’re kinda encouraged to burn it quickly rather than sit on it.
Still, this game allows a winning player the chance to be absolutely evil and milk the opponent for more super meter when the opponent would’ve been dead in other games. There’s potential for disaster (0 life supers = lol damage), but that’s part of the fun.
On the other hand, the perhaps more evil possibility is massive showboat combos when you have supers stocked and you are comboing your opponent in the deciding round, and you purpose choose not to activate Infight so that the combo can go on for longer against a hapless 0 life victim.
Well the thing is, Type B resist really murders long combos. So long as the opponent gets good at recognising what attack strings you use, they’ll be able to escape from them after the fourth or fifth hit if they type B resist, so long as you don’t activate Assault infight.
Still, if you have at least 3 super bars, you can always do Super > infight > Super and with most characters it ends up comboing and doing a lot of damage anyway.
Hah, my friend plays Makoto. He has a great finishing combo for her but it requires two super bars. First you counterhit the opponent with her 2B, dash behind them, then just as they land from the bounce, use her 2A+B super at very close range to stun them, then step back a bit and fully charge her 6A+B super. It deals fantastic damage.
Type B resist really can screw things up, but “fourth or fifth hit” might add up to a lot of damage… I know that if I got counter hit by a B normal, I’d look to combo breaker the moment I see the next attack incoming, because most of the time it’s going to be another B normal, and that’s going to be a lot of damage.
Probably the funniest and most extreme example of combos flatout failing / people falling out of combos happens with Yukie:
Infight -> 3B 7B 8A+B (hold)
(alternately you can use Assault Infight after the 3B, makes no difference).
If the victim Type-B resists everything, you’ll see Yukie do the super launch, and FAIL TO GRAB the victim. Yukie just sort of drifts down with her arms raised. In fact, left alone, the second hit of the 7B would whiff as well.
When Type-B resist isn’t on, Yukie can put all 3 of her B button grabs into a single combo given Infight, and finish with either 360 or 8A+B super or even 9A.
One thing I wonder about from time to time is whether or not there’s any use for Papeko’s slowed descent off of a combo. If you do:
Infight -> 3A 9A air A (hits!) air B
you’ll see Papeko slide, uppercut, do the balloon, do a punch… and then she drifts down as though the balloon were active.
Papeko is an interesting character. If they just gave her a bit more power, she’d be really good. (my friend mains her because he believes her to have some potential. She does have one or two nice combos, I’ll give her that much.)
3A can be blocked from infight though. My friend usually does 5A > 66 > 3A if he wants to use the 3A to launch. But he’s stopped doing that recently when he found that type B resist causes it to not work very well. He now uses
I like her mind games against people just trying out the game, but if I wanted a obscure fighting style, Ashita and Ammy are superior in personality and gimmicks.