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NuttaconYesterday at 10:53 PM
(Damage values are against Sol)
===Basic===
5P > 6K > Snail (89 damage)
2P > 6K > Snail (86 damage) - range is quite generous where this works!
5P > 6P
5K > 2D > Snail (96 damage)
5K > 2D > Sickle Storm (170 damage)
5K > 2D > Rensen (87 damage) – can’t followup anymore due to minimum range for Rensen (8). Snail does more damage. All hail snail.
5K > 2D > Rainwater (92 damage) – including for the sake of thoroughness, but Snail seems the better combo option for damage.
5K (or 2K) > 6P - perhaps can condition the opponent with 5K (or 2K) > 6P > Rainwater (not a true combo but can catch them pressing buttons), then can go for 5K (or 2K) > 6P > Winter Mantis instead when they are scared into blocking.
2K > 2D > Snail (69 damage) (nice)
c.S > f.S > 5H > Snail (132 damage)
c.S > f.S > 2H > Snail (130 damage)
f.S > 5H > Snail (109 damage)
f.S > 2H > Snail (106 damage)
6H – you can gatling to 6H from 5P, 2P, 5K, 2K, and c.S.
===Jump-In===
j.H > 2K > 2D > Snail (91 damage)
j.H > c.S > 5H > Snail (117 damage)
j.H > 2K > 6H – not a combo, but just an example of a high/low/high mixup. Not that Axl's really a high/low mix character, but hey he's got 'em...
j.5S > 2H > Snail (89 damage) – j.5S has to hit pretty deep
===Anti-Air===
5P > Rensen(8) > 5H (108 damage)
5P > 66RC > c.S > 5H > Snail (99 damage)
5P > 66RC > c.S > TK Bomber > Rensen (109 damage) (snail does 2 less damage if you don’t have the charge)
6P > Snail (65 damage)
6P > Snail > 66RC > c.S > 5H > Snail (126 damage)
6P > Snail > 66RC > c.S > TK Bomber > Rensen (134 damage)
6K > Snail (79 damage)
2S > Snail > 5P > Rensen (135 damage)
2S > Snail > 88RC > Bomber > Rensen (140 damage) (just demonstrates you can RC drift upwards, but not sure how practical this is – they have to be really close)
(While Cornered) 2S > (delay) Snail > 66RC > (run under) > 5K > TK Bomber > ??? Not sure if you can do more after, haven't gotten to wall combos much yet, but hey now they're in the corner(edited)
[10:53 PM]
===Air-to-Air===
j.5P > Snail (63 damage)
j.5P > 66RC > c.S > TK Bomber > Rensen (110 damage)
j.5K > jc. > j.D > Snail (84 damage)
j.5K > jc. > j.5S > 66RC > c.S > TK Bomber > Rensen (115 damage)
===Dust===
5K, 2K, and c.S gatling into Dust.
5D (launch) > j.P > j.D > jc. > j.P > j.D > j.S > Axl Bomber (182 damage)
5D (launch) > j.P > j.D > jc. > j.P > j.D > j.S > j.S (197 damage and auto side-switch)
After landing from dust, you have advantage and can start offense with 2H or 6H but 6H can be countered since it is slow startup.
===Throw===
Throw > 66RC > c.S > 6K > Snail (126 damage) (can use 2S instead of 6K for slightly less damage but more consistency in Snail being in range)
Throw > 66RC > c.S > TK Bomber > Rensen (OTG) (133 damage)
Throw > RC > c.S > 5H > Snail (129 damage, has to be near corner)
Winter Mantis (far) > RC > c.S > 6K > Snail (107 damage)
Winter Mantis (far) > RC > c.S > TK Bomber > Rensen (OTG) (117 damage)
Winter Mantis (close) > 6K > Snail (95 damage)
Winter Mantis (close range) > 5P > Rensen > Winter Cherry (106 damage)
Winter Mantis (close range, corner) > c.S > f.S > 5H > Snail (117 damage)
Winter Mantis (close range, corner) > 5K > c.S > f.S > 5H > Snail (wall stick) > 5P (163 damage)
===Counterhit===
(CH) 6P > 5K > 2D > Snail (96 damage)
(CH) 6P > c.S > f.S > 5H > Snail (134 damage)
(CH) 6K > 5P > Rensen
(CH) 6H > c.S > f.S > 2H > Snail (145 damage)
(CH) 2D > c.S > 6K > Snail (119 damage)
(CH) Snail > 5P > Rensen
===Frametraps===
5P / c.S > (delay) 6P (example: 5P / c.S > (delay) 6P (counterhit) > c.S > 5H > Snail)
2K > 6K
2P > 6K
2K > Delay 2D
5K > Delay 2D might work too but haven’t gotten it to work yet
Other than built in frame traps, comboing into Rainwater is probably going to be a way to catch opponents pressing buttons.
5K > 6P > Rainwater > (Opponent Counterhit) > Snail (79 damage, assuming 5K > 6P was blocked)