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Midscreen combos

Bread and butter

cMMM > H Lumiel, fM > H Ball

Starter can be any autocombo, not just !

Spending meter for corner carry

cMMM > H Lumiel, fM > U Flip, cMMM > L DP

This has good oki, you can chase with L Ball and continue your offense.

If the opponent is getting near the corner, you can end with Ball instead of DP to cause a wall bounce.

Picking up wall bounces

When H Ball wall-bounces the opponent, various normals can be used to extend the combo:

2H > H Flip grab
66H, L DP
66L, cMM > H DP

Spending a BP

This combo goes under the opponent for a potential reset:

cMMM > H Lumiel, fM > RS > RC, cHH, L Ball [whiff]

Holding for a few frames after L Ball lets you stay on the same side to mix things up:

Linking Raging Chain into U Flip extends the combo for only 25 meter: cMMM > H Lumiel, fM > RS > RC, U Flip, cMM > H Ball

SBA routes

You can route into SBA, but it’s not very good:

cMMM > H Lumiel, fM > SBA

Not the best use of 100 meter!

Crouching optimizations detailed below let you get the best of both worlds:

cMMM > H Lumiel, 66L, cMMM > SBA

Spending all BP to end the round

cMMM > H Lumiel, fM > RS > RC, cH > RS > RC, cH > RS > RC, cHH > H DP

Things are almost the same with only 2 BPs: cMMM > H Lumiel, fM > RS > RC, cH > RS > RC, cHHH > H/U DP

Crouching optimizations

Against crouching opponents, the H Lumiel, fM link can be replaced by better options:

H Lumiel, 2U
H Lumiel, 66L, cMMM
⚠️ Timing is very tight!

Far normal starters

When punishing a move with a far normal, or hit-confirming a pressure sequence that contains f, you can get a simple knockdown with H Ball:

Spending a BP gives access to much better damage and potential wall bounces:

fL > RS > RC, cHH > H Lumiel, U Ball, 2H > H Flip grab fM > RS > RC, cHH > H Lumiel, U Ball, cH > H DP