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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:
- Damage output is lower than the 50-meter combos above using U Flip and a wall bounce
- Opponent does not lose a BP unless you do cMMM > SBA (even less damage!)
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