Tested them against my routes with same resources used at same meter points 0:53 7554/7134 47/42 meter - c.5H(HH) RS c.5H 236H c.5H RC 22U u.2H 5H/623M 1:07 8092/7672 47/42 meter - c.5H(HH) RS c.5H 236H c.5H RC 22U u.2H 5H RC 1:24 66H over Yugetsu same dmg but looks cool would recommend lol didn't try most of the rest they seemed too niche or already optimized 6868 69 meter f.5H RC 22U u.2H c.5H RC c.5HH 623H (midscreen) 7268 88 meter f.5H RC 22U u.2H c.5H RC c.5HHH RC (midscreen) 9840 48 meter 66H c.5H 22H Microdash c.5L c.5HHH 236H c.5L c.5H RS 2H 22H (midscreen) 9860 48 meter 66H c.5H 22H Microdash c.5L c.5HHH RS c.5HH 236H 2H 22H SBAA (corner) biggest rn i got is 10340 off of 214H starter, works midscreen and corner, similar structure to above. just practice at which part of the bar can u go for the kill and these will help a lot
You're asking for notation in a game with no command normals, autocombo and one button specials? Editing in notation is a headache and showing inputs in-game would give you little to no information and depending on the execution of the player in this video might even give you BAD information, not everyone knows how to parse input history for what is and isn't necessary... Even if input history and framedata should be on for your own use. Notations are nice and all, but they're completely unnecessary here, most everything is just c.5H(3 hits/delayed, it hits up 3 times on first hit if you let it)>Raging/Skill. The anti airs are the only command normal really used in this and it's for 2H>U>2H>2H>22HU (Stance swap)>f.5H>Skybound. Everything else is some variant of c.5H>236M/H or 623H, 22H is used to continue a juggle and stance swap. Combos in this game ain't that deep bruh. Yuel is only slightly less unga because she needs to time her 5H instead of mashing it.
@Awhrii ah its very old school of me. Used to learning my combos from 240p match videos from Japan for old games 😭. Notations always make me feel like the screen is cluttered because I'm a very visual learner. But I will try to add them to the description in the future if people want them
@@ChildishBrandino. thanks a lot that would be great ! ♥ since im like a newcommer in fighting games just getting it visually can be extremly hard to reproduce, but having an anotation of it on the side to keep track on what to do makes it more duable TwT
Thanks for this, it's very helpful! I was really struggling to figure out what to do after an anti-air because I'm not very good with the stance yet, but I'm getting the hang of it now. I'm able to muddle through without notation personally, but I don't think it's a bad idea to add! Oh, and what do you think would be the best ender for an anti-air combo without 100 meter or corner? 5H -> 236H seems solid but I don't really know what I'm doing hehe.
Oh I don't do any move to kill frames, that's just raw timing based on him falling back down 😂. I'm sure there's a frame kill button though to make it easier as it's pretty tricky
you deal more damage if you do c5h > ssba for 7040. corner AA, you can do 5980 with 2h (2hits), 22h, c5h, 236h, stance 2H, c5h, auto2, HDP. but this will free opponent from corner.
I must point out that the 4th combo (Corner 1 Bravery Super 60 Meter Max damage) can have the M before the super axed out. Don't know if that little shimmy is whats doing it, but I always hit combo limit after that hit. So instead I just go straight into super after foxflame as you have a ton of time and 100% meter too. (and its only 100 dmg less)
Tbh I go into super after foxflame because it's hard to tell the difference between the M being combo limit or not 😅. But I wanted to show max damage potential so I kept the extra 100 damage in
True! but it also builds a lot less meter so I figured the most optimal would be max damage plus max meter gain. But if youre at 100% meter youre absolutely right
@@ChildishBrandino. ah i see i see, that's true. Meter gain is already good, I honestly don't see the need to maximize it. The trick is to walk, don't run forward.
Meaty Stance H Setup 2 Bravery 85 Meter Does not work for me, the guren simply wont connect, they recover and block it idk if im missing something but i cant get it to connect
Oh theres two combos section in that so if you have the dummy to block it they will. that's just to show that if you guren at that time you'll be able to combo from it when you normally arent able to combo from that distance.
@@ChildishBrandino. so will this combo work in a match? cause if the dummy is able to block it then what is stopping a player from blocking it in a real match?
@rooke0855 Great question! This is essentially "hidden offense" most players look at the distance they recover and think that they can move or jump. But this locks them down, if they try to move they get hit for another full combo. If they block it, it's still your advantage you can go for a throw or a counter hit set up!
Just not a fan of them really 😭. You can show the same input with 2 different results, the dragon ball fighterZ player Clayton made a video on that. But I can add them to the description of future videos!
Oh I know, I use her. I just mean its a lot of work to do stylish things and a siegfried hits me two times for the same thing lol. Makes me sad. @@ChildishBrandino.
ua-cam.com/video/fenipR44S2s/v-deo.html autocombo > 236L is meaty stance5h, but you're only +3 after that, you can't link any combos into it after hit. so be wary of DP/super here.
@@ChildishBrandino.Did a few more testing, didn't realize hitting the opponent at that frame is +5, and not +3 if the opponent is just standing. Looks like there's 2 frames of the opponent recovering where our attack haven't connect yet. You're right, thanks, apologies for my mistake.
Do you guys want notations for future guide videos? 🤔
Yeah it s better i think
input log please lol
yes please
Tested them against my routes with same resources used at same meter points
0:53 7554/7134 47/42 meter - c.5H(HH) RS c.5H 236H c.5H RC 22U u.2H 5H/623M
1:07 8092/7672 47/42 meter - c.5H(HH) RS c.5H 236H c.5H RC 22U u.2H 5H RC
1:24 66H over Yugetsu same dmg but looks cool would recommend lol
didn't try most of the rest they seemed too niche or already optimized
6868 69 meter f.5H RC 22U u.2H c.5H RC c.5HH 623H (midscreen)
7268 88 meter f.5H RC 22U u.2H c.5H RC c.5HHH RC (midscreen)
9840 48 meter 66H c.5H 22H Microdash c.5L c.5HHH 236H c.5L c.5H RS 2H 22H (midscreen)
9860 48 meter 66H c.5H 22H Microdash c.5L c.5HHH RS c.5HH 236H 2H 22H SBAA (corner)
biggest rn i got is 10340 off of 214H starter, works midscreen and corner, similar structure to above.
just practice at which part of the bar can u go for the kill and these will help a lot
Add notation or at least turn inputs on
Oh which parts were you having difficulty with? I can help
@@ChildishBrandino. generally why no notation???
You're asking for notation in a game with no command normals, autocombo and one button specials? Editing in notation is a headache and showing inputs in-game would give you little to no information and depending on the execution of the player in this video might even give you BAD information, not everyone knows how to parse input history for what is and isn't necessary... Even if input history and framedata should be on for your own use.
Notations are nice and all, but they're completely unnecessary here, most everything is just c.5H(3 hits/delayed, it hits up 3 times on first hit if you let it)>Raging/Skill. The anti airs are the only command normal really used in this and it's for 2H>U>2H>2H>22HU (Stance swap)>f.5H>Skybound. Everything else is some variant of c.5H>236M/H or 623H, 22H is used to continue a juggle and stance swap.
Combos in this game ain't that deep bruh. Yuel is only slightly less unga because she needs to time her 5H instead of mashing it.
@Awhrii ah its very old school of me. Used to learning my combos from 240p match videos from Japan for old games 😭. Notations always make me feel like the screen is cluttered because I'm a very visual learner. But I will try to add them to the description in the future if people want them
@@ChildishBrandino. thanks a lot that would be great ! ♥ since im like a newcommer in fighting games just getting it visually can be extremly hard to reproduce, but having an anotation of it on the side to keep track on what to do makes it more duable TwT
These combos and set ups are sick, Yuel is sick, these swords are sick, this game is sick, thank you! ToT
the game's presentation is incredible!
The far corner combos are great, thanks!
Glad it was helpful! Happy holidays :)
These look awesome. Thanks for making this
Thank you for this video! Definitely gonna incorporate some of this into my gameplay!
Thanks you so much ! Thoses combos are insane !!!
Thanks for watching :)
Tbh, I think I found my new favorite combo route, the juggle with the 2Hs
I really like that too!
YUEL LOVE IT!!
Thanks for this, it's very helpful! I was really struggling to figure out what to do after an anti-air because I'm not very good with the stance yet, but I'm getting the hang of it now. I'm able to muddle through without notation personally, but I don't think it's a bad idea to add!
Oh, and what do you think would be the best ender for an anti-air combo without 100 meter or corner? 5H -> 236H seems solid but I don't really know what I'm doing hehe.
Incredible combos
How do you guarantee that stance 2M in the first combo hits meaty? I cant see the move youre doing because Seox gets thrown so high :D
Oh I don't do any move to kill frames, that's just raw timing based on him falling back down 😂. I'm sure there's a frame kill button though to make it easier as it's pretty tricky
@@ChildishBrandino.Thanks, Ill see if I can figure something out.
2:23 you can do 22U after 214U to get even more damage and use less bravery points and meter
the route would look like this
c.H->214U, 22U(stance change), td.2H, f.H->RS->RC, c.HX(second part of the autocombo), 623H
it does 7216 damage
Brilliant!
you deal more damage if you do c5h > ssba for 7040. corner AA, you can do 5980 with 2h (2hits), 22h, c5h, 236h, stance 2H, c5h, auto2, HDP. but this will free opponent from corner.
I must point out that the 4th combo (Corner 1 Bravery Super 60 Meter Max damage) can have the M before the super axed out. Don't know if that little shimmy is whats doing it, but I always hit combo limit after that hit. So instead I just go straight into super after foxflame as you have a ton of time and 100% meter too. (and its only 100 dmg less)
Tbh I go into super after foxflame because it's hard to tell the difference between the M being combo limit or not 😅. But I wanted to show max damage potential so I kept the extra 100 damage in
Interesting stuff, but combo 2 onwards does more damage if you remove auto 2 and auto 3 at the start.
True! but it also builds a lot less meter so I figured the most optimal would be max damage plus max meter gain. But if youre at 100% meter youre absolutely right
@@ChildishBrandino. ah i see i see, that's true. Meter gain is already good, I honestly don't see the need to maximize it. The trick is to walk, don't run forward.
Meaty Stance H Setup 2 Bravery 85 Meter Does not work for me, the guren simply wont connect, they recover and block it idk if im missing something but i cant get it to connect
Oh theres two combos section in that so if you have the dummy to block it they will. that's just to show that if you guren at that time you'll be able to combo from it when you normally arent able to combo from that distance.
@@ChildishBrandino. so will this combo work in a match? cause if the dummy is able to block it then what is stopping a player from blocking it in a real match?
@rooke0855 Great question! This is essentially "hidden offense" most players look at the distance they recover and think that they can move or jump. But this locks them down, if they try to move they get hit for another full combo. If they block it, it's still your advantage you can go for a throw or a counter hit set up!
for comer one bravery can someone please type out like a visual input of the combo, to me thats easier to follow
Very late, but
c.5HHH -> 236H -> c.L -> c.H -> RS -> 2H -> 22H~U -> td.5H
Why no inputs shown ?
Just not a fan of them really 😭. You can show the same input with 2 different results, the dragon ball fighterZ player Clayton made a video on that. But I can add them to the description of future videos!
Feels like shes gotta try harder than most to get damage in.
Her neutral and pressure are pretty good so I guess her character type is death by a thousand cuts!
Oh I know, I use her. I just mean its a lot of work to do stylish things and a siegfried hits me two times for the same thing lol. Makes me sad. @@ChildishBrandino.
ua-cam.com/video/fenipR44S2s/v-deo.html autocombo > 236L is meaty stance5h, but you're only +3 after that, you can't link any combos into it after hit. so be wary of DP/super here.
the meaty 5h lets you link 5L on hit :). after stance h hits its all a true combo
@@ChildishBrandino.Did a few more testing, didn't realize hitting the opponent at that frame is +5, and not +3 if the opponent is just standing. Looks like there's 2 frames of the opponent recovering where our attack haven't connect yet.
You're right, thanks, apologies for my mistake.
@@Bowpurity no problem! thanks for the discussion
ua-cam.com/video/fenipR44S2s/v-deo.html ending it with c5h does more damage, but has no setup.
No combos from 66H, disliked
@ArmageddonD11 hahaha, fair but pretty sure these are not up to date anymore anyway. 7 month old video