Tidus_Crescent
[09] Warrior
(JS) = Jolly Side
(GS) = Gloomy Side
Natural combos (NC)
AA (JS 16, GS 22)
4A:A (30)
BB (JS 26, GS 32)
4KB (35)
4A+B_[A+B] (20)
4B+K (22)
WR B+K (30)
BT B+KB (38)
11K (JS 24, GS 30)
JS 66AA (37, 35 if done with 33_99)
JS 22B (26)
JS 66K (24)
GS 6A MSH A (45) 1-5 HP
GS 3kA (32)
GS 66B series
Natural Combos on Counter Hit (NCc)
A+B (27)
JS 2AB (24)
JS 6AB (34)
JS 44A2A (34)
JS 44AB (32)
JS 1aBA+K
GS 4BB
GS 2A+BA+K
Standard Juggles
1A
--> JS 22_88B (41)
--> JS 44B (38)
--> JS 44K GS 66B 10-16 HP
--> GS 66B (38-57) 5-8 HP
4A:A
--> AA (JS 44, GS 48)
--> JS 44K (45)
--> JS 44K GS 66K (74-80)
--> JS 44K GS 3kA 11K BT B+KB
--> JS 44K GS 3kA 11K BT 2K 66B (71-81)
--> GS 6A MSH A (57)
--> GS 44K 66B (57-70)
3B
--> JS 66K (34) character-specific
--> JS 44K GS 66B (47-68)
--> JS 2K (38)
--> GS 22B 66B (55-75)
--> GS 44K 66B (43-57)
4KB
--> JS 22_88B (53) Must be close.
--> JS 44B (50)
--> GS 66B (50-69) In corner
--> GS 66K only (52)
88K
--> JS 22_88B (35)
--> JS 44B
--> JS 44K GS 66B
--> GS 66B (32-51)
4A+B_[A+B]
--> JS 2AB character-specific
--> 2A+B (36)
--> JS 6K (36)
--> JS 66AA Hits every1 but Lizardman
--> GS 66K (61-72)
WR B
--> JS 22_88B (36)
--> GS 66B (38-51)
WR B+K
--> UD B (46)
--> UD K 3B (53)
--> UD K GS 66B (55-74)
BT 2K
--> JS 22_88B (32) Must be close.
--> JS 44B
--> GS 66B (28-47) Must be close for all hits to connect.
JS 66B
--> 66K (36)
--> slight delay 66AA (45)
--> 4A:A (40)
--> 44K (32)
--> 44K GS 66B (43-)
--> A+K UD 7B character-specific conditions
GS 22_88A
--> GS 2A+B (48)
--> 66K (48-55)
GS 44B
--> 88B 66K (64-83)
--> 4BB 22_88A 44K 66B (69-89) character-specific
--> 66K (62-87) Whiffs on some characters.
--> 3kA 11K BT B+KB (70-85)
--> 3kA 11K BT 2K 66B (67-87)
--> 3kA 44K 66B (61-83)
--> 88B 22_88A 4A:A 44K 66B (Not enough) Damn damage scaling.
GS 88B
--> 44K 66B (48-70)
--> BF 44K 44K 66B (60-78) First headbutt must be JF.
--> 66A (39-43)
GS 44K
--> 66B (33-55)
GS 66K
--> 1B (38-47)
GS 2A+B
--> 1B (39)
--> 66B (40-60)
GS RUN K
--> 66B (42-62)
UD B
--> 1B (48) When landing in front of opponent.
--> GS 66B (52-72) When landing in front of opponent.
--> BT 2B (50) When landing behind opponent.
UD K
--> GS 66B (44-58 if hit is low, 37-56 if mid)
Juggles on Counter Hit
9K
--> UD B (56)
JS 44A2A
--> 1B (46)
JS 44_11_77B
--> slight delay, BT B+K,B (62)
JS 66K (second hit only)
--> 2K (24)
GS 11_77B
--> slight delay, BT B+KB (58)
GS 4BB
--> 6A MSH A (64)
--> 22A A+B (76)
--> 22A BF 44K 44K 66B
--> 22B 66B
--> 66666K (75) Only connects with JF version
GS 88B
--> 66K (60-66)
--> 22_88A, 44K, 66B (64-82)
--> 22_88A, BF 66K (78) Strict timing, must be done with JF.
--> 22_88A, 44444K, 44K, 66B (73-88) First headbutt must be JF.
GS 2A+B
--> 66K (61-68)
--> 4A:A, 44K, GS 66B (62-73)
--> BF 44K, 44K, 66B (66-84) First headbutt must be BF.
--> 22B 66B (57-86)
--> A+K UD B (73)
Wall combos
JS 3B W!
--> 22_88B, 11_77K, BT B+KB, 44K
GS 6Aaaaa W! (wall to her right)
--> 4BB 22_88A, BF 44K, 66B
--> throw attempt (96 if back throw)
Tech traps
CH 11_77B (auto follow-up is a tech trap; works on normal, forward, and backward [near a wall])
GS 3B 22B
--> 44A (all)
--> 88B (all tech on Algol, Apprentice, Cass, Ivy, Kilik, Mi-Na, Raph, Sophi, Taki, Tira, X, Yun, Zas; doesn't catch right on others)
WS B
--> 1A (all)
--> JS 22_88A (all)
--> 88K (all) *must be delayed
GS 2A+B
--> 88B (catches all tech on Algol, Apprentice, Cass, Ivy, Kilik, Mi-Na, Raph, Sophi, Taki, Tira, X, Yun, Zas; doesn't catch right on others)
(GS) = Gloomy Side
Natural combos (NC)
AA (JS 16, GS 22)
4A:A (30)
BB (JS 26, GS 32)
4KB (35)
4A+B_[A+B] (20)
4B+K (22)
WR B+K (30)
BT B+KB (38)
11K (JS 24, GS 30)
JS 66AA (37, 35 if done with 33_99)
JS 22B (26)
JS 66K (24)
GS 6A MSH A (45) 1-5 HP
GS 3kA (32)
GS 66B series
Natural Combos on Counter Hit (NCc)
A+B (27)
JS 2AB (24)
JS 6AB (34)
JS 44A2A (34)
JS 44AB (32)
JS 1aBA+K
GS 4BB
GS 2A+BA+K
Standard Juggles
1A
--> JS 22_88B (41)
--> JS 44B (38)
--> JS 44K GS 66B 10-16 HP
--> GS 66B (38-57) 5-8 HP
4A:A
--> AA (JS 44, GS 48)
--> JS 44K (45)
--> JS 44K GS 66K (74-80)
--> JS 44K GS 3kA 11K BT B+KB
--> JS 44K GS 3kA 11K BT 2K 66B (71-81)
--> GS 6A MSH A (57)
--> GS 44K 66B (57-70)
3B
--> JS 66K (34) character-specific
--> JS 44K GS 66B (47-68)
--> JS 2K (38)
--> GS 22B 66B (55-75)
--> GS 44K 66B (43-57)
4KB
--> JS 22_88B (53) Must be close.
--> JS 44B (50)
--> GS 66B (50-69) In corner
--> GS 66K only (52)
88K
--> JS 22_88B (35)
--> JS 44B
--> JS 44K GS 66B
--> GS 66B (32-51)
4A+B_[A+B]
--> JS 2AB character-specific
--> 2A+B (36)
--> JS 6K (36)
--> JS 66AA Hits every1 but Lizardman
--> GS 66K (61-72)
WR B
--> JS 22_88B (36)
--> GS 66B (38-51)
WR B+K
--> UD B (46)
--> UD K 3B (53)
--> UD K GS 66B (55-74)
BT 2K
--> JS 22_88B (32) Must be close.
--> JS 44B
--> GS 66B (28-47) Must be close for all hits to connect.
JS 66B
--> 66K (36)
--> slight delay 66AA (45)
--> 4A:A (40)
--> 44K (32)
--> 44K GS 66B (43-)
--> A+K UD 7B character-specific conditions
GS 22_88A
--> GS 2A+B (48)
--> 66K (48-55)
GS 44B
--> 88B 66K (64-83)
--> 4BB 22_88A 44K 66B (69-89) character-specific
--> 66K (62-87) Whiffs on some characters.
--> 3kA 11K BT B+KB (70-85)
--> 3kA 11K BT 2K 66B (67-87)
--> 3kA 44K 66B (61-83)
--> 88B 22_88A 4A:A 44K 66B (Not enough) Damn damage scaling.
GS 88B
--> 44K 66B (48-70)
--> BF 44K 44K 66B (60-78) First headbutt must be JF.
--> 66A (39-43)
GS 44K
--> 66B (33-55)
GS 66K
--> 1B (38-47)
GS 2A+B
--> 1B (39)
--> 66B (40-60)
GS RUN K
--> 66B (42-62)
UD B
--> 1B (48) When landing in front of opponent.
--> GS 66B (52-72) When landing in front of opponent.
--> BT 2B (50) When landing behind opponent.
UD K
--> GS 66B (44-58 if hit is low, 37-56 if mid)
Juggles on Counter Hit
9K
--> UD B (56)
JS 44A2A
--> 1B (46)
JS 44_11_77B
--> slight delay, BT B+K,B (62)
JS 66K (second hit only)
--> 2K (24)
GS 11_77B
--> slight delay, BT B+KB (58)
GS 4BB
--> 6A MSH A (64)
--> 22A A+B (76)
--> 22A BF 44K 44K 66B
--> 22B 66B
--> 66666K (75) Only connects with JF version
GS 88B
--> 66K (60-66)
--> 22_88A, 44K, 66B (64-82)
--> 22_88A, BF 66K (78) Strict timing, must be done with JF.
--> 22_88A, 44444K, 44K, 66B (73-88) First headbutt must be JF.
GS 2A+B
--> 66K (61-68)
--> 4A:A, 44K, GS 66B (62-73)
--> BF 44K, 44K, 66B (66-84) First headbutt must be BF.
--> 22B 66B (57-86)
--> A+K UD B (73)
Wall combos
JS 3B W!
--> 22_88B, 11_77K, BT B+KB, 44K
GS 6Aaaaa W! (wall to her right)
--> 4BB 22_88A, BF 44K, 66B
--> throw attempt (96 if back throw)
Tech traps
CH 11_77B (auto follow-up is a tech trap; works on normal, forward, and backward [near a wall])
GS 3B 22B
--> 44A (all)
--> 88B (all tech on Algol, Apprentice, Cass, Ivy, Kilik, Mi-Na, Raph, Sophi, Taki, Tira, X, Yun, Zas; doesn't catch right on others)
WS B
--> 1A (all)
--> JS 22_88A (all)
--> 88K (all) *must be delayed
GS 2A+B
--> 88B (catches all tech on Algol, Apprentice, Cass, Ivy, Kilik, Mi-Na, Raph, Sophi, Taki, Tira, X, Yun, Zas; doesn't catch right on others)