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===Rush Auto Combo===
===Rush Auto Combo===
{|class="wikitable sortable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes
|-
|-
| cl.A > A > A > B || 138 || 30 || 0 || .23% || Anywhere|| Rush combo ending with Red Sky (624A). Normally this won't combo from Lights.
| cl.A > A > A > B || 138 || 30 || 0 || .23% || Anywhere|| Rush combo ending with Red Sky (624A). Normally this won't combo from Lights.
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===Meterless===
===Meterless===
{|class="wikitable sortable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes
|-
|-
| '''2A Starter''' > 46K (1) ~ 2P ~ 6K ~ 236C || 195 || 155 || .27% || Anywhere || This is basically the only 2A confirm, you will never use this if you got any other starter.
| '''2A Starter''' > 46K (1) ~ 2P ~ 6K ~ 236C || 195 || 155 || .27% || Anywhere || This is basically the only 2A confirm, you will never use this if you got any other starter.
|-
|-
| '''Starter''' > 214C ~ 2K ~ 426B ~ 8P ~ 426D ~ 8K ~ 66C, 624B || 277(L)<br/> 342(H) || 235(L)<br/> 190(H) || .43%(L)<br/> .51%(H) || Anywhere || Standard 214P route, a bit harder from 2B, clB. You can sacrifice the 624B for oki, and you can change 426D to 426B to keep it same side.<br/> '''214A after clB/214C after Heavies'''.
| '''Starter''' > 214P ~ 2K ~ 426B ~ 8P ~ 426D ~ 8K ~ 66C, 624B || 277(L)<br/> 342(H) || 235(L)<br/> 190(H) || .43%(L)<br/> .51%(H) || Anywhere || Standard 214P route, a bit harder from 2B, clB. You can sacrifice the 624B for oki, and you can change 426D to 426B to keep it same side.<br/> '''214A after clB/214C after Heavies'''.
|-
|-
| '''Starter''' > 46D ~ 6A ~ 66A, 46D ~ 2B ~ 426B ~ 8A ~ 426D ~ 8B ~ 66C, 624B || 289(L)<br/> 354(H) || 175(L)<br/> 330(H) || .55%(L)<br/> .63%(H) || Anywhere || High damage 46K route, more reliable from clB than 214A. You can sacrifice the 624B for oki, and you can change 426D to 426B to keep it same side.
| '''Starter''' > 46D ~ 6P (1) ~ 66A, 46D ~ 2K ~ 426B ~ 8P ~ 426D ~ 8B ~ 66C, 624B || 289(L)<br/> 354(H) || 175(L)<br/> 330(H) || .55%(L)<br/> .63%(H) || Anywhere || High damage 46K route, more reliable from clB than 214A. You can sacrifice the 624B for oki, and you can change 426D to 426B to keep it same side.
|-
|-
| '''Starter''' > 214P ~ 2K ~ 426B ~ 8P ~ 6AB ~ 66A, 46D ~ 8K ~ 66K (2), clD || 322(L)<br/> 387(H) || 365(L)<br/> 420(H) || .51%(L)<br/> .60%(H) || Midscreen || Leads to a HKD if all hits of 66K connect at the cost of some damage.<br/> '''214A after clB/214C after Heavies'''.
| '''Starter''' > 214P ~ 2K ~ 426B ~ 8P ~ 6AB ~ 66A, 46D ~ 8K ~ 66K (2), clD || 322(L)<br/> 387(H) || 365(L)<br/> 420(H) || .51%(L)<br/> .60%(H) || Midscreen || Leads to a HKD if all hits of 66K connect at the cost of some damage.<br/> '''214A after clB/214C after Heavies'''.
|-
|-
| '''Starter''' > 214C ~ 2K ~ 66A, 46D ~ 6K ~ 8P ~ 426B ~ 8K ~ 66K (2), clD || 334(L)<br/> 399(H) || 395(L)<br/> 450(H) || .53%(L)<br/> .65%(H) || Corner || More of everything but more reliable and in the corner.<br/> '''214A after clB/214C after Heavies'''.
| '''Starter''' > 214P ~ 2K ~ 66A, 46D ~ 6K ~ 8P ~ 426B ~ 8K ~ 66K (2), clD || 334(L)<br/> 399(H) || 395(L)<br/> 450(H) || .53%(L)<br/> .65%(H) || Corner || More of everything but more reliable and in the corner.<br/> '''214A after clB/214C after Heavies'''.
|}
|}
===0.5 Bar===
===EX===
{|class="wikitable sortable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes
| '''Starter''' > 214P ~ 6K ~ 426BD ~ 8P ~ 426D ~ 8K ~ 66C, 46D ~ 2K ~ 66K || 332(L)<br/> 397(H) || 345(L)<br/> 400(H) || .50%(L)<br/> .57%(H) || Outside Corner || Very tricky to pull off, needs good timing on the 8K. You can change 426D to 426B to keep it same side.<br/> '''214A after clB/214C after Heavies'''.
| '''Starter''' > 214P ~ 2K ~ 426B ~ 8P ~ 6AB ~ 66A, 46D ~ 6K ~ 426BD ~ 8K ~ 66K (2), clD || 348(L)<br/> 413(H) || 295(L)<br/> 450(H) || .55%(L)<br/> .63%(H) || Midscreen || A more reliable route, ends with a reset in the corner. Outside of the corner it will end in a HKD with all hits of 66K (322/387 damage in that case).<br/> '''214A after clB/214C after Heavies'''.
| '''Starter''' > 214P ~ 6K ~ 426BD ~ 8P ~ 426D ~ 8K ~ 66C, 46D ~ 2K ~ 66K (2) > 4623AC || 471(L)<br/> 536(H) || 315(L)<br/> 380(H) || 2.5 || .49%(L)<br/> .55%(H) || Anywhere || Just a bigger super, not as big of a reward.<br/> '''214A after clB/214C after Heavies'''.
|}
|}
===3 Bars===
===3/4/5 Bars===
{|class="wikitable sortable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes
|-
| '''Starter''' > 214P ~ 2K ~ 426B ~ 8K ~ 66K (2) > 4623P > 4623BD || 550(L)<br/> 615(H) || 205(L)<br/> 260(H) || 3 || .25%(L)<br/> .35%(H) || Anywhere || Just slaps on an extra super.<br/> '''214A after clB/214C after Heavies'''.
|-
|-
| || || || || || Anywhere ||
| '''Starter''' > BC, clD > 6B > 4623AC > CLIMAX || 631(L)<br/> 724(H) || 175(L)<br/> 260(H) || 4 || .05%(L)<br/> .15%(H) || Anywhere || Ever wondered why no one uses her supers? Let both hits of 6B hit in both cases. '''1250/1500MAX'''
|-
| '''Starter''' > 214P ~ 2K ~ 426B ~ 8K ~ 66K (2) > 4623AC > CLIMAX || 694(L)<br/> 759(H) || 205(L)<br/> 260(H) || 5 || .25%(L)<br/> .35%(H) || Anywhere || For those sickos that play her on Anchor, we salute you.<br/> '''214A after clB/214C after Heavies'''.
|}
|}
===4 Bars===
===Other Starters===
{|class="wikitable sortable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes
|-
|-
| || || || || || Anywhere ||
| CD > (624K), 2C > 426D ~ 8P ~ 426D ~ 8K ~ 66C, 46D ~ 2K ~ 66K || 275 || 380 || 0 || .55% || Anywhere || Example of a confirm off of CD and a 2C route.
|}
|-
| 236CD > 2C > (214P) ~ 6K ~ 426BD ~ 8P ~ 426D ~ 8K ~ 66C, 46D ~ 2K ~ 66K || 275 || 380 || 0 || .55% || Anywhere || Example of a confirm off of Shatter Strike and a 2C route, using a whiffed 214P to get into Unchained. Delay the 6K a bit.
===5 Bars===
|-
{|class="wikitable sortable"
| 2C > (214P) ~ 2K ~ 66A, 46D ~ 6K ~ 8P ~ 426B ~ 8K ~ 66K (2), clD || 356 || 360 || 0 || .53% || Corner || Corner 2C example, using a whiffed 214P to get into Unchained.
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
| 426AC, 46D ~ 2K ~ 246B ~ 8P ~ 8K ~ 66C, 624B || 234 || 150 || .5 || .40% || Anywhere || Example confirm off of EX grab. You can sacrifice the 624B for oki, and you can change 426D to 426B to keep it same side.
|}
|}
==External Links==
==External Links==
{{#ev:youtube|epfKDqWkMbs|||'''Angel Combos by Meno'''|frame}}
{{#ev:youtube|epfKDqWkMbs|||'''Angel Combos by Meno'''|frame}}
{{#ev:youtube|g-rQ2oVJnTk|||'''Angel Simple Combo Routes by Faizer'''|frame}}
Use the corresponding starter(s) from the 'Starters' section of this page.
>
Cancel the previous move into the following move. If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').
,
Link the previous move into the following move.
(X)
A move in brackets must whiff (not hit). Can also mean the move must be Kara Canceled.
~
Cancel the previous special into the following special.
cl.
Close to opponent.
f.
Far from opponent.
j.
Jumping move.
AA
Anti-air. Hit the opponent while they're mid-air.
[X]
Hold input.
X/Y
Do either X move or Y move in a combo (Both final damage/stun values will be shown).
X * N {X} * N
Repeat 'X' input 'N' amount of times. Multiple inputs will be bundled into "{}".
Starters
Keep in mind: The combos in the "Combos" section have been tested using the first starter in each category (the combos in Bold).
The other starters in each table should also work in each case, but may not.
Light Starters
Combo
Damage
Notes
2B, clB
43
Allows for 214A routes off of a low. It's a stronger option limited by proximity.
2B, 2A, 2A
60
Low confirm.
clB, clD > 6B (1)
133
Light into Heavy, great for close punishes and crossup confirms. (160 with both hits of 6B)
jA, clB, clD > 6B (1)
170
Crossup confirm. (195with both hits of 6B)
Heavy Starters
Combo
Damage
Notes
clD > 6B
108
Standard starter. (136 with both hits of 6B).
jC, clB, clD > 6B (1)
195
Crossup confirm. (220 with both hits of 6B)
Other Starters
Combo
Damage
Notes
CD
75
Big CD that she can start combos from.
236CD
75
Shatter Strike, big and starts combos.
Counter jCD
112
Big and she has a lot of options after it.
2C
70
Launcher, also juggles.
426P/AC
60/80
Command Grab Starter.
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
General Notes:
Due to how different clB and 2A Light Starters are, and how limited 2A is, combos that can work off of 2A will be pointed out.
Notation: Unchain followups are written using a ~ to connect the moves. So it will read as starter~unchain circle~finisher.
Rush Auto Combo
Combo
Damage
Stun
Meter cost
Meter Gain
Location
Notes
cl.A > A > A > B
138
30
0
.23%
Anywhere
Rush combo ending with Red Sky (624A). Normally this won't combo from Lights.
cl.A > A > A > C
200
30
1
.7%
Anywhere
Rush combo ending with Real Rave (4623P).
cl.A > A > A > D
324
30
2
.7%
Anywhere
Rush combo ending with MAX Real Rave (4623AC).
cl.A > A > A > A
431
30
3
.7%
Anywhere
Rush combo ending with a Climax.
Meterless
Combo
Damage
Stun
Meter Gain
Location
Notes
2A Starter > 46K (1) ~ 2P ~ 6K ~ 236C
195
155
.27%
Anywhere
This is basically the only 2A confirm, you will never use this if you got any other starter.
Standard 214P route, a bit harder from 2B, clB. You can sacrifice the 624B for oki, and you can change 426D to 426B to keep it same side. 214A after clB/214C after Heavies.
A more reliable route, ends with a reset in the corner. Outside of the corner it will end in a HKD with all hits of 66K (322/387 damage in that case). 214A after clB/214C after Heavies.