RFLA into super
SOBAT CARNIVAL (SC)
ALv2 charge B, c.LP, c.LP, c.LK, F,B,F+MK
X/ALv3 charge B, c.LP, c.LP, c.LK, F,B,F+HK
THEME OF SUNRISE (TOS)
ALv1 charge DB, c.LP, c.LP, c.LK, DF,DB,UF+LK
ALv2 charge DB, c.LP, c.LP, c.LK, DF,DB,UF+MK
ALv3 charge DB, c.LP, c.LP, c.LK, DF,DB,UF+HK
Jump-in:
Cross-up: j.MK
Front: j.A (can only use RFLAx2 for Lv2 SC)
Notes: When doing a front jump-in, only two hits of the RFLA can be used for Lv2 SC and Lv1 TOS. The TOS supers also only hit standing opponents, so do not use this if your opponent is crouching. TOS can always be used after 3xRFLA, but the damage is less than SC.
Counter-hit into super
SOBAT CARNIVAL (SC)
ALv1 charge B, c.LK (counter-hit), s.MP, F,B,F+LK
ALv2 charge B, c.LK (counter-hit), c.LK/s.MP, F,B,F+MK
X/ALv3 charge B, c.LK (counter-hit), c.LK/s.MP, F,B,F+HK
THEME OF SUNRISE (TOS)
ALv1 charge DB, c.LK (counter-hit), c.LK, DF,DB,UF+LK
ALv2 charge DB, c.LK (counter-hit), c.LK, DF,DB,UF+MK
ALv3 charge DB, c.LK (counter-hit), c.LK, DF,DB,UF+HK
Notes: The combos with s.MP only work on standing opponents. The Lv1 SC only connects to a s.MP, so therefore cannot be used on crouching opponents. If using s.MP, start charging DB first during the c.LK, then move to B only during the s.MP.
Jump-in, ground hit into super
SOBAT CARNIVAL (SC)
ALv1 charge B, s.MP, F,B,F+LK
ALv2 charge B, X, F,B,F+MK
X/ALv3 charge B, X, F,B,F+HK
THEME OF SUNRISE (TOS)
ALv1 charge DB, X, DF,DB,UF+LK
ALv2 charge DB, X, DF,DB,UF+MK
ALv3 charge DB, X, DF,DB,UF+HK
CLIMAX BEAT (CB)
ALv1 charge DB, X, DF,DB,UF+LP
ALv2 charge DB, X, DF,DB,UF+MP
ALv3 charge DB, X, DF,DB,UF+HP
Jump-in:
Front: j.A
X=c.LK(LP/s.LP/MP/LK)
Notes: The Level 1 SC can only connect to a s.MP, which only hits standing opponents. Climax beat does significantly more damage than SC and TOS, but has very short range. It should be used preferentially when a single ground hit is used after a jump-in, as it is still in range of the opponent.
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