AshnardZero
[09] Warrior
Normal Hit Combos

- 30 Damage
Simple combo


- 39 Damage
Practically the same, but with a little more startup time


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- 34 Damage
Once again, a simple double high, but with much needed speed



- 30 Damage
Two quick overhead hits



- 32 Damage
Quick hits, and a good follow up

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- 35 Damage
Same
setup, sends the opponent reeling across the ground

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- 55 Damage
Ah, the old force pick up. This should almost be common sense, but here it is


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- 63 Damage
One of the many attacks to lead to the force pickup and stab. You can do the other force attack, but it takes more of the gauge to do, and is better reserved for ring outs.
or 
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- 52 Damage
Very strict timing on the second part
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- 48 Damage
A neat little combo, does decent damage


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- 51 Damage
A quick follow up to Vader's launcher. Make sure his animation for the launcher is finished before you try the second part.
or 
~ WS
- 53 Damage
Long step slash followed by a simple
or 
~WS
- 50 Damage
Same move, slightly less damage
or 
~WS 

- 64 Damage
Same, but with a standing force attack.
or 
~FC

- 68 Damage
That ol move again, followed by a force attack. Very powerful, but drains the force gauge
or 


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- 51 Damage
A good way to get the ball rolling with stuns and force pickups
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- 62 Damage
Same combo, strict timing, but rewarding



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- 51 Damage
Another little combo leading into the "Dark Side".
8 Way Run

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- 42 Damage
Meh, good for a quick hit and follow up, but a lot of force usage.
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- 66 Damage
Very nice for catching sidestepping! Punishment galore. Keep in mind, though, if you hit the opponent far away, your


won't turn into an attack throw, so just use 

.


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- 56 Damage
Yes! Vader's awkward flip kick comes in handy! Good damage, though it can be teched if opponents roll to Vader's left side.




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-79 Damage
A fairly impressive little combo with nice damage output, but force heavy use.
Natural Counter Combos (stuns)

- 43 Damage
Standard combo, stuns on the second hit.

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- 67 Damage
Said combo with a kicker. The second part is quick enough to catch up, and even ring out.


- 36 Damage
Vader's bread and butter quick move, use it often
or

- 47 Damage
A nice fast move, grounds the opponent.


- 31 Damage
Quick and gives you breathing room. Good to use after standing up from moves


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- 81 Damage
Great combo. Sets up for other combos if you stop at the stun.




- 57 Damage
The earlier combo comes full circle.



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- 52 Damage
After the first hit, it's all stun counter, so have at it. After the
, the opponent's back is slightly turned, so do what you will from this point.

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- 99 Damage
A long combo, frustrating for the other player, but fun to watch. You can get past the damage scaling with the last part if they are trying desperately to tech, in which case this combo does 127 damage.


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- 95 Damage
A safer way to set up the above combo. The same applies with the teching.



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- 60 Damage
Should look a little familiar. This can be a bit tricky, as you need to catch them in the air after the :B.
Big Thanks to Poshib for the update material. If anyone else as anything to add, just let me know and I'll add it ASAP.
Simple combo
Practically the same, but with a little more startup time
Once again, a simple double high, but with much needed speed
Two quick overhead hits
Quick hits, and a good follow up
Same
Ah, the old force pick up. This should almost be common sense, but here it is
One of the many attacks to lead to the force pickup and stab. You can do the other force attack, but it takes more of the gauge to do, and is better reserved for ring outs.
Very strict timing on the second part
A neat little combo, does decent damage
A quick follow up to Vader's launcher. Make sure his animation for the launcher is finished before you try the second part.
Long step slash followed by a simple
Same move, slightly less damage
Same, but with a standing force attack.
That ol move again, followed by a force attack. Very powerful, but drains the force gauge
A good way to get the ball rolling with stuns and force pickups
Same combo, strict timing, but rewarding
Another little combo leading into the "Dark Side".
8 Way Run
Meh, good for a quick hit and follow up, but a lot of force usage.
Very nice for catching sidestepping! Punishment galore. Keep in mind, though, if you hit the opponent far away, your
Yes! Vader's awkward flip kick comes in handy! Good damage, though it can be teched if opponents roll to Vader's left side.
A fairly impressive little combo with nice damage output, but force heavy use.
Natural Counter Combos (stuns)
Standard combo, stuns on the second hit.
Said combo with a kicker. The second part is quick enough to catch up, and even ring out.
Vader's bread and butter quick move, use it often
A nice fast move, grounds the opponent.
Quick and gives you breathing room. Good to use after standing up from moves
Great combo. Sets up for other combos if you stop at the stun.
The earlier combo comes full circle.
After the first hit, it's all stun counter, so have at it. After the
A long combo, frustrating for the other player, but fun to watch. You can get past the damage scaling with the last part if they are trying desperately to tech, in which case this combo does 127 damage.
A safer way to set up the above combo. The same applies with the teching.
Should look a little familiar. This can be a bit tricky, as you need to catch them in the air after the :B.
Big Thanks to Poshib for the update material. If anyone else as anything to add, just let me know and I'll add it ASAP.