HajimeOwari
[11] Champion
This is a work in progress...
Concerning Stun Windows
The combo system has slightly changed since SCIV. The longer the combo, the shorter the stun window. Examples coming soon.
Yoshi's Stuns
Yoshi has three different types of stuns. Each stun can be used only once in a combo. For example, if you land a CH iMCF and iMCF again, it will count as a non-CH iMCF and you won't get another stun.
Stun 1: CH 2A+BB, CH 1B+K, CH a:B+K, CH 44bB, A+B, 22K, 1B+K
Stun 2: CH iMCF, 6B BE
Stun 3: CH 66A BE
iMCF Combos
CH iMCF leads to a number of combo possibilities. Depending on position, skill level, and other factors, there may be a number of best choices. This is a list of most common iMCF combos.
CH iMCF_6B BE
- RCC 3B, 6K (66 dmg)
- RCC 3B, a:B+K, DNK (rarely works-- see mkl's note in section section)
- RCC 3B, a:B+K, 3B (72 dmg)
- RCC bA (69 dmg)
- 66B, 66A+B (can miss based on the distance from opponent. Will definitely miss if the starter is CH a:B+K, iMCF) (67 dmg)
- 66B, DNK, 3B (64 dmg)
- 9B+KK (49 dmg and a good tech trap)
- CE (93 dmg)
214A
- DNK 3B (63 dmg)
- 66A+B (56 dmg)
3B
- 6K (60 dmg)
- a:B+K, 3B (61 dmg)
CH 66B
- 66A+B (66 dmg)
- DNK 3B (59 dmg)
CH 33B
- Continue to B+K (56 dmg)
- 6K (67 dmg)
- a:B+K (50 dmg and good tech trap)
- JF 4A series (68 dmg with chance of relaunch)
22B
- 6K (65 dmg)
- JF 4A series (67 dmg with chance of relaunch)
- a:B+K (48 dmg with tech trap)
CH 44bB
- iMCF combos
FC 3K
- 2K (34 dmg)
- 2B (35 dmg)
- RCC 3B (40 dmg)
9A+Bg
- 66A+B (71 dmg)
- 2[A+B], FLE 6[6] (69 dmg)
66A+B
-3B (60 dmg)
- 1B+K (60 dmg, 67 with any tech)
33A+B
- iMCF combos
CH a:B+K
- iMCF combos
more to come...
Concerning Stun Windows
The combo system has slightly changed since SCIV. The longer the combo, the shorter the stun window. Examples coming soon.
Yoshi's Stuns
Yoshi has three different types of stuns. Each stun can be used only once in a combo. For example, if you land a CH iMCF and iMCF again, it will count as a non-CH iMCF and you won't get another stun.
Stun 1: CH 2A+BB, CH 1B+K, CH a:B+K, CH 44bB, A+B, 22K, 1B+K
Stun 2: CH iMCF, 6B BE
Stun 3: CH 66A BE
iMCF Combos
CH iMCF leads to a number of combo possibilities. Depending on position, skill level, and other factors, there may be a number of best choices. This is a list of most common iMCF combos.
CH iMCF_6B BE
- RCC 3B, 6K (66 dmg)
- RCC 3B, a:B+K, DNK (rarely works-- see mkl's note in section section)
- RCC 3B, a:B+K, 3B (72 dmg)
- RCC bA (69 dmg)
- 66B, 66A+B (can miss based on the distance from opponent. Will definitely miss if the starter is CH a:B+K, iMCF) (67 dmg)
- 66B, DNK, 3B (64 dmg)
- 9B+KK (49 dmg and a good tech trap)
- CE (93 dmg)
214A
- DNK 3B (63 dmg)
- 66A+B (56 dmg)
3B
- 6K (60 dmg)
- a:B+K, 3B (61 dmg)
CH 66B
- 66A+B (66 dmg)
- DNK 3B (59 dmg)
CH 33B
- Continue to B+K (56 dmg)
- 6K (67 dmg)
- a:B+K (50 dmg and good tech trap)
- JF 4A series (68 dmg with chance of relaunch)
22B
- 6K (65 dmg)
- JF 4A series (67 dmg with chance of relaunch)
- a:B+K (48 dmg with tech trap)
CH 44bB
- iMCF combos
FC 3K
- 2K (34 dmg)
- 2B (35 dmg)
- RCC 3B (40 dmg)
9A+Bg
- 66A+B (71 dmg)
- 2[A+B], FLE 6[6] (69 dmg)
66A+B
-3B (60 dmg)
- 1B+K (60 dmg, 67 with any tech)
33A+B
- iMCF combos
CH a:B+K
- iMCF combos
more to come...
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