Omitting the double jump in the anti-air combos makes them much easier, and is highly recommended, as the damage differential is relatively slight. Instead of j.DD ➔ dj.DD, you can also do j.DD ➔ dj.2DD. Which is better depends on distance and height; dj.2DD is better at long distances, while dj.DD is better close up. Any of the combos that end with Spike Chaser can be ended with Legacy Edge instead for additional damage, at the cost of 50% meter. If you combo into Crescent Saber near the corner, you can land, and then continue comboing with 3C. Tager and Rachel can be picked up off the ground with 5D after a knockdown. This allows for special combos against them, and also allows you to relaunch them for big damage if they do not tech quickly enough. 2C, and other multi-hit moves, can be h
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