
Make sure to use Cutie Ptooie (214LK) to return to Ravenous.
Upon landing this double snap, most of the time Umbrella will be left in Starving. Light counterhit combo to execute near corner JLP JMP JMK 5MK 5HP 236LP (MAX GRIND) 2HP JMP JHP 5MPx2 6 delay ]HP delay 6MP 5LK 5MPx2 5HP 6MP 623PP Replace sjHP with jHP against Heavies (and mediums if you need to!). You can replace 6LP ender with sj jLP jMP jHP Rush for 120 extra damage against lights and mediums.Ģ36KK 6 sjHP 214HK j 5LK 5MPx2 2HP jMP jHP 8HP 6LP 2MK 6 8HP. Replace 6LP ender with 5LP against heavies. Replace 236MP+HP with 236LP+MP or 236LP+HP depending on distance from cornerĦLP+LK (max chews) 236MP+HP dash jHP 236LP microdash 2HP jMP jHP 214MK OTG 6MP 5LK 2MK 6 214MK dash 6LP 5MPx2 5HP 6MPĢ36PP dash 6 214MK 5MPx2 2HP jHP 214MK 5LK 5MPx2 5HP 6MP 6LP 5MPx2 2HP 8HP dash 6LP 5MPx2 5HP 6MP. Doesn't work on Band if too close to the corner. Ravenous =214MK 5MPx2 6MP 5LK 5MPx2 5HP 6MP. Microdash is only needed on skinny characters like SquiglyĢLK 2MP 2HP 8HP(rush) microdash 2LK 6HP 214MK 6MP jMP jHP 6MP jLP jHP 6MP 5LP 5MPx2 2HP 8HP 623PP. Significantly less damage than her other bnbs, only worth learning if you're not confident on memorizing a bnb for each hunger stateĬonversions Enders Tips & Tricks Combos By StarterĢLK 2MK 2HK 236LP (max grinds) microdash 2HP jMP jHP 214MK OTG 5MPx2 214HK dash 6LP 5MPx2 2HP jHK 5LK 5MPx2 5HP 6MP 623PP. Replacing 6LP with 5LP is also easier for only 30 less damageĢLK 2MK 2HP jHK 5MK 2HP jMK jHK(3) 5LK 5MPx2 2HP j jMK 6LP 5MPx2 2HK 236LP (max grinds) 623PP Delaying jHK slightly can help link 6LP after. Might need a microdash before 5LK on some characters/some timings of Slurp. In corner you have to delay 214HK on light and midweightsĢLK 2MK 2HP jMP jHP 214MK OTG 5MPx2 6 dl 6MP 5LK 5MPx2 2HP jHK 6LP 5MPx2 5HP 6MP 623PP. Damage increases if you reach ravenous.ĢLK 2MK 2HK 236LP(max grinds) Microdash 2HP jMP JHP 214HK 214MK 5MPx2 6 ]HP6MP 6LP 5MPx2 5HP 6MP 623PP. Decent hunger burn, low damage but you can't get much better in satiated without going into stuffed. You can get 2MP 6HP against some characters for extra damage, and can start the combo with 5HP 8HP, but it's quite hardĢLK 2MP 2HP jMP jMK 2HP dl jHK 5MPx2 2HP jHP 214MK 5LK 6MP 6LP 2MK 6HP 8HP 623PP. Has an incredible reset point against lights and mediums after 6HP 214MK. Instead, do Slurp n Slide (6MP) to restart your pressure.Ī basic ground chain combo ending in a super cancel.ĢLK 2MP 2HP 8HP microdash 2LK 6HP 214MK 5MPx2 2HP 8jHP 6MP 6LP 5MPx2 2HP jLP jMP jHP 8HP 623PP
Also unsafe on block, so don't do the Salt Grinder (236LP) if you notice your opponent is blocking. Unsafe on block.Ī basic ground chain combo ending in a special cancel. Try doing as few hits of jHP as possible.Ī basic ground chain combo ending in sweep. It's still possible by cancelling into Slurp and using 5LP, or by using Slurp and an assist. jMP dl jHP - Alternate Ravenous overhead hitconfirm that can lead into higher damage since you get a stage 1 special cancel, but can be hard to follow up without using OTG.After landing, link 2MP or 2HK into your normal bnb. jMP jMK - Ravenous overhead hitconfirm.While in satiated, it will combo into Slurp but you have to use Reflector or an assist to combo after.
Combos from max range, it's +2 on block and makes her a massive threat midrange. 2MP Slurp - Ravenous low > mid hitconfirm.Do NOT use this hitconfirm while Satiated, it's -8.
Functions while Overstuffed, since it's -6, but 2MP will hit mid, so it's not too effective. 2LK 2MP - Ravenous low > low hitconfirm.More damage than 2LK 2MK, and combos into 6HP and more, but is -5 on block. 2LK 5MK - Standard low > low hitconfirm when close to a puddle, since 2MK splash will ruin many routes.2LK 2MK - Standard, hunger-independent low > low hitconfirm that's -2.Fortune, Painwheel, Valentine, Squigly, Annie, Umbrella Middle: Cerebella, Parasoul, Eliza (for combos), Beowulf, Robo-Fortune Heavy: Double, Big Band Example: 2147LK for TK Airball)Ĭharacter Weight Classes Light: Filia/Fukua, Peacock, Ms. sj = Super jump dj = Double jump jc = Jump cancel ADC = Airdash cancel IAD = Instant airdash TK = Tiger knee (doing an air move the moment a jump sends you airborne, typically by inputting a special move motion followed by jump+button. Example: Double jHP(1) > jHK lets Double land from the multi-hit jHP early. The second move doesn't hit, it gets canceled when landing. Fastfall = Cancelling an air normal into another move to change momentum and land early.