214B in red fatal corner routes

No burst for you

Main sequence

In the corner, is it technically optimal to perform the final 5D sequence as:

(FC, Red, Corner) ... 2C > 5D > 214B > ~D > ...

  • Most consistently done with the 2C done at proper persona displacement distance from corner, but can be done from any distance

  • 5D (1) is the easier consistent way to do this, but can be done from 5D (2) with a trickier timing, or if the opponent gets hit by the 5D hits separately

  • The timing on 214B requires you to input it around as the 5D hits, and the ~D a little before the 214B hits

This is instead of ... 2C > 5D > 5B > 2AB > ~D > ..., and will do more damage, or damage faster (so better against bursts), in practically every scenario. However, it does not allow for [5B] after, so is best done on the second 5D. The usual follow-up options are either j.BB > 7 dl j.2B > [5B] for oki, or 5B > 236A for damage.

9k/9.5k/10k ToD

For the midscreen to corner ToD, the combo becomes:

(FC, Red) 2B > dl j.2B > 66 > 5D(2) > (md) 2AB > ~D > md [5B] > 66 > 2C > 5D (top) > 214B > ~D > 5B > 236A~A > 214B > 236236D

  • Does 9000 damage, and does 9500 by adding OMB > 214B after the final 214B

  • Add OMB > j.BB > j.BB > j.C > j.214B after the final 214B make it do above 10k

  • Microdashes optional, but helpful

  • Timing is unique and tricky, but consistent if practiced

The following video shows how little burst is regained during this route, which is very powerful.

What's a blue burst?

10.5k ToD

As a second demonstration of the strength of this route - see the following 10.5k ToD route, although note that the opponent has to have practically no burst for it to land (but does work in that circumstance):

(FC, Red) 2B > dl j.2B > 66 > 5D > 2AB > ~D > md [5B] > 66 > 2C > 5D (top) > 214B > ~D > 5B > 236A~A > 214B > OMB > 5DD > 7 j.BB > j.D > j.BB > j.C > j.214B > 236236D

  • Last 5D must hit with both hits - make sure you hit this as high as possible for it to work on the smaller characters

  • Can add a microdash before first 2AB in some scenarios

  • Opponent must have less than approx 20% burst for this to work

  • Targets are:

    • Kanji (works well)

    • S. Mits (hit the final 5D(2) high)

    • S. Chie (2C pickup very picky)

    • S. Junpei (2C pickup very picky, hit the final 5D(2) high)

9.5k ToD without OMB

Technically - it is possible to do 9.5k without OMB using this technique, but it requires them to have very low burst. The route is as follows:

(FC, Red) 2B > dl j.2B > 66 > 5D (2) > 2AB > ~D > md [5B] > 2C > 5D (top) > 214B > ~D > 7 j.BB > dl j.D (3) > 5B > 236A~A > 214B > 236236D

  • 9.5k plus damage without OMB, but requires enemy burst to be at gold burst level or below.

  • Requires near perfect execution - if you whiff any 5D hits (including due to not getting the corner displacement), this may not kill.

  • Can add a microdash before first 2AB in some scenarios.

  • The rising j.BB using an upback jump for spacing.

  • If you j.D too low, you may need to dash into them before 5B to get the 3rd gear to connect.

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