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 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 > 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, can add one before the first 2AB in some scenarios

  • Faster than the other route, so is better against bursts

  • 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.

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 relies on factors usually outside of your control. Specifically, it's to do with how the first 5D hits, but if you can get them low enough such that the bottom hit lands first, this is possible:

(FC, Red) 2B > dl j.2B > 66 > 5D (2, bottom first) > 2AB > ~D > md [5B] > 2C > 5D (top) > 214B > ~D >5B > 236A > winch dash jc (j.A >) j.BB > dl 7 dl j.BB > land > j.BB > j.BB > j.C > j.214B > 236236D

  • 9.5k plus damage without OMB, but requires enemy burst to be very low too

  • Requires bottom hit to connect first of 5D (2) for the first, as this avoids SMP

    • Delay the j.2B at the start as much as possible

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

  • j.A optional from winch cancel - gives more meter but is actually unnecessary unless you want meter/damage faster, otherwise go straight into j.B

  • With first hit bonus/at least 10SP, after landing from the dl j.BB, you can instead 236A~A > 214AB > 214B, and this will work regardless of which first 5D hit you got

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