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Iris Vi

  • Pick any combo that you are comfortable with. They all do ~50% health
  • Curly braces denote electrics
  • ~ is used for special moves that have follow-ups.
    • Vi’s standing normals can be pressed again for a followup
      • eg. H~H
    • Sway with L followup is written as 6S1~L

Universal No Electrics

M H 2H > j.M j.H j.S1 > Super 2
  • 337 dmg meterless (452 Super 2)
  • Similar combo will work on every character
  • Corner ok

Easy No Electrics

M H S2 > dash H S1 > L M 2H > j.M j.H j.S1 > Super 2
  • 553 dmg
  • recommended if you don’t want to do electrics
  • I think this was the one you were doing the last time we played
  • Tips
    • Hit the H after the dash while your opponent is a little high in the air
    • putting a small delay on L might help
    • The rest should be autotimed
  • Does not work in the corner

Beginner Electric

M H > 6S1~L~{M}~{H} > M H 2H > j.M j.H j.S1 > Super 2
  • 451 dmg meterless (566 Super 2)
  • Replace j.M j.H j.S1 with j.[S1] for Limit Strike
  • Electrics are easier than you think but do whatever is comfortable for you
  • Corner ok

Medium Electric

M H > 6S1~L~{M} > 6S1~{M}~{H} > 2M M H 2H > j.H j.S1 Super 2
  • 472 dmg meterless (587 Super 2)
  • Similar to above but 1 more rep
  • I do this one
  • Corner ok

Medium No Electric

M H S2 > M H~H S1 > dl.M 2M 5H~H dl.2H > j.H j.S1 Super  
  • 462 dmg meterless (577 Super 2)
6S1~throw > dash 2S2 > Super 2
  • 400 dmg
  • Regular throw also works.
  • Sajam Guide
    • You can’t charge S1 while tagged out anymore. Everything else in the guide is still relevant.
  • Do sway L (6S1~L)
    • Cover with assist
    • Goes half screen
    • Can combo on hit
    • Fast
    • Your default option
  • Do dash L or 2L
    • Very big
    • Can combo
  • Do S1
    • Fast
    • S1 > Assist is very good. Safe and lets you combo
    • Super 1 on hit
    • Plus on block if you hit it at the furthest range
    • Safe on block (slightly minus) if you hit it in the middle
    • Unsafe if you hit it point blank
  • If none of the above work do dash jump j.[H]
    • charged version stalls you in the air which makes it easier to hit them
    • Can be anti aired but its really hard to focus on stopping both ground and air approach. Guess which one they are looking for.
    • Best time to do this is when you think they are about to press something committal
  • If you have assist up sway through + assist
    • Cross-up.