Iris Vi
Midscreen Combos
Section titled “Midscreen Combos”- 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
- eg.
- Sway with L followup is written as
6S1~L
- Vi’s standing normals can be pressed again for a followup
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
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
Hafter the dash while your opponent is a little high in the air - putting a small delay on
Lmight help - The rest should be autotimed
- Hit the
- 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.S1withj.[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
Corner Combos
Section titled “Corner Combos”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)
Throw Combos
Section titled “Throw Combos”6S1~throw > dash 2S2 > Super 2
- 400 dmg
- Regular throw also works.
Gameplan
Section titled “Gameplan”- Sajam Guide
- You can’t charge
S1while tagged out anymore. Everything else in the guide is still relevant.
- You can’t charge
Neutral
Section titled “Neutral”- Do sway
L(6S1~L)- Cover with assist
- Goes half screen
- Can combo on hit
- Fast
- Your default option
- Do dash
Lor2L- Very big
- Can combo
- Do
S1- Fast
S1 > Assistis very good. Safe and lets you comboSuper 1on 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.