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Swr-portrait-remilia
Remipallete

Introduction[]

Remilia Scarlet, a vampire known as the "Scarlet Devil" and the head of Scarlet Devil Mansion. Young in appearance and childish brat in attitude, in truth she acts responsibly by taking care of her unstable younger sister Flandre Scarlet, and is actually a cunning old vampire with strong magical powers and the ability to manipulate fate.

Advantages: Remilia possesses extremely quick melee attacks and fairly swift B bullets. Her unique dash makes grazing most bullets fairly easy, and her ability to cancel her dash mid-leap into an attack makes her a very aggressive character. Her default 236 skillcard bypasses most projectiles easily and is great for punishing enemies that are trying to rush in. She possesses powerful reversal spellcards, and attacking mid-dash often leads to frustrating crossups for her enemy. Has excellent anti-air and strong jumpins. Her wide variety of quick attacks makes her a wild, unpredictable opponent. She can use the staggering, long hitstun on her C projectiles to open up multiple combos.

Disadvantages: Her C bullets are slow-moving and only mediocre in density, but they have a powerful hitstun if they manage to connect. If you become too predictable, enemies become more open to punish you (especially on moves such as 22B/C). Has limited teleports (2), which can't be extended (travels about as much as her aerial dash), making aerial grazing really hard, and in some extreme cases, impossible. Her unique dash and teleport mechanic make retreat-grazing bullets difficult and often leaves her starved for spirit if she's teleporting around in the air for aerial fights.

Hisoutensoku Changes[]

  • The firing speed of Remilia's 2C bat projectiles has been considerably decreased, invalidating a lot of combos;
  • The range on all her B bullets have been limited, charging gives extra speed (thus extra range);
  • Her j.2[C] will now shoot 3 bats instead of only 2, and Remilia now hovers;
  • Her C bullets have reduced homing properties;
  • 5[C] now spreads the bats in a fairly wide arc. They have less hits (7 per bat), thus dealing less damage and less spirit damage on block;
  • Evening Sign "Bad Lady Scramble" now forces blue ring;
  • Teleport distance reduced?? (may just seem that way due to decreased stage size)

Hisoutensoku 1.10 Changes[]

Temporary list of changes. Once more information is gathered, this section will be updated.

  • Starting with 1.10, 22C now sends Remilia to the opposite side of the screen compared to 22B.
  • 2C firing speed was increased and it's possible to chain it after 5AAAA, for example.
  • SWR air dash seems to have returned.
  • Remilia's speed in general seems to have increased.
  • 2A doesn't launch as high as 1.03.
  • 3A has slightly more ending lag.
  • 5C homes slightly more. It doesn't home as much as SWR 5C, but it is there.
  • Stigmanizer damage and size has been greatly reduced.
  • Default 22 (Demonlord Arrow) seems to have reduced wallbounce.

Unique Properties[]

Air Dash: Unlike most characters, Remilia's forward airdash (66 midair) causes her to lose altitude. The only other character with this property is Komachi.

Teleportation: Remilia's unique form of airdash is teleportation. Unlike regular sustained flight, she loses a solid 1 orb of spirit for each teleport she does, to a maximum of two, when she must land (as with any other character). She will vanish on the spot and reappear a distance in the direction specified. So long as the player is holding down A between teleports, any bullets where she reappears will not effect her. However, should she reappear nearby or on top of a bullet at the end of her teleport chain, she will be struck as normal. She can be interrupted on the way by melee attacks. Because of her limit of 2 teleports and lack of sustained flight, Remi is extremely vulnerable to certain spell cards such as Patchouli's Royal Flare and Yukari's train spellcard.

Ground Dash/Leap: Remilia's ground dash involves her arcing forwards into the air for a moment before landing. At the apex of her leap, the game considers her to be in the air, allowing her to cancel her dash into aerial moves such at j.2A, j.2B/C and j.5A/j.6A. It's possible to time your cancel for when you appear just behind an enemy, crossing them up for a split second. While her forward dash will go on forever (until hit), her backdash-leaps cannot be chained. And bullets near where she lands in a backdash will still strike her.

Normal Moves[]

Move Description Damage Proration Hits Limit Notes
Close 5AA Two quick forward jab with Remilia's wing. 394 96% Middle 0%
5AAA

Two 5A attacks followed by a two swipes of her claws. 1/2 an orb if the first hit is wrong blocked, 1 orb if second hit is wrong blocked

1204 81.2% Middle x2, High x2 0% Two swipes are activated by one button press.
5AAAA

Two 5A attacks followed by two swipes of her claws, then 6A. 1/2 an orb if the first hit is wrong blocked, 1 orb if second hit is wrong blocked, and 1 orb if last hit is wrong blocked.

1869 65% Middle x2, High x3 40%

Heavy knockback on hit and bounces on wallhit. spellcard cancelable only.

Far 5A A quick sweep with Remilia's foot. 1 orb on wrong block. 425 90% Low 0% Moves Remilia forward slightly.
4A Simular to close 5A, but can combo into itself up to 3 times midscreen and 5 times in the corner. 200 98% Mid 0%
2A An upward large upwards slash. 700 85% Mid 40% Launches on hit, even higher on CH. Deceptive hitbox.
3A Remilia does a forward slide that carries her a little more than quarter a screen. 1 orb on wrong block. 900 85% Low 40% Launches on hit, even higher on CH. Remilia does not stop on hit. Can only be spellcard canceled.
6A Remilia does an overhead swing with both her arms and wings. 1 orb on wrong block. 850 80% High 40% Heavy knockback on hit, even further on CH, and heavy wallbounce.
6[A] Charged 6A. Guard crush on wrong block. 950 80% High 40% Heavy knockback and heavy wallbounce on hit, guarenteed wallbounce on CH. Can only be spellcard canceled.
j.5A, (A) Remilia does an aerial kick that can be followed up with a downward kick. 1 orb on wrong block (1 orb on wrong block). 1/2 orb on air block (1/2 orb on air block).

750,(858)

85%,(73.6%)

High, (High) 0%, (40%) Ground bounce on hit
j.6A Remilia kicks off the air and does a slightly downwards angled headbutt. Continues forward on hit, bounces off on block. 1 orb on wrong block, 1/2 orb on air block. 750 85% High 40% Knockback and wallbounce on hit, Heavy knockback and wallbounce on CH.
j.8A Remilia does a upwards lifting kick. 1 orb on wrong block, 1/2 orb on air block. 850 85% High 40% Launches on hit, higher on CH.
j.2A Remila spins in the air with downwards swipe. 1 orb on wrong block, 1/2 orb on air block. 800 85% High 40% Knockdown on hit. Groundbounce on CH.

Bullet Moves[]

Move Description Maximum Raw Damage Spirit Damage Proration # of Projectiles Limit Notes
5B Remilia throws 6 red jewels directly in front of her that goes a little less than half the screen.

502, 100/hit

3/4 64.6%, 93%/hit 6 5% per hit Random Trajectory
5[B] A charged 5B that throws 10 red jewels faster and goes 3 quarters of the screen. 733, 100/hit 1 1/4 48.3%, 93%/hit 10 5% per hit Random Trajectory
6B Remilia throws 6 red jewels slightly upwards that goes a little less than half the screen. 502, 100/hit 3/4 64.6%, 93%/hit 6 5% per hit Random Trajectory
6[B] A charged 6B that throws 10 red jewels faster and goes 3 quarters of the screen. 733, 100/hit 1 1/4 48.3%, 93%/hit 10 5% per hit Random Trajectory
2B Remilia throws 8 red jewels at a 45 degree angle that goes about a quarter of the screen. 626, 100/hit 1 55.9%, 93%/hit 8 5% per hit Random Trajectory
j.5B Simular to 5B except in the air, pushes Remilia backwards. 502, 100/hit 3/4 64.6%, 93%/hit 6 5% per hit Random Trajectory
j.5[B] Simular to 5[B] except in the air, pushes Remilia backwards, and floats during charge. 733, 100/hit 1 1/4 48.3%, 93%/hit 10 5% per hit Random Trajectory
j.2B Remilia throws 6 red jewels at a downwards angle, pushes Remilia backwards, and goes little less than half a screen. 502, 100/hit 3/4 64.6%, 93%/hit 6 5% per hit Random Trajectory
j.2[B] A charged j.2B that throws 10 red jewels faster and goes a little more than half the screen. Pushes Remilia backwards and floats during the charge. 733, 100/hit 1 1/4 48.3%, 93%/hit 10 5% per hit Random trajectory
5C Remilia joins her hand and shoots out a bat directly forward. 10 hits. 850, 100/hit 1 73.7%, 97%/hit 1 2% per hit Homing, dissolves on graze.
5[C] Charged 5C that shoots 3 bats spread in 3 different directions. 7 hits each. 1246, 100/hit 1 1/2 52.7%, 97%/hit 3 2% per hit Homing, dissolves on graze.
2C Remilia kicks a bat upwards. 10 hits. 850, 100/hit 1 73.7%, 97%/hit 1 2% per hit Homing, dissolves on graze
j.5C 5C in the air. Floats during attack. 10 hits. 850, 100/hit 1 73.7%, 97%/hit 1 2% per hit Homing, dissolves on graze
j.5[C] 5[C] in the air. Floats during charge. 7 hits each. 1246, 100/hit 1 1/2 52.7%, 97%/hit 3 2% per hit Homing, dissolves on graze
j.2C Remilia throws a bat downwards and pushes her slightly backwards. 10 hits 850, 100/hit 1 73.7%, 97%/hit 1 2% per hit Homing, dissolves on graze
j.2[C] A charged j.2C that throws 3 bats. Floats during charge. 7 hits each. 1246, 100/hit 1 1/2 52.7%, 97%/hit 3 2% per hit Homing, dissolves on graze.

Special Moves[]

Re236bc1
Demon Lord Walk: 236B/C

Arcing leap that covers slightly more distance than her ground dash. Considerable knockback on hit and wallslams. Ridiculous knockback and wall bounce on CH. Super cancellable only when you are touching the ground. Goes through projectiles, but doesn't actually graze them.

  • B Version: Leaps once. Lands in front of the character on block.
  • C Version: Two leaps. If first one counterhits, the second always whiffs. Lands in front of the character on block.
Re623bc1
Demon Lord Cradle: 623B/C

Remilia spirals upward. Excellent combo finisher due to high damage output. Does not graze. Gains invincible start up at level 1.

  • B Version: Remilia spirals up to approximately the height of her dash. Launches on hit, but no follow up.
  • C Version: Extends further and deals more damage. Knockback on hit and wallbounces.
Re214bc1
Servant Flier: 214B/C (Chargeable)

Remilia summons three glyphs in front of her that each shoot out a weaker version of her C projectile, but with more homing properties. Each shot does 2 hits if it connects fully. Chargeable, five glyphs appear instead. Higher level shoot off extra glyphs, level 1 shoots 4 uncharged, 6 charged, and level 4 shoots 5 uncharged, 7 charged. Super cancellable. Grazable.

  • B Version: Summons glyphs closer together.
  • C Version: The glyphs are spread further apart from each other.
Re22bc1
Demon Lord Arrow: 22B/C (Air-usable)

Remilia leaps to a wall , then dives at the opponent. Both versions dish out massive knockback and wall bounce on counterhit. Grazes after Remilia has reached the wall and begun the arrow animation. Has some invulnerability frames when Remilia is on the wall. Punishable on whiff and block, even more on airblock.

  • B Version: Jumps to the wall behind her and stalls on the wall for about a second.
  • C Version: Goes to the wall in front of her, but stalls longer.

Alternate Skill Cards[]

Re236bc2
Vampire Claw: 236B/C

A three part attack, requiring you to input 236B/C three times for the entire set. Remilia makes a wide slash while moving forward for the first two hits, but the third attack changes depending on whether B or C is used. Tends to whiff on counterhit. The last two hits can be delayed or totally emitted. Super cancellable on all three attacks.

  • B Version: Last hit is an overhead slash that does considerable knockback and wallslams. Chargable, high guardcrush on wrongblock, hits high.
  • C Version: The last hit is a faster, less damaging slide that knocks down. Guardcrush on wrongblock, hits low.
Re236bc3
Trickster Devil: 236B/C

Remilia moves very fast in one direction, then strikes on the opposite direction of where she walked. Hits high, 2 hits, 40% limit. Bypasses the enemy's hitbox.

  • B Version: Goes forward and attacks from behind. Whiffs in corner. Does not graze.
  • C Version: Moves the other way around.
Re623bc2
Rocket Kick Upper: 623B/C

Fires a spear upwards. Launches on hit but cannot hit a standing/grounded opponent. Does more hits if the enemy is higher. Leveling up enlarges the hitbox of the spear and increases damage.

  • B Version: Fires at a very steep angle, similar to 2C.
  • C Version: Fires closer to a 45 degrees angle.
Re623bc3
Vampire Kiss: 623B/C

Remilia pauses for a while then slides towards the opponent. Grab move (unblockable). Remilia forces a vampire kiss, damaging the opponent and healing herself on a 1:1 basis. Vulnerable on whiff. Forces limit. Has some strange graphics glitches when done against Suwako or Cirno.

  • B Version: Homes on the opponent at a moderate speed.
  • C Version: Longer startup, but higher speed and more range.
Re214bc2
Chain Gang: 214B/C

Creates a red chain that seeks the opponent. You gain movement back as soon as it finishes extending. Grazeable.

  • B Version: Shoots a chain horizontally that can be held down to increase length, which can be increased by leveling. Chain itself does no damage but it causes an explosion from the base to the tip that does damage.
  • C Version: Shoots a chain directly at the opponent, instead of the chain exploding, the tip will hit the opponent and pull Remilia towards them, allowing for follow up. Nothing happens on block or graze.
Re214bc3
Demon's Dinner Fork: 214B/C (Chargeable)

Throws out red energy spears in a small arc. Starts at 2 spears, maxes at 6 when charged. The spears are quite fast and have decent density. Each extra level increases the number of maximum spears by 1.

  • B Version: Low angle.
  • C Version: Throws them at a very high angle.
Re22bc2
Ceiling Fear: 22B/C (Air-usable)

Remilia leaps very high into the sky and quickly thrusts herself down to the ground, creating a shockwave when she hits the ground. The waves travel longer with each level. Knockback and wallslam on hit. More knockback and wall bounce on counterhit. Grazes while going to the ceiling. On block, the bursts deal 1 spirit orb damage each. Guardcrushes if blocked low. May or may not be punishable on block based on pushback.

  • B Version: Slams about a screen away.
  • C Version: Remilia hits further away, and the shockwave covers slightly less distance.
Re22bc3
Stigmanizer: 22B/C

Remilia quickly jumps, then launches a medium spinning pinwheel downwards. The bullet is very dense and will blow through many projectiles, including all of Patchouli's 6C. At level 1, it does 3 hits, level 2 does 4 hits, level 3 does 5 hits. Size steadily increases with level.

  • B Version: Launches at approximately 45 degrees angle.
  • C Version: Relatively more forward angle.

Spellcards[]

Resc01
Critical "Heart Break":

Costs 2 cards
Remilia pulls out a giant red energy spear and throws it across the screen. Knockback and wallslam on hit. More knock back and wall bounce on CH. Grazes for entire duration. Grazeable.

Resc02
Midnight Sign "Demon King Cradle":

Costs 2 cards
Remilia launches upwards at a 45 degree angle while enveloped in a red aura. Knocks opponent into the corner on hit. Remilia will recover immediately after the spellcard's end. 10 hits, 1752 damage, prorates 73.7%, limit 20%.

Resc03
Scarlet Sign "Red the Nightless Castle":

Costs 3 cards
Remilia lifts into the air while a large red energy cross blasts down around her. Launches slightly on hit. Invulnerable on startup. Grazeable. 14 hits, 2720 damage, prorates 31.1%, limit 28%. Reversal

Resc04
Midnight Sign "Bad Lady Scramble": (air-usable)

Costs 3 cards
Remilia leaps backwards to the wall behind her and performs an attack similar to the Dracula Cradle, except coming in from a downward angle. This is the only super that can be activated in the air(which reduces startup). Your position when you activate it(both in terms of distance from the wall and height up in the air) affects how high on the wall you end up, resulting in different angles of the attack. Grazes for entire duration. Unreliable but powerful card, as you can sometimes land right in front of the enemy. Will often whiff if enemy is in the corner (lands either below them if they're in the air or right in front of them). Has a deceptively wide hitbox. Limits on hit.

Resc05
Destiny "Miserable Fate":

Costs 3 cards
Shoots out a whole bunch of those red chains which home in on the opponent. These chains are different in that both the chain itself and the explosion as the chain disappears do damage. Get different amounts of hits/damage based on distance due to the awkward trajectory of some of the chains, so don't use it too close or too far away from the opponent. Has awesome chip damage, and does a lot of spirit damage too. Use in a blocking opponent to most certainly GC him, even with 5 orbs(C bullets are a good option to blockstun him). Grazeable.

Resc06
Divine Spear "Spear the Gungnir":

Costs 4 cards
Remilia pulls out a massive red energy spear and throws it across the screen. Huge knockback and wall bounce on hit. Grazes for entire duration. Grazeable. 5 hits, 3949 damage, prorates 65.9%, limit 50%.

Resc07
Vampire of the Millennium

Costs 4 cards (Expansion-pack only)
Remilia strikes a pose and a red aura appears surrounding her. While the aura is active, Remi has vampirical properties. All damage you deal to the enemy is recovered in her health on a 1:1 basis. Does not stack with the vampire kiss skillcard.

Resc08
Archdemon "Remilia Stretch"

Costs 4 cards (Expansion-pack only)
Remilia pulls back into a pose and red energy begins to gather around her hand. She holds this for 1 second before slamming her hand into the opponent. Deals almost half a life-bar. Slow start-up and she holds her finishing pose for almost a second before you can control her again. Unblockable melee attack. Good after knockdown in Diamond Dust weather since your opponent can't ground tech. Super armor for during the charge animation.

Resc09
Scarlet Devil "Scarlet Devil":

Costs 5 cards
Remilia lifts into the air while a massive red energy cross blasts down around her. Awesome damage. Launches slightly on hit. Invulnerable on startup, but no invulnerability while inside the cross (this is nearly impossible to capitalize on, however). Grazeable. 20 hits, 4506 damage, prorates 29%, limit 40%. All hits are untechable. Reversal.

Resc10
Midnight King "Dracula Cradle":

Costs 5 cards
Remilia launches upwards at a 45 degree angle while enveloped in a massive red aura. Carries opponent into the corner on hit. Huge damage. Most easily punishable of Remilia's spellcards on whiff. 15 hits, 4651 damage, prorates 63.3%, limit 15%.

Combos[]

Regular Combos[]

Midscreen/Corner:
  • 2A 3A f.5a 6A - 1956 damage
Spirit orb Usage: 0
Notes: Limits. Might whiff on corner.
  • 2A 2C/5C hj9 j.2C/j.5C j.66 j.8A - 2180 damage
Spirit Orb Usage: 2
Notes: j.5AA is an alternative, but it whiffes more often than ideal.
  • j.2A 2A 6A - 2108 damage
Spirit Orb Usage: 0
Notes: ONLY POSSIBLE WITH CH - Use Remilia's dashing to arc over the opponent for j.2A. Have to pause for a moment prior to activating 6A. 100% limit.
  • 3A 2A 2C ~1900 damage
Spirit Orb Usage: 1
Notes: The 3A must land at its farthest range for this followup to be possible, else Remilia doesn't recover quickly enough.
  • 3A 2C 623C ~2200 damage
Spirit Orb Usage: 2
Notes: Whiffs on some characters, alternative to the above.
  • j.8A 5C 6D 5C 9D j.2C ~2400 damage
Spirit Orb Usage: 5
Notes: Use off of connecting non-counter hit j.8As. Due to variations in hitbox/weight and the staggering of bat projectiles you may have to continue from the first 5C with 9D j.2C 6D j.2C, especially near the corner. Can swap out last j.2C for j.2A to conserve spirit at a minimal damage loss. Limits.
  • 2C j.5AA j.2C j.6A ~1800 damge
Spirit Orb Usage: 2
Notes: j.2C requires some opponents to be hugging the wall to fully connect. Limits. Only works on larger opponents
Near Corner:
  • 5AAAA 66 j.5AA ...
...any spellcard besides Bad Lady Scramble, Vampire of the Millennium, Archdemon "Remilia Stretch" and Destiny "Miserable Fate". Damage varies depending on which one is used. Critical "Heart Break" provides the best cost/benefit ratio, with 3.1k damage.
...virtually anything, actually. Damage varies depending on what was the input, though it is always around 2.5k.
Spirit Orb Usage: 0/1
Notes: Almost always limits, except on weird inputs (for instance, using 2B too late). Spellcards require activation as soon as Remilia touches the ground, or they will whiff. Has a small window where it works. Too far from the wall, and your dash won't make it in time. Too close, and you won't dash fast enough.
Corner:
  • 5AAAA 2C j.2C 66 j.8A - 2757 damage
Spirit Orb Usage: 2
Notes: Standard corner bnb.
  • 5AAAA 6A 5C 236B - 2750~ damage
Spirit Orb Usage: 2
Notes: Alternate corner bnb. Damage depends on how many hits 5C does.
  • 5AAAAA 2C alt22B/C "Stigmanizer"- 2500~ damage
Spirit Orb Usage: 2
Notes: 100% limit.
  • 5AAAA 2A 2C- 2551~ damage
Spirit Orb Usage: 0
Notes: 100% limit.
  • 5AAAA 2C 623C- 2700~ damage
Spirit Orb Usage: 2
Notes: Usually 100% limit. Combo will occasionally end at 98% or similar.
  • 5AAAA 2C 2C hj.8 j.2C D6 j.2C D6 j.2A - ~3060 damage (varies on their hitbox)
Spirit Orb Usage: 5
Location: Corner
Notes: Tricky and flashy but fairly powerful corner combo. Requires that they be hugging the wall and you're right in their face. Need to connect the first 2C as quickly as possible. The last portion (D6 j.2C D6 j.2A) can sometimes be difficult to land, but you'll usually end up dropping them around 2,800 damage either way. If you're having trouble with the last j.2A you can do D6 j.5AA instead. Limits.
Use against: Reisen, Yukari, Alice, Yuyuko (with difficulty), Reimu
Modifications:
Patchouli and Marisa- Open with 5AAA.
Aya- 5AAA, last j.2C D6 j.2A doesn't work, go for D6 j.5AA after the first projectile. ~2,500 damage.
Tenshi- After the first j.2C, just 6D j.2A. Tenshi's too fat for the second projectile to hit in time. 2,601 damage.
  • 3A 2C 2C hj.8 j.2C ~2400 damage
Spirit Orb Usage: 3
Notes: The 3A must land at its farthest range for this followup to be possible, else Remilia doesn't recover quickly enough.
You may also be wondering how you can judge the distance of 3A without memorizing it. This isn't that hard either. Any match with Remilia in it takes place in the lobby of Scarlet Devil Mansion (has the swirling pentagram on the floor) or in Patchouli's library since Remilia is a vampire and cannot venture outside during daytime, the time all other stages occur. For the mansion, you want to use 3A right on the tip of the big white section of the floor pentagram, NOT the tip of the swirling lines. For the library, stand just in front of the green book in the background for the right corner. For the left, stand below and slightly to the left of the hanging red platform.
Use against: Reimu, Marisa (difficult), Sakuya, Youmu, Iku, Tenshi
Modifications:
These modifications are all situational. Sometimes, the position that Remilia ends up in on recovering from 3A can cause the 2C bat hits stagger the opponent into the air and miss/slow a few %s of limit, allowing for extensions. Sometimes she can go so far forward that when you 2C she'll turn around because the enemy ended up behind her. In this case, followup with default 623C.
Alice- Some of the bat hitframes don't connect, leaving her with roughly 4% limit left over. Follow up with D6 -> j.2A or j.5AA for extra damage.
Komachi, Reisen, Patchouli- Same as above, instead do hj.8 D8 prior to the j.2C (only one high jump can't go far enough). After that, follow up with D6 j.2A/j.5AA.
Aya and Suika- Start the 3A only a bit more closer than normal, else the first bat will not connect enough hitstun to allow for the second and third.
  • 5[C] hj.8 j.2[C] ~1800 damage
Spirit Orb Usage: 2
Notes: Doesn't limit.
  • j.5 j.5C j.5AA j.5C D6 j.5AA ~2100-2400 damage
Spirit Orb Usage: 3
Notes: Requires them to be hugging the wall, with you right in their face. You can sometimes D6 after the first j.5C to ensure the rest of the combo connects but you need to be fast.
  • 5AAAA 236C - ~2500 damage
Spirit orb usage: 1
Location: Near corner, no more than 2~3 character lengths away
Notes: Limits to 120%. After the last hit of the 5AAAA lands and the opponent wallbounces, follow with the 236C as soon as possible.

SpellCard Combos[]

Midscreen:
  • j.5AA j.6A Critical "Heart Break" ~2400 damage
Spirit Orb Usage: 0
Notes: Standard combo to use after j.5AA lands, only works if j.6A causes them to hit the wall. Not suggested to use Level 2 Spear super as it just wastes the 4 extra hits due to limit.
  • 2A Midnight Sign "Demon King Cradle" j.8A ~2200 damage
Spirit Orb Usage: 0
Notes: Limits. It is possible to add 2C before the Spellcard, but the timing is too dificult, and the opponent will often fly to the opposite side you are facing, making it impossible to combo.
  • 5AAA Midnight Sign "Dracula Cradle" ~4600 damage
Spirit Orb Usage: 0
Notes: Limits. Also possible to hit confirm with 5A pokes making 4AAA to Dracula Cradle possible ~4500 with 4AA.
  • 5AAAA (or 6A / far 5A 6A) Critical "Heart Break" (Divine Spear "Spear the Gungnir") ~2200 - ~3000 (~3500 - ~4000) Damage
Spirit Orb Usage: 0
Notes: Spellcard combo for spears. Use SC as soon as possible. Lvl 2 deals less damage if used too close - for max damage, use it midscreen. Can follow up after level 2 spear if you're close enough to the wall with j.5a j.8a.
  • 2A 2C Midnight Sign "Demon King Cradle" j.5C j.8A ~2500 damage
Spirit Orb Usage: 2
Notes: Limits. If you are worried of not chaining j.5C and j.8A, just skip 5C and it'll still limit, but only deal 2400 damage.
  • 2A alt214B/C (Demon's Dinner Fork) Critical "Heart Break" ~2000 damage at lvl 1, ~2700 at max level on larger opponents.
Spirit Orb Usage: 1
Notes: Limits. Must use Spellcard as soon as you can.
  • 236alt (Trickster Devil) Critical "Heart Break" (Divine Spear "Spear the Gungnir") ~3000 damage (~4000 damage)
Spirit Orb Usage: 1
Notes: Uses Trickster to cross over the opponent.

Weather Combos[]

Monsoon:
  • 2A 2C 623C ~2100 damage
Spirit Orb Usage: 2
Notes: Limits. Simple fast, and easy. 623B/C can be changed by plenty of other attacks (6A, 236B/B are some examples - alt236B Trickster Devil is very flashy and beautiful =D)
  • 3A 3A 3A ~ 1991 damage
Spirit Orb Usage: 0
Notes: A very funny combo, simple, and still limits =D
  • Midnight King "Dracula Cradle" (Let bounce, it's a huge bounce) 2A 2C hjc.8 j.5AA ~5500 damage
Notes: Works Anywhere. Limits. Must wait for opponent to fall into your 2A reach. Not the easiest timing there is. Since you're in Monsoon, 2A will let your opponent airborne and defenseless to your Dracula Cradle as he/she falls to the ground, but you must activate it as soon as he/she touches the ground, or else he/she'll ukemi out of it.
  • 2A Midnight King "Dracula Cradle" (Let Bounce) 2C hjc.8 j.2A ~4500 damage
Notes: Limits. Sometimes the opponent will fly to the other corner. Obviously, it's impossible to combo from there. Also, don't be too hasty when throwing 2C, because you'll have the opponent too high to finish the combo.
Blue Sky:
  • alt214B (C if opponent is airborne)(Demon's Dinner Fork) 236C ~2700 damage at max level
Spirit Orb Usage: 2
Notes: Corner-only. Limits. Damage depends on how many spears you hit (Can go as high as 3000 damage)
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