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V-13 101

Posted: July 13, 2009 10:24 am  
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Posted: September 17, 2009 02:23 am  
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Basic Combos:

6B > 5C[4] > 2C > 6C > 236D

3547 Damage
Horizontal ground combo. Use when close.
Can be started from 5B, 5A, 2B or 2A but does less damage.
Use your own discretion for what move to being with.


5DD > 4DD > 236D

1854 Damage
Basic sword summon combo. Ranged.


6A > 2C > j.C > j.2C > dj.C > dj.2C > 214D

3562 Damage
Anti-air combo. The starting 6A can be left out.
A high jump may be necessary in order to continue the combo, depending on opponent height.


6DD > 2DD > j.C > j.2C > dj.C > dj.2C > 214D

3350 Damage
Anti-air. Start with j.2C instead of j.C if opponent is high.
Can be started with 2DD


Throw > 5DD > 6DD > 2DD > j.DD > dj.DD > 214D

3333 Damage
Burst-safe
Start with 6DD depending on the opponent. Arakune confirmed for 6DD.



These are the basic combos for 13. Most advanced techniques and combos are built upon knowing these inside and out.
 
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