Post by m0th64 on Nov 17, 2015 6:14:46 GMT
This thread will contain a list and discussion of Luna's known combos and setups.
Before I dive in, you should all know some basic terminology regarding Luna's tech. "Murtag Dropping" refers to using shield to cancel the ending of an aerial attack and drop to the ground. "Flying Frog" refers to Luna's AO jab combo, where the second jab input is ogremented, causing Luna to rise straight up while releasing bats and swinging her frog. This is an essential tech for Luna as it leads into a multitude of other followups.
*Note: Once the Luna player has mastered souper grabbing, any combo that leads into grab can, by extension, lead into a jab, anti-air, etc.
List Of (relevant) Known True Combos
(I'm leaving out some really dumb things that are completely outclassed by other options)
Anti-air -> Anti-air (Infinite)
Grounded dash attack -> Grounded dash attack (Infinite)
Flying Frog -> Flying Frog (Infinite)
Jab AABB (Works reliably with proper spacing)
Grounded dash attack -> Jab
Grounded dash attack -> Grab*
Grounded dash attack -> Flying Frog
Flying Frog -> Aerial (Input is more reliable if FF is shield-cancelled)
Flying Frog -> Air Grab
Flying Frog -> Grounded Grab* (OoS, requires Murtag Dropping)
Flying Frog -> Jab
Anti-air -> Aerial
Anti-air -> Slam
Throw -> Aerial
Throw -> Slam
I'm 100% positive I left a ton of things out so feel free to comment with anything you find. I'll update the thread with anything else I remember as well. I've also included mostly two-piece combos on this list as it gives players enough information to piece together larger combos as needed while simultaneously keeping the list organized.
Other Setups Worth Noting
While not guaranteed, these are setups I've found to be extremely useful when used properly.
Grounded dash attack -> Slam (The extreme hitstun on Luna's grounded dash attack allows her enough time to safely get invincibility up on her Slam while keeping her opponent nearby)
Throw/Anti-air -> Jab ABBA (While ABBA is normally escapable due to the spacing on the second hit causing some bats to whiff, using the second or third hit to cover the getup of an opponent in knockdown can be a good alternative to an aerial followup. It allows for more reliable spacing, and the large area covered by the tornado makes it difficult for the opponent to get up without taking extensive damage. Aerial is more reliable than ABBA but deals less damage and currently has no known followups, while a good tornado read can lead to pseudo zero-to-Slam combos.)
I'll edit this and add more later, right now I need to sleep.
Before I dive in, you should all know some basic terminology regarding Luna's tech. "Murtag Dropping" refers to using shield to cancel the ending of an aerial attack and drop to the ground. "Flying Frog" refers to Luna's AO jab combo, where the second jab input is ogremented, causing Luna to rise straight up while releasing bats and swinging her frog. This is an essential tech for Luna as it leads into a multitude of other followups.
*Note: Once the Luna player has mastered souper grabbing, any combo that leads into grab can, by extension, lead into a jab, anti-air, etc.
List Of (relevant) Known True Combos
(I'm leaving out some really dumb things that are completely outclassed by other options)
Anti-air -> Anti-air (Infinite)
Grounded dash attack -> Grounded dash attack (Infinite)
Flying Frog -> Flying Frog (Infinite)
Jab AABB (Works reliably with proper spacing)
Grounded dash attack -> Jab
Grounded dash attack -> Grab*
Grounded dash attack -> Flying Frog
Flying Frog -> Aerial (Input is more reliable if FF is shield-cancelled)
Flying Frog -> Air Grab
Flying Frog -> Grounded Grab* (OoS, requires Murtag Dropping)
Flying Frog -> Jab
Anti-air -> Aerial
Anti-air -> Slam
Throw -> Aerial
Throw -> Slam
I'm 100% positive I left a ton of things out so feel free to comment with anything you find. I'll update the thread with anything else I remember as well. I've also included mostly two-piece combos on this list as it gives players enough information to piece together larger combos as needed while simultaneously keeping the list organized.
Other Setups Worth Noting
While not guaranteed, these are setups I've found to be extremely useful when used properly.
Grounded dash attack -> Slam (The extreme hitstun on Luna's grounded dash attack allows her enough time to safely get invincibility up on her Slam while keeping her opponent nearby)
Throw/Anti-air -> Jab ABBA (While ABBA is normally escapable due to the spacing on the second hit causing some bats to whiff, using the second or third hit to cover the getup of an opponent in knockdown can be a good alternative to an aerial followup. It allows for more reliable spacing, and the large area covered by the tornado makes it difficult for the opponent to get up without taking extensive damage. Aerial is more reliable than ABBA but deals less damage and currently has no known followups, while a good tornado read can lead to pseudo zero-to-Slam combos.)
I'll edit this and add more later, right now I need to sleep.