InformationIf you'd like to contribute, please feel free to do so! Just post the combos you created, but please write them properly. If you are unsure on how to write combos properly, then read the wiki page here. Make sure to read the Notation Used section in this post so that you understand the specific notations used. Also refrain from using move names and abbreviations.Please refrain from going off topic in this thread. This thread is for posting of combos only.Only the most optimal combos will be listed in this thread.Will be updated if new, better combos are discovered.
Collapsed: General Notations Used:
[table] >Gatling/cancel the previous move into the following move. ,Link the previous move into the following move. |>After landing. jJump sjSuper Jump hHop hcHop Cancel adAir Dash iadInstant Air Dash jcJump Cancel sjcSuper Jump Cancel dcDash Cancel OMCOne More! Cancel AoA~CAll Out Attack into C ender AoA~DAll Out Attack into D ender CHCounter Hit FCFatal Counter [ ]Hold Input (N)Attack must deal N amount of hits. [???] xNRepeat ??? N amount of times.[/table]
Collapsed: Guide Specific Notations Used:
Notations in red are for prefixes only. Notations in blue are for suffixes only.[table] c.The attack must be used as close to the opponent as possible. f.The attack must be used as far away from the opponent as possible. [sS]Side Swap combo [CO]Crouching Opponent [sO]Standing Opponent [AA]Anti-air or Air-to-Air [RP]Roll Punish [sD]Shadow Only Combo [N%]Player SP % required before combo start. [N/N%]Damage/SP Gain %[/table]
Combo Theory[collapse] - Chie's main goal when comboing is to bring your opponent to the corner while maintaining knockdown. This is to setup a safejump/meaty 5A situation to maintain pressure and keep control of the match. For that reason, most combos listed will not end with 236C/D (Dragon Kick) or 214C/D (Blackspot) unless listed for damage. If you think that your combo can KO the opponent, then you can try adding 236C/D or 214C/D > 236236C/D (God's Hand) at the end to push your damage just a little bit further. Keep in mind that if you fail to KO the opponent with any combo ending in 236C/D, you will lose knockdown and position, while failing to KO with 214C/D > 236236C/D will waste meter giving you less options, but will retain knockdown. - Once you get the opponent to the corner, a lot of combos ending with knockdown will also be able to setup 5/2DD somewhat safely, giving forced mixup. On top of this, the extra damage added with a 236C/D ender will no longer vastly outdo the damage going for knockdown will give, as you'll be able to add more moves before the knockdown, pushing the damage much higher. - Sometimes, there will be combos that end in 2A+B(sweep)> 214A. You can generally replace this ender with 236A > 236A > 236C for damage if need be. -I'll try to list at least one damage variant per section to show what you give up going for knockdown instead. While the final choice is up to you, damage enders are generally considered inferior to knockdown enders unless the damage will end the round. - Most combos can be started from a jump in unless there is a specific condition to the starter (such as counter hit or anti air) - On basic combos ended for damage, 236A > 236A > 236C is the only option unless you spend meter. On crouch confirms, 236A > 236B works allowing you do preform 236D instead of 236C, getting far more damage. [/collapse]
Mid-screen[collapse] Normal Starters - 5AAAAA [1614/26%][Auto Combo/Undroppable Round Ender] - 5AAA, 66 5A > 5C > j.2B > j236B > 236B [1795/28%] - 5AAA, 66 5A > 5C > j.2B > j236B > 236B > 236D [2551/40%][Damage] - 2A > 5AA > 5C > 2B > 5B > 2A+B > 214A [1443/15%] - 5B > 5C > 2B > 5B > 2A+B > 214A [2110/15%] - 2B > 5B > 2A+B > 214A [1280/9%] - 5C > 5B > 2B > 2A+B > 214A [1830/12%] - 2C dc > 5B > 5C > 2B > 5B > 2A+B > 214A [2225/17%] - 5B CH > 2DD > 66 5B > 2B > j2B > j236B > 236B > 66 5C > 2C dc > 5B > 5C > 2B > 5B > 2A+B [4167/37%] - 5C CH dc > 5B > 5C > 2B > 5B > 2A+B > 214A [2393/17%] - 5C CH dc > 5AAA, 66 5A > 5C hc > j2B > j236B > 236B [2432/31%][Extra corner carry/Opponent can air tech low to the ground] - [sO] f.5C CH > IAD > j.BB > j.C > 66 5B > 5C > 2B > 5B > 2A+B > 214A [2982/24%] - [AA] 2B > j.BB > j.8D > 5AA > 5C > 236B > 236B [2451/23%][Opponent can air tech very low to the ground] - [AA] 2B CH > 5C > 236B > 236B > 66 5C > 2C dc > 5B > 5C > 2B > 5B > 2A+B > 214A [3404/32%] - [50% required] 5B > 2B > 236A > 236A > 236236A > 66 5C > 2C dc > 5B > 5C hc > j2B > j236B > 236B [3340/-41%] Skill Starter - 214B CH > 66 5C > 2C dc > (opponent still in the air) 5B > 5C hc > j2B > j236B > 236B [2734/24%][Opponent can air tech very low to the ground] - 214B CH > 66 5C > 2C dc > 5B > 5C > 2B > 5B > 2A+B [2536/22%][better Knockdown] System Starter - C+D CH > 66 2A > 5C hc > j.2B > j236B > 236B [2295/16%] - j.C+D CH > 66 2A > 5AA > 5C > 236B > 236B [2649/18%][Opponent can air tech] - AoA~C > j.D [2554/25%][Knockdown] - AoA~C (neutral jump cancel) > double jump forward > delay j.B > j.8D > falling j.C > j.236B > 236A > 236C [3290/42%][Damage] - [50%] AoA~C > (neutral jump cancel) > double jump forward > delay j.B > j.8D > falling j.C > j.236B > 236A > 236236D [4346/-15%] - [50%] 5C+D > OMC > 5C > 2C dc > 5B > 5C > 2B > 5B > 2A+B [2493/-44%] - [50%] 5C+D > OMC > 5C > 2C dc > (before opponent hits ground) 5B > 5C hc > j.2B > j.236B > 236B > 236D [3281/-43%] - [50%] j.C+D > OMC > 5C > 236B > 236B [2438/-44%] - [burst] j.C+D > OMB > 5C > 2C dc > (before opponent hits ground) 5B > 5C hc > j.2B > j.236B > 236B > 236D [3594/8%] - [150 + Burst] j.C+D > OMB > 236236B > 5C > 236B > 236B > 236236A > 236D > 214214C > j.236D [8595/-150%] [/collapse]
Near-Corner[collapse] COMING SOON [/collapse]
Corner[collapse] Normal Starters - 5AA > 5C > 236A > 236A > 5B > 5C hc > j2B > j236B > 236B > 2A+B [2457/27%] - 5AA > 5C > 236A > 236A > 5B > 5C hc > j2B > j236B > 236B > 236D [3033/35%][Damage] - [CO] 5AA > 5C > 236B > 236B > 5C > 2C > 66 |> 5B > 5C > 2B > 5B > 2A+B [2881/30%] - 2A > 5AA > 5B > 5C > 2B > 5B > 2A+B > 214A [1626/17%] - [CO] 2A > 5C > 236B > 236B > 5C > 2C > 66 |> 5B > 5C > 2B > 5B > 2A+B [2590/28%] - 5B > 2B > 236A > 236A > 5B > 5C > 2C, 5B > 5C hc > j2B > j236B > 236B > 2A+B [3415/32%] - 5C > 5B > 2B > 236A > 236A > 5B > 5C hc > j2B > j236B > 236B > 2A+B [2918/27%] - 5B CH > 2DD > 5B > 2B > j2B > j236B > 236B > 5C > 2C > AoA~D FC [4262/43%] - 5B FC > 2D > 2A+B > j.C > j.B > 5C > IAD j2B > 5C > 236B > 236B > 5C > 2C > AoA~D FC (> 236236D) [4944|6288/52%|2%] - [50%] 5B > 2B > 236A > 236A > 5B > 5C > 2C, 5B > 5C hc > j2B > j236B > 236B > 214B > 214D > 236236D [5081/-12%] - [100%] 5B > 2B > 236A > 236A > 5B > 5C > 2C > 236236B, 5C > 236B > 236B > 214B > 214D > 236236D [6156/-88%] - [150%] 2A > 5B > 2B > 2A+B > 236236A > 5C > 2C > 236236B > 5C > 236B > 236B > 236236D [6560/-150%] - [150% + Burst] 2A > 5B > 2B > 2A+B > OMB > 5C > 2C > 236236B > 5C > 236B > 236B > 236236A > 236D > 214214C > 236D [8150/-150%] Skill Starter - [25%] j236AB (whiff) > 236B (instant skullcracker starter) > 5C > 2C dc > (air hit) 5B > 5C hc > j2B > j236B > 236B > 2A+B [2749/-23%] - [AA] 214C FC dc > 2A+B > j.C > j.B > 5C > IAD j.2B > 5C > IAD j.2B > 5C dc > 5B > 5C > 236B > 236B > 5C > 2C > AoA~D FC [5405/59%][AoA~D FC ender must be done as fast as possible or the combo will drop][Knockdown] - [AA] 214C FC dc > 2A+B > j.C > j.B > 5C > IAD j.2B > 5C > IAD j.2B > 5C dc > 5B > 5C > 236B > 236B > 5C > 2C > AoA~D FC > 236236D [6749/9%][opponent air techs making God's Hand ender is unsafe on hit. Kill combo only] - [burst][AA] 214C FC dc > 2A+B > j.C > j.B > 5C > IAD j.2B > 5C > IAD j.2B > 5C dc > 5B > 5C > 2C dc > 5C > 236B > 236B > 214B > 236D > OMB > 214D > 236236D [7180/8%] - [50% + Burst][AA] 214C FC dc > 2A+B > j.C > j.B > 5C > IAD j.2B > 5C > IAD j.2B > 5C dc > 5B > 5C > 2C dc > 5C > 236B > 236B > 214B > 236D > OMB > 236236B > 236236D [7665/-43%] - [150%] [AA] 214C FC dc > 2A+B > j.C > j.B > 5C > IAD j.2B > 5C > IAD j.2B > 5C dc > 5B > 5C > 2C > 236236B > 5C > 236B > 236B > 236236A > 236D > 214214C [9092/-150%] - [100% + Burst + Awakening only][AA] 214C FC dc > 2A+B > j.C > j.B > 5C > IAD j.2B > 5C dc > 5B > 5C > 2C dc > 5C > 236B > 236B > 214B > 236D > OMB > 236236B > 236236A > 2A+B > 214C > 236236D [9358/-150%] - [150% + Burst] [AA] 214C FC dc > 2A+B > j.C > j.B > 5C > IAD j.2B > 5C > IAD j.2B > 5C dc > 5B > 5C > 2C > 236236B > 5C > 236B > 236B > 236236A > 236D > OMB > 236236D [10,112/-150%] System Starter - AoA~D FC > j.2B > 5C > 2C dc > 5B > 5C > j.C > j.236B > 236B > 2A+B [3520/42%] - [50%] AoA~D FC > j.2B > 5C > 2C dc > 5B > 5C > j.C > j.236B > 236B > 214B > 214D > 236236D [5108/-2%] [/collapse]