BnBs/Character Specific Hitconfirms
NO CARDS/NO METER
Close hit with a normal (6P, 5K, cS, etc) > 5H (3 hits) > 6H, 6P > 5H (3 hits) > 6H, 5K > 2D > 22x
Your basic ground string. Builds good damage and meter. Needs to be close to start. Some characters like Ky and I-No you can do another rep. Others like May are hard to rep.
Launcher (low jS, 236S~H, CH 236S~S, TK 214K, etc), fS > JC > jS > jP > jS > JC > jD (2 hits) > 214K
Basic air ender. Has issues on Ky and Robo-Ky because of how thin they can be.
Launcher (low jS, 236S~H, CH 236S~S, TK 214K, etc), fS > JC > jK > jD (2 hits) > 214K, 5P > JC > jS > jP > jS > JC > jD (2 hits) > 214K
Works on anyone when you carry them to the corner with the first 214K. On Potemkin it's doable midscreen.
Throw, SJC > jD (2 hits) > 214K
Basic jump combo from a grab. Doesn't work on lightweights.
Throw, SJC > jS > jH > j2K
Basic jump combo from a grab, for lightweights. Replace j2K with 236P for throw reset gimmicks.
3 CARDS
cS > fS > 236D, 6H > H, dash > 5K > 2H (1 hit) > 6H > H, dash > 5K > 2H (1 hit) > 6H > 236K > 214D, cS > 2H (1 hit) > 623D, 22x
Works on everyone but ABA. 6H after 236D can only be done if they're low to the ground. Some characters are harder to get the full loop.
cS > fS > 236D, 6H > H, 2H (1 hit) > 6H > 236S~H, SJ j.S > j.H > 236K > 214D, land 623D
Better corner combo than the above BnB, but you need height off the wallstick. Doesn't work on Ky/Robo-Ky/Axl, hard to do on Sol/HOS. On heavyweights and Faust you need to use 2 hits of 2H.
cS > fS > 236D, 6H, cS > 2H (1 Hit) > 6H > H, dash > 5K > 2H (1 hit) > 6H > 236K > 214D, cS > 2H (1 hit) > 623D, 22x
ABA specific combo of the above. Does roughly 200 damage and builds almost as much meter as the non-specific version.
cS > fS > 236D, SJ > jS > jH > 236K > 214D, 623D, 22x
Universal combo for when they're too high on the stick to catch with 6H. Doing 623D immediately after 214D in the corner makes it possible to put you in the corner behind them, setting up for a Gacho-like mixup.
AA j.S JC j. H > 236K > 236D delay 623D, 236S~H, c.S JC j.S > j.P > j.S JC j.H > 236K > 214D
Combo for when you get a hitconfirm very high up. Can also land and do the 623D if you're too close to the ground, just make sure you hit with just the last kick if possible
Throw, SJ > jS > 623D, dash > 2H (1 hit) > 6H > H > 236D, SJ > jH > 214D > 22x
Excellent corner carry from a throw, universal on all cast. Possible to drop the initial jS on medium and heavyweights for easier knockdown.
Example video on lightweights. Be sure to space 214D to be one hit for knockdown.
Throw, 214D, dash 2H (1 hit) > 6H > H > 236D, 5K > 2H (1 hit) > 6H > 236K > 623D
Throw combo that's doable midscreen or corner, but character specific. Works on all cast except Sol, Faust, Justice, and all Lightweight characters.
5D > SJ > FD > jH, 2H (1 hit) > 6H > H > 236D, 5K > 2H (1 hit) > 6H > H, dash > 5K > 2H (1 hit) > 6H > 236K > 214D, (land) 623D, 22x
Basic Impossible Dust combo. Rep of the wall loop may be dropped depending on character.
5D > TK 214K, land 2H (1 hit) > 6H > 236K > 236D > 2H (1 hit) > 6H > 236S~H, SJ j.S > j.H > 236K > 214D, land 623D
Better Impossible Dust combo. Doesn't work if you're too far from the corner, then you have to do 6H H 236D instead. Gets better damage but sacrifices some meter.
IAD 214K, dash 2H (1 hit) > 6H > 236K (delay) 236D, land 623D, 236S~H, c.S JC j.S > j.P > j.S JC j.H > 236K > 214D
Corner to corner combo from a corner mixup. Amount of time you have to delay the 236K to 236D varies by character.
CH 236S~S OR CH 236S~H, 236S~H, 236S~D > 236D, 2H (1 hit) > 6H > 236S~H, SJ j.S > j.H > 236K > 214D, land 623D
High stun damage combo. Pretty much automatically stuns Dizzy or Chipp, will stun anyone else if they have gotten CH once or twice recently.
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To Come: More combos overall, ID, throw combos. Eventually I will try to record all combos in this list for a visual demonstration.