This can be for a variety of reasons including but not limited to: spelling mistakes, unnecessary information, poor formatting, and other metrics per common sense reasoning.
Consider helping rewrite it.
Combo Notation Guide | Character Name Abbreviations | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
|
|
Bors
A special move enhanced by 214D Bors is notated with "en." (e.g. 623C enhanced by Bors is notated as en623C.)
Combo List
For more information and more confirms, check the Es Combo Document
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
5A/2A > 2B > 5B > 5C > 3C > 214D or (214C > 214C) | Midscreen | 1300/1742 | 9/12 | All | [1] Very Easy | Bors Ender Video Example, Mordred Ender Video Example. All combos ending in 3C can be ended with 214D for Bors or 214C~214C for damage. This is your go-to basic combo for when you can't convert into anything else. |
5A/2A > 5B > 6B > jc > j.B > j.C > j.2BB, j.BB > jc > j.C > j.D | Midscreen | 1980 | 14 | All | [2] Easy | Extended confirm into a j.CD(w) knockdown. Carries further than just doing 6B j.CD but is slightly more difficult. |
5AA/2AA > 5B > 5C > en623C > falling j.D > microdash 2B > 5B > 2C > 8j.C > delay j.D > 6C > dash 6C > 214[B] > 3C > Ender | Midscreen | 2599 | ? | All | [3] Medium | 5A/2A mash combo with Bors that carries into the corner. Can be ended with 214D or 214C~214C. Teaches some important Es combo theory, like en623C > falling j.D as well as 6C pickups into dash 6C. |
6A > 6B > 214B > 5B > 2C > jc > j.BB > jc > j.B > j.C > j.2BBB | Midscreen | 2516 | 18 | All | [2] Easy | Basic overhead combo. |
6A > 3C > en623C > falling j.D > microdash 2B > 5B > 2C > jc > j.C > j.D > 6C > dashing 6C > 214[B] > 3C > Ender | Midscreen | 3147 | ? | All | [3] Medium | Bors enhanced overhead combo that deals pretty respectable damage. Should start to look familiar. Can be ended with 214D or 214C~214C. |
6A > 3C > delay en214C(1) > 6C > dash 6C > 2D > delay airdash j.B > delay j.C > 6D > delay jc > j.C > delay j.D > 6C > 214[B] > 3C > Ender | Midscreen | 3332 | ? | All | [4] Hard | Slightly harder overhead combo with more corner carry. Es is much stronger in the corner so optimize for corner carry whenever possible. Can be ended with 214D or 214C~214C. |
5A > 5B > 5C > 3C > 214C > 214C > 5B > 5C > 2C > jc > j.C > j.D oki | Corner | 2163 | ??? | ??? | ??? | Video Example |
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
5B > 5C > 6C > 5D > 214[B] > 5B > 2B > 5C > 3C > Ender | Midscreen | 3160 | ? | All | [2] Easy | Easy crouch confirm. Video Example |
5B > 5C > 6C > 6D > j.236A > air dash j.C > j.2BBB > 5B > 2C > jc > j.C > j.D | Midscreen | 3225 | ? | All | [2] Easy | Crouching combo that ends with a j.D crest set. Air dash when 6D’s crest activates. |
5B > 5C > 6C > 5D > 236B > 236A > dash 6C > 2D > sjc > j.2BB > (2D Hits) > j.D > 6C > 6C > 236B > 236A > neutral jump j.D oki | Close to corner | ??? | ??? | ??? | ??? | Crouch Confirm Video Example |
5B > 5C > 3C > 214C > 214C > 5B > 3C > 214C > 214C > 5B > 5C > 2C > jc > j.C > j.D oki | Corner | 2643 | ??? | ??? | ??? | Video Example |
AA CH 6B > jc > delay j.D > delay 5B > [ 3C > 5D > 214[B] ] x3 > 3C > Ender | Midscreen | 3142 | ? | All | [2] Easy | You need to delay the j.D so you hit them while you're falling after the jump cancel and then delay the 5B so that you hit them at the right height to allow 3C to connect afterwards. There's a lot of untech time on both the initial 6B Counter Hit and the j.D juggle so don't worry about dropping the combo. Also note that you can change the jump cancel into an IAD to get a side swap if you need one. |
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
CH 2C > 5D > 214A > 5B > [ 3C > 5D > 214[B] ] x2 > 3C > Ender | ??? | 3787 | ? | All | [2] Easy | Midscreen punish combo. Good because 2C forces standing on counter hit, allowing you to connect into Erec which adds a lot of damage to the combo. Video Example |
IOH j.C > (j.D Crest Hits) > j.D > 5B > 5C > 2C > j.C > (j.D Crest) > j.D > 6C > 6D > delay jc j.C > (6D Crest Hits) > j.D > 6C > 214B > 5A > (j.D Crest Hits) > 6C > 214[B] > 3C > 214C > 214C | Corner | 3425 | ??? | ??? | ??? | Overhead combo for when you time the IOH j.C to hit just before a j.D Crest hits |
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
IAD j.D > 5B > 5C > 2C > jc > j.C > (j.D Crest Hits) > j.D > 6C > 6C > 6D > delay jc > j.C > (6D Crest Hits) > j.D > 6C > 214D | Close to corner | 2988 | 21 | ??? | ??? | Video Example |
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
Throw > 5B > [ 3C > 5D > 214[B] ] x3 > 3C > Ender | Midscreen | 2959 | ? | All but Litchi, Nu, and Lambda | [2] Easy | Throw into Gawain loops. Video Example |
Throw > microdash 5B > 3C > 6D > delay j.C > delay j.D > microdash 2B > 5B > 2C > j.C > j.D > 6C > dash 6C > 214[B] > 3C > Ender | Midscreen | 3080 | ? | All | [2] Easy | Throw into midscreen 6D route. |
Throw > 236B > 236A > dash 6C > 6D > delay jc > j.C > (6D Crest Hits) > j.D > 6C > 2D > sjc > delay j.2BB > (2D Crest Hits) > falling j.D > 6C > 6C > 214[B] > 3C > 214D | Corner | 3602 | ??? | ??? | ??? | Same combo as above with slightly different ender to boost damage and leave the possibility to tack on Galahad for a round ender instead of going for a safe jump Video Example |
Throw > 236B > 236A > dash [ 6C > 6D > delay jc > j.C > (6D Crest Hits) > j.D ]x2 > 6C > 214D | Corner | ??? | ??? | ??? | ??? | Gives meaty j.D Crest oki |
Air Throw > 214D > 2C > en623C > falling j.D > 6C > 214[B] > 3C > 5D > 214[B] > 3C > Ender | Midscreen | 3142 | ? | All | [3] Medium | Standard Air Throw Combo. Please see the combo theory section for more information for special canceling Es' Air Throw. |
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
en214B/214[B] > 5B > 6B > 214C~delay 214C > microdash 5B > 3C > 5D > 214[B] > 3C > 5D > 214[B] > 3C > Ender | Midscreen | 3192 | ? | All | [3] Medium | Gawain starter combo. |
623C > RC > j.D > 2C > sjc >j.B > j.C > j.2BBB | Midscreen | 2232 | ? | All | [2] Easy | Small combo to squeeze as much damage out of a reversal DP as possible and get followup pressure. Video Example |
en623C > falling j.D > 3C > 5D > 214[B] > 3C > 5D > 214C > 214C | Midscreen | 2232 | ? | All | [2] Easy | Bors buff DP starter. Can be cut short at 3C to get Bors again. |
Combo Theory
For more information, check the Es Combo Theory Document
Helpful Tips and Information
6D > delay jc j.C > (6D Crest Hits) > j.D
A very common combo piece in current Es combo theory, so lets go over all the gritty details on how to do it properly.
First, you need to delay your jump cancel from 6D for two reasons. The first is to give 6D's crest more time to activate. The second is to get the right jump arc for this part. Ideally, when you jump cancel, you should do a rising j.C and then do a slight delay cancel into j.D so that you have the whole falling portion of your jump to get j.D out.
The slight delay cancel into j.D also serves 2 purposes. The first is to make sure you don't accidentally erase 6D's crest as you're placing j.D's crest, which would prevent 6D's crest from activating and make the combo drop. The second is to make j.D hit lower to the ground. This will give you more time to link whatever you need to after landing.
Air Throw > 214D > 2C
The timing on special canceling air throw is somewhat awkward compared to most special cancel from most throws. You need to time your 214D just slightly after the third hit in the air throw.
Character Specific Lists
Here are some examples from the Es Combo Document. To see the full list, check the link above.
N > 3C > 214C~214C > 5B > 5C > 3C > 6D/5D (Only in the Corner)
- Easy way into the 6D “loop” in the corner.
- Works on: Ragna, Jin, Noel, Rachel, Tager, Litchi, Nu, Makoto, Valkenhayn, Platinum, Relius, Izayoi, Amane, Kagura, Lambda, Nine, Naoto, Susanoo, Mai (Delay 5B, 5C, and 3C as you need to.)
Throw > 236B > 6C
- Projectile into the 2D air dash route from throw.
- Works on: Ragna, Tager, Nu, Tsubaki, Mu, Platinum, Relius, Izayoi, Azrael, Kagura, Lambda, Nine, Naoto, Izanami, Susanoo, Es, Mai, Jubei
Video Examples
BBCF2 ES combo collections