GGXRD-R2/Johnny/Combos

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 Johnny


Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
MC = Mortal Counter
JI = Jump Install
RC = Roman Cancel
RRC = Red Roman Cancel
YRC = Yellow Roman Cancel
PRC = Purple Roman Cancel
IK = Instant Kill
MC = Mist Cancel
Zweikasu = Refers to hitting with the first portion of Zweihander only.
LV[1/2/3] [Low/Mid/High] = Refers to Mist Finer Level 1/2/3
AN =  Answer
AX =  Axl Low
BA =  Baiken
BE =  Bedman
CH =  Chipp Zanuff
DI =  Dizzy
EL =  Elphelt
FA =  Faust
IN =  I-No
JA =  Jam
JC =  Jack-O'
JO =  Johnny
KU =  Kum Haehyun
KY =  Ky Kiske
LE =  Leo
MA =  May
MI =  Millia
PO =  Potemkin
RA =  Ramlethal
RV =  Raven
SI =  Sin Kiske
SL =  Slayer
SO =  Sol Badguy
VE =  Venom
ZA =  Zato-1

Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple


Basic Midscreen BNBs

Basic Midscreen BNB (Level 1)Quick and easy levels
Very Easy

2K/5K (> c.S) > 2D > OTG 236H (66 > c.S > 236H)
Your basic, meterless combo that nets you a Mist Finer level. Anything that can be canceled into 2D can give you a level.

After the coin, you can follow up with various OTGs. In case if you want Level 3, dash c.S > Coin is probably the most stable.

Basic Midscreen BNB (Level 2)Time to cash out
Easy

(Level 2) 5K > c.S > 5H > 214S, 6K, (66) j.K > j.S > jc > j.K > j.S > j.D > j.623K/j.214P
An easy Mist Finer LV2 combo to net you some decent damage. If the combo is started a fair distance away from the corner, it's recommended to end the combo with the j.214P ender, since j.623K will whiff if not in the corner.

j.K > j.S > jc > j.K > j.S > j.D is the most basic air combo part that Johnny has. It is recommended to do dash jump to make the combo more tight.

Ending with j.623K can net you a hard knockdown into OTG Coin (c.S > 236H) and/or Oki.

Basic Midscreen BNB (Level 3)Time to cash out even harder
Easy

5K > c.S > 5H > LV3 214S, 2H > jc > j.K > j.S > j.H > j.D > j.623K/j.214P
An easy Mist Finer LV3 combo to net you some hefty damage at the cost of your Mist Finer levels. As Level 3 Low has pulling effect, it allows 2H to connect. 2H preferably should hit at the highest point of the rebounce of LV3 214S so that j.K > j.S > j.H can connect.

Same as the Level 2 combo, if the combo is started a fair distance away from the corner, it's recommended to end the combo with j.214P instead of j.623K, as it will whiff.

In case you need to secure a knockdown, stop at j.H and do j.214S.

Basic Corner BNBs

Basic Corner BNB (Level 1)Take advantage of your position COSTS 50 TENSION
Easy

(Level 1) 5K > c.S > 5H > 214K > RC > 66 > 2H > jc > j.K > j.S > j.D > j.623K > (66) > c.S > 236H
Johnny doesn't get much combos going if there are no levels, so meter will go into play when you desperately needs the level. If your starter can't be canceled into 2D, this will do.

You can also just do the Level 1 Midscreen combo if your starter allows you to cancel into 2D, at the cost of damage.

Basic Corner BNB (Level 2)NOW we're playin' Johnny
Medium

... > LV2 214K > [66]x2 > c.S/5H/6H > 236H > c.S > jc > j.D > j.623K (66 > c.S > 236H)
The quintessential Johnny combo.

This is when we start dishing out some serious damage while also keeping ourselves at Mist Finer Level 2+. If you've got this combo down, you're well on your way to becoming a True Johnny Main.

Basic Corner BNB (Level 3)The reason you probably picked this character
Medium

... > LV3 214K > [66]x2 > c.S/5H/6H > 236H > c.S > jc > j.D > j.623K (66 > c.S > 236H)
The quintessential(er?) Johnny combo.

Pretty much the same as the Level 2 combo, except that because of the wall-stick animation, you have more time to get to the wall and finish the combo.

If you wanna go for some extra damage/style, after the LV3 you can either go for a fully charged Blitz Attack combo, or Gold IK if you have meter and your opponent is close to death.

Basic Anti-Air Combo

Basic 6P Anti-Air ComboOl' Reliable
Very Easy

6P > jc > j.PKS > dj > j.KSD > j.623K/j.214P
Your go-to anti-air combo.

Johnny's 6P is a wonderful anti-air, so get used to comboing off of it. Like usual, end with j.623K if in the corner, and j.214P everywhere else.

Basic Grab Combo

Basic Grab ComboWho doesn't love a good combo-able throw
Very Easy

Throw > Jump > j.PKS > dj > j.KSD > j.623K/j.214P
Your basic throw confirm.

Because of how good Johnny's pressure is, you'll often be throwing your opponents in order to get them to open up. The throw itself doesn't do much damage so make sure to land the combo as often as possible to get your due reward for landing it.

Combo Theory

Air Combos and Enders


Johnny's combo game is based around getting your opponent into the air, and doing an air combo that either secures a hard knockdown or maximizes damage if a knockdown is not possible.

A basic air combo filler looks something like: j.K > j.S > dj > j.K > j.S > j.D > Ender. Some combos will use / lead with j.P to lift the opponent higher depending on the combo/opponent weight. An example of this would be something like j.P > j.K > j.S > dj > j.P > j.K > j.S > j.D > Ender.

(j.K >) j.S > j.H > j.D is the ideal route, but is somewhat height specific as j.H will whiff if the opponent is too high above you. The j.H > j.D ender makes it very consistent to connect to Zweihander or convert to Air LV2 High

These are the most common ways to end your air combo, with knockdowns being the priority:

  • j.D > Zweihander 1 hit - very reliable in the corner, but situationally works midscreen. The hitbox for the second hit of Zwei occurs around Johnny's midsection and downward. Connecting the Zwei when the opponent is slightly above Johnny is a good guideline.
  • (j.S >) j.H - is a hard knockdown if performed low enough to the ground. Usually used when too far from the corner for j.D > Zweihander.
  • (j.S >) j.H > Air LV1 Low - allows you to knockdown at heights where j.H is techable. Only works if you are at LV1 obviously. Very spacing specific and doesn't usually allow for an OTG Coin as the recovery on Air LV1 Low is quite long.
  • j.D > Air LV1 High - Does not knock down. Do this ender when you have no other options.
  • j.D - tech chase option. Usually used midscreen when at LV2 already.

Any combo that ends in either j.H or Zweihander leaves them in a long OTG state. You can generally follow up with Dash > 2K/2S/c.S > Coin. Off of a midscreen far Zweihander knockdown, you generally do not have time to follow up with an OTG.

LV2 High Loops


If a combo leads into, or starts from (Air) LV2 High, one can choose to do one of the following:

  • Coin >
  • ... Dash Jump > Air Combo > Ender - leads to unblockable. Fundamental route. Best if you are close to the corner.
  • ... (Dash) 2H > LV2 High - Loops into another rep. Air LV2 High bounces much less than the ground version, so use this to be able to go for Coin > Dash Air Combo even when you are very close to the corner already.
  • ... Grounded Filler > Zweihander (Ground) - good for when proration makes a follow-up air combo unstable / you are too far from the corner to get a Zweihander knockdown / you don't want to spend extra coins
  • ... iad j.D > dl Air LV2 High - alternative rep for air LV2 corner carry.
  • ... 6K > Air Combo - for when they are too far for Dash Jump
  • ... Dash Jump (j.S >) j.H or iad j.H - ends the combo into knockdown. Best when you don't think you can reach the corner. The j.S is optional for dash jumping, but often necessary for OTG'ing afterwards into coin.
  • Backdash > Coin > LV2 High - for when you are too close to the corner, which will cause the Ground LV2 High to bounce over or on top of you.
  • Air Combo - for when you just want to take the damage / knockdown.

Mist Stance Dash Treasure Hunt


How To Do Mist Stance Dash Treasure Hunt

The Treasure Hunt super ONLY pops them high in the sky if you are in the middle of Stance Dash (Mist Stance 66 or 44) when performing it, and they also must be in a non grounded state. Here are some basic techniques to do this. Note that this is generally one of the more execution heavy techniques in Revelator Johnny's arsenal. If you're new to Johnny, make sure you have all the BnBs down first before working on this.

NOTE: For these examples, P is used as the button for entering mist stance, but you can also use P. Use whichever is more comfortable for you.

To do STDH from neutral, input 63214[P]66S OR 632146[P][P]6S You must do it somewhat quickly or the command interpreter will forget. 63214[P]64S is also a valid input, giving backwards Stance Dash instead of forward Stance Dash.

Performing SDTH from a move such as 6H will need a different kind of input. If you input it as above, with the timing of a typical special cancel, your Mist Stance entry will be delayed (due to hitstop), making the super input not come out. Here are four main ways to input 6H > Stance Dash Treasure Hunt:

  • 1) 6H > 214[P] > 6321466S - everything here must be input very quicky to work, but if you have fast hands, this is quite consistent.
  • 2) 6H > 214[P] > 6321464S - Same as the first but backdash
  • 3) 6H > delayed 63214[P]66S - in order to avoid the issue with hitstop, by delaying the entire input, you can still use the same technique as doing it at neutral. If TH isn't coming out, you must delay more or speed up your input. If TH isn't combo'ing, delay less. You can also do things like slow down only part of the half circle input, and speed up the later half, to change how long and when your buffering starts, to your preference. My recommendation for this input method is to wait until you see the 6H physically make input before beginning to buffer the motion. Alternatively, you can use method 5 in order to give yourself a natural delay.
  • 4) 6H > delayed 632146[P]6S - similar to method 3
  • 5) 6H > 4 OR 2 OR 6 > 632146[P]6S OR 63214[P]66S - this method is basically method 3/4, but by adding an extra directional input before the treasure hunt input, you create a natural delay that aligns well with the delay needed for hitstop. This method can also psychologically help you make your input cleaner, and helps avoid missing diagonals.

Comboing off of Stance Dash Treasure Hunt

If cornered after SDTH, the basic recipe is Stance Dash Treasure Hunt > [Normal] > Coin > c.S > j.D > Zweihander

(If your hitcount before SDTH was less than 5 hits, you can generally do a full j.DSDD > Zwei after c.S).

The normal used to pick up is usually one of the following: 2P, 5K, 2K, c.S, 2S, 2D. Choose based on preference and character. 2S is recommended to try first.

In some cases based on weight and proration, comboing after Coin > c.S can become awkward. You can choose to do Coin > 5P/c.S > 5H > Zweihander if the air route feels unstable and you are spaced properly for the Zwei to 1 hit. Be aware with some characters that if you do the pickup normal too early, c.S will whiff after coin. In this case, be sure to delay your pickup normal so they are low enough. Longer air combos can be done after the pick up, but are very character dependent and specific to how many hits before Treasure Hunt. c.S > j.D > Zweihander is very universal, though.

Below is the suggested Normal and followup for each character, assuming 5 hits before Treasure Hunt, aka 3 hits before Mist Finer. Remember that other normals will work for other characters. Below is simply the normal found to be most consistent and stable.

  • ... 2S ... j.D > Zwei - MI, JC, CH, RA, AX, LE, JO, RV, SI, SO (j.DDZ)
  • ... 2K ... j.D > Zwei - SL, IN, VE
  • ... 2P ... j.DD > Zwei - BE, ZA, EL (j.DSDD > Zwei), PO (j.DSDD)
  • ... 5K ... j.D > Zwei - MA (j.DS > dj > j.D > Zwei)
  • ... Coin > c.S > j.DSDD - FA, JC
  • ... Coin > Coin > c.S > j.DSDD - Works on many characters. Check combo section for full list of characters this route works on. Recommended on JA and KY.
  • KY - Coin > c.S > j.D is inconsistent beyond 4 hits. Instead, use: 2S > Coin > c.S > 5H > Zwei
  • JA - similarly, with Jam, use ... 2K > Coin > c.S > 5H > Zwei

If midscreen, to go-to route is Stance Dash Treasure Hunt > [Normal] > Coin > 5P/f.S > LV2 High > etc

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

Midscreen BnBs

Close 5K/2K/c.S Starter
Medium

(5K/2K/c.S >) 2D(1) > 236H > 5P > LV2 214P > ... > j.623K
Close range optimal starter that leads into LV2 High.

Optimal starter route off of a close 2D hit. At farther ranges the Coin will not hit immediately and your opponent will fall below the LV2 High hitbox.

CH 6K Starter
Medium

6K (CH) > 6H > 236H > 5P > LV2 214P > 236H > ... > j.623K
CH 6K starter combo.

On a CH 6K, because of the extra un-tech time, you can go for a better punish than the usual 6K > Air Combo.

Air Zweihander YRC Starter
Medium

j.623K > YRC > Land > c.S > 236H > 5P > LV2 214P > ... > j.623K
Standard confirm off of Air Zweihander.

Close 5K/2K/c.S Starter
Medium

(5K/2K/c.S >) 2D(1) > MC > (2P >) 5K/c.S > 5H > LV2 214P > ... > j.623K
Close range starter that saves a Coin compared to confirming into LV2 Low.

Similar to the LV1 version, this combo will not work at farther ranges. On heavy characters, use 2P. 2P is also 1 frame faster than 5K, so it can be used to reduce difficulty. In some cases from far distances, f.S (> 2H) can be used to pick up off the 2D.

LV2 Low Confirm
Medium

... > LV2 214S > 66 > (2P/c.S >) 236H > 5P > LV2 214P > 236H > ... > j.623K
Standard midscreen confirm off of LV2 Low.

Semi-spacing specific. If too far or too close, the follow-up after the Dash may be unstable. For maximum stability, go straight into Coin after the dash.

Stance Dash Treasure Hunt Route
Hard

... > LV2 214K > [66]x2 > (6H >) MSD 632146S > (Pickup >) 236H > c.S > ... > j.623K
Essential Stance Dash Treasure Hunt Route.

Refer to the above Combo Theory section for details on inputting and picking up off of Stance Dash Treasure Hunt. Works anywhere on the screen but will carry to the corner at around ~40% distance to the corner. Connecting the 6H is optional, it gives more damage but can make the SDTH input more inconsistent.

LV3 Low Confirm
Medium

... > LV3 214S > 66 > (2P/c.S >) 236H > 5P > LV2 214P > 236H > ... > j.623K
Standard midscreen confirm off of LV3 Low.

Same basic recipe as the LV2 version, except that LV3 Low bounces your opponent towards you, making things much easier. At far range you can omit the 5P/c.S and just do LV3 214S > 236H > LV2 214P for simplicity and burst safeness.

Stance Dash Treasure Hunt Route
Hard

... > LV3 214K > [66]x2 > (6H >) MSD 632146S > (Pickup >) 236H > c.S > ... > j.623K
Essential Stance Dash Treasure Hunt Route.

Pretty much the same thing as the LV2 version, but included here for completeness sake.

Corner BnBs

Falling j.214K Starter
Medium

2H (Blocked) > Falling LV1 j.214K > 236H > f.S > LV2 214P > ... > j.623K
Situational combo starter from a low height LV1 Mid in the corner.

Usually done if the LV1 Mid hits your opponent as a frame trap after a blocked 2H. The LV1 Mid must hit very close to the ground or you will not have enough time to hit with 236H.

RC > 2H Route
Easy

... > LV1 214K > RC > 66 > 2H > jc > Air Combo > j.623K > (66 > c.S > 236H)
50% meter combo in the corner.

Same as the combo listed in the beginner section, but included here for completeness. Most other RC routes in the corner off of LV1 Mid are inconsistent and semi-character specific.

LV2 Mid Burst Safe Confirm
Hard

... > LV2 214K > (Walk >) 6H > 236H > 2H > LV2 j.214P > 236H > ... > j.623K
A Burst safe, fairly universal version of Johnny's standard LV2 Mid combo. The spacing on the 6H is somewhat specific, so adjust your positioning by walking/dashing towards your opponent during their tumble.

This version does a bit more damage than the standard combo, while also being Burst safe for the majority of it, so it's usually preferable to go for this route if you've got the execution down.

TK LV2 Low Confirm
Hard

TK j.214S > Land > 236H > 2H > j.214P > ... > j.623K
A sneaky corner confirm off of Johnny's Instant Overhead.

Can still work even if not properly TK'd but the extra air time makes the confirm a bit tighter.

Stance Dash Treasure Hunt Route
Hard

... > LV2 214K > [66]x2 > (6H >) MSD 632146S > (Pickup >) 236H > c.S > ... > j.623K
Essential Stance Dash Treasure Hunt Route.

Refer to the above Combo Theory section for details on inputting and picking up off of Stance Dash Treasure Hunt.

Same as the midscreen version, but this time you're guaranteed to end in the corner, so make sure to end with Zweihander and secure that knockdown.

Note: You can generally follow the LV2 starter recipes with some slight adjustments to work at Level 3.

LV3 Mid Burst Safe Confirm
Hard

... > LV3 214K > (Walk >) 6H > 236H > 2H > LV2 j.214P > 236H > ... > j.623K
Pretty much the same thing as the LV2 version, but because of the LV3 wallstick, you have more time to get your spacing for the 6H making this version a bit more consistient.

LV3 Unblockable Reset Route
Medium

... > LV3 214K > 66 > 41236P > 5K/2K > 2D > 236H (> 236H)
LV3 Mid Starter combo that leads to a meterless unblockable setup at the cost of guaranteed damage.

Stance Dash Treasure Hunt Route
Hard

... > LV3 214K > [66]x2 > (6H >) MSD 632146S > (Pickup >) 236H > c.S > ... > j.623K
Essential Stance Dash Treasure Hunt Route.

Pretty much the same thing as the LV2 version, but included here for completeness sake. Because of the LV3 wallstick, the you have more time to get the SDTH input, so go for this when you get the chance.

Midscreen Grab Combos

Grounded 214P Route
Medium

Throw > 236H > LV2 214P > 236H > ... > j.623K
Standard midscreen throw combo.

If starting from half screen of closer, you can usually carry to the corner and end with Zweihander knockdown.

j.214P Route
Medium

Throw > 236H > j.S > LV2 j.214P > Land > 236H > (66) 6K > ... > j.623K (> Land > 66 c.S > 236H)
Advanced throw combo has more corner carry than the first route.

Useful in situations where you are farther from the corner but still want to secure a knockdown with Zweihander. The Air Route you go for after the 6K will vary depending on the opponent character.

Corner Grab Combos

Level Positive/Simple Route
Easy

Throw > 236H > j.D > j.623K
Basic throw route that nets you a Mist Finer level and, if RC'd can let you setup an unblockable.

Extra air buttons can be fit in before the j.D but are specific to character weight. Just go straight to j.D if you are unsure of what you can get away with.

Level Neutral/Damaging Route
Medium

Throw > 236H > j.D > j.214P > Land > 236H > ... > j.623K
Advanced throw combo that deals more damage, at the cost of Coins.

Useful in situations where the previous throw combo is just shy of killing, and you don't want to risk the round on an Oki situation. Also useful if you find yourself with extra coins and want to just get more reward off of your throw.

2H Anti-Air Combos

Normal Hit 2H Combo
Easy

2H > dj > Air Route > Ender
Basic structure for hitting your opponent out of the air with 2H.

What Air Route and Ender you go for is largely based on opponent and screen position. If you're close enough to the corner, try to end with j.D > j.623K. Otherwise try to end with j.H (> j.214S) to secure a knockdown at midscreen

Counter Hit 2H Combo
Medium

2H (CH) > 236H > 5H > LV2 214P > ... > j.623K
Basic Counter-Hit 2H combo.

The extra hit-stun from CH 2H gives you enough time to land and get a better punish than going immediatly into the air route. This route is useful for calling out opponents who are predictably jumping at you/jumping out of the corner to escape your pressure.


Combo List

Damage Values are all calculated on 1.00 defense modifier, from 5K > 5H starter.

Most Tension Gain values are approximations as Air Routes will usually differ based on opponent, resulting in variable Tension Gain.


For details on what to do after mist, refer to Mist Unblockable Basics.

Midscreen Combos


Level 1

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
2K/5K (>c.S) > 2D > OTG 236H (66 c.S > 236H) Any 83 16% All Easy Basic meterless ground combo for levels. After the coin, you can follow up with various OTGs. Dash (c.S >) Coin is probably the most stable. c.S will work as long as you're close enough, but there are some ranges where only Dash Coin will work. Video Example
6P > j.P > j.K > j.S > JC > j.K > j.S > j.H > 214S Any 107 17% All Easy Basic anti-air combo. Can omit j.P depending on height / character weight. j.KPS is also fine. Video Example
(5K/c.S >) 2D(1) > 236H > 5P > LV2 214P > ... > j.623K Any 135 ~28% All Medium Situational starter into optimal route. Only works if very close to the opponent when doing 2D. Video Example
... > RC > Dash 2D(1) > 236H > 5P > LV2 214P Any 110 -50% / ~8% All Medium For converting from far pokes with meter. Video Example
6K (CH) > 6H > 236H > 5P > LV2 214P > 236H > dash > ... > j.623K Any 106 ~29% All Medium Basic 6K counterhit starter. If they are too close, 6H can be replaced with another normal such as c.S, or omitted entirely for stability. Video Example
j.623K > YRC > land c.S > 236H > 5P > LV2 214P > ... > j.623K Any 131 -50% / ~13% All Medium Basic combo from air Zweihander starter. Video Example
... > LV1 214K > RC > [66]x2 > 236H > 5P > LV2 214P > ... > j.623K Any 128 -50% / ~17% All Hard Advanced LV1 RC confirm. Video Example
5K > c.S > 2D(1) > 236H > f.S (> 2H) > LV2 214P > ... > j.623K Any 165 (AX) ~30% AN, AX, BN, JO, MA, PO Hard Advanced close confirm. Great route, but only works on select characters. Video Example

Level 2

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
... > LV2 214S > 6K > ... > j.623K Any 160 ~27% All Easy Basic midscreen meterless damage combo. For when you are too far for better routes. This combo is included for completeness, but you should generally only do this combo if you absolutely must. -
... > LV2 214S > 66 > (2P/c.S > 236H > 5P > LV2 214P > 236H > 66 jump > j.P > j.K > j.S > dj > j.K > j.S > j.D > j.623K Any 152~159 ~38% All Easy Basic midscreen LV2 route. Spacing specific. If you are too close initially, you may dash under them accidentally. See LV2 High Loop section for extentions and modifications. Can replace the normals before or after Coin depending on character, weight and spacing. After Coin, if far enough, replace 5P with f.S (>2H). For extreme stability, just omit the 2P and go straight into Coin. If you are close enough to the corner, go for dash air combo into Zweikasu. If you are not, end with j.H knockdown. You can get the Zweihander knockdown even if your back is to the corner against most characters, so long as you time your dash jump correctly. The key is to let your dash nearly complete and then jump, in order to get close enough for the Zweihander to connect. Video Example
... > LV2 214S > 66 > 2D > 236H > f.S (>2H) > LV2 214P > 236H > 66 (j.S >) j.H [j.623K] OR [land 66 Jump] > ... > j.623K] Any 173 ~42% All except PO, JO, LE, BE, FA, EL Medium Advanced midscreen LV2 route when you are too far for dash 2P/c.S to reach. Very spacing specific in order to get the 2D > 236H > f.S to work so be aware that this combo may sometimes drop. -
5K > 2D(1) > MC > (2P >) 5K/c.S > 5H > LV2 214P > ... > j.623K Any 153 ~30% All Medium Advanced midscreen route using 2D Mist Cancel. Saved one coin compared to confirming into LV2 Low. Somewhat spacing specific - will not work from very far ranges. On heavy characters, use 2P. 2P is also 1 frame faster than 5K, so it can be used to reduce difficulty. In some cases from far distances, f.S (>2H) can be used to pick up off the 2D. -
... > LV2 214K > [66]x2 (> 6H) > MSD 632146S > (Pickup >) 236H > c.S > ... > j.623K Any 186 -50% / ~23% All Hard Essential Dash Treasure Hunt route. *Refer to How To Do Mist Stance Dash Treasure Hunt section for details on inputting and how to Pickup off of it. Works anywhere on the screen, but at ~40% screen or closer to the corner, the combo will lead to the corner, thus this route can be considered to have very strong corner carry. If the combo leads into the corner, continue with c.S > Air Combo > Zwei. Connecting the 6H is optional, but gives more damage. Dash x 2 > 6H may not work at all ranges, depending on both character / spacing. Wavedash x 2 rather than Dash x 2 will improve the effective range of landing the 6H > TH. Video Example
... > LV2 214S > MSD 632146S > (Pickup >) 236H > 5P/c.S > LV2 214P > ... > j.623K Any 189 -50% / ~38% All Hard Treasure Hunt pickup from LV2 Low. Situational route when you accidentally confirm to LV2 Low instead of Mid. Useful for sideswapping. Video Example
... > LV2 214K > (66) 6H > MSD 632146S > [236H]x2 > c.S > j.DSDD > j.623K Any 209 -50% / 29% BE, CH, EL(2+ hits), IN, JA, KU, KY, LE, MA, RA, RV, SI, SO Hard Refer to the Combo Theory section above for info on inputting and comboing off of Stance Dash Treasure Hunt. Is stricter to perform on LE and SI. -

Level 3

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
... > LV3 214S > 66 c.S > 236H > 5P > LV2 214P > 236H > 66 Jump > j.P > j.K > j.S > dj > j.K > j.S > j.D > j.623K Any 177 39% All Hard Basic LVL 3 Low conversion. Same basic recipe as LV2 basically, except that LV3 bounces them towards you, making things much easier. At far range, you can omit the c.S/5P and just do LV3 214S > 236H > LV2 214P for simplicity and burst safeness. Video Example
... > LV3 214K > [66]x2 > (6H >) MSD 632146S > 2S > 236H > ... > j.623K Any 234 -50% / ~28% All Hard Refer to the Combo Theory section above for info on inputting and comboing off of Stance Dash Treasure Hunt. -

Midscreen Throw

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
Throw > 236H > LV2 214P > 236H > 66 j.PKS > dj > j.KSD > ... > j.623K Any 76 27% All Easy Essential throw combo. If starting from half screen or closer, can generally end with j.D > Zweihander knockdown into unblockable. Lightweights tend to require more specific timing on the coin. If you are having trouble connecting j.D > Zwei, try extended your forward dash longer before jump cancelling. Mastering this will allow you to connect the Zwei even away from the corner. Video Example
Throw > 66 j.PSH Any 64 10% All Very Easy Basic combo into knockdown. Followup with Dash 2K Coin or Mist YRC. Good for when you are far from the corner and don't want to do the above route. -
Throw > Air Combo Any 75 ~14% All Very Easy Basic air string example: j.KS dj KSD > Ender -
Throw > 236H > (66) j.S > j.H Any 62 12% All Easy Character specific combo leading to unblockable or LV3 from anywhere. -
Throw > 236H > j.S > LV2 j.214P > Land > 236H > (66) 6K > 66 j.KS > djcKSD > j.623K Any 78 ~28% IN/MA/VE/JC/CH/SO/AX/FA/JO: j.S/j.KS, SI/SL/KU/PO: j.D, LE/MI/RA: j.KS, KY/JA: j.PS, RV: j.SD, BE: 236H > 6K > j.D Hard Advanced throw combo leading to unblockable. More corner carry than the basic one.

On some characters, replace the first j.S with j.D. Adjust/shorten the final air string according to height in order to get your Zweihander knockdown (lights especially). With the right spacing and timing on the second Coin, you can do a dashing 6K in order to get more corner carry. Very character specific, however. || -

Throw > 236H > j.S > LV2 j.214P > Land > 236H > 6K > 66 j.SHD > LV2 j.214P > 41236P > OTG 2K Any 80 ~30% SO/CH/SL/AX/PO/MA/IN: Do not delay final LV2, VE: Delay 6K, FA/SL/KU: (j.D), MI: (j.PS), RV: (j.SD, delay 6K, delay LV2 j.214P), JO: Strict Hard Advanced corner carry that ends in OTG mist setup. For characters this route does not work for, see the below route. -
Throw > 236H > j.PS > LV2 j.214P > Land > 236H > 66 j.KSHD > LV2 j.214P > 41236P > OTG 2K Any 83 33% All Hard Spacing dependent relative to screen position to corner. At further distances to the corner, picking up with 236H > 66 j.KSHD is not possible. -
Throw > 236H > j.PS > LV2 j.214P > Land > 236H > 66 j.KSHD > j.623K Any 83 ~26% EL Hard - -
Throw > 236H > j.PS > LV2 j.214P > Land > 236H > held 66 j.KSHD > j.623K Any 84 ~26% JA Hard - -
Throw > 236H > j.KS > LV2 j.214P > 236H > Land > 66 j.KSHD > j.623K Any 86 (RA) ~26% JC/RA/LE/JO Hard - -
Throw > 236H > j.D > LV2 j.214P > 236H > Land > 66 j.KSHD > j.623K Any 88 (IN) ~26% IN/MI Hard - -
Throw > 236H > 2H > jc > j.SD > LV2 j.214P > Land > 236H > 2H > jc > j.SHD > j.623K Any 86 ~32% PO Hard - -

Corner Combos


Level 1

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
2H (Blocked) > Falling LV1 j.214K > 236H > f.S > 2H > LV2 214P > ... > j.623K Corner 190 ~31% All Intermediate Situational combo from low height LV1 Mid in the corner. This is either hitting because you did a mist previously on them at LV1, or the LV1 Mid hit them raw as a frame trap etc. -
... > LV1 214K > RC > 66 > 2H > jc > ... > j.623K Corner 152 -50% / ~12% All Easy Situational starter to extend from a LV1 Mid combo in the corner -

Level 2

[NOTE: All instances of Dash x 2 can be replaced with Zweihander Transport for simplicity]

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
... > LV2 214K >[66]x2 > c.S/5H/6H > 236H > c.S > j.D > MC > j.D > j.623K Corner 170~199 26% All Easy Basic LV2 Mid corner combo leading to unblockable. If they are too light or you want to extend, you can do j.D > MC > j.S > dj > j.SD Zwei, or j.D > MC > j.S > > dj > j.D > MC > j.D Zwei. -
... > LV2 214K > [66]x2 > c.S/5H/6H > 236H > c.S > j.D > MC > j.S > djc > j.D > MC > j.D > j.623K Corner 188~216 28% All Medium Basic essential 1-coin corner combo. If j.DSDD doesn't work, try j.DSSD. For max damage, j.DD double jump j.DD. Video Example
... > LV2 214K > [66]x2 > 2H > LV1 214P > 236H > j.DSDD > j.623K Corner 194 (FA) 31% FA/BE/PO/KU Medium Alternative 1-coin corner combo for select characters. Video Example
... > LV2 214K > [66]x2 > c.S/5H/6H > 236H > c.S > j.DSDD > LV2 j.214P > 236H > 66 j.DSDD > j.623K Corner 195~221 47% All Medium Basic optimized 2-coin combo. Does not work on lights. Can omit portions of the air combo for simplicity. VS Light characters, shorten the first air portion to j.DD. Video Example
... > LV2 214K > 6H > 236H > 2H > LV2 214P > 236H > 66 j.DSDD > j.623K Corner 218 41% All Medium Alternative 2-coin combo. Good burst safe starter and fairly universal. Spacing on the 6H is somewhat specific, though, so be sure to adjust by walking (or dashing) while they are tumbling. Video Example
... > LV2 214K > [66]x2 > c.S > 236H > c.S > [j.DD] OR [j.DHD] > LV2 j.214P > Land 41236P > 2K > 236H Corner 174 ~33% All Medium Advanced corner route ending in Mist > OTG 2K > Coin. Mainly works on mediums / heavies. can replace c.S with 5H or 6H, but can affect stability. j.DHD works on MI, JA. Video Example
...> LV2 214K > 236H > 66 6P > j.DHD > LV2 j.214P > Land 41236P > OTG 2K > 236H Corner 173 ~30% All except KY. AX:(j.KSHD), PO: (j.KDHD, Very strict) Medium Burst safe universal variant of above. Does slightly less damage. Video Example
... > LV2 214K > (66) 236H > 66 f.S > 2H > j.214P > ... > j.623K Corner 194 ~38% All Medium More burst safe variant of the 2-coin route. Can simply land > Mist > OTG 2K > Coin after the Air LV2 High on mCorner characters. Delaying your air LV2 High is suggested if going for that ender. If you are too far, try Dash Coin > (walk forward) f.S. Point blank this route may be difficult on some characters, try walking back slightly before doing Coin. Video Example
... > LV2 214K > (66) 6H > MSD 632146S > [2S] OR [2P/2K/5K/c.S] > 236H > c.S > j.D > j.623K Corner 226 -50% / ~23% All Hard Essential Stance Dash Treasure Hunt Combo. Refer to How To Do Mist Stance Dash Treasure Hunt section for details on inputting and how to Pickup off of it. If the [Stuff] string is more than 3 hits, becomes unstable after the pickup. Air string can be extended (j.DSDD etc) if starter and proration allow. -
TK LV2 j.214S > Land > Delay 6H > MSD 632146S > ... > j.623K Corner 177 -50% / ~25% All Hard Refer to How To Do Mist Stance Dash Treasure Hunt section for details on inputting and how to Pickup off of it. -

Level 3

Note: You can generally follow the LV2 starter recipes with some slight adjustments to work at Level 3.

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
.. > LV3 214K > [66]x2 > 6H > 236H > c.S > j.DSDD > j.623K Corner 199 ~30% All Easy Basic LV3 starter combo. Basically the same as the basic LV2 starter. Use Dashx2 > c.S vs SO/JC. For EL/RA/KU/BA/AN/IN/SL/VE/DI/FA/JA omit the normal before Coin. Video Example
... > LV3 214K > [66]x2 > 6H > 236H > c.S > j.DD > LV2 214P > 236H > ... > j.623K Corner 219 ~42% All Medium Advanced LV3 starter combo. Basically the same as the advanced LV2 combo. -
... > LV3 214K > 66 41236P > 5K or 2K > 2D > 236H (> 236H) Corner 134 24% All Medium LV3 starter that leads to another meterless unblockable, but sacrifices damage. -
... > LV3 214K > [4] OR [6] 6H > 236H > 2H > LV2 214P > 236H > ... > j.623K Corner 216 ~39% All Hard Advanced LV3 starter combo. Need a good sense to space the first 6H, but universal and burst safe. Does slightly less than the dashx2 6H route. -
... > LV3 214K > 41236P > [236H]x2 > 66 5K > 5H > MC > f.S > 6H > 632146S Corner - - All Hard Very spacing dependant LV3 Mid combo. Can reset with another LV3 mid instead of ending with Treasure Hunt. Can Mist YRC after TH and then unblockable, allowing the 2nd mist to stick mid-combo afterwards. -
... > j.D > MC (land) c.S > (jump) j.D > MC j.H > MC > j.K > j.D > (rejump) j.D > MC j.H > j.D > MC jc j.D > MC j.H > j.D > Ender Corner 245 - - Hard Dustloop utilising Mist Finer Cancels (MFC). MFC's are done by quickly cancelling any Mistfiner into a normal, done in this example by quickly imputting 214SH. Level 3 is required for the fastest cancel. 2H as a starter (video) isn't practical and could be replaced with Zwei YRC, but this example can give you a general idea of how MFC dustloops can look. Video Example

Corner Throw

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
Throw > 66 j.PSHD > j.623K Corner 82 17% All Easy Extremely stable Zweikasu knockdown from corner throw. Works on everyone. When you are already at LV2 and just want an unblockable. Some of the characters with skinny air hurtboxes require somewhat tight timing for this combo, however. -
Throw > 236H > j.D > j.623K Corner 63 12% All Easy Basic throw combo leading to LV2 unblockable. Can add another j.D on some characters. Video Example
Throw > 236H > j.SHD > [j.623K] OR [LV2 214P > Land 41236P > OTG 2K > 236H] Corner 78/82 17%/23% All Medium Better Throw combo into LV2 + Mist. They can air tech after the coin hit, so be prepared accordingly. On Potemkin, after first j.D, MC into 2nd j.D. On ZA / SL / BE / VE / LE / KU: Coin > j.D > MC > j.D > etc Video Example
Throw > [j.D > MC > j.H > MC > j.KD > land]x2 > [66 j.D > MC > j.HD > j.623K] OR [j.D (MC > j.H) > LV3 j.214K > Land [236H]x2 > 66 2D(1) > 41236P] Corner - - SI/KI/ED/FA Hard Advanced LV3 Throw Combo. -

Video Examples

Combo Basics Playlist
Advanced Route Showcase
Playlist of level 1 to 3 conversions

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