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:* Basic combo for one you can't convert into anything else | :* Basic combo for one you can't convert into anything else | ||
'''j.C > 5B > 5C > 6C > 5D > 214[B] > 2B > 5C > 3C > 214D or 214C > 214C''' | '''j.C > 5B > 5C > 6C > 5D > 214[B] > 5B > 2B > 5C > 3C > 214D or 214C > 214C''' | ||
:[https://youtu.be/2-J64gvR0lQ?t=85 Video Example] | :[https://youtu.be/2-J64gvR0lQ?t=85 Video Example] | ||
:Damage: 2927 | :Damage: 2927 |
Revision as of 03:57, 20 July 2017
Combo Notation Guide | |||||||||
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Combo List
# | Combo | Position | Damage | Heat Gain | Works on: | Difficulty | Notes |
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Midscreen
2A > 2A > 2B > 5B > 5C > 3C > 214D or 214C > 214C
- Bors Ender Video Example
- Mordred Ender Video Example
- Damage: 1147
- Notes:
- Basic combo for one you can't convert into anything else
j.C > 5B > 5C > 6C > 5D > 214[B] > 5B > 2B > 5C > 3C > 214D or 214C > 214C
- Video Example
- Damage: 2927
- Notes:
- Jump in Crouch Confirm
Throw > 5B > [ |> 3C > 5D > 214[B] ] x3 > 3C > 214D or 214C > 214C
- Video Example
- Damage: 2959
- Notes:
- Basic Throw combo
Air Throw > 214D > 2C > 623C > falling j.D > 6C > 214[B] > 3C > 5D > 214[B] > 3C > 214D
- Video Example
- Damage: 3142
- Notes:
- Standard Air Throw Combo. Please see the combo theory section for more information for special canceling Es' Air Throw
Air Throw > microdash 5B > 5C > 2C > jc j.B > j.C > j.2BB |> j.BB > djc j.B > j.C > j.D
- Video Example
- Damage: 2779
- Notes:
- Alternate air throw combo for those who are struggling with special canceling the air throw
AA CH 6B > jc delay j.D > delay 5B [> 3C > 5D > 214[B] ]x3 > 3C > 214D or 214C > 214C
- Damage:
- Notes:
- 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
CH 2C > 5D > 214A |> 5B [> 3C > 5D > 214[B] ]x2 >3C > 214D or 3C > 214C > 214C
- Video Example
- Damage: 3787 for Bors ender, 3893 for Mordred ender
- Notes:
- 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
623C > RC > j.D > 2C > sjc j.B > j.C > j.2BBB
- Video Example
- Damage: 2232
- Notes:
- Small combo to squeeze as much damage out of a reversal DP as possible and get followup pressure
en623C > falling j.D > 3C > 5D > 214[B] > 3C > 5D > 214C > 214C
- Damage:
- Requires: Bors Buff
Close to Corner
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
- Video Example
- Damage:
- Requires: Crouch Confirm
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
- Video Example
- Damage:
Corner
5A > 5B > 5C > 3C > 214C > 214C > 5B > 5C > 2C > jc j.C > j.D oki
- Video Example
- Damage: 2163
5B > 5C > 3C > 214C > 214C > 5B > 3C > 214C > 214C > 5B > 5C > 2C > jc j.C > j.D oki
- Video Example
- Damage: 2643
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
- Damage: 3425
- Notes:
- Overhead combo for when you time the IOH j.C to hit just before a j.D Crest hits
Throw > 236B > 236A > dash [ 6C > 6D > delay jc j.C > (6D Crest Hits) > j.D ]x2 > 6C > 214D
- Damage:
- Notes:
- Gives meaty j.D Crest oki. Easiest throw combo to do
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
- Video Example
- Damage: 3602
- Notes:
- 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
Combo Theory
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
Video Examples
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Click [★] for character's full frame data
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Frame Data & System Data •
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