Combo Notation Guide | |||||||||
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Combo List
Midscreen
Solo
# | Combo | Damage | Health Cost | Dissolves | Type | Notes |
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1 | 5AAA > 2C > 5B > 214A, 5AAA > 5BB, 5AAAA | 6825 | -2250, +lifesteal | 0 | Ground | Basic solo midscreen combo. Go into 5AAAA after the 214A if you really do not wish to spend more life. Perform each 5A while holding forward(6) to have it connect. |
2 | 5AAA > 2C > 5B > 214A, 5AAA > jc > j.A(2)A > jc > j.A(2)A > j.B | 6748 | -2250 | 2 | Ground | Less damage than above and no lifesteal, but you get dissolves out and don't throw the opponent to the other side. |
3 | 5AAA > 2C > 5BB > IAD j.A(2)AC, 2B > 5AAAA | 6690 | -2250, +lifesteal | 2 | Ground | Good balance of damage, health cost, and dissolves (5AAAA throws opponent right into the puddles). |
4 | 5AAA > 2C > 2B > [5B > 236A]x3, j.C | 7505 | -4000 | 3 | Ground | Wheel loops. A damaging, if somewhat costly combo with great corner carry. Carmine needs to dash forward in order to be in position for the 5Bs to connect. |
5 | 5AAA > 2C > 2B > 5B > 236A, 5B > 236A, j.A(2)A > j.A(2)B | 7094 | -2500 | 2 | Ground | Slightly less damaging, but less costly version of the above. |
6 | 5AAA > 2C > 5B > 214A, 5A > 5B > 236A, 5A > jc > j.A(2)A > jc > j.A(2) > j.B | 7338 | -2500 | 2 | Ground | Ending in j.BC does 7570, -3500 health, 3 dissolves. |
7 | 5A > 2C > 5BB > IAD j.A(2) > 5AAA > 5B > 214A, 5AAAA | 6422 | -1500, +lifesteal | 1 | Ground (Max Range) | Route off max range 5A, when 5AA will whiff. |
8 | 5A > 2C > 5BB > IAD j.A(2) > 5AA > 5B > 214A, 5A > jc > j.A(2)A > jc > j.A.(2) > j.B | 6458 | -2000 | 2 | Ground (Max Range) | Same as above, but keeps your corner carry and gives one more dissolve, at the cost of more health (and no lifesteal). Can end in j.C for 6611 damage, 3 dissolves, and 3000 health loss. |
9 | 2B > hjc > j.A(2) > jc > j.BB, j.A(2) > delayed j.C, 2B > 5BB, 5AAAA | 7026 | -2000, +lifesteal | 0 | Anti-air | Anti-air 2B. The jump cancel after the first j.A(2) is necessary to allow you to do a falling j.A after the j.BB. |
10 | (CH) 2B > 2A (whiff), 5A > 5B > 214A, 5A > 5B > 236A, > 2C > 214A, 5AAAA | 7029 | -2500, +lifesteal | 1 | Anti-air | Counter hit anti-air 2B. |
11 | j.A(2) > jc > j.BB, j.A(2) > delayed j.C, 2B > 5B > 236A > 5A > jc > j.A(2)AB | 6928 | -3000 | 2 | Air-to-air | |
12 | j.A(2) > jc > j.BB, j.A(2) > delayed j.C, 2B > 5BB, 5AAAA | 6561 | -1500, +lifesteal | 0 | Air-to-air |
With Assists
5AAA>2C>2B>5B>236A,5B>dl.214A,P>5AAAA,D
- Damage:
- Health Cost: 2000 (minus lifesteal)
- Notes: Combo into Active Switch. Press D during startup of last hit of 5A string, but before it hits.
Corner
Solo
With Assists
Combo Theory
Video Examples
Basic combos by Meno
Combos by かくげ Fighting Games
j.C > 2B routes by @GREATFERNMAN
External Documents and References
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- Nu-13 [★]
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- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
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