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 | 5A > 2C > 5BB > IAD j.A(2)AC, 2B > 5BB > 5AAAA | 6912 | -3000, +lifesteal | 0 | Ground | Similar to the combo above but more damaging, since if you omitt some hits before the launcher, you are allowed to fit another 5BB after the j.C. Otherwise, this uses all dissolves. |
5 | 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. |
6 | 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. |
7 | 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. |
8 | 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. |
9 | 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. |
10 | 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. |
11 | (CH) 2B > 2A (whiff), 5A > 5B > 214A, 5A > 5B > 236A, > 2C > 214A, 5AAAA | 7029 | -2500, +lifesteal | 1 | Anti-air | Counter hit anti-air 2B. |
12 | 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 | |
13 | 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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- Susano'o [★]
Click [★] for character's full frame data
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