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{{ | <center>{{Character Label|BBTag|Es|size=36px}}</center> | ||
{{BBTag/CharacterLinks}} | |||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
{{TOC limit|3}} | {{TOC limit|3}} | ||
</div> | </div> | ||
{| class="wikitable" | {{Notation-BBTag|additional= | ||
}} | |||
<br style="clear:both;"/> | |||
==Combo List== | |||
===Midscreen=== | |||
=====Solo===== | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! # !! Combo !! Position !! Damage !! Difficulty !! Notes | |||
|- | |- | ||
| - | |||
| 5AAA > 2B > 2C > 214CC || Any || 5301 || {{ComboDifficulty|Very Easy}} || A basic Es Combo from 5A. Don't use 2B if 5A hit at max range, it will whiff. | |||
|- | |- | ||
| | | - | ||
| 5AAA > 2C > 236C > 2B > 5BB > 214C~C > 5A > 2B > 5BB > 214C~C || Corner || 6852 || {{ComboDifficulty|Medium}} || Standard corner combo that uses a single meter. | |||
|- | |- | ||
| | | - | ||
| | | 5AAA > 2C > 236C > 6AAA > 5BB > jc > IAD > j.C > 5BB > 214BC|| Any || 8349 || {{ComboDifficulty|Hard}} || A super finisher that uses IAD j.C midcombo. | ||
| | |||
|- | |- | ||
| | | - | ||
| | | 5BB > 5C || Any || 7000+ || {{ComboDifficulty|Easy}} || An unburstable 7k+ damage combo that depends on spacing and certain characters. | ||
| | |- | ||
| - | |||
| 5BB > 214A > 2B > 5B > 214[B] > 5AA > 2B > 5BB > 214CC || Any || 7974 || {{ComboDifficulty|Medium}} || Whiffs on crouching opponents. | |||
|- | |||
| - | |||
| 5BB > 214A > 2B > 5B > 236B.A > 2B > 5BB > 214CC || Corner || 7947 || {{ComboDifficulty|Medium}} || Whiffs on crouching opponents. Try not to use the first 5A early, otherwise hitting 5B may sideswap. | |||
|- | |||
| - | |||
| 5BB > 214A > 2B > 5BB > dl.214C > 5AAA > 5BB > 214BC || Any || 9967 || {{ComboDifficulty|Medium}} || Advanced 5B combo ending with a super. | |||
|- | |||
| - | |||
| 2B > jc > j.AA > jc > j.AA > j.B > j.A+D~A/B/C || Any || 4537 || {{ComboDifficulty|Medium}} || A simple Anti-Air 2B combo. | |||
|- | |||
| - | |||
| CH AA 2B > (delay) 5B > 214[B] > 5AAA > 5B > 214[B] > 5AA > 2C > 214C > C || Any || 7245 || {{ComboDifficulty|Medium}} || On Counter Hit, Anti-Air 2B has a lot more untech time, giving you enough time to connect 5B and go into Gawain loops. Depending on the height that you hit opponents at, you might need to delay 5B. | |||
|- | |||
| - | |||
| j.C > [5B > 214[B] > 5AAA > ]x2 > 5BB > jc j.B > j.C (w) || Any || 7083 || {{ComboDifficulty|Medium}} || For this combo to work, you need to hit the opponent low to the ground with j.C to give yourself enough time to land and link 5B. For certain characters, the combo route will have to be altered to this, j.C > 5B > 214[B] > 5AAA > 5B > 214[B] > 5AA > 2C > 214C > C , though some damage will have to be sacrificed. | |||
|- | |||
| - | |||
| IAD.jC > 5BB > 214CC > 5A > 2B > 5B > 214[B] > 5A > 2B > 5BB > 214CC || Corner || 7236 || {{ComboDifficulty|Medium}} || Combo starting with an instant air dash j.C. Allows pressure on opponents. | |||
|- | |||
| - | |||
| JC > 5B > 214[B] > 5AAA > 2B > 5BB > 214CC || Corner || 6314 || {{ComboDifficulty|Easy}} || A simple combo for when you hit someone with j.C. | |||
|- | |||
| - | |||
| 214A > (2B > 5B > 214[B])*2 > 5AA > 2B > 5BB > 214C~C || Any || 7220 || {{ComboDifficulty|Medium}} || A combo for when you open someone up with Erec. | |||
|- | |||
| - | |||
| 214A > 2B > 5BB > 214C~C > 5A > 2B > 5BB > 214C~C || Corner || 7504 || {{ComboDifficulty|Medium}} || Similar to the previous combo, except it utilizes Mordred loops in the corner. | |||
|- | |||
| - | |||
| 214[B] > 2B > 5B > 214[B] > 2B > 5BB > 214C > 5AAA > 5BB > 214C~C || Any || 6583 || {{ComboDifficulty|Medium}} || A combo for when you open someone up with Gawain. | |||
|- | |||
| - | |||
| 214[B] > 2B > 5BB > 214C~C > 5AAA > 2B > 5BB > 214C~C || Corner || 6686 || {{ComboDifficulty|Medium}} || Similar to the previous combo, except it utilizes Mordred loops in the corner. | |||
|- | |||
| - | |||
| Grab > (2B > 5B > 214[B])*2 > 5AAA > 5BB > 214C~C || Any || 5543 || {{ComboDifficulty|Medium}} || Standard throw combo. | |||
|- | |||
| - | |||
| 4B+C > 214A > (2B > 5B > 214[B])*2 > 2B > 5BB > 214C~C || Any || 5649 || {{ComboDifficulty|Medium}} || You need to delay your 2B a little before 5B so you dont whiff it. Because 5BB and 5B > 214[B] doesn't work on some characters in the corner, you might have to adjust your route to make sure your combo doesn't drop. | |||
|- | |||
| - | |||
| 4B+C > 214A > 2B > 5BB > 214C~C > 5A > 2B > 5BB > 214C~C || Corner || 5807 || {{ComboDifficulty|Medium}} || Mordred loop combo starting with a backward throw. | |||
|- | |- | ||
|} | |} | ||
<br clear | <br style="clear:both;"/> | ||
=== | =====With Assists===== | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | ||
|- | |- | ||
! # !! Combo !! Position !! | ! # !! Combo !! Position !! Assist Type !! Difficulty !! Notes | ||
|- | |- | ||
| 1 | | 1 | ||
| 5AAA > 2C > 214C > C || Any || | | 5AAA > 2C > 214C~C > [Call Assist] > 5AAA > 5BB > rising j.B > j.C (whiffs) || Any || Upward Launch or Wallbounce || {{ComboDifficulty|Medium}} || Basic midscreen combo. Should work with most general extension assists. Generally has enough corner carry to bring them to the corner. after 5BB, jump back j.B if you want to catch forward tech. j.C does not connect but the second hit of j.C will meaty on opponent's wakeup. | ||
|- | |- | ||
| 2 | | 2 | ||
| | | 5AAA > 2C > 214C~C > [Call Assist] > 5B > 214[B] > 5AAA > 5BB > 214C~C || Any || Wallbounce || {{ComboDifficulty|Medium}} || Higher damage combo. Assist call timing is dependent on the assist, and depending on the assist, you may only be able to do one hit of the first 214C. You can jump cancel the 5BB and do j.C for oki, while sacrificing a little bit of damage. | ||
|- | |- | ||
| 3 | | 3 | ||
| | | 214B > [Call Assist] > 5B > 214[B] > 5AAA > 5B > 214[B] > 5AA > 2C > 214C > C || Any || Upward Launch || {{ComboDifficulty|Medium}} || Does 7109 damage, use an assist to convert a Gawain overhead into a full combo. [https://youtu.be/trC33Dd9MA4?t=139 Video Example] | ||
|- | |- | ||
|} | |} | ||
<br style="clear:both;"/> | |||
: | |||
===Corner=== | ===Corner=== | ||
=====Solo===== | =====Solo===== | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! # !! Combo !! Position !! Damage !! Difficulty !! Notes | |||
|- | |||
| 1 | |||
| 5AAA > 2C > 236C > 5AAA > 5B > 214[B] > 5AAA > 5BB > jc > j.B > j.C (w) || Corner || 6786 || {{ComboDifficulty|Medium}} || Spend 1 Skill Gauge to squeeze out more damage from a basic combo. 5B > 214[B] is character specific though and doesn't work on everyone in the corner because the 5B Crest Whiffs so keep this in mind. | |||
|- | |||
| 2 | |||
| B+C > 214[B] > 5AAA > 5B > 214[B] > 5AAA > 2B > 8jc > j.B > j.C (w) || Corner || 5690 || {{ComboDifficulty|Medium}} || A corner specific throw combo that leads to more damage. However, it's character specific since 5B > 214[B] doesn't work on everyone in the corner because 5B's crest whiffs so keep this in mind. [https://youtu.be/trC33Dd9MA4?t=68 Video Example] | |||
|- | |||
|} | |||
<br style="clear:both;"/> | |||
=====With Assists===== | =====With Assists===== | ||
<br clear | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | ||
|- | |||
! # !! Combo !! Position !! Assist Type !! Difficulty !! Notes | |||
|- | |||
| 1 | |||
| 5AAA > 2C > 214C~C > [Call Assist] > 5B > 214[B] > 5AAA > 5BB > 236C > 5BB > 214C~C || Corner/Midscreen || Upward Launch || {{ComboDifficulty|Medium}} || Launcher assist such as Makoto's 4P is highly preferred + requires character specific experimentation. 5B > 214[B] whiffs on certain characters in the corner, but not if done midscreen. Can't be done fullscreen since 236C pushes them back too far. Generally around 7k damage, but adding 214B+C at the end instead of 214C~C pushes the damage in the 9k range | |||
|- | |||
|} | |||
<br style="clear:both;"/> | |||
==Combo Theory== | ==Combo Theory== | ||
<br clear | <br style="clear:both;"/> | ||
==Video Examples== | ==Video Examples== | ||
Es combos in version 2.0 by Meno | |||
{{#ev:youtube|9Q20FCRbXrs}} | |||
<br style="clear:both;"/> | |||
Es Combos | Es Combos | ||
{{#ev:youtube|vyHXiSmL7VY}} | {{#ev:youtube|vyHXiSmL7VY}} | ||
<br style="clear:both;"/> | |||
Es Punish Cross Combos using the Entire Existing Roster By Meno | Es Punish Cross Combos using the Entire Existing Roster By Meno | ||
{{#ev:youtube|AfbcNy0u3kM}} | {{#ev:youtube|AfbcNy0u3kM}} | ||
<br style="clear:both;"/> | |||
<br clear | |||
==External Documents and References== | ==External Documents and References== | ||
<br clear | <br style="clear:both;"/> | ||
==Navigation== | |||
{{ | <center>{{Character Label|BBTag|Es|size=36px}}</center> | ||
{{ | {{BBTag/CharacterLinks}} | ||
{{BBTag/Navigation}} | |||
Latest revision as of 04:59, 13 December 2023
Combo Notation Guide | |||||||||
---|---|---|---|---|---|---|---|---|---|
|
Combo List
Midscreen
Solo
# | Combo | Position | Damage | Difficulty | Notes |
---|---|---|---|---|---|
- | 5AAA > 2B > 2C > 214CC | Any | 5301 | [1] Very Easy | A basic Es Combo from 5A. Don't use 2B if 5A hit at max range, it will whiff. |
- | 5AAA > 2C > 236C > 2B > 5BB > 214C~C > 5A > 2B > 5BB > 214C~C | Corner | 6852 | [3] Medium | Standard corner combo that uses a single meter. |
- | 5AAA > 2C > 236C > 6AAA > 5BB > jc > IAD > j.C > 5BB > 214BC | Any | 8349 | [4] Hard | A super finisher that uses IAD j.C midcombo. |
- | 5BB > 5C | Any | 7000+ | [2] Easy | An unburstable 7k+ damage combo that depends on spacing and certain characters. |
- | 5BB > 214A > 2B > 5B > 214[B] > 5AA > 2B > 5BB > 214CC | Any | 7974 | [3] Medium | Whiffs on crouching opponents. |
- | 5BB > 214A > 2B > 5B > 236B.A > 2B > 5BB > 214CC | Corner | 7947 | [3] Medium | Whiffs on crouching opponents. Try not to use the first 5A early, otherwise hitting 5B may sideswap. |
- | 5BB > 214A > 2B > 5BB > dl.214C > 5AAA > 5BB > 214BC | Any | 9967 | [3] Medium | Advanced 5B combo ending with a super. |
- | 2B > jc > j.AA > jc > j.AA > j.B > j.A+D~A/B/C | Any | 4537 | [3] Medium | A simple Anti-Air 2B combo. |
- | CH AA 2B > (delay) 5B > 214[B] > 5AAA > 5B > 214[B] > 5AA > 2C > 214C > C | Any | 7245 | [3] Medium | On Counter Hit, Anti-Air 2B has a lot more untech time, giving you enough time to connect 5B and go into Gawain loops. Depending on the height that you hit opponents at, you might need to delay 5B. |
- | j.C > [5B > 214[B] > 5AAA > ]x2 > 5BB > jc j.B > j.C (w) | Any | 7083 | [3] Medium | For this combo to work, you need to hit the opponent low to the ground with j.C to give yourself enough time to land and link 5B. For certain characters, the combo route will have to be altered to this, j.C > 5B > 214[B] > 5AAA > 5B > 214[B] > 5AA > 2C > 214C > C , though some damage will have to be sacrificed. |
- | IAD.jC > 5BB > 214CC > 5A > 2B > 5B > 214[B] > 5A > 2B > 5BB > 214CC | Corner | 7236 | [3] Medium | Combo starting with an instant air dash j.C. Allows pressure on opponents. |
- | JC > 5B > 214[B] > 5AAA > 2B > 5BB > 214CC | Corner | 6314 | [2] Easy | A simple combo for when you hit someone with j.C. |
- | 214A > (2B > 5B > 214[B])*2 > 5AA > 2B > 5BB > 214C~C | Any | 7220 | [3] Medium | A combo for when you open someone up with Erec. |
- | 214A > 2B > 5BB > 214C~C > 5A > 2B > 5BB > 214C~C | Corner | 7504 | [3] Medium | Similar to the previous combo, except it utilizes Mordred loops in the corner. |
- | 214[B] > 2B > 5B > 214[B] > 2B > 5BB > 214C > 5AAA > 5BB > 214C~C | Any | 6583 | [3] Medium | A combo for when you open someone up with Gawain. |
- | 214[B] > 2B > 5BB > 214C~C > 5AAA > 2B > 5BB > 214C~C | Corner | 6686 | [3] Medium | Similar to the previous combo, except it utilizes Mordred loops in the corner. |
- | Grab > (2B > 5B > 214[B])*2 > 5AAA > 5BB > 214C~C | Any | 5543 | [3] Medium | Standard throw combo. |
- | 4B+C > 214A > (2B > 5B > 214[B])*2 > 2B > 5BB > 214C~C | Any | 5649 | [3] Medium | You need to delay your 2B a little before 5B so you dont whiff it. Because 5BB and 5B > 214[B] doesn't work on some characters in the corner, you might have to adjust your route to make sure your combo doesn't drop. |
- | 4B+C > 214A > 2B > 5BB > 214C~C > 5A > 2B > 5BB > 214C~C | Corner | 5807 | [3] Medium | Mordred loop combo starting with a backward throw. |
With Assists
# | Combo | Position | Assist Type | Difficulty | Notes |
---|---|---|---|---|---|
1 | 5AAA > 2C > 214C~C > [Call Assist] > 5AAA > 5BB > rising j.B > j.C (whiffs) | Any | Upward Launch or Wallbounce | [3] Medium | Basic midscreen combo. Should work with most general extension assists. Generally has enough corner carry to bring them to the corner. after 5BB, jump back j.B if you want to catch forward tech. j.C does not connect but the second hit of j.C will meaty on opponent's wakeup. |
2 | 5AAA > 2C > 214C~C > [Call Assist] > 5B > 214[B] > 5AAA > 5BB > 214C~C | Any | Wallbounce | [3] Medium | Higher damage combo. Assist call timing is dependent on the assist, and depending on the assist, you may only be able to do one hit of the first 214C. You can jump cancel the 5BB and do j.C for oki, while sacrificing a little bit of damage. |
3 | 214B > [Call Assist] > 5B > 214[B] > 5AAA > 5B > 214[B] > 5AA > 2C > 214C > C | Any | Upward Launch | [3] Medium | Does 7109 damage, use an assist to convert a Gawain overhead into a full combo. Video Example |
Corner
Solo
# | Combo | Position | Damage | Difficulty | Notes |
---|---|---|---|---|---|
1 | 5AAA > 2C > 236C > 5AAA > 5B > 214[B] > 5AAA > 5BB > jc > j.B > j.C (w) | Corner | 6786 | [3] Medium | Spend 1 Skill Gauge to squeeze out more damage from a basic combo. 5B > 214[B] is character specific though and doesn't work on everyone in the corner because the 5B Crest Whiffs so keep this in mind. |
2 | B+C > 214[B] > 5AAA > 5B > 214[B] > 5AAA > 2B > 8jc > j.B > j.C (w) | Corner | 5690 | [3] Medium | A corner specific throw combo that leads to more damage. However, it's character specific since 5B > 214[B] doesn't work on everyone in the corner because 5B's crest whiffs so keep this in mind. Video Example |
With Assists
# | Combo | Position | Assist Type | Difficulty | Notes |
---|---|---|---|---|---|
1 | 5AAA > 2C > 214C~C > [Call Assist] > 5B > 214[B] > 5AAA > 5BB > 236C > 5BB > 214C~C | Corner/Midscreen | Upward Launch | [3] Medium | Launcher assist such as Makoto's 4P is highly preferred + requires character specific experimentation. 5B > 214[B] whiffs on certain characters in the corner, but not if done midscreen. Can't be done fullscreen since 236C pushes them back too far. Generally around 7k damage, but adding 214B+C at the end instead of 214C~C pushes the damage in the 9k range |
Combo Theory
Video Examples
Es combos in version 2.0 by Meno
Es Combos
Es Punish Cross Combos using the Entire Existing Roster By Meno
External Documents and References
System Pages
Mechanics
Application & Advanced Information
Archived Information