Combo Notation Guide | |||||||||
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Combo List
Midscreen
Solo
# | Combo | Position | Damage | Difficulty | Notes |
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1 | 5AAA > 2C > 214C > C | Any | 5053 | [1] Very Easy | A basic Es Combo from a 5A poke. Video Example |
2 | 5AA > 2B > jc j.AA > djc j.AA > j.B > j.A+D > 5A | Any | 4537 | [3] Intermediate | A simple Anti-Air 2B combo. Video Example |
3 | CH AA 2B > (delay) 5B > 214[B] > 5AAA > 5B > 214[B] > 5AA > 2C > 214C > C | Any | 7245 | [3] Intermediate | 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. |
4 | j.C > (microdash) 5AA > 2B > jc j.AA > djc j.AA > j.A+D > A | Any | 5236 | [3] Intermediate | A simple combo for when you hit someone with j.C. It does less damage than the Gawain loops but it also works from most heights. |
5 | j.C > [5B > 214[B] > 5AAA > ]x2 > 5BB > jc j.B > j.C (w) | Any | 7083 | [3] Intermediate | 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. |
6 | 5BB > 214A > 5AAA > 5B > 214[B] > 5AA > 2C > 214C > C | Any | 7863 | [3] Intermediate | Whiffs on crouching opponents. A good punish combo for when the opponent is left standing after the move you're punishing. Video Example |
7 | B+C > 5AAA > 5B > 214[B] > 5AAA > 5BB > 214C > C | Any | 5342 | [3] Intermediate | |
8 | 4B+C > 214A > delay 5AAA > 5B > 214[B] > 5AAA > 5BB > 214C > C | Any | 5501 | [3] Intermediate | You need to delay your 5A link after Erec to properly juggle the character so that 5AAA doesn't whiff. Also, keep in mind your distance from the corner. 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. Video Example |
9 | 214A > 5AAA > 5B > 214[B] > 5AAA > 5BB > 214C > C | Any | 7013 | [3] Intermediate | A combo for when you open someone up with Erec. |
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] Intermediate | 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] Intermediate | 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] Intermediate | 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] Intermediate | 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] Intermediate | 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] Intermediate | 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
Es Basic Combos By Meno
Es Punish Cross Combos using the Entire Existing Roster By Meno
Es combos with the 2.0 changes by Meno
External Documents and References
- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
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