Midscreen Combos
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
2M > 5M > jc.MLL > jc.MLL2H > SD > j.LLLS > j.236L | ? | ? | All | Universal midscreen BnBs. j.236L is more likely to connect, but does less damage, has less corner carry and worse oki than j.236M. You always want to use j.236M if possible. | |
2M > 5M > jc.MLL2H > SD > j.LL > jc.MLLHS > j.236M | ? | ? | All | ||
2M > 6H > 5H > delay SD > airdash j.M ▷ dash jump j.LM > jc.MLL > j.214L | ? | ? | All | Rejump combo. The dash before rejump has to be buffered. No sliding knockdown and does less damage than the basic BnB, but has great corner carry. | |
Steep angle SD > j.L > delay j.M ▷ jump j.LM > jc.M2H > SD > j.MHS > j.236M | ? | ? | All | Rejump from something like a fake crossup SD. | |
2M > 6H > 5H > delay SD > airdash j.M ▷ dash jump j.LM > jc.LL > j.214M(2) > Vanish > SD > j.MHS > j.236M | ? | ? | All | Fullscreen rejump combo. It's j.LM > jc.LL instead of j.LM > jc.MLL to gain less height for j.236M to consistently connect. | |
[DR] > j.MLL > jc.LLLS > j.2M > Vanish ... | ? | ? | All | Vanish confirms for sliding knockdown. | |
Raw SD > j.ML > jc.LL2H > delay j.2M > Vanish ... | ? | ? | All | ||
... > Vanish ▷ dash 2M > 5M > jc.LM > j.214L, airdash j.X | ? | ? | All | Vanish confirm if you've already used Down Smash, gives soft knockdown safejump. | |
... > Vanish ▷ dash 2M > delay 6H > 236M[6] | ? | ? | All | Vanish confirms for sliding knockdown. | |
... > Vanish ▷ dash 5L (whiff) > 5LLL > SD > j.MLL > jc.LLLS > j.236M | ? | ? | All |
Notes
Corner Combos
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
2H > SD > j.MLL > jc.MLL2H > j.236M | ? | ? | All | j.2H > j.236M ender works at any (practical) height but only with short combos. | |
2M > SD > airdash j.M2H ▷ [DR] | ? | ? | All | Solo snapback. | |
2M > 5M > jc.M2H, j.S > SD > j.ML > jc.LLS > j.214L (whiff), j.LLS > j.214L (whiff), j.LLS > j.236M | ? | ? | All | Corner loop. With scaled starters, just end it one loop early. You can end with j.S > delay j.236M to try and get more damage in. | |
2M > 6H > 5H > delay SD > airdash j.M ▷ dash jump j.LM > jc.LLS > j.214L (whiff), j.LLS > SD > j.LLS > j.236M | ? | ? | All | Corner rejump. Higher damage. | |
214M(3), dash 2M > delay 6H > 5H > 2S(3) > SD > jc.ML > jc.LLS > j.214L (whiff), j.LLS > j.236M | ? | ? | All | Back-to-corner example. Dash 2M is not required but it adds some extra meter. 2S(3) > SD is not bufferable and has to be manually timed. | |
2H > SD > j.MLL > jc.MLL > j.214L(2) > Vanish > j.214L (whiff), j.LLL | ? | ? | All | Back-to-corner from 2H. | |
2M > 5M > jc.M > jc.MS > SD > j.L > delay j.MS > j.214L (whiff), j.L2H ▷ 5L > jc.LLS > SD > j.ML > jc.LMH > j.236H | ? | ? | All | Air route ending with j.236H. Does almost as much damage as rejump. |
Notes
Sparking
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
... [5H > 2S(2) > 66j.M]*n ... | Anywhere | ? | ? | All | Sparking loops! | |
214M(3) > Spark (whiff), dash 2M > 6H > 5H > {2S(2) > airdash j.M ▷ 5H}x2 > 5[S](5) > 214M(2) > Vanish ▷ [DR] > 236S > Super | Corner | ? | ? | All | Back-to-corner 2S Sparking loop. | |
214M(3) > Spark (whiff), dash 2M > 6H > 5H > jc.M2H > jc.2H > j.236M + A1 ▷ 6H > 5H > jc.MS > airdash j.S > SD > j.LLL + A2 ▷ [DR] + A1 > 214S > Super | Corner | ? | ? | All | Back-to-corner, almost 3 meter positive TOD. A1 is an assist that doesn't launch the opponent too high up, A2 has to have a lot of hitstun and keeps them in place. |
Notes
Assist
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
... j.236M > Assist > DR > 236S > Super | Corner | ? | ? | All | Works with most assists. | |
... DR > Assist > 214S > Super | Corner | ? | ? | All | Command grab extension, requires a fast assist. | |
... DR > Assist > 5LLL > 214S > Super | Corner | ? | ? | All | Beam Assist-specific command grab extension. |
Notes
Miscellaneous
- More corner loop variations
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
2M > 5M > jc.ML > jc.LLS > j.214L (whiff), j.LLS > SD > j.LLS > j.214L (whiff), j.LLS > j.236M | Corner | ? | ? | All | Original loop without Smash. Low damage. | |
2M > SD > airdash j.M2H ▷ delay 5M > jc.M > jc.LLS > j.214L (whiff), j.LLS > SD > j.LLS > j.236M | Corner | ? | ? | All | Loop with close to the ground j.2H. | |
2M > 5M > jc.M2H, jump j.MS > delay SD > j.LLS > j.214L (whiff), j.LLS > j.214L (whiff), j.LLS > j.236M | Corner | ? | ? | All | Meterless air route optimizing for damage. Less meter gain while being slightly harder than j.M2H, j.S > SD route. | |
5H > SD > j.ML > jc.4LL > j.MS > j.214L (whiff), j.LLS > j.214L (whiff), j.LLS > j.236M | Corner | ? | ? | All | 5H route without rejump. Still does more damage than any meterless air route. | |
5H > 2S(3) > SD > j.ML > jc.LLS > j.214L (whiff), j.LLS > j.214L (whiff), j.LLS > j.236M | Corner | ? | ? | All | Almost identical to rejump both in damage and meter gain. |