Line 17: | Line 17: | ||
*'''... 2M > 214S > SD > j.ML > jc.LL2H > j.S > j.236L | *'''... 2M > 214S > SD > j.ML > jc.LL2H > j.S > j.236L | ||
You'll most likely be doing this combo over the above one. | You'll most likely be doing this combo over the above one. | ||
*'''6H > 236S | |||
Basic slide knockdown combo from 6H. | |||
*'''SD > 66j.M > 2L > jc.ML2H > SD > j.ML > jc.LLS > j.236L | *'''SD > 66j.M > 2L > jc.ML2H > SD > j.ML > jc.LLS > j.236L |
Revision as of 01:43, 6 December 2019
Midscreen Combos
Meterless
- ... 2M > 5M > jc.ML2H > SD > j.ML > jc.LLS > j.236L
This is the BnB you want to learn, as j.2H ensures the corner from midscreen.
- ... 2H > SD > j.ML > Ender
Pretty average 2H route.
- ... 2M > 236S > 66214S > SD > j.ML > jc.LL > 236L (without Smash)
HARD link, but high corner carry and damage to make up for it.
- ... 2M > 214S > SD > j.ML > Ender
Only do this if you throw them out of the corner.
- ... 2M > 214S > SD > j.ML > jc.LL2H > j.S > j.236L
You'll most likely be doing this combo over the above one.
- 6H > 236S
Basic slide knockdown combo from 6H.
- SD > 66j.M > 2L > jc.ML2H > SD > j.ML > jc.LLS > j.236L
Superdash rejump, confirmed works from any angle vs. grounded opponent.
Enders
- ... jc.LLL (with Smash)
- ... jc.LL > 236L (without Smash)
- ... jc.LLS > 236L (in corner)
- ... jc.LL2H > j.S > 236L (in corner and no j.2H used before)
Vanish Extentions
- ... Vanish > 2M > 2MM > 2MMM > 2MMMM > 214M/236S
Bog standard slide knockdown combo. 236S switches sides a second time.
- ... Vanish > 2M > 2MM > 5M > jc.ML2H > SD > j.ML > Ender
Damage vanish ender, works after things like Ki Blasts.
- ... Vanish > 2M > 2MM > 2MMM > 2MMMM > 214S > 236H+S > DR
Only works if the 214S chucks them into the corner. Supers after the DR are not advisable as the post-super scaling kills your damage.
Metered
- ... 2M > 5M > jc.M > jc.M > j.236H > j.L(delay)LS > SD > j.ML > jc.LL2H > j.S > j.236L
High damage EX combo that's actually well worth the meter. Bumps up midscreen damage by around 800.
- ... Slide Knockdown > 214S > j.236L+M[9] > [2]X > [2]X > (H+S)
OTG extension into the level 1 that can be turned into a level 2 (that's really the only time you should use this).
Corner Combos
Meterless
- ... 2M > 5M > 236M > 2MM > 5M > j.ML2H > j.S > SD > j.ML > jc.MLS > j.236M
Basic, meterless corner combo. It only gets harder from here.
- ... 2M > 5M > 236M > (5L > 2MM >) 5M > j.LL2H > j.S > airdash > j.LMS > SD > j.MLS > j236M
Harder but more damage. Cut the moves in parenthesis for bad starters.
- 214L/M > 2M > 2MM > 5M > jc.MS > SD > j.M > jc.LM2H > j.S > j.236M
Pretty similar to the first BnB, but a command grab starter instead.
- 214L > 2L > 5LL > sj.MLS > airdash > j.LMS > SD > j.LL2H > j.S > j236M
Harder but more damage, this time from a command grab.
- 6H > 5H > SD > j.ML > jc.LL2H > j.S > j.236M
Basic 6H conversion.
- 6H > 5H > SD > j.ML2H > j.S > airdash > j.LMS > j236M
More damaging, but requires the airdash link.
Metered
- 6H > 236S > vanish > 5LL > delay sj.ML > jc.MLS > SD > j.LH > 2L > 2M > 5SSSSS > 5H > 214M