(→Corner) |
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==No meter combos== | ==No meter combos== | ||
===Midscreen=== | ===Midscreen=== | ||
*'''(5LL/2LL) > 1M > 5M > jc | *'''(5LL/2LL) > 1M > 5M > jc > j.M (1) > j.L > j.L > j.2H > SD > j.L > j.M (1) > j.L > j.2H > jc > j.L > j.LL > j.LLL | ||
Universal BnB that ends with a sliding knockdown. Can delay the super dash for an easy side switch. | |||
*'''(5LL/2LL) > 1M > 5M > jc | *'''(5LL/2LL) > 1M > 5M > jc > j.M (1) > j.L > j.L > j.2H > SD > j.L > j.M (1) > j.L > j.2H > jc > j.L > j.LL > j.S > j.236M | ||
Another basic | Another basic combo, trades sliding knockdown oki for j.236M safejump. It's better using this near the conrner, as the opponent can backdash out of the safejump from j.236M midscreen. | ||
===Corner=== | ===Corner=== | ||
*'''(5LL/2LL) > 1M > 5M > 5H > 5S > 2S > j.236L > j.L > j.LL (1) > j.2H > jc > j.L > j.LL > j.S > j.236M | *'''(5LL/2LL) > 1M > 5M > 5H > 5S > 2S > j.236L > j.L > j.LL (1) > j.2H > jc > j.L > j.LL > j.S > j.236M | ||
Basic corner combo | Basic corner combo with decent damage. | ||
==Meter combos== | ==Meter combos== |
Revision as of 19:42, 22 February 2019
Combo Notation Guide | |||||||||
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Combo List
No meter combos
Midscreen
- (5LL/2LL) > 1M > 5M > jc > j.M (1) > j.L > j.L > j.2H > SD > j.L > j.M (1) > j.L > j.2H > jc > j.L > j.LL > j.LLL
Universal BnB that ends with a sliding knockdown. Can delay the super dash for an easy side switch.
- (5LL/2LL) > 1M > 5M > jc > j.M (1) > j.L > j.L > j.2H > SD > j.L > j.M (1) > j.L > j.2H > jc > j.L > j.LL > j.S > j.236M
Another basic combo, trades sliding knockdown oki for j.236M safejump. It's better using this near the conrner, as the opponent can backdash out of the safejump from j.236M midscreen.
Corner
- (5LL/2LL) > 1M > 5M > 5H > 5S > 2S > j.236L > j.L > j.LL (1) > j.2H > jc > j.L > j.LL > j.S > j.236M
Basic corner combo with decent damage.
Meter combos
Midscreen
- 3M > 2M > 1M > 214H > 2M > 5M > jc > j.L > j.M (1) > j.L > j.2H > jc > j.L > j.LL > j.S > j.236M
Pickup off of far stomps. DO NOT USE VANISH, you'll get way worse damage for your meter. In this case, you might as well do j.S > j.236M for more damage as you don't get a sliding knockdown anyway
- 236S/j.236S > vanish > 665L (whiff) > 5LL > 5LLL > SD > j.L > j.M (1) > j.L > j.2H > jc > j.L > j.LL > j.S > j.236M
Pickup off of a beam. To go into air lvl 1, don't do j236L and cancel the jS into j236L+M. To go into air lvl 3, do j2H instead of jS and cancel j2H into j214L+M.
Corner
- (5LL/2LL) > 1M > 5M > jc > j.L > j.M (1) > j.L > j.2H > SD > j.L > j.M (1) > j.L > j.2H > jc > j.L > j.LL > j.S > j.236S > j.236L+M/j.214L+M
Corner combo that squeezes a bit more damage out. Only use this if you have the meter for a super, otherwise you lose your slide knockdown for nothing.
Assist Specific
Midscreen
Corner
- 1M > 5M > 5H > 5S > 2S > j.236L > j.L > j.M (1) > j.L > j.2H > jc > j.L > j.LL > j.LLL > Beam Assist > 5M > 5H > 5S > 2S > 236L j.L > j.M (1) > j.L > j.2H > jc > j.L > j.LL > j.LLL > Uppercut Assist > j.236S/Dragon Rush > j.236L+M/j.214L+M
Combo Theory
Video Examples