Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List
- Colors represents LMH variants for X.
- (X) indicates that this move is optional.
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
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c.XXX > 214L/H | Anywhere | 2450 | 35% | Everyone | [1] Very Easy | Good for creating space between you and the opponent. When using it midscreen, the opponent will land near the corner. 214M won't connect! Other Values: 214L: 1640 - 20%, 1940 - 23%, 2240 - 25% 214H: 1850 - 30%, 2150 - 33% |
c.XXX > 236H > 4H | Anywhere | 2000 | 35% | Everyone | [1] Very Easy | The core way to set up your oki game. After reeling your opponent in. Use 22H after to setup your high low mix. This combo can also be started by using a counter hit fM/2M/fH instead of the close autocombo! |
c.XXX > 236H > 4H > 5LL > 214H | Anywhere | 2550 | 35% | Everyone | [2] Easy | Should you choose to go for damage instead of oki, this lets you modify the standard oki route to maximize damage as possible. This also has the benefit of sending your opponent very far away, giving you time to run up slightly and use 22L or 22M to setup geegee for screen control. I recommend doing this variant when you are not confident in your ability to play around reversals (such as charlotta dp or seox parry) |
c.XXX > 623L/H | Anywhere | 2485 | 30% | Everyone | [1] Very Easy | Using 623M will space the oppenent perfectly for 22M. Other Values: 623M: 1850 - 21%, 2150 - 23%, 2450 - 26% 623H: 1885 - 25%, 2185 - 27% |
c.XXX > 214H , 2H > 623M | Corner | 3100 | 41% | Everyone | [2] Easy | Mixing up 2L > c.LLL also works, but will lead to lower damage. |
c.XXX > 214H > delay 2U > 22L (setup) | Corner | 2270 | 34% | Everyone | [2] Easy | Same as the above combo, but trading damage for a Geegee setup. |
22[M] > Forward Throw > 236M~4M , c.HXX > 623L/H | Midscreen | 4170 | 51% | Everyone | [2] Easy | You need the right spacing for 22M to connect with the throw. If the oppenent is too close using 22L also works, but will give the opponent more time to react. |
22[H] > Forward Throw > 236M~4M , f.H > 214H , f.H > 623L/H | Corner | 5201 | 60% | Everyone | [3] Medium | |
c.XXX > 236236H , 22H , f.H > 236M~4M , c.HX > 623X | Corner | 3890 | 5% | Everyone | [3] Medium | |
214214H , f.M > 2M > f.H > 236H~{X}or{4X} | Midscreen | 2970 | -100% | Everyone | [2] Easy | |
214214H , j.L > j.4U > j.H (whiff), c.M > 2M > cl.H > f.L > f.H > 2U | Corner | 3885 | Everyone | [3] Medium | ||
214214H , 2L > 2U > 214H, f.M > f.H > 2H > 623M | Corner | 3885 | Everyone | [3] Medium | ||
c.XXX > 214H , 2U > 236236U | Corner | 5235 | -100% | Everyone | [2] Easy |
Combo Theory
Ferry's combo routing is centered around choosing between Okizeme and damage. I recommend nearly standard midscreen combo be routed into 236H > 4H. From there you can choose to use 5LL 214H for damage and screen space or 22H for oki.
In the corner, you can get the best of both worlds by comboing your starter into 214H and then fH 236H~H 22L.
If you are missing your 214 cooldown, you can use 623M instead. While 623H does give a hard knockdown, it's not worth spending the cooldown over 623M.
Anti air combos tend to be very situational, but generally involve comboing into one of the 236 variants, or 2U depending on what starter and the spacing of the starter.
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