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==Combo Theory== | ==Combo Theory== | ||
* Ending a combo with {{clr|3|214M}} (or {{clr|4|214H}}) gives you a large amount of time to act before your opponent gets up, letting you easily get your {{clr|2|5U}} off, or run up to pressure them. | * Ending a combo with {{clr|3|214M}} (or {{clr|4|214H}}) gives you a large amount of time to act before your opponent gets up, letting you easily get your {{clr|2|5U}} off, or run up to pressure them. | ||
* Ending a combo with {{clr|1|[4]6L}} Gives you less frame advantage, but leaves you closer to the opponent making it easier to maintain momentum. | * Ending a combo with {{clr|1|[4]6L}} Gives you less frame advantage, but leaves you closer to the opponent making it easier to maintain momentum. | ||
* Ending a combo with {{clr|4|2{{clr|4|2H}}}}~{{clr|4|H}} provides a hard knockdown and sets up a safejump by immediately doing {{clr|1|2L}}(whiff) jump forward. | * Ending a combo with {{clr|4|2{{clr|4|2H}}}}~{{clr|4|H}} provides a hard knockdown and sets up a safejump by immediately doing {{clr|1|2L}}(whiff) jump forward. | ||
* Ending a combo with airhit {{clr|1|f.L}} allows you to get a meaty with {{clr|3|[4]6M}} that is plus. You can also cancel into {{clr|4|236236H}} but it will not get the cinematic damage. | |||
* {{clr| | * {{clr|3|c.M}} {{clr|3|c.M}} is technically a 1 frame link on crouching opponents. It is difficult, but possible. | ||
* {{clr|3|c.M}} | |||
* Any {{clr|1|f.L}} or {{clr|3|f.M}} will combo into {{clr|4|2{{clr|4|2H}}}}~{{clr|4|H}}, allowing you to get a knockdown off of far pokes. It will also work off of {{clr|4|f.H}}, but not at all ranges. | * Any {{clr|1|f.L}} or {{clr|3|f.M}} will combo into {{clr|4|2{{clr|4|2H}}}}~{{clr|4|H}}, allowing you to get a knockdown off of far pokes. It will also work off of {{clr|4|f.H}}, but not at all ranges. | ||
* {{clr|1|2L}} links into {{clr|1|c.L}}, allowing you to go into | * {{clr|1|2L}} links into {{clr|1|c.L}}, allowing you to go into {{clr|1|c.L}}XX and follow those respective combo routes. | ||
==Video Examples== | ==Video Examples== |
Revision as of 04:13, 13 August 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
Combo Notation Guide | Character Name Abbreviations | |||||||||
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The contents of this page may or may not be accurate.
Please understand while we verify them.
Combo List
Combo | Position | Damage | SBA Gain | Works on: | Difficulty | Notes |
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c.XXX > 214M | All | 1960, 2360, 3060 | 20%, 22%, 23% | All | Very Easy | Values are for c.LXX, c.MXX, c.HXX. |
c.XXX > [4]6L | All | 1960, 2360, 3060 | 17%, 20%, 21% | All | Very Easy | Values are for c.LXX, c.MXX, c.HXX. |
c.XXX > 22H(1)~H | All | 2670, 3070, 3770 | 20%, 22%, 23% | All | Very Easy | Values are for c.LXX, c.MXX, c.HXX. One March stomp must connect before canceling into the H followup. |
c.M, c.LXX 22H(1)~H | All | 3100 | 23% | All | Easy | One March stomp must connect before canceling into the H followup. |
c.M, c.MXX > 22H(1)~H | All, Crouching | 3500 | 26% | All | Medium | Basic Crouching Confirm |
c.XXX > 214H, 2H > 22H~H, c.MXX > [4]6L | Corner | 4244, 4628, 5328 | 44%, 46%, 47% | All | Hard | Values are for c.LXX, c.MXX, c.HXX |
22X~[H], c.H > 214H, 2H > 22H~H, c.MXX > [4]6L | Corner | 6024 | 46% | All | Very Hard | This is off of a guard Break from 22X~[H]. If you want to end with a super, do c.M straight into super, do not do the autocombo. Requires a slight delay on the stance H in order to get slightly closer. |
c.MXX > 214H, 2H > 22H~H, c.MXX > [4]6L | Corner | 4637 | 46% | All | Hard | If you want to end with a super, do c.M straight into super, do not do the autocombo. Requires a slight delay on the stance H in order to get slightly closer. |
2H > 22L~L | Anti-air | 2600 | 14% | All | Very Easy | Safer option that leads to worse oki, but will work on most anti-air heights. |
2H > [4]6M | Anti-air | 2900 | 14% | All | Medium | On regular hit, only works if the opponent is low enough. On counter hit, [4]6M can be held to delay it to adjust for higher opponents. |
2H CH > 22L~66~H, 2U > 22H(1)~H, f.L | Midscreen Counter Hit Anti-air | 5642 | 30% | All | Very Hard | This combo is very determined by the height the initial 22L~66~H to allow for the 2U link. After the f.L you can go into SBA or cancel an M Tackle for a meaty. |
2H CH > 22L~66~H, c.M > 214H, 2H > 22H~H, 2M | Corner Counter Hit Anti-air | 6381 | 40% | All | Very Hard | You have to March for about a full step forward, but some distance can be made up by taking slight walks forward before the c.M and the 2H, based on the height and distance required. |
Combo Theory
- Ending a combo with 214M (or 214H) gives you a large amount of time to act before your opponent gets up, letting you easily get your 5U off, or run up to pressure them.
- Ending a combo with [4]6L Gives you less frame advantage, but leaves you closer to the opponent making it easier to maintain momentum.
- Ending a combo with 22H~H provides a hard knockdown and sets up a safejump by immediately doing 2L(whiff) jump forward.
- Ending a combo with airhit f.L allows you to get a meaty with [4]6M that is plus. You can also cancel into 236236H but it will not get the cinematic damage.
- c.M c.M is technically a 1 frame link on crouching opponents. It is difficult, but possible.
- Any f.L or f.M will combo into 22H~H, allowing you to get a knockdown off of far pokes. It will also work off of f.H, but not at all ranges.
- 2L links into c.L, allowing you to go into c.LXX and follow those respective combo routes.
Video Examples
Template
Combo | Position | Damage | SBA Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
combo transcript | where | Damage | Net Gain | who | Very Easy | |
combo transcript | where | Damage | Net Gain | who | Easy | |
combo transcript | where | Damage | Net Gain | who | Medium | |
combo transcript | where | Damage | Net Gain | who | Hard | |
combo transcript | where | Damage | Net Gain | who | Very Hard |
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