Template
Combo | Position | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
combo transcript | where | Net Gain | who | Template:DifficultyVeryEasy | |
combo transcript | where | Net Gain | who | Template:DifficultyEasy | |
combo transcript | where | Net Gain | who | Template:DifficultyMedium | |
combo transcript | where | Net Gain | who | Template:DifficultyHard | |
combo transcript | where | Net Gain | who | Template:DifficultyVeryHard |
Combo List
- Entries listed in DarkKhaki are either optional or situational.
Standard Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
2H > IAD > jSH ▷ 1st Rekka > 2nd Rekka > delay > 3rd Rekka > (FRC > 66) > 1st Rekka > 2nd Rekka > Flipkick | XXX | XXX | XXX | XXX | Template:DifficultyEasy | Corner Carry |
5P > 5S > 2S > SJC > jKSH > Keygrab | XXX | XXX | XXX | XXX | Template:DifficultyVeryEasy | Anti-Air |
Throw Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
throw > 5H(2) > Danzai > 66 jSHD > Orbs | midscreen | XXX | XXX | XXX | Template:DifficultyVeryEasy |
Combo Theory
For ground hits, you'll usually string into 2H or Rekkas, then combo into Orb, Butt, or Rekka loops depending on what you want. "What you want" could be damage, knockdown/oki, Moroha gauge refresh, or corner carry. These choices are both affected and determined by distance to corner, available tension, special properties (e.g. if they got launched by the starter being CH), number of hits early in the combo, positioning, Bloodpacks remaining, Moroha gauge remaining, the opponent's guard gauge, and other factors.
The combo route choices are less obvious in +R for A.B.A. now that [strike Keygrab]x2 is gone, but some generalizations are: Low on gauge? Combo into Keygrab, or if possible, Goku Moroha for full gauge refresh and knockdown. Not low on gauge? Combo for damage or corner push. Depending on the combo, you can also end in Keygrab and possibly have time to Bloodpack before they wakeup, but this is riskier now that you have less time to get the Bloodpack out. You’ll recover at about the same time so you won’t be able to pressure, but hey, you refreshed your bar. Then there’s the new “end combo with Bloodpack FRC > Keygrab” thing, a complete transform that restores 120% self-inflicted damage as a pseudo-replacement for double Keygrab. The uses for this are a bit limited and IMO it's overly difficult--for only 25% more meter, you could refresh by going into Goku Moroha with much greater ease and have enough time for a sweeter oki setup (not to mention that simply being in Goku Moroha is a great reward in itself).
Video Examples
- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
• Starter Guide •
HUD •
Controls •
Frame Data & System Data •
FAQ •
Training Mode •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc •