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==Combo Theory== | ==Combo Theory== | ||
Some | Some facts: | ||
*Damage scaling reduces the damage done by each hit in the combo. You see this represented by the Guard Bar under each player's health bar. | *Damage scaling reduces the damage done by each hit in the combo. You see this represented by the Guard Bar under each player's health bar. | ||
**Supers scale at a different rate (faster) than other moves. You're better off landing raw supers and converting into combos where possible, or doing a single hit to hit-confirm. | **Supers scale at a different rate (faster) than other moves. You're better off landing raw supers and converting into combos where possible, or doing a single hit to hit-confirm. | ||
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**Attacks with "initial prorates" reduce the damage of a combo when they start the combo. | **Attacks with "initial prorates" reduce the damage of a combo when they start the combo. | ||
**Attacks with "forced prorate" reduce the damage of every subsequent hit, no matter where they are used in the combo. | **Attacks with "forced prorate" reduce the damage of every subsequent hit, no matter where they are used in the combo. | ||
*You build less meter and your opponents get more meter the longer your combo goes on. | *You build less meter per hit and your opponents get more meter per hit the longer your combo goes on. | ||
*Your opponent gets more burst replenished with each hit of your combo. | |||
*Hitstun decays the longer (in actual <b>time</b>, not <i>hits</i>) a combo goes on. | *Hitstun decays the longer (in actual <b>time</b>, not <i>hits</i>) a combo goes on. | ||
*Meter gain gets prorated for a set period of time when you use an RC, FRC, or Force Break, as well as when using a Dead Angle or Faultless Defense. Keep this in mind as you try to build meter with your combos. | *Meter gain gets prorated for a set period of time when you use an RC, FRC, or Force Break, as well as when using a Dead Angle or Faultless Defense. Keep this in mind as you try to build meter with your combos. |
Revision as of 19:32, 19 May 2019
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Midscreen | Corner | Crouching | Counter Hit | Anti-Air | Knockdown | Hover Air Dash (6696) | Instant Air Dash | Tiger Knee [HCL=632147(/8/9)K] | Jump Install | Dash Momentum HCL | Fast Fall VCL | Percentage Values (N%) |
---|---|---|---|---|---|---|---|---|---|---|---|---|
MS | CN | CR | CH | AA | KD | HAD | IAD | TK | JI | DM HCL | FF VCL | Meter Usage |
Combo List
Meterless
Combo Starters (With Proration Values) |
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Best Starters (All Have No Proration): j.S; j.H; 5K; c.S; 2S; 2D; Genkai Fortissimo; Longing Desperation
|
Gatling Combos
- Starter > 2S > 2H/2D > HCL
- [MS, KD, 78dmg (2K and 2H) / 72dmg (2K and 2D) / 120dmg (c.5S and 2H) / 113dmg (c.5S and 2D]
- Starter > 2S > 2H > S STBT > HCL/2D > HCL
- [MS, KD, CR, 96dmg (2K) / 106dmg (2K and 2D) / 146dmg (c.5S) / 159dmg (c.5S and 2D)]
- Starter > 6P > f.S > j.S > dj.H > K Dive
- [MS, KD, 84dmg (2K) / 116dmg (c.5S)]
- Starter > 6P > f.S > j.S > dj.H > S Dive > 5P > sj.P > sj.S > sj.H > K Dive
- [MS, KD, 107dmg (2K), 139dmg (c.5S)]
- Starter > 6P > f.S > DM HCL > 5P > c.S > j.S > dj.H > K Dive
- [MS, KD]
- Starter > 6P > 5H > (A)/(B)...
- (A) IAD j.K > j.S > FF VCL > 2D > HCL
- [MS, KD, no KY/RO/AB, 112dmg (2K) / 159dmg (c.5S)]
- (B) IAD j.K > j.S > FF VCL > c.S > j.S > j.H > P Dive > air dash j.S > j.H > K Dive
- [CN, KD, no KY/RO/AB, 136dmg (2K) / 189dmg (c.5S)]
- Starter > 6P > 5H > j.H > S Dive > c.S > (A)/(B)...
- (A) j.S > j.H > K Dive
- [CN, KD, 131dmg (2K) / 178dmg (c.5S)]
- (B) sj.S > sj.H > P Dive > air dash j.H > P Dive > air dash j.S > j.H > K Dive
- [CN, KD, 152dmg (2K) / 204dmg (c.5S)]
- Starter > 6P > S STBT > 5K > j.S > j.H > S Dive > c.S > j.S > j.H > K Dive
- [CN, KD, 135dmg (2K) / 183dmg (c.5S)]
- 2K > 6P > c.S > j.S > j.H > S Dive > c.S > j.S > j.H > K Dive
- [CN, KD, 131dmg]
- 6P (AA) > c.S > j.S > j.H/dj.H > S Dive > 5P > sj.P > sj.S > sj.H > K Dive
- [MS, KD, 152dmg]
- 6P (AA) > c.S > sj.K > sj.S > VCL > (delay) air dash j.K > j.S > FF VCL > 2S/2D > HCL
- [MS, KD, 156dmg (2D)]
- 6H (AA, CH, 2nd hit only) > dash j.S > dj.S (dj.H) > S Dive > (5P)/c.S > (sj.P)/sj.S > sj.H > K Dive
- [MS, KD, 182dmg (dj.H, 5P and sj.P) / 175dmg (dj.S, 5P and sj.P) / 194dmg (dj.H, c.S) / 187dmg (dj.S, c.S) ]
- j.D > dj.H > S Dive > 5P > sj.P > sj.S > sj.H > K Dive
- [MS, KD, 134dmg]
- j.D > dj.H > (A)/(B)/(C)...
- (A) S Dive > c.S > j.S > j.H > P Dive > air dash j.S > FF VCL > c.S > j.S > j.H > K Dive
- [CN, KD, 187dmg]
- (B) P Dive > air dash j.H > S Dive > c.S > j.S > j.H > K Dive
- [CN, KD, 164dmg]
- (C) P Dive > air dash j.S > FF VCL > c.S > sj.S > sj.H > P Dive > air dash j.S > j.H > K Dive
- [CN, KD, 185dmg]
Stroke The Big Tree Combos
- H STBT > JC P Dive > air dash > j.S > j.H > (A)/(B)...
- (A) K Dive
- [MS, KD, 121dmg]
- (B) c.S > j.S > j.H > P Dive > air dash j.H > P Dive > air dash j.S > j.H > K Dive
- [CN, KD, 191dmg]
- H STBT > JC S Dive > c.S/5K > j.S > j.H > S Dive > c.S > sj.S > sj.H > P Dive > air dash j.H > P Dive > air dash (j.S >) j.H > K Dive
- [CN, KD, 216dmg (c.5S and j.S > j.H at the end)]
- H STBT > JC j.D > dj.H > S Dive > c.S > j.S > j.H > P Dive > air dash j.H > P Dive > air dash j.S > j.H > K Dive
- [CN, KD, 212dmg]
- H STBT > JC j.D > dj.H > P Dive > air dash j.S > FF VCL > c.S > sj.S > sj.H > P Dive > air dash j.H > P Dive > air dash j.S > j.H > K Dive
- [CN, KD, 216dmg]
- H STBT > JC S STBT > (A)/(B)...
- (A) 5K > HCL
- [MS, 117dmg]
- (B) c.S > j.S > j.H > P Dive > air dash j.H > P Dive > air dash j.S > j.H > K Dive
- [CN, KD, 197dmg]
Sultry Performance (Dive) Combos
- S Dive > (5P/2P) 5K > HCL
- [MS, 82dmg (5K only) / 85dmg (5P > 5K) / 84dmg (2P > 5K)]
- S Dive > (5P/2P) 5K/c.S > (A)/(B)...
- (A) j.S > j.H > S Dive > c.S > sj.S > sj.H > P Dive > air dash j.H > P Dive > air dash j.S > j.H > K Dive
- [CN, KD, 166dmg (2P > c.S) / 167dmg (5P > c.S) / 174dmg (5K) / 157dmg (2P > 5K) / 184dmg (c.S) / 158 (5P > 5K)]
- (B) j.S > j.H > P Dive > air dash j.S > FF VCL > c.S > j.S > j.H > K Dive
- [CN, KD, Wide Hitbox Chars Only, 170dmg (c.S)]
- K Dive (CH) > Hover Dash j.S > c.S > j.S > j.H > S Dive > 5P > sj.P > sj.S > sj.H > K Dive
- [MS, KD, 181dmg]
- K Dive (CH) > 5H > j.H > P Dive > air dash j.H > P Dive > air dash j.S > j.H > c.S > j.S > j.H > K Dive
- [CN, KD, 215dmg]
HCL 6FRC6 Combos
Gatling Combos
- Starter > 6P > 5H > TK HCL > 6FRC6 > air dash j.S > FF VCL > dash j.S > dj.S/dj.H > K Dive/S Dive
- [MS, KD, 25%, 184dmg (c.S then j.S > j.H) / 135dmg (2K then j.S > j.H)]
- Starter > 6P > 5H > IAD j.K > j.S > FF VCL > 5K > TK HCL > 6FRC6 > air dash j.s > FF VCL > dash j.S > dj.S/dj.H > K Dive
- [MS, KD, 25%]
- Starter > 6P > 5H > TK HCL > 6FRC6 > (A)/(B)/(C)...
- (A) air dash j.S > FF VCL > 5H > j.H > P Dive > air dash j.H > P Dive > air dash j.S > j.H > K Dive
- [CN, KD, 25%, 219dmg (c.S) / 163dmg (2K)]
- (B) air dash j.H > j.D > delay VCL > (5P/2P) c.S > j.S > j.H > K Dive
- [CN, KD, 25%, 207dmg (c.S as starter then c.S for the last juggle) / 203dmg (c.S then 5P > c.S) / 153dmg (2K then c.S) / 151dmg (2K then 5P > c.S) / ]
- (C) air dash FF VCL > c.S > j.S > j.H > P Dive > air dash j.S > FF VCL > c.S > sj.S > sj.H > P Dive > air dash j.H > P Dive > air dash j.H > K Dive
- [CN, KD, 25%]
- Starter > 6P > S STBT > 5K > TK HCL > 6FRC6 > air dash j.S > FF VCL > 5H > j.H > P Dive > air dash j.H > P Dive > air dash j.S > j.H > K Dive
- [CN, KD, 25%]
- HAD j.S > j.H > 5K > 2S > 2D > JI HCL > 6FRC6 > air dash j.S > j.H > c.S > j.S > j.H > P Dive > air dash j.S > j.H > c.S > VCL
- [MS, CR, KD, 25%]
- (2K) > 2S > (2H/2D) > JI HCL > 6FRC6 > air dash j.S > j.H > 5K > TK HCL > 6FRC6 > air dash j.S > FF VCL > c.S > j.S > j.H > K Dive
- [MS, KD, 50%, Must be standing if (2H/2D) are omitted]
- 6P (AA) > c.S > TK VCL > 6FRC6 > air dash S Dive > 5K > TK HCL > 6FRC6 > air dash j.S > FF VCL > dash j.S > dj.S > dj.H > K Dive
- [MS, KD, 50%]
- 6P (AA) > c.S > j.S > j.H > HCL > 6FRC6 > air dash j.H > S Dive > 5P > sj.P > sj.S > sj.H > K Dive
- [MS, KD, 25%, 179dmg]
- 6H (AA, CH, 2nd Hit Only) > dash j.S > dj.S > dj.H > S Dive > 5K > TK HCL > 6FRC6 > dash j.S > dj.H > K Dive
- [MS, KD, 25%]
Force Break Combos
- j.P (confirm) > FB Dive (All Hits) > FB Cancel > Double air dash j.H > P Dive > K Dive
- [MS, KD, 25%, 130dmg]
- 6P (AA) > c.S > TK FB Dive (All Hits) > FB Cancel > Double air dash j.H > K Dive
- [MS, KD, 25%, 144dmg]
- 6H (AA, CH, 2nd Hit Only) > dash j.S > dj.S > FB Dive (2-3 Hits) > FB Cancel > Double air dash j.H > S Dive > c.S > sj.S > sj.H > P Dive > air dash j.H > K Dive
- [MS, KD, 25%, 206dmg (3 hits FB)]
- Starter > 6P > 5H > TK HCL > 6FRC6 > air dash j.H > FB Dive (3 Hits) > FB Cancel > Double air dash j.H > K Dive
- [MS, KD, 50%, 182dmg]
- j.D > j.S/j.H > FB Dive (2-3 Hits) > FB Cancel > Double air dash j.H > S Dive > 5P > c.S > sj.S > sj.H > K Dive
- [MS, KD, 25%, 167dmg (j.S) / 174dmg (j.H)]
Throw Combos
- Air Throw > (2p/2K) c.S > j.S > j.H > P Dive > air dash j.S > FF VCL > c.S > j.S > j.H > K Dive
- [CN, KD, 136dmg (c.S) / 128dmg (2P > c.S) / 130dmg (2K > c.S)]
- Air Throw > (2p/2K) c.S > j.S > j.H > S Dive > c.S > j.S > j.H > (K Dive)/P Dive > air dash j.H > P Dive > air dash j.S > j.H > K Dive
- [CN, KD, 130dmg (c.S then finish with early K Dive) / 125dmg (2P > c.S then finish with early K Dive) / 127dmg (2K > c.S then finish with early K Dive / 144dmg (full combo with c.S) / 137dmg (full combo with 2P > c.S) / 139dmg (full combo with 2K > c.S)]
- Air Throw > (2S) 5H > j.H > P Dive > air dash j.H > P Dive > air dash j.S > j.H > c.S > j.S > j.H > K Dive
- [CN, KD, 144dmg (5H) / 146dmg (2S > 5H)]
- Air Throw (near corner) > 5H > TK HCL > 6FRC6 > air dash j.H > c.S > j.S > j.H > P Dive > air dash j.H > P Dive > air dash j.S > j.H > K Dive
- [MS->CN, KD, 25%]
- Ground Throw > 6FRC6 > dash j.S > dj.S (dj.H) > S Dive > c.S(5K/5P) > (sj.P) sj.S > sj.H > K Dive
- [MS, KD, 25%, 97dmg (dj.H then 5P > sj.P) / 102dmg (j.H then c.S)]
- Ground Throw > FRC > P Dive > air dash j.S > j.H > j.D > (delay) VCL > c.S > j.S > j.H > K Dive
- [CN, KD, 25%, 113dmg]
Super Combos
- TK Ultimate Fortissimo > j.H > P Dive > air dash j.S > j.H > S Dive > c.S > sj.S > sj.H > P Dive > air dash sj.S > sj.H > P Dive > air dash sj.S > sj.H > K Dive
- [MS, KD, 50%, 280dmg]
- TK Ultimate Fortissimo > st.H > j.H > P Dive > air dash j.H > S Dive > c.S > j.S > j.H > P Dive > air dash j.S > j.H > P Dive > air dash j.S > j.H > K Dive
- [CN, KD, 50%, 295dmg]
- Hover Dash blocked starter > j.D hit > Ultimate Fortissimo > VCL > c.S > j.S > j.H > P Dive > air dash j.H > S Dive > c.S > j.S > j.H > K Dive
- [CN, KD, 50%, 255dmg (j.K used as the blocked starter)]
- Hover Dash blocked starter > j.D hit > Ultimate Fortissimo > VCL > c.S > j.S > j.H > P Dive > air dash j.H > P Dive > air dash j.S > j.H > c.S > VCL
- [CN, KD, 50%, 251dmg (j.K used as the blocked starter)]
- Longing Desperation > HCL
- [MS, KD, 50%, 153dmg]
- Longing Desperation > st.H > j.H > P Dive > air dash j.S > j.H > S Dive > c.S > j.S > j.H > P Dive > air dash j.S > j.H > P Dive > air dash j.S > j.H > K Dive
- [CN, KD, 50%, 266dmg]
Combo Theory
Some facts:
- Damage scaling reduces the damage done by each hit in the combo. You see this represented by the Guard Bar under each player's health bar.
- Supers scale at a different rate (faster) than other moves. You're better off landing raw supers and converting into combos where possible, or doing a single hit to hit-confirm.
- Lower attack level moves typically scale combos harder than higher attack level moves, and they crank the guard bar by fewer points on block.
- Proration is a different system applied on top of regular scaling:
- Attacks with "initial prorates" reduce the damage of a combo when they start the combo.
- Attacks with "forced prorate" reduce the damage of every subsequent hit, no matter where they are used in the combo.
- You build less meter per hit and your opponents get more meter per hit the longer your combo goes on.
- Your opponent gets more burst replenished with each hit of your combo.
- Hitstun decays the longer (in actual time, not hits) a combo goes on.
- Meter gain gets prorated for a set period of time when you use an RC, FRC, or Force Break, as well as when using a Dead Angle or Faultless Defense. Keep this in mind as you try to build meter with your combos.
Video Examples
+R Combo Videos
I-No Combos and Mixups | ||
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Older Game Combo Videos (Because they're still sexy)
GGXXAC - "Phantasm Infinity" pt.6 - Dizzy, Slayer, I-no Combo Video |
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- Anji Mito [★]
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- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
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- Justice [★]
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- Robo-Ky [★]
- Slayer [★]
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- 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 •