Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List
Note: This page is currently under construction!
Essentials:
- Reminder: [x] means full charge, {x} means partial charge.
- Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
- Entries listed in yellow are optional or situational.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
(5P/2P/2K) > c.S > 2D > Taunt | any | 73 | ?? | all | Template:DifficultyVeryEasy | Simple midscreen combo that sets up Taunt oki | |
(5P/2P/2K) > c.S > 5H/2H > 214S ▷ (dash 2S 236S) | any | 158 | ?? | all | Template:DifficultyEasy | Universal corner carry combo. Worse oki than above combo | |
(5P/2P/2K) > c.S > (5H/2H) > 214S ▷ dash 2S > 236S FRC > (dash whiff 214K) > dash 5K > c.S > Taunt | midscreen - corner | 168 | ??-25 | all | Template:DifficultyEasy | Corner carry with meter for Taunt oki. Use 214K when far enough that it will whiff and give Kliff time to link 5K | |
f.S > 2H > (2D) | any | 75 | ?? | all | Template:DifficultyVeryEasy | Combo damage from max range f.S poke. Confirm that you're close enough for KD if you go for 2D | |
(f.S) > 2H 236236h | any | 151 | ??-50 | all | Template:DifficultyVeryEasy | Super confirm from (f.S) 2H at max range. Pushes them back to the wall | |
(IAD j.k > j.s) > j.h (launch) ▷ dash j.k > j.s > dj.h > j.41236s - ender | any | ~180 | ?? | all | Template:DifficultyEasy | common followup to an IAD mixup or random launched j.H | link |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
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(c.S/f.S) > 5H > 214S , 2S > 236S | anywhere | 169 | ?? | all | Template:DifficultyVeryEasy | Easy-peasy corner combo for decent damage | |
j.D ▷ dash j.K > j.S > dj.H > j.41236S ▷ (dash) 2S 236S | near corner | 187 | ?? | all | Template:DifficultyEasy | meterless, moderate damage punish and j.D followup. Good to note if you score a hit | |
6H > 214S, dash 2S > 236S | anywhere | 175 | ?? | all | Template:DifficultyVeryEasy | good meterless followup if you manage to hit with a raw 6H, or can't score anything better post-dizzy | |
j.41236S ▷ 2S > 236S FRC > IAD j.H ▷ dash j.K > j.S > dj.H > j.41236S > Ender | near corner | 215 | -25 | all | Template:DifficultyEasy | Good damage combo out of a quick overhead for only 25% meter. Opting to end with the j.41236S gives you a safejump setup | |
j.41236S ▷ 2S > 236S FRC > IAD ▷ dash 5K > 6{P} > 236S FRC > 6[H] > 214K ▷ Ender (usually 2S 236S) | near corner | ~270 | -50 | FA, ED, JA, VE, TE, KL, JU | Template:DifficultyMedium | Good damage combo out of a quick overhead for only 25% meter. Opting to end with the j.41236S gives you a safejump setup |
Enders
Multiple ways to end combos marked "enders" (usually with a pickup of OTG 2S) . These vary in utility, to damage, corner carry, oki, etc.
- From Post 214s/j.41236s/236236h corner knockdowns:
Combo + Setup | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
2S > 236S, dash 236p (meaty) | any | base | ?? | All | Very Easy | The most basic oki setup. Meaty 236P has an absurd number of active frames and they're all plus | |
2S > 236S FRC > dash 5K > slight delay c.S > Taunt (meaty) | any | base | ?? | All | Very Easy | Strong projectile oki setup. The kana/letters from the taunt will bounce in succession and cause staggered blockstun if you space it far enough. Lets you set up a fuzzy or some other kind of mixup. Make sure to cancel the Taunt into FD or another move to cut its recovery short | |
2S > 236S, dash jump forward, falling j.H taunt (meaty) | any | base | ?? | All | Very Easy | Jumping oki setup. Note that without an FRC, you cannot score a safejump. May not be respected if the opponent has a reversal. | |
2S > 236S FRC, > (j.41236S) dash jump forward, falling j.S/H taunt (meaty) |
any | base | ?? | All | Very Easy Medium |
Safejump setup. Very useful for baiting a reversal or setting up a fuzzy | |
2S > 236S FRC > IAD j.D ▷ c.S > Taunt (meaty) | any | base | -25 | All | Very Easy | One of the most damaging meaty Taunt oki setups. | |
2S > 236S > 2S > 236236H (max damage) | any | base | -50 | All | Easy | Scores high damage due to Reflex Roar's high base value. Doesn't score as much time for oki, but still can based on height due to wallstick | |
2S > 236236H > 2S > 236S (max damage) | any | base | -50 | All | Easy | Similar to above. Means of converting off of Super. | |
2S > (236S FRC > 2{H} ) x N | any | base | -25 x N | All | Easy | 2{H} Loop. Adds a good amount of damage and is pretty burst safe if spaced properly. | |
dash jump falling deep j.s (meaty, sets up fuzzy) | any | base | -25 x N | All | Easy | 2{H} Loop. Adds a good amount of damage and is pretty burst safe if spaced properly. |
Full Charge 6H
Kliff's fully charged 6H does an obscene 200 damage. It's very possible to combo into this in the corner, but doing so requires some awareness and generally tight timing. Some examples are provided below, before the corner punish combos:
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
IAD j.K > j.S > j.H (launch) ▷ dash 5K 6{P} > 236S FRC > 6[H] > Ender | ~60% of the way to the corner. | ~270 | -25 | Most non lightweights, TBD | Hard | High damage midscreen conversion | link |
IAD j.K > j.S > j.H (launch) ▷ IAD j.K > j.S > j.H ▷ dash 5K 6{P} > 236S FRC > 6[H] > Ender | At least halfway to the corner | ~270 | -25 | Most non lightweights, TBD | Hard | Simliar damage to above, but works from farther away from the corner | link |
IAD j.K > j.S > j.H (no launch) ▷ 5K > 8j.S > j.H > j.236D, airdash > falling j.H > dash 5K > 6{P} 236S FRC > 6[H] > Ender | midscreen | ~270 | -50 | Most non lightweights, TBD | Hard | High damage midscreen conversion | link |
j.41236S ▷ dash 2S > (5H) > 236P FRC > dash 6{P} > 236S FRC > 6[H] > Ender | near corner | ~265 | -50 | All (RK, AB, PO require 5H after the 2S) | Hard | High damage tk. Plummet conversion. | |
j.D ▷ (dash c.S), delay 2S (5H) > 236P FRC > dash 6{P} > 236S FRC > 6[H] > Ender | near corner | ~275 | -50 | All (RK, AB, PO require 5H after the 2S) | Hard | Similar to above, high damage conversion off of corner j.D |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
6P/6{P} > 236S, dash 5K > c.S > delay 2S > 236S (> tk.214S) | Corner | 183(202) | ?? | All except PO, RO, AB | Medium | High damage meterless corner combo with a good amount of time for oki. The tk.214S is useful, but not necessary. | |
6{P} > 236S, dash 5K > 6{P} > 236S FRC > 6[H], 214K ▷ ender (usually 2S 236S). | Corner | ~350 | ?? | FA, ED, JA, VE, TE, KL, JU | Medium | Easier high damage, character specific, corner punish combo | |
(j.D) > 5K > 6{P} > 236S FRC > [6H], 214k ▷ Ender | corner | ~340 | ?? | FA, ED, JA, VE, KL, JU | Medium | Easier variation of above | |
6{P} > 236S, dash 5K > 6{P} > 236S FRC > 6[H] > 214k ▷ Ender | corner | ~300 | -25 | all | Very Hard | Varies in difficulty based on weight class. Lightweights are the easiest on. Midweights are very difficult, and the 236S must be FRC'd on the first frame and immediately buffered into 6[H] | |
> dash j.K j.S (dj.S j.H / dj.H) j.41236S - Ender. | near corner | ~260 | -25 | all | Medium | Only works if the opponent doesn't shake out of 6{H} stagger fast enough, but the FRC will at least keep you safe otherwise | |
6{P} > 236S FRC > 6[H] > (delay) 236S FRC > (dash) 6[H] > (delay) 214K ▷ Ender | Corner | ~430 | -50 | all except PO, AN, SL, TE, RO) | Very Hard/ Hard |
Hail Mary ToD combo from an FB Chop setup. The first 6[H] has a two frame window between it and the FRC. The second 236S must be delayed against SO, MA, CH, FA, JA, SL, AB, OR, KL, JU & TBD. The 214K must be delayed against MA, TBD |
link 5K Ver |
6{P} > 236S FRC > 6[H] > (delay) 214K ▷ Ender | corner | ~400 | -25 | MI, BA, IN | Hard | These three are too light for another 236S out of 6[H]. Delay the 214K as long as possible, otherwise they'll be able to tech out |
Old Forum Combo Transcriptions
Combos
- 2K c.S 2D taunt - <corner> 2K c.S 214S dash 2S 236S FRC dash 5K c.S taunt - <corner> Throw/Airthrow (dash) 2s 236s FRC dash 214p~d (will dizzy most of the cast) - <corner> Throw/Airthrow 2S 236S FRC IAD j.H |> dash j.K j.S (j.S) dj.H j.41236s - ender - 5d j.S j.H Homing jump (delay) j.S j.H j.41236s - ender - (dash forward, blocked deep j.S) dj.K j.S j.H |> dash j.K j.S dj.H j.41236s - ender (combo from fuzzy guard) - j.|> j.S j.H j.236D |> (dash) 5P/5K c.S taunt - 2D 236P FRC IAD j.S j.H j.S j.236D j.41236S - (f.S) 2H 236236H
Post-Dizzy combos
- <Corner> {6H} 236S FRC IAD j.H |> dash j.K j.S (dj.S j.H / dj.H) j.41236S - ender. ~260 damage - <Corner> [6P] 236S dash 5K {6P} 236S FRC [6H] 214k - ender (usually 2S 236S). ~300 damage (Works on Faust, Eddie, Jam, Venom, Kliff, Justice) - <Corner> 5K {6P} 236S FRC [6H] > (Works on Anji, Testament, Slayer, Order Sol, TBD) -214K |> 2S 236S/ender ~280 damage. -(delay) 236S FRC [6H] 214K |> 2S 236S/ender. ~380 damage (Delay necessary against Testament, Slayer, Order Sol, TBD) - <Corner> [6P] 236S FRC [6H] (delay) 236S FRC (dash) [6H] ~400 damage. (Works against everybody except Pot, Anji, Slayer, Testament, Robo) (The second 236S must be delayed against Sol, May, Chipp, Faust, Jam, Slayer, ABA, Order Sol, Kliff, Justice, TBD) (214K must be delayed against May, TBD) - <Corner> [6P] 236S FRC [6H] (delay) 214K FRC |> 2S 236S/ender ~400 damage (variation on Millia, Baiken, Ino) - {6H} 214S 2S 236S
Mid-screen:
Normal Starters
- 2p 2k c.s 2d taunt - 2k c.s 2d 236p FRC IAD j.s j.h j.214s? - f.s 2h - 2h 236236h - 2h 2d - 2h CH 236p - IAD j.k j.s j.h dash j.k j.s dj.h j.41236s - ender (also works when doing airdash mixup - j.s j.h starter) - j.h (launch, far) j.s j.h j.214s? - j.h (launch, far) j.s j.h j.236d x N - 5h CH (air hit) 2s 236s/5h - (...) 236236h 214k (whiff)
Throw Starters
- Throw dash 2s 5h (sets up mixup) - Throw dash 2s 5h 623h (max damage, meterless) - Throw dash 2s 5h 236236h (max damage, 50%) - Throw dash 2s 236s (fullscreen blowback, not recommended against characters that you lose to in neutral) - Throw dash 2s 236s 6frc6 214k dash 5k sj.h j.41236s (usually corner carries, character specific) http://www.youtube.com/watch?v=z19HSa1tnZ8&t=16m13s
Special Starters
- 236p CH 2d
Force Break Starters
- j.236d 2s 5h - j.236d 2s 236s
Overdrive Starters
-236236h frc 214k whiff - ender -632146h 2s xN (Potemkin, Roboky)
Near-Corner:
Corner carry stuff
- (...) 236236h FRC 214k - (...) 236236h FRC 214k (whiff) - ender - (...) 2s 236s FRC 214k - (...) 2s 236s FRC 214k (whiff) - ender
Corner:
Normal Starters
- 2k c.s 2d taunt - 2k c.s 214s - ender - (...) 236236h - ender
Throw Starters
- Throw - ender - Throw 2s 236s FRC IAD j.h land dash j.k j.s dj.h j.41236s - ender - Throw 2s 236s FRC dash 214p~d
Special Starters
- 214s/j.214s 2s 236s FRC IAD j.h land dash j.k j.s dj.h j.41236s - ender (character specific, works on Sol, more tbd) - 214s/j.214s - ender - 236s FRC IAD j.h land dash j.k j.s dj.h j.41236s - ender - 236s 236236h?
Force Break Starters
-
Overdrive Starters
- 236236h - ender
Combo Theory
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
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