Combo Notation Guide | Character Name Abbreviations | |||||||||
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Template
NOTE: This page is currently under construction! You can find some combos here in the meantime:
http://www.dustloop.com/forums/index.php?/forums/topic/177-ky-kiske-infocombos-thread-accent-core/&do=findComment&comment=24520
http://www.dustloop.com/forums/index.php?/forums/topic/6912-r-ky-combos-and-what-hits-who/
Combo | Position | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
combo transcript | where | Net Gain | who | [1] very easy | |
combo transcript | where | Net Gain | who | [2] easy | |
combo transcript | where | Net Gain | who | [3] medium | |
combo transcript | where | Net Gain | who | [4] tricky | |
combo transcript | where | Net Gain | who | [5] hard | |
combo transcript | where | Net Gain | who | [6] very hard |
Combo List
Taken from the Above Thread: "Just some testing I've done."
- GS = Greed Sever 214k
- SD = Stun Dipper 236k
- 5h>GS is a new combo on standing in +R, usually started with 5k for the low. Almost always has to start with run momentum very close to the opponent.
- 5h,6k loop is on airborne only. Corner only. Tested with Throw FRC Run 5h and GS 5h,6k.
- Throw FRC 6h worked in AC, but is much easier on more of the cast, and 6h loops do much better damage now and less guard bar reduction.
- 2d>Stun Dipper is something I use when possible for greater corner carry distance and other options.
Character | 5k,5h>GS | 5h,6k loop | Throw FRC,6h | 2d>SD | Comment |
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A.B.A. | NO | 1 | NO | NO | |
Anji | YES | 1/2 hard | YES | NO | |
Axl | YES | 1 | YES* | NO | Hard, probably 1F |
Baiken | NO | 1/2 hard | YES | YES* | Max range |
Bridget | NO | 3 | YES | YES* | Max range |
Chipp | NO | 1* | YES | NO | 6k>SD misses |
Dizzy | NO | 1* | YES | NO | Hard; very low |
Eddie | YES | 2 | YES | NO | |
Faust | NO | 1 | YES | NO* | 2d jump j.k works; fun. |
HOS | YES | NO | NO | NO | |
I-No | NO | 1/2 hard | YES | YES* | Max range |
Jam | NO | 2 | YES | NO | |
Johnny | Yes | 1/2 hard | No | NO | |
Justice | YES | 1/2*/3* | NO | NO | Starts high, higher than GS bounce/5h,6k>GS x3 |
Kliff | No | 3 | Yes | Yes* | Max Range |
Ky | NO | 1 | YES* | NO | No wall bounce mid screen |
May | NO | 3 | YES | YES* | Easy |
Millia | NO | NO | YES | YES* | Easy |
Potemkin | YES | 1/2* | NO | NO | Starts high, higher than GS bounce |
Robo Ky | NO | 1 | NO | NO | |
Slayer | YES | 1 | YES* | NO | No wall bounce mid screen |
Sol | YES | NO | YES* | NO | No wall bounce mid screen |
Testament | YES | 2 | YES | NO | |
Venom | YES | 1/2 hard | YES | NO | |
Zappa | NO | 1/2(hard)/3* | YES | NO | 5h,6k>GS x3 |
- Entries listed in DarkKhaki are either optional or situational.
Standard Combos
Combo | Position | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
combo transcript | where | Net Gain | who | [6] very hard |
Throw Combos
Combo | Position | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
combo transcript | where | Net Gain | who | [6] very hard |
Counter-hit Combos
Combo | Position | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
combo transcript | where | Net Gain | who | [6] very hard |
5D Combos
Combo | Position | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
combo transcript | where | Net Gain | who | [6] very hard |
Instant Kill Combos
Combo | Position | Tension Required | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
combo transcript | where | tension required | who | [6] very hard |
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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