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Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List
For beginner players: Start with the Basic Combos for confirming ground hits into knockdowns so you can summon projectiles and start your gameplan. You can start these from your basic 6P / 2K mixup (note that 6P forces your opponent into crouch on hit). Use the Launch/Juggle Combos for antiairs and when your opponent doesn't respect EXE beast pressure, but don't worry at the start about getting the entire combo. As long as you get a knockdown, you're good, the extra hits are for corner carry and/or meter gain. If you find the midscreen throw combos hard / inconsistent, consider using the otg 236P options.
Combo | Position | Damage | Tension Cost | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
f.S > 3H(2) > 214P | Anywhere | 90 | 0 | All | [1] Very Easy | Slip lvl 3 and below. Max slip level is inhuman. | Link |
f.S > 6K > 6H | Anywhere | 98 | 0 | All | [1] Very Easy | Only works on crouching opponents. | Link |
Gatlings > c.S > 5H > 632146H > 236P (OTG) | Anywhere | 109 | 50 | All | [1] Very Easy | The OTG Phantom Soul requires dashing momentum at midscreen. | Link |
Combo | Position | Damage | Tension Cost | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
AA 2S > 214H > (delay) j.H > j.D > 214P(1) > (dash) c.S > 214H> j.H > j.D > 214H > 214P(1) | Anywhere | 138 | 0 | All | ?? | - | Link |
Exe Beast > c.S > j.K > j.S > j.H > 214P(1) > (dash) c.S > 214H > j.H > j.D > 214H > 214P(1) | Anywhere | 166 | 0 | All | ?? | - | Link |
Combo | Position | Damage | Tension Cost | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
2K/6P > c.S > 5H > 214P > 6K > 214P > 2H > 214P > 2148P | ?? | 174 (KL) | 0 | Light characters | ?? | Badlands loop for lightweight characters. | Link |
2K/6P > c.S > 5H > 214P > f.S > 6K > 214P > 2H > 214P | ?? | 108 | 0 | Medium characters | ?? | Badlands loop for mediumweight characters. | Link |
2K/6P > c.S > 5H > 214P > f.S > 6K > 214P | ?? | 111 (PO) | 0 | Heavy characters | ?? | Badlands loop for heavyweight characters. | Link |
Combo | Position | Damage | Tension Cost | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
6P > c.S > f.S > 6K > 6H (FRC) > f.S > 6K > 214P > 2H > 214H > j.H > j.D > 214P(1) > (236P) | ?? | ?? | 25 | MI, MA, KL, SL, AX | ?? | Last 236P only works if close enough to the opponent. | - |
6P > c.S > f.S > 6K > 6H (FRC) > f.S > 6K > 214P > 2H > 214P > 2148P | ?? | ?? | 25 | BA, BR, CH, ED, IN, JU | ?? | Omit TKBL on everyone by BA and BR. | - |
6P > c.S > f.S > 6K > 6H (FRC) > f.S > 6K > 214P > 2148P | ?? | ?? | 25 | DI, JA | ?? | - | - |
Combo | Position | Damage | Tension Cost | Works on: | Difficulty | Notes | Video |
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2D > 214H > j.H > j.D > 214H > j.D > 214P(1) > (dash) c.S > 214H > j.H > j.D > 214H > 214P(1) > (236P) | ?? | 152 (TE) | 0 | CH, FA, JO, MA, MI, PO, TE | ?? | - | Link |
2D > 214H > 2K (OTG) > 236K | ?? | 49 | 0 | AN, AX, DI, ED, IN, JA, JU, HOS, RO, SL, SO, VE, ZA | ?? | - | Link |
2D > 41236H FRC > c.S > 5H > 214H > delay j.H > j.D > 214H > j.D > 214P | ?? | 175 | 25 | All except AB, BA, DI, ED, KL, KY, VE and RO | ?? | Must be close to opponent (at least close enough to get c.S). 41236H FRC -> c.S has to be done as fast as possible to avoid OTG'ing. | Link |
2D > 41236H FRC > c.S > 2H > 214H > delay j.H > j.D > 214H > j.D > 214P | ?? | 151 (AB) | 25 | AB, BA, DI, ED, KL, KY | ?? | Same as original confirm but with 2H instead of 5H. | Link |
2D > 41236H FRC > 2S > 5H > 214H > delay j.H > j.D > 214H > j.D > 214P | ?? | ?? | 25 | RO | ?? | Same as original confirm but with 2S instead of c.S. | - |
Combo | Position | Damage | Tension Cost | Works on: | Difficulty | Notes | Video |
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Throw > f.S > 6K > 214P > 2H > 214P | Midscreen | 115 | 0 | All except KL, BA, DI, VE, FA, JU | ?? | Standard throw combo. Against light characters you can add a 2148P (TKBL) at the end. | Link |
Throw > f.S > 6K > 214D > possible corner pickup | Midscreen | 110 | 25 | All except VE | ?? | On JU use 5K f.S 6K. For getting a better combo and knockdown on the characters the standard combo doesn't work on. | Link |
Throw > 6K > 214P > 2148P | Midscreen | 103 (KL) | 0 | KL, BA | ?? | Extreme lightweight meterless option. Difficult. | Link |
Throw > f.S > 6K > 214P > 2H > 214H > delay j.H> j.D> 214P(1) > 236P | Midscreen | 121 | 0 | Medium characters | ?? | - | Link |
Throw > 236P (OTG) | Midscreen | 56 | 0 | SO, HO, AN, AX, BR, CH, DI, FA, ED, JA, JO, JU, MA, MI, PO, SL, TE, VE | ?? | Recommended on Venom because none of the above combos work on him. | Link |
Throw > 2366P (OTG) | Midscreen | 56 | 0 | KY, AB, BA, IN, KL, RO, ZA | ?? | 2366 or 66236 (harder) for dashing momentum is necessary for these characters. | Link |
Throw > f.S > 6K > 214P > 2148P | Midscreen | 93 | 0 | RO | ?? | - | Link |
Throw > 5H > 214H > dash j.H> j.D > 214P(1) (sideswitch) > c.S > 214H > 2148P | Corner | 115 | 0 | All | ?? | - | Link |
Throw > 214H > 632146H > c.S > 214H > ... | Corner | 74 | 50 | AB | ?? | Original author labeled the rest of the corner as 'etc'. | Link |
Throw > 214H > 632146H > c.S > 214H > dash j.P j.K j.S 214P(1) or dash j.H j.D > 214P(1) (sideswitch) > c.S > 214H > 214P | Corner | 98 | 50 | AN, CH, ED, IN, JO, SL, SO, TE, ZA | ?? | - | Link |
Throw > 632146H > c.S > 214H > dash j.P > j.K > j.S > 214P(1) (sideswitch) > c.S > 214H > 214P | Corner | 130 | 50 | BA | ?? | - | Link |
Throw > 214H > 632146H > c.S > 214H > dash j.P > j.K > j.D > 214P(1) (sideswitch) > c.S > 214H > 214P | Corner | 106 | 50 | BR | ?? | - | Link |
Throw > 214H > 632146H > c.S > 214H > dash j.H > j.D > 214P(1) (sideswitch) > c.S > 214H > 214P | Corner | ?? | 50 | Di, JA, KL, MI | ?? | For Kliff, delay inital 214H, j.H and last c.S as much as possible. | - |
Throw > 214H > 632146H > c.S > j.K > j.D > 214P(1) > c.S > 214H > dash > j.P > j.K> j.S > 214H > 214P(1) > (c.S > 214H > 214P) | Corner | ?? | 50 | FA | ?? | NOTE | - |
Throw > 214H > 632146H > c.S > 214H > dash j.P > j.P > J.K > j.S > 214H > 214P(1) (sideswitch) > c.S > 214H > 214P | Corner | ?? | 50 | PO, RO | ?? | - | - |
Combo | Position | Damage | Tension Cost | Works on: | Difficulty | Notes | Video |
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5D > j.D > 214P(1) > c.S > 214H > j.H > j.D > 214P(1) > c.S > 214H > j.H > j.D > 214H > 214P(1) | Midscreen | 155 | 0 | All | ?? | If you did 5D close to opponent, use this. | Link |
5D > j.D > 214P(1) > f.S > 6K > 214P > 2H > 214P | ?? | ?? | 0 | All | ?? | Should be used if you hit 5D from further away. | - |
5D > j.D > 214P(1) > 632146H > c.S > 214H > dash j.H > j.D > 214P(1) (sideswitch) > c.S > 214H > 2148P | Corner | ?? | 50 | All | ?? | - | - |
5D > j.D> 214P(1) > 5H > 214H > dash j.H > j.D > 214P(1) > c.S > 214H > 2148P | Corner | ?? | 0 | All | ?? | - | - |
5D > j.D > 214P(1) > 5H > 214H > j.H> j.D > 214H > 214P(1) | Corner | ?? | 0 | All | ?? | Less damage than above, but easier/more stable. | - |
Combo | Position | Damage | Tension Cost | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
2K > c.S > 2S > 2D > 236236H | Anywhere | 117 | 50 | All | ?? | - | Link |
6P > c.S > f.S > 6K > 5H > 236236H | Anywhere | 78 | 50 | All | ?? | - | Link |
Combo | Position | Damage | Tension Cost | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
CH j.D > c.S > j.K > j.S > j.H > 214P(1) > c.S > 214H > j.H > j.D > 214H > 214P(1) | Midscreen | 174 | 0 | All | ?? | - | Link |
CH j.D > land, j.H > j.D > 214P(1) > c.S > 214H > j.H > j.D > 214H > 214P(1) | Midscreen | 181 | 0 | All | ?? | - | Link |
CH j.D > dash 632146H > c.S > j.K > j.S > dj.S > j.H > 214P(1) | Midscreen | 172 | 50 | All | ?? | May be easier or harder depending on how high you hit them. | Link |
CH j.D > 5H > 214D (sideswitch) > 5H > 214P OR j.H > j.D > 214P(1) > 214D (sideswitch) > 5H > 214P | Corner | ?? | - | All | ?? | - | - |
CH 632146H > c.S > j.K > j.S> j.H > 214P(1) > c.S > 214H > j.H > j.D > 214H > 214P(1) | 169 | ?? | 50 | All | ?? | - | Link |
CH 2H > 5D > j.D > 214H > j.D > 214P (opponent flies into 214H) > dash Sj.D > 214P(1) | ?? | 171 | - | All | ?? | - | Link |
Combo Theory
BADLANDS LOOP
If you can't pickup after the first badlands with a button it is because you started the combo too close to them and you juggle them too far away from you. You need to create more space between you and the opponent.
Either start the combo from further away or put delays in your string to create pushback. 5H has an exceptionally big delay window, you can also delay the other buttons. Note that 2S has a little more pushback than cS.
Example: 2K/6P > cS/2S delay > 5H delay > badlands > fS > 6K > badlands.
BADLANDS(1)
Badlands(1) is done by making the 2nd hit of air badlands whiff. It is necessary for combo extensions or to set up your strong okizeme from air combos.
The idea is to be vertically below and spaced horizontally away from them when you use air badlands. However it can be finicky and hurtbox specific depending on character.
- For getting the BL(1) hit generally put a delay in your air string, delay on the net or add more buttons to juggle them higher.
Examples for setting up BL1 after a net:
- net > air backdash badlands // You can either do 44214P or 2144P.
- net > falling badlands
- net > land and rise air button > badlands
- net > land TK badlands
Extra notes:
- Button BL or net BL types of extensions can be really good for air to air conversions.
- Air backdash BL midscreen makes you land a bit later and also spaces you out on the pickup. It is worse if you wanna get corner carry, but it's better for corner enders.
- Net land TKBL can be an option too but it's more spacing specific midscreen.
What to do if you get Badlands(2)?
Testament is a forgiving character, if you mess up BL(1) and get both hits of air badlands you still get rewarded with a knockdown. However it is a worse okizeme situation with that spacing and frame advantage.
Options you could do when that happens:
- Safejump with airdash jH.
- Teleport and do a quick meaty button.
- Summon S beast then go for left/right with teleports.
- Summon S beast then play a little mindgame between immediate release to condition them to block and delay release that gives you more time to approach for better mixup.
- Summon traps, skulls, beasts etc. Give yourself the edge in neutral.
SOME INFO ABOUT NET
You can’t summon a net while the net that hit them is active, or rather it has a small cooldown till you can summon one again after it activated.
- You can work around this by delaying your strings. Example: S beast > 5K net > jH delay jD net > stuff.
There are 2 type of combos you can do once the net hits them:
- Hit them during the net hold, this maintains their vertical positioning, the combo you think will happen is exactly what you'll get.
- Hit them right as the net releases them (this can be tricky if you do it with j.s/j.h/j.d), as a net releases them, it launches them vertically, if you can time combos to hit right as a net releases, you can access new combos.
WHY MY AIR COMBOS DO NO DAMAGE?
Utilizing nets in your combos is great for stabilizing and making them easier, also you can extend with them and build a lot of meter for MOP(Master of Puppets)GuardMidStartup7+4Recovery41Advantage-24.
However net drains a lot of Guard Bar, which mitigates your damage considerably.
If you wanna optimize combos to do as much damage as possible you have to refrain from using many nets. This makes the air combos considerably harder to do and very finicky with character hurtboxes.
50 TENSION FROM A COMBO
Will be character specific to optimize. Will write some theory later, have some examples for now.
You can get more meter even with worse combos if you increase your tension pulse!
Having higher tension pulse increases your metergain. Generally you increase your tension pulse by playing aggressive, but the fastest way to boost is IB(instant block).
Once you max it out you gain 50% more tension from your actions.
5 IBs can grant this bonus if you start with default tension pulse.
Read more about tension pulse on the wiki.
MOP LOOPS
Will write some theory later, use this video to inspire yourself for now.
Combo theory videos by Shamisen
Part 1: Basic theory and damage efficiency for each combo tool
Part 2: Sol, Ky, and Eddie specifics
Part 3: Lightest weight (May, Baiken, Jam, Bridget, Kliff) and Potemkin
Part 4: Lightweights (I-no, Dizzy, Millia, Justice)
Part 5: Heavyweights (A.B.A, HOS, Johnny, Robo-Ky)
Part 6: Middleweights (Axl, Venom, Chipp, Zappa, Faust, Anji, Testament, Slayer)
Part 7: Warrant combos (On every character)
Lecture on increasing your combo damage
How to route into K skull from otg
Video examples
Starter combos from wiki
Throw midscreen combos
BnBs on Baiken