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| 2K/5K/2P > cS > 5H > 2D > 236S RRC > (66) 214H > 236H > 214H > 236H > 236S || corner || 153 || <span style="color:DarkRed">-50 || all || {{DifficultyMedium}} || | | 2K/5K/2P > cS > 5H > 2D > 236S RRC > (66) 214H > 236H > 214H > 236H > 236S || corner || 153 || <span style="color:DarkRed">-50 || all || {{DifficultyMedium}} || | ||
|- | |- | ||
| 2K/5K/2P > c.S > 5HS > 2D > 236S RRC > w421HS > late IAD j.K > 421HS! > j.HS > j.236K > j.HS > dash 6[HS] > 421S > 6HS/4S/f.S > 421S! > 236HS || mid-screen || 164 | | 2K/5K/2P > c.S > 5HS > 2D > 236S RRC > w421HS > late IAD j.K > 421HS! > j.HS > j.236K > j.HS > dash 6[HS] > 421S > 6HS/4S/f.S > 421S! > 236HS || mid-screen || 164 || <span style="color:DarkRed">-50 || specific || {{DifficultyAdvance}} || | ||
|| <span style="color:DarkRed">-50 || specific || {{DifficultyAdvance}} || | |||
|} | |} |
Revision as of 12:39, 21 September 2019
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List
- All damage values are damage dealt to Sol unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
- Entries listed in DarkKhaki are either optional or situational.
- Damage values listed for combos with optional combo parts assume the highest damage variation unless otherwise stated.
Standard Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
2K/5K/2P > cS > 5H > 2D > 236S | any | 92 | 15 | all | Template:DifficultyVeryEasy | |
2K/5K/2P > cS > 2HS(2) > 236H | any | all crouching | Template:DifficultyVeryEasy | |||
2K/5K/2P > cS > 5H > 2D > 236S > RRC > 421H > late IAD > jK > 421H > jH > j236K > jHS > j.236K > 236H | any | 151 | -40 | all | Template:DifficultyEasy | |
2K/5K/2P > cS > 5H > 2D > 236S > RRC > 421H > late IAD jK > 421HS > j.H > j236K > jHS > dash 6[H] > 236H | any | 158 | -30 | all | Template:DifficultyMedium | |
2K/5K/2P > cS > 5H > 2D > 236S RRC > (66) 214H > 236H > 214H > 236H > 236S | corner | 153 | -50 | all | Template:DifficultyMedium | |
2K/5K/2P > c.S > 5HS > 2D > 236S RRC > w421HS > late IAD j.K > 421HS! > j.HS > j.236K > j.HS > dash 6[HS] > 421S > 6HS/4S/f.S > 421S! > 236HS | mid-screen | 164 | -50 | specific | Template:DifficultyAdvance |
Combo Theory
Grounded
- gatlings > Ice Pillar
- gatlings > 2D > Ice Pillar/Summon/OTG
Air
- j.p> j.k> j.s> jump cancel> j.p> j.k> j.s> j.d
- j.k> j.s> jump cancel> j.k > j.s> j.d
- j.p> j.s> jump cancel> j.p> j.s> j.d
- j.k> j.p> jump cancel> j.k> j.p> j.d
- j.p> j.p> j.k> jump cancel> j.k> j.s> j.d
- j.p> j.k> j.s> jump cancel> j.p> j.k> j.s> j.h
- j.k> j.s> jump cancel> j.k > j.s> j.h
- j.p> j.s> jump cancel> j.p> j.s> j.h
VS Crouching
- 5K/2S/cS > 2H > Fire Pillar
- 5K/2S/cS > 2H > Air Combo
- 5K/2S/cS > 2H > RRC Combo
Anti-Air
- cS > Air Combo
- f.s> air combo/236S
- 2s> air combo
- 6P > 6[H] > Summon/236H
- 6P> 6H > Summon
- 4s> 236S