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==Combo List== | ==Combo List== | ||
'''Meterless BNBs''' | '''Meterless BNBs''' | ||
{| class="wikitable sortable" | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | ||
|- | |- | ||
! Combo !! Position !! Damage !! Tension gain !! Works on !! Difficulty !! Notes | ! Combo !! Position !! Damage !! Tension gain !! Works on !! Difficulty !! Notes | ||
|- | |- | ||
| 5K or 2K | | 5K or 2K xx Mappa || [1] Midscreen || --- || --- || All || [1] Very Easy || P Mappa ender lets you play footsies with disjointed normals, and K Mappa leaves you close, but at a frame disadvantage. | ||
|- | |- | ||
| 2K | | 2K, c.S > f.S, 2K > 2D || [1] Midscreen || --- || --- || All || [2] Easy || Only works up-close. | ||
|- | |- | ||
| c.S f.S > | | c.S > f.S, 2K > 2D || [1] Midscreen || --- || --- || All || [2] Easy || Knockdown confirm that leads to oki. | ||
|- | |- | ||
| c.S f.S | | c.S > f.S, 5K xx Mappa || [1] Midscreen || --- || --- || All || [2] Easy || When your opponent is too far away for a 2D knockdown. | ||
|- | |- | ||
| c.S f.S | | c.S > f.S, c.S > f.S > 2K > 2D || [1] Midscreen || --- || --- || All || [2] Easy || Crouching only for most characters. | ||
|- | |- | ||
| c.S f.S > j. | | c.S > f.S JC j.S > j.H > j.D > j.2K, j.K > DJC j.S > j.H > j.D || [1] Midscreen || --- || --- || All || [3] Medium || Air hit-confirm. | ||
|- | |- | ||
| | | 5Px2 or 2S JC j.P > j.K DJC j.S > j.H > j.D > j.2K, j.D || [1] Midscreen || --- || --- || All || [2] Easy || Anti air combo that works most of the time. | ||
|- | |- | ||
| It's | | It's Late, c.S > f.S, 2K > 2D || [1] Midscreen || --- || --- || Crouching || [3] Medium || It's Late, c.S is a crouch only link, will not work meaty. | ||
|- | |- | ||
| It's | | It's Late, 2K > 2D || [1] Midscreen || --- || --- || All || [3] Medium || It's Late, 2K only works if you time It's Late meaty | ||
|- | |- | ||
| 6K | | 6K, c.S > f.S, 2K > 2D || [1] Midscreen || --- || --- || Crouching || [3] Medium || 6K, c.S is a crouch and CH only link. | ||
|- | |- | ||
| 6P | | 6P xx K Mappa || [1] Midscreen || --- || --- || All || [1] Very easy || Won't work point blank. Doesn't give you a knockdown, but lets you go for an air throw reset or RRC combo. | ||
|- | |- | ||
| 6P | | 6P, c.S > f.S JC j.S > j.H > j.D > j.2K, j.K > DJC j.S > j.H > j.D || [3] Corner || --- || --- || All || --- || You might need to delay some of the air hits to get the proper height. | ||
|- | |- | ||
| 6H | | 6H xx Pile || [1] Midscreen || --- || --- || All || [2] Easy || Works close and on CH. Will also work on air hit. | ||
|- | |- | ||
| f.S > j. | | f.S JC j.P > j.K DJC j.S > j.H > j.D > j.2K, j.D || [1] Midscreen || --- || --- || All || [2] Easy || Air hit f.S, universal go-to combo after blocking a burst. | ||
|- | |- | ||
|} | |} | ||
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'''Counter-hit BNBs''' | '''Counter-hit BNBs''' | ||
{| class="wikitable sortable" | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | ||
|- | |- | ||
! Combo !! Position !! Damage !! Tension gain !! Works on !! Difficulty !! Notes | ! Combo !! Position !! Damage !! Tension gain !! Works on !! Difficulty !! Notes | ||
|- | |- | ||
| CH 2K or 5K | | CH 2K or 5K, 5K xx Mappa || [1] Midscreen || --- || --- || All || [2] Easy || Hit confirm into Mappa. 5K and 2K go into each other on CH. | ||
|- | |- | ||
| CH 2D > | | CH 2D, c.S > f.S f.S JC j.P > j.K DJC j.S > j.H > j.D > j.2K, j.D || [1] Midscreen || --- || --- || All || [2] Easy || 2D has to be spaced to hit during later active frames. | ||
|- | |- | ||
| CH Mappa | | CH Mappa, 5K xx Mappa || [1] Midscreen || --- || --- || All || [2] Easy || | ||
|- | |- | ||
| CH Mappa > | | CH Mappa, 2K > 2D || [1] Midscreen || --- || --- || All || --- || Knockdown route, has to be close | ||
|- | |- | ||
| CH 2S | | CH 2S IAD j.H ▷ c.S JC j.P > j.K DJC j.S > j.H > j.D > j.2K, j.D || [1] Midscreen || --- || --- || All || --- || Damaging anti air combo from 2S. | ||
|- | |- | ||
| CH 2S | | CH 2S xx K Pile, K Pile, 5H > 2H, c.S JC j.S > j.H > j.D || [2] Near corner || --- || --- || All || --- || Damaging anti air combo from 2S. | ||
|- | |- | ||
| CH P | | CH P Pile, 6H xx P Pile || [1] Midscreen || --- || --- || All || --- || | ||
|- | |- | ||
| CH P | | CH P Pile, 5H JC j.P > j.K DJC j.S > j.H > j.D > j.2K, j.D || [3] Corner || --- || --- || All || --- || | ||
|- | |- | ||
| CH 6P | | CH 6P XX K CWH, 6H xx P Pile || [1] Midscreen || --- || --- || All || --- || | ||
|- | |- | ||
| CH 6P > | | CH 6P, 5H JC j.P > j.K DJC j.S > j.H > j.D > j.2K, j.D || [3] Corner || --- || --- || All || --- || | ||
|- | |- | ||
| CH K | | CH K Pile, long forward dash, K Pile, 5H > 2H, c.S JC j.S > j.H > j.D || [2] Near corner or [3] Corner || --- || --- || All || [3] Medium || Works from around round start. Stuns most characters when spending 50% on next mixup. | ||
|- | |- | ||
| CH It's | | CH It's Late, K Pile, K Pile, 5H > 2H, c.S JC j.S > j.H > j.D || [2] Near corner or [3] Corner || --- || --- || All || [3] Medium || CH confirm. Stuns most characters when spending 50% on next mixup. | ||
|- | |- | ||
|} | |} | ||
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'''50% Tension BNBs''' | '''50% Tension BNBs''' | ||
{| class="wikitable sortable" | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | ||
|- | |- | ||
! Combo !! Position !! Damage !! Tension gain !! Works on !! Difficulty !! Notes | ! Combo !! Position !! Damage !! Tension gain !! Works on !! Difficulty !! Notes | ||
|- | |- | ||
| 5K | | 5K, K Mappa RRC 5D6, 5Hx2 xx K Pile, 5H > 2H > c.S JC j.K > j.D || [2] Near corner or [3] Corner || --- || --- || All || --- || ~1-2 hits before RRC | ||
|- | |- | ||
| c.S f.S | | c.S > f.S, 5K xx K Mappa RRC 5D6, 5Hx2 xx K Pile, 5H > 2D || [2] Near corner or [3] Corner || --- || --- || All || --- || ~3-4 hits before RRC | ||
|- | |- | ||
| c.S f.S | | c.S > f.S, c.S > f.S xx K Mappa RRC 5D6, 5Hx2 xx K Pile, 6P || [2] Near corner or [3] Corner || --- || --- || All || --- || ~5-6 hits before RRC | ||
|- | |- | ||
| c.S f.S | | c.S > f.S JC j.D > SDD ▷ c.S > f.S, 2K > 2D || [1] Midscreen || --- || --- || Standing || --- || | ||
|- | |- | ||
| Bite | | Bite, DOT || [1] Midscreen || --- || --- || All || --- || | ||
|- | |- | ||
| Bite | | Bite RRC K Pile, K Pile, 5H > 2H, c.S JC j.S > j.H > j.D || [1] Midscreen || --- || --- || All || Works from around round start || | ||
|- | |- | ||
| Throw | | Throw RRC c.S > f.S JC j.P > j.K DJC j.S > j.H > j.D > j.2K, j.D || [1] Midscreen || --- || --- || All || --- || | ||
|- | |- | ||
| Throw | | Throw RRC K Pile, 5H > 2H, c.S JC j.K DJC j.H > j.D || [3] Corner || --- || --- || Lights || --- || | ||
|- | |- | ||
|} | |} | ||
5D6 > 5HH > K | 5D6 > 5HH > K Pile wallsplat enders: | ||
* ... K | * ... K Pile > 5H > 2H > c.S > j.K~D. This only works with 1-2 hits before RRC. | ||
* ... K | * ... K Pile > 5H > 2D. Solid knockdown. If the combo scales too high you might want to go for a different ender as 2D will black beat. | ||
* ... K | * ... K Pile > 6P. Gives a lot of frameadvantage on knockdown and will also let you setup crossups. | ||
* ... K | * ... K Pile > 5H > Burst dead on time. High-damage ender when you want to dump resources on your opponent. | ||
==Combo Theory== | ==Combo Theory== |
Revision as of 17:03, 11 August 2019
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List
Meterless BNBs
Combo | Position | Damage | Tension gain | Works on | Difficulty | Notes |
---|---|---|---|---|---|---|
5K or 2K xx Mappa | [1] Midscreen | --- | --- | All | [1] Very Easy | P Mappa ender lets you play footsies with disjointed normals, and K Mappa leaves you close, but at a frame disadvantage. |
2K, c.S > f.S, 2K > 2D | [1] Midscreen | --- | --- | All | [2] Easy | Only works up-close. |
c.S > f.S, 2K > 2D | [1] Midscreen | --- | --- | All | [2] Easy | Knockdown confirm that leads to oki. |
c.S > f.S, 5K xx Mappa | [1] Midscreen | --- | --- | All | [2] Easy | When your opponent is too far away for a 2D knockdown. |
c.S > f.S, c.S > f.S > 2K > 2D | [1] Midscreen | --- | --- | All | [2] Easy | Crouching only for most characters. |
c.S > f.S JC j.S > j.H > j.D > j.2K, j.K > DJC j.S > j.H > j.D | [1] Midscreen | --- | --- | All | [3] Medium | Air hit-confirm. |
5Px2 or 2S JC j.P > j.K DJC j.S > j.H > j.D > j.2K, j.D | [1] Midscreen | --- | --- | All | [2] Easy | Anti air combo that works most of the time. |
It's Late, c.S > f.S, 2K > 2D | [1] Midscreen | --- | --- | Crouching | [3] Medium | It's Late, c.S is a crouch only link, will not work meaty. |
It's Late, 2K > 2D | [1] Midscreen | --- | --- | All | [3] Medium | It's Late, 2K only works if you time It's Late meaty |
6K, c.S > f.S, 2K > 2D | [1] Midscreen | --- | --- | Crouching | [3] Medium | 6K, c.S is a crouch and CH only link. |
6P xx K Mappa | [1] Midscreen | --- | --- | All | [1] Very easy | Won't work point blank. Doesn't give you a knockdown, but lets you go for an air throw reset or RRC combo. |
6P, c.S > f.S JC j.S > j.H > j.D > j.2K, j.K > DJC j.S > j.H > j.D | [3] Corner | --- | --- | All | --- | You might need to delay some of the air hits to get the proper height. |
6H xx Pile | [1] Midscreen | --- | --- | All | [2] Easy | Works close and on CH. Will also work on air hit. |
f.S JC j.P > j.K DJC j.S > j.H > j.D > j.2K, j.D | [1] Midscreen | --- | --- | All | [2] Easy | Air hit f.S, universal go-to combo after blocking a burst. |
Counter-hit BNBs
Combo | Position | Damage | Tension gain | Works on | Difficulty | Notes |
---|---|---|---|---|---|---|
CH 2K or 5K, 5K xx Mappa | [1] Midscreen | --- | --- | All | [2] Easy | Hit confirm into Mappa. 5K and 2K go into each other on CH. |
CH 2D, c.S > f.S f.S JC j.P > j.K DJC j.S > j.H > j.D > j.2K, j.D | [1] Midscreen | --- | --- | All | [2] Easy | 2D has to be spaced to hit during later active frames. |
CH Mappa, 5K xx Mappa | [1] Midscreen | --- | --- | All | [2] Easy | |
CH Mappa, 2K > 2D | [1] Midscreen | --- | --- | All | --- | Knockdown route, has to be close |
CH 2S IAD j.H ▷ c.S JC j.P > j.K DJC j.S > j.H > j.D > j.2K, j.D | [1] Midscreen | --- | --- | All | --- | Damaging anti air combo from 2S. |
CH 2S xx K Pile, K Pile, 5H > 2H, c.S JC j.S > j.H > j.D | [2] Near corner | --- | --- | All | --- | Damaging anti air combo from 2S. |
CH P Pile, 6H xx P Pile | [1] Midscreen | --- | --- | All | --- | |
CH P Pile, 5H JC j.P > j.K DJC j.S > j.H > j.D > j.2K, j.D | [3] Corner | --- | --- | All | --- | |
CH 6P XX K CWH, 6H xx P Pile | [1] Midscreen | --- | --- | All | --- | |
CH 6P, 5H JC j.P > j.K DJC j.S > j.H > j.D > j.2K, j.D | [3] Corner | --- | --- | All | --- | |
CH K Pile, long forward dash, K Pile, 5H > 2H, c.S JC j.S > j.H > j.D | [2] Near corner or [3] Corner | --- | --- | All | [3] Medium | Works from around round start. Stuns most characters when spending 50% on next mixup. |
CH It's Late, K Pile, K Pile, 5H > 2H, c.S JC j.S > j.H > j.D | [2] Near corner or [3] Corner | --- | --- | All | [3] Medium | CH confirm. Stuns most characters when spending 50% on next mixup. |
50% Tension BNBs
Combo | Position | Damage | Tension gain | Works on | Difficulty | Notes |
---|---|---|---|---|---|---|
5K, K Mappa RRC 5D6, 5Hx2 xx K Pile, 5H > 2H > c.S JC j.K > j.D | [2] Near corner or [3] Corner | --- | --- | All | --- | ~1-2 hits before RRC |
c.S > f.S, 5K xx K Mappa RRC 5D6, 5Hx2 xx K Pile, 5H > 2D | [2] Near corner or [3] Corner | --- | --- | All | --- | ~3-4 hits before RRC |
c.S > f.S, c.S > f.S xx K Mappa RRC 5D6, 5Hx2 xx K Pile, 6P | [2] Near corner or [3] Corner | --- | --- | All | --- | ~5-6 hits before RRC |
c.S > f.S JC j.D > SDD ▷ c.S > f.S, 2K > 2D | [1] Midscreen | --- | --- | Standing | --- | |
Bite, DOT | [1] Midscreen | --- | --- | All | --- | |
Bite RRC K Pile, K Pile, 5H > 2H, c.S JC j.S > j.H > j.D | [1] Midscreen | --- | --- | All | Works from around round start | |
Throw RRC c.S > f.S JC j.P > j.K DJC j.S > j.H > j.D > j.2K, j.D | [1] Midscreen | --- | --- | All | --- | |
Throw RRC K Pile, 5H > 2H, c.S JC j.K DJC j.H > j.D | [3] Corner | --- | --- | Lights | --- |
5D6 > 5HH > K Pile wallsplat enders:
- ... K Pile > 5H > 2H > c.S > j.K~D. This only works with 1-2 hits before RRC.
- ... K Pile > 5H > 2D. Solid knockdown. If the combo scales too high you might want to go for a different ender as 2D will black beat.
- ... K Pile > 6P. Gives a lot of frameadvantage on knockdown and will also let you setup crossups.
- ... K Pile > 5H > Burst dead on time. High-damage ender when you want to dump resources on your opponent.
Combo Theory
- In Xrd, most combos end in a knockdown and ideally lead to okizeme.
Slayer has many knockdown options that lead to okizeme (mainly through 2D, jD, or Dandy Step) but in some cases he will need to spend meter to get okizeme. Because of how Slayer lands hits and the launch/bounce properties on some of his moves, many of his combos have to be improvised so take the time to study his combo tools. Here are some of Slayer's important combo starters, fillers, and enders:
6H
- Can hit very high up and has long untech time on air hit, so 6H is great for filler after launching the opponent (CH 2H, K Cross air hit, EW)
- On ground hit, combos into P Pile at close range or Mappa
- On air hit, combos into Pile, Cross, and Under Pressure/IL. Cross and Under Pressure allow air combos afterwards but Pile is much more consistent
- If 6H hits high enough (tip of the foot), you can combo into K Pile
2H
- Launches the opponent off the ground. Easy followup in the corner with 5K, cS, or 5P depending on the combo. Big damage from fast normals that gatling into 2H (5H, 2S, 5P/2P)
- Good with RC since it allows K Pile > K Pile or K Cross > 6H
5D
aka Dust
- By holding 6 after it hits, 5D[6], you get the side Dust animation that temporarily grants extra cancel options. Slayer's 5D[6] combo is usually 5H > 5H > K Pile
- Side Dust allows consistent corner carry if the spacing is bad or ambiguous for K Pile followups. For example, you can do 2D > delay 2D [wallstick] > K Pile sometimes for a close K Pile followup
- Faster startup than K Pile (24f vs 31f), which is important when extending combos. Also helpful if you RC too late
Mappa RC
- Start from any special-cancelable ground normal (any K or S, 5H, 6H) or just Mappa. Very versatile!
- End in K Pile, K Cross, or 5D
- If Mappa hits them airborne, you can do an air combo instead
- Any level 4 move allows the same RC followups: 5H, 6H, IL
P Pilebunker RC
- P Pilebunker launches the opponent off the ground but pushes them away. P Pile is good for ending combos but needs a counterhit or RC to be a combo starter
- Useful for corner combos since the launch pushes them high enough for P Pile RC > K Pile > 5D
- Doesn't allow okizeme midscreen but you can do normal Dandy Step okizeme in the corner
K Pilebunker
- Very high damage punish but needs to be close to corner for the wallstick. You can also RC then dash to carry them to the corner!
- The wallstick is techable if they stick too high. In some cases, you will have to delay your K Dandy for a lower wallstick
- Wallstick followups depend on the opponent's height and your spacing from the wall. A 2nd K Pile is generally the best, but you can substitute with 5D or 5H > 2H. At bad heights, you may need to use 6H (too high) or 2D (too low)
Crosswise Heel
- High damage punish that works midscreen (21f startup for P version, 33f startup for K version).
- Basic combos: use a jump cancelable normal (5P, 5K, any S, 5H) or air normal then end in a low-altitude jD
- Advanced combos: if the spacing/height are right, you can time a juggle with Mappa, 6H > Dandy, or EW
Blitz Attack
- Good damage since it allows a followup and has less proration than Pile/Cross, but slow startup (28f+) limits its use similarly to K Pile
- Blitz Attack removes burst on hit, so the opponent generally can't burst until the followup hits. Helpful for hard baiting bursts with cancels into Dandy Step
Burst DOT
- Very strong ender, usually deals around 40 damage at low life and can combo from almost anything
- Easy to use from 5D[6] > 5H > 5H > K Pile > 5H > Burst DOT
Counterhits
Slayer specializes in counterhits. Many of his moves do not lead to a combo on a normal hit in return for leading to a high damage combo on a counterhit.