Combo Notation Guide | |||||||||
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Basic Combos
- 2P(or 5P) > 2S > 2D > 236P
- 2P(or 5P) > 2S > 2H > 236S~H > 236P
- 2K > 2P > 2S > 2H > 236S~H > 236P
- 2K > 5H > 236S~H(or 2D) > 236P
- f.S > 236P
- f.S RC 41236K~236P~236P~236P
- CH 2H(or 5H) > 41236K~236P~236P~236P
- 5D > 8 > j.HS, HS, S, P, K > JC > j.K, S, HS
- Against Chipp use: 5D > 8 > j.HS, D, K, P, K > JC > j.K, S, HS
- (drill cancel) j.K jc j.2K micro dash 5P > 2S > 2H > 236S~H > 236P
- (Crouching)(drill cancel) j.k > JC > j.2K > 5P > 2D easier, but requires crouching
- (Crouching) 5P > c.5S > 5P > 2D
- (corner) 214H > 5K > 2S > j.K jc j.K > j.S > j.H
- (corner)5D > 6 > c.5S > 5HS (3 Hits) > c.5S > 2S > 2HS > 236S > 236S~H
- (corner)5D > 6 > c.5S > 2HS > 6P > c.5S > 2HS > 236S > 236S~H
- Ground Throw > micro dash 2H > 236P can be done without the microdash in the corner.
- (anti air) 5K jc j.K jc j.K > j.S > j.H
- (anti air) 5K(or 5P, 2K, c.S, or 2S) jc j.K > j.P > j.K jc j.K > j.S > j.H
Anti-air 6P
(Work in progress) Anti-air 6P combos are unique in that your combo both depends on counter-hit and the item you get when you use 236P. While you don't have to cancel 6P into 236P to follow up with a combo, it can either lead generous damage, extra stun, or the same combo with an extra item on the field, so learning to throw items after 6P is recommended. All combos listed will assume CH status:
- 6P dash forward 5K > 2S > j.K > j.P > j.K jc j.K > j.S > j.H
- 6P > 236P (throw hammer or 100 Megaton Weight) j.K > j.P > j.K jc j.K > j.S > j.H
- 6P > 236P (throw black hole) dash forward 5K > 2S > jc j.K > j.S > j.H land 5K jc j.K > j.D > j236H
- 6P > 236P (throw anything else) dash forward 5K > 2S > j.K > j.P > j.K jc j.K > j.S > j.H