Combo Notation Guide | |||||||||
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Midscreen Combos
(combo damage values based on Sol, unless otherwise indicated)
2P > 2K > 2D > 41236K Oki (Damage: 39) or [4]6HS (video example)
- End the combo in 41236X for Oki
- End the combo in [4]6HS for more damage and corner carry
- 2D > [4]6H fails on these characters as of 1.0: Ky, Leo, and Venom. Use [4]6S instead on those characters
5K > 2D > [4]6S > RC > air dash j.K > j.HS > land > dash j.K > j.HS > j.D > djc > j.HS > j.D > j.41236HS (Damage: 176) (video example)
5K > 2D > [4]6S > RC > air dash jH > jS > jH > jD > dj.H > dj.D > Ensenga (Damage: 178)
- Alternate version of the above combo
2K > 2D > [4]6S (Damage: 57)
- Basic combo to [4]6S that sets up a safe jump attempt
- To safe jump moves like Vapor Thrust, Volcanic Viper, and Ramlethal's Explode, do dash jump S after recovering from the dolphin
2S > [4]6S > RC > 5D > 8 > j.HS > j.HS > j.HS > j.D > djc j.S > j.HS > j.D > j.41236HS (Damage: 186) (video example)
- Max-range confirm from 2S > [4]6S.
- Requires 50% tension
anti-air 2H > [2]8H (Damage: 80)
- Basic normal-hit anti-air 2H combo
anti-air 2H > [2]8H > 2H > [2]8H (Damage: 144)
- Basic two-rep dolphin loop from anti-air 2H (normal hit)
- Requires the opponent to be directly above May's head
anti-air counter 2H > 2D (whiff) > c.S > jS > jH > jD > jH > jD > Ensenga (Damage: 199)
- Basic anti-air combo from 2H counter
running cS > 5H > 2D > [4]6H (Damage: 131)
- Basic punish on whiffed or blocked DPs such as Volcanic Viper or Vapor Thrust
- May need to omit 5H if run momentum is minimal
- On Ky, Leo, and Venom, use [4]6S instead of [4]6H
OHK (632146HS) > dash 5S > jc j.S > j.HS > j.D > djc j.HS > j.D > j.41236HS (Damage: 151) (video example)
- Basic OHK BnB. Mostly universal, if you need emergency height management, you can omit the dj.H and just do dj.D to make sure you get both hits of Ensenga
- Doubles as a 4f punish if opponent is -4 or more on block and close enough to hit with OHK
(With 41236S oki) 6K > (Release S and 41236S hits) > 5P > 2K > 2D (Damage: 67) (video example)
- Basic link from 6K with Applause dolphin.
- With more delay on the dolphin release, you can link bigger normals, but 2P or 5P to knockdown should be automatic in tournament pressure.
Corner Combos
c.S > 6HS > [4]6HS > jump air dash j.P > j.K > j.HS > 6HS (Damage: 170)
- Character specific; c.S > 6H does not work universally
2D > [4]6H > IAD jP > jH > jD > Ensenga (Damage: 149)
- 2D > wallstick combo that works on Sol (tested on: SO)
5D > 6 > 6P > c.S > 5H > dash 6P > cS > 2H > [2]8H (Damage: 154)
- Basic meterless 5D corner combo (tested on: SO)
5D > 6 > 6[HS] (Max Charge) > [2]8HS > jump air dash j.P > j.K > j.HS > 6HS > 63214S~P (Damage: 186)
OHK > dash c.S > 2HS > [2]8HS > c.S > jc j.D > dj j.S > j.HS > j.41236HS
- OHK combo that puts the opponent back in the corner