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Combo Theory
Basic Combos
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Basic combos are simple combos with the fewest requirements and conditions possible.
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5A > 5B > 2B > 6M > land 2S > 9jc > j.3S~S
A 40 MP, simple starter combo for close and midrange that converts into a Booze knockdown. 2A can be substituted for 5A if the opponent is in much closer, and to avoid getting j.2S after 6M, a small delay is required to let Spectre land on the ground first.
The second S input for j.3S may take a little finessing to get down, but the launch from 2B gives a bit more time to get the input in safely; when the opponent is close to the corner, j.6S~S works just as well. For an extra 60 MP, j.M can be added after j.3S~S in order to knock the opponent down, and if the technical input is used for 6M, enough MP is regenerated to activate Daredevil while the opponent is still caught up by j.M at the cost of potentially Exhausting.
Core Combos
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Core combos balance potency with consistency. They:
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5B > 5S(1) > 6S > 6M > j.6S~S > j.M > 66 > 2B > 5S(3) > 6S > 8/9jc > IASInstant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input. j.6S~S > 5M
A 100 mana starter from a long-range 5B hit that carries the opponent into the corner from roundstart position, ending advantaged enough to safely enter Daredevil with 5M.
Note that the combo will drop if done at round start/max 5B range range without moving forward. When done from closer range, (such as from a 5A starter) 5S(3) can be used to push the opponent out. j.3S can also be in place of j.S depending on Spectre's position relative to the opponent if forward Booze would move her too far for j.6S~S to connect. When too close for Rusty Nail to connect, can opt to land after 236M into 2S > jc IASInstant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input. j.3S~S > j.M
Specialized Combos
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Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
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Combo List
Combo | Position | Damage | MP Gain | Works on: | Difficulty | Notes |
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Combo | Position | Damage | MP Gain | Works on: | Difficulty | Notes |
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Combo | Position | Damage | MP Gain | Works on: | Difficulty | Notes |
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External References
