Combo |
Position |
Meter Gain |
Works on: |
Difficulty |
Notes
|
c5XXX > [4]6X |
Anywhere |
|
All |
[1] Very Easy |
Hold 4 during autocombo to charge for [4]6X.
|
c5XXX > [2]8X |
Anywhere |
|
All |
[1] Very Easy |
Use shortcut if you forgot to charge.
|
2U > 214H |
Anywhere |
|
All |
[1] Very Easy |
Cheeky sweep confirm that leaves you +4 if blocked and gives hard KD if it connects.
|
f5X > [4]6X |
Anywhere |
|
All |
[2] Easy |
Far 1-button confirm. Use shortcut if no time to charge for [4]6X.
|
2X > [4]6X |
Anywhere |
|
All |
[2] Easy |
Same as above for crouch buttons.
|
2L, 2L, f5L > [4]6X |
Anywhere |
|
All |
[2] Easy |
2L hitconfirm string. End at f5L if blocked. Can use shortcut to avoid having to charge. [4]6X X can be L or H, M often doesn't link.
|
c5L/2L, c5MM > 214H, f5M > [4]6X |
Anywhere |
|
All |
[3] Medium |
BnB c5L/2L hitconfirm string. [4]6X can be L or H. Replace f5M with f5L vs. wifi opponents.
|
CH 2M, f5L > [4]6X |
Counterhit |
|
All |
[3] Medium |
[4]6X can be L or H. Use shortcut if no time to charge for [4]6X.
|
CH c5H, c5HX > 214H, f5M > [4]6X |
Counterhit |
|
All |
[2] Easy |
[4]6X can be L or H.
|
CH f5H, f5M > [4]6X |
Counterhit |
|
All |
[2] Easy |
[4]6X can be L or H.
|
c5(XX) > 214M, f5L > [4]6X |
Crouching Hit |
|
All |
[3] Medium |
Preserves 214H cooldown. [4]6X can be L or H.
|
c5(XX) > 214H, 2U |
Crouching Hit |
|
All |
[2] Easy |
Hard KD, preserves [4]6H cooldown.
|
c5(XX) > 214H, f5M > [4]6H > run forward > 2U |
Near Corner |
|
All |
[3] Medium |
Works slightly outside of corner.
|
c5(XX) > 214H, f5M > [4]6H, c5MXX > [2]8X |
Corner |
|
All |
[3] Medium |
hits of autocombo at end to give enough time to charge for [2]8X.
|
c5(XX) > [4]6H, c5MM > 214H, 2U |
Corner |
|
All |
[3] Medium |
Sweep ender into dl. 22L for meaty demonflip with + on block slide
|
c5(XX) > [4]6H, c5MM > 214M, f5L > 236236H |
Corner |
|
All |
[4] Hard |
Alternate route to have [4]6H cooldown available sooner and avoid using 214H cooldown.
|
c5(XX) > 214H, c5H > [4]6H, c5MXX > [2]8X |
Corner Crouching Hit |
|
All |
[4] Hard |
Optimal route on crouch. Can replace c5MXX > [2]8X for c5M > 236236H/U if SBA/SSBA available.
|
CH [4]6M, c5H > [4]6H, c5HXX > [2]8X |
Corner Counterhit |
|
All |
[3] Medium |
Can replace c5HXX > [2]8X for c5H > 236236H/U if SBA/SSBA available.
|
22H~low, c5M > [4]6H, c5MXX > [2]8X |
Corner |
|
who |
[3] Medium |
Can replace c5MX > [2]8X for c5M > 236236H/U if SBA/SSBA available.
|
22H~H, c5M > 214H, c5HXX > [2]8X |
Corner |
|
who |
[3] Medium |
Use when you don't have or want to save [4]6X cooldown.
|
22H~H, c5H > [4]6H, c5HXX > [2]8X |
Corner |
|
who |
[4] Hard |
Command grab must connect close to ground for first c5H to link. Can replace c5HX > [2]8X for c5M > 236236H/U if SBA/SSBA available.
|
22H~H, c5H > [4]6H, c5M > 214H, 2U |
Corner |
|
who |
[5] Very Hard |
Command grab must connect close to ground for first c5H to link. Slight delay before c5M
|
c5H/2H > [2]8X |
Antiair |
|
who |
[1] Very Easy |
Basic Antiair combo
|
CH c5H/2H > [4]6L(whiff), c5MM > [2]8X |
Counterhit Antiair |
|
who |
[2] Easy |
Basic CH antiair confirm.
|
CH jU, 2U |
Counterhit Antiair |
|
who |
[2] Easy |
May have to run forward to connect 2U. Gives hard KD.
|
CH jU, c5MM > [4]6X |
Counterhit Antiair |
|
who |
[3] Medium |
Better corner carry and gives hard KD if [4]6H is used.
|
CH jU, 2[8]X |
Counterhit Antiair |
|
who |
[3] Medium |
Off forward jump air to air.
|
CH jU, jU > 236236U |
Antiair Near Corner |
|
who |
[5] Very Hard |
Off forward jump air to air. Extremely dependent on how late first jU connects. This will never work IRL.
|
CH c5H/2H > 22H~L, c5M > [4]6H |
Counterhit Antiair |
|
who |
[5] Very Hard |
Can replace [4]6H with 236236H/U if SBA/SSBA available.
|