{{clr|3|Medium
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Bedman? Specific Notation
Error 6E notation
- !X is used for when an error 6E follow-up attack automatically activates and hits.
- Example:
236H > ... > !H
- Example:
- 214P is used in combos that use a manually triggered error 6E follow-up attack.
- Example:
236H > 214P
- Example:
Beginner Combos
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Basic combos are simple combos with the fewest requirements and conditions possible.
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Core Combos
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Core combos balance potency with consistency. They:
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Combo List
- All damage values are tested on
Ky at full health with the R.I.S.C Level at 0 unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
- This list is meant for actual combos, not for frame traps, blockstrings, or mixups. (If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field).
- The list is focused on most practical examples, not every single option that exists.
- The difficulty is ranked on a scale of 1 to 5 (Very Easy, Easy, Medium, Hard and Very Hard) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).
S Starters
c.S | |||||||||
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Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
PC | PS | ||||||||
c.S > f.S > 2H > 236S
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Midscreen | 123 | All | [1] Very Easy | Basic corner carry combo, travels about half the screen. And sets up !S follow up. | YouTube | 1.26 | ||
c.S > 5H > 236H > 66 > (c.S >) f.S > 5H > 236H > WS > 66 > 5H > WB
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Corner | 230 | All | [3] Medium | 2nd c.S can be omitted for easier execution. | 116672 | 1.26 | ||
c.S > 5H > 236H > 5K > 2S > 2H > !H
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Corner | 158 | All | [3] Medium | Needs to be point blank. !H doesn't hit meaty, but you can block DP and jump or mash wont beat it, won't combo but allows you to continue pressure. If it lands it will WS. Sort of inconsistent. | YouTube | 1.26 | ||
c.S > 5H > 632146S > 66 > c.S > 5H > 236H > f.S > 5H > WS > 214P
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Corner | 260 | All | [3] Medium | High damage 50% meter corner combo using install. Tighter inputs on heavies. | YouTube | 117293 | 1.26 | |
c.S > 236S > RC > c.S > 2H > !S > 236[H] > 66 > 5H
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Back Corner | 212 | All | [3] Medium | Side-swap combo that ends in a wall break. Works with other more common starters such as 2S and 2K. Dash behind after RC, delay c.S and 2H to allow for !S to finish before your 236[H] hits. | YouTube | 117082 | 1.26 | |
c.S > 5H > 236H > 66 > c.S > 5H > 236H > WS > dl.632146H
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Corner | 243 | All | [3] Medium | Builds enough bar from about ~18% meter. Works on grounded and aerial CH, however if its an aerial hit at all the first 5H must be delayed appropriately. If you accidentally get f.S after the microdash (or you don't dash at all), you can usually still WS by continuing the combo but it will require a microdash after the second 236H to get close enough for super or you can run up 5H for 223 damage. | YouTube | 117548 | 1.26 | |
CH c.S > 5H > 214K > c.S > 5H > 236H > 66 > f.S > 5H WS > 236P
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Corner | 241 | All | [3] Medium | Meterless wallbreak using a 214K cancel. Probably not optimal, still working on it | YouTube | 1.26 | ||
c.S > 236S > 66RRC > dl.5[D] > 66 c.S > !S > 236[H] WS > 236H
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Midscreen To Corner | 240 | All | [4] Hard | 50% metered conversion from mid hit to wallbreak - start charging 236[H] as soon as c.S connects. If already in corner, wallbreak with 6H instead for 2 extra damage. | YouTube | 115923 | 1.26 | |
c.S > 2H > 236S > 88RRC > 66 5[D] > c.S > !S > 236{H} WS > 6H
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Midscreen To Corner | 234 | All | [4] Hard | Similar to combo above, but with an easier hit-confirm of 2H at the cost of damage. | 116744 | 1.26 | ||
c.S > (2S) > 2H > 236S > 88RRC > 66 > 5[D] > c.S > !S > 66 > c.S > 2S > 2H > 236S
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Corner To Corner | 191 | All | [4] Hard | Corner to corner with 50 meter. 5D has to hit really high in the air, so SE won´t hit directly. First 2S can be omitted for 1 point less of damage and little more consistency. | YouTube | 116873 | 1.26 |
f.S | |||||||||
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Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
PC | PS | ||||||||
f.S/2S > 5H > 236S (whiff)
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Anywhere | 75 | Everyone | [1] Very Easy | 236S helps Bedman? set up SE on oki. Won't work at max f.S range. | 1.26 | |||
f.S/2S > 2H > 236S
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Anywhere | 95 | Everyone | [1] Very Easy | Doesn't work at long range. | 1.26 |
K Starters
5K | |||||||||
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Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
PC | PS | ||||||||
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?? |
2K | |||||||||
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Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
PC | PS | ||||||||
2K > 2D > 236S
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Midscreen | 70 | All | [1] Very Easy | Decent corner carry and helps set up SE follow up | 1.26 | |||
2K > 2D > (236[H])
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Midscreen | 50 | All | [1] Very Easy | 236H is only useful when point blank or in the corner and the opponent does not have a reversal | 1.26 |
P Starters
6P | |||||||||
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Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
PC | PS | ||||||||
CH 6P > 236S > RC > 66 > [5D] > c.S > 66 > !S > 5H > 236H > WS > 6H
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Back Corner | 221 | All | [3] Medium | Grounded opponent CH 6P side-swap conversion that ends in a wall break. Make sure you are behind the opponent with your dash after 236S, and make sure that you do not dash cancel your c.S. | 117987 | 1.26 | ||
CH 6P > 236S > RC > 66 > [5D] > c.S > 5H > !S > 236[H] > WS > 6H
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Back Corner | 208 | All | [3] Medium | Jumping opponent CH 6P side-swap conversion that ends in a wall break. Delay your [5D] after dash slightly or it will whiff. Charge your 236[H] immediately after 5H and release shortly after !S. | 117988 | 1.26 |
5P/2P | |||||||||
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Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
PC | PS | ||||||||
5P/2P > 6P > 236S
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Anywhere, close range | 70 | All | [2] Easy | Simple combo to create a lot of space but poor oki unless you take your opponent to the corner where you are very plus with the 214P follow-up. This can lead to nasty frames traps with 236H and 6H for example. | YouTube | 1.26 |
H Starters
6H/5H/2H | |||||||||
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Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
PC | PS | ||||||||
5H > 214K, c.S > 5H > 236H, 5H > 236H > WS > 66 > 5H(WB)
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Corner, close range | 222 | Medium/Light Weights | [4] Hard | Decent meterless 5H conversion in the corner, the c.S is a 1f link. | 1.26 | |||
6H > 214K, 5K > 236H
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Anywhere, close range | 117 | All | [2] Easy | Basic conversion off of 6H. Allows Bedman? to go for 236P oki. | 1.26 | |||
6H > 214K, 5K > 66BRC > c.S > {236H}, 66 > c.S > 2S > 2H > 236S(!H) WB
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Midscreen, close range | 215 | All | [4] Hard | Swaggy BRC conversion off of 6H midscreen, works anywhere but you don't get the wallbreak if beyond roundstart position | 1.26 | |||
6H > 236H > 5H > 236S > 66RRC > c.S > 6H > 236H WS > 5H
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Corner | 212 | All | [3] Medium | Can be started somewhat away from the corner, but requires the first 5H to wall bounce if too far. | YouTube | 117585 | 1.26 | |
CH 5H > 236[H] > 66 > c.S > 6H > 632146S > f.S > 5H > !H > 236S > WS > 214P > 236S
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Corner | 254 | ??? | [3] Medium | 50% meter CH 5H combo in the corner. 236[H] should be held as long as possible before the opponent hits the ground to get the proper launch height. Sometimes, this will wallbreak before you can get 214P > 236S off. | YouTube | 117371 | 1.26 | |
CH 5H > 236[H] > 66 > c.S > 66 > c.S > 6H > 632146S > 5H > !H > 236H > 66 > f.S > WS > 214P
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Corner | 271 | ??? | [4] Hard | 50% meter CH 5H combo in the corner. 236[H] should be held as long as possible before the opponent hits the ground to get the proper launch height. You can use 5H instead of 6H for easier execution on heavies at the cost of 4 damage. | YouTube | 117989 | 1.26 |
236H | |||||||||
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Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
PC | PS | ||||||||
236[H] 66 c.S > 2S > 2H > !H or 236S
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Midscreen | ??? | [3] Medium | !H follow up hits meaty if done well. For more consistency and damage use 236S instead | 1.26 | ||||
CH 236H 66 c.S, c.S > dl.2S > dl.2H !H 236[H] WS > j.S
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Midscreen | 196 | Everyone | [3] Medium | With sufficient delays, you can use !H to combo 2H into 236[H]. Won't work from tip range of 236H. | 1.26 | |||
CH 236H 66 c.S, c.S > (dl.) 2S > 5H > 236H !H WS > 6H
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Corner | 207 | Everyone | [3] Medium | Simple corner route for 236H. | 1.26 | |||
CH 236H 66 2S > 2H > 236S
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Midscreen | 114 | Everyone | [3] Medium | Tip range CH 236H converts much worse midscreen. | 1.26 | |||
CH 236H 66 (c.S >) 2S > 5H > 236H
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Corner | 148 | Everyone | [3] Medium | Tip range CH 236H converts worse even in the corner. 236H gives a hard knockdown and even a meaty !H though. | 1.26 | |||
CH 236H 66 c.S, c.S, 5K > 6H > (dl.)236P > !H WS > 66 > 6H
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Anywhere | 210 | Everyone | [4] Hard | Alternate route. Midscreen, you must hit 236H close, delay to make sure 236P hits after !H, and may need to wallbreak with 236P/214P. You could use 6246S, 214P to get install and a knockdown after the wallbreak. | 1.26 |
D Starters
5D | |||||||||
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Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
PC | PS | ||||||||
5[D]~8 > j.K > j.S > 66 > j.S > 66 > j.SS
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Anywhere | 181 | All | [2] Easy | Must hold 8 for air dash. | 1.26 | |||
5[D]~8 > j.S > j.P > j.S > 99 j.K > j.SS
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Anywhere | 187 | All | [2] Easy | Wait a little bit before landing the first j.S or the combo will fail on some characters (2nd j.S will whiff). | 1.26 | |||
5[D]~8 > j.D > j.P > 99 j.K > j.S > 99 > j.SS
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Anywhere | 198 | All but Faust | [3] Medium | Holding the Dash button can make the combo easier to perform; must use 9; harder to perform on May, Zato, and Nagoriyuki. | 1.26 | |||
5[D]~8 > j.D > 99 > j.K > j.S > 33 > j.SS
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Anywhere | 193 | All but Anji and ??? | [3] Medium | 1.26 |
Air Combos
Placeholder | |||||||||
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Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
PC | PS | ||||||||
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