Combo Notation Guide | |||||||||
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Midscreen Combos
(combo damage values based on Sol, unless otherwise indicated)
- 2K > 2D > 41236K Oki (Damage: 39) or [4]6HS (video example)
Damage: 39 (Oki route) , 57 (Safe Jump Route)
Notes:
- End the combo in 41236X for Oki
- End the combo in [4]6S for safejump j.S oki. To safe jump moves like Vapor Thrust, Volcanic Viper, and Ramlethal's Explode, do dash jump S after recovering from the dolphin
- 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
- 2K > 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 (video example)
Requires: 50 meter Damage: 176 Notes: RC Combo route
- 2K > 2D > [4]6S > RC > air dash jH > land jS > jH > jD > dj.H > dj.D > j.41236HS
Damage: 178 Notes: Alternate version of the above combo
- 2S > [4]6S > RC > 5D > 8 > j.HS > j.HS > j.HS > j.D > djc j.S > j.HS > j.D > j.41236HS (video example)
Requires: 50 meter Damage: 186 Notes: - Max-range confirm from 2S > [4]6S. - Requires 50% tension
- anti-air 2H > [2]8H
Damage: 80 Notes: Basic normal-hit anti-air 2H combo
- anti-air 2H > [2]8H > 2H > [2]8H
Damage: 144 Notes: - 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 > j.41236H
Damage: 199 Notes: - Basic anti-air combo from 2H counter
- running cS > 5H > 2D > [4]6H
Damage: 131 Notes: - 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 (623K) > dash c.S > jc j.S > j.HS > j.D > djc j.HS > j.D > j.41236HS (video example)
Damage: 151 Notes: - 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 (video example)
Damage: 67 Notes: - 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