5K > 236P/K
5K is a great poke, so you can fish for some damage with this. Converts into even more with Red RC on hit.
If you want to be safer on block, use P Mappa, which leaves you further from the opponent.
These are some important combos to know. If you are just starting out, some useful details about the moves and combos are provided.
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Basic combos are simple combos with the fewest requirements and conditions possible.
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5K > 236P/K
5K is a great poke, so you can fish for some damage with this. Converts into even more with Red RC on hit.
If you want to be safer on block, use P Mappa, which leaves you further from the opponent.
CH 236P/K > 5K > 236P/K
A simple counter hit string for calling out attacks just outside your normal strike range. Fails to combo from max range - in that case, use CH 236P/K > 236P instead.
CH Mappa > 5K is usually a 5 frame link.
CH 214P~P > 6H > 214P~P
Your standard BNB for CH P Pilebunker. Gets more consistent the closer you are to them when using the first Pilebunker, but the second Pilebunker should be done immediately after 6H connects - lest they hit the floor and you only get an OTG instead of a knockdown. Use it to catch people who aren't respecting your pressure enough.
CH P Pilebunker > 6H is a link, but fairly wide as far as Slayer links go. On heavyweights such as Potemkin,
Bedman,
Johnny,
Leo, and
Kum Haehyun, 6H > P Pilebunker only works at certain distances.
Clone Projectiles Table | ||
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Character | Projectile | Interaction |
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Wins. Deletes the butterfly and prevents the second hit. | |
Wins. | ||
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Wins. Prevents usage of Winter Cherry | |
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Wins against the mat itself. | |
Wins. Deletes the yo-yo, preventing usage of Rolling Movement | ||
Wins. | ||
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Wins, BUT the second explosion can still hit Nago. | |
Wins. Does not hit Nago if he's too close when it goes off. | ||
Usually loses. | ||
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Depends on range and timing. | |
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Wins. Immediately deletes the drone. | |
Wins, but ONLY if they clash 3 times, which requires precise spacing. | ||
Wins. At some timings, one bullet might hit Nago anyway. | ||
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Wins. Deletes the note entirely. | |
Loses. The projectile is too high to interact with Clone at all. | ||
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Wins. | |
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Wins. | |
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Wins. | |
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Wins. | |
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Wins. | |
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They will clash 1-3 times, but will pass each other harmlessly. | |
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Wins. | |
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Wins. The sword is left where it clashed. | |
Wins. Requires reversal timing if the initial sword was blocked. | ||
Loses. Flies right over Clone and is likely to hit Nago for trying. | ||
Loses. Also too high to interact with Clone. | ||
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Wins. | |
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Wins. | |
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Wins. Goes fast enough to negate every drill. | |
Wins. |