Overview | Combos | Strategy/Counter Strategy | Full Frame Data |
Combo Notation Guide | |||||||||
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Combo List
Routes
Solo (Normal)
- Damage values are based on the max damage from 5A, as the damage changes pending on where you attack.
- If combo damage changes anyway, there will be estimated (~X) values.
# | Combo | Position | Damage | Difficulty | Notes |
---|---|---|---|---|---|
1 | 5AAA > 5BBB > 214A | Any | 5931 | [1] Very Easy | Max range confirm off A Smart Combo. |
2 | 5AAA > 2B > j.A > j.B > 2A > 5AAA > 2C > 5AAA > 5BBB > 214A | Any | 6344 | [2] Easy | 5A loop that uses 2B and 2C. Connecting from 2C to 5A isn't regularly possible, but can be done if the opponent is high enough and you make use of active frames. |
3 | 5AAA > 5BBB > 236B > 5AAA > 5BBB > 214A | Corner | 7905 | [3] Intermediate | Elizabeth's famous loop combo. Deals moderate damage. It is a bit tricky to get 5A to connect from 236B because the opponent has to be slightly higher. |
4 | 2B > jc > j.C > 2A > 5AAA > 2C > 5AAA > 5BBB > 236B | Any | ~4700 | [1] Very Easy | Average anti-air combo. |
5 | Throw > 236B > 5AAA > 5BBB > 214A | Corner | ~6600 | [1] Very Easy | Standard corner throw combo starting with Maziodyne. |
6 | 5AAA > 2B > j.A > j.B > 2A > 5AAA > 2C > 5AAA > 5B > jc > j.C > 236BC | Any | ~8100 | [2] Easy | 5A loop combo ending with a super. |
7 | Throw > 5AAA > 5BBB > 214A | Any | 5884 | [1] Very Easy | Standard throw combo. |
8 | CH 236A > 5AAA > 2C > 5AAA > 5BBB > 214A | Any | ~7900 | [3] Intermediate | Counter hit combo that starts with Magarudyne. Deals moderate damage. |
9 | 5B > 5AAA > 2C > 5AAA > 5BBB > 214A | Any | ~8400 | [3] Intermediate | Corner loop combo starting with 5B. |
Solo (Awakening)
# | Combo | Position | Damage | Difficulty | Notes |
---|---|---|---|---|---|
1 | 5AAA > 236A > 5AAA > 5BBB > 214A | Any | 7190 | [1] Very Easy | Max range awakening confirm off A Smart Combo. |
2 | 5AAA > 5BBB > 236B > 5AAA > 5B > jc > j.C > 214A | Corner | 7826 | [1] Very Easy | |
3 | Throw > (236A > 5AAA)*2 > 5BB > 214A | Any | ~6900 | [2] Easy | |
4 | 5AAA > 5B > 214BC > 5AAA > 2C > 5AAA > 5B > jc > j.C > 236BC | Any | 9182 | [3] Intermediate | Forced awakening combo that ends with a super. Requiress 4 meters. |
5 | 5AAA > 236A > 5AAA > 5BBB > 214A > dl.236BC | Any | 9490 | [3] Intermediate | Standard resonance and awakening combo. |
With Assists
2C>214A>5P>run>5AAA>2C>5AAA>5B>jC (9381)
Corner
Solo
5A>5B>5AAA>2C>5AAA>5B>jC (7712)
5AAA>5BBB>236B>5AAA>5BBB>214A (7701)
5BBB>236B>5AAA>2B>jAA>4A>(jC) (8688)
- Possible to do a j.C reset at the end
5BBB>236B>5AA>5BBB>236BC (10401)
-2 meter
5B>5AA>2B>jA>jB>2A>4AAA>236C>236C>214BC>hj236C>2C>236BC>236BC (12926)
- Requires 4 meter, high health, and counter hit
Throw>5BBB>236B>5AAA>5BBB damage (6573)
With Assists
Combo Theory
Video Examples
External Documents and References
Discord document by Ethral:
https://www.evernote.com/shard/s652/sh/d1558809-b3d8-457b-8c17-0f29064ff925/414cf6e872ceda3e34bcecf75add3331
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