Combo Notation Guide | Character Name Abbreviations | |||||||||
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Midscreen
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
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2M > 5M > jc.LMLH > SD > j.LL > jc.4LL > j.M[S](2) > j.214M | 4110 | .9 | All | Easy | Basic BnB, works with any starter. You can do sj. MLLH instead of jc. LMLH for slightly more damage. |
2M > 5M > sj.MLLH > SD > j.LL > jc.4LL > j.MH2H > delay 236L | 4424 | 1.25 | All | Easy | Basic Near Corner BnB, can use jc.LMLH instead of sj.MLLH for slightly less damage. |
2H > SD > j.MLL > jc.LL[S](2) > j.214L | 3400 | .6 | All | Very Easy | 2H BnB, can get knockdown in the corner by doing jc.LLL2H > delay 236L instead of jc.LL[S](2) > j.214L. |
[DR] > j.MLL > jc.LL[S](2) > j.214L | 2845 | 1.3 | All | Very Easy | Dragon Rush BnB, can get knockdown in the corner by doing jc.LLL2H > delay 236L instead of jc.LL[S](2) > j.214L. |
5M > 2M > 5S(2) > 5H > delay SD > airdash j.M ▷ 5M > 2M > 5[S](2) > 236M | 4415 | .95 | All | Medium | Android 16's midscreen rejump combo. Deals good damage and lets him to get a sliding knockdown meterlessly, which is essential considering his abysmal meter gain. |
5M > 2M > 5S(2) > 5H > delay SD > airdash j.M ▷ 5M > 5[S](2) > SD > j.ML > jc.MLLH > delay j.214L | 4922 | 1.25 | All | Medium | Alternate midscreen rejump for damage, go for this if you have assists or meter to end your combo with. j.LL[S](2) > j.214l ender is a bit simpler and does 3 more damage, but has worse corner carry. On scaled starters, do j.214L immediately after the j.MLL. |
5M > 2M > 5S(2) > 5H > delay SD > airdash j.M > 5M > 2M > 5S(2) > SD > j.M > jc.M2H > delay 236L | 5220 | 1.5 | All | Medium | Near Corner Rejump, Must be at around midscreen start distance or closer. On scaled starters, remove the first 5S(2) after the 2M |
(j.)236M > 214M | [2030] 2110 | .2 | All | Very Easy | Damage in brackets is for j.236M, damage not in brackets is for 236M. Simple j.236M and 236M conversion. 236M > SD only works in the corner. |
(j.)236H > SD > j.M > jc.MLLH > delay j.214L | [3040] 3705 | -0.5 | All | Very Easy | Damage in brackets is for j.236H, damage not in brackets is for 236H. j.236H and 236H BnB, no knockdown without meter. |
... > Vanish ▷ dash 2L > 5L > 5M > 2M > 5[S](2) > 236M | 2500+ | -1, :( | All | Very Easy | Vanish confirm for a knockdown, works off of j.214L enders. |
... > Vanish ▷ dash delay 5LL > 5M > 2M > 5[S](2) > 236M | 2500+ | -1, :( | All | Easy | Alternate vanish confirm for a knockdown that does more damage but is less stable. |
Notes
After j.214L/M, can use assists or meters to extend into sliding knockdown. 236M and 236H are completely projectile and assist invulnerable. Basically he has a grab lariat that is super good at getting in. Still very punishable if you miss His 5H is very strong, and beats most options round start besides lows.
Corner
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
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2M > 5M > jc.M > jc.M[S](2) > j.236M ▷ SD > j.ML > jc.MLL2H > delay 236L | 5172 | 1.45 | All | Easy | High damaging solo combo that leads to sliding knockdown. Remove a j.L for j.L/j.M starter or two j.Ls for j.LL/j.ML starter. |
2M > 5M > jc.M > jc.M[S](2) > j.236M ▷ SD > j.MLL > jc.LLL[S](2) > j.214L | 5067 | 1.3 | All | Easy | Variant of above combo that allows for an assist extension into 5MMM or [DR] 236L after j.214L. Remove a j.L for j.L/j.M starter or two j.Ls for j.LL/j.ML starter. |
2M > 5M > jc.M > jc.M[S](2) > j.236M > SD > j.M > jc.MH2H > 214S > ... | 4933 | 1.25 | All | Easy | Another assist extension variant that gives more meter and slightly less damage. the 214S is an OTG so you don't have to worry about accidentally delaying it as much since the j.2H gives sliding. |
2M > SD > airdash j.MH ▷ 5LL > 5M > 2M > 5[S](2) > 5H > SD > j.M > jc.LLL2H > delay 236L | 5034 (5M) | 1.55 | All | Easy | Corner rejump, worse damage but slightly better meter gain. For scaled, remove the 2M > 5[S](2) and do j.M > jc.M2H > delay 236L at the end instead. |
2M > SD > airdash j.MH ▷ 5LL > 5M > 2M > 5[S](2) > 5H > SD > j.M > jc.LLL[S](2) > j.214l | 4967 (5M) | 1.5 | All | Easy | Variant of above combo that allows for an assist extension into 5MMM or [DR] 236L. For scaled, remove the 2M > 5[S](2) and do j.M > jc.M2H > delay 236L at the end instead. If you start with 5M, remove the airdash j.M and just do a j.H |
(j.)236M > j.M > jc.MLH2H | [3105] 3745 | .7 | All | Very Easy | Damage in brackets is for j.236M, damage not in brackets is for 236M. j.236M and 236M conversion that gives sliding knockdown. |
(j.)236M > j.M > jc.MH[S](2) > j.214L | [3230] 3935 | .6 | All | Very Easy | Damage in brackets is for j.236M, damage not in brackets is for 236M. j.236M and 236M conversion that can be extended with assists after j.214L. |
Notes
Sparking
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
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2H > Sparking! > [5M > 2M > IAD j.L4L ▷]*n > 5MMM | Anywhere | ? | :( | All | Medium | A16's old sparking loops that did very little damage, and is much worse than the one below. |
Sparking! > [5M > 2M > 5SS > IAD j.M]*3 > 5H > 236M | Near Corner | 6567 | 3.3 | All | Medium | If midscreen after 3 loops, you can only get sliding if you are close enough for his 236L (Pretty rare). Remove the 5H and do a 214M after the 236M. Some characters allow 4 loops, but the hitstun decay is so high that you can't end with sliding |
Notes
Assist
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
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... j.214L + Assist ▷ dash jump j.[DR] | Anywhere | 2400+ | .4 | All | Easy | Easy to connect off basically any assist |
... j.214L + Assist ▷ [DR] > 236L | Corner | 2600+ | .7 | All | Easy | Connects off of assists that put them near the ground/ on the ground, and gives more meter than dash jump DR |
... j.2H > 214S + Assist > 5LL > 5M > 2M > 5H > 5SS > 236L | Corner | 4000+ | 1 | All | Easy | Easy to connect, corner specific combo ender that does more damage. As hitstun increases you can remove the 5H first then the 5SS, but at that point just do DR > 236L. If you are doing a 2 assist combo, you can change the ender from a 236L to a 214L and use the previous assist extensions to up your damage even further. |
Notes
I used a j.H into the first move given for all the damage numbers, and yamcha A assist. 16 is extremely good at using assists. His favorites are beams and assists that will hold the enemy near the ground. 214L is easier to execute, but if possible you should use the j.2H > 214S assist extension as it gives more meter and damage.
Miscellaneous
- 5LLLLLLL > delay j.236M
Works everywhere on screen.
- 2M > 5M > sjc.MLLH > SD ...
Best air string that works on literally everybody except KRL, who requires a tiny delay on j.M.