Combo Notation Guide | Character Name Abbreviations | |||||||||
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Midscreen
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
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5MM > 5S > delay 5H > SD > j.MLL > jc.LLL | 4062 | 0.9 | All | [1] Very Easy | 5H confirm with no sliding knockdown |
5MM > 5S(1) > 2H > SD > j.MLL > jc.LLL | 3830 | 0.8 | All | [1] Very Easy | BnB for sliding knockdown 5S is optional for more damage |
... > vanish > 66 > 2M > 5M > 5S(2) > 236M | ? | ? | All | [2] Easy | Damage and meter depends on starter but its a vanish confirm with knockdown |
... > 5S > delay 5H > delay SD > airdash j.M > jump j.LM > jc.LLL | ? | ? | All | Hard | |
... > 214S > j.2H > 236M | 3465 | 0,75 | All | Easy | Slide knockdown combo, works from raw 214S too. |
Notes
Corner
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
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5M > 2M > 5S(2) > 5H > SD > j.5MLL > jc.5LL2H > 236M | 4662 | 1.25 | All | [2] Easy | Basic corner combo with sliding knockdown |
... > 214S > j.2H > SD > j.MLL > jc.LLS > j.2H > 236M | ? | ? | All | Alternate corner combo. | |
... > 5H > delay SD > airdash j.M > jump j.LM > j.MS > j.2H > SD > j.MS > j.2H > 236M | ? | ? | All | Rejump corner combo. |
Notes
Sparking
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
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... > j.MS > j.2H > SD > j.MS > j.2H > jc.MS > j.2H > ... | Corner | ? | ? | All | High-damage corner combo filler. Possible due to Sparking letting you jump cancel j.2H. |
Notes
Assist
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
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... > j.2H > Assist > [DR] > 236S > Super | Corner | ? | ? | All | Basic combo into supers. | |
... > j.2H > 214M > Assist > 5L > 5M > 5S(2) > SD > j.H > Saibaman Spit hits > ... | Corner | ? | ? | All | Restand setup, leads into the following combos: | |
airdash j.LL > 214L > Saiba Grab > ... | Corner | ? | ? | All | High safejump option. Safejumps everything and counterhits everything else. | |
land 5LL > 214L > Saiba Grab > ... | Corner | ? | ? | All | Low option. Less safe but still counterhits everything that isn't invincible. |
Notes
Combo Theory
Nappa absolutely needs the corner to do his best work. Midscreen, your only goal is to push them to the corner. Once you're in the corner, your goal is to land a Saibaman reset. Most characters have at least one assist that will let you get the restand, and a full list can be found here: https://cdn.discordapp.com/attachments/478947295371591680/710509617519657102/unknown.png
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