Combo Notation Guide | Character Name Abbreviations | |||||||||
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Midscreen Combos
Bold text===Meterless===
Combo | Damage | Meter Gain | Difficulty | Notes |
---|---|---|---|---|
2M > 5M > jc.MS > SD > j.M2H > jc.LLS > j.214M | 4400 | .49 | [1] Very Easy | Basic midscreen sliding knockdown combo. |
5M > 2M > S > 2S > SD > j.M2H > jc.LLS > j.214M | 4400 | .49 | [2] Easy | Side Switch Combo and while its possible to do it with a 2M then 5M starter its very hard to do it uses a lot of delay and depends on character size |
5M > 2M > S > 2S > SD > j.LLL2H > jc.LLLS > j.214M | 4747 | 1.24 | [2] Easy | Side Switch into corner combo |
2M > 2L > 5LL > 5M > jc.MLLS ... | [1] Very Easy | Alternative grounded string #2. | ||
2M > 5S > delay 5H > delay SD > airdash j.M ▷ dash jump j.LL2H > jc.LMLS > j.214M | 4725 (5M) | 1.16 | [3] Medium | Rejump route. The dash before rejump has to be buffered. |
2M > 5S > delay 5H > delay SD > airdash j.M ▷ dash jump j.4LL > j.M > delay forward jc.LLS > j.214M | 4490 (5M) | 1.04 | [3] Medium | Rejump into a cross under sideswitch to stay same side after j.214M. Really good corner carry. SD has to be delayed for slightly longer than the normal rejump. |
SD > j.M > jc.MS > j.214M | 2500 | 0.48 | [1] Very Easy | Sliding knockdown off a raw SD. |
Metered
Combo | Damage | Meter Gain | Difficulty | Notes |
---|---|---|---|---|
5M > 2M > 236H > dl 2M > 5H > 6S > 2S > SD > j.MLL2H > jc.LLS > 214M | 5034 | 0.8+ | Easy | Midscreen 236H combo that you can also use as a confirm. |
236S > Vanish ▷ delay 2M > 2L > 5LL > 5M > 5H > 6S > SD > j.LL2H > jc.LLS > j.214M | 2700 - 2900 | -0.8 | [2] Easy | Grounded Vanish extension into sliding knockdown #1. These routes are too long for anything more than raw 236S.The damage varies based on how much of 236S hits |
... j.L > delay j.LL2H > j.236M > Vanish > j.236L (whiff), j.LLS > j.214M | [2] Easy | Air Vanish extension into same side SKD example #1. j.2H > j.236M requires autocombo boost, and j.236L (whiff) route can't be done at high hitstun decay. | ||
... j.S > j.236L > Vanish > delay j.214M | [1] Very Easy | Air Vanish example #2. | ||
... j.S > j.214M > Vanish, j.[DR] | [1] Very Easy | Air Vanish example #3. |
Corner Combos
Meterless
Combo | Damage | Meter Gain | Difficulty | Notes |
---|---|---|---|---|
5M > 2M > 236M, 2M > 5H > 5S > SD > j.LLL2H > jc.LLLS > j.214M | 4953 | 1.52 | [2] Easy | Meterless corner combo |
5M > 2M > 236M, 2M > 5H > 5S > 2S > SD > j.LL2H > jc.LLS > j.214M | 4878 | 1.6 | [2] Easy | Corner combo that keeps sides |
2M > 5M > jc.M > jc.MH > j.236M, j.[DR] | 3781 | 0.98 | [1] Very Easy | Solo DR for snapback. |
5M > 2M > 236M > 5M > sj.5M5H > dl 2H5S > SD > j.5LLL2H > j.5LLL5S > 214M | 5215 | 1.75 | [4] Hard | Corner combo with high damage but high difficulty landing the dl 2H can be hard |
Metered
Combo | Damage | Meter Gain | Difficulty | Notes |
---|---|---|---|---|
5M > 2M > 236H > dl 5M > 5H > 6S (S) > 2S > SD > j.5LLL2H > jc.5LLLS > j.214M | 5822 | 1.4+ | Medium | the dl 5M is the hard part of this combo if you find it to hard to get then just do dl 5L. |
2M > 5M > jc.MH > j.236M, j.2H > jc.LLLS > SD > j.LLLS > j.214M > Vanish, j.[DR] | 5552 (5M) | 0.61 | [1] Very Easy | Simple air combo. Builds the bar to spend on Vanish and stay same side. |
2M > 5S > 236M(1) (whiff), 2M > delay 5H > SD > j.M > delay j.H ▷ jump j.LLLS > SD > j.MH2H > jc.LLLS > j.214L > Vanish, j.[DR] | 5993 (5M) | 0.95 | [3] Medium | Incredibly high damage rejump combo. 236M has to whiff its first kick and hit on the second. Due to how long these combos are, you'll have to cut out a few normals if the starter isn't 2M. |
j.H ▷ 5LL > 2M > 5M > jc.M > j.236M, j.2H > jc.LLLS > SD > j.LLLS > j.214L > Vanish, j.[DR] | 4319 | 0.73 | [1] Very Easy | Midscreen to corner example with high hitstun decay #1. |
j.H ▷ 5LL > 5M > 2M > 5S > delay 5H > delay SD > j.M > delay j.H ▷ jump j.LLS > SD > j.H2H > jc.LLLS > j.214L > Vanish, j.[DR] | 4539 | 0.9 | [3] Medium | Midscreen to corner example #2. |
5LL > 5S > 2S, jump j.LLL2H > jc.LLLS > SD > j.LLLS > j.214M > Vanish, j.[DR] | 4189 | 0.61 | [2] Easy | Simple back-to-corner combo. You can hold upback during the animation of the 2S, just time the j.L after. |
2H > SD > j.M2H > jc.M2H > j.214H ▷ 5LL > 5S > delay 5H > 6S > SD > j.LLL2H > jc.LLLS > j.236L > j.236L+M | 6813 | -0.8 | [2] Easy | 2H back-to-corner combo. Have to spend extra resources for knockdown. |
j.H > 5LL > 5M > 2M > 5S > 236M(first hit whiffs) > 2M > 5M > sj.MH2HS > SD > j.H2H > jc.LLLS > j.214L > vanish, j.[DR] | 4581 | 0.95 | [3] Medium | Corner BnB that doesn't require rejumps, only hiccup is the 2HS, 2H needs to be delayed according to character size, the smaller the character the more delay, but will work on all characters. If not using j.H starter then you can j.LLL2H instead of j.H2H. |
Assist Extensions
- ... j.236L > Assist, j.[DR]
- ... j.236M > Assist, j.[DR]
Utilizing fullscreen tracking assists. Works both midscreen and in the corner.
Simply call them near the end of combo into j.DR for a same side sliding knockdown without having to spend any meter.
Sparking
- 5M > 2M > 5H > 5S > 2S > Spark, 5H > 5S > jc.LLLS > SD > j.LLLS > jc.LLLS > j.236L > Vanish, j.214M
Easy and damaging Sparking confirm combo. Because of the slide, it leads to even more damage with DHC's.
Miscellaneous
- 5L air hit confirm
5LL works as a replacement for 5LL > 2M since 2M would whiff on air hit.
So midscreen combos with 2M > 5M can be done with 5LL > 5M. 2M > 5S can also be done with 5LL > 5S.
- 2M > 5S > delay 5H, 5L
This corner link works only if 5H hits meaty. This is the highest damage route for Vegito, but unfortunately the delay isn't universal.
There's a visual cue for when the link will work: the smear on 5H's foot during the cinematic freeze. If it's even just slightly shorter than how it usually is, then you can link to 5L. Note that it can still link even if the smear looks the same, but it's a good cue nonetheless.
- ... 5H > 5S > 236L(1) (whiff), 5L
Non-Smash 5H, 236L whiffs its first hit and meaties the second one.
It's another corner link that isn't universal, but there are consistent setups to deal with different body sizes.