Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Midscreen Combos
Meterless
Combo | Damage | Meter Gain | Difficulty | Notes |
---|---|---|---|---|
2M > 5M > jc.MLL2H > SD > j.MLL2H > jc.LLS > j.214M | 4400 | 1.16 | Very Easy | Basic midscreen sliding knockdown combo. Switches sides. |
2M > 5M > sjc.MLLS > SD > delay j.LL2H > jc.LMLS > j.214M | 4425 | 1.16 | Easy | "Optimal" airstring. Delay j.L after SD to guarantee the final j.S Depending on the launcher (2H, DR, etc.), you might not need to delay j.L. |
2M > delay 5M > sjc.M > j.236S > j.LL > j.236M > j.2H > jc.LLLS > SD > j.LLLS > j.214M | Medium | Max damage midscreen to corner combo. 5M must hit as close to frame 17 as possible otherwise the 236S > j.L link will not work. Character specific. Segues nicely into a normal midscreen Smash combo if you're too far from the corner from j.236S > j.LL. | ||
5LL > 2M > 2L > 5M > sjc.MLLS ... | Very Easy | Alternative grounded string #1. For the most part, they'll add more damage and meter gain compared to 2M > 5M or 2M > 5S. Not recommended for longer combos. | ||
2M > 2L > 5LL > 5M > jc.MLLS ... | 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 | 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 | 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.ML > jc.MLS > j.214M | 2470 | 0.56 | Very Easy | Sliding knockdown off a raw SD. |
Metered
Combo | Damage | Meter Gain | Difficulty | Notes |
---|---|---|---|---|
236S > Vanish ▷ delay 2M > 2L > 5LL > 5S > delay 5H > 6S > SD > delay j.LL2H > jc.LMLS > j.214M | 2748 (236S(2)) | -0.8 | Easy | Grounded Vanish extension into sliding knockdown #1. These routes are too long for anything more than raw 236S. |
236S > Vanish ▷ delay 2M > 2L > 5LL > 5S > delay 5H > 6S > 2S > SD > j.M2H > jc.LLS > j.214M | 2778 (236S(2)) | -0.8 | Easy | Grounded Vanish extension #2. |
... j.L > delay j.LL2H > j.236M > Vanish > j.236L (whiff), j.LLS > j.214M | 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 | Very Easy | Air Vanish example #2. | ||
... j.S > j.214M > Vanish, j.[DR] | Very Easy | Air Vanish example #3. |
Corner Combos
Meterless
Combo | Damage | Meter Gain | Difficulty | Notes |
---|---|---|---|---|
2M > 236M, 2M > 5H > 5S > 2S > SD > j.LL2H > jc.LMLS > j.214M | 5070 (5M) | 1.45 | Very Easy | Meterless same side SKD. If you're not gonna spend meter, you might as well aim for highest meter gain instead of highest damage. 2M > 236M, 2M has rather good corner carry and can work from midscreen. In fact, most of his corner combos work from midscreen too. |
2M > 5M > jc.M > j.236M, j.[DR] | 3383 | 0.66 | Very Easy | Solo DR for snapback. |
Metered
Combo | Damage | Meter Gain | Difficulty | Notes |
---|---|---|---|---|
2M > 5M > jc.MH > j.236M, j.2H > jc.LLLS > SD > j.LLLS > j.214M > Vanish, j.[DR] | 5552 (5M) | 0.61 | 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 | 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 | 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 | 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 | Easy | Simple back-to-corner combo. |
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 | Easy | 2H back-to-corner combo. Have to spend extra resources for knockdown. |
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.