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Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo Theory
Almost all of Launchers combos are structured around 2A and 5A starters. While it is possible to get higher damage from 5S starters these are more situational punishes and don't present themselves often in matches.
The common goal is to end combos with either 4S or jS for hard knockdown A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. situations. From there you can set up okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. with 2B or add additional damage with 623M or AS to close out rounds. In all other cases you should end combos with 5M to deny your opponent the opportunity to use conversion to get back in.
Beginner Combos
Basic combos are simple combos with the fewest requirements and conditions possible. They:
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5A > 5AA > 4S > j.S
Works everywhere and at all but max 5AA range. Good confirm when 5B is too far for any projectile attacks to combo.
Can add 2A at the start for 2 less damage.
5A > 5AA > [5B] > 5M
Low-cost, low damage combo that is very useful for stripping away white life. This will be your go to combo when outside of 4S range after 5B.
Can add another rep of [5B] > 5M with conversion.
5A > 5AA > 5S > 236M > 5S > dl.6S > dl.5M
Works everywhere and at most 5AA ranges. This combo sends the opponent to the other end of the screen so it's best used away from the corner.
5S > 6S > 5M
The only way to confirm long range rocket hits.
AA 2S > 66 > 5B > 5S > dl.6S > 66 > 4S > 236M > 66 > 4S > 623M
Works best out of corner or midscreen.
6S needs to be slightly delayed so it hits just behind the opponent allowing you time to dash in with 4S.
AA 2Sx5 > 214M(2) > dl.5S > 214M(2) x2 > dl.5S > 214M(2) > 4S > 623M
Simple mana-efficient high damage anti-air leading into oki in the corner.
The 2S links need a slight delay between each rep to make it easier to connect with 214M.
jA > jS > 5A > 5AA > 4S or 5B > 5M
jA needs to hit quite low.
You can trade oki for extra damage and white health removal by ending with 5B > 5M instead of 4S.
2A > 5A > 5AA > 4S > 236M > 5S > dash > 4S
A very simple bnb that has about half screen corner carry.
Near the corner you can end with jS for a hard knockdown and be in a better position to handle wake up roll with 2B oki.
Core Combos
Core combos balance potency with consistency. They:
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jB > 2A > 5S > 2S > dl.6S > 66 > 4S > jS
This combo works everywhere on the screen.
2A > 5S > 2S > dl.6S > 66 > 4S > 236M > 66 > 214M(2) > 4S > 236M
Works at round start distance.
You need to delay the 6S so that it hits slightly behind the opponent, giving you enough time to dash in with 4S
The damage varies depending on how 214M hits.
2A > 5S > 2S > dl.6S > 66 > 4S > 236M > 66 > 4S > 623M
Works anywhere on the screen and gives full corner carry.
2A > 5A > 5AA > 5S > 2S > jc > j.S > 236M > 5S > 214M(2) > 4S > 2M
j.A > j.B > 2A > 5S > 236M > 5S > 66 > 5S > 236M > 4S > 623M
While this is possible with 100MP you will need a minimum of 120MP if you want this route to end meter positive.
Damage varies depending on how many hits 236M gets.
j.B > 2A > 5A > 5AA > 5S > 236M > 5S > 66 > 5S > 236M > 4S > 623M
Metered variant of the the previous meterless jB combo with full corner carry.
While this is possible with 100MP you will need a minimum of 120MP if you want this route to end meter positive.
Damage varies depending on how many hits 236M gets.
j.S > 5A > 5AA > 5S > 236M > 5S > 66 > 5S > 236M > 4S > 623M
While this is possible with 100MP you will need a minimum of 120MP if you want this route to end meter positive.
Damage varies depending on how many hits 236M gets.
2S > 66 > [5B] > 5S > dl.6S > 66 > 4S > 236M > 66 > 4S > 623M
Works from anywhere on the screen.
5A > 5AA > 5S > 2S > 236M > 5S > 66 > 5S > 236M > 66 > 4S > 623M
Useful for taking the corner anywhere on the screen.
While this is possible with 100MP you will need a minimum of 120MP if you want this route to end meter positive.
5A > 5AA > 5S > 2Sx2 > 214M(2) > 5S > [214M(2)]x2 > 5S > 214M(2) > 4S > 623M
Damage varies depending on how 214M hits.
5A > 5AA > 5S > 2S > jc > j.M > j.A > j.S > nuke hit > dl.2B(whiff) > dl.5S > 214M(2) > 4S > 623M
A higher damage, higher execution version of the previous 5A corner confirm.
You need to be fairly close with hit confirm This keyword does not have an entry in the Glossarying 5A in order to connect with j.A > j.S later in the combo.
j.A > j.S > 2A > 4S > 236M > 5S > 214M(2) > 4S > 623M
Damage varies depending on how 214M hits.
5S > 2S > 236M > 5S > 66 > 4S > 236M > 66 > 4S > 623M
Works anywhere on screen where 5S and 2S link.
5S > 2Sx3 > jc > j.M > j.A > j.S > nuke hit > dl.2B(whiff) > dl.5S > 214M(2) > 4S > 623M
Damage varies depending on how 214M hits.
Specialized Combos
Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
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2B > 5S x2 > 236M > 5S x3 > 214M > 5S > 4S or [214M > 5S] x2 > 214M > 4S
Only works if 2B hits from near max distance on a cornered opponent, either on direct hit or after the grenade times out.
If you have the meter to burn you can squeeze in 214M > 5S loops for extra damage before ending with 4S.
5S > 214M(2) > 2B > 2S > jc > j.S > 236M > 5S x3 > 214M(2) > 5S > 214M(2) > 4S
Midscreen 5S starter that works great as a DP punish.
Against characters who can crouch 5S ( Enchantress, Dragon Knight, Striker, Swift Master) you'll have to use a 2A starter into 5S and remove 2B altogether.
jB > 2A > 5A > 5AA > 4S > 236M > dash > 5S x2 > 4S
This combo works from near the starting position. The final 5S can be omitted for about 15 less damage and an easier combo.
jB > 2A > 5A > 5AA > 5S > 236M > 5S x2 > 236M > 5S x3 > 214M (2) > 4S
This combo only works in the corner.
5A > 5AA > 5S > 236M > 5S x2 > 236M > 5S x3 > 214M (2) > 4S
A good corner combo that leaves you mana positive starting with 70 MP or more and can combo into AS to close out rounds.
The hardest part to get right is 214M which can be inconsistent across the entire cast. A good visual indicator is to have opponent land right on top of first hit of 214M so that the follow up connects.
For hitting 5S 3 times make sure that the opponent lands on top of the first 5S. You can tell by seeing if the explosion is behind them rather than below or right in front of them.
2A > 5A > 2B > 5S > 236M > 5S > dash > 5S > 236M > dash > 4S
2A must hit point blank in order for 2B to connect later on.
This combo has full corner carry into oki and leaves you mana positive with 70 MP or more.
2A > 5A > 2B > 2S > jc > dl.jM > cv > jA > jS > 66 > 5S x3 > 214M (2) > 4S
You need to be approximately round start distance in order to reach the corner.
2A must hit point blank in order for 2B to connect later on.
When jump canceling 2S make sure to jump forward and use jM as the opponent begins to descend.
If you want you can tack on 623M at the end for extra damage (~376) in exchange for oki.
2B > 2S > jc > jM > jS (whiff) > 5A > [5B] > nuke hit > 5S x2 > 236M > 5S x3 > 214M(2) > 4S
Needs 100 mana to start and will leave you mana positive.
When calling jM it needs to be as close to the ground as possible so jS whiff will let you land faster than normal.
5S > cv > 5S x2 > 2S > 5S > 2S > jc > 7jS > 236M > jc > jM > jS (whiff) > 4S > nuke hit > 4S
-50 or more mana requirement. AS ender leaves you mana positive.
The 4S just after the nuke call needs to hit as early as possible.
2B > 2S > jc > jM > jS (whiff) > 5A > [5B] > nuke hit > 5S x4 > 236M > jc > jM > jS (whiff) > jS > nuke hit > 66 > 4S
Needs 100 mana to start.
When calling jM it needs to be as close to the ground as possible so jS whiff will let you land faster than normal.
In order to get 5S x4 make sure the first 5S hits just a little behind off screen.
The last jS just before the second jM needs to catch them just before they hit the ground to retain OTG properties.
2S > 214M(2) > 66 > 5S > 214M(2) > jc > j.M > j.A > j.S > nuke hit > 5Sx3 > 214M(2) > 4S > 236M
Anti-air combo that can also be used on the ground.
The trick for getting 2S > 214M(2) to link is to have them fall on top of 214M at the exact angle of its trajectory.
2B > 2S or 5S > 236M > 5S x4 > 236M > jc > jM > jS (whiff) > 5S > nuke hit > jM > jS (whiff) > 4S > nuke hit > 4S
Needs 170 mana to start.
When calling jM it needs to be as close to the ground as possible so jS whiff will let you land faster than normal.
2S or 5S > 236M > cv > 44 > 5S x4 > 236M > 5S x2 > 236M > dl.jM > jS (whiff) > 4S > nuke hit > 4S
The fourth 2S on the loop has to hit as low as possible, otherwise drop on the third loop and add it to the next one.
5S > 2S > jc > dl.j.M > j.A > j.S > nuke hit > [66 > 5S > 214M(2)]x2 > TK j.M > j.S(whiff) > dl.5S > nuke hit
Needs 130 mana.
The trick to getting 214M > j.M to link is making sure you input j.M as low to the ground as possible (also known as a tiger knee An input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input. input). This way you whiff cancel j.S for shorter landing recovery into j.S and the nuke will be auto timed to hit after the animation of 4S finishes.
CH 5A > 2S > jc > dl.j.M > j.A > j.S > nuke hit > TK j.M > j.S(whiff) > dl.5S > nuke hit > dl.5S > 214M(2) > TK j.M > j.S(whiff) > 4S > nuke hit > dl.4S > AS
Needs 200 mana and awakening.
A universal DP punish starting from 5A. You need to be close in order to link 5A into 2S.
2B > 5S > 2S > jc > dl.j.M > j.A > j.S > nuke hit > j.M > j.S(whiff) > dl.5S > nuke hit > dl.5S > 214M(2) > TK j.M > j.S(whiff) > 4S > nuke hit > dl.4S > AS
Needs 200 mana and awakening.
For the third Quantum BombGuardAllStartup124RecoveryTotal 26(+5 Landing)Advantage- after 214M you'll need to be precise with the j.S whiff cancel. Wait for her to throw her hand in front before inputting the move or else the follow-up 4S will not release before the nuke hits.