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 B, S or even MP Skill starters these are more situational punishes and don't present themselves often in matches.
The common goal is to end combos mid-screen with 236M for corner carry and either 236M or 623M once in the corner. Ending with 236M in the corner will give the strongest 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. setup with follow up 2B whiff canceled into a meaty 5S. In all other cases (e.g. max range 5B) you should end combos with 5M to push your opponent back while denying them the opportunity to use conversion to get back in.
If you have the extra meter to burn you can add on j.M to most combos for an extra minimum 100 damage for each Quantum BombGuardAllStartup124RecoveryTotal 26(+5 Landing)Advantage-.
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 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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j.B > 2A > 5S > 2S > dl.6S > dash > 4S > jS
This combo works everywhere on the screen.
2A > 5S > 2S > dl.6S > dash > 4S > 236M > dash > 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 > dash > 4S > 236M > dash > 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 > dash > 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 > dash > 5S > 236M > 4S > 623M
Metered variant of the the previous meterless j.B 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 > dash > 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 > dash > [5B] > 5S > dl.6S > dash > 4S > 236M > dash > 4S > 623M
Works from anywhere on the screen.
5A > 5AA > 5S > 2S > 236M > 5S > dash > 5S > 236M > dash > 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 > 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 > dash > 4S > 236M > dash > 4S > 623M
Works anywhere on screen where 5S and 2S link.
5S > 2Sx3 > jc > j.M > j.A > j.S > 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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2A > 5S > 214M(2) > dash > 2S > 214M(2) > 5S > 214M(2) > 214M(2) > 5S > 214M(2) > j.M > j.S(whiff) > 4S
170MP requirement.
Good utility combo to steal the corner and deal a good amount of damage.
CH [5B] > 5S > 6S > [5B] > 5S > 6S > 5S > 214M(2) > j.M > j.S(whiff) > j.S
-50 or more mana requirement.
A great combo for when you're exhausted and still need to keep up the pressure.
2B > 5S > 6S > 5S > 6S > 5S > 6S > dash > 5S > 214M(2) > j.M > j.S(whiff) > 4S
Needs 100 mana to start and will leave you mana positive.
Depending on your spacing you may need to include a micro dash to be in range for j.M > j.S(whiff) > 4S to link.
AA 2S > 214M(2) > dash > 2S > 214M(2) > dash > 2S > 214M(2) > dash > 2S > 214M(2) > jc > j.M > j.S(whiff) > j.S > dash > 5S > 214M(2) > 4S > AS
170MP requirement.
Anti-air combo with full corner carry.
5S > 2S > jc > dl.j.M > j.A > j.S > [66 > 5S > 214M(2)]x2 > j.M > j.S(whiff) > 4S
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.
2A > 5S > 214M(2) > dash > (2B whiff) > 2S > 214M(2) > dash > dl.5S > 214M(2) > j.M > j.S(whiff) > j.S
130MP requirement.
You need to be point blank with 2A to avoid dropping later in the combo.
2B is optional. 5S needs to be delayed just slightly to hit after 2B if used.
2A > 5S > 2S > 214M(2) > 2S > 214M(2) > 5S > 214M(2) > 214M(2) > 5S > 214M(2) > j.M > j.S(whiff) > 4S
170MP required to remain meter positive after (with oki).
Deals up to 506 damage with clear cube.
Damage varies based on character and how many hits of 214M connect.
2A > 5S > 214M(2) > dash > 2S > 214M(2) > j.M > j.S(whiff) > j.S > dash > 5S > 214M(2) > j.M > j.S(whiff) > 4S > dash > 4S > AS
200MP requirement.
2A needs to start close enough to link 5S into 214M.
This combo be used anywhere on the screen.
5A > 5AA > 5S > 2S > 214M(2) > j.M > j.S(whiff) > [5B] > 6S > j.M > j.S(whiff) > j.S > j.M > j.S(whiff) > 4S > 4S > AS
200MP requirement.
A good meter dump corner combo for closing out rounds.
Don't hold 5B for the full duration as that will mess up the link into 6S > j.M after.
2A > 5S > 2S > 214M(2) > j.M > j.S(whiff) > [5B] > 5S > j.M > j.S(whiff) > j.S > j.M > j.S(whiff) > 4S > 4S > AS
200MP requirement.
A good meter dump corner combo for closing out rounds.
CH 5A > 2S > jc > dl.j.M > j.A > j.S > j.M > j.S(whiff) > dl.5S > dl.5S > 214M(2) > j.M > j.S(whiff) > 4S > 4S > AS
Needs 200 mana and awakening.
A DP punish starting from 5A. You need to be close in order to link 5A into 2S.
Does not work on Inquisitor.
CH 5S > 2S > 4M(2) > 5S > 2S > 4M(2) > j.M > cv > 5S > dl.6S > j.M > j.S(whiff) > j.S > j.M > j.S(whiff) > 4S > 4S > AS
Needs 200 mana and awakening.
A DP punish starting from 5S.
Does not work on Enchantress.
2B > 5S > 2S > jc > j.M > j.A > j.S > j.M > j.S(whiff) > 5S > dl.5S > 214M(2) > j.M > 4S > 4S > AS
200MP requirement.
CH 2Sx4 > jc > j.M > CV > 2S > 214M(2) > dl.j.M j.S(whiff) > j.S > dl.5S > 214M(2) > j.M > j.S(whiff) > 4S > dl.4S > AS
200MP requirement.
A touch of death A single combo that will defeat the opponent even from full health. combo on Enchantress and Swift Master.
Does not work on Inquisitor.
Miscellaneous Combos
Combo | Position | Damage | MP Req. | Works on: | Difficulty | Notes | Video |
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2A > [5B] > 5S > 2S > 214M(2) > j.M > j.S(whiff) > j.S > j.M > j.S(whiff) > j.S > j.M > j.S(whiff) > 4S > AS | Corner | 720 | 200 | All | Hard | Alternate 2A meter dump route that uses 2 j.S mid combo to build mana. |
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