[2S > jc > j.B > j.S]xN
This sequence works easily when the opponent is in the air.
If maximizing for damage, you can skip j.B, but the timing is not easy.
Doubles as an effective way to go into enders.
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==Miscellaneous Combos== | ==Miscellaneous Combos== | ||
==Video Examples== | |||
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==Navigation== | ==Navigation== |
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Basic combos are simple combos with the fewest requirements and conditions possible. They:
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Starter > 5B > 5SS > 6S > 236M
This combo will connect from any button other than 2S and M specials, so it's a good fallback if you don't know what to do.
Starter > 5B > 5S > 2S > jc > j.B > j.S > dl j.M
You need to delay the j.M, otherwise it won't connect.
Starter > 5B > 5S > 2S > jc > j.B > j.S ▷ 5M > 236M > 214M
Wait until you land after j.S, then immediately go for 5M.
Striker can easily get fullscreen corner carry from any BnB starter in order to get corner pressure, damage and oki.
Some of her combos require you to delay normals or specials, but the timings are generally lenient.
The following sequences can be used very often in these combos, making it easy to learn BnBs off most starters. By learning them individually you'll have an easier time pieceing the combos together.
Due to the fact that these sequences can be looped, and because they don't make use of M specials, you can easily regain a lot of meter while comboing the opponent in order to secure a strong ender.
[2S > jc > j.B > j.S]xN
This sequence works easily when the opponent is in the air.
If maximizing for damage, you can skip j.B, but the timing is not easy.
Doubles as an effective way to go into enders.
2S > 214M > 66 > 4S OTG
A very strong pickup, if you can hitconfirm it from Striker's midscreen buttons.
Microdash required, unless near the corner.
This sequence allows you to go into air diveloops into an ender of your choice, for corner-to-corner combos that deal around 400 damage.
[5B > jc > j.S]xN
This sequence allows for max corner carry from 2A. It's not optimal from other starters.
You have a lot of time to hitconfirm whether the preceding move hit or not, thanks to 5B being the starting point.
When you complete the last diveloop in a combo, you can link into 5A > 5B, followed by an ender.
You can pick your preferred ender sequence based on how much meter you want to spend. All of these work on 100 meter.
214M is the ender of choice for corner combos, as it deals a lot of damage and sets up divekick oki.
... 2S > jc > j.B > j.S ▷ 5M > 236M > 214M
An ender that puts you at -30 meter, deals good damage and secures a HKD in the corner. Do the 5M as soon as you land after j.S. You can go into OTG divekick oki from this. At 100 meter, this combo allows you to loop any hit of corner oki at least twice.
Sometimes you might have to cancel the 2nd hit of 5M into 236M.
... 2S > jc > j.B > j.S > j.M ▷ OTG 5M(2) > 236M > 214M
Highest damage ender, puts you at -49 meter if you started with 100.
Delay the 5M for as long as it takes for you to reach 51 meter, otherwise you can't get a HKD if you're on 100 meter. Go for the previous ender if you're not confident in timing it.
Unless you can avoid exhaustion, this ender is probably not worth using. The damage increase is usually under 10 HP, and it will leave you without meter for combos you might get from opening up your opponent on oki - but it could still make the difference in a close round.
... 2S > jc > j.B > j.S > dl j.M
Low damage ender for saving meter or when you want to secure a HKD but can't reach the corner.
You can go for OTG j.S immediately after j.M, unless you're too low to the ground.
... 5SS > jc > j.M
When proration doesn't allow anything better. Situationally, you can microdash into 5M(2) > 236M > 214M, if you're close enough to the opponent and to the corner.
A breakdown of what most BnB combos look like.
2A > [5B > jc > j.S]x2 > 5A > 5B > 5SS > jc > j.M ▷ 66 > 5M > 236M > 214M
6S > 2S > 214M > 66 > 4S OTG > [2S > jc> j.B > j.S]x2 ▷ 5M > 236M > 214M
Core combos balance potency with consistency. They:
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2A > [5B > jc > j.S]x2 > 5A > 5B > 5SS > jc > j.M ▷ 66 > 5M > 236M > 214M
Corner to corner combo from 2A involving ground diveloops, cashing out on meter for oki and damage. Microdash required for the ender. Doesn't work at 2A's tip range.
2A > 5B > 5S > [2S > jc > j.B > j.S]x2 ▷ 5M > 236M > 214M
Ever so slightly less corner carry: you will still reach the corner from 80% of the stage.
As long as the number of hits is the same, the full combo connects with any sequence of moves before the 2S, even 2AAA (unless the moves themselves do not combo).
Slightly better damage and less meter usage.
2AAA > [2S > jc >j.B > j.S]x2 ▷ 5M > 236M > 214M
Scaled 2A confirm with good corner carry.
Starter > 2S > 214M > 66 > 4S OTG > [2S > jc > j.B > j.S]x2 ▷ 5M > 236M > 214M
Doesn't work at tip range for some starters.
High damage from most midrange buttons. You must go into 2S right away for the 2nd diveloop to connect, which might make it quite difficult to hitconfirm. The 2S can easily whiff if the starter gets blocked or if at tip range.
Starter > 5S > [2S > jc > j.B > j.S]x3 ▷ 5M > 236M > 214M
An easier variation that sacrifices the 214M pickup, while still retaining good damage.
Instead of 5S, you can do any non-light button of your preference.
j.S (blocked) > j.A ▷ 5A > 5S > 2S > 214M > 66 > 4S OTG > 2S > jc > j.B > j.S ▷ 5M > 236M > 214M
Strong corner to corner combo off your overhead option from j.S.
You can skip the 5S to deal 5 more damage, but that also makes it harder to hitconfirm into 2S.
The 5S can be replaced by any other ground normal, such as 5B.
This combo also works:
623M(1) > 214M > 66 > 4S > 5SS > jc > j.M
The microdash 4S requires a bit of practice, but it's worth the effort.
623M(1) > 214M > 66 > 4S > 5SS > jc > j.M ▷ OTG 5M(2) > 236M > 214M > AS
Big damage off a DP, midscreen and requires awakening. Depending on the positioning, a microdash might be required after j.M.
CH 236M > 66 > 5B > [2S > jc > j.B > j.S]x2 ▷ 5M > 236M > 214M
A corner to corner combo that works from fullscreen and midscreen. Begin the dash as soon as possible and hit them with the tip of the 5B.
CH 236M > 236M > 5M > 5B > 5S > 2S > jc > j.B > j.S > dl j.M
No microdash required, more damage but less advantage on oki and more meter usage.
CH 236M > dl 214M > 66 > 4S > [2S > jc > j.B > j.S]x2 ▷ 5M > 236M > 214M
High damage. Delay the first 214M accordingly, so that it hits them while falling.
The microdash is not very difficult, and isn't required if the opponent is right in the corner.
j.M ▷ 6S > 5S > [2S > jc > j.B > j.S]x2 ▷ 5M > 236M > 214M
j.M can be a decent option for going over low pokes when j.S doesn't have the reach.
j.M ▷ 2S > 214M > 66 > 4S OTG > 2S > jc > j.B > j.S ▷ 5M > 236M > 214M
Higher damage, easily hitconfirmable because of j.M's lengthy total duration.
Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
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Block DP > (66) > CH 214M > 66 > 214M > B+S > 2B > [2S > jc > j.B > j.S]x2 ▷ 5M > 236M > 214M
Corner to corner DP punish that makes use of the white health received from blocking the DP for conversion.
Works versus characters with DPs with slower recoveries: BRZ, ... TODO
In awakening, you can loop 236M > 214M into AS for 853 damage, to make them think twice about trying to DP next time.
Block DP > CH 6S > 214M > 66 > 214M > B+S > 2B > [2S > jc > j.B > j.S]x2 ▷ 5M > 236M > 214M
A variation that works versus characters with DPs that have less recovery. Also connects at further ranges than the 236M starter.
At 100 meter, the 214Ms must be inputed with the proper motion, in order to regain meter for the ender.
This version can be somewhat tricky for punishing DPs that don't build a lot of white health, such as Inquisitor's.
Block DP > CH 6S > 214M > B+S > 66 > 214M > 236M > 214M > 66 > 4S > 2S > jc > j.B > j.S ▷ 5M > 236M > AS
Requires corner and awakening, for massive damage. ToD against Enchantress, Inquisitor and Swift Master.
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