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| {{clr|4|2H}} > SSBA || Anywhere || 5500 || All || {{clr|6| Very Easy}} || Easiest possible use of meter on a midscreen AA counter-hit. | | {{clr|4|2H}} > SSBA || Anywhere || 5500 || All || {{clr|6| Very Easy}} || Easiest possible use of meter on a midscreen AA counter-hit. | ||
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| | | {{clr|4|2H}} > {{clr|4|22H}} , {{clr|4|c.H}}XX > {{clr|1|214L}}/SBA || Anywhere || 2915/3355 || All || {{clr|3|Easy}} || Reliable AA on counter-hit, very shallow jump-ins can sometimes avoid the pull | ||
|- | |- | ||
| {{clr|4|2H}} > {{clr|4|22H}} , {{clr|4|c.H}}X > {{clr|4|623H}}/[SBA]/SSBA || Anywhere || 3025/4465/5005 || All || {{clr|3|Easy}} || Let opponent fall to connect all hits of autocombo. | | {{clr|4|2H}} > {{clr|4|22H}} , {{clr|4|c.H}}X > {{clr|4|623H}}/[SBA]/SSBA || Anywhere || 3025/4465/5005 || All || {{clr|3|Easy}} || Let opponent fall to connect all hits of autocombo. |
Revision as of 12:32, 15 February 2022
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List
Combo | Position | Damage | Works on: | Difficulty | Notes |
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c.XXX > 214L/M | Anywhere | 1730/1905 | All | Very Easy | The soft knockdown lets you charge up 236M for a timing mix-up. |
CH f.H > 22H , c.HXX > 214M | Anywhere | 2820 | All | Medium | Soft knockdown for 236M pressure. |
X > 236H , c.H > 214H , c.H > 623H/[SBA]/SSBA | Corner | 4500/5940/6480 | All | Easy | Safejump. |
X > 236H , 2H > 22L , Template:Crl , 2U | Corner | 3300 | All | Medium | HKD Safejump. |
X > 236H , 2H > 22L , 66 , 2H > 214L | Corner | 3620 | All | Hard | Leads to a safe jump in the corner. Can also extend to f.M > SBA after 214L for damage. |
X > 236H , 2H > 22H , j.214L , c.M > SSBA | Corner | 5403 | All | Hard | Sub-optimal Style combo. |
X > 214H , c.HXX > 623H/[SBA]/SSBA | Corner | 3645/5085/5625 | All | Very Easy | Safejump. |
X > 214H , 2H > 22L , c.H > 623H/[SBA]/SSBA | Corner | 3700/5280/5820 | All | Easy | Safejump. |
X > 214H , 5HXX > 236H , 2U | Corner | 3735 | All | Easy | Regular route into sweep HKD. |
X > 214H , 2H > 22H , c.HX > 236H , 2U | Corner | 4773 | All | Medium | Safejump |
X > 214H , c.H > 236H , 66 , c.H > 623H/[SBA]/SSBA | Corner | 4840/5980/6820 | All | Hard | Max damage, Hard knockdown |
CH j.214M , c.M > 236H , microwalk , c.H > 214H , c.H > 623H/[SBA]/SSBA | Corner | 5180/5940/6500 | All | Medium | Very reliable pick-up combo off of a counter-hit j.214M. The point of the microwalk is to let the opponent fall to a point where the 214H won't whiff. |
CH j.214M , c.H > 236H , microwalk , c.H > 214H , c.H > 623H/[SBA]/SSBA | Corner | 5680/6440/7000 | All | Hard | Overall tighter and does not work at every height but the extra damage is significant, the microwalk is extremely important in this one. |
236[M] , 5U , c.H > 236H , microwalk , c.H > 214H , c.H > 623H/[SBA]/SSBA | Corner | 5780/6740/7100 | All | Hard | Combo from a level 3 charge 236M |
2H > SSBA | Anywhere | 5500 | All | Very Easy | Easiest possible use of meter on a midscreen AA counter-hit. |
2H > 22H , c.HXX > 214L/SBA | Anywhere | 2915/3355 | All | Easy | Reliable AA on counter-hit, very shallow jump-ins can sometimes avoid the pull |
2H > 22H , c.HX > 623H/[SBA]/SSBA | Anywhere | 3025/4465/5005 | All | Easy | Let opponent fall to connect all hits of autocombo. |
2H > 22H , (Dash under) , c.H > 214H , 2U | Corner | 3340 | All | Medium | AA Corner/Sideswitch/Oki. Do this instead of 2U if you want to burn cooldowns/meter for damage (c.H > 236H > 623H/SBA/SBAA) |
2H > 22H , (Dash under) , c.H > 214H , c.H > 236H , 623H/SBA/SBAA | Corner | 4370/4890/5690 | All | Medium | AA Corner/Sideswitch/Hard Knockdown |
CH 2H > 236[H] , microwalk , c.H > 214H > c.H > 623H/[SBA]/SSBA | Corner | 5440/6340/7090 | All | Hard | Corner combo off of counter-hit 2H. On lower air-hits you will need to release 236H earlier but the combo will still work. You don't want to confirm into Karma here because it scales the combo immensely. |
Combo Theory
Video Examples
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Attack Attributes •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Misc •
Archived Information
• Patch Notes •