Combo Notation Guide | Character Name Abbreviations | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
|
Midscreen
Combo | Position | Damage | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
c.Hxx > 214L/M/H | Anywhere | 2530/2705/2670 | All | Very Easy | Autocombo. The soft knockdown lets you charge up 236M for a timing mix-up. 214H ender causes a hard knockdown, allowing for a f.L > 5U setup at the cost of a sideswitch. |
c.Hxx > 236H | Anywhere | 2600 | All | Very Easy | Autocombo ending in hard knockdown. Allows for a f.L > 5U setup at the cost of a sideswitch. |
2L > 2L , f.L > SBA | Anywhere | 2520 | All | Easy | Light links SBA confirm. |
CH f.H > 22H , c.Hxx > 214M | Anywhere | 3140 | All | Easy | Soft knockdown for 236M pressure. |
CH f.H > 22H , c.H > SBA/SSBA | Anywhere | 4580/5157 | All | Easy | Metered ender. |
CH f.H > 22H , 214H , f.M > SBA | Anywhere | 3750 | Not CL | Medium | Style combo. |
j.214H , dash , 2U > SBA | Midscreen | 3500 | All | Very Hard | Midscreen crossup dive follow-up. Video Example. |
Corner
Combo | Position | Damage | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
CH 214M , 2M > 214H , c.H > 236H , microdash , c.H > 623H/SBA/SSBA | Corner | 5418/6292/6632 | All | Medium | Counterhit 214M starter. Useful when using 214M as a frametrap. |
c.H > 236H , c.H > 214H , c.H > 623H/SBA/SSBA | Corner | 5098/6232/6626 | All | Easy | Safejump. Must manual input SBA for full damage. Doing c.Hxx > 623H when not using meter takes damage to 5196. |
c.Hxx > 236H , 2U | Corner | 3020 | All | Easy | Early ender, leads to your choice of a safejump or 5U > 2L safe meaty. |
c.H > 214H , 2H > 22L , j.L | Corner | 3510 | All | Easy | Early reset, can't safe meaty. Can be used to microdash into Anthem. |
c.H > 214H , c.H > 236H , dash , c.H > 623H/[SBA]/SSBA | Corner | 5380/6514/6896 | All | Medium | Max damage, hard knockdown. Must manual input SBA for full damage. Doing c.Hxx > 623H when not using meter takes damage to 5451. |
CH j.214M , c.H > 236H , microwalk , c.H > 214H , c.H > 623H/SBA/SSBA | Corner | 5595/6507/6809 | All | Medium | 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. Must manual input SBA for full damage. |
236[M] , 5U , c.H > 236H , microwalk , c.H > 214H , c.H > 623H/SBA/SSBA | Corner | 5688/6600/6892 | All | Hard | Combo from a level 3 charge 236M. Must manual input SBA for full damage. |
236[M] , microwalk , c.H > 214L , c.H > 236H , 214H , SSBA | Corner | 6990 | All | Very Hard | Combo from antiair fully charged 236M. Microwalk must leave you positioned directly under the opponent. Video Example. |
j.214H , microdash , 2M > 236H , f.H > SBA | Corner | 4680 | All | Medium | j.214H followup in the corner. |
j.214H , microdash , f.H > 6MH > 236H , microdash , c.H > 623H | Corner | 4656 | All | Medium | j.214H extension in the corner using Rush. Use this over j.214H , SBA in the corner as it's both more damage and only costs 50% Skybound Gauge. Can safejump after the DP hits. Video Example. |
c.H > 214H , 2H > 22H > GMH | Corner | 3870 | All | Very Easy | Example Overdrive setup using 22H. Video Example. |
Anti-Air
Combo | Position | Damage | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
2H > SSBA | Anywhere | 5425 | All | Very Easy | Easiest possible use of meter on a midscreen AA. Always works as long as 2H connects. |
2H > 22H , c.Hxx > 214L | Anywhere | 2915 | All | Easy | Reliable AA regardless of counter-hit. |
2H > 22H, c.M (whiff) , microdash , 2H > 214L , 2U > 214H | Anywhere | 3620 | All | Hard | Style Anti-Air. Can lead into f.L , 5U oki. Video Example. |
2H > 22H , c.H > SBA/SSBA | Anywhere | 4580/5157 | All | Easy | Metered AA option. Must manual input SBA for full damage. |
CH 2H > [236H] , 22H , dash , c.H > SBA/SSBA | Anywhere | 5593/6130 | All | Hard | Counterhit 2H extension. Only works on very high hits, such as the peak of a high jump, or interrupting Belial's 623M. |
CH 2H > 22H , forwards superjump , (dl)j.U > j.214H , dash , c.H > 236H , c.H > SBA/SSBA | Corner | 5350/5610 | All | Very Hard | Style combo. The delay on the j.U is different depending on the character. Not advised to ever go for in a real match. Video Example. |
2H > 22H , dash under , c.H > 236H , 2U | Corner | 3250 | All | Easy | AA corner sideswitch ending in hard knockdown. Leads to your choice of a safejump or 5U > 2L safe meaty. |
2H > 22H , dash under , c.H > 236H , c.H > 623H/SBA/SBAA | Corner | 4150/5278/5723 | All | Easy | AA corner sideswitch using meter. Hard knockdown. |
CH 2H > 236[H] , microwalk , c.H > 214L > c.H > SSBA | Corner | 7030 | Not VS, FT | Very Hard | Corner combo off of counter-hit 2H. Maximum damage. Video example. |
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 •