Combo |
Position |
Damage |
Meter Gain |
Works on: |
Difficulty |
Notes
|
XXX > 236H-4M, c.L, c.M > 214L |
Anywhere |
2770-3570 |
35-40% |
Anyone |
Easy |
Midscreen BnB. Delaying 236H-4M can cause c.M to become f.M
|
2M, 2L, 5L > 214L |
Anywhere |
2260 |
19% |
Anyone |
Very Easy |
Low hit confirm
|
X > 236H-4H, f.H(1) > 214M |
Anywhere Crouching |
2890-3690 |
31-36% |
Anyone |
Easy |
Midscreen crouch confirm
|
j.U, [4]j.M or [6]j.M, 5MXX > 214L |
Anywhere |
3115 |
29% |
Anyone |
Easy |
Unique crossup starter combo. Movement can be controlled sideways after j.U hits. j.U doesn't combo on standing opponents.
|
X > 214H, c.H > 236H-4H, 2U-4G |
Corner |
3940-4707 |
37-41% |
Anyone |
Easy |
Corner safejump combo
|
CH UOH, c.H > 236H-4H, f.H(1) > 214H |
Anywhere |
4200 |
36% |
Anyone |
Easy |
Counter Hit Overhead confirm
|
CH 2M, 5H > 236H-4M, 2L, f.L > 214L |
Anywhere |
3155-3855 |
36% |
Anyone |
Medium |
Low Counter Hit confirm. Longer ranged CH 2M gives a f.H followup instead of c.H
|
2H > 236M or 623L |
Anywhere |
1300-2000 |
11-16% |
Anyone |
Very Easy |
Standard AA followup. 236M knocks the opponent back farther than 623L.
|
2H > 214M > c.H > 214H |
Anywhere |
3570 |
29% |
Anyone |
Medium |
Inconsistent AA combo. Requires 214M to whiff its grab animation.
|
CH 2H > 236L-4H, 66 > f.H(1) > 236H-4M, f.H(1) > 214H |
Anywhere |
3720 |
38% |
Anyone |
Medium |
Counter Hit AA combo, close spacing only. Video Example.
|
c.H > 214H, c.H > 236H-4H, c.H > SBA/SSBA |
Corner |
6275-6616 |
-100% |
Anyone |
Medium |
Meter dump super combo.
|