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Revision as of 07:02, 25 June 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List
- There are many routes listed where you can use a super earlier to maximize damage. The full routes are listed to prioritize meter gain.
c.L
Combo | Damage | Meter | Notes |
---|---|---|---|
c.5LXX > 236L | 1820 | 15% meter | |
c.5L > c.5MXX > 236L | 2300 | 28% meter | |
c.5L > 2L > 5L > 2U | 1750 | 10% meter | |
c.5L > c.5MXX > 236H6H > 2L > c.5L > 2U | 2810 | 30% meter | |
c.5L > c.5MXX > 236H6H > c.5L > c.5MXX > 236236H / 720U | 3715 / 4340 | 34% meter | |
If Opponent Standing | |||
c.5LXX > 214L | 1960 | 17% meter | |
c.5L > c.5MXX > 214H | 2600 | 20% meter | |
Round Start Position | |||
c.5L > c.5MXX > 214H > 2M > 236H > 5MXX > 623B | 3680 | 46% meter | |
If Opponent Crouching | |||
c.5L > 2L > 5L > 5M > 236H6H > 2L > 5L > 2U | 2720 | 27% meter | |
c.5L > c.5L > 5M > 236H6H > c.5L > c.5L > 2U | 2760 | 25% meter | |
c.5L > c.5L > 5M > 236H6H > c.5L > c.5MXX > 236236H | 3685 | 30% meter | |
If Opponent Airborne | |||
c.5LX > 623L | 1760 | 13% meter | |
c.5LX > 214H > c.5MX > 623M | 3730 | 30% meter | |
c.5LX > 214H > c.5MX > 623H | 3980 | 30% meter | more stable midscreen than 623B |
c.5LX > 214H > 2M > 236236H | 4590 | 16% meter | |
c.5LX > 214H > 2M > 236H > 2M > 236236H | 4540 | 26% meter | |
If Opponent In Corner | |||
c.5L > c.5M > 214H > c.5MX > 623M | 4030 | 30% meter |
c.M
Combo | Damage | Meter | Notes |
---|---|---|---|
c.5MXX > 236L | 2120 | 18% meter | |
c.5MXX > 236H6H > 2L > c.5L > 2U | 2820 | 30% meter | |
c.5MXX > 236H6H > c.5L > c.5MXX > 236236H / 720U | 3745 / 4370 | 35% meter | |
CH c.5M > 2M > 236H6H > 2L > 5L > 2U | 3090 | 27% meter | |
If Opponent Standing | |||
c.5MXX > 214L | 2260 | 14% meter | |
c.5MXX > 214H > 2M > 236236H | 4640 | 28% meter | |
If Opponent Airborne | |||
c.5M > 214H > c.5MX > 623M/H | 4240 / 4540 | 30% meter | 623H is more consistent and provides more time for 214X to recover |
If Opponent In Corner | |||
c.5MX > 214H > c.5MX > 623B | 4030 | 32% meter | |
c.5M > 214H > 720U | 6077 | 12% meter |
c.5H
Combo | Damage | Meter | Notes |
---|---|---|---|
c.5HXX > 214L/H | 2760 / 2970 | 22% meter | Opponent must be standing |
c.5HXX > 236H6H > 2L > 5L > 2U | 3320 | 32% meter | |
c.5HXX > 236H6H > c.5L > c.5MXX > 236236H / 720U | 4245 / 4779 | 37% meter | |
CH c.5H > 236B > 5MXX > 236H6H > 2L > 5L > 2U | 4285 | 42% meter | |
CH c.5H > 236B > 720U | 6264 | Uses 100% meter | Requires you to have access to your SSBA |
f.L
Combo | Damage | Meter | Notes |
---|---|---|---|
f.5L > 2U | 1300 | 7% meter | |
f.5L > 236S | 3900 | 3% meter | |
CH f.5L > f.5M > 214L | 2060 | 14% meter | |
If Opponent Crouching | |||
f.5L > f.5M | 1100 | 7% meter | |
f.5L > 2M > 236236H | 3900 | 7% meter | |
f.5L > f.5M > 236H6H > 2L > 5L > 2U | 2790 | 25% meter | |
f.5L > f.5M > 236H6H > c.5L > c.5MXX > 236236H / 720U | 3735 / 4360 | 30% meter | |
If Opponent In Corner | |||
CH f.5L > f.5M > 214H > c.5M > 236H6H > c.5MXX > 623H | 4157 | 47% meter |
f.5M
Combo | Damage | Meter | Notes |
---|---|---|---|
f.5M > 214L | 1900 | 13% meter | |
f.5M > 214H > 2M > 236236H | 5210 | 16% meter | Opponent must be standing |
f.5M > 236H6H > 2L > 5L > 2U | 2730 | 24% meter | |
f.5M > 236H6H > c.5L > c.5MXX > 236236H / 720U | 3870 / 4320 | 29% meter | |
CH f.5M > 236L | 1700 | 12% meter |
f.5H
Combo | Damage | Meter | Notes |
---|---|---|---|
f.5H > 214L/H | 2300 / 2600 | 13% meter | Opponent must be standing |
f.5H > 236L | 2100 | 11% meter | |
f.5H > 214H > 2M > 236236H | 5610 | 16% meter | Opponent must be standing |
f.5H > 236H6H > 2L > 5L > 2U | 3130 | 25% meter | |
f.5H > 236H6H > c.5L > c.5MXX > 236236H / 720U | 4270 / 4654 | 30% meter | |
If Opponent In Corner | |||
f.5H > 214H > c.5MXX > 623B | 4655 | 34% meter | 623H provides more time for 214X to recover and deals more damage if you need it |
CH 5H > 5H > 214H > 720U | 6912 | 19% meter |
2L
Combo | Damage | Meter | Notes |
---|---|---|---|
2L > 5L > 2U | 1520 | 9% meter | |
2L > c.5LXX > 236L | 2300 | 17% meter | |
2L > c.5L > 5L > 2U | 1750 | 10% meter | |
2L > c.5LXX > 236H6H > 2L > c.5L > 2U | 2510 | 28% meter | |
2L > c.5LXX > 236H6H > c.5L > c.5MXX > 236236H / 720U | 3415 / 4040 | 33% meter | |
If Opponent Standing | |||
2L > c.5LXX > 214L | 2120 | 18% meter | |
2L > c.5LXX > 214H | 2300 | 18% meter | |
If Opponent Couching | |||
2L > 2L > 5L > 5M > 236H6H > 2L > 5L > 2U | 2720 | 27% meter | |
2L > c.5L > 5L > 5M > 236H6H > c.5L > c.5MXX > 236236H / 720U | 3625 / 4040 | 31% meter | |
Round Start Position | |||
2L > c.5LXX > 214H > 5M > 236H > 5LXX > 623H | 3430 | 44% meter |
2M
Combo | Damage | Meter | Notes |
---|---|---|---|
2M > 214L | 1900 | 13% meter | Opponent must be standing |
2M > 214H > 2M > 236236H | 5210 | 16% meter | Opponent must be standing |
2M > 236H6H > 2L > 5L > 2U | 2730 | 24% meter | |
2M > 236H6H > c.5L > c.5MXX > 236236H / 720U | 3870 / 4320 | 29% meter | |
CH 2M > 236L | 1700 | 10% meter | |
CH 2M > 5L > 2U | 1820 | 13% meter |
2H
Combo | Damage | Meter | Notes |
---|---|---|---|
2H > 214L | 2200 | 15% meter | Opponent must be standing |
2H > 236L | 2000 | 14% meter | |
2H > 214H > 2M > 236236H | 5510 | 18% meter | Opponent must be standing |
2M > 236H6H > c.5L > c.5MXX > 236236H / 720U | 4170 / 4571 | 31% meter | |
If Opponent Airborne | |||
2H(1) > 214H > c.5HX > 623H | 4740 | 31% meter | You can get both hits of 2H however it's more height specific |
2H > 236H > 5M > 214H > 5MX > 623H | 4700 | 41% meter | |
CH 2H(1) > 214M > 2H > 236M | 3640 | 25% meter | |
CH 2H > 214M > 5MX > 236H > 5M > 214H > 623H | 5272 | 46% meter | |
CH 2H(1) > 214M > c.5M> 214H > c.5MXX > 623H | 5170 | 38% meter | |
CH 2H(1) > 214M > c.5H > 214H > c.5MXX > 623H | 5549 | 40% meter | Back to corner AA route |
236L
Combo | Damage | Meter | Notes |
---|---|---|---|
CH 236L > c.5MXX > 236H6H > 2L > 5L > 2U | 3410 | 36% meter | |
CH 236L > c.5MXX > 236H6H > c.5L > c.5MXX > 236236H / 720U | 4315 / 4837 | 39% meter |
236M
Combo | Damage | Meter | Notes |
---|---|---|---|
236M > c.5MXX > 236H6H > c.5L > 5L > 2U | 3610 | 38% meter | |
236M > c.5MXX > 236H6H > c.5L > c.5MXX > 236236H / 720U | 4515 / 5010 | 41% meter | |
CH 236M > c.5HXX > 236H6H > c.5L > 5L > 2U | 4101 | 40% meter | |
CH 236M > c.5HXX > 236H6H > c.5L > c.5MXX > 236236H / 720U | 4964 / 5488 | 43% meter |
214L
Combo | Damage | Meter | Notes |
---|---|---|---|
CH 214L > 5M > 214H > c.5MX > 623H | 5042 | 37% meter |
214M
Combo | Damage | Meter | Notes |
---|---|---|---|
GC 214M > c.5L > c.5MXX > 236H6H > 2L > c.5L > 2U | 2810 | 35% meter | |
GC 214M > c.5L > c.5MXX > 236H6H > c.5L > c.5MXX > 236236H / 720U | 3715 / 4340 | 39% meter | |
CH 214M > 5M > 214H > c.5MX > 623H | 5317 | 37% meter | 623M also works here but 623H is more consistent and provides more time for 214X to recover |
214M > 720U | 6086 | Uses 100% meter | Requires you to have access to your SSBA |
Combo Theory
Ladiva/Fastiva has great options to go into a hard knockdown. 2U, 214H, and any command throw provide her with either a safe jump or a reversal safe c5L meaty. You generally want to end any of your routes with any of these options or go for a SPD/214H reset if you're feeling confident. Before you decide your ender, you need to recognize if the opponent is standing or crouching when you get your opening. Against standing opponents, 214H is very good as it provides a lot of corner carry and a juggle provided your spacing. 214H midscreen will generally either end with a 2/5M>236236H or a safe jump. Towards the corner or from a airborne hit you can easily combo into c5M and end with a 623M/H. If the opponent is crouching, you will not be able to use 214X and you'll either want to do a jab confirm sweep, 236L for a plus restand, or go into 236H6H and sweep from there. Sweep is a strong option as it leads to a reversal safe c5L if done correctly and can be used to control reversal happy opponents. 236L is +3 on hit so ending with this will create free frame traps and this plus state can promote them to block. If the opponent respects this option you can 360M or delayed 360L. 236H6H is an extension for more damage and also has a SPD point from 2L. Use this a lot to get extra damage in from your confirms and use either sweep or SPD reset to get your hard knockdown. If they try to backdash or get hit airborne, you will want to 214H almost always. You're guaranteed a juggle from it into a 623M/H ender. Her 720U can be awkward to use midscreen from most confirms outside of auto-combos so make sure you're considering that when you want to cash out for the W.
Video Examples
Click [★] for character's full frame data
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