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 Gain | Notes |
---|---|---|---|
c.5L , c.5L , f.5L | 1120 | 6% meter | Far jab hit confirms are very important. |
c.5LXX | 1120 | 9% meter | Autocombo. |
c.5LXX > 236L | 1820 | 15% meter | You are +3 on hit. |
c.5LXX > 214L | 1960 | 17% meter | Have enough time to run up for a c.5M meaty. |
c.5L , c.5L , f.5L > 236236H | 3430 / 3640 | -100% | SBA confirm. Damage values for easy input and techinical input. |
c.5LXX > 236H~6H , c.5L , 5L , 2U | 2520 | 28% meter | Headbutt extension. f.L can still link into 2U. |
c.5LXX > 236H~6H > c.5MXX > 214H | 2830 | 37% meter | Great screen carry with a HKD. |
If Opponent is Crouching | |||
c.5L , c.5L , f.5L , 2U | 1750 | 9% meter | Spacing dependent. Often easier to just do 2 c.5L into 2U. |
c.5L , c.5MXX | 1800 | 13% meter | c.5L links into c.5M vs crouching opponents. |
c.5L , c.5MXX > 236H~6H , c.5MXX , 214H | 3100 | 39% meter | HKD for oki. |
c.5L , c.5MXX > 236H~6H , 5L , 5L , 2U | 2910 | 30% meter | HKD for oki. |
If Opponent is Airborne | |||
c.5LX > 623M/H | 2200, 2550 | 18% meter | Air grab followup. Damage values are for 623M and 623H respectively. Both end in a HKD with the same oki. |
c.5LX > 214H , 623L/H | 2740, 3340 | 25% meter | Requires 214H to hit under the opponent. Damage values are for 623L and 623H respectively. |
C.5LX > 214H , 2U | 2470 | 16% meter | Non-EX HKD. |
If Opponent Is In The Corner | |||
c.5LXX > 236H~6H > c.5MXX > 214H > c.5M}X > 623H | 3200 | 50% meter | Battery combo. Bad for damage but great for meter gain. |
c.5LXX > 236H , 2H > 214H , c.5MX > 623M/H | 3420,3470 | 43% meter | End in 623M if youre carrying them into the corner, as 623H will sometimes wiff otherwise. |
c.5L , c.5M > 236H , 2H > 214H , c.5MX > 623M/H | 4100, 4195 | 40% meter | Crouching only. More damage. Damage values are for 623L and 623H respectively. |
c.5L > c.5MXX > 236H > 2H > 214H > c.5MX > 623H | 3740 | 44% meter | Crouching only. More meter. Safejump loop combo |
c.M
Combo | Damage | Meter | Notes |
---|---|---|---|
c.5MXX > 214L/H | 2360, 2430 | 19% meter | SKD vs HKD |
c.5MXX > 236L | 2220 | 18% meter | You are +3 |
c.5MXX > 236H~6H~6H | 2790 | 30% meter | HKD |
c.5MXX > 236H~6H , 2L , c.5L , 2U | 2920 | 30% meter | Good oki |
c.5MXX > 236H~6H , c.5MXX ,214L/H | 3210, 3230 | 39% meter | SKD vs HKD |
If Opponent Airborne | |||
c.5MX > 214H , 2U | 2870 | 18% meter | Universal safejump (timing varies on height). |
c.5MX > 214H , 623H | 3740 | 27% meter | |
If Opponent In Corner | |||
c.5M > 214H , c.5M > 236H , c.5H > 623H | 4780 | 38% meter | Does not work if crouching, use to kill |
c.5M > 214H , c.5M > SSBA | 6103 | 15% meter | 624M motion can be used to buffer SSBA . Can also use 2M instead to confirm into SSBA easier at the cost of slightly less damage. |
c.5M > 236H , 2H > 214H , c.5MX > 623H | 4497 | 40% | More damage |
c.5MXX > 236H , 2H > 214H , c.5MX >623H | 3870 | 45% | Safejump loop combo |
c.H
Combo | Damage | Meter | Notes |
---|---|---|---|
c.5HXX > 214L/H | 2760 / 2830 | 22% meter | Damage values are for 214L and 214H respectively. |
c.5HXX > 236H~6H , 2L , 5L , 2U | 3320 | 32% meter | HKD from c.5H autocombo. |
c.5HXX > 236H~6H , c.5MXX , 214H | 3630 | 42% meter | Screen carry combo. |
CH c.5H > 236M , c.5MXX > 236H~ 6H , 2L , 2L , 2U | 4365 | 41% meter | Strong universal counterhit combo. |
CH c.5H > 236M , c.5M > 236H > 2H , 2M , SBA/SSBA | 5528 / 6000 | -100% meter | Values are for SBA/SSBA. 2M can be replaced with a c.5M for slightly more damage but it is harder to do in a SSBA combo. |
CH c.5H > 236M , c.5M > 236H~ 6H , c.5MXX , 214H | 4723 | 45% meter | Strongest meterless midscreen option. Works everywhere. |
CH c.5H > 214M > c.5M > 214H > c.5M > 236H > c.5H > 623H | 5874 | 49% meter | Corner only. Only works against standing opponents. |
CH c.5H , c.5H > 214H > c.5M > 236H > c.5H > 623L/M/H | 5282, 5425, 5567 | 44% meter | Alternative if 214M isn't buffered. Corner only. Only works against standing opponents. Damage values are for 623L, 623M, and 623H respectively. |
CH c.5H , c.5HX > 236H , 2H > 214H , c.5MX > 623M/H | 4988, 5035 | 48% meter | Cooldown loop combo. Do this If the opponent is crouching. Damage values are for 623L and 623H respectively. |
f.L
Combo | Damage | Meter | Notes |
---|---|---|---|
f.5L > 236S / 236236H | 3700 / 4000 | -100% meter | Super hitconfirm. |
CH f.5L > f.5M > 214L / 214H | 2060 / 2140 | 14% meter | |
If Opponent Crouching | |||
f.5L > 2U | 1300 | 7% meter | |
CH f.5L > f.5M/2M > 236H~6H > f.5L > f.5L > 2U | 2790 | 25% meter | Although 2M works and both net the same damage, f.5M is easier to connect. |
If Opponent In Corner | |||
CH f.5L > f.5M > 214H > c.5M > 236H > c.5H > 623H | 4350 | 39% meter | Opponent must be standing |
f.M
Combo | Damage | Meter | Notes |
---|---|---|---|
f.5M > 214L / 214H | 1900 / 2000 | 12% meter | |
f.5M > 236H~6H > 2L > 5L > 2U | 2730 | 24% meter | |
f.5M > 236H~6H > c.5MXX > 214H | 3280 | 34% meter | |
f.5M > 236L | 1700 | 10% meter | Good poke. |
If Opponent In Corner | |||
f.5M > 236H > 2H > 214H > c.5MX > 623H | 4397 | 40% meter | Safejump loop combo |
f.5M > 214H > c.5M > 236H > 5H > 623H | 4680 | 38% meter | More damage |
f.H
Combo | Damage | Meter | Notes |
---|---|---|---|
f.5H > 214L/H | 2300 / 2400 | 13% meter | Opponent must be standing |
f.5H > 236L | 2100 | 11% meter | |
f.5H > 236H~6H > 2L > 2L > 2U | 3130 | 25% meter | |
f.5H > 236H~6H > c.5MXX > 214H | 3680 | 35% meter | |
CH f.5H > c.5LXX > 236H > 2H > 214H > c.5MX > 632H | 4040 | 46% meter | Has alot of corner carry |
CH f.5H > c.5MXX > 236H > 2H > 214H > c.5MX > 632H | 4423 | 48% | See above but has to be spaced correctly. |
CH f.5H > 236M > c.5MX > 236H > 2H > 214H > c.5MX > 632H | 5105 | 51% | Works in same spacing as the CH f.5H > c.5LXX combo |
If Opponent In Corner | |||
f.5H > 214H > c.5MX > 623H | 4570 | 31% meter | |
f.5H > 236H > 2H > 214H > c.5MX > 623H | 4782 | 42% meter | Safejump loop combo |
f.5H > 214H > c.5M > 236H > 5H > 623H | 5060 | 39% meter | More damage |
2L
Combo | Damage | Meter | Notes |
---|---|---|---|
2L > c.5LXX > 236L | 2000 | 16% meter | You are +3 |
2L , c.5LXX > 236H~6H , 2L , c.5L , 2U | 2510 | 28% meter | |
2L , c.5LXX > 236H~6H , c.5MXX , 214H | 2700 | 37% meter | |
If Opponent Standing | |||
2L , c.5LXX > 214L/H | 2120 / 2180 | 18% meter | Damage values are for 214L and 214H respectively. |
If Opponent Couching | |||
2L , 5L , (5L) , 2U | 1750 | 9% meter | Remove a 5L if too far. |
2M
Combo | Damage | Meter | Notes |
---|---|---|---|
2M > 214L/H | 1900 / 2000 | 12% meter | Opponent must be standing |
2M > 236H~6H , 2L , 5L , 2U | 2730 | 24% meter | |
2M > 236H~6H , c.5MXX , 214H | 3280 | 34% meter | |
CH 2M > 236L | 1700 | 10% meter | |
CH 2M , 5L | 1100 | 6% meter | |
CH 2M , 2U | 1600 | 8% | Opponent must be crouching |
2H
Combo | Damage | Meter | Notes |
---|---|---|---|
2H > 214L/H | 2300 / 2400 | 15% meter | |
2H > 236L | 2100 | 13% meter | |
2H > 236H~6H > c.5MXX >214H | 3680 | 36% meter | |
If Opponent Airborne (Authors note: Ladiva's CH AA combos are free form but height and spacing dependent) | |||
2H > 214H , c.5HX > 623L | 4390 | 29% meter | |
2H > 236H , 5M > 214H , 2U | 3610 | 28% meter | |
CH 2H(1) > 214M > 2H > c.5LX > 623H | 4500 | 33% meter | Side swap combo (works if you AA someone above your head) |
CH 2H(1) > 214M , 2H > 214H , c.5HX > 623L/H | 5227 / 5512 | 38% / 42% meter | Do 623L midscreen, 623H works only in corner |
CH 2H(1) > 214M , 2H > 214H , 2U | 4430 | 27% meter | Safest ender |
CH 2H(1) > 214M , 2H > 214H , 5H > 236H~6H , c.5M > 623H | 5578 | 52% meter | Only works if they are far out during AA and 236H6H only juggles in corner |
236L
Combo | Damage | Meter | Notes |
---|---|---|---|
CH 236L , c.5MXX > 236H~6H , 2L , 5L , 2U | 3510 | 35% meter | |
CH 236L > c.5MXX > 236H~6H , c.5MXX , 214H | 3700 | 44% meter |
236M
Combo | Damage | Meter | Notes |
---|---|---|---|
236M , c.5MXX > 236H~6H , c.5L , 5L , 2U | 3710 | 37% meter | |
236M , c.5MXX > 236H~6H , c.5MXX , 214H | 3900 | 47% meter | |
CH 236M , c.5HXX > 236H~6H , c.5L , 5L , 2U | 4110 | 40% meter | 236M must be VERY meaty to work |
CH 236M , c.5HXX > 236H~6H , c.5MXX , 214H | 4300 | 53% meter | 236M must be VERY meaty to work. |
214L
Combo | Damage | Meter | Notes |
---|---|---|---|
Lariats with running start do more damage | |||
214L , c.5LX > 214H > c.5M > 623H | 4310 | 35% meter | 214L must be spaced. Corner only. |
214L , f.5L > 236236H | 4480 | 12% meter | 214L must be spaced. Corner only. SBA ender. 12% meter gained before SBA |
214L , c.5LX > 214L , c.5L > 623L | 3600 | 30% meter | 214L must be spaced. Corner only. Saves cooldowns. |
CH 214L , 5M > 214H , c.5M > 623H | 4812 | 35% meter | Corner only |
214M
Combo | Damage | Meter | Notes |
---|---|---|---|
GC means Guard Crush, Lariats with running start do more damage | |||
GC 214M , c.5LXX > 236H~6H , 2L , c.5L , 2U | 2520 | 33% meter | You get c.5L started if opponent blocks 214M standing |
GC 214M , c.5LXX > 236H~6H , c.5MXX , 214H | 2830 | 43% meter | |
214M , c.5M > 214H , c.5M > 236H , c.5H > 623H | 5482 | 45% meter | 214M must be spaced. Corner only. |
CH 214M , f.5H > 214H , c.5M > 623H | 5487 | 36% meter | 214M must be spaced. Corner only. |
214M , f.5M > 214H , f.5M > 236H~6H > c.5MX > 623H | 5017 | 50% meter | Midscreen |
U~X
Combo | Damage | Meter | Difficulty | Notes |
---|---|---|---|---|
U~M | ||||
U~M , F.H >214L/H | 2720/2790 | 20% | [3] Medium | A situational high corner carry combo if H version is used , a microwalk is needed if you are completely at the edge. Can also omit the 214/H ender for a 236236H ender for more damage |
U~M , F.H, 6M+H > 623L/M | 3130/3330 | -35% | [3] Medium | Variation of the above combo that uses meter for better oki but slightly less corner carry. |
U~H | ||||
U~H , j.H > j.XSPD | 2920/3220/3520 | 31% | [2] Easy | Simple, corner only follow up for Unique heavy grab. Damage is for L/M/H J.SPDs respectively. |
Combo Theory
- Seeing as your goal is to mix and reset people to death, your combo routing should be optimized around making the most of the chances you get to touch the opponent. Ladivas one of the rare grapplers where her strike is just as deadly as her command grab, if not even more potent. Route for HKDs and you can take advantage of people watching your CDs and use this as leverage in your guessing game.
- Any EX move or SPD will grant a HKD.
- Any combo that ends in 236L on the ground enables a 50/50 between her c.5M and her 360M. Your opponent has to mash immediately or else they risk getting grabbed. That is why being +3 on hit is so important for Ladiva/Fastiva.
- Your midscreen routes should be optimized around screen carry whereas your corner combos should try to be optimized around looping your CDs. You do more than enough damage to get by in 3-4 touches so you can afford to play around screen positioning rather than min maxing damage.
- Ladivas/Fastiva's full autocombo restands, along with her 2H, enabling her to combo into her lariat much easier. This is very important because 236X is the engine of your mix and your strike throw conditioning.
- Comboing with rush is a risky investment due to Ladiva/Fastivas want to have 100 meter. Her SBA/SSBAs are *very* strong and can allow her to get away with a lot more than she probably could without them. It's not bad by any means but you have to properly assess why you want to use rush before you use it.
- If you do use rush, you can always cancel into it from any normal from any range sans 2U, as that is a universal mechanic. from rush you can always cancel into 623M or 214L/H to extend your combo.
- If you find yourself struggling to consistently lock the opponent down repeatedly go check out her strategy page for a more thorough breakdown on her oki/setplay gameplan.
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