Character Name abbreviations and general nomencalture are currently developing and are subject to change
Template
Combo | Position | Damage | SBA Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
combo transcript | where | Damage | Net Gain | who | Very Easy | |
combo transcript | where | Damage | Net Gain | who | Easy | |
combo transcript | where | Damage | Net Gain | who | Medium | |
combo transcript | where | Damage | Net Gain | who | Hard | |
combo transcript | where | Damage | Net Gain | who | Very Hard |
Combo List
Combo | Position | Damage | SBA Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
c.XXX > 214M | All | 1960, 2360, 3060 | 20%, 22%, 23% | All | Very Easy | Values are for c.LXX, c.MXX, c.HXX. |
c.XXX > [4]6L | All | 1960, 2360, 3060 | 17%, 20%, 21% | All | Very Easy | Values are for c.LXX, c.MXX, c.HXX. |
c.XXX > 22H(1)~H | All | 2670, 3070, 3770 | 20%, 22%, 23% | All | Very Easy | Values are for c.LXX, c.MXX, c.HXX. One March stomp must connect before canceling into the H followup. |
c.M, c.L, 2M > 22H(1)~H | All | 3310 | 20% | All | Easy | One March stomp must connect before canceling into the H followup. |
c.M, c.L, 2M > 22H(1)~H, f.L > 214H | All | 4140 | 31% | Gran, Katalina, Lancelot, Ladiva, Metera, and Lowain | Medium | One March stomp must connect before canceling into the H followup. |
c.XXX > 214H, 2H > 22H~H, c.MXX > [4]6L | Corner | 4244, 4628, 5328 | 44%, 46%, 47% | All | Medium | Values are for c.LXX, c.MXX, c.HXX |
c.M, c.L, 2M > 22H(1)~H, f.L > 214H, 2H > [4]6L | Corner | 4681 | 40% | All | Hard | One March stomp must connect before canceling into the H followup. |
22X~[H], c.H > 214H, 2H > 22H~H, c.MXX > [4]6L | Corner | 6024 | 46% | All | Hard | This is off of a guard Break from 22X~[H]. If you want to end with a super, do c.M straight into super, do not do the autocombo. Requires a slight delay on the stance H in order to get slightly closer. |
c.M c.MXX 214H 2H 22H~H 2M | Corner | 4726 | 48% | All | Very Hard | |
2H > 22L~L | Anti-air | 2600 | 14% | All | Very Easy | Safer option that leads to worse oki, but will work on most anti-air heights. |
2H > [4]6M | Anti-air | 2900 | 14% | All | Medium | On regular hit, only works if the opponent is low enough. On counter hit, [4]6M can be held to delay it to adjust for higher opponents. |
2H > 22L~66~H, c.M > 214H, 2H > 22H~H, 2M | Corner Counter Hit Anti-air | 6381 | 40% | All | Hard | You have to March for about a full step forward, but some distance can be made up by taking slight walks forward before the c.M and the 2H, based on the height and distance required. |
Combo Theory
"Ender" means you can choose 214M, [4]6L, 22H~H, 236236H, or 236236U.
- Ending a combo with 214M (or 214H) gives you a large amount of time to act before your opponent gets up, letting you easily get your 5U off, or run up to pressure them.
- Ending a combo with [4]6L Gives you less frame advantage, but leaves you closer to the opponent making it easier to maintain momentum.
- Ending a combo with 22H~H provides a hard knockdown and sets up a safejump by immediately doing 2L(whiff) jump forward.
- c.M c.M is technically a 1 frame link on standing opponents. It is difficult, but possible.
- c.M links into 2M on crouching opponent.
- Any f.L or f.M will combo into 22H~H, allowing you to get a knockdown off of far pokes. It will also work off of f.H, but not at all ranges.
- 2L links into c.L, allowing you to go into either 2M or c.LXX and follow those respective combo routes.
Video Examples
Click [★] for character's full frame data
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