
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List
Midscreen
Combo | Damage | SBA Gain | Works on: | Difficulty | Notes |
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c.XXX > 214M/214H | 2060, 2360, 3060 | 18%, 22%, 23% | Anyone | [2] Easy | Values are for L,M,H autocombos. |
c.XXX > [4]6L | 2130 ,1800, 3130 | 16%, 20%, 21% | Anyone | [2] Easy | Values are for L,M,H autocombos. |
c.XXX > 22H(1)-H | 2770, 3070, 3770 | 18%, 22%, 23% | Anyone | [2] Easy | Requires one 22H stomp step to hit. Values are for L,M,H autocombos. |
c.XXX > 6M+H > 214H | 2470, 2770, 3470 | 11%. 15%, 16% | Anyone | [2] Easy | Requires 50% meter. Values are for L,M,H autocombos. |
c.XXX > 6M+H > 22H-H > f.L | 3130, 3430, 4130 | 3% | Anyone | [2] Easy | Requires 50% meter. Values are for L,M,H autocombos. |
f.5M/f.5H > 6M+H > 22H(1)-H > f.5L | 3700, 4100 | 8%, 9% | Anyone | [2] Easy | Requires 50% meter. Any normal can serve as a starter for this combo except for 2U. This is more optimal to do than f.5H > 236236H. |
c.M, c.LXX > 214M/214H | 2620 | 23% | Anyone | [2] Easy | c.M hit confirm link. |
2M/2U > 632146M | 2300-2600 | 12% | Anyone | [2] Easy | Requires 2M/2U to hit close for 632146M to connect. |
5U > 2M > 22H-H > (f.L) | 3500-3920 | 17% | Anyone | [2] Easy | Omit f.L to keep the hard knockdown. |
22X-[H] > GCc.5HXX > 22H(1)-H | 3770 | 27% | Anyone | [2] Easy | Guard Crush Combo. When vas fully charges his Crushing blow in any stance he is +16, and thus can hit the opponent with anything he wants. The combo itself is easy, getting them to block this is not. |
AA 2H > 632146M | 2700 | 14% | Anyone | [3] Medium | Deep 2H anti-air. |
AA 2H > [4]6M | 2900 | 14% | Anyone | [2] Easy | |
AA 2H > [4]6H > f.5L | 3660 | 22% | Anyone | [5] Very Hard | Very precise timing/height required. |
AA 2H > [4]6H > f.5L > 6M+H > 22H-H > f.5L | 5570 | 24% | Anyone | [5] Very Hard | Requires 50 meter. |
AA 2H > 22L-L | 2600 | 14% | Anyone | [2] Easy | Cooldown-less anti-air. |
AA 2H > 22L-H > 2U > 22H(1) H > f.5L | 5800 | 29% | Anyone | [4] Hard | Requires a deep AA connect. Combo timing will vary slightly based on the cast. |
AA 2H > 22H-H > 2H > [4]6H | 5380 | 30% | Anyone | [3] Medium | Requires a deeper AA to get the 22H-H but otherwise is fairly simple and consistent. |
AA2H > 22H-H > 2M/632146M | 3660-4500 | 17%, 21% | Anyone | [2] Easy | 22H anti-air extension. |
CH c.L, c.MXX > 214M/214H | 2620 | 22% | Anyone | [3] Medium | |
CH c.L/c.M, 2M > 22H(1)H, (f.L) | 3000-3420, 3300-3720 | 15-18%, 18-21% | Anyone | [3] Medium | |
CH 2M/2U > 22H(1)-H > 2M > 214M/214H | 4010, 4310 | 26% | Anyone | [2] Easy | 2U version whiffs at max range. |
CH 2M/2U > 22H(1)-H > 2M > 236236H | 5630, 5930 | -100% | Anyone | [2] Easy | |
CH UOH, c.M, f.L > 22H(1)-H | 3910 | 20% | Anyone | [2] Easy | |
CH UOH > 2H > 22H-H | 3900 | 18% | Anyone | [3] Medium | Tight link |
CH UOH, 2M > 22H(1)-H > f.5L | 3920 | 19% | Anyone | [2] Easy | |
CH f.5H > [4]6H | 3300 | 19% | Anyone | [3] Medium | Good counterhit confirm. |
AA CH 2H > 22L-66-H > 2M/2U > 22H(1)-H > f.5L | 5560/5800 | 29% | Anyone | [3] Medium | CH AA bnb. |
AA CH 2H > 22L-66-H > 2M/2U > 22H(1)-H > f.5L > 236236H/236236U | 6840/7200 | -100% | Anyone | [3] Medium | Super enders of above combo (damage assuming you landed the 2U, which does more damage in combos.) |
Crouch-Only Midscreen
Combo | Damage | SBA Gain | Works on: | Difficulty | Notes |
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c.L, c.MXX > 214M/214H | 2620 | 22% | Anyone | [3] Medium | |
c.M, c.MXX > 214M/214H | 2920 | 26% | Anyone | [2] Easy | |
CH c.5M > 2M > 22H-H > f.5L | 3720 | 21% | Anyone | [3] Medium | |
CH c.5H > 2H > 22H(1)H | 4400 | 21% | Anyone | [3] Medium | |
c.L, c.L, f.L > 22H(1)-H | 3110, | 16% | Anyone | [3] Medium | |
c.L, c.L, f.L > 6M+H > 214H | 2810, | 9% | Anyone | [3] Medium | Requires 50% meter. |
Corner
Combo | Damage | SBA Gain | Works on: | Difficulty | Notes |
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c.XXX > 214H, 2H > 22L-66(1)-H, f.L | 3980, 4280, 4980 | 33%, 37%, 38% | Anyone | [3] Medium | Values are for L,M,H autocombos. Sets up meaty stance oki. |
c.XXX > 214H, 2H > 22H-H, c.M > 632146M | 4440, 4740, 5440 | 38%, 42%, 43% | Anyone | [2] Easy | Values are for L,M,H autocombos. |
2M/2U > 22H(1)-H, f.L > 6M+H > 214H | 4304, 4596 | 19% | Universal in corner | [3] Medium | Requires 50% meter. Does not work on LN, FT, MT, LW, VS, NM, SO, DJ, YU, UN, EU, SX, or VI midscreen. |
c.5M > c.5M > 214H > 2H > 22L-66-H > f.5L/2M | 4910 | 34% | Anyone* | [5] Very Hard | Shockingly optimal usage of CDs comes at the cost of being very tight to do. Starter is crouching only and the 2M ender is not universal. |
2M/2U > 22H(1)-H, c.M > 214H, 2H > [4]6L | 5150/ 5450 | 36% | Anyone | [2] Easy | Substitute c.M with f.L at longer ranges to reach. |
c.5H > 214H > 2H > 22H-H > c.5M > 632146M | 6260 | 38% | Anyone | [3] Medium | Meterless corner cash out bnb. |
c.5H > 214H > 2H > [4]6H | 4980 | 32% | Anyone | [2] Easy | Gives Vas his best, easiest to earn oki while saving his more important CDs. |
214H(2nd hit) > 2U > 22H-H > f.5L > 6M+H > 632146M | 4827 | 23% | Anyone | [4] Hard | Use this combo if you recognize your 2H will wiff in the corner after a fireball catches them. Requires 50 meter. |
CH [4]6M > 2H > 22H-H > c.5M > 214H > 2H > [4]6M | 7050 | 43% | Anyone | [4] Hard | Very spacing dependent starter. |
CH [4]6M > c.5H > 214H > 22H-H > c.5M > 632146M | 7230 | 44% | Anyone | [5] Very Hard | Even more strict, more rewarding combo from the above combo posted. If you think you are going to get a f.5M over a c.5M just drop it from the route and 632146M will still work. |
CH [4]6M > c.5H > 214H > 2H > 22H-H > 2H > [4]6M | 7500 | 43% | Anyone | [5] Very Hard | Technically optimal but good luck. |
22H-L > f.5L/f.5M > 214H > 2H > [4]6H | 5130/5330 | 36% | Anyone | [2] Easy | Catches people jumping out of the corner and punishes them with this. |
22H-L > f.5H > 6M+H 214H > 2H > [4]6H | 5620 | 18% | Anyone | [3] Medium | Rush will wiff at max range. |
22X-[H] > GCc.5H > 214H >2H > 22H-H > 632146M | 5980 | 38% | Anyone | [3] Medium | Guard Crush Combo. When vas fully charges his Crushing blow in any stance he is +16, and thus can hit the opponent with anything he wants. The combo itself is easy, getting them to block this is not. Due to the nature of pushback some routes might change slightly based on where in the corner he lands the GC. |
CH 22X-H > c.5M > 22H(1)H > 214H > 2H > [4]6M | 6590 | 43% | Anyone | [3] Medium | Good counterhit combo for catching people trying to roll through 22X in the corner. |
CH 22X-H > 214H > 2H > 22H-H > c.5M > 632146M | 6760 | 41% | Anyone | [3] Medium | Optimal meterless punish of someone rolling out of 22X in the corner. |
22H-L > f.5H > 236236H | 4880 | -100% | Anyone | [2] Easy | Simple distant AA confirm. |
5U, 2M > 214H, 2H > 236236U, 22H(1) > 632146M | 6380 | -100% | Anyone | [4] Hard | Post-SSBA extension. |
Cornered Anti Airs
Combo | Damage | SBA Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
2H > [4]6H > c.5M > 214H > 2H > 22H-H > 632146M | 6840 | 47% | Anyone | [4] Hard | Gives up damage for stability. Can use a 2L if c.5M will wiff for less damage but more consistency. |
2H > [4]6H > 214H > 2H > 22H-H > c.5M > 632146M | 7030 | 47% | Anyone | [5] Very Hard | The trick to continuing after [4]6H is to get the 1st hit of the tackle to connect as late as possible. |
2H > 22H-H > 214H > 2H > [4]6H > c.5M > 632146M | 7030 | 47% | Anyone | [5] Very Hard | Can use a 2L if c.5M will wiff for less damage but more consistency. |
22H-L > f.5H > 214H > f.5H > 236236H | 5910 | -100% | Anyone | [3] Medium | Good at catching people jumping out of the corner. Simple combo but incredibly spacing dependent. |
CH 2H > 22L-66-H > 2H > 22H-H > 214H > 2H > [4]6M | 7370 | 44% | Anyone | [4] Hard | Specific heights are required for the 214H to connect properly. The 1st 2H can be replaced with a c.5H for more damage but you lose a lot of hang time on your combo. |
CH 5U > c.5M > 214H > 2H > [4]6H > c.5M > 632146M | 5730 | 43% | Anyone | [4] Hard | 5U is an extremely degenerate AA when you have a stock of Soul Forge. Use this to catch people trying to jump over you/crossing you up. |
CH 5U > c.5H > 214H > 2H > [4]6H > c.5M > 632146M | 6430 | 44% | Anyone | [5] Very Hard | Optimal punish but very tight spacing needed. |
CH 22M-H > 2H > 22H-H > 214H > 2H > [4]6M | 7100 | 40% | Anyone | [4] Hard | Any 22X-H will work but the 1st one must not be 22H. |
Combo Theory
- 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.
- Ending a combo with airhit f.L allows you to get a meaty with [4]6M that is plus. You can also cancel into 236236H but it will not get the cinematic damage.
- c.M c.M is technically a 1 frame link on crouching opponents. It is difficult, but possible.
- 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 c.LXX and follow those respective combo routes.
- All of Vaseraga's close and crouching normals can combo into 214H leading to a knockdown midscreen or respectable damage in the corner.
Video Examples
Template
Combo | Position | Damage | SBA Gain | Works on: | Difficulty | Notes |
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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 |

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