Combo |
Position |
Tension Gain |
Works on: |
Difficulty |
Notes
|
2K,2D,2S > jc > jK,jD |
anywhere |
Low |
works on everyone |
easy |
This is probably the most character-universal string into jD knockdown. Some characters require a different variation, or a very deep hit, so you might need to go for Item Toss or Pogo enders instead.
|
6H xx Pogo RC dash 6H xx Pogo > Pogo.S > Pogo.H |
corner |
Costs 50 |
Doesn't work on Sol, Order Sol, Slayer, (A couple others) |
easy |
Easy Combo. Big damage. The RC 6H xx Pogo extension from Pogo in the corner is a great way to crank damage for 50 bar off good starters.
|
2K > 2P,2S,2D xx 236P |
anywhere |
Low |
works on everyone |
easy |
Bog standard knockdown into Item Toss. Link the item instead of cancelling into it if you want to ensure Hammer connects meaty.
|
2K > 2P,2S,2H xx 236S > Pogo.S > Pogo.H |
corner |
Good |
works on everyone |
easy |
Bog standard corner knockdown. Better damage, and item toss in their face, even when cornered, can set up some spicy situations (Especially with off-screen bomb.)
|
Most Starters ending in 5H or 2H into 236S(Pogo) > Pogo S > Delay Pogo H |
corner |
Good |
works on everyone |
easy |
Comboing into Pogo > Flower > Going My Way in the corner is fairly standard across the cast, and you can go into it from 5H or 2H. This means you can use 2P, 5P, 2K or what not.
|
Counterhit 6P xx Item Toss > 5K > jc > jK,jP,jK* > jc > jK,jS,jH |
anywhere |
Good |
works on everyone |
easy |
Common anti-air 6P combo. More damaging air series is jKSK jc jKSH, but for consistency jK jc jKPH works better.
|
Counterhit 6P Trade > 5K > jc > jK,jP,jK* > jc > jK,jS,jH |
anywhere |
Good |
works on everyone |
easy |
This will happen a lot in anti-air situations. Your 6P will trade with their air normal, but you can still combo.
|
Anti-air 5K > jc > jK,jP,jK > jc > jK,jS,jH |
anywhere |
Good |
works on everyone |
easy |
5K anti-air situation.
|
Anti-air 2K > jc > jK > jc > jK,jS,jH |
anywhere |
Good |
works on everyone |
easy |
2K anti-air situation. Usually happens with the opponent overhead.
|
2D,2S jc jK,jP,jK > JC > jK,jS,jH |
anywhere |
Good |
works on everyone |
easy |
Reverse beat from 2D allows for some long-distance pickup from opponent's who try to stand later in strings or pressure (More common when opponents are at a distance, since 2H can be blocked standing. Sometimes you'll be too far for a jD knockdown, so taking the damage and air reset instead can be good, depending on the matchup.
|
String ending in 2D: 2D jc IAD* j236D OTG > Pogo.44 > Pogo.S > Pogo.H |
midscreen |
Costs 25 |
works on everyone |
Intermediate |
Sideswitch option from 2D knockdown. Great for when you start a combo when cornered, or land a stray 2D counterpoke. *Instant Air Dash
|
String ending in 2D: 2D jc j236D OTG > Pogo.H |
midscreen |
Costs 25 |
works on everyone |
easy |
Non-specific corner carry and knockdown option from a 2D knockdown. Good for bringing your opponent to the corner when you land 2D from a distance. This combo has been simplified to not drop, but you can often link Pogo.D (Item) followed by Pogo.S depending on spacing/character. Lighter characters (Girls, Eddie and Bridget) can be rough to knockdown with Pogo.S > Pogo.H depending on spacing.
|
FDC j.K jc j2K > 5P,2D xx Item Toss |
anywhere |
Very Low |
crouching, works on everyone (Except Zappa) |
hard |
Instant overhead/Overhead (Depends on your execution). FDC jK can be a pretty demanding technique, and the damage/metergain is low without some kind of Item to confirm from. Mix with FDC > Land > 2P or j2K Whiff 2P to make it more ambiguous. Great when paired with Bomb.
|
FDC j.K > cS,2D,2S jc jK,jD |
anywhere |
Low |
works on everyone |
very hard |
Requires a very precisely timed "deep" FDC jK in order to be plus enough to link cS. Offers a more reliable jD routing on smaller characters, and allows you to combo crouch-state Zappa. Not recommended unless you're suffering from FDC brain-poison.
|
fdcj.2K > JC > j.2K > land > f.S > 5H > 236S > pogo.S > pogo.H |
corner |
? |
works on everyone |
|
|
fdcj.2K > JC > j.2K > f.S > 5H > 236S > RC > 66 > 2S > JC > j.K > j.S > j.K > JC > j.K > j.S > j.H |
anywhere |
? |
works on everyone |
|
|
fdcj.2K > JC > j.2K > f.S > 5H > 236S > RC > 66 > 2H/6H > 236S > 9 (pogo jump) > pogo.S > pogo.H |
corner |
? |
works on everyone but sol |
|
|
fdcj.2k > JC > j.2k > 66 > 2P > 2D > 2S > JC > j.K > j.S > j.K > JC > j.S > j.H |
anywhere |
? |
works on everyone |
|
|
214D > 5K > JC > j.K > j.S > j.k > JC > j.S > j.H |
anywhere |
? |
works on everone |
|
|
41236K > 4 > 236D > 2S > JC > j.K > j.S > j.K >JC > j.S > j.H |
Anywhere |
? |
works on everyone |
|
|
j.2K > 236D > 5D (Pogo Item Toss) > pogo.S > pogo.H |
Anywhere |
? |
works on everyone |
|
|
214H > RC > c.S > 2D > 2S > JC > j.K > j.S > j.K > JC > j.K > j.S > j.H |
Anywhere |
? |
works on everyone but sol |
|
|
5D > 8 > j.H > j.H > j.K > j.P > j.K > JC > j.K > j.S > j.H |
Anywhere |
? |
works on everyone |
|
|