This can be for a variety of reasons including but not limited to: spelling mistakes, unnecessary information, poor formatting, and other metrics per common sense reasoning.
Consider helping rewrite it.
Combo Notation Guide | Character Name Abbreviations | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
|
Template
Combo | Position | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
combo transcript | where | Net Gain | who | Very Easy | |
combo transcript | where | Net Gain | who | Easy | |
combo transcript | where | Net Gain | who | Medium | |
combo transcript | where | Net Gain | who | Hard | |
combo transcript | where | Net Gain | who | Very Hard |
Combo List
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 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. |
CH 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. |
2|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* > FB Pogo > Pogo.44 > Pogo.S > Pogo.H | midscreen | Costs 25 | works on everyone | Medium | 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 > FB Pogo 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 |
Combo Theory
Faust Infinite Combo
What does it look like?
Robo and Ky: https://www.youtube.com/watch?v=NKhp5nPFMeI
Testament: https://youtu.be/t1szOXcHzmQ
Potemkin 25 bar Delay 2K/Meteor Setup: https://twitter.com/Koryuken/status/1401773376440524802
Potemkin 25 bar Meteor/Mettagiri: https://twitter.com/Koryuken/status/1401292106736472068
Potemkin (Expensive GMW Extension): https://twitter.com/Koryuken/status/1401312296580882432
Special Thanks
Who it works on
Easy: Potemkin.
Intermediate: Testament
???: Anji, Axl,
Hard[?]: Robo-Ky, Ky.
F*** Pot lol
It's really easy on Pot. :)
How it works
Some System Facts
- More hits = More gravity/more pushback
- More time = less hitstun/untech on air hits.
- Victims bounce slightly on the ground when landing during a combo, this upsets S Flower launch height (This means there's a valid early timing, an invalid middle timing, and a valid late timing when launching with S.Flower to combo.)
The idea is, you do enough hits to crank gravity scaling before untech scaling kicks in completely. After a certain point (Usually in the 34+ hit range), character gravity is too high, and they can no longer tech out of S.Flower, even at max untech scaling.
You must outpace untech scaling with gravity scaling until you get to the point where the opponent can't tech at all. Everything before that point is kind of tricky, everything past that point is easy-peasy.
Starters
Overview
Mettagiri on it's own, in the corner, can lead to the infinite, however there are a few situations that will make it easier.
Comboing Mettagiri into meteors makes the infinite MUCH easier (All those sudden hits crank gravity sky-high), and Mettagiri with Meteor cover is a pretty solid setup to begin with.
If you manage to combo into meteors and use it as a combo-extension, you can sometimes get enough ground hits to make the infinite work.
There are situations where you can go into the loop via Going My Way > FRC > Forcebreak Pogo.
Time is of the essence here. You need enough hits/gravity before untech scaling kicks in completely, or you can't loop S.Flower or P reliably any longer.
Timing and Manual Delays (Not as bad as you would think!)
[This section is currently under construction, uses notes from testing on Testament only. Be warned.]
Opening String
No delays!
Love! > FB Pogo
After jK > jD > Love!, you want Airdash > FB Pogo to connect after both hits of Love, to get the optimal amount of pushback. [Needs validation] (Ky? Roboky?)
On some characters, this doesn't seem mandatory. [Needs validation]
First Pogo P x2 #1
Delayed just enough to knockdown.
This will also space Faust correctly based on timing [Needs validation]
Height of victim changes amount of pushback on P when it connects. Higher = More pushback. Roboky and Ky need max pushback. [Needs validation]
You want S Flower followup to connect as soon as they touch the ground (Early timing). You shouldn't need to delay S Flower at all to make this happen.
F*** POTEMKIN NOTE
You don't have to delay Pogo Ps here. lol. Take that untech time.
S Flowers #1
No delay!
At this point, you shouldn't need to delay subsequent S Flowers at all. They should all time themselves correctly.
Pogo P x2 #2
First Pogo P needs to be done with the victim as low as possible, then the max amount of delay you can manage on the following P.
Like the first instance of Pogo P x2, you want S Flower followup to connect as soon as they touch the ground (Early timing). You shouldn't need to delay S Flower at all to make this happen.
S Flowers #2
No delay!
Pogo P x2 #3
This is the hardest point in the combo [Note: This is only a feeling. Love, Krack]. It might actually be a good idea to bail here with Going My Way.
Like before, Pogo P needs to be done with the victim low as possible, and the 2nd P needs to be delayed as long as you can manage. This will keep the victim low enough to reach the ground without getting a chance to untech.
Timing is strict here.
S Flowers #3
From here on, you can delay your S Flowers, and take your time. The late window for S Flower launch is much easier to hit, and gravity will be so high, that you might not have time to land the early window anyhow. [Please validate]
Pogo P and Loops From This Point
From here, you should only need one Pogo P to continue looping S Flower x3, however, S Flower x2 or even Pogo P x2 might be beneficial depending on spacing.
Your goal is to keep the victim in the right range so that S Flower doesn't miss their OTG box.
Video Examples
- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
• Starter Guide •
HUD •
Controls •
Frame Data & System Data •
FAQ •
Training Mode •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc •