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Combo Notation Guide | Character Name Abbreviations | |||||||||
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Template
Combo | Position | Tension Gain | Works on: | Difficulty | Notes |
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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
Standard Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
(5K/2K) > c.S > 2D | any | 51 | 7.92 | all | Very Easy | 2D > 236D will set up basic okizeme |
6P > c.S > 2H > 623H~H | any | 96 | 13.68 | all | Very Easy | Anti air |
214K > c.S > 2H > 623H~H | any | 91 | 20.88 | all | Very Easy | Greed Sever confirm |
214K > c.S > 2H > JC > j.S > JC > j.S > j.H > 623H~H | any | 120 | ?? | all | Easy | Greed Sever confirm into jump cancel air combo |
(5k/2K) > c.S > 6K > 236D~4D > 2K > 2D | any | 106 | -15.08 | all | Easy | 25 meter, feel free to choose a different ender after the sphere connects, like a 6K link, or a Stun Dipper ender |
(5K/2K) > c.S > 6K > 236D~4D > 4~6D | any | 138 | -38.38 | all | Easy | 50 meter, big damage |
(5K/2K) > c.S > 2D > 236236P | any | 103 | -42.08 | all | Easy | 50 meter, no tension cooldown, 236D after for oki |
214K > c.S > 2H > 623H~S > 66H > 2H > 623H~H | corner | 125 | 35.76 | all | Easy | VT loop, you can start this off of anything that puts the opponent in the air (214K, throw RC, 214D, etc.) |
214K > c.S > 2H > 623H~S > 66H > 6K | corner | 116 | 28.56 | all | Easy | VT loop alternate end, keeps the opponent deep in the corner |
214K > 66 c.S > 2H > 623H~S > 66H > 2H > 623H~S > 66H > delayed 6K | corner | 137 | ~40 | all | Hard | Harder version of the VT loop that keeps the corner.
The S VT follow-ups and 6H > 6K gatling must be delayed and the delay varies by character. You can start this off anything that puts the opponent in the air (214K, throw RC, etc.) |
5K > c.S > 6K > 236D~4D > 4~6D > 6H > delayed 6K | corner | 161 | -36.86 | all | Easy | 50 meter, big damage into knockdown |
Throw Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
Throw RC > 66c.S > 2H > 623H~H > 2P/2K > c.S > 2H > 623H~H | any | 111 | ?? | all exc. AB/KY | Easy | Replace c.S with 2K on A.B.A and Ky. |
Airthrow > 2P > c.S > 2H > 623H~H | corner | ?? | ?? | all | Easy | Depends heavily on how far you are from the corner when you throw, plus height |
Counter-hit Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
6P CH > 6H > 6H > 662P > c.S > 2H > 623H~H | any | 141 | ?? | all | Easy | |
c.S CH > 3H > 662P > 5H > 2D | any | 137 | ?? | all | Very Easy |
5D Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
5D JC > j.S JC > j.S JC > j.S > j.H > 623H~H | any | 104 | 20.40 | all | Very Easy | |
5D JC > j.H JC > j.S JC > j.S JC > j.S > j.H > 623H~H | any | 122 | 22.80 | all | Easy | |
5D JC > JC > j.S > c.S > 2H > 623H~H | any | 99 | 19.68 | all | Medium | Impossible Dust, knocks down |
5D JC > JC > [j.S] or [j.H] > 66 c.S > 2H > 623H~S > 66H > 2H > 623H~S > 66H > delayed 6K | corner | 143 | ~35 | all | Hard | Impossible Dust into VT loop that knocks down and keeps the corner. See notes above about Hard VT loop.
On larger characters, you can dj.H instead of dj.S. |
Character-specific Combos
- 5H > 214K is a new combo on standing in +R, usually started with 5K for the low. Almost always has to start with run momentum very close to the opponent.
- 5H,6K loop is on airborne opponents in the corner only. Tested with Throw FRC dash 5H and 214K 5H,6K.
- Throw FRC 6H worked in AC, but is much easier on more of the cast in +R. 6H loops do much better damage now, with less guard bar reduction.
- 2D > 236K is a combo ender that gives greater corner carry distance when possible.
Character | 5K,5H > 214K | 5H,6K loop | Throw FRC,6H | 2D > 236K | Comment |
---|---|---|---|---|---|
A.B.A. | NO | 1 | NO | NO | |
Anji | YES | 1/2 hard | YES | NO | |
Axl | YES | 1 | YES* | NO | Hard, probably 1F |
Baiken | NO | 1/2 hard | YES | YES* | Max range |
Bridget | NO | 3 | YES | YES* | Max range |
Chipp | NO | 1* | YES | NO | 6K>236K whiffs |
Dizzy | NO | 1* | YES | NO | Hard; very low |
Eddie | YES | 2 | YES | NO | |
Faust | NO | 1 | YES | NO* | 2D jump j.K works; fun. |
HOS | YES | NO | NO | NO | |
I-No | NO | 1/2 hard | YES | YES* | Max range |
Jam | NO | 2 | YES | NO | |
Johnny | YES | 1/2 hard | No | NO | |
Justice | YES | 1/2*/3* | NO | NO | Starts high, higher than 214K bounce/5H,6K > 214K x3 |
Kliff | NO | 3 | YES | YES* | Max Range |
Ky | NO | 1 | YES* | NO | No wall bounce mid screen |
May | NO | 3 | YES | YES* | Easy |
Millia | NO | NO | YES | YES* | Easy |
Potemkin | YES | 1/2* | NO | NO | Starts high, higher than GS bounce |
Robo Ky | NO | 1 | NO | NO | |
Slayer | YES | 1 | YES* | NO | No wall bounce mid screen |
Sol | YES | NO | YES* | NO | No wall bounce mid screen |
Testament | YES | 2 | YES | NO | |
Venom | YES | 1/2 hard | YES | NO | |
Zappa | NO | 1/2(hard)/3* | YES | NO | 5H,6K>214K x3 |
Combo Theory
Get a knockdown with 2D, Stun Dipper, and H Lightning Javelin, then use Charged Stun Edge and 3H on the opponent's wakeup for plus frames to restart pressure. In the corner, S Lightning Javelin wallsticks for extended combos.
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
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