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Combo Notation Guide | Character Name Abbreviations | |||||||||
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Template
NOTE: This page is currently under construction!
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
Ground Combos
Combo | Position | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
5P > 5K > 2S > 2D | Anywhere | ~5% | Everyone | Very Easy | Easy knockdown combo for when you're not close enough to get 2H to connect. |
6K > 2D | Anywhere | ~3% | Everyone | Very Easy | 6K has a fair amount of knock back and not much in terms of gatlings so sometimes going straight to 2D is the best you can get. Cancel 2D into Hammerfall break to get better oki. |
6K > 2D > 623H -> 63214H | Anywhere | ~28% | FA | Very Easy | Faust only version of the above combo where you can connect with a 623H after the 2D. |
5P > 5K > 2S > 2H > 623H -> 63214H | Anywhere | Net Gain | Everyone | Very Easy | Standard BnB into Heat Knuckle -> Heat Extend. |
5P > 5K > c.S > 2S > 2H > 623H -> 63214H | Anywhere | Net Gain | PO, TE, ZA | Easy | Only on Testament, Zappa, and another Potemkin can you squeeze in a c.S after a 5P > 5K chain and before the 2S without 2H whiffing. Must be point blank range. |
5P > 5K > 2S > 2H > [4]6H -> P, j.P > j.K > jc > j.632146D | Anywhere | Net Gain | Everyone | Medium | Can be followed up with 5P > c.S > jc > j.632146D in the corner. Try TK'ing the Aerial PotBuster by doing j.6321496D. This gets you a jump cancel from j.K into an immediate j.APB. |
5P > 5K > 2S > 2H > [4]6H -> P, j.P > j.K > jc > j.K > j.S > j.6D | Anywhere | Net Gain | Anyone | Medium | Alternate route of the above that still gives a hard knockdown for those who can't land the j.632146D. |
6K > [4]6H > FRC > 5H/2H > 623H -> 63214H | Anywhere | Net Gain | Everyone | Very Hard | Very, very tight. You must immediately begin charging Hammerfall right after you input the 6K and swing immediately straight to 6H when the hitstop (not to be confused with hitstun) ends. Why do this when it is so painfully difficult? Besides the greater combo potential with meter, Hammerfall's armor absorbs bursts. You can even Hammerfall > FRC > Hammerfall > FRC > ... to continually give yourself a burst-safe move. |
6H > 236P | Anywhere | Net Gain | Everyone | Very Easy | mega fisto |
6H > 623H -> 63214H | Corner | Net Gain | Everyone | Very Easy | |
j.S/j.H ▷ c.S 2S > 2H > 623H -> 63214H | Anywhere | Net Gain | Everyone | Easy | The j.S or j.H must be done late otherwise landing recovery will prevent you from comboing. On some characters you can squeeze in a 5K in the corner after landing for some extra damage. |
Counter Hit Combos
Combo | Position | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
CH 6P, f.S > 2S > 623H -> 63214H | Anywhere | ~30% | Everyone | Easy | 6P's a great anti-air and this gives you plenty of time to confirm the CH. This is an easy pick up you can do from a 6P CH confirm without committing to a jump. 2S will work on opponents of any weight in almost any combinations of jump heights and distances. Be careful not to 2S too early off of a CH 6P as it might go under them. |
CH 6P > jc > j.H ▷ c.S/f.S > 623H -> 63214H | Anywhere | ~32% | Everyone | Easy | j.H needs to come out close to landing but before your opponent hits the floor (some guys fall fast!). Works on most characters (not Johnny) on a grounded CH. Also works on anti-air CH against characters that aren't too light. |
j.S ▷ 623H -> 63214H | Anywhere | Net Gain | Everyone | Very Easy | |
j.S ▷ 6P > j.K > j.S > j.H ▷ c.S > 623H -> 63214H | Midscreen | Net Gain | Most mid and lightweights | Medium | Walk forward after the CH j.S to make sure the Heat Knuckle lands. On some hitboxes (like Zappa) you can instead 5P > 2S after landing from j.H for less damage and more reliability. |
3|j.S}} ▷ 632146H -> 4123641236P, c.S > {{{2}}} > 623H -> 63214H | Midscreen | Net Gain | Everyone | Medium | |
CH 2H, c.S/f.S > 2S > 623H -> 63214H | Anywhere | ~33% | Everyone | Easy |
PB midscreen followups
- f.S 2S 623H
- Works on AN, HOS, SL and SO.
- 2D RC 2S 623H
- Works on MA and MI.
PB corner followups
- c.S 2S 623H
- Doesn't work on FA. Replace c.S with 5K .
APB midscreen followups
- f.S 2S 623H
- Works on AX, AN, BR, FA, HOS, JU, KF, MA, MI SL and SO.
- 2S 623H
- Doesn't work on AB, KY, KF, JO, JU, RO and TE.
- Slightly less damage than above but tends to work at all prorations.
- 2S 2H 623H
- Works on AX, AN, BR, CH, DI, IN, MA and ZA.
- Requires a delay on SL and SO so it might not work on prorated routes.
- FRC 2S 2H 623H
- Works on most characters but is only useful on AB, BA, KY, JO, RO and TE.
- Useful on high prorated routes for KF and JU as you can't 2S on them.
Combo Theory
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 •