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Part 5: Heavyweights (A.B.A, HOS, Johnny, Robo-Ky) | |||
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==Video Examples== | ==Video Examples== |
Revision as of 11:26, 13 June 2021
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Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List
For beginner players: Start with the Basic Combos for confirming ground hits into knockdowns so you can summon projectiles and start your gameplan. You can start these from your basic 6P / 2K mixup (note that 6P forces your opponent into crouch on hit). Use the Launch/Juggle Combos for antiairs and when your opponent doesn't respect EXE beast pressure, but don't worry at the start about getting the entire combo. As long as you get a knockdown, you're good, the extra hits are for corner carry and/or meter gain. If you find the midscreen throw combos hard / inconsistent, consider using the otg 236P options.
Combo | Position | Damage | Tension Cost | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
f.S > 3H(2) > 214P | Anywhere | ?? | 0 | All | Very Easy | Slip lvl 3 and below. Max slip level is inhuman. | - |
f.S > 6K > 6H | Anywhere | ?? | 0 | All | Very Easy | Works on crouching opponents. | - |
Gatlings > c.S > 5H > 632146H > 236P (OTG) | Anywhere | ?? | 0 | All | Very Easy | - | - |
Combo | Position | Damage | Tension Cost | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
AA 2S > 214H > (delay) j.H > j.D > 214P(1) > (dash) c.S > 214H> j.H > j.D > 214H > 214P(1) | Anywhere | ?? | 0 | All | ?? | - | - |
Exe Beast > c.S > j.K > j.S > j.H > 214P(1) > (dash) c.S > 214H > j.H > j.D > 214H > 214P(1) | Anywhere | ?? | 0 | All | ?? | - | - |
Combo | Position | Damage | Tension Cost | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
2K/6P > c.S > 5H > 214P > 6K > 214P > 2H > 214P > 2148P | ?? | ?? | 0 | Light characters | ?? | Badlands loop for lightweight characters. | - |
2K/6P > c.S > 5H > 214P > f.S > 6K > 214P > 2H > 214P | ?? | ?? | 0 | Medium characters | ?? | Badlands loop for mediumweight characters. | - |
2K/6P > c.S > 5H > 214P > f.S > 6K > 214P | ?? | ?? | 0 | Heavy characters | ?? | Badlands loop for heavyweight characters. | - |
Combo | Position | Damage | Tension Cost | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
6P > c.S > f.S > 6K > 6H (FRC) > f.S > 6K > 214P > 2H > 214H > j.H > j.D > 214P(1) > (236P) | ?? | ?? | 25 | MI, MA, KL, SL, AX | ?? | Last 236P only works if close enough to the opponent. | - |
6P > c.S > f.S > 6K > 6H (FRC) > f.S > 6K > 214P > 2H > 214P > 2148P | ?? | ?? | 25 | BA, BR, CH, ED, IN, JU | ?? | Omit TKBL on everyone by BA and BR. | - |
6P > c.S > f.S > 6K > 6H (FRC) > f.S > 6K > 214P > 2148P | ?? | ?? | 25 | DI, JA | ?? | - | - |
Combo | Position | Damage | Tension Cost | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
2D > 214H > j.H > j.D > 214H > j.D > 214P(1) > (dash) c.S > 214H > j.H > j.D > 214H > 214P(1) > (236P) | ?? | ?? | 0 | CH, FA, JO, MA, MI, PO, TE | ?? | - | - |
2D > 214H > 2K (OTG) > 236K | ?? | ?? | 0 | AN, AX, DI, ED, IN, JA, JU, HOS, RO, SL, SO, VE, ZA | ?? | - | - |
2D > 41236H FRC > c.S > 5H > 214H > delay j.H > j.D > 214H > j.D > 214P | ?? | ?? | 25 | All except AB, BA, DI, ED, KL, KY, VE and RO | ?? | Must be close to opponent (at least close enough to get c.S). 41236H FRC -> c.S has to be done as fast as possible to avoid OTG'ing. | - |
2D > 41236H FRC > c.S > 2H > 214H > delay j.H > j.D > 214H > j.D > 214P | ?? | ?? | 25 | AB, BA, DI, ED, KL, KY | ?? | Same as original confirm but with 2H instead of 5H. | - |
2D > 41236H FRC > 2S > 5H > 214H > delay j.H > j.D > 214H > j.D > 214P | ?? | ?? | 25 | RO | ?? | Same as original confirm but with 2S instead of c.S. | - |
Combo | Position | Damage | Tension Cost | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
Throw > f.S > 6K > 214P > 2H > 214P | Midscreen | ?? | 0 | All except KL, BA, DI, VE, FA, JU | ?? | Standard throw combo. Against light characters you can add a 2148P (TKBL) at the end. | - |
Throw > f.S > 6K > 214D > possible corner pickup | Midscreen | ?? | 25 | All except VE | ?? | On JU use 5K f.S 6K. For getting a better combo and knockdown on the characters the standard combo doesn't work on. | - |
Throw > 6K > 214P > 2148P | Midscreen | ?? | 0 | KL, BA | ?? | Extreme lightweight meterless option. Difficult. | - |
Throw > f.S > 6K > 214P > 2H > 214H > delay j.H> j.D> 214P(1) > 236P | Midscreen | ?? | 0 | Medium characters | ?? | - | - |
Throw > 236P (OTG) | Midscreen | ?? | 0 | SO, HO, AN, AX, BR, CH, DI, FA, ED, JA, JO, JU, MA, MI, PO, SL, TE, VE | ?? | Recommended on Venom because none of the above combos work on him. | - |
Throw > 2366P (OTG) | Midscreen | ?? | 0 | KY, AB, BA, IN, KL, RO, ZA | ?? | 2366 or 66236 (harder) for dashing momentum is necessary for these characters. | - |
Throw > f.S > 6K > 214P > 2148P | Midscreen | ?? | 0 | RO | ?? | - | - |
Throw > 5H > 214H > dash j.H> j.D > 214P(1) (sideswitch) > c.S > 214H > 2148P | Corner | ?? | 0 | All | ?? | - | - |
Throw > 214H > 632146H > c.S > 214H > ... | Corner | ?? | 50 | AB | ?? | Original author labeled the rest of the corner as 'etc'. | - |
Throw > 214H > 632146H > c.S > 214H > dash j.P j.K j.S 214P(1) or dash j.H j.D > 214P(1) (sideswitch) > c.S > 214H > 214P | Corner | ?? | 50 | AN, CH, ED, IN, JO, SL, SO, TE, ZA | ?? | - | - |
Throw > 632146H > c.S > 214H > dash j.P > j.K > j.S > 214P(1) (sideswitch) > c.S > 214H > 214P | Corner | ?? | 50 | BA | ?? | - | - |
Throw > 214H > 632146H > c.S > 214H > dash j.P > j.K > j.D > 214P(1) (sideswitch) > c.S > 214H > 214P | Corner | ?? | 50 | BR | ?? | - | - |
Throw > 214H > 632146H > c.S > 214H > dash j.H > j.D > 214P(1) (sideswitch) > c.S > 214H > 214P | Corner | ?? | 50 | Di, JA, KL, MI | ?? | For Kliff, delay inital 214H, j.H and last c.S as much as possible. | - |
Throw > 214H > 632146H > c.S > j.K > j.D > 214P(1) > c.S > 214H > dash > j.P > j.K> j.S > 214H > 214P(1) > (c.S > 214H > 214P) | Corner | ?? | 50 | FA | ?? | NOTE | - |
Throw > 214H > 632146H > c.S > 214H > dash j.P > j.P > J.K > j.S > 214H > 214P(1) (sideswitch) > c.S > 214H > 214P | Corner | ?? | 50 | PO, RO | ?? | - | - |
Combo | Position | Damage | Tension Cost | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5D > j.D > 214P(1) > c.S > 214H > j.H > j.D > 214P(1) > c.S > 214H > j.H > j.D > 214H > 214P(1) | Midscreen | ?? | 0 | All | ?? | If you did 5D close to opponent, use this. | - |
5D > j.D > 214P(1) > f.S > 6K > 214P > 2H > 214P | ?? | ?? | 0 | All | ?? | Should be used if you hit 5D from further away. | - |
5D > j.D > 214P(1) > 632146H > c.S > 214H > dash j.H > j.D > 214P(1) (sideswitch) > c.S > 214H > 2148P | Corner | ?? | 50 | All | ?? | - | - |
5D > j.D> 214P(1) > 5H > 214H > dash j.H > j.D > 214P(1) > c.S > 214H > 2148P | Corner | ?? | 0 | All | ?? | - | - |
5D > j.D > 214P(1) > 5H > 214H > j.H> j.D > 214H > 214P(1) | Corner | ?? | 0 | All | ?? | Less damage than above, but easier/more stable. | - |
Combo | Position | Damage | Tension Cost | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
2K > c.S > 2S > 2D > 236236H | Anywhere | ?? | 50 | All | ?? | - | - |
6P > c.S > f.S > 6K > 5H > 236236H | Anywhere | ?? | 50 | All | ?? | - | - |
Combo | Position | Damage | Tension Cost | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
CH j.D > c.S > j.K > j.S > j.H > 214P(1) > c.S > 214H > j.H > j.D > 214H > 214P(1) | Midscreen | ?? | 0 | All | ?? | - | - |
CH j.D > land, j.H > j.D > 214P(1) > c.S > 214H > j.H > j.D > 214H > 214P(1) | Midscreen | ?? | 0 | All | ?? | - | - |
CH j.D > dash 632146H > c.S > j.K > j.S > dj.S > j.H > 214P(1) | Midscreen | ?? | 50 | All | ?? | May be easier or harder depending on how high you hit them. | - |
CH j.D > 5H > 214D (sideswitch) > 5H > 214P OR j.H > j.D > 214P(1) > 214D (sideswitch) > 5H > 214P | Corner | ?? | - | All | ?? | - | - |
CH 632146H > c.S > j.K > j.S> j.H > 214P(1) > c.S > 214H > j.H > j.D > 214H > 214P(1) | ?? | ?? | 50 | All | ?? | - | - |
CH 2H > 5D > j.D > 214H > j.D > 214P (opponent flies into 214H) > dash Sj.D > 214P(1) | ?? | ?? | - | All | ?? | - | - |
Combo Theory
This section is a work in progress, but Shamisen has been making a series of videos with Japanese and English subtitles going over Testament combo theory and character specific options.
Part 1: Basic theory and damage efficiency for each combo tool
Part 2: Sol, Ky, and Eddie specifics
Part 3: Lightest weight (May, Baiken, Jam, Bridget, Kliff) and Potemkin
Part 4: Lightweights (I-no, Dizzy, Millia, Justice)
Part 5: Heavyweights (A.B.A, HOS, Johnny, Robo-Ky)
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 •