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! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ||
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| | || | | | CH j.H > c.S > 2H > 236[S] > 66 > j.H || Anywhere || 147 || ?? || || [1] {{clr|2|Easy}} || Basic meterless CH j.H combo. Forgoing the OTG j.H lets you setup 236P instead. | ||
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Revision as of 21:56, 23 June 2021
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List
- Currently, every damage value here has only been dealt to Ky.
- (S/HS) annotates for short hold
- Combos Starting with c.S can be started by j.HS into c.S
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
5P > 6P > 236HS | Anywhere | 66 | ?? | [1] Very Easy | Basic Jab Combo | |
5P > 6P > 236S > j.D | Corner | 103 | ?? | [1] Very Easy | Basic Corner Jab Combo | |
5P > 6P > 236HS -> H > c.S > 236S > WS | Corner | 116 | ?? | [2] Easy | Jab Corner Combo Optimized for Damage. Wall Breaks High | |
5P > 6P > 236HS -> H > 5K > 236HS -> H > WS | Corner | 111 | ?? | [2] Easy | Jab Corner Combo for low wall break. Less damage, but can break wall with super | |
AA 5P > 6H > 236S | Anywhere | 86 | ?? | [1] Very Easy | Jab Anti Air Punish | |
AA 6P > 236S | Anywhere | 87 | ?? | [2] Easy | 6P Anti Air Punish. Can be Spacing Specific. Full Press 236S on counter hit | |
5K > 2D > 236S | Anywhere | 100 | ?? | [1] Very Easy | Hard Knock Downs | |
5K > 6P > 236HS -> K | Anywhere | 78 | ?? | [1] Very Easy | Corner Carries from Mid. No Hard Knock Down | |
AA 5K > 6H > 236(S)/S | Anywhere | 113/94 | ?? | [2] Easy | 3rd hit of 6H will sometimes miss. For consistency input 236S after the second hit of 6H. | |
[5] Very Hard |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
c.S > 6H > 236HS -> S | Anywhere | 131 | ?? | [1] Very Easy | ||
c.S > 6H > 236HS -> S > 66RRC > 66c.S > 2H > 236[S] > j.D/66 | Mid/Anywhere | 181/174 | ?? | [2] Easy | Simple RC Combo. j.D will miss if there is no wall bounce. Use 66 if no wall bounce | |
AA c.S > 2H > 236[S] > 66 > Landing/j.HS | Anywhere | 131/153 | ?? | [2] Easy | c.S Anti air Combo. Finish with j.HS for additional damage or land to set up Oki | |
CH c.S > 2H > 236[S] > j.D > c.S > 2H > 236S > WS > WB | corner | 246 | ?? | [3] Easy | 2nd hit of the 2nd Kou breaks the wall, leading to a guaranteed wall break | |
[4] Hard |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
CH 5H > 236HS -> H > 5K 236HS -> H > WS/(5P > WS) | Mid | 131 | 45% + WS | [2] Easy | If the Second 236HS -> H doesn't wallbreak, 5P should. If Over Midscreen, use 236HS -> K on the second 236HS. | |
2H > 236[S] > j.D > 665K > 236HS -> H > WS | Mid | 186 | 34% + WS | [3] Medium | Can be done without the dash on 5K, but timing is stricter. Only Wall Breaks if j.D wall bounces | |
2H > 236S > j.D > c.S > 2H > 236S > j.D > WS | Corner | 217 | 34% + WS | [3] Medium | Wall breaks just low enough for for 632146HS to land. If the opponent is landing behind you after j.D, you are holding 236S too long. | |
CH 2H > 236[S] > j.D > c.S > 236S > j.D > c.S > 236S > WS | Corner | 280 | 45% + WS | [4] Hard | Spacing and timing specific. 2H needs to be landed around a back dash away from opponent. j.D should be slightly delayed so opponent doesn't bounce off the wall behind you, but not too delayed that the opponent lands before you. The timing for j.D after Kou is the same for both. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
CH j.H > c.S > 2H > 236[S] > 66 > j.H | Anywhere | 147 | ?? | [1] Easy | Basic meterless CH j.H combo. Forgoing the OTG j.H lets you setup 236P instead. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
5D > 8 > HS > S > j.c HS > S > HS > D > D | Anywhere | 204 | 20% | All but Ky And Anji | [2] Easy | For Ky and Anji, Use another HS instead of D *This Combo was tested on Leo |
CH 2D > 236HS -> K > c.S > 2H > 236[S] | Anywhere | 145 | 30% | [2] Easy | Its optional to hold the 236S, though you gain more stage advantage if you do |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
CH 236[HS] -> K > 236S > c.S > > 236S > c.S > 236S > j.D > WS | Corner | 223 | ?? | [2] Easy | Kou Loop on Counter hit | |
632146S > 66RRC > c.S > 236HS -> H > 5K > 236HS -> H > WS | Mid | 268 | ?? | [3] Medium | Fujin Loop out of Parry Super. Only use Mid Screen or less | |
632146S > 66RRC > c.S > 2H > 236S/236(S) > j.D/66 | Anywhere | 277/257 | ?? | [3] Medium | Kou Alternative out of Parry Super. Does not WS. Use when greater than mid screen | |
[4] Hard |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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[1] Very Easy | ||||||
[2] Easy | ||||||
[3] Medium | ||||||
[4] Hard | ||||||
[5] Very Hard |