TanasinnAZ (talk | contribs) m (→Combo List) |
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| | CH {{clr|4|5H}} > {{clr|4|236H}} -> H > {{clr|2|5K}} > {{clr|4|236(H)}} -> H > WS/({{clr|1|5P}} > WS) || Mid || 154+WB || 45% + WS || || [2] {{clr|2|Easy}} || If the Second 236HS -> H doesn't wallbreak, {{clr|1|5P}} should. If Over Midscreen, use 236HS -> K on the second 236HS. | | | CH {{clr|4|5H}} > {{clr|4|236H}} -> H > {{clr|2|5K}} > {{clr|4|236(H)}} -> H > WS/({{clr|1|5P}} > WS) || Mid || 154+WB || 45% + WS || || [2] {{clr|2|Easy}} || If the Second 236HS -> H doesn't wallbreak, {{clr|1|5P}} should. If Over Midscreen, use 236HS -> K on the second 236HS. | ||
|- | |- | ||
| | CH {{clr|4|2H}} > {{clr|4|236[H]}} -> K > {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|236[H]}} -> H > ({{clr|3|f.S}}) > WS || Mid || 171+WB|| 45% + WS || || [3] {{clr|3|Medium}} || | | | CH {{clr|4|2H}} > {{clr|4|236[H]}} -> K > {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|236[H]}} -> H > ({{clr|3|f.S}}) > WS || Mid || 171+WB|| 45% + WS || || [3] {{clr|3|Medium}} || Max range 2H. If they are slightly behind the mid line, {{clr|3|f.S}} is not necessary. To get an idea of distance, it's at the tip of 2D's hitbox. Heavier characters require a slightly shorter hold on the second Fujin. | ||
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| | {{clr|4|2H}} > {{clr|3|236[S]}} > {{clr|5|j.D}} > {{clr|2|665K}} > {{clr|4|236H}} -> H > WS || Corner || 186+WB || 34% + WS || || [3] {{clr|3|Medium}} || Can be done without the dash on 5K, but timing is stricter. Only Wall Breaks if {{clr|5|j.D}} wall bounces | | | {{clr|4|2H}} > {{clr|3|236[S]}} > {{clr|5|j.D}} > {{clr|2|665K}} > {{clr|4|236H}} -> H > WS || Corner || 186+WB || 34% + WS || || [3] {{clr|3|Medium}} || Can be done without the dash on 5K, but timing is stricter. Only Wall Breaks if {{clr|5|j.D}} wall bounces | ||
|- | |- | ||
| | {{clr|4|2H}} > {{clr|3|236[S]}} > {{clr|5|j.D}} > {{clr|3|c.S}} > {{clr|4|2H}} > 236S > {{clr|5|j.D}} > WS || Corner || 217 || 34% + WS || || [3] {{clr|3|Medium}} || Wall breaks just low enough for for 632146HS to land. If the opponent is landing behind you after {{clr|5|j.D}}, you are holding 236S too long. | | | {{clr|4|2H}} > {{clr|3|236[S]}} > {{clr|5|j.D}} > {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|3|236S}} > {{clr|5|j.D}} > WS || Corner || 217 || 34% + WS || || [3] {{clr|3|Medium}} || Wall breaks just low enough for for 632146HS to land. If the opponent is landing behind you after {{clr|5|j.D}}, you are holding 236S too long. | ||
|- | |- | ||
| | CH {{clr|4|2H}} > 236[S] > {{clr|5|j.D}} > {{clr|3|c.S}} > 236S > {{clr|5|j.D}} > {{clr|3|c.S}} > 236S > WS || Corner || 280 || 45% + WS || || [4] {{clr|4|Hard}} || Spacing and timing specific. 2H needs to be landed around a back dash away from opponent. {{clr|5|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 {{clr|5|j.D}} after Kou is the same for both. | | | CH {{clr|4|2H}} > {{clr|3|236[S]}} > {{clr|5|j.D}} > {{clr|3|c.S}} > 236S > {{clr|5|j.D}} > {{clr|3|c.S}} > 236S > WS || Corner || 280 || 45% + WS || || [4] {{clr|4|Hard}} || Spacing and timing specific. 2H needs to be landed around a back dash away from opponent. {{clr|5|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 {{clr|5|j.D}} after Kou is the same for both. | ||
|- | |- | ||
| | CH {{clr|4|5H}} > 236[ | | | CH {{clr|4|5H}} > {{clr|4|236[H]}} -> K > {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|3|236[S]}} > AD > {{clr|4|j.H}} || Anywhere || 183 || 40% || || [3] {{clr|3|Medium}} || Unless you hit tip range of {{clr|4|5H}} you will get enough space for the combo thanks to 236[HS]. | ||
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Revision as of 06:36, 7 July 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/H) 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 > 236(H) -> K | Anywhere | 66 | ?? | [1] Very Easy | Basic Jab Combo. The K followup is optional but gets you to the opponent faster. | |
5P > 6P > 236S > j.D | Corner | 103 | ?? | [1] Very Easy | Basic Corner Jab Combo | |
5P > 6P > 236H -> H > c.S > 236S > WS j.D | Corner | 160 | ?? | [2] Easy | Jab Corner Combo Optimized for Damage. Wall Breaks High | |
5P > 6P > 236H -> H > 5K > 236H -> H > WS > 5H | Corner | 152 | ?? | [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 -> AD > (j.H) | Anywhere | 100(121) | ?? | [1] Very Easy | Hard Knock Downs or you can j.H if you want to sacrifice oki. | |
5K > 6P > 236H -> 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. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
c.S > 6H > 236H -> S | Anywhere | 131 | ?? | [1] Very Easy | ||
c.S > 6H > 236H -> 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 | |
CH c.S > 236[HS] -> K > c.S > 2H > 236[S] > AD > j.H | Anywhere | 182 | 40% | [3] Medium | You don't have to space with this combo thanks to charged 236[HS]. | |
c.S > 2D > 236S(1) 22.RC~236[H] -> K, 5K > 236H -> H, 5K > WS > WB | Midscreen to corner | MA,MI,RA,GI,IN | [3] Medium | Combo on lightweights involving Fast RC-ing the first hit of Kou, land and do a Charged Fuujin. | ||
[4] Hard |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
CH 5H > 236H -> H > 5K > 236(H) -> H > WS/(5P > WS) | Mid | 154+WB | 45% + WS | [2] Easy | If the Second 236HS -> H doesn't wallbreak, 5P should. If Over Midscreen, use 236HS -> K on the second 236HS. | |
CH 2H > 236[H] -> K > c.S > 2H > 236[H] -> H > (f.S) > WS | Mid | 171+WB | 45% + WS | [3] Medium | Max range 2H. If they are slightly behind the mid line, f.S is not necessary. To get an idea of distance, it's at the tip of 2D's hitbox. Heavier characters require a slightly shorter hold on the second Fujin. | |
2H > 236[S] > j.D > 665K > 236H -> H > WS | Corner | 186+WB | 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 > 236[S] > 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. | |
CH 5H > 236[H] -> K > c.S > 2H > 236[S] > AD > j.H | Anywhere | 183 | 40% | [3] Medium | Unless you hit tip range of 5H you will get enough space for the combo thanks to 236[HS]. |
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 |
---|---|---|---|---|---|---|
236S > dl.AD > j.H | Anywhere | 94 | 10% | [1] Very Easy | Simple anti-air starter. Works even if only the second hit of 236S connects so very consistent. | |
236S > 66RRC > 6 > dl.c.S > dl.2H > 236[S] > dl.AD > j.H | Anywhere | 162 | -40% | [3] Medium | Another 236S starter with much more power behind it. Requires you to reposition yourself after the 66RRC in order to get c.S. All delays are for the purpose of getting the proper height. | |
236S > (j.D/66RRC) > dl.c.S > 2H > 236[H]->H > c.S > WS > 5H | Corner | 220/198 | +35% + WS | [3] Medium | Good general purpose corner combo with optional meter usage for awkward distances. If you are too close, skip straight to dl.c.S. j.D wallsplats at 236[H] and you may need to use 236(H) based on how low 2H connects. | |
(236H)-H > 66PRC > c.S > dl.2H > 236[S] > AD > (j.H) | Anywhere | 157 | -40% | [3] Medium | Combo that starts with Rin. Risky since it's a reset which would allow them to block without proper conditioning. | |
CH (236H)-S > 66PRC > c.S > 2H > 236[S] > AD > (j.H) | Anywhere | 171 | -40% | [3] Medium | Combo that starts with Nagiha. Works on non-CH, but more of a gamble than a reaction to COUNTER. No delay on 2H. | |
(236H)-H > 66PRC > c.S > dl.2H > 236[H] > WS > f.S | Corner | 190 | -40% + WS | [3] Medium | Combo that starts with Rin but for the corner. Counterhit Fujin works too and you don't even need to spend meter. | |
(236H)-S > 66PRC > c.S > 2H > 236[HS] > f.S > WS > 5H | Corner | 212 | -40% + WS | [3] Medium | Combo that starts with Nagiha. Works on non-CH, but more of a gamble than a reaction to COUNTER. | |
CH 236[HS] -> K > 236S > c.S > 236S > c.S > 236S > j.D > WS > 5H | Corner | 262 | ?? | [2] Easy | Kou Loop on Counter hit |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
Throw > 66PRC > c.S > 2H > 236[S] > dl.AD > j.H | Anywhere | 125 | -40% | [3] Medium | Works with 66RRC as well but deals a whole 6 less damage due to the explosion. To get 66PRC, time the RC just as your opponent flips over your fan during the animation but before they can hit the ground. | |
Throw > RRC > 236[S] > c.S > 5H > 236H -> S > WS > f.S | Corner | 162 | -40% + WS | [2] Easy | Done only with regular/slow RCC. 236[S] must connect near max height. | |
Throw > XRC~236S > c.S > f.S > 236H -> S > WS > 5H | Corner | 170 | -40% + WS | [4] Hard | 236[S] make them fall out due to the lack of RC gravity. |
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 > 236H -> 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 |
---|---|---|---|---|---|---|
632146S > 66RRC > c.S > 236H -> H > 5K > 236H -> 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 | |
632146H > PRC > c.S > 2H > 236[S] > AD > (j.H) | Anywhere | 233(249) | - | [4] Hard | Combo for your other Overdrive. The difficulty comes from having time the c.S just as the giant fan closes so that your opponent isn't sent fullscreen. About 100 more damage for double the meter. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
[1] Very Easy | ||||||
[2] Easy | ||||||
[3] Medium | ||||||
[4] Hard | ||||||
[5] Very Hard |