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! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video | ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video | ||
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| | {{clr|1|j.P}} > {{clr|4|j.214H}} || Any || 63 || || All || [1] {{clr|1|Very Easy}} || j.P, j.K (59 DMG) and j.D (75 DMG) are interchangeable. || | | | {{clr|1|j.P}} > {{clr|4|j.214H}} || Any || 63 || || All || [1] {{clr|1|Very Easy}} || j.P, j.K (59 DMG) and j.D (75 DMG) are interchangeable. || [https://youtu.be/wZhQXXg_fnM Link] | ||
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| | {{clr|2|j.K}} > {{clr|5|j.D}} > {{clr|4|j.214H}} || Any || 84 || || All || [1] {{clr|1|Very Easy}} || j.K gatlings to j.D, but can also be jump cancelled if necessary. || | | | {{clr|2|j.K}} > {{clr|5|j.D}} > {{clr|4|j.214H}} || Any || 84 || || All || [1] {{clr|1|Very Easy}} || j.K gatlings to j.D, but can also be jump cancelled if necessary. || [https://youtu.be/H7XyD0Ba5L0 Link] | ||
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| | {{clr|2|j.K}} > {{clr|5|j.D}} ▷ {{clr|1|5P}} > {{clr|3|[4]6S}} || Near corner || 99 || || All || [3] {{clr|3|Medium}} || || | | | {{clr|2|j.K}} > {{clr|5|j.D}} ▷ {{clr|1|5P}} > {{clr|3|[4]6S}} || Near corner || 99 || || All || [3] {{clr|3|Medium}} || || [https://youtu.be/7v857bdipo0 Link] | ||
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| | {{clr|1|j.P}} > 66RC ▷ {{clr|3|c.S}} > {{clr|4|TK Bomber}} ▷ {{clr|3|[4]6S}} (OTG) || Close || 110 || || All || [4] {{clr|4|Hard}} || You may need to walk slightly forward after the RRC in order to position yourself for c.S, depending on the opponent's character. || - | | | {{clr|1|j.P}} > 66RC ▷ {{clr|3|c.S}} > {{clr|4|TK Bomber}} ▷ {{clr|3|[4]6S}} (OTG) || Close || 110 || || All || [4] {{clr|4|Hard}} || You may need to walk slightly forward after the RRC in order to position yourself for c.S, depending on the opponent's character. || [https://youtu.be/-7DbM-A2SrU Link] | ||
|- | |- | ||
| | {{clr|2|j.K}} > jc > {{clr|3|j.S}} > 66RC ▷ {{clr|3|c.S}} > {{clr|4|TK Bomber}} ▷ {{clr|3|[4]6S}} (OTG) || Close || 115 || || All || [5] {{clr|5|Very Hard}} || From midscreen it pushes the opponent into the corner and allows for a Spinning Chain Strike | | | {{clr|2|j.K}} > jc > {{clr|3|j.S}} > 66RC ▷ {{clr|3|c.S}} > {{clr|4|TK Bomber}} ▷ {{clr|3|[4]6S}} (OTG) || Close || 115 || || All || [5] {{clr|5|Very Hard}} || From midscreen it pushes the opponent into the corner and allows for a Spinning Chain Strike (2 after Rensen) follow-up as oki. || [https://youtu.be/Ie6RcODvi6U Link] | ||
(2 after Rensen) follow-up as oki. || | |||
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Revision as of 12:16, 17 July 2021
Please feel free to make edits, but include edit summaries and sources where applicable.
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Basic Combos
- All damage values tested on Sol and as such are not entirely accurate due to his 0.98 damage modifier. There is an ongoing effort to redo the numbers on this page and on the combos section for greater accuracy (by performing them on Ky, who has a 1.0 damage modifier). Moves whose damage values are not updated yet will probably be marked with an asterisk (*).
Please understand while we verify them.
- This list is meant for actual combos, not for frame traps, blockstrings, or mixups (if the combo itself allows to set them up afterwards, it is mention in the "Notes" field).
- The list is focused on most practical examples, not every single option that exists.
- All damage values should be damage dealt to Ky unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
- The difficulty is ranked on a scale of 1 to 5 (Very Easy, Easy, Medium, Hard and Very Hard) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).
- Roman Cancel Notation:
- 88.RRC - for drift red RC upwards
- BRC~623K - for fast blue roman cancel into 623K
- RRC - implies the shockwave hits, and denote the opposite case when it doesn't
- RRC(0) - for when you do a non-fast roman cancel with the shockwave but the shockwave needs to not connect
- 66.PRC~2H - for fast RC combined with RC drift
- Axl Specific notation: TKB = jc 623H (see TK Bomber Loops) for more details.
Ground Combos
Combo | Position | Damage | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|
5K/2K > 2D > 214H | Any | 69-86 | All | [1] Very Easy | Basic hitconfirm from your quickest normals. Max range 5K/2K pushback makes 2D whiff. |
Link |
c.S > f.S > 5H > 214H | Any | 132 | All | [1] Very Easy | Basic close range combo for c.S hitconfirm. | Link |
f.S > 2H > 214H | Any | 99 | All | [1] Very Easy | Basic mid range combo for f.S hitconfirm. f.S > 5H does 2 more damage, but whiffs in f.S's max range. |
Link |
5K > TKB, [4]6S OTG | Midscreen | 116 | All | [3] Medium | Midscreen 5K punish, setup for meaty Rensen-S. If you don't want the meaty setup, 2H deals exactly as much damage. | Link |
c.S > TKB ▷ 2H OTG | Midscreen | 136 | All | [3] Medium | Midscreen c.S punish for pure damage. | Link |
c.S > TKB ▷ [4]6S OTG | Midscreen | 133 | All | [3] Medium | Midscreen c.S punish, setup for meaty Rensen-S. | Link |
Jump-in Starters
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
j.S ▷ 5P | Anywhere | 59 | All | [2] Easy | Both options need to hit super close and super late in order to combo, making this approach very impractical. More useful as a blockstring at far range to keep the opponent locked down so you can apply more pressure. | Link | |
j.S ▷ 5P > 6K > 214H | Anywhere | 100 | All | [2] Easy | Hit j.S late in the jump in order for 5P to combo. | Link | |
j.S ▷ c.S > f.S > 2H > 214H | Anywhere | 119 | All | [2] Easy | Remove the c.S if too far, or remove c.S > f.S altogether to go straight into a low hit with 2H. | Link | |
j.H ▷ 5K > 6K > 214H | Anywhere | 105 | All | [2] Easy | j.H needs to hit deep in order to link with 5K. | Link | |
j.H ▷ c.S > f.S > 5H > 214H | Anywhere | 127 | All | [2] Easy | Highly impractical unless done from a neutral jump, as a reaction to a grab. j.H needs to hit deep and be close enough to link with c.S. | Link | |
j.D ▷ c.S > 214H | Corner | 97 | All | [2] Easy | Seemingly combos at any height, so probably a good jump-in. | Link | |
j.S ▷ 2K/5K > 2D > 214H | Anywhere | 83/85 | All | [3] Medium | Both j.S and 2K/5K need to hit somewhat deep, otherwise 2D whiffs. 2K has more damage proration, so less damage overall if you choose that route. | Link | |
j.H > c.S > TKB > 5P > 6K > Snail | Corner | 161 | [3] Medium | Link | |||
j.S ▷ 2P > 6K > 214H | Anywhere | 93 | All | [4] Hard | You seemingly have to not go as far when jumping at them in order for j.S to connect with roughly the front of the knees of the opponent. Follow-up is fairly straightforward if not a bit heavy execution-wise. | Link | |
j.D ▷ 5K > 214H | Anywhere | 90 | All | [4] Hard | j.D Needs to hit deep for 5K to barely connect at its tip. Cancel into Snail (214H) also becomes somewhat tight. Becomes easier in the corner and allows for a 6K follow-up before Snail or Rensen (OTG). | Link | |
j.D ▷ 5P > [4]6S(2) | Near Corner | 120 | All | [4] Hard | Remember to hold down-back to begin charging Rensen in the air; pressing j.D while holding back will execute Throw, as Throw is now Forward/Back + Dust. j.D > 5P > Rensen works midscreen but can't followup. | Link | |
j.S ▷ 2H | Anywhere | 63 | All | [4] Very Hard | Almost impossible due to how deep j.S needs to hit, making this approach very impractical, but still possible. More useful as a blockstring at far range to keep the opponent locked down so you can apply more pressure. Might be useful in obscure combo routes. | Link |
Anti-Air Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5P > [4]6S(8) > 5H (OTG) | Midscreen | 104 | All | [1] Very Easy | Instead of 5P, you should be doing what is essentially 4P, so that 5P comes out and you are doing the [4] input for [4]6S (Rensen) at the same time. | Link | |
6P > 214H | Close | 65 | All | [1] Very Easy | Close range version of an anti-air combo. Slightly better than just doing 2S > 214H, because of 6P's upper body invincibility. | Link | |
6K > 214H | Any | 75 | All | [1] Very Easy | Works well vs characters with tall hitboxes, such as Faust and Potemkin. | Link | |
5P > 66RC > c.S > 5H > 214H | Midscreen | 99 | All | [3] Medium | May require walking slightly forward before the c.S in order for 5H to hit, depending on spacing and the opponent's weight. | Link | |
2S > 214H > 88RC > 623H ▷ [4]6S | Midscreen | 140 | All | [3] Medium | Not necessarily a very practical combo, but a demonstration of RC drift upwards. | Link | |
2S > (delay) 214H > RRC > j.D > j.214H | Midscreen | 124 | All | [3] Medium | The delay after 2S allows for the Red Roman Cancel to connect allowing for a choice of follow up close to the ground. j.D > Bomber does not connect, but you can probably get c.S > TKB on the ground for extra damage. | Link | |
2S > (delay) 214H > 66RC > (Run Under) > c.S > 214H | Corner | 122 | All | [3] Medium | Demonstration of using RC to side switch to get out of corner. | Link | |
2S > 214H > 5P > [4]6S | Corner | 127 | All | [3] Medium | Works slightly away from corner. Very simple practical meterless non-counterhit antiair against corner escaping opponents. Can use Rensen 8 followup for OTG setup or 2 followup if close enough. Video example here. CAN lead to TKBomber loops meterlessly if 2S connects right against opponent in corner, but not very practical. | Link | |
5P > 66RC > c.S > TK Bomber ▷ [4]6S (OTG) | Midscreen | 109 | All | [4] Hard | Link | ||
6P > 214H > 66RC > c.S > TK Bomber > [4]6S (OTG) | Midscreen | 124 | All | [4] Hard | Link | ||
6P > 214H > 66RC > c.S > 5H > 214H | Close | 126 | All | [4] Hard | 6P must hit the opponent high otherwise Snail whiffs. (CH) 6P nakes the whole combo much easier. Switching sides during the Roman Cancel makes the follow-up combo easier to space, otherwise Snail doesn't reach. | Link | |
5P > 6K > [4]6S(8) > c.S (OTG) | Midscreen | 111 | All | [5] Very Hard | Can start from any 2S, 5P, or 6K, but the combo requires good charge partitioning - the fundamental component being the 6K > [4]6S. After 5P, tap 6K and immediately begin charging for Rensen. Execution gets slightly easier, if started from a (CH) 2S or a 66RRC after Snail (214H). Can sometimes hit 5H as an OTG for 120 DMG, but requires impeccable timing and spacing. [Video] | Link | |
6H > 5K > TKB > 5K > 6K > 236236H | Near Corner | 228 | All | [4] Hard | While not Technically an Anti-air, but landing 6H against jumping opponents occurs surprisingly frequently so converting it near the corner is very useful. Video example here uses Super Ender for a forced reliable Wallbreak. | Link |
Advanced Combo Theory
TK Bomber
Tiger Knee Axl Bomber or TKB in short is a technique used to execute an Axl Bomber at lowest possible height. The most practical usage for it is canceling from ground normals (5K and c.S) into TKBs for combos that deal more damage and/give advantageous positioning than other options. TK Bomber can link to another ground normal if you are in the range (notably 5K since it has quick startup and long range), so in the corner it can loop into itself for massive amounts of damage. TK Bomber can be executed with all sorts of input methods (6923H, 9623H, 69874123H, 6321473H, etc.) but the most important skill is having the correct timing which changes depending on the cancel normal (or no normal at all). If your timing is inconsistent, the combo drops can leave you in a really bad spot; doing the input too early usually puts out a j.H that leaves you hanging right next to the opponent while a too slow input will delay the Bomber too much which makes it either whiff or get blocked, allowing the opponent to punish your long recovery.
There are three major options for comboing into TKB:
- 5K: The quick startup with great vertical range makes it the most useful relauncher. Cancel timing: quick and lenient.
- c.S: Slower startup and worse horizontal range than 5K, but does more damage. Cancel timing: slow and quite lenient.
- Raw: Rare option for cases where a single hit without cancels is possible (eg. the wallbreak hit at the end of a Bomber loop). Link timing: strict manual timing with no buffers (inputting H during pre-jump frames turns into 5H, 6H, or 2H).
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5K > TKB > 5K > TKB > 5P > 6K > 214H (WS) > 5P (WB) | Corner | 236 | [4] Hard | Easiest route off 5K TKB | Link | ||
5K > TKB > 5K > TKB > c.S > f.S > 5H > 214S > 66 > 5H | Corner | 244 | [4] Hard | Alternate ender to TKB loops off 5K. 66 236236H can be done instead of 5H | Link | ||
5K > TKB > 5K > TKB > 5K > 6K > 214S > 66 > 5H | Corner | 235 | [4] Hard | Easier route for TKB loops | Link | ||
5K > TKB, 5K > TKB, 5K > TKB, wallbreak 5H | Corner | 242 | +34% | All | [5] Very Hard | Near corner punish for huge damage. | Link |
5K > TKB, c.S > TKB, 5K > TKB, wallbreak TKB | Corner | 255 | +37% | All | [5] Very Hard | Maximum 5K meterless damage with 3 different TKB execution timings. | Link |
c.S > jc > 66BRC > Axl Bomber ▷ c.S > TKB ▷ 5K > 6K > 214H > 5P | Midscreen | 265 | All | [5] Very Hard | Weird Blue Roman Cancel combo, that can sometimes cross-up. Very front-loaded execution-wise. | Link | |
c.S > jc > 66BRC > Axl Bomber > 66 > c.S > TKB > c.S > TKB > TKB | Midscreen | 285 | All | [5] Very Hard | Optimized version of the above. Very high damage. | Link | |
c.S > TKB, c.S > TKB, 5K > TKB, wallbreak 5H | Corner | 273 | All | [5] Very Hard | Near corner punish for ridiculous damage. | Link | |
c.S > TKB, c.S > TKB, 5K > TKB, wallbreak TKB | Corner | 281 | All | [5] Very Hard | Ultimate meterless damage. | Link | |
5K > TKB > 5K > TKB > 5K > TKB > TKB | Corner | 249 | [5] Very Hard | TK Bomber loops off 5K | Link | ||
214S > 5K > jc > 66BRC > j.623H > 66 > c.S > TKB > c.S/5K(WS) > j9 > j.623H | Corner | 222 | [5] Very Hard | BRC conversion off close Rainwater. | Link | ||
(CH) Rainwater > land > 66BRC > TKB > c.S > TKB > 5K > TKB > TKB/5H | Corner | 247 | [5] Very Hard | Using 66RC after landing will cause a BRC, negating the proration and slowing down the opponent long enough to TKB and followup. | Link |
Corner Routes
As long as the opponent is a few spaces away from round-start position to the corner, you can generally reach the corner with a Bomber or something else. These combos here are not an exhaustive list but gives the reader examples and structural ideas as to the sort of things they can do upon reaching the corner, especially if one does not want to risk losing a round from dropping multiple TK Bombers.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
214S , 5K , 5P > 214H | Corner | 103 | Everyone except Potemkin, Nagoriyuki and Leo | [4] Hard | Meterless conversion off close Rainwater. Omit the 5P for heavyweights. | Link | |
Some Extended Starter > TKB > 5K > 6K > 214H, wallbreak 2HS or 5P or TKB | Near Corner | Varies | Any, Combos may be harder with heavyweights or impossible depending on Starter | [4] Hard | The most reliable wallsplat alternative with slightly less damage instead of doing so with another TK Bomber. You should opt for 214HS over 214S because it is faster (214S wallsplat may drop if 5K hits low) and does 1point more damage (after proration) This route may sometimes even wallsplat when another TK Bomber otherwise wouldn't due to the additional hit. Wallbreak with 2HS when the opponent wallsplats low to the ground for slightly better damage, Bomber if you're confident, or 5P Otherwise | Link | |
Some Gravity-Prorated Starter (Example (CH) 6H) > c.S > TKB > 5K > 6K > wallbreak 236236H | Corner | Varies, Example does 238 | Any, Noticeably difficult on Potemkin (heavyweights) | [4] Hard | The only way you can reliably force wallbreak from a non-damaged wall if using a gravity prorated Starter. You can tell if it's a prorated starter based on how much lower the first TKBomber launches (such as the CH 6HS example). Also functions as a general meter-spending idea to get more damage. But ideally you get a TKBomber wallsplat before using Super (unless it's not possible such as this example). | Link | |
Some Long-ranged Confirm (Example (CH) 2D(far) or (CH) 214S) > 5P > 6H > 5K > 6K > 214H | Corner | Varies, Example does 147 and 141 respectively | [3] Medium | Not necessarily the most consistent combo route since 5K after 6HS corner hit properties may OTG depending on how far away you wallbounce the opponent with 6HS, but does give you some decent meterless damage without any TK Bomber execution. Typically most applicable on far confirms where only 5P will reach (such as the two examples, far Counterhit 2D and Counterhit 214S). | Link | ||
Some Highly-scaled Confirm (Example AirThrow) > 22RRC > 5K > c.S > f.S > 5H > 214H, wallbreak 2H | Corner | 155 | [3] Medium | Another easy alternative if you don't necessarily need the max damage corner combo (and is sometimes necessary for starters like Throws). This route may even wallbreak (such as the example) on certain situations. the 5K, cS fS 5HS Snail route can also be done after a TK Bomber provided it launches high enough. | Link |
Situational Combos
Air-to-Air Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
j.P > j.214H | Any | 63 | All | [1] Very Easy | j.P, j.K (59 DMG) and j.D (75 DMG) are interchangeable. | Link | |
j.K > j.D > j.214H | Any | 84 | All | [1] Very Easy | j.K gatlings to j.D, but can also be jump cancelled if necessary. | Link | |
j.K > j.D ▷ 5P > [4]6S | Near corner | 99 | All | [3] Medium | Link | ||
j.P > 66RC ▷ c.S > TK Bomber ▷ [4]6S (OTG) | Close | 110 | All | [4] Hard | You may need to walk slightly forward after the RRC in order to position yourself for c.S, depending on the opponent's character. | Link | |
j.K > jc > j.S > 66RC ▷ c.S > TK Bomber ▷ [4]6S (OTG) | Close | 115 | All | [5] Very Hard | From midscreen it pushes the opponent into the corner and allows for a Spinning Chain Strike (2 after Rensen) follow-up as oki. | Link |
Counterhit Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
(CH) 6P > 214S | Any | 64 | [1] Very Easy | - | |||
(CH) 6P > 236236H | Any | 149 | -50% | [1] Very Easy | Basic overdrive combo from counter hit anti-air or a f.S punish. | - | |
(CH) c.S > TKB > 5P > 6K > [4]6S(8) > c.S (OTG) | Midscreen | 203 | [4] Hard | Slowdown from c.S counterhit allows you to recover faster from TK Bomber, which allows a 5P link and in turn allows the Charge Partitioning of 6K [4]6S by beginning charge immediately after buffering 5P6K, Video demonstration here and explanation. | - here. | ||
(CH) c.S > 5[D] > 5P > 6K > [4]6S(8) > c.S (OTG) | Midscreen | 178 | [4] Hard | An alternative c.S Punish combo from midscreen without using TK Bomber, but the 5P 6K [4]6S Charge Partitioning is more difficult. Omit 6K for a way easier combo. Video demonstration here. | - | ||
(CH) f.S > [4]6S(8) > c.S/5H (OTG) | Midscreen | 103/117 | [2] Easy | Using c.S OTG ender leads to j.H safejump. | - | ||
(CH) f.S > [4]6S(2) > c.S/5H (OTG) | Any | 123/156 | [2] Easy | Closer range f.S hit. Using c.S OTG ender leads to j.H safejump. | - | ||
(CH) 2S > 5P > [4]6S (8) > 5H (OTG) | Midscreen | 127-142 | All | [2] Easy | 5P > [4]6S (8) requires a slight amount of delay. Damage varies depending if 2S hit at max range. | - | |
(CH) 2S > 5K > TKB > 5K > TKB > 5K, wallbreak TKB | Corner | 245 | Normal and Lightweights | [4] Hard | Converting into TK bomber loops off near-corner counterhit 2S, which will happen surprisingly frequently against opponents eager to jump out of corner pressure! If not at dead corner you may need to run-up 5K after seeing Counter 2S. Video example here. | - | |
(CH) 6K > Run > 5K > TKB > 5K > TKB > 5K > 6K, wallbreak 214H | Corner | 232 | [4] Hard | Similar route to above; Converting into TK bomber loops off near-corner counterhit 6K, which is way more finnicky and probably won't happen in games often. Also an example of using Snail to wallbreak when you're not expecting 6K to wallsplat, which is perfectly fine too. Video example here. | - | ||
(CH) 2H > [4]6S(8) > c.S/5H (OTG) | Midscreen | 115/129 | [2] Easy | Using c.S OTG ender leads to j.H safejump or Mantis meaty. | - | ||
(CH) 2H > [4]6S(S) | Fullscreen | 108~122 | [2] Easy | At long range. | - | ||
(CH) 6H > c.S > f.S > 5H > 214H | Any | 147 | [2] Easy | Can gatling to 6H from 5P, 2P, 5K, 2K, and c.S. | - | ||
(CH) 6H > c.S > f.S > 2H > 214H | Any | 145 | [2] Easy | - | |||
(CH) 2D > c.S > 6K > 214H | Midscreen | 119 | [2] Easy | - | |||
(CH) 214S > 5P > [4]6S | Any | 95 | [2] Easy | Remember to hold 4 as you are falling from Rainwater to make the charge from 5P easier. | - | ||
(CH) 6H > c.S > TKB ▷ 5P > 6K > 214H | Corner | 178 | [3] Medium | 5K can be used instead of c.S as well. | - | ||
(CH) 6H > c.S > TKB ▷ [4]6S (OTG) | Midscreen | 148 | [3] Medium | Sets up meaty Winter Cherry. | - | ||
(CH) 6H > c.S > TKB > 66RRC ▷ c.S > TKB | Midscreen | 169 | [3] Medium | - | |||
(CH) 6H > c.S > TKB > 66RRC ▷ 5K > 5K > 6K > 214S > 2H | Corner | 222 | [3] Medium | Can swap 2H for 66 236236H if needed. | - | ||
(CH) 2D > 5P > [4]6S(8) > c.S/5H (OTG) | Midscreen | 120/130 | [3] Medium | Using c.S OTG ender leads to j.H safejump. | - | ||
(CH) 2D(far) > 5P > 6H > 5K > 6K > 214H | Near Corner | [3] Medium | Using air wallbounce 6H properties to relink into 5K in the corner (described in Corner Routes section already). Also works off 214S but somehow less reliable. Video demonstration here but uses 236236H ender instead of 214H. | - | |||
(CH) j.623H ▷ 66 > c.S > TKB | Midscreen | 182 | [3] Medium | - |
Dust Combos
Combo | Damage | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|
5[D], j.D > j.P > jc > j.D > j.P > j.S > jc > j.S > j.S (Finishing Blow) | 207 | All | [3] Medium | - | |
5[D], j.D > j.P > jc > j.D > j.P > j.D > j.P > j.P (Finishing Blow) | 211 | All | [3] Medium | - |
Throw Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
Throw > 66RRC > c.S > 6K > Snail | Any | 105 | All | [2] Easy | Easy throw conversion with meter. Make sure to RC right when they hit the ground to get the RRC. | - | |
Throw > 66RRC > c.S > f.S > 5H > Snail | Corner | 112 | All | [2] Easy | - | ||
Throw > 66RC > c.S > TKB | Any | 107 | All | [3] Medium | Throw conversion with meter into knockdown. | - | |
63214H (Far) > 66PRC > c.S > 6K > Snail | 95 | - | |||||
63214H (Far) > RC > c.S > TKB > Rensen (OTG) | 102 | Rensen OTG near corner only. | - | ||||
63214H (Far) > 66PRC > [5]D > c.S > TKB | 110 | [4] Hard | The side may switch if you time the PRC too late. Do the [5]D early to keep the opponent in the air for c.S | - | |||
63214H (Far) > PRC > Run > c.S > TKB > 5K > 6K > 214HS, wallbreak 5P | Back against Corner | 158 | Any | [4] Hard | PRC is always better than RRC for both comboability and damage due to RRC adding an additional hit to damage scaling and gravity. Video link here. | - | |
63214H (Close) > 5P > [4]6S(S) | Any | 92 | Most consistent followup after midscreen close-Mantis to send the opponent fullscreen. May opt for the (8) followup of Rensen for an OTG followup oki situation too. | - | |||
63214H (Close) > 5K > c.S > f.S > 5H > Snail, wallbreak 2HS | Corner | 149 | [3] Medium | While you can get TKBomber loops off Corner Close Mantis, the damage scaling makes the very heavy execution not worthwhile. Even the 5K 6K link route is surprisingly tight. | - | ||
63214H (Close) > c.S > TKB > 5K > TKB, wallbreak 5HS | Corner | 161 | Normal and Lightweights Only | [5] Very Hard | This combo is possible but for the aforementioned reason above, not usually worth the extra damage 10ish damage. | - |
Metered Combos
Roman Cancel Combos
While there exists astronomically high amounts of permutations in which one can utilise Roman Cancels in Guilty Gear Strive, it is generally used in combos only if it leads to a big conversion (by being able to reach the corner) or if it will kill the enemy (or come close to). Hence this list should provide several unique use-cases of Roman Cancel combos rather than just tacking on more damage
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5P > RRC~46S | Any | N/A | All | [2] Easy | The Rensen input is not a typo. A special-canceled RRC removes the charge requirement. Read more about it in the Charge Cancel Red Roman Cancel section here. There are no current use-cases for this tech, so this combo is merely a proof of concept. [Video] | - | |
[4]6S(8) > RC > 5P > [4]6S(8) > c.S(OTG) | Fullscreen | 106* | All | [2] Easy | - | ||
5K > 6P > 214H > 66.RRC > run until sideswitch > 5P > 6K > 214H | Cornered or Mid | 123 | All | [2] Easy | Sideswitch combo. Second 214H will whiff if you run too far. Works with most 214H enders like 5K>2D>214H or cS>fS>214H. | - | |
j.H > 22RRC > j.H > c.S or f.S > 2H > 214H | Any | ~142 | All | [3] Medium | Decent instant-overhead starter which requires cancelling 22RRC into jH so the RC bubble doesn't come out for way better damage. No good PRC routes known as of yet due to lack of midscreen comboability. Video explanation here. | - | |
6H > PRC > 623H > 5P > 6K > [4]6S > c.S (OTG) | Any | 164 | All | [3] Medium | Decent Metered combo using a normal 6H hit and doesn't require a TK Bomber input as 6H RC leaves you airborne. Also incorporates 6K Rensen Charge partition, but you may omit 6K for a way easier combo. Video demo here. | - | |
c.S . f.S > 5H > 214H > 66.RRC(0) > 5P > 6H, 5K > 6K > 214H (WS) > 5P (WB) | Midscreen to Corner | 229 | -26% | All | [3] Medium | Essentially works from round-start positioning, but can also be adapted for the corner by walking back a little bit after the RRC. You exit the combo with 24% tension and a positive bonus. Whiffs if the opponent was crouching, but can be finessed with a PRC and a micro-dash - you can go for a TKB setup instead, if you just want to take the easy damage. [Video]. | - |
6H > PRC > 623H > c.S or 5K > TKB > 5K > TKB, TKB (WB) | Corner | 246 | [4] Hard | Corner version of Normal 6H PRC. Uses standard Corner TK Bomber rule of thumbs; use 5K over cS for consistency, and wallbreak with 5H or 5P for consistency and less damage. Video demo here. | - | ||
c.S > f.S > 5H > 214H > 66.RRC(0) > c.S > TKB > 5K, 5H | Near Corner | 234 | All | [4] Hard | Easiest most hit-confirmable (and MOST realistic) corner combo off MANY starters into Snail RRC, but this is an example of a best-case scenario. if 66RRC doesn't whiff then the combo proration or gravity might get heavier. Video explanation here. | - | |
2S > 214H > 66.RRC(0) > c.S > TKB > 5K > TKB > 5K, TKB (WB) | Midscreen to Corner | 256 | [4] Hard | Very Important High damage Antiair combo as it does not require Counterhit AND can convert into corner from more than round-start position away! Video example here. | - | ||
j.H > 22.PRC > j.623H > 5K > TKB > 5K > TKB, 5H (WB) | Corner | 233 | All, but considerably harder on Heavyweights | [5] Very Hard | Instant-overhead starter in corner which uses 22PRC to get better combo proration and gravity to get multiple Bomber loops. Can use easier corner route enders if necessary. Video explanation here. | - | |
c.S > TKB > 66.RRC > j.K(0) > 5K > TKB > 5K > TKB, 5H (WB) | Midscreen | 276 | All | [5] Very Hard | Utilising Red Drift RC cancel to land at the end point of Axl Bomber to recombo off it midscreen. Must be done on non-counterhit or else requires 5K starter. Video explanation here. | - |
Overdrive Combos
One Vision Combos
When One Vision ends, the final move's hit effects during time-stop will be applied to the opponent, leading to very elaborate conversions.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
632146P (Install) > 632146P (Activate) > 6H > c.S > f.S > 5H > 214H | Any | 141 | [2] Easy | Basic grounded confirm off any move into One Vision. | - | ||
632146P (Install) > Throw > 632146P (Activate) OTG > c.S > f.S > 5H > 214H | Any | 105 | [2] Easy | Link from throw into One Vision activate is a little tough, and has bad damage. Also very minus on hit. | - | ||
632146P (Install) > Air Throw > 632146P (Activate) OTG > 6H > 5H > 214H | Any | 142 | [2] Easy | Link from air throw into One Vision activate is a little tough, but much better OTG damage than ground throw. | - | ||
632146P (Install) > 632146P (Activate) > c.S > TKB > Time Resume > j.D > j.623H | Midscreen | 162 | [3] Medium | Can back-jump to make j.D easier to connect. Works on grounded and normal jump height. Will side switch. Video link here. | - | ||
2S > 632146P (Install) > 5K > 214H > 632146P (Activate) > j.D > 623H > Time Resume | Midscreen | 185* | All | [3] Medium | 2S needs to hit near max-range. 5K should hit at the very tip. Can be followed up with c.S > TKB if near a wall. Videos of it being performed on Chip, Sol, Pot. | - | |
632146P (Install) > 632146P (Activate) > c.S > TKB > Walk Back > Run > Time Resume > c.S > TKB > 5K > 6K > 214H, wallbreak 5P or 2H | Midscreen to Corner Opponent airborne |
232-233 | [4] Hard | Can still reach corner from further than Round-Start midscreen. Need to walk back after first TKB to ensure Axl runs forwards to prevent sideswitch. Use 5P or 2HS wallbreak depending on height of wallsplat. Video link here. | - | ||
632146P (Install) > [4]6S[8] or [4]6S[2] > 632146P (Activate) > c.S > TKB > Run > Time Resume > c.S > f.S > 5H > 214H, wallbreak 5P | Midscreen near Corner | 185-199 | [4] Hard | Needs Round-Start or closer to reach corner. Axl bomber may jump over opponent if frozen too low to the ground, which will greatly shorten corner carry. This wallsplat route is recommended for prorated starters like Rensen and Rainwater. Video link here. | - | ||
632146P (Install) > j.H > 632146P (Activate) > Run > c.S > TKB > Time Resume > Run > 5K > c.S > f.S > 5H > 214H, wallbreak 2H | Midscreen near Corner | 201 | [5] Very Hard | Example of running the opponent to the corner off a grounded hitconfirm. Also functions as instant overhead. Video link here. | - | ||
632146P (Install) > j.H > 632146P (Activate) > c.S > TKB > Run > Time Resume > c.S > TKB > 5K > TKB >, wallbreak TKB | Corner | 222 | [5] Very Hard | Example of max damage instant overhead confirm. All corner One Vision starters generally follow this formula. Doing more hits during Time-Stop will prorate the combo for overall less damage. Can opt for easier combo enders such as 5K 6K Snail and 5P wallbreak. Video link here. | - |