Combo Notation Guide | Character Name Abbreviations | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
|
|
Combo List
- 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 are damage dealt to Sol 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).
- Axl Specific notation: TKB = jc 623H (see TK Bomber Loops) for more details.
5K / 2K Starters
Combo | Position | Damage | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
5K/2K > 2D > 214H | Any | 66-83 | [1] Very Easy | Basic hitconfirm from your quickest normals. Max range 5K/2K pushback makes 2D whiff. | |
5K > TKB, [4]6S OTG | Midscreen | 111 | [3] Medium | Midscreen 5K punish, setup for meaty Rensen-S. | |
5K > TKB, 5K > TKB, 5K > TKB, wallbreak 5H | Corner | 239 | [3] Medium | Near corner punish for huge damage. | |
5K > TKB, c.S > TKB, 5K > TKB, wallbreak TKB | Corner | 250 | [5] Very Hard | Maximum 5K meterless damage with 3 different TKB execution timings. |
c.S / f.S Starters
Combo | Position | Damage | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
c.S > f.S > 5H > 214H | Any | 128 | [2] Easy | Basic close range combo for c.S hitconfirm. | |
f.S > 2H > 214H | Any | 96 | [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. | |
c.S > TKB, 2H OTG | Midscreen | 132 | [3] Medium | Midscreen c.S punish for pure damage. | |
c.S > TKB, [4]6S OTG | Midscreen | 128 | [3] Medium | Midscreen c.S punish, setup for meaty Rensen-S. | |
c.S > TKB, c.S > TKB, 5K > TKB, wallbreak 5H | Corner | 267 | [4] Hard | Near corner punish for ridiculous damage. | |
c.S > TKB, c.S > TKB, 5K > TKB, wallbreak TKB | Corner | 277 | [5] Very Hard | Ultimate meterless damage. |
Dust Combos
Combo | Damage | Works on: | Difficulty | Notes |
---|---|---|---|---|
5[D], j.P > j.D > jc > j.P > j.D > j.S > jc > j.SS | 192 | Medium | 5K, 2K, and c.S gatling into Dust. |
Jump-in Starters
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
j.K > j.D ▷ c.S > 214H | Anywhere | 99 | Medium | Requires landing j.D late enough to connect c.S | ||
j.S ▷ 5P/2H | Anywhere | Easy | Even if j.S doesn't hit late enough to combo into 5P or 2H into a guaranteed combo, these are useful jump-in starters to keep the opponent locked down so you can apply more pressure. | |||
j.S ▷ 5P > 6K > 214H | Anywhere | 96 | Easy | Hit j.S late in the jump in order for 5P to combo. | ||
j.S ▷ 2P > 6K > 214H | Anywhere | 89 | Medium | |||
j.S ▷ 5K > 2D > 214H | Anywhere | 81 | Easy | |||
j.S ▷ 2K > 2D > 214H | Anywhere | 79 | Medium | |||
j.S ▷ c.S > f.S > 2H > 214H | Anywhere | 114 | Easy | Remove the c.S if too far, or remove c.S > f.S altogether to go straight into a low hit with 2H. | ||
j.H ▷ 5K > 6K > 214H | Anywhere | 101 | Easy | |||
j.H ▷ c.S > f.S > 5H > 214H | Anywhere | 122 | Easy | |||
j.D ▷ 5K > 2124H | Anywhere | 87 | Easy | |||
j.D ▷ 5P > [4]6S(2) | Near Corner | Medium | 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. | |||
j.D ▷ c.S > 214H | Corner | 94 | Medium |
Anti-Air Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
5P > Rensen (8) > 5H (OTG) | 98 | |||||
5P > 66RC > c.S > 5H > Snail | 95 | |||||
5P > 66RC > c.S > TK Bomber > Rensen (OTG) | 103 | |||||
6P > Snail | 63 | |||||
6P > Snail > 66RC > c.S > 5H > Snail | 116 | |||||
6P > Snail > 66RC > c.S > TK Bomber > Rensen (OTG) | 124 | |||||
(CH) 6P > Snail (or Sickle Storm) | ||||||
6K > Snail | 73 | |||||
(CH) 2S > 5P > Rensen (8) > 5H | ||||||
(Corner) 2S > Snail > 5P > Rensen (8) > 5H (OTG) | 150 | 2S > Snail > 5P worked beta 1 but not beta 2. | ||||
2S > Snail > 88RC > Bomber > Rensen | 126 | Not necessarily a very practical combo, but a demonstration of RC drift upwards. | ||||
(In Corner) 2S > (delay) Snail > 66RC > (Run Under) > c.S > Snail | 118 | Demonstration of using RC to side switch to get out of corner. |
Air-to-Air Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
j.5P > j.Snail | 61 | |||||
j.5P > 66RC > c.S > TK Bomber > Rensen | 104 | |||||
j.5K > jc. > j.D > Snail | 81 | |||||
j.5K > jc. > j.5S > 66RC > c.S > TK Bomber > Rensen | 108 |
Throw Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
Throw > 66RC > c.S > 6K > Snail | 100 | [1] Very Easy | ||||
Throw > 66RC > c.S > TK Bomber | 103 | [3] Medium | ||||
Throw > 66RC > c.S > f.S > 5H > Snail | 106 | Must be near corner. | ||||
Winter Mantis (far) > RC > c.S > 6K > Snail | 84 | |||||
Winter Mantis (far) > RC > c.S > TK Bomber > Rensen (OTG) | 90 | Rensen OTG near corner only. | ||||
Winter Mantis (far) > RC > IAD > j.D > Axl Bomber | 88 | Get them in the corner! | ||||
Winter Mantis (close) > 6K > Snail | 83 | |||||
Winter Mantis (close) > 5P > Rensen > Winter Cherry | 85 | |||||
Winter Mantis (close, corner) > c.S > f.S > 5H > Snail | 97 | |||||
Winter Mantis (close, corner) > 5K > c.S > f.S > 5H > Snail (wall stick) > 5P (wall break) | 139 |
Counterhit Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
(CH) 6P > Rainwater | 62 | |||||
(CH) 6P > Sickle Storm | 144 | |||||
(CH) f.S > Rensen (8) > 5H (OTG) | 111 | |||||
(CH) f.S > Rensen (2) > 5H (OTG) | 127 | |||||
(CH) 2H > Rensen (8) > 5H (OTG) | 123 | |||||
(CH) 2H > Rensen > Winter Cherry | 103 | At long range | ||||
(CH) 6H > c.S > f.S > 5H > Snail | 142 | Can gatling to 6H from 5P, 2P, 5K, 2K, and c.S | ||||
(CH) 6H > c.S > f.S > 2H > Snail | 141 | |||||
(CH) 6H > c.S > TK Bomber > Rensen (OTG) | 145 | |||||
(CH) 6H > c.S > TK Bomber > 66RC > 5K > TK Bomber | 166 | |||||
(CH) 2D > c.S > 6K > Snail | 115 | |||||
(CH) 2D > 5P > Rensen (8) > 5H (OTG) | 123 | |||||
(CH) Rainwater > 5P > Rensen | 90 | |||||
(CH) Axl Bomber > c.S > TK Axl Bomber | 178 |
Corner Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
(Near corner) j.K > j.D > 5P > Rensen | ||||||
(CH) 6H > c.S > TK Bomber > 5P > 6K > Snail | 175 | [4] Hard | 5K can be used instead of c.S as well. | |||
j.H > c.S > TK Bomber > 5P > 6K > Snail | 157 | [4] Hard | ||||
5K > TK Bomber > 5K > TK Bomber > 5P > 6K > Snail (Wall Splat) > 5P (Wall Break) | 230 | [4] Hard | Or Very Hard, depending on your TK Bombers |
Rensen Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
Rensen (8) > RC > 5P > Rensen (8) > c.S (OTG) | 106 | [2] Easy | ||||
Rensen > Winter Cherry > RC > Rensen > Winter Cherry | 90 | [3] Medium | The Double Cherry Sundae. |
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 |
---|---|---|---|---|---|---|
One Vision (Install) > 5P > One Vision (Activate) > c.S > f.S > 5H > Snail | 103 | [2] Easy | ||||
One Vision (Install) > 5P > One Vision (Activate) > 6H > 5H > 5H > Snail | 117 | [2] Easy | ||||
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 | ||
One Vision (Activate) > Run run run > Attack | Hey don't forget you can just push the opponent, so if you want to shove them into the corner then quickly land a Snail or Sweep before time starts again, go for it. |
TK Bomber Loops
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).