< GGST | Chipp Zanuff
(Add colours to combos) |
(Fixed wording, formatting to fit standard format for all wiki pages) |
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! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| | {{clr|2|(5/2)K}} > {{clr|5|2D}} > {{clr|3|236S}} > {{clr|3|236S}} || | | | {{clr|2|(5/2)K}} > {{clr|5|2D}} > {{clr|3|236S}} > {{clr|3|236S}} || Anywhere || 69 || || All (I-No 236Sx1 only) || [1] {{clr|1|Very Easy}} || Universal K starter into knockdown | ||
|- | |- | ||
| | {{clr|2|(5/2)K}} > {{clr|5|2D}} > {{clr|4|236H}} || | | | {{clr|2|(5/2)K}} > {{clr|5|2D}} > {{clr|4|236H}} || Anywhere || || || All (I-No 236Sx1 only) || [1] {{clr|1|Very Easy}} || Leaves the opponent further away | ||
|- | |- | ||
| | {{clr|2|(5/2)K}} > {{clr|5|2D}} > {{clr|1|236P}} || | | | {{clr|2|(5/2)K}} > {{clr|5|2D}} > {{clr|1|236P}} || Anywhere || || || All (I-No 236Sx1 only) || [1] {{clr|1|Very Easy}} || Universal K starter into knockdown, crosses through the opponent when not in the corner | ||
|- | |- | ||
| | ({{clr|1|5P}} > {{clr|1|5P}} > ){{clr|1|5P}} > {{clr|1|6P}} > {{clr|3|236S}} > {{clr|3|236S}} || | | | ({{clr|1|5P}} > {{clr|1|5P}} >) {{clr|1|5P}} > {{clr|1|6P}} > {{clr|3|236S}} > {{clr|3|236S}} || Anywhere || 61 || || All || [2] {{clr|2|Easy}} || Omit P based on spacing, can be {{clr|1|2P}} also (but not {{clr|1|2P}}x3) | ||
|- | |- | ||
| | | | | AA {{clr|1|5P}} > {{clr|4|6H}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} WS > {{clr|5|j.D}} WB || Corner || 145 || || All || [3] {{clr|3|Medium}} || Anti-Air. Guaranteed wall stick on 236K | ||
|- | |- | ||
| | | | | AA {{clr|2|5K}} > {{clr|4|6H}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} WS > 66{{clr|5|j.D}} WB || Corner || 149 || || All || [3] {{clr|3|Medium}} || Anti-Air. Guaranteed wall stick on 236K | ||
|- | |- | ||
| | | | | AA {{clr|2|5K}} > jc {{clr|2|j.K}} > 66{{clr|2|j.K}} > jc d{{clr|2|j.K}} > {{clr|5|j.D}} || Anywhere || 73 || || All except Ram || [3] {{clr|3|Medium}} || Basic anti-air route, small adjustments in hit number can be applied. | ||
|- | |- | ||
| | | | | AA {{clr|2|6K}} > {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|3|236S}} > {{clr|2|236K}} > {{clr|3|f.S}} > {{clr|3|236S}} WS > {{clr|4|6H}} WB || Corner || || || TBD || [4] {{clr|4|Hard}} || Anti-Air route from 6K. Impractical but looks cool. | ||
|- | |- | ||
| | || || || || || [5] {{clr|5|Very Hard}} || | | | || || || || || [5] {{clr|5|Very Hard}} || | ||
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! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| | {{clr|3|2S}} > {{clr|4|2H}} > {{clr|4|236H}} || | | | {{clr|3|2S}} > {{clr|4|2H}} > {{clr|4|236H}} || Anywhere || 73 || || All || [1] {{clr|1|Very Easy}} || Very simple {{clr|3|2S}} confirm | ||
|- | |- | ||
| | {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K}} > ADC > {{clr|4|j.H}} > {{clr|3|j.623S}} > 66RRC > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|3|j.S}} > djc > {{clr|3|j.S}} | | | {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K}} > ADC > {{clr|4|j.H}} > {{clr|3|j.623S}} > 66RRC > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|3|j.S}} > djc > {{clr|3|j.S}} WB || Back to Wall || 158 || || || [2] {{clr|2|Easy}} || A dash at the start is not necessary but makes this significantly easier | ||
|- | |- | ||
| | AA {{clr|3|c.S}} > {{clr|3|j.S}} > 66{{clr|4|j.H}} > {{clr|3|623S}} || | | | AA {{clr|3|c.S}} > {{clr|3|j.S}} > 66{{clr|4|j.H}} > {{clr|3|623S}} || Anywhere || 109 || || All || [2] {{clr|2|Easy}} || Anti air route. Some characters get 2 j.H hits | ||
|- | |- | ||
| | {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > ({{clr|2|j.K}} > 66){{clr|5|j.D}} || Not close to corner ({{clr|2|236K}} doesn't change direction) || 125 || || All but Millia | | | {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > ({{clr|2|j.K}} > 66){{clr|5|j.D}} || Not close to corner ({{clr|2|236K}} doesn't change direction) || 125 || || All but Millia, I-No || [2] {{clr|2|Easy}} || Omit j.K > 66 on: Leo, Pot, Faust | ||
|- | |- | ||
| | {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K}} > 66{{clr|4|j.H(2)}} |> {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} | | | {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K}} > 66{{clr|4|j.H(2)}} |> {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} WS > {{clr|4|6H}} WB || Mid to Corner || 171 may || || May, Millia, Gio, Ram || [3] {{clr|3|Medium}} || {{clr|3|2S}} route near to corner (just past P2 roundstart distance). | ||
|- | |- | ||
| | {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K}} > 66{{clr|3|j.S}} > {{clr|4|j.H(1)}} |> {{clr|3|c.S}} > {{clr|4|2H}} | | | {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K}} > 66{{clr|3|j.S}} > {{clr|4|j.H(1)}} |> {{clr|3|c.S}} > {{clr|4|2H}} WS > {{clr|4|6H}} WB || Mid to Corner || 153 sol || || Sol, I-no || [3] {{clr|3|Medium}} || Route is character specific | ||
|- | |- | ||
| | {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|3|j.S}} > 66{{clr|4|j.H(2)}} |> {{clr|3|c.S}} > {{clr|4|2H}} | | | {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|3|j.S}} > 66{{clr|4|j.H(2)}} |> {{clr|3|c.S}} > {{clr|4|2H}} WS > {{clr|4|6H}} WB || Mid to Corner || 164 leo || || Axl, Zato || [3] {{clr|3|Medium}} || Best damage route listed for each char | ||
|- | |- | ||
| | {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K}} |> {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} | | | {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K}} |> {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} WS WB || Mid to Corner || 159 faust || || Faust || [3] {{clr|3|Medium}} || | ||
|- | |- | ||
| | {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|3|j.S}} |> {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} | | | {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|3|j.S}} |> {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} WS > {{clr|4|6H}} WB || Mid to Corner || 164 leo || || Leo, Pot, Anji, Chipp, Ky, Nago || [3] {{clr|3|Medium}} || | ||
|- | |- | ||
| | {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|3|j.S}} > {{clr|3|2S}} > {{clr|4|2H}} | | | {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|3|j.S}} > {{clr|3|2S}} > {{clr|4|2H}} WS > {{clr|4|6H}} WB || Near corner || 176 sol || || All || [3] {{clr|3|Medium}} || range such that {{clr|2|236K}} pushes opponent to wall | ||
|- | |- | ||
| | {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|3|j.S}} > {{clr|3|f.S}} > {{clr|3|236S}} > {{clr|3|236S}} | | | {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|3|j.S}} > {{clr|3|f.S}} > {{clr|3|236S}} > {{clr|3|236S}} WS > {{clr|4|6H}} WB || Near corner || 158 sol || || All || [3] {{clr|3|Medium}} || Alternative route that starts with 2S | ||
|- | |- | ||
| | {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} > {{clr|2|236K}} > {{clr|3|f.S}} > {{clr|3|236S}} | | | {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} > {{clr|2|236K}} > {{clr|3|f.S}} > {{clr|3|236S}} WS > {{clr|4|6H}} WB || Corner || 180 sol || || All || [3] {{clr|3|Medium}} || Rekka loop! Also works from c.S AA starter | ||
|- | |- | ||
| | {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} > {{clr|2|236K}} > {{clr|3|2S}} > {{clr|4|2H}} | | | {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} > {{clr|2|236K}} > {{clr|3|2S}} > {{clr|4|2H}} WS > {{clr|2|236K}} WB || Corner || 158 sol || || All || [3] {{clr|3|Medium}} || {{clr|3|2S}} Rekka loop | ||
|- | |- | ||
| | || || || || || [4] {{clr|4|Hard}} || | | | || || || || || [4] {{clr|4|Hard}} || | ||
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! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| | {{clr|4|(5/6)H}} > {{clr|3|236S}} > {{clr|3|236S}} || | | | {{clr|4|(5/6)H}} > {{clr|3|236S}} > {{clr|3|236S}} || Anywhere || 89/97 || || All || [1] {{clr|1|Very Easy}} || Basic H conversion, no knockdown | ||
|- | |- | ||
| | || || || || || [2] {{clr|2|Easy}} || | | | || || || || || [2] {{clr|2|Easy}} || | ||
|- | |- | ||
| | AA {{clr|4|(5/6)H}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} > {{clr|2|236K}} > {{clr|3|5S}} | | | AA {{clr|4|(5/6)H}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} > {{clr|2|236K}} > {{clr|3|5S}} WS > {{clr|4|6H}} WB || Corner Anti-Air || 177 || || All || [3] {{clr|3|Medium}} || Universal corner anti-air route from H starter. | ||
|- | |- | ||
| | AA {{clr|4|2H}} > {{clr|3|236S}} > {{clr|2|236K}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} | | | AA {{clr|4|2H}} > {{clr|3|236S}} > {{clr|2|236K}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} WS > {{clr|2|236K}} WB || Corner Anti-Air || 167 || || All || [3] {{clr|3|Medium}} || Universal corner anti-air route from {{clr|4|2H}} - Doesn't work deep in the corner. | ||
|- | |- | ||
| | {{clr|4|2H}} > {{clr|2|236K}} > j.({{clr|2|K}}/{{clr|3|S}}) > 66{{clr|4|j.H(2)}} > {{clr|3|j.623S}} || | | | {{clr|4|2H}} > {{clr|2|236K}} > j.({{clr|2|K}}/{{clr|3|S}}) > 66{{clr|4|j.H(2)}} > {{clr|3|j.623S}} || Anywhere || 115 || || All || [3] {{clr|3|Medium}} || {{clr|4|2H}} route, j.S for: Leo, Pot, Faust, Axl, Chipp, Nago, Zato | ||
|- | |- | ||
| | || || || || || [4] {{clr|4|Hard}} || | | | || || || || || [4] {{clr|4|Hard}} || | ||
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| | Wall run cancel {{clr|3|j.S}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} > {{clr|3|236S}} || Corner || 102 || || All || [2] {{clr|2|Easy}} || Low wall run cancel j.S mixup after 236[P] - 1 rekka only on Leo, Pot, Faust, Nago | | | Wall run cancel {{clr|3|j.S}} > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|3|236S}} > {{clr|3|236S}} || Corner || 102 || || All || [2] {{clr|2|Easy}} || Low wall run cancel j.S mixup after 236[P] - 1 rekka only on Leo, Pot, Faust, Nago | ||
|- | |- | ||
| | {{clr|4|j.H}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} > {{clr|2|236K}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|4|6H}} || Corner || 141 || || | | | {{clr|4|j.H}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} > {{clr|2|236K}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|4|6H}} || Corner || 141 || || All but Faust, Gio, I-No || [3] {{clr|3|Medium}} || Corner j.H jump in route into rekka loops | ||
|- | |- | ||
| | {{clr|5|j.D}} > {{clr|2|2K}} > {{clr|5|2D}} > {{clr|3|236S}} > {{clr|3|236S}} || | | | {{clr|5|j.D}} > {{clr|2|2K}} > {{clr|5|2D}} > {{clr|3|236S}} > {{clr|3|236S}} || Anywhere || 96 || || All || [3] {{clr|3|Medium}} || Relatively lenient on timing, universal j.D jump in | ||
|- | |- | ||
| | {{clr|5|j.D}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K}} > 66{{clr|5|j.D}} | | | {{clr|5|j.D}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K}} > 66{{clr|5|j.D}} WS > {{clr|5|j.D}} WB || Near corner || 154 || || All but Leo, Faust || [4] {{clr|4|Hard}} || j.D has to hit very deep | ||
|- | |- | ||
| | || || || || || [5] {{clr|5|Very Hard}} || | | | || || || || || [5] {{clr|5|Very Hard}} || | ||
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! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| | {{clr|5|2D}} > {{clr|3|236S}} > {{clr|3|236S}} || | | | {{clr|5|2D}} > {{clr|3|236S}} > {{clr|3|236S}} || Anywhere || 71 || || All || [1] {{clr|1|Very Easy}} || Basic sweep conversion. 1 Rekka only on: Faust, Anji, Giovanna, I-No, Nagoriyuki, Ramlethal | ||
|- | |- | ||
| | {{clr|5|5[D]}} > {{clr|3|j.S}} > {{clr|2|j.K}} > jc {{clr|3|j.S}}> {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|5|j.D}} > {{clr|5|j.D}} || | | | {{clr|5|5[D]}} > {{clr|3|j.S}} > {{clr|2|j.K}} > jc {{clr|3|j.S}}> {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|5|j.D}} > {{clr|5|j.D}} || Anywhere || 166 || || All but May, Pot, Chipp || [2] {{clr|2|Easy}} || Basic Dust homing jump combo | ||
|- | |- | ||
| | {{clr|5|5[D]}} > {{clr|3|j.S}} > {{clr|2|j.K}} > jc d{{clr|4|j.H(2)}} > {{clr|5|j.D}} > {{clr|5|j.D}} || | | | {{clr|5|5[D]}} > {{clr|3|j.S}} > {{clr|2|j.K}} > jc d{{clr|4|j.H(2)}} > {{clr|5|j.D}} > {{clr|5|j.D}} || Anywhere || 174 may || || May, Pot || [2] {{clr|2|Easy}} || Alternative homing jump combo 1 | ||
|- | |- | ||
| | {{clr|5|5[D]}} > {{clr|2|j.K}}> {{clr|3|j.S}} > jc dj.{{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|5|j.D}} > {{clr|5|j.D}} || | | | {{clr|5|5[D]}} > {{clr|2|j.K}}> {{clr|3|j.S}} > jc dj.{{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|5|j.D}} > {{clr|5|j.D}} || Anywhere || 200 Chipp || || Chipp || [2] {{clr|2|Easy}} || Alternative homing jump combo 2 for Chipp | ||
|- | |- | ||
| | || || || || || [3] {{clr|3|Medium}} || | | | || || || || || [3] {{clr|3|Medium}} || |
Revision as of 23:34, 15 June 2021
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List
- Currently, every damage value here has only been dealt to Sol.
- When breaking the wall, optimal ground hit is 6H, optimal air hit is j.D
- Temporary notation:
- (ws) = Wall Stick,
- ! = wallbreak (i.e. j.D! = break wall with j.D)
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
(5/2)K > 2D > 236S > 236S | Anywhere | 69 | All (I-No 236Sx1 only) | [1] Very Easy | Universal K starter into knockdown | |
(5/2)K > 2D > 236H | Anywhere | All (I-No 236Sx1 only) | [1] Very Easy | Leaves the opponent further away | ||
(5/2)K > 2D > 236P | Anywhere | All (I-No 236Sx1 only) | [1] Very Easy | Universal K starter into knockdown, crosses through the opponent when not in the corner | ||
(5P > 5P >) 5P > 6P > 236S > 236S | Anywhere | 61 | All | [2] Easy | Omit P based on spacing, can be 2P also (but not 2Px3) | |
AA 5P > 6H > 2S > 2H > 236K WS > j.D WB | Corner | 145 | All | [3] Medium | Anti-Air. Guaranteed wall stick on 236K | |
AA 5K > 6H > 2S > 2H > 236K WS > 66j.D WB | Corner | 149 | All | [3] Medium | Anti-Air. Guaranteed wall stick on 236K | |
AA 5K > jc j.K > 66j.K > jc dj.K > j.D | Anywhere | 73 | All except Ram | [3] Medium | Basic anti-air route, small adjustments in hit number can be applied. | |
AA 6K > c.S > 2H > 236S > 236K > f.S > 236S WS > 6H WB | Corner | TBD | [4] Hard | Anti-Air route from 6K. Impractical but looks cool. | ||
[5] Very Hard |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
2S > 2H > 236H | Anywhere | 73 | All | [1] Very Easy | Very simple 2S confirm | |
2S > 2H > 236K > j.K > ADC > j.H > j.623S > 66RRC > 2H > 236K > j.S > djc > j.S WB | Back to Wall | 158 | [2] Easy | A dash at the start is not necessary but makes this significantly easier | ||
AA c.S > j.S > 66j.H > 623S | Anywhere | 109 | All | [2] Easy | Anti air route. Some characters get 2 j.H hits | |
c.S > 2S > 2H > 236K > (j.K > 66)j.D | Not close to corner (236K doesn't change direction) | 125 | All but Millia, I-No | [2] Easy | Omit j.K > 66 on: Leo, Pot, Faust | |
2S > 2H > 236K > j.K > 66j.H(2) |> c.S > 2S > 2H WS > 6H WB | Mid to Corner | 171 may | May, Millia, Gio, Ram | [3] Medium | 2S route near to corner (just past P2 roundstart distance). | |
2S > 2H > 236K > j.K > 66j.S > j.H(1) |> c.S > 2H WS > 6H WB | Mid to Corner | 153 sol | Sol, I-no | [3] Medium | Route is character specific | |
2S > 2H > 236K > j.S > 66j.H(2) |> c.S > 2H WS > 6H WB | Mid to Corner | 164 leo | Axl, Zato | [3] Medium | Best damage route listed for each char | |
2S > 2H > 236K > j.K |> 2S > 2H > 236K WS WB | Mid to Corner | 159 faust | Faust | [3] Medium | ||
2S > 2H > 236K > j.S |> 2S > 2H > 236S WS > 6H WB | Mid to Corner | 164 leo | Leo, Pot, Anji, Chipp, Ky, Nago | [3] Medium | ||
c.S > 2S > 2H > 236K > j.S > 2S > 2H WS > 6H WB | Near corner | 176 sol | All | [3] Medium | range such that 236K pushes opponent to wall | |
2S > 2H > 236K > j.S > f.S > 236S > 236S WS > 6H WB | Near corner | 158 sol | All | [3] Medium | Alternative route that starts with 2S | |
c.S > 2S > 2H > 236S > 236K > f.S > 236S WS > 6H WB | Corner | 180 sol | All | [3] Medium | Rekka loop! Also works from c.S AA starter | |
2S > 2H > 236S > 236K > 2S > 2H WS > 236K WB | Corner | 158 sol | All | [3] Medium | 2S Rekka loop | |
[4] Hard | ||||||
[5] Very Hard |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
(5/6)H > 236S > 236S | Anywhere | 89/97 | All | [1] Very Easy | Basic H conversion, no knockdown | |
[2] Easy | ||||||
AA (5/6)H > 2S > 2H > 236S > 236K > 5S WS > 6H WB | Corner Anti-Air | 177 | All | [3] Medium | Universal corner anti-air route from H starter. | |
AA 2H > 236S > 236K > 2S > 2H > 236S WS > 236K WB | Corner Anti-Air | 167 | All | [3] Medium | Universal corner anti-air route from 2H - Doesn't work deep in the corner. | |
2H > 236K > j.(K/S) > 66j.H(2) > j.623S | Anywhere | 115 | All | [3] Medium | 2H route, j.S for: Leo, Pot, Faust, Axl, Chipp, Nago, Zato | |
[4] Hard | ||||||
[5] Very Hard |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
[1] Very Easy | ||||||
Wall run cancel j.S > c.S > 2D > 236S > 236S | Corner | 102 | All | [2] Easy | Low wall run cancel j.S mixup after 236[P] - 1 rekka only on Leo, Pot, Faust, Nago | |
j.H > 2S > 2H > 236S > 236K > 2S > 2H > 6H | Corner | 141 | All but Faust, Gio, I-No | [3] Medium | Corner j.H jump in route into rekka loops | |
j.D > 2K > 2D > 236S > 236S | Anywhere | 96 | All | [3] Medium | Relatively lenient on timing, universal j.D jump in | |
j.D > 2S > 2H > 236K > j.K > 66j.D WS > j.D WB | Near corner | 154 | All but Leo, Faust | [4] Hard | j.D has to hit very deep | |
[5] Very Hard |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
2D > 236S > 236S | Anywhere | 71 | All | [1] Very Easy | Basic sweep conversion. 1 Rekka only on: Faust, Anji, Giovanna, I-No, Nagoriyuki, Ramlethal | |
5[D] > j.S > j.K > jc j.S> j.K > j.S > j.D > j.D | Anywhere | 166 | All but May, Pot, Chipp | [2] Easy | Basic Dust homing jump combo | |
5[D] > j.S > j.K > jc dj.H(2) > j.D > j.D | Anywhere | 174 may | May, Pot | [2] Easy | Alternative homing jump combo 1 | |
5[D] > j.K> j.S > jc dj.j.K > j.S > j.D > j.D | Anywhere | 200 Chipp | Chipp | [2] Easy | Alternative homing jump combo 2 for Chipp | |
[3] Medium | ||||||
[4] Hard | ||||||
[5] Very Hard |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
[1] Very Easy | ||||||
[2] Easy | ||||||
[3] Medium | ||||||
[4] Hard | ||||||
[5] Very Hard |
Reference 1
https://twitter.com/scgorro/status/1362393380387389440?s=21
Transcriptions:
(ws) = wallsplat, normal ender is 6H, otherwise super.
(wr) = Wall run start, hold 6 into the wall to begin
r.[X] = wallrun button
(Near Corner) 2S>2H>236K>j.K>66j.SH|>c.S>5H(ws)>6H
(Corner) 2S>2H>236K>66j.SH|>c.S>5H(ws)>6H
(B2C, full carry, 50 meter) 662S>2H>236K>j.K>66j.H>j.623S>66RC|>2H>236K>j.S>j.623S
(midscreen, 50 meter) c.S>6H>236S>236S>66RC delay c.S>6H>236S->236S(ws)>236236K
(corner, 50 meter) c.S>2S>2H>623S>66RC>236P (whiff)>66(WR)>r.S>r.S>r.S>r.H>r.6H>4>623S
(corner, 100 meter) c.S>2H>623S>66RC>236P (whiff)>66(WR)>r.SS>r.6H>4>j.236K|>c.S>6H>632146H