GGST/Chipp Zanuff/Combos: Difference between revisions

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(2h wall run route does 251 on ky, and i assume thats what we're supposed to standardize to)
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==Combo List==
==Combo List==
*Currently, every damage value here has only been dealt to Sol.
*Currently, every damage value here has only been dealt to Sol excluding character specific confirms. Meter gain is estimated and may not be totally accurate.  
<!--Please test or re-test combo damage against Ky, as he has a 1.00 defense mod while Sol's is 0.98.-->
<!--Please test or re-test combo damage against Ky, as he has a 1.00 defense mod while Sol's is 0.98.-->
*When breaking the wall, optimal ground hit is 6H, optimal air hit is j.D
*When breaking the wall, optimal ground hit is 6H, optimal air hit is j.D
Line 15: Line 15:
**'''(wr)''' = Wall run start (from 23[6]P / 236[P] / similar)
**'''(wr)''' = Wall run start (from 23[6]P / 236[P] / similar)
**'''wr.[X]''' = wallrun button
**'''wr.[X]''' = wallrun button
===Basic combos===
all combos done on ky. damage notes for 5P or 5K unless otherwise stated
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+{{clr|1|5P}}/{{clr|1|2P}}/{{clr|2|5K}}/{{clr|2|2K}} Starters
|+Basic combos
|-
|-
! 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}} || 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|3|236S}} > {{clr|3|236S}} || Anywhere || 73 ||  || All || [1] {{clr|1|Very Easy}} || Universal K starter into knockdown. delay last hit of rekka on i-no
|-
| | {{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}} || 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}} || 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
| | {{clr|2|(5/2)K}} > {{clr|5|2D}} > {{clr|1|236P}} || Anywhere || 59 ||  || All|| [1] {{clr|1|Very Easy}} || crosses through the opponent when not in the corner. useful for switching sides
|-  
|-  
| | 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.
| | ({{clr|1|5P}} > {{clr|1|5P}} >) {{clr|1|5P}} > {{clr|1|6P}} > {{clr|3|236S}} > {{clr|3|236S}} || Anywhere || 66 || || All || [2] {{clr|2|Easy}} || Omit P based on spacing, can be {{clr|1|2P}} also (but not {{clr|1|2P}}x3)
|-
| | 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}} ||
| | non-tip {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K(1)}} > 66 {{clr|2|j.K(1)}} > {{clr|5|j.D}} || Anywhere || 112 || || All but leo || [2] {{clr|2|Easy}} || Tons of corner carry. last j.K can hit twice but not on everyone
|-
|-
| | {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} > dl {{clr|3|236S}}  || Anywhere || 93 ||  || All || [1] {{clr|1|Very Easy}} || requires delay to hit everyone
|}
|}


==={{clr|3|c.S}}/{{clr|3|f.S}}/{{clr|3|2S}} Starters===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+{{clr|3|c.S}}/{{clr|3|f.S}}/{{clr|3|2S}} Starters
|+{{clr|3|c.S}}/{{clr|3|f.S}}/{{clr|3|2S}} Starters
|-
|-
! 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}} || 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}} WB || Back Corner || 158 ||  ||  || [2] {{clr|2|Easy}} || A dash at the start is not necessary but makes this significantly easier
| | {{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 Corner || 158 ||  ||  || [2] {{clr|2|Easy}} || A dash at the start is not necessary but makes this significantly easier
Line 62: Line 54:
|-  
|-  
| | {{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|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|4|6H}} > {{clr|3|236S}} > {{clr|3|236S}} > RRC > {{clr|3|236S}} > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|236S}} > {{clr|4|6H}} WB
|| Corner || 198|| 25% || All || [3] {{clr|3|Medium}} ||
|-
| | {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|236S}} > {{clr|3|236S}} > 88RRC > {{clr|5|5[D]}} > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|4|6H}} WB || Corner || 203|| 25% || All || [3] {{clr|3|Medium}} ||
|-
| | {{clr|3|2S}} > {{clr|4|2H}} > {{clr|1|236P}} > PRC > dash {{clr|4|2H}} > {{clr|2|236K}} > {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|4|6H}} WB || Cornered || 162|| 10% || All || [3] {{clr|3|Medium}} || Side swap route 1
|-
| | {{clr|3|2S}} > {{clr|4|2H}} > {{clr|1|236P}} > PRC > dash > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} > {{clr|2|236K}} > {{clr|4|6H}} WB|| Cornered || 168|| 10% || All || [3] {{clr|3|Medium}} || Side swap route 2
|-
| | {{clr|3|2S}} > {{clr|4|2H}} > {{clr|1|236P}} > {{clr|1|88P}}RC > IAD {{clr|4|j.H}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} WB || Cornered || 176|| 10% || All || [3] {{clr|3|Medium}} || Side swap route 3
|-
| | {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > j.{{clr|2|236K}} > {{clr|3|c.S}} > {{clr|4|6H}} > WB {{clr|4|6H}}
|| Corner || 170|| 45% || All || [3] {{clr|3|Medium}} ||
|-
| | {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|236S}} > {{clr|3|236S}} > fast 66RRC > {{clr|4|2H}} > {{clr|3|236S}} > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|4|6H}} WB || Corner || 20|| 25% || All || [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}} 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|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|c.S}} > {{clr|4|5H}} > 88RRC > wr.{{clr|3|c.S}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|4|6H}} > release 4 > j.{{clr|2|236K}} > {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|4|6H}} WB  || Corner || 218 || 10% || All || [4] {{clr|4|Hard}} || Input air alpha blade facing the right side. Adjust your timing to avoid having to input it in reverse.
|-
| | {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|236H}} > {{clr|3|2S}} > {{clr|4|2H}} > 88RRC > wr {{clr|3|c.S}} x 3 > {{clr|4|5H}} > release 4 > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} > {{clr|4|6H}} WB || Corner || 198|| 30% || All || [4] {{clr|4|Hard}} || Wall run route.
|-  
|-  
| | {{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|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
Line 71: Line 83:
| | {{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
| | {{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}} ||
|-
| |  ||  ||  ||  ||  || [5] {{clr|5|Very Hard}} ||
|-
|}
|}


==={{clr|4|5H}}/{{clr|4|2H}} Combos===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+{{clr|4|5H}}/{{clr|4|2H}} Combos
|+{{clr|4|5H}}/{{clr|4|2H}} Combos
Line 83: Line 92:
|-
|-
| | {{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
| | {{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}} ||
|-  
|-  
| |AA {{clr|4|2H}} > {{clr|2|236K}} > IAD {{clr|1|j.P}} x n || Midscreen to Corner || 90-100 || 20% || All || [1] {{clr|1|Very Easy}}|| Universal midscreen anti air route.
| |AA {{clr|4|2H}} > {{clr|2|236K}} > IAD {{clr|1|j.P}} x n || Midscreen to Corner || 90-100 || 20% || All || [1] {{clr|1|Very Easy}}|| Universal midscreen anti air route.
Line 100: Line 107:
| | 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 || 167 ||  || All || [3] {{clr|3|Medium}} || Universal corner anti-air route from {{clr|4|2H}} - Doesn't work deep in the corner.
| | 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 || 167 ||  || All || [3] {{clr|3|Medium}} || Universal corner anti-air route from {{clr|4|2H}} - Doesn't work deep in the corner.
|-  
|-  
| | AA CH {{clr|4|2H}} > {{clr|3|236S}} whiff > dash {{clr|1|5P}} > dash {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|3|j.S}} > {{clr|3|f.S}} > {{clr|4|6H}} WB || Midscreen to Corner || 167 || 30% || All || [3] {{clr|3|Medium}} || Counter hit, anti air route.
| | CH {{clr|4|2H}} > {{clr|1|23[6]P}} > wr. {{clr|3|c.S}} x 4 > release 4 > {{clr|4|j.H}} > j.{{clr|3|623S}} > fast RRC > {{clr|4|j.H}} > {{clr|3|j.S}} > j.{{clr|3|623S}}>  {{clr|4|6H}} WB || Corner || 241|| 30% || All || [4] {{clr|4|Hard}} || Fancy corner to corner combo.
|-
| | CH {{clr|4|2H}} > {{clr|1|23[6]P}} > wr. {{clr|3|c.S}} x 2 > {{clr|4|5H}}  > {{clr|4|6H}} > release 2 > j.{{clr|2|236K}} > {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|4|6H}} WB || Corner || 251 || 30% || All || [4] {{clr|4|Hard}} || Wall run route. Input air alpha blade facing the right side when existing wall state.
|-  
|-  
| | || || || || || [4] {{clr|4|Hard}} ||
| | CH {{clr|4|6H}} > {{clr|3|c.S}} > {{clr|4|5H}} > dash {{clr|3|2S}} > {{clr|4|5H}} > {{clr|3|2S}} > {{clr|4|2H}} > WB {{clr|4|6H}} || Corner || 218|| 40% || All || [4] {{clr|4|Hard}} || Corner DP punish route. Makes use of 5H tumble properties.
|-  
|-  
| | || || || || || [5] {{clr|5|Very Hard}} ||
| | AA CH {{clr|4|2H}} > {{clr|3|236S}} whiff > dash {{clr|1|5P}} > dash {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|3|j.S}} > {{clr|3|f.S}} > {{clr|4|6H}} WB || Midscreen to Corner || 167 || 30% || All || [3] {{clr|3|Medium}} || Counter hit, anti air route.
|-
|-
|}
|}
 
===Jump-in Starters===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+Jump-in Starters
|+Jump-in Starters
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
|-
| |  ||  ||  ||  ||  || [1] {{clr|1|Very Easy}} ||
|-  
|-  
| | 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
|-
| | Air to Air {{clr|2|j.K}} >  ADC > {{clr|3|j.S}} >  {{clr|3|2S}} > {{clr|3|236S}} >{{clr|2|236K}} > {{clr|3|f.S}} > {{clr|3|236S}} > {{clr|4|6H}} WB
|| Midscreen to Corner || 137 || 30% || All|| [3] {{clr|3|Medium}} || Air to air confirm.
|-
| | Air to Air {{clr|2|j.K}} > ADC > {{clr|3|j.S}} > {{clr|3|c.S}} > {{clr|2|j.K}} ADC > {{clr|4|j.H}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} > {{clr|4|6H}} WB
|| Midscreen to Corner || 148 || 30% || All|| [3] {{clr|3|Medium}} || Air to air confirm 2.
|-  
|-  
| | {{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|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
Line 123: Line 136:
| | {{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
| | {{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}} ||
|}
===Dust combos===
all damage done on ky for this section
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+{{clr|5|Dust}} Combos
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
|-
| | {{clr|5|2D}} > {{clr|3|236S}} > dl {{clr|3|236S}} || Anywhere || 74 ||  || All || [1] {{clr|1|Very Easy}} || Basic sweep conversion. requires delay to make it universal especially for these characters: Faust, Anji, Giovanna, I-No, Nagoriyuki, Ramlethal
|-
| {{clr|5|5[D]}} > {{clr|5|j.D}} > {{clr|2|j.K(1)}} > jc {{clr|5|j.D}} > {{clr|2|j.K(1)}} > {{clr|5|j.D}} > {{clr|2|j.K(2)}} > {{clr|2|j.K}} || Anywhere || 189 ||  || All || [2] {{clr|2|Easy}} || Combo that works on anji and should be universal
|-
| | {{clr|5|5[D]}} > {{clr|5|j.D}} > {{clr|2|j.K(1)}} > jc {{clr|5|j.D}} > {{clr|2|j.K(1)}} > {{clr|5|j.D}} > {{clr|2|j.K(1)}} > {{clr|5|j.D}} > {{clr|5|j.D}} || Anywhere || 194 ||  || All but anji || [2] {{clr|2|Easy}} || Need to you hit everything fairly fast. Fails on anji
|-
|-
| |{{clr|5|5[D]}} > dl {{clr|5|j.D}} > 66 {{clr|5|j.D}} > {{clr|3|j.S}} > 8jc {{clr|5|j.D}} > {{clr|1|j.P}} > {{clr|1|j.P}} || Anywhere || 193 || || All || [3] {{clr|3|Medium}} || requires delay before first j.D
|}
|}


===Anti air combos===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+{{clr|5|Dust}} Combos
|+{{clr|1|5P}}/{{clr|1|2P}}/{{clr|2|5K}}/{{clr|2|2K}} Starters
|-
|-
! 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}} || 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}} || Anywhere || 166 ||  || All but May, Pot, Chipp || [2] {{clr|2|Easy}} || Basic Dust homing jump combo
| | AA {{clr|1|5P}} > dash {{clr|2|2K}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}}  || Anywhere || 70|| 20% || All || [2] {{clr|2|Easy}} || Anywhere anti-air route. The higher up your 5P anti-air, the easier the dash 2K link.
|-
| | 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
|-  
|-  
| | {{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
| | 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.
|-
|}
 
===Throw Combos===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ Throw/Air Throw Starters
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
|-
| | Forward Throw > 66RRC > Dash {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|5|j.D}} > {{clr|5|j.D}} WB|| Midscreen to Corner || 131 || 10% || All || [1] {{clr|1|Very Easy}} || Easy throw confirm.
|-  
|-  
| | {{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
| | Forward Throw > 66RC > land > {{clr|2|j.K}} (1) > ADC {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|236S}} > {{clr|4|6H}} WB || Midscreen to Corner || 131 || 10% || All || [2] {{clr|2|Easy}} ||
|-  
|-  
| | || || || || || [3] {{clr|3|Medium}} ||
| | Forward Throw > Fast 66RC > {{clr|4|j.H}} whiff > land dash {{clr|3|2S}} > {{clr|4|2H}} > {{clr|4|236H}} > {{clr|3|2S}} > {{clr|5|5H}} > {{clr|4|6H}} WB|| Corner || 139 || 10% || All || [2] {{clr|2|Easy}} || Corner Throw confirm. The 2S will pick them up before they go into knockdown state.
|-  
|-  
| | || || || || || [4] {{clr|4|Hard}} ||
| | Air Throw > 22RRC > {{clr|2|236K}} > {{clr|2|j.K}} (1) > land {{clr|3|2S}} > {{clr|4|5H}} > {{clr|3|236S}} > {{clr|2|236K}} > {{clr|4|6H}} WB || Midscreen to Corner || 124 || 10% || All || [2] {{clr|2|Easy}} ||
|-  
|-  
| | || || || || || [5] {{clr|5|Very Hard}} ||
| | Air Throw > dl. 22PRC > {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|236H}} > {{clr|3|2S}} > {{clr|4|6H}} WB|| Corner || 141 || 10% || All || [2] {{clr|2|Easy}} || Delay PRC to avoid using RRC and scaling the combo unnecessarily.
|-
|-
|}
|}


===Rekka Combos===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+Rekka Combos
|+Rekka Combos
Line 160: Line 202:
| | Senshuu (236S(w)~236K) > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|5|j.D}} > {{clr|5|j.D}} WB || Corner || 172 || 25% || All || [2] {{clr|2|Easy}} || Alternative corner overhead rekka confirm.
| | Senshuu (236S(w)~236K) > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|5|j.D}} > {{clr|5|j.D}} WB || Corner || 172 || 25% || All || [2] {{clr|2|Easy}} || Alternative corner overhead rekka confirm.
|-  
|-  
| | CH Rokusai (236S(w)~236S) > Senshuu > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}}~{{clr|2|236K}} > {{clr|4|6H}} WB || Corner || 170 || 40% || All || [2] {{clr|2|Easy}} || Input rekkas quickly to fully utilize counter hit benefits from slowdown.
| | CH 236S > 236S > 236K > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}}~{{clr|2|236K}} > {{clr|4|6H}} WB || Corner || 170 || 40% || All || [2] {{clr|2|Easy}} || If either of Resshou or Rokusai counter hit, they can both be immediately confirmed into Senshuu for a meterless confirm. Input rekkas quickly to fully utilize counter hit benefits from slowdown.
|-
|}
 
===Beta Blade Combos===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+Beta Blade Combos
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
|-
| | {{clr|3|623S}} > fast RRC > {{clr|3|j.S}} > {{clr|3|dj.S}} > {{clr|4|j.H}} > {{clr|2|tj.K}} > {{clr|5|j.D}} || Anywhere || 131 || 5% || All || [2] {{clr|2|Easy}} || DP confirm.
|-
| | {{clr|3|623S}} > fast RRC > {{clr|2|j.K}} > {{clr|2|j.K}} (1) > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|4|6H}} WB
|| Midscreen to Corner || 163 || 10 || All || [2] {{clr|2|Easy}} || DP confirm 2.
|-
| | {{clr|3|623S}} > 66RRC > {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|3|j.S}} > ADC > {{clr|5|j.D}} > {{clr|4|6H}} WB
|| Midscreen to Corner || 158 || 10 || All || [2] {{clr|2|Easy}} || DP confirm 3.
|-  
|-  
| |  ||  || || || || [3] {{clr|3|Medium}} ||
|}
|-  
===Alpha Blade Combos===
| |  ||  || || || || [4] {{clr|4|Hard}} ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-  
|+Alpha Blade Combos
| |  ||  ||  || || || [5] {{clr|5|Very Hard}} ||
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
|-
| | {{clr|2|236K}} > {{clr|5|j.D}} || Midscreen || 60 || 5% || All || [2] {{clr|2|Easy}} || Cross up diagonal alpha blade confirm. Spacing dependent. Easiest to connect when 236K is not performed point blank.
|-
| | {{clr|1|236P}} > {{clr|1|5P}} > {{clr|1|6P}} > RRC dash > {{clr|5|5[D]}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} > {{clr|2|236K}} > {{clr|4|6H}} WB
|| Corner || 150 || 15% || (Ky, May, Axl, Faust, Millia, Zato, I-No, Ramlethal, Giovanna, Anji) || [3] {{clr|3|Medium}} || Corner alpha blade cross up confirm.
|-
| | {{clr|1|2369P}} > {{clr|2|2K}} > {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|5|j.D}} > ADC > {{clr|5|j.D}} WB || Corner || 156 || 30% || (Leo, Anji, Potemkin, Nago, Faust)) || [3] {{clr|3|Medium}} || Performing Tiger Knee Alpha Blade offers better reward than normal grounded alpha blade. Heavyweights.
|-
| | {{clr|1|2369P}} > {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|236H}} > {{clr|2|2K}} > {{clr|4|6H}} > {{clr|3|236S}} > {{clr|4|6H}} WB || Corner || 180 || 30% || (Gio, Ramlethal, May, Millia) || [3] {{clr|3|Medium}} || Tiger knee corner alpha blade cross up confirm. Females.
|-
| | {{clr|1|2369P}} > {{clr|2|5K}} x 2 > {{clr|2|j.K}} > ADC > {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|4|236H}} > WB {{clr|4|6H}} || Corner || 143 || 30% || (Sol, Ky, Zato, Axl) || [3] {{clr|3|Medium}} || Tiger knee corner alpha blade cross up confirm. (usable on all non-heavy weights)
|-
| | {{clr|1|2369P}} > {{clr|2|2K}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|4|236H}} > {{clr|3|2S}} > {{clr|4|2H}} > WB {{clr|4|6H}} || Corner || 198 || 30% || (Chipp) || [3] {{clr|3|Medium}} || Tiger knee corner alpha blade cross up confirm. Chipp specific.
|-
| | {{clr|1|2369P}} > {{clr|2|5K}} > {{clr|2|j.K}} > ADC > {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|2|j.K}} > ADC > {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|4|6H}} > WB {{clr|4|6H}} || Corner || 169 || 35% || (I-NO) || [3] {{clr|3|Medium}} || Tiger knee corner alpha blade cross up confirm. I-NO specific.
|-
|-
|}
|}


===Genrou Zan===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+Genrou Zan
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
|-
| | {{clr|3|63214S}} > RRC > dash {{clr|5|5[D]}} > {{clr|3|2S}} > {{clr|4|2H}} > WB {{clr|2|236K}} || Corner || 168 || 5% || All || [3] {{clr|3|Medium}} || Corner command grab confirm with RC.
|-
| | {{clr|3|63214S}} > fast RRC > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > WB {{clr|5|j.D}} || Corner || 171 || 5% || All || [3] {{clr|3|Medium}} || Corner command grab confirm with RC alternative.
|-
|}
===Zansei Rouga Combos===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+DP Starters
|+Zansei Rouga Combos
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
|-
|-
| | {{clr|3|623S}} > fast RRC > {{clr|3|j.S}} > {{clr|3|dj.S}} > {{clr|4|j.H}} > {{clr|2|tj.K}} > {{clr|5|j.D}} || Anywhere || || 10% || All || [1] {{clr|1|Very Easy}} || Basic overhead rekka confirm
| | {{clr|4|632146H}} > PRC > dash {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|3|j.S}} > land {{clr|4|5H}} > {{clr|4|6H}} WB (300) (5%)
|-  
|| Anywhere || 300 || 5% || All || [3] {{clr|3|Medium}} || Raw super confirm for 100% meter. This route also works if the super is used off a wallstick.
|-
|}
|}


Line 204: Line 291:


{{clr|5|5[D]}} > {{clr|4|j.H}} > {{clr|5|dj.D}} > {{clr|3|j.S}} > {{clr|5|j.D}} > {{clr|3|j.S}} > {{clr|5|j.D}} > {{clr|5|j.D}} INCONSISTENT
{{clr|5|5[D]}} > {{clr|4|j.H}} > {{clr|5|dj.D}} > {{clr|3|j.S}} > {{clr|5|j.D}} > {{clr|3|j.S}} > {{clr|5|j.D}} > {{clr|5|j.D}} INCONSISTENT
Midscreen:
{{clr|2|j.2K}} > {{clr|2|2K}} > {{clr|5|2D}} > {{clr|3|236S}} > {{clr|3|236S}} (70) (10%)
{{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K (1)}} > ADC > 66BRC > {{clr|4|j.H}} > land {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|4|6H}} WB (160) (25%)
{{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} > {{clr|2|236K}} > {{clr|3|2S}} > {{clr|3|236S}} > {{clr|4|6H}} WB (near corner) (176) (35%)
{{clr|5|5[D]}} > {{clr|3|j.S}} > {{clr|5|j.D}} > {{clr|3|dj.S}} > {{clr|5|j.D}} > {{clr|2|j.K}} > {{clr|5|j.D}} > {{clr|5|j.D}} (197) (25%)
CH {{clr|5|2D}} > {{clr|2|236K}} > {{clr|3|j.S}} > ADC > {{clr|3|j.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} WB (170) (35%) (inconsistent) (lightweights)
CH {{clr|5|2D}} > {{clr|2|236K}} > {{clr|3|j.S}} > land dash {{clr|3|2S}} > {{clr|4|2H}}  > dl.{{clr|3|236S}}  > {{clr|2|236K}}> {{clr|4|6H}} WB (156) (40%)
CH {{clr|5|2D}} > dash {{clr|2|2K}} x 2 > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|j.K (1)}} > ADC > {{clr|2|j.K(1)}} > {{clr|5|j.D}} > {{clr|4|6H}} WB (145) (30%)
CH {{clr|4|6H}} > dash {{clr|4|2H}} > {{clr|2|236K}} > {{clr|4|j.H}} > dash {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|2|236K}} WB (187) (40%)
CH {{clr|4|2H}} > {{clr|2|236K}} > {{clr|2|2K}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} > {{clr|3|236S}} > {{clr|4|6H}} WB  (163) (40%)
CH {{clr|4|2H}} > {{clr|3|236S}} whiff > dash {{clr|3|c.S}} > {{clr|2|j.K (1)}} > ADC > {{clr|4|j.H}} > dash {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} WB (192) (40%)
AA {{clr|1|5P}} > {{clr|2|6K}} > dash {{clr|3|2S}} > {{clr|4|2H}} > {{clr|4|236H}}  > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|4|236H}} > {{clr|4|6H}} WB
AA {{clr|4|2H}} > {{clr|2|236K}} > IAD {{clr|1|j.P}} x n  (90-100) (20%) (Universal)
AA {{clr|4|2H}} > {{clr|2|236K}} > IAD {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|4|6H}} > WB {{clr|4|6H}}  (180) (35%) (Nago, Gio, May)
AA {{clr|4|2H}}  > {{clr|2|236K}} > IAD {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|4|236H}} > WB {{clr|4|6H}} (198) (40%) (Ram, Ino, Axl, Millia, Faust, Chipp)
AA {{clr|4|2H}} > {{clr|2|236K}} > IAD {{clr|4|j.H}} > {{clr|1|5P}} x 4 > WB {{clr|4|6H}} (167) (30%) (Zato)
AA CH {{clr|4|2H}} > {{clr|3|236S}} whiff > dash {{clr|1|5P}} > dash {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|4|6H}} WB (167) (40%)
Senshuu (236S(w)~236K) > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} (85) (20%)
{{clr|3|623S}} > fast RRC > {{clr|3|j.S}} > {{clr|3|dj.S}} > {{clr|4|j.H}} > {{clr|2|tj.K}} > {{clr|5|j.D}} (131) (5%)
{{clr|3|623S}} > fast RRC > {{clr|2|j.K}} > {{clr|2|j.K}} (1) > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|4|6H}} WB (163) (10%)
{{clr|3|623S}} > 66RRC > {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|3|j.S}} > ADC > {{clr|5|j.D}} > {{clr|4|6H}} WB (158) (10%)
{{clr|4|632146H}} > PRC > dash {{clr|3|c.S} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|3|j.S}} > land {{clr|4|5H}} > {{clr|4|6H}} WB (300) (5%)
Air to air:
{{clr|2|j.K}} >  ADC > {{clr|3|j.S}} >  {{clr|3|2S}} > {{clr|3|236S}} >{{clr|2|236K}} > {{clr|3|f.S}} > {{clr|3|236S}} > {{clr|4|6H}} WB (137) (30%)
{{clr|2|j.K}} > ADC > {{clr|3|j.S}} > {{clr|3|c.S}} > {{clr|2|j.K}} ADC > {{clr|4|j.H}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} > {{clr|4|6H}} WB (148) (30%)
Corner:
{{clr|3|c.S}} > {{clr|4|5H}} > 88RRC > wr.{{clr|3|c.S}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|4|6H}} > release 4 > j.{{clr|2|236K}} > {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|4|6H}} WB  (218) (10%)
{{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|236H}} > {{clr|3|2S}} > {{clr|4|2H}} > 88RRC > wr {{clr|3|c.S}} x 3 > {{clr|4|5H}} > release 4 > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} > {{clr|4|6H}} WB (198) (30%)
{{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|236S}} > {{clr|3|236S}} > RRC > {{clr|3|236S}} > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|236S}} > {{clr|4|6H}} WB  (198) (25%)
{{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|236S}} > {{clr|3|236S}} > RRC > IAD {{clr|3|j.S}} > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|236S}} > {{clr|4|6H}} WB (196) (25%)
{{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|236S}} > {{clr|3|236S}} > 88RRC > {{clr|5|5[D]}} > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|4|6H}} WB (203) (25%)
{{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|236S}} > {{clr|3|236S}} > fast 66RRC > {{clr|4|2H}} > {{clr|3|236S}} > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|4|6H}} WB (206) (25%)
{{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > j.{{clr|2|236K}} > {{clr|3|c.S}} > {{clr|4|6H}} > WB {{clr|4|6H}} (170) (40%)
CH {{clr|4|2H}} > {{clr|1|23[6]P}} > wr. {{clr|3|c.S}} x 4 > release 4 > {{clr|4|j.H}} > j.{{clr|3|623S}} > fast RRC > {{clr|4|j.H}} > {{clr|3|j.S}} > j.{{clr|3|623S}}>  WB {{clr|4|6H}}  (241) (30%)
CH {{clr|4|2H}} > {{clr|1|23[6]P}} > wr. {{clr|3|c.S}} x 2 > {{clr|4|5H}}  > {{clr|4|6H}} > release 2 > j.{{clr|2|236K}}  > {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|4|6H}} WB (243) (30%)
CH {{clr|4|6H}} > {{clr|3|c.S}} > {{clr|4|5H}} > dash {{clr|3|2S}} > {{clr|4|5H}} > {{clr|3|2S}} > {{clr|4|2H}} > WB {{clr|4|6H}} (218) (40%)
{{clr|1|236P}} > {{clr|1|5P}} > {{clr|1|6P}} > RRC dash > {{clr|5|5[D]}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} > {{clr|2|236K}}  > {{clr|4|6H}} WB (150) (15%) (Ky, May, Axl, Faust, Millia, Zato, I-No, Ramlethal, Giovanna, Anji)
{{clr|1|2369P}} > {{clr|2|2K}} > {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|2|236K}} >  {{clr|5|j.D}} > ADC > {{clr|5|j.D}} WB (156) (30%)(Leo, Anji, Potemkin, Nago, Faust)
{{clr|1|2369P}} > {{clr|3|c.S}}  > {{clr|4|2H}} > {{clr|4|236H}} > {{clr|2|2K}} > {{clr|4|6H}} > {{clr|3|236S}} > {{clr|4|6H}} WB (180) (30%) (Gio, Ramlethal, May, Millia)
{{clr|1|2369P}} > {{clr|2|5K}} x 2 > {{clr|2|j.K}} > ADC > {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|4|236H}} > WB {{clr|4|6H}}  (143) (30%)  (Sol, Ky, Zato, Axl) (usable on all non-heavy weights)
{{clr|1|2369P}} > {{clr|2|2K}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|4|236H}} > {{clr|3|2S}} > {{clr|4|2H}} > WB {{clr|4|6H}} (196) (30%) (Chipp)
{{clr|1|2369P}} > {{clr|2|5K}}  > {{clr|2|j.K}} > ADC  > {{clr|4|j.H}}  > {{clr|3|c.S}} > {{clr|2|j.K}} > ADC > {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|4|6H}} > WB {{clr|4|6H}} (169) (35%) (I-NO)
Senshuu (236S(w)~236K) > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|4|236H}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|4|6H}} WB (167) (25%)
CH 236S > (236S) > 236K > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} > {{clr|2|236K}} > {{clr|4|6H}} WB (170) (40%)
{{clr|3|63214S}} > RRC > dash {{clr|5|5[D]}} > {{clr|3|2S}} > {{clr|4|2H}} > WB {{clr|2|236K}} (168) (5%)
{{clr|3|63214S}} > fast RRC > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} > WB {{clr|5|j.D}} (171) (5%)
Side Switch (cornered):
{{clr|3|2S}} > {{clr|4|2H}} > {{clr|1|236P}} > PRC > dash {{clr|4|2H}} > {{clr|2|236K}} > {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|4|6H}} WB (162) (10%)
{{clr|3|2S}} > {{clr|4|2H}} > {{clr|1|236P}} > PRC > dash > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|3|236S}} > {{clr|2|236K}} > {{clr|4|6H}} WB  (168) (10%)
{{clr|3|2S}} > {{clr|4|2H}} > {{clr|1|236P}} > {{clr|1|88P}}RC > IAD {{clr|4|j.H}} > {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|236K}} WB (176) (10%)


==External References==
==External References==
*https://www.youtube.com/watch?v=p-YzBl8v1_8 (basic combo guide)
*https://twitter.com/scgorro/status/1362393380387389440?s=21 (combo video)
*https://twitter.com/scgorro/status/1362393380387389440?s=21 (combo video)
*https://twitter.com/ScGorro/status/1362983899731693569?s=20 (combo video)
*https://twitter.com/ScGorro/status/1362983899731693569?s=20 (combo video)
Line 322: Line 303:
*https://docs.google.com/document/d/1zCKzxckHf7l_dF8FHbMmVWjhGhwbgQiCsB5c8hr_bTQ/edit
*https://docs.google.com/document/d/1zCKzxckHf7l_dF8FHbMmVWjhGhwbgQiCsB5c8hr_bTQ/edit
* https://combotier.com/ggs/f/Chipp (written combos with video examples)
* https://combotier.com/ggs/f/Chipp (written combos with video examples)
*https://docs.google.com/document/d/1kX9Wp1G2ifFVftCnyag_c_smQuCC5X3apk7M1Qchlzc/edit?usp=sharing (Added to unsorted above)


==Navigation==
==Navigation==
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Revision as of 17:19, 14 July 2021



Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
BRC = Blue Roman Cancel
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
YRC = Yellow Roman Cancel
YYXRC = Dash Input X Roman Cancel in Y direction i.e: 22PRC
XRC~Q = Cancel the X Roman Cancel into Q i.e: RRC~5K
WS = Wall Stick/Wall Splat
AB =  A.B.A
AN =  Anji Mito
AS =  Asuka R♯
AX =  Axl Low
BA =  Baiken
BE =  Bedman?
BR =  Bridget
CH =  Chipp Zanuff
EL =  Elphelt
FA =  Faust
GI =  Giovanna
GO =  Goldlewis
HA =  Happy Chaos
IN =  I-No
JC =  Jack-O'
JO =  Johnny
KY =  Ky Kiske
LE =  Leo Whitefang
MA =  May
MI =  Millia Rage
NA =  Nagoriyuki
PO =  Potemkin
RA =  Ramlethal
SI =  Sin Kiske
SO =  Sol Badguy
TE =  Testament
ZA =  Zato-1

Combo List

  • Currently, every damage value here has only been dealt to Sol excluding character specific confirms. Meter gain is estimated and may not be totally accurate.
  • When breaking the wall, optimal ground hit is 6H, optimal air hit is j.D
  • Character Specific notation:
    • (wr) = Wall run start (from 23[6]P / 236[P] / similar)
    • wr.[X] = wallrun button

Basic combos

all combos done on ky. damage notes for 5P or 5K unless otherwise stated

Basic combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
(5/2)K > 2D > 236S > 236S Anywhere 73 All [1] Very Easy Universal K starter into knockdown. delay last hit of rekka on i-no
(5/2)K > 2D > 236P Anywhere 59 All [1] Very Easy crosses through the opponent when not in the corner. useful for switching sides
(5P > 5P >) 5P > 6P > 236S > 236S Anywhere 66 All [2] Easy Omit P based on spacing, can be 2P also (but not 2Px3)
non-tip 2S > 2H > 236K > j.K(1) > 66 j.K(1) > j.D Anywhere 112 All but leo [2] Easy Tons of corner carry. last j.K can hit twice but not on everyone
2S > 2H > 236S > dl 236S Anywhere 93 All [1] Very Easy requires delay to hit everyone

c.S/f.S/2S Starters

c.S/f.S/2S Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
2S > 2H > 236K > j.K > ADC > j.H > j.623S > 66RRC > 2H > 236K > j.S > djc > j.S WB Back Corner 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 > 6H > 236S > 236S > RRC > 236S > c.S > 6H > 236S > 6H WB Corner 198 25% All [3] Medium
c.S > 6H > 236S > 236S > 88RRC > 5[D] > c.S > 6H > 6H WB Corner 203 25% All [3] Medium
2S > 2H > 236P > PRC > dash 2H > 236K > j.H > c.S > 6H > 6H WB Cornered 162 10% All [3] Medium Side swap route 1
2S > 2H > 236P > PRC > dash > 2S > 2H > 236S > 236K > 6H WB Cornered 168 10% All [3] Medium Side swap route 2
2S > 2H > 236P > 88PRC > IAD j.H > 2S > 2H > 236K WB Cornered 176 10% All [3] Medium Side swap route 3
2S > 2H > 236K > j.236K > c.S > 6H > WB 6H Corner 170 45% All [3] Medium
c.S > 6H > 236S > 236S > fast 66RRC > 2H > 236S > c.S > 6H > 6H WB Corner 20 25% All [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
c.S > 5H > 88RRC > wr.c.S > c.S > 5H > 6H > release 4 > j.236K > c.S > 2S > 2H > 236K > 6H WB Corner 218 10% All [4] Hard Input air alpha blade facing the right side. Adjust your timing to avoid having to input it in reverse.
c.S > 2H > 236H > 2S > 2H > 88RRC > wr c.S x 3 > 5H > release 4 > 2S > 2H > 236S > 6H WB Corner 198 30% All [4] Hard Wall run route.
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

5H/2H Combos

5H/2H Combos
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
AA 2H > 236K > IAD j.P x n Midscreen to Corner 90-100 20% All [1] Very Easy Universal midscreen anti air route.
AA 2H > 236K > IAD j.S > j.H > c.S > 6H > WB 6H Midscreen to Corner 180 35% (Nago, Gio, May) [2] Easy Character specific anti air route.
AA 2H > 236K > IAD j.H > 5P x 4 > WB 6H Midscreen to Corner 167 30% (Zato) [2] Easy Character specific anti air route.
AA 2H > 236K > IAD j.H > c.S > 6H > 236H > WB 6H Midscreen to Corner 198 40% (Ram, Ino, Axl, Millia, Faust, Chipp) [2] Easy Character specific anti air route.
AA 2H > 236S > 236K > 2S > 2H > 236S WS > 236K WB Corner 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
AA 2H > 236S > 236K > 2S > 2H > 236S WS > 236K WB Corner 167 All [3] Medium Universal corner anti-air route from 2H - Doesn't work deep in the corner.
CH 2H > 23[6]P > wr. c.S x 4 > release 4 > j.H > j.623S > fast RRC > j.H > j.S > j.623S> 6H WB Corner 241 30% All [4] Hard Fancy corner to corner combo.
CH 2H > 23[6]P > wr. c.S x 2 > 5H > 6H > release 2 > j.236K > c.S > 2S > 2H > 236K > 6H WB Corner 251 30% All [4] Hard Wall run route. Input air alpha blade facing the right side when existing wall state.
CH 6H > c.S > 5H > dash 2S > 5H > 2S > 2H > WB 6H Corner 218 40% All [4] Hard Corner DP punish route. Makes use of 5H tumble properties.
AA CH 2H > 236S whiff > dash 5P > dash c.S > 2H > 236K > j.S > f.S > 6H WB Midscreen to Corner 167 30% All [3] Medium Counter hit, anti air route.

Jump-in Starters

Jump-in Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
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
Air to Air j.K > ADC > j.S > 2S > 236S >236K > f.S > 236S > 6H WB Midscreen to Corner 137 30% All [3] Medium Air to air confirm.
Air to Air j.K > ADC > j.S > c.S > j.K ADC > j.H > 2S > 2H > 236S > 6H WB Midscreen to Corner 148 30% All [3] Medium Air to air confirm 2.
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

Dust combos

all damage done on ky for this section

Dust Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
2D > 236S > dl 236S Anywhere 74 All [1] Very Easy Basic sweep conversion. requires delay to make it universal especially for these characters: Faust, Anji, Giovanna, I-No, Nagoriyuki, Ramlethal
5[D] > j.D > j.K(1) > jc j.D > j.K(1) > j.D > j.K(2) > j.K Anywhere 189 All [2] Easy Combo that works on anji and should be universal
5[D] > j.D > j.K(1) > jc j.D > j.K(1) > j.D > j.K(1) > j.D > j.D Anywhere 194 All but anji [2] Easy Need to you hit everything fairly fast. Fails on anji
5[D] > dl j.D > 66 j.D > j.S > 8jc j.D > j.P > j.P Anywhere 193 All [3] Medium requires delay before first j.D

Anti air combos

5P/2P/5K/2K Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
AA 5P > dash 2K > 2S > 2H > 236K Anywhere 70 20% All [2] Easy Anywhere anti-air route. The higher up your 5P anti-air, the easier the dash 2K link.
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.

Throw Combos

Throw/Air Throw Starters
Combo Position Damage Tension Gain Works on: Difficulty Notes
Forward Throw > 66RRC > Dash c.S > 2H > 236K > j.D > j.D WB Midscreen to Corner 131 10% All [1] Very Easy Easy throw confirm.
Forward Throw > 66RC > land > j.K (1) > ADC j.H > c.S > 6H > 236S > 6H WB Midscreen to Corner 131 10% All [2] Easy
Forward Throw > Fast 66RC > j.H whiff > land dash 2S > 2H > 236H > 2S > 5H > 6H WB Corner 139 10% All [2] Easy Corner Throw confirm. The 2S will pick them up before they go into knockdown state.
Air Throw > 22RRC > 236K > j.K (1) > land 2S > 5H > 236S > 236K > 6H WB Midscreen to Corner 124 10% All [2] Easy
Air Throw > dl. 22PRC > c.S > 2H > 236H > 2S > 6H WB Corner 141 10% All [2] Easy Delay PRC to avoid using RRC and scaling the combo unnecessarily.

Rekka Combos

Rekka Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
Senshuu (236S(w)~236K) > 2S > 2H > 236S > 236K Anywhere 85 20% All [1] Very Easy Basic overhead rekka confirm
Senshuu (236S(w)~236K) > 2S > 2H > 236H > 2S > 2H > 6H WB Corner 167 25 All [2] Easy Corner overhead rekka confirm.
Senshuu (236S(w)~236K) > 2S > 2H > 236K > j.D > j.D WB Corner 172 25% All [2] Easy Alternative corner overhead rekka confirm.
CH 236S > 236S > 236K > 2S > 2H > 236S~236K > 6H WB Corner 170 40% All [2] Easy If either of Resshou or Rokusai counter hit, they can both be immediately confirmed into Senshuu for a meterless confirm. Input rekkas quickly to fully utilize counter hit benefits from slowdown.

Beta Blade Combos

Beta Blade Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
623S > fast RRC > j.S > dj.S > j.H > tj.K > j.D Anywhere 131 5% All [2] Easy DP confirm.
623S > fast RRC > j.K > j.K (1) > 2S > 2H > 236K > 6H WB Midscreen to Corner 163 10 All [2] Easy DP confirm 2.
623S > 66RRC > c.S > 2H > 236K > j.S > ADC > j.D > 6H WB Midscreen to Corner 158 10 All [2] Easy DP confirm 3.

Alpha Blade Combos

Alpha Blade Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
236K > j.D Midscreen 60 5% All [2] Easy Cross up diagonal alpha blade confirm. Spacing dependent. Easiest to connect when 236K is not performed point blank.
236P > 5P > 6P > RRC dash > 5[D] > 2S > 2H > 236S > 236K > 6H WB Corner 150 15% (Ky, May, Axl, Faust, Millia, Zato, I-No, Ramlethal, Giovanna, Anji) [3] Medium Corner alpha blade cross up confirm.
2369P > 2K > c.S > 2H > 236K > j.D > ADC > j.D WB Corner 156 30% (Leo, Anji, Potemkin, Nago, Faust)) [3] Medium Performing Tiger Knee Alpha Blade offers better reward than normal grounded alpha blade. Heavyweights.
2369P > c.S > 2H > 236H > 2K > 6H > 236S > 6H WB Corner 180 30% (Gio, Ramlethal, May, Millia) [3] Medium Tiger knee corner alpha blade cross up confirm. Females.
2369P > 5K x 2 > j.K > ADC > j.H > c.S > 6H > 236H > WB 6H Corner 143 30% (Sol, Ky, Zato, Axl) [3] Medium Tiger knee corner alpha blade cross up confirm. (usable on all non-heavy weights)
2369P > 2K > 2S > 2H > 236H > 2S > 2H > WB 6H Corner 198 30% (Chipp) [3] Medium Tiger knee corner alpha blade cross up confirm. Chipp specific.
2369P > 5K > j.K > ADC > j.H > c.S > j.K > ADC > j.H > c.S > 6H > WB 6H Corner 169 35% (I-NO) [3] Medium Tiger knee corner alpha blade cross up confirm. I-NO specific.

Genrou Zan

Genrou Zan
Combo Position Damage Tension Gain Works on: Difficulty Notes
63214S > RRC > dash 5[D] > 2S > 2H > WB 236K Corner 168 5% All [3] Medium Corner command grab confirm with RC.
63214S > fast RRC > 2S > 2H > 236K > WB j.D Corner 171 5% All [3] Medium Corner command grab confirm with RC alternative.

Zansei Rouga Combos

Zansei Rouga Combos
Combo Position Damage Tension Gain Works on: Difficulty Notes
632146H > PRC > dash c.S > 2S > 2H > 236K > j.S > land 5H > 6H WB (300) (5%) Anywhere 300 5% All [3] Medium Raw super confirm for 100% meter. This route also works if the super is used off a wallstick.
These combos need a total DMG value on them
Combo Position Damage Tension Gain Works on: Difficulty Notes
[1] Very Easy
[2] Easy
[3] Medium
[4] Hard
[5] Very Hard


Unsorted:

Some of these need to be revised/optimized.

2S > 2H > 236K > j.K (1) > ADC j.K > jump 66BRC > j.K > j.D > c.S > 2H > 236K > 6H WB difficult

5[D] > j.H > dj.D > j.S > j.D > j.S > j.D > j.D INCONSISTENT

External References

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