(→Notes) |
(→Notes: optimized) |
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(36 intermediate revisions by 8 users not shown) | |||
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* 5P doesn't combo into much on hit, so your goal here is a favourable situation. | * 5P doesn't combo into much on hit, so your goal here is a favourable situation. | ||
* Leaves Faust 0 on hit. | * Leaves Faust 0 on hit. | ||
* | * Leaves Faust at a decent range to play footsies with 5H | ||
5P 5P 6P > Item Toss | 5P 5P 6P > Item Toss | ||
Line 32: | Line 32: | ||
* Catches toes where far.S would be blocked. | * Catches toes where far.S would be blocked. | ||
cS | cS 2S 5HH > Item Toss | ||
* Go to meterless option. 5H has a command follow up with an extra H input. | * Go to meterless option. 5H has a command follow up with an extra H input. | ||
* Lots of layered, high-reward frame traps in this string. | * Lots of layered, high-reward frame traps in this string. | ||
* Can go into 2H on block in place of 5H. Depending on spacing might be safe, based on matchup. | * Can go into 2H on block in place of 5H. Depending on spacing might be safe, based on matchup. | ||
* Can go into MixMixMix frame trap on block, challenge attempts to punish 2H. | * Can go into MixMixMix frame trap on block, challenge attempts to punish 2H. | ||
2K(3) 2D > Item Toss | 2K(3) 2D > Item Toss | ||
Line 55: | Line 50: | ||
(Assume all the above combos are included here) | (Assume all the above combos are included here) | ||
cS,5H > Scalpel | |||
* Go-to CH confirm. | |||
* Wall breaks with homerun timing as you approach the corner. | |||
* Great routing to wallbreak with RC. | |||
2S,5H > Scalpel | |||
* Similar to the above | |||
6H > Scalpel | 6H > Scalpel | ||
Line 66: | Line 69: | ||
2D > Mix Mix Mix | 2D > Mix Mix Mix | ||
* A tricky confirm, | * A tricky confirm, usually used after 2K as a last-ditch trap. | ||
* | * CH 2D allows for a full MMM combo whereas on normal hit it is an OTG combo | ||
====Normal Ground Hit, Corner==== | ====Normal Ground Hit, Corner==== | ||
Line 113: | Line 116: | ||
| | {{clr|1|5P}} > {{clr|1|6P}} > 66 RC > delay {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|1|236P}}/{{clr|2|41236K}} || Anywhere || 83/95 || || Any || [3] {{clr|3|Medium}} || Easier confirm than above and works from most distances, {{clr|1|5Px2}} or {{clr|1|5P 2P}} work too for less dmg. | | | {{clr|1|5P}} > {{clr|1|6P}} > 66 RC > delay {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|1|236P}}/{{clr|2|41236K}} || Anywhere || 83/95 || || Any || [3] {{clr|3|Medium}} || Easier confirm than above and works from most distances, {{clr|1|5Px2}} or {{clr|1|5P 2P}} work too for less dmg. | ||
|- | |- | ||
| | {{clr|1|5Px2}} > 66 fast RC > slight delay {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}} [6] || Anywhere || 93 || || Any || [ | | | {{clr|1|5Px2}} > 66 fast RC > slight delay {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|236S}} [6] || Anywhere || 93 || || Any || [4] {{clr|4|Hard}} || High dmg MMM oki route. Not + enough for item but lets you safejump or dash to carry further. | ||
|- | |- | ||
| | {{clr|1|5P}} > {{clr|1|6P}} > 66 RC > {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|3|236S}} > {{clr|1|236P}} || Anywhere || 89 || || Any || [3] {{clr|3|Medium}} || Item oki rc route. Can be done from {{clr|1|5Px2/5P 2P}} but for that route below is more dmg. | | | {{clr|1|5P}} > {{clr|1|6P}} > 66 RC > {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|3|236S}} > {{clr|1|236P}} || Anywhere || 89 || || Any || [3] {{clr|3|Medium}} || Item oki rc route. Can be done from {{clr|1|5Px2/5P 2P}} but for that route below is more dmg. | ||
|- | |- | ||
| | {{clr|1|5Px2}} > 66 fast RC > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|1|236P}} || Anywhere || 75 || || Any || [3] {{clr|3|Medium}} || Go to route for close knockdown. {{clr|3|c.S}} can be replaced with {{clr|2|2K}} ({{clr|2|5K}} on standing) for confirms from further but for that route above is better. | | | {{clr|1|5Px2}} > 66 fast RC > {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|1|236P}} || Anywhere || 75 || || Any || [3] {{clr|3|Medium}} || Go to route for close knockdown. {{clr|3|c.S}} can be replaced with {{clr|2|2K}} ({{clr|2|5K}} on standing) for confirms from further but for that route above is better. | ||
|- | |||
| | {{clr|1|5P}} > {{clr|1|6P}} > 66 fast RC > {{clr|3|c.S}} > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|4|6H}} || Corner || 167 || || Any || [3] {{clr|3|Medium}} || Corner RC combo | |||
|- | |||
| | {{clr|1|5P}} > {{clr|1|5P}} > {{clr|1|5P}} > 66 fast RC > {{clr|3|c.S}} > {{clr|4|5HH}} > delay {{clr|3|236S}} [6] > {{clr|4|6H}} || Corner || 133 || || Any || [3] {{clr|3|Medium}} || Easy 5P confirm with decent damage. If you don't delay mmm it'll wallbreak (129 dmg). | |||
|- | |||
| | {{clr|1|5P}} > {{clr|1|5P}} > 88 RC > jump {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|3|c.S}} >{{clr|4|5H}} > {{clr|4|6H}} || Corner || 138 || || Any || [3] {{clr|3|Medium}} || Harder confirm for slightly better dmg. you can add 2S before 5H for no extra damage (because proration makes no sense). | |||
|- | |||
| | {{clr|1|5P}} > {{clr|1|2P}} > 66 RC > {{clr|3|j.S}} > {{clr|4|j.H}} >{{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|236S}} [6] > {{clr|4|6H}} || Corner || 135 || || Any || [3] {{clr|3|Medium}} || Max range 5P combo. | |||
|- | |||
| | AA {{clr|2|5K}} > {{clr|4|6H}} > {{clr|1|236P}} || Anywhere || 77 || || Any || [2] {{clr|2|Easy}} || Basic Anti Air {{clr|2|5K}} confirm. {{clr|4|6H}} can wiff if {{clr|2|5K}} hits the opponent too low in the air. Can link two {{clr|2|5K}}'s if close enough. {{clr|2|2K(1)}} can also start. | |||
|- | |||
| | AA {{clr|2|5K}} , {{clr|2|5K}} > {{clr|4|6H}} > whiff {{clr|2|214K}} > PRC > delay {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|2|41236K}} || Anywhere || 157 || || Any *(MI,RA) || [3] {{clr|3|Medium}} || Wall carry potential. PRC {{clr|2|214K}} as soon as the camera moves. Delay {{clr|3|c.S}} until opponent passes overhead. {{clr|2|5K}} instead of {{clr|3|c.S}} for easier combo. *(Delay {{clr|2|41236K}} slightly or microwalk after PRC if using {{clr|2|5K}} and far from the wall). | |||
|- | |||
| | AA {{clr|2|5K}} > {{clr|4|6H}} > whiff {{clr|2|214K}} > PRC > delay {{clr|2|5K}} > jc {{clr|3|j.S}} > {{clr|4|j.H}} ▷ {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|2|41236K}}, WS {{clr|4|6H}} || Midscreen || 214 || || Any || [4] {{clr|4|Hard}} || Move after PRC to reposition if needed. PRC {{clr|2|214K}} as soon as the camera moves. Delay {{clr|2|5K}} until opponent passes overhead. {{clr|2|5K}} instead of {{clr|3|c.S}} for easier combo. | |||
|- | |- | ||
|} | |} | ||
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! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| | {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4| | | | {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5Hx2}} > {{clr|1|236P}} || Anywhere || 120 || || Any || [1] {{clr|1|Very Easy}} || Go to route for fullscreen knockdown + item. | ||
|- | |||
| | {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|3|236S}} [6]~1 > {{clr|1|236P}} || Anywhere || 107 || || Any || [3] {{clr|3|Medium}} || MMM item oki route. | |||
|- | |||
| | {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|3|236S}} [6]~1 > {{clr|3|c.S}} > {{clr|3|236S}} [6]~1 || Anywhere || 143 || || Any || [4] {{clr|4|Hard}} || High dmg MMM oki route. Doesn't let you go for item+throw/strike oki unless you end in the corner but still throw item and meaty with {{clr|1|2P}}, {{clr|3|f.S}} or {{clr|4|2H}} | |||
|- | |||
| | {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5HH}} > {{clr|2|5K}} {{clr|4|6H}} > 66 RRC (whiff) > walk forward {{clr|2|5K}} > {{clr|4|6H}} > {{clr|3|214S}} || Corner || 207 || || Any || [2] {{clr|2|Easy}} || Easy corner wallbreak combo at the cost of a bar when you can't confirm to 5H immediately. You can PRC instead omitting walk forward. | |||
|- | |- | ||
| | {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5Hx2}} > dash {{clr|3|c.S}} > {{clr|3|236S}} || Corner || 190 || || Any || [3] {{clr|3|Medium}} || | | | {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5Hx2}} > dash {{clr|3|c.S}} > {{clr|3|236S}} || Corner || 190 || || Any || [3] {{clr|3|Medium}} || | ||
|- | |- | ||
| | {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5Hx2}} > {{clr|2|5K}} > {{clr|4|6H}} > 66 | | | {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5Hx2}} > {{clr|2|5K}} > {{clr|4|6H}} > 66 RRC (whiff) > {{clr|4|6H}} > {{clr|2|41236K}} > {{clr|4|6H}} || Corner || 213 || || Any || [3] {{clr|3|Medium}} || | ||
|- | |- | ||
| | {{clr|3|c.S}} > {{clr|4|5Hx2}} > dash {{clr|3|c.S}} > {{clr|4|j.H}} > {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|4|6H}} || Corner || 208 || || Any || [3] {{clr|3|Medium}} || | | | {{clr|3|c.S}} > {{clr|4|5Hx2}} > dash {{clr|3|c.S}} > {{clr|4|j.H}} > {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|4|6H}} || Corner || 208 || || Any || [3] {{clr|3|Medium}} || | ||
|- | |- | ||
| | {{clr|3|c.S}} > {{clr|4|5Hx2}} > {{clr|4|j.H}} > {{clr|4|j.H}} > {{clr|3|c.S | | | {{clr|3|c.S}} > {{clr|4|5Hx2}} > {{clr|4|j.H}} > {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|1|236P}} > {{clr|4|6H}} || Corner || 210 || || Any but AN, GI, KY, LE and RA || [5] {{clr|5|Very Hard}} || You will know you hit this right if you throw item before they hit the wall. If they didn't you can {{clr|5|j.D}} to somewhat salvage the route (208 damage). Alternatively you can do this but end in {{clr|3|214S}} instead of {{clr|1|236P}} {{clr|4|6H}} for 209 damage). | ||
|- | |||
| | CH {{clr|3|f.S}} > ({{clr|4|5H}}) > {{clr|2|41236K}} -> 4 -> {{clr|4|H}} || Anywhere || 108,124,135 (127,140,150) || || Any || [2] {{clr|2|Easy}} || {{clr|4|5H}} can land with dash momentum. | |||
|- | |||
| | CH {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|2|41236K}} -> 4 -> {{clr|4|H}} || Anywhere || 145,160,170 || || Any || [2] {{clr|2|Easy}} || | |||
|- | |||
| | {{clr|3|f.S}} > {{clr|4|2H}} > {{clr|1|236P}} || Anywhere || 65 || || Any || [1] {{clr|1|Very Easy}} || Go-to {{clr|3|f.S}} confirm. Careful on spacing as it will wiff if too far. | |||
|- | |||
| | {{clr|3|f.S}} > {{clr|4|5Hx2}} > {{clr|1|236P}} || Anywhere || 88 || || Any || [2] {{clr|2|Easy}} || Use if within {{clr|4|5H}} range. | |||
|- | |- | ||
|} | |} | ||
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|- | |- | ||
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ||
|- | |||
| | {{clr|4|5Hx2}} > {{clr|1|236P}} || Anywhere || 70 || || Any || [1] {{clr|1|Very Easy}} || | |||
|- | |- | ||
| | | | | CH {{clr|4|5H}} > {{clr|2|41236K}} -> 4 -> {{clr|4|H}} || Anywhere || 124,141,154 || || Any || [2] {{clr|2|Easy}} || Can OS by inputting {{clr|4|5Hx2}} and delay {{clr|2|41236K}} to confirm the CH. | ||
| | | |||
|- | |- | ||
| | || || || || || [3] {{clr|3|Medium}} || | | | || || || || || [3] {{clr|3|Medium}} || | ||
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! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| | | | | {{clr|5|5[D]}} > 8 > {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|4|dj.H}} > {{clr|5|j.D}} > {{clr|4|j.Hx2}} || Anywhere || 207 || || Any || [1] {{clr|1|Very Easy}} || Easy dust combo for some respectable damage. | ||
|- | |- | ||
| | | | | {{clr|5|5[D]}} > 8 > {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|dj.D}} > delay {{clr|5|j.D}} > {{clr|4|j.Hx2}} || Anywhere || 208 || || Any || [3] {{clr|3|Medium}} || Stronger version of the combo above but not too hard. | ||
|- | |||
| | {{clr|5|5[D]}} > 8 > {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|dj.D}} > delay {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|4|dj.Hx2}}|| Anywhere || 219 || || Any || [5] {{clr|5|Very Hard}} || Optimal but hard dust combo. | |||
|- | |||
| | | |||
|- | |- | ||
|} | |} | ||
Line 194: | Line 221: | ||
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| | {{clr|4|236H}} > 88 fast RC > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|2|5K}} > {{clr|4|6H}} > {{clr|2|41236K}} > {{clr|4|6H}} || Corner || 160 || || Any || [3] {{clr| | | | {{clr|4|236H}} > fast RC > {{clr|2|5K}} > {{clr|2|j.K}} > {{clr|5|j.D}} > Afro Explosion > {{clr|2|5K}} > {{clr|4|6H}} > {{clr|2|214S}} || Corner || 156 || || Any || [3] {{clr|3|Medium}} || | ||
|- | |||
| | {{clr|4|236H}} > 88 fast RC > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|2|5K}} > {{clr|4|6H}} > {{clr|2|41236K}} > {{clr|4|6H}} || Corner || 160 || || Any || [4] {{clr|4|Hard}} || Keeps afro after wallbreak. | |||
|- | |||
| | {{clr|4|236H}} > 66 fast RC > {{clr|3|c.S}} > {{clr|5|j.D}} > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|2|41236K}} > {{clr|4|6H}} || Corner || 164 || || Any || [4] {{clr|4|Hard}} || Sacrifices afro for slightly more damage (usually not worth it). | |||
|- | |- | ||
|} | |} | ||
Line 204: | Line 234: | ||
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| | {{clr|5|Throw}} > PRC > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|3|2S}} > {{clr| | | | {{clr|5|Throw}} > PRC > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|4|6H}} || Corner || 165 || || Any || [3] {{clr|3|Medium}} || | ||
|- | |- | ||
| | {{clr|5|Throw}} > PRC > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|2|5K}} > {{clr|4|6H}} > {{clr|2|41236K}} > {{clr|4|6H}} || Corner || 166 || || Any but CH, GI, KY, LE and MA || [4] {{clr|4|Hard}} || | | | {{clr|5|Throw}} > PRC > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|2|5K}} > {{clr|4|6H}} > {{clr|2|41236K}} > {{clr|4|6H}} || Corner || 166 || || Any but CH, GI, KY, LE and MA || [4] {{clr|4|Hard}} || |
Revision as of 16:05, 25 July 2021
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List
"Bread and Butter" Combo/String/Conversion Overview
Normal Ground Hit, Midscreen
5P 5P 5P 2P
- 5P doesn't combo into much on hit, so your goal here is a favourable situation.
- Leaves Faust 0 on hit.
- Leaves Faust at a decent range to play footsies with 5H
5P 5P 6P > Item Toss
- Finicky, as 6P whiffs at max 5P range.
- Horribly unsafe on block, lol
- If you can't confirm, go into the above string (5P 5P 5P 2P)
fS 2H > Item Toss
- Long distance challenge against forward movement. Excellent whiff punish.
- Go to option from fS.
- Let 2H rock on block, -14. Item Cancel on block is -23, be forewarned.
- 2H whiffs at max far.S distance.
2H > Item Toss
- You can confirm from 2H alone. Delay the cancel so you don't throw item on block.
- Sometimes you'll want to forgo far.S, when hedging against moves that would crush far.S (Yolo 6P, Night Raid Vortex, etc).
- Catches toes where far.S would be blocked.
cS 2S 5HH > Item Toss
- Go to meterless option. 5H has a command follow up with an extra H input.
- Lots of layered, high-reward frame traps in this string.
- Can go into 2H on block in place of 5H. Depending on spacing might be safe, based on matchup.
- Can go into MixMixMix frame trap on block, challenge attempts to punish 2H.
2K(3) 2D > Item Toss
- Low option, sets up cool item situations.
- When you have RC, very potent when mixed with 2K(X)5D.
- Unsafe on block, but MMM traps always on deck.
- Raw 2K leads to throw mix from disadvantage (You're -2 after), but the cancel options of 2D, 5D and MMM allow you control of the situation.
Throw > OTG 2D > Item Toss
- Fairly self-explanatory.
COUNTER Ground Hit, Midscreen
(Assume all the above combos are included here)
cS,5H > Scalpel
- Go-to CH confirm.
- Wall breaks with homerun timing as you approach the corner.
- Great routing to wallbreak with RC.
2S,5H > Scalpel
- Similar to the above
6H > Scalpel
- A tricky confirm, but worth it.
- Slightly different cancel timing on air hit, be warned.
- This combo does not work on normal hit.
6P > Mix Mix Mix
- A tricky confirm, but worth it.
- This combo does not work on normal hit.
2D > Mix Mix Mix
- A tricky confirm, usually used after 2K as a last-ditch trap.
- CH 2D allows for a full MMM combo whereas on normal hit it is an OTG combo
Normal Ground Hit, Corner
(Assume all above combos function similarly here)
5S fS 5HH > Pickup > Wallbreak
- Near or in the corner, 5HH causes wall bounce, giving you a strong, meterless wall break opportunity.
2K(X) 5D > RC > Combo to Wall Break [Please update post-release]
- When paired with 2K lows and 2D, this is something you'll want to get down.
- Incredibly good when paired with Items.
Meterless Corner Combos
Grounded
Anti-air
Stage-spacing Specific Combos
Metered Conversions/Extensions
Midscreen Carry (Most ground starters?): 66RC > Dash As Far The Combo Allows > cS jc jS>jH 5K>6H>MMM
Corner, high proration starter: 66RC > jS>jH > 5K>6H>MMM
Notes
High gravity ender: 5P5P5P6P Ender in corner for wallbreak. Mixmixmix loops Throw > Chibi Link from Chibi into Scalpel
- Currently, every damage value here has only been dealt to Ky.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
5P > 6P > 236P | Anywhere | 47 | Any | [1] Very Easy | 1/2 5Ps most of the time, 3 with dash momentum | |
5Px2 > 2P | Anywhere | 53 | Any | [1] Very Easy | Up to 3 5Ps most of the time, 4 with dash momentum. Cutting it short at 5P is slightly better as 2P is +0 on hit. | |
5Px2 > 66 fast RC > c.S > f.S > 5HH > 236P | Anywhere | 97 | Any | [3] Medium | Go to route for fullscreen knockdown + item. | |
5P > 6P > 66 RC > delay c.S > 6H > 236P/41236K | Anywhere | 83/95 | Any | [3] Medium | Easier confirm than above and works from most distances, 5Px2 or 5P 2P work too for less dmg. | |
5Px2 > 66 fast RC > slight delay c.S > 5H > 236S [6] | Anywhere | 93 | Any | [4] Hard | High dmg MMM oki route. Not + enough for item but lets you safejump or dash to carry further. | |
5P > 6P > 66 RC > c.S > 2S > 236S > 236P | Anywhere | 89 | Any | [3] Medium | Item oki rc route. Can be done from 5Px2/5P 2P but for that route below is more dmg. | |
5Px2 > 66 fast RC > c.S > 2D > 236P | Anywhere | 75 | Any | [3] Medium | Go to route for close knockdown. c.S can be replaced with 2K (5K on standing) for confirms from further but for that route above is better. | |
5P > 6P > 66 fast RC > c.S > j.S > j.H > c.S > 2S > 5H > 6H | Corner | 167 | Any | [3] Medium | Corner RC combo | |
5P > 5P > 5P > 66 fast RC > c.S > 5HH > delay 236S [6] > 6H | Corner | 133 | Any | [3] Medium | Easy 5P confirm with decent damage. If you don't delay mmm it'll wallbreak (129 dmg). | |
5P > 5P > 88 RC > jump j.H > c.S > j.S > j.H > c.S >5H > 6H | Corner | 138 | Any | [3] Medium | Harder confirm for slightly better dmg. you can add 2S before 5H for no extra damage (because proration makes no sense). | |
5P > 2P > 66 RC > j.S > j.H >c.S > 6H > 236S [6] > 6H | Corner | 135 | Any | [3] Medium | Max range 5P combo. | |
AA 5K > 6H > 236P | Anywhere | 77 | Any | [2] Easy | Basic Anti Air 5K confirm. 6H can wiff if 5K hits the opponent too low in the air. Can link two 5K's if close enough. 2K(1) can also start. | |
AA 5K , 5K > 6H > whiff 214K > PRC > delay c.S > 6H > 41236K | Anywhere | 157 | Any *(MI,RA) | [3] Medium | Wall carry potential. PRC 214K as soon as the camera moves. Delay c.S until opponent passes overhead. 5K instead of c.S for easier combo. *(Delay 41236K slightly or microwalk after PRC if using 5K and far from the wall). | |
AA 5K > 6H > whiff 214K > PRC > delay 5K > jc j.S > j.H ▷ c.S > 6H > 41236K, WS 6H | Midscreen | 214 | Any | [4] Hard | Move after PRC to reposition if needed. PRC 214K as soon as the camera moves. Delay 5K until opponent passes overhead. 5K instead of c.S for easier combo. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
c.S > f.S > 5Hx2 > 236P | Anywhere | 120 | Any | [1] Very Easy | Go to route for fullscreen knockdown + item. | |
c.S > 2H > 236S [6]~1 > 236P | Anywhere | 107 | Any | [3] Medium | MMM item oki route. | |
c.S > 2H > 236S [6]~1 > c.S > 236S [6]~1 | Anywhere | 143 | Any | [4] Hard | High dmg MMM oki route. Doesn't let you go for item+throw/strike oki unless you end in the corner but still throw item and meaty with 2P, f.S or 2H | |
c.S > f.S > 5HH > 5K 6H > 66 RRC (whiff) > walk forward 5K > 6H > 214S | Corner | 207 | Any | [2] Easy | Easy corner wallbreak combo at the cost of a bar when you can't confirm to 5H immediately. You can PRC instead omitting walk forward. | |
c.S > f.S > 5Hx2 > dash c.S > 236S | Corner | 190 | Any | [3] Medium | ||
c.S > f.S > 5Hx2 > 5K > 6H > 66 RRC (whiff) > 6H > 41236K > 6H | Corner | 213 | Any | [3] Medium | ||
c.S > 5Hx2 > dash c.S > j.H > j.H > c.S > 5H > 6H | Corner | 208 | Any | [3] Medium | ||
c.S > 5Hx2 > j.H > j.H > c.S > 6H > 236P > 6H | Corner | 210 | Any but AN, GI, KY, LE and RA | [5] Very Hard | You will know you hit this right if you throw item before they hit the wall. If they didn't you can j.D to somewhat salvage the route (208 damage). Alternatively you can do this but end in 214S instead of 236P 6H for 209 damage). | |
CH f.S > (5H) > 41236K -> 4 -> H | Anywhere | 108,124,135 (127,140,150) | Any | [2] Easy | 5H can land with dash momentum. | |
CH c.S > 5H > 41236K -> 4 -> H | Anywhere | 145,160,170 | Any | [2] Easy | ||
f.S > 2H > 236P | Anywhere | 65 | Any | [1] Very Easy | Go-to f.S confirm. Careful on spacing as it will wiff if too far. | |
f.S > 5Hx2 > 236P | Anywhere | 88 | Any | [2] Easy | Use if within 5H range. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
5Hx2 > 236P | Anywhere | 70 | Any | [1] Very Easy | ||
CH 5H > 41236K -> 4 -> H | Anywhere | 124,141,154 | Any | [2] Easy | Can OS by inputting 5Hx2 and delay 41236K to confirm the CH. | |
[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 |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
5[D] > 8 > j.D > j.H > dj.H > j.D > j.Hx2 | Anywhere | 207 | Any | [1] Very Easy | Easy dust combo for some respectable damage. | |
5[D] > 8 > j.D > j.H > dj.D > delay j.D > j.Hx2 | Anywhere | 208 | Any | [3] Medium | Stronger version of the combo above but not too hard. | |
5[D] > 8 > j.D > j.H > dj.D > delay j.D > j.H > dj.Hx2 | Anywhere | 219 | Any | [5] Very Hard | Optimal but hard dust combo. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
236H > fast RC > 5K > j.K > j.D > Afro Explosion > 5K > 6H > 214S | Corner | 156 | Any | [3] Medium | ||
236H > 88 fast RC > j.S > j.H > 5K > 6H > 41236K > 6H | Corner | 160 | Any | [4] Hard | Keeps afro after wallbreak. | |
236H > 66 fast RC > c.S > j.D > c.S > 6H > 41236K > 6H | Corner | 164 | Any | [4] Hard | Sacrifices afro for slightly more damage (usually not worth it). |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
Throw > PRC > j.S > j.H > c.S > 2S > 5H > 6H | Corner | 165 | Any | [3] Medium | ||
Throw > PRC > j.S > j.H > 5K > 6H > 41236K > 6H | Corner | 166 | Any but CH, GI, KY, LE and MA | [4] Hard |
Combo | Position | Works on: | Difficulty | Notes | |||
---|---|---|---|---|---|---|---|
[1] Very Easy | |||||||
[2] Easy | |||||||
[3] Medium | |||||||
[4] Hard | |||||||
[5] Very Hard |