m (Moved a link to where it belongs. :)) |
(Added note about combo dmg #'s likely needing update. Removed Jump-In Starters section, as those combos will be put into the main categories. Changed name of '236H Combos' section to 'Special Move Combos' to make room for more special move starters. Changed name of 'Dust Combos' section to '5D/2D/j.D Combos' for same reason. Added new section for K moves. Added all combo starter moves to section titles. Changed all sections to saying 'Combos' instead of 'Starters' for neatness. Added combos.) |
||
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Throw > Chibi Link from Chibi into Scalpel | Throw > Chibi Link from Chibi into Scalpel | ||
*Currently, every damage value here has only been dealt to Ky. | *Currently, every damage value here has only been dealt to Ky. All combo dmg values may need to be updated as of v1.09. | ||
{| 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| | |+{{clr|1|5P}}/{{clr|1|2P}}/{{clr|1|6P}}/{{clr|1|j.P}} Combos | ||
|- | |- | ||
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video | ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video | ||
Line 129: | Line 129: | ||
|- | |- | ||
| | {{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. || [https://youtu.be/RuxK2TUF8W0 Link] | | | {{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. || [https://youtu.be/RuxK2TUF8W0 Link] | ||
|- | |||
| | AA {{clr|1|5P}} > delay {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|1|236P}} || Anywhere || N/A || || Any || [2] {{clr|2|Easy}} || Useful when trying to find gaps in someone's offense + free item. | |||
|- | |||
| | AA {{clr|1|5P}} > delay {{clr|3|c.S}} > {{clr|4|5H}} > 214{{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}} || Anywhere || N/A || || Any || [2] {{clr|2|Easy}} || Good for Scarecrow pressure. | |||
|- | |||
| | AA {{clr|1|5P}} > delay {{clr|3|c.S}} > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|1|236P}} || Anywhere || N/A || || Any || [2] {{clr|2|Easy}} || Better damage and oki. | |||
|- | |||
| | AA {{clr|1|5P}} > {{clr|1|5Px2}} > {{clr|1|6P}} > {{clr|1|236P}} || Anywhere || N/A || || Any || [2] {{clr|2|Easy}} || Awkward to time, and the # of 5Ps need to be adjusted based on how the opponent was hit. Useful for buying time when being pressured. | |||
|- | |||
| | AA {{clr|1|5P}} > delay {{clr|3|c.S}} > {{clr|3|j.S}} > airdash || Anywhere || N/A || || Any || [2] {{clr|2|Easy}} || Creates a safejump situation easily. | |||
|- | |||
| | AA {{clr|1|5P}} > delay {{clr|3|c.S}} > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|3|236S}} [6]~1 > {{clr|4|6H}} || Corner || N/A || || Any || [3] {{clr|3|Medium}} || Anti air 5P starter into meterless wallbreak. May be useful quickly on reaction after seeing someone mess up their forward jump out of corner, or for someone expecting a grab and they jump in place to avoid it. | |||
|- | |||
| | AA {{clr|1|5P}} > delay {{clr|3|2S}} > {{clr|4|5H}} > {{clr|3|236S}} [6]~1 > {{clr|1|236P}} || Corner || N/A || || Any || [2] {{clr|2|Easy}} || Easier combo than above that sets up items in corner. | |||
|- | |||
| | AA {{clr|1|5P}} > delay {{clr|2|5Kx2}} > {{clr|4|6H}} > {{clr|1|236P}} || Corner || N/A || || Any || [2] {{clr|2|Easy}} || Decent damage with free item + Scarecrow mixup potential. | |||
|- | |||
| | AA {{clr|1|5P}} > delay {{clr|3|c.S}} > {{clr|1|j.Px5}} || Corner || N/A || || Any || [2] {{clr|2|Easy}} || Meme combo that makes people laugh. {{clr|1|:)}} In all seriousness, this is quite good for creating wallbreak pressure, leads into basically any mixup you'd like, and can be used easily with j.236P to create a situation where you're plus on block (or get a free combo). | |||
|- | |||
| | AA {{clr|1|5P}} > delay {{clr|2|5K}} > {{clr|4|6H}} > 66RRC > dash {{clr|4|j.H}} > {{clr|4|j.H}} > {{clr|2|5K}} > {{clr|4|6H}} > {{clr|2|41236K}} > {{clr|2|41236K}} || Midscreen || N/A || || Any || [4] {{clr|4|Hard}} || Midscreen wallbreak with meter. | |||
|- | |||
|} | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+{{clr|2|5K}}/{{clr|2|2K}}/{{clr|2|j.K}}/{{clr|2|j.2K}} Combos | |||
|- | |||
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video | |||
|- | |||
| | {{clr|2|5K}} > {{clr|5|2D}} > {{clr|1|236P}} || Anywhere || N/A || || Any || [1] {{clr|1|Very Easy}} || Good confirm for a free item when throwing this move out in neutral. Can whiff if you hit the 5K from max distance. | |||
|- | |||
| | {{clr|2|5K}} > {{clr|5|2D}} > {{clr|3|236S}} [3] || Anywhere || N/A || || Any || [1] {{clr|1|Very Easy}} || Can be used to surprise the opponent by forcing them into a fast recovery with a relatively short combo. Can substitute {{clr|2|5K}} with {{clr|3|c.S}} for more damage with the same properties, but less range (and riskier) on the initial hit. {{clr|3|c.S}} is a very good option after this combo to catch mashers, but isn't safe against invincible reversals. | |||
|- | |||
| | AA {{clr|2|5K}} > {{clr|1|6P}} > {{clr|2|41236K}} || Anywhere || N/A || || Any || [1] {{clr|1|Very Easy}} || Doesn't work at every jump height, but most. Great for setting up Scarecrow. | |||
|- | |- | ||
| | 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. || [https://youtu.be/LmLFCxUoeNo Link] | | | 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. || [https://youtu.be/LmLFCxUoeNo Link] | ||
|- | |- | ||
| | 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). || [https://youtu.be/tjn6VX6KuQA Link] | | | 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). || [https://youtu.be/tjn6VX6KuQA Link] | ||
|- | |||
| | AA {{clr|2|5K}} > {{clr|1|6P}} > {{clr|3|236S}} [6]~1 > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|41236K}} || Corner || N/A || || Any || [2] {{clr|2|Easy}} || Meterless wallbreak anti air combo with great range. | |||
|- | |||
| | AA {{clr|2|5K}} > hold {{clr|5|5D}} > {{clr|1|5P}} > {{clr|1|6P}} > {{clr|1|236P}} || Corner || N/A || || Any || [2] {{clr|2|Easy}} || Good in corner wakeup 50/50 situations if the opponent jumps due to your grab potential + free item. | |||
|- | |||
| | AA {{clr|2|5K}} > hold {{clr|5|5D}} > {{clr|2|5K}} > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|2|5K}} > {{clr|4|6H}} > {{clr|2|41236K}} > {{clr|2|41236K}} || Corner || N/A || || Any || [3] {{clr|3|Medium}} || Meterless wallbreak to cover the same situation as the above combo. | |||
|- | |||
| | AA {{clr|2|5K}} > {{clr|2|5Kx3}} > {{clr|4|6H}} > 66RRC > dash {{clr|2|5K}} > {{clr|2|5Kx2}} > {{clr|4|6H}} || Corner || N/A || || Any || [2] {{clr|2|Easy}} || Great for creating frustrated responses from people. Not great for keeping friends. | |||
|- | |- | ||
| | 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. || [https://youtu.be/95agM9k4sxE Link] | | | 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. || [https://youtu.be/95agM9k4sxE Link] | ||
|- | |- | ||
|} | | | AA {{clr|2|5K}}, {{clr|2|5K}} > {{clr|4|j.H}} > airdash [3] {{clr|4|j.H}} > {{clr|2|5K}} > {{clr|4|6H}} > {{clr|2|41236K}} > {{clr|2|41236K}} || Midscreen || N/A || || Any || [4] {{clr|4|Hard}} || Midscreen meterless wallbreak. | ||
|- | |||
{| 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}} | |+{{clr|3|c.S}}/{{clr|3|f.S}}/{{clr|3|2S}}/{{clr|3|j.S}} Combos | ||
|- | |- | ||
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video | ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video | ||
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{| 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}}/{{clr|4|6H}}/{{clr|4|j.H}} Combos | ||
|- | |- | ||
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video | ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video | ||
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{| 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|5D}}/{{clr|5|2D}}/{{clr|5|j.D}} Combos | ||
|- | |- | ||
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video | ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video | ||
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{| 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" | ||
|+ | |+Special Move Combos | ||
|- | |- | ||
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video | ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video |
Revision as of 01:22, 30 August 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 Link
- 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 Link
- 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 Link
- 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 Link
- 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 Link
- 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 Link
- 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 Link
- Fairly self-explanatory.
COUNTER Ground Hit, Midscreen
(Assume all the above combos are included here)
cS,5H > Scalpel Link
- Go-to CH confirm.
- Wall breaks with homerun timing as you approach the corner.
- Great routing to wallbreak with RC.
2S,5H > Scalpel Link
- Similar to the above
6H > Scalpel Link
- A tricky confirm, but worth it.
- Slightly different cancel timing on air hit, be warned. Link
- 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 Link
- 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] Link
- When paired with 2K lows and 2D, this is something you'll want to get down.
- Incredibly good when paired with Items. Link
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. All combo dmg values may need to be updated as of v1.09.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
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. | Link | |
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. | Link Alt Link | |
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. | Link | |
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. | Link | |
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. | Link | |
5P > 6P > 66 fast RC > c.S > j.S > j.H > c.S > 2S > 5H > 6H | Corner | 167 | Any | [3] Medium | Corner RC combo | Link | |
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). | Link | |
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). | Link | |
5P > 2P > 66 RC > j.S > j.H >c.S > 6H > 236S [6] > 6H | Corner | 135 | Any | [3] Medium | Max range 5P combo. | Link | |
AA 5P > delay c.S > 5H > 236P | Anywhere | N/A | Any | [2] Easy | Useful when trying to find gaps in someone's offense + free item. | ||
AA 5P > delay c.S > 5H > 214P/K/S | Anywhere | N/A | Any | [2] Easy | Good for Scarecrow pressure. | ||
AA 5P > delay c.S > j.S > j.H > 236P | Anywhere | N/A | Any | [2] Easy | Better damage and oki. | ||
AA 5P > 5Px2 > 6P > 236P | Anywhere | N/A | Any | [2] Easy | Awkward to time, and the # of 5Ps need to be adjusted based on how the opponent was hit. Useful for buying time when being pressured. | ||
AA 5P > delay c.S > j.S > airdash | Anywhere | N/A | Any | [2] Easy | Creates a safejump situation easily. | ||
AA 5P > delay c.S > j.S > j.H > c.S > 6H > 236S [6]~1 > 6H | Corner | N/A | Any | [3] Medium | Anti air 5P starter into meterless wallbreak. May be useful quickly on reaction after seeing someone mess up their forward jump out of corner, or for someone expecting a grab and they jump in place to avoid it. | ||
AA 5P > delay 2S > 5H > 236S [6]~1 > 236P | Corner | N/A | Any | [2] Easy | Easier combo than above that sets up items in corner. | ||
AA 5P > delay 5Kx2 > 6H > 236P | Corner | N/A | Any | [2] Easy | Decent damage with free item + Scarecrow mixup potential. | ||
AA 5P > delay c.S > j.Px5 | Corner | N/A | Any | [2] Easy | Meme combo that makes people laugh. :) In all seriousness, this is quite good for creating wallbreak pressure, leads into basically any mixup you'd like, and can be used easily with j.236P to create a situation where you're plus on block (or get a free combo). | ||
AA 5P > delay 5K > 6H > 66RRC > dash j.H > j.H > 5K > 6H > 41236K > 41236K | Midscreen | N/A | Any | [4] Hard | Midscreen wallbreak with meter. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5K > 2D > 236P | Anywhere | N/A | Any | [1] Very Easy | Good confirm for a free item when throwing this move out in neutral. Can whiff if you hit the 5K from max distance. | ||
5K > 2D > 236S [3] | Anywhere | N/A | Any | [1] Very Easy | Can be used to surprise the opponent by forcing them into a fast recovery with a relatively short combo. Can substitute 5K with c.S for more damage with the same properties, but less range (and riskier) on the initial hit. c.S is a very good option after this combo to catch mashers, but isn't safe against invincible reversals. | ||
AA 5K > 6P > 41236K | Anywhere | N/A | Any | [1] Very Easy | Doesn't work at every jump height, but most. Great for setting up Scarecrow. | ||
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. | Link | |
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). | Link | |
AA 5K > 6P > 236S [6]~1 > c.S > f.S > 5H > 41236K | Corner | N/A | Any | [2] Easy | Meterless wallbreak anti air combo with great range. | ||
AA 5K > hold 5D > 5P > 6P > 236P | Corner | N/A | Any | [2] Easy | Good in corner wakeup 50/50 situations if the opponent jumps due to your grab potential + free item. | ||
AA 5K > hold 5D > 5K > j.S > j.H > 5K > 6H > 41236K > 41236K | Corner | N/A | Any | [3] Medium | Meterless wallbreak to cover the same situation as the above combo. | ||
AA 5K > 5Kx3 > 6H > 66RRC > dash 5K > 5Kx2 > 6H | Corner | N/A | Any | [2] Easy | Great for creating frustrated responses from people. Not great for keeping friends. | ||
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. | Link | |
AA 5K, 5K > j.H > airdash [3] j.H > 5K > 6H > 41236K > 41236K | Midscreen | N/A | Any | [4] Hard | Midscreen meterless wallbreak. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
c.S > f.S > 5Hx2 > 236P | Anywhere | 120 | Any | [1] Very Easy | Go to route for fullscreen knockdown + item. | Link | |
c.S > 2H > 236S [6]~1 > 236P | Anywhere | 107 | Any | [3] Medium | MMM item oki route. | Link | |
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. | Link | |
c.S > f.S > 5Hx2 > dash c.S > 236S | Corner | 190 | Any | [3] Medium | MMM oki setup with wallbreak pressure in corner. The dash requires pretty tight timing, but the c.S can be performed while holding forward to make it easier. | Link | |
c.S > f.S > 5Hx2 > 2S > 236S | Corner | 145 | Any | [3] Medium | Alternate combo that's much easier to perform, but does less dmg. | Link | |
c.S > f.S > 5Hx2 > 5K > 6H > 66 RRC (whiff) > 6H > 41236K > 6H | Corner | 213 | Any | [3] Medium | Pretty easy to perform for how much dmg this does. | Link | |
c.S > 5Hx2 > dash c.S > j.H > j.H > c.S > 5H > 6H | Corner | 208 | Any | [3] Medium | Meterless wallbreak with great damage, and easy to pull off. No need to dash to get the c.S off, just walk forwards a little before pressing. | Link | |
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 - Link). Alternatively you can do this but end in 214S instead of 236P 6H for 209 damage). | Link | |
CH f.S > (5H) > 41236K -> 4 -> H | Anywhere | 108,124,135 (127,140,150) | Any | [2] Easy | 5H can land with dash momentum. | Link | |
CH c.S > 5H > 41236K -> 4 -> H | Anywhere | 145,160,170 | Any | [2] Easy | Great and easy confirm for lots of dmg. Great for making people blow their Burst. Provides great oki with Scarecrow, or can be used to get some items out. | Link | |
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. | Link |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5Hx2 > 236P | Anywhere | 70 | Any | [1] Very Easy | Since 5H is a great poke move at mid range, this confirm is good for setting up item pressure. | Link | |
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 | Video |
---|---|---|---|---|---|---|---|
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. | Link | |
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. | Link | |
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. | Link | |
5[D] > 8 > j.D > j.H > dj.H > j.D > j.H > dj.Kx2 | Anywhere | 213 | Any | [2] Easy | Easy strong combo without delayed attacks | Link |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
236H > fast RC > 5K > j.K > j.D > Afro Explosion > 5K > 6H > 214S | Corner | 156 | Any | [3] Medium | Good easy dmg using Afro, great for killing the opponent after a successful 236H mixup. | ||
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 | Video |
---|---|---|---|---|---|---|---|
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 |