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 |
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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 |
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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 | |||
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[1] Very Easy | |||||||
[2] Easy | |||||||
[3] Medium | |||||||
[4] Hard | |||||||
[5] Very Hard |