(Added 5H > 63214H combo and a 5H > 214K 66.RRC combo for oki instead of wallbreak. Simplified description of 5P RRC combo.) |
m (fixed incorrect color coding i spotted) |
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(9 intermediate revisions by 5 users not shown) | |||
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| | {{clr|1|5P}}/{{clr|1|2P}} > {{clr|1|5P}} > {{clr|3|623S}} || Anywhere || 62 (65) [68] || ~10 || || [1] {{clr|1|Very Easy}} || Very close poke confirm. Can RRC (tight window) to start a longer combo. | | | {{clr|1|5P}}/{{clr|1|2P}} > {{clr|1|5P}} > {{clr|3|623S}} || Anywhere || 62 (65) [68] || ~10 || || [1] {{clr|1|Very Easy}} || Very close poke confirm. Can RRC (tight window) to start a longer combo. | ||
|- | |- | ||
| | {{clr|1|5P}}/{{clr|1|2P}} > {{clr|1|5P}}/{{clr|1|2P}} > {{clr|3|623S}}, RRC > dash, walk back {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|2|236K}}, {{clr|3|c.S}} > {{clr|4|5H}} WS, {{clr|5|5[D]}} || Back to corner || (147) [152] || ~12-13 || | | | {{clr|1|5P}}/{{clr|1|2P}} > {{clr|1|5P}}/{{clr|1|2P}} > {{clr|3|623S}}, RRC > dash under, walk back {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|2|236K}}, {{clr|3|c.S}} > {{clr|4|5H}} WS, {{clr|5|5[D]}} || Back to corner || (147) [152] || ~12-13 || Everyone || [2] {{clr|2|Easy}} || Damage values shown use 5P. If you're too close to the corner after {{clr|2|236K}}, walk back more. If you get {{clr|3|f.S}} after {{clr|2|236K}} instead of {{clr|3|c.S}}, walk back less. | ||
|- | |- | ||
| | {{clr|1|2P}} > {{clr|1|5P}} > {{clr|1|6P}} || Anywhere || 54 (56) [59] || ~10 || || [1] {{clr|1|Very Easy}} || | | | {{clr|1|2P}} > {{clr|1|5P}} > {{clr|1|6P}} || Anywhere || 54 (56) [59] || ~10 || || [1] {{clr|1|Very Easy}} || Confirm on crouching hit | ||
|- | |- | ||
| | {{clr|1|6P}} > {{clr|3|623S}} || Anywhere || 63 (65) [69] || ~10 || || [1] {{clr|1|Very Easy}} || | | | {{clr|1|6P}} > {{clr|3|623S}} || Anywhere || 63 (65) [69] || ~10 || || [1] {{clr|1|Very Easy}} || | ||
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| | AA {{clr|1|6P}} > {{clr|2|214K}} || Anywhere || 67 (69) [73] || ~10 || || [1] {{clr|1|Very Easy}} || Only against airborne opponents. | | | AA {{clr|1|6P}} > {{clr|2|214K}} || Anywhere || 67 (69) [73] || ~10 || || [1] {{clr|1|Very Easy}} || Only against airborne opponents. | ||
|- | |- | ||
| | CH 6P > 214K > | | | CH {{clr|1|6P}} > {{clr|2|214K}} > {{clr|3|c.S}} || Anywhere || 88 (90) [95]|| ~18 || || [1] {{clr|1|Very Easy}} || {{clr|3|c.S}} hits OTG, jc IAD into any normal for a safe jump. If you want to give up oki to try and finish the round, end with {{clr|2|214K}} or {{clr|4|5H}} for 90 (92) [97] damage instead. | ||
|- | |- | ||
| | {{clr|2|5K}} > {{clr|2|214K}} || Anywhere || 65 (67) [71] || ~15 || || [1] {{clr|1|Very Easy}} || RRC after {{clr|2|214K}} makes for a good combo starter | | | {{clr|2|5K}} > {{clr|2|214K}} || Anywhere || 65 (67) [71] || ~15 || || [1] {{clr|1|Very Easy}} || RRC after {{clr|2|214K}} makes for a good combo starter | ||
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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(3) | | | {{clr|3|c.S}} > {{clr|3|f.S(3)}}/{{clr|3|2S}}/{{clr|4|5H}} > {{clr|2|214K}} || Anywhere || 103 (107) [112] || ~15 || || [1] {{clr|1|Very Easy}} || Allows for a {{clr|3|c.S}} OTG after. {{clr|4|5H}} version is more damage, but also tighter OTG. | ||
|- | |- | ||
| | {{clr|3|c.S}} > {{clr|4| | | | {{clr|3|c.S}} > dl.{{clr|3|f.S(3)}} > {{clr|4|5H}} > {{clr|2|214K}} || Anywhere || 131 (136) [142] || ~22 || Everyone || [1] {{clr|1|Very Easy}} || Cancel too soon and you hit them still floating from {{clr|3|c.S}} and the combo doesn't work. Worse oki than the above combo, but still good enough to dash up and meaty. {{clr|3|c.S}} | ||
|- | |- | ||
| | {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|2|214K}} > {{clr|2|5K}} > {{clr|2|214K}}/{{clr|5|5D}} || Anywhere || 142 (147) [154] || ~ 30 || || [2] {{clr|2|Easy}} || | | | {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|2|214K}} > {{clr|2|5K}} > {{clr|2|214K}}/{{clr|5|5D}} || Anywhere || 142 (147) [154] || ~ 30 || || [2] {{clr|2|Easy}} || | ||
|- | |- | ||
| | {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|2|214K}} > {{clr|2|5K}} > {{clr|4|6HHH}} || | | | {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|2|214K}} > {{clr|2|5K}} > {{clr|4|6HHH}} || Anywhere || 155 (162) [171] || ~33 || || [3] {{clr|3|Medium}} || BnB off of {{clr|3|c.S}}. Works anywhere if you delay the two last {{clr|4|H}}s. Will wallbreak if started close enough to the corner. Not the BnB for corner. | ||
|- | |- | ||
| | {{clr|3|c.S}} > {{clr|4| | | | {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|2|214K}} > {{clr|2|5K}} > {{clr|4|6HH}} > {{clr|2|214K}} || Anywhere || 157 (163) [172] || ~35 || || [4] {{clr|4|Hard}} || Max damage alternative to the above. Need to heavily delay both hits of {{clr|4|6HH}}. | ||
|- | |- | ||
| | {{clr|3|c.S}} > {{clr|4| | | | 66.{{clr|3|c.S}} > {{clr|4|2H}} > {{clr|2|214K}} > microwalk > {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|2|214K}} > 66 OTG {{clr|3|c.S}} || Anywhere || 163 (171) [179] || ~35 || || [5] {{clr|5|Very Hard}} || Max damage meterless {{clr|3|c.S}} but requires you to start from a dash, and has very tight timings. Can also do {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|6HHH}} for better wall carry and worst Oki or {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|4|236K}} for easier execution and more knockback to wallsplat. | ||
|- | |- | ||
| | {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|2| | | | {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|2|236K}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|2|214K}} > {{clr|5|5D}} || Corner || 204 (211) [220] || ~37 || || [3] {{clr|3|Medium}} || Meterless BnB off of {{clr|3|c.S}} in the corner. Can finish with {{clr|4|632146H}} for better oki and damage. | ||
|- | |- | ||
| | {{clr|3|c.S}} > ({{clr|3|2S(2)}}) > {{clr|4|5H}} > {{clr|4|632146HH}} || Anywhere || (205) [212] || || || [3] {{clr|3|Medium}} || You need to land both hits of {{clr|3|2S}} for it to work, otherwise just skip it for 5 less damage. | | | {{clr|3|c.S}} > ({{clr|3|2S(2)}}) > {{clr|4|5H}} > {{clr|4|632146HH}} || Anywhere || (205) [212] || || || [3] {{clr|3|Medium}} || You need to land both hits of {{clr|3|2S}} for it to work, otherwise just skip it for 5 less damage. | ||
|- | |- | ||
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| | {{clr|4|6HH}} ▷ {{clr|3|623S}}, RRC > Delay {{clr|5|5[D]}} > Delay {{clr|3|c.S}} WS > {{clr|4|6HHH}} WB || Corner || (196) [202] || ~15 || || [3] {{clr|3|Medium}} || Guaranteed Wall Break in the corner, you'll have to watch for them falling down for the delays. It's rather hard to pull off anywhere else without being close and delaying, and you'll likely need to rework the end 6Hs. | | | {{clr|4|6HH}} ▷ {{clr|3|623S}}, RRC > Delay {{clr|5|5[D]}} > Delay {{clr|3|c.S}} WS > {{clr|4|6HHH}} WB || Corner || (196) [202] || ~15 || || [3] {{clr|3|Medium}} || Guaranteed Wall Break in the corner, you'll have to watch for them falling down for the delays. It's rather hard to pull off anywhere else without being close and delaying, and you'll likely need to rework the end 6Hs. | ||
|- | |- | ||
| | {{clr|4|5H}} > {{clr|2|214K}}, 66.RRC > dash > 66.{{clr|3|c.S}} > {{clr|4|2H}} > {{clr|2|236K}}, {{clr|3|c.S}} > {{clr|4|5H}} WS, {{clr|5|5[D]}} || Midscreen to Corner || (188) [164] || ~15-16 || | | | {{clr|4|5H}} > {{clr|2|214K}}, 66.RRC > dash > 66.{{clr|3|c.S}} > {{clr|4|2H}} > {{clr|2|236K}}, {{clr|3|c.S}} > {{clr|4|5H}} WS, {{clr|5|5[D]}} || Midscreen to Corner || (188) [164] || ~15-16 || Everyone || [1] {{clr|1|Very Easy}} || Poke confirm. Can punish some moves intended to be safe when spaced e.g. [https://www.dustloop.com/wiki/index.php?title=GGST/Millia_Rage Millia] {{clr|1|214P}} | ||
|- | |- | ||
| | {{clr|4|5H}} > {{clr|2|214K}}, RRC > dash > (walk back) > {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|2|236K}}, 66.{{clr|2|5K}}, {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|2|214K}} WS, {{clr|5|5[D]}} || Back to corner || (192) [198] || ~17 || || [2] {{clr|2|Easy}} || Works when you're in the corner and they're at the furthest range of 5H. | | | {{clr|4|5H}} > {{clr|2|214K}}, RRC > dash > (walk back) > {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|2|236K}}, 66.{{clr|2|5K}}, {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|2|214K}} WS, {{clr|5|5[D]}} || Back to corner || (192) [198] || ~17 || Everyone || [2] {{clr|2|Easy}} || Works when you're in the corner and they're at the furthest range of 5H. | ||
|- | |- | ||
| | {{clr|4|5H}} > {{clr|4| | | | {{clr|4|5H}} > {{clr|4|632146H}} || Anywhere || (192) [202] || ~6 || Everyone || [1] {{clr|1|Very Easy}} || Better damage than any RRC combo, but worse oki. On wallbreak, does (226) [238] and grants oki. | ||
|- | |- | ||
| | {{clr|4|5H}} > {{clr|2|214K}}, 66.RRC > dash > 66.{{clr|3|c.S}}, {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|2|214K}} || Anywhere || (146) [150] || ~15-16 || | | | {{clr|4|5H}} > {{clr|2|214K}}, 66.RRC > dash > 66.{{clr|3|c.S}}, {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|2|214K}} || Anywhere || (146) [150] || ~15-16 || Everyone || [2] {{clr|2|Easy}} || Less damage than {{clr|4|5H}} > {{clr|4|63214H}} but much better oki. | ||
|- | |- | ||
| | CH {{clr|4|5H}} > {{clr|2|236K}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|2|214K}} || Anywhere || 154 (158) [164] || || Everyone || [4] {{clr|5|Very Hard}} || Very harsh window on the 236 > fS connect. Only do this if you're certain you can hit it, else you'll be missing out on the damage opportunity CH 5H gave you (this move is a wonderful roundstart that'll even beat Ram's fS). | | | CH {{clr|4|5H}} > {{clr|2|236K}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|2|214K}} || Anywhere || 154 (158) [164] || || Everyone || [4] {{clr|5|Very Hard}} || Very harsh window on the 236 > fS connect. Only do this if you're certain you can hit it, else you'll be missing out on the damage opportunity CH 5H gave you (this move is a wonderful roundstart that'll even beat Ram's fS). | ||
|- | |- | ||
| | CH {{clr|4|5H}} > {{clr|2|236K}} > {{clr|2|5K}} > {{clr|2|214K}} || Anywhere || 137 || || Everyone || [1] {{clr|1|Very Easy}} || The easy version. You can mash {{clr|2|5K}} and it'll work-- and {{clr|2|214K}} will eject them towards the wall, so you're still getting carry out of this. | | | CH {{clr|4|5H}} > {{clr|2|236K}} > {{clr|2|5K}} > {{clr|2|214K}} || Anywhere || 137 || || Everyone || [1] {{clr|1|Very Easy}} || The easy version. You can mash {{clr|2|5K}} and it'll work-- and {{clr|2|214K}} will eject them towards the wall, so you're still getting carry out of this. | ||
|- | |||
|} | |||
{| 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|5[D]}}, [8/9], {{clr|4|j.H}} > jc > {{clr|3|j.S}} > {{clr|4|j.HH}} || Anywhere || 164 (165) [172] || ~19 || Everyone || [1] {{clr|1|Very Easy}} || Simple beginner combo. | |||
|- | |||
| | {{clr|5|5[D]}}, [8/9], {{clr|4|j.H}} > {{clr|3|j.S}} jc > {{clr|4|j.H}} > {{clr|3|j.S}} > {{clr|4|j.HH}} || Anywhere || 187 (191) [198] || ~20 || Everyone || [2] {{clr|2|Easy}} || A good in-between combo for learning the rhythm of the next dust combo. | |||
|- | |||
| | {{clr|5|5[D]}}, [8/9], {{clr|4|j.H}} > {{clr|3|j.S}} > jc > {{clr|4|j.H}} > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|3|j.S}} > jc > {{clr|4|j.HH}} || Anywhere || 202 (204) [212] || ~23 || Everyone || [3] {{clr|3|Medium}} || Bread and butter universal dust combo. Timing during the combo is slightly strict, but there is a bit of leeway as to when you can start the combo. | |||
|- | |||
| | || || || || || [4] {{clr|4|Hard}} || | |||
|- | |||
| | || || || || || [5] {{clr|5|Very Hard}} || | |||
|- | |- | ||
|} | |} | ||
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! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ||
|- | |- | ||
| | | | | CH {{clr|4|j.H}}, {{clr|1|5P}}, {{clr|2|5K}} > {{clr|2|214K}} || Anywhere || 92 (94) [100]|| ~16 || || [2] {{clr|2|Easy}} || Experimental combo, meant to show the effects of a mid-level counterhit giving extra hitstun to even non-counterhit attacks after it, allowing the link of {{clr|1|5P}} into {{clr|2|5K}}. Not optimal. | ||
|- | |- | ||
| | {{clr|4|j.H}}, {{clr|3|c.S}} > dl {{clr|4|5H}} > {{clr|2|214K}} || Anywhere || 110 (115) [121] || ~20 || || [1] {{clr|1|Very Easy}} || On a high connect after an air dash, add {{clr|3|f.S(3)}} between the {{clr|3|c.S}} and {{clr|4|5H}} for more damage, will whiff on deeper connect {{clr|4|j.H}} even with airdash momentum. | |||
|- | |||
| | || || || || || [4] {{clr|4|Hard}} || | | | || || || || || [4] {{clr|4|Hard}} || | ||
|- | |- |
Revision as of 16:07, 26 July 2021
Combo Notation Guide | Character Name Abbreviations | |||||||||
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External Resources
Combo List
- All damage values are damage dealt to Ky.
- Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
- Damage is listed as follows: Dmg (50%T Dmg) [100%T Dmg] based on Giovanna's Tension at the start of the combo.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
5P/2P > 5P > 623S | Anywhere | 62 (65) [68] | ~10 | [1] Very Easy | Very close poke confirm. Can RRC (tight window) to start a longer combo. | |
5P/2P > 5P/2P > 623S, RRC > dash under, walk back c.S > 2H > 236K, c.S > 5H WS, 5[D] | Back to corner | (147) [152] | ~12-13 | Everyone | [2] Easy | Damage values shown use 5P. If you're too close to the corner after 236K, walk back more. If you get f.S after 236K instead of c.S, walk back less. |
2P > 5P > 6P | Anywhere | 54 (56) [59] | ~10 | [1] Very Easy | Confirm on crouching hit | |
6P > 623S | Anywhere | 63 (65) [69] | ~10 | [1] Very Easy | ||
AA 6P > 214K | Anywhere | 67 (69) [73] | ~10 | [1] Very Easy | Only against airborne opponents. | |
CH 6P > 214K > c.S | Anywhere | 88 (90) [95] | ~18 | [1] Very Easy | c.S hits OTG, jc IAD into any normal for a safe jump. If you want to give up oki to try and finish the round, end with 214K or 5H for 90 (92) [97] damage instead. | |
5K > 214K | Anywhere | 65 (67) [71] | ~15 | [1] Very Easy | RRC after 214K makes for a good combo starter | |
5K > 6P > 623S | Corner | 81 (84) [89] | ~12 | [1] Very Easy | ||
66.5K/2K > 6P | Anywhere | 55 (56) [60] | ~7 | [1] Very Easy | ||
66.5K/2K > 623S | Anywhere | 61 (63) [67] | ~7 | [1] Very Easy | ||
j.K > 214S ▷ 214K | Anywhere but Corner | 79 (82) [88] | ~22 | [2] Easy | Flashy crossup combo, j.K has to hit behind them so that the first hit of 214S instantly connects. | |
[4] Hard | ||||||
[5] Very Hard |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
c.S > f.S(3)/2S/5H > 214K | Anywhere | 103 (107) [112] | ~15 | [1] Very Easy | Allows for a c.S OTG after. 5H version is more damage, but also tighter OTG. | |
c.S > dl.f.S(3) > 5H > 214K | Anywhere | 131 (136) [142] | ~22 | Everyone | [1] Very Easy | Cancel too soon and you hit them still floating from c.S and the combo doesn't work. Worse oki than the above combo, but still good enough to dash up and meaty. c.S |
c.S > 2H > 214K > 5K > 214K/5D | Anywhere | 142 (147) [154] | ~ 30 | [2] Easy | ||
c.S > 2H > 214K > 5K > 6HHH | Anywhere | 155 (162) [171] | ~33 | [3] Medium | BnB off of c.S. Works anywhere if you delay the two last Hs. Will wallbreak if started close enough to the corner. Not the BnB for corner. | |
c.S > 2H > 214K > 5K > 6HH > 214K | Anywhere | 157 (163) [172] | ~35 | [4] Hard | Max damage alternative to the above. Need to heavily delay both hits of 6HH. | |
66.c.S > 2H > 214K > microwalk > c.S > 2H > 214K > 66 OTG c.S | Anywhere | 163 (171) [179] | ~35 | [5] Very Hard | Max damage meterless c.S but requires you to start from a dash, and has very tight timings. Can also do c.S > 2H > 6HHH for better wall carry and worst Oki or c.S > 2H > 236K for easier execution and more knockback to wallsplat. | |
c.S > 2H > 236K > c.S > 5H > 214K > 5D | Corner | 204 (211) [220] | ~37 | [3] Medium | Meterless BnB off of c.S in the corner. Can finish with 632146H for better oki and damage. | |
c.S > (2S(2)) > 5H > 632146HH | Anywhere | (205) [212] | [3] Medium | You need to land both hits of 2S for it to work, otherwise just skip it for 5 less damage. | ||
66.f.S(3)/2S(2) > 5H > 214K | Anywhere | 97 (99) [104] | ~20 | [1] Very Easy | Basic combo off f.S/2S. 5H can cancel the second hit of 2S. Avoid this in order to get maximum damage. | |
c.S > 2S > (5H or 2H) > 214K > 88RRC > j.D > AD > j.D > 5H > 214K WS | Midscreen | 200 | [3] Medium | Midscreen, the second j.D will wallbounce them for the rest of the combo to hit. | ||
c.S > 2H > 214K > 5K > 6HH > 214K > 44RC > dash.5D > c.S > 6HHH/236K WS | Corner to corner | 206 | [4] Hard | Corner to corner carry, however quite the tight window, especially for the 44RC into a proper dash.5D. | ||
c.S > 2H > 214K > 66.PRC walk forward > c.S > 5K > 5K > 214K WS > dash.5D | Back to the wall | 204 | [3] Medium | Needs some timing down for it, but a useful combo for when your back is to the wall. | ||
CH c.S > 5[D] > microwalk > c.S > 214K > 5K > 6HHH | Anywhere | 184 (190) [198] | ~45 | [4] Hard | Counter hit c.S combo. | |
cS > 2H > 214K > 2H > 214K | Anywhere | 142 (148) [156] | ~30 | [3] Medium | There is a timing gap for the 2nd 2H in order to connect. In the corner, it's more lenient. Causes wall break setup in the corner. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
6HH > j.236236H | Anywhere | (161) [170] | ~10 | [1] Very Easy | Easy super buffer from this move. You can add this to any combo ending with 6H. If done near half screen can wall break for (196) [203] damage. | |
6HH, RRC > c.S > 2H > 236K | Anywhere | (126) [133] | ~12 | [2] Easy | ||
6HH ▷ 623S, RRC > Delay 5[D] > Delay c.S WS > 6HHH WB | Corner | (196) [202] | ~15 | [3] Medium | Guaranteed Wall Break in the corner, you'll have to watch for them falling down for the delays. It's rather hard to pull off anywhere else without being close and delaying, and you'll likely need to rework the end 6Hs. | |
5H > 214K, 66.RRC > dash > 66.c.S > 2H > 236K, c.S > 5H WS, 5[D] | Midscreen to Corner | (188) [164] | ~15-16 | Everyone | [1] Very Easy | Poke confirm. Can punish some moves intended to be safe when spaced e.g. Millia 214P |
5H > 214K, RRC > dash > (walk back) > c.S > 2H > 236K, 66.5K, c.S > 5H > 214K WS, 5[D] | Back to corner | (192) [198] | ~17 | Everyone | [2] Easy | Works when you're in the corner and they're at the furthest range of 5H. |
5H > 632146H | Anywhere | (192) [202] | ~6 | Everyone | [1] Very Easy | Better damage than any RRC combo, but worse oki. On wallbreak, does (226) [238] and grants oki. |
5H > 214K, 66.RRC > dash > 66.c.S, c.S > 2H > 214K | Anywhere | (146) [150] | ~15-16 | Everyone | [2] Easy | Less damage than 5H > 63214H but much better oki. |
CH 5H > 236K > f.S > 5H > 214K | Anywhere | 154 (158) [164] | Everyone | [4] Very Hard | Very harsh window on the 236 > fS connect. Only do this if you're certain you can hit it, else you'll be missing out on the damage opportunity CH 5H gave you (this move is a wonderful roundstart that'll even beat Ram's fS). | |
CH 5H > 236K > 5K > 214K | Anywhere | 137 | Everyone | [1] Very Easy | The easy version. You can mash 5K and it'll work-- and 214K will eject them towards the wall, so you're still getting carry out of this. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
5[D], [8/9], j.H > jc > j.S > j.HH | Anywhere | 164 (165) [172] | ~19 | Everyone | [1] Very Easy | Simple beginner combo. |
5[D], [8/9], j.H > j.S jc > j.H > j.S > j.HH | Anywhere | 187 (191) [198] | ~20 | Everyone | [2] Easy | A good in-between combo for learning the rhythm of the next dust combo. |
5[D], [8/9], j.H > j.S > jc > j.H > j.S > j.H > j.S > jc > j.HH | Anywhere | 202 (204) [212] | ~23 | Everyone | [3] Medium | Bread and butter universal dust combo. Timing during the combo is slightly strict, but there is a bit of leeway as to when you can start the combo. |
[4] Hard | ||||||
[5] Very Hard |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
CH j.H, 5P, 5K > 214K | Anywhere | 92 (94) [100] | ~16 | [2] Easy | Experimental combo, meant to show the effects of a mid-level counterhit giving extra hitstun to even non-counterhit attacks after it, allowing the link of 5P into 5K. Not optimal. | |
j.H, c.S > dl 5H > 214K | Anywhere | 110 (115) [121] | ~20 | [1] Very Easy | On a high connect after an air dash, add f.S(3) between the c.S and 5H for more damage, will whiff on deeper connect j.H even with airdash momentum. | |
[4] Hard | ||||||
[5] Very Hard |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
2D > 623S | Anywhere | 71 (74) [78] | ~10 | [1] Very Easy | ||
(close) 2D > 214K > 5K > 214K | Anywhere | 112 (117) [122] | ~22 | [1] Very Easy | Normal hit combo. Gotta be close though. | |
(far) 2D > 214K > otg.2D | Anywhere | 93 (96) [101] | ~15 | [1] Very Easy | Normal hit combo from any range. The second 2D will hit on the ground and make them tech away. | |
CH 2D > 214K > 66.5K > c.S > 2H > 236K | Anywhere | 142 | Everyone | [2] Easy | Don't forget to 66.5K, it's quite easy once you get used to it and it's an important part of her kit. | |
6D > RRC > j.D > AD > j.D > 5H > 214K WS | Midscreen | 121 | Everyone | [4] Hard | Yes, this is a midscreen wallbreak from a throw. The 5H will wallbounce them for 214K to connect. | |
[5] Very Hard |
Combo | Position | Works on: | Difficulty | Notes | |||
---|---|---|---|---|---|---|---|
c.S > 5H > 214K RRC > c.S > 2H > 236K > 623S Wall Break | [3] Medium | Wall Break omittable. | |||||
c.S > 2H > 214K, micro walk c.S > 2H > 236K (Corner: 236K wall bounce, 5K > 236K (wall stick), 214S (wall break) ) |
[4] Hard | Micro walking after 214K is necessary for the proximity to work. | |||||
[2] Easy | |||||||
6HHH RRC ▷ j.D > j.H > j.236236H (Wall Break) | -100 | [3] Medium | Requires at least 86 Tension, does more damage if starting at 100. Walk or delay before jumping so that you have the right height to land the super, so if you're having trouble you can omit or freestyle the j.X attacks. A very expensive combo, but you can move under your opponent during the RRC to swap sides for the Wall Break. Break-less is at least 163 damage, so it's best to use if you know you can break. | ||||
j.S > j.H ▷ 214K | ~10 | [2] Easy | |||||
j.D > j.D ▷ 5H > 214K | ~15 | [3] Medium | |||||
[5D] > hjc > j.SH > j.c > j.H > j.c > j.HH | [3] Medium | Meterless, high damage. Omit buttons if the opponent is slipping away from you. It may be simple but lots of factors can drop this sequence like size, your jump, delay, and so on - the last loop can slip easily against characters. Experiment with this skeleton per matchup - even if you just end up with two loops, you can rack up 160+ damage. | |||||
[5] Very Hard | |||||||
[1] Very Easy | |||||||
[2] Easy | |||||||
[3] Medium | |||||||
[4] Hard | |||||||
[5] Very Hard |