Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
5P/2P > 5P > 6P
|
Anywhere | 58 | Everyone | [1] Very Easy | Tension Gain: ~9 Very close 5P/2P confirm. |
Link | 108740 (PC) |
1.25 |
5P/2P > 5P > 214K
|
Anywhere | 61 | Everyone | [1] Very Easy | Very close 5P/2P confirm, only works on crouching opponents. | Link | 94108 (PC) |
1.25 |
5P/2P > 6P > 214K, OTG
|
Anywhere | 66 | Everyone | [1] Very Easy | Very close 5P/2P confirm. | 52491 (PC) |
1.25 | |
CH 5P/2P, 2K > 214K
|
Anywhere | 66 | Everyone | [2] Easy | CH 5P/2P confirm. Requires close range or dash momentum to connect, and the timing is fairly tight. | Link | 108741 (PC) |
1.25 |
CH 5P/2P, c.S > f.S > 214K, OTG
|
Anywhere | 88 | Everyone | [2] Easy | CH 5P/2P, confirm. Requires close range or dash momentum. | Link | 94111 (PC) |
1.25 |
CH 5P/2P, c.S > 5H > 214K, OTG
|
Anywhere | 94 | Everyone | [2] Easy | CH 5P/2P, confirm. Requires close range or dash momentum. | Link | 94111 (PC) |
1.25 |
CH 5P/2P, c.S > 2S/f.S(2) > 5H > 214K, OTG
|
Anywhere | 105 | Everyone | [2] Easy | More optimal CH 5P/2P, confirm than the above. Requires close range or dash momentum. It is also possible to use dl.f.S instead of f.S(2). The 2S version does not work on BR or MA. | Link | 108347 (PC) |
1.25 |
CH 5P/2P, 6H > dl.6H > dl.6H
|
Anywhere | 83 | Everyone | [2] Easy | Tension Gain: ~16 The delay between hits of 6HHH are necessary to have the combo connect. |
Link | 94110 (PC) |
1.25 |
66 CH 5P/2P, c.S > 2H > (dl)214S ▷ c.S > 5H > dl.6H > dl.6H
|
Anywhere | 132 | Medium and Lightweights | [3] Medium | CH 5P/2P into BnB. Add a f.S(2) after the c.S and use 214S[6] instead of dl.214S to combo heavyweight characters. | Link | 108742 108744 (PC) |
1.25 |
66 CH 5P/2P, c.S > 2H > (dl)214S ▷ c.S > 2H > (dl)214S, OTG
|
Anywhere | 129 | Light and Midweights | [4] Hard | CH 5P/2P into BnB. Leaves time for an OTG safejump setup. Add a f.S(2) after the c.S and use 214S[6] instead of dl.214S to combo heavyweight characters. | Link | 108743 108746 (PC) |
1.25 |
AA 5P > 214K, 66 > 5K > 214K
|
Anywhere | 77 | Everyone | [3] Medium | AA 5P confirm. Microdash after the first 214K to land the 5K. | Link | 94113 (PC) |
1.25 |
(AA) 6P > 214K (OTG)
|
Anywhere | 61 | Everyone | [1] Very Easy | Tension Gain: ~10 Works as a counterpoke confirm and an anti-air. On counter hit or as an anti-air, (> 66 c.S OTG > IAD j.H) works as a safejump A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening. setup. |
Link | 94116 (PC) |
1.25 |
(AA) CH 6P > 214K, 66 > 5K > 214K OTG
|
Anywhere | 97 | Everyone | [3] Medium | AA CH 6P confirm. The microdash is required after the first214K to land the 5K. | Link | 94117 (PC) |
1.25 |