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| | {{clr|2|2K}}/{{clr|2|5K}}/{{clr|3|c.S}} > {{clr|5|2D}} > {{clr|2|214K}} || Anywhere || 63/83/? (to Faust, def. mod. 1.01) || ? || MA, PO, FA, MI, NA, GI || [1] {{clr|1|Very Easy}} || Character specific combo after sweep. If your opponent's character gets hit by {{clr|2|214K}} after {{clr|5|2D}}, you can PRC {{clr|2|214K}} and combo for reliable improved damage, even after {{clr|2|2K}}. || | | | {{clr|2|2K}}/{{clr|2|5K}}/{{clr|3|c.S}} > {{clr|5|2D}} > {{clr|2|214K}} || Anywhere || 63/83/? (to Faust, def. mod. 1.01) || ? || MA, PO, FA, MI, NA, GI || [1] {{clr|1|Very Easy}} || Character specific combo after sweep. If your opponent's character gets hit by {{clr|2|214K}} after {{clr|5|2D}}, you can PRC {{clr|2|214K}} and combo for reliable improved damage, even after {{clr|2|2K}}. || | ||
|- | |- | ||
| | ({{clr|2|j.K}}/{{clr|3|j.S}}/{{clr|4|j.H}}) > {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|3|236S}}/{{clr|2|214K}} || Anywhere || 98 ({{clr|3|j.S}} | | | ({{clr|2|j.K}}/{{clr|3|j.S}}/{{clr|4|j.H}}) > {{clr|3|c.S}} > {{clr|3|f.S}}/{{clr|3|2S}}/{{clr|4|2H}} > {{clr|3|236S}}/{{clr|2|214K}} || Anywhere || 98 ({{clr|3|j.S}} > {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|3|236S}}) || ? || Everyone || [1] {{clr|1|Very Easy}} || Basic dash/jump-in combo, but starting with {{clr|3|c.S}} is fine also. {{clr|4|2H}} has crazy disjoints, does marginally more damage than {{clr|4|5H}} in certain circumstances and does not push back as far, allowing {{clr|3|236S}} to hit. {{clr|2|214K}} does more damage but whiffs on crouching opponents; {{clr|3|236S}} does less damage but can be converted with RRC. || | ||
|- | |- | ||
| | {{clr|1|5P}}/{{clr|1|2P}}/{{clr|2|5K}}/{{clr|2|2K}}/{{clr|3|c.S}}/{{clr|2|j.K}}/{{clr|3|j.S}}/{{clr|4|j.H}} > {{clr|4|6H}}(2) > {{clr|4|236H}}|| Anywhere || 126 ({{clr|3|c.S}} starter) || ? || Everyone || [1] {{clr|1|Very Easy}} || {{clr|4|236H}} provides a hard knockdown on aerial hit, allowing you to play I-No's game (safejump, note oki...) or can be converted with RRC. || [https://www.youtube.com/watch?v=Gk4YU1JVI3w Video] | | | {{clr|1|5P}}/{{clr|1|2P}}/{{clr|2|5K}}/{{clr|2|2K}}/{{clr|3|c.S}}/{{clr|2|j.K}}/{{clr|3|j.S}}/{{clr|4|j.H}} > {{clr|4|6H}}(2) > {{clr|4|236H}}|| Anywhere || 126 ({{clr|3|c.S}} starter) || ? || Everyone || [1] {{clr|1|Very Easy}} || {{clr|4|236H}} provides a hard knockdown on aerial hit, allowing you to play I-No's game (safejump, note oki...) or can be converted with RRC. || [https://www.youtube.com/watch?v=Gk4YU1JVI3w Video] |
Revision as of 22:13, 17 July 2021
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Preliminary
- All damage values were tested against Ky at full life with the R.I.S.C Level at 0.
- All wall break combos can be ended with Ultimate Fortissimo (632146S) for more damage and a hard knockdown after the wall break; grounded version does more damage than aerial when applicable.
- I-No's strongest meterless wall break option is 5[D] if you're grounded or j.236[S] if you're airborne. If there's no time to use those, use 214K.
Beginner/BnB Combo List
BnB combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
2K/5K/c.S > 2D > 214P (setup) | Anywhere | 43/53/? | 13.25/14.75/? | Everyone | [1] Very Easy | 5K does more damage, but 2K hits low. A simple combo, but the easiest way of scoring a knockdown to get the party started; you can fire a note to make contact on their wakeup, safejump, meaty 236H... If you opt to fire a note, keep it at its initial vertical position if you think they'll try to jump out, or influence it downward if you think they'll try and low profile it. | Video |
2K/5K/c.S > 2D > 236S | Anywhere | 53/67/? | 13.25?/14.75?/? | Everyone | [1] Very Easy | Guaranteed damage you can add to the above combo at the expense of losing the knockdown. 236S can be converted with RRC, but if you started the combo with 2K, cancelling 236S with RRC to continue the combo yields little to no reward before the opponent falls out. | |
2K/5K/c.S > 2D > 214K | Anywhere | 63/83/? (to Faust, def. mod. 1.01) | ? | MA, PO, FA, MI, NA, GI | [1] Very Easy | Character specific combo after sweep. If your opponent's character gets hit by 214K after 2D, you can PRC 214K and combo for reliable improved damage, even after 2K. | |
(j.K/j.S/j.H) > c.S > f.S/2S/2H > 236S/214K | Anywhere | 98 (j.S > c.S > 2H > 236S) | ? | Everyone | [1] Very Easy | Basic dash/jump-in combo, but starting with c.S is fine also. 2H has crazy disjoints, does marginally more damage than 5H in certain circumstances and does not push back as far, allowing 236S to hit. 214K does more damage but whiffs on crouching opponents; 236S does less damage but can be converted with RRC. | |
5P/2P/5K/2K/c.S/j.K/j.S/j.H > 6H(2) > 236H | Anywhere | 126 (c.S starter) | ? | Everyone | [1] Very Easy | 236H provides a hard knockdown on aerial hit, allowing you to play I-No's game (safejump, note oki...) or can be converted with RRC. | Video |
5P/2P/5K/2K/c.S/j.K/j.S/j.H > 6H(2) > 236H, OTG 2H | Anywhere | 150 (c.S starter) | ? | Everyone | [1] Very Easy | OTG 2H will add extra guaranteed damage in exchange for the knockdown 236H gave you. | |
5P/2P/5K/2K/c.S/j.K/j.S/j.H > 6H(2) > delay 214K | Anywhere | 128 (c.S starter) | ? | Everyone | [1] Very Easy | 214K adds just a tiny bit more damage than 236H would but leaves you much farther and without a hard knockdown and all their benefits; something to consider if you feel the need to play for distance. | |
5P/2P/5K/2K/c.S/j.K/j.S/j.H > 6P > 236S/214K | Anywhere | 92 (c.S starter, 236S ender) | ? | Everyone | [1] Very Easy | Comboing into 6P is useful in cases where the first hit of 6H would whiff, as it has more reach and forward momentum. 214K does more damage but whiffs on crouching opponents; 236S does less damage but can be converted with RRC. |
BnB anti-air
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5K > 236S/214K | Anywhere | 56/63 | 9.89/10.95? | Everyone | [1] Very Easy | Ideal for hitting jumping opponents from a distance; no invincibility, vulernable to air attacks. 5K > 236S is a natural combo only on airborne opponent. 236S does less damage than 214K but can be converted with RRC. | Video |
6P > 236S/214K | Anywhere | 59/66 | 10.98/10.55? | Everyone | [1] Very Easy | Reliably beats jump-in attacks because of 6P upper-body invincibility. 236S does less damage than 214K but can be converted with RRC. | Video |
Combo List
5P/2P/5K/2K combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
c | p | d | tg | wo | df | n | v |
c.S/f.S combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
c | p | d | tg | wo | df | n | v |
5H/2H combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
c | p | d | tg | wo | df | n | v |
5[D] Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5[D]~8 > (Delay) > j.S > j.H > JC > j.P > j.S > j.H > Finishing Blow | Anywhere | 182 | ~18 | Anyone | [2] Easy | ||
5[D]~8 > (Delay) > j.H > j.S > JC > j.H > 66 > j.H > Finishing Blow | Anywhere | 186 | ~18 | Anyone | [3] Medium | ||
5[D]~8 > (small delay) > j.H > j.P > j.D > JC > j.S > j.H > j.S > Finishing Blow | Anywhere | 194 | ~19 | Everyone | [3] Medium | Get j.S as early as possible after JC to make sure this can get a finishing blow | |
5[D]~8 > (delay) > j.H > j.S > JC > j.H > j.S > j.H > JC > j.S > Finishing Blow | Anywhere | 203 | ~19? | Everyone | [3] Medium | Video | |
5[D]~8 > (delay) > j.H > j.S > JC > j.H > j.S > j.H > JC > j.H > Finishing Blow | Back to corner on Everyone, Anywhere on PO/LE/NA | 204 | ~19? | Everyone | [3] Hard | Back to corner Dust combo; may work on some characters midscreen | Video |
5[D]~8 > j.H > JC > j.H > j.S > j.H > j.S > JC > j.H > Finishing Blow | Anywhere | 207 | ~19? | Everyone? | [3] Hard | To be tested more; works on Ky regardless of screen position |
j.K/j.S/j.H combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
c | p | d | tg | wo | df | n | v |
j.D combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
c | p | d | tg | wo | df | n | v |
236H combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
236H > 2D | Anywhere | 67 | ~10 | Everyone | [1] Very Easy | ||
236H > 2D > 214K | Anywhere | 97 (to Faust, def. mod. 1.01) | ~10+? | MA, PO, FA, MI, NA, GI | [1] Very Easy | Squeezes a little more damage from above combo on certain characters | |
236H > 2H/2S > 236S/214K | Anywhere | 98 (2H > 236S) | ~15+? | Everyone | [1] Very Easy | 2H does more damage and has identical startup to 2S, but less range; pick which one to combo into based on distance.214K does more damage but 236S can be converted with RRC. | |
236H > microwalk 6H(2) > 236H | Anywhere | 120 | ? | Everyone except FA, MI, RA | [1] Hard | 236H provides a hard knockdown on aerial hit, allowing you to play I-No's game (safejump, note oki...) or can be converted with RRC. Microwalk 6H consistency can vary per character and is impossible on Faust, Millia and Ramlethal after raw normal hit 236H. | |
236H > microwalk 6H(2) > delay 214K | Anywhere | 122 | ? | Everyone except FA, MI, RA | [1] Hard | 214K adds just a tiny bit more damage than 236H would but leaves you much farther and without a hard knockdown and all their benefits; something to consider if you feel the need to play for distance. Microwalk 6H consistency can vary per character and is impossible on Faust, Millia and Ramlethal after raw normal hit 236H. |
Throw RC combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
c | p | d | tg | wo | df | n | v |
Guaranteed wallbreak combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
j.S/j.H/2K > 6H(2) > delay 214K > TK 236H(3)~H > j.S > j.236S > WS > 5[D] | Corner | 191 (j.S starter) | ~29/~29/~29 | Everyone | [4] Hard | 214K has to be timed to hit as early as possible. | Video |
j.S/j.H/2K > 6H(2) > delay 214K > 66 > j.H > j.236H(3)~H > j.S > WS > 5[D] | Corner | 191 (j.S starter) | ~26 | Everyone | [4] Hard | 214K has to be timed to hit as early as possible. Swapping dash j.H for dash j.S is easier if you're willing to sacrifice a little damage. | Video |
j.S/j.H/2K > 6H(2) > delay 214K > 66 > j.H > 6H(2) > delay 214K > 214K > WS > 214K | Corner | 210/220/190 | ~32 | Everyone | [4] Hard | 214K has to be timed to hit as early as possible. j.H must be hit very close to the wall for 6H to connect after. | Video |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
j.D > j.236H(3)~H > j.Px3 > 6H(2) > WS > 5[D] | Corner | 159 | ~22 | Everyone | [2] Easy | Video | |
j.D > j.236H(3)~H > j.Px2 > 6H(2) > 236H > WS > 5[D] | Corner | 169 | ~22 | Everyone except PO/LE/NA | [3] Medium | Alternate that does more damage. The closer j.D is performed to the ground, the easier this combo is. | |
j.D > j.236H(3)~H > j.H > 2K > 6P > 214K > WS > 214K | Corner | 161 (Sol) | ~27 | SO, MA, MI, ZT, RA, GI, AN, IN | [3] Medium | Hoverdash j.K -> j.D for correct height | Video |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
236H > micro walk > 6H(2) > delay 214K > TK 236H(3)~H > j.S > j.236S > WS > 5[D] | Corner | 214 | ~34 | Everyone except FA, MI, RA | [5] Very Hard | 214K has to be timed to hit as early as possible. Microwalk 6H consistency can vary per character and is impossible on Faust, Millia and Ramlethal after raw normal hit 236H. | Video |
236H > micro walk > 6H(2) > delay 214K > 66 > j.H > j.236H(3)~H > j.S > WS > 5[D] | Corner | 217 | ~32 | Everyone except FA, MI, RA | [5] Very Hard | 214K has to be timed to hit as early as possible. Swapping dash j.H for dash j.S is easier if you're willing to sacrifice a little damage. Microwalk 6H consistency can vary per character and is impossible on Faust, Millia and Ramlethal after raw normal hit 236H. | Video |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
236S > 88~RRC > j.66 > land c.S > JC > j.S > JC > j.S > j.H > 236H~H (3) > j.H > WS > 214K | Back to corner | 169 | ~-48% | Anyone | [3] Medium | May need a small delay to initial j.66 to side switch properly. First attack can be pretty much anything that doesn't push away from the corner. Easier to land before doing 214K or use j.S to do WS. | Video |
CH Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
6P(CH) > 236H > 2S > 236S/214K | Anywhere | 104/109 | ~22 | Everyone | [2] Easy | |
2S/f.S/5H/2H/6H(1) (CH) > 236H > microwalk 6H(2) > 236H | Anywhere | 128 (2S) 132 (f.S) 152 (5H) 153 (2H) | ~25 | Everyone | [2] Easy | Tricky on May. |
6H(2) (CH) > delay 236H > 5K/2K > 236S/214K | Anywhere | 145/151 (5K) 142/148 (2K) | ~22 | Everyone except FA | [4] Hard | Have to use 2K on LE, GI, and 5K on SO. Both work on everyone else. |
6H(2) (CH) > 236S (whiff) > 5K > 214K | Anywhere | 124 | ~17 | KY/AX/PO/FA/ZT/LE/NA | [2] Easy | Alternate route that works on FA and is much easier. |
6H(2) (CH) > 236S (whiff) > 2S > 236S | Anywhere | 122 (RA) | ~17 | MI/RA/GI | [2] Easy | Alternate route to the alternate route that works on some of the girls |
2D (CH) > 236S > 5K > TK j.236H~H > j.S > 6H(2) > 236H/214K > WS > 5[D]/214K | Corner | 199/198 | ~40 | Everyone | [4] Hard | Need to use 214K for wall splat against PO/LE/NA |
6H(2) (CH) > delay 214K > 66 > j.H > 6H(2) > delay 214K > 214K > WS > 214K | Corner | 253 | ~37 | Everyone | [3] Medium | DP punish/frame trap route in the corner. Instead of doing the second 2K for wall splat, can use 236S instead for an easy 632146S wall break. |
2S/f.S/5H/2H (CH) > 236H > microwalk > 6H(2) > delay 214K > TK j.236H~H > j.S > WS > 5[D] | Corner | 232 | ~37 | Everyone | [3] Medium | Frame trap route in the corner. |
F-Shiki conversions
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
j.K > j.236H~H > j.S > j.H > 6H(2) > delay 214K > 214K > WS > 214K | Corner | 181 | ~27 | Everyone except GI/MA/CH | [2] Easy | Easy F-Shiki conversion after blocked j.S | |
j.S > j.236S > 66RRC~j.H whiff > 6H(2) > delay 214K > 66 > j.H > 6H (2) > 236H > WS > 5[D] | Corner | 202 | -47% | Everyone except SO/ZA | [2] Hard | F-Shiki conversion using quick RC, delay the blocked j.S on Giovanna. Opting to wall stick with 214K instead of 236H and breaking the wall with 214K deals the same damage; at least on Ky. | Video |
j.S > jc > j.S > j.236K/S | Anywhere | 69/69 | ~10/~10/~10 | Everyone except GI | [2] Easy | Whiffs on crouching opponents. Also acts as an F-Shiki setup if first j.S is blocked. |
These combos need a total DMG value on them
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
2K > 6H > 236H > RRC > 66 > j.D > 5S > j.D > 236H (3) | Anywhere | 116 | -50, +? | Everyone(?) | [3] Medium | Will WS if close enough to corner at inconsistent times; usually on first hit of 236H, sometimes at j.D |