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! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ||
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| [{{clr|5|4D}} or {{clr|5|6D}}] > {{clr|4|2H}} || Any || 94 || | | [{{clr|5|4D}} or {{clr|5|6D}}] > {{clr|4|2H}} || Any || 94 || || Everyone || [1] {{clr|1|Very Easy}} || | ||
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| [{{clr|5|4D}} or {{clr|5|6D}}] > {{clr|4|6H}} || Any || 84 || | | [{{clr|5|4D}} or {{clr|5|6D}}] > {{clr|4|6H}} || Any || 84 || || Everyone || [2] {{clr|2|Easy}} || | ||
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Revision as of 02:49, 29 August 2021
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List
- This list is meant for actual combos, not for frame traps, blockstrings, or mixups. If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field).
- The list is focused on most practical examples, not every single option that exists.
- All damage values are damage dealt to Ky unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
- The difficulty is ranked on a scale of 1 to 5 (Very Easy, Easy, Medium, Hard and Very Hard) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).
5P/2P/5K/2K Starters
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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2K > 2D > 236P | Anywhere | 41 | All | Very Easy | Basic confirm into servant summon oki. | |
2K > 2D > 236P > c.S > 214K > c.S > 236K > (214P) | Anywhere | 97 | ? | Medium | Damage ender for 2D. have to be fairly close to combo | |
2K > 2D > 236P > c.S > 236K > 214K | Anywhere | 93 | ? | Medium | Damage ender for 2D. doesn't work at tip range | |
2K > 2D > 236K | Anywhere | 57 | All | Very Easy | Basic confirm into corner carry. Can set up a meaty Throw Servant with 236[P] > 6P/K/S/H/D | |
5P > 5P > 6H(2) | Anywhere | 67 | All | Very Easy | Basic Jab confirm. Pushes the opponent very far away. |
c.S/f.S/2S Starters
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
c.S > 5S > 5H | Anywhere | 100 | Very Easy | Basic combo that pushes the opponent away while giving you time to setup a servant. | ||
c.S > 2H > 236P > 5P(minion) > 236K > 214K | Anywhere | 146 | ? | Medium | only works up close and have to be fast to get the combo out | |
c.S > 2D > 236P > c.S > 236K > 214K | Anywhere | 140 | ? | Medium | decent damage midscreen and same as other 2D combo | |
c.S > 5S > 2H > 236K | Anywhere | 115 | ky | Very Easy | Basic c.S combo that pushes the opponent very far away. but not sure who it all works on | |
66 c.S > 2H > 236[P]~5D , 5P , 66 5K > 6H(1) | Midscreen | 134 | Hard | Needs dash momentum to connect. Corner carry combo that leaves an active servant. | ||
c.S > 2H > 236[P]~5D , 5P > 2H > 236K, 5K > 6H(1) > WS > 6H(1) | Corner | 197 | Hard | |||
c.S > 2H > 236[P]~5K , 6P , 5K > 236K, 5K > WS > 66 5[D] | Corner | 202 | Medium | does not work at all ranges nor all characters and have to be point blank | ||
c.S > 2H > 236P > 5P(minion) > 236K > c.S > 5H > WS > 5[D] | Corner | 201 | Medium | Have to be close to combo | ||
CH 2S , 5K > 6H(2) | Midscreen | 110 | Easy | Simple Counterhit 2S anti air confirm. Can cancel into 236[P] for oki. |
5H/2H/6H Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
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CH 2H > 236[P] 66 5K, 5D , 2S > 2H > 236K | Midscreen | 151 | Medium | 236K will wallbounce if the opponent is near the corner. | |||
CH 2H > 236[P] 66 5K, 5D , 2H > 236K , c.S > 5H WS, 5[D] | Near Corner | 212 | Hard | May require dash momentum. Wall break variant of the above combo. | |||
CH 2H > 236[P] 66 5K, 5K, 5K, 6P WS, 2P, 6P | Corner | 190 | Easy | Simple Hold Servant Attack Command loop in corner. Leaves Servant Gauge very low, even after wallbreak. | |||
CH 2H > 236P 66 c.S > 2H, 236K , c.S > 6H(2) WS, 66 5[D] | Corner | 224 | Medium | High damage meterless wallbreak combo that leaves ~1.8 Servant Gauge after wallbreak. | |||
CH 2H > 236P > 236K, 2S > 236K > 214H, 2S > 236K, c.S > 6H , Detonation~j.S > WS > 5D | Corner | 234 (262 With Super) | Very Hard | Utilizes Countdown inside of a shoot loop. Can end with super for hard knockdown and more damage | https://www.youtube.com/watch?v=B0kyEN5gDqo |
Anti-air Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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5K AA > 9j.K > air dash > j.S > j.H > 5S | Anywhere | 96 | All | Easy | Decent anti air combo works at most heights unless very low |
Jump-in Starters
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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Dust Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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5[D] 8, j.H(2) > j.K > 9jc > j.H(2) > j.K > j.SS | Anywhere | 181 | Easy | |||
5[D] 8, j.H(2) > j.K > jc > j.S > j.K > j.S > j.KK | Anywhere | 181 | ?? | Easy |
Ground Throw Starter
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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[4D or 6D] > 2H | Any | 94 | Everyone | [1] Very Easy | ||
[4D or 6D] > 6H | Any | 84 | Everyone | [2] Easy |
Special Move Starter
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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