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|| {{clr|2|2K}} > {{clr|5|2D}} > {{clr|1|236P}}, {{clr|2|(5K(minion)}} > {{clr|2|214K)}} || Anywhere || 41 (70) || || All || {{clr|1|Very Easy}} || Basic confirm into Servant Summon. 5K OTG works at all ranges. Other OTG options for setups include 5P(minion), 2K, 2D, 236K and 214K. (5P does the same damage as 5K in this combo, however since 5K is jump-cancellable using 5K is better for keeping your Oki ambiguous) | || {{clr|2|2K}} > {{clr|5|2D}} > {{clr|1|236P}}, {{clr|2|(5K(minion)}} > {{clr|2|214K)}} || Anywhere || 41 (70) || || All || {{clr|1|Very Easy}} || Basic confirm into Servant Summon. 5K OTG works at all ranges. Other OTG options for setups include 5P(minion), 2K, 2D, 236K and 214K. (5P does the same damage as 5K in this combo, however since 5K is jump-cancellable using 5K is better for keeping your Oki ambiguous) | ||
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|| {{clr|2|2K}} > {{clr|5|2D}} > {{clr|1|236P}}, 66 {{clr|4|c.S}} > {{clr|2|236K}} > {{clr|2|214K}}, {{clr|2|5K}} > {{clr|5|2D}} > {{clr|1|(236P)}} || Anywhere || 98 || || All || {{clr|3|Medium}} || Damage ender for 2D. 66 is a microdash. Doesn't work at max range. Substitute 5K for c.S in the corner. || https://twitter.com/Dacidbro/status/1431406818182320130 | || {{clr|2|2K}} > {{clr|5|2D}} > {{clr|1|236P}}, 66 {{clr|4|c.S}} > {{clr|2|236K}} > {{clr|2|214K}}, {{clr|2|5K}} > {{clr|5|2D}} > {{clr|1|(236P)}} || Anywhere || 98 || || All || {{clr|3|Medium}} || Damage ender for 2D. 66 is a microdash. Doesn't work at max range. Substitute 5K for c.S in the corner. || https://twitter.com/Dacidbro/status/1431406818182320130 |
Revision as of 23:59, 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 | Video |
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2K > 2D > 236P, (5K(minion) > 214K) | Anywhere | 41 (70) | All | Very Easy | Basic confirm into Servant Summon. 5K OTG works at all ranges. Other OTG options for setups include 5P(minion), 2K, 2D, 236K and 214K. (5P does the same damage as 5K in this combo, however since 5K is jump-cancellable using 5K is better for keeping your Oki ambiguous) | ||
2K > 2D > 236P, 66 c.S > 236K > 214K, 5K > 2D > (236P) | Anywhere | 98 | All | Medium | Damage ender for 2D. 66 is a microdash. Doesn't work at max range. Substitute 5K for c.S in the corner. | https://twitter.com/Dacidbro/status/1431406818182320130 | |
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 | Video |
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c.S > 5S > 5H | Anywhere | 100 | All | 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 | All | 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 | All | Medium | decent damage midscreen and same as other 2D combo | ||
66 c.S > 5S > 2H > 236K | Anywhere | 115 | All | Very Easy | Basic c.S combo that pushes the opponent very far away. Requires dash momentum to work on the whole cast | ||
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 > 236P > 5P(minion) > 214K > 66f.S > 236K > dl.214K WS, 6H(2) | Midscreen | 195 | All | Very Hard | Optimal midscreen combo off c.s leads to wallbreak and allows you to dash up super for hkd. Delay the 214K based on weight class. | https://www.youtube.com/watch?v=qZwdoOwxFlk | |
c.S > 2H > 236P > 5P(minion) > 214K > 66f.S > 236K, 665K > dl.2D WS, 6H(2) | Midscreen | 194 | All | Very Hard | Version of the optimal combo that only needs 1 Servant Gauge, but is also much harder. | https://twitter.com/Sometimes_Fendo/status/1431226037870993414 | |
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 |
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 | ||
66 CH 6H(1) > 236P, c.S > 5H > 214K, c.S > 5H > 214K, c.S > 6H > (236P)... | Midscreen | 173 | ~44% | All | Medium | CH Punish combo. Can only be done at point blank range. Dashing between juggles may be required if back is to the wall. | https://twitter.com/shadowd63/status/1432075495320039426 |
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. | |
2S > 236[P]~5K~5D, 5K > 6H | Midscreen | 110 | All | Hard | Follow-up 5K can be replaced with c.S depending on spacing. Possible on heavyweights only at near-max height. | |
CH 2S, 5K > 6H | Midscreen | 110 | All | Easy | Simple Counterhit 2S anti air confirm. Can cancel into 236[P] for oki. | |
2H AA > 236P > 5K > 236K > 214K > 214K WS > 6H | Near Corner | 199-202 | 25% | All | Medium | Depending on the distance from the corner the servant projectile will hit the opponent a different number of times, causing the (199-202) damage discrepency. |
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 | All | Easy |
Ground Throw Starter
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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[4D or 6D] > 2H | anywhere | 94 | Everyone | [1] Very Easy | ||
[4D or 6D] > 6H | anywhere | 84 | Everyone | [2] Easy |
Special Move Starter
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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CH 236K > 5P > 6H > 236P (setup) | Corner | 2D > 236K is a natural frame trap and can be converted into a combo in the corner. Keep in mind that 236K is unsafe without using Servant gauge. |