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|| Throw 66RRC > {{clr|5|5[D]}} > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|2|214K}} > {{clr|2|5K}} > {{clr|4|623H}} || Midscreen/Near corner || 156 || ~-34% || Everyone || [4] {{clr|4|Hard}} || Midscreen throw RC combo. Timing on {{clr|3|2S}} can be tricky as it cannot be buffered from {{clr|5|5[D]}}. If the opponent is not cornered, {{clr|2|5K}} will whiff or fail to wallstick, but the soft knockdown can still allow for an oki setup. {{clr|3|214S}} can be used as the ender for shock state instead of {{clr|4|623H}} for damage. More difficult than the above combo and might whiff at round start distance, but does more damage and gains more tension. | || Throw 66RRC > {{clr|5|5[D]}} > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|2|214K}} > {{clr|2|5K}} > {{clr|4|623H}} || Midscreen/Near corner || 156 || ~-34% || Everyone || [4] {{clr|4|Hard}} || Midscreen throw RC combo. Timing on {{clr|3|2S}} can be tricky as it cannot be buffered from {{clr|5|5[D]}}. If the opponent is not cornered, {{clr|2|5K}} will whiff or fail to wallstick, but the soft knockdown can still allow for an oki setup. {{clr|3|214S}} can be used as the ender for shock state instead of {{clr|4|623H}} for damage. More difficult than the above combo and might whiff at round start distance, but does more damage and gains more tension. | ||
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|| Throw 4RRC > {{clr|4|236H}} > dash > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|2|214K | || Throw 4RRC > {{clr|4|236H}} > dash > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|2|214K}} > {{clr|4|623H}} || Corner || 159 || ~ -40% || Everyone || Hard to burst combo, can dash up and block after fireball to bait the burst again. | ||
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|+Special Move Starter | |+Special Move Starter | ||
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! Combo !! Position !! Works on: !! Difficulty !! Notes | ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ||
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|| CH {{clr|2|214K}} > {{clr|2|2K}} > {{clr|3|214S}} || Anywhere || 88 || ~18% || Everyone || [1] {{clr|1|Very Easy}} || Ground counterhit Foudre Arc combo. | || CH {{clr|2|214K}} > {{clr|2|2K}} > {{clr|3|214S}} || Anywhere || 88 || ~18% || Everyone || [1] {{clr|1|Very Easy}} || Ground counterhit Foudre Arc combo. |
Revision as of 00:20, 13 July 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 mention 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).
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
2P > 2P > 6P > 214S | Anywhere | 69 | 16% | Everyone | [1] Very Easy | Simple, easy confirm from 2P that grants Shock State. Subtract Ps based on range. Works off of 5P too, but 5P whiffs on most crouchers. |
5K/2K > 2D > 214S | Anywhere | 66~70 | 16% | Everyone | [1] Very Easy | Confirm into Dire Eclat. Grants Shock State. |
5K/2K > 2D | Anywhere | 48 | 10% | Everyone | [1] Very Easy | Confirm off of 5K or 2K into 2D into meaty Charged Stun Edge for both okizeme and Shock State. The CSE will pass over them by the time they get up unless you delay it or if the opponent was hit by 2D at a far enough range. |
5K/2K > 2D > 632146H | Near Corner/Corner | 144 | ~-40% | Everyone | [2] Easy | Goes right into RTL for wallbreak, why not? |
5K/2K > 2D > 236S > 66PRC, 6H > 623H, c.S > 214S > 623H or 214S | Corner | 162 | ~-38% | Light and Medium weights | [3] Medium | Guaranteed wallbreak combo off a 5K or 2K starter. |
5K/2K > 2D > 214S > (delay to about fully pushed back)66PRC > RCC6H > 623H, c.S > 6H > 623H | Corner | 175 | ~-38% | Light and Medium weights | [5] Very Hard | Very hard version of the combo above. |
5K/2K > 6H > 214S, 662K/5K > 6H > 623H ▷ 5P (or c.S) > 623H (or 214S) | Corner | 174 | 30% | Everyone | [4] Hard | High damage combo for when the opponent is hit crouching. Replace 5P with c.S on light and medium weights for more damage. Wallbreak with 214S to trade damage for SS. |
5K/2K > 2D > 214S > RRC, 665H > 623H, c.S > 5H > 214K, 623H | When Cornered | 164 | ~-20% | Light and Medium weights | [3] Medium | Side switches and wallbreaks. Run under the opponent after the RRC. The RRC can be done as either neutral RRC or 88RRC, but 66RRC will not let you run under the opponent. |
5K/2K > 2D > 214S > RRC, 665H > 623H, 2K > 6P > 623H | When Cornered | 154 | ~-20% | Everyone | [4] Hard | Alternate version of the above for heavyweights. Getting the timing for 2K can be tricky. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
c.S > 214S | Anywhere | 77 | +12% | Everyone | [1] Very Easy | Applies Shock State. Sets up safejumps with IAD j.H or 66236K. |
c.S > 2D > dl.236H | Anywhere | 71 | ~+10% | Everyone | [2] Easy | CSE oki AND Shock State. What more could you want? CSE whiffs if not delayed. |
c.S > 5H > 236K | Anywhere | 112 | +17% | Everyone | [2] Easy | Spacing dependent. Delay the cancel from 5H to 236K if close to the opponent. 5H can also be replaced with f.S and 2S. |
CHc.S > 6K, 5K > 6P > 214S | Anywhere | 144 | +26% | Everyone | [3] Easy | Only works on crouching opponents. |
c.S > 2H(2) > 214K, 2K > 236K | Midscreen | Everyone except SO, KY, MA, AN, GI | [3] Medium | Needs Shock State. Needs dash momentum for I-No. | ||
c.S > 2H(2) > 214K, 2K > 214S | Midscreen | FA, PO, LE, NA | [3] Medium | Needs Shock State. Unlike the 2K > 236K ender, this one will leave your opponent in Shock State. However, it only works on the big boys. | ||
c.S > 5H > 236S > 66PRC, 66c.S > 2H(2) > 214S | Anywhere | 167 | ~-23% | Everyone | [3] Medium | Easier alternative if 2H > 214K will not combo on the character you're facing. Leaves your opponent in Shock State. |
c.S > 5H > 236S > 66PRC, 66c.S > 2D > dl.236H | Anywhere | 142 | ~-30% | Everyone | [3] Medium | CSE oki alternative to the above combo. |
c.S > 5H > 236S > 88PRC > 66j.H > c.S > 2H(2) > 214K, 2K > 236K | Midscreen | 178 | Everyone except SO, KY, MA, AN, GI | [3] Medium | Needs dash momentum on some characters. | |
c.S > 5H > 214K > j.66PRC > j.S > j.H ▷ c.S > 2D | Anywhere | 166 | ~-30% | Everyone | [4] Hard | Only works on standing characters. Needs dash momentum. Use the RC Fast Cancel during the j.66PRC. Ky will carry the momentum from Foudre Arc and be able to get a j.S and j.H in before landing. Cancel into 236H after 2D for CSE oki. |
66c.S > f.S > 5H > 214K > j.66PRC > j.S > j.H ▷ c.S > 2D > 632146H | Anywhere | -100% | Everyone | [4] Hard | Like the above combo, but ends with Ride the Lightning instead of CSE oki. If you're willing to spend all of your meter, this will result in added damage and a guaranteed wallbreak from any part of the stage, even from the opposite corner. | |
c.S > 6H > 214K > 66c.S > 6H > 214S > 623H | Corner | 219 | +35% | Everyone | [3] Medium | High damage meterless corner combo from c.S. The DP input needs to be delayed until after the wallsplat freeze ends since it doesn't buffer during 214S's recovery. Additionally, the 214S can be replaced with another 623H for 4 more damage, but can whiff on certain characters like Potemkin, unless the second c.S is not dashed. |
c.S > 6H > 214S > 5H > 214K > 5H > 623H | Corner | 229 | +36% | Everyone | [3] Medium | If you struggle connecting 5H and 214K try to mash 5H right after 214S. 5H Can fail to wallstick at certain timings. |
c.S > 6H > 214S, 662K > 6H > 623H ▷ 5P (or c.S) > 623H (or 214S) | Corner | 238 | +34% | Everyone | [3] Hard | High damage meterless corner combo from c.S. Replace 5P with c.S on Medium/Light characters for more damage. Wallbreak with 214S to trade damage for SS. |
c.S > 6H > 236S > 66PRC > 662H(2) > 214K, 2K/5K, dl.236H | Corner | 170 | ~-31% | Everyone | [4] Hard | 2K will wallstick. Instead of breaking the wall, a 236H can be timed to hit the opponent as they recover from sliding down from the wall and force them to block it. Wall can be broken with 623H for 217 damage with this route if desired. |
CHc.S > [5D], 2S > 5H > 214K, 6H > 214S, 623H | Near Corner | 228 | +40% | Everyone | [4] Hard | Counter Hit c.S punish combo that uses [5D] as launcher. Needs no tension to work and deals high damage. |
CHc.S > [5D], 2S > 5H > 214K | Anywhere | 166 | ~25% | Everyone | [4] Hard | You can actually confirm the 5[D] very late. Can OTG after Foudre Arc with Foudre Arc if you really want. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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2H(1~2) > 623H | Anywhere | 92~106 | ~8% | Everyone | [1] Very Easy | Basic anti-air confirm. Should work at any height on both normal and counter hit, and also works on grounded hit provided Ky is close enough. |
2H(1) > 214K > 5H > 214K | Midscreen | 125 | ~19% | Everyone | [2] Easy | Anti-air confirm on falling opponent. Sends the opponent to the corner. At max height of a 2H hit, the 214K will send the opponent flying in the opposite direction and drop the combo. |
2H(1) > 214K > 5H > 214K > c.S > 214S > 623H | Near Corner | 194 | +~30% | Everyone | [3] Easy | Similar to above combo adjusted for being close enough to wallsplat with 214S and then break with 623H |
CH2H(2) > 236H, 236236P, 632146H | Anywhere | 280 | -100% | Everyone | [5] Easy | Instantly pour out all Ky's meter on grounded opponent for an easy punish. |
CH 2H(2) > 236H > 6H > 623H > c.S > 623H | Corner | 267 | +36% | Light/Medium | [3] Medium | Grounded corner 2H Counterhit punish. Useful after baiting a throw break attempt with backdash. |
CH 2H(1) > 236H > 6H > 623H > c.S > 5H > 214K > 623H | Corner | 258 | +38% | Light/Medium | [3] Medium | Anti Air 2H Counterhit meterless punish in corner |
CH 2H(1) > 236H > 5H > 214K > 66c.S > 5H > 214S > 623H | Corner | 241 | +41% | FA PO NA/Heavyweights | [3] Medium | Anti Air 2H Counterhit meterless punish in corner for Heavyweights and Faust |
CH 2H(1), 66c.S > [5D], 2S > 5H > 214K, 5H > 236S, 623H | Near Corner | 230 | +38% | Everyone | [5] Hard | CH2H into [5D] juggle. High damage, no tension, but only works when opponent is high enough(~ the tip height). |
2H(2) > 214S > 5K > 6H > 623H > c.S > 623H | Corner | 242 | +30% | Sol/mediums | [4] Hard | 6H cancel into 623H is pretty tight. c.S can be replaced by 623S for a slightly more consistent (c.S can fail to wallstick if hit too late) combo that deals 1 less damage. |
CH 6H > 2H > delay 214S > 6H > 623H > c.S > 623H | Near corner | 259 | ~+35% | Everyone | [4] Hard | One of the highest, if not the highest, meterless confirms available to Ky. Works a bit away from the corner, but requires a dash before the 2H to get to the corner. On Leo, use 2K instead of c.S to wallstick. Video demonstration |
CH 6H > j.K > j.D > j.D > c.S > 5H > 214K > 623H | Corner | 216 | +30% | Light/Medium | [5] Very Hard | Needs character specific adjustments. After the second 6H, the route can be replaced with delay Sacred Edge > Stun Dipper for a very damaging 50 meter combo. Video demonstration: original link |
CH 6H > 214K > 2S > 5H > 214K | Anywhere | 153 | ~30% | Everyone | [3] Medium | BnB meterless 6H counterhit confirm. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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j.H > c.S > 5H > 236K | Anywhere | 121 | 27% | Everyone | [1] Easy | j.H confirm. Needs a deep j.H or the c.S will not combo. |
j.H > c.S > 5H > 236K > 66RRC > 2H > 214K > 623H | Midscreen/Near Corner/Corner | 190 | -47% | Everyone | [2] Easy | RC extension for the above combo that will wallsplat via 214K from midscreen or closer. |
j.H > c.S > 6H > 214K > 2H(2) > 214S > 623H | Near Corner | 197 | ~+34% | Everyone | [2] Easy | Simple meterless wallbreak combo from j.H when near corner |
[4] Hard | ||||||
[5] Very Hard |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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5[D], [8/9], j.H > j.SS | Anywhere | 158 | +26% | Everyone | [1] Very Easy | Simple beginner charged dust combo. |
5[D], [8/9], j.H > j.S > jc > j.H > j.SS | Anywhere | 189 | +29% | Everyone | [2] Easy | Slightly more advanced version of the above. |
5[D], [8/9], j.H > j.S > jc > j.H > j.S > j.H > jc > j.SS | Anywhere | 211 | +31% | Everyone | [3] Medium | BnB Dust combo |
5[D], [8/9], j.H > j.S > jc > j.H > j.S > j.H > jc > j.K > j.SS | When Cornered | 216 | 32% | Everyone | [3] Medium | You can tack on a j.K after the second jump cancel for a bit of extra damage. However, it doesn't seem like this is possible if you Dust your opponent midscreen, or when they're in the corner. Only when you're cornered can you apparently get this extra attack in. It could possibly be that the time allowed for a Dust combo depends on where you were when you launched them. Even with this added time in the air you have to be quick and input your attacks as soon as possible. You'll have just barely enough time to get the whole thing. If you aren't cornered, use the above combo instead. |
5[D], [8/9], (Block burst), 9, j.H > j.S > j.H jc > j.HH | Anywhere | 154 | 18% | Everyone | [3] Medium | Route for blocked burst after dust launch. The jump after blocked burst needs to be delayed slightly or you will fall out, ending the dust launch. |
CH 2D > 214K > 2S > 5H > 214K | Anywhere | 123 | 18% | Everyone | [3] Medium | CH 2D confirm into hard knockdown. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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Throw 66RRC > c.S > 2H(2) > 214K > 5H > 214K > 623H | Midscreen/Near corner | 154 | ~-36% | Everyone | [2] Easy | Easy Midscreen throw RC combo that leads into wall break from round start distance. Might drop or wallstick earlier if done too close to the corner. For lightweights, the combo needs a slight adjustment of dashing forward after the RRC to bring the opponent closer to the wall. |
Throw 66RRC > 5[D] > 2S > 5H > 214K > 5K > 623H | Midscreen/Near corner | 156 | ~-34% | Everyone | [4] Hard | Midscreen throw RC combo. Timing on 2S can be tricky as it cannot be buffered from 5[D]. If the opponent is not cornered, 5K will whiff or fail to wallstick, but the soft knockdown can still allow for an oki setup. 214S can be used as the ender for shock state instead of 623H for damage. More difficult than the above combo and might whiff at round start distance, but does more damage and gains more tension. |
Throw 4RRC > 236H > dash > 2S > 5H > 214K > 623H | Corner | 159 | ~ -40% | Everyone | Hard to burst combo, can dash up and block after fireball to bait the burst again. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | |
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CH 214K > 2K > 214S | Anywhere | 88 | ~18% | Everyone | [1] Very Easy | Ground counterhit Foudre Arc combo. | |
Air Hit 214K > 2S > 5H > 214K | Anywhere | 113 | ~18% | Everyone | [2] Easy | Air hit Foudre Arc combo. Works on counterhit as well | |
CH 214S > dash > 5H > 214K > 5H > 214K | Anywhere | 156 | ~-34% | Everyone | [5] Very Hard | Very difficult microdash confirm off a counterhit Dire Eclat. Much easier to do when the opponent has the corner behind them of course. | |
[1] Very Easy | |||||||
[2] Easy | |||||||
[3] Medium | |||||||
[4] Hard | |||||||
[5] Very Hard |
Combo Theory
Get the Knockdown/Push to the Corner
The goal with combos is to end them in a way that gets you some kind of advantage beyond just damage. You can end combos into a knockdown, or corner carry to put yourself in a better position. Each ender you choose will set up a different situation after the combo, so think about what you want to accomplish.
Here are some example enders:
- ... > 2D
- ... > 2D > 214S
- f.S/2S > 236K
- ...(airborne opponent) > 5H/2H > 214K
- ... > 632146H / 236236P
6H Wallbounce
In the corner, 6H will bounce the opponent against the wall on hit. This opens up all kinds combos like into 214K and 214S that deal much more damage than normal. (Under construction)
214S OTG Relaunch
In the corner, combos that don't push you out too far can be ended in 214S and picked up with an OTG hit to continue the combo, taking advantage of the applied shock state to increase your damage.
Example routes:
- c.S > 6H > 214S, 662K > 6H > 623H (SS), 5P > 623H
- 214S CH, 66H > 623H > c.S > 6H > 623H > 623S
Essentially, there's a short time after an opponent is hit by 214S that they can be launched into the air again if struck by an attack. The most reliable move you have to do this with is 2K, since it's very fast and reaches a long distance, plus it will gatling to 6H to allow you to wallbounce the opponent.
2H > Foudre Arc
2H can be comboed into Foudre Arc (214K) on most characters. It does not work on Sol, Ky, May, Anji, and Giovanna.
If Foudre Arc hit your opponent while they were in Shock State, you can usually link a 5K or 2K and cancel that into Stun Dipper to end the combo, depending on the character and spacing. A 5K link will not work on some characters at all. 2K is more reliable since it reaches further. The 2K link works on everyone except for I-No. She requires you to be point blank with your 2H, otherwise 2K won't reach. On the larger characters like Faust, Potemkin, Leo, and Nagoriyuki, you can instead end the combo with Dire Eclat over Stun Dipper, since their hurtboxes are bigger than the other characters, on whom max range 2K > Dire Eclat will not work on. This will reapply Shock State, making it preferable over Stun Dipper for these characters.
6H > delay Sacred Edge
When Sacred Edge is delayed after 6H in the corner, the wall bounce it provides will prevent Sacred Edge from doing wall damage, allowing for it to be used in corner combos without breaking the wall.