m (changed color of a super notation to be consistent with the button) |
m (→Combo List: Updated 6H routes for v1.10) |
||
(28 intermediate revisions by 9 users not shown) | |||
Line 12: | Line 12: | ||
*Leo specific notation: '''bt.X''' = During Brynhildr Stance. | *Leo specific notation: '''bt.X''' = During Brynhildr Stance. | ||
<!--Please test or re-test combo damage against Ky, as he has a 1.00 defense mod while Sol's is 0.98.--> | <!--Please test or re-test combo damage against Ky, as he has a 1.00 defense mod while Sol's is 0.98.--> | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" | ||
|+{{clr|1|5P}}/{{clr|1|2P}}/{{clr|2|5K}}/{{clr|2|2K}} Starters | |+{{clr|1|5P}}/{{clr|1|2P}}/{{clr|2|5K}}/{{clr|2|2K}} Starters | ||
|- | |- | ||
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video | ||
|- | |- | ||
| | {{clr|1|5P}} (> {{clr|1|5P}} > {{clr|1|5P}}) > {{clr|3|236S}} || Anywhere || 49; 60; 69 || 9%; 11%; 13% || All || [1] {{clr|1|Very Easy}} || The mash-out. Use more or less {{clr|1|5P}} depending on distance for a max of three. | | | {{clr|1|5P}} (> {{clr|1|5P}} > {{clr|1|5P}}) > {{clr|3|236S}} || Anywhere || 49; 60; 69 || 9%; 11%; 13% || All || [1] {{clr|1|Very Easy}} || The mash-out. Use more or less {{clr|1|5P}} depending on distance for a max of three. || [https://youtu.be/Qhan53hOcCg Video] | ||
|- | |- | ||
| | {{clr|1|5P}} (or {{clr|1|2P}}) > {{clr|1|6P}} > {{clr|3|236S}} || Anywhere || 66 || 15% || All || [2] {{clr|1|Very Easy}} || | | | {{clr|1|5P}} (or {{clr|1|2P}}) > {{clr|1|6P}} > {{clr|3|236S}} || Anywhere || 66 || 15% || All || [2] {{clr|1|Very Easy}} || Two {{clr|1|5P}}s are possible at point-blank range, but you may be better served going for a throw. || [https://youtu.be/jhNQYpHPbjw Video] | ||
|- | |- | ||
| | {{clr|2|5K}} > {{clr|5|2D}} > {{clr|3|236S}} (or {{clr|4|236H}}) || Anywhere || 82 || 16% || All || [2] {{clr|2|Easy}} || The timing for {{clr|3|236S}} can be a bit weird at first. {{clr|4|236H}} can be used with the same timing to forsake damage in exchange for meaty {{clr|3|bt.S}}. | | | {{clr|2|5K}} > {{clr|5|2D}} > {{clr|3|236S}} (or {{clr|4|236H}}) || Anywhere || 82 || 16% || All || [2] {{clr|2|Easy}} || The timing for {{clr|3|236S}} can be a bit weird at first. {{clr|4|236H}} can be used with the same timing to forsake damage in exchange for meaty {{clr|3|bt.S}}. || [https://youtu.be/kXXaGr7mOSE Video] | ||
|- | |- | ||
| | {{clr|2|5K}} (or {{clr|2|2K}}) > {{clr|2|6K}} > {{clr|3|236S}} || Anywhere || 79 (63) || 16% || All || [3] {{clr|1|Very Easy}} || Easier than above with 3 less damage and 1 pixel less of [[Tension]]. Also has a low version. | | | {{clr|2|5K}} (or {{clr|2|2K}}) > {{clr|2|6K}} > {{clr|3|236S}} || Anywhere || 79 (63) || 16% || All || [3] {{clr|1|Very Easy}} || Easier than above with 3 less damage and 1 pixel less of [[Tension]]. Also has a low version. || [https://youtu.be/WiDlbVWxkiY Video] | ||
|- | |||
| | {{clr|2|5K}} (or {{clr|2|2K}}) > {{clr|2|6K}} > {{clr|3|236S}} > 66RRC > {{clr|4|5H}} > dl. {{clr|3|2S}} > {{clr|4|5H}} > dl. {{clr|3|2S}} > {{clr|4|5H}} > {{clr|3|214[S]}} > WS {{clr|4|bt.214H}} || Corner / Near Corner || 174 (146) || -48% || All || [3] {{clr|3|Medium}} || Wall break corner(ish) combo starting with 5 or 2k || [https://youtu.be/eWyP2nRDWHY Video] | |||
|- | |- | ||
|} | |} | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" | ||
|+{{clr|3|c.S}}/{{clr|3|f.S}} Starters | |+{{clr|3|c.S}}/{{clr|3|f.S}} Starters | ||
|- | |- | ||
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !!Video | ||
|- | |- | ||
| | {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} || Anywhere || 123 || 21% || All || [1] {{clr|1|Very Easy}} || | | | {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} || Anywhere || 123 || 21% || All || [1] {{clr|1|Very Easy}} || || [https://youtu.be/WtYy5UN2y2M Video] | ||
|- | |- | ||
| | {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} || Anywhere || 145 || 28% || All || [1] {{clr|1|Very Easy}} || Leo's ideal B&B from {{clr|3|c.S}}. | | | {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} || Anywhere || 145 || 28% || All || [1] {{clr|1|Very Easy}} || Leo's ideal B&B from {{clr|3|c.S}}. || [https://youtu.be/kuKNLy_tg8Q Video] | ||
|- | |- | ||
| | {{clr|3|c.S}} > {{clr|4|2H}} > dl.{{clr|3|f.S}} || Anywhere || 103 || 14% || All || [1] {{clr|1|Very Easy}} || Launches opponent almost a full screen away. Sacrifices damage for creating space between you and your opponent. | | | {{clr|3|c.S}} > {{clr|4|2H}} > dl.{{clr|3|f.S}} || Anywhere || 103 || 14% || All || [1] {{clr|1|Very Easy}} || Launches opponent almost a full screen away. Sacrifices damage for creating space between you and your opponent. || [https://youtu.be/TNvfgYU6_Rk Video] | ||
|- | |- | ||
| | {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|3|214[S]}} | | | {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|3|214[S]}}, {{clr|4|bt.214H}} || Anywhere || 153 || 24% || All || [3] {{clr|3|Medium}} || Make sure to delay your input in between {{clr|3|214S}} and {{clr|4|214H}}, or else the game might register {{clr|4|5H}} instead. || [https://youtu.be/pvlW6epQCNw Videos] | ||
|- | |- | ||
| | {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|3|214[S]}} > {{clr|3|bt.632146S}} || Anywhere || 207 || 18% {{clr|4|-50%}} || All || [4] {{clr|4|Hard}} || If your overdrive input is too late, it will only do 190 damage instead of 207. | | | {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|3|214[S]}} > {{clr|3|bt.632146S}} || Anywhere || 207 || 18% {{clr|4|-50%}} || All || [4] {{clr|4|Hard}} || If your overdrive input is too late, it will only do 190 damage instead of 207. || [https://youtu.be/VT66iF6HGpU Video] | ||
|- | |- | ||
| | {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|3|214[S]}} | | | {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|3|214[S]}}, {{clr|3|bt.S}} > {{clr|4|bt.H}}, {{clr|3|bt.214[S]}} > WS > {{clr|4|bt.214H}} (or {{clr|3|bt.632146S}}) || Corner || 205 (229) || 37% (32% {{clr|4|-50%}}) || All || [2] {{clr|2|Easy}} || Relatively easy combo to pull off and is a good route to wall break. Some characters, like Sol, need a micro walk before the 2nd {{clr|3|214S}}. || [https://youtu.be/yAGHu1ZD2Mk Video] | ||
|- | |- | ||
| | {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > 66.RRC > j > {{clr|5|j.D}} | | | {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > 66.RRC > (9)j > {{clr|5|j.D}}, dl.{{clr|3|2S}} > {{clr|4|5H}} > dl.{{clr|3|2S}} > {{clr|4|5H}} > WS > {{clr|4|6H}} (or {{clr|4|632146H}}) || Midscreen || 209 (227) || 28% {{clr|4|-50%}} (2% {{clr|4|-100%}}) || All || [3] {{clr|3|Medium}} || B&B RC conversion to wall break. Depending on how close you are to the corner and to your opponent during the combo, you may need less {{clr|4|5H}} > {{clr|3|f.S}} or {{clr|3|2S}} > {{clr|4|5H}} links. You will need to time your {{clr|3|2S}} inputs to when your opponent wall bounces. || [https://youtu.be/y5_NFqETtZI Video] | ||
|- | |- | ||
| | {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > 66.RRC > 66 66 {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|3|214[S]}} > WS > bt.{{clr|4|214H}} (or {{clr|3|bt.632146S}}) || Midscreen || 216 (240) || 28% {{clr|4|-50%}} (2% {{clr|4|-100%}}) || All || [3] {{clr|3|Medium}} || Higher damage midscreen RC conversion to wall break. | | | {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|3|236S}} > 66.RRC > 66 66 {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|3|214[S]}} > WS > bt.{{clr|4|214H}} (or {{clr|3|bt.632146S}}) || Midscreen || 216 (240) || 28% {{clr|4|-50%}} (2% {{clr|4|-100%}}) || All || [3] {{clr|3|Medium}} || Higher damage midscreen RC conversion to wall break. || [https://youtu.be/AeYhei2LApk Video] | ||
|- | |- | ||
| | {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|f.S}} > {{clr|4|632146H}} (WB) || Anywhere || 177 (210) || 15% (16%) {{clr|4|-50%}} || All || [2] {{clr|2|Easy}} || B&B hitconfirm to {{clr|4|632146H.}} | | | {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|f.S}} > {{clr|4|632146H}} (WB) || Anywhere || 177 (210) || 15% (16%) {{clr|4|-50%}} || All || [2] {{clr|2|Easy}} || B&B hitconfirm to {{clr|4|632146H.}} || [https://youtu.be/QohcoeTkPEM Video] | ||
|- | |- | ||
| | {{clr|3|f.S}} (> {{clr|4|5H}}) > {{clr|3|236S}} || Anywhere || 63 (90) || 11% (16%) || All || [1] {{clr|1|Very Easy}} || If your opponent is too far away, {{clr|4|5H}} will not connect. | | | {{clr|3|f.S}} (> {{clr|4|5H}}) > {{clr|3|236S}} || Anywhere || 63 (90) || 11% (16%) || All || [1] {{clr|1|Very Easy}} || If your opponent is too far away, {{clr|4|5H}} will not connect. || [https://youtu.be/ga-IcJv9y3w Video] | ||
|- | |- | ||
|} | |} | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" | ||
|+{{clr|4|5H}}/{{clr|4|2H}} Combos | |+{{clr|4|5H}}/{{clr|4|2H}} Combos | ||
|- | |- | ||
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video | ||
|- | |- | ||
| | {{clr|4| | | | {{clr|4|6H}}, {{clr|3|2S}}, {{clr|3|214[S]}} || Midscreen || 113 || 18% || All || [1] {{clr|1|Very Easy}} || Meterless midscreen combo from {{clr|4|6H}} that results in good oki. || | ||
|- | |||
| | {{clr|4|6H}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|3|214[S]}}, {{clr|4|bt.214H}} || Corner || 218 || || All || [4] {{clr|4|Hard}} || Meterless corner combo from {{clr|4|6H}} that goes into loops and wallbreaks. || | |||
|- | |- | ||
| | {{clr|4| | | | '''CH''' {{clr|4|5H}} > {{clr|4|236H}}, {{clr|3|bt.S}} > {{clr|4|bt.H}} > 22 > 66 {{clr|4|2H}} > {{clr|3|214[S]}} || Midscreen || 162 || 38% || All || [3] {{clr|3|Medium}} || Meterless midscreen combo that results in good oki. || [https://youtu.be/lPXWMliORmg Video] | ||
|- | |- | ||
| | '''CH''' {{clr|4|2H}} > {{clr|3|2S}}(whiff), 66 {{clr|3|c.S}} > {{clr|4|5H}} > dl.{{clr|3|2S}} > {{clr|4|5H}} > dl.{{clr|3|2S}} > {{clr|4|5H}} > {{clr|3|214[S]}}, {{clr|4|bt.214H}} (or {{clr|3|bt.632146S}}) || Corner || 226 (246) || 43% (39% {{clr|4|-50%}}) || All || [3] {{clr|3|Medium}} || High damage corner counterhit punish | | | '''CH''' {{clr|4|2H}} > {{clr|3|2S}}(whiff), 66 {{clr|3|c.S}} > {{clr|4|5H}} > dl.{{clr|3|2S}} > {{clr|4|5H}} > dl.{{clr|3|2S}} > {{clr|4|5H}} > {{clr|3|214[S]}}, {{clr|4|bt.214H}} (or {{clr|3|bt.632146S}}) || Corner || 226 (246) || 43% (39% {{clr|4|-50%}}) || All || [3] {{clr|3|Medium}} || High damage corner counterhit punish || [https://youtu.be/f-33CZFdif0 Video] | ||
|- | |- | ||
| | '''CH''' {{clr|4|2H}} > {{clr|4|[4]6H}} > 66 {{clr|3|c.S}} > {{clr|4|5H}} > dl.{{clr|3|5S}} > {{clr|4|5H}} > dl.{{clr|3|2S}} > {{clr|3|214[S]}} > WS > {{clr|4|214H}} (or {{clr|3|bt.632146S}}) || Corner || 248 (269) || 45% (40% {{clr|4|-50%}}) || All || [3] {{clr|3|Medium}} || Higher damage corner counterhit punish | | | '''CH''' {{clr|4|2H}} > {{clr|4|[4]6H}} > 66 {{clr|3|c.S}} > {{clr|4|5H}} > dl.{{clr|3|5S}} > {{clr|4|5H}} > dl.{{clr|3|2S}} > {{clr|3|214[S]}} > WS > {{clr|4|214H}} (or {{clr|3|bt.632146S}}) || Corner || 248 (269) || 45% (40% {{clr|4|-50%}}) || All || [3] {{clr|3|Medium}} || Higher damage corner counterhit punish || [https://youtu.be/JyGtWjhPAQU Video] | ||
|- | |- | ||
| | '''CH''' {{clr|4|2H}} > {{clr|3|236S}} (whiff) | | | '''CH''' {{clr|4|2H}} > {{clr|3|236S}} (whiff), {{clr|2|5K}} > jc {{clr|3|j.S(2)}} > adc {{clr|3|j.S(2)}}, 66 {{clr|3|c.S}} > {{clr|4|5H}} > dl.{{clr|3|2S}} > {{clr|3|214[S]}} > WS > {{clr|4|214H}} (or {{clr|3|bt.632146S}}) || Midscreen || 237 (257) || 45% (40% {{clr|4|-50%}}) || All || [5] {{clr|5|Very Hard}} || Midscreen to corner, against heavyweights you must do {{clr|3|2S}} (whiff) > 66 {{clr|2|5K}} instead of {{clr|3|236S}} (whiff). The timing/spacing is also tighter on heavyweights. || [https://youtu.be/25eblk5f_v8 Heavyweights] / [https://youtu.be/Ba6LsrHyUV0 All but heavyweights] | ||
|} | |} | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" | ||
|+ | |+ Brynhildr Stance Starters | ||
|- | |- | ||
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video | |||
|- | |- | ||
| | | | | {{clr|2|bt.K}} ( > {{clr|1|bt.P}} ( > {{clr|2|bt.K}})) > {{clr|3|bt.S}} > {{clr|4|bt.H}} > {{clr|4|bt.214[H]}} || Anywhere || 81 (109) ((111)) || 20% (21%) ((23%)) || Anyone || [1] {{clr|1|Very Easy}} || BnB brynhildr combo from {{clr|2|bt.K}}. Add the {{clr|1|bt.P}} and {{clr|2|bt.K}} fillers depending on how close you are. You can also replace {{clr|4|bt.214[H]}} with {{clr|3|bt.214[S]}} for less damage in exchange for better oki midscreen. || [https://youtu.be/f8RTqenfxnY Video] | ||
|- | |- | ||
| | || | | | {{clr|4|bt.H}}, {{clr|3|bt.S}} > {{clr|3|bt.214[S]}} || Anywhere || 85 || 19% || Anyone || [1] {{clr|1|Very Easy}} || BnB brynhildr combo from {{clr|4|bt.H}}. || [https://youtu.be/3KTL5B-M-yk Video] | ||
|- | |||
| | {{clr|2|bt.K}} > {{clr|3|bt.S}} > {{clr|4|bt.H}} 22 > 66 > {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|3|214[S]}} || Anywhere || 92 || 28% || Anyone || [5] {{clr|5|Very Hard}} || BnB brynhildr combo that maintains backturn and ends close to the grounded opponent. 22 cancel early on during {{clr|4|bt.H}} in order to ready your fingers for the 66 after. The timing on this one is extremely strict. If you're whiffing the {{clr|3|c.S}} , you're either dashing or slashing too late. If you're hitting with {{clr|3|f.S}} instead of {{clr|3|c.S}}, delay your {{clr|3|S}} a bit longer. || [https://youtu.be/VVx_-xZe1ZM Video] | |||
|- | |- | ||
| | | | | {{clr|3|bt.S}} > {{clr|4|bt.H}} 22 > 66 > {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|3|214[S]}} || Anywhere || 123 || 25% || Anyone || [4] {{clr|4|Hard}} || BnB brynhildr variation beginning with {{clr|3|bt.S}}. Timing is a bit more forgiving. || [https://youtu.be/v15wTC0kcvY Video] | ||
|- | |- | ||
| | | | | {{clr|4|bt.H}} 22 > 66 > {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|3|214[S]}} || Anywhere || 109 || 22% || Anyone || [4] {{clr|4|Hard}} || BnB brynhildr variation beginning with {{clr|4|bt.H}}. Timing is a bit more forgiving. || [https://youtu.be/To_BRUrPS6g Video] | ||
|} | |||
{| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" | |||
|+Jump Starters | |||
|- | |- | ||
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video | |||
|- | |||
| | {{clr|3|j.S(2)}} > 66 > {{clr|3|j.S(2)}}, {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|3|214[S]}} > WS {{clr|4|bt.214H}} || Airborne Corner || 200 || 30% || Anyone || [4] {{clr|4|Hard}} || Full wallbreak combo conversion for a high up {{clr|3|j.S}}. Punish jumps in the corner. Dash cancel the first {{clr|3|j.S}} early on to land the second {{clr|3|j.S}}. || [https://youtu.be/z5BHcG90ogY Video] | |||
|} | |} | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" | ||
|+{{clr|5|Dust}} Combos | |+{{clr|5|Dust}} Combos | ||
|- | |- | ||
! Combo !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video | ||
|- | |- | ||
| | {{clr|5|5[D]}}, {{clr|4|j.H}} > {{clr|3|j.S}} > jc > {{clr|3|j.S}} | | | {{clr|5|5[D]}}, {{clr|4|j.H}} > {{clr|3|j.S}} > jc > {{clr|3|j.S}} > {{clr|4|j.H}} > jc > {{clr|4|j.H}} > {{clr|4|j.H}} (Finishing Blow) || Anywhere || 208 || 20% || All but Ky || [1] {{clr|1|Very Easy}} || Easy almost universal route. {{clr|3|j.S}}(2) whiffs on Ky || [https://youtu.be/EcwTbLnXx74?t=13 Video] | ||
|- | |- | ||
| | {{clr|5|5[D]}}, {{clr|4|j.H}} > {{clr|1|j.P}} > {{clr|4|j.H}} > jc > {{clr|4|j.H}} > {{clr| | | | {{clr|5|5[D]}}, {{clr|4|j.H}} > {{clr|1|j.P}} > {{clr|4|j.H}} > jc > {{clr|4|j.H}} > {{clr|1|j.P}} > {{clr|4|j.H}} > {{clr|4|j.H}} (Finishing Blow) || Anywhere || 206 || 21% || All || [2] {{clr|2|Easy}} || Easy, completely universal route.|| [https://youtu.be/EcwTbLnXx74?t=19 Video] | ||
|- | |- | ||
| | {{clr|5|5[D]}}, {{clr|4|j.H}} > {{clr|3|j.S}} > jc > {{clr|4|j.H}} > dl.{{clr|4|j.H}} > jc > {{clr|4|j.H}} > {{clr|4|j.H}} (Finishing Blow) || 207 || 19% || All || [3] {{clr|3|Medium}} || Slightly difficult to time a delayed second {{clr|4|j.H}} in order to avoid getting an early Finishing Blow instead. | | | {{clr|5|5[D]}}, {{clr|4|j.H}} > {{clr|3|j.S}} > jc > {{clr|4|j.H}} > dl.{{clr|4|j.H}} > jc > {{clr|4|j.H}} > {{clr|4|j.H}} (Finishing Blow) || Anywhere || 207 || 19% || All but Chipp || [3] {{clr|3|Medium}} || Slightly difficult to time a delayed second {{clr|4|j.H}} in order to avoid getting an early Finishing Blow instead. || [https://youtu.be/D0MGBShas4k Video] | ||
|- | |- | ||
| | {{clr|5|5[D]}}, {{clr|4|j.H}} > {{clr|3|j.S}} > jc > {{clr|4|j.H}} > {{clr|2|j.K}} > {{clr|4|j.H}} > jc > {{clr|4|j.H}} > {{clr|4|j.H}} (Finishing Blow) || 214 || 20% || All || [4] {{clr|4|Hard}} || | | | {{clr|5|5[D]}}, {{clr|4|j.H}} > {{clr|3|j.S}} > jc > {{clr|4|j.H}} > {{clr|2|j.K}} > {{clr|4|j.H}} > jc > {{clr|4|j.H}} > {{clr|4|j.H}} (Finishing Blow) || Midscreen || 214 || 20% || All but Chipp, Faust, I-No, Jack-O || [4] {{clr|4|Hard}} || Max damage and mostly universal. Timing is extremely tight to fit the Finishing Blow in. This is MIDSCREEN ONLY as the Finishing Blow whiffs in corner. || [https://youtu.be/EcwTbLnXx74 Video] | ||
|- | |- | ||
| | {{clr|5|5[D]}}, {{clr| | | | {{clr|5|5[D]}}, {{clr|4|j.H}} > {{clr|3|j.S}} > jc > {{clr|4|j.H}} > {{clr|1|j.P}} > {{clr|4|j.H}} > jc > {{clr|4|j.H}} > {{clr|4|j.H}} (Finishing Blow) || Anywhere || 211 || 20% || All || [4] {{clr|4|Hard}} || Max damage and completely universal. Slight delay on initial {{clr|4|j.H}} is needed for some characters such as Faust. || [https://youtu.be/EcwTbLnXx74?t=7 Video] | ||
|- | |- | ||
| | {{clr|5| | | | CH {{clr|5|2[D]}} > {{clr|2|2K}} > {{clr|3|214S}} || Anywhere || 100 || 17% || All || [3] {{clr|3|Medium}} || Counter hit {{clr|5|2[D]}} into 4 way mixup. Timing for {{clr|2|2K}} is tight to avoid an OTG hit. Doesn't work with Max range {{clr|5|2D}} || [https://youtu.be/2xItrJN8UAU Video] | ||
|- | |||
| | CH {{clr|5|2[D]}} > {{clr|2|2K}} > {{clr|3|214[S]}} > {{clr|3|bt.S}} > {{clr|4|bt.H}} > {{clr|4|236H}} || Anywhere || 138 || 32% || All || [4] {{clr|4|Hard}} || Even tighter timing on {{clr|2|2K}} gives a backturn combo || [https://youtu.be/2ape0p9F6NU Video] | |||
|- | |- | ||
| | CH {{clr|5|2[D]}} > {{clr|2| | | | CH {{clr|5|2[D]}} > {{clr|2|[2]K}} > {{clr|4|[2]8HS}} > 66RRC > {{clr|3|j.S}} > 66 > {{clr|3|j.S}} > {{clr|3|c.S}} > {{clr|3|236S}} > WS || Midscreen || 170 + WS || ~20%-50 || ?? || [4] {{clr|4|Hard}} || Slightly Delay the first j.S so the RRC can pop them up into the air a little || | ||
|- | |- | ||
|} | |} | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" | ||
|+Special Starters | |+Special Starters | ||
|- | |- | ||
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes | ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video | ||
|- | |- | ||
| | {{clr|4|[2]8H(3)}} > 22.RRC > microwalk > {{clr|4|2H}} > {{clr|4|236H}} or {{clr|3|214[S]}} || Midscreen || 115 or 122 || ~10% {{clr|4|-50%}} || Everyone || [4] {{clr|4|Hard}} || Eisensturm conversion into Brynhildr. The {{clr|3|214[S]}} is better damage and better oki (hard vs. soft knockdown) but {{clr|4|236H}} can side switch, which may be more valuable if you were able to Eisensturm them out of their corner pressure. || | |||
|- | |- | ||
| | | | | {{clr|4|632146H(5)}} > 66.RRC (or 66.PRC) > dl.{{clr|4|2H}} > {{clr|3|214[S]}}, {{clr|3|bt.S}} > {{clr|4|bt.H}} > WS > {{clr|4|bt.214H}} || Midscreen || 246 (276) || 2% {{clr|4|-100%}} || Everyone || [3] {{clr|3|Medium}} || Reversal overdrive full combo. The spacing is tight; too close to the wall and it breaks after the overdrive, too far and you don't end up close enough even with the RC drift. The PRC version is trickier to time -- you need to connect the middle of the blades in {{clr|4|2H}} as your opponent is falling down, but the damage is worth it. || | ||
| | |||
| | | |||
|- | |- | ||
|} | |} | ||
Line 143: | Line 135: | ||
===General Confirms=== | ===General Confirms=== | ||
Leo can confirm pretty much anything, including {{clr|1|5P}} and {{clr|1|2P}}, into {{clr|3|236S}} for a quick soft knockdown ender. Adding damage is generally tacking on as much filler as possible before finishing in {{clr|3|236S}} for a ground ender or either {{clr|3|214[S]}} or {{clr|4|236H}} for an air ender, depending on distance and height. | Leo can confirm pretty much anything, including {{clr|1|5P}} and {{clr|1|2P}}, into {{clr|3|236S}} for a quick soft knockdown ender. Adding damage is generally tacking on as much filler as possible before finishing in {{clr|3|236S}} for a ground ender or either {{clr|3|214[S]}} or {{clr|4|236H}} for an air ender, depending on distance and height. | ||
Leo can also confirm counter hit pokes ({{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|4|5H}}) into {{clr|4|236H}} raw for a side switch into Brynhildr. In the case of {{clr|3|f.S}} and {{clr|4|5H}}, a filler hit of the reverse beat button may be possible before {{clr|4|236H}}, but mind the distance from your opponent. | |||
===Stance Combos=== | ===Stance Combos=== | ||
Line 167: | Line 161: | ||
====Ending the Loop==== | ====Ending the Loop==== | ||
With a maximum of four {{clr|3|2S}} > {{clr|4|5H}} loops before wallstick, subtract one loop from the combo per every two attacks you've already done before starting if you would like to count out exactly how many you can get. | With a maximum of four {{clr|3|2S}} > {{clr|4|5H}} loops before wallstick, subtract one loop from the combo per every two attacks you've already done before starting if you would like to count out exactly how many you can get. | ||
* {{clr|3|2S}} > {{clr|4|5H}} > (wallstick) > {{clr|4|236H}} | * {{clr|3|2S}} > {{clr|4|5H}} > (wallstick) > {{clr|4|236H}} or {{clr|4|632146H}} | ||
** The easiest way to end the loop, since you can simply confirm a wall-stick into the final attack, though losing out on around 10-20 damage compared to {{clr|3|214[S]}} enders. | ** The easiest way to end the loop, since you can simply confirm a wall-stick into the final attack, though losing out on around 10-20 damage compared to {{clr|3|214[S]}} enders. | ||
* {{clr|3|2S}} > {{clr|4|5H}} > {{clr|3|214[S]}} > (wallstick), {{clr|4|bt.214H}}/{{clr|3|bt.632146S}} | * {{clr|3|2S}} > {{clr|4|5H}} > {{clr|3|214[S]}} > (wallstick), {{clr|4|bt.214H}}/{{clr|3|bt.632146S}} |
Revision as of 23:02, 27 November 2021
Combo Notation Guide | Character Name Abbreviations | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
|
|
Combo List
- Currently, every damage value here has only been dealt to Ky.
- Leo specific notation: bt.X = During Brynhildr Stance.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5P (> 5P > 5P) > 236S | Anywhere | 49; 60; 69 | 9%; 11%; 13% | All | [1] Very Easy | The mash-out. Use more or less 5P depending on distance for a max of three. | Video |
5P (or 2P) > 6P > 236S | Anywhere | 66 | 15% | All | [2] Very Easy | Two 5Ps are possible at point-blank range, but you may be better served going for a throw. | Video |
5K > 2D > 236S (or 236H) | Anywhere | 82 | 16% | All | [2] Easy | The timing for 236S can be a bit weird at first. 236H can be used with the same timing to forsake damage in exchange for meaty bt.S. | Video |
5K (or 2K) > 6K > 236S | Anywhere | 79 (63) | 16% | All | [3] Very Easy | Easier than above with 3 less damage and 1 pixel less of Tension. Also has a low version. | Video |
5K (or 2K) > 6K > 236S > 66RRC > 5H > dl. 2S > 5H > dl. 2S > 5H > 214[S] > WS bt.214H | Corner / Near Corner | 174 (146) | -48% | All | [3] Medium | Wall break corner(ish) combo starting with 5 or 2k | Video |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
c.S > f.S > 5H > 236S | Anywhere | 123 | 21% | All | [1] Very Easy | Video | |
c.S > 5H > f.S > 5H > 236S | Anywhere | 145 | 28% | All | [1] Very Easy | Leo's ideal B&B from c.S. | Video |
c.S > 2H > dl.f.S | Anywhere | 103 | 14% | All | [1] Very Easy | Launches opponent almost a full screen away. Sacrifices damage for creating space between you and your opponent. | Video |
c.S > 2H > 214[S], bt.214H | Anywhere | 153 | 24% | All | [3] Medium | Make sure to delay your input in between 214S and 214H, or else the game might register 5H instead. | Videos |
c.S > 2H > 214[S] > bt.632146S | Anywhere | 207 | 18% -50% | All | [4] Hard | If your overdrive input is too late, it will only do 190 damage instead of 207. | Video |
c.S > 2H > 214[S], bt.S > bt.H, bt.214[S] > WS > bt.214H (or bt.632146S) | Corner | 205 (229) | 37% (32% -50%) | All | [2] Easy | Relatively easy combo to pull off and is a good route to wall break. Some characters, like Sol, need a micro walk before the 2nd 214S. | Video |
c.S > 5H > f.S > 5H > 236S > 66.RRC > (9)j > j.D, dl.2S > 5H > dl.2S > 5H > WS > 6H (or 632146H) | Midscreen | 209 (227) | 28% -50% (2% -100%) | All | [3] Medium | B&B RC conversion to wall break. Depending on how close you are to the corner and to your opponent during the combo, you may need less 5H > f.S or 2S > 5H links. You will need to time your 2S inputs to when your opponent wall bounces. | Video |
c.S > 5H > f.S > 5H > 236S > 66.RRC > 66 66 c.S > 2H > 214[S] > WS > bt.214H (or bt.632146S) | Midscreen | 216 (240) | 28% -50% (2% -100%) | All | [3] Medium | Higher damage midscreen RC conversion to wall break. | Video |
c.S > 5H > f.S > 632146H (WB) | Anywhere | 177 (210) | 15% (16%) -50% | All | [2] Easy | B&B hitconfirm to 632146H. | Video |
f.S (> 5H) > 236S | Anywhere | 63 (90) | 11% (16%) | All | [1] Very Easy | If your opponent is too far away, 5H will not connect. | Video |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
6H, 2S, 214[S] | Midscreen | 113 | 18% | All | [1] Very Easy | Meterless midscreen combo from 6H that results in good oki. | |
6H, 2S, 5H, 2S, 5H, 2S, 5H, 214[S], bt.214H | Corner | 218 | All | [4] Hard | Meterless corner combo from 6H that goes into loops and wallbreaks. | ||
CH 5H > 236H, bt.S > bt.H > 22 > 66 2H > 214[S] | Midscreen | 162 | 38% | All | [3] Medium | Meterless midscreen combo that results in good oki. | Video |
CH 2H > 2S(whiff), 66 c.S > 5H > dl.2S > 5H > dl.2S > 5H > 214[S], bt.214H (or bt.632146S) | Corner | 226 (246) | 43% (39% -50%) | All | [3] Medium | High damage corner counterhit punish | Video |
CH 2H > [4]6H > 66 c.S > 5H > dl.5S > 5H > dl.2S > 214[S] > WS > 214H (or bt.632146S) | Corner | 248 (269) | 45% (40% -50%) | All | [3] Medium | Higher damage corner counterhit punish | Video |
CH 2H > 236S (whiff), 5K > jc j.S(2) > adc j.S(2), 66 c.S > 5H > dl.2S > 214[S] > WS > 214H (or bt.632146S) | Midscreen | 237 (257) | 45% (40% -50%) | All | [5] Very Hard | Midscreen to corner, against heavyweights you must do 2S (whiff) > 66 5K instead of 236S (whiff). The timing/spacing is also tighter on heavyweights. | Heavyweights / All but heavyweights |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
bt.K ( > bt.P ( > bt.K)) > bt.S > bt.H > bt.214[H] | Anywhere | 81 (109) ((111)) | 20% (21%) ((23%)) | Anyone | [1] Very Easy | BnB brynhildr combo from bt.K. Add the bt.P and bt.K fillers depending on how close you are. You can also replace bt.214[H] with bt.214[S] for less damage in exchange for better oki midscreen. | Video |
bt.H, bt.S > bt.214[S] | Anywhere | 85 | 19% | Anyone | [1] Very Easy | BnB brynhildr combo from bt.H. | Video |
bt.K > bt.S > bt.H 22 > 66 > c.S > 2S > 214[S] | Anywhere | 92 | 28% | Anyone | [5] Very Hard | BnB brynhildr combo that maintains backturn and ends close to the grounded opponent. 22 cancel early on during bt.H in order to ready your fingers for the 66 after. The timing on this one is extremely strict. If you're whiffing the c.S , you're either dashing or slashing too late. If you're hitting with f.S instead of c.S, delay your S a bit longer. | Video |
bt.S > bt.H 22 > 66 > c.S > 2H > 214[S] | Anywhere | 123 | 25% | Anyone | [4] Hard | BnB brynhildr variation beginning with bt.S. Timing is a bit more forgiving. | Video |
bt.H 22 > 66 > c.S > 2H > 214[S] | Anywhere | 109 | 22% | Anyone | [4] Hard | BnB brynhildr variation beginning with bt.H. Timing is a bit more forgiving. | Video |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
j.S(2) > 66 > j.S(2), c.S > 5H > 2S > 5H > 214[S] > WS bt.214H | Airborne Corner | 200 | 30% | Anyone | [4] Hard | Full wallbreak combo conversion for a high up j.S. Punish jumps in the corner. Dash cancel the first j.S early on to land the second j.S. | Video |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5[D], j.H > j.S > jc > j.S > j.H > jc > j.H > j.H (Finishing Blow) | Anywhere | 208 | 20% | All but Ky | [1] Very Easy | Easy almost universal route. j.S(2) whiffs on Ky | Video |
5[D], j.H > j.P > j.H > jc > j.H > j.P > j.H > j.H (Finishing Blow) | Anywhere | 206 | 21% | All | [2] Easy | Easy, completely universal route. | Video |
5[D], j.H > j.S > jc > j.H > dl.j.H > jc > j.H > j.H (Finishing Blow) | Anywhere | 207 | 19% | All but Chipp | [3] Medium | Slightly difficult to time a delayed second j.H in order to avoid getting an early Finishing Blow instead. | Video |
5[D], j.H > j.S > jc > j.H > j.K > j.H > jc > j.H > j.H (Finishing Blow) | Midscreen | 214 | 20% | All but Chipp, Faust, I-No, Jack-O | [4] Hard | Max damage and mostly universal. Timing is extremely tight to fit the Finishing Blow in. This is MIDSCREEN ONLY as the Finishing Blow whiffs in corner. | Video |
5[D], j.H > j.S > jc > j.H > j.P > j.H > jc > j.H > j.H (Finishing Blow) | Anywhere | 211 | 20% | All | [4] Hard | Max damage and completely universal. Slight delay on initial j.H is needed for some characters such as Faust. | Video |
CH 2[D] > 2K > 214S | Anywhere | 100 | 17% | All | [3] Medium | Counter hit 2[D] into 4 way mixup. Timing for 2K is tight to avoid an OTG hit. Doesn't work with Max range 2D | Video |
CH 2[D] > 2K > 214[S] > bt.S > bt.H > 236H | Anywhere | 138 | 32% | All | [4] Hard | Even tighter timing on 2K gives a backturn combo | Video |
CH 2[D] > [2]K > [2]8HS > 66RRC > j.S > 66 > j.S > c.S > 236S > WS | Midscreen | 170 + WS | ~20%-50 | ?? | [4] Hard | Slightly Delay the first j.S so the RRC can pop them up into the air a little |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
[2]8H(3) > 22.RRC > microwalk > 2H > 236H or 214[S] | Midscreen | 115 or 122 | ~10% -50% | Everyone | [4] Hard | Eisensturm conversion into Brynhildr. The 214[S] is better damage and better oki (hard vs. soft knockdown) but 236H can side switch, which may be more valuable if you were able to Eisensturm them out of their corner pressure. | |
632146H(5) > 66.RRC (or 66.PRC) > dl.2H > 214[S], bt.S > bt.H > WS > bt.214H | Midscreen | 246 (276) | 2% -100% | Everyone | [3] Medium | Reversal overdrive full combo. The spacing is tight; too close to the wall and it breaks after the overdrive, too far and you don't end up close enough even with the RC drift. The PRC version is trickier to time -- you need to connect the middle of the blades in 2H as your opponent is falling down, but the damage is worth it. |
Combo Theory
General Confirms
Leo can confirm pretty much anything, including 5P and 2P, into 236S for a quick soft knockdown ender. Adding damage is generally tacking on as much filler as possible before finishing in 236S for a ground ender or either 214[S] or 236H for an air ender, depending on distance and height.
Leo can also confirm counter hit pokes (6P, 6K, f.S, 5H) into 236H raw for a side switch into Brynhildr. In the case of f.S and 5H, a filler hit of the reverse beat button may be possible before 236H, but mind the distance from your opponent.
Stance Combos
Generally bt.S is the stabilizing confirm normal for stance, which can then combo into bt.H for additional damage and a low launch, which generally enables 236H for a midscreen ender or 214[H] for the corner.
Corner 2S 5H Loop
Leo's highest-damage routes come from doing multiple iterations of 2S > 5H against an airborne opponent in the corner, which bounces the opponent against the wall repeatedly. Each iteration adds about 700 wall damage, so you'll only be able to get three loops at the most (assuming you started it after just a single attack), but including the wallbreak, you'll still often achieve somewhere within the realm of 200 damage.
Starting the Loop
Leo can set up the loop in the following relatively practical ways:
- anything > 236S > 66.RRC~c.S > 5H > loop
- Lowest damage but most generic setup into the route
- anything > RRC, iad j.S ▷ c.S > 5H > loop
- Even lower damage than the above RRC extension, especially with the RRC shockwave further lowering loop potential, but much easier execution if you're uncomfortable with using Fast RC.
- air-to-air j.S or j.H ▷ c.S > 5H > loop
- Turn any successful air-to-air by the corner into a high damage threat
- CH 6K > 214S, c.S > 5H > loop
- Confirm from a successful 6K frametrap
- CH 2D, c.S > 5H > loop
- Easy punish starter that can be done from a fairly flexible area of ranges.
- CH 2H > 2S(whiff), 66 c.S > 5H > loop
- High damage punish starter.
Ending the Loop
With a maximum of four 2S > 5H loops before wallstick, subtract one loop from the combo per every two attacks you've already done before starting if you would like to count out exactly how many you can get.
- 2S > 5H > (wallstick) > 236H or 632146H
- The easiest way to end the loop, since you can simply confirm a wall-stick into the final attack, though losing out on around 10-20 damage compared to 214[S] enders.
- 2S > 5H > 214[S] > (wallstick), bt.214H/bt.632146S
- Highest damage ender. At some bounce heights you may be able to include one more 2S before the 214[S] to squeeze in a couple more points of damage, but for stability's sake this should generally be omitted.
- 2S > 5H > 236H
- Takes the opponent out of the corner and sets up soft knockdown stance oki. Use this if you really don't want to break the wall and would rather put your back to the corner to begin oki than return to starting positions.
- 214[S]
- You can also just end with an especially early Turbulenz for hard knockdown stance oki without taking your opponent out of the corner. The damage potential from this will be limited since wall damage still remains, but if you just needed one more confirm to close out the round, this might be more worth it than wallbreaking with the initial route.