Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List
- Currently, every damage value here has only been dealt to Sol.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
[5P]x3 > [4]6S | Anywhere | 69 | ~12% | Everyone | [1] Very Easy | Simple scramble/mash combo. Can start with 2P as well. You may need to reduce the number of punches depending on how far away the opponent is. |
2K > 5[D] > Dust combo | Anywhere | 27 + 226 | ~25% | Everyone | [1] Very Easy | Cheeky low-high mixup. Use sparingly against opponents who know how to block it. At 2K's maximum range, charging 5D can whiff-bait some quick attacks that would hit an uncharged 5D. Usually loses to f.S or similar mid-range moves. |
2K > 2D > [4]6S | Anywhere | 61 | ~25% | Everyone | [1] Very Easy | Low combo route. Delay 2D a bit to add ambiguity between this and 2K > 5D and catch fuzzy blockers, or cancel into 2D as quickly as possible to stuff mash attempts. Leave out the Mr. Dolphin on hit for less damage in exchange for a hard knockdown. |
[2] Easy | ||||||
[3] Medium | ||||||
[4] Hard | ||||||
[5] Very Hard |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
c.S > 2H > [2]8H | Anywhere | 126 | ~15% | Everyone | [1] Very Easy | Anti-air combo. |
c.S > 6K > [4] > 5K > [4]6S | Anywhere | 49 + 37 (CH) + 55 | ~20% | Everyone | [1] Very Easy | High mixup/frametrap/whiff-bait in pressure. Loses to 3-frame normals and trades with 4-frame normals on mash. 5K extension loses to far-reaching low attacks like Ky's 2S. Perform 5K > [4]6S if the opponent whiffs a quick attack after 6K. |
c.S > 6K > 6K | Anywhere | 49 + 37 (CH) + 34 | ~15% | Everyone | [1] Very Easy | Situational mix-up against characters like Ky with far-reaching low attacks. Only connects if the opponent tries a low attack that 6K can jump over. Loses against most other mash-outs. |
c.S > 2H > 236236S | May in corner | 232 | ~ -40% | Everyone | [2] Easy | Whiff punish when May is in the corner. |
c.S > 2H > [4]6H > dl.c.S > 5H > [4]6H > [6]H | Corner | 232 | ~35% | Everyone | [3] Medium | Meterless wallbreak combo. Against airborne opponents you need to slightly delay the first Mr. Dolphin to connect. You need to delay the second c.S until the opponent falls enough so that the follow-up 5H hits. |
c.S > 2H > [2]8H > 6H > [4]6S > 6H | Corner | 218 | ~30% | Everyone | [3] Medium | Meterless wallbreak combo, more consistent against airborne opponents. |
c.S > 2H > [2]8H > AD > j.K > j.D | Anywhere | 166 | ~20% | Everyone | [4] Hard | Anti-air combo. May recovers her air options after hitting on the way up using HS Vertical Mr. Dolphin, which lets her AD before landing. AD needs to occur when May is roughly one character height above the ground. Timing the AD correctly is tricky, but much easier with the dash button. |
[5] Very Hard |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
[1] Very Easy | ||||||
5H (CH) > [4]6H > 5K > [4]6S | Anywhere | 141 | ~25% | Everyone | [2] Easy | |
6H (CH) > [4]6H > 66RRC > c.S > 2H > [2]8H | Midscreen-Corner | 198 | ~ -35% | Everyone | [3] Medium | Anti-air wallbreak combo. Works from approximately the opponent's starting position. |
[4] Hard | ||||||
[5] Very Hard |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
j.H > 5K > [4]6S | Anywhere | 87 | ~12% | Everyone | [1] Very Easy | Simple air-to-ground combo. Begin charging [4] once the jH connects. |
j.H > f.S > [4]6S | Anywhere | 49 + 63 (66 CH) | ~12% | Everyone | [1] Very Easy | Similar air-to-ground route, but sets up a frametrap on fS. On jH counterhit, the entire combo will link. |
IAD > j.S > c.S > f.S > [4]6S | Anywhere | 99 | ~15% | Everyone | [1] Very Easy | IAD jump-in. This combo relies on forward momentum from a forward airdash to link cS from jS. |
[2] Easy | ||||||
j.H > 22RRC > c.S > 2H > [4]6H > dl.c.S > 5H > [4]6H > 6H | Corner | 189 | ~ -45% | Everyone | [3] Medium | Converts a corner air-to-air j.H into a wallbreak. You need to delay the second c.S a little bit to allow the opponent to wall-bounce into its range. The general formula of RRC > (corner wallbreak) in this combo can apply to any corner hit. |
j.H > 22RRC > Dash > c.S > 2H > [2]8H > AD > j.H | Anywhere | 133 | ~ -42% | Everyone | [4] Hard | Converts a stray air-to-air j.H into more damage. Not very resource efficient, but can end the round from a common neutral situation. |
[5] Very Hard |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
[1] Very Easy | ||||||
5[D]8 > j.H > j.D > AD > j.H > j.H | Anywhere | 203 | ~20% | Everyone | [2] Easy | Dust combo. |
5[D]8 > j.D > j.S > j.H > j.P > j.D > j.P > j.P | Anywhere | 226 | ~20% | Everyone | [2] Easy | Another dust combo. |
[3] Medium | ||||||
[4] Hard | ||||||
[5] Very Hard |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
[1] Very Easy | ||||||
[3] Easy | ||||||
6D or 4D > RRC > c.S > 2H > [4]6H > f.S > 6H | Corner | 153 | ~ -40% | Everyone | [3] Medium | Wallbreak combo. Throw opponent towards corner (6D when opponent is in corner or 4D when May is in corner). You need to delay the RRC until the opponent is above May in the throw animation. |
j.6D or j.4D> 22RRC > c.S > 2H > [4]6H > 5H > 6H | Corner | 156 | ~ -40% | Everyone | [3] Medium | Wallbreak combo. Throw opponent towards corner. |
[3] Medium | ||||||
[4] Hard | ||||||
[5] Very Hard |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
[4]6H > [4]6S | Anywhere | 44 + 34 (37 CH) | ~12% | Everyone | [1] Very Easy | Double-dolphin frametrap. Extending pressure after the second Mr. Dolphin is very risky on block or normal hit. Can be interrupted by normals with 4 or fewer startup frames like Sol's 5K or May's 2P. |
[4]6H > 5K > [4]6S | Anywhere | 44 + 55 (58 CH) | ~15% | Everyone | [2] Easy | A faster frametrap. Will beat 3-frame normals like Sol's 5K when timed correctly. Press K when May's feet touch the ground after hopping off Mr. Dolphin. Extending after this combo is very risky. |
[4]6H (CH) > Dash > c.S > 2H > [4]6H | Anywhere | 137 | ~20% | Everyone | [3] Medium | Counterhit combo. Press and hold the dash button when May's feet touch the ground after hopping off Mr. Dolphin until in range of c.S. This combo pushes the opponent very far (into the corner from starting position), so it's useful to gain a good position from mid-screen. |
[4]6H (CH) > Dash > 623K > c.S > 2H > [4]6H > [4]6H | Corner | 173 | ~40% | Everyone | [3] Medium | Wallbreak counterhit combo. Can also work from [4]6S counterhit, but it's possible for the opponent to escape stagger quickly enough to avoid the OHK follow-up using backdash. |
[4] Hard | ||||||
[5] Very Hard |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
[1] Very Easy | ||||||
[2] Easy | ||||||
623K > c.S > 2H > [4]6H > dl.c.S > 5H > [4]6H | Corner | 174 | ~35% | Everyone | [3] Medium | Meterless wallbreak combo. You need to delay the second c.S a little bit to allow the opponent to wall-bounce into its range. |
[4] Hard | ||||||
[5] Very Hard |
Combo | Position | Works on: | Difficulty | Notes | |||
---|---|---|---|---|---|---|---|
[1] Very Easy | |||||||
[2] Easy | |||||||
[3] Medium | |||||||
[4] Hard | |||||||
[5] Very Hard |