Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List
- All damage values are damage dealt to Sol unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
- Entries listed in (arkKhaki) are either optional or situational.
- Damage values listed for combos with optional combo parts assume the highest damage variation unless otherwise stated.
Standard Combos
Combo | Position | Damage | Tension Gain | Works on | Difficulty | Notes | Video Example |
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2K > c.S(1) > f.S > 2D > (214X) | any | 51 | all | Easy | Knockdown into scroll set. | Provided by Cuack | |
2K > 2S > 5H > 46P or 236H or (214X) | any | 51-70 | all | Easy | Poke into either pressure or setup. | Provided by Cuack | |
2P/2K > 6P > f.S > 2D | any | all | Easy | 6P acts as a confirm into 6K if they are standing otherwise go for knockdown. | Provided by Cuack | ||
f.S > 5H > 421H/S > dash 6K > 214P > j.KH > 9sD -> sH/K | any | all | Medium | Confirm into 6K from card. Can only be done when card is under opponent. Careful against lightweights the height makes it more strict. | Provided by Cuack | ||
c.S(3) > 2H > sjIAD jP > jS(1) > jH > c.S(1) > 2D | any | Tall Characters | Hope you like carpel tunnel | Basic sjIAD combo. You have to be right on them for it to properly combo. Plenty of routes to go into. | Provided by Coack | ||
2K > 2S > 5H > 22P Cling > s6D~sK whiff > 6K > 214P > jKH > 9sD -> sHK | any | 112 | all | Hard | Use this when K Scrolls are active. Can’t connect unless it’s near and using 22P cling instead of jump. | Provided by Coack | |
f.S > 5H > 46P > RRC > dash 2H > 6K > 214P > j.KH Cling > 9sD -> whiff sK ▷ sj.KH cling > 9s9D -> H/K | any | all | Medium | You need to RC the 46P the moment it hits the opponent. This is the basic idea behind answers RRC usage | Provided by Coack |
Combo | Position | Damage | Tension Gain | Works on | Difficulty | Notes | Video Example |
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c.S(1) > 2H > 6K > 214P > j.KH > cling 9sD -> H/K | any | all | Medium | Simplest 6K confirm. Make sure to hold 8 during the j.KH so as to not cling to early. sK is your best knockdown so use it when sH can't connect. | Provided by Joey Reads | ||
2K > c.S(1) > 2H > 6K > 214P > j.KH cling > 6sD > cling 9sD -> sH/K | any | all | Medium | 2K is a low so allows for a high low mixup in certain situations | Provided by Joey Reads | ||
c.S(1) > 2H > 6K > 214P > j.KH cling > 9sD > whiff sK ▷ 9sj.KH cling > 9sD -> H/K | any | all | Medium | Whiff sK route. Most damage but you lose the extra scroll for oki | Provided by Joey Reads | ||
2K > c.S(2) > 6K > 214P > j.KD cling > 9sD -> sH cling > 3sD | mdiscreen | all but JO, PO | Hard | A strong setup into a safejump or mixup depending on how it lands. | Provided by Beni |
Throw Combos
Combo | Position | Damage | Tension Gain | Works on | Difficulty | Notes |
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throw > RRC > cS(1) > 6K > 214P | any | all | ||||
air throw > RRC > 214P > cS > 2H > jH > s6D > s8D~K | any | all | You need to delay the RC to get the bounce for the combo |
Anti Air Combos
Combo | Position | Damage | Tension Gain | Works on | Difficulty | Notes | Video Examples |
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5K > j.KS > dj.KSH | any | all | Easy | Answer's "Ladder" combo. If you cant connect into a 6K this is what you get. Doesn't lead into knockdown without ending with 632146S | Provided by Joey Reads | ||
6P > 6K > 214P > j.kH cling > 9sD -> sK | any | all | Medium | Your main way to link into 6K from an Anti Air. Remember only works at certain heights so sometimes you should take a ladder combo instead. | Provided by Joey Reads | ||
6P > 5H > jcKS > dj.KSH | any | all | Easy | For when 6K wont connect you should go for 5H into ladder. | Provided by Joey Reads |
2D Combos
Combo | Position | Damage | Tension Gain | Works on | Difficulty | Notes |
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XXX | any | all |
5D Combos
Combo | Position | Damage | Tension Gain | Works on | Difficulty | Notes |
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5D8 > j.D > j.D > j.KS(3) > Jump > j.KS(3) > j.D | any | all | ||||
5D6 > 5H > 5H > 5H > 214P > cS(3) > 2D > 214K | any | all |
Combo Theory
Grounded Combo Starters
Standing Opponents
- Your basic goal as Answer is to always try to go into a 6K launcher. On standing all you have to do is gatling into 6K from c.S, 2H, or 6P. After this you can choose what 6K route you'd like to take. Take care to note the height and weight of the opponent. In general it is Harder for Answer to combo lightweights due to his 6K launching them higher into the air. Heavy weights on the other hand can be easier and usually instead of a j.KH link into sD you will tend to go for 5H jcH as it does more damage. Without scrolls your combo routes are limited and should be prioritizing a knockdown or setup through 214P or 236S/H.
Video Examples
6K 6P Scroll BNBs | |
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