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Revision as of 15:10, 19 June 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Forums   Videos    
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
MC = Mortal Counter
JI = Jump Install
RC = Roman Cancel
RRC = Red Roman Cancel
YRC = Yellow Roman Cancel
PRC = Purple Roman Cancel
IK = Instant Kill
AN =  Answer
AX =  Axl Low
BA =  Baiken
BE =  Bedman
CH =  Chipp Zanuff
DI =  Dizzy
EL =  Elphelt
FA =  Faust
IN =  I-No
JA =  Jam
JC =  Jack-O'
JO =  Johnny
KU =  Kum Haehyun
KY =  Ky Kiske
LE =  Leo
MA =  May
MI =  Millia
PO =  Potemkin
RA =  Ramlethal
RV =  Raven
SI =  Sin Kiske
SL =  Slayer
SO =  Sol Badguy
VE =  Venom
ZA =  Zato-1

Character Specific Notation

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.
  • Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
~1hs starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
0 c.S>5H(2)>1H>task C 153 Everybody Easy mode
1 cS>5H(2)>1H>(HJC)jP>jK>jS>air task C,jK>6jK>jS,task C 186 No delay: Sol, Faust, Axl, Slayer, Ramlethal, Sin, Leo, Johnny, Haehyun, Raven, Baiken

Delay hj slightly: Ky, Zato, Chipp, Venom, Answer

Delay hj and jS: Bedman

jP>jP>jS will also work on any of those that don't need the delay besides Johnny and Raven.
2 cS>5H(2)>1H>(HJC)jS>jP>jS>air task C,jK>6jK>jS,task C 194 No delay: Sol, Faust, Axl, Slayer, Sin, Leo, Haehyun, Raven

Delay hj slightly: Zato, Chipp

3a (corner carry ender) cS>5H(2)>1H>(HJC)jK>3jS,task C,cS>(JC)jK>6jK>jS,task C 205 Ky, Zato, Chipp, Faust, Venom, Sin, Leo, Raven, Sol On Potemkin, hjJK>3JS>5HS>task C will work.

For Ky and Faust, hjS>3jS will increase the damage, but you will need to hit Ky with cS lower and Faust can tech out.

3b (stable ender) cS>5H(2)>1H>(HJC)jK>3jS,task C,(2P>)cS>task C 200 Ky, Zato, Chipp, Faust, Venom, Sin, Leo, Johnny, Raven The 2P is necessary for Johnny.

On Potemkin, hjK>3jS>5H>task C will work.

For Ky and Faust, hjJS>3JS will increase the damage (207), but you will need to hit Ky with cS lower.

4 cS>5H(2)>1H>(HJC)jP>jP>jS>air task C,jK>6jK>jS,task C 183 Millia, I-No, Jack-o, Dizzy

slightly delay jS: Jam

Will also work on those mentioned in the "No delay" group in combo 1 except Johnny and Raven.

jP>jK>jS does more damage, so try to save this combo for light weight (female) characters except for Ramlethal.

5 cS>5H(2)>1H>(HJC)3 delay jP,task C,2P>cS>task C 188 May, Elphelt
6 cS>5H(2)>1H>9(JC)jS>3jS,task C,2P>cS>236H 185 Potemkin

Combo Theory

5H combos into 2H on standing.
f.S/2S combo into 2H on crouching.

Video Examples

1H combos: https://www.youtube.com/watch?v=KgxFG1Tfmw4 (http://siuxrd.blog.fc2.com/blog-entry-2.html)

2H combos: https://twitter.com/bukimiboll/status/770381510276812800

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