5K > (c.S) > f.S > 5H > 214K
Hitconfirm into knockdown on standing opponents. Works anywhere on the screen, as long as the opponent is relatively close to you. c.S is dependent on range.
(I thought I already added this to the resource dump page, but I did not. Saybell asked that this was added to the combo page. Hopefully this will be adapted to plain text on Dustloop at some point) |
Oxyacetylene (talk | contribs) |
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| Recipe = {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|5|2D}} > {{clr|2|214K}} > RRC > {{clr|4|2H}} > {{clr|1|236P}} > {{clr|3|c.S}} > {{clr|3|j.S}} > | | Recipe = {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|5|2D}} > {{clr|2|214K}} > RRC > {{clr|4|2H}} > {{clr|1|236P}} > {{clr|3|c.S}} > jc. {{clr|3|j.S}} > djc. {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|1|j.4P}} (Toss) > {{clr|4|6H}} > {{clr|4|236H}} > SG-{{clr|3|S}} > {{clr|4|236H}} > {{clr|3|c.S}} > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|1|236P}} | ||
| content = | | content = | ||
High damage, 50 tension BnB. Keep in mind how many hits there are in your combo before you start,as hitstun decay might interfere if there are too many. Watch [https://www.youtube.com/watch?v=Wor_T24t_Xk this video] by Saybell for an in depth explanation to save you some confusion. | High damage, 50 tension BnB. Keep in mind how many hits there are in your combo before you start,as hitstun decay might interfere if there are too many. Watch [https://www.youtube.com/watch?v=Wor_T24t_Xk this video] by Saybell for an in depth explanation to save you some confusion. |
You can help by editing it.
Combo Notation Guide | Character Name Abbreviations | |||||||||
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[1] - This combo doc covers and features video demonstrations for
-Basic hit confirms
-Counter hit confirms
-Key anti air confirms
-Metered bread and butter combos
-2D pickups
-Shotgun loops
-Combos to instant kill
The doc may be updated if new info surfaces, but all combos listed are relevant to the game's current and likely final version.
Basic combos are simple combos with the fewest requirements and conditions possible. They:
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5K > (c.S) > f.S > 5H > 214K
Hitconfirm into knockdown on standing opponents. Works anywhere on the screen, as long as the opponent is relatively close to you. c.S is dependent on range.
5K > (c.S) > f.S > 5Hx5
Useful at a range where c.S doesn't come out. 214K may not combo at all characters at this range, so you can substitute it for 5Hx5.
5K > (c.S) > f.S > 2H > 2D > 214K
Basic and reliable hitconfirm on crouching opponents.
c.S > j.S > j.P > j.S > Double Jump j.S > j.P > j.S > j.H > dl. > j.D > 236P
Easy anti-air confirm into knockdown and grenade oki.
Core combos balance potency with consistency. They:
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c.S > f.S > 2D > 214K > RRC > 2H > 236P > c.S > jc. j.S > djc. j.K > j.S > j.H > j.4P (Toss) > 6H > 236H > SG-S > 236H > c.S > j.K > j.S > j.H > j.D > 236P
High damage, 50 tension BnB. Keep in mind how many hits there are in your combo before you start,as hitstun decay might interfere if there are too many. Watch this video by Saybell for an in depth explanation to save you some confusion.
Shotgun loops are an extremely important part of maximizing your damage. While in shotgun stance, if you stand still for a few frames, Elphelt will flash and sight the shotgun. Pressing SG-H while charged will fire a much more powerful version that will do about 9% of guts-ignoring chip damage(!) to your opponent and shred a lot of their tension if they used faultless defense. It’s also +5 on block, so it can be used for pressuring and frametraps.
If you use charged SG-H in the corner at a close enough range, it will wallstick your opponent. You can then follow up with more sg-h’s and combo into a knockdown. You can combo into shotgun loops from roman cancels or counter hit heavy normals near the corner. Walking forward between shots will also give you a bit more damage by increasing the number of loops you can perform. You could also get shotgun loops from SG-D, your command grab. Some examples would be:
Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
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c.S > f.S > 2D > 214K > RRC > Dash 236H > Wait for Charge > 4x Charged SG-H > Dash Jump > j.SPSHD > 236P
50 meter conversion for if you'd rather finish off your opponent with big damage instead of going for an unblockable near the corner.
SG-D > 236P > Wait for Charge > SG-S > 2X Charged SG-H > SG-S > Toss > Wait for Charge > SG-S > 5X Charged SG-H
Corner shotgun loops from a command grab starter.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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5K > (c.S) > f.S > 5H > 214K | Very Easy | Basic hitconfirm in close range | ||||
5K > (c.S) > f.S > 5H*5 | Very Easy | |||||
Very Easy |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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c.S/f.S > 2H (2) > 2D > 214K | Very Easy | |||||
c.S/f.S > 5H*5 | Very Easy | Also works from 2S starter | ||||
c.S/f.S > 5H (1) > 214K | Very Easy | Also works from 2S starter, gives better oki than 5H |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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6H (CH) > 236P > 66 (delay) 2P > c.S > jc > j.K > j.S > j.H > j.4P (toss) > land > rejump j.S > jc > j.S > j.H > j.D > j.236P (setup) | Midscreen | Easy | ||||
6H (CH) > 236P > 66 (delay) 2P > c.S > jc > j.K > j.S > j.H > j.4P (toss) > land > 6H > 236H > microdash > SG.S > 236H > c.S > jc > j.K > j.S > j.H > j.D > j.236P (setup) | Midscreen | Hard | ||||
6H (CH) > 236P > 66 (delay) 2P > c.S > jc > j.K > j.S > j.H > j.4P (toss) > land > 6H > 236H > charged SG.S > charged SG.H > SG.S > 214K > SG.H *4-6 | Corner | |||||
6H (CH) > 236P > 66 (delay) c.S > jc > j.S > jc > j.K > j.S > j.H > j.4P (toss) > land > rejump j.S > jc > j.S > j.H > j.D > j.236P (setup) | Midscreen | Easy | Must be close or 6H Air CH | |||
6H (CH) > 236P > 66 (delay) c.S > jc > j.S > jc > j.K > j.S > j.H > j.4P (toss) > land > 6H > 236H > microdash > SG.S > 236H > c.S > jc > j.K > j.S > j.H > j.D > j.236P (setup) | Midscreen | Hard | Must be close or 6H Air CH | |||
6H (CH) > 236P > 66 (delay) c.S > jc > j.S > jc > j.K > j.S > j.H > j.4P (toss) > land > 6H > 236H > charged SG.S > charged SG.H > SG.S > 214K > SG.H *4-6 | Corner | Must be close or 6H Air CH |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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c.S (AA) > jc > j.S > jc > j.K > j.S > j.H > j.D > j.236P (setup) | Maximum midscreen damage | |||||
c.S (AA) > jc > j.S > j.P > j.S > jc > j.S > j.P > j.S > j.H > j.D > j.236P (setup) | Use if c.S hits farther away |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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214K/5H*5 > RRC > 66 (stop) 2H (2) 236P > c.S > jc > j.K > j.S > j.H > j.4P (toss) > land > rejump j.S > jc > j.S > j.H > j.D > j.236P (setup) | Midscreen | Easy | ||||
214K/5H*5 > RRC > 66 (stop) 2H (2) 236P > c.S > jc > j.K > j.S > j.H > j.4P (toss) > land > 6H > 236H > microdash > SG.S > 236H > c.S > jc > j.K > j.S > j.H > j.D > j.236P (setup) | Midscreen | Hard | ||||
214K/5H*5 > RRC > 66 (stop) 2H (2) 236P > c.S > jc > j.K > j.S > j.H > j.4P (toss) > land > 6H > 236H > charged SG.S > charged SG.H > SG.S > 214K > SG.H *4-6 | Corner |