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Basic Combo Primer for Beginners by hardly
[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.
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.
- Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
# | Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
_ | 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 |
---|---|---|---|---|---|---|---|
_ | 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 |
---|---|---|---|---|---|---|---|
_ | 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 |
---|---|---|---|---|---|---|---|
_ | 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 |
---|---|---|---|---|---|---|---|
_ | 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 |