Combos |
Position |
Damage |
Tension Gain |
Works on |
Difficulty |
Notes
|
4p2kk |
All |
67 |
None |
Not on Crouching Faust and Jacko |
Easy |
4p Whiffs on both of them crouching replace it with 1p if you choose to do to this.
|
c.S > (f.S > 2D) > 623p (Dauro) > 66 pk > 66 pk > 66 kp > PPP |
All |
130 |
Barely |
Everyone |
Easy |
Before you go and Drop Ram because of frustration (and I hear this a lot). The micro-dashes are something you just have to get used to. There's no other way other than practicing it. This gonna be your best friend at the end of it all.
|
f.S > 623p (Dauro) > 66 pk > 66 pk > 66 kp > PPP or kkk or kk |
Crouching or Counter Hit |
|
Barely |
Everyone on Crouching or Counter Hit |
Easy |
Same as above only this time f.S will go into Dauro on crouch or Counterhit despite the game treating it like a true combo when it hits standing normally
|
c.S > (2D) > 623p (Dauro) > 66 pk > 66 pk > 66 kp > c.S > 623p > kp > PPP or KKK |
All |
142 |
Barely |
Theoryitically should be everyone |
Medium(Hard) |
If you're not comfortable doing the regular corner carry with micro dashes then practice the regular corner carry. This is a fullscreen corner carry and should end in-wall splat if done right (if the wall splat didn't happen at all, try delaying the last p in PPP a little bit). It also combo requires all the micro dashes to be at their deepest. If you do this combo and end up with a wall splat following with f.S > 5d6. After 5d6 You must do c.S > f.S > 5h > (Followed with any corner sword setup) or they'll tech out and probably in your face. (Unless someone knows better and wants to correct this note, this just always happens to me). Lights are harder to full-screen carry.
|
c.S > (2D) > 623p (Green Dauro) > 66 pk4k > (kp) > PPP |
All |
137 |
None |
Everyone |
Medium(Hard) |
If you're not comfortable doing Green Dauros or Microdashes then don't worry about this one yet. Skip KP on heavyweight characters since they drop to fast or you can skip it altogether if its too much and just do PPP. The only difference is you won't get a wall splat from my testing but you'll end up with a knockdown which is better than nothing. On lightweight characters, you actually don't need a Green Dauro for it to work from my testing. Microdash must be Deep for the 4k to side-switch.
|
236k > 66 pk > 66 pk > kp > ppp or kk or kkk |
All |
|
Barely |
Everyone |
Easy |
Lights launch higher. Heavys Launch Lower (?) adjust your timing accordingly. 236k is a command grab meaning you won't really be doing this in a normal circumstance but rather after a Setup following a knockdown.
|
214k > 66 pk > 66 pk > kp > ppp or kk or kkk |
All |
|
Barely |
Everyone |
Easy |
In case you actually do hit 214k. This combo exists
|
2kpp or kpp or 2ppk > 66 pk > 66 pk > > kp > ppp or kk or kkk |
All |
|
Barely |
Everyone |
Easy |
While the strings are ok **DONT RELY ON EM** Anyone worth that even studied a little bit of this matchup is gonna punish it before the overhead (or even low) even comes out if they know its coming. As for 2ppk its just an ok low. Still punishible
|
6P > c.s > j.k > j.S > j.c > j.K > j.S > 214S > 214H |
Anti-air |
153 |
A little more than 25 |
Everyone |
Easy |
This is gonna be you standard anti-air combo. (It will not work without S sword deployed because the s sword special recall is too slow. But it will with h sword deployed out)
|
6P> c.s > j.k > j.S > j.c >j.K >j.S > j.2d > (j.214k) |
Anti-air |
132 |
None |
Everyone |
Easy |
This is the Standard anti-air only without the specials involved. If you do this without S sword the combo becomes more unstable cause of the hitbox of j.S without Sword. Also, you don't have to do j.214k. It just helps with getting to the ground faster.
|
2s > 2h |
All |
124 |
A little more than 25 |
Everyone |
Easy |
Big call out move. Don't rely on it tho without meter to spare.
|