c.S > f.S > 2H > 236S
standard c.S confirm, you will use this a lot.
yields good damage & corner carry.
f.S/2S > 2H > 236H
Opponent has to be fairly close for 2H to connect after fS/2S.
f.S and 2S are interchangeable for grounded combos.
Basic combos are simple combos with the fewest requirements and conditions possible. They:
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2K/5K > 2D > 236S
The most damage you can get from a stray 5K or 2K.
236S can hit OTG if you're far away, so opting to stop at 2D is better when far away from the corner.
If the opponent blocks the 2D > you can cancel to 214K to make it less punishable.
5K combo works identically to 2K combos against grounded opponents.
6P > 236S
If 236S is blocked in the air by your opponent, you actually have the frame advantage.
c.S > f.S > 2H > 236S
standard c.S confirm, you will use this a lot.
yields good damage & corner carry.
f.S/2S > 2H > 236H
Opponent has to be fairly close for 2H to connect after fS/2S.
f.S and 2S are interchangeable for grounded combos.
f.S/2S > 5H > 236H > 5H > 236H
Similar to the c.S version, but done off of f.S/2S.
5H > 236H > 66 > f.S > 5H > 236H
It's not uncommon to land raw 5H when the enemy is cornered.
This combo routes into your usual 5H loop'.
6H > 236H
Basic overhead confirm that works at most distances where 6H can hit.
6H > 236H > 5H > 236H
You probably see a pattern now with corner routes.
j.P > j.P > j.P > j.236S
A lot of your air-to-air combos without errors or counterhits will be like this.
236S can whiff if you're too far or the opponent is too low, so be mindful of your opponent's positioning.
j.D > j.236S/j.236P
If you can hit confirm, go into j.236S.
Use j.236P for a safer option that also retreats.
236H > 5H > 236H
if you hit 236H far away, your options are very limited unless you spend resources.
236H > c.S > 66 > c.S > f.S > 5H > 236H > !H
Hitting 236H up close allows for a standard corner combo with c.S
Basic Combo Table
Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver |
---|---|---|---|---|---|---|---|---|
2K/5K > 2D > 236S
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Anywhere | Everyone | [1] Very Easy | The most damage you can get from a stray 5K or 2K. | ?? | |||
6P > 236S
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Anywhere | [1] Very Easy | 6P Anti-Air. If 236S is blocked in the air by your opponent, you actually have the frame advantage. | ?? | ||||
c.S > f.S > 2H > 236S
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[2] Easy | Good damage and corner carry. | ?? | |||||
f.S/2S > 2H > 236H
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[2] Easy | Has to be fairly close for 2H to connect. | ?? | |||||
c.S > 5H > 236H > 66 > c.S > 5H > 236H > 66 > 5H
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Corner | [3] Medium | Can omit the second c.S to avoid wallbreak. | ?? | ||||
f.S/2S > 5H > 236H > 5H > 236H
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Corner | [2] Easy | ?? | |||||
6H > 236H
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Anywhere | [1] Very Easy | ?? | |||||
6H > 236H > 5H > 236H
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Corner | [1] Very Easy | ?? | |||||
j.P > j.P > j.P > j.236S
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Air to Air | [2] Easy | Essential j.P confirm. | ?? | ||||
j.K/j.H > j.236S
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Air to Air | [1] Very Easy | For when you hit too high up to combo on the ground. | ?? | ||||
j.D > j.236S/j.236P
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[1] Very Easy | If you can hit confirm, go into j.236S. j.236P is a safer option. | ?? | |||||
236H > 66 > 5K > 236S/236H
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Anywhere | [3] Medium | Doesn't work at higher 236H ranges. Must be close for 236H | ?? | ||||
236H > 5H > 236H
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Corner | [1] Very Easy | ?? | |||||
236H > c.S > 66 > c.S > f.S > 5H > 236H > !H
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Corner | [3] Medium | Must be close to corner. | ?? |
Core combos balance potency with consistency. They:
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c.S > 5H > 236H > 66 > c.S > 5H > 236H > 66 > 5H
Can omit the second c.S to avoid wallbreak.
5H is a great tool for the corner due to the wall bounce.
236H > 66 > 5K > 236S/236H
Hitting 236H close to the opponent allows for 5k to combo.
Ending with 236S works in most situationS >
while ending with 236H requires the opponent to be fairly close at the start of the combo.
Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
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j.K/j.H > j.236S
j.K and j.H are very good air-to-ground buttons.
But you may end up in a position where you hit too high up, and can't land and continue the combo.
Going into j.236S is the solution.
CH 2P/2K > 2K/c.S
It's possible to link CH 2P/2K into 2K or c.S. your hit confirm awareness needs to be on point.
Optimizing 2P or 2K confirms should not be a priority over just getting 236S instead.
CH 6P > 236H
The hitstop on CH 6P allows for 236H to connect in most situations.
CH c.S > 5[D] > 5K > 236H
Simple CH c.S combo that is actually pretty optimal.
Works at all ranges where c.S usually hits.
CH c.S > 5[D] > 5K > 236H > 5H, 236H, 66, 5H
AA CH c.S > 236{H} > c.S > 66 > c.S, 2S, 2H, 236H
If the CH c.S is on an airborn opponent (as an anti-air or DP punish),
you can get a level 2 236H, and stall the combo for error to be used.
This is more powerful than bedman's grounded c.S punishes.
The (first?) 236H may need to be dash canceled.
CH 5H > 236S/236H
236S works at all ranges of Counter Hit 5H.
236H can combo at point blank.
CH 5H > 236{H} > 66 > c.S > f.S > 5H > 236H > 66 > 5H
In the corner, you can get level 2 236H.
This launches the opponent high enough for a dash c.S.
CH 5H > 236{H} > 5K > 9 > jK > hover > 6 > jH > !H > c.S > 236[H]
More versatile but difficult version.
Works at further ranges where 5H hits.
Utilized the rror from the first 236H.
CH 2H > 236H > 236S
CH 2H combos into 236H on grounded opponents.
You can even get a non-OTG 236S afterwards for more damage and wall carry.
CH 2H(1) > 236H > 66 > 5K > 236H
In cases where you route to 2H at it frame traps,
you can quickly cancel into 236H and follow it with microdash 5K.
CH 6H > 214K > 66 > c.S > c.S > 2S > 2H > 236S/236H
Off of CH 6H, you can get c.S by cancelling the recover of 6H into 214K.
CH 6H > 236{H} > f.S > 5H > 236H > 66 > 5H
Similar to CH 5H, you can get a level 2 236H.
6H has a lot of pushback, so c.S is unlikely.
CH 2D > 236S/236H
CH j.S can allow for nuanced confirms, but the situation is highly variable. <tabber> Base CH j.S Combo =
CH j.S > hover > 6 > FD brake > j.S > 5K/c.S
FD brake is important to get a lower hitting j.S to maintain the opponent's height.
Your goal is to get a c.S or 5K to connect.
CH j.S > hover > 9 > FD brake > j.S > 5K > 236S/236H
For opponents who are near super jump height,
a diagonal upwards air-dash may be necessary.
CH j.S > hover > 6 > j.S > c.S > 5H > 236H > 5H > 236H > 66 > 5H
Against cornered opponents the combo is far more lenient because horizontal distance is not a factor.
CH j.D > hover > j.S > c.S > 2H > 236S
If you land CH j.S while still having air-dash, you can convert into an extended combo.
You may need to FD brake your airdash before j.S to get a lower j.S to combo into c.S.
CH j.D > 236H
Without air-dash, JD does not offer much.
But you can cancel the recovery of j.D into 236H and have it combo.
CH 236H > 66 > 2S > 2H > 236H
CH 236H launches pretty far, limiting your follow-ups if it hits far away.
CH 236H > 66 > c.S > c.S > 2S > 2H > !H > 236H
Up close you can follow with c.S and stall long enough for !H.
CH 236H > 5K > 9 > jK > hover > 6 > jH > c.S > !H > 236[H]
In the corner, but not point blank, you can route a fairly consistent air combo into level 3 236[H].
CH 236H > 66 > c.S > c.S > f.S > 5H > 236H > !H > 66 236H
High damage combo from CH 236H at somewhat close distance.
CH 236{H} > 66 > c.S > c.S > 2S > 2H > !H > 236{H}
You can get level 2 236{H} at the end.
CH 236{H} > 66 > c.S > 5[D] > 5K > 9 > FD brake > jK > hover > 6 > 5K > 236H
Up close with lvl 2 236H, you can route into a fairly nuanced combo.
The air-dash should have FD brake so you can land sooner.
CH 236[H] > 214P > 5[D] > c.S > 236H
If you're somehow landing these, 214P actually combos.
CH 236[H] > 66 > 5[D] > c.S > 6H > 214K > !H > 66 > c.S > 236H
214K is done to reduce recovery after 6H.