User:PresentDayPresentTime

63 editsJoined 11 June 2022


Basic Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

K BnBs

Basic Kick ComboA simple knockdown off of Bedman's fastest low.
Very Easy


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.

P BnBs

6P Anti-AirVery basic and effective anti-air confirm.
Very Easy

6P > 236S
If 236S is blocked in the air by your opponent, you actually have the frame advantage.

S BnBs

Standard c.S confirm
Easy


c.S > f.S > 2H > 236S
standard c.S confirm, you will use this a lot. yields good damage & corner carry.

midscreen f.S/2S confirm
Easy


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.

Corner f.S/2S BnB
Easy


f.S/2S > 5H > 236H > 5H > 236H
Similar to the c.S version, but done off of f.S/2S.

H BnBs

Corner 5H BnB
Easy


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'.

Anywhere 6H BnB
Very Easy


6H > 236H
Basic overhead confirm that works at most distances where 6H can hit.

Corner 6H BnB
Very Easy


6H > 236H > 5H > 236H
You probably see a pattern now with corner routes.

Air BnBs

j.P Air-to-Air BnBEssential j.P confirm.
Easy


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 BnBCombos from j.D are very limited without resources.
Very Easy


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 BnBs

236H Near Corner BnB
Very Easy


236H > 5H > 236H
if you hit 236H far away, your options are very limited unless you spend resources.

236H Corner BnB
Medium


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

Basic Combo Table

Combo Position Damage Works on Difficulty Notes Video Recipe Ver
2K/5K > 2D > 236S Anywhere Everyone [1] Very Easy The most damage you can get from a stray 5K or 2K. ??
6P > 236S 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 [2] Easy Good damage and corner carry. ??
f.S/2S > 2H > 236H [2] Easy Has to be fairly close for 2H to connect. ??
c.S > 5H > 236H > 66 > c.S > 5H > 236H > 66 > 5H Corner [3] Medium Can omit the second c.S to avoid wallbreak. ??
f.S/2S > 5H > 236H > 5H > 236H Corner [2] Easy ??
6H > 236H Anywhere [1] Very Easy ??
6H > 236H > 5H > 236H Corner [1] Very Easy ??
j.P > j.P > j.P > j.236S Air to Air [2] Easy Essential j.P confirm. ??
j.K/j.H > j.236S Air to Air [1] Very Easy For when you hit too high up to combo on the ground. ??
j.D > j.236S/j.236P [1] Very Easy If you can hit confirm, go into j.236S. j.236P is a safer option. ??
236H > 66 > 5K > 236S/236H Anywhere [3] Medium Doesn't work at higher 236H ranges. Must be close for 236H ??
236H > 5H > 236H Corner [1] Very Easy ??
236H > c.S > 66 > c.S > f.S > 5H > 236H > !H Corner [3] Medium Must be close to corner. ??


Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character


Corner c.S BnBStandard corner combo from c.S
Medium


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 BnB
Medium


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

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute

High Altitude j.K/j.H confirm
Very Easy


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.

Counter Hits

P and K Counter Hits

2P/2K Counter Hitc.S link is very situational due to distance.
Very Easy


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.

6P Counter Hit
Very Easy


CH 6P > 236H
The hitstop on CH 6P allows for 236H to connect in most situations.

S Counter Hits

Simple CH c.S combo
Easy


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.

Corner CH c.S ComboIn the corner, you can extend the combo with 5H as usual.
Easy


CH c.S > 5[D] > 5K > 236H > 5H, 236H, 66, 5H

Anti Air CH c.S Combo
Medium


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.

H Counter Hits

Midscreen CH 5H ComboMidscreen 5H yields really bad reward even on Counter Hit.
Easy


CH 5H > 236S/236H
236S works at all ranges of Counter Hit 5H. 236H can combo at point blank.

Corner CH 5H Combo
Medium


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.

Hard Corner CH 5H Combo
Hard


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.

Basic CH 2H Combo
Very Easy


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 Frametrap
Medium


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.

Midscreen CH 6H Combo
Medium


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.

Corner CH 6H Combo
Medium


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.

D Counter Hit Combos

CH 2D Combo


CH 2D > 236S/236H

Air Counter Hit Combos

j.S Air to Air

CH j.S can allow for nuanced confirms, but the situation is highly variable. <tabber> Base CH j.S Combo =

Base CH j.S Combo
Hard


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 Against High Opponents.
Hard


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.

Corner CH j.S
Medium


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 With Air Dash
Medium


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 without Air Dash
Easy


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.

236H Counter Hit Combos

236H Level 1

Midscreen CH 236H
Medium


CH 236H > 66 > 2S > 2H > 236H
CH 236H launches pretty far, limiting your follow-ups if it hits far away.

Midscreen Close CH 236H
Hard


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.

Corner CH 236H
Hard


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].

Close Corner CH 236H
Hard


CH 236H > 66 > c.S > c.S > f.S > 5H > 236H > !H > 66 236H
High damage combo from CH 236H at somewhat close distance.

236{H} Level 2

Midscreen CH 236{H}
Hard


CH 236{H} > 66 > c.S > c.S > 2S > 2H > !H > 236{H}
You can get level 2 236{H} at the end.

Midscreen Point Blank CH 236{H}
Very Hard


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.

236[H] Level 3

Midscreen CH 236[H]
Medium


CH 236[H] > 214P > 5[D] > c.S > 236H
If you're somehow landing these, 214P actually combos.

Point Blank CH 236[H](This situation is very unlikely)
Hard


CH 236[H] > 66 > 5[D] > c.S > 6H > 214K > !H > 66 > c.S > 236H
214K is done to reduce recovery after 6H.