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
Basic Midscreen Crossup (214H)Simple crossup mix off of a 2D knockdown.
Very Easy
2D Knockdown > 214H > IAD > (ADB j.KPH > Land Ground Combo)/(Land > 2K > Ender
Simple crossup mixup into a high/low. The simplicity comes with a catch, however, as any character with a face down knockdown time of 24 frames or lower can jump before the mixup hits and either get hit in the air or escape entirely.
Midscreen Crossup with 214H and 421SMore advanced, but safer midscreen crossup.
Very Easy
2D Knockdown > 214H > 421S > IAD > (AD > j.KPH > Ender)/(Land 2K > Ender)
Core Setups
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
214K Oki
A great BnB setup for the advanced dizzy player, allows for free-flowing play along with some setplay qualities.
For this one opponent really needs to know what you are doing or they will have a hard time blocking it.
Blitz safe but causes rps, loses to multihit DP, mostly reversal safe, backdash is coverable
SOME CHARACTERS CAN BD AND BLITZ THIS SETUP
Works in the corner
214K oki works off of many knockdowns, including 2D, 236H, and 236S in the corner (only meaty on slow wakeup timing characters.)
Knockdown > 214K (Meaty) > TK j.236P > Airdash > j.KPH > Land IOH j.K > Ender
Corner only F-Shiki setup, into bubble combo ender.
Advanced Setups
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
Insert Advanced setups table here.
Okizeme Compendium
The following setups are either specialized or specific enough where they aren't recommended to be learned or mastered immediately for a new or intermediate player, but offer extra okizeme options for skilled players to experiment with to diversify their oki game even further.
YRC Setups
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Kazuki Setups
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+R Dizzy
Fish
Overview
Oki
Neutral
P Fish - Double BiteGuardAllStartup58~68 (26~35)Recovery12 [Total 36]Advantage-
P Fish is a homing fish that performs 2 bites. It has low damage and hitstun, but stays out for a long time, making it a good tool to annoy the opponent in many situations. P Fish will primarily be a first command.
P Fish shines on oki. It is used primarily to set up strike/throw mixups, allowing her multiple opportunities to throw the opponent with the first command alone, with it becoming much scarier with the second command added on.
Some common oki setups utilizing P Fish include:
P-P
P-D
While not being quite as useful as it is in oki, P Fish can still be very helpful in neutral. It's long total duration allows it to be present and annoying for a long time, which means it will have more time to tank a hit for you or to hit an opponent out of an action. It is also easy to set up mixups in neutral from a blocked hit, as you can go for an easy strike throw mix.
Some common neutral setups utilizing P Fish include:
P-P
P-H
P-D
K Fish - Homing Triple BiteGuardAllStartup58~60 (27)Recovery0 [Total 36]Advantage-
This is the P fish. It bites thrice. It:
blah
blah
blah
This is the section on neutral for the K fish. Blah blah blah.
f
S Fish - High BeamGuardAllStartup58~60 (27)Recovery0 [Total 36]Advantage-
This is the S fish. It fires a high laser. It:
blah
blah
blah
This is the section on neutral for the S fish. Blah blah blah.
f
H Fish - Low BeamGuardAllStartup58~60 (27)Recovery0 [Total 36]Advantage-
This is the H fish. It fires a low laser. It:
blah
blah
blah
This is the section on neutral for the H fish. Blah blah blah.
f
D Fish - Big BiteGuardAllStartup58~60 (27)Recovery0 [Total 36]Advantage-
This is the D fish. It bites hard once. It:
blah
blah
blah
This is the section on neutral for the D fish. Blah blah blah.
f
Xrd Sol
Beginner Combos
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
Gatling into 2DWorks against any grounded opponent.
Very Easy
Starter > c.S > 2D
Easy Gatling into knockdown.
Sweep into Bandit RevolverAdd on a special for more meter and damage.
Very Easy
Starter > c.S > 2D > 236K
Adds more damage and meter gain to previous combo, as well as some corner carry.
Core BnB Combos
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
The Sol BNB
DustloopsSol's most iconic BnB combo.
Tricky
starter > c.S > 6P > Delay 5H > j.D > j.D > 41236H > 236P > 6P > 6H > 214P
The iconic corner combo the wiki is named after. This is the main combo that Sol will be routing into, and does solid damage with a slight difficulty curve for newer players.