Combo |
Position |
Damage |
Tension Cost |
Works on: |
Difficulty |
Notes |
Video
|
214P or another launcher > 5S JI > 6S > SJC9 > j.S > j.P > j.S > DJC9 > j.S > j.P > j.S > j.D |
Any |
148 with 214P |
0 |
All |
[2] Easy |
Universal jump install combo off Kai midscreen when you are not near the corner. |
https://youtu.be/A3nw4OAWFvk
|
214P or another launcher > 5S JI > 6S > SJC9 > j.S > j.P > j.S > DJC9 > j.K > j.S > j.H > j.D |
Any |
153 with 214P |
0 |
All except AB, JO, KL, MA |
[2] Easy - [4] Hard |
A slightly higher damage midscreen jump install combo off Kai, but can be difficult on a few characters such as BA and ED. |
-
|
214P or another launcher > dash > 5K > 5S > 623H > (Optional early On extensions) |
Any |
112 with 214P |
0 |
All, but not practical with 214P/214K on some characters, see notes |
[2] Easy - [5] Very Hard |
Off 214P, comboing into the On is not very practical on AB, JO, KY, RO, and requires the P Kai to hit as close on BA and DI followed by a deep dash before the 5K. If using 214K as a launcher, going for this combo is not practical on KY, RO and JO. It is possible to increase the damage off this confirm with some extensions after the On, and for more details please see the "Early On Extensions" list below. |
https://youtu.be/lkEpzQu8jcI
|
214P or another launcher > 5S > 6S > SJC9 > j.K > (delay) j.S > j.H > (delay) j.D > j.214P |
Near Corner |
156 with 214P |
0 |
All except JO. Only possible on MA from midscreen to corner. RO requires a 5K before 5S |
[3] Medium - [5] Very Hard |
The standard super jump combo when near the corner that can provide a knockdown if the Orb is hit at a low enough height. On lightweights this can be difficult and a delay may need to be added between j.H and j.D to achieve the height. The combo is most difficult to land on CH, ED, KY, RO, and TE and perhaps should be avoided in favor of other routes. CH in particular requires multiple frame perfect delays. This combo can lead to a safe jump if the Orb hits meaty on some characters, such as SO. Simply hold up forward after the Orb and do a low to the ground air normal. |
https://youtu.be/Rv9SVj15OfA
|
214P or another launcher > 5S > 6S > SJC9 > j.K > (delay) j.S > j.H > j.D > j.214P RC ▷ delay 236H > [5P] or [5K > 5S] > 623H |
Near Corner |
194 with 214P and 5K > 5S after the RC |
50 |
All except JO. Only possible on MA from midscreen to corner. RO requires a 5K before 5S |
[3] Medium - [5] Very Hard |
RC extension of the above combo to get a better knockdown in the corner with On. |
https://youtu.be/uktl-jkWaDM
|
214P or another launcher > 5S > 6S > SJC9 > j.K > (delay) j.S > j.H > j.D , j.H |
Near Corner |
150 (FA) with 214P |
0 |
AX, BA, BR, KY, JU, FA, RO (requires a 5K before 5S), SL, ZA |
[3] Medium - [5] Very Hard |
Very practical on JU, FA, SL, and ZA. The falling j.H link provides ideal corner Shitsu okizeme. |
https://youtu.be/RK5V2qQKsg0
|
214P or another launcher > 5S > 6S > SJC9 > j.K > (delay) j.S > (delay) j.D , j.H |
Near Corner |
138 (FA) with 214P |
0 |
AX, BA, BR, KY, JO, JU, FA, MA, RO, SL, ZA |
[3] Medium |
Easier combo than the above combo, but also works on MA and JO. |
https://youtu.be/lFhVuz-5sTs
|
214P or another launcher > 5S > 6S > SJC9 > j.K or j.S > (delay) j.D , j.H |
Near Corner |
140 (MA) with 214P |
0 |
AX, BA, BR, KY, JO, JU, FA, MA, RO, SL, ZA |
[3] Medium |
A simpler version of the falling j.H combo. For MA, this is the most stable variant of the combo. |
-
|
214P or another launcher > 5S JI > 6S > SJC9 > j.S > j.P > j.S > DJC9+j.P > j.S > j.D > (delay) j.214P > (j.K or j.S or RC ▷ 623H) |
Midscreen to Corner |
153 with 214P ending with j.214P, 159 ending with j.S, 169 ending with 623H |
0 |
All |
[3] Medium |
Standard jump install Orb combo that works only near the corner, except with JO where it can work midscreen. There is enough untechable time from Orb, as it tends to hit meaty, to link a normal afterwards for some extra damage. |
-
|
214P or another launcher > 5S JI > 6S > SJC9 > j.S > j.P > j.S > DJC9+j.P > j.S > j.H > j.D > (delay) j.214P (RC ▷ 623H) |
Midscreen to Corner |
157 with 214P ending with j.214P, 170 ending with 623H |
0 |
AX, BR, DI, FA, IN, JA, JU, KL, MI, OS, SL, SO, VE, ZA |
[3] Medium |
No meaty Orb can be achieved with this combo, so technically the standard Orb combo above does more damage if linking a normal after the Orb. However, if you choose to RC the Orb for a knockdown into On, this combo does more damage. |
-
|
214P or another launcher > 5S JI > 6S > SJC9 > j.S > j.P > j.S > DJC9+j.P > j.S > delay j.H > delay j.D , delay j.H |
Midscreen to Corner |
155 (FA) with 214P |
0 |
JU, FA, SL, ZA, and BR if j.S > j.P > j.S is replaced with j.K > j.S |
[4] Hard |
Jump install version of the falling j.H combo. Very practical for corner carry. Requires delays to get the final j.H low enough to knock down, otherwise it may be possible to tech. |
-
|
214P or another launcher > 5S > 6S > SJC9 > j.K > delay j.S > j.H > delay j.D , j.K or j.S ▷ (microdash 66 for DI, IN, VE) > 5P > j.K > (delay) j.S > j.H > j.D > j.214P |
Near the Corner |
178 with 214P |
0 |
AN, AX, DI, FA, IN, JU, KL, MI, OS, PO, SL, SO, VE, ZA |
[4] Hard - [5] Very Hard |
A very difficult rejump combo that is most practical on AN, JU, OS, PO, SL, SO, and ZA. The 5S should hit at a low height, with slight delays between the initial j.K to j.S and j.H to j.D. The remaining characters are not very practical due to instability. The microdash variants in particular are 1-2 frame links that require multiple specific delays. While difficult, it is most likely optimal in terms of highest meterless damage. |
https://youtu.be/ddU7c8lK4R4
|