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Combo Notation Guide | Character Name Abbreviations | |||||||||
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Basic Combos
Basic combos are simple combos with the fewest requirements and conditions possible. They:
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... > 5B > 2B > 5S > j.S > j.236M > 5[S] >(dl) 236M > 2B > ]S[
One of the foundations of Swift Masters strength, allowing him to go into a safejump anywhere by ending the combo with 4S > 2S. He also has the ability to switch sides during 236M. This combo requires one delay if done at max range with 5AA starter
Core Combos
Core combos balance potency with consistency. They:
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5A > 5B > 2S > j.M > j.S > j.236M > j.S > j.2S > j.S > j.236M > j.S > j.2[S] > 5]S]
5B > dl.2S > j.236M > j.S > j.M > 5S > j.S > j.2S > j.236M > j.S > j.2S > j.S > j.236M > j.S > j.2[S] > j.B > 5]S[
The delay on 2S is required at round start range against everyone except Kunoichi, Crusader, Vanguard and Grappler.
Does not work at round start range against Striker and Enchantress.
Combo Theory
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Specialized Combos
Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
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X > X
description
Miscellaneous Combos
Combo | Position | Damage | MP Gain | Works on: | Difficulty | Notes | Video | Ver. |
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5AA > 5B > 2B > 5S > j.S > j.236M > 5S > 9j.S > j.2G > 5S(8) > j.236M > j.[S] > (66)2B > ]S[ > 214M > (66)214M > ]S[ | Anywhere | 364(99) | - | Everyone | - | Goes into exhaustion but deals a large amount of damage | https://www.youtube.com/watch?v=AsNCNOKJcds | 1.05 |
5B > 2B > 5S > 236M > 5B > 5S > j.S > 2G > 5S > j.S > 2G > 5S > 236M >(66) 2B > 5S > j.S >dl. j.236M > 5S > j.[S] >(66) 2B > ]S[ >dl. 5M > 2B > ]S[ | Anywhere | 427(161) | - | Everyone | - | Can end with 214M > 214M > ]S[ for added damage at the cost of exhaustion | https://www.youtube.com/watch?v=PLQlzyvGQoo | 1.05 |
5B > 2B > 5S > 236M > 5B [2S > j.2G]*3 5S > 236M > 2B > 5S jc j.[S] > 236M 66 2B > ]S[ | Anywhere | 322(132) | - | Everyone | Medium | Midscreen 5B confirm. Can follow up with orb set or 4S 2S okizeme | 1.05 | |
5B > 2B > 5S > 236M > 5B > 5S > j.S > j.2G > 5S > j.S 236M > j.[S] > dash > (2B) > ]S[ > 2B > ]S[ > 236M > 2B > ]S[ > dash > [2B > ]S[]*2 | Anywhere | 403(408) | - | Everyone | Hard | Midscreen 5B confirm at 100 MP. Works roundstart on everyone if you delay the first 2B (helps confirming with just one hit too due to the huge window 5B has) but you'll have to skip the 2B after 236M tornado. HKDs. | - | 1.05 |
5B > 2B > 5S > 236M > 5B > 5S > j.S > j.2G > 5S > j.S 236M > j.[S] > dash > [2B > ]S[]*2 > dash > 5M [2B > ]S[]*2 | Anywhere | 417 | - | Everyone | Hard | Alternate version of the above combo at 100MP for a bit more damage at the cost of some MP if you don't do the motions. Otherwise it's not only better but easier. | - | 1.05 |