Character Name abbreviations and general nomencalture are currently developing and are subject to change
Combo Notation Guide | Character Name Abbreviations | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
|
Template
- (K) = Start in Kagura/FreeFlutter Stance
- (G) = Start in Genji/DawnFly Stance
Combo List
- All buttons are done using in game notation of LMHU. XXX represents the use of any normal buttons three times. "normal" buttons are the aforementioned LMH buttons.
- Narmaya's 5U is a stance switch. In combos, press 5U during the recovery. This is represented by an ~U notation.
- The starter can be changed for anything that cancels into (K) 236H or (G) 214H xx 236H. This is most of Narmaya's normals. For example, fH, clH, fM, the last autocombo hit...
Combo | Position | Meter Gain | Damage | Difficulty | Notes |
---|---|---|---|---|---|
(G) f.5H > 214H -> 236M or 236H | Anywhere | 16% | 1800(1600) | [2] Easy | Bread & butter hitconfirm. Should usually save the cooldown midscreen. |
(G) 5LXX > g.236H~U > dl c.HX > k.236H~U > 2H > 623H | Corner | 46% | 3295 | [3] Medium | Uses a lot of cooldowns but gives hard knockdown. 5LXX can be changed as long as it combos into g.236H~U |
(G) f.5H > 236236U | Anywhere | (Super) | ~4000 | [1] Very Easy | |
(G) f.5H > 214H -> 236236H | Anywhere | (Super) | ~4000 | [2] Easy | Easy input heavily recommended. |
(G) f.5H > 236H ~ U, (K) c.5H > 236H, DL (K) c.5H > 623H | Corner | 48% | 4766 | [3] Medium | Hold 6 during the delay or else (K) 623H would whiff. |
(G) f.5H > 214L -> 236H ~ U, (G) f.5H > 236H > 236236U / 236236H | Close to corner | (Super) | 5603(SSBA) 5045(SBA) | [3] Medium | Close to corner confirm with super. Needs command dash off cooldown for SBA version. Uses a lot of cooldowns and all your meter but deletes over half of your enemy's health. |
Anti Airs Genji Stance
Combo | Position | Meter Gain | Damage | Difficulty | Notes |
---|---|---|---|---|---|
2H > 623H | Anywhere | 16% | 1800(1600) | [2] Easy | Simple Non Counter Hit AA |
2H > 236236H | Anywhere | (Super) | ~4000 | [1] Very Easy | Similar Non Counter Hit AA |
(CH) 2H > 236M > 214L/H > 236M/H | Anywhere | (Super) | ~4000 | [2] Easy | Counterhit AA. Really good for corner carry |
(CH) 2H > 236M > 214L/H > 236H > U > cH > 236H > U > 2H > 623H | Midscreen/Corner | 34% | ? | [3] Medium | Counter Hit Anti Air converts into large damage when closer to the corner due to the large amount of corner carry. |
2H > 236236[H] > 214L/H > 236H > TK j.214H > U > dl.2H > 236H > 2U/(5H) > (623H) | Close to corner | (Super) | ? | [4] Hard | AA confirm into high damage of non counter hit |
Anti Airs Kagura Stance
Combo | Position | Meter Gain | Damage | Difficulty | Notes |
---|---|---|---|---|---|
(CH) 2H > 236L > 5H > 236H ~ U > 6 > 5H > 236H ~ U > TK j.214H > 5H > 236236U or 236236H | Close to corner | (Super) | 6261 (7412 OD) | [4] Hard | Counter Hit AA converts into very high damage assuming you're just past midscreen. |
(CH) 2H > 236L ~ U > 5H > 214H > 236H ~ U > 6 > 5H > 236H ~ U > TK j.214H > 5H > 236236U or 236236H | Midscreen | (Super) | 6008 (7058 OD) | [4] Hard | A lower damage, more situational, and slightly harder combo than the one above, but has more corner carry for closer to midscreen starting position (can be done with default midscreen P2's position at situational jump heights). Ideally, do this combo just past midscreen, but not close enough to where the higher damage combo would have been possible. If you're not close enough to the corner by the end, far H will happen - cutting your combo down. |
Combo Theory
Video Examples
Systems Pages
Essentials
Mechanics
Application & Advanced Information
Archived Information