
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List
- All buttons are done using in game notation of LMHU. X represents the use of any normal button. "Normal" buttons are the aforementioned LMH buttons.
- LX results in more damage than LXX due to scaling in most combos involving EX moves.
Midscreen
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
c.XXX > 236L-6L-4L | 1790, 2090, 2390 | 23%, 26%, 29% | All | [1] Very Easy | Standard rekka combo. Values are for c.LXX, c.MXX, c.HXX. |
c.XXX > 236L-6L-6U | 1490, 1790, 2090 | 23%, 26%, 29% | All | [1] Very Easy | Trades damage for a sideswitch, but is punishable. Values are for c.LXX, c.MXX, c.HXX. |
c.H > 236M-6M-4M | 2610 | 24% | All | [1] Very Easy | |
c.H > 236M-6M-6U | 1840 | 20% | All | [1] Very Easy | Trades damage for a sideswitch. |
2L > 2L > f.L > 236L-6L-4L | 1880 | 20% | All | [2] Easy | |
j.M > c.L > c.MMM > 236L-6L-4L | 2465 | 31% | All | [2] Easy | Crossup jump-in combo. |
5[U] > c.LLL > 236L-6L-4L | 2355 | 26% | All | [2] Easy | |
2H > 214M | 1800 | 11% | All | [1] Very Easy | Anti-Air followup. |
SJ j.M > j.214M > j.L > j.214L | 2230 | 17% | All | [3] Medium | Most consistent air-to-air. Can swap out j.M with j.H for a bit more damage. |
c.XXX > 236H-6H > c.HX > 214L | All | [1] Very Easy | Safe meaty fireball setup. | ||
CH f.H > 236M-6M-4M | 2610 | 21% | All | [2] Easy | |
CH f.H > 214H > c.MMM > 236L-6L-4L | 3325 | 36% | All | [2] Easy | |
CH 2M > f.L > 236L-6L-4L | 1990 | 21% | All | [2] Easy | |
CH 5[U] > c.MMM > 236L-6L-4L | 2655 | 28% | All | [2] Easy | |
CH 2L > f.M > 236L-6L-4L | 1990 | 21% | All | [2] Easy | |
CH UOH > c.H > 214H > c.H > 236M-6M-4M | 4233 | 37% | All | [2] Easy | CH Overhead combo |
2M > 236L-6M-4M | 2110 | 19% | All | [2] Easy | Crouch-only combo. |
2L > 2L > 2M > 236L-6M-4M | 2370 | 21% | All | [2] Easy | Crouch-only combo. |
c.XXX > 236M-6M-4M | 2180, 2480, 2780 | 24%, 26%, 30% | All | [1] Very Easy | Crouch-only combo. Values are for c.LXX, c.MXX, c.HXX. |
CH [2]8X > f.L > 236H-6H-4H | 2910 | 31% | All | [3] Medium | [2]8 or [2]8M versions must hit late for f.L to link. |
CH [2]8H > c.H > 236M-6L-4L | 3050 | 31% | Whiffs on CL, CA, AN | [3] Medium | Second hit of c.H and 236M-6L whiffs on smaller characters at longer ranges. |
CH [2]8H > c.H > 236M-4L | 2900 | 28% | All | [2] Easy | Alternative for smaller characters, only a small damage loss. |
c.H > UOH, [c.LLL > UOH]x3, f.L > 236L-6M-4M | 3182 | -100% | All | [3] Medium | Install overhead loop. Can take out a loop if there is not enough install time. |
[c.H > 236M-6M-6U]x3, f.M > 236L-6U | 3066 | -100% | All | [3] Medium | Midscreen install rekka loop. Third loop requires a microwalk backwards to hit. |
214M, 2M > 236M-6M-6U, c.H > 236M-6M-8M, c.H > 236M6L-4L | 3097 | -100% | All | [3] Medium | 214M install followup. Carries from corner-to-corner with full duration. |
[2]8H, 2M > 236M-6M-6U, c.H > 236M-6M-8M, c.H > 236M6L-4L | 3285 | -100% | All | [3] Medium | [2]8H starter of combo above. |
Corner
Combo | Damage | Meter Gain | Difficulty | Notes |
---|---|---|---|---|
c.XXX > 236H-6H-8H > c.H > 214H > 2U | 2940, 3240, 3540 | 38%, 41%, 43% | [2] Easy | Meter dump corner combo. Values are for c.LXX, c.MXX, c.HXX. |
c.XXX > 236H-6H-8H > 2U | 2450, 2750, 3050 | 29%, 31%, 34% | [1] Very Easy | Keeps 214X cooldown. Values are for c.LXX, c.MXX, c.HXX. |
2H > 214M > c.L > c.M 236L-6L-4L | 3240 | 29% | [3] Medium} | Corner Anti-Air combo. Rekka whiffs if 2H hits at the tip. |
CH 236L-4M or 236M-4M WB, c.M > 236H-6H-8H, c.H > 214H, 2U | 4183 | 41% | [3] Medium | CH 4M wall bounce followup. |
(easy input) CH [2]8H, c.H > 214H, c.H > 236H-6H-8H > 2U | 4378 | 46% | [3] Medium | CH wall cling followup. |
Combo Theory
Getting the 6M followup to the rekka gives Seox a wide range of options to either end, or even extend his combos. From 6M Seox has the additional options of ending in; 8L to keep himself close the opponent, 4M for more damage and corner carry, or in 6U as a safe sideswitch option. Common ways to be able to combo into the 6M followup are from 236M or a crouch-hit 236L.
Corner Rekka Loop Hitting a juggled opponent with 236L-6L or 236M-6M allows Seox to possibly link c.L, c.M, or c.H and into another rekka. A common situation to start the loop is by hitting an anti-air 2H near the corner.
Video Examples
Seox Combo Sampler by ZomBmu

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