|Combo Notation Guide||Character Name Abbreviations|
- 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.
|Combo||Damage||Meter Gain||Works on:||Difficulty||Notes|
|c.L/2L, c.MXX||Basic close light confirm.|
|... > 236L~U||Standing reset into stance.|
|... > 236M/623M||Knockdown enders. 236M gives more corner carry but 623M does more damage and gives slightly better oki. Choose with discretion.|
|214M > c.M > 236L||2425||Medium||Only works at 214M max range|
|... > 236H > c.MXX > 623H~U > 5U~5M (whiff) > 5U~2M||Corner stance 2M meaty. Beats anything short of projectile-based reversals. 236H also regenerates fast enough to be used in the follow-up combo. Example: https://twitter.com/Spark_SSBU/status/1338811109235560448?s=20|
|... > 236H > 2H(2) > 22H > cH > 623H/M||Requires some corner carry. Much higher damage than above combo.|
|... > 236H > 2H(2) > 22H~U > 2H > SBA/SSBA||Variant of the above combo that does slightly more damage if you're planning to cash out.|
|2H(2) > 22H > md c.H/f.M > 236M/623M/SBA/SSBA||Anywhere||3370/3340/4798/5655||~32%(623M ender)/~29%(236M ender)||Extremely consistent conversion that works on CH, normal hit, and if the second hit connects normally.|
|CH 2H(1)~5U > td.2H||Anywhere||1500||~9%||CH 2H AA starter, buffer stance change and continue combo based on distance|
|...> 2H(2) > 22H > md c.H > 236M/SBA/SSBA||Anywhere||3960/5001/5616||~35%||Medium distance/height CH 2H. SBA/SSBA cashout for better damage and oki|
|...> md c.H > 236M/623M/SBA/SSBA||Anywhere||3070/3140/4540/5373||~25%(236M ender)/~28%(623M ender)||Most consistent, should work from most heights and distances. No cooldown conversion|