GGACR/May/Combos

From Dustloop Wiki
< GGACR‎ | May
 May


Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
JI = Jump Install
RC = Roman Cancel
FRC = Force Roman Cancel
SVD = Mr. Dolphin Vertical (S)
HVD = Mr. Dolphin Vertical (HS)
HVD = Mr. Dolphin Vertical (HS)
SHD = Mr. Dolphin Horizontal (S)
HHD = Mr. Dolphin Horizontal (HS)
SVD FB or HVD FB = Mr. Dolphin Vertical Force Break (e.g., 58D after SVD or HVD)
HHD FB or SHD FB = Mr. Dolphin Horizontal Force Break (e.g., 56D after SHD or HHD)
OHK = Overhead Kiss
xN = Repeat when needed
... = Same combo as above but changes at here
AB =  A.B.A
AN =  Anji Mito
AX =  Axl Low
BA =  Baiken
BR =  Bridget
CH =  Chipp Zanuff
DI =  Dizzy
ED =  Eddie
FA =  Faust
IN =  I-No
JA =  Jam Kuradoberi
JO =  Johnny
JU =  Justice
KL =  Kliff Undersn
KY =  Ky Kiske
MA =  May
MI =  Millia Rage
OR =  Order-Sol (HOS)
PO =  Potemkin
RO =  Robo-Ky
SL =  Slayer
SO =  Sol Badguy
TE =  Testament
VE =  Venom
ZA =  Zappa


Combo List

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

3K Chargeless EnderNot the best, but definitely the easiest.
Very Easy


Starter > f.S > 3K
A simple confirm into May's 3K slide.

This is the easiest combo to learn as May, and while it's not great, it helps you secure ranged and chargeless knockdowns. 3K knockdown still allows for a meaty afterwards, but no safejump or strong mixups otherwise. At further ranges of f.S, 3K will whiff, which leaves you very punishable.

2D > HHD Charge BufferA much better combo, but requires charge buffering.
Easy


Starter > 2D > [4]6H
May's meterless BNB, and an essential confirm to learn.

2D > HHD is a core part of May's further combos, allowing you to launch with HHD FB into her highest damage combos. Since 2D is fairly average in terms of range, you'll often only get one or two buttons in before it, making it hard to confirm. Luckily, this combo is fairly safe, and you can end at 2D to be entirely safe.

A key part of this combo is learning to buffer charge for HHD. You can hold downback while you confirm with other normals, allowing May to build charge while continuing the combo.

OHK Dolphin LoopSimple, but a lot of room to optimize.
Easy


63214K > SVD > 2P > HVD
A simple juggle from May's Overhead Kiss command grab.

Like most of the combos here, there is a LOT of room to improve on this. However, this is a simple and fairly universal combo that also introduces you to the mechanics behind May's SVD. SVD vacuums the opponent towards May, allowing for followup juggles. You always end these in HVD, which is May's best knockdown against air opponents. This is the core of her SVD Loops, an advanced BNB combo which allows for massive damage in juggles.

This may require different delays depending on weight class. Lightweights should be hit as low as possible by SVD to ensure that the 2P connects, and with higher weight classes, you want to hit them higher as well.

Core BNB Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

SVD LoopThe signature May BNB.
Medium


Starter > 2D > HHD FB > Dashing c.S > 5H > SVD > 5/2P > HVD
A basic SVD Loop from HHD FB. The ender here can vary depending on character, weight, and your own execution, but this is the easiest option. Other enders include 5P > c.S > HVD or 2P > 2P > 5P > HVD.

There are a lot of little execution tricks to learn for this combo. The first is inputting HHD FB as fast as possible. A simple way to explain that is to input it as a dash, pressing H for the first forward motion and D for the second. Done properly, you should get HHD FB everytime.

The next trick is learning to buffer standing normals into SVD. Essentially, you dash and pick up with the c.S, and immediately press 5H once it connects. This will buffer the 5H very early, and you can use this buffer to build the charge necessary for a SVD.

With the enders, 5P is the fastest but you have to buffer charge for it and it doesn't work on a few characters for hurtbox reasons. This is simply done by holding down as per usual, and then in between the down and up positions, you input 5P while the stick is in neutral. You continue to finish the motion for HVD, and done properly it will buffer the motion with the same logic as the aforementioned c.S > 5H > SVD buffer. 2P is a bit slower and low damage but requires no charge tricks and is fairly universal, making it a more reliable basic option to use.


6P PickupMore corner carry, but less damage and not universal.
Medium


Starter > 2D > HHD FB > Dashing c.S > 6P > HHD
An alternate route from SVD Loops using May's 6P. This route gives considerably more corner carry, and a large benefit is that May can extend into much higher damage if she makes it to the corner in time, thanks to the slide caused by air hit HVD.

The theory behind how to do this combo is largely the same as a SVD Loop. Once c.S hits, you immediately buffer a 6P and then snap to holding backwards for charge. You can do this a bit easier by holding 6 as you input c.S and then quickly inputting 6P.

c.S > 6P does not work on AX, BA, BR, or MA. On those characters, stick to SVD Loops.


Corner HHD Slide PickupHuge corner damage for high difficulty and lots of character specificity.
Hard


c.S > 6P > 5H > HHD > ...
May's big meterless damage in the corner. On some characters, you will have to delay the 5H in order for HHD to connect.

6P causes a launch, allowing 5H > HHD to slide them on the ground. In the corner, you can dash in and continue the combo after this. Meterless pickups afterwards can be very tight, and often incredibly character specific.

If you're willing to spend the meter however, you can always pick up with HHD FB, making this a very damaging and consistent starter with 25 meter behind it. May can easily clear 250 damage in the corner if she lands this, so get to labbing!

You can find a list of pickups on this page


OHK into SVD LoopsA great BNB for big damage from OHK.
Medium


63214K, 66 c.S > 5H > SVD, 5/2P > HVD
A higher damage combo using SVD Loops.

This makes OHK a bit scarier, and once you get into extending SVD Loops on certain characters, it becomes a very damaging option. May has a bunch of places to threaten frametraps, and OHK is identical to her run, so labbing out high damage from OHK is very worthwhile. The distance you have to dash here is variable depending on how far May is from the corner, it can be anywhere from a short microdash to almost a full on run.

Loop theory for Dolphin Loops

May's Veritcal Dolphin Loops (in vanilla AC known as Lame Loops). Lots of her standing normals can be buffered into SVD/HVD.

  • c.S > 5H > SVD is her standard loop from AC. It still works in +R but timing is stricter. Cannot get more than two of this loop and the second has strict timing and height requirements of the first c.S depending on the weight of the character. For example, heavy characters you need to hit as high as possible with the first c.S in order to get the second loop's c.S to hit. Light characters you want to hit as low to the ground as possible with the first c.S.
  • 6H does big initial damage and it leads into loops/corner carry
    • 6H > SVD is the most common use in loops
    • 6H > SVD > 5P > c.S (easiest)
    • 6H > SVD > c.S > 5H (Strict timing/height requirements based on opponent's weight/hurtbox)
    • 6H > SVD > c.S > 6P (Strict timing/height requirements based on opponent's weight/hurtbox)
    • 6H > SVD > 2P (Alternative for HOS/JO/SO and maybe some other characters)


Extensions
May can extend all her vertical loops with either FRC or with a buffered normal into SVD/HVD. This is something you'll have to lab out to see what you can get per character.

  • c.S > SVD
  • 5P > SVD
  • 5P(xN) > c.S > SVD
  • 2P > 5P > SVD
  • 2P > 5P > c.S > SVD
  • 2P > c.S > SVD
  • 5P > 2P > SVD
  • 6P > c.S > SVD

All the normals you can buffer into SVD with and should hit most of the cast.

Loops

May has 2 kinds of loops in +R, and both have their uses: Vertical Dolphin loops and 6P loops.
Vertical loops are your go to when you have no meter to spend.
6P loops should be considered when you have meter and/or are near a corner.
All loops must be started in some sort of juggle state, 2D > HHD FB for example

c.S > 2D > HHD FB > Dashing c.S > 5H > SVD > 5P > SVD/HVD is universal...ish (2p suggested instead of 5P for HOS/JO/SO) 

This video shows inputs for the loop, ending in 5P > c.S > HVD.

This video goes in depth into basic vertical dolphin loop theory.

  • c.S > 5H > SVD can be extended with FRC into an ender at the cost of meter.

Dolphin loop basic

  • c.S > 5H > SVD

Dolphin loop variations

  • 2P > 5P > c.S > SVD
  • 5P > c.S > SVD
  • 6H > SVD > c.S > SVD
  • c.S > JI > 5H > HVD FRC > Late airdash jH > land 6H > SVD


Loop Enders

  • 5P > HVD
    • Works on:
  • 2P > HVD
    • Works on:
  • c.S > JI > 5H > HVD FRC > Late airdash jH > land 6H > HVD
  • c.S > JI > 5H > HVD FRC > Airdash HRR > c.S > HHD
5P > c.S > SVD helpful tips

There are two ways of doing it. One: pressing 5P, then "dialing in" S during the startup frames, and start charging [2] after pressing S. The 8S for the SVD comes out at the tail end of the hitstop. Frame-data wise, it's 5f startup for 5P, 10f for the hitstop, 7f startup for c.S, 14f for that hitstop. This adds up to 36f, out of 30f needed to charge SVD. In lab, this will feel like 5P~S~[2], 8S. The other way is to charge first, then piano neutral ~ P ~ S ~ 8S. The SVD input allows for 5f gap between 2 and 8, so that's where the 5P and c.S slot into with aggressive gatling timing. Ideally the final input involves negative-edge S, but the input window is lax enough to allow for double-tap. In lab, this sequence will feel like [2], 5~P~[S]~8]S[

6P meter loop
XX > (6P > HHD FB) xN

6P meterless loop

  • c.S > 6P > 5H (Delay/No delay depends on character) > HHD > Dash > c.S > 6P > HHD > Dash c.S > 5H > HVD (333 damage)
Character Specific

CH jH

  • CH jH > Microdash > 6[H] > SVD > HHD FB > 6[P] > HHD FB > CORNER: 6[P] > HHD FB
    • Confirm this works as I (ukujiku) don't think it does


6P Loop Enders

  • c.S > 5H > HVD
    • Universal Ender
  • 2P > 2S > HVD
    • Works on: Ky, I-No, Anji, Millia, Jam
  • 2P > 2P > 5P > HVD
    • Works on: Johnny, Pot
For more in depth : Loops
For what to do in Post Stun : Post stun

Combo Theory

Grounded Combos

May's ground game can be problematic for opponents, since most of her gatlings lead into loops if she has 25% tension. c.S and 2D are very important moves for May as it leads to her staple midscreen and corner carry. Buffering into SVD/HVD/SHD/HHD from 2D/6P are core to her ground game

  • 2P, 5P, 5K, c.S, 5H will all lead into 2D > HHD FB
  • 2D > SHD/HHD FB leads to both loops and can carry from midscreen. Will be up to preference as to how you'll want to combo from this
  • c.S > 5H and c.S > 6P will depend on if you want to lead into damage(c.S > 5H) or corner carry(c.S > 6P). If you are close to pushing the opponent to the corner or in the corner, then you can likely get more damage meterless by doing the c.S > 6P > HHD route.

Jackhound

  • Jackhound > Microdash > c.S > 5H > Vertical loop
  • Jackhound > Microdash > c.S > 6P > HHD
  • Jackhound (midscreen/can't get close enough for c.S) > Microdash > f.S > 6H > HVD
  • Jackhound > HHD FRC > jH > stuff
  • Jackhound > HHD (corner) > f.S > HHD
  • Jackhound > HHD (corner) > (mid/lightweights) Micro dash 63214H super > HHD

Jackhound is interesting. You can extend weird hit confirms and continue combos off it. For example:

  • 5K > c.S > f.S > 3K > RC > Jackhound
  • j2H where you land on the opposite side of what you expect for your charge partition > 2P > 2D > Jackhound
  • Combo ending in 2P/5P > HVD > Jackhound > Small combo after for a few more damage
  • Combo ending in c.S > 5H > HVD (heavyweights only) > Jackhound > Small combo after for a few more damage

You shouldn't really use it as a mixup as it is really slow and very reactable + punishable on block. Jackhound will also remove a knockdown state, letting you combo off things like HVD or trading with 2D (where you are not knocked down), or add a few more points of damage at the end of a combo to finish the opponent.

Air Combo Theory

jH

  • jH > j623H leads into loops and corner carry
  • jH > j623S(4) loses damage but has corner carry
  • jH > HVD FRC leads to damage to potential corner carry at the cost of meter
  • jH > 6H > SVD is one of the ways to lead back into loop from certain characters and height difference

jH is probably the move you'll be getting a CH from the most. Its the most flexible routing for her air normals and the most basic routing of hers.

SVD/HVD FRC

  • jH > HVD FRC
  • jS > HVD FRC
  • jH > HVD FRC > Late airdash jH > 6H > HVD
  • j2H (low aerial hit only) > HVD FRC
  • SVD/HVD FRC > Airdash j623H
  • SVD/HVD FRC > jH

Something you'll be spending meter to confirm weird air hits unless its too high in the air

j.H Restive Rolling

  • j623H > c.S > 6P > HHD
  • j623H > c.S > 5H > SVD/HVD
  • j623H > SVD > 2P/5P > c.S > SVD/HVD
  • j623S FRC > j623H > c.S > 6P > HHD
  • j623S FRC > j623H > c.S > 5H > SVD/HVD

jH Restive Rolling is one of May's best tools in the air. It leads to ground combos, both version of loops, and can be used as a heavy mixup tool. The most common confirm for this is usually SVD/HVD FRC. It has both corner carry and damage, but it's slow. The only way the move will connect is usually off CH starters, but you can also use j623S FRC > j623H as a confirm from an overhead mixup.

Combos

XX = Whatever into 2D

Midscreen

  • XX > 2D > HHD

25% Meter

  • XX > 2D > HHD FB > Dash c.S > 6P > HHD
  • XX > 2D > HHD FB > Dash c.S > 5H > SVD FRC > 6[P] > HHD
Corner carry on standard + heavy
  • XX > 2D > HHD FB > Dashing c.S > 5H > SVD > 5P > c.S > jD > Jump Cancel > jH > j623S (4 hits)
Johnny, Anji, Potemkin, Testament, Justice, Slayer
  • XX > 2D > SVD FB (earliest FB) > jH > 6[H] > SVD FRC > c.S > 5H > HVD
  • XX > 2D > HHD FB > Dash > c.S > 5H > SVD > 2P > 2S (not universal) > HVD
  • CH 5H > (opponent not mashing out of stagger) Dash 5H > 2D > HHD FB > ...
    • Dashing c.S > 6P > HHD > etc
    • Dashing c.S > 5H > SVD/HVD > etc
    • Microdash 6[P] > HHD > etc
    • Microdash 6[H] > SVD > etc


6H

  • 6[H] ground hit > HVD > Jackhound > Dashing c.S > 6P > HHD FB > 6[P] > HHD
  • 6[H] > OHK > Microdash c.S > 5H > SVD/HVD
  • 6[H] > HVD FRC > jH > Microdash 6[H] > SVD/HVD (Everyone but JO/KL. Hard on ZA)
  • 6[H] > HVD FRC > jH > Land > jH > j623S (Everyone but JO/KL/KY/RO. Hard on ZA)
  • 6[H] ground hit > HVD FRC > jH > Microdash 6[H] > SVD > c.S > 5H > SVD/HVD

j2H

  • j2H > 2P/5P > 2D > HHD FB > Dashing 5P > c.S > jK > jH > jD > Jump Cancel > jH > jD > j623S (4). Ender is not universal
Potemkin
  • j2H > 2P > 2D > HHD FB > ...
    • Dashing c.S > 6P > HHD > etc
    • Dashing c.S > 5H > SVD/HVD > etc
    • Microdash 6[P] > HHD > etc
    • Microdash 6[H] > SVD > etc
  • 5D(HOLD) > SVD > vertical loop
c.S > SVD can work but it'll depend on character

CH jH

Opponent High CH

  • jH > HVD FRC > Airdash j623H > Land > ...
    • Dashing c.S > 6P > HHD > etc
    • Dashing c.S > 5H > SVD/HVD > etc

Opponent Low/Grounded CH

  • Dashing c.S > 6P > HHD > etc
  • Dashing c.S > 5H > SVD/HVD > etc
  • Microdash 6[P] > HHD > etc
  • Microdash 6[H] > SVD > etc

OHK

  • OHK > c.S > 5H > HVD
  • OHK > 6[H] > HVD
  • OHK > 6H > HVD FRC > IAD jH > 6H > SVD/HVD
  • OHK > Slightly early 6H > (opponent bursts) > 41236D > c.S > 6P > HHD Delayed FB > 6[P] > HHD Delayed FB > 6[P] > HHD
  • OHK FRC > SVD to punish jumpers
  • OHK > 6[P] > HHD > corner combo if possible...
    • HHD FB > Dashing c.S > 5H > SVD/HVD
    • HHD FB > Microdash 6[P] > HHD > etc
  • OHK > c.S > 5H > SVD > 2P > c.S > jD > Jump Cancel > jH > j623S
Johnny, Anji, Potemkin, Testament, Justice, Slayer
  • OHK(towards corner) > jD > j623H > land > SVD
Faust
  • OHK > Dashing jump jS > jH > 623H (1) > c.S > 5H > SVD > 5P > c.S > jD > Jump Cancel (8?) > jH > jD > j623S (4)
Potemkin
  • OHK > f.S > 6H > SVD > 5P > 5P > c.S > SVD > 5P > SVD
Zappa

Anti Air

  • SVD FRC > c.S > 5H > SVD > 2P/5P > HVD
  • SVD FRC > 5P > c.S > SVD/HVD > etc
  • SVD FRC > c.S > 6P > HHD > etc
  • SVD > Jackhound > HHD FB > 6H > SVD > HDD FB > 6H

Weird combo might update to something else

Zappa
  • CH SVD > HHD FB > 6[P] > HHD > 6[P] > HHD
  • Low 6[H] > SVD > 5P > c.S > HVD
  • CH 236236S> Dashing c.S > 5H > HVD

Impossible Dust Combos

Common Follow-ups which depend on character, timing, and spacing:

  • c.S > 5H > SVD/HVD > etc
  • c.S > 6P > HHD > etc
  • 6[H] > SVD/HVD > etc

Corner

  • 2K > 2D > HHD > Dashing 2P > 2S > HHD > Dashing c.S > 5H > HHD > c.S > 5H > HHD > Dashing 2D > HVD
Testament
  • c.S > 6P > 5H (No delay) > HHD > Dashing c.S > 5H > HHD > Dashing c.S > 5H > HVD (333 damage TE)
TE/ED/CH/DI?/JU/ZA
  • c.S > 6P > Similar slight delay 5H > HHD > Dashing c.S > 5H > HHD > Dashing c.S > 5H > HVD (~333 damage)
FA/SL/VE/KL/AX
  • c.S > 6P > c.S > 6P > HHD > Dashing c.S > 6P > HHD > Dashing c.S > 5H > HVD
KY/AN/PO/RO/JO* (On JO the second HHD needs to be delayed, but c.S > 5H > HHD for the second loop is more optimal for damage on him)
  • Corner throw > 63214H > 6[P] > HHD
  • j623H > 2D > HHD FB > Dashing c.S > 6P > HHD > Dashing c.S > 5H > HVD
Slayer
  • j623S FRC > j623H > c.S > HHD > Dashing c.S > 6P > HHD > Dashing c.S > 5H > SVD/HHD
Faust
  • j623S FRC > j623H > c.S > 6P > HHD > Dashing c.S > 5H > HHD > Dashing 2P > 2S > HVD
Potemkin
  • j623S FRC > j623H > c.S > 6P > HHD > etc
Character Specific?
  • Corner Throw > 63214H > HHD > Dashing c.S > 5H > HVD

Post Stun-Corner Only

Character Air > c.S > 6P > HHD Slide > 6P > HHD Slide > c.S > 5H > HHD Difficulty Corner Combo Meter Damage Detail
A.B.A. OK - - Easy 2D > HHD > 5H > HHD > 5H > HHD > 2H > HHD > f.S 0 222 No knockdown, but easy
A.B.A. OK - - Medium 2D > HHD > 5H > HHD > 5H > HHD > 2H > HHD > HHD FB > Dashing c.S > 5H > HVD 25 241 The easy route where you spend 25 meter to get a knockdown and a bit more damage
A.B.A. OK - - Hard c.S > 6P > 5H > Delayed HHD > Dashing c.S > 6P > HHD > Dashing c.S > 5H > HVD 0 232
Anji OK - - Easy c.S > 6P > c.S > 6P > HHD > Dashing c.S > 6P > HHD > Dashing c.S > 5H > HVD 0 272
Axl - - - Medium c.S > 6P > Delayed 5H > HHD > 5H > HHD > f.S > HHD 0 258
Baiken - - - Hard or Very Hard c.S > 6P > 5H > Slight Delay HHD > Dashing c.S > 6P > HHD > Dashing c.S > 5H > HVD 0 305 For knockdown, do 2D > HVD ender instead of c.S > 5H > HVD
Bridget - OK - Medium-Hard Run momentum 6P > 5H > HHD > Dashing c.S > 6P > HHD > Dashing c.S > 5H > HVD 0 254 No Knockdown. Can do 5H > HHD ender (245), 2D > HVD (236), or 6H > HHD (254) ender which all knock down.
Bridget - OK - Very Hard c.S > 6P > Delayed 5H > HHD > Dashing c.S > 6P > HHD > 6H > HHD 0 286
Chipp OK - - Easy c.S > 6P > 5H > HHD > Dashing c.S > 6P > HHD > c.S > 5H > HVD 0 333
Dizzy OK - - Easy c.S > 6P > 5H > HHD > Dashing c.S > 6P > HHD > 2H > HHD 0 291 Run momentum makes the Dashing c.S easier
Eddie OK OK - Easy c.S > 6P > 5H > HHD > Dashing c.S > 6P > HHD > Dashing c.S > 5H > HVD 0 279 Knockdown
Eddie OK OK - Hard c.S > 6P > 5H > HHD > Dashing c.S > 6P > HHD > 6H > HHD > HHD 0 296 Weak Knockdown
Faust OK OK - Medium c.S > 6P > Delayed 5H > HHD > Dashing c.S > 6P > HHD > c.S > 5H > HVD 0 267 Knockdown
Faust OK OK - Medium c.S > 6P > Delayed 5H > HHD > Dashing c.S > 6P > HHD > 5H > HHD > HHD 0 275 Weak Knockdown
HOS OK - - Medium Running Momentum 5H > 2D > HHD > 2H > HHD > Dashing 2P > 2S > HVD 0 209 Knockdown
HOS OK - - Hard 41236[D] (setup) > c.S > 6P > 5H > HHD > ]D[ > Dash]ing c.S > 6P > HHD > Dashing c.S > 5H > HVD 0 250 Knockdown
I-No OK - - Medium-Hard Run momentum 6P > 5H > HHD > Dashing c.S > 6P > HHD > Dashing c.S > 5H > HVD 0 249 No knockdown
I-No OK - - Very Hard c.S > 6P > Delayed 5H > Slight Delay HHD > Dashing c.S > 6P > HHD > 6H > HHD 0 281
Jam OK OK - Hard Slight run momentum c.S > 6P > 5H > Maximum delayed SHD > Dashing c.S > 6P > HHD > c.S > 5H > HVD 0 277 No Knockdown
Jam OK OK - Very Hard 41236[D] (setup) > c.S > 6P > 5H > ]D[ > HHD > Dashing c.S > 6P > HHD > 6H > HHD 0 276 Weak HHD knockdown
Johnny OK - OK Easy c.S > 6P > c.S > 6P > HHD > Dashing c.S > 5H > HHD > Dashing c.S > 5H > HVD 0 266
Justice OK OK - Easy c.S > 6P > 5H > HHD > Dashing c.S > 6P > HHD > Dashing c.S > 5H > HVD 0 267 No Knockdown
Justice OK OK - Very Hard c.S > 6P > 5H > HHD > Dashing c.S > 6P > HHD > 6H > HHD > HHD 0 284 Weak Knockdown
Kliff OK OK - Medium c.S > 6P > Delayed 5H > HHD > Dashing c.S > 6P > HHD > Dashing c.S > 5H > HVD 0 ??? This Video also has alternative metered options for more damage
Kliff OK OK - Very Hard c.S > 6P > Delayed 5H > HHD > Dashing c.S > 6P > HHD > 6H > HHD > HHD 0 296 Weak Knockdown
Ky OK - - Hard c.S > 6P > c.S > 6P > HHD > Dashing c.S > 6P > HHD > Dashing c.S > 5H > HHD > c.S > 5H > HHD 0 289 You can't get a knockdown when going for two c.S > 5H reps. In order to get two reps you need to hit the first c.S > 5H not fully in the corner so the HHD doesn't whiff/uncombo
May - OK - Very Hard 41236[D] (setup) > c.S > 6P > 5H > HHD > ]D[ > c.S > 6P > HHD > 5H > HHD > HHD 0 279
Millia OK - - Easy c.S > 6P > 5H > HHD > 2P > 2S > HVD 0 234 Knockdown
Millia OK - - Very Hard c.S > 6P > 5H > SHD > Dashing 2P > 2S > HHD > Dashing 2P > 2S > 5H > HVD 0 279 No knockdown
Millia OK - - Very Hard c.S > 6P > 5H > HHD > Micro dash to back charge before 5H > HHD > 2P > 2S > HHD 0 289 No knockdown
Millia OK - - Hard Run Momentum* 6P > 5H > SHD > Dashing c.S* > 6P > HHD > Dashing c.S > 5H > HVD 0 286 Knockdown.

Run Momentum*: 9-24 frames of running makes the Dashing c.S a 1 frame link

25-70 = 2 frame link

71+ = 3 frame link

Millia OK - - Very Hard Run Momentum* 6P > 5H > SHD > Dashing c.S* > 6P > HHD FRC (the HHD hits VERY late) > Full charge 6[H] > HHD 25 298 No knockdown

Run Momentum*: 9-24 frames of running makes the Dashing c.S a 1 frame link

25-70 = 2 frame link

71+ = 3 frame link

Potemkin OK - OK Easy c.S > 6P > c.S > 6P > HHD > Dashing c.S > 5H > SHD > Dashing c.S > 5H > HVD 0 ???
Potemkin OK - OK Hard c.S > 6P > c.S > 6P > HHD > Dashing c.S > 5H > SHD > Dashing c.S > 5H > SHD > Dashing 2P > 2S > HVD 0 238 The two c.S > 5H > SHD need to be as deep into the corner as possible. You can alternatively use HHD, but you have to delay it making for a harder combo.
Robo Ky OK - OK Very Hard 41236[D] (setup) > c.S > 6P > 5H > ]D[ > Dashing c.S > 6P > HHD > Dashing c.S > 5H > HHD > Dashing c.S > 5H > HHD 0 244
Slayer OK - - Medium c.S > 6P > Delayed 5H > HHD > Dashing c.S > 6P > HHD > Dashing c.S > 5H > HVD 0 254
Sol OK OK - Very Hard c.S > 6P > Delayed 5H (1F) > HHD > Dashing c.S > 6P > HHD > c.S > 5H > HVD 0 267 Alternative route 1 (meterless hoop setup) for 264 damage: 61234[D] > c.S > 6P > 5H > ]D[ > HHD > Dashing c.S > 6P > HHD > Dashing c.S > 5H > HVD

Alternative route 2 (25% meter) for 251 damage (easiest with minimum setup): Run momentum 5H > 2D > HHD > 5H > HHD > HHD FB > Dashing c.S > 5H > HVD.

The HHD > 5H link is 1 frame if you run for 40-59 frames, 2 frames if you run for 60-73 frames and 3 frames if you run for 74+ frames

Testament OK OK OK Medium c.S > 6P > 5H > Delayed HHD > c.S > 6P > HHD > Dashing c.S > 5H > HHD > Dashing 2P > 2S > HVD 0 282
Venom OK OK OK Medium c.S > 6P > Delayed 5H > HHD > Dashing c.S > 6P > HHD > Dashing c.S > 5H > HVD 0 ??? Knockdown???
Venom OK OK OK Very Hard c.S > 6P > Delayed 5H > HHD > Dashing c.S > 6P > HHD > 6H > HHD > HHD 0 296 Weak Knockdown
Zappa OK OK OK Medium c.S > 6P > 5H > HHD > Dashing c.S > 6P > HHD > Dashing c.S > 5H > HHD > Dashing c.S > 5H > HHD 0 291 Replace 2nd rep of c.S > 5H > HHD with 2P > 2S > HVD for slightly less damage, but a knockdown


https://streamable.com/vnhdsr

Video Examples

Navigation

 May


Systems Pages