Combo Notation Guide | Character Name Abbreviations | |||||||||
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Beginner Combos
Basic combos are simple combos with the fewest requirements and conditions possible. They:
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(c.S > 2H >) c.S > 2H > 5K > 6H
Basic-spell less combo, Asuka can get better spell-less combos when starting with dashing momentum. 6H ender provides time to Recover ManaGuardStartup13RecoveryTotal 25 (No Hold)Advantage- or BookmarkGuardStartup7RecoveryTotal 28Advantage- multiple cards, but will send the opponent a good amount of distance away.
Button > 66RRC 66 c.S > (dl) 2H (66) (dl) c.S > 2H (66) 5K > 6H
After the 66RRC you have time to dash into the opponent and push them closer to the wall for a some time before you need to c.S. Sometimes delaying the c.S or 2His necessary for ensuring all hits of 2H connect if the opponent is too high, but the combo won't drop just because you missed a hit.
Core Combos
Core combos balance potency with consistency. They:
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c.S > 2H > Chant ~ Bookmark
Works with almost all of Asuka's projectile based spells. This basic structure is able to be looped multiple times by dashing after the BookmarkGuardStartup7RecoveryTotal 28Advantage- in order to start another loop with c.S. This can be repeated multiple times until gravity has scaled too greatly.
Bookmark can be replaced with Change Test CaseGuardStartup2RecoveryTotal 28Advantage- or Recover ManaGuardStartup13RecoveryTotal 25 (No Hold)Advantage- if mana or a change of test case is needed.
This has varying levels of difficulty based on the distance between you and the opponent and the spell used.
Combo Theory
Using resource-managing moves during combos
Due to BookmarkGuardStartup7RecoveryTotal 28Advantage-, Recover ManaGuardStartup13RecoveryTotal 25 (No Hold)Advantage- and Change Test CaseGuardStartup2RecoveryTotal 28Advantage- having almost the same total duration, they are mostly interchangeable during combos. An exception to this is when Asuka cancels Bookmark into one of them. That is because Bookmark can be canceled into itself or the other two moves, while Recover Mana and Change Test Case can't be cancelled into anything.
Spells in Combos
- Howling Metron is fast enough to combo from almost anything, but will rarely leave enough time to use any resource-managing move after.
- Delayed Howling Metron is one of the easiest spells to combo from. Asuka can generally use two resource-managing moves after it before continuing the combo. It has a slower startup The time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame. though, so it can't be used from every starter.
- Howling Metron MS Processing is right in the middle. Asuka can generally use one resource-managing move after it.
- Metron Screamer 808 sends the opponent fullscreen, limiting its uses for combos midscreen. However, it causes a Wall Bounce, allowing Asuka to BookmarkGuardStartup7RecoveryTotal 28Advantage- and continue the combo in the corner.
- Terra Metron has less recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. and launches the opponent higher than Accipiter Metron, making it easier to combo from, especially as a starter. This also means that every combo starting with Accipiter MetronGuardHighStartup19RecoveryTotal 48Advantage+4 also work if they start with Terra MetronGuardLow (Air: All)Startup16RecoveryTotal 45Advantage+4. Terra Metron can miss the opponent when used mid-combo if the opponent is higher up than expected.
What to do after a Wall Splat
Wall splatting the opponents provides an opportunity to restore resources or change test case before breaking the wall. When breaking the wall, 6HGuardHighStartup25Recovery25Advantage-13 is the highest damage meterless wall-break move, but its slow speed and lack of reach can make it inconsistent compared to 5HGuardAllStartup15Recovery29Advantage-13. You don't lose much damage using 5H, and it makes it easier to break the wall right after Bookmark, Recover Mana, or Change Test Case.
632146P/KGuardAll [Guard Crush]Startup6+1RecoveryTotal 32Advantage+36 [+47] is an incredibly consistent super for breaking the wall, only failing if the opponent is wallsplat too high on the wall to reach. 632146P/K's fast start-up and long reach allow it to confirm off long range hits from normals or spells. Like all supers, when used to break the wall it will provide a Hard Knockdown A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. that allows you to restore more resources or start pressure more safely.
Combo List
- All damage values are tested on Ky at full health with the R.I.S.C Level at 0 unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
- This list is meant for actual combos, not for frame traps, blockstrings, or mixups. (If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field).
- The difficulty is ranked on a scale of 1 to 5 (Very Easy, Easy, Medium, Hard and Very Hard) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).
Normal Starters
Punch Starters
Kick Starters
5K | |||||||||
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Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
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?? |
2K | |||||||||
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Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
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?? |
6K | |||||||||
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Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
CH 6K, c.S > 2H, 5K > 6H
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Anywhere | 131 | Ky | [2] Easy | Spelless 6K CH combo. Requires you to be fairly close. | ?? |
Slash Starters
CH c.S | |||||||||
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Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
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?? |
f.S | |||||||||
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Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
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?? |
2S | |||||||||
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Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
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?? |
Heavy Slash Starters
5H | |||||||||
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Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
5H > 66RRC 66 c.S > (dl) 2H, (66) c.S > 2H (dl), (66) 5K > 6H
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Anywhere | 165 | All | [3] Medium | Mana: 0% After the 66RRC you have time to dash into the opponent and push them closer to the wall for a some time before you need to c.S. Also works as a solid RRC Combo off any other button. |
1.26 | |||
CH 5H > Chant ~ Bookmark 66 2S > 2H, f.S > 5H
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Anywhere | 146-162 | All | [2] Easy | Mana: 8% - 16% Works with most projectile spells. |
1.26 | |||
CH 5H > Chant ~ Bookmark 66 5K > 6H
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Anywhere | 125-144 | All | [2] Easy | Mana: 8% - 16% Works with most projectile spells. Different ending knockdown variation of the above combo that leaves the opponent closer. |
1.26 |
2H | |||||||||
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Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
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?? |
6H | |||||||||
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Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
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?? |
Dust Starters
5[D] (charged) | |||||||||
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Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
5[D] > [7/8/9] > j.H > j.S > 9jc > j.H > j.S > j.H > 9jc > j.HH
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Anywhere | 190 | Everyone | [3] Medium | BnB Universal Charged Dust combo | 174809 (PC) |
1.33 | ||
5[D] > [7/8/9] > j.D > j.S > 9jc > j.H > j.S > j.H > 9jc > j.HH
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Anywhere | 192 | All but Faust | [3] Medium | BnB Universal Charged Dust combo | ?? | |||
5[D] > [7/8/9] > j.D > 9jc > j.S > j.H > j.S > j.H > 9jc > j.HH
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Anywhere | 194 on Faust | Faust | [3] Medium | Charged Dust Combo For Faust | ?? |
Special Move Starters
Note: Unless noted otherwise, all Accipiter combos also work with Terra Metron as a starter.
236X | |||||||||
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Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
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?? |
Throw Starters
4D or 6D | |||||||||
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Combo | Position | Damage | Works on | Difficulty | Notes | Video | Recipe | Ver | |
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?? |