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Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List
- All damage values are damage dealt to Sol unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
- Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Calories | Video |
---|---|---|---|---|---|---|---|---|
c.S > f.S > 2D > 236K > 236H > 214K | Anywhere | 134 | 20% | Anyone | Very Easy | Any normal that can gatling into 2D will also combo into it. | -3000 | Link |
6P > c.S > 5H(1) > delay 6H > 236H > 214K | Anywhere (Air hit) | 134 | 20% | Anyone | Very Easy | Basic anti-air combo from 6P, c.S might whiff if they are too high | -1000 | Link |
6P > c.S > 5H(1) > delay 6H > jc > j.S > j.P > j.S > jc > j.K > j.S > j.236H | Anywhere (Air hit) | 167 | 24% | Anyone | Very Easy | Another AA combo that ends without knockdown, but with more damage and meter than above | -1000 | Link |
6P > c.S > 5H(1) > delay 6H > jc > j.S > j.K > jc > j.D | Anywhere (Air hit) | 141 | 17% | Anyone | Very Easy | Variation of the above combo that spends no calories and ends with knockdown | 0 | Link |
c.S > f.S > 2D > 236K > Blue 623S > 214S > 214P[4] > ((delay) j.S) > j.6H > 5P > 5H(1) > delay 6H > 236H | Anywhere | 160 | 37% | Middleweights | Easy | Midscreen BnB. Any normal that can gatling into 2D will also combo into it. Will drop on Sol. Leap after 236H recovers with j.S for a safejump, or eat to regain spent calories. j.S must be added on some characters, and must additionally be delayed on others. | -6000 | Link |
2H(2) > 5H(1) > 6H > Red 623S > 214S > 214P[4] > delay j.6H > c.S > 5H(1) > delay 6H > 236H | Anywhere | 231 | 37% | Anyone | Easy | Midscreen punish. Leap after 236H recovers with j.S for a safejump, or eat to regain spent calories. Add j.S before j.6H against PO/KU | -4000 | Link |
c.S > 2D > 236K > 623S > 214S > 236[H] (wallstick) > 214K > j.6H > c.S > 5H > 214H | Near Corner | 205 | 33% | Anyone | Easy | Corner BnB. j.6H will vacuum them out of the corner if they are too high, and 5H(2) will OTG and give no oki if they are too low. Any normal that can gatling into 2D will also combo into it, but 623S will hit blue if you're further out when you hit it, and result in the combo doing much less damage. However, both versions of 623S work for this combo. | -7000 | Link |
f.S > 236H > RRC > dash > 6H > Red 623S > 214S > 214P[4] > delay j.6H > 5P > 5H(1) > delay 6H > 236H | Anywhere | 182 | -37% | Anyone | Easy | 50% confirm from f.S. Leap after 236H recovers with j.S for a safejump, or eat to regain spent calories. | -4000 | Link |
c.S > f.S > 2D > 236K > Blue 623S > 214S > 214K > j.K > 5H(1) > delay 6H > 236H | Anywhere | 158 | 32% | Lightweights | Easy | Midscreen BnB variation for lightweights. Any normal that can gatling into 2D will also combo into it. Will drop on Sol. Leap after 236H recovers with j.S for a safejump, or eat to regain spent calories. | -6000 | Link |
c.S > 2S > 2D > 236K > Red 623S > 214S > delay 214P[4] > delay j.6H > 5H(1) > 214H | Anywhere | 177 | 27% | Dizzy | Easy | Midscreen BnB variation for DI, 623S is red a lot more often against her midscreen, but can hit blue if you're far out when 2D hits. | -5000 | Link |
c.S > f.S > 2D > 236K > Blue 623S > 214S > 214H | Anywhere | 127 | 21% | Anyone | Very Easy | Midscreen BnB variation for PO/KU, technically works on everyone | -3000 | Link |
c.S > 2D > 236K > 623S > 214S > 236[H] (wallslump) > dash > 5D~6 > 5P > 3K > 236[H] > 214H > 2D | Near Corner | 201 | 38% | Anyone | Hard | Corner BnB with ender that both restores calories and leads into 214K oki. Charge the first 236[H] until they are low enough for a wall slump. Any normal that can gatling into 2D will also combo into it, but 623S will hit blue if you're further out when you hit it, and result in the combo doing much less damage. However, both versions of 623S work for this combo. On lightweights, 2D > 236K > red 623S > 214S will launch too high for 236[H] to wall slump. Try to launch with 236K without 2D, or get a blue 623S instead. | 0 | Link |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Calories | Video |
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5D~6 > 2H(3) > 236K > 623S > 214S > 214H | Corner | 105 | Anyone | Very Easy | ||||
5D~6 > 6H > 236[H]x4 > 214K > 2H(3) > 5H(2) > 214H | Corner | 187 | 37% | Anyone | Medium | -4000 | Link | |
5D~8 > j.6Hx2 > j.S > j.P > j.S > jc > j.S > j.6H > j.214S > j.236H | Anywhere | 128 | 28% | Anyone | Easy | Easy 5D combo that works anywhere on screen and from any spacing.. | -3000 | Link |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Calories | Video |
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Throw > RRC > 214K[6] > 623S > 214S > 214P > j.6H > c.S > 5H(1) > delay 6H > 236H | Midscreen | 132 | -38% | Anyone | Easy | -4000 | Link | |
Throw > RRC > dash > 236[H]x4 > 214K > 2H(3) > 5H(2) > 214H | Corner | 196 | -40% | Anyone | Medium | Corner, run underneath them and try to hit them low enough for a wall slump. Omit one rep of 236[H] for an easier time. | -4000 | Link |
Air throw > RRC > airdash towards opponent > land > delay 623S > 214S > 214P > j.6H > c.S > 5H(1) > delay 6H > 236H | Midscreen | 146 | -37% | Anyone | Easy | Side swaps. | -4000 | Link |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Calories | Video |
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CH 236H (second hit only) > 214K > (delay) j.S > j.6H > 5P > 5H(1) > delay 6H > 236H | Anywhere | 148 | 27% | Anyone except JA | Easy | CH j.S must be delayed on some characters. | -2000 | Link |
CH 236K > c.S > 5H(1) > delay 6H > 236H | Anywhere | 148 | 22% | Anyone | Easy | Works on everyone at round start distance, but c.S will not come out at further spacings of 236K. You can replace it with 5P against some characters. | -2000 | Link |
CH 214S > 214P > delay j.6H > c.S > 5H(1) > delay 6H > 236H | Anywhere | 198 | 25% | Anyone | Easy | -2000 | Link | |
CH 2D > 2P > c.S > 5H(1) > delay 6H > 236H | Anywhere | 120 | 20% | Anyone | Easy | Also possible from meaty 2D | -1000 | Link |
CH j.214S > 5H(1) > delay 6H > jc > j.S > j.P > j.S > jc > j.K > j.S > j.236H | Anywhere | 139 | 29% | Anyone | Very Easy | Very easy and consistent, though CH j.214S is fully untechable, so better conversions are possible. | -2000 | Link |
CH j.6H > c.S > 5H(1) > delay 6H > jc > j.S > j.P > j.S > jc > j.K > j.S > j.236H | Anywhere | 196 | 25% | Anyone | Very Easy | Air-to-air confirm. | -1000 | Link |
CH j.236H > dash > f.S > 236H | Anywhere | 112 | ~20% | Anyone | Very Easy | CH TK j.236H confirm. Works on both grounded and airborne opponents. | -2000 | Link |
CH 236H (second hit only) > 214K > (delay) j.H > 5P > 5H(1) > delay 6H > 236H | Anywhere | 126 | 27% | EL | Easy | Alternate CH 236H confirm against Elphelt. | -2000 | Link |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Calories | Video |
---|---|---|---|---|---|---|---|---|
2H(3) > 5H(1) > 6H > jc > j.K/j.S > j.236H > airdash > j.K > (delay)j.236H > c.S/f.S > 5H > 236H > 236236P (setup) | Corner | 206 | -14% | Anyone | Medium | Whether or not you delay the second j.236H depends on how far from the corner you are, and how heavy your opponent is. | -3000 | Link |
j.D > j.214S > land > rejump > j.K/j.S > j.236H > airdash > (delay) j.K > (delay)j.236H > c.S/f.S > 5H(1) > 236H > 236236P (setup) | Corner | 161 | -16% | Anyone | Medium | Delay the second j.K on lightweights. | -4000 | Link |
j.D > j.236236P > airdash > delay j.214S > land > rejump> j.K/j.S > j.236H > airdash > j.K > (delay)j.236H > f.S > 236H > 236236P (setup) | Corner | 182 | -68% | Anyone | Medium | At further spacings when j.214S will whiff. | -4000 | Link |
j.D > j.214S > land > rejump > j.S > j.236H > airdash > j.S > j.236H > 236H > 236236P (setup) | Corner | 162 | -15% | RA/EL | Medium | Alternate routing for RA/EL. | -4000 | Link |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Calories | Video |
---|---|---|---|---|---|---|---|---|
Rising j.H(1) > 236236P (hit) > land > 2H(3) > 5H(1) > 6H > jc > j.K > 236H > airdash > j.K > delay 236H > f.S > 236H > 236236P | Corner | ~200 | -18% | Anyone | Medium | Conversion from a high off 236236P oki. Loops into itself if you have enough meter. | -3000 | - |
2D > 236236P (hit) > 214K > delay j.K > 5H(1) > 6H > jc > j.K/j.S > 236H > airdash > j.K > delay 236H > f.S > 236H > 236236P | Corner | ~200 | -20% | Middleweights | Medium | Conversion off a low from 236236P oki for middleweights. Loops into itself if you have enough meter. | -3000 | - |
2D > 236236P (hit) > 214K > land > c.H > 5H(1) > 6H > jc > j.S > 236H > airdash > j.K > delay 236H > f.S > 236H > 236236P | Corner | ~180 | -28% | Lightweights | Medium | Conversion off a low from 236236P oki for lightweights. Loops into itself if you have enough meter. | -3000 | - |
Sin Combo doc: https://docs.google.com/document/d/1-JNMntxEBZbgcH_PomQqrEt4LSsB-bJddrISan114fo/edit
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