User:Melody

37 editsJoined 30 September 2022

I-No combo notes

[| Link to my WIP combo playlist]

2D > Desperation

To start with, 2D Desperation is a route that can give you many options. the most reliable possibly being a hover j.S followup ending in Pdive KD for heavy and medium weights, and Sdive or Pdive > HCL KD for lighter weights. Gravity mod 1.05 characters can be knocked down Pdive when there isn't too much untech decay and it isn't as bad as 1.1 gravity characters, however Sdive or Pdive HCL is probably safer. Hdive followup can help recover some of the meter you spent. at some distances and on some characters you can link directly into Hdive from Desperation, on others, you'll need to link 5H after Desperation first. Another possible followup is 5H > sjIAD, this can be useful when youre pushed too far out.

Ky

If you're close, go directly into a lowest TK Hdive. if you're just a bit too far, the last hit of Hdive won't connect and your combo will drop. at that distance, opt for hover j.S or 5H sjIAD. for 5H sjIAD to work, you need to link 5H as fast as you can so Ky is high enough for j.K to connect.

Johnny

Hover j.S is the safest option. Delay pdive slightly for easy 3 hit note route. Since Johnny is wider, you can link 5H after Desperation and go into a lowest TK Hdive while further out. If 5H is delayed too much, this won't work. Microwalk before linking c.S.

Baiken

Hover j.S is the safest option. hover j.S jc j.H into delay pdives, then Sdive for KD. you have to hit the edge of her hurtbox to get pushed out far enough for 3 hit note. Slight delay lowest/low TK hdive also works after Desperation. Microwalk before linking c.S, go for Sdive KD. End the combo short if needed.

Jam

I'd only recommend hover j.S for Jam unless i find another route, (dmHCL has potential here) hover longer than against most characters to allow jam to fall, delay pdive so you both fall into the right position to score pdive > HCL KD

Dizzy

In my personal opinion, this route is annoying on Dizzy. Since shes 1.05x gravity, I'd opt for Pdive KD. Hover j.S into jc j.H then hold or delay pdive based on how far/high she is. Immediate hover j.S Hdive works, and you can link c.S after(WIP).

j.D delay jump cancel

Jump canceling after the 13 frames of hitstop removes j.D's landing recovery and allows you to retain hover momentum if done from hover. The more you delay your jump cancel, the closer to your opponent you'll get, however if you delay too much you will end up flinging your opponent behind you and losing your combo. Using this properly, we can get combos from fullscreen and carry to the corner easily from midscreen into a pdive series. In the corner it still has some uses, however you can opt for the traditional j.D combos in the corner since we can FFVCL or Sdive. The most consistent route so far is j.D delay jc > j.P j.K VCL. The VCL will have hover momentum and will carry you with the opponent allowing you to link something midscreen. c.S is the safest and easiest choice, however it limits your options fullscreen, but midscreen it can suffice to corner the opponent for you. Super jump or normal jump j.K after VCL will give you the most options and lead to the most corner carry generally, as it allows you to stay close and Pdive nearly anyone midscreen (Even Jam!), or you can go for the VCL airdash link j.K routes.

ABA

For ABA, you want to compensate for her height and do j.PKS VCL. Then go into super jump j.KS VCL 66 j.KS FFVCL. This gives you 3 hit note.

Slayer

Slayer is one of the easiest characters to combo, so we can get the nastiest combos on him. with the right delays, you can corner to corner 3 hit note Slayer with Sdive KD. After j.PK VCL, link super jump j.KS then go immediately into Pdive. Don't allow Slayer to fall too low, but let him get low enough so Sdive KDs at the end. There are more potential routes (wip).

Faust

Faust needs delay jc j.S directly into VCL. You can then go into c.S sjc j.KS VCL 66 j.KS FFVCL.

Dizzy

Delay the jump cancel a bit more for Dizzy, otherwise the route is easy on her. after j.PK vcl link jump j.KS jc j.S VCL 66 j.K FFVCL for 3 hit note.

Sol

after j.PK VCL, link instead of going directly to j.K. c.S sjc j.KS VCL 66 j.KS FFVCL for 3 hit note.

Testament

After j.PK VCL, link c.S sjc j.KS VCL 66 j.KS FFVCL. Consistent route on Testament.

Anji

Don't delay too much on Anji or the combo fails. try to go for near minimum delay. After j.PK VCL, link c.S sjc j.KS VCL 66 j.KS FFVCL.

May

After j.PK VCL, link super jump j.KS VCL 66 j.KS FFVCL for 3 hit note. Skip the last j.S if May is too high.

Kliff

After j.PK VCL, link super jump j.KS VCL 66 j.KS FFVCL for 3 hit note. Skip the last j.S if Kliff is too high.

HOS

After j.PK VCL, link c.S sjc j.KS VCL 66 j.KS FFVCL for 3 hit note.

Zappa

After j.PK VCL, link c.S sjc j.KS VCL 66 j.KSFFVCL for 3 hit note. you can try j.PPK VCL link sj j.KS Pdive for a full corner to corner combo, however it requires the right delays on every dive, and from j.D.

Kdive 3 hit note

Kdive 3 hit note is still something I'm experimenting with, but I will put my current findings here for now. The two most important things to get Kdive 3 hit note, like with most 3 hit notes, is time and distance. time for the note to be meaty and get 3 hits (note must be out for 40 frames), and the distance for it to travel that time and be meaty. In general for this to work you want your opponent to be higher than you, unlike other 3 hit note knockdowns. Pdive and Sdive give you time easily because they pop up characters on hit, whereas Kdive plummets on hit. So to compensate, you want them higher than you so you land before them. To get the distance first land a pdive then go into kdive, if you hit the edge of the opponents hurtbox you will be able to get the distance. Because you need time to land before your opponent, generally requiring them to be slightly above you, this ender is preferred on lighter characters. Pdive and Sdive being harder on lighter weights also makes Kdive KD the preferred method along with the fact that Kdive 3 hit note usually requires super jump, and lighter weights will be higher allowing for you to super jump and get them higher than you easier. This route still needs much ironing out, but it is seemingly a good choice when you cant easily get the opponent as low for HCL KD, the other easier KD for lighter characters.

j.D Fortissimo (corner)

Depending on which ender youre going for (Pdive, Sdive, Kdive, HCL) and the height you Fortissimo at, you will want to route slightly differently. If your Fortissimo is too high you won't be able to link super jump j.H which enables a lot of routes as it keeps you closer to the opponent. However, you can make 3 hit note work on most characters without super jump if you route correctly.

Some routing ideas:

For the medium weights and heavier characters that are also wide enough you can do a double pdive series from super jump j.H and end in pdive or sdive KD, which usually refunds the meter you spent on Fortissimo and gives you 3 hit note. You must delay your pdive after j.H enough (not hold) to be close enough to allow pdive pdive to connect.

For the lighter characters, HCL KD will be your safer option. For HCL KD keep them low by linking VCL after Fortissimo, link c.S into jc j.SH delay pdive, delay pdive so that you are both low enough where HCL will knock them down and you land in time to get the 3 hit note. Untech decay makes sdive/pdive KD increasingly difficult, especially on 1.1x gravity characters. Kdive, where it can work is a useful route, however it needs more testing, to see if it can give 3 hit note on multiple characters.