This can be for a variety of reasons including but not limited to: spelling mistakes, unnecessary information, poor formatting, and other metrics per common sense reasoning.
Consider helping rewrite it.
Combo Notation Guide | Character Name Abbreviations | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
|
|
Combo List
For more combos, check this Dustloop forum
All Drive moves are assumed Level 3 (e.g 5D refers to level 3 5D). Otherwise, drives with parentheses specify the level drive attacks e.g 2D(lv2) refers to 2D level 2.
Midscreen
The most basic combo that will never fail you, as long as you dont ask too much of it. Gives good okizeme and can be pushed a little for damage. However, because of its limited followups outside the corner, its usually better to only do this combo from 2A starters, especially if you did a long gatling chain before hitconfirming like 2A 2A 2B 5B 5C 5CC.
- On ground hit it is just always better to do 214A~C~C for the extra damage and heat gain.
- Works on air hit, but 214A~C~C will drop depending on the character.
- Can be followed up up with 5C in the corner.
Combo | Condition | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
2A > 2B > 5B > 5CC > 5D(lv2) > 214A~C~C | Normal starter | 2011 | - | Everyone | Universal 2A combo. |
This is one combo that can be adjusted to be as hard or easy as you want it to be.
5CC > 2D(lv2) > 236A > 6A > 2D(lv3) is Makoto's foundational launcher package and is mandatory to learn and hit every time. 236A > 6A is a link; 236A has a bit of recovery thus the 6A has to be delayed. The link is relatively lenient and can be mashed. After this it is possible to go into an air combo by linking 5CC or 6A and jump cancelling for an easy combo, or by linking 6B for an intermediate or hard combo.
- Beginner-to-intermediate players can cut the combo slightly short and not lose out on much damage. The expandable table below lists the variations.
- This combo does NOT work on air hit.
Combo | Condition | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
2A > 2B > 5C > 5CC > 2D(lv2) > 236A > 6A > 2D(lv3) > 6B > 6A > jCB > dl.j.623C ~ dl.D | Normal starter | 2403 | - | Everyone | Medium | Higher damage 2A that needs a faster confirmation into 5CC. Does not work on standing characters if more than 2 normals are used before 5C. The delays are needed to set up more advantageous okizeme. Can replace 6B with a simple 6A jB j623C to make it even easier. | |
5B > 5C > 5CC > 2D(lv2) > 236A > 6A > 2D(lv3) > 6B > 214A~C 66 5B 5CC j.B dl.j.623C ~ dl.D | Normal starter | 3204 | - | Everyone | Hard | Slightly higher damage for a significant increase in difficulty. The microdash cannot be longer than 3f. The microdash cannot be delayed. On a long starter this combo is very practical because the microdash is significantly more lenient(=<3f). | |
2A > 2B > 5C > 5CC > 2D(lv2) > 236A > 6A > 2D(lv3) > 6B > 214A~C 66 5B 5CC j.B dl.j.623C ~ dl.D | Normal starter | 2554 | - | Everyone | Very Hard | Slightly higher damage for a significant increase in difficulty. The microdash cannot be longer than 1f. The microdash cannot be delayed. |
The basic BnB drops on air hit, but this combo uses the same confirmation string and works on airborne hits instead. For non-attribute antiairs like 5A, routing into 6A 2D(lv3) is also an option; that choice is better for hitting opponents higher up but worse for damage and ease of hitconfirm.
Just like the basic BnB, it can be adjusted to reduce the level of difficulty by removing the 214AC 665B package.
- Does NOT work on ground hit.
- The first microdash can be omitted based on character and distance. If the first microdash 66B is skipped, any later 6Bs must have a microdash.
Full Combo Table
Combo | Condition | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
2A > 2B > 5B > 5CC > 5D(lv2) > 214A~C~C | Normal starter | 2011 | - | Everyone | Universal 2A combo. | ||
6B~C > 2C > 214A~A > 66 > 5CC > 2C > 2D(lv3) > 66 > 6B > 6A > j.CB > dj.CB > j.623C~D(lv3) | Crouching opponent | 3275 | - | Everyone | Overhead starter crouch confirm. If opponent is too far for the 2C to connect, the combo can be ended early with 6B~C > 5D(lv2) > 214A~C~C. | ||
214A~C~A > RC > 2B > 5CC > 2D(Lv2) > 236A > 6A > 2D(lv3) > 66 > 6B > 6A > j.CB > dj.CB > j.623C~D(lv3) | 3196 | - | Everyone | Mars Chopper overhead confirm. | |||
6A AA > j.(C)B > dj.CB > j.623C~D(lv3) | 2164 | - | Everyone | Basic 6A Anti-Air combo. | |||
5B+C > 214A~A > 5B > 6A > 2D > 6B > 214A~C~B | 2510 | - | Everyone | Forward throw starter. For additional damage, 6B > 6A > Air Combo can be substituted at the cost of weaker oki. | |||
4B+C > 41236C > 6A > 6B > 214A~C~C > 66 > 5B > 6A > j.CB > dj.CB > j.623C~D(lv3) | 3499 | +25 Heat | Midscreen back throw combo |
Corner
For Orb Oki, a microdash before the 236A is needed for proper spacing. This can be input with 2366A, but will be notated with 66 > 236A in the combos below.
Combo | Condition | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
2A > 5B > 5C > 6C > 5D(lv3) > 66 > 2B > 6A > 2D(lv3) > 2C > 214A~D(lv3) > 66 > 236A | Normal starter | 2405 | - | Everyone | Corner BnB | ||
2A > 5B > 5C > 6C > 5D(lv2) > 236A~D(lvl3) > 66 > 5CC > 2C > 214A~D(lv3) > 66 > 236A | Normal starter | 2596 | - | Everyone | Alternative corner bnb. | ||
2A > 5B > 5C > 6C > 236A~D(lv2) > 5CC > 2C > 236A~D(lv3) > 6A > 5D(lv3) > 2C > 214A~D(lv3) > 66 > 236A | Normal starter | 3020 | - | Another alternative corner bnb. Possibly missing microdashes and other information. | |||
5B > 5C > 6C > 5D(lv3) > 214A~C > 5CC > 2C > 2D(lv3) > 5D(lv3) > 2C > 214A~D > 66 > 214A | Long starter | 3486 | - | 5B corner combo. | |||
2B > 5C > 6C > 5D(lv3) > 66 > 2B > 6A > 2D(lv3) > 2C > 236A~D(lv3) > 66 > 6A > {{clr|D|5D(lv3)} > 66 > 236A | 2322 | - | Corner 2B starter. Also available after a 214a~c~A > RC starter. | ||||
6B > 6A > 6C > 236A~D(lv2) > 66 > 5CC > 2C > 2D(lv3) > 2C > 5D(lv3) > 2C > 214A~D(lv3) > 66 > 214A | 3573 | +25 Heat | Corner 6B overhead starter. | ||||
41236C > 6A > 6B~C > 2C > 236A~D(lv3) > 6A > 5D(lv3) > 66 > 2B > 5CC > j.B > j.623C~D(lv3) | 3644 | - | Standing unblockable starter. For orb oki, end the combo early with 6A > 5D(lv3) > 66 > 214A. | ||||
5B+C > 214A~D(lv3) > 5CC > 2C > 2D(lv3 > 6B > 6A > 5D(lv3) > 66 > 236A | 2968 | - | Corner throw combo. | ||||
6A AA > j.BD(lv3) > (land) 66 > j.B > dj.B > j.623C~D(lv3) | 2272 | - | Anti-Air combo for when you're close enough to the corner to make use of j.D's wall splat to extend your combo. |
Combo Theory
Variations on combo enders
Air Combos
- During any combo that goes into the air, instead of ending with a j.623CD ender, you can use Overdrive (A+B+C+D) to tack on a 236236D to the end.
- Example - j.C > j.B > jc > j.C > j.B > A+B+C+D > OD j.623C~D > OD 236236D
- You usually only want to do this if it will kill your opponent.
Corner Combos
- In most corner combos that end with 6A > 5D > 236A oki, you can instead dash 2B the opponent to pick up more damage if your opponent is close to death.
- Example: Stuff > 6A > 5D > dash 2B > 5CC > j.B > jc > j.B > j.623CD
- You can also add a super to the end of the combo if you have 50 meter...
- Example: Stuff > 6A > 5D > dash 2B > 5CC > 236236D (lvl2 for first hit only)
Video Examples
Midscreen
Corner
Counter Hits
Midscreen crouching confirm
Corner crouching confirm
External References