Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo Theory
Combo List
Basic Combos
This is a list of the most basic confirms you should learn to immediately start playing the character. If you're having trouble with any combo listed below I advise looking at the basic combos video for reference.
Midscreen
# | Combo | Condition | Damage | Heat Gain | Works on: | Difficulty | Notes |
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1 | 5A > 5B > 5A > 5C > 2C > 3C > 236A(x1) > 5D~B | - | 1446 | 10 | All | Easy | Gives full corner carry from Midscreen. Allows you do dash up or IAD to be in front of them as they recover. 2C Avoids the possibility of the last hit of 3C whiffing. Interchangeable with 5B > 5A > 5B, does the same damage. |
2A > 2B > 5B > jc > J.A > J.C > J.2D~B > 5B > 6A > 2D~6 > J.5D~6 > J.2D~B > 2B > 6A > sjc > J.236[B](x5) > 2D~B > 3C > d.236A~B | Standing | 1787 | 12 | All | Medium | Exceptional corner carry. Warning, if you delay 5B to make sure you're close enough for the rest of the combo the J.2D might drop against bulkier characters (Susanoo, Tager, etc). You should be at least close to the corner for 2B > 6A but if you aren't just 3C instead and end there. | |
2A > 2B > (5B > 5C) > 6C > 236C~C > 2D~6 > (delay) J.5D~6 > J.C > J.2D~B > 6C > 5D~A > 2B > 6A > sjc > J.236[B](x5) > 2D~B > 3C | Crouching | 2540 | 18 | All | Medium | If you confirm from 2B directly into 6C it's better for damage, meter gain and stability. The same route works from a 5A or 5B starter as well. This route assumes you'll reach the corner before or with the help of 6C > 5D~A for the whole combo to work, but even if you don't reach it as long as you cancel 5D close to the opponent it's still your turn. | |
2B > (5B) > 5C > jc > J.C > J.2D~B > 22C(x6) > 2D~6 > (delay) J.5D~6 > J.C > J.2D~B > 6C > 5D~A > 2B > 6A > sjc > J.236[B](x5) > 2D~B > 3C | Standing | 2631 | 18 | All | Medium | 2B starter allows for a more damaging variation of the standing confirm. 5B is useful to get closer or to hit confirm but it lowers the damage and meter gain. | |
6A > (5C) > sjc > J.C > J.5D~6 > (delay) J.4D~C > J.8D~6 > J.C > J.2D~B > (2C) > 6C > 5D~A > 2B > 6A > sjc > J.236[B](x5) > 2D~B > 3C | Air hit | 3085 | 22 | All | Medium | Basic anti air confirm. 2C > 6C doesn't work on a few characters in the corner so you might wanna avoid 2C if you're already there. | |
6B > (whiff) J.236B > land > 5B > 5C > 6C > 236C~C > 2D~6 > (delay) J.5D~6 > J.C > J.2D~B > 6C > 5D~A > 2B > 6A > sjc > J.236[B](x5) > 2D~B > 3C | Ground hit | 2979 | 21 | All | Hard | Standard confirm from her dedicated overhead. J.236B is used before touching the ground to cancel 6B's landing recovery, but to get the best combo you don't want it to hit and that timing takes a bit getting used to. | |
J.236B(x5) > J.4D~6 > J.5D~6 > J.2D~B > 3C > d.236A~B | - | 3371 | 23 | All | Easy | Basic Route if you catch the opponent airborne with Multi kicks. Good damage and good corner carry. | |
Forward Throw > d.J.5D~6 > J.4D~C > J.8D~6 > J.C > J.2D~B > 6C > 5D~A > 2B > 6A > sjc > J.236[B](x5) > 2D~B > 3C | - | 3225 | 23 | All | Medium | Basic Throw Combo. Good corner carry. Works in the corner as well. | |
Back Throw > 2B > 6A > 2D~6 > (delay) J.5D~6 > J.C > J.2D~B > 6C > 5D~A > 2B > 6A > sjc > J.236[B](x5) > 2D~B > 3C | - | 3117 | 22 | All | Medium | Basic Back Throw Combo. Decent Corner Carry. | |
Air Throw > 5C > jc > J.C > J.5D~6 > (delay) J.4D~C > J.8D~6 > J.C > J.2D~B > 6C > 5D~A > 2B > 6A > sjc > J.236[B](x5) > 2D~B > 3C | - | 3235 | 23 | All | Medium | Basic air Throw Combo |
Astral Heat Routes
Taokaka doesn’t have surefire ways to fit two supers in a combo and make good use of 100 meter, and some weak starters or routes might not deal the last 35% in damage even if you throw all resources at the end, so knowing routes that will kill when Astral requirements are met is not a bad idea.
From weaker starters routes into Astral can be a real pain, but consistent ones exist. The reason weak starters matter is because, normally, when you land a throw or a 2B/5C/3C starter on the corner and they are under 35% life you should be able to kill anyone if you have 100 meter. Even from a 5B starter you can kill Tager with an optimized combo under these constraints.
Any combo listed below that works from a 2A starter also works from stronger starters.
Universal
# | Combo | Condition | Heat Gain | Exceptions | Notes | Example |
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1 | 2A > (2B) > 5B > 3C > 236A(x1)~5D6 > J.4D~C > J.8D~B > J.2D~B > Dash > 3C(2) > 22C(x6) > Trick Edge~[1]~B > Taunt(1) > AH | Close to corner | 15 | Jubei, Izayoi, Relius | The deepness of the Dash > 3C(2) needs to be just right because spacing for 22C > TE is finicky in Short Combo Time, unless you forgo 2B so the combo time allows for 3C(3) and you only need a micro dash to set up the proper spacing which makes it more consistent. It’s hard to set up in general and for special case characters (Susano, Taokaka, Tager) drive cancel timings can be stricter or slightly different so while it can work I’d advise not trying this route against them specifically. | # |
2 | 2A > 3C > 236A(x1)~5D~B > 5B > 6A > 2D~B > J.2D~B > md > 3C > 22C(x6) > Trick Edge~[1]~B > Taunt(1) > AH | Close to corner | 15 | Susanoo, Tager | 5B needs to be done already pressing the opponent against the corner to set up proper spacing and drive cancel as soon as possible to switch positions. Don't dash too long or you'll put them in the corner again. | |
3 | Sticky Kitty > J.A > 2A > 2B > Trick Edge~6 > J.4D~B > J.5D~C > J.2D~(dl)B > Dash > 3C(2) > 22C(x5) > Trick Edge~[1]~B > Taunt(1) > AH | Corner Steal | 12 | - | This one is very consistent but even if you get the wrong spacing and Trick Edge puts you under the character, a simple walk under can make sure the Taunt hits. (Might happen more easily against Mu, Celica, Hibiki, Tager, Carl, Taokaka) | # |
4 | Fuzzy J.A > J.C > J.2D~6 > J.4D~C J.8D~B > J.2D~B > md 3C > 22C(x5) > Trick Edge~[1]~B > Taunt > AH | Corner | x | Jubei, Izayoi, Kokonoe, Susanoo, Tager | - | |
5 | 6B > J.2D~6 J.4D~C > J.8D~B J.2D~B > 2B > 236A(x2) > Trick Edge~[1]~B > Taunt(1) > AH | Corner | x | Jubei, Izayoi, Kokonoe, Susanoo, Tager | - | # |
Group Specific
Works on | Combo | Condition | Heat Gain | Notes | Example |
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Celica, Hibiki, Nine, Naoto, Susano, Ragna, Taokaka, Tager, Litchi, Hakumen, Hazama, Valk, Amane, Bullet, Azrael, Kagura, Terumi | 2AA > 2B > 5B > 3C > 236A~5D~A > md 6A > (dl) 2C > 6C > 236[C]~C > TrickEdge~[4]~A > land > Taunt(1) > AH | Corner | 13 | It might not look like it but small differences can get 236[C]~C to cross or not so don't try this with just any order of buttons or not tight in the corner. | # |
Makoto, Taokaka, Litchi, Hakumen, Tsubaki, Valk, Amane, Azrael, Kagura, Hibiki, Nine, Izanami, Relius, Izanami, Mu, Nu, Lambda, Susanoo | 2A > 2B > 5B > 3C > 236A(x1)~5D~6 > J.4D~6 > J.2D~A > land > TrickEdge~[2]B > Taunt(1) > TrickEdge~[1]~B > Taunt(1) > AH | Close to corner | 13 | This is what it means to taunt loops | # |
No delay: Rachel*, Taokaka, Litchi, Tsubaki, Hazama, Amane*, Kokonoe*, Terumi, Izanami, Es, Mai, Jubei
Max delay: Jin, Noel, Taokaka, Litchi, Tsubaki, Hazama, Valk, Platinum, Es, Azrael, Kagura, Kokonoe, Terumi, Naoto |
2A > 2B > 5B > 3C > 236A(x1)~5D~B > 2B > (delay) 236A(x1)~5D6 > J.236[B](X5) > land > 22[C](x2)(x3) > TrickEdge[1]~B > Taunt(1) > AH | Close to corner | x | If the wallstick was at the right height 22C will juggle them twice, the first will make sure they get out of the corner while the second will set them up for TE.
Special cases(*): these characters don't get hit by Trick Edge easily and it's more consistent to cancel into TE after a single hit of the second juggle = 22C(x2)(x1), then walk under towards the corner for the Taunt(1) > AH |
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Character Specific
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Using Overdrive
Using OD it's pretty easy to combo into Astral and if the opponent still has Burst available and/or you don’t have a lot of OD time, setting yourself up for Astral during OD's Burst lock might be the best idea. But outside of those cases your consistent go-to damage dealer might be best, even if the combos using OD are easy to land.
Video Examples
- BBCF Taokaka Basic Combos by Meno
- BBFC Taokaka Combo Collection by EGO
- Amane Nishiki [★]
- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Attack Attributes •
Frame Data & System Data •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Active Flow
- Advanced Input
- Attack Attributes
- Attack Level
- Astral Heat
- Auto Heat Gain
- Burst
- Barrier Block
- Barrier Gauge
- Bonus Proration
- Clash
- Combo Rate
- Counter Assault
- Counter Hit
- Counter Hit Carry
- Crush Trigger
- Danger State
- Distortion Drive
- Exceed Accel
- Fatal Counter
- Guard Cancel Overdrive
- Guard Crush
- Guard Bonus
- Hard Knockdown
- Heat Gauge Cooldown
- Instant Barrier
- Instant Block
- Negative Penalty
- Overdrive
- Overdrive Cancel
- Purple Throw
- P1, P2
- Rapid Cancel
- Same Move Proration (SMP)
- Starter Rating
- Super Flash Buffer
- Throw Reject Miss (TRM)
- Ukemi/Tech (Air)
- Ukemi/Roll/Emergency Tech
- Untechable State