Combo Notation Guide | Character Name Abbreviations | |||||||||
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Midscreen
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
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5M > 2M > 3H > 5H > 236M~MMM~2S | 4150 | .95 | All | [1] Very Easy | Soft knockdown without Power Blitz, SKD with. Very assist-extension friendly. |
2M > 5M > jc.MLL2H > SD > j.MLL2H > jc.LLL | 4185 | 1.05 | All | [1] Very Easy | Saiyan BnB. You can use j.22S instead of the autocombo j.H, but it's really not necessary. |
2M > 5M > jc.MLL2H > SD > j.LL2H > jc.LLS(6) > j.236M | 4288 | 1.35 | All | [1] Very Easy | j.S fires ki blasts in pairs of 2. |
5M > 2M > 3H > 5H > SD > j.LL2H > jc.LLS(6) > j.236M | 4426 | 1.3 | All | [1] Very Easy | 5H route. Can end with charged j.22S instead of j.236M for slightly more damage and meter. |
236X~S/H~X > dash 2M > 5M > jc.LL[S] > SD > j.LL2H > jc.L delay L2H[S] > j.22S/j.236M | All | [1] Very Easy | Can eliminate the second j.2H and delay for more consistency at the cost of some meter and damage. | ||
... Vanish > 2M > 5[S] > 3H > 236L~MMM~2S | ? | -1 | All | [2] Easy | You'll only really use this if Power Blitz isn't charged, as the combo below does more damage. |
... Vanish > 2M > 5M > jc.LL[S] > SD > j.LL2H > jc.L delay L2H[S] > j.22S/j.236M | ? | -1 | All | [2] Easy | Should look familiar at this point. |
5M > 2M > 3H > 236L~MMM~H > 214M~MMM~2S | 4529 | -.5, +.75 | All | [2] Easy | High damage combo using an EX. Power Blitz gives you a sliding knockdown. |
5M > 2M > 3H > 236L~MMM~H~4S > j.M ▷ 5L > jc.LL2H > jc.LL > j.22S | 4856 | +.25 | All | [3] Medium | High damage rejump combo, Power Blitz gives you a sliding knockdown. |
Notes
If you don't have Power Blitz and go for a j.LLL, remember you can do Vanish > j.[DR] or use an assist for a sliding knockdown instead.
5H > 236L and Barrier blast > 236L both work after you've used your smash.
Corner
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
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5M > 2M > 3H > 5H > 214L~LMM > 236L~MMM~2S | 4604 | 1.3 | All | [2] Easy | IMPORTANT: you have to press L before the first attack comes out of the sway. The follow up hit is faster than the automatic first hit, and if you don't cancel it the combo will drop. Synergizes well with most assists. |
Notes
The midscreen Saiyan BnB also works in the corner, it just isn't notated for efficiency.
Sparking
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
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... Assist > (5M) > jc.LL[S] > SD > j.LL[S] > jc.LL[S] > j.22S | Corner | ? | Lots | All | [2] Easy | Most common assist extension in Sparking, builds a TON of meter. In some cases you might be able to airdash cancel j.S instead of jump canceling, which gives you even more damage at the cost of consistency. |
Assist
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
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... > Power Blitz Charge > Assist > dash jump (669) > j.LL2H > SD > j.LL2H > jc.LL[S](2) > j.22S | Midscreen | 5218 | 2.05 | All | [2] Easy | Basic midscreen assist combo, helped a lot by A17's high Smash-less damage. |
... 2S > Assist > (5M) > jc.LL[S] > SD > j.LL2H > jc.LL[S] > j.22S | Corner | ? | ? | All | [2] Easy | You may have to cut out the 'j.LL[S] > SD' portion of the combo at high Hitstun Decay. Axeice is good but he doesn't do this and drops the combo. |
... 2S > Assist > [DR] > 236L~L > 22S/236L+M/236H+S/214L+M | Corner | ? | ? | All | [2] Easy | High hitstun decay version. |
Combo Theory
A17's combos midscreen usually skip rekkas and go right into j.2H unless you have assists. In the corner, it's much easier to go into a high damage rekka combo with a slide knockdown ender using assists. 2S charge is very easy to combo from using assists, and his air combos in the corner build high amounts of meter as well as ending in a slide knockdown thanks to j.22S. Typically you will charge and spend the charge in the same combo, but sometimes it may be good to end with a super and keep the charge for pressure as it's highly plus on block.