This can be due to patches to the game, or developments in the metagame. You can help by updating it.
Combo Notation Guide | Character Name Abbreviations | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
|
Midscreen
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
... > 2M > 5M > jc.M(LL)2H > SD > j.MLL2H > jc.LLS > Ender | 4200 | 1.15 | All | [1] Very Easy | Basic midscreen BnB, j.(LL) will not work at range. |
... 5H > delay SD > airdash j.M ▷ dash jump > j.LLL2H > jc.LLS > Ender | 3985 | 0.99 | All | [3] Medium | Midscreen 5H re-jump, particularly easy for 21 due to her large j.M. |
... 5H > delay SD > airdash j.M ▷ dash jump > j.LML > jc.(cross under happens here)LL > j.214S | All | [3] Medium | Sliding knockdown rejump. Great corner carry, and a rare resourceless knockdown. | ||
SD > j.LL > j.214H > 665L(whiff)LL > SD > j.LL2H > j.LLS > Ender | -.5 | All | [2] Easy | Basic superdash confirm. | |
236S~H > 665L(whiff)LL > ... | -.5 | All | [2] Easy | Command grab combo. *Please* don't use vanish. | |
3M > 5S > Vanish > ... | -1 | All | [2] Easy | Fullscreen 3M confirm. Bless Hiroki. | |
2M > 5M > (j)214s > ... | 2050 | +0.3 | All | [1] Very Easy | A combo starter off of 2m that gives 214s slot (or j 214s slot via TK) and extends off of a c assist, afterwards you can go in to whatever BNB you prefer. |
... > Vanish > 665L(whiff)LL > SD > j.LL2H > j.LLS > Ender | -1 | All | [2] Easy | Vanish confirm, can be inconsistent depending on character size. |
Corner
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
... > 2M > 5M > jc.MH2H > SD > j.MH2H > jc.LLLS > Ender | 4562 | 1.25 | All | [2] Easy | Corner BnB. Can be done slightly out of the corner. |
... > 5H > delay SD > j.M > delay j.H ▷ jump > j.LLL2H > jc.LLLS > Ender | 4335 | 1.15 | All | [2] Easy | Corner re-jump combo. Can start combo midscreen. |
... > 2M > 5S > slight delay 5H, 2L > 5H > 5S > SD j.M delay j.H ▷ jump > j.LLL2H > jc.LLLS > Ender | 5039 | 1.5 | All except YGH, CEL, KRL, KBU, BRS | [3] Medium | 5H to 2L link into re-jump combo. 2M > 5S sets up the correct height for link. 5H if not delayed will not connect on these characters: TRK, GTK, A21, VTO and JNB. Use 5L instead of 2L on these characters: GNY and A16. |
... > 2M > 5S > 5H, 2L > 5H > 5S > SD j.M delay j.H ▷ jump > j.LLL2H > jc.LLLS > Ender | 4837 | 1.3 | All | [3] Medium | 5H to 2L link without the rejump. |
... > 2M > 5S > 214M > [4] 5LLL > SD > j.MH2H > jc.LLLS > Ender | 4732 | 1.3 | All | [3] Medium | 214M high damage combo. Use this if the 5H , 2L link is too difficult or doesn't work with the opponents character. |
... > j.214S/j.236S~M > Vanish > 2M > 214S | -1 | All | [2] Easy | Double steal combo. Keeps corner and ends with a sliding knockdown. | |
... > j.214S/j.236S~M > Vanish > 236S | -1 | All | [2] Easy | Alternate double steal combo. Keeps corner and ends with a sliding knockdown. The timing is a bit tight. | |
... > j.214S/j.236S~L > Vanish > 66DR | -1 | All | [2] Easy | Corner metered snap combo. Don't do this unless you *really* have to. |
Steals and Combo Enders
Enders
- ... > j.214L: Good as an ender when you want to save your steals or have pushed a combo.
- ... > j.214M: Only mildly useful. Out-damaged by Steals and doesn't combo from j.M or j.S at high hitstun decay.
- ... > j.214S: The more consistent of the steal enders from j.S, as it sends A21 upwards.
- ... > j.236S: Less consistent but equally useful. More consistent from j.M.
Steal Follow-ups
- j.236S/j.214S (Side switch sliding knockdown)
- j.236S/j.214S ~ L (Keeps sideswitch after command grab)
- j.236S/j.214S ~ M (Keeps original combo direction)
- j.236S/j.214S ~ H (Same as M with more damage)
All command grabs can be extended with dives as written above. If you want to go into air level 3 end your air combo with j.S and to end with the grounded supers, let the second hit of j.214M connect before supers.
Theory
Your goal with 21 is to save as much meter as possible for lvl3 supers, as that's the only way she gets real oki. After a 214S/236S, you need to carefully consider your opponent's health to make sure you save as much meter as possible. The M follow up is the most damage you can get meterless. Any metered option should only be considered if you have meter left over or it will kill. Keep in mind that at high hitstun decay, supers will not combo from both hits of L or M dive. You will have to cancel the first hit, meaning you cannot use 214L+M.
Steal Specific Combos
Combo | Works on: | Difficulty | Notes |
---|---|---|---|
...djc > j.LLS > j.236B ~ S ~ S ~ L/M | All | [2] Easy | Blue: Kamehameha/ Solar Flare |
...djc > j.LLS > j.236Y ~ S ~ S ~ L/M | All | [2] Easy | Yellow: Consecutive Energy Blast/ Sticky Energy Blast |
...djc > j.LLS > j.236G ~ L/M | All | [2] Easy | Green: Explosive Energy Blast |
...djc > j.LLS > j.236P ~ L/M | All | [2] Easy | Purple: Homing Energy Blast |
Notes
If you take a look at all of her steals it becomes apparent that the 236B/Y/G/P steals are built for combos and neutral and the 214B/Y/G/P steals are used for defence and offence, knowing this makes it easier to understand.
Assist Specific
Combo | Position | Works on: | Difficulty | Notes |
---|---|---|---|---|
...j.214L/M A1 ▷ DR/5LLL/SD/air combo | Anywhere | All | [1] Very Easy | Works with almost any assists, easy combo extension. Most effective with wall bounce and pop up assist. |
...j.214L/M A1 ▷ DR > 214S ~ (L/M) | Corner | All | [1] Very Easy | Beam assist example. One steal. |
...j.236S ~ L A1 ▷ 214S | Corner | All | [2] Easy | Pop up assist example. One steal, sliding knockdown, keeps corner. |
Notes
214S/236S are 21's only ways outside of DR to get a sliding knockdown, making her very reliant on resources for okizeme.
Sparking
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
2M > 5M > 214M > Sparking! > 5L(whiff) > 5LL > 5LLL > sjc.MS > jc.MS > j.214M > ... | Anywhere | 4382+ | 1.55+ | All | Basic Sparking activation, synergizes very well with assists. | |
(Sparking) > ... > 5H > IAD j.H > 5H > 2S > airdash j.MLL > land > j.LLL2H > jc.LLS > ... | Corner | ? | ?+ | All | Pre-spark corner combo. There are different versions depending on what you want to do after 2S, but the damage is pretty similar. |
Notes
Video Examples
- 21 combo spreadsheet with every assist https://docs.google.com/spreadsheets/d/12g_LctesnkHqpPXcyAmVt8PDZd0R7jYYyEya1NmM_GI/edit?usp=sharing