Combo Notation Guide | Character Name Abbreviations | |||||||||
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Beginner Combos
Basic combos are simple combos with the fewest requirements and conditions possible. They:
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Starter > 2S > 4[S] > 5[M]~6, dash 2B > 4S
This combo works with 5A, 5AA, or close 5B as a starter. Will not work if you scale hitstun more, such 5B > 2B or 5AA > 5B. In these cases, go straight from 2S to 4S.
This introduces an important part of Grappler's combos, which is Charged Magnumsault's (5[M])GuardMidStartup31Recovery24Advantage-4 OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground.". Many routes that have Charged Air Steiner (4[S])GuardMidStartup9RecoveryAdvantage-35 will use Magnumsault to extend combos into their common ender (2B > 4S).
While you can always try to squeeze more damage in off of xA starters, it's best to end with Air Steiner to get okizeme and save MP.
5S > 5[M], 4[S], 5[M]~6, 4S
This combo works for both Charged and Uncharged FlingGuardThrowStartup12RecoveryAdvantageN/A, but the first Magnumsault must be 5[M]~6 if Charged.
Since a major part of Grappler's pressure To attack the opponent continuously and leave little room for counter attacks. is Fling, it's important to have a combo like this in mind for when it hits.
Importantly, this combo still works if you enter Exhaustion after the first Magnumsault, making it incredibly consistent.
Core Combos
Core combos balance potency with consistency. They:
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Starter > 2S > jc j.[S] > land 2S > 4[S], 5[M]~6, dl 2B > 4S
Any additional hits in the starter will make j.[S] whiff.
Works fine if the starter connects on an airborne opponent, but at very high heights, j.[S] will whiff. At those heights, do j.S > j.M to keep from dropping.
Very important as part of Grappler's highest damage routing; the ender can usually be delayed, but may sometimes require a dash instead if spacing is slightly off.
CH 6[M], wbWall bounce; wait until they're falling [M]~6 > Conversion, dl 2[S] > 4[S], 5[M]~6, dash 2B > 4S
Charged TackleGuardMidStartup24RecoveryAdvantage-8~+1 is an important part of Grappler's approach and learning how to convert off of it when you armor through an attack gives threat to your approach.
This combo is the most MP-efficient way to convert off of Charged Tackle while retaining as much damage as possible. More MP-intensive routes are in the Specialized Combos.
Combo Theory
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Specialized Combos
Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
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X > X
description
Miscellaneous Combos
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