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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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... > 5S > 4S, j.AB > j.M
... > 5S > 4S, j.AB > j.2S, (2B > 5S(1)) > 5M
Kunoichi’s easiest and most reliable combo. 5S > 4S > j.A has a bizzare timing to get used to but is surprisingly consistent no matter what the starter is. The first combo ends with a safejump with double jump > j.B whereas the second combo deals slightly more damage. The section in parentheses is optional but increases the damage for very little difficulty. Both combos strip the opponent’s white health and give Kunoichi a markGuardAllStartup150Recovery-Advantage- to work with.
... > 5S > 5M, 2B > 5S(1) > 5M, 5B > 5M
Not optimal damage, but very easy and gives Kunoichi a safejump with j.A. Ideally you want to confirm into 2S as it leads to much more damage, but 5S is a much more common part of her pressure and you may autopilot into it while learning her. Make sure that 2B hits as high as possible or the opponent will fall out between 5S and 5M.
Core Combos
Core combos balance potency with consistency. They:
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Chain Starter > 5S > 214M > 9 Jump > OTG delayed j.2S > Burning Stigma Hits > 66 > 2B > 5S(1) > 5M > Burning Stigma Hits > 2B > 5S(1) > 5M
Simple and reliable bnb that works anywhere from almost any starter. Gives enough time to run up to meaty, but not enough time to safejump or teleport safejump. To get a safejump you must ommit the last 2B > 5S(1) and use 5M after the second stigma hit immediately then hold 9, this is not possible with you back in the corner but will work at most other distances. Doing the safejump will lead to exhaustion at 100 magic.
- This combo requires about 60 Mana.
Chain Starter > 2S > j.B > Jump > j.B> j.2S > j.2S > 5S(1) > 5M > 2B > 5S(1) > 5M > 5A > Burning Stigma Hits > 236[M] > 5AA > 5B > 5S > Jump > j.B > Jump
Simple corner route that works off any starter, even heavily scaled ones like 5AA >5B. After the jump at the end of the combo, you can catch air buttons by with a j.A, or safejump their grounded dp with falling j.B if they don't press anything in the air. You can get another rep of bomb loops if you start with a jump in or B starter by doing jump > j.B > Jump > j.B> j.2S > delayed j.2S after the landing from the first loop but the timing on the second j.2S takes some getting used to.
- Works with very little starting mana
Chain Starter > 2S > j.B > Jump > j.B> j.2S > j.2S > 5S(1) > 5M > 2B > 5S(1) > 4S safejump
This safejump also let's burning stigma pop if they dp through your safejump button, allowing you to convert after blocking even hitman dp.
- Works with very little starting mana
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
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