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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(5AA/2A) 5B > 2B > 5MS > 6MS
Very simple BNB that can connect anywhere so long as 5B connects. In some instances of character size or distance, it may be advisable to let only the first hit of 5MS connect before ending with 6MS to ensure stability.
Core Combos
Core combos balance potency with consistency. They:
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(5AA/2A) 5B > 2B > 5MS > 2MS > 669 j.S > 6S > 4S > 5MS > 6MS
Standard combo that can show signs of instability based on distance and character size, but works on the whole cast at point blank with 100% certainty. Omit the second hit of 5MS if it will push the opponent out of range of the 2MS followup.
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
Combo Theory
Read First
Beginner Combos
Combo | Position | Damage | MP Gain | Works on: | Difficulty | Notes |
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5AA > 5B > 2B > 5M~6M | Anywhere | 186 | -60 | - | - | Basic 5AA mash confirm. Doesn't combo from max 5A range. |
5S~6S > 5M(1)~6M | Anywhere | 192 | -60 | - | - | Long range poke combo. Works from absolute max range 5S connection where other combos won't connect. |
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Combo List
Combo | Position | Damage | MP Gain | Works on: | Difficulty | Notes |
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5S~6S~4S > 5M~2M, dash OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." j.S > 5S~6S~4S > 5M~2M, dash OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." j.S > 236M | Anywhere | 458 | -83 to -87 | Everyone | - | Skip the second 6S if you're a bit too far apart otherwise 2M will whiff. If you are far apart when you start the combo j.S won't hit twice, reducing the damage of the combo. |
5A/2A > 5B > 2B > 5M(1)~2M > Conversion > Jump Over > OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." j.S > 5S~6S~4S > 5M~2M, microdash OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." j.S > 236M | Back to corner | 288 | -100 + Conversion | - | - | Corner steal combo with conversion. The second j.S must only hit once or else the combo will drop, make sure not to dash too far to prevent this from happening. |
5S~6S~4S > 5M~4M > Conversion > dash 5S~6S~4S > 5M~2M, dash OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." j.S > 236M | Anywhere | 470 | -103 + conversion | Everyone | - | The dash after conversion is required in order to get both hits of the j.S even when in the corner. |
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Combo | Position | Damage | MP Gain | Works on: | Difficulty | Notes |
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Combo | Position | Damage | MP Gain | Works on: | Difficulty | Notes | |
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External References
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Essentials
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The Basics
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Detailed & Advanced Information
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