Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List
- There are many routes listed where you can use a super earlier to maximize damage. The full routes are listed to prioritize meter gain.
c.L
Combo | Damage | Meter | Notes |
---|---|---|---|
c.5L > c.5L > f.5L | 1120 | 6% meter | Far jab hit confirms are very important. |
c.5LXX | 1120 | 9% meter | Autocombo |
c.5LXX > 236L | 1820 | 15% meter | You are +3 on hit. |
c.5LXX > 214L | 1960 | 17% meter | Have enough time to run up for a c.5M meaty. |
c.5L > c.5L > f.5L > 236236H | 3430 / 3640 | SBA confirm | |
c.5LXX > 236H6H > 5L > 5L 2U | 2520 | 28% meter | |
If Opponent Crouching | |||
c.5L > c.5L > f.5L > 2U | 1750 | 9% meter | |
c.5L > c.5MXX > 236L | 2400 | 18% meter | You are +3 on hit. |
c.5L > c.5MXX > 236H6H > c.5MXX | 2970 | 33% meter | Vs 6f jabs this leaves them in a 50/50 vs jab or grab. still good vs 5f but not as favorable. Can reset into SBA here. |
c.5L > c.5MXX > 236H6H > 5L > 5L> 2U | 2910 | 30% meter | HKD for oki. |
If Opponent Airborne | |||
c.5LX > 623H | 2550 | 18% meter | |
c.5LX > 236H > 5M > 214H | 2470 | 23% meter | |
c.5LX > 214H > 623H | 3340 | 25% meter | |
C.5LX > 214H > 2U | 2470 | 16% meter | |
If Opponent Is In The Corner | |||
c.5L > c.5M > 236H > 2H > 214H > 5MX > 623H | 4195 | 40% meter | Crouching only. More damage |
c.5L > c.5MXX > 236H > 2H > 214H > 5MX > 623H | 3740 | 44% meter | Crouching only. More meter. Safejump loop combo |
c.M
Combo | Damage | Meter | Notes |
---|---|---|---|
c.5MXX > 236L | 2220 | 18% meter | you are +3 |
c.5MXX > 236H6H > 2L > c.5L > 2U | 2920 | 30% meter | good oki |
c.5MXX > 236H6H > c.5MXX | 2970 | 33% meter | Vs 6f jabs this leaves them in a 50/50 vs jab or grab. still good vs 5f but not as favorable. Can reset into SBA here. |
If Opponent Standing | |||
c.5MXX > 214L | 2360 | 19% meter | Have enough time to run up for a c.5M meaty. |
If Opponent Airborne | |||
c.5MX > 214H > 2U | 2970 | 18% meter | |
c.5MX > 214H > 623H | 3740 | 27% meter | |
c.5MX > 236H > f.5M > 214H | 2870 | 25% meter | |
If Opponent In Corner | |||
c.5M > 214H > c.5M > 236H > c.5H > 623H | 4780 | 38% meter | Does not work if crouching, use to kill |
c.5M > 214H > c.5M > 720U | 6130 | 15% meter | For 100 less damage, do 2M before the 720U. It is easier to confirm. |
c.5M > 236H > 2H > 214H > c.5MX > 623H | 4497 | 40% | More damage |
c.5MXX > 236H > 2H > 214H > c.5MX > 623H | 3870 | 45% | Safejump loop combo |
c.H
Combo | Damage | Meter | Notes |
---|---|---|---|
c.5HXX > 214L/H | 2760 / 2830 | 22% meter | Opponent must be standing |
c.5HXX > 236H6H > 2L > 5L > 2U | 3320 | 32% meter | THIS IS THE BNB |
c.5HXX > 236H6H > c.5L > c.5MXX | 3410 | 37% meter | Vs 6f jabs this leaves them in a 50/50 vs jab or grab. still good vs 5f but not as favorable. Can reset into SBA here. |
CH c.5H > 236B > c.5M > 236H > c.5H > 623H | 5874 | 49% meter | Corner and standing only |
CH c.5H > 236B > c.5M > 236H > c.5H > 236236H / 720U | 6425 / 6723 | Uses 100% meter | Requires you to have access to your SSBA |
f.L
Combo | Damage | Meter | Notes |
---|---|---|---|
f.5L > 236S / 236236H | 3700 / 4000 | uses 100% meter | |
CH f.5L > f.5M > 214L / 214H | 2060 / 2140 | 14% meter | |
If Opponent Crouching | |||
f.5L > 2U | 1300 | 7% meter | |
CH f.5L > f.5M/2M > 236H6H > f.5L > f.5L > 2U | 2790 | 25% meter | Although 2M works and both net the same damage, f.5M is easier to connect. |
If Opponent In Corner | |||
CH f.5L > f.5M > 214H > c.5M > 236H > c.5H > 623H | 4350 | 39% meter | Opponent must be standing |
f.M
Combo | Damage | Meter | Notes |
---|---|---|---|
f.5M > 214L / 214H | 1900 / 2000 | 12% meter | |
f.5M > 236H6H > 2L > 5L > 2U | 2730 | 24% meter | |
f.5M > 236H6H > c.5L > c.5MXX | 2820 | 29% meter | Vs 6f jabs this leaves them in a 50/50 vs jab or grab. still good vs 5f but not as favorable. Can reset into SBA here. |
CH f.5M > 236L | 1700 | 10% meter | |
If Opponent In Corner | |||
f.5M > 236H > 2H > 214H > c.5MX > 623H | 4397 | 43% meter | Safejump loop combo |
f.5M > 214H > c.5M > 236H > 5H > 623H | 4680 | 38% meter | More damage |
f.H
Combo | Damage | Meter | Notes |
---|---|---|---|
f.5H > 214L/H | 2300 / 2400 | 13% meter | Opponent must be standing |
f.5H > 236L | 2100 | 11% meter | |
f.5H > 236H6H > 2L > 5L > 2U | 3130 | 25% meter | |
f.5H > 236H6H > c.5L > c.5MXX | 3280 | 30% meter | Vs 6f jabs this leaves them in a 50/50 vs jab or grab. still good vs 5f but not as favorable. Can reset into SBA here. |
CH f.5H > c.5LXX > 236H > 2H > 214H > c.5MX > 632H | 4040 | 46% meter | Has alot of corner carry |
CH f.5H > c.5MXX > 236H > 2H > 214H > c.5MX > 632H | 4423 | 48% | See above but has to be spaced |
CH f.5H > 236M > c.5MX > 236H > 2H > 214H > c.5MX > 632H | 4937 | 54% | Works in same spacing as the CH f.5H > c.5LXX combo |
If Opponent In Corner | |||
f.5H > 214H > c.5MXX > 623H | 4570 | 31% meter | |
f.5H > 236H > 2H > 214H > c.5MX > 623H | 4782 | 42% meter | Safejump loop combo |
f.5H > 214H > c.5M > 236H > 5H > 623H | 5060 | 39% meter | More damage |
2L
Combo | Damage | Meter | Notes |
---|---|---|---|
2L > c.5LXX > 236L | 2000 | 16% meter | You are +3 |
2L > c.5LXX > 236H6H > 2L > c.5L > 2U | 2510 | 28% meter | |
2L > c.5LXX > 236H6H > c.5L > c.5MXX | 2570 | 32% meter | Vs 6f jabs this leaves them in a 50/50 vs jab or grab. still good vs 5f but not as favorable. Can reset into SBA here. |
If Opponent Standing | |||
2L > c.5LXX > 214L / 214H | 2120 / 2180 | 18% meter | |
If Opponent Couching | |||
2L > 5L > 5L > 2U | 1750 | 9% meter |
2M
Combo | Damage | Meter | Notes |
---|---|---|---|
2M > 214L / 214H | 1900 / 2000 | 12% meter | Opponent must be standing |
2M > 236H6H > 2L > 5L > 2U | 2730 | 24% meter | |
2M > 236H6H > c.5L > c.5MXX | 2880 | 29% meter | Vs 6f jabs this leaves them in a 50/50 vs jab or grab. still good vs 5f but not as favorable. Can reset into SBA here. |
CH 2M > 236L | 1700 | 10% meter | |
CH 2M > 5L > 2U | 1820 | 9% meter | Opponent must be crouching |
CH 2M > 2U | 1600 | 8% | Opponent must be crouching |
2H
Combo | Damage | Meter | Notes |
---|---|---|---|
2H > 214L / 214H | 2300 / 2400 | 15% meter | |
2H > 236L | 2100 | 13% meter | |
2H > 236H6H > c.5L > c.5MXX > | 3280 | 31% meter | Vs 6f jabs this leaves them in a 50/50 vs jab or grab. still good vs 5f but not as favorable. Can reset into SBA here. |
If Opponent Airborne (Authors note: Ladiva's CH AA combos are free form but height and spacing dependent) | |||
2H > 214H > c.5HX > 623L | 4390 | 29% meter | |
2H > 236H > 5M > 214H > 2U | 3610 | 28% meter | |
CH 2H(1) > 214M > 2H > c.5LX > 623H | 4400 | 33% meter | Side swap combo (works if you AA someone above your head) |
CH 2H(1) > 214M > 5MX > 236H > 5M > 214H > 623H | 4665 | 44% meter | Consistent route but weak |
CH 2H(1) > 214M > 2H > 214H > c.5HX > 623L/H | 5127 / 5412 | 38% / 42% meter | Do 623L midscreen, 623H works only in corner |
CH 2H(1) > 214M > 2H > 214H > 2U | 4430 | 27% meter | Safest ender |
CH 2H(1) > 214M > 2H > 214H > 5H > 236H6H > c.5M > 623H | 5478 | 52% meter | Only works if they are far out during AA and 236H6H only juggles in corner |
236L
Combo | Damage | Meter | Notes |
---|---|---|---|
CH 236L > c.5MXX > 236H6H > 2L > 5L > 2U | 3510 | 35% meter | |
CH 236L > c.5MXX > 236H6H > c.5L > c.5MXX | 3570 | 39% meter | Vs 6f jabs this leaves them in a 50/50 vs jab or grab. still good vs 5f but not as favorable. Can reset into SBA here. |
236M
Combo | Damage | Meter | Notes |
---|---|---|---|
236M > c.5MXX > 236H6H > c.5L > 5L > 2U | 3710 | 37% meter | |
236M > c.5MXX > 236H6H > c.5L > c.5MXX | 3770 | 41% meter | Vs 6f jabs this leaves them in a 50/50 vs jab or grab. still good vs 5f but not as favorable. Can reset into SBA here. |
CH 236M > c.5HXX > 236H6H > c.5L > 5L > 2U | 4024 | 40% meter | 236M must be VERY meaty to work |
CH 236M > c.5HXX > 236H6H > c.5L > c.5MXX | 4075 | 44% meter | 236M must be VERY meaty to work. Vs 6f jabs this leaves them in a 50/50 vs jab or grab. still good vs 5f but not as favorable. Can reset into SBA here. |
214L
Combo | Damage | Meter | Notes |
---|---|---|---|
214L > c.5LX > 214H > c.5M > 623H | 4310 | 35% meter | 214L must be spaced. Corner only. |
214L > f.5L > 236236H | 4480 | 12% meter | 214L must be spaced. Corner only. SBA ender. 12% meter gained before SBA |
214L > c.5LX > 214L > c.5L > 623L | 3600 | 30% meter | 214L must be spaced. Corner only. Saves cooldowns. |
CH 214L > 5M > 214H > c.5M > 623H | 4812 | 35% meter | Corner only |
214M
Combo | Damage | Meter | Notes |
---|---|---|---|
GC 214M > c.5L > c.5MXX > 236H6H > 2L > c.5L > 2U | 2810 | 35% meter | |
GC 214M > c.5L > c.5MXX > 236H6H > c.5L > c.5MXX > 236236H / 720U | 3715 / 4340 | 39% meter | |
CH 214M > 5M > 214H > c.5MX > 623H | 5317 | 37% meter | 623M also works here but 623H is more consistent and provides more time for 214X to recover |
214M > 720U | 6086 | Uses 100% meter | Requires you to have access to your SSBA |
Combo Theory
Ladiva/Fastiva has great options to go into a hard knockdown. 2U, 214H, and any command throw provide her with either a safe jump or a reversal safe c5L meaty. You generally want to end any of your routes with any of these options or go for a SPD/214H reset if you're feeling confident. Before you decide your ender, you need to recognize if the opponent is standing or crouching when you get your opening. Against standing opponents, 214H is very good as it provides a lot of corner carry and a juggle provided your spacing. 214H midscreen will generally either end with a 2/5M>236236H or a safe jump. Towards the corner or from a airborne hit you can easily combo into c5M and end with a 623M/H. If the opponent is crouching, you will not be able to use 214X and you'll either want to do a jab confirm sweep, 236L for a plus restand, or go into 236H6H and sweep from there. Sweep is a strong option as it leads to a reversal safe c5L if done correctly and can be used to control reversal happy opponents. 236L is +3 on hit so ending with this will create free frame traps and this plus state can promote them to block. If the opponent respects this option you can 360M or delayed 360L. 236H6H is an extension for more damage and also has a SPD point from 2L. Use this a lot to get extra damage in from your confirms and use either sweep or SPD reset to get your hard knockdown. If they try to backdash or get hit airborne, you will want to 214H almost always. You're guaranteed a juggle from it into a 623M/H ender. Her 720U can be awkward to use midscreen from most confirms outside of auto-combos so make sure you're considering that when you want to cash out for the W.
Video Examples
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