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 Gain | 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 | -100% | SBA confirm. Damage values for easy input and techinical input. |
c.5LXX > 236H~6H , c.5L , 5L , 2U | 2520 | 28% meter | Headbutt extension. f.L can still link into 2U. |
c.5LXX > 236H~6H > c.5MXX > 214H | 2830 | 37% meter | Great screen carry with a HKD. |
If Opponent is Crouching | |||
c.5L , c.5L , f.5L , 2U | 1750 | 9% meter | Spacing dependent. Often easier to just do 2 c.5L into 2U. |
c.5L , c.5MXX | 1800 | 13% meter | c.5L links into c.5M vs crouching opponents. |
c.5L , c.5MXX > 236H~6H , c.5MXX , 214H | 3100 | 39% meter | HKD for oki. |
c.5L , c.5MXX > 236H~6H , 5L , 5L , 2U | 2910 | 30% meter | HKD for oki. |
If Opponent is Airborne | |||
c.5LX > 623M/H | 2200, 2550 | 18% meter | Air grab followup. Damage values are for 623M and 623H respectively. Both end in a HKD with the same oki. |
c.5LX > 214H , 623L/H | 2740, 3340 | 25% meter | Requires 214H to hit under the opponent. Damage values are for 623L and 623H respectively. |
C.5LX > 214H , 2U | 2470 | 16% meter | Non-EX HKD. |
If Opponent Is In The Corner | |||
c.5LXX > 236H~6H > c.5MXX > 214H > c.5M}X > 623H | 3200 | 50% meter | Battery combo. Bad for damage but great for meter gain. |
c.5LXX > 236H , 2H > 214H , c.5MX > 623M/H | 3420,3470 | 43% meter | End in 623M if youre carrying them into the corner, as 623H will sometimes wiff otherwise. |
c.5L , c.5M > 236H , 2H > 214H , c.5MX > 623M/H | 4100, 4195 | 40% meter | Crouching only. More damage. Damage values are for 623L and 623H respectively. |
c.5L > c.5MXX > 236H > 2H > 214H > c.5MX > 623H | 3740 | 44% meter | Crouching only. More meter. Safejump loop combo |
c.M
Combo | Damage | Meter | Notes |
---|---|---|---|
c.5MXX > 214L/H | 2360, 2430 | 19% meter | SKD vs HKD |
c.5MXX > 236L | 2220 | 18% meter | You are +3 |
c.5MXX > 236H~6H~6H | 2790 | 30% meter | HKD |
c.5MXX > 236H~6H , 2L , c.5L , 2U | 2920 | 30% meter | Good oki |
c.5MXX > 236H~6H , c.5MXX ,214L/H | 3210, 3230 | 39% meter | SKD vs HKD |
If Opponent Airborne | |||
c.5MX > 214H , 2U | 2870 | 18% meter | Universal safejump (timing varies on height). |
c.5MX > 214H , 623H | 3740 | 27% 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 > SSBA | 6103 | 15% meter | 624M motion can be used to buffer SSBA . Can also use 2M instead to confirm into SSBA easier at the cost of slightly less damage. |
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 | Damage values are for 214L and 214H respectively. |
c.5HXX > 236H~6H , 2L , 5L , 2U | 3320 | 32% meter | HKD from c.5H autocombo. |
c.5HXX > 236H~6H , c.5MXX , 214H | 3630 | 42% meter | Screen carry combo. |
CH c.5H > 236M , c.5MXX > 236H~ 6H , 2L , 2L , 2U | 4365 | 41% meter | Strong universal counterhit combo. |
CH c.5H > 236M , c.5M > 236H > 2H , 2M , SBA/SSBA | 5528 / 6000 | -100% meter | Values are for SBA/SSBA. 2M can be replaced with a c.5M for slightly more damage but it is harder to do in a SSBA combo. |
CH c.5H > 236M , c.5M > 236H~ 6H , c.5MXX , 214H | 4723 | 45% meter | Strongest meterless midscreen option. Works everywhere. |
CH c.5H > 214M > c.5M > 214H > c.5M > 236H > c.5H > 623H | 5874 | 49% meter | Corner only. Only works against standing opponents. |
CH c.5H , c.5H > 214H > c.5M > 236H > c.5H > 623L/M/H | 5282, 5425, 5567 | 44% meter | Alternative if 214M isn't buffered. Corner only. Only works against standing opponents. Damage values are for 623L, 623M, and 623H respectively. |
CH c.5H , c.5HX > 236H , 2H > 214H , c.5MX > 623M/H | 4988, 5035 | 48% meter | Cooldown loop combo. Do this If the opponent is crouching. Damage values are for 623L and 623H respectively. |
f.L
Combo | Damage | Meter | Notes |
---|---|---|---|
f.5L > 236S / 236236H | 3700 / 4000 | -100% meter | Super hitconfirm. Damage values are for easy and technical inputs respectively. |
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 > 236H~6H > 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 > 236H~6H > 2L > 5L > 2U | 2730 | 24% meter | |
f.5M > 236H~6H > c.5MXX > 214H | 3280 | 34% meter | |
f.5M > 236L | 1700 | 10% meter | Good poke. |
If Opponent In Corner | |||
f.5M > 236H > 2H > 214H > c.5MX > 623H | 4397 | 40% 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 > 236H~6H > 2L > 2L > 2U | 3130 | 25% meter | |
f.5H > 236H~6H > c.5MXX > 214H | 3680 | 35% meter | |
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 correctly. |
CH f.5H > 236M > c.5MX > 236H > 2H > 214H > c.5MX > 632H | 5105 | 51% | Works in same spacing as the CH f.5H > c.5LXX combo |
If Opponent In Corner | |||
f.5H > 214H > c.5MX > 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 > 236H~6H , 2L , c.5L , 2U | 2510 | 28% meter | |
2L , c.5LXX > 236H~6H , c.5MXX , 214H | 2700 | 37% meter | |
If Opponent Standing | |||
2L , c.5LXX > 214L/H | 2120 / 2180 | 18% meter | Damage values are for 214L and 214H respectively. |
If Opponent Couching | |||
2L , 5L , (5L) , 2U | 1750 | 9% meter | Remove a 5L if too far. |
2M
Combo | Damage | Meter | Notes |
---|---|---|---|
2M > 214L/H | 1900 / 2000 | 12% meter | Opponent must be standing |
2M > 236H~6H , 2L , 5L , 2U | 2730 | 24% meter | |
2M > 236H~6H , c.5MXX , 214H | 32880 | 34% meter | |
CH 2M > 236L | 1700 | 10% meter | |
CH 2M , 5L | 1100 | 6% meter | |
CH 2M , 2U | 1600 | 8% | Opponent must be crouching |
2H
Combo | Damage | Meter | Notes |
---|---|---|---|
2H > 214L/H | 2300 / 2400 | 15% meter | |
2H > 236L | 2100 | 13% meter | |
2H > 236H~6H > c.5MXX >214H | 3680 | 36% meter | |
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 | 4500 | 33% meter | Side swap combo (works if you AA someone above your head) |
CH 2H(1) > 214M , 2H > 214H , c.5HX > 623L/H | 5227 / 5512 | 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 > 236H~6H , c.5M > 623H | 5578 | 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 > 236H~6H , 2L , 5L , 2U | 3510 | 35% meter | |
CH 236L > c.5MXX > 236H~6H , c.5MXX , 214H | 3700 | 44% meter |
236M
Combo | Damage | Meter | Notes |
---|---|---|---|
236M , c.5MXX > 236H~6H , c.5L , 5L , 2U | 3710 | 37% meter | |
236M , c.5MXX > 236H~6H , c.5MXX , 214H | 3900 | 47% meter | |
CH 236M , c.5HXX > 236H~6H , c.5L , 5L , 2U | 4110 | 40% meter | 236M must be VERY meaty to work |
CH 236M , c.5HXX > 236H~6H , c.5MXX , 214H | 4300 | 53% meter | 236M must be VERY meaty to work. |
214L
Combo | Damage | Meter | Notes |
---|---|---|---|
Lariats with running start do more damage | |||
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 means Guard Crush, Lariats with running start do more damage | |||
GC 214M , c.5LXX > 236H~6H , 2L , c.5L , 2U | 2520 | 33% meter | You get c.5L started if opponent blocks 214M standing |
GC 214M , c.5LXX > 236H~6H , c.5L > c.5MXX | 2610 | 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. |
214M , c.5M > 214H , c.5M > 236H , c.5H > 623H | 5482 | 45% meter | 214M must be spaced. Corner only. |
CH 214M , f.5M > 214H , c.5M > 623H | 5867 | 47% meter | 214M must be spaced. Corner only. |
214M , f.5M > 214H , f.5H > 236H~6H > c.5M > 623H | 5141 | 48% meter | Midscreen |
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.