
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Template
Combo | Position | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
combo transcript | where | Net Gain | who | [1] Very Easy | |
combo transcript | where | Net Gain | who | [2] Easy | |
combo transcript | where | Net Gain | who | [3] Medium | |
combo transcript | where | Net Gain | who | [4] Hard | |
combo transcript | where | Net Gain | who | [5] Very Hard |
Combo List
Midscreen
Combo | Position | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
c.XXX > 214X | Anywhere | 15-31% | Anyone | [1] Very Easy | Basic autocombo BnB. |
c.L , c.MXX > 214X | Anywhere | 18-27% | Anyone | [2] Easy | Jab to c.M autocombo link. |
2L , c.LXX > 214X | Anywhere | 16-26% | Anyone | [2] Easy | Low poke to autocombo. |
2L , 2L , f.L > 214H | Anywhere | 22% | Anyone | [2] Easy | 2L link confirm. |
2L , 2L , f.L > 214M | Anywhere | 22% | Anyone | [2] Easy | Crouch-only 2L link confirm. |
2L , c.MXX > 214X | Anywhere | 18-27% | Anyone | [3] Medium | Crouch-Only c.M autocombo link. |
f.M/2M/f.H > 214M | Anywhere | 14% | Anyone | [2] Easy | Poke confirm. |
2H > 214L , f.M > 214H | Anywhere | 30% | Anyone | [3] Medium | Anti-Air extension. Can replace f.M with 2U if 214L hits late. |
CH 2H > 214L (whiff) , c.MXX 214M | Anywhere | 26% | Anyone | [3] Medium | CH Anti-Air extension. |
CH c.H (1) > 236H, c.L > 22M , 2H > , f.M > 214H, 2U | Midscreen-to-Corner | 49% | Anyone | [3] Medium | CH c.H followup. |
CH c.H (1) > 236L, 2H > 214L, f.L > 214H, 2U > (summon) | Midscreen-to-Corner | 44% | Anyone | [3] Medium | 236L followup to keep summon cooldowns. |
236L (setup) > f.M > 214M | Anywhere | 18% | Anyone | [2] Easy | Basic Sammy followup. |
236M (setup) > 2U > 214M | Anywhere | 19% | Anyone | [2] Easy | Basic Tommy followup. |
22M (setup) > f.H > 214M | Anywhere | 20% | Anyone | [2] Easy | Basic 22M followup. Can go into c.H if close enough or 2U for meterless HKD. |
22L (setup) > 2L , c.HXX > 214X | Anywhere | 29-37% | Anyone | [3] Medium | Basic 22L extension. |
22H (setup) > 2U , c.H > 214X | Anywhere | 28-35% | Anyone | [3] Medium | Basic 22H followup. Can extend to 2U or autocombo if 214H wallbounces. |
22H (setup) > 2U > SBA , 5M, 5L > 236U | Anywhere | -100% | Anyone | [3] Medium | Basic SBA extension. |
Near Corner
Combo | Position | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
c.XXX > 214H, c.HXX > (summon) | Near Corner | 38%-43% | Anyone | [2] Easy | Autocombo wallbounce followup. Cancelling to summons give better Okizeme and continues pressure. |
c.XXX > 214H, 2U > (summon) | Near Corner | 30%-35% | Anyone | [2] Easy | HDK from autocombo wallbounce. |
c.XXX > 214H, 2H > SBA, 5M, 5L > 236U | Near Corner | -100% | Anyone | [3] Medium | SBA followup from autocombo wallbounce. |
2H > 214L, f.M > 214H, 2H > SBA, 5L > 236U | Near Corner | -100% | Anyone | [3] Medium | Anti-Air SBA followup. |
CH 2H > 22L (1), 2H > 214L, 2H > 214L, c.M > (summon) | Near corner | 35% | Anyone | [3] Medium | CH Anti-Air to 214L loop. |
623M (parry hit), f.M > 214H, 2H > SBA, 5M, 5L > 236U | Near Corner | -100% | Anyone | [3] Medium | Low parry followup near corner. Can replace f.M with c.H if close enough. |
236M (setup), UOH, c.H > 214H, c.HXX > (summon) | Near Corner | 43% | Anyone | [3] Medium | Universal Overhead combo. Can replace c.H with c.M to link easier. |
236L, 2H > 214L, c.H (1) > 214H, 2H > SBA, {{{2}}}, 5L > 236U | Near Corner | ??? | Anyone | [3] Medium | Sammy corner combo. |
Back To Corner
Combo | Position | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
c.H (1) > 236H, 6G, 2H > 214L, c.MXX > 214L | Back-to-Corner | 36% | Anyone | [2] Easy | Sideswitches using 6G crossover. |
CH 2M > 236H, 22M (setup), f.M > 214M | Back-to-Corner | 29% | Anyone | [2] Easy | |
CH 2M > 236H, 22L, 2H > 214L, f.M > 214H | Back-to-Corner | 45% | Anyone | [3] Medium |
Yggdrasil (SSBA)
Combo | Position | Works on: | Difficulty | Notes |
---|---|---|---|---|
5M, 5U | Fullscreen | Anyone | [2] Easy | |
5M, 5L | Midscreen | Anyone | [1] Very Easy | |
5M (blocked), 5H | Fullscreen | Anyone | [2] Easy | 5M locks the opponent in place and guarantees 5H to hit. |
5U (air blocked), 5H | Anywhere | Anyone | [2] Easy | 5U locks the opponent in place and guarantees 5H to hit when they land. |
Combo Theory
Lowain routing tends to be a bit limited due to his lack of combo ability for his specials.
214X: Being his only real combo tool you have to manage the cooldown for this move very carefully. If you use the EX version you are without a combo ender until the cooldown is over. Making use of setups that involve his summons to allow you to get a knockdown with 2U or an air juggle will be necessary if this move ever goes on cooldown. 214H wall bounces which leads to his more extended combos. You will either combo into 5XXX for damage and oki, 2U for worst damage but best oki, or 2H to lead into an HPA combo or MH ender for damage.
214L Juggles: On airborne opponents, 2H can lift an opponent into 214L which lets you pick up with another juggle. This is really important for anti-air confirms or getting extra damage if you managed to get a launching hit from 236L or 22H. 5XXX 214L can also lead to juggles as well but you approach combo limit much faster.
Crouching Vs Standing confirms: Lowain f.L is kind of bad since it whiffs on crouchers at far ranges. Which means you have to learn a different crouching confirm for people crouching vs standing.
Video Examples
