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| {{clr|2|5U}}, {{clr|3|c.M}}XX > {{clr|3|214M}} || All || 3120 || 26% || All || {{clr|3|Easy}} || {{clr|2|5U}} confirm. Best to do when armor is available. | | {{clr|2|5U}}, {{clr|3|c.M}}XX > {{clr|3|214M}} || All || 3120 || 26% || All || {{clr|3|Easy}} || {{clr|2|5U}} confirm. Best to do when armor is available. | ||
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| CH {{clr|2|5U}}, {{clr|2|2U}} > {{clr|4|22H}}~{{clr|4|2H}}, {{clr|1|f.L}} || All || 4220 || 24% || All || {{clr|7|Medium}} || Counter hit {{clr|2|5U}} confirm. Can remove {{clr|1|f.L}} to keep the hard knockdown or if the opponent is too far. | | CH {{clr|2|5U}}, {{clr|2|2U}} > {{clr|4|22H}}(1)~{{clr|4|2H}}, {{clr|1|f.L}} || All || 4220 || 24% || All || {{clr|7|Medium}} || Counter hit {{clr|2|5U}} confirm. Can remove {{clr|1|f.L}} to keep the hard knockdown or if the opponent is too far. | ||
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| {{clr|3|c.M}}, {{clr|1|c.L}}XX {{clr|4|22H}}(1)~{{clr|4|H}} || All || 3200 || 23% || All || {{clr|3|Easy}} || One March stomp must connect before canceling into the H followup. | | {{clr|3|c.M}}, {{clr|1|c.L}}XX {{clr|4|22H}}(1)~{{clr|4|H}} || All || 3200 || 23% || All || {{clr|3|Easy}} || One March stomp must connect before canceling into the H followup. |
Revision as of 01:16, 6 August 2021
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List
Combo | Position | Damage | SBA Gain | Works on: | Difficulty | Notes |
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c.XXX > 214M | All | 2060, 2360, 3060 | 18%, 22%, 23% | All | Very Easy | Values are for c.LXX, c.MXX, c.HXX. |
c.XXX > [4]6L | All | 2130, 2460, 3160 | 16%, 20%, 21% | All | Very Easy | Values are for c.LXX, c.MXX, c.HXX. |
c.XXX > 22H(1)~H | All | 2770, 3070, 3770 | 20%, 22%, 23% | All | Very Easy | Values are for c.LXX, c.MXX, c.HXX. One March stomp must connect before canceling into the H followup. |
5U, c.MXX > 214M | All | 3120 | 26% | All | Easy | 5U confirm. Best to do when armor is available. |
CH 5U, 2U > 22H(1)~2H, f.L | All | 4220 | 24% | All | Medium | Counter hit 5U confirm. Can remove f.L to keep the hard knockdown or if the opponent is too far. |
c.M, c.LXX 22H(1)~H | All | 3200 | 23% | All | Easy | One March stomp must connect before canceling into the H followup. |
c.M, c.MXX > 22H(1)~H | All, Crouching | 3500 | 26% | All | Medium | Basic Crouching Confirm |
c.XXX > 214H, 2H > 22H~H, c.MXX > [4]6L | Corner | 4353, 4637, 5337 | 42%, 46%, 47% | All | Hard | Values are for c.LXX, c.MXX, c.HXX |
22X~[H], c.H > 214H, 2H > 22H~H, c.MXX > [4]6L | Corner | 6051 | 46% | All | Very Hard | This is off of a guard Break from 22X~[H]. If you want to end with a super, do c.M straight into super, do not do the autocombo. Requires a slight delay on the stance H in order to get slightly closer. |
c.MXX > 214H, 2H > 22H~H, c.MXX > [4]6L | Corner | 4637 | 46% | All | Hard | If you want to end with a super, do c.M straight into super, do not do the autocombo. Requires a slight delay on the stance H in order to get slightly closer. |
2H > 22L~L | Anti-air | 2600 | 14% | All | Very Easy | Safer option that leads to worse oki, but will work on most anti-air heights. |
2H > [4]6M | Anti-air | 2900 | 14% | All | Medium | On regular hit, only works if the opponent is low enough. On counter hit, [4]6M can be held to delay it to adjust for higher opponents. |
2H CH > 22L~66~H, 2U > 22H(1)~H, f.L | Midscreen Counter Hit Anti-air | 5722 | 29% | All | Very Hard | This combo is very determined by the height the initial 22L~66~H to allow for the 2U link. After the f.L you can go into SBA or cancel an M Tackle for a meaty. |
2H CH > 22L~66~H, c.M > 214H, 2H > 22H~H, 2M | Corner Counter Hit Anti-air | 6301 | 39% | All | Very Hard | You have to March for about a full step forward, but some distance can be made up by taking slight walks forward before the c.M and the 2H, based on the height and distance required. |
Combo Theory
- Ending a combo with 214M (or 214H) gives you a large amount of time to act before your opponent gets up, letting you easily get your 5U off, or run up to pressure them.
- Ending a combo with [4]6L Gives you less frame advantage, but leaves you closer to the opponent making it easier to maintain momentum.
- Ending a combo with 22H~H provides a hard knockdown and sets up a safejump by immediately doing 2L(whiff) jump forward.
- Ending a combo with airhit f.L allows you to get a meaty with [4]6M that is plus. You can also cancel into 236236H but it will not get the cinematic damage.
- c.M c.M is technically a 1 frame link on crouching opponents. It is difficult, but possible.
- Any f.L or f.M will combo into 22H~H, allowing you to get a knockdown off of far pokes. It will also work off of f.H, but not at all ranges.
- 2L links into c.L, allowing you to go into c.LXX and follow those respective combo routes.
- All of Vaseraga's close and crouching normals can combo into 214H leading to a knockdown midscreen or respectable damage in the corner.
Video Examples
Template
Combo | Position | Damage | SBA Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
combo transcript | where | Damage | Net Gain | who | Very Easy | |
combo transcript | where | Damage | Net Gain | who | Easy | |
combo transcript | where | Damage | Net Gain | who | Medium | |
combo transcript | where | Damage | Net Gain | who | Hard | |
combo transcript | where | Damage | Net Gain | who | Very Hard |
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