Combo | Position | Damage | SBA Gain | Difficulty | Notes | Video | Ver |
---|---|---|---|---|---|---|---|
c.XXX > 623H > 9X > delay 3X
|
Anywhere | 3090, 3590, 4090 | 25%, 26%, 28% | [1] Very Easy | Zeta's meterless, midscreen BnB. Spends Ground Spear of Arvess Cooldown in exchange for good damage and great corner carry. | 1.0 | |
c.XXX > 214L.H > delay j.H > land c.L > 22H > 9X > delay 6X
|
Anywhere | 3670, 4170, 4670 | 36%, 37%, 39% | [3] Medium | Crouching only. Good hitconfirm if you see your opponent is crouching or you punish a reversal midscreen. | 1.0 | |
c.XXX > 236H > cl.H > 214H~H > j.H > cl.H > 22H~8H~2H > 2U/22U
|
Corner | [3] Medium | Corner BNB leading to safejump 2L (whiff) > 9 j.U .
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1.0 |
m (→Basic Combos: line breaks / "~" added for clarity) |
BigBoyFargo (talk | contribs) (→Combo List: Added Normal Hit and Counter Hit 66H starters, and a 623U combo under the Special Starters section.) |
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|difficulty= Medium | |difficulty= Medium | ||
|notes= Crouching only. Good hitconfirm if you see your opponent is crouching or you punish a reversal midscreen. | |notes= Crouching only. Good hitconfirm if you see your opponent is crouching or you punish a reversal midscreen. | ||
|stocks= | |||
|video= | |||
|checkedVersion= 1.0 | |||
}} | |||
|- | |||
{{GBVSR-ComboTableRow | |||
|combo= c.XXX > {{clr|H|236H}} > cl.H > {{clr|H|214H}}~{{clr|H|H}} > {{clr|H|j.H}} > cl.H > {{clr|H|22H}}~{{clr|H|8H}}~{{clr|H|2H}} > {{clr|U|2U}}/{{clr|U|22U}} | |||
|position= Corner | |||
|damage= | |||
|SBA= | |||
|difficulty= Medium | |||
|notes= Corner BNB leading to safejump <code> 2L (whiff) > 9 j.U</code>. | |||
|stocks= | |stocks= | ||
|video= | |video= | ||
Line 142: | Line 154: | ||
|- | |- | ||
{{GBVSR-ComboTableRow | {{GBVSR-ComboTableRow | ||
|combo= | |combo= {{clr|L|f.L}}/{{clr|L|2L}}/{{clr|M|5M}}/{{clr|M|2M}}/{{clr|H|5H}} > {{clr|H|623H}}~{{clr|H|6H}}~{{clr|H|6H}} | ||
|position= | |position= Anywhere | ||
|damage= | |||
|SBA= | |||
|difficulty= Very Easy | |||
|notes= Basic poke confirm into Spear of Arvess. | |||
|stocks= | |||
|video= | |||
|checkedVersion= | |||
}} | |||
|- | |||
{{GBVSR-ComboTableRow | |||
|combo= {{clr|L|f.L}}/{{clr|L|2L}}/{{clr|M|5M}}/{{clr|M|2M}}/{{clr|H|5H}} > {{clr|M|M}}+{{clr|H|H}} > {{clr|M|M}}+{{clr|H|H}} > {{clr|M|22M}}~{{clr|M|3M}} > {{clr|L|f.L}} > {{clr|H|623H}}~{{clr|H|6H}}~{{clr|H|6H}} | |||
|position= Midscreen | |||
|damage= | |damage= | ||
|SBA= | |SBA= | ||
|difficulty= | |difficulty= Medium | ||
|notes= Midscreen RS~RC poke confirm. | |||
|stocks= | |||
|video= | |||
|checkedVersion= 1.0 | |||
}} | |||
|- | |||
{{GBVSR-ComboTableRow | |||
|combo= {{clr|L|f.L}}/{{clr|L|2L}}/{{clr|M|5M}}/{{clr|M|2M}}/{{clr|H|5H}} > {{clr|H|623H}}~{{clr|H|9H}}~{{clr|H|2H}} > cl.M > {{clr|H|214H}}-M > cl.H > {{clr|H|22H}}~{{clr|H|8H}}~{{clr|H|2H}} > {{clr|U|2U}}/{{clr|U|22U}} | |||
|position= Corner | |||
|damage= | |||
|SBA= | |||
|difficulty= Medium | |||
|notes= | |notes= | ||
|stocks= | |stocks= | ||
|video= | |video= | ||
|checkedVersion= | |checkedVersion= 1.0 | ||
}} | }} | ||
|} | |} | ||
Line 165: | Line 201: | ||
|difficulty= Very Easy | |difficulty= Very Easy | ||
|notes= A simple anti-air route that spends 22X cooldown. Higher reward than L or M versions, and serves as a gateway for more advanced routing. | |notes= A simple anti-air route that spends 22X cooldown. Higher reward than L or M versions, and serves as a gateway for more advanced routing. | ||
|stocks= | |||
|video= | |||
|checkedVersion= 1.0 | |||
}} | |||
|- | |||
{{GBVSR-ComboTableRow | |||
|combo= Anti Air {{clr|H|2H}} (CH) > {{clr|H|22H}}~{{clr|H|8H}}~{{clr|H|3H}} > cl.HHH > {{clr|H|623H}}~{{clr|H|6H}}~{{clr|H|6H}} | |||
|position= Midscreen | |||
|damage= | |||
|SBA= | |||
|difficulty= Medium | |||
|notes= CH anti-air route. | |||
|stocks= | |stocks= | ||
|video= | |video= | ||
Line 176: | Line 224: | ||
|- | |- | ||
{{GBVSR-ComboTableRow | {{GBVSR-ComboTableRow | ||
|combo= | |combo= {{clr|H|66H}} > {{clr|L|66L}} > {{clr|M|c.MMM}} > {{clr|H|623H}} > 9X > delay 3X | ||
|position= | |position= Anywhere | ||
|damage= | |damage= 4160 | ||
|SBA= | |SBA= 34% | ||
|difficulty= | |difficulty= Medium | ||
|notes= | |notes= 66L can be hard to buffer after 66H, just remember to start buffering very late into 66H's animation. Can change route to 623H > 9X > dl 2X in the corner to extend. | ||
|stocks= | |stocks= | ||
|video= | |video= | ||
|checkedVersion= | |checkedVersion= 1.0 | ||
}} | |||
|- | |||
{{GBVSR-ComboTableRow | |||
|combo= CH {{clr|H|66H}} > {{clr|U|623U}} > {{clr|U|22U}} > {{clr|U|623U}} > {{clr|M|c.M}} > {{clr|M|M}} + {{clr|H|H}} x 2 > {{clr|H|c.H}} > {{clr|H|214H.M}} | |||
|position= Midscreen | |||
|damage= Tech Input - 9325, Fast Input - 8750 | |||
|SBA= -100%, +1% | |||
|difficulty= Hard | |||
|notes= CH 66H allows for a link into {{clr|U|623U}}. Full resources, carry into corner. Any combo after a grounded 623U starter can replace what comes after to spend less resources. | |||
|stocks= | |||
|video= | |||
|checkedVersion= 1.0 | |||
}} | |||
|- | |||
{{GBVSR-ComboTableRow | |||
|combo= {{clr|U|623U}} > {{clr|U|j.U}} x3 > {{clr|H|j.H}} > {{clr|H|22H}} > delay 8X > 2X > {{clr|L|c.L}} > {{clr|M|c.MM}} > {{clr|H|214H.H}} (whiff) | |||
|position= Near corner | |||
|damage= Tech input - 5990, Fast input - 5740 | |||
|SBA= -25%, +25% | |||
|difficulty= Hard | |||
|notes= Cinematic Hit. Carries from midscreen into the corner leading into a safejump. This combo also works when special cancelled from a normal that isn't 2U. | |||
|stocks= | |||
|video= | |||
|checkedVersion= 1.0 | |||
}} | }} | ||
|} | |} | ||
</tabber> | </tabber> |
Latest revision as of 23:48, 24 April 2024
Please feel free to make edits, but include edit summaries and sources where applicable.
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Basic Combos
Basic combos are simple combos with the fewest requirements and conditions possible. They:
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c.LXX/c.MXX/c.HXX > ...
As with any other Triple Attack, its primary function is to provide a generous window to confirm a hit (or as combo filler).
c.H is best used as a starter to punish blocked DPs, Skybound Arts, etc.
66L, 2L, f.L > ...
66L, c.MXX > ...
If 66L does not hit close, f.M will come out instead of c.M and does not combo.
As a result, the 2L route is more consistent, but also does less damage.
Starter > 623L/623M ~ 6X
Starter > 623H ~ 6X ~ 6X
623M does more damage but will not combo as consistently as 623L for most pokes.
623H is optimal for damage and corner carry.
Pokes that combo into 623L and 623H:
- f.L, f.M, 2M, f.H
Pokes that combo into 623M:
- f.H
Starter > 5U(Mash)
Ending a blockstring with Signo Drive leaves you safe on block when fully mashed and pushes the opponent away.
2H(AA) > 22L/22M ~ 9X
2H(AA) > 22H ~ 9X ~ 9X
The follow up may need to be adjusted to where the opponent is in the air.
Only use 22M if the opponent is directly above you.
22H is optimal for damage and corner carry.
Starter > 214L ~ H > j.H ~ j.22L ~ 6X
Starter > 214L ~ H > j.H ~
j.22H ~ 6X ~ 3X
Requires you to both hit a crouching opponent and be relatively close, so it requires some situational awareness to apply in a match.
Core Combos
Core combos balance potency with consistency. They:
|
Specialized Combos
Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
|
Combo List
- Combos that start with XXX will have their damage values respectively for Light, Medium, and Heavy starters.
Combo | Position | Damage | SBA Gain | Difficulty | Notes | Video | Ver |
---|---|---|---|---|---|---|---|
f.L/2L/5M/2M/5H > 623H~6H~6H
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Anywhere | [1] Very Easy | Basic poke confirm into Spear of Arvess. | ?? | |||
f.L/2L/5M/2M/5H > M+H > M+H > 22M~3M > f.L > 623H~6H~6H
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Midscreen | [3] Medium | Midscreen RS~RC poke confirm. | 1.0 | |||
f.L/2L/5M/2M/5H > 623H~9H~2H > cl.M > 214H-M > cl.H > 22H~8H~2H > 2U/22U
|
Corner | [3] Medium | 1.0 |
Combo | Position | Damage | SBA Gain | Difficulty | Notes | Video | Ver |
---|---|---|---|---|---|---|---|
2H > 22H > 9X > 9X > 9X
|
Midscreen | 3310 | 21% | [1] Very Easy | A simple anti-air route that spends 22X cooldown. Higher reward than L or M versions, and serves as a gateway for more advanced routing. | 1.0 | |
Anti Air 2H (CH) > 22H~8H~3H > cl.HHH > 623H~6H~6H
|
Midscreen | [3] Medium | CH anti-air route. | 1.0 |
Combo | Position | Damage | SBA Gain | Difficulty | Notes | Video | Ver |
---|---|---|---|---|---|---|---|
66H > 66L > c.MMM > 623H > 9X > delay 3X
|
Anywhere | 4160 | 34% | [3] Medium | 66L can be hard to buffer after 66H, just remember to start buffering very late into 66H's animation. Can change route to 623H > 9X > dl 2X in the corner to extend. | 1.0 | |
CH 66H > 623U > 22U > 623U > c.M > M + H x 2 > c.H > 214H.M
|
Midscreen | Tech Input - 9325, Fast Input - 8750 | -100%, +1% | [4] Hard | CH 66H allows for a link into 623U. Full resources, carry into corner. Any combo after a grounded 623U starter can replace what comes after to spend less resources. | 1.0 | |
623U > j.U x3 > j.H > 22H > delay 8X > 2X > c.L > c.MM > 214H.H (whiff)
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Near corner | Tech input - 5990, Fast input - 5740 | -25%, +25% | [4] Hard | Cinematic Hit. Carries from midscreen into the corner leading into a safejump. This combo also works when special cancelled from a normal that isn't 2U. | 1.0 |
Combo Theory
Video Examples
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