GGACR/Chipp Zanuff/Combos: Difference between revisions

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Please keep in mind that the vast majority of Chipp’s combos from Accent Core still work, and many of them are still relevant. Notable exceptions are the combos that depend on the floor bounce of a 6HS air hit.


Please keep in mind that the vast majority of Chipp’s combos from Accent Core still work, and many of them are still relevant.
German Wiki: http://wiki.hardedge.org/index.php?title=Chipp_Zanuff(GGXXAC%2BR)#Combos
German Wiki: http://wiki.hardedge.org/index.php?title=Chipp_Zanuff(GGXXAC%2BR)#Combos


== The bare basics ==
= The bare basics =


* '''S(f) &gt; HS &gt; 236S:'''
* '''f.S &gt; HS &gt; 236S:'''


Yeah, that’s were we start. as terrible as this combo is, it’s very often the only thing you can combo into if you hit with an S(f), which happens quite a lot because of its great range and speed. Although this combo doesn’t cause knockdown, it leaves you at -1, which enables you to keep up your pressure (poke with far S, gamma etc).
Yeah, that’s were we start. as terrible as this combo is, it’s very often the only thing you can combo into if you hit with an f.S, which happens quite a lot because of its great range and speed. Although this combo doesn’t cause knockdown, it leaves you at -1, which enables you to keep up your pressure (poke with far S, gamma etc).


* '''Combo into 236S &gt; 236S &gt; RC &gt; dash up &gt; Combo [50% Tension]'''
* '''Combo into 236S -&gt; 236S &gt; RC &gt; dash up &gt; Combo [50% Tension]'''


an example of how to convert stuff like the above combo into something useful. The tension cost of this is quite high, but if you want knockdown off of this situation, you have to make this sacrifice. You basically have two routes you can go after the RC: 1. go for c.S,6P(1),S©,2D or 2. go for an S,S,HS, Instant Air Alpha Combo. The latter should always be used when you hit the opponent crouching.
an example of how to convert stuff like the above combo into something useful. The tension cost of this is quite high, but if you want knockdown off of this situation, you have to make this sacrifice. You basically have two routes you can go after the RC:


* '''Combo into 236S &gt; 236 S &gt; RC &gt; 6HS &gt;Instant Air Alpha &gt; relaunch: [50% Tension]'''
* go for c.S &gt; 6P(1) &gt; c.S &gt; 2D or
* go for an c.S &gt; f.S &gt; HS &gt; Instant Air Alpha Combo.
 
The latter should always be used when you hit the opponent crouching.
 
* '''Combo into 236S -&gt; 236S &gt; RC &gt; 6HS &gt; Instant Air Alpha &gt; relaunch: [50% Tension]'''


a better variation to the combo above. Your opponent can theoretically shake out of the stagger of 6HS in time for the alpha to become blockable, but only if you are relatively far away when you do 6HS, in which case it requires slip recovery 3 plus your opponent has to block in time - which is quite hard.
a better variation to the combo above. Your opponent can theoretically shake out of the stagger of 6HS in time for the alpha to become blockable, but only if you are relatively far away when you do 6HS, in which case it requires slip recovery 3 plus your opponent has to block in time - which is quite hard.


* '''[j.HS(1-2) or j.S,] 2K &gt; c.S &gt; 6P(1-2) &gt; 2D:'''
* '''[j.HS(1-2) or j.S] &gt; 2K &gt; c.S &gt; 6P(1-2) &gt; 2D:'''


This is used for Knockdown and leads into Chipp’s FDC Okizeme, which leads back into this combo. Keep in mind that S(f),2S and HS don’t chain into 2D.
This is used for Knockdown and leads into Chipp’s FDC Okizeme, which leads back into this combo. Keep in mind that f.S,2S and HS don’t chain into 2D.


* '''d.c.S &gt; 6P(1) &gt;&gt;2D:'''
* '''dash c.S &gt; 6P(1) &gt; c.S &gt; 2D:'''


A variation of the above combo, just to show that you can easily go back into c.S after 6P.
A variation of the above combo, just to show that you can easily go back into c.S after 6P.
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OTG Gamma blade allows for some added okizeme options that have to do with the fact that your opponent can air recover out of it, which means you can for example air grab him if you predict it. This is something that should be used sparringly however, since the risk-reward ratio is bad. For stuff you can actually do after the OTG gamma, check the other threads.
OTG Gamma blade allows for some added okizeme options that have to do with the fact that your opponent can air recover out of it, which means you can for example air grab him if you predict it. This is something that should be used sparringly however, since the risk-reward ratio is bad. For stuff you can actually do after the OTG gamma, check the other threads.


* '''6P(1) (counter hit) &gt; 6HS &gt; alpha / instant air alpha:'''
* '''6P(1) (CH) &gt; 6HS &gt; [alpha] or [instant air alpha]:'''


since 6P is such a good poke, you’ll often snuff moves and get a counter hit, which combos into 6HS. the regular alpha is the lower damage option here (but can now be turned into more damage with the forcebreak followup), while instant air alpha generally leads to better damage for less meter.
since 6P is such a good poke, you’ll often snuff moves and get a counter hit, which combos into 6HS. the regular alpha is the lower damage option here (but can now be turned into more damage with the forcebreak followup), while instant air alpha generally leads to better damage for less meter.


* '''41236HS or j.D (counter hit) &gt; dash up &gt; c.S &gt;HS &gt; air combo or iad.j.P &gt; D &gt; Alpha Combo:'''
* '''41236HS or j.D (CH) &gt; dash up &gt; c.S &gt; HS &gt; [air combo] or [IAD j.P &gt; j.D &gt; Alpha Combo]:'''


a sample combo for what to do after Gamma Blade. the c.S &gt; HS part works on almost everyone. For those where it doesn’t use c.S &gt; S(f) or just S© / just HS &gt; air combo. The instant airdash combo is again character specific but far superior to regular air combos, since it allows for better extenders via alpha FRC.
a sample combo for what to do after Gamma Blade. the c.S &gt; HS part works on almost everyone. For those where it doesn’t use c.S &gt; f.S or [just c.S] or [just HS] &gt; air combo. The instant airdash combo is again character specific but far superior to regular air combos, since it allows for better extenders via alpha FRC.


* '''Dust, j.D,D,D,S,HS(2), Beta Blade.'''
* '''Dust &gt; j.D &gt; j.D &gt; j.D &gt; j.S &gt; j.HS(2), Beta Blade.'''


The Bread n Butter Dust Combo since XX. There are much better ones, but it’s easy and works against everyone.
The Bread n Butter Dust Combo since XX. There are much better ones, but it’s easy and works against everyone.
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There is a bug with Chipp’s throw that enables you to combo your opponent normally after it (without the OTG state applying) if you hit him within 4F after the throw. the only way in AC to do this was by using c.S against potemkin, but everybody else wasn’t fat enough for this. Now that Chipp’s 236236K super is faster, this is a legit combo to kill somebody (it only deals about 90 damage though, on average).
There is a bug with Chipp’s throw that enables you to combo your opponent normally after it (without the OTG state applying) if you hit him within 4F after the throw. the only way in AC to do this was by using c.S against potemkin, but everybody else wasn’t fat enough for this. Now that Chipp’s 236236K super is faster, this is a legit combo to kill somebody (it only deals about 90 damage though, on average).


== Air Combo Theory ==
= Air Combo Theory =


* '''j.P &gt; K &gt; S &gt; dj.P &gt; K &gt; S &gt;tj. [s,HS(2)] OR jump back j.D:'''<br />
* '''j.P &gt; j.K &gt; j.S &gt; dj.P &gt; dj.K &gt; dj.S &gt; [tj.S &gt; tj.HS(2)] OR [jump back tj.D]:'''<br />
This is the most basic air combo that you can use in almost all situations that launch the opponent,the corner pushback can be a problem however. The alternate ender is good if you want to use up the slow shuriken so you have access to the fast one. You can also add a Beta or EX Beta Blade at the end of the combo for added damage, but it’s only generally worth it if it kills, since the j.HS brings you into a better situation (you land earlier). To make this combo as effective as possible, substitute the Ps with K(1) whenever you can, and reduce the number of Ps and Ks in general. A good one would be j.K(1) &gt; S dj.K(1) &gt; S &gt; tj.S,HS(2).
This is the most basic air combo that you can use in almost all situations that launch the opponent,the corner pushback can be a problem however. The alternate ender is good if you want to use up the slow shuriken so you have access to the fast one. You can also add a Beta or EX Beta Blade at the end of the combo for added damage, but it’s only generally worth it if it kills, since the j.HS brings you into a better situation (you land earlier). To make this combo as effective as possible, substitute the Ps with K(1) whenever you can, and reduce the number of Ps and Ks in general. A good one would be j.K(1) &gt; S dj.K(1) &gt; S &gt; tj.S,HS(2).


== Anti-Air ==
= Anti-Air =


* '''6P(1) &gt; HS &gt; air combo (for example j.P,P,K(2),K(2),D,Alpha)'''<br />
* '''6P(1) &gt; HS &gt; air combo (for example j.P &gt; j.P &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha)'''<br />
a good anti-air combo if you aren’t sure that your 6P will counter hit.
a good anti-air combo if you aren’t sure that your 6P will counter hit.
* '''6P(1) &gt; HS &gt; iad.j.P &gt; D &gt; Alpha'''<br />
* '''6P(1) &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha'''<br />
this is a harder combo that leads to more damage, but is somewhat character specific. see the other (upcoming) sections for details.
this is a harder combo that leads to more damage, but is somewhat character specific. see the other (upcoming) sections for details.
* '''6P(1) (air counter hit), 6HS, air combo'''<br />
* '''6P(1) (CH), 6HS, air combo'''<br />
now that 6HS causes ground bounce, you will most likely go into iad.j.P &gt; D &gt; Alpha after this, which can be somewhat unreliable since the bounce height depends on both your opponent’s weight and how far up they were when they got hit. better to stick with 6P(1) &gt; HS except if you feel very confident about this.
now that 6HS causes ground bounce, you will most likely go into IAD j.P &gt; j.D &gt; Alpha after this, which can be somewhat unreliable since the bounce height depends on both your opponent’s weight and how far up they were when they got hit. better to stick with 6P(1) &gt; HS except if you feel very confident about this.
* '''2HS (counter hit) &gt; j.S &gt; dj.K(1) &gt; K(1) &gt; S &gt; tj.S,HS(1-2)'''<br />
* '''2HS (CH) &gt; j.S &gt; dj.K(1) &gt; dj.K(1) &gt; dj.S &gt; tj.S &gt; tj.HS(1-2)'''<br />
works against everyone. rarely used but good in those situations where you have to anti-air in situations where your opponent is right above you. If the j.HS only hits once, chances are you can leave away one of the j.K(1) to make it hit twice for better damage (happens against lightweights).
works against everyone. rarely used but good in those situations where you have to anti-air in situations where your opponent is right above you. If the j.HS only hits once, chances are you can leave away one of the j.K(1) to make it hit twice for better damage (happens against lightweights).
* '''2HS (counter hit) &gt; 6HS, air combo:'''<br />
* '''2HS (CH) &gt; 6HS, air combo:'''<br />
the same rules apply as for all other 6HS juggle combos they are somehwat specific.
the same rules apply as for all other 6HS juggle combos they are somehwat specific.


== IAA (Instant Air Alpha) Setups ==
= IAA (Instant Air Alpha) Setups =


* '''against a crouching opponent, chain into HS, IAA'''<br />
* '''against a crouching opponent, chain into HS, IAA'''<br />
This is the most important setup. The more hits you land before the Alpha (preferably c.S &gt;S(f) &gt; 2S &gt; HS), the better, because you will have to travel fruther before you hit your opponent, which is relevant midscreen, since you will end up closer to him this way with an easier relaunch.
This is the most important setup. The more hits you land before the Alpha (preferably c.S &gt; f.S &gt; 2S &gt; HS), the better, because you will have to travel fruther before you hit your opponent, which is relevant midscreen, since you will end up closer to him this way with an easier relaunch.
* '''combo into 236 S &gt; 236S &gt; RC &gt; 6HS, IAA:'''<br />
* '''combo into 236S -&gt; 236S &gt; RC &gt; 6HS, IAA:'''<br />
the combo described above.
the combo described above.
* '''d.c.S,S(f),HS, IAA'''<br />
* '''dash c.S &gt; f.S &gt; HS &gt; IAA'''<br />
This only works off of a dash and point blank, meaning you will only ever land this as a punishment combo. The followup can be hard if you hit with this midscreen for the reasons stated above. If you got a situation like this where you have a free punish against a standing opponent, consider going for a 6HS &gt; IAA directly if there’s enough time. If there isn’t you might want to go for d.c.S &gt; S(f) &gt; HS &gt; regular alpha &gt; force break followup instead.
This only works off of a dash and point blank, meaning you will only ever land this as a punishment combo. The followup can be hard if you hit with this a little delayed use it after a blocked j.HS(1). Samitto uses this mixup a lot.<br />
 
== Ground Alpha Blade &gt; Force Break Combos ==
 
* '''d.c.S &gt; S(f) &gt;HS &gt;Alpha-D &gt; then''':
** '''delay S,© &gt; HS &gt; iad.j.P &gt; D &gt; Alpha: [25% Tension]'''<br />
176 (PO(with s(f) extra)), 172 (AB, RO), 190(HOS, SL),200(SO,TE,ZA),<br />
201 (JU, KY(doesn’t knockdown)), 207 (AX, ED, JA, IN, KL*, MA*, VE),<br />
211 (BR*), 225 (DI), 239 (MI), 233 (BA*), 255(CH).<br />
*delay the last alpha and/or the Alpha-D followup.
** against Anji &amp; Faust: '''max delay c.S &gt; HS &gt; j.P &gt; P &gt; K(2) &gt; K(2) &gt; D''': 204/200 damage, Knockdown.
** against Ky: '''c.S &gt; HS &gt; iad.j.P &gt;S &gt; delay tj.K(2) &gt; K(2) &gt; D &gt; delay Alpha''': 208 damage, Knockdown.
 
== Combos off of the Wall Dive Okizeme ==
 
It consists of 2 options that you can mix up:
* Wall Dive (hold 6 fo the more shallow angle), air dash back into your opponent, j.HS(1-2) or j.S(harder)
* Wall Dive (steep angle), land, 2K or 2D -&gt; Combo.
 
The first one is a delayed overhead since your opponent will usually go into a low block after he expects your jump-in to connect on his block.<br />
The second one is the low option. If you use 2D instead of 2K, the damage is much better since 2D doesn’t have any proration.<br />
There are several ways of using this okizeme, with the two most common being: use it “dry”, meaning timed in a way so that the 2D would hit meaty and the j.HS a little delayed use it after a blocked j.HS(1). Samitto uses this mixup a lot.<br />
It only works if your opponent pays you some respect and doesn’t try to jump out after the j.HS(1). To get him to this point, apply the usual j.HS (mix between 1 and 2 hits) and j.2K(only hit hit), land, 2K Okizeme. They should fear getting hit crouching since it allows Chipp to get in some sick damage with IAAs. Once they hold still, you can start using the Wall Dive stuff.
It only works if your opponent pays you some respect and doesn’t try to jump out after the j.HS(1). To get him to this point, apply the usual j.HS (mix between 1 and 2 hits) and j.2K(only hit hit), land, 2K Okizeme. They should fear getting hit crouching since it allows Chipp to get in some sick damage with IAAs. Once they hold still, you can start using the Wall Dive stuff.


=== j.HS(1) on Block &gt; Wall Dive [hold 6], airdash back j.HS(1-2), crouch hit ===
== j.HS(1) on Block &gt; Wall Dive [hold 6], airdash back j.HS(1-2), crouch hit ==


* '''c.S &gt; HS &gt; 2369P &gt; \/,'''then continue with:
* '''c.S &gt; HS &gt; 2369P &gt; ,'''then continue with:
** '''c.S &gt; HS &gt; iad.j.P &gt; D &gt;Alpha:''' 140(AB,RO),151(HOS,SL),160(JU,KY,SO,ZA),166(AN,KL,VE),192(MI),206(CH)
** '''c.S &gt; HS &gt; IAD j.P &gt; j.D &gt;Alpha:''' 140(AB,RO),151(HOS,SL),160(JU,KY,SO,ZA),166(AN,KL,VE),192(MI),206(CH)
** '''c.S &gt; HS &gt; j.D &gt; Alpha:''' 154(HOS,SL), 163(FA,TE), 169(AN,AX,IN,JA,KL,MA), 175(BR), 189(DI), 196(MI),210(CH)
** '''c.S &gt; HS &gt; j.D &gt; Alpha:''' 154(HOS,SL), 163(FA,TE), 169(AN,AX,IN,JA,KL,MA), 175(BR), 189(DI), 196(MI),210(CH)
** '''c.S &gt; 2S &gt; HS &gt; iad.j.P &gt; D &gt; Alpha:''' 141(PO)
** '''c.S &gt; 2S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha:''' 141(PO)
** against ED &amp; JO: '''c.S &gt; HS &gt; 2369P &gt; \/ &gt; HS &gt; 2369P &gt; \/ &gt; S© &gt; HS &gt; j.D:''' ED(179), JO(172)
** against ED &amp; JO: '''c.S &gt; HS &gt; 2369P HS &gt; 2369P ▷ c.S &gt; HS &gt; j.D:''' ED(179), JO(172)
** against TE: '''c.S &gt; HS &gt; 2369P &gt; \/ &gt; HS &gt; 2369P &gt; \/ &gt; S© &gt; HS &gt; iad.j.P &gt; D &gt; Alpha:''' TE(177)
** against TE: '''c.S &gt; HS &gt; 2369P HS &gt; 2369P ▷ c.S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha:''' TE(177)
* with 25% Tension
* with 25% Tension
** '''c.S &gt;HS &gt; 2369P &gt; \/ &gt; S© &gt; HS &gt; 41236K-D &gt; \/ &gt; S© &gt; HS &gt; iad.j.P &gt; D &gt; Alpha:''' 184(HOS),194(FA,JU,SO,TE,ZA)/200(AN,AX,IN,JA,KL,MA,VE)/205(BR)/223(DI)/226(BA)/233(MI)/248(CH)
** '''c.S &gt;HS &gt; 2369P ▷ c.S &gt; HS &gt; 41236K-D ▷ c.S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha:''' 184(HOS),194(FA,JU,SO,TE,ZA)/200(AN,AX,IN,JA,KL,MA,VE)/205(BR)/223(DI)/226(BA)/233(MI)/248(CH)
** against ABA,KY,RO: '''c.S &gt; HS &gt; 2369P &gt; \/ &gt; S© &gt; HS &gt; 41236K-D &gt; \/ &gt; S© &gt; S(f) &gt; HS &gt; iad.j.P &gt; D &gt; Alpha:''' ABA(169),KY(196),RO(170)
** against ABA,KY,RO: '''c.S &gt; HS &gt; 2369P ▷ c.S &gt; HS &gt; 41236K-D ▷ c.S &gt; f.S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha:''' ABA(169),KY(196),RO(170)
** against PO: '''c.S &gt; HS &gt; 2369P &gt; \/ &gt; S© &gt; 2S &gt; HS &gt; 41236K-D &gt; &gt; 2S &gt; HS &gt; iad.j.P &gt; D &gt; Alpha:''' PO(165)
** against PO: '''c.S &gt; HS &gt; 2369P ▷ c.S &gt; 2S &gt; HS &gt; 41236K-D &gt; c.S &gt; 2S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha:''' PO(165)
** against SL: '''c.S &gt; HS &gt; 2369P &gt; \/ &gt; S© &gt; HS &gt; iad.j.P &gt; D &gt; Alpha FRC &gt; \/ &gt; 6HS &gt; iad.j.P &gt; D &gt; Alpha:''' SL(169)
** against SL: '''c.S &gt; HS &gt; 2369P ▷ c.S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha FRC 6HS &gt; IAD j.P &gt; j.D &gt; Alpha:''' SL(169)
** against SL: '''c.S &gt; HS &gt; 2369P &gt; \/ &gt; S© &gt; HS &gt; 41236K-D &gt; \/ &gt; S© &gt; HS &gt; iad.j.P &gt; D &gt; Alpha:''' SL(184), harder than the one above
** against SL: '''c.S &gt; HS &gt; 2369P ▷ c.S &gt; HS &gt; 41236K-D ▷ c.S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha:''' SL(184), harder than the one above


=== Wall Dive [steep angle], \/, Combos: ===
== Wall Dive [steep angle], , Combos: ==


* against BA, BR, DI, MA, MI:
* against BA, BR, DI, MA, MI:
** '''2D &gt; 236S &gt; d.j.P &gt; K(1) &gt; K(2) &gt; K(2) &gt; D &gt; Alpha:'''<br />
** '''2D &gt; 236S &gt; dash &gt; j.P &gt; K(1) &gt; K(2) &gt; K(2) &gt; D &gt; Alpha:'''<br />
106(BR*1), 110(IN*2), 113(MA), 120(DI*2), 128(BA), 131(MI).<br />
106(BR*1), 110(IN*2), 113(MA), 120(DI*2), 128(BA), 131(MI).<br />
*1=omit the Alpha;<br />
*1=omit the Alpha;<br />
*2= omit one j.K(2).
*2= omit one j.K(2).
* against AX, JA, JU, KL:
* against AX, JA, JU, KL:
** '''2D &gt; 236S &gt; (236K) &gt; link HS &gt; j.D &gt; Alpha:'''<br />
** '''2D &gt; 236S (-&gt; 236K), link HS &gt; j.D &gt; Alpha:'''<br />
125(AX*1,JA*1+2), 136(JU), 142(KL*2).<br />
125(AX*1,JA*1+2), 136(JU), 142(KL*2).<br />
*1=omit 236K; *2= no Knockdown
*1=omit 236K; *2= no Knockdown
*** '''FRC &gt; while falling j.D &gt; \/ &gt; c.S &gt; HS &gt; j.D,Alpha:''' [25% Tension]<br />
*** '''FRC &gt; while falling j.D c.S &gt; HS &gt; j.D &gt; Alpha:''' [25% Tension]<br />
202(KL) 195(AX*) *=omit 236K
202(KL) 195(AX*) *=omit 236K
* against CH,FA,HOS,SO:
* against CH,FA,HOS,SO:
** '''2D &gt; 236S &gt; d.5P &gt; j.D &gt; Alpha:''' 89(HOS),94(FA,SO),120(CH)
** '''2D &gt; 236S &gt; dash &gt; 5P &gt; j.D &gt; Alpha:''' 89(HOS),94(FA,SO),120(CH)
*** '''FRC &gt; while falling j.D &gt; \/ &gt; c.S &gt; HS &gt; iad.j.P &gt; D &gt; Alpha:''' [25% Tension] 147(HOS),158(SO),200(CH)
*** '''FRC &gt; while falling j.D c.S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha:''' [25% Tension] 147(HOS),158(SO),200(CH)
*** '''FRC &gt; while falling j.D &gt; \/ &gt; c.S &gt; HS &gt; j.D &gt; Alpha:''' [25% Tension] 161(FA)
*** '''FRC &gt; while falling j.D c.S &gt; HS &gt; j.D &gt; Alpha:''' [25% Tension] 161(FA)
* against ED,JU,KY,VE:
* against ED,JU,KY,VE:
** '''2D &gt; 236S &gt; 236K &gt; HS &gt; 41236K-D &gt; \/ &gt; delay c.S &gt; HS &gt; iad.j.P &gt; D &gt; Alpha:''' [25% Tension] 193(JU,KY*) 200(ED,VE) *=delay the Alpha
** '''2D &gt; 236S -&gt; 236K &gt; HS &gt; 41236K-D delay c.S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha:''' [25% Tension] 193(JU,KY*) 200(ED,VE) *=delay the Alpha
** '''2D &gt; 236S &gt; 236K &gt; HS &gt; 41236K-D &gt; \/ &gt; delay c.S &gt; S(f) &gt; HS &gt; iad.j.P &gt; D &gt; Alpha:''' [25% Tension] 168(RO), 197(KY*) *=no Knockdown
** '''2D &gt; 236S -&gt; 236K &gt; HS &gt; 41236K-D delay c.S &gt; f.S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha:''' [25% Tension] 168(RO), 197(KY*) *=no Knockdown
* against AN,ZA:
* against AN,ZA:
* '''2D &gt; 236S &gt; 236K &gt; link HS &gt; j.D &gt; Alpha:''' 119(RO), 125(AN*), 136(KY,TE,ZA), 142(ED,VE) *=omit 236K
* '''2D &gt; 236S -&gt; 236K, link HS &gt; j.D &gt; Alpha:''' 119(RO), 125(AN*), 136(KY,TE,ZA), 142(ED,VE) *=omit 236K
** Followup: '''FRC &gt; while falling j.D &gt; \/ &gt; c.S &gt; HS &gt; j.D''': [25% Tension] 183(AN*), 186(ZA) *=omit 236K
** Followup: '''FRC &gt; while falling j.D c.S &gt; HS &gt; j.D''': [25% Tension] 183(AN*), 186(ZA) *=omit 236K
* against DI:
* against DI:
** '''2D &gt; 236S &gt; d.j.P &gt; P &gt; K(2) &gt; K(2) &gt; D:''' 104
** '''2D &gt; 236S &gt; dash &gt; .j.P &gt; j.P &gt; j.K(2) &gt; j.K(2) &gt; j.D:''' 104
* against JA:
* against JA:
** '''2D &gt; 236S &gt; d.HS &gt; 41236K-D &gt; \/ &gt; c.S &gt; HS &gt; j.D &gt; Alpha:''' [25% Tension] 194
** '''2D &gt; 236S &gt; d.HS &gt; 41236K-D c.S &gt; HS &gt; j.D &gt; Alpha:''' [25% Tension] 194
* against PO:
* against PO:
** '''2D &gt; 236S &gt; 236K &gt; link HS''', then:
** '''2D &gt; 236S -&gt; 236K, link HS''', then:
*** '''iad.j.K(2) &gt; D &gt; Alpha:''' 122
*** '''IAD j.K(2) &gt; j.D &gt; Alpha:''' 122
*** '''41236K-D &gt; \/ &gt; c.S &gt; 2S &gt; HS &gt; iad.j.K(1) &gt; D &gt; Alpha:''' [25% Tension] 170
*** '''41236K-D c.S &gt; 2S &gt; HS &gt; IAD j.K(1) &gt; j.D &gt; Alpha:''' [25% Tension] 170
* against TE:
* against TE:
** '''2D &gt; 236S &gt; 236K &gt; link HS &gt; 41236K-D &gt; \/ &gt; c.S &gt; HS &gt; j.D &gt; Alpha:''' [25% Tension] 193
** '''2D &gt; 236S &gt; 236K, link HS &gt; 41236K-D c.S &gt; HS &gt; j.D &gt; Alpha:''' [25% Tension] 193
* against AB:
* against AB:
** '''2D &gt; 236S &gt; delay HS &gt; iad.j.P &gt; D &gt; Alpha:''' 102
** '''2D &gt; 236S &gt; delay HS &gt; IAD j.P &gt; j.D &gt; Alpha:''' 102
** '''2D &gt; 236S &gt; HS &gt; 41236K-D &gt; \/ &gt; c.S &gt; HS &gt; iad.j.P &gt; D &gt; Alpha:''' [25% Tension] 159 , no Knockdown
** '''2D &gt; 236S &gt; HS &gt; 41236K-D c.S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha:''' [25% Tension] 159 , no Knockdown


== Combos by characters ==
= Combos by characters =


All combos lead to knockdown unless otherwise specified.
All combos lead to knockdown unless otherwise specified.


=== vs. Anji ===
== vs. Anji ==


'''2K c.S 2D 236S 236K 5P j.P j.K(2) j.K(2) j.D:''' 82 damage 0% tension Get used to it. Anji outpokes you like crazy and this is the only thing you can convert to from a low. Either this or get guard pointed to death. (Yes, I’m salty.)
'''2K &gt; c.S &gt; 2D &gt; 236S -&gt; 236K &gt; 5P &gt; j.P &gt; j.K(2) &gt; j.K(2) &gt; j.D:''' 82 damage 0% tension Get used to it. Anji outpokes you like crazy and this is the only thing you can convert to from a low. Either this or get guard pointed to death. (Yes, I’m salty.)


'''c.S 2D 236S 5HS j.K(1) j.K(2) j.K(2) j.D:''' 140 damage 0% tension '''Corner Only c.S 2D 236S 5HS j.D j.236P:''' 140 damage 0% tension
'''c.S &gt; 2D &gt; 236S &gt; HS &gt; j.K(1) &gt; j.K(2) &gt; j.K(2) &gt; j.D:''' 140 damage 0% tension '''Corner Only c.S &gt; 2D &gt; 236S &gt; HS j.D &gt; Alpha:''' 140 damage 0% tension


'''From jump in (j.S) c.S 2D 236S 236K 5P j.P j.K(2) j.K(2) j.D:''' 140 damage depending on starter 0% tension Do this combo from D and HS teleport FRCs.
'''From jump in (j.S) c.S &gt; 2D &gt; 236S -&gt; 236K , P j.P &gt; j.K(2) &gt; j.K(2) &gt; j.D:''' 140 damage depending on starter 0% tension Do this combo from D and HS teleport FRCs.


'''c.S 2D 236S delayed 5HS 41236K-D f.S 5HS iad j.K(2) j.D:''' 188 damage 25% tension
'''c.S &gt; 2D &gt; 236S delayed HS &gt; 41236K-D &gt; f.S &gt; HS &gt; IAD j.K(2) &gt; j.D:''' 188 damage 25% tension


'''c.S 2D 236S 5HS 41236K-D f.S 5HS iad j.P j.S dj.S j.HS j.623S: 200 damage 25% tension:''' NO Knockdown
'''c.S &gt; 2D &gt; 236S &gt; HS &gt; 41236K-D &gt; f.S &gt; HS &gt; IAD j.P &gt; j.S &gt; dj.S j.HS j.623S: 200 damage 25% tension:''' NO Knockdown


'''Corner Only c.S 2D 236S 5HS 41236K-D c.S 5HS iad j.P j.D j.236P:''' 195 damage 25% tension
'''Corner Only c.S &gt; 2D &gt; 236S &gt; HS &gt; 41236K-D &gt; c.S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha:''' 195 damage 25% tension


'''dash c.S f.S 5HS 236P-D c.S 5HS iad j.P j.S dj.S j.HS(1) j.623S: 215 damage 25% tension:''' NO Knockdown
'''dash c.S &gt; f.S &gt; HS &gt; 236P-D &gt; c.S &gt; HS &gt; IAD j.P &gt; j.S &gt; dj.S j.HS(1) j.623S: 215 damage 25% tension:''' NO Knockdown


'''dash c.S f.S 5HS 236P-D c.S 5HS iad j.K(2) j.D:''' 203 damage 25% tension
'''dash c.S &gt; f.S &gt; HS &gt; 236P-D &gt; c.S &gt; HS &gt; IAD j.K(2) &gt; j.D:''' 203 damage 25% tension


'''j.D CH 6HS iad j.K(2) j.D:''' 114 damage 0% tension
'''j.D CH 6HS &gt; IAD j.K(2) &gt; j.D:''' 114 damage 0% tension


'''j.D CH 6HS 41236K-D c.S 5HS iad j.K(2) j.D:''' 189 damage 25% tension
'''j.D CH 6HS &gt; 41236K-D &gt; c.S &gt; HS &gt; IAD j.K(2) &gt; j.D:''' 189 damage 25% tension


'''Corner Only j.D CH 6HS iad j.K(1) j.D j.236P:''' 130 damage 0% tension
'''Corner Only j.D CH 6HS &gt; IAD j.K(1) &gt; j.D &gt; Alpha:''' 130 damage 0% tension


'''CH 6K 6HS 41236K-D c.S 5HS iad j.K(2) j.D:''' 165 damage 25% tension
'''CH 6K 6HS &gt; 41236K-D &gt; c.S &gt; HS &gt; IAD j.K(2) &gt; j.D:''' 165 damage 25% tension


'''Corner only 41236HS 6HS 41236K-D c.S f.S 5HS 41236K-D c.S 5HS j.D:''' 214 damage 50% tension
'''Corner only 41236HS 6HS &gt; 41236K-D &gt; c.S &gt; f.S &gt; HS &gt; 41236K-D &gt; c.S &gt; HS j.D:''' 214 damage 50% tension


'''41236K FRC 5HS iad j.K(2) j.D:''' 126 damage 25% tension
'''41236K FRC HS &gt; IAD j.K(2) &gt; j.D:''' 126 damage 25% tension


=== vs. Roboky ===
== vs. Roboky ==


'''c.S 2D 236S 5HS iad j.P j.D j.236P:''' 116 damage 0% tension
'''c.S &gt; 2D &gt; 236S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha:''' 116 damage 0% tension


'''c.S 2D 236S 236K 5HS 41236K-D:''' 131 damage 25% tension
'''c.S &gt; 2D &gt; 236S -&gt; 236K, link HS &gt; 41236K-D:''' 131 damage 25% tension


'''Corner Only c.S 2D 236S (delay + hold 4) 5HS 41236K-D c.S f.S 5HS iad j.P j.D j.236P:''' 165 damage 25% tension
'''Corner Only c.S &gt; 2D &gt; 236S (delay + hold 4) HS &gt; 41236K-D &gt; c.S &gt; f.S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha:''' 165 damage 25% tension


'''j.D CH c.S f.S 5HS iad j.P j.D j.236P:''' 105 damage 0% tension
'''j.D CH c.S &gt; f.S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha:''' 105 damage 0% tension


'''Corner only j.D CH c.S f.S 5HS 41236K-D c.S f.S 5HS iad j.P j.D j.236P:''' 154 damage 0% tension
'''Corner only j.D CH c.S &gt; f.S &gt; HS &gt; 41236K-D &gt; c.S &gt; f.S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha:''' 154 damage 0% tension


'''41236HS 6HS iad j.P j.P j.D j.236P:''' 103 damage 0% tension
'''41236HS 6HS &gt; IAD j.P &gt; j.P &gt; j.D &gt; Alpha:''' 103 damage 0% tension


(depending on iad timing it will either knock down with 1 j.P or 2 j.P but if you do the 1 j.P version you either get knockdown or a whiffed j.236P 2 j.P is better unless you can get the knockdown every time with 1. 2 either gets knockdown or damage)
(depending on IAD timing it will either knock down with 1 j.P or 2 j.P but if you do the 1 j.P version you either get knockdown or a whiffed &gt; Alpha 2 j.P is better unless you can get the knockdown every time with 1. 2 either gets knockdown or damage)


'''Corner only 41236HS 6HS 41236K-D c.S f.S 5HS 41236K-D c.S f.S j.D:''' 175 damage 50% tension
'''Corner only 41236HS 6HS &gt; 41236K-D &gt; c.S &gt; f.S &gt; HS &gt; 41236K-D &gt; c.S &gt; f.S &gt; j.D:''' 175 damage 50% tension


'''41236K FRC 2S 5HS iad j.P j.D j.236P:''' 118 damage 25% tension
'''41236K FRC 2S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha:''' 118 damage 25% tension


=== vs. Jam ===
== vs. Jam ==


'''c.S 2D 236S 236K 5P j.P j.K(2) j.K(2) j.K(1) j.D j.236P:''' 133 damage 0% tension
'''c.S &gt; 2D &gt; 236S -&gt; 236K , P j.P &gt; j.K(2) &gt; j.K(2) &gt; j.K(1) &gt; j.D &gt; Alpha:''' 133 damage 0% tension


'''Corner Only c.S 2D 236S 236K 5P j.D j.236P:''' 133 damage 0% tension
'''Corner Only c.S &gt; 2D &gt; 236S -&gt; 236K , P j.D &gt; Alpha:''' 133 damage 0% tension


'''CH j.D dash 6HS 41236K-D c.S 5HS jump delay j.P j.K(2) j.K(2) j.D j.236P:''' 199 damage 25% tension
'''CH j.D dash 6HS &gt; 41236K-D &gt; c.S &gt; HS jump delay j.P &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha:''' 199 damage 25% tension


'''CH (close or running or corner) 6K 6HS 41236K-D c.S 5HS jump delay j.P j.K(2) j.K(2) j.D j.236P:''' 176 damage 25% tension
'''CH (close or running or corner) 6K 6HS &gt; 41236K-D &gt; c.S &gt; HS jump delay j.P &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha:''' 176 damage 25% tension


'''CH 6K dash c/f.S 5HS iad j.P j.D j.236P:''' 96 damage 0% tension
'''CH 6K dash c/f.S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha:''' 96 damage 0% tension


'''dash c.S f.S 5HS 236P-D:'''&gt; Look below
'''dash c.S &gt; f.S &gt; HS &gt; 236P-D:'''&gt; Look below


'''Close trajectory:&gt; c.S 5HS jump DELAY j.P j.K(2) j.K(2) j.D:''' 206 damage 25% tension
'''Close trajectory:&gt; c.S &gt; HS jump DELAY j.P &gt; j.K(2) &gt; j.K(2) &gt; j.D:''' 206 damage 25% tension


'''Far trajectory:&gt; f.S 5HS j.D:''' 193 damage
'''Far trajectory:&gt; f.S &gt; HS j.D:''' 193 damage


'''41236HS dash 6HS iad j.P j.D j.236P:''' 125 damage 0% tension
'''41236HS dash 6HS &gt; IAD j.P &gt; j.D &gt; Alpha:''' 125 damage 0% tension


'''41236HS far 6HS c.S 5HS jump delayed j.P j.K(2) j.K(2) j.D:''' 180 damage 25% tension
'''41236HS far 6HS c.S &gt; HS jump delayed j.P &gt; j.K(2) &gt; j.K(2) &gt; j.D:''' 180 damage 25% tension


'''41236D 6HS 6HS iad j.P j.D j.236P:''' 162 damage 25% tension
'''41236D 6HS 6HS &gt; IAD j.P &gt; j.D &gt; Alpha:''' 162 damage 25% tension


=== vs. Chipp ===
== vs. Chipp ==


'''c.S 2D 236S dash 5P j.P j.P j.K(2) j.K(2) j.D j.236P:''' 145 damage 0% tension
'''c.S &gt; 2D &gt; 236S dash 5P j.P &gt; j.P &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha:''' 145 damage 0% tension


'''c.S 2D 236S 236K RC 6HS iad j.K(2) j.D:''' 201 damage 50% tension
'''c.S &gt; 2D &gt; 236S -&gt; 236K RC 6HS &gt; IAD j.K(2) &gt; j.D:''' 201 damage 50% tension


'''c.S f.S 5HS 236P-D c.S 5HS j.P j.P j.K(2) j.K(2) j.D j.236P:''' 252 damage 25% tension
'''c.S &gt; f.S &gt; HS &gt; 236P-D &gt; c.S &gt; HS &gt; j.P &gt; j.P &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha:''' 252 damage 25% tension


'''6K CH dash c.S 5HS iad j.P j.D j.236P:''' 141 damage 0% tension
'''6K CH dash c.S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha:''' 141 damage 0% tension


'''Corner Only 6K CH 2S 5HS 41236K-D c.S 5HS j.D j.236P:''' 197 damage 25% tension
'''Corner Only 6K CH &gt; 2S &gt; HS &gt; 41236K-D &gt; c.S &gt; HS j.D &gt; Alpha:''' 197 damage 25% tension


'''Corner Only 6K CH 2S 5HS 41236K-D c.S 5HS 41236K-D c.S 5HS iad j.P j.D j.236P:''' 242 damage 50% tension
'''Corner Only 6K CH &gt; 2S &gt; HS &gt; 41236K-D &gt; c.S &gt; HS &gt; 41236K-D &gt; c.S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha:''' 242 damage 50% tension


(You can do 1 more damage with 6HS iad j.K(1) j.D j.236P FRC loops, but this way you don’t have to FRC, and 2S is easier to land than 6HS.)
(You can do 1 more damage with 6HS &gt; IAD j.K(1) &gt; j.D &gt; Alpha FRC loops, but this way you don’t have to FRC, and 2S is easier to land than 6HS.)


'''j.D CH 6HS iad j.K(1) j.D j.236P:''' 159 damage 0% tension
'''j.D CH 6HS &gt; IAD j.K(1) &gt; j.D &gt; Alpha:''' 159 damage 0% tension


'''j.D CH far 6HS 41236K-D c.S 5HS j.P j.P j.K(2) j.K(2) j.D j.236P:''' 239 damage 25% tension
'''j.D CH far 6HS &gt; 41236K-D &gt; c.S &gt; HS &gt; j.P &gt; j.P &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha:''' 239 damage 25% tension


'''41236HS 6HS iad j.K(1) j.D j.236P:''' 160 damage 0% tension
'''41236HS 6HS &gt; IAD j.K(1) &gt; j.D &gt; Alpha:''' 160 damage 0% tension


'''41236D 6HS 6HS iad j.K(1) j.D j.236P:''' 204 damage 25% tension
'''41236D 6HS 6HS &gt; IAD j.K(1) &gt; j.D &gt; Alpha:''' 204 damage 25% tension


=== vs. Johnny ===
== vs. Johnny ==


'''c.S 6P c.S 2D 236S 236K 5HS j.P j.K(1) j.K(2) j.K(2) j.D:''' 158 damage 0% tension
'''c.S &gt; 6P c. &gt;S &gt; 2D &gt; 236S -&gt; 236K, link HS &gt; j.P &gt; j.K(1) &gt; j.K(2) &gt; j.K(2) &gt; j.D:''' 158 damage 0% tension


'''c.S 6P c.S 2D 236S delayed 5HS 41236K-D c.S 5HS j.D:''' 182 damage 25% tension
'''c.S &gt; 6P c. &gt;S &gt; 2D &gt; 236S delayed HS &gt; 41236K-D &gt; c.S &gt; HS j.D:''' 182 damage 25% tension


'''CH j.D dash c.S 5HS j.P j.P j.P j.K(2) j.K(2) j.D:''' 107 damage 0% tension
'''CH j.D dash c.S &gt; HS &gt; j.P &gt; j.P &gt; j.P &gt; j.K(2) &gt; j.K(2) &gt; j.D:''' 107 damage 0% tension


'''c.S f.S 5HS 236P-D:&gt; Look below:'''
'''c.S &gt; f.S &gt; HS &gt; 236P-D:&gt; Look below:'''


'''Close trajectory:&gt; c.S 5HS j.P j.P j.P j.K(2) j.K(2) j.236P:''' 197 damage 25% tension
'''Close trajectory:&gt; c.S &gt; HS &gt; j.P &gt; j.P &gt; j.P &gt; j.K(2) &gt; j.K(2) &gt; Alpha:''' 197 damage 25% tension


'''Far trajectory:&gt; f.S 5HS j.D:''' 187 damage 25% tension
'''Far trajectory:&gt; f.S &gt; HS j.D:''' 187 damage 25% tension


The close trajectory combo is very prone to dropping and I recommend using the simpler one.
The close trajectory combo is very prone to dropping and I recommend using the simpler one.


'''41236HS 6HS iad j.K(2) j.D:''' 111 damage 0% tension
'''41236HS 6HS &gt; IAD j.K(2) &gt; j.D:''' 111 damage 0% tension


'''41236HS 6HS 41236K-D c.S 5HS j.D:''' 164 damage 0% tension
'''41236HS 6HS &gt; 41236K-D &gt; c.S &gt; HS j.D:''' 164 damage 0% tension


=== vs. Ky ===
== vs. Ky ==


'''c.S 2D 236S 236K 5HS j.K(1) j.K(1) j.K(2) j.K(2) j.D j.236P:''' 161 damage 0% tension
'''c.S &gt; 2D &gt; 236S -&gt; 236K, link HS &gt; j.K(1) &gt; j.K(1) &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha:''' 161 damage 0% tension


'''c.S 2D 236S (delay+hold 4) 5HS 41236K-D f.S 5HS iad j.P j.D j.236P:''' 188 damage 25% tension
'''c.S &gt; 2D &gt; 236S (delay+hold 4), link HS &gt; 41236K-D &gt; f.S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha:''' 188 damage 25% tension


I find that if you don’t hold back to get that pixel more spacing and delay the 5HS you won’t get them high enough to hit the iad j.P. I don’t like this combo.
I find that if you don’t hold back to get that pixel more spacing and delay the HS you won’t get them high enough to hit the IAD j.P. I don’t like this combo.


Against Ky you can always combo c.S 5HS to 236P, even standing still if you are point blank. It is very hard to do anything worthwhile for 25% tension against him otherwise so I recommend doing FB Alpha Blade combos on him.
Against Ky you can always combo c.S &gt; HS to 236P, even standing still if you are point blank. It is very hard to do anything worthwhile for 25% tension against him otherwise so I recommend doing FB Alpha Blade combos on him.


'''c.S (f.S) 5HS 236P-D c.S 5HS j.D:''' 186 damage 25% tension
'''c.S &gt; (f.S) &gt; HS &gt; 236P-D &gt; c.S &gt; HS j.D:''' 186 damage 25% tension


'''c.S (f.S) 5HS 236P-D c.S f.S 5HS 41236K-D:''' 211 damage 50% tension
'''c.S &gt; (f.S) &gt; HS &gt; 236P-D &gt; c.S &gt; f.S &gt; HS &gt; 41236K-D:''' 211 damage 50% tension


'''j.D CH dash c.S f.S 5HS j.K(1) j.K(1) j.K(2) j.K(2) j.D j.236P:''' 130 damage 0% tension
'''j.D CH dash &gt; c.S &gt; f.S &gt; HS &gt; j.K(1) &gt; j.K(1) &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha:''' 130 damage 0% tension


'''Corner Only j.D CH c.S f.S 5HS 41236K-D c.S 5HS j.D:''' 163 damage 25% tension
'''Corner Only j.D CH c.S &gt; f.S &gt; HS &gt; 41236K-D &gt; c.S &gt; HS j.D:''' 163 damage 25% tension


'''Corner Only j.D CH c.S f.S 5HS 41236K-D c.S 5HS 41236K-D c.S 5HS iad j.P j.D j.236P:''' 207 damage 50% tension
'''Corner Only j.D CH c.S &gt; f.S &gt; HS &gt; 41236K-D &gt; c.S &gt; HS &gt; 41236K-D &gt; c.S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha:''' 207 damage 50% tension


'''6K CH dash c.S f.S 5HS j.K(1) j.K(1) j.K(2) j.K(2) j.D j.236P:''' 110 damage 0% tension
'''6K CH dash c.S &gt; f.S &gt; HS &gt; j.K(1) &gt; j.K(1) &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha:''' 110 damage 0% tension


'''Corner Only 6K CH c.S f.S 5HS 41236K-D c.S 5HS j.D:''' 142 damage 25% tension
'''Corner Only 6K CH c.S &gt; f.S &gt; HS &gt; 41236K-D &gt; c.S &gt; HS j.D:''' 142 damage 25% tension


The 50% j.D CH combo should work with 6K too, but I’m having great difficulty landing it so I can’t be sure.
The 50% j.D CH combo should work with 6K too, but I’m having great difficulty landing it so I can’t be sure.


'''41236HS dash c.S f.S 5HS j.P j.K(1) j.K(2) j.K(2) j.D j.236P:''' 129 damage 0% tension
'''41236HS &gt; dash &gt; c.S &gt; f.S &gt; HS &gt; j.P &gt; j.K(1) &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha:''' 129 damage 0% tension


'''41236K FRC 2S 5HS j.P j.P j.K(2) j.K(2) j.236P:''' 138 damage 25% tension
'''41236K FRC &gt; 2S &gt; HS &gt; j.P &gt; j.P &gt; j.K(2) &gt; j.K(2) &gt; Alpha:''' 138 damage 25% tension


'''5D 8 dj.D \/ 6HS iad j.P j.K(2) j.D j.236P:''' 123 damage 0% tension
'''5D &gt; [8] &gt; dj.D 6HS &gt; IAD j.P &gt; j.K(2) &gt; j.D &gt; Alpha:''' 123 damage 0% tension


'''5D 8 dj.D \/ 6HS 632146HS:''' 177 damage 50% tension
'''5D &gt; [8] &gt; dj.D 6HS &gt; 632146HS:''' 177 damage 50% tension


Works mid screen as well. Just remember to input 8 to initiate homing jump and then 9 to jump forward, or else you will iad. Try to double jump as fast as you can and time the j.D when you are at the top of your jump so you have enough time to land.
Works mid screen as well. Just remember to input 8 to initiate homing jump and then 9 to jump forward, or else you will IAD Try to double jump as fast as you can and time the j.D when you are at the top of your jump so you have enough time to land.


=== vs. Bridget ===
== vs. Bridget ==


'''c.S 2D 236S 236K 5P j.P j.K(1) j.K(2) j.K(2) j.D j.236P:''' 135 damage 0% tension
'''c.S &gt; 2D &gt; 236S -&gt; 236K , P j.P &gt; j.K(1) &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha:''' 135 damage 0% tension


'''Corner Only c.S 2D 236S 236K 5P j.D j.236P:''' 135 damage 0% tension
'''Corner Only c.S &gt; 2D &gt; 236S -&gt; 236K , P j.D &gt; Alpha:''' 135 damage 0% tension


Corner Only c.S 2D 236S 236K RC 6HS iad j.P j.K(2) j.D j.236P 177 damage 50% tension
Corner Only c.S &gt; 2D &gt; 236S -&gt; 236K RC 6HS &gt; IAD j.P &gt; j.K(2) &gt; j.D &gt; Alpha 177 damage 50% tension


'''(dash) c.S (f.S) 5HS 236P-D c.S 5HS j.P j.P j.K(2) j.K(2) j.D j.236P:''' 211 damage 25% tension
'''&gt; dash &gt; c.S (f.S) HS &gt; 236P-D &gt; c.S &gt; HS &gt; j.P &gt; j.P &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha:''' 211 damage 25% tension


'''j.D CH dash c.S f.S 5HS jump delayed j.K(1) j.K(2) j.K(2) j.D j.236P:''' 135 damage 0% tension
'''j.D CH dash c.S &gt; f.S &gt; HS jump delayed j.K(1) &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha:''' 135 damage 0% tension


'''Corner Only j.D CH dash c.S f.S 5HS 2S 5HS iad j.K(2) j.D j.236P:''' 185 damage 25% tension
'''Corner Only j.D CH dash c.S &gt; f.S &gt; HS 2S &gt; HS &gt; IAD j.K(2) &gt; j.D &gt; Alpha:''' 185 damage 25% tension


'''Corner Only 6K CH dash c.S f.S 5HS 2S 5HS iad j.K(2) j.D j.236P:''' 163 damage 25% tension
'''Corner Only 6K CH dash c.S &gt; f.S &gt; HS 2S &gt; HS &gt; IAD j.K(2) &gt; j.D &gt; Alpha:''' 163 damage 25% tension


'''41236HS 6HS iad j.K(1) j.D j.236P:''' 131 damage 0% tension
'''41236HS 6HS &gt; IAD j.K(1) &gt; j.D &gt; Alpha:''' 131 damage 0% tension


'''41236K FRC 2S 5HS j.P j.P j.K(2) j.K(2) j.D j.236P:''' 144 damage 25% tension
'''41236K FRC 2S &gt; HS &gt; j.P &gt; j.P &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha:''' 144 damage 25% tension


=== vs. Slayer ===
== vs. Slayer ==


'''(dash 2K) c.S 2D 236S dash 5P j.D j.236P:''' (69) 105 damage 0% tension
'''(dash 2K &gt;) c.S &gt; 2D &gt; 236S dash 5P j.D &gt; Alpha:''' (69) 105 damage 0% tension


You CAN do other combos but they are prone to dropping.
You CAN do other combos but they are prone to dropping.


'''c.S 2D 236S 5HS 41236K-D 2S 5HS iad j.P j.D j.236P:''' 177 damage 25% tension
'''c.S &gt; 2D &gt; 236S &gt; HS &gt; 41236K-D 2S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha:''' 177 damage 25% tension


'''c.S f.S 5HS 236P-D c.S 5HS iad j.P j.D j.236P:''' 190 damage 25% tension
'''c.S &gt; f.S &gt; HS &gt; 236P-D &gt; c.S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha:''' 190 damage 25% tension


'''6K/j.D CH 2S 5HS iad j.P j.D j.236P:''' 90/106 damage 0% tension
'''6K/j.D CH 2S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha:''' 90/106 damage 0% tension


'''6K/j.D CH 2S 5HS iad j.P j.D j.236P FRC 6HS iad j.P j.K(2) j.D j.236P:''' 124/141 damage 25% tension
'''6K/j.D CH 2S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha FRC 6HS &gt; IAD j.P &gt; j.K(2) &gt; j.D &gt; Alpha:''' 124/141 damage 25% tension


Above 6K/j.D combos are more reliable, below are more damage.
Above 6K/j.D combos are more reliable, below are more damage.


'''6K/j.D CH 6HS iad j.P j.K(2) j.D j.236P:''' 99/118 damage 0% tension
'''6K/j.D CH 6HS &gt; IAD j.P &gt; j.K(2) &gt; j.D &gt; Alpha:''' 99/118 damage 0% tension


'''6K/j.D CH 6HS 41236K-D c.S 5HS iad j.P j.D j.236P:''' 157/178 damage 25% tension
'''6K/j.D CH 6HS &gt; 41236K-D &gt; c.S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha:''' 157/178 damage 25% tension


'''41236HS (dash) 6HS iad j.P j.K(2) j.D j.236P:''' 118 damage 0% tension
'''41236HS &gt; dash &gt; 6HS &gt; IAD j.P &gt; j.K(2) &gt; j.D &gt; Alpha:''' 118 damage 0% tension


'''41236HS (dash) 6HS 41236K-D c.S 5HS j.K(1) j.K(1) j.K(2) j.K(2) j.D j.236P:''' 165 damage 25% tension
'''41236HS &gt; dash &gt; 6HS &gt; 41236K-D &gt; c.S &gt; HS &gt; j.K(1) &gt; j.K(1) &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha:''' 165 damage 25% tension


'''41236K FRC 5HS iad j.P j.D j.236P:''' 123 damage 25% tension
'''41236K FRC HS &gt; IAD j.P &gt; j.D &gt; Alpha:''' 123 damage 25% tension


=== vs. Testament ===
== vs. Testament ==


'''(dash 2K) c.S 5D 236S 236K 5HS j.K(1) j.K(1) j.K(2) j.K(2) j.D j.236P:''' (101) 161 damage 0% tension
'''dash &gt; (2K) &gt; c.S &gt; 2D &gt; 236S -&gt; 236K, link HS &gt; j.K(1) &gt; j.K(1) &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha:''' (101) 161 damage 0% tension


'''c.S 5D 236S 5HS 41236K-D f.S 5HS iad j.P j.K(2) j.D:''' 182 damage 25% tension (wonky oki, sometimes testa flies to the other direction.)
'''c.S &gt; 2D &gt; 236S &gt; HS &gt; 41236K-D &gt; f.S &gt; HS &gt; IAD j.P &gt; j.K(2) &gt; j.D:''' 182 damage 25% tension (wonky oki, sometimes testa flies to the other direction.)


'''c.S f.S 5HS 236P-D c.S 5HS iad j.P j.D j.236P:''' 200 damage 25% tension
'''c.S &gt; f.S &gt; HS &gt; 236P-D &gt; c.S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha:''' 200 damage 25% tension


Works anywhere.
Works anywhere.


'''6K/j.D CH 2S 5HS iad j.P j.D j.236P:''' 93/112 damage 0% tension
'''6K/j.D CH 2S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha:''' 93/112 damage 0% tension


'''6K/j.D CH 2S 5HS iad j.P j.D j.236P FRC 6HS iad j.P j.K(2) j.D j.236P:''' 132/153 damage 25% tension
'''6K/j.D CH 2S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha FRC 6HS &gt; IAD j.P &gt; j.K(2) &gt; j.D &gt; Alpha:''' 132/153 damage 25% tension


You might have to delay the 6HS to get proper bounce height.
You might have to delay the 6HS to get proper bounce height.
Line 437: Line 421:
Works midscreen only, less reliable.
Works midscreen only, less reliable.


6K/j.D CH 6HS iad j.P j.K(2) j.D j.236P 106/124 damage 0% tension
**6K/j.D CH 6HS &gt; IAD j.P &gt; j.K(2) &gt; j.D &gt; Alpha 106/124 damage 0% tension
 
'''6K/j.D CH 6HS 41236K-D c.S 5HS j.P j.P j.K(2) j.K(2) j.D j.236P:''' 166/187 damage 25% tension


'''41236HS (dash) 6HS iad j.P j.K(2) j.D j.236P:''' 126 damage 0% tension
'''6K/j.D CH ▷ 6HS &gt; 41236K-D &gt; c.S &gt; HS &gt; j.P &gt; j.P &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha:''' 166/187 damage 25% tension


'''41236HS (dash) 6HS 41236K-D c.S 5HS j.P j.K(1) j.K(2) j.K(2) j.D j.236P:''' 175 damage 25% tension
'''41236HS &gt; dash &gt; 6HS &gt; IAD j.P &gt; j.K(2) &gt; j.D &gt; Alpha:''' 126 damage 0% tension


'''41236K FRC 5HS j.P j.P j.K(2) j.K(2) j.D:''' 124 damage 25% tension
'''41236HS &gt; dash &gt; 6HS &gt; 41236K-D &gt; c.S &gt; HS &gt; j.P &gt; j.K(1) &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha:''' 175 damage 25% tension


=== vs. Zappa ===
'''41236K FRC &gt; HS &gt; j.P &gt; j.P &gt; j.K(2) &gt; j.K(2) &gt; j.D:''' 124 damage 25% tension


'''(dash 2K) c.S 2D 236S 236K 5HS j.K(1) j.K(1) j.K(2) j.K(2) j.D j.236P:''' (101)161 damage 0% tenson
== vs. Zappa ==


'''Corner Only (dash 2K) c.S 2D 236S 5HS j.D j.236P:''' (90)135 damage 0% tension
'''dash &gt; (2K) &gt; c.S &gt; 2D &gt; 236S -&gt; 236K, link HS &gt; j.K(1) &gt; j.K(1) &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha:''' (101)161 damage 0% tenson


'''c.S 2D 236S delayed 5HS 41236K-D f.S 5HS iad j.P j.D j.236P:''' 187 damage 25% tension
'''Corner Only (dash 2K) &gt; c.S &gt; 2D &gt; 236S &gt; HS j.D &gt; Alpha:''' (90)135 damage 0% tension


'''c.S f.S 5HS 236P-D c.S 5HS iad j.P j.D j.236P:''' 200 damage
'''c.S &gt; 2D &gt; 236S &gt; delayed HS &gt; 41236K-D &gt; f.S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha:''' 187 damage 25% tension


'''6K/j.D CH 2S 5HS iad j.P j.D j.236P:''' 93/112 damage
'''c.S &gt; f.S &gt; HS &gt; 236P-D &gt; c.S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha:''' 200 damage


'''6K/j.D CH 2S 5HS iad j.P j.D j.236P FRC 6HS iad j.P j.K(2) j.D j.236P:''' 132/153 damage 25% tension
'''6K/j.D CH 2S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha:''' 93/112 damage


=== vs. Millia ===
'''6K/j.D CH ▷ 2S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha FRC 6HS &gt; IAD j.P &gt; j.K(2) &gt; j.D &gt; Alpha:''' 132/153 damage 25% tension


'''(2K) c.S 2D 236S j.P j.K(1) j.K(2) j.K(2) j.D j.236P:''' (92)147 damage 0% tension
== vs. Millia ==


'''c.S 2D 236S 236K RC 6HS iad j.K(1) j.D j.236P:''' 201 damage 50% tension
'''(2K) &gt; c.S &gt; 2D &gt; 236S &gt; j.P &gt; j.K(1) &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha:''' (92)147 damage 0% tension


'''41236HS (dash) 6HS iad j.K(1) j.D j.236P:''' 149 damage 0% tension
'''c.S &gt; 2D &gt; 236S -&gt; 236K &gt; RC &gt; 6HS &gt; IAD j.K(1) &gt; j.D &gt; Alpha:''' 201 damage 50% tension


'''41236HS (dash) 6HS 41236K-D c.S 5HS j.P j.P j.K(2) j.K(2) j.D j.236P:''' 205 damage 25% tension
'''41236HS &gt; dash &gt; 6HS &gt; IAD j.K(1) &gt; j.D &gt; Alpha:''' 149 damage 0% tension


'''Corner Only 5D 8 dj.D \/ j.P j.K(2) j.K(2) j.D j.236P:''' 105 damage 0% tension
'''41236HS &gt; dash &gt; 6HS &gt; 41236K-D &gt; c.S &gt; HS &gt; j.P &gt; j.P &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha:''' 205 damage 25% tension


=== vs. Ino ===
'''Corner Only 5D &gt; [8] &gt; dj.D ▷ j.P &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha:''' 105 damage 0% tension


'''(dash 2K) c.S 2D 236S j.P j.P j.K(2) j.K(2) j.D j.236P:''' (76)121 damage 0% tension
== vs. Ino ==


'''c.S 2D 236S 236K RC 6HS iad j.P j.K(2) j.D j.236P:''' 174 damage 50% tension
'''(dash 2K &gt;) c.S &gt; 2D &gt; 236S &gt; j.P &gt; j.P &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha:''' (76)121 damage 0% tension


'''dash c.S f.S 5HS 236P-D c.S 5HS j.P j.P j.K(2) j.K(2) j.D j.236P:''' 207 damage 25% tension
'''c.S &gt; 2D &gt; 236S -&gt; 236K RC 6HS &gt; IAD j.P &gt; j.K(2) &gt; j.D &gt; Alpha:''' 174 damage 50% tension


'''41236HS (dash) 6HS 41236K-D 2S 5HS j.P j.P j.K(2) j.K(2) j.D j.236P:''' 180 damage 25% tension
'''dash c.S &gt; f.S &gt; HS &gt; 236P-D &gt; c.S &gt; HS &gt; j.P &gt; j.P &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha:''' 207 damage 25% tension


=== vs. Faust ===
'''41236HS &gt; dash &gt; 6HS &gt; 41236K-D 2S &gt; HS &gt; j.P &gt; j.P &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha:''' 180 damage 25% tension


'''c.S 2D 236S j.P j.K(1) j.K(2) j.K(2) j.D j.236P:''' 124 damage 0% tension
== vs. Faust ==


'''j.D CH 5K 5HS iad j.P j.D j.236P:''' 100 damage 0% tension
'''c.S &gt; 2D &gt; 236S &gt; j.P &gt; j.K(1) &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha:''' 124 damage 0% tension


=== vs. Justice ===
'''j.D CH 5K HS &gt; IAD j.P &gt; j.D &gt; Alpha:''' 100 damage 0% tension


'''c.S 2D 236S 5HS j.K(1) j.K(2) j.K(2) j.D j.236P:''' 146 damage 0% tension
== vs. Justice ==


'''c.S 2D 236S 5HS 41236K-D 5HS iad j.P j.D j.236P:''' 181 damage 25% add delayed f.S or 2S before 5HS for harder combo and 8 more damage
'''c.S &gt; 2D &gt; 236S &gt; j.P &gt; j.P &gt; j.K(2) &gt; j.K(2) &gt; j.S &gt; dj.P &gt; dj.P &gt; dj.K(2) &gt; dj.K(2) &gt; j.D &gt; Alpha:''' 117 damage 0% tension


'''dash c.S f.S 5HS (or standing c.S 5HS) 236P-D delay until near ground 5HS iad j.P j.D j.236P:''' 193 damage 25% tension
'''c.S &gt; 2D &gt; 236S &gt; j.P &gt; j.P &gt; j.K(2) &gt; j.K(2) &gt; j.S &gt; dj.P &gt; dj.P &gt; dj.K(2) &gt; dj.K(2) &gt; dj.S &gt; tj.P &gt; tj.P &gt; tj.K(2) &gt; tj.D &gt; Alpha:''' 122 damage 0% tension (kind of iffy combo, easy to drop or not be able to hit last alpha blade)


Situational with back towards corner
'''c.S &gt; 2D &gt; 236S &gt; HS &gt; j.K(1) &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha:''' 146 damage 0% tension, Knockdown.


'''dash c.S f.S 5HS 236P-D 5HS 41236K-D c.S 5HS iad j.P j.D j.236P:''' 232 damage 50% tension
'''dash c.S &gt; 6P(1) &gt; c.S &gt; 2D &gt; 236S -&gt; 236K, link HS &gt; j.D &gt; Alpha:''' 160 DMG, Knockdown.


'''c.S 2D 236S j.P j.P j.K(2) j.K(2) j.S dj.P j.P j.K(2) j.K(2) j.D j.236P:''' 117 damage 0% tension
'''c.S &gt; 2D &gt; 236S &gt; HS &gt; j.K(1) &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; Alpha:''' 146 damage 0% tension


'''c.S 2D 236S j.P j.P j.K(2) j.K(2) j.S dj.P j.P j.K(2) j.K(2) j.S tj.P j.P j.K(2) j.D j.236P:''' 122 damage 0% tension (kind of iffy combo, easy to drop or not be able to hit last alpha blade)
**c.S &gt; 2D &gt; 236S &gt; HS &gt; 41236K-D HS &gt; IAD j.P &gt; j.D &gt; Alpha 181 damage 25% add delayed f.S or 2S before HS for harder combo and 8 more damage


'''c.S &gt; 2D &gt; 236S &gt; 5HS &gt; j.K(1) &gt; j.K(2) &gt; j.K(2) &gt; j.D &gt; j.236P:''' 146 damage 0% tension, Knockdown.
'''dash c.S &gt; f.S &gt; HS (or standing c.S &gt; HS) 236P-D delay until near ground HS &gt; IAD j.P &gt; j.D &gt; Alpha:''' 193 damage 25% tension


'''d.c.S,6P(1),S©,2D,236S,236K, link HS, j.D,Alpha:''' 160 DMG, Knockdown.
'''dash c.S &gt; f.S &gt; HS &gt; 236P-D HS &gt; 41236K-D &gt; c.S &gt; HS &gt; IAD j.P &gt; j.D &gt; Alpha:''' 232 damage 50% tension Situational with back towards corner


==== IAD loops vs standing Justice ====
=== IAD loops vs standing Justice ===


If she is hit while standing, go for this combo: '''gatling into HS, iad.j.P &gt; S &gt; HS(1) &gt; \/ &gt; …'''<br />
If she is hit while standing, go for this combo: '''gatling into HS &gt; IAD j.P &gt; j.S &gt; j.HS(1) …'''<br />
Example combos for the HS &gt; iad.j.P link:
Example combos for the HS &gt; IAD j.P link:


* '''c.S &gt; S(f) &gt; 2S &gt; HS &gt; iad.j.P &gt; S &gt; HS(1) &gt; \/ &gt; S© &gt; HS &gt; iad.j.P &gt; S &gt; HS(1) &gt; \/''' then:
* '''c.S &gt; f.S &gt; 2S &gt; HS &gt; IAD j.P &gt; j.S &gt; j.HS(1) ▷ c.S &gt; HS &gt; IAD j.P &gt; j.S &gt; j.HS(1) ''' then:
** '''c.S &gt; 2D:''' 179 damage, Knockdown.
** '''c.S &gt; 2D''' 179 damage, Knockdown.
** '''c.S &gt; HS, iad.j.P &gt; D:''' 185 Damage, Knockdown.
** '''c.S &gt; HS &gt; IAD j.P &gt; j.D:''' 185 Damage, Knockdown.


The combo above is generally better because you have more time for Okizeme.
The combo above is generally better because you have more time for Okizeme.
Line 522: Line 504:
Keep in mind that it’s better to have a long chain in the beginning. If it’s too short, you might end up crossing up Justice by accident with the air dash.
Keep in mind that it’s better to have a long chain in the beginning. If it’s too short, you might end up crossing up Justice by accident with the air dash.


=== Burst safe combos vs. everybody except SO, HOS ===
== Burst safe combos vs. everybody except SO, HOS ==


These combos cannot be bursted if they are in the corner and you space the 6HS properly.
These combos cannot be bursted if they are in the corner and you space the 6HS properly.


* '''near corner CH j.D 6HS 632146HS:''' 182 damage(on justice) 50% tension
* '''near corner CH j.D &gt; 6HS &gt; 632146HS:''' 182 damage (on JU) 50% tension
* '''CH j.D Dash 6HS Super:''' connects on Testament, RoboKy, Johnny, Chipp, Kliff and Bridget outside of the corner. Can possibly connect on more but I wouldn’t attempt it since j.D usually doesn’t hit at optimal hight to utilize this.
* '''CH j.D &gt; dash &gt; 6HS &gt; 632146HS:''' TE, RO, JO, CH, KL, BR outside of the corner. Can possibly connect on more but I wouldn’t attempt it since j.D usually doesn’t hit at optimal height to utilize this.
* '''41236HS dash 6HS 641236HS:''' about 180~ damage 50% tension
* '''41236HS &gt; dash &gt; 6HS &gt; 641236HS:''' about 180 damage 50% tension


==Video Examples==
==Video Examples==

Revision as of 19:48, 21 April 2020

Combo Notation Guide Character Name Abbreviations
7 Template:7 8 Template:8 9 Template:9
4 Template:4 5 Template:5 6 Template:6
1 Template:1 2 Template:2 3 Template:3
Numbers represent direction on a keyboard numpad. For example Template:236+GGD.png becomes 236D.
> = Proceed from the previous move to the following move.
, = Link the previous move into the following move.
-> = Cancel the previous special into a follow-up special.
= After landing.
j = Jump
sj = Super Jump
IAD = Instant Air Dash
CH = Counter Hit
(JC) = Jump Cancel
(SJC) = Super Jump Cancel
(JI) = Jump Install
(RC) = Roman Cancel
(FRC) = Force Roman Cancel
[ ] = Hold input.
(X) = X is optional.
(N) = Attack must deal N amount of hits.
[???] xN = Repeat ??? N amount of times.
[X] or [Y] = Perform series of actions X or Y.
AB = A.B.A
AN = Anji
AX = Axl
BA = Baiken
Br = Bridget
CH = Chipp
DI = Dizzy
ED = Eddie
FA = Faust
IN = I-No
JA = Jam
JO = Johnny
JU = Justice
KL = Kliff
KY = Ky
MA = May
MI = Millia
PO = Potemkin
RO = Robo-Ky
SL = Slayer
SO = Sol
HOS = Order Sol
VE = Venom
ZA = Zappa


Please keep in mind that the vast majority of Chipp’s combos from Accent Core still work, and many of them are still relevant. Notable exceptions are the combos that depend on the floor bounce of a 6HS air hit.

German Wiki: http://wiki.hardedge.org/index.php?title=Chipp_Zanuff(GGXXAC%2BR)#Combos

The bare basics

  • f.S > HS > 236S:

Yeah, that’s were we start. as terrible as this combo is, it’s very often the only thing you can combo into if you hit with an f.S, which happens quite a lot because of its great range and speed. Although this combo doesn’t cause knockdown, it leaves you at -1, which enables you to keep up your pressure (poke with far S, gamma etc).

  • Combo into 236S -> 236S > RC > dash up > Combo [50% Tension]

an example of how to convert stuff like the above combo into something useful. The tension cost of this is quite high, but if you want knockdown off of this situation, you have to make this sacrifice. You basically have two routes you can go after the RC:

  • go for c.S > 6P(1) > c.S > 2D or
  • go for an c.S > f.S > HS > Instant Air Alpha Combo.

The latter should always be used when you hit the opponent crouching.

  • Combo into 236S -> 236S > RC > 6HS > Instant Air Alpha > relaunch: [50% Tension]

a better variation to the combo above. Your opponent can theoretically shake out of the stagger of 6HS in time for the alpha to become blockable, but only if you are relatively far away when you do 6HS, in which case it requires slip recovery 3 plus your opponent has to block in time - which is quite hard.

  • [j.HS(1-2) or j.S] > 2K > c.S > 6P(1-2) > 2D:

This is used for Knockdown and leads into Chipp’s FDC Okizeme, which leads back into this combo. Keep in mind that f.S,2S and HS don’t chain into 2D.

  • dash c.S > 6P(1) > c.S > 2D:

A variation of the above combo, just to show that you can easily go back into c.S after 6P.

  • Gatling into 2D, link 41236HS:

OTG Gamma blade allows for some added okizeme options that have to do with the fact that your opponent can air recover out of it, which means you can for example air grab him if you predict it. This is something that should be used sparringly however, since the risk-reward ratio is bad. For stuff you can actually do after the OTG gamma, check the other threads.

  • 6P(1) (CH) > 6HS > [alpha] or [instant air alpha]:

since 6P is such a good poke, you’ll often snuff moves and get a counter hit, which combos into 6HS. the regular alpha is the lower damage option here (but can now be turned into more damage with the forcebreak followup), while instant air alpha generally leads to better damage for less meter.

  • 41236HS or j.D (CH) > dash up > c.S > HS > [air combo] or [IAD j.P > j.D > Alpha Combo]:

a sample combo for what to do after Gamma Blade. the c.S > HS part works on almost everyone. For those where it doesn’t use c.S > f.S or [just c.S] or [just HS] > air combo. The instant airdash combo is again character specific but far superior to regular air combos, since it allows for better extenders via alpha FRC.

  • Dust > j.D > j.D > j.D > j.S > j.HS(2), Beta Blade.

The Bread n Butter Dust Combo since XX. There are much better ones, but it’s easy and works against everyone.

  • Throw, 623D or 236236K:

There is a bug with Chipp’s throw that enables you to combo your opponent normally after it (without the OTG state applying) if you hit him within 4F after the throw. the only way in AC to do this was by using c.S against potemkin, but everybody else wasn’t fat enough for this. Now that Chipp’s 236236K super is faster, this is a legit combo to kill somebody (it only deals about 90 damage though, on average).

Air Combo Theory

  • j.P > j.K > j.S > dj.P > dj.K > dj.S > [tj.S > tj.HS(2)] OR [jump back tj.D]:

This is the most basic air combo that you can use in almost all situations that launch the opponent,the corner pushback can be a problem however. The alternate ender is good if you want to use up the slow shuriken so you have access to the fast one. You can also add a Beta or EX Beta Blade at the end of the combo for added damage, but it’s only generally worth it if it kills, since the j.HS brings you into a better situation (you land earlier). To make this combo as effective as possible, substitute the Ps with K(1) whenever you can, and reduce the number of Ps and Ks in general. A good one would be j.K(1) > S dj.K(1) > S > tj.S,HS(2).

Anti-Air

  • 6P(1) > HS > air combo (for example j.P > j.P > j.K(2) > j.K(2) > j.D > Alpha)

a good anti-air combo if you aren’t sure that your 6P will counter hit.

  • 6P(1) > HS > IAD j.P > j.D > Alpha

this is a harder combo that leads to more damage, but is somewhat character specific. see the other (upcoming) sections for details.

  • 6P(1) (CH), 6HS, air combo

now that 6HS causes ground bounce, you will most likely go into IAD j.P > j.D > Alpha after this, which can be somewhat unreliable since the bounce height depends on both your opponent’s weight and how far up they were when they got hit. better to stick with 6P(1) > HS except if you feel very confident about this.

  • 2HS (CH) > j.S > dj.K(1) > dj.K(1) > dj.S > tj.S > tj.HS(1-2)

works against everyone. rarely used but good in those situations where you have to anti-air in situations where your opponent is right above you. If the j.HS only hits once, chances are you can leave away one of the j.K(1) to make it hit twice for better damage (happens against lightweights).

  • 2HS (CH) > 6HS, air combo:

the same rules apply as for all other 6HS juggle combos they are somehwat specific.

IAA (Instant Air Alpha) Setups

  • against a crouching opponent, chain into HS, IAA

This is the most important setup. The more hits you land before the Alpha (preferably c.S > f.S > 2S > HS), the better, because you will have to travel fruther before you hit your opponent, which is relevant midscreen, since you will end up closer to him this way with an easier relaunch.

  • combo into 236S -> 236S > RC > 6HS, IAA:

the combo described above.

  • dash c.S > f.S > HS > IAA

This only works off of a dash and point blank, meaning you will only ever land this as a punishment combo. The followup can be hard if you hit with this a little delayed use it after a blocked j.HS(1). Samitto uses this mixup a lot.
It only works if your opponent pays you some respect and doesn’t try to jump out after the j.HS(1). To get him to this point, apply the usual j.HS (mix between 1 and 2 hits) and j.2K(only hit hit), land, 2K Okizeme. They should fear getting hit crouching since it allows Chipp to get in some sick damage with IAAs. Once they hold still, you can start using the Wall Dive stuff.

j.HS(1) on Block > Wall Dive [hold 6], airdash back j.HS(1-2), crouch hit

  • c.S > HS > 2369P > ▷,then continue with:
    • c.S > HS > IAD j.P > j.D >Alpha: 140(AB,RO),151(HOS,SL),160(JU,KY,SO,ZA),166(AN,KL,VE),192(MI),206(CH)
    • c.S > HS > j.D > Alpha: 154(HOS,SL), 163(FA,TE), 169(AN,AX,IN,JA,KL,MA), 175(BR), 189(DI), 196(MI),210(CH)
    • c.S > 2S > HS > IAD j.P > j.D > Alpha: 141(PO)
    • against ED & JO: c.S > HS > 2369P ▷ HS > 2369P ▷ c.S > HS > j.D: ED(179), JO(172)
    • against TE: c.S > HS > 2369P ▷ HS > 2369P ▷ c.S > HS > IAD j.P > j.D > Alpha: TE(177)
  • with 25% Tension
    • c.S >HS > 2369P ▷ c.S > HS > 41236K-D ▷ c.S > HS > IAD j.P > j.D > Alpha: 184(HOS),194(FA,JU,SO,TE,ZA)/200(AN,AX,IN,JA,KL,MA,VE)/205(BR)/223(DI)/226(BA)/233(MI)/248(CH)
    • against ABA,KY,RO: c.S > HS > 2369P ▷ c.S > HS > 41236K-D ▷ c.S > f.S > HS > IAD j.P > j.D > Alpha: ABA(169),KY(196),RO(170)
    • against PO: c.S > HS > 2369P ▷ c.S > 2S > HS > 41236K-D > c.S > 2S > HS > IAD j.P > j.D > Alpha: PO(165)
    • against SL: c.S > HS > 2369P ▷ c.S > HS > IAD j.P > j.D > Alpha FRC ▷ 6HS > IAD j.P > j.D > Alpha: SL(169)
    • against SL: c.S > HS > 2369P ▷ c.S > HS > 41236K-D ▷ c.S > HS > IAD j.P > j.D > Alpha: SL(184), harder than the one above

Wall Dive [steep angle], ▷, Combos:

  • against BA, BR, DI, MA, MI:
    • 2D > 236S > dash > j.P > K(1) > K(2) > K(2) > D > Alpha:

106(BR*1), 110(IN*2), 113(MA), 120(DI*2), 128(BA), 131(MI).

  • 1=omit the Alpha;
  • 2= omit one j.K(2).
  • against AX, JA, JU, KL:
    • 2D > 236S (-> 236K), link HS > j.D > Alpha:

125(AX*1,JA*1+2), 136(JU), 142(KL*2).

  • 1=omit 236K; *2= no Knockdown
      • FRC > while falling j.D ▷ c.S > HS > j.D > Alpha: [25% Tension]

202(KL) 195(AX*) *=omit 236K

  • against CH,FA,HOS,SO:
    • 2D > 236S > dash > 5P > j.D > Alpha: 89(HOS),94(FA,SO),120(CH)
      • FRC > while falling j.D ▷ c.S > HS > IAD j.P > j.D > Alpha: [25% Tension] 147(HOS),158(SO),200(CH)
      • FRC > while falling j.D ▷ c.S > HS > j.D > Alpha: [25% Tension] 161(FA)
  • against ED,JU,KY,VE:
    • 2D > 236S -> 236K > HS > 41236K-D ▷ delay c.S > HS > IAD j.P > j.D > Alpha: [25% Tension] 193(JU,KY*) 200(ED,VE) *=delay the Alpha
    • 2D > 236S -> 236K > HS > 41236K-D ▷ delay c.S > f.S > HS > IAD j.P > j.D > Alpha: [25% Tension] 168(RO), 197(KY*) *=no Knockdown
  • against AN,ZA:
  • 2D > 236S -> 236K, link HS > j.D > Alpha: 119(RO), 125(AN*), 136(KY,TE,ZA), 142(ED,VE) *=omit 236K
    • Followup: FRC > while falling j.D ▷ c.S > HS > j.D: [25% Tension] 183(AN*), 186(ZA) *=omit 236K
  • against DI:
    • 2D > 236S > dash > .j.P > j.P > j.K(2) > j.K(2) > j.D: 104
  • against JA:
    • 2D > 236S > d.HS > 41236K-D ▷ c.S > HS > j.D > Alpha: [25% Tension] 194
  • against PO:
    • 2D > 236S -> 236K, link HS, then:
      • IAD j.K(2) > j.D > Alpha: 122
      • 41236K-D ▷ c.S > 2S > HS > IAD j.K(1) > j.D > Alpha: [25% Tension] 170
  • against TE:
    • 2D > 236S > 236K, link HS > 41236K-D ▷ c.S > HS > j.D > Alpha: [25% Tension] 193
  • against AB:
    • 2D > 236S > delay HS > IAD j.P > j.D > Alpha: 102
    • 2D > 236S > HS > 41236K-D ▷ c.S > HS > IAD j.P > j.D > Alpha: [25% Tension] 159 , no Knockdown

Combos by characters

All combos lead to knockdown unless otherwise specified.

vs. Anji

2K > c.S > 2D > 236S -> 236K > 5P > j.P > j.K(2) > j.K(2) > j.D: 82 damage 0% tension Get used to it. Anji outpokes you like crazy and this is the only thing you can convert to from a low. Either this or get guard pointed to death. (Yes, I’m salty.)

c.S > 2D > 236S > HS > j.K(1) > j.K(2) > j.K(2) > j.D: 140 damage 0% tension Corner Only c.S > 2D > 236S > HS j.D > Alpha: 140 damage 0% tension

From jump in (j.S) c.S > 2D > 236S -> 236K , P j.P > j.K(2) > j.K(2) > j.D: 140 damage depending on starter 0% tension Do this combo from D and HS teleport FRCs.

c.S > 2D > 236S delayed HS > 41236K-D > f.S > HS > IAD j.K(2) > j.D: 188 damage 25% tension

c.S > 2D > 236S > HS > 41236K-D > f.S > HS > IAD j.P > j.S > dj.S j.HS j.623S: 200 damage 25% tension: NO Knockdown

Corner Only c.S > 2D > 236S > HS > 41236K-D > c.S > HS > IAD j.P > j.D > Alpha: 195 damage 25% tension

dash c.S > f.S > HS > 236P-D > c.S > HS > IAD j.P > j.S > dj.S j.HS(1) j.623S: 215 damage 25% tension: NO Knockdown

dash c.S > f.S > HS > 236P-D > c.S > HS > IAD j.K(2) > j.D: 203 damage 25% tension

j.D CH ▷ 6HS > IAD j.K(2) > j.D: 114 damage 0% tension

j.D CH ▷ 6HS > 41236K-D > c.S > HS > IAD j.K(2) > j.D: 189 damage 25% tension

Corner Only j.D CH ▷ 6HS > IAD j.K(1) > j.D > Alpha: 130 damage 0% tension

CH 6K 6HS > 41236K-D > c.S > HS > IAD j.K(2) > j.D: 165 damage 25% tension

Corner only 41236HS 6HS > 41236K-D > c.S > f.S > HS > 41236K-D > c.S > HS j.D: 214 damage 50% tension

41236K FRC HS > IAD j.K(2) > j.D: 126 damage 25% tension

vs. Roboky

c.S > 2D > 236S > HS > IAD j.P > j.D > Alpha: 116 damage 0% tension

c.S > 2D > 236S -> 236K, link HS > 41236K-D: 131 damage 25% tension

Corner Only c.S > 2D > 236S (delay + hold 4) HS > 41236K-D > c.S > f.S > HS > IAD j.P > j.D > Alpha: 165 damage 25% tension

j.D CH ▷ c.S > f.S > HS > IAD j.P > j.D > Alpha: 105 damage 0% tension

Corner only j.D CH ▷ c.S > f.S > HS > 41236K-D > c.S > f.S > HS > IAD j.P > j.D > Alpha: 154 damage 0% tension

41236HS 6HS > IAD j.P > j.P > j.D > Alpha: 103 damage 0% tension

(depending on IAD timing it will either knock down with 1 j.P or 2 j.P but if you do the 1 j.P version you either get knockdown or a whiffed > Alpha 2 j.P is better unless you can get the knockdown every time with 1. 2 either gets knockdown or damage)

Corner only 41236HS 6HS > 41236K-D > c.S > f.S > HS > 41236K-D > c.S > f.S > j.D: 175 damage 50% tension

41236K FRC 2S > HS > IAD j.P > j.D > Alpha: 118 damage 25% tension

vs. Jam

c.S > 2D > 236S -> 236K , P j.P > j.K(2) > j.K(2) > j.K(1) > j.D > Alpha: 133 damage 0% tension

Corner Only c.S > 2D > 236S -> 236K , P j.D > Alpha: 133 damage 0% tension

CH j.D dash 6HS > 41236K-D > c.S > HS jump delay j.P > j.K(2) > j.K(2) > j.D > Alpha: 199 damage 25% tension

CH (close or running or corner) 6K 6HS > 41236K-D > c.S > HS jump delay j.P > j.K(2) > j.K(2) > j.D > Alpha: 176 damage 25% tension

CH 6K dash c/f.S > HS > IAD j.P > j.D > Alpha: 96 damage 0% tension

dash c.S > f.S > HS > 236P-D:> Look below

Close trajectory:> c.S > HS jump DELAY j.P > j.K(2) > j.K(2) > j.D: 206 damage 25% tension

Far trajectory:> f.S > HS j.D: 193 damage

41236HS dash 6HS > IAD j.P > j.D > Alpha: 125 damage 0% tension

41236HS far 6HS c.S > HS jump delayed j.P > j.K(2) > j.K(2) > j.D: 180 damage 25% tension

41236D 6HS 6HS > IAD j.P > j.D > Alpha: 162 damage 25% tension

vs. Chipp

c.S > 2D > 236S dash 5P j.P > j.P > j.K(2) > j.K(2) > j.D > Alpha: 145 damage 0% tension

c.S > 2D > 236S -> 236K RC 6HS > IAD j.K(2) > j.D: 201 damage 50% tension

c.S > f.S > HS > 236P-D > c.S > HS > j.P > j.P > j.K(2) > j.K(2) > j.D > Alpha: 252 damage 25% tension

6K CH dash c.S > HS > IAD j.P > j.D > Alpha: 141 damage 0% tension

Corner Only 6K CH > 2S > HS > 41236K-D > c.S > HS j.D > Alpha: 197 damage 25% tension

Corner Only 6K CH > 2S > HS > 41236K-D > c.S > HS > 41236K-D > c.S > HS > IAD j.P > j.D > Alpha: 242 damage 50% tension

(You can do 1 more damage with 6HS > IAD j.K(1) > j.D > Alpha FRC loops, but this way you don’t have to FRC, and 2S is easier to land than 6HS.)

j.D CH ▷ 6HS > IAD j.K(1) > j.D > Alpha: 159 damage 0% tension

j.D CH far 6HS > 41236K-D > c.S > HS > j.P > j.P > j.K(2) > j.K(2) > j.D > Alpha: 239 damage 25% tension

41236HS 6HS > IAD j.K(1) > j.D > Alpha: 160 damage 0% tension

41236D 6HS 6HS > IAD j.K(1) > j.D > Alpha: 204 damage 25% tension

vs. Johnny

c.S > 6P c. >S > 2D > 236S -> 236K, link HS > j.P > j.K(1) > j.K(2) > j.K(2) > j.D: 158 damage 0% tension

c.S > 6P c. >S > 2D > 236S delayed HS > 41236K-D > c.S > HS j.D: 182 damage 25% tension

CH j.D dash c.S > HS > j.P > j.P > j.P > j.K(2) > j.K(2) > j.D: 107 damage 0% tension

c.S > f.S > HS > 236P-D:> Look below:

Close trajectory:> c.S > HS > j.P > j.P > j.P > j.K(2) > j.K(2) > Alpha: 197 damage 25% tension

Far trajectory:> f.S > HS j.D: 187 damage 25% tension

The close trajectory combo is very prone to dropping and I recommend using the simpler one.

41236HS 6HS > IAD j.K(2) > j.D: 111 damage 0% tension

41236HS 6HS > 41236K-D > c.S > HS j.D: 164 damage 0% tension

vs. Ky

c.S > 2D > 236S -> 236K, link HS > j.K(1) > j.K(1) > j.K(2) > j.K(2) > j.D > Alpha: 161 damage 0% tension

c.S > 2D > 236S (delay+hold 4), link HS > 41236K-D > f.S > HS > IAD j.P > j.D > Alpha: 188 damage 25% tension

I find that if you don’t hold back to get that pixel more spacing and delay the HS you won’t get them high enough to hit the IAD j.P. I don’t like this combo.

Against Ky you can always combo c.S > HS to 236P, even standing still if you are point blank. It is very hard to do anything worthwhile for 25% tension against him otherwise so I recommend doing FB Alpha Blade combos on him.

c.S > (f.S) > HS > 236P-D > c.S > HS j.D: 186 damage 25% tension

c.S > (f.S) > HS > 236P-D > c.S > f.S > HS > 41236K-D: 211 damage 50% tension

j.D CH ▷ dash > c.S > f.S > HS > j.K(1) > j.K(1) > j.K(2) > j.K(2) > j.D > Alpha: 130 damage 0% tension

Corner Only j.D CH ▷ c.S > f.S > HS > 41236K-D > c.S > HS j.D: 163 damage 25% tension

Corner Only j.D CH ▷ c.S > f.S > HS > 41236K-D > c.S > HS > 41236K-D > c.S > HS > IAD j.P > j.D > Alpha: 207 damage 50% tension

6K CH dash c.S > f.S > HS > j.K(1) > j.K(1) > j.K(2) > j.K(2) > j.D > Alpha: 110 damage 0% tension

Corner Only 6K CH c.S > f.S > HS > 41236K-D > c.S > HS j.D: 142 damage 25% tension

The 50% j.D CH combo should work with 6K too, but I’m having great difficulty landing it so I can’t be sure.

41236HS > dash > c.S > f.S > HS > j.P > j.K(1) > j.K(2) > j.K(2) > j.D > Alpha: 129 damage 0% tension

41236K FRC > 2S > HS > j.P > j.P > j.K(2) > j.K(2) > Alpha: 138 damage 25% tension

5D > [8] > dj.D ▷ 6HS > IAD j.P > j.K(2) > j.D > Alpha: 123 damage 0% tension

5D > [8] > dj.D ▷ 6HS > 632146HS: 177 damage 50% tension

Works mid screen as well. Just remember to input 8 to initiate homing jump and then 9 to jump forward, or else you will IAD Try to double jump as fast as you can and time the j.D when you are at the top of your jump so you have enough time to land.

vs. Bridget

c.S > 2D > 236S -> 236K , P j.P > j.K(1) > j.K(2) > j.K(2) > j.D > Alpha: 135 damage 0% tension

Corner Only c.S > 2D > 236S -> 236K , P j.D > Alpha: 135 damage 0% tension

Corner Only c.S > 2D > 236S -> 236K RC 6HS > IAD j.P > j.K(2) > j.D > Alpha 177 damage 50% tension

> dash > c.S (f.S) HS > 236P-D > c.S > HS > j.P > j.P > j.K(2) > j.K(2) > j.D > Alpha: 211 damage 25% tension

j.D CH dash c.S > f.S > HS jump delayed j.K(1) > j.K(2) > j.K(2) > j.D > Alpha: 135 damage 0% tension

Corner Only j.D CH dash c.S > f.S > HS 2S > HS > IAD j.K(2) > j.D > Alpha: 185 damage 25% tension

Corner Only 6K CH dash c.S > f.S > HS 2S > HS > IAD j.K(2) > j.D > Alpha: 163 damage 25% tension

41236HS 6HS > IAD j.K(1) > j.D > Alpha: 131 damage 0% tension

41236K FRC 2S > HS > j.P > j.P > j.K(2) > j.K(2) > j.D > Alpha: 144 damage 25% tension

vs. Slayer

(dash 2K >) c.S > 2D > 236S dash 5P j.D > Alpha: (69) 105 damage 0% tension

You CAN do other combos but they are prone to dropping.

c.S > 2D > 236S > HS > 41236K-D 2S > HS > IAD j.P > j.D > Alpha: 177 damage 25% tension

c.S > f.S > HS > 236P-D > c.S > HS > IAD j.P > j.D > Alpha: 190 damage 25% tension

6K/j.D CH ▷ 2S > HS > IAD j.P > j.D > Alpha: 90/106 damage 0% tension

6K/j.D CH ▷ 2S > HS > IAD j.P > j.D > Alpha FRC 6HS > IAD j.P > j.K(2) > j.D > Alpha: 124/141 damage 25% tension

Above 6K/j.D combos are more reliable, below are more damage.

6K/j.D CH ▷ 6HS > IAD j.P > j.K(2) > j.D > Alpha: 99/118 damage 0% tension

6K/j.D CH ▷ 6HS > 41236K-D > c.S > HS > IAD j.P > j.D > Alpha: 157/178 damage 25% tension

41236HS > dash > 6HS > IAD j.P > j.K(2) > j.D > Alpha: 118 damage 0% tension

41236HS > dash > 6HS > 41236K-D > c.S > HS > j.K(1) > j.K(1) > j.K(2) > j.K(2) > j.D > Alpha: 165 damage 25% tension

41236K FRC HS > IAD j.P > j.D > Alpha: 123 damage 25% tension

vs. Testament

dash > (2K) > c.S > 2D > 236S -> 236K, link HS > j.K(1) > j.K(1) > j.K(2) > j.K(2) > j.D > Alpha: (101) 161 damage 0% tension

c.S > 2D > 236S > HS > 41236K-D > f.S > HS > IAD j.P > j.K(2) > j.D: 182 damage 25% tension (wonky oki, sometimes testa flies to the other direction.)

c.S > f.S > HS > 236P-D > c.S > HS > IAD j.P > j.D > Alpha: 200 damage 25% tension

Works anywhere.

6K/j.D CH ▷ 2S > HS > IAD j.P > j.D > Alpha: 93/112 damage 0% tension

6K/j.D CH ▷ 2S > HS > IAD j.P > j.D > Alpha FRC 6HS > IAD j.P > j.K(2) > j.D > Alpha: 132/153 damage 25% tension

You might have to delay the 6HS to get proper bounce height.

Works midscreen only, less reliable.

    • 6K/j.D CH ▷ 6HS > IAD j.P > j.K(2) > j.D > Alpha 106/124 damage 0% tension

6K/j.D CH ▷ 6HS > 41236K-D > c.S > HS > j.P > j.P > j.K(2) > j.K(2) > j.D > Alpha: 166/187 damage 25% tension

41236HS > dash > 6HS > IAD j.P > j.K(2) > j.D > Alpha: 126 damage 0% tension

41236HS > dash > 6HS > 41236K-D > c.S > HS > j.P > j.K(1) > j.K(2) > j.K(2) > j.D > Alpha: 175 damage 25% tension

41236K FRC > HS > j.P > j.P > j.K(2) > j.K(2) > j.D: 124 damage 25% tension

vs. Zappa

dash > (2K) > c.S > 2D > 236S -> 236K, link HS > j.K(1) > j.K(1) > j.K(2) > j.K(2) > j.D > Alpha: (101)161 damage 0% tenson

Corner Only (dash 2K) > c.S > 2D > 236S > HS j.D > Alpha: (90)135 damage 0% tension

c.S > 2D > 236S > delayed HS > 41236K-D > f.S > HS > IAD j.P > j.D > Alpha: 187 damage 25% tension

c.S > f.S > HS > 236P-D > c.S > HS > IAD j.P > j.D > Alpha: 200 damage

6K/j.D CH ▷ 2S > HS > IAD j.P > j.D > Alpha: 93/112 damage

6K/j.D CH ▷ 2S > HS > IAD j.P > j.D > Alpha FRC 6HS > IAD j.P > j.K(2) > j.D > Alpha: 132/153 damage 25% tension

vs. Millia

(2K) > c.S > 2D > 236S > j.P > j.K(1) > j.K(2) > j.K(2) > j.D > Alpha: (92)147 damage 0% tension

c.S > 2D > 236S -> 236K > RC > 6HS > IAD j.K(1) > j.D > Alpha: 201 damage 50% tension

41236HS > dash > 6HS > IAD j.K(1) > j.D > Alpha: 149 damage 0% tension

41236HS > dash > 6HS > 41236K-D > c.S > HS > j.P > j.P > j.K(2) > j.K(2) > j.D > Alpha: 205 damage 25% tension

Corner Only 5D > [8] > dj.D ▷ j.P > j.K(2) > j.K(2) > j.D > Alpha: 105 damage 0% tension

vs. Ino

(dash 2K >) c.S > 2D > 236S > j.P > j.P > j.K(2) > j.K(2) > j.D > Alpha: (76)121 damage 0% tension

c.S > 2D > 236S -> 236K RC 6HS > IAD j.P > j.K(2) > j.D > Alpha: 174 damage 50% tension

dash c.S > f.S > HS > 236P-D > c.S > HS > j.P > j.P > j.K(2) > j.K(2) > j.D > Alpha: 207 damage 25% tension

41236HS > dash > 6HS > 41236K-D 2S > HS > j.P > j.P > j.K(2) > j.K(2) > j.D > Alpha: 180 damage 25% tension

vs. Faust

c.S > 2D > 236S > j.P > j.K(1) > j.K(2) > j.K(2) > j.D > Alpha: 124 damage 0% tension

j.D CH 5K HS > IAD j.P > j.D > Alpha: 100 damage 0% tension

vs. Justice

c.S > 2D > 236S > j.P > j.P > j.K(2) > j.K(2) > j.S > dj.P > dj.P > dj.K(2) > dj.K(2) > j.D > Alpha: 117 damage 0% tension

c.S > 2D > 236S > j.P > j.P > j.K(2) > j.K(2) > j.S > dj.P > dj.P > dj.K(2) > dj.K(2) > dj.S > tj.P > tj.P > tj.K(2) > tj.D > Alpha: 122 damage 0% tension (kind of iffy combo, easy to drop or not be able to hit last alpha blade)

c.S > 2D > 236S > HS > j.K(1) > j.K(2) > j.K(2) > j.D > Alpha: 146 damage 0% tension, Knockdown.

dash c.S > 6P(1) > c.S > 2D > 236S -> 236K, link HS > j.D > Alpha: 160 DMG, Knockdown.

c.S > 2D > 236S > HS > j.K(1) > j.K(2) > j.K(2) > j.D > Alpha: 146 damage 0% tension

    • c.S > 2D > 236S > HS > 41236K-D HS > IAD j.P > j.D > Alpha 181 damage 25% add delayed f.S or 2S before HS for harder combo and 8 more damage

dash c.S > f.S > HS (or standing c.S > HS) 236P-D delay until near ground HS > IAD j.P > j.D > Alpha: 193 damage 25% tension

dash c.S > f.S > HS > 236P-D HS > 41236K-D > c.S > HS > IAD j.P > j.D > Alpha: 232 damage 50% tension Situational with back towards corner

IAD loops vs standing Justice

If she is hit while standing, go for this combo: gatling into HS > IAD j.P > j.S > j.HS(1) ▷ …
Example combos for the HS > IAD j.P link:

  • c.S > f.S > 2S > HS > IAD j.P > j.S > j.HS(1) ▷ c.S > HS > IAD j.P > j.S > j.HS(1) ▷ then:
    • c.S > 2D 179 damage, Knockdown.
    • c.S > HS > IAD j.P > j.D: 185 Damage, Knockdown.

The combo above is generally better because you have more time for Okizeme.

Keep in mind that it’s better to have a long chain in the beginning. If it’s too short, you might end up crossing up Justice by accident with the air dash.

Burst safe combos vs. everybody except SO, HOS

These combos cannot be bursted if they are in the corner and you space the 6HS properly.

  • near corner CH j.D > 6HS > 632146HS: 182 damage (on JU) 50% tension
  • CH j.D > dash > 6HS > 632146HS: TE, RO, JO, CH, KL, BR outside of the corner. Can possibly connect on more but I wouldn’t attempt it since j.D usually doesn’t hit at optimal height to utilize this.
  • 41236HS > dash > 6HS > 641236HS: about 180 damage 50% tension

Video Examples


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