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Combo Notation Guide | Character Name Abbreviations | |||||||||
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Character Specifics
Character | Weight | IOH j.K > xx | 5K > 6{P} corner | 6{P} > 236S FRC > 6[H] | Moves vulnerable to 214P~D | Comments |
---|---|---|---|---|---|---|
A.B.A | Heavy | j.214S(1) | No | Yes, 1F | - | - |
Anji Mito | Mid | j.214S(1), no delay | Yes, needs dash 5K | No | - | - |
Axl Low | Mid | j.S / j.214S(1) | No | Yes, 1F | - | - |
Baiken | V.Light | j.S / j.214S(1) | No | Yes | - | - |
Bridget | V.Light | No | Yes | Yes | - | - |
Chipp Zanuff | Mid | j.214S(1) | Yes, needs dash 5K | Yes, 1F | - | - |
Dizzy | Light | j.214S(1) | No | Yes | - | - |
Eddie | Mid | Nothing | Yes | Yes, 1F | - | - |
Faust | Mid | Whiff | Yes | Yes | - | - |
I-No | Light | j.214S(1) | No | Yes | - | - |
Jam Kuradoberi | V.Light | j.214S (1) | Yes | Yes | - | - |
Justice | Light | j.214S / j.S | Yes, needs dash 5K | Yes | - | - |
Johnny | Heavy | j.S / j.214S(1) | No | Yes | - | - |
Kliff Undersn | V.Light | Whiff | Yes | Yes | - | - |
Ky Kiske | Mid | j.214S(1) | No | Yes, 1F | - | - |
May | V.Light | Nothing | Yes | Yes | - | - |
Millia Rage | Light | Whiff | Yes | Yes | - | - |
Order-Sol | Mid | j.S / j.214S(1) | Yes, needs dash 5K | Yes, 1F | - | - |
Potemkin | V.Heavy | j.214S / j.S | Yes | No | - | - |
Robo-Ky | V.Heavy | ??? | Yes, needs dash 5K | No | - | - |
Slayer | Heavy | j.S / j.214S(1) | Yes, needs dash 5K | No | - | - |
Sol Badguy | Mid | j.S | No | Yes, 1F | - | - |
Testament | Mid | j.214S / j.S | Yes, needs dash 5K | No | - | - |
Venom | Mid | j.S / j.214S(1) | Yes | Yes | - | - |
Zappa | Mid | No | Yes, needs dash 5K | Yes | - | - |
Combo List
Note: This page is currently under construction!
- Reminder: [x] means full charge, {x} means partial charge.
- Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
- Entries listed in parenthesis are optional or situational.
Basic Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
(5P/2P/2K) > c.S > 2D > Taunt | any | 73 | ?? | all | Very Easy | Simple midscreen combo that sets up Taunt oki | link |
((dash) 5P/2P/2K) > c.S > 5H/2H > 214S ▷ ((dash) 2S 236S) | any | 158 | ?? | all | Easy | Universal corner carry combo. Worse oki than above combo | link |
(5P/2P/2K) > c.S > (5H/2H) > 214S ▷ (dash) 2S > 236S FRC > (dash whiff 214K) > dash 5K > c.S > Taunt |
midscreen - corner | 168 | ??-25 | all | Easy | Corner carry with meter for Taunt oki. Use 214K when far enough that it will whiff and give Kliff time to link 5K | link |
f.S > 2H > (2D) | any | 75 | ?? | all | Very Easy | Combo damage from max range f.S poke. Confirm that you're close enough for KD if you go for 2D | link |
(f.S) > 2H > 236236H | any | 151 | ??-50 | all | Very Easy | Super confirm from (f.S) 2H at max range. Pushes them back to the wall | link |
(IAD j.K > j.S) > j.H (launch) ▷ dash j.K > j.S > dj.H > j.41236S - ender | any | ~180 | ?? | all | Easy | common followup to an IAD mixup or random launched j.H | link |
Corner Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
(c.S/f.S) > 5H > 214S , 2S > 236S | anywhere | 169 | ?? | all | Very Easy | Easy-peasy corner combo for decent damage | |
j.D ▷ dash j.K > j.S > dj.H > j.41236S ▷ (dash) 2S 236S | near corner | 187 | ?? | all | Easy | meterless, moderate damage punish and j.D followup. Good to note if you score a hit | |
6H > 214S, (dash) 2S > 236S | anywhere | 175 | ?? | all | Very Easy | good meterless followup if you manage to hit with a raw 6H, or can't score anything better post-dizzy | |
j.41236S ▷ 2S > 236S FRC > IAD j.H ▷ dash j.K > j.S > dj.H > j.41236S > Ender | near corner | 215 | -25 | all | Easy | Good damage combo out of a quick overhead for only 25% meter. Opting to end with the j.41236S gives you a safejump setup | |
j.41236S ▷ 2S > 236S FRC > IAD ▷ dash 5K > 6{P} > 236S FRC > 6[H] > 214K ▷ Ender (usually 2S 236S) | near corner | ~270 | -50 | FA, ED, JA, VE, TE, KL, JU | Medium | Good damage combo out of a quick overhead for only 25% meter. Opting to end with the j.41236S gives you a safejump setup |
Throw Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
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Throw, Dash > 2S > 236S (FRC > 214K) | Anywhere | 92 (107) | ?? | All | Very Easy | Meterless universal easy damage in corner. Use FRC midscreen to corner carry and chase | |
Throw, Dash > 2S > 214K | Near corner | 81 | ?? | All except JO | Very Easy | Meterless almost universal combo that trades a little damage for better oki | Video |
Throw, 2S > 214K, 2S > 236S | Near corner | 115 | ?? | AB, AX, BA, BR, CH, IN, KY, MI, SL, SO, TE, ZA | Easy to Hard | High damage meterless. Depending on character, the link timings range from lenient to 1 frame. Inputting a slow first link typically causes the second link to become harder or impossible | Video |
Throw, Dash > 2S > 214K, 2S > 236S | Near corner | 121 | ?? | KL | Hard | High damage meterless vs Kliff. First link is very lenient, second is 1 always frame | |
Throw, Dash > 2S > 236S FRC > 214P~D | Near corner | 96 | -50 | All | Easy | Almost guaranteed stun on most of the cast. AB, PO and RO won't consistently be stunned unless their stun gauge is already high | Video |
Enders
Multiple ways to end combos marked "enders" (usually with a pickup of OTG 2S) . These vary in utility, to damage, corner carry, oki, etc.
- From Post 214s/j.41236s/236236h corner knockdowns:
Combo + Setup | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
2S > 236S, dash 236P (meaty) | any | base | ?? | All | Very Easy | The most basic oki setup. Meaty 236P has an absurd number of active frames and they're all plus | |
2S > 236S FRC > dash 5K > slight delay c.S > Taunt (meaty) | any | base | ?? | All | Very Easy | Strong projectile oki setup. The kana/letters from the taunt will bounce in succession and cause staggered blockstun if you space it far enough. Lets you set up a fuzzy or some other kind of mixup. Make sure to cancel the Taunt into FD or another move to cut its recovery short | |
2S > 236S, dash jump forward, falling j.H taunt (meaty) | any | base | ?? | All | Very Easy | Jumping oki setup. Note that without an FRC, you cannot score a safejump. May not be respected if the opponent has a reversal. | |
2S > 236S FRC, > (j.41236S) 66 jump forward, falling j.S/H taunt (meaty) |
any | base | ?? | All | Very Easy Medium |
Safejump setup. Very useful for baiting a reversal or setting up a fuzzy | |
2S > 236S FRC > IAD j.D ▷ c.S > Taunt (meaty) | any | base | -25 | All | Very Easy | One of the most damaging meaty Taunt oki setups. | |
2S > 236S > 2S > 236236H (max damage) | any | base | -50 | All | Easy | Scores high damage due to Reflex Roar's high base value. Doesn't score as much time for oki, but still can based on height due to wallstick | |
2S > 236236H > 2S > 236S (max damage) | any | base | -50 | All | Easy | Similar to above. Means of converting off of Super. | |
2S > (236S FRC > 2{H}<<>> ) x N | any | base | -25 x N | All | Easy | 2{H} Loop. Adds a good amount of damage and is pretty burst safe if spaced properly. | |
2S > 236p > link rising j.p > j.214s > land, link (66) 2s > 236s | corner | base | ?? | Chipp, Sol, HOS only | Easy | Consistent combo extension on these 3 characters builds meter and does additional damage, worth learning | |
dash jump falling deep j.s (meaty, sets up fuzzy) | any | base | -25 x N | All | Easy | Okizeme in place of OTG ender |
Full Charge 6H
Kliff's fully charged 6H does an obscene 200 damage. It's very possible to combo into this starting from outside of the corner, but doing so requires some awareness and generally tight timing. Some examples are provided below, before the corner punish combos:
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
IAD j.K > j.S > j.H (launch) ▷ 66 5K > 6{P} > 236S FRC > 6[H] > Ender | ~60% of the way to the corner. | ~270 | -25 | Most non lightweights, TBD | Hard | High damage midscreen conversion | link |
Corner Ver. IAD j.K > j.S > j.H (launch) ▷ 66 5K > 6{P} > 236S FRC > 6[H] > Ender | Near Corner | ~280 | -25 | AN, ED, FA, JA, JU, VE, TE | Medium | High damage corner conversion which is character specific | |
IAD j.K > j.S > j.H (launch) ▷ IAD j.K > j.S > j.H ▷ 66 5K > 6{P} > 236S FRC > 6[H] > Ender | At least halfway to the corner | ~270 | -25 | Most non lightweights, TBD | Hard | Simliar damage to above, but works from farther away from the corner | link |
IAD j.K > j.S > j.H (no launch) ▷ 5K > 8j.S > j.H > j.236D, airdash > falling j.H > 66 5K > 6{P} > 236S FRC > 6[H] > Ender | midscreen | ~270 | -50 | Most non lightweights, TBD | Hard | High damage midscreen conversion | link |
j.41236S ▷ dash 2S > (5H) > 236P FRC > 66 6{P} > 236S FRC > 6[H] > Ender | near corner | ~265 | -50 | All (RK, AB, PO require 5H after the 2S) | Hard | High damage tk. Plummet conversion. | |
j.D ▷ (66 c.S), delay 2S (5H) > 236P FRC > 66 6{P} > 236S FRC > 6[H] > Ender | near corner | ~275 | -50 | All (RK, AB, PO require 5H after the 2S) | Hard | Similar to above, high damage conversion off of corner j.D. Does not require dash c.S against SO, OR, (TBD) | |
Corner Ver. IAD j.K > j.S > j.H (no launch) ▷ dash c.S > delay OTG 2S > 236P FRC > 6H > delay 214K > Ender | midscreen | ~260 | -50 | Most non lightweights, TBD | Medium- Very Hard |
Higher cost, more universal, high damage corner conversion |
Punish Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
6P/6{P}/6[P] > 236S, 66 5K > c.S > delay 2S > 236S (> tk.214S) | Corner | 183(202) | ?? | All except PO, RO, AB | Medium | High damage meterless corner combo with a good amount of time for oki. The tk.214S is useful, but not necessary. Uncharged 6P > 236S will connect against most midweights (TBD) |
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6{P} > 236S, dash 5K > 6{P} > 236S FRC > 6[H], 214K ▷ ender (usually 2S 236S). | Corner | ~350 | ?? | FA, ED, JA, VE, TE, KL, JU | Medium | Easier high damage, character specific, corner punish combo | |
(j.D) > 5K > 6{P} > 236S FRC > [6H], 214K ▷ Ender | Corner | ~340 | ?? | FA, ED, JA, VE, KL, JU | Medium | Easier variation of above | |
6{P} > 236S, dash 5K > 6{P} > 236S FRC > 6[H] > 214K ▷ Ender | Corner | ~300 | -25 | all | Very Hard | Varies in difficulty based on weight class. Lightweights are the easiest on. Midweights are very difficult, and the 236S must be FRC'd on the first frame and immediately buffered into 6[H] | |
6{H} 236S FRC IAD j.H ▷ 66 j.K j.S (dj.S j.H / dj.H) j.41236S - Ender | Near corner | ~260 | -25 | all | Medium | Only works if the opponent doesn't shake out of 6{H} stagger fast enough, but the FRC will at least keep you safe otherwise | |
6{P} > 236S FRC > 6[H] > (delay) 236S FRC > (66) 6[H] > (delay) 214K ▷ Ender | Corner | ~430 | -50 | all except PO, AN, SL, TE, RO) | Very Hard/ Hard |
Hail Mary ToD combo from an FB Chop setup. The first 6[H] has a two frame window between it and the FRC. The second 236S must be delayed against SO, MA, CH, FA, JA, SL, AB, OR, KL, JU & TBD. The 214K must be delayed against MA, TBD |
link 5K Ver |
6{P} > 236S FRC > 6[H] > (delay) 214K ▷ Ender | Corner | ~400 | -25 | MI, BA, IN | Hard | These three are too light for another 236S out of 6[H]. Delay the 214K as long as possible, otherwise they'll be able to tech out |
Dust Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5D 8 > j.S > j.H 9 > j.S > j.H > 41236S (▷ Ender) | Anywhere | 143 | All | Easy | |||
5D 8 > j.H 9 > 41236S ▷ 2S > 236S FRC > Dash > 214P~D | Corner | 146 | -50 | All | Medium | Stun combo |
Impossible Dust Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5D8 > j.P > j.H ▷ 669j.K > j.S > JC > j.H > j.41236S | ? | ? | ? | ? | Medium | ? | |
5D8 > j.P > j.H ▷ 669j.S > JC > j.S > j.H > j.236D > j.H ▷ 669j.K > j.S > JC > j.H > j.41236S | ? | ? | -25 | ? | Medium | ? | |
5D8 > j.P > j.H ▷ j.S > jC > j.S > j.H > j.236D > (j.H) ▷ (66) > 5K > JC > j.H > j.236D > AD > j.H > j.41236S | ? | ? | -50 | ? | Medium | ? | |
5D8 > delay FD > delay j.H ▷ (66) > 5K > 6{P} > 236S FRC > 6[H] > delay 236S FRC > 6[H] > 214K > 2S > 236S | ? | ? | -50 | ? | Medium | ? | |
5D8 > IAD > j.H ▷ 669j.K > j.S > JC > j.H > j.41236S > (66 > 2S > 236S) | ? | ? | ? | Does not work on Anji, Eddie, Millia, Hos, or Venom | Medium | ? | |
5D8 > IAD > j.H ▷ 6{P} > 236S FRC > [wavedash]x2 > 214P~D | ? | ? | ? | Does not work on Anji, Eddie, Millia, Hos, or Venom | Medium | ? |
Meme Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
236S FRC > Taunt > 236S FRC > 236S FRC > 236S FRC > Taunt > 236S | Corner | ~210 | -100 | all | Easy | Well meme'd | https://mobile.twitter.com/guiltyjake/status/1336859192422854656 |
Old Forum Combo Transcriptions
Combos
- <corner> Throw/Airthrow (dash) 2s 236s FRC dash 214p~d (will dizzy most of the cast) - <corner> Throw/Airthrow 2S 236S FRC IAD j.H |> dash j.K j.S (j.S) dj.H j.41236s - ender - 5d j.S j.H Homing jump (delay) j.S j.H j.41236s - ender - (dash forward, blocked deep j.S) dj.K j.S j.H |> dash j.K j.S dj.H j.41236s - ender (combo from fuzzy guard) - j.|> j.S j.H j.236D |> (dash) 5P/5K c.S taunt - 2D 236P FRC IAD j.S j.H j.S j.236D j.41236S
Post-Dizzy combos
- <Corner> [6P] 236S dash 5K {6P} 236S FRC [6H] 214k - ender (usually 2S 236S). ~300 damage (Works on Faust, Eddie, Jam, Venom, Kliff, Justice) - <Corner> 5K {6P} 236S FRC [6H] > (Works on Anji, Testament, Slayer, Order Sol, TBD) -214K |> 2S 236S/ender ~280 damage. -(delay) 236S FRC [6H] 214K |> 2S 236S/ender. ~380 damage (Delay necessary against Testament, Slayer, Order Sol, TBD) - <Corner> [6P] 236S FRC [6H] (delay) 236S FRC (dash) [6H] ~400 damage. (Works against everybody except Pot, Anji, Slayer, Testament, Robo) (The second 236S must be delayed against Sol, May, Chipp, Faust, Jam, Slayer, ABA, Order Sol, Kliff, Justice, TBD) (214K must be delayed against May, TBD) - <Corner> [6P] 236S FRC [6H] (delay) 214K FRC |> 2S 236S/ender ~400 damage (variation on Millia, Baiken, Ino) - {6H} 214S 2S 236S
Mid-screen:
Normal Starters
- 2k c.s 2d 236p FRC IAD j.s j.h j.214s? - 2h 236236h - 2h CH 236p - IAD j.k j.s j.h dash j.k j.s dj.h j.41236s - ender (also works when doing airdash mixup - j.s j.h starter) - j.h (launch, far) j.s j.h j.214s? - j.h (launch, far) j.s j.h j.236d x N - 5h CH (air hit) 2s 236s/5h - (...) 236236h 214k (whiff)
Throw Starters
- Throw dash 2s 5h (sets up mixup) - Throw dash 2s 5h 623h (max damage, meterless) - Throw dash 2s 5h 236236h (max damage, 50%) - Throw dash 2s 236s 6frc6 214k dash 5k sj.h j.41236s (usually corner carries, character specific) http://www.youtube.com/watch?v=z19Ha1tnZ8&t=16m13s
Special Starters
- 236p CH 2d
Force Break Starters
- j.236d 2s 5h - j.236d 2s 236s
Overdrive Starters
-236236h frc 214k whiff - ender -632146h 2s xN (Potemkin, Roboky)
Near-Corner:
Corner carry stuff
- (...) 236236h FRC 214k - (...) 236236h FRC 214k (whiff) - ender - (...) 2s 236s FRC 214k - (...) 2s 236s FRC 214k (whiff) - ender
Corner:
Throw Starters
- Throw - ender - Throw 2s 236s FRC IAD j.h land dash j.k j.s dj.h j.41236s - ender
Special Starters
- 214s/j.214s 2s 236s FRC IAD j.h land dash j.k j.s dj.h j.41236s - ender (character specific, works on Sol, more tbd) - 214s/j.214s - ender - 236s FRC IAD j.h land dash j.k j.s dj.h j.41236s - ender - 236s 236236h?
Overdrive Starters
- 236236h - ender
Combo Theory
Universal Kliff Impossible Dust starters:
5d8,9 j.p j.h 5d8,9 j.k j.h 5d8 9, falling j.h 5d8 immediate FD j.p j.h 5d8 immediate FD j.k j.h 5d8 immediate FD j.s j.h 5d8 slight delay FD slight delay j.h
combos will vary but can look like the following: 5d8,9 j.p j.h, land 669 j.k j.s jc j.h j.41236s 5d8,9 j.p j.h, land 669 j.s jc j.s j.h j.236D falling j.h land 669 j.k j.s JC j.h j.41236s (25 meter) 5d8,9 j.p j.h, land 669 j.s jc j.s j.h j.236D (falling j.h, optional, not needed if youre too far from invisible wall) land (66) 5k JC j.h j.236d AD j.h j.41236s (50 meter) 5d8 slight delay FD slight delay j.h (66) 5k 6{p} 236s FRC, immediate 6[h] slight delay 236s FRC 6[h] 214k OTG 2s 236s (50 meter, probably kills them)
midscreen 5d IAD j.h is character specific, works on...
Easy:
A.B.A. Axl Bridget Faust I-no Ky Potemkin Robo-Ky Slayer Testament Zappa
Intermediate:
Chipp Kliff Jam Johnny (works from spaced 5d only) May
Difficult (AKA not worth it):
Baiken Dizzy (immediate 5d IAD j.h only) Justice Sol
Doesn't work:
Anji, Eddie, Millia, Order Sol, Venom
Full 5d8 IAD combo will be one of the following:
5d8 IAD j.h (you can delay the "IAD" from the homing jump to get some additional height): land, 669 j.k j.s JC j.h j.41236s optional 66 2s 236s 5d8 IAD j.h land 66 delay 5k 6{p} 236s (FRC etc) 5d8 IAD j.h land 6{p} 236s FRC wavedash x2, 214p~d (stuns)
Video Examples