|notes = You can be approximately up to a backdash away from the opponent to be able to dash {{clr|S|c.S}}
|notes = '''Mana: 16%''' <br>You can be approximately up to a backdash away from the opponent to be able to dash {{clr|S|c.S}}
|video =
|video =
|recipePC =
|recipePC =
Line 581:
Line 581:
|worksOn = Ky
|worksOn = Ky
|difficulty = Medium
|difficulty = Medium
|notes = • Wallbreak combo to use if you're too far away to dash {{clr|S|c.S}}
|notes = '''Mana: 24-32%''' <br>• Wallbreak combo to use if you're too far away to dash {{clr|S|c.S}}
• {{MMC|input=Howling Metron}} can be used instead of Screamer, but doesn't let you time to Recover Mana before wallbreak, and makes the dash before {{clr|H|5H}} mandatory<br>
• {{MMC|input=Howling Metron}} can be used instead of Screamer, but doesn't let you time to Recover Mana before wallbreak, and makes the dash before {{clr|H|5H}} mandatory<br>
• Will sometimes not wallsplat if you weren't close enough throughout the combo
• Will sometimes not wallsplat if you weren't close enough throughout the combo
Line 597:
Line 597:
|worksOn = Ky
|worksOn = Ky
|difficulty = Medium
|difficulty = Medium
|notes = • This one can be used from even further away
|notes = '''Mana: 28%''' <br>• This one can be used from even further away
• However, if you're close enough, you can tap Recover Mana after Bookmarking from Delayed HM
• However, if you're close enough, you can tap Recover Mana after Bookmarking from Delayed HM
|video =
|video =
Line 612:
Line 612:
|worksOn = Ky
|worksOn = Ky
|difficulty = Easy
|difficulty = Easy
|notes = If HM MS doesn't wallsplats, it's because you used it too soon and all of the cubes did not connect
|notes = '''Mana: 32%''' <br>If HM MS doesn't wallsplats, it's because you used it too soon and all of the cubes did not connect
|video =
|video =
|recipePC =
|recipePC =
Line 626:
Line 626:
|worksOn = Ky
|worksOn = Ky
|difficulty = Easy
|difficulty = Easy
|notes = Similar to previous combos, but simply uses Howling Metron instead
|notes = '''Mana: 24%''' <br>Similar to previous combos, but uses Howling Metron instead
|video =
|video =
|recipePC =
|recipePC =
Line 640:
Line 640:
|worksOn = Ky
|worksOn = Ky
|difficulty = Easy
|difficulty = Easy
|notes = Similar to previous combos, but simply uses Screamer instead
|notes = '''Mana: 32%''' <br>Similar to previous combos, but uses Screamer instead
Numbers represent direction on a keyboard numpad. For example, + becomes 236P.
> = Proceed from the previous move to the following move.
▷/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
Basic combos are simple combos with the fewest requirements and conditions possible. They:
Work against every, or almost every, character in the game
Can be performed from most positions in the play area
Require few adjustments, and if any are required they are simple
Core Combos
Core combos balance potency with consistency. They:
Work against most characters of a selected weight or hurt box type
May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
Are expected to be consistently performable by most intermediate and advanced players who main the character
Combo Theory
Using resource-managing moves during combos
Due to BookmarkGuardStartup7RecoveryTotal 28Advantage-, Recover ManaGuardStartup13RecoveryTotal 25 (No Hold)Advantage- and Change Test CaseGuardStartup2RecoveryTotal 28Advantage- having almost the same total duration, they are mostly interchangeable during combos. An exception to this is when Asuka cancels Bookmark into one of them. That is because Bookmark can be canceled into itself or the other two moves, while Recover Mana and Change Test Case can't be cancelled into anything.
What to do after a Wall Splat
Asuka can generally use one of the three resource-managing moves right before breaking the wall. Due to 5HGuardAllStartup15Recovery29Advantage-13 being 10 frames faster and having more range, it can always be used to break the wall instead of 6HGuardHighStartup25Recovery25Advantage-13. You don't lose much damage doing so, and it makes it easier to break the wall right after Bookmark, Recover Mana, or Change Test Case. 632146P/KGuardAll [Guard Crush]Startup6+1RecoveryTotal 32Advantage+36 [+47] being even faster than 5H, Asuka can always use it to break the wall. The extra damage is often minimal, but it gives a better knockdown.
Spells in combos
The Howling Metrons Delayed Howling MetronGuardAll [Guard Crush]Startup21RecoveryTotal 54Advantage+22 [+33] is one of the easiest spells to combo from. Asuka can generally use two resource-managing moves after it before continuing the combo. It has a slower startup The time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame. though, so it can't be used it from every starter.
On the other hand, Howling MetronGuardAll [Guard Crush]Startup11RecoveryTotal 39Advantage+5 [+16] is fast enough to combo from almost anything, but it will rarely leave enough time to use any resource-managing move after. Howling Metron MS ProcessingGuardAll [Guard Crush]Startup16, 21, 26RecoveryTotal 49Advantage+10 [+21] is right in the middle. Asuka can generally use one resource-managing move after it.
Screamer Metron Screamer 808GuardAll (Guard Crush)Startup12RecoveryTotal 34Advantage+16 sends the opponent fullscreen, limiting its use for combos midscreen. However, it causes a Wall Bounce, allowing Asuka to Bookmark and continue the combo in the corner.
Low vs Overhead: Terra Metron vs Accipiter Metron Terra MetronGuardLow (Air: All)Startup16RecoveryTotal 45Advantage+4 has less recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. and seems to launch the opponent higher than Accipiter MetronGuardHighStartup19RecoveryTotal 48Advantage+4, making it easier to combo from, especially as a starter.
Combo List
All damage values are tested on Ky at full health with the R.I.S.C Level at 0 unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
This list is meant for actual combos, not for frame traps, blockstrings, or mixups. (If the combo itself allows to set them up afterwards, it is mentioned in the "Notes" field).
The difficulty is ranked on a scale of 1 to 5 (Very Easy, Easy, Medium, Hard and Very Hard) based on various factors (cancel leniency, link timings, special techniques, range consistency, etc).
Mana: 36% Depending on how high the opponent is when c.S connects, you may have to delay 2S. The higher they are, the more delay.
1.26
AA 5P > Delayed Howling Metron > Bookmark, dash c.S, c.S > 2H > Metron Screamer 808GuardAll (Guard Crush)Startup12RecoveryTotal 34Advantage+16 (WS) > Bookmark > dash 5H
Round Start/Midscreen
162
Ky
[3] Medium
Mana: 36% If they're not high enough at the start, you'll have to replace the second c.S by a 2S, but it will not Wall Splat without an additional spell. Much easier to do on CH.
1.26
6P
Combo
Position
Damage
Works on
Difficulty
Notes
Video
Recipe
Ver
??
Kick Starters
5K
Combo
Position
Damage
Works on
Difficulty
Notes
Video
Recipe
Ver
??
2K
Combo
Position
Damage
Works on
Difficulty
Notes
Video
Recipe
Ver
??
6K
Combo
Position
Damage
Works on
Difficulty
Notes
Video
Recipe
Ver
??
Slash Starters
c.S
Combo
Position
Damage
Works on
Difficulty
Notes
Video
Recipe
Ver
c.S > 2H, 5K > 6H
Away from corner
125
Ky
[1] Very Easy
Manaless combo, ending in a hard knockdown that gives you time to replenish resources
Mana: at least 8% Similar to the previous combo, but uses a spell and breaks the wall. You want to hit with 5K as soon as possible to keep the opponent high in the air.
Delayed Howling Metron can be replaced by:
Howling Metron MS ProcessingGuardAll [Guard Crush]Startup16, 21, 26RecoveryTotal 49Advantage+10 [+21], but you'll get f.S instead of c.S, which might break the wall before 5H connects
Metron Screamer 808GuardAll (Guard Crush)Startup12RecoveryTotal 34Advantage+16, but it will Wall Splat immediately
Howling MetronGuardAll [Guard Crush]Startup11RecoveryTotal 39Advantage+5 [+16], but you won't have the time to Bookmark.
Mana: 16% If you don't use Screamer fast enough, f.S whiffs as the opponent will be too low to the ground. If you're not fighting a heavy weight (BE, GO, LE, NA, PO), you can break the wall with 6H instead of 5H for 2 extra damage without too much trouble.
Day 1 BnB when routing for damage at Mid Screen. Seems like c.S > 2H > Chant is a reliable loop when going for a damage/wallbreak route. I was able to reliably break the wall from starting position with 3 projectile spells. I have done this combo with variations of all the cube spells. In this combo, I had "Howling Metron MS Processing"(3 Green Cubes) "Delayed Howling Metron"(Electric Cube) and "Accipiter Metron" (Overhead Orb). Please note that the big red explosion spell ("Metron Screamer 808") wallbounces, so if you have this spell, try to use it when closer to the wall.
1.26
[Test Case 1] c.S > 2H > c.S > Delayed Howling Metron > ~66 c.S > 2H > Metron Screamer 808 WS > ~66 6H
Starting Position
Varies Based on Spell (~216)
Ky, Asuka, (likely all)
[2] Easy
Adjusted c.S 2H loop that is more spell dependent. If you have the electric cube spell and the big red explosion, you can spend less mana and get a little more damage by adding an extra c.S in the initial juggle. May be able to do this with other spells.
Mana: at least 12% Without dash momentum, you can't both Bookmark and Recover Mana or 6H will whiff. You can use Howling Metron MS instead of Delayed HM, but you'll have to choose between Bookmark and Recover Mana
Mana: 24-32% • Wallbreak combo to use if you're too far away to dash c.S
• Howling MetronGuardAll [Guard Crush]Startup11RecoveryTotal 39Advantage+5 [+16] can be used instead of Screamer, but doesn't let you time to Recover Mana before wallbreak, and makes the dash before 5H mandatory
• Will sometimes not wallsplat if you weren't close enough throughout the combo