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Combo Notation Guide | Character Name Abbreviations | |||||||||
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Basic Combos
- All damage values tested on Sol and as such are not entirely accurate due to his 0.98 damage modifier. There is an ongoing effort to redo the numbers on this page and on the combos section for greater accuracy (by performing them on Ky, who has a 1.0 damage modifier). Moves whose damage values are not updated yet will probably be marked with an asterisk (*).
Please understand while we verify them.
- 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 mention in the "Notes" field).
- The list is focused on most practical examples, not every single option that exists.
- All damage values should be damage dealt to Ky unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
- 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).
- Axl Specific notation: TKB = jc 623H (see TK Bomber Loops) for more details.
Ground Combos
Combo | Position | Damage | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
5K/2K > 2D > 214H | Any | 69-86 | All | [1] Very Easy | Basic hitconfirm from your quickest normals. Max range 5K/2K pushback makes 2D whiff. |
c.S > f.S > 5H > 214H | Any | 132 | All | [1] Very Easy | Basic close range combo for c.S hitconfirm. |
f.S > 2H > 214H | Any | 99 | All | [1] Very Easy | Basic mid range combo for f.S hitconfirm. f.S > 5H does 2 more damage, but whiffs in f.S's max range. |
5K > TKB, [4]6S OTG | Midscreen | 116 | All | [3] Medium | Midscreen 5K punish, setup for meaty Rensen-S. If you don't want the meaty setup, 2H deals exactly as much damage. |
c.S > TKB ▷ 2H OTG | Midscreen | 136 | All | [3] Medium | Midscreen c.S punish for pure damage. |
c.S > TKB ▷ [4]6S OTG | Midscreen | 133 | All | [3] Medium | Midscreen c.S punish, setup for meaty Rensen-S. |
Jump-in Starters
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
j.S ▷ 5P | Anywhere | 59 | All | [2] Easy | Both options need to hit super close and super late in order to combo, making this approach very impractical. These are more useful as a blockstring to keep the opponent locked down so you can apply more pressure. (Will likely be moved into its own section.) 2H version is borderline [5] Very Hard. | |
j.S ▷ 5P > 6K > 214H | Anywhere | 100 | All | [2] Easy | Hit j.S late in the jump in order for 5P to combo. | |
j.S ▷ c.S > f.S > 2H > 214H | Anywhere | 119 | All | [2] Easy | Remove the c.S if too far, or remove c.S > f.S altogether to go straight into a low hit with 2H. | |
j.H ▷ 5K > 6K > 214H | Anywhere | 105 | All | [2] Easy | j.H needs to hit deep in order to link with 5K. | |
j.H ▷ c.S > f.S > 5H > 214H | Anywhere | 127 | All | [2] Easy | Highly impractical unless done from a neutral jump, as a reaction to a grab. j.H needs to hit deep and be close enough to link with c.S. | |
j.D ▷ c.S > 214H | Corner | 97 | All | [2] Easy | Seemingly combos at any height, so probably a good jump-in. | |
j.S ▷ 2K/5K > 2D > 214H | Anywhere | 83/85 | All | [3] Medium | Both j.S and 2K/5K need to hit somewhat deep, otherwise 2D whiffs. 2K has more damage proration, so less damage overall if you choose that route. | |
j.S ▷ 2P > 6K > 214H | Anywhere | 93 | All | [4] Hard | You seemingly have to not go as far when jumping at them in order for j.S to connect with roughly the front of the knees of the opponent. Follow-up is fairly straightforward if not a bit heavy execution-wise. | |
j.D ▷ 5K > 214H | Anywhere | 90 | All | [4] Hard | j.D Needs to hit deep for 5K to barely connect at its tip. Cancel into Snail (214H) also becomes somewhat tight. Becomes easier in the corner and allows for a 6K follow-up before Snail or Rensen (OTG). | |
j.D ▷ 5P > [4]6S(2) | Near Corner | 120 | All | [4] Hard | Remember to hold down-back to begin charging Rensen in the air; pressing j.D while holding back will execute Throw, as Throw is now Forward/Back + Dust. j.D > 5P > Rensen works midscreen but can't followup. | |
j.S ▷ 2H | Anywhere | 63 | All | [4] Very Hard | Both options need to hit super close and super late in order to combo, making this approach very impractical. These are more useful as a blockstring to keep the opponent locked down so you can apply more pressure. (Will likely be moved into its own section.) 2H version is borderline [5] Very Hard. |
Anti-Air Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
5P > [4]6S(8) > 5H (OTG) | Midscreen | 104 | All | [1] Very Easy | Instead of 5P, you should be doing what is essentially 4P, so that 5P comes out and you are doing the [4] input for [4]6S (Rensen) at the same time. | |
6P > 214H | Close | 65 | All | [1] Very Easy | Close range version of an anti-air combo. Slightly better than just doing 2S > 214H, because of 6P's upper body invincibility. | |
(CH) 6P > 214H (or 236236H) | Any | 68 (149) | All | [1] Very Easy | Counterhit version of previous combo. Cancel window is easier due to the counterhit slowdown. | |
6K > 214H | Any | 75 | All | [1] Very Easy | Works well vs characters with tall hitboxes, such as Faust and Potemkin. | |
(CH) 2S > 5P > [4]6S (8) > 5H (OTG) | Midscreen | 127-142 | All | [2] Easy | 5P > [4]6S (8) requires a slight amount of delay. Damage varies depending if 2S hit at max range. | |
5P > 66RC > c.S > 5H > 214H | Midscreen | 99 | All | [3] Medium | May require walking slightly forward before the c.S in order for 5H to hit, depending on spacing and the opponent's weight. | |
2S > 214H > 88RC > 623H ▷ [4]6S | Midscreen | 140 | All | [3] Medium | Not necessarily a very practical combo, but a demonstration of RC drift upwards. | |
2S > (delay) 214H > RRC > j.D > j.214H | Midscreen | 124 | All | [3] Medium | The delay after 2S allows for the Red Roman Cancel to connect allowing for a choice of follow up close to the ground. j.D > Bomber does not connect, but you can probably get c.S > TKB on the ground for extra damage. | |
2S > (delay) 214H > 66RC > (Run Under) > c.S > 214H | Corner | 122 | All | [3] Medium | Demonstration of using RC to side switch to get out of corner. | |
5P > 66RC > c.S > TK Bomber ▷ [4]6S (OTG) | Midscreen | 109 | All | [4] Hard | ||
6P > 214H > 66RC > c.S > TK Bomber > [4]6S (OTG) | Midscreen | 124 | All | [4] Hard | ||
6P > 214H > 66RC > c.S > 5H > 214H | Close | 126 | All | [4] Hard | 6P must hit the opponent high otherwise Snail whiffs. (CH) 6P nakes the whole combo much easier. Switching sides during the Roman Cancel makes the follow-up combo easier to space, otherwise Snail doesn't reach. | |
5P > 6K > [4]6S(8) > c.S (OTG) | Midscreen | 111 | All | [5] Very Hard | Can start from any 2S, 5P, or 6K, but the combo requires good charge partitioning - the fundamental component being the 6K > [4]6S. After 5P, tap 6K and immediately begin charging for Rensen. Execution gets slightly easier, if started from a (CH) 2S or a 66RRC after Snail (214H). Can sometimes hit 5H as an OTG for 120 DMG, but requires impeccable timing and spacing. [Video] | |
(CH) 2S > 5P > 6K > [4]6S(8) > c.S (OTG) | Midscreen | 146 | All | [5] Very Hard | Counter hit version of previous combo. Execution is slightly easier, due to the added height from the (CH) 2S, but not by much. Can sometimes hit 5H as an OTG for 155 DMG, but requires impeccable timing and spacing. |
Advanced Combo Theory
TK Bomber
Tiger Knee Axl Bomber or TKB in short is a technique used to execute an Axl Bomber at lowest possible height. The most practical usage for it is canceling from ground normals (5K and c.S) into TKBs for combos that deal more damage and/give advantageous positioning than other options. TK Bomber can link to another ground normal if you are in the range (notably 5K since it has quick startup and long range), so in the corner it can loop into itself for massive amounts of damage. TK Bomber can be executed with all sorts of input methods (6923H, 9623H, 69874123H, 6321473H, etc.) but the most important skill is having the correct timing which changes depending on the cancel normal (or no normal at all). If your timing is inconsistent, the combo drops can leave you in a really bad spot; doing the input too early usually puts out a j.H that leaves you hanging right next to the opponent while a too slow input will delay the Bomber too much which makes it either whiff or get blocked, allowing the opponent to punish your long recovery.
There are three major options for comboing into TKB:
- 5K: The quick startup with great vertical range makes it the most useful relauncher. Cancel timing: quick and lenient.
- c.S: Slower startup and worse horizontal range than 5K, but does more damage. Cancel timing: slow and quite lenient.
- Raw: Rare option for cases where a single hit without cancels is possible (eg. the wallbreak hit at the end of a Bomber loop). Link timing: strict manual timing with no buffers (inputting H during pre-jump frames turns into 5H, 6H, or 2H).
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
5K > TKB, 5K > TKB, 5K > TKB, wallbreak 5H | Corner | 239* | All | [5] Very Hard | Near corner punish for huge damage. | |
5K > TKB, c.S > TKB, 5K > TKB, wallbreak TKB | Corner | 250* | All | [5] Very Hard | Maximum 5K meterless damage with 3 different TKB execution timings. | |
c.S > jc > 66BRC > Axl Bomber ▷ c.S > TKB ▷ 5K > 6K > 214H > 5P | Midscreen | 265 | All | [5] Very Hard | Weird Blue Roman Cancel combo, that can sometimes cross-up. Very front-loaded execution-wise. | |
c.S > jc > 66BRC > Axl Bomber > 66 > c.S > TKB > c.S > TKB > TKB | Midscreen | 285 | All | [5] Very Hard | Optimized version of the above. Very high damage. | |
c.S > TKB, c.S > TKB, 5K > TKB, wallbreak 5H | Corner | 273 | All | [5] Very Hard | Near corner punish for ridiculous damage. | |
c.S > TKB, c.S > TKB, 5K > TKB, wallbreak TKB | Corner | 281 | All | [5] Very Hard | Ultimate meterless damage. | |
(CH) 6H > c.S > TKB > 5P > 6K > Snail | Corner | 178 | [3] Medium | 5K can be used instead of c.S as well. | ||
j.H > c.S > TKB > 5P > 6K > Snail | Corner | 161 | [3] Medium | |||
5K > TKB > 5K > TKB > 5P > 6K > 214H (WS) > 5P (WB) | Corner | 236 | [4] Hard | Easiest route off 5K TKB | ||
5K > TKB > 5K > TKB > c.S > f.S > 5H > 214S > 66 > 5H | Corner | 244 | [4] Hard | Alternate ender to TKB loops off 5K. 66 236236H can be done instead of 5H | ||
5K > TKB > 5K > TKB > 5K > 6K > 214S > 66 > 5H | Corner | 235 | [4] Hard | Easier route for TKB loops | ||
5K > TKB > 5K > TKB > 5K > TKB > TKB | Corner | 249 | [5] Very Hard | TK Bomber loops off 5K | ||
214S > 5K > jc > 66BRC > j.623H > 66 > c.S > TKB > c.S(WS) > j9 > j.623H | Corner | 222 | [5] Very Hard | BRC conversion off close Rainwater. |
Situational Combos
Air-to-Air Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
j.P > j.214H | Any | 63 | All | [1] Very Easy | j.P, j.K (59 DMG) and j.D (75 DMG) are interchangeable. | |
j.K > j.D > 214H | Any | 84 | All | [1] Very Easy | j.K gatlings to j.D, but can also be jump cancelled if necessary. | |
j.K > j.D > 5P > Rensen | Near corner | 99 | [3] Medium | |||
j.P > 66RC ▷ c.S > TK Bomber ▷ [4]6S (OTG) | Close | 110 | All | [4] Hard | You may need to walk slightly forward after the RRC in order to position yourself for c.S, depending on the opponent's character. | |
j.K > jc > j.S > 66RC ▷ c.S > TK Bomber ▷ [4]6S (OTG) | Close | 115 | All | [5] Very Hard | From midscreen it pushes the opponent into the corner and allows for a Spinning Chain Strike
(2 after Rensen) follow-up as oki. |
Counterhit Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
(CH) 6P > 214S | Any | 64 | ||||
(CH) 6P > 236236H | Any | 149 | ||||
(CH) f.S > Rensen (8) > c.S/5H (OTG) | Midscreen | 103/117 | Easy | Using c.S OTG ender leads to j.H safejump | ||
(CH) f.S > Rensen (2) > c.S/5H (OTG) | Any | 123/156 | Easy | Closer range f.S hit. Using c.S OTG ender leads to j.H safejump | ||
(CH) 2H > Rensen (8) > c.S/5H (OTG) | Midscreen | 115/129 | Easy | Using c.S OTG ender leads to j.H safejump | ||
(CH) 2H > Rensen > Winter Cherry | 108~122 | Easy | At long range | |||
(CH) 6H > c.S > f.S > 5H > Snail | Any | 147 | Easy | Can gatling to 6H from 5P, 2P, 5K, 2K, and c.S | ||
(CH) 6H > c.S > f.S > 2H > Snail | Any | 145 | Easy | |||
(CH) 6H > c.S > TKB > Rensen (OTG) | 148 | Medium | Sets up meaty Winter Cherry | |||
(CH) 6H > c.S > TKB > 66RRC > c.S > TKB | 169 | Medium | ||||
(CH) 6H > c.S > TKB > 66RRC > 5K > 5K > 6K > 214S > 2H | Corner | 222 | Medium | Can swap 2H for 66 236236H if needed | ||
(CH) 2D > c.S > 6K > 214H | Midscreen | 119 | Easy | |||
(CH) 2D > 5P > Rensen (8) > c.S/5H (OTG) | Midscreen | 120/130 | Medium | Using c.S OTG ender leads to j.H safejump | ||
(CH) Rainwater > 5P > Rensen | 95 | Easy | ||||
(CH) Rainwater > land > 66BRC > TKB > c.S > TKB > 5K > TKB > TKB | Corner | 247 | [5] Very Hard | Using 66RC after landing will cause a BRC, negating the proration and slowing down the opponent long enough to TKB and followup. | ||
(CH) Axl Bomber > 66 > c.S > TKB | Midscreen | 182 | Medium |
Dust Combos
Combo | Damage | Works on: | Difficulty | Notes |
---|---|---|---|---|
5[D], j.D > j.P > jc > j.D > j.P > j.S > jc > j.S > j.S (Finishing Blow) | 207 | All | [3] Medium | |
5[D], j.D > j.P > jc > j.D > j.P > j.D > j.P > j.P (Finishing Blow) | 211 | All | [3] Medium |
Throw Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
Throw > 66RC > c.S > 6K > Snail | 100* | [1] Very Easy | Easy throw conversion with meter. | |||
Throw > 66RC > c.S > TKB | 103* | [3] Medium | Throw conversion with meter into knockdown. | |||
Throw > 66RC > c.S > f.S > 5H > Snail | 106* | Must be near corner. | ||||
Throw > Delay 88RC > 66 > c.S > TKB, 5K > TKB > TKB | Corner | 170 | 88RC creates enough height to start a TKB combo. The timing needed for the RRC is slightly after the bounce, but if done too late a PRC will come out. | |||
Winter Mantis (far) > RC > c.S > 6K > Snail | 84* | |||||
Winter Mantis (far) > RC > c.S > TK Bomber > Rensen (OTG) | 90* | Rensen OTG near corner only. | ||||
Winter Mantis (far) > RC > IAD > j.D > Axl Bomber | 88* | Get them in the corner! | ||||
Winter Mantis (close) > 6K > Snail | 83* | |||||
Winter Mantis (close) > 5P > Rensen > Winter Cherry | 85* | |||||
Winter Mantis (close, corner) > c.S > f.S > 5H > Snail | 97* | |||||
Winter Mantis (close, corner) > 5K > c.S > f.S > 5H > Snail (wall stick) > 5P (wall break) | 139* |
Metred Combos
Roman Cancel Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
Rensen (8) > RC > 5P > Rensen (8) > c.S (OTG) | 106* | [2] Easy | ||||
Rensen > Winter Cherry > RC > Rensen > Winter Cherry | 90* | [3] Medium | The Double Cherry Sundae. |
Overdrive Combos
One Vision Combos
When One Vision ends, the final move's hit effects during time-stop will be applied to the opponent, leading to very elaborate conversions.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
632146P (Install) > 632146P (Activate) > 6H > c.S > f.S > 5H > 214H | Any | 141 | [2] Easy | Basic grounded confirm off any move into One Vision | ||
632146P (Install) > Throw > 632146P (Activate) OTG > c.S > f.S > 5H > 214H | Any | 105 | [2] Easy | Link from throw into One Vision activate is a little tough, and has bad damage. Also very minus on hit | ||
632146P (Install) > Air Throw > 632146P (Activate) OTG > 6H > 5H > 214H | Any | 142 | [2] Easy | Link from air throw into One Vision activate is a little tough, but much better OTG damage than ground throw | ||
632146P (Install) > 632146P (Activate) > c.S > TKB > Time Resume > j.D > j.623H | Midscreen | 162 | [3] Medium | Can back-jump to make j.D easier to connect. Works on grounded and normal jump height. Will side switch. Video link here | ||
2S > 632146P (Install) > 5K > 214H > 632146P (Activate) > j.D > 623H > Time Resume | Midscreen | 185* | All | [3] Medium | 2S needs to hit near max-range. 5K should hit at the very tip. Can be followed up with c.S > TKB if near a wall. Videos of it being performed on Chip, Sol, Pot. | |
632146P (Install) > 632146P (Activate) > c.S > TKB > Walk Back > Run > Time Resume > c.S > TKB > 5K > 6K > 214H, wallbreak 5P or 2H | Midscreen to Corner Opponent airborne |
232-233 | [4] Hard | Can still reach corner from further than Round-Start midscreen. Need to walk back after first TKB to ensure Axl runs forwards to prevent sideswitch. Use 5P or 2HS wallbreak depending on height of wallsplat. Video link here | ||
632146P (Install) > [4]6S[8] or [4]6S[2] > 632146P (Activate) > c.S > TKB > Run > Time Resume > c.S > f.S > 5H > 214H, wallbreak 5P | Midscreen near Corner | 185-199 | [4] Hard | Needs Round-Start or closer to reach corner. Axl bomber may jump over opponent if frozen too low to the ground, which will greatly shorten corner carry. This wallsplat route is recommended for prorated starters like Rensen and Rainwater. Video link here | ||
632146P (Install) > j.H > 632146P (Activate) > Run > c.S > TKB > Time Resume > Run > 5K > c.S > f.S > 5H > 214H, wallbreak 2H | Midscreen near Corner | 201 | [5] Very Hard | Example of running the opponent to the corner off a grounded hitconfirm. Also functions as instant overhead. Video link here. | ||
632146P (Install) > j.H > 632146P (Activate) > c.S > TKB > Run > Time Resume > c.S > TKB > 5K > TKB >, wallbreak TKB | Corner | 222 | [5] Very Hard | Example of max damage instant overhead confirm. All corner One Vision starters generally follow this formula. Doing more hits during Time-Stop will prorate the combo for overall less damage. Can opt for easier combo enders such as 5K 6K Snail and 5P wallbreak. Video link here. |