Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List
Day 1 Combos/Strings/Conversions
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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5P > 5P > 5P > 2P | Anywhere | TBD | + | Everyone | [1] Very Easy |
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5P > 5P > 6P > 236P | Anywhere | TBD | + | Everyone | [1] Very Easy |
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f.S > 2H > 236P | Anywhere | TBD | + | Everyone | [1] Very Easy |
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2H > 236P | Anywhere | TBD | + | Everyone | [1] Very Easy | |
c.S > 2S > 5HH > 236P | Anywhere | TBD | + | Everyone | [2] Easy |
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2K(3) > 2D > 236P | Anywhere | TBD | + | Everyone | [2] Easy |
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6D or 4D > OTG 2D > 236P | Anywhere | TBD | + | Everyone | [1] Very Easy |
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6P > 236S | Anywhere | TBD | + | Everyone | [1] Very Easy |
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6P > 236P | Anywhere | TBD | + | Everyone | [1] Very Easy |
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c.S jc > j.2K | Anywhere | TBD | + | Everyone | [2] Easy |
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Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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CH c.S > 5H > 41236K | Anywhere | TBD | + | Everyone | [2] Easy |
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CH 2S > 5H > 41236K | Anywhere | TBD | + | Everyone | [2] Easy |
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CH 6H > 41236K | Anywhere | TBD | + | Everyone | [2] Easy | |
CH 2D > 236S | Anywhere | TBD | + | Everyone | [2] Easy |
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Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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c.S > f.S > 5HH > 5K > j.H > 236S > Wallbreak | Corner | 202 | + | Everyone | [3] Medium |
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5D > RRC > 8 > j.H > c.S > jc > j.S > j.H > WS > 236S > WB | Corner | 126 | - | Everyone | [3] Medium | |
c.S > 2H > 236S > RRC > c.S > jc > j.S > j.H > 5K > 6H > WS > 236S > WB | Corner | TBD | - | Everyone | [3] Medium |
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Notes
High gravity ender: 5P5P5P6P Ender in corner for wallbreak. Mixmixmix loops Throw > Chibi Link from Chibi into Scalpel
- Currently, every damage value here has only been dealt to Ky. May need to recheck which characters the combos work on.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
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5P > 6P > 236P | Anywhere | 47 | Any | [1] Very Easy | 1/2 5Ps most of the time, 3 with dash momentum | Link | |
5Px2 > 2P | Anywhere | 53 | Any | [1] Very Easy | Up to 3 5Ps most of the time, 4 with dash momentum. Cutting it short at 5P is slightly better as 2P is +0 on hit. | Link | |
5Px2 > 66FRC > c.S > f.S > 5HH > 236P | Anywhere | 104 | Any | [3] Medium | Go to route for fullscreen knockdown + item. | Link | |
5P > 6P > 66 RC > delay c.S > 6H > 236P/41236K | Anywhere | 87/99 | Any | [2] Easy | Easier confirm than above and works from most distances, 5Px2 or 5P 2P work too for less dmg. | Link | |
5Px2 > 66FRC > c.S > 5H > 236S [6] | Anywhere | 93 | Any | [3] Medium | High dmg MMM oki route. Not + enough for item but lets you safejump or dash to carry further. | Link | |
5P > 6P > 66RRC > c.S > 2S > 236S > 236P | Anywhere | 89 | Any | [3] Medium | Item oki rc route. Can be done from 5Px2/5P 2P but for that route below is more dmg. | Link | |
5Px2 > 66FRC > c.S > 2D > 236P | Anywhere | 75 | Any | [3] Medium | Go to route for close knockdown. c.S can be replaced with 2K (5K on standing) for confirms from further but for that route above is better. | Link | |
5P > 6P > 66FRC > c.S > j.S > j.H > c.S > 2S > 5H > 6H | Corner | 167 | Any | [3] Medium | Corner RC combo | Link | |
5Px3 > 66FRC > c.S > 5HH > 236S [6] > 6H | Corner | 140 | Any | [3] Medium | Easy 5P confirm with decent damage. | Link | |
5Px2 > 88RRC > jump delay j.H > c.S > j.S > j.H > c.S >5H > 6H | Corner | 141 | Any | [4] Hard | Harder confirm for slightly better dmg. you can add 2S before 5H for no extra damage (because proration makes no sense). | Link | |
5P > 2P > 66RRC > delay j.S > j.H >c.S > 6H > 236S [6] > 6H | Corner | 138 | Any | [3] Medium | Max range 5P combo. | Link | |
5Px2 > 88RRC > dash c.S > j.S > j.H > dash 5K > 6H > 214K | Midscreen | 94 | Any | [3] Medium | Great for setting up Scarecrow oki from midscreen from your fastest option. | ||
2P > FRC > f.S > 2H > 236P | Anywhere | 67 | Any | [2] Easy | Can be useful for a bit of extra damage and defensive spacing. Connects from pretty long range. | Link | |
2P > 66PRC > c.S > 2S > 5HH > 236P | Anywhere | 104 | Any | [3] Medium | From decently long range, you can still connect this. Great for getting some accidental CH c.S setups if you're late on the timing. It is hard to reversal this due to how fast the option comes out, and you can choose to Snip them instead of c.S. | ||
2P > 66FRC > 2K > 2D > 236P | Anywhere | 58 | Any | [3] Medium | Really low damage, but it converts one of your fastest low options into a hard knockdown for some great oki. | Link | |
AA 5P > delay c.S > 5H > 214P/K/S | Anywhere | 71 | Any | [2] Easy | Useful when trying to find gaps in someone's offense + pretty good scarecrow oki. You can use 236P instead for good item oki as well. | Link | |
AA 5P > delay c.S > j.S > j.H > 236P | Anywhere | 86 | Any | [2] Easy | Better damage that grants fullscreen defensive position. | Link | |
AA 5P, 5Px2 > 6P > 236P | Anywhere | 66 | Any | [3] Medium | Awkward to time, and the # of 5Ps need to be adjusted based on how the opponent was hit. Useful for buying time when being pressured, as you can delay them by a good bit depending on momentum. | Link | |
AA 5P > delay c.S > j.D > airdash j.D | Anywhere | 74 | Any | [2] Easy | Creates a safejump situation easily. | Link | |
AA 5P > delay c.S > j.S > delay j.H > c.S > 6H > 236S [6] > walk [4] 6H | Corner | 172/165 | Any | [4] Hard | Anti air 5P starter into meterless wallbreak. May be useful quickly on reaction after seeing someone mess up their forward jump out of corner, or for someone expecting a grab and they jump in place to avoid it. 6H will whiff after the wallsplat if you don't walk back for just the right amount of time. Depending on certain factors, the MMM may wallbreak before the 6H. | Link | |
AA 5P > delay 2S > 5H > 236S [3]~1 > 236P | Corner | 91 | Any | [2] Easy | Easy combo than above that sets up items in corner. In some cases, the trajectory of the item may be unfavorable. | Link | |
AA 5P > delay 5Kx2 > 6H > 214K [4] or [6] | Corner | 87 | Any | [2] Easy | Decent damage with Scarecrow 50/50. Can also go for item at a pretty favorable trajectory. | Link | |
AA 5P > delay c.S > j.Px5 | Corner | 87 | Any | [2] Easy | Meme combo that makes people laugh. :) In all seriousness, this is quite good for creating wallbreak pressure, leads into basically any mixup you'd like, and can be used easily with j.236P to create a situation where you're plus on block (or get a free combo). To take advantage of Love more effectively, you may need to decrease the amount of j.5Ps. | Link | |
AA 5P > delay 5K, 5K > j.H > j.D > j.236P | Corner | 96 | Any | [2] Easy | Good for applying pressure with Love. They don't get hit by it if they jump, but you have fantastic options to cover this (such as j.H or j.D) as you're still actionable after using Love. | Link | |
AA 5P > delay 5K > 6H > whiff 66RRC > dash j.H > j.H > 5K > 6H > 41236K | Midscreen | 177 | Any | [4] Hard | Midscreen wallbreak using meter. | Link | |
CH 6P > 236P > 2H > 236P | Anywhere | 63 | Any | [1] Very Easy | Gets you 2 free items with a little damage and great defensive positioning. Good poke positioning in corner. | Link | |
AA 6P > 214S > PRC > c.S > j.D > airdash | Anywhere | 96 | Any | [3] Medium | A decent option to go for off of AA 6P, but it may not work at some heights. Creates a safejump situation. Decent for baiting Burst or reversals with. | ||
j.P > c.S > 2S > 5HH > 236P | Anywhere | 111 | Any | [2] Easy | Decent confirm for j.P if you ever get it on a grounded opponent. Sometimes doing the j.P early can net you a CH c.S. | Link | |
AA j.P, j.P > j.H | Anywhere | 57 | Any | [2] Easy | Air-to-air confirm with a fast jumping normal. Could be useful in matchups where the opponent is easily out-ranged in the air. Wallbreaks from midscreen if you use meter, but it's probably not worth it. | Link | |
AA j.P, j.P > j.H > 236S [3]~1 > c.S > 2S > 5H > 6H | Corner | 157 | Any | [3] Medium | Corner wallbreak from j.P. | Link | |
AA j.P, j.P > j.D > j.236P | Corner | 59 | Any | [2] Easy | Corner meaty Love setup from j.P. | Link |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
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5K > 2D > 236P | Anywhere | 57 | Any | [1] Very Easy | Good confirm for a free item when throwing this move out in neutral. Can whiff if you hit the 5K from max distance. | Link | |
5K > 2D > 236S [3] | Anywhere | 89 | Any | [1] Very Easy | Can be used well to surprise the opponent by forcing them into a fast recovery. Can substitute 5K with c.S for more damage with the same properties, but less range on the initial hit. c.S is a very good option after this combo to catch mashers, but isn't safe against invincible reversals. | Link | |
AA 5K > 6P > 41236K > 214P/K/S | Anywhere | 83 | Any | [1] Very Easy | Great for setting up Scarecrow oki. | Link | |
AA 5K > 6P > 236S [3]~1 > c.S > 236S [3]~1 > 236P | Anywhere | 123 | Any | [3] Medium | More bang for your buck. Great wall carry with great item oki and safejump potential. | Link | |
AA 5K > 6H > 236P | Anywhere | 77 | Any | [1] Very Easy | Basic Anti Air 5K confirm. 6H can whiff if 5K hits the opponent too low in the air. Can link two 5K's if close enough. 2K(1) can also start. | Link | |
AA 5K > j.K > j.2K | Anywhere | 69 | Any | [2] Easy | Sets up perfect Thrust opportunities, and midscreen sets up into wallbreak with meter. Can whiff the j.2K by performing it early to mix up the timing of Thrust, or to trick the opponent into thinking you whiffed. Be warned that this setup is particularly weak against reversals and 6P. | Link | |
AA 5K , 5K > 6H > whiff 214K > PRC > delay c.S > 6H > 41236K | Anywhere | 157 | Any *(MI,RA) | [3] Medium | Wall carry potential. PRC 214K as soon as the camera moves. Delay c.S until opponent passes overhead. 5K instead of c.S for easier combo. *(Delay 41236K slightly or microwalk after PRC if using 5K and far from the wall). If you don't reach the wall, you can go for Scarecrow oki afterwards. | Link | |
AA 5K > 6P > 236S [3]~1 > c.S > f.S > 5H > 41236K | Corner | 175 | Any | [2] Easy | Meterless wallbreak anti air combo with great range. | Link | |
AA 5K > hold 5D > 5P > 6P > 236P | Corner | 103 | Any | [2] Easy | Good in corner wakeup 50/50 situations if the opponent jumps due to your grab potential + free item. This combo can be used anywhere if you dash after the 5D, but it's not very useful when compared to other options. | Link | |
AA 5K > hold 5D > 5K > j.S > j.H > 5K > 6H > 41236K > 41236K | Corner | 202 | Any | [3] Medium | Meterless wallbreak to cover the same situation as the above combo. | Link | |
AA 5K, 5Kx3 > 6H > 66RRC > dash 5K > 5Kx2 > 6H | Corner | 186 | Any | [2] Easy | Great for creating frustrated responses from people. Not great for keeping friends. | Link | |
AA 5K > 5Kx2 > j.H > j.K > dj.K > j.2K > j.236P | Corner | 125 | Any | [4] Hard | Looks pretty cool and doesn't do much damage, but it sets up great wallbreak pressure with a nice meaty Love. ;) | ||
AA 5K > 6H > whiff 214K > PRC > delay 5K > j.S > j.H > c.S > 6H > 41236K > 6H | Midscreen | 214 | Any | [4] Hard | Move after PRC to reposition if needed. PRC 214K as soon as the camera moves. Delay 5K until opponent passes overhead. 5K instead of c.S for easier combo. | Link | |
AA 5K, 5K > j.H > airdash [3] j.H > 5K > 6H > 41236K > 41236K | Midscreen | 195 | Any | [3] Medium | Go to midscreen meterless wallbreak off of AA 5K. If you're close enough for it, you can go for a 6H at the end for 200 damage instead. To connect this, you may need to dash a little before the 6H. | Link | |
2K(X) > 2D > 66RRC > dash c.S > 2S > 236S [3]~1 > 236P | Anywhere | 92/102/112(73/81) | Any | [3] Medium | The damage varies depending on spacing and how many hits you get, and it's not great damage, but you do get some decent wall carry and oki for 1 meter. | ||
AA 2K > 5K > j.H > airdash [3] > j.H > 5K > 6H > 41236K > 41236K | Midscreen | 178 | Any | [5] Very Hard | Pretty sick looking combo if you can pull it off. | ||
AA 2K > 5K > 6H > 214P/K/S | Anywhere | 75 | Any | [2] Easy | Most effective when closer to walls to get 50/50s, but can still be used to bait out DPs beyond midscreen if you hold back. This setup may give charged Scarecrow an actual use, especially with meter for baiting out punishes and stealing turns. | Link | |
AA 2K > 5K > 6H > whiff 214K > PRC > delay c.S > 2S > 236S [3]~1 > 236P | Anywhere | 128 | Any | [3] Medium | Pretty useful conversion if you want a lot of wall carry. | ||
AA 2K > c.S > 2S > 236S [3]~1 > c.S > 2S > 5H > delay 6H | Corner | 167 | Any | [3] Medium | Not a terribly difficult confirm from corner AA hit into meterless wallbreak. | ||
AA 2K > c.S > j.H > j.D > 236S [3] > c.s | Corner | 126 | Any | [3] Mediumm | Great AA tool for keeping wall pressure with safejumps. | ||
AA 2K > 2K > 5K > j.K > j.2K > 236S [3]~1 > 236P | Corner | 85 | Any | [4] Hard | Meme combo that gives good wallbreak pressure from a pretty safe move. | ||
AA 2K > c.S > j.S > j.H > 5K > j.S > j.H > 5K > 6H | Corner | 176 | Any | [2] Easy | Grants meterless wallbreak with good damage from a safe move. | ||
AA 2K > whiff 214K > PRC > c.S > j.S > j.H > c.S > j.H > j.H > dash c.S > 5H > 6H | Corner | 190 | Any | [5] Very Hard | Hard confirm using meter, but pretty worth it if you suspect jump-ins from the opponent and you're in the corner. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
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c.S > f.S > 5Hx2 > 236P | Anywhere | 135 | Any | [1] Very Easy | Go to route for fullscreen knockdown + item. | Link | |
c.S > 2H > 236S [3]~1 > 236P | Anywhere | 107 | Any | [3] Easy | MMM item oki route. | Link | |
c.S > 2H > 236S [3]~1 > c.S > 236S [3]~1 | Anywhere | 143 | Any | [4] Hard | High dmg MMM oki route. Doesn't let you go for item+throw/strike oki unless you end in the corner but still throw item and meaty with 2P, f.S or 2H. This combo doesn't work if you're in the corner, but works everywhere else. | Link | |
c.S > 2S > 5H > 66FRC > f.S > 2H > 236P | Anywhere | 138 | Any | [3] Medium | Sets up item + very good Thrust positioning from most screen placements. Good defensive setup when you're in the corner, and great offensive setup when you have the enemy in the corner. The opponent is barely in reach for a mixup if choosing to not go for the free item. Provides amazing wallbreak pressure. | Link | |
c.S > j.K > j.2K > FRC > j.H > f.S > 2H > 236P | Anywhere | 142 | Any | [3] Medium | Provides great, reactable spacing for getting an item or two, but does cost a meter. Alternatively, you can 66FRC instead for more damage after landing. | ||
c.S > 2S > 66FRC > c.S > 2S > 5HH > 236P | Anywhere | 160 | Any | [4] Hard | Gives a soft bounce on the wall. In the corner, you're just in range to fish for CH f.S, 2H, or 5H right after throwing item. This will create very interesting and powerful situations! You can do this string anywhere, but it's pointless without setups in mind. | ||
c.S > f.S > 5HH > 5K > 6H > whiff 66RRC > dash 5K > 6H > 214S | Corner | 215 | Any | [2] Easy | Easy corner wallbreak combo at the cost of a bar when you can't confirm to 5H immediately. You can PRC instead omitting walk forward. | Link | |
c.S > f.S > 5Hx2 > dash c.S > 236S [3]~1 | Corner | 163 | Any | [3] Hard | MMM oki setup with wallbreak pressure in corner. The dash requires pretty tight timing, but the c.S can be performed while holding forward to make it easier. The damage got nerfed on this pretty significantly, but it is still useful. | Link | |
c.S > f.S > 5Hx2 > 2S > 236S | Corner | 159 | Any | [3] Medium | Alternate route that's much easier to perform than the above combo, but does less dmg. | Link | |
c.S > f.S > 5HH > 5K > 6H > whiff 66RRC > 6H > 41236K > 6H | Corner | 227 | Any | [3] Medium | Pretty easy to perform for how much dmg this does. | Link | |
c.S > 5HH > dash c.S > j.H > j.H > c.S > 5H > 6H | Corner | 224 | Any | [3] Medium | Meterless wallbreak with great damage, and easy to pull off. No need to dash to get the c.S off, just walk forwards a little before pressing. | Link | |
c.S > 5HH > 632146H | Corner | 229 | Any | [2] Easy | Good for burning meter for damage quickly. Useful in situations where you need to do good damage, but can't afford to let your opponent's Burst meter go up by much. | Link | |
c.S > 5HH > dash c.S > 6H > 632146H | Corner | 241 | Any | [3] Medium | Really good and pretty easy damage using Super. | Link | |
c.S > 5Hx2 > j.H > j.H > c.S > 6H > 236P > 6H | Corner | 220 | Any but AN, GI, KY, LE and RA | [5] Very Hard | You will know you hit this right if you throw item before they hit the wall. If they didn't you can j.D to somewhat salvage the route. Alternatively you can do this but end in 214S instead of 236P 6H. | Link | |
c.S > 2S > 5HH > 66RRC > delay j.S > j.H > dash 5K > 5D > 6H | Midscreen | 201 | Any | [5] Very Hard | This combo looks super sick, and it confirms from one of Faust's most basic strings. | Link | |
f.S > 2H > 236P | Anywhere | 65 | Any | [1] Very Easy | Go to f.S confirm. Careful on spacing as it will whiff if too far. | Link | |
f.S > 5HH > 236P | Anywhere | 105 | Any | [1] Very Easy | Use if within 5H range. | Link | |
f.S > 2H > 236S [3] > 2H > 236P | Anywhere | 112 | Any | [2] Easy | Sometimes this can be the only decent route in certain situations where you're going for c.S > 2H > 236S, but you get a f.S instead; it happens occasionally. Only works at somewhat close ranges. | ||
f.S > 2H > 66FRC > 236S [3]~1 > c.S > 2S > 236S [6] > 6H | Anywhere | 179 | Any | [3] Medium | Does good damage for 1 meter considering the distance. | ||
f.S > 66RRC > dash j.S > j.H > dash 5K > 6H > 214K | Midscreen | 115 | Any | [5] Very Hard | Midscreen into Scarecrow 50/50 from f.S. | ||
AA c.S > j.S > airdash j.2K > FRC > j.H > 5K > j.S > j.H > 5K > 236P > 6H | Midscreen | 206 | Any | [4] Hard | Stylish combo that gives item near the end of the combo. Getting a hammer can put the opponent in a unique corner situation if you don't finish off with the 6H and let them recover from the wallsplat. | ||
CH c.S > 5H > 41236K [4] > H | Anywhere | 145,160,170 | Any | [2] Easy | Great and easy confirm for lots of dmg. Great for making people blow their Burst. Provides great oki with Scarecrow, or can be used to get some items out. | Link | |
CH c.S > j.S > j.H > c.S > 5HH > 236P | Anywhere | 169 | Any | [3] Medium | Extended meterless damage from CH. Especially useful vs opponents who can't low profile your j.H. | ||
CH c.S > 6H > 66RRC > delay c.S > j.S > delay j.H > 5K > 5D > 6H | Corner | 214 | Any | [3] Medium | Good damage combo using meter that isn't too hard to pull off. | Link | |
CH c.S > 2H > 41236K > 66RRC > dash c.S > j.H > j.H > c.S > 2S > 236P > 6H | Midscreen | 213 | Any | [5] Very Hard | Midscreen wallbreak using meter on c.S counter hit. | Link | |
CH c.S > 6H > 88RRC > c.S > hold 5D > 5K > 632146H | Corner | 239 | Any | [5] Very Hard | Memey double meter high damage combo. Looks cool. | Link | |
CH c.S > hold 5D > 66PRC > c.S > hold 5D > c.S > 5D > 66RRC > dash c.S > j.K > j.D > hold 5D | Midscreen | 227 | Any | [5] Very Hard | Pretty sweet looking combo that does great damage, but requires 2 bars. | ||
CH c.S > 5H > 41236K [4] > Hole in One! H > 66RRC > dash c.S > j.H > j.H > 5K > 6H > 41236K | Midscreen | 228,237 | Any | [5] Very Hard | Good damage in exchange for a meter. | ||
CH f.S > (5H) > 41236K [4] > H | Anywhere | 108,124,135 (127,140,150) | Any | [2] Easy | 5H can land with dash momentum, otherwise just start with f.S > 41236K | Link | |
CH f.S > 41236K [4] > Early Hit H > whiff 66RRC > c.S > hold 5D > 5K > j.2K > 6H | Corner | 215 | Any | [4] Hard | Looks pretty cool and does big boy damage. :) | ||
CH f.S > 41236K [4] > Hole in One! H > whiff 66RRC > dash c.S > j.S > j.H > 5K > 6H | Midscreen | 222 | Any | [5] Very Hard | f.S CH wallbreak confirm using 1 meter. Can be used on reaction to getting the Hole in One! | ||
CH f.S > 41236K [4] > Early Hit H > whiff 66RRC > dash c.S > j.S > j.H > 5K > 6H > 41236K > 41236K | Midscreen | 219 | Any | [5] Very Hard | Same as above, but can be used on reaction to getting the Early Hit. | ||
CH f.S > 41236K[4] > Hole in One! H > 44RRC > 214K [6] > 5K > 6H > 41236K > 6H | Midscreen | 234 | Any | [5] Very Hard | Pretty crazy looking combo that's equally as crazy to pull off with big reward. | ||
CH AA c.S > j.S > c.S > 2S > 236S [3]~1 > 236P | Anywhere | 142 | Any | [3] Medium | Meterless CH AA combo with decent damage and wall carry. | ||
CH AA c.S > c.S > hold 5D > 66PRC > c.S > hold 5D > c.S > 5D > 6H | Corner | 235 | Any | [4] Hard | Pretty high damage from 1 meter, but from a somewhat unlikely situation. | ||
CH AA c.S > j.Px2 > j.H > 6H > 41236K | Midscreen | 148 | Any | [4] Hard | Pretty cool meterless combo. | ||
CH AA c.S > delay j.S > j.H > dash 5K > 6H > 41236K | Midscreen | 168 | Any | [5] Very Hard | Good damage for no meter, but very hard to pull off. | ||
CH AA c.S > c.S > 6H > 214S > PRC > dash c.S > j.H > j.H > dash c.S > 6H > 214S | Midscreen | 242 | Any | [3] Medium | Good damage combo using 1 meter. | ||
CH AA f.S > 41236K | Anywhere | 68 | Any | [1] Very Easy | Rarely will you ever need this, but if you do, this is the optimal meterless damage. | ||
CH AA f.S > 214S > PRC > c.S > j.S > j.H > dash 5K > j.S > j.H > 5K > 6H | Midscreen | 193 | Any | [3] Medium | Pretty good damage for not being a difficult combo. Can carry to wall a bit further away than midscreen. | ||
AA 2S > 5H > 66FRC > c.S > j.S > j.H > 5K > 6H > 41236K > 41236K | Midscreen | 215 | Any | [3] Medium | Pretty high reward combo, great for when you read the opponent on their overhead options. | ||
CH AA 2S > dash c.S > 2S > 236S [3]~1 > c.S > 2S > 5H > 6H | Midscreen | 202 | Any | [4] Hard | Midscreen meterless wallbreak from a CH AA 2S. | ||
CH AA 2S > dash c.S > 6H > 236P | Corner | 114 | Any | [3] {{{2}}} | Sets up for some crazy wall combos with great damage, or you can take some oki. | ||
CH AA 2S > dash c.S > 6H > 236P > 66BRC > c.S > 6H > delay 236S [9] > 4 > Bomb Explosion > c.S > 6H | Corner | 246 | Any | [5] Very Hard | Really cool combo that does a lot of damage. The trick is to hit the Bomb with your 6H, and then avoid hitting it with your 236S. | ||
CH AA 2S > dash c.S > 6H > 236P > 66BRC > c.S > jc > 100TWeight > j.H > c.S > 2S > 5H | Corner | 226 | Any | [5] Very Hard | Pretty hard combo that uses the 100TWeight as a followup. | ||
CH AA 2S > dash c.S > 6H > 236P > 100TWeight > j.S > j.H > 5K > 6H | Corner | 230 | Any | [4] Hard | Meterless, easier, and more damaging version of the above combo that requires you to dash a bit further. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
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5Hx2 > 236P | Anywhere | 92 | Any | [1] Very Easy | Since 5H is a great poke move at mid range, and the extension of this move has lots of utility packed into it, this confirm is very convenient for setting up item pressure. | Link | |
CH 5H > 5HH > 236P | Anywhere | 123 | Any | [2] Easy | More damage, easy as 1,2,3. | Link | |
5H > 66FRC > c.S > f.S > 2H > 236P | Anywhere | 125 | Any | [2] Easy | Worse damage, spacing is a bit better. | Link | |
5H > 66FRC > c.S > 2S > 5HH > 236P | Anywhere | 154 | Any | [2] Easy | Better damage, spacing less advantageous. | Link | |
5HH > sj j.H > j.H > f.S > 2H > 41236K | Corner | 207 | Any | [4] Hard | Pretty sick combo, but deceptively hard. | ||
5HH > dash c.S > c.S > 2S > 236S [6] > 6H | Corner | 204 | Any | [3] Medium | Pretty easy combo. | Link | |
5HH > dash c.S > j.H > j.H > 5H > 6H | Corner | 215 | Any | [2] Easy | Pretty easy corner combo that does good damage. | Link | |
5HH > dash c.S > j.H > j.H > dash c.S > 6H > 236P > 6H | Corner | 224 | Any | [4] Hard | Does great damage for no meter. | ||
5H > 66FRC > c.S > 2S > 5HH > 236S [3] > 236P | Corner | 166 | Any | [3] Medium | Has potential to be a pretty powerful string in the corner. Sets up huge wallbreak pressure, with item + more than enough time to set up for meaties. | Link | |
5HH > delay RRC > dash c.S > j.S > j.H > dash c.S > 2S > 236P > 6H | Corner | 196 | Any | [3] Medium | Can be used as a side switch when you're in the corner to wallbreak. | ||
5HH > hold 5D > 66PRC > c.S > j.H > j.H > delay 2S > 5H > 6H | Corner | 223 | Any | [5] Very Hard | Great damage for 1 meter, but pretty hard to pull off. | ||
5HH > delay j.H > j.H > j.H > j.H > 6H | Corner | 216 | Any | [3] Medium | Because the game lets you. | ||
AA 5H > 214S > PRC > c.S > j.S > j.H > 5K > j.S > j.H > 6H | Midscreen | 207 | Any | [4] Hard | Midscreen 5H AA wallbreak starter. Doesn't even look like it should work, but it does. Only ever useful if you're trying to poke with 5H and the opponent jumps into it. | ||
AA 6H > 214K > PRC > c.S > j.S > j.H > 5K > 6H > 41236K > 6H | Midscreen | 211 | Any | [3] Medium | Good damage for 1 meter and not much effort for a wallbreak. Doesn't seem to break the wall consistently unless some hits are delayed in a particular way. | ||
AA 6H > 214K > PRC > c.S > j.S > j.H > dash c.S > 6H > 214K | Midscreen | 160 | Any | [3] Medium | Decent damage with Scarecrow 50/50 in exchange for 1 meter. | ||
AA 6H > 236P > dash 5K | Corner | 80 | Any | [3] Medium | Only works from certain distances. Needs to be adjusted based on what item you get. Can be done from anywhere, but is much more potent in the corner. | ||
AA 6H > 236P > dash 5K > j.S > j.H > 5K > 6H > 214S > Bomb > Scarecrow Hit > 5K | Corner | 212 | Any | [4] Hard | Bomb version of the AA 6H > 236P > dash 5K string. | ||
AA 6H > 236P > dash 5K > j.S > 100T Weight > j.H > 5K > 6H > 236S [6] | Corner | 188 | Any | [4] Hard | 100T Weight version of the AA 6H > 236P > dash 5K string. | ||
AA 6H > 236P > dash 5K > j.S > j.H > 5K > 236S [6] > 6H | Corner | 191 | Any | [3] Medium | Banana/Donut version of the AA 6H > 236P > dash 5K string. | ||
AA 6H > 236P > dash 5K > j.S > j.H > 5K > 6H > 41236K > 6H | Corner | 193 | Any | [3] Medium | Afro version of the AA 6H > 236P > dash 5K string, also works with Meteor. Will apply and keep the Afro after wallbreak. | ||
AA 6H > 236P > dash 5K > delay jc 66BRC > j.H > land > [6] side switch > delay c.S > 236S [1]~3 > 236P | Corner | 141 | Any | [4] Hard | Mini Faust version of the AA 6H > 236P > dash 5K string. No wallbreak found yet, but this puts you midscreen with mini faust pressure, an extra item, and great spacing for 2H or 6H afterwards. Depending on your spacing in the corner, you can do AA 6H > 236P > dash 5K > 6H to item farm up to 3 times due to Mini Faust pressure; with the opponent in the corner, this can create some very crazy situations for them to enjoy dealing with. | ||
AA 6H > 236P > dash 5K > 6H > delay 236S [3]~1 > c.S > 2S > delay 236S [3] > Mini Faust Army [3] > 6H | Corner | 207 | Any | [4] Hard | Trumpet version of the AA 6H > 236P > dash 5K string. Unique wallbreak combo using Mini Faust Army's peculiar knock back properties. | ||
AA 6H > 236P > dash 5K > j.S > Hammer > j.H > 5K > 6H > 41236K > 6H | Corner | 214 | Any | [3] Medium | Hammer version of the AA 6H > 236P > dash 5K string. | ||
CH 5H > 5P > 2P | Anywhere | 82 | Any | [2] Easy | Gatlings pretty nicely into 6H. Can throw a lot of people off. | Link | |
CH 5H > 41236K [4] > H | Anywhere | 124,141,154 | Any | [2] Easy | Can OS by inputting 5HH and delay 41236K to confirm the CH. | Link | |
CH 2H > 6P > 236P | Anywhere | 71 | Any | [2] Easy | The timing on the 6P is a little difficult, but not too crazy. Useful for getting people off of you after landing a stray hit. | Link | |
CH 2H > 5K > 66RRC > dash c.S > j.S > j.H > 5K > 6H > 41236K > dash 6H | Midscreen | 190 | Any | [5] Very Hard | Only works at close range, but a useful option to keep in mind. | Link | |
CH 5H > 5HH > dash c.S > j.H > j.H > 2S > 5H > 6H | Corner | 227 | Any | [4] Hard | Great meterless damage from CH starter. Timing for the second 5H is a bit tricky. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
hold 5D [8] > j.D > j.H > dj.H > j.D > j.Hx2 | Anywhere | 207 | Any | [2] Easy | Easy dust combo for some respectable damage. | Link | |
hold 5D [8] > j.D > j.H > dj.D > delay j.D > j.Hx2 | Anywhere | 208 | Any | [3] Medium | Stronger version of the combo above but not too hard. | Link | |
hold 5D [8] > j.D > j.H > dj.D > delay j.D > j.H > dj.Hx2 | Anywhere | 219 | Any but AN, CH, GI, IN, JC, KY, RA, SO | [4] Hard | Optimal but hard dust combo. This does not work on May in the corner since the Finishing Blow will whiff. | Link | |
hold 5D [8] > j.D > j.H > dj.H > j.D > j.H > dj.Kx2 | Anywhere | 213 | Any | [2] Easy | Easy strong combo without delayed attacks | Link | |
hold 5D [8] > j.K > j.Px2 > dj.K > j.Px2 > j.K > j.D | Anywhere | 130 | Any | [5] Very Hard | Optimally disrespectful. Good (typically unexpected) oki with Afro applied to the opponent. | Link | |
hold 5D [8] > j.S > j.H > dj.S > j.H > j.H > dj.D | Anywhere | 169 | Any | [4] Hard | Easier, better damage for when you want to go for burning Afro oki after a dust combo. Super powerful - if the opponent does pretty much anything except for block after landing, you can just about win the round for free. If they do block, you get to mix them up. 6H is a fantastic option afterward to capitalize on this. | ||
5D > 66RRC > dash c.S > j.S > j.H > dash 5K > 6H > 214P/K/S | Midscreen | 89 | Any | [3] Medium | Decent option from uncharged 5D midscreen if you want Scarecrow 50/50 in the corner. | ||
5D > 88RRC > dash c.S > j.S > j.H > airdash > j.H > c.S > j.H > j.D > j.236P | Midscreen | 140 | Any | [3] Medium | Midscreen wallbreak followup on an uncharged 5D. | ||
5D > RRC > dash c.S > j.S > j.H > c.S > 2S > 5H > 6H | Corner | 133 | Any | [3] Medium | Wallbreak corner combo from uncharged 5D. | ||
5D > 88RRC > dash c.S > j.S > j.H > c.S > 6H > 41236K > 6H | Corner | 141 | Any | [3] Medium | Side switch wallbreak combo from uncharged 5D. | ||
CH 5D > 2P > 6P > 236P | Anywhere | 69 | Any | [2] Easy | Easy to use string to get the opponent off of you, and provides great defensive spacing. | ||
CH 5D > 5Px2 > 2P | Anywhere | 72 | Any | [2] Easy | Can be used easily on reaction to getting a CH with an uncharged 5D to create good defensive spacing. | ||
CH 5D > dash c.S > f.S > 2H > 236P | Anywhere | 91 | Any | [3] Medium | Depending on spacing, the c.S may require a quick dash right before it or you will get a f.S instead. | ||
CH 5D > dash c.S > 2S > 5HH > 236P | Anywhere | 106 | Any | [3] Medium | Will always require the dash before the c.S using this route, but it does more damage. | ||
CH AA 5D > 5K > 6H > 214K > PRC > c.S > j.S > j.H > 5K > 6H | Midscreen | 161 | Any | [3] Medium | Midscreen wallbreak combo from the relatively rare situation of getting a counterhit anti-air from an uncharged 5D. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
236H > FRC > 5K > j.K > j.D > Afro Explosion > 5K > 6H > 214S | Corner | 156 | Any | [3] Medium | Good easy dmg using Afro, great for killing the opponent after a successful 236H mixup when their health is low. | Link | |
236H > 88FRC > j.S > j.H > 5K > 6H > 41236K > dash 6H | Corner | 160 | Any | [4] Very Hard | Keeps afro after wallbreak. | Link | |
236H > 66FRC > c.S > j.D > c.S > 6H > 41236K > 6H | Corner | 164 | Any | [4] Hard | Sacrifices afro for slightly more damage (usually not worth it). | Link |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
Throw > PRC > j.S > j.H > c.S > 2S > 5H > 6H | Corner | 165 | Any | [3] Medium | Decent conversion into wallbreak from grab. | Link | |
Throw > PRC > j.S > j.H > 5K > 6H > 41236K > 6H | Corner | 161 | Any but CH, GI, KY, LE and MA | [4] Hard | Harder conversion. This used to do more damage, but it doesn't seem to do more after the 1.10 patch. | Link |
Combo | Position | Works on: | Difficulty | Notes | |||
---|---|---|---|---|---|---|---|
[1] Very Easy | |||||||
[2] Easy | |||||||
[3] Medium | |||||||
[4] Hard | |||||||
[5] Very Hard |
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