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{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | ||
|+(CH) {{clr|3|c.S}}/{{clr|3|f.S}}/{{clr|3|2S}} > {{clr|4|236H}}, | |+(CH) {{clr|3|c.S}}/{{clr|3|f.S}}/{{clr|3|2S}} > {{clr|4|236H}}, {{clr|4|6H}} > {{clr|4|236H}}/{{clr|2|214K}} | ||
|- | |- | ||
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video | ! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes !! Video | ||
|- | |- | ||
|| (CH) {{clr|3|c.S}} > {{clr|4|236H}}, | || (CH) {{clr|3|c.S}} > {{clr|4|236H}}, {{clr|4|6H}} > {{clr|4|236H}}/{{clr|2|214K}} || Anywhere || 151/153 || ? || Everyone || [4] {{clr|4|Hard}} || (Notes for each combo in table) {{clr|4|236H}} provides a hard knockdown on aerial hit, allowing you to play I-No's game (safejump, note oki...) or can be converted with RRC. {{clr|2|214K}} adds just a tiny bit more damage than {{clr|4|236H}} would but leaves you much farther and without a hard knockdown and all their benefits; something to consider if you feel the need to play for distance. || | ||
|- | |- | ||
|| (CH) {{clr|3|f.S}} > {{clr|4|236H}}, | || (CH) {{clr|3|f.S}} > {{clr|4|236H}}, {{clr|4|6H}} > {{clr|4|236H}}/{{clr|2|214K}} || Anywhere || 132/134 || ? || Everyone except FA, MI, RA || [4] {{clr|4|Hard}} || || | ||
|- | |- | ||
|| (CH) {{clr|3|2S}} > {{clr|4|236H}}, | || (CH) {{clr|3|2S}} > {{clr|4|236H}}, {{clr|4|6H}} > {{clr|4|236H}}/{{clr|2|214K}} || Anywhere || 128/130 || ? || Everyone except FA, MI, RA || [4] {{clr|4|Hard}} || || | ||
|} | |} | ||
Revision as of 04:53, 31 August 2021
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Preliminary/Read me!
- All damage values were tested against Ky at full life with the R.I.S.C Level at 0.
- All wall break combos can be ended with Ultimate Fortissimo (632146S) for more damage and a hard knockdown after the wall break; grounded version does more damage than aerial when applicable.
- I-No's strongest meterless wall break option is 5[D] if you're grounded or j.236[S] if you're airborne. If there's no time to use those, use 214K.
- For combos that end in an I-No player's choice between 214K or 236S, 214K whiffs on crouching opponents but does more damage, causes the opponent to become airborne, and can be PRC'd, leaving I-No airborne as well, or you can use 236S which hits grounded and can be canceled with RRC or late PRC.
- Some combos that would normally end in a knockdown (2D, aerial hit 236H, etc.) can add guaranteed damage at the cost of losing said knockdown and sending the opponent further away; some moves that are good for this include 236S/236H (corner carry), 2H (most damaging), 2S (farthest reaching normal), dash j.S (keeps you close); explore your options!
Beginner/BnB Combo List
BnB combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5K/2K/c.S > 2D | Anywhere | 53/43/67 | 14.75/13.25/? | Everyone | [1] Very Easy | A simple combo, but the easiest way of scoring a knockdown to get the party started; you can fire a note (214P) to make contact on their wakeup, safejump, meaty 236H... If you opt to fire a note, keep it at its initial vertical position if you think they'll try to jump out, or influence it downward if you think they'll try and low profile it. | Video |
5K/2K/c.S > 2D > 236S/236H | Anywhere | 67/53/82 (236S ender) | 14.75?/13.25?/? (236S ender) | Everyone | [1] Very Easy | Guaranteed damage you can add after 2D on anyone in the cast and any screen position, but at the expense of losing the knockdown. In or near the corner, 2H will do the most damage. 236S can be converted with RRC, but if you started the combo with 2K or your opponent's character is male, cancelling 236S with RRC to continue the combo yields little to no reward before the opponent falls out. | Video |
5K/2K/c.S > 2D > 214K | Anywhere | 83/63/100 (to Faust, def. mod. 1.01) | ? | Everyone except ZA, LE, AN, IN (5K/c.S starter), MA, PO, FA, MI, NA, GI (2K starter) | [1] Very Easy | A little more guaranteed damage you can add after 2D at the expense of losing a knockdown; doesn't work on most characters if combo started with 2K. Combos can be extended with 66PRC after 214K. | Video |
(j.K/j.S/j.H) > c.S > f.S/2S/2H > 236S/214K | Anywhere | 98 (j.S > c.S > 2H > 236S) | ? | Everyone | [1] Very Easy | Basic dash/jump-in combo, but starting with c.S is fine also. 2H has crazy disjoints, does marginally more damage than 5H in certain circumstances and does not push back as far, allowing 236S to hit. 214K does more damage but whiffs on crouching opponents; 236S does less damage but can be converted with RRC. | Video |
5P/2P/5K/2K/c.S/j.K/j.S/j.H > 6H(2) > 236H/214K | Anywhere | 126/128 (c.S starter) | ? | Everyone | [1] Very Easy | 236H provides a hard knockdown on aerial hit, allowing you to play I-No's game (safejump, note oki...) or can be converted with RRC. 214K adds just a tiny bit more damage than 236H would but leaves you much farther and without a hard knockdown and all their benefits; something to consider if you feel the need to play for distance. | Video |
5P/2P/5K/2K/c.S/j.K/j.S/j.H > 6P > 236S/214K | Anywhere | 92 (c.S starter, 236S ender) | ? | Everyone | [1] Very Easy | Comboing into 6P is useful in cases where the first hit of 6H would whiff, as it has more reach and forward momentum. 214K does more damage but whiffs on crouching opponents; 236S does less damage but can be converted with RRC. | Video |
BnB anti-air
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5K > 236S/214K | Anywhere | 56/63 | 9.89/10.95? | Everyone | [1] Very Easy | 5K can quickly hit foes from a distance, even while jumping, but has no invincibility, is vulnerable to air attacks, and combos into 236S only on an airborne opponent. | Video |
6P > 236S/214K | Anywhere | 59/66 | 10.98/10.55? | Everyone | [1] Very Easy | Reliably beats jump-in attacks because of 6P's upper-body invincibility. | Video |
Combo List
5P/2P/5K/2K combos
General starter notes:
- 5P does more damage and is 1 frame faster than 2P, but whiffs on crouching opponents.
- 5Ps can be mixed and matched and gatling with 2Ps and vice versa; how many you can hit with depends on distance and your opponent's character.
- 5K does more damage, but 2K hits low; 2K also has much worse proration.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5P/2P > 5P/2P > 5P > 214K | Anywhere | 64 (5Px3) | ? | Everyone | [1] Very Easy |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5K/2K > 2D | Anywhere | 53/43 | 14.75/13.25 | Everyone | [1] Very Easy | A simple combo, but the easiest way of scoring a knockdown to get the party started; you can fire a note (214P) to make contact on their wakeup, safejump, meaty 236H... If you opt to fire a note, keep it at its initial vertical position if you think they'll try to jump out, or influence it downward if you think they'll try and low profile it. | Video |
5K/2K > 2D > 236S/236H | Anywhere | 67/53 (236S ender) | 14.75?/13.25? (236S ender) | Everyone | [1] Very Easy | Guaranteed damage you can add after 2D on anyone in the cast and any screen position, but at the expense of losing the knockdown. In or near the corner, 2H will do the most damage. 236S can be converted with RRC, but if you started the combo with 2K or your opponent's character is male, cancelling 236S with RRC to continue the combo yields little to no reward before the opponent falls out. | Video |
5K/2K > 2D > 214K | Anywhere | 83/66 (on Faust) | ? | Everyone except ZA, LE, AN, IN (5K starter)/MA, PO, FA, MI, NA, GI (2K starter) | [1] Very Easy | A little more guaranteed damage you can add after 2D at the expense of losing a knockdown; doesn't work on most characters if combo started with 2K. Combos can be extended with 66PRC after 214K. | Video |
5K > 236S | Anywhere | 56 | ? | Everyone | [1] Very Easy | Anti-air combo; 5K can quickly hit foes from a distance, even while jumping, but has no invincibility, is vulnerable to air attacks, and combos into 236S only on an airborne opponent. | Video |
5K/2K > 214K | Anywhere | 63/50 | ? | Everyone | [1] Very Easy | Same purpose as above combo but works from either K starter on an airborne or grounded opponent. | Video |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5P > 6P > 236S/214K | Anywhere | 60/65 | ? | Everyone | [1] Very Easy | ||
5Px2 > 6P > 236S/214K | Anywhere | 66/69 | ? | Everyone | [1] Very Easy | ||
2P > 6P > 236S/214K | Anywhere | 58/63 | ? | Everyone | [1] Very Easy | ||
2Px2 > 6P > 236S/214K | Anywhere | 62/65 | ? | Everyone | [1] Very Easy | ||
5K > 6P > 236S/214K | Anywhere | 76/82 | ? | Everyone | [1] Very Easy | ||
2K > 6P > 236S/214K | Anywhere | 59/64 | ? | Everyone | [1] Very Easy |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5P > 6H(2) > 236H/214K | Anywhere | 85/87 | ? | Everyone | [1] Very Easy | 236H provides a hard knockdown, but marginally less damage than 214K. | |
5Px2 > 6H(2) > 236H/214K | Anywhere | 85/86 | ? | Everyone | [1] Very Easy | 236H provides a hard knockdown, but marginally less damage than 214K. | |
2P > 6H(2) > 236H/214K | Anywhere | 83/85 | ? | Everyone | [1] Very Easy | 236H provides a hard knockdown, but marginally less damage than 214K. | |
5K > 6H(2) > 236H/214K | Anywhere | 106/108 | ? | Everyone | [1] Very Easy | 236H provides a hard knockdown, but marginally less damage than 214K. | |
2K > 6H(2) > 236H/214K | Anywhere | 83/85 | ? | Everyone | [1] Very Easy | 236H provides a hard knockdown, but marginally less damage than 214K. |
6P combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
6P > 236S/214K | Anywhere | 59/66 | ? | Everyone | [1] Very Easy | Video | |
(CH) 6P > 236H > 2H > 236S/214K | Anywhere | 114/119 | ? | Everyone | [1] Very Easy | If it's possible that 2H would not reach the opponent, use 2S. 214K does more damage but 236S can be converted with RRC. | Video |
c.S/f.S/2S combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
c.S > 2D | Anywhere | 67 | ? | Everyone | [1] Very Easy | A simple combo, but the easiest way of scoring a knockdown to get the party started; you can fire a note (214P) to make contact on their wakeup, safejump, meaty 236H... If you opt to fire a note, keep it at its initial vertical position if you think they'll try to jump out, or influence it downward if you think they'll try and low profile it. | |
c.S > 2D > 236S/236H | Anywhere | 82 (236S ender) | ? | Everyone | [1] Very Easy | Guaranteed damage you can add after 2D on anyone in the cast and any screen position, but at the expense of losing the knockdown. In or near the corner, 2H will do the most damage. 236S can be converted with RRC, but if your opponent's character is male, cancelling 236S with RRC to continue the combo yields little to no reward before the opponent falls out. | |
c.S > 2D > 214K | Anywhere | 100 (on Faust) | ? | Everyone except ZA, LE, AN, IN | [1] Very Easy | A little more guaranteed damage you can add after 2D at the expense of losing a knockdown. Combos can be extended with 66PRC after 214K. | |
c.S > f.S > 2H > 236S/214K | Anywhere | 119/125 | ? | Everyone | [1] Very Easy | ||
f.S > 236S/214K | Anywhere | 59/66 | ? | Everyone | [1] Very Easy | ||
f.S > 2H > 236S/214K | Anywhere | 87/93 | ? | Everyone | [1] Very Easy | ||
c.S > 6P > 236S/214K | Anywhere | 92/99 | ? | Everyone | [1] Very Easy | ||
c.S > 6H(2) > 236H/214K | Anywhere | 126/128 | ? | Everyone | [1] Very Easy | 236H provides a hard knockdown, but marginally less damage than 214K. |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
(CH) c.S > 236H > 2H > 236S/214K | Anywhere | 131/137 | ? | Everyone | [2] Easy | (Notes for each combo in table) If it's possible that 2H would not reach the opponent, use 2S. 214K does more damage but 236S can be converted with RRC. | |
(CH) f.S > 236H > 2H > 236S/214K | Anywhere | 114/119 | ? | Everyone | [2] Easy | ||
(CH) 2S > 236H > 2H > 236S/214K | Anywhere | 110/115 | ? | Everyone | [2] Easy |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
(CH) c.S > 236H, 6H > 236H/214K | Anywhere | 151/153 | ? | Everyone | [4] Hard | (Notes for each combo in table) 236H provides a hard knockdown on aerial hit, allowing you to play I-No's game (safejump, note oki...) or can be converted with RRC. 214K adds just a tiny bit more damage than 236H would but leaves you much farther and without a hard knockdown and all their benefits; something to consider if you feel the need to play for distance. | |
(CH) f.S > 236H, 6H > 236H/214K | Anywhere | 132/134 | ? | Everyone except FA, MI, RA | [4] Hard | ||
(CH) 2S > 236H, 6H > 236H/214K | Anywhere | 128/130 | ? | Everyone except FA, MI, RA | [4] Hard |
5H/2H combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5H/2H > 236S/214K | Anywhere | (5H) 72/80, (2H) 73/81 | ? | Everyone | [1] Very Easy | ||
(CH) 5H/2H > 236H > 2H > 236S/214K | Anywhere | (5H) 134/140, (2H) 135/141 | ? | Everyone | [2] Easy | If it's possible that 2H would not reach the opponent, use 2S. 214K does more damage but 236S can be converted with RRC. | |
(CH) 5H/2H > 236H, 6H > 236H/214K | Anywhere | (5H) 152/154, (2H) 153/155 | ? | Everyone | [4] Hard | 236H provides a hard knockdown on aerial hit, allowing you to play I-No's game (safejump, note oki...) or can be converted with RRC. 214K adds just a tiny bit more damage than 236H would but leaves you much farther and without a hard knockdown and all their benefits; something to consider if you feel the need to play for distance. |
6H combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
6H(2) > 236H/214K | Anywhere | 101/104 | ? | Everyone | [1] Very Easy | 236H provides a hard knockdown, but marginally less damage than 214K. | |
(CH) 6H(1) > 236H > 2H > 236S/214K | Anywhere | 111/117 | ? | Everyone | [2] Easy | If it's possible that 2H would not reach the opponent, use 2S. 214K does more damage but 236S can be converted with RRC. | |
(CH) 6H(1) > 236H, microwalk 6H > 236H/214K | Anywhere | 131/133 | ? | Everyone except FA, MI, RA | [4] Hard | 236H provides a hard knockdown on aerial hit, allowing you to play I-No's game (safejump, note oki...) or can be converted with RRC. 214K adds just a tiny bit more damage than 236H would but leaves you much farther and without a hard knockdown and all their benefits; something to consider if you feel the need to play for distance. Microwalk 6H consistency can vary per character and is impossible on Faust, Millia and Ramlethal after raw normal hit 236H. | |
(CH) 6H(2) > delay 236H > 5K/2K > 236S/214K | Anywhere | (5K) 145/151, (2K) 142/148 | ~22 | Everyone except FA | [4] Hard | Have to use 2K on Leo, Giovanna, and 5K on Sol. Both work on everyone else except Faust; might need to be tested more | |
(CH) 6H(2) > 236S (whiff) > 5K > 236K/214K | Anywhere | 117/124 | ~17 | KY/AX/PO/FA/ZT/LE/NA | [2] Easy | Alternate route that works on FA and is much easier. 214K does more damage but 236S can be converted with RRC. | |
(CH) 6H(2) > 236S (whiff) > 2S > 236S | Anywhere | 122 (RA) | ~17 | MI/RA/GI | [2] Easy | Alternate route to the alternate route that works on some of the girls |
5[D] Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5[D]~8 > (Delay) > j.S > j.H > JC > j.P > j.S > j.H > Finishing Blow | Anywhere | 182 | ~18 | Anyone | [2] Easy | ||
5[D]~8 > (Delay) > j.H > j.S > JC > j.H > 66 > j.H > Finishing Blow | Anywhere | 186 | ~18 | Anyone | [3] Medium | ||
5[D]~8 > (small delay) > j.H > j.P > j.D > JC > j.S > j.H > j.S > Finishing Blow | Anywhere | 194 | ~19 | Everyone | [3] Medium | Get j.S as early as possible after JC to make sure this can get a finishing blow | |
5[D]~8 > (delay) > j.H > j.S > JC > j.H > j.S > j.H > JC > j.S > Finishing Blow | Anywhere | 203 | ~19? | Everyone | [3] Medium | Video | |
5[D]~8 > (delay) > j.H > j.S > JC > j.H > j.S > j.H > JC > j.H > Finishing Blow | Back to corner on Everyone, Anywhere on PO/LE/NA | 204 | ~19? | Everyone | [3] Hard | Back to corner Dust combo; may work on some characters midscreen | Video |
5[D]~8 > j.H > JC > j.H > j.S > j.H > j.S > JC > j.H > Finishing Blow | Anywhere | 207 | ~19? | Everyone? | [3] Hard | To be tested more; works on Ky regardless of screen position |
j.K/j.S/j.H combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
j.S > JC > j.S > j.236H~H > j.S > j.H > c.S > 6H(1) > WS > 214K (or 66 j.632146S) | Midscreen/Near Corner | 169(190) | ? | Everyone | [4] Hard | Air-to-air combo from midscreen to corner. Can be inconsistent depending on distance from corner and height. |
j.D combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
c | p | d | tg | wo | df | n | v |
236H combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
236H > 2D | Anywhere | 67 | ~10 | Everyone | [1] Very Easy | Hard knockdown. | |
236H > 2H/2S > 236S/214K | Anywhere | 98 (2H, 236S), 104 (2H, 214K), 87 (2S, 236S), 93 (2S, 214K) | ~15+? | Everyone | [1] Very Easy | 2H does more damage and has identical startup to 2S, but less range; pick which one to combo into based on distance. 214K does more damage but 236S can be converted with RRC. | |
236H,6H(2) > 236H/214K | Anywhere | 120/122 | ? | Everyone | [1] Hard | 236H provides a hard knockdown on aerial hit, allowing you to play I-No's game (safejump, note oki...) or can be converted with RRC. 214K adds just a tiny bit more damage than 236H would but leaves you much farther and without a hard knockdown and all their benefits; something to consider if you feel the need to play for distance. |
Throw RC combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
Forward Throw > RRC > j.s > j.H > 236H(3)~H > j.S > j.H > WS > 5[D] | Corner | 149 | ? | Everyone | Medium | Not super useful, since the damage isn't great and it'd probably be better to just take the hard knockdown and oki setup rather then go for damage and wallbreak at the cost of meter. | v |
Guaranteed wallbreak combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
j.S/j.H/2K > 6H(2) > delay 214K > TK 236H(3)~H > j.S > j.236S > WS > 5[D] | Corner | 191 (j.S starter) | ~29/~29/~29 | Everyone | [4] Hard | 214K has to be timed to hit as early as possible. | Video |
j.S/j.H/2K > 6H(2) > delay 214K > 66 > j.H > j.236H(3)~H > j.S > WS > 5[D] | Corner | 191 (j.S starter) | ~26 | Everyone | [4] Hard | 214K has to be timed to hit as early as possible. Swapping dash j.H for dash j.S is easier if you're willing to sacrifice a little damage. | Video |
j.S/j.H/2K > 6H(2) > delay 214K > 66 > j.H > 6H(2) > delay 214K > 214K > WS > 214K | Corner | 210/220/190 | ~32 | Everyone | [4] Hard | 214K has to be timed to hit as early as possible. j.H must be hit very close to the wall for 6H to connect after. | Video |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
j.D > j.236H(3)~H > j.Px3 > 6H(2) > WS > 5[D] | Corner | 159 | ~22 | Everyone | [2] Easy | Video | |
j.D > j.236H(3)~H > j.Px2 > 6H(2) > 236H > WS > 5[D] | Corner | 169 | ~22 | Everyone except PO/LE/NA | [3] Medium | Alternate that does more damage. The closer j.D is performed to the ground, the easier this combo is. | |
j.D > j.236H(3)~H > j.H > 2K > 6P > 214K > WS > 214K | Corner | 161 (Sol) | ~27 | SO, MA, MI, ZT, RA, GI, AN, IN | [3] Medium | Hoverdash j.K -> j.D for correct height | Video |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
236H > micro walk > 6H(2) > delay 214K > TK 236H(3)~H > j.S > j.236S > WS > 5[D] | Corner | 214 | ~34 | Everyone except FA, MI, RA | [5] Very Hard | 214K has to be timed to hit as early as possible. Microwalk 6H consistency can vary per character and is impossible on Faust, Millia and Ramlethal after raw normal hit 236H. | Video |
236H > micro walk > 6H(2) > delay 214K > 66 > j.H > j.236H(3)~H > j.S > WS > 5[D] | Corner | 217 | ~32 | Everyone except FA, MI, RA | [5] Very Hard | 214K has to be timed to hit as early as possible. Swapping dash j.H for dash j.S is easier if you're willing to sacrifice a little damage. Microwalk 6H consistency can vary per character and is impossible on Faust, Millia and Ramlethal after raw normal hit 236H. | Video |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
236S > 88~RRC > j.66 > land c.S > JC > j.S > JC > j.S > j.H > 236H~H (3) > j.H > WS > 214K | Back to corner | 169 | ~-48% | Anyone | [3] Medium | May need a small delay to initial j.66 to side switch properly. First attack can be pretty much anything that doesn't push away from the corner. Easier to land before doing 214K or use j.S to do WS. | Video |
CH Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
2D (CH) > 236S > 5K > TK j.236H~H > j.S > 6H(2) > 236H/214K > WS > 5[D]/214K | Corner | 199/198 | ~40 | Everyone | [4] Hard | Need to use 214K for wall splat against PO/LE/NA |
6H(2) (CH) > delay 214K > 66 > j.H > 6H(2) > delay 214K > 214K > WS > 214K | Corner | 253 | ~37 | Everyone | [3] Medium | DP punish/frame trap route in the corner. Instead of doing the second 2K for wall splat, can use 236S instead for an easy 632146S wall break. |
2S/f.S/5H/2H (CH) > 236H, microwalk > 6H(2) > delay 214K > TK j.236H~H > j.S > WS > 5[D] | Corner | 232 | ~37 | Everyone | [3] Medium | Frame trap route in the corner. |
(CH) 6H(2) > 214P > 66PRC > 5K > 214K > 66 > j.H > 6H > 214K > WS > 214K | Midscreen | 252 | ? | Everyone | Medium | Midscreen route that works by having them fall onto the note in the corner. |
F-Shiki conversions
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
j.K > j.236H~H > j.S > j.H > 6H(2) > delay 214K > 214K > WS > 214K | Corner | 181 | ~27 | Everyone except GI/MA/CH | [2] Easy | Easy F-Shiki conversion after blocked j.S | |
j.S > j.236S > 66RRC~j.H whiff > 6H(2) > delay 214K > 66 > j.H > 6H (2) > 236H > WS > 5[D] | Corner | 202 | -47% | Everyone except SO/ZA | [2] Hard | F-Shiki conversion using quick RC, delay the blocked j.S on Giovanna. Opting to wall stick with 214K instead of 236H and breaking the wall with 214K deals the same damage; at least on Ky. | Video |
j.S > jc > j.S > j.236K/S | Anywhere | 69/69 | ~10/~10/~10 | Everyone except GI | [2] Easy | Whiffs on crouching opponents. Also acts as an F-Shiki setup if first j.S is blocked. |
These combos need a total DMG value on them
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
2K > 6H > 236H > RRC > 66 > j.D > 5S > j.D > 236H (3) | Anywhere | 116 | -50, +? | Everyone(?) | [3] Medium | Will WS if close enough to corner at inconsistent times; usually on first hit of 236H, sometimes at j.D |