Mykaterasu (talk | contribs) m (→{{clr|1|5P}}/{{clr|1|2P}}/{{clr|2|5K}}/{{clr|2|2K}} Starters: more cleaning up notation again) |
m (→{{clr|3|c.S}}/{{clr|3|f.S}}/{{clr|3|2S}} Starters: video example) |
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|| 66 {{clr|3|c.S}} > {{clr|3|5S}} > {{clr|4|2H}} > {{clr|2|236K}} || Anywhere || 115 || || All || {{clr|1|Very Easy}} || Basic {{clr|3|c.S}} combo that pushes the opponent very far away. Requires dash momentum to work on the whole cast || | || 66 {{clr|3|c.S}} > {{clr|3|5S}} > {{clr|4|2H}} > {{clr|2|236K}} || Anywhere || 115 || || All || {{clr|1|Very Easy}} || Basic {{clr|3|c.S}} combo that pushes the opponent very far away. Requires dash momentum to work on the whole cast || | ||
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|| {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|1|236P}} > {{clr|1|5P}} > (dl.){{clr|2|236K*}}(hit)~({{clr|2|214K}})xN WS, 66 {{clr|4|6H(2nd)}} || Midscreen || 195-197 (156-161 Anywhere) || || All* (See Combo Theory) || {{clr|4|Hard}} || Must be very close. Before WS, this combo can be done anywhere. If done in the Corner, 1st 214K will WS. || | || {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|1|236P}} > {{clr|1|5P}} > (dl.){{clr|2|236K*}}(hit)~({{clr|2|214K}})xN WS, 66 {{clr|4|6H(2nd)}} || Midscreen || 195-197 (156-161 Anywhere) || || All* (See Combo Theory) || {{clr|4|Hard}} || Must be very close. Before WS, this combo can be done anywhere. If done in the Corner, 1st 214K will WS. || https://gfycat.com/esteemedheavyalbino | ||
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|| {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|1|236P}} > {{clr|3|c.S}} > {{clr|2|236K}} > {{clr|2|214K}}, {{clr|2|5K}} > {{clr|5|2D}} > ({{clr|1|236P}}) || Anywhere || 146 || || All|| {{clr|3|Medium}} || Converting from a low 2D after c.S. The {{clr|2|5P}} > {{clr|2|214K}} ender does not do more damage from a c.S starter, but does do more damage from a 2K starter. However, since that ender uses 2 Servant Gauge, the {{clr|2|5K}} > {{clr|5|2D}} > ({{clr|1|236P}}) version is more efficient with your Gauge. || | || {{clr|3|c.S}} > {{clr|5|2D}} > {{clr|1|236P}} > {{clr|3|c.S}} > {{clr|2|236K}} > {{clr|2|214K}}, {{clr|2|5K}} > {{clr|5|2D}} > ({{clr|1|236P}}) || Anywhere || 146 || || All|| {{clr|3|Medium}} || Converting from a low 2D after c.S. The {{clr|2|5P}} > {{clr|2|214K}} ender does not do more damage from a c.S starter, but does do more damage from a 2K starter. However, since that ender uses 2 Servant Gauge, the {{clr|2|5K}} > {{clr|5|2D}} > ({{clr|1|236P}}) version is more efficient with your Gauge. || |
Revision as of 20:44, 2 September 2021
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List
- 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 list is focused on most practical examples, not every single option that exists.
- All damage values are 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).
- Jack-O specific notation; ns.2P = Pick Up Servant (2P while near a servant). || ws.P/K/S/H/D = P/K/S/H/D while holding a servant. || ws.6X = Throw Servant with a button of your choice.
- Some Jack-O specific notations have the possibility of being very cluttery, but may be needed to get specific information across. Try to use these only when truly necessary; 5K* = Hit a servant with 5K, but not the opponent. || 5K& = Use a 5K to hit both a servant and the opponent. || 236K*(hit)~214K = 236K a Servant. That servant projectile from 236K hits the opponent, then cancel into 214K.
Please be aware that there is a bug in training mode that causes hits not to prorate if you pause mid-combo. If you are testing values please do so without pausing the game. (Video - https://twitter.com/shadowd63/status/1433399624690192388)
5P/2P/5K/2K Starters
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
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2K > 2D > 236K | Anywhere | 57 | All | Very Easy | Basic confirm that pushes the opponent away. Can set up a meaty Throw Servant with 236[P], ws.6X. | ||
5P > 5P > 6H(2) | Anywhere | 67 | All | Very Easy | Basic confirm & your fastest punish. Pushes the opponent very far away. Whiffs on crouchers. | ||
2K > 2D > 236P, (5K* > 214K) | Anywhere | 41 (70) | All | Easy | Basic confirm into Servant Summon. 5K OTG works at all ranges. Other OTG options for setups include 5P, 2K, 2D, 236K and 214K. (5P does the same damage as 5K in this combo, however 5K is jump-cancellable. Therefore it is useful for keeping your Oki intentions ambiguous, even if you do not wish to jump cancel.) | ||
2K > 2D > 236P, 66 c.S > 236K~214K, [5K > 2D] or [5P > 214K] | Anywhere | 98 or 99 | All | Medium | Damage ender for 2D. 66 is a microdash. Doesn't work at max range. Substitute 5K for c.S in the corner. 2nd ender requires 2 Servant Gauge and sacrifices Oki for 1 more damage. | https://twitter.com/Dacidbro/status/1431406818182320130 | |
2K > 2D > 236P, c.S > 214K, c.S > 236K > (ns.2P) | Anywhere | 97 | All | Medium | 1 Servant Gauge 2D conversion as the current servant can be picked up with ns.2P, to be thrown with ws.6X. Doesn't work at max range. | https://twitter.com/shadowd63/status/1431219974782259201 | |
2K > 2D > 236P, 66 [c.S > 236K~214K]x2, 5P | Corner | 103 | All | Hard | Corner Damage Ender for 2D. Doesn't work at max range. Requires 2 Servant Gauge. |
c.S/f.S/2S Starters
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
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c.S > 5S > 5H | Anywhere | 100 | All | Very Easy | Basic combo that pushes the opponent away while giving you time to setup a servant. | ||
66 c.S > 5S > 2H > 236K | Anywhere | 115 | All | Very Easy | Basic c.S combo that pushes the opponent very far away. Requires dash momentum to work on the whole cast | ||
c.S > 2H > 236P > 5P > (dl.)236K*(hit)~(214K)xN WS, 66 6H(2nd) | Midscreen | 195-197 (156-161 Anywhere) | All* (See Combo Theory) | Hard | Must be very close. Before WS, this combo can be done anywhere. If done in the Corner, 1st 214K will WS. | https://gfycat.com/esteemedheavyalbino | |
c.S > 2D > 236P > c.S > 236K > 214K, 5K > 2D > (236P) | Anywhere | 146 | All | Medium | Converting from a low 2D after c.S. The 5P > 214K ender does not do more damage from a c.S starter, but does do more damage from a 2K starter. However, since that ender uses 2 Servant Gauge, the 5K > 2D > (236P) version is more efficient with your Gauge. | ||
c.S > 2H > 236[P], ws.K, ws.6X, 5K > 236K, 5K > WS > 66 5[D] | Corner | 202 | Medium | does not work at all ranges nor all characters and have to be point blank | |||
c.S > 2H > 236P > 5P& > 236K& > c.S > 5H > WS > 5[D] | Corner | 201 | Medium | Have to be close to combo | |||
66 c.S > 2H > 236[P], ws.5D, 5P, 66 5K > 6H(1) | Midscreen | 134 | Hard | Needs dash momentum to connect. Corner carry combo that leaves an active servant. | |||
c.S > 2H > 236P, 5P& > 214K > 66f.S > 236K&(hit)~(214K) WS, 6H(2nd) | Midscreen | 195 | All | Very Hard | Optimal midscreen combo off c.s leads to wallbreak and allows you to dash up super for hkd. Delay the 214K based on weight class. | https://www.youtube.com/watch?v=qZwdoOwxFlk | |
c.S > 2H > 236P, 5P& > 214K > 66f.S > 236K&, 665K > dl.2D WS, 6H(2nd) | Midscreen | 194 | All | Very Hard | Version of the optimal combo that only needs 1 Servant Gauge, but is also much harder. | https://twitter.com/Sometimes_Fendo/status/1431226037870993414 | |
c.S > 2H > 236[P], ws.5D, 5P > 2H > 236K, 5K > 6H(1) > WS > 6H(1) | Corner | 197 | Hard |
5H/2H/6H Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes | Video |
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CH 2H > 236[P], 66 [5K]x3, 6P WS, 2P(servant), 6P | Corner | 190 | Easy | Simple Hold Servant Attack Command loop in corner. Leaves Servant Gauge very low, even after wallbreak. | |||
CH 2H > 236[P] 66 5K, 5D , 2S > 2H > 236K | Midscreen | 151 | Medium | 236K will wallbounce if the opponent is near the corner. | |||
CH 2H > 236[P] 66 5K, 5D , 2H > 236K , c.S > 5H WS, 5[D] | Near Corner | 212 | Hard | May require dash momentum. Wall break variant of the above combo. | |||
CH 2H > 236P 66 c.S > 2H, 236K , c.S > 6H(2) WS, 66 5[D] | Corner | 224 | Medium | High damage meterless wallbreak combo that leaves ~1.8 Servant Gauge after wallbreak. | |||
66 CH 6H(1) > 236P, c.S > 5H > 214K, c.S > 5H > 214K, c.S > 6H > (236P)... | Midscreen | 173 | ~44% | All | Medium | CH Punish combo. Can only be done at point blank range. Dashing between juggles may be required if back is to the wall. | https://twitter.com/shadowd63/status/1432075495320039426 |
CH 2H > 236K~236[P], ws.236K~ws.D, 2S > 2H > 236K~214H, [c.S > dl.214K]x2, 6H, Detonation, 2D > WS > 5[D] | Corner | 221 (249 With Super) | ~55% | All | Hard | Requires a small walk after dropping the Servant depending on your initial spacing and the opponent's character. Can end with super for hard knockdown and more damage. | https://twitter.com/optosi/status/1432362502713643011 (Uses 5K, 5K to wallstick instead of 6H) |
CH 2H > 236P > 236K, 2S > 236K > 214H, 2S > 236K, c.S > 6H , Detonation~j.S > WS > 5D | Corner | 234 (262 With Super) | Very Hard | Utilizes Countdown inside of a shoot loop. Can end with super for hard knockdown and more damage | https://www.youtube.com/watch?v=B0kyEN5gDqo |
Anti-air Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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5K AA > 9j.K > air dash > j.S > j.H > 5S | Anywhere | 96 | All | Easy | Decent anti air combo works at most heights unless very low. | |
5K AA > 9j.S > air dash > j.S > j.H > 5S > 5H | Anywhere | 112 | All (Except Leo) | Easy | Decent anti air combo works at most heights unless very low. | |
CH 2S, 5K > 6H | Midscreen | 110 | All | Easy | Simple Counterhit 2S anti air confirm. Can cancel into 236[P] for oki. | |
2H AA > 236P > 5K > 236K > 214K > 214K WS > 6H | Near Corner | 199-202 | 25% | All | Medium | Depending on the distance from the corner the servant projectile will hit the opponent a different number of times, causing the (199-202) damage discrepency. |
2S > 236[P]~5K~5D, 5K > 6H | Midscreen | 110 | All | Hard | Follow-up 5K can be replaced with c.S depending on spacing. Possible on heavyweights only at near-max height. |
Jump-in Starters
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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Dust Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
5[D] 8, j.H(2) > j.K > 9jc > j.H(2) > j.K > j.SS | Anywhere | 181 | Easy | |||
5[D] 8, j.H(2) > j.K > jc > j.S > j.K > j.S > j.KK | Anywhere | 181 | All | Easy | ||
5[D] 8, j.P > j.S > j.K > jc > j.P > j.S > j.H(2) > j.H | Anywhere | 170 | All | Easy |
Ground Throw Starter
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
[4D or 6D] > 2H | anywhere | 94 | Everyone | [1] Very Easy | ||
[4D or 6D] > 6H | anywhere | 84 | Everyone | [2] Easy | ||
[4D or 6D] > PRC, 236P, 5K > (214K)xN | Anywhere | 119 | -39~% | Everyone | [3] Medium | Burst-safe route. Places the opponent higher in the air to aid in the burst punish. In the corner, use 44PRC for burst safety. WS after the 3rd 214K. If you accidentally get RRC, use 6H*(1) > (214K)xN ender instead. |
Special Move Starter
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
CH 236K > 5P > 6H > 236P (setup) | Corner | 2D > 236K is a natural frame trap and can be converted into a combo in the corner. Keep in mind that 236K is unsafe without using Servant gauge. |
Combo Theory
236K*(hit) > (214K)xN Loops
When converting from 236K*(hit) > (214K)xN - Every character has a route that allows them to do up to three iterations of the (214K)xN loop. Choosing how many loops depends on the distance from the corner, and the amount of Servant Gauge you are willing to spend;
- If you are in the corner, one iteration will cause WS. From here you can break the wall with another iteration of 214K just like midscreen, but you could always also do 632146P or 44 6H(2nd) if you wish to save your Servant Gauge.
- At midscreen, if you wish to cause WS, you will need to do at least 2 iterations. From this position you can choose do a 3rd iteration if you have the Servant Gauge, trading bonus damage for returning to neutral post wall-break without the ability to Summon Servants immediately.
In terms of actually landing the combo, routes are character specific. Characters fall into three groups;
- (SO, KY, CH, ZA, RA, LE, NA, GI, AN, IN, GO, JC) - Most of the cast is either lightweight or has a smaller falling hurtbox, meaning that 236K will never hit them, allowing the combo to go off cleanly. This is the easiest group.
- (MA, AX, FA, MI) - Some character's forward hurtbox while falling is too big, causing the 236K*(hit) to occur too early or in extreme cases cause 236K& to occur. For these characters you will only land one 214K unless you delay the 236K.
- (PO) - The only exception to this group is Potemkin, who no matter how much you delay 236K, will always be hit by 236K, forcing 236K& and only one 214K. Instead, you must slightly delay the normal that comes before 236K* (usually 5P). This changes the trajectory of the servant from 236K& just enough to allow you to do multiple loops of (214K)xN, and only Potemkin is wide enough while falling to allow this route.