This page has been marked for cleanup.
This can be for a variety of reasons including but not limited to: spelling mistakes, unnecessary information, poor formatting, and other metrics per common sense reasoning.
Consider helping rewrite it.
Combo Notation Guide | Character Name Abbreviations | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
|
Combo List
- All damage values are damage dealt to Sol unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
- Entries listed in (arkKhaki) are either optional or situational.
- Damage values listed for combos with optional combo parts assume the highest damage variation unless otherwise stated.
Standard Combos
Combo | Position | Damage | Tension Gain | Works on | Difficulty | Notes | Video Example |
---|---|---|---|---|---|---|---|
2K > c.S(1) > f.S > 2D > (214X) | any | 51 | all | Easy | Knockdown into scroll set. | ||
2K > 2S > 5H > 46P or 236H or (214X) | any | 51-70 | all | Easy | Poke into either pressure or setup. | Provided by Cuack | |
2P/2K > 6P > f.S > 2D | any | all | Easy | 6P acts as a confirm into 6K if they are standing otherwise go for knockdown. | |||
f.S > 5H > 421H/S > dash 6K > 214P > j.KH > 9sD -> sH/K | any | all | Medium | Confirm into 6K when card is under the opponent. Careful against lightweights the height makes it more strict. | Provided by Cuack | ||
c.S(3) > 2H > sjIAD jP > jS(1) > jH > c.S(1) > 2D | any | Tall Characters | Hard | Basic sjIAD combo from point blank. | Provided by Coack | ||
c.S(3) > (2H > sjIAD jP > jP > jK > jH)x3 > 2D | any | 155 | ~25 | Tall Characters | Very Hard | sjIAD loop, corner carries from fullscreen. Works on crouching thanks to 2H forcing stand. | Link |
2K > 2S > 5H > 22P Cling > s6D~sK whiff > 6K > 214P > jKH > 9sD -> sHK | any | 112 | all | Hard | Use this when K Scrolls are active. Can’t connect unless it’s near and using 22P cling instead of jump. | Provided by Coack | |
f.S > 5H > 46P > RRC > dash 2H > 6K > 214P > j.KH Cling > 9sD -> whiff sK ▷ sj.KH cling > 9s9D -> H/K | any | all | Medium | You need to RC the 46P the moment it hits the opponent. This is the basic idea behind answers RRC usage |
Combo | Position | Damage | Tension Gain | Works on | Difficulty | Notes | Video Example |
---|---|---|---|---|---|---|---|
c.S(1) > 2H > 6K > 214P > j.KH > cling 9sD -> H/K | any | all | Medium | Simplest 6K confirm. Make sure to hold 8 during the j.KH so as to not cling to early. sK is your best knockdown so use it when sH can't connect. | |||
2K > c.S(1) > 2H > 6K > 214P > j.KH cling > 6sD > cling 9sD -> sH/K | any | all | Medium | 2K is a low so allows for a high low mixup in certain situations | Provided by Joey Reads | ||
c.S(1) > 2H > 6K > 214P > j.KH cling > 9sD > whiff sK ▷ 9sj.KH cling > 9sD -> H/K | any | all | Medium | Whiff sK route. Most damage but you lose the extra scroll for oki | |||
2K > c.S(2) > 6K > 214P > j.KD cling > 9sD -> sH cling > 3sD | midscreen | all but JO, PO | Hard | A strong setup into a safejump or mixup depending on how it lands. | Provided by Beni |
Throw Combos
Combo | Position | Damage | Tension Gain | Works on | Difficulty | Notes |
---|---|---|---|---|---|---|
Throw > RRC > c.S(1) > 6K > 214P | any | all | ||||
Air Throw > RRC > 214P > c.S > 2H > j.H > s6D > s8D~K | any | all | You need to delay the RC to get the bounce for the combo |
Anti Air Combos
Combo | Position | Damage | Tension Gain | Works on | Difficulty | Notes | Video Examples |
---|---|---|---|---|---|---|---|
5K > j.KS > dj.KSH | any | all | Easy | Answer's "Ladder" combo. If you can't connect into a 6K this is what you get. Doesn't lead into knockdown without ending with 632146S | |||
6P > 6K > 214P > j.KH cling > 9SD -> SK | any | all | Medium | Your main way to link into 6K from an Anti Air. Remember only works at certain heights so sometimes you should take a ladder combo instead. | |||
6P > 5H > jc.KS > dj.KSH | any | all | Easy | For when 6K wont connect you should go for 5H into ladder. |
2D Combos
Combo | Position | Damage | Tension Gain | Works on | Difficulty | Notes |
---|---|---|---|---|---|---|
2D> RRC > 6K > 214P > j.KH > cling 9SD > H/K | any | all | medium | It's usually better to set up scrolls off of a knockdown but if you really need the damage this exists |
5D Combos
Combo | Position | Damage | Tension Gain | Works on | Difficulty | Notes |
---|---|---|---|---|---|---|
5D8 > j.D > j.D > j.KS(3) > Jump > j.KS(3) > j.D | any | 110 | ~19 | all | ||
5D6 > 5H > 5H > 5H > 214P > cS(3) > 2D > 214K | corner | 103 | ||||
5D6 > 5H > 5H > 5H > 214S > 6H > 6sD > whiff sK > 5H > sj.KH > 9sD > sK | corner | 149 | ~26 | All mids and lights except FA, ZA, AN, JO, LE |
Combo Theory
Grounded Combo Starters
Standing Opponents
- Your basic goal as Answer is to always try to go into a 6K launcher. On standing all you have to do is gatling into 6K from c.S, 2H, or 6P. After this you can choose what 6K route you'd like to take. Take care to note the height and weight of the opponent. In general, it is Harder for Answer to combo lightweights due to his 6K launching them higher into the air. Heavy weights on the other hand can be easier and usually instead of a j.KH link into sD you will tend to go for 5H jcH as it does more damage. Without scrolls your combo routes are limited and should be prioritizing a knockdown or setup through 214P or 236S/H.
Crouching Opponents
- Since the 6K will whiff on crouching opponents, the next best thing is to land a knock down and set up scrolls with 2D > 214K.
sK Starter
- Hitting the opponent with a low sK can route into c.S > 6K or for taller characters 2H > iad j.P. This is primarily accomplished through K scroll oki.
Video Examples
Answer Basic Combo Demonstrations
6K 6P Scroll BNBs | |
---|---|
{{#evt: service=youtube |
id=https://youtu.be/SbbkUgxPfhc
}} |
System Links
Mechanics
Application & Advanced Information
Archived Information