5K > (c.S) > f.S > 5H > 214K
Hitconfirm into knockdown on standing opponents. Works anywhere on the screen, as long as the opponent is relatively close to you. c.S is dependent on range.
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Combo Notation Guide | Character Name Abbreviations | |||||||||
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[1] - This combo doc covers and features video demonstrations for
-Basic hit confirms
-Counter hit confirms
-Key anti air confirms
-Metered bread and butter combos
-2D pickups
-Shotgun loops
-Combos to instant kill
The doc may be updated if new info surfaces, but all combos listed are relevant to the game's current and likely final version.
Basic combos are simple combos with the fewest requirements and conditions possible. They:
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5K > (c.S) > f.S > 5H > 214K
Hitconfirm into knockdown on standing opponents. Works anywhere on the screen, as long as the opponent is relatively close to you. c.S is dependent on range.
5K > (c.S) > f.S > 5Hx5
Useful at a range where c.S doesn't come out. 214K may not combo at all characters at this range, so you can substitute it for 5Hx5.
5K > (c.S) > f.S > 2H > 2D > 214K
Basic and reliable hitconfirm on crouching opponents.
c.S > j.S > j.P > j.S > Double Jump j.S > j.P > j.S > j.H > dl. > j.D > 236P
Easy anti-air confirm into knockdown and grenade oki.
Core combos balance potency with consistency. They:
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c.S > f.S > 2D > 214K > RRC > 2H > 236P > c.S > jS > dj.KS delay j.H > delay j.4P (toss) > 6H > 236H > SG-S > 236H > c.S > j.KSHD > j.236P (setup)
High damage, 50 tension BnB. Keep in mind how many hits there are in your combo before you start,as hitstun decay might interfere if there are too many. Watch this video by Saybell for an in depth explanation to save you some confusion.
Shotgun loops are an extremely important part of maximizing your damage. While in shotgun stance, if you stand still for a few frames, Elphelt will flash and sight the shotgun. Pressing SG-H while charged will fire a much more powerful version that will do about 9% of guts-ignoring chip damage(!) to your opponent and shred a lot of their tension if they used faultless defense. It’s also +5 on block, so it can be used for pressuring and frametraps.
If you use charged SG-H in the corner at a close enough range, it will wallstick your opponent. You can then follow up with more sg-h’s and combo into a knockdown. You can combo into shotgun loops from roman cancels or counter hit heavy normals near the corner. Walking forward between shots will also give you a bit more damage by increasing the number of loops you can perform. You could also get shotgun loops from SG-D, your command grab. Some examples would be:
Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
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c.S > f.S > 2D > 214K > RRC > Dash 236H > Wait for Charge > 4x Charged SG-H > Dash Jump > j.SPSHD > 236P
50 meter conversion for if you'd rather finish off your opponent with big damage instead of going for an unblockable near the corner.
SG-D > 236P > Wait for Charge > SG-S > 2X Charged SG-H > SG-S > Toss > Wait for Charge > SG-S > 2X Charged SG-H > SG-S > 236P > SG-H > SG-P > SG-H
Corner shotgun loops from a command grab starter.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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5K > (c.S) > f.S > 5H > 214K | Very Easy | Basic hitconfirm in close range | ||||
5K > (c.S) > f.S > 5H*5 | Very Easy | |||||
Very Easy |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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c.S/f.S > 2H (2) > 2D > 214K | Very Easy | |||||
c.S/f.S > 5H*5 | Very Easy | Also works from 2S starter | ||||
f.S > 5H > 632146H > dash > j.SPSHD | Easy | Metered 50 meter conversion from far poke. Better meter economy than BNB | ||||
c.S/f.S > 5H (1) > 214K | Very Easy | Also works from 2S starter, gives better oki than 5H | ||||
CH f.S > iad > j.KS delay H > c.S > 2D > 214K | Any | Medium | Single hit standing confirm, doesn't work from close f.S, works on crouching KU, PO, BE | |||
CH f.S > iad > j.KSD > c.S > j.SPSHD > j.236P (setup) | Corner | Medium | Stand only IAD confirm in corner. Microdashing before c.S helps combo stability | |||
CH c.S > 5D6 > 6H > c.S > 236H > SG-HHH > 2H > 236P > c.S> 7j.H > delay j.4P (setup) | Near Corner | Medium | Strong corner CH punish when you can't get 6H | |||
CH c.S > 5D6 > 236H > wait for charge > SG-HH > SG-S > 214K > SG-HHH > SG-S > 236P > SG-HPH | Near Corner | Very Hard | Highly optimized version of above combo, different oki |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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CH 6H > 236H > SG-S > 236H > c.S > j.S > dj.KSHD > j.236P (setup) | Midscreen | Easy | ||||
CH 6H > 236H > wait for charge > SG-S > 214K > SG-HHHH > SG-S > 236P > SG-HPH | Corner | Medium | Do 3 shots on DI, AN, EL, RA for stability | |||
6H (CH) > 236P iad > j.S > j.D > j.4P (toss) > 6H > 214K > 2D > 236H > wait for charge > SG-S > 214K > SG-HH > SG-S > 236P > SG-H > SG-P > SG-H > | Round Start | Hard | ||||
6H (CH) > 236P > 66 5K > c.S > j.KS delay j.H > delay j.4P (toss) > 6H > 236H > SG-S > 236H > c.S > j.KSHD > j.236P | Midscreen | Hard | ||||
6H (CH) > 236P > 66 c.S > j.S > dj.KS delay j.H > delay j.4P (toss) > 6H > 236H > SG-S > 236H > c.S > j.KSHD > j.236P (setup) | Midscreen | Hard | Must be close or 6H Air CH | |||
6H (CH) > 236P > 66 > c.S > j.S > dj.KS delay j.H > delay j.4P (Toss) > 6H > 236H > walk forward > wait for charge > SG-S > 236P > SG-H > 7j.D > delay j.4P (setup) | Corner | Hard | Must be close or 6H Air CH |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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c.S (AA) > j.S > dj.KSHD > j.236P (setup) | Maximum midscreen damage | |||||
c.S (AA) > j.SPS > j.KSHD > j.236P (setup) | Use if c.S hits farther away | |||||
CH c.S (AA) > delay 2H > 236P > c.S > j.S > dj.KS delay j.H > delay j.4P (toss) > 6H > 236H > SG-S > 236H > c.S > j.KSHD > j.236P (setup) | Midscreen | Hard | CH c.S confirms into 2H or directly into pineberry | |||
CH c.S (AA) > delay 2H > 236P > c.S > jc. j.S > djc. j.K > j.S > delay j.H > delay j.4P (Toss) > 6H > 236H > walk forward > wait for charge > SG-S > 236P > SG-H > 7j.D > delay j.4P (setup) | Close to Corner | Hard | Corner variant of above |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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214K/5H*5 > RRC > dash > 2H > 236P > c.S > j.S > dj.KS delay j.H > delay j.4P (toss) > 6H > 236H > SG-S > 236H > c.S > j.KSHD > j.236P (setup) | Midscreen | Medium | ||||
c.S > f.S > 2D > 214K > RRC > 2H > 236P > c.S > j.S > dj.KS delay j.H > delay j.4P (toss) > 6H > 236H > walk back > wait for charge > SG-S > 236P > sourspot SG-H | Corner | Hard | Gives slightly cooked grenade oki, allows for unblockables | |||
c.S > f.S > 2D > 214K > RRC > 2H > 236P > c.S > j.S > dj.KS delay j.H > delay j.4P (toss) > 6H > 236H > walk forward > wait for charge > SG-S > 236P > SG-H > 7j.D > delay j.4P (setup) | Corner | Had | 7j.D oki allows for high/low or fake unblockable |
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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Throw > Pineberry explosion > 6H > 214K > microdash > c.S > j.S > dj.KSHD > j.236P (setup) | Corner | Easy | Timing to set up is finnicky and has to be from a quick tickthrow (2P/2K into throw) but makes throws hugely rewarding and thus is extremely worthwhile to learn | |||
6P/2D > 236H > SG-H > Pineberry explosion > SG-S > 214K > SG-H > microdash > c.S > j.SPSHD > j.236P (setup) | Corner | Easy | Microdash is for stability and can be omitted. RA, EL and DI give f.S instead of c.S, do j.KSHD on AN, DI, EL, RA | |||
6P/2D > 236H > SG-H > Pineberry explosion > SG-S > 214K > wait for charge > SG-HHH > 2H > 236P > c.S > 7j.H > delay j.4P (setup) | Corner | Lightweights | Very Hard | Lightweight only route, do 2 shots on DI, EL, RA |
When to use 6H or 5H before 2Toss ?
Setup before Charged SG.H | Damage ( SO unless specified otherwise) | n. Charged SG.H | Notes | Video |
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CH 6H | 242 | 3 | Video | |
CH 6H > SG.S | 232 (*242) | 2 (*3) | This route deals less damage than when using the route CH 6H > SG.S > 214K, therefore it's recommended to use that one instead of this one. When the wall spacing is a bit sus. After the 6H we can do a small walkforward to gain a little bit more of wall proximity, it can also act as a framekill since we are waiting for the opponent to fall a bit lower, otherwise SG.S might go under the opponent. Technically 3 Charged SG.H can be done but requires us to be close to the wall since stun scaling goes tied to time in the combo. On the scenarios where we want to do this route we can do 2 Charged SG.H, on the scenarios where we can do 3 Charged SG.H we would be using the route without the SG.S | Video |
CH 6H > SG.S > 214K | 243 | 2 | When the wall spacing is substantial. Does 1 point more of damage than the base CH 6H route, for consistency/standardization/simplification this route can be used as a default, tho it generates a lil' bit more of Burst gauge, meanwhile it's negligible can be taken into account, specially when it only differs by 1 of damage. | Video |
Antiair CH c.S | 265 | 3 | Video | |
Antiair CH c.S > SG.S | 262 | 3 | Video | |
Antiair CH c.S > SG.S > 214K | 264 | 2 | Substantially more range than the previous route with 2 extra damage. Recommended this over only performing the SG.S. | Video |
CH 2H | 236 | 3 | Video | |
CH 2H > Charged SG.H > SG.S | 218 | 0 | No shotgun loops. | Video |
CH 2H > Charged SG.H > SG.S | 225 | 1 | Substantially harded than the previous and next routes due to multiple tight links in a row | Video |
CH 2H > Charged SG.H > SG.S > 214K | 234 | 1 | Video | |
j.D YRC (Wall point blank) | 277 | 4 | Requires being next to the wall as there isn't much room for walking up. | Video |
j.D YRC (lowest height possible) | 277 | 4 | When done at the lowest height possible, allows for a little bit of 66 input before pulling shotgun for extra closeness to the opponent/wall. | Video |
j.D YRC > 2H | 258 | 3 | Video | |
2D > 214K RC | 243 | 3 | Video | |
6P > 214K RC | 181 | 3 | Video | |
2D (Cooked berry setup) | 273 | 3 | Video | |
6P (Cooked berry setup) | 210 | 3 | Video | |
j.H (Cooked berry setup) | 271 | 3 | Video | |
5D | 172 | 3 | Video | |
CH c.S > 5D | 205 | 2 | Characters that require dash momentum (66) when did the CH c.S point blank: SO, RA, JO, MI, SL, AX, VE | Video |
Raw Charged SG.H | 277 | *4 (3+starter) | Video | |
Raw CH Charged SG.H | 277 | *4 (3+starter) | Exact same combo as above. Due to the CH we have a substantial time to confirm the hit and proceed accordingly. During that time we can also get closer to the opponent to reduce the need of microwalks during the first set of Charged SG.H | Video |
SG.S | 229 | 4 | 3 is far more stable than 4. | Video |
Raw CH SG.H (uncharged) | 247 | 3 | Requires to be next to the wall. | Video |
Raw CH SG.H (uncharged) > 2H (vs BA) | 246 ( BA) | 2 | 2 hits feel very inconsistent, therefore better do 1 if anything. 2H Pickup doesn't work on all lightweights. Works on: BA, MA, IN, EL, JC, JA, DI | Video |
Antiair CH SG.S | 229 | 4 | Video | |
Antiair CH SG.S > 214K | 232 | 3 | This route doesn't require microwalks if we are close enough to the wall, and deals a bit more of damage than the route from above, therefore better use this route. | Video |
SG.D | --- | ---- | Midweights (and up) are **too heavy**. | --- |
SG.D (Lightweights) (vs MI) | 200 | 2 | This route doesn't require microwalks, and deals a bit more of damage than the route from above, therefore better use this route. Due to the slim body of MI, doing 6H > 2Toss can be inconsistent, therefore it's recommended to do 66 5H > 2Toss. | Video |
SG.D + Berry setup cooked berry | 180 | 2 (*3) | 3 Charged SG.H can be done if we delay the SG.D so the whole combo duration is slightly reduced, nevertheless it's quite inconsistend therefore it's recommended to go for the 2 Charged SG.H instead of 3. | Video |
SG.D + Berry setup uncooked berry | 170 | 1 (*2) | 2 Charged SG.H can be done, yet it's too inconsistent. | Video |
SG.D + wt.Berry on hand uncooked berry | 156 | 1 | Requires a bit of time between pulling berry and using SG.D | Video |
SG.D + wt.Berry on hand cooked berry | 178 | 3 | Lvl 4 Toss. | Video |
Raw Berry | 272 | 3 | Video | |
Raw Berry > SG.S | 268 | 3 | Video | |
Raw Berry > SG.S > 214K | 272 | 2 | Video |