User:DSbro

261 editsJoined 15 June 2021

Combo List

These combos are concrete implementations of the combo theory above. It is a non-exhaustive list, but tries to cover most scenarios.

  • Currently, every damage value here has only been dealt to Ky.

P Starters

5P Starters
Combo Position Damage Tension Gain Works on: Difficulty Video Notes
5P > 5P > ... Close 64 (3 hits) 10 (3 hits) All [1] Very Easy Basic 5f punish, number of punches will vary with range.
5P > 5P > ... Close 64 (3 hits) 10 (3 hits) All [1] Very Easy Basic 5f punish, number of punches will vary with range.
5P, c.S > 2D Close 80 13 All [2] Easy 5P must hit meaty to link to c.S. Universal confirm; use when unsure if 2H will connect. If opting to keep them grounded (i.e. for a wallslump reset) then replace 2D with 2S > 5H for 110 damage and 17 tension gain at the cost of no okizeme.
5P, c.S > 2H > 236P Close 109 21 All [3] Medium Video 5P must hit meaty to link to c.S. Consistent on big bodies, but requires a deep 5P hit on smaller characters.
5P, c.S jc66BRC, c.S > 2146K~P, c.S > 2H > 236P (WS, 6H) Midscreen 163 (208) -37 (-33) All [3] Medium Video 5P must hit meaty to link to c.S. jc66BRC must be done quickly to stay grounded rather than have j.S come out. Linking c.S after kBMF can be tight, but is perfectly doable.
5P, c.S jc66BRC, 2H > [4]6H->P, 2146K~P, 6H > [4]6H, WS 6H Corner 220 -31 All [4] Hard Video 5P must hit meaty to link to c.S. jc66BRC must be done quickly to stay grounded rather than have j.S come out. Max damage confirm with 50 meter off 5P in corner.
AA 5P > 5P > 623H Close anti-air 103 19 All [2] Easy Quick anti-air combo that blasts the opponent away.
AA 5P, c.S > 2S > 236P Close anti-air 105 17 All [2] Easy Basic anti-air confirm into okizeme. Generally preferred over the AA 5P > 623H combo unless 623H will break the wall.
AA 5P, [2S] or [2H] > 236P Close anti-air 86/92 14/15 All [3] Medium Alternative to above combo. Use if not in range for c.S to connect. 2S link whiffs on a lower AA 5P where 2H would succeed, and 2H link whiffs on a further AA 5P where 2S would succeed. This route is used if intending to PRC after the 236P for an extended combo.
AA 5P, c.S jc66BRC, 2146K~P, dl. 6K, 5K > 2146K~P, 5K > dl. 2146K~P, 2H, WS ([4]6H->P), [623H] or [6H] Close anti-air 232/227 -10/-16 All [5] Very Hard Video Metered anti-air route that gives wallbreak from round start. jc66BRC must be done quickly to stay grounded rather than have j.S come out. HFB not necessary at end but gives more meter. Last kBMF is a JFkBMF. If using 6H ender then replace 2H with 5H for 228 damage.
2P Starters
Combo Position Damage Tension Gain Works on: Difficulty Video Notes
2P > 2P > ... Close 55 (3 hits) 10 (3 hits) All [1] Very Easy Slower punish / poke that is less likely to whiff on low-profile opponents.
6P Starters
Combo Position Damage Tension Gain Works on: Difficulty Video Notes
6P > 623H Close 129 18 All [1] Very Easy Basic confirm off your dedicated anti-air button.
CH 6P > 236P Close 85 14 All [1] Very Easy Basic CH confirm off your dedicated anti-air button into oki. It's possible to OS the proper followup of 623H for normal 6P and this combo by inputting 6P > 236H~236P using counterhit hitstop OS.

K Starters

2K/5K Starters
Combo Position Damage Tension Gain Works on: Difficulty Video Notes
[5K] or [2K] > 2D (> [4]6H[->P]) Close 60/54 (83/77) 9 (16) [12] All [2] Easy [4] should be held during before start of combo. Can OTG with Hammer Fall or use Hammer Fall Break ([4]6H->P) for okizeme.
[5K] or [2K] > 2D > 66PRC, 5K > 2146K~P, 2S > 236P Midscreen 143/138 -38 All [3] Medium Basic metered conversion from 5K/2K starter.
6K Starters
Combo Position Damage Tension Gain Works on: Difficulty Video Notes
6K > [4]6H > 66PRC, [c.S > 2146K~P]×2, 5H, WS ([4]6H~P), [623H] or [6H] Corner 292/291 ?/? All [3] Medium kBMF loop route from 6K frametrap in corner (i.e. c.S > 6K catching jump)
CH 6K, c.S > 2H > 236P Close 158 26 All [2] Easy Basic confirm for CH 6K.
CH 6K > 214H, 632146K~P Close 214 36 All [3] Medium Must be a Kara Buster to reach, and will not reach from a far-spaced CH 6K. In the situation that kPB will whiff, use 2D for 137 damage + oki or 2S > 5H for 169 damage.

S Starters

c.S/f.S Starters
Combo Position Damage Tension Gain Works on: Difficulty Video Notes
(c.S >) f.S > 5H Any 87/(124) All [1] Very Easy Video When 2H won't reach
Your go-to midscreen poke confirm.
c.S > (2S >) 2H > 623H Very Close 173/185 All [2] Easy Video Meterless conversion when close enough for 2H
Insert 2S when very close.
c.S > 2H > 236P, c.S > 2H > 236P, [6H]or[623H] Very Close, Corner 258/257 ?/~47 All ~ For large characters hold 6 during 236P > c.S [2] Easy Video Easy meterless wall combo.
Heat Knuckles gives More tension than 6H. Any move post wallbreak guarantees 50 tension.
c.S > 2S > 2H > 236P, 5K > 6H > [4]6H->P > 6H Very Close, Corner 265 ~35 All [2] Easy Video Easy meterless wall combo.
c.S > 2H > 236P, K > 6K > 63214S, (2D), WS, 6H Close, Corner 241/(255) All [2] Easy Video alternate route for basic wall break combo when the c.S would turn into f.S. [Video]2D needed when the character does not wall splat on 63214S
c.S > (2S >) 2H > 236236S Very Close 257/263 All [2] Easy Video Burn 50 meter for increased damage and better Oki
2S can be inserted when very close.
c.S/2S > 5H > 66RRC~214H > 632146K~P Midscreen/Any 258 All [3] Medium Video Pickup combo for when 2H would whiff.
c.S > (2S) > 2H > 623H > 66RRC~236P (Whiff), c.S > 2H > 236P, WS, 6H Back to Corner 236 (242) [4] Hard Video If you fail to 66RRC~236P, you can 236K~P for the necessary distance.
2S if you are very close.
Alternative Entry (Close Anti-Air); [5P]x2 > 623H > ...
c.S > 2H > 632146H > 236236S > [4H]6H > 6K > 214H > 2D > WS, 6H Midscreen/Start 372 -100 All [3] Medium Video Great meterdump after landing a c.S midscreen.
CH c.S > 2H > [4]6H->P, 5K > 2146K~P, 2S > 236P Close 211 All [3] Medium <replace soon> Universal (okizeme) confirm for CH c.S. Requires a JFkBMF to get 2S > 236P vs lightweights. Replace 2S > 236P with kHK (6236K~H) for more damage and/or wallbreak.
CH c.S > 5D, 5K > 2146K~P, 2S > 236P Close 214 SO, KY, AX, CH, HA, PO, FA, ZT, LE, AN, GO, NA [4] Medium <replace soon> Optimal (okizeme) confirm for CH c.S vs mid/heavyweights. The 5D, 5K link is tight but doable. Replace 2S > 236P with kHK (6236K~H) for more damage and/or wallbreak.
2S Starters
Combo Position Damage Tension Gain Works on: Difficulty Video Notes
CH 2S > [4]6H Any 94 All [1] Very Easy Video Easy CH combo that closes a significant amount of space.
CH 2S > [4]6H -> P, 632146P Midscreen/Any 186 All [3] Medium Video The timing on the HFB will vary depending on screen position. Extend with RRC > 2H > 623H for more damage/wallbreak in the corner.

H Starters

5H Starters
Combo Position Damage Tension Gain Works on: Difficulty Video Notes
CH 5H > [4]6H Far 113 All [1] Very Easy Basic CH combo that converts a huge range poke into close range pressure. Can [4]6H>P instead.
CH 5H > [4]6H > 66RRC, 2S > 2H > 236P, (236P) Far 204/222 20 All [3] Medium Video Extension. The first 236P must be cancelled into after a short delay. Can omit the final Mega Fist and leave the opponent with a hard knockdown.
CH 5H > [4]6H > 66RRC~5K > 2146K~P, microwalk 5K > 2146K~P All 235 All [4] Hard First kBMF must be a JFkBMF in corner to get microwalk 5K to connect on lightweights (difficulty upgraded to [5] Very Hard). At round start distance, it is possible to connect 2S > 236P, WS 6H afterwards for 302 damage and wallbreak.
CH 5H > [4]6H 66PRC~5K > 2146K~P, 2H > [63214S] All (MA) 252 GI, IN, JC, MA, MI, RA, BA [4] Hard video Optimal confirm for lightweights. Removes the need for a JFkBMF and gives similar oki to a Megafist knockdown (use kara Hammer Fall Brake into meaty c.S, CHs 4f reversal mash). NOTE: video shows 66RRC~ which is required on close CH. Mid-range use 66PRC~ like this.
CH 5H > 236P Mid-range 118 All [2] Easy Basic CH combo that leaves opponent standing and close.
CH 5H > 236P > 66PRC, c.S > 214H, 632146K~P Mid-range 253 All [3] Medium The 66PRC must be performed on the ground. Can be further extended with 66RRC, 2H > 623H which will wall break from mid-stage for 295 damage.
CH 5H > 236P > 66PRC, 2S > 2H > 236P, (236P) Mid-range 225 All [4] Hard Easier extension to mid-range CH 5H. carries just as far but has less maximum damage potential when extended. The 66PRC must be performed just before touching the ground. Can omit the final Mega Fist and leave the opponent with a hard knockdown.
2H Starters
Combo Position Damage Tension Gain Works on: Difficulty Video Notes
2H > [236P] or [623H] Close ??/155 All [1] Very Easy When anti-airing, if opponent is too high then followups can whiff, delay slightly to ensure they connect.
2H > 236P, 5K > 214P6K~P, 6236K~H Close 228 All [4] Hard video Used as a specific meterless punish to certain moves (e.g.  I-No's Ultimate FortissimoGGST I-No Ultimate Fortissimo-2.pngGuardAll (Guard Crush)Startup7+2Recovery13Advantage+26) when left close enough. Against lightweights, 236P must be slightly delayed to ensure the 5K pickup otherwise it will OTG, and a JFkBMF is required for 6236K~H to connect.
2H > 236P, c.S > 2H > 236P, WS 623H Corner 267 All [2] Easy video Basic universal corner combo for 2H starter. Mainly used for meter generation (623H ender) as 6H generates less meter. The caveat is that the opponent gains slightly more meter and a solid amount more Burst, so weigh the pros and cons.
CH 2H, 2S > 2H > 236P, (236P) Close 202 All [3] Medium Only works on grounded CH up close. the first 236P must be cancelled into after a short delay. Can omit the final Mega Fist and leave the opponent with a hard knockdown.
CH 2H, 2H > 236236S Close 272 All [2] Easy Super simple meter conversion for massive damage. Does more damage than adding a 2S filler. Whiffs at tip range.
CH 2H > [4]6H->P, c.S > 236K~P, 5K > 2146K~P, (6236K~H) All 201 (238) GI, IN, JC, MA, MI, RA, BA (SO, KY, AX, CH, HA, PO, FA, ZT, LE, AN, GO, NA) [4] Hard Video Universal confirm off CH 2H. On hit at tip range of CH 2H, a deep [4]6H->P is required to ensure the 5K pickup. Against non-lightweights, it is possible to link 6236K~H for a more damaging ender at the cost of oki.
CH 2H > [4]6H->P, 2146K~P, microwalk 5K > 2146K~P, 6236K~H Close 243 All [4] Hard Video Microwalk 5K will whiff at tip range CH 2H. Reliable route on mid/heavies. Against lightweights, both kBMFs must be JFkBMFs to connect kHK at the end (difficulty upgraded to [5] Very Hard, video).
CH 2H > [4]6H->P, 2146K~P, microwalk 5K > 2146K~P, 2S > 236P Close 242 SO, KY, AX, CH, HA, PO, FA, ZT, LE, AN, GO, NA [5] Very Hard Video Microwalk 5K will whiff at tip range CH 2H. Double JFkBMF route against heavy weights to get oki after CH 2H.
CH 2H > [4]6H->P, [c.S > 2146K~P]×2, c.S > 6H, WS 6H, Corner 310 All [4] Hard Video Disgusting damage in the corner and meterless
CH 2H > [4]6H->P, 2146K~P, [c.S > 2146K~P]×2, 5H, WS 623H Corner 321 All [5] Very Hard Video The link for 2146K~P after [4]6H->P is tight but consistent.
6H Starters
Combo Position Damage Tension Gain Works on: Difficulty Video Notes
CH 6H, [4]6H->P, 2146K~P, [ c.S > 2146K~P ]x2, 5H > [4]6H->P, 623H Near Corner 348 All [5] Very Hard Video Extended meterless confirm for a CH 6H. Very strict timing to get 5H splat otherwise last 2146K~P will splat and be less damage than the above combo. Also needs max height c.S hits otherwise 623H will whiff (6H ender is fine too, it's 3 damage less.)
CH 6H, [4]6H->P, 2146K~P, c.S > 2146K~P, c.S > 6H, [4]6H->P, 6H Near Corner 340 All [4] Hard Meterless confirm for a CH 6H.

D Starters

5D Starters
Combo Position Damage Tension Gain Works on: Difficulty Video Notes
5[D]8, j.H > jc > j.H > j.S > j.H > jc > j.H > j.H (Finishing Blow) Anywhere 243 23 All [1] Very Easy Video Universal Dust route.
5[D]8, j.H > jc > j.H, dl. j.H, dl. j.H jc j.H (Finishing Blow) Anywhere 246 24 All except CH, MI [3] Medium Video Does not work on  Chipp or  Millia, but the universal route shreds their HP anyways.
2D Starters
Combo Position Damage Tension Gain Works on: Difficulty Video Notes
(CH) 2D > [4]6H Any 89 26% [1]Very easy Non-CH requires [4] to be held prior to 2D. Can HFB to sacrifice damage and land closer to run oki. Alternatively, you can end with 623H if you're close enough for more damage and more corner carry at the cost of potential oki.
CH 2D > [4]6H > 66RRC~c.S > 2146K~P, 623H Any 205 -25~% [4] Hard Metered extension. This gives you corner from round start distance
CH 2D > [4]6H > 66RRC~c.S > 2S > delay 2H > delay 236P, 623H Corner 243 -25~% [3] Medium Fast RC isn't necessary, but the damage drops to 219 if the RC shockwave lands. Delay the RC to get 66PRC, which gives 239 damage instead if you don't want to do fast RC but still want the slowdown
CH 2D > 236P, 2S > delay 2H > delay 236P, 623H Corner 238 [3] Medium You can end with 632146H for 249 damage and oki instead.
CH 2D > 236P, 5K > 2146K~P, 5K > 6H, [4]6H->P, 623H Corner 259 45~% [4] Hard You can spend 50 meter to end with 632146H instead of 623H for 270 damage and oki instead
CH 2D > 236P, 5K > 2146K~P, 5K > 2146K~P, 2H > 623H Corner 266 50~% [4] Hard Harder version of previous combo for slightly more damage. You can again end it with 632146H for 271 damage and oki, or you can 5H instead of 2H, but that requires stable kara back megafist loops
CH 2D > [4]6H > 66RRC~c.S > 2146K~P, c.S > 2146k~P, 5K > 6H > [4]6H, 623H Corner 281 -20~% [4] Hard Alternate 50 meter route for more damage at the cost of oki.

Special Starters

Special Starters
Combo Position Damage Tension Gain Works on: Difficulty Video Notes
632146K~P > 66RRC, 2S > 236P, (236P) Close 215 All [1] Very Easy Basic damage conversion off Potemkin Buster with no walls. Can omit the final Mega Fist and leave the opponent with a hard knockdown.
632146K~P > FRRC, [5D] > 2S > 2H > 236P, (236P) Close 226 ~15 All [2] Easy Video Fully charge the 5D after the (F)RRC. Basic damage conversion off Potemkin Buster with no walls. Can omit the final Mega Fist and leave the opponent with a hard knockdown.
632146K~P > 66RRC, c.S > 2H > 623H Any/Corner 213/248 All [1] Very Easy Potemkin Buster into Heat Knuckle guaranteed wall break in corner. Mostly should be done in corner for extra damage. When midscreen, you have enough time between the RRC and c.S to continue to cross under and by doing so, you may bait a burst.
632146K~P > FRRC, [5D] > 2S > 2H > 623H Any/Corner 231/262 ~25 All [2] Easy Video Fully charge the 5D after the (F)RRC. Potemkin Buster into Heat Knuckle guaranteed wall break in corner. Corner version
632146K~P > 66RRC, dl.2146K~P, c.S > 2S > 2H > 214H WS, 6236K~H Corner 263 -26% + Bonus All [4] Hard Potemkin Buster RC extension in the corner with a full health wall. The extra range on kara heat knuckle is needed to make it not whiff. Kara heat knuckle can be swapped out for 6H for a much easier ending while only sacrificing ~6 damage. Kara backwards mega fist can be swapped out with [5]D for another damage/execution trade off.
632146K~P PRC, dl.2146K~P, 5K > 2146K~P, 5K > JF 2146K~P, 2H, WS ([4]6H->P), 623H Corner 284 All [5] Very Hard Video Optimal RC confirm off corner Potemkin Buster. Last kBMF must be a JFkBMF in order to bypass the wallsplat damage threshold, otherwise you will wallsplat early.
CH 2146K~P, c.S > 2H > 236P, (236P) Close 201 All [2] Easy Conversion off CH Kara backwards Mega Fist. Only works up close. Can omit the final Mega Fist and leave the opponent with a hard knockdown.
CH 2146K~P, 2S > 5H Mid-Range 154 All [2] Easy Alt route for tip range
236P > 66PRC, c.S > 214H, 632146K~P Mid-range 196 All [3] Medium Conversion off non-CH forward Mega Fist. The 66PRC must be performed on the ground, and becomes trickier to time from farther away. Kara PB is not necessary at closer ranges. Can be performed after CH c.S, f.S, 2S, and 5H.
214P, c.S jc66BRC, 2146K~P, 2H > 236P, 5K > 2D, WS ([4]6H->P), 623H Back in corner 255 All [4] Hard Video Side-switch into wallbreak route off normal hit BMF. Works for CH BMF too. HFB not necessary at end but builds more meter.