Notation summary for combos
| Symbol
|
Meaning
|
| 1
|
Left Punch
|
| 2
|
Right Punch
|
| 3
|
Left kick
|
| 4
|
Right kick
|
| u
|
Up
|
| d
|
Down
|
| f
|
Forward
|
| b
|
Backward
|
| uf
|
Up and forward
|
| df
|
Down and forward
|
| ub
|
Up and backward
|
| db
|
Down and backward
|
| n
|
Neutral
|
| Symbol
|
Meaning
|
| U
|
Up (Hold)
|
| D
|
Down (Hold)
|
| F
|
Forward (Hold)
|
| B
|
Backward (Hold)
|
| UF
|
Up and forward (Hold)
|
| DF
|
Down and forward (Hold)
|
| UB
|
Up and backward (Hold)
|
| DB
|
Down and backward (Hold)
|
| Symbol
|
Meaning
|
| +
|
Pressed together
|
| #
|
Pressed together, on the same frame
|
| ,[1]
|
Followed by
|
| ~
|
Followed by, immediately
|
| :
|
Followed by, tight input window
|
| <
|
Followed by, with delayed input
|
| >
|
| *
|
Held input
|
| Symbol
|
Meaning
|
| T!
|
Tornado
|
| W!
|
Wall splat
|
| WB!
|
Wall break
|
| F!
|
Floor break
|
| BB!
|
Balcony break
|
| Symbol
|
Meaning
|
Example
|
Example Meaning
|
| CH
|
Counter hit
|
CH 1,2,3
|
1,2,3 where the first hit is a counter hit
|
| CL
|
Clean hit
|
CL db+4
|
db+4 with a clean hit
|
| (?)
|
Whiffed or blocked moves
|
CH (1,2),3
|
1,2,3 where the third hit is a counter hit
|
| (2,2),2
|
2,2,2 where the first two hits whiff
|
| (x?)
|
Repeat string ? times
|
b+2,f~n(x3)
|
b+2,f~n repeated 3 times
|
| [?; ?]
|
Damage dealt; recoverable damage
|
[50; 12] ws2,3 f,F+3
|
Combo deals 50 damage, 12 of which is recoverable
|
- ↑ 1.0 1.1 Should never have a space immediately after it.
- ↑ Not "for stance transition", which has no special notation and is written the same as any other input.
- ↑ Not Heat Available, which is not notated, since the only move done from that is Heat Burst, which is simply written 2+3.
Bread n' butter
Bread n' butter combos are juggles that:
- Work on as many different launchers as possible
- Work on all body sizes
Launchers that require unique combos go straight to § Staples.
- Regular launch (e.g. uf+4 or f,n,d,df+2)
- df+3 f+3,2~DF CD.1 f+3,2,1 T! dash f+1+2~F BAD.2+4
- Tornado launch (e.g. Low Parry or b+3)
- f+3,2~DF CD.1 f+3,2~DF CD.1 db+2,3
Mini-combos
- [22] f,n,d,DF+4
- [21] ub+1
- [20] ub+1+2
- [+27; 20] OTG.d+4,4,3+4
- [+22; 15] f+1+4
- [25] CH f+4
- [22] BAD.1+2
- [22] CH (df+1),2
- [+24] d+2+4[1]
- [+24] d+1+3[2]
- [+10] df+4
- [24] CH f,f,n,2
- [24] CH (b+1),2
- [9] CH (df+2),1
- [41] 2,1
- [24] CH f,f,n,2~F
- [24] CH (b+1),2~F
- [9] CH (df+2),1~F
- [+25] BAD.1,2[1]
- [+24] BAD.1,4[3]
- CH d+2
- [44] ws3,1[1]
- [34] ws4
- [24] CH db+4
- [20] f,n,d,df+1
- [+27; 20] OTG.d+4,4,3+4[4]
- [30] 1+2,2[4]
- [27] CH BAD.4
- [21] CH (4),3
- [14] CH (d+3+4),1
- [+27; 20] OTG.d+4,4,3+4
- [24] ub+1+2*
- [+27; 20] OTG.d+4,4,3+4
- CH b+1+2
- [25] f+2,1[1][5]
- [14 +] f,n,df+2HARD
- [11 +] uf+2,1Close range
- [37] BAD.1,2,H.F
- [36] ws3,1,H.F
- [+21; 21] OTG.d+4,4,3+4
- BAD.f+1+2
- BAD.P
- f,n,d,df+1+2
- [42; 5][6] db,n,f+2+4[2]
- [39; 5][6] f,hcf:1[7][8]
- [36; 5][6] f,f,F:2+4[5][8]
- [36; 5][6] qcb+1+2[5]
- [33; 5][6] uf+1+2[2]
- [33; 5][6] df+2+3
- db+2+4 on FUFT or FDFA opponent
- [22] b+1,2~F[9]
Staples
Staple combos are juggles that:
- Can be done consistently by a skilled player
- Either work on all body sizes, or the characters it does work on are comprehensively listed
- Are not strictly worse than another combo listed in terms of difficulty, damage, wall carry, and oki
- [20] CH uf+3
- [20] f,n,d,df+2
- [16] ws1
- [13] uf+4
- [+78; 59] f,n,df+2 df+3 f+3,2~DF CD.1 f+3,2,1 T! run f+1+2 HB! iws3,1,H.f OTG.d+4,4,3+4
- [+66; 42] f,n,df+2 df+3 f+3,2~DF CD.1 f+3,2,1 T! run f+1+2 BAD.2+4
- [+64; 41] 4,3 f+3,2~DF CD.1 f+3,2,1 T! run f+1+2 BAD.2+4
- [+61; 39] df+3 df+1 f+3,2~DF CD.1 f+3,2,1 T! run f+1+2 BAD.2+4
- [+57; 36] f,n,df+2 df+3 f+3,2~DF CD.1 f+3,2,1 T! iws3,1
- [28] H.ub+1+2*
- [24] CH db+3
- [17] b+3
- [0] Low Parry
- [+56; 37] T! f,n,d,df+1 df+3 f+3,2~DF CD.1 f+3,2~DF CD.1 f,hcf:1[1][2]
- [+55; 35] T! f,n,d,df+1 df+3 f+3,2~DF CD.1 f+3,2~DF CD.1 f+1+4
- [42; 15] CH ws2,2
- [42; 15] CH b+1+3,2,2
- [45; 17] CH ws2,f,d,df+2
- [45; 17] CH b+1+3,2,f,d,df+2
- [+44; 27] df+3 f+3,2~DF CD.1 f+3,2,1 T! run f+1+2 BAD.2+4
- [26] CH BAD.1+2
- [23] FC.DF+2
- [20] CH df+3
- [+64; 41] 4,3 f+3,2~DF CD.1 f+3,2,1 T! run f+1+2 BAD.2+4
- [26] CH ss4
- [25] H.ub+1
- [25] u+1+2
- [24] CH uf+1
- [20] CH (1+2),4
- [20] BT.3
- [17] uf+2,1
- [+61; 39] df+3 df+1 f+3,2~DF CD.1 f+3,2,1 T! run f+1+2 BAD.2+4
- CH 4,3
- [80; 39] f+3,2~DF CD.1 f+3,2,1 T! run f+1+2 BAD.2+4
- CH f,F+2
- [84; 39] ssr 3+4,1 f+3,2~DF CD.1 f+3,2,1 T! run ssr f+1+2 BAD.2+4
- CH df+2
- [74; 32] d+3+4,1 f+3,2~DF CD.4 T! SSL f+3,2~DF CD.1 f+1+4
- [37] f+1,2,H.F
- [25] f,F+4,H.F
- [+31; 28] f+3,2~DF CD.1 f+3,2~DF CD.1 f+3,2,1 T! dash f+1+2 BAD.2+4
- b,B+2+3
- [108; 38] ~F f,F,n,d,DF+4 T! f,n,d,df+1 f+3,2~DF CD.1 f+3,2~DF CD.1 f+1+4
- [107; 38] ~F f,F,n,d,DF+4 T! f+3,2~DF CD.1 f+3,2~DF CD.1 f,hcf:1[1][2]
Notes: You can change any BAD.2+4 ender with BAD.1+3 for better reach, oki and floor break. All that for only less [1; 0] damage.
- ↑ 1.0 1.1 Less [1;1] with imperfect input
- ↑ 2.0 2.1 Floor break
Wall
- Regular carry (24% scaling)
- [+32; 21] df+1,2 T! 3,4,1
- [+20; 11] df+1,2 T! OTG.d+4,4,3+4
- [+16; 10] 3,4,1
- Wall splat (56% scaling)
- [+39; 27] d+3+4,3 T! 3,4,1
- f,f,F#2+4 W!
- [76] FUFT.4[1] W! b+3 T! 3,4,1
- [70; 11] FUFT.4[1] W! df+1,2 T! W.2+4
- ↑ 1.0 1.1 Better done by spamming u+4 after you hit the ground
Float
- [3] 1
- [14; 9] ws4
- [14; 9][1] f,n,d,df+2
- [+42; 33] df+3 f+3,2~DF CD.1 f+3,2,1 T! run f+1+2 BAD.2+4
- [14; 9][1] f,n,d,df+2(on lower hit)
- [+38; 31] f+3,2~DF CD.1 f+3,2,1 T! run f+1+2 BAD.2+4
- FC.df+4,1
- [60; 39] f+3,2~DF CD.1 f+3,2,1 T! run ssr f+1+2 BAD.2+4
- b+3
- [57; 37] T! f,n,d,DF+1 f+3,2~DF CD.1 f+3,2~DF CD.1 f+1+4
- ↑ 1.0 1.1 More [2; 2] if it's counterhit
Off-axis
- uf+4
- Combo Off-axis to the right
- uf+4
- Combo Off-axis to the left
Backturned Opponent
- uf+4
- Combo Back-Turned goes here
- uf+2,1
- [78; 39] df+3 df+1 f+3,2~DF CD.1 f+3,2,1 T! run f+1+2 BAD.2+4
- [70; 34]Backturned f+3,2~DF CD.1 f+3,2,1 T! run f+1+2 BAD.2+4
- [35] 4,3
- [0] db+2+4 on FDFT or FUFA opponent
- [17] uf+2,1
If they crouch block after +9 you get to do the Backturned combo.
- Any string that ends in +8
- [32] b+1,2
- [31] df+1,2
- [29] df+2,1
- [+34] db+2,3
- [+32] db+2,4
- Any string that ends in +7
- [25] 2,1
- [21] f+4
- [15] f+3
- [15] df+4
- [+28] f+1+4
Stage Hazard
Wall Hazard
WH! is for Wall Breaks, or Wall Blasts that throw away from the wall.
- [37] f+1,2
- [28] f+1+4
- WH! [5; 5]
- [+ ;] Wall Hazard Combo Here
- [46] f,f,F#2+4
- WH! [5; 5]
- [+ ;] Wall Hazard Combo Here
Wall Blast
WB! is for Wall Blasts that throw back to the wall.
- [37] f+1,2
- [28] f+1+4
- WB! [5; 5]
- [+ ;] Wall Blast Combo Here
- [46] f,f,F#2+4
- WB! [5; 5]
- [+ ;] Wall Blast Combo Here
- [44] qcb+1+2
- WB! [5; 5]
- [+ ;] Wall Blast Combo Here
Floor Hazard
FH! is for Floor Hazards such as Floor Blasts or Floor Breaks.
- [40] uf+1+2
- FH! [5; 5]
- [+ ;] Floor Hazard Combo Here
- [40] 3+4*Second hit only
- FH! [5; 5]
- [+ ;] Floor Hazard Combo Here
- [53] db,n,f+2+4
- [38] 2+4,d+1+2
- [35] d+1+3
- FH! [5; 5]
- [+ ;] Floor Hazard Combo Here
Fake Combos
Fake combos are combos that:
- Can be avoided by the opponent in some way, and are not guaranteed.
- Lead to a mini or full combo if not properly avoided.
- Usually involve being put into a unique stun that can be broken out of with a direction or tech roll.
Wall
- [19; 10] W! df+1,2 T! 2
- [+25; 3] db+2+4[1] b+1,2
Extra combos are juggles that are:
- Strictly worse than one of the § Staples; or
- Too inconsistent to be a staple; or
- Joke combos for style points.
- uf+4
- [73; 39] 4,3 f+3,2~DF CD.1 f+3,2,1 T! f,f,F+2+4
- b+3With heat
- [79; 38] f,n,d,df+1 df+3 f+3,2~DF CD.1 f+3,2~DF ws3,1,H.F f,f,F:2+4
- [75; 36] f,n,d,df+1 df+3 f+3,2~DF CD.1 f+3,2~DF ws3,1,H.F f,hcf:1
- CH ws2
- [;] d+3+4,1 f+3,2~DF CD.1 f+3,2,1 T! f+1+2~F BAD.1+3
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