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. f,F+3)
- 4 T! uf+3,4 1,b+2,4
- Instant Tornado (e.g., low parry)
- T! uf+3,4 f+3 1,b+2,4
Mini-combos
- f+1+2
- f+4 (vs crouchers)
- CH ws2
- df+1:2*
- df+2,WAR.1
- f,F+1+2[1]
- qcf+2[1]
- 1+2
- df+4,2
- FC.df+4
- f,n,d,DF+3
- CH f+4
- CH (b+1),4
- f,F+2
- f+4,D (vs crouchers)
- FUJ.2 T! ...
- CH f+4,D
- FUJ.4
- f+3,D
- FUJ.1,1[1]
- b+2*
- qcf+2
- b+2*,F
- RAI.1
- RAI.3,H.1+2
- ws1
- f,n,df:1
- qcf+2
- uf+4
- dash d+3,H.1+2
- f,F+2
- dash d+4
- d+3
- b+3,3
- db+3
- WAR.1+2
- WAR.f,F+2
- CH SSR.2
- f,n,df:1
- d+3
- CH SSR.2,F
- RAI.1
- CH (d+1),2
- qcf+2
- CH (d+1),2,F
- RAI.3
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
- EWGF
- f,n,d,df#2.
- PEWGF (perfect EWGF)
- f,n,d,df#2
- DEWGF (dash EWGF)
- f,f,n,d,df#2
- md
- micro dash.
- [23] EWGF
- [23] PEWGF
- [22] f,F+2
- [21] f,F+3
- [17] FC.df+2
- [+70] md EWGF PEWGF md f,n,d,DF+4,4,1 f+3,D FUJ.2 T! dash b:2* md f,n,d,DF+4,3
- [+63] EWGF md EWGF f+3,D FUJ.1 f+3,D FUJ.2 T! dash uf+3,4 qcf+2
- [+62] EGWF md EWGF f+3,D FUJ.DF ws4 f+3,D FUJ.2 T! dash b:2* md f,n,d,DF+4,3
- [+62] EWGF f+3,D FUJ.DF+4,4,1 f+3,D FUJ.2 T! SS.2,F RAI.1
- uf+3,4
- [77] f+3,D WKG.DF+4,4,1 f+3,D FUJ.2 T! SSR.2,F RAI.1
- [28] df+2,WAR.1
- [20] FUJ.2
- [0] low parry
- [+64] T! b:2* md f,n,d,DF+4,4,1 1,b+2,WAR.2 f,n,df:1
- [+51] T! b:2* f,n,d,DF+4,4,1 1,b+2,4
- [+50] T! b:2* md EWGF f+3,D FUJ.DF+4,4,3
- [+49] T! uf+3,4 f+3 1,b+2,WAR.2 d+4
- [+45] T! DEWGF f+3,D FUJ.DF+4,4,1 f+3,D FUJ.2
- [+40] T! uf+3,4 f+3 1,b+2,4
- CH b+4
- [91; 39] f,n,d,df+3 T! dash b:2* f,f,n,d,DF+4,4,1 f+3,D FUJ.2
Wall
- Regular carry (30% scaling)
- df+1:2* T! df+3,1+2,qcf+1
- df+1:2* T! EWGF 1+2
- f,F+2 T! f,n,d,DF+4,n+4 1+2
- df+3,1+2,qcf+1
- EWGF 1+2
- f,n,d,DF+4,n+4 1+2
- df+1,1 1+2
- Regular splat (56% scaling)
- [+43; 27] df+1:2*[1] T! df+3,1+2,qcf+1
- [+38; 26] df+1:2*[1] T! EWGF 1+2
- [+38; 24] 4 T! df+3,1+2,qcf+1
- [+27; 18] df+3,1+2,qcf+1
- ↑ 1.0 1.1 [3; 2] damage less for non perfect input
Off-axis
Stage Hazard
Wall Blast
Wall Hazard
Note: Wall Hazard (WH!) includes Balcony Break (BB!), Wall Break (WB!), Hard Wall Break (HWB!) and Wall Bound (WB!)
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.
- EWGF
- PEWGF
- f,F+3
- f,F+2
- FC.df+2
- [+56] EWGF f+3,D FUJ.DF+4,4,1 f+3,D FUJ.2 T! f,n,d,DF+4,3
- uf+3,4
- [71] f+3,D WKG.DF+4,4,1 f+3,D FUJ.2 T! f,n,d,DF+4,3
- low parry
- FUJ.2
- WAR.df+2,1
- [40] T! dash EWGF f+3,D FUJ.DF ws4 f+3,D FUJ.DF+4,3
External Links