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
- [24] CH ws2
- [20] f+4 (vs crouchers)
- [15] f+1+2
- [+19+(...)] df+2,WAR.1 T! ...
- [+33] WAR.1+2[1] WAR.f,F+2
- [+26] df+1:2*
- [+23] df+4,2[1]
- [+21] qcf+2[1][2]
- [+17] 1+2[1]
- [+15] f,F+1+2[1][2]
- CL FC.df+4
- [37; 11] f,F+2
- [28] CH (b+1),4
- [24] f,n,d,DF+3
- [32; 22][3] d+3,H.2
- [24; 16][3] OTG.d+4
- [20; 14][3] d+3
- [17; 11] f,F+2
- CH f+4
- [56; 22] d+3,H.2
- [54; 21] OTGF[4]
- [44; 14] d+3
- [41; 11] f,F+2
- CH f+4,D
- [50] FUJ.DF+1
- [40] FUJ.4
- f+3,D
- [35] FUJ.1,2[1]
- [33] FUJ.1,1[1][2]
- [30] b+2*
- [24] CH SSR.2
- [17] ws1
- [16] CH (d+1),2
- [+32; 26] d+3,H.2
- [+30; 21] OTGF[4]
- [+24; 16] qcf+2
- [+20; 14] d+3
- uf+4
- [49; 26] dash d+3,H.1+2
- [41; 16] dash d+4
- [34; 11] f,F+2
- [39] b+3,3
- [25] d+3
- [25] (b+3),3
- [+8 ;5][5] db+3
- WAR.1+2
- [48] WAR.f,F+2
- [30] b+2*,F
- [24] CH SSR.2,F
- [16] CH (d+1),2,F
- [+36; 28] RAI.3,H.2
- [+30; 21] RAI.1
- [+24; 16] RAI.3
- [33] FUJ.1,1,H.F
- [30] qcf+2,H.F
- [20] b+1+2,H.F
- [+24; 24] OTGF[4]
- [+19; 19] OTG.d+4
- RAI.2 GB!
- [+28; 10] 1,1,2
- [+26; 10] 1,2,2~D
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,df#2
- DEWGF (dash EWGF)
- f,f,n,d,df#2
- OTGF
- f,n,df#1
- 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; 41] EWGF md EWGF f+3,D FUJ.1 f+3,D FUJ.2 T! dash uf+3,4 qcf+2
- [+62; 39] 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; 41] EWGF f+3,D FUJ.DF+4,4,1 f+3,D FUJ.2 T! SS.2,F RAI.1
- uf+3,4
- [77; 39] f+3,D FUJ.DF+4,4,1 f+3,D FUJ.2 T! SSR.2,F RAI.1
- [32] CH 4*
- [28] df+2,WAR.1
- [20] FUJ.2
- [0] low parry
- [+64; 10] T! b:2* md f,n,d,DF+4,4,1 1,b+2,WAR.2 OTGF
- [+51; 32] T! b:2* f,n,d,DF+4,4,1 1,b+2,4
- [+50; 31] T! b:2* md EWGF f+3,D FUJ.DF+4,4,3
- [+49; 8] T! uf+3,4 f+3 1,b+2,WAR.2 d+4
- [+45; 30] T! DEWGF f+3,D FUJ.DF+4,4,1 f+3,D FUJ.2
- [+40; 25] 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
- [88; 37][1] 4* T! dash b:2* f,f,n,d,DF+4,4,1 f+3,D FUJ.2
- [25] CH 4
- [25] (f,n,d,DF+4),3
- [24] CH (b+3),2
- [+62; 41] DEWGF f+3,D FUJ.DF+4,4,1 f+3,D FUJ.2 T! SS.2,F RAI.1
- [36] uf+2,1,H.F
- [22] f,F+1+2,H.F
- [+35; 25] EWGF f+3,D FUJ.DF ws4 f+3,D FUJ.DF+4,4,1 f+3,D FUJ.2 T! SS.2,F RAI.1
Wall
- Regular carry (30% scaling)
- With Tornado
- [+35; 13] b+1,4 T! HB! b+3,3,H.2
- [+33; 20] df+1:2*[1] T! df+3,1+2,qcf+1
- [+32; 19] b+1,4 T! df+3,1+2,qcf+1
- [+25; 17] f,F+2 T! b+3,2 1+2
- Without Tornado
- [+27; 20] HB! b+3,3,H.2
- [+24; 16] df+3,1+2,qcf+1
- [+21; 17] b+3,2 1+2
- [+19; 15] f,n,d,DF+4,n+4 1+2
- [+17; 14] EWGF 1+2
- Regular splat (56% scaling)
- [+53; 35][2] bb b+1,4 T! 1+2 HB! b+3,3,H.2
- [+50; 31][2] bb b+1,4 T! 1+2 df+3,1+2,qcf+1
- [+46; 32] b+1,4 T! HB! b+3,3,H.2
- [+43; 27] df+1:2*[1] T! df+3,1+2,qcf+1
- [+42; 30] f,n,d,df+3 T! b+3,2 1+2
- [+42; 27] b+1,4 T! df+3,1+2,qcf+1
- ↑ 1.0 1.1 [3; 2] damage less for non perfect input
- ↑ 2.0 2.1 Best done from H.2+3,F, 1+2 and df+4,2
Float
- [9] ws4
- [+46; 36] f+3,D FUJ.DF+4,4,1 f+3,D FUJ.2 T! ss2,F RAI.1
Off-axis
- 3~ish SSRs
- [23] EWGF
- [+50; 33] EWGF f+3 df+1:2* T! md SSL.2,F RAI.1
- 3~ish SSLs
- [23] EWGF
- [+50; 33] EWGF f+3 df+1:2* T! md SSR.2,F RAI.1
- if it auto corrects on the second EWGF do normal route
Back-turned opponent
- [30] f+3,D FUJ.2
- [+37; 24] T! b+2* f+3,D FUJ.DF+4,4,3
- [+35; 22] T! f,n,d,DF+4,4,1 1,b+2,1
Stage Hazard
Wall Blast
- [50] H.2+3,F (Heat Smash Foward)
- [33] df+4,2
- [25] 1+2
- [5; 5] W! (39% scaling)
- [+41; 24][1] <uf+3,4 W! b+1,4 T! 1+2 HB! b+3,3,H.2
- [+41; 21][1] <uf+3,4 W! b+1,4 T! 1+2 df+3,1+2,qcf+1
- [+36; 24] uf+3,4 b+1,4 T! df+3,1+2,qcf+1
- [30] qcf+2,HE
- [22] f,F+1+2,HE
- [5; 5] W! (39% scaling)
- [+44; 20][1] <uf+3,4 W! b+1,4 T! 2 b+3,3,H.2
- [27] 1,1,2
- [5; 5] W! (27% scaling)[2][3]
- [+32; 18][1] <uf+3,4 W! b+1,4 T! 1+2 HB! b+3,3,H.2
- [+30; 13][1] <uf+3,4 W! b+1,4 T! 1+2 df+3,1+2,qcf+1
- [+26; 12] uf+3,4 b+1,4 T! df+3,1+2,qcf+1
- [33] f+3~D FUJ.1,1,HE
- [5; 5] W! (27% scaling)[4]
- [+31; 20][1] <uf+3,4 W! b+1,4 T! 2 b+3,3,H.2
- [28; 10] RAI.2 GB! 1,1,2
- [5; 5] W! (19% scaling)
- [+27; 13][1] <uf+3,4 W! b+1,4 T! 1+2 HB! b+3,3,H.2
- [+18; 5][1] <uf+3,4 W! b+1,4 T! 1+2 df+3,1+2,qcf+1
Wall Hazard
- [50] H.2+3,F (Heat Smash Foward)
- [33] df+4,2
- [25] 1+2
- [5; 5] W! (39% scaling)
- [+29; 17] EWGF f+3,D FUJ.DF+4,4,1 f+3,D FUJ.2 T! SS.2,F RAI.1
- [30] qcf+2,HE
- [22] f,F+1+2,HE
- [5; 5] W! (39% scaling)
- [+32; 20] EWGF f+3,D FUJ.DF+4,4,1 f+3,D FUJ.2 T! b+2* d+3,H.2
- [27] 1,1,2
- [5; 5] W! (27% scaling)[2][3]
- [+16; 5] EWGF f+3,D FUJ.DF+4,4,1 f+3,D FUJ.2 T! SS.2,F RAI.1
- [33] f+3~D FUJ.1,1,HE
- [5; 5] W! (27% scaling)[4]
- [+18; 8] EWGF f+3,D FUJ.DF+4,4,1 f+3,D FUJ.2 T! b+2* d+3,H.2
- [28; 10] RAI.2 GB! 1,1,2
- [5; 5] W! (19% scaling)
- [+12; 3] EWGF f+3,D FUJ.DF+4,4,1 f+3,D FUJ.2 T! SS.2,F RAI.1
Note: Wall Hazard (WH!) includes Balcony Break (BB!), Wall
Break (WB!), Hard Wall Break (HWB!) and Wall Bound (WB!)
Floor Hazard
- [50] H.2+3 (Heat Smash)
- [46] Right Throw (Freefall)
- [35] 2+4 (Jumping Powerbomb)
- [5; 5] FH! (39% scaling)
- [+30; 18] EWGF f+3,D FUJ.DF+4,4,1 f+3,D FUJ.2 T! SS.2,F RAI.1
Note: Floor Hazard (FH!) includes Floor Break (FB!), Hard Floor Break (HFB!) and Floor Blast (FB!)
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 On Rebel Hangar you have to do a micro dash before uf+3,4 in order to get the high wall splat
- ↑ 2.0 2.1 Other multi-hit and guaranteed follow-ups come here too, such as 'f+3~D FUJ.1,2' or 'f+1+2 df+4,2'
- ↑ 3.0 3.1 Stonehead throw has uniquely a 31% scaling, but it adds up to as little as +2~4 damage
- ↑ 4.0 4.1 Other guaranteed heat engagers come here too, such as 'f+1+2 qcf+2' or 'CH ws2 f,F+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.
- 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
- Regular Splat (56% scaling)
- [+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
External Links
- ↑ [3; 2] damage less for non perfect input