Paul combos

From Wavu Wiki, the ๐ŸŒŠ wavy Tekken wiki
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
.[1] From stance
~ From stance transition[2]
H During Heat[3]
R Rage
FC Full crouch
hFC Half crouch
ws While standing
wr While running
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. โ†‘ 1.0 1.1 Should never have a space immediately after it.
  2. โ†‘ Not "for stance transition", which has no special notation and is written the same as any other input.
  3. โ†‘ Not Heat Available, which is not notated, since the only move done from that is Heat Burst, which is simply written 2+3.

Damage values for various moves have changed since patch 1.08 and may not be up to date on this page.

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 ยง Staples.

Regular Launch Example
[72] df+2 > 4 > df+4 > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[70] df+2 > 3,2 > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[66] df+2 > 4 > df+4 > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
[64] df+2 > 3,2 > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
Low Launch Example
[77] ws2 > 3,2 > 3,2~b~DF> DPD.2,1 T! > DPD.1 > wr2
[74] ff+4 > ws3 > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[73] b+3 > 3,2 > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[71] ws2 > 3,2 > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
[68] ff+4 > ws3 > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
[67] b+3 > 3,2 > 3,2~b > SWA.1+2 T! > DPD.1 > wr2

Mini-combos

CH d1+2
[69] CL qcf+2[1][2]
[57] qcf+2[2]
[55] d1+2
CH f+1+2[3]
[62] CL qcf+2[1]
[50] qcf+2
[48] Dash D1+2
qcf+3+4
[58] CL qcf+2[4]
[44] Dash D1+2
df+(1,1),2
[58] CL qcf+2[1][5]
[46] qcf+2
[44] Dash D1+2
CH df+(1),1,2
[68] CL qcf+2[1][5]
[56] qcf+2
[54] Dash D1+2
SS.1
[57] CL qcf+2[4]
[45] qcf+2
[43] Dash D1+2
db+1+2
[57] CL qcf+2 [1][6]
[45] qcf+2
[43] Dash D1+2[7]
DPD.2,1
[56] f,F+4
[56] Dash db+2
CH 4
[42] Microdash d1+2
[36] db+2
CH SS.3
[48] d+1+2
CH df+(3),4[8]
[51] b+1,2[9]
[48] d+1+2
CH qcf+3
[59] db+2 T! > qcf+2[8][10]
[51] d+4,2:1+2
[36] OTG.d+2[11]
CH df+4
[43] f+2[12]
[41] b1,2
[39] d1+2
CH wr2
[38] f,F+4
[38] Dash db+2
CH ws(1),2~b
[43] f+2[12]
[38] SWA.2[12]
[31] SWA.4
SWA.1
[43] SWA.1
[40] db2
CH DPD.4
[36] db+2[13]
H.b+2,1* GB [14] / H.d+1,2* GB [15]
[21] b+1,2
[19] d+1+2
  1. โ†‘ 1.0 1.1 1.2 1.3 1.4 Approach for Clean Hit with microdash only
  2. โ†‘ 2.0 2.1 Only possible when d1+2 trades with a small attack
  3. โ†‘ Can also be done with the Deep Dive transition, but requires a crouch cancel
  4. โ†‘ 4.0 4.1 Approach for Clean Hit with microdash or extended QCF
  5. โ†‘ 5.0 5.1 Easier if opponent does not tech roll right; otherwise only hits average sized characters and bigger
  6. โ†‘ Only possible if opponent does not tech roll right, Paul is close enough to the wall, or the move trades with a small attack
  7. โ†‘ Use if off-axis for qcf+2
  8. โ†‘ 8.0 8.1 Wall only
  9. โ†‘ Whiffs on smaller characters
  10. โ†‘ Does not work on Jack
  11. โ†‘ Floor Break
  12. โ†‘ 12.0 12.1 12.2 Heat Engager
  13. โ†‘ Clean hit deals 40
  14. โ†‘ Guard break deals 7 chip damage normally, or 2 when opponent is in rage
  15. โ†‘ Guard break deals 11 chip damage normally, or 3 when opponent is in rage

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
b+3
[78] ws4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2[1]
[75] 3,2 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[75] 3 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[72] ws4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2[1]
[69] 3,2 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
df+2/uf+4
[78] qcf+1 > df+4 > df+1 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[78] qcf+1 > df+4 > df+1~b~DF > WS1,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[77] qcf+1 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[75] ws4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[74] 4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[72] 3,2 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[72] qcf+1 > df+4 > df+1~b~DF > WS1,2~b > SWA.1+2 T! > DPD.1 > wr2
[71] qcf+1 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
[69] ws4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
[68] 4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
[66] 3,2 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
uf+3,4
[75] df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2[2]
[71] 3,2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
[67] dash > ws4 > df+4 > b+1,2 T! > DPD.1 > wr2
[65] 3,2 > b+1,2 T! > DPD.1 > wr2
uf+3
[78] ws4 > df+4 > df+1 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[77] ws4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[74] 3,2 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[71] ws4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
[68] 3,2 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
uf+(3),4
[80] qcf+1 > df+4 > df+1 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2[3]
[80] qcf+1 > df+4 > df+1~b~DF > WS1,2~b~DF > DPD.2,1 T! > DPD.1 > wr2[3]
[79] qcf+1 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2[3]
[77] ws4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[76] 4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[74] 3,2 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[74] qcf+1 > df+4 > df+1~b~DF > WS1,2~b > SWA.1+2 T! > DPD.1 > wr2[3]
[73] qcf+1 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2[3]
[71] ws4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
[70] 4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
[68] 3,2 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
ws2
[82] ws4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[79] 3,2 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[79] 3 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[76] ws4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
[73] 3,2 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
f,F+3
[72] 2 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[66] 2 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
f,F+3,4
[73] 3,2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
[69] dash > ws4 > df+4 > b+1,2 T! > DPD.1 > wr2
[67] 3,2 > b+1,2 T! > DPD.1 > wr2
f,F+(3),4
[77] ws4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[76] 4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[74] 3,2 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[71] ws4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
[70] 4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
[68] 3,2 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
f,F+4
[82] ws4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2[4]
[74] ws3 > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[71] ws3 > 3,2 > b+1,2 T! > DPD.1 > wr2
qcf+1
[86] qcf+1 > df+4 > df+1 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2[3]
[86] qcf+1 > df+4 > df+1~b~DF > WS1,2~b~DF > DPD.2,1 T! > DPD.1 > wr2[3]
[85] qcf+1 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2[3]
[83] ws4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[82] 4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[80] 3,2 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[80] qcf+1 > df+4 > df+1~b~DF > WS1,2~b > SWA.1+2 T! > DPD.1 > wr2[3]
[79] qcf+1 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2[3]
[77] ws4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
[76] 4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
[74] 3,2 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
SWA.1+2
[87] qcf+1 > df+4 > df+1 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2[3]
[87] qcf+1 > df+4 > df+1~b~DF > WS1,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[86] qcf+1 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[84] dash > ws4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[83] dash > 4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[81] dash > 3,2 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[81] qcf+1 > df+4 > df+1~b~DF > WS1,2~b > SWA.1+2 T! > DPD.1 > wr2
[80] qcf+1 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
[78] dash > ws4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
[77] dash > 4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
[75] dash > 3,2 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
DPD.1[5]
[84] qcf+1 > df+4 > df+1 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[84] qcf+1 > df+4 > df+1~b~DF > WS1,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[83] qcf+1 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[78] qcf+1 > df+4 > df+1~b~DF > WS1,2~b > SWA.1+2 T! > DPD.1 > wr2
[77] qcf+1 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
qcf+1+2 T!
[67] dash > qcf+1 > df+4 > df+1 > dash > 3,2~b~DF > DPD.2,1
[67] dash > qcf+1 > df+4 > df+1~b~DF > WS1,2~b~DF > DPD.2,1
[66] dash > qcf+1 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1
[63] dash > qcf+1 > df+4 > 2 > dash > 1 > dash > d+4,2:1+2
f,F+(2),2
[83] ws4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[80] 3,2 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[77] ws4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
[74] 3,2 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
H.b+(2),1*
[100] qcf+1 > df+4 > df+1 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[100] qcf+1 > df+4 > df+1~b~DF > WS1,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[99] qcf+1 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[97] ws4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[96] 4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[94] 3,2 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[94] qcf+1 > df+4 > df+1~b~DF > WS1,2~b > SWA.1+2 T! > DPD.1 > wr2
[93] qcf+1 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
[91] ws4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
[90] 4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
[88] 3,2 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
H.f+1+2*[6]
[95] dash > qcf+1 > df+4 > df+1 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[95] dash > qcf+1 > df+4 > df+1~b~DF > WS1,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[94] dash > qcf+1 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[92] dash > ws4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[91] dash > 4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[89] dash > 3,2 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[89] dash > qcf+1 > df+4 > df+1~b~DF > WS1,2~b > SWA.1+2 T! > DPD.1 > wr2
[88] dash > qcf+1 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
[86] dash > ws4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
[85] dash > 4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
[83] dash > 3,2 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
Low Parry T!
[47] qcf+1 > df+4 > df+1 > dash > 3,2~b~DF > DPD.2,1
[47] qcf+1 > df+4 > df+1~b~df > WS1,2~b~df > DPD.2,1
[46] qcf+1 > df+4 > 2 > dash > 3,2~b~df > DPD.2,1
[43] qcf+1 > df+4 > 2 > dash > 1 > dash > d+4,2:1+2


Counterhit

CH SWA.4
[85] qcf+1 > df+4 > df+1 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[85] qcf+1 > df+4 > df+1~b~DF > WS1,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[84] qcf+1 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[79] qcf+1 > df+4 > df+1~b~DF > WS1,2~b > SWA.1+2 T! > DPD.1 > wr2
[78] qcf+1 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
CH db+2
[87] ws4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[86] 4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[84] 3,2 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[81] ws4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
[80] 4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
[78] 3,2 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
CH SWA.3
[70] ws3 > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[67] ws3 > 3,2 > b+1,2 T! > DPD.1 > wr2
CH SWA.3,2,1 T!
[72] SSL > qcf+1 > df+4 > dash > d+4,2:1+2[7]
[71] SSL > qcf+1 > dash > 3,2~b~DF > DPD.2,1[7]
[67] SSL > qcf+1 > dash > d+4,2:1+2[7]
CH qcf+3+4 T!
[73] qcf+1 > df+4 > df+1 > dash > 3,2~b~DF > DPD.2,1
[73] qcf+1 > df+4 > df+1~b~DF > WS1,2~b~DF > DPD.2,1
[72] qcf+1 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1
[69] qcf+1 > df+4 > 2 > dash > 1 > dash > d+4,2:1+2
CH SWA.1
[93] qcf+1 > df+4 > df+1 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[93] qcf+1 > df+4 > df+1~b~DF > WS1,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[92] qcf+1 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[90] ws4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[89] 4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[87] 3,2 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[87] qcf+1 > df+4 > df+1~b~DF > WS1,2~b > SWA.1+2 T! > DPD.1 > wr2
[86] qcf+1 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
[84] ws4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
[83] 4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
[81] 3,2 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
CH f+1+2*[6]
[96] dash > qcf+1 > df+4 > df+1 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[96] dash > qcf+1 > df+4 > df+1~b~DF > WS1,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[95] dash > qcf+1 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[93] dash > ws4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[92] dash > 4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[90] dash > 3,2 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[90] dash > qcf+1 > df+4 > df+1~b~DF > WS1,2~b > SWA.1+2 T! > DPD.1 > wr2
[89] dash > qcf+1 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
[87] dash > ws4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
[86] dash > 4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
[84] dash > 3,2 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
CH ws(3),2
[90] SSL > qcf+1 > df+4 > df+1~b~DF > WS1,2~b~DF > DPD.2,1 T! > DPD.1 > wr2[8]
[89] SSL qcf+1 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2[8]
[87] SSL > ws4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[84] SSL > 3,2 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2[9]
[84] SSL > qcf+1 > df+4 > df+1~b~DF > WS1,2~b > SWA.1+2 T! > DPD.1 > wr2
[83] SSL > qcf+1 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
[81] SSL > ws4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
[80] SSL > 4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
[78] SSL > 3,2 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2[9]
CH df+(3),4
[76] qcf+1 > df+4 > 3,2~b > SWA.1+2 T! > DPD.1 > qcf+2
[75] qcf+1 > df+4 > 3,2~b > SWA.1+2 T! > dash > d+4,2:1+2
[71] qcf+1 > 3,2~b > SWA.1+2 T! > DPD.1 > qcf+2
[70] qcf+1 > 3,2~b > SWA.1+2 T! > dash > d+4,2:1+2
[68] df+4 > 3,2~b > SWA.1+2 T! > DPD.1 > qcf+2
[67] df+4 > 3,2~b > SWA.1+2 T! > dash > d+4,2:1+2


CH (3),2[10]
[85] dash > qcf+1 > df+4 > df+1 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[84] dash > qcf+1 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[82] dash > ws4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[79] dash > 3,2 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[78] dash > qcf+1 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
[76] f,F+4 > ws4 > df+4 > b+1,2 T! > DPD.1 > wr2
[76] dash > ws4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! ! > DPD.1 > wr2
[73] dash > 3,2 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
CH DPD.(2),3 / CH SWA.(3,2),3
[91] qcf+1 > df+4 > df+1 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2[3]
[91] qcf+1 > df+4 > df+1~b~DF > WS1,2~b~DF > DPD.2,1 T! > DPD.1 > wr2[3]
[90] qcf+1 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2[3]
[88] ws4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[87] 4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[85] 3,2 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[85] qcf+1 > df+4 > df+1~b~DF > WS1,2~b > SWA.1+2 T! > DPD.1 > wr2[3]
[84] qcf+1 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2[3]
[82] ws4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
[81] 4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
[79] 3,2 > 2 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
  1. โ†‘ 1.0 1.1 Can be done either with a SSL before the WS4 or a longer CD input
  2. โ†‘ Only works up close
  3. โ†‘ 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 3.11 3.12 3.13 3.14 3.15 Smaller window to land than df+2
  4. โ†‘ Can whiff off-axis
  5. โ†‘ You may find all these combos easier with a SSR, but it is not required
  6. โ†‘ 6.0 6.1 Can also be done with the Deep Dive transition, but non-WS4 routes require a crouch cancel (and the dash can be omitted). DPD.1 is also possible for 1 less damage over qcf+1
  7. โ†‘ 7.0 7.1 7.2 Allow the crouch dash to travel a bit
  8. โ†‘ 8.0 8.1 Whiffs on smaller characters
  9. โ†‘ 9.0 9.1 Must be done with 3+4
  10. โ†‘ If you input the backsway transition, you must crouch cancel it immediately to still be able to do the combos

Notes

  • DPD.1 can be done with the df3+4 input for more consistency
  • df+1~b~DF > WS1,2~b~DF > DPD.2,1 combos are inconsistent; either the df+1 can whiff, or the DPD.2,1 fails to pick up. It can be dependent on character, the launcher, and even the frame when you land the qcf+1 beforehand
    • df+1 > dash > 3,2~b~DF > DPD.2,1 is a decent alternative for more consistency on the Tornado, but df+1 can still whiff. df+1~b~DF > WS1,2~b~DF > DPD.2,1 does more damage than df+1 > dash > 3,2~b~DF > DPD.2,1 when Paul is in rage or Paul just used a stage hazard at the beginning of a combo
  • Any combo with 3,2 > 2 can be done as 3 > df+4 > 2 instead for slightly easier dash timing afterwards, but df+4 is prone to whiffing off-axis (particularly when Paul is off to the right)
  • All instances of 2 jab can either be substituted with 1 jab for 1 less damage and more lenient dash timing after, or forgone entirely for 2 less damage if wall is closer, but combo consistency may be affected if DPD.2,1 is used as the Tornado
  • All instances of ws4 are done as CD4 or qcf+4; the normal iWS input is not fast enough in most cases
  • Routes with ws4 > df+4 typically drop if Paul is off axis right
  • Routes with iws3 in place of df+1 or 2 have become too inconsistent to be a staple due to the realignment changes introduced in season 2; as such they are listed under the extras section
  • Microdash qcf+2 can be used in place of wr2 for different oki and same damage; loses 4 damage without microdash due to clean hit
  • DPD.3+4 can and should be used in place of any post-Tornado ender or after a high wall splat
  • f,F+2:1 and b+1,2 can be used in place of most wr2 enders for wall carry, leading to massive damage at the wall; f,F+3,4,4, Demoman (d+4,2:1+2), DPD.2,1, ws3,2 and qcf+1 can be used in the same way but typically can't be done right after a long combo with DPD.1
    • f,F+2:1 can sometimes miss after a 9-hit combo with DPD.1; a longer dash or a SSR before DPD.1 makes it more consistent
    • df+4 can be used as a reliable single hit wall carry option or for really long Heat Dash combos as DPD.1 > df+4 is the most damaging 2-hit sequence that still connects after 11 hits
    • Demoman may require SSL to fully to connect after some Tornadoes; usually only done after shorter combos with SWA.1+2 Tornadoes
  • f+1+2~DF can be used as an alternative combo ender to get a better oki situation with a DPD mixup; full charge is only possible after a Heat Burst or a hazard break; very useful after a hazard break where most options simply won't do much damage anyway
  • b+2,1* can be used as another alternative combo ender during Heat to force a guard break/free damage scenario; must be used immediately after Heat Bursting or forgoing the DPD.1 tailspin and dashing as close as possible to limit the opponent's options to deal with the string

Wall

Wall Carry/Splat

[1]Damage Attack [2]Startup Follow
+18 d+4,2:1+2 i15 High Hit
+16 f,F+3,4,4 i17 High Hit
+12 f,F+2:1 i17 High Hit
+11 ws3,2 i16 High Hit
+10 ws1,2~b i18 High Hit
+10 f,F+3,4 i17 High Hit
+6 qcf+1 i18 High Hit

High Wall Hit

Pre-Tornado Splat

[3]Damage Attack [2]Startup Follow
+15 SWA.3,2,1[4] i20 Low Hit
+12 DPD.2,1 i24 Post-T!
+8 b+1,2 i12 Post-T!
+5 db+2 i19 Post-T!
+5 qcb+1+2 i18 Post-T!
+5 qcf+3+4 i21 Post-T!
+0 Delay Post-T!
+0 Delay Low Hit

Post-Tornado Splat

[3]Damage Attack [2]Startup Follow
+12 d+1,4,2[5] i14 +9d (-5)
+12 wr2 i21
Spike
+0d FDFA
+9 d+1+2 i12 Post-T![6]
+9 d+1+2 i12 Low Hit[7]
+9 3,2~b i15 Low Hit
+9 ws1,2~b i18 Low Hit
+5 1 > df+1~b i10 i14 Low Hit
+3 df+1~b i14 Low Hit
+3 2 i10 Low Hit
+2 1 i10 Low Hit
+0 Delay Low Hit

Low Wall Hit

Damage Attack [2]Startup KD Tech
+25 H.qcf+2 i15 +5 -7
+22 qcf+2 i15 +5 -7
+20 H.1+2* i46 +9 -3
+18 H.1+2 i28 +9 -3
+17 1+2* i46 +9 -3
+16 DPD.3+4[8] i28 -44 -52
+15 1+2 i28 +9 -3
+15 d+1+2 i12 +5 -7
+13 b+1,2[9] i12 +16 FDFA -1
+13 SWA.2 i17 +5 -5
+12 SWA.1 i21 -2 -10
+11 b+2 i18 -4 -12
+11 ws1,2~b[9] i18 +12 +4
+11 qcf+3+4 i21 +10 +0
+11 SWA.1+2 i18 +13 -4
+10 OTG.d+2 i18 -1 -9
+10 wr2 i21 +16 FDFA -1
+10 f+4 i22 +8 -8
+10 db+2 i19 +14 -3
+9 ws4 i14 +5 -3
+8 d+1 i14 +3 -5
+8 df+4 i17 +11 +1
+7 b+4 i20 +4 FDFA -6
+6 2+3 i16 -1 -8
+5 df+1~b i14 +14 +6
  1. โ†‘ Damage values calculated following 4/5-hit non-CH, non-Heat combo (30% scaling). Add Heat Burst for extra damage, control and oki
  2. โ†‘ 2.0 2.1 2.2 2.3 Includes minimum additional frames for motion inputs (sway canceled attacks not subject to additional startup)
  3. โ†‘ 3.0 3.1 Damage values calculated following 6-hit non-CH, non-Heat combo into wall splat (24% scaling). Add Heat Burst for extra damage, control and oki
  4. โ†‘ Requires delay before Low Wall Hit follow
  5. โ†‘ Low hits possible with delay
  6. โ†‘ Requires very high splat
  7. โ†‘ Requires high splat
  8. โ†‘ Additional 9-10 damage from falling hitbox (blockable), FDFA recovery
  9. โ†‘ 9.0 9.1 Low hit on 2nd hit only

Examples

Wall Carry Starter

qcf+1 (x2) > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > ff+2:1 W! > dash
[105] 2+3 > 3,2~b~u > H.qcf+2[1]
[105] 2+3 > ws1,2~b~u > H.qcf+2[1]
[104] 2+3 > SSL > 2 > df+1~b~u > H.qcf+2
[104] 3,2~b~u > qcf+2[1]
[104] ws1,2~b~u > qcf+2[1]
[100] 1 > df+1~b~u > qcf+2
[98] df+1~b~u > qcf+2
[97] 2 > qcf+2
[97] 1 > qcf+2
[96] 3,2~b > d1+2
qcf+1 (x2) > df+4 > dash > d+4,2:1+2 W! > dash
[102] DPD.2,1 > 2+3 > 2 > H.qcf+2
[99] SWA.3,2,1 > qcf+2
[99] db+2 > 2+3 > 3,2~b~u > H.qcf+2[1]
[99] db+2 > 2+3 > ws1,2~b~u > H.qcf+2[1]
[98] DPD.2,1 > SSL > df+1~b~u > qcf+2
[98] db+2 > 2+3 > SSL > 1 > df+1~b~u > H.qcf+2
[98] 2+3 > db+2 > 3,2~b~u > H.qcf+2[1]
[98] 2+3 > db+2 > ws1,2~b~u > H.qcf+2[1]
[98] db+2 > SSL > 3,2~b~u > qcf+2[1]
[98] db+2 > ws1,2~b~u > qcf+2[1]
[98] qcf+3+4 > 3,2~b~u > qcf+2[1]
[98] qcf+3+4 > ws1,2~b~u > qcf+2[1]
[98] 2+3 > db+2 > 3,2~b~u > H.qcf+2[1]
[98] 2+3 > db+2 > ws1,2~b~u > H.qcf+2[1]
[98] db+2 > SSL > 3,2~b~u > qcf+2[1]
[98] db+2 > ws1,2~b~u > qcf+2[1]
[98] qcf+3+4 > 3,2~b~u > qcf+2[1]
[95] b+1,2 > df+1~b~u > qcf+2
[94] db+2 > SSL > 1 > df+1~b~u > qcf+2
[93] SSL > 3,2~b~u > qcf+2[1]
[93] ws1,2~b~u > qcf+2[1]
[92] db+2 > SSL > 2 > qcf+2
[91] db+2 > 3,2~b > d+1+2
[86] 1 > qcf+2
[84] qcf+2

Resplat[2]

df+1+3:H.qcf+2 W! > dash
[97] qcf+1 W! > qcf+3+4 T! > d+1+2 > 3,2~b~u > H.qcf+2[1]
[95] qcf+1 W! > qcf+3+4 T! > d+1+2 > 1 > df+1~b~u > H.qcf+2
[93] qcf+1 W! > qcf+3+4 T! > d+1+2 > df+1~b~u > H.qcf+2
[88] qcf+1 W! > qcf+3+4 T! > d+1+2 > 3,2 > d+1+2
ff+2:1 W! > backdash
[100] qcf+1 W! > qcf+3+4 T! > d+1+2 > 2+3 > 3,2~b~u > H.qcf+2[1]
[99] qcf+1 W! > qcf+3+4 T! > d+1+2 > 3,2~b~u > qcf+2[1]
[95] qcf+1 W! > qcf+3+4 T! > d+1+2 > 1 > df1~b~u > qcf+2
[93] qcf+1 W! > qcf+3+4 T! > d+1+2 > df1~b~u > qcf+2
[91] qcf+1 W! > qcf+3+4 T! > d+1+2 > 3,2 > d+1+2

Float

1
[54] qcf+1 > df+4 > 3,2~b > SWA.1+2 T! > 2 > wr2
[44] df+4 > 3,2~b > SWA.1+2 T! > wr2
[39] 3,2~b > SWA.1+2 T! > wr2
2+3
[51] SSR > qcf+1 (x3) > dash > 3,2~b > SWA.1+2 T! > SSR > 2 > wr2
[50] SSR > qcf+1 (x2) > df+4 > 3,2~b > SWA.1+2 T! > 2 > wr2
[48] qcf+1 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > 2 > wr2
[46] qcf+1 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
SWA.1+2 T!
[50] SSR > qcf+1 > df+4 > 2 > wr2
ws4
[59] dash > 3,2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
[58] df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
  1. โ†‘ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 1.19 1.20 1.21 The difficulty varies on the size of the character, with big characters like Jack and Kuma being the easiest and Kazuya, as well as the shortest female characters, being the hardest; other characters fall somewhere in-between.
  2. โ†‘ Bears, for the most part, cannot be resplatted due to their extremely tall hurtbox. They either hit the wall immediately or you get a side turned juggle instead.

Heat

Heat Burst

Most max damage Heat Burst combos follow the route of a regular max damage combo, replacing the ender with 2+3 > H.qcf+2~F > qcf+2. Exceptions to this rule are starters that leave Tornado unavailable.

Examples:

[102] SWA.1+2
[101] qcf+1
[100] CH SWA.4
[99] DPD.1
[93] df+2
qcf+1 > df+4 > df+1~b~DF > WS1,2~b~DF > DPD.2,1 T! > DPD.1 > 2+3 > H.qcf+2~F > qcf+2
[98] ff+(2),2
[97] ws2
[97] f,F+4
[93] b+3 > SSL
ws4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > 2+3 > H.qcf+2~F > qcf+2
qcf+1+2 T!
[84] SSR > qcf+1 > df+4 > 3,2~b~u > 2+3 > qcf+1 > H.qcf+2 > qcf+2
[79] SSR > qcf+1 > df+4 > 1,2 > 2+3 > qcf+1 > H.qcf+2 > qcf+2
CH qcf+3+4 T![1]
[90] dash > qcf+1 > df+4 > 3,2~b~u > 2+3 > qcf+1 > H.qcf+2 > qcf+2
[85] dash > qcf+1 > df+4 > 1,2 > 2+3 > qcf+1 > H.qcf+2 > qcf+2
Low Parry
[64] qcf+1 > df+4 > 3,2~b~u > 2+3 > qcf+1 > H.qcf+2 > qcf+2
[59] qcf+1 > df+4 > 1,2 > 2+3 > qcf+1 > H.qcf+2 > qcf+2

Heat Dash

Starter

[80] H.qcf+2~F
[72] H.u+2~F
[70] H.f+4~F
[58] H.f+2~F
SSR > qcf+1 (x3) > ws4 > df+4 > 1 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[78] H.qcf+2~F > SSR
[70] H.u+2~F > SSR
[68] H.f+4~F > SSR
[65] H.SWA.2~F
[56] H.f+2~F > SSR
qcf+1 > ws4 > df+4 > ws4 > df+4 > 1 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[77] H.qcf+2~F > SSR
[69] H.u+2~F > SSR
[67] H.f+4~F > SSR
[64] H.SWA.2~F
[55] H.f+2~F > SSR
qcf+1 > df+4 > 3,2 > df+4 > 1 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
qcf+1 > ws4 > df+4 > 3,2 > 1 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[76] H.qcf+2~F > SSR
[68] H.u+2~F > SSR
[66] H.f+4~F > SSR
[63] H.SWA.2~F
[54] H.f+2~F > SSR
qcf+1 > df+4 > 3,2 > df+4 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[75] H.qcf+2~F > SSR
[67] H.u+2~F > SSR
[65] H.f+4~F > SSR
[62] H.SWA.2~F
[53] H.f+2~F > SSR
qcf+1 > df+4 > 4 > 2 > df+4 > 1 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
[73] H.qcf+2~F > SSR
[65] H.u+2~F > SSR
[63] H.f+4~F > SSR
[60] H.SWA.2~F
[51] H.f+2~F > SSR
qcf+1 > df+4 > 3,2 > df+4 > dash > 3,2~b > SWA.1+2 T! > DPD.1 > wr2
Counterhit
CH ws(1),2~b > H.SWA.2~F
[59] qcf+1 > ws4 > df+4 > 3,2 > 1 > 3,2~b~DF > DPD.2,1 T! > DPD.1 > dash > qcf+2

Post-Tornado

qcf+1 > H.qcf+2~F > qcf+2[2]
H.qcf+2~F > qcf+2
H.qcf+2~F > delay > db+2[3]

Guard Break

Midscreen
H.b+2,1*
H.d+1,2*
[35] b+1,2
[34] d+1+2
Wall Reset
W! > H.b+2,1*[4] > d+1+2 W! > Resplat
W! > H.b+2,1*[4] > qcb+3,2,1 W! > H.b+2,1*[4]
  1. โ†‘ May require SSR
  2. โ†‘ Low-moderate scaling only, requires right-side positioning
  3. โ†‘ db+2 hits grounded in this scenario as the knockdown from Deathfist Heat Dash is untechable
  4. โ†‘ 4.0 4.1 4.2 Assumes H.b+2 knockdown followed by blocked 1. Can be countered by backrise > i11 or evaded with backrise > sidewalk

Back-turned opponent

df+2
[68] qcf+1 > df+4 > 3,2~b > SWA.1+2 T! > dash > SSR > d+4,2:1+2
[60] df+4 > 3,2~b > SWA.1+2 T! > d+4,2:1+2
[55] 3,2~b > SWA.1+2 T! > d+4,2:1+2
3,2~b > SWA.1+2[1]
[108 (31+77)] qcf+1 > df+4 > 3,2~b > SWA.1+2 T! > d+4,2:1+2
[103 (31+72)] qcf+1 > 3,2~b > SWA.1+2 T! > d+4,2:1+2
[103 (31+72)] qcf+3+4 T! > qcf+1 (x2) > dash > d+4,2:1+2
ws1,2~b > SWA.1+2[1][2]
[114 (15+20+79)] qcf+1 > df+4 > 3,2~b > SWA.1+2 T! > dash > SSR > d+4,2:1+2
[114 (15+20+79)] qcf+1 > df+4 > qcb+3,2,1 T! > dash > SSR > d+4,2:1+2
[104 (15+20+79)] df+4 > 3,2~b > SWA.1+2 T! > dash > SSR > d+4,2:1+2
  1. โ†‘ 1.0 1.1 Guaranteed on most characters
  2. โ†‘ Use when tech rolling into an opponent's back

Stage Hazard

Elegant Palace

[147] CH qcf+2 W! > H.qcf+2 WB! > qcf+1 (x2) > d+1,4,2 W! > H.qcf+2 BB! > DPD.2,1 T! > dash > H.qcf+2~F > SSL > 3,2~b~u W! > qcf+2
[146] CH qcf+2 W! > H.qcf+2 WB! > qcf+1 (x2) > d+1,4,2 W! > H.qcf+2 BB! > dash > H.qcf+2~F > qcf+3+4 T! > qcf+1 W! > 3,2~b~u > qcf+2

Midnight Siege

H.qcf+2 WBl!
d+4,2:1+2 WBl!
[115] SSR > qcf+1 (x2) W! > qcf+3+4 > d+1+2 > 1 > H.qcf+2
[111] SSL > d+4,2:1+2 w! > db+2 > 1 > H.qcf+2
[109] SSR > qcf+1 > SWA.3,2,1 W! > 1 > H.qcf+2
[109] qcf+1 > b+1,2 W! > 3,2~b > H.qcf+2
[105] qcf+1 > SWA.3,2,1 W! > 3,2~b > d+1+2
[102] d+4,2:1+2 W! > 3,2~b > d+1+2

Extras

Extra combos are juggles that are:

  • Strictly worse than one of the ยง Staples; or
  • Too inconsistent to be a staple; or
  • Joke combos for style points.
df2/uf4
[84] qcf+1 (x3) > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2[1][2][3]
b+3
[79] ws4 > df+4 > df+1 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
uf+3
[78] ws4 > df+4 > df+1 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
ws2
[83] ws4 > df+4 > df+1 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
f,F+3
[79] ws4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2[4]
qcf+1
[92] qcf+1 (x3) > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2[1][2]
CH f+1+2*
[102] dash > qcf+1 (x3) > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2[1][2]
[98] dash > qcf+1 > df+4 > ws3 > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2[1]
[76] ~DF > WS1,2~b > SWA.1+2 T! > DPD.1 > dash > qcf+2[5]
H.f+1+2*
[101] dash > qcf+1 (x3) > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2[1][2]
[97] dash > qcf+1 > df+4 > ws3 > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2[1]
[75] ~DF > WS1,2~b > SWA.1+2 T! > DPD.1 > dash > qcf+2[5]
CH SWA.1
[99] SSR > qcf+1 (x3) > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2[1][2]
[95] dash > qcf+1 > df+4 > ws3 > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
CH SWA.4
[91] dash > qcf+1 (x3) > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2[1][2]
[87] SSL > qcf+1 > df+4 > ws3 > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2
DPD.1
[90] SSR > qcf+1 (x3) > dash > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2[1][2]
[86] SSR > qcf+1 > df+4 > ws3 > 3,2~b~DF > DPD.2,1 T! > DPD.1 > wr2[1]
Low Parry
[53] SSR > qcf+1 (x3) > dash > 3,2~b~DF > DPD.2,1
[51] SSR > qcf+1 (x2) > df+4 > dash > 3,2~b~DF > DPD.2,1
[49] qcf+1 > df+4 > ws3 > 3,2~b~DF > DPD.2,1
CH H.qcf+2 W!
[138] backdash > qcf+1 W! > qcf+3+4 > d+1+2 > 3,2~b~u > H.qcf+2[6]
CH qcf+3 (Kuma/Panda/Raven only)
[75] db+2 T! > DPD.1 > qcf+1 > df+4 > dash > d+4,2:1+2
[71] db+2 T! > qcf+1 (x2) > dash > d+4,2:1+2
CH SWA.3,2,1 T!
[73] SSL qcf+1 (x2) > dash > Demoman[2]
CH ws(3),2
CH df+(3),4
SSR > qcf+3+4 T! > df+4 > df+4 > df+4 > 2+3...[5]
Extremely difficult and rarely useful
[73] qcf+1 (x2) > 3,2~b~u > wr2
  1. โ†‘ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 Does not work on smaller characters
  2. โ†‘ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 Every qcf+1 after the first is frame perfect
  3. โ†‘ Requires an extreme SSR angle to avoid realignment from occurring
  4. โ†‘ Requires a near perfect CD4 input (done as d,f,f+4 with 1 frame to spare or a perfectly timed d,df,f,f+4)
  5. โ†‘ 5.0 5.1 5.2 Side switches
  6. โ†‘ Max damage without stage gimmicks?

External links