Paul combos: Difference between revisions

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{{Navbox combos}}
{{Navbox combos}}
{{Combo_notation}}
{{Combo_notation}}
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'''Damage values for routes including DPD.2,1 have been increased as of patch 1.08 and may not be up to date on this page.'''
== Bread n' butter ==
== Bread n' butter ==
{{BNB}}
{{BNB}}
{{Combolist|columns=1|
{{Combolist|columns=25em|
; Regular launch example
; Regular Launch Example
: '''[62]''' df+2 > 3,2 > 3,2~b > SWA.1+2 T! > fff+2
: '''[67]''' df+2 > 4 > df+4 > 3,2~b~DF > DPD.2,1 T! > wr2
: '''[65]''' df+2 > 3,2 > 3,2~b~DF > DPD.2,1 T! > wr2
: '''[64]''' df+2 > 4 > df+4 > 3,2~b > SWA.1+2 T! > wr2
: '''[62]''' df+2 > 3,2 > 3,2~b > SWA.1+2 T! > wr2


; Low launch example
; Low Launch Example
: '''[67]''' ff+4 > ws4 > 3,2~b > SWA.1+2 T! > fff+2
: '''[69]''' ff+4 > ws3 > 3,2~b~DF > DPD.2,1 T! > wr2
: '''[67]''' ff+4 > ws4 > 3,2~b > SWA.1+2 T! > wr2
}}
}}


== Mini-combos ==
== Mini-combos ==
{{Combolist|columns=15em|<!-- see https://wavu.wiki/t/Template:Combolist for usage -->
{{Combolist|columns=15em|<!-- see https://wavu.wiki/t/Template:Combolist for usage -->
; ss+1
; [50] CH f+1+2<ref name="microdash_only">Approach for Clean Hit with microdash only</ref>
: '''[57]''' CL qcf+2<ref>Approach for clean hit with extended QCF or microdash</ref>
; [46] qcf+3+4<ref name="microdash_qcf">Approach for Clean Hit with microdash or extended QCF</ref>
: '''[45]''' qcf+2
; [46] df+(1,1),2<ref name="microdash_only"/>
; [46] b,n,f+1<ref name="microdash_only"/>
; [45] SS.1<ref name="microdash_qcf"/>
; [45] db+1+2<ref name="microdash_only"/><ref>Easier Clean Hit if attack lands as Punish</ref>
: '''[+12]''' CL qcf+2
: qcf+2


;b,n,f+1
; DPD.2,1
:'''[59]''' CL qcf+2
:'''[36]''' f,F+4<ref name="true">Not a true combo, but hits all wakeup options</ref>
:'''[46]''' qcf+2


; qcf3+4
; CH 4
:'''[58]''' CL qcf+2
:'''[36]''' db+2
:'''[46]''' qcf+2


; CH ss+3
; CH SS.3
: '''[50]''' d1+2
:'''[50]''' d+1+2
ย 
; CH db+1+2
: '''[57]''' CL qcf+2<ref>Approach for clean hit with microdash only</ref>
: '''[45]''' qcf+2


; CH qcf+3
; CH qcf+3
: '''[51]''' d+4,2:1+2
:'''[51]''' d+4,2:1+2
: '''[49]''' d+4,2,1+2
:'''[36]''' OTG.d+2<ref name="floor_break">Floor Break</ref>
: '''[46]''' OTG.d+2 (Floor Blast)
: '''[36]''' OTG.d+2 (Floor Break)


; CH df+4
; CH df+4
: '''[47]''' f+2
:'''[46]''' f+2<ref name="heat_engage">Heat Engager</ref>
: '''[42]''' b+1,2
ย 
: '''[41]''' d1+2
; CH wr2
:'''[41]''' f,F+4


; CH (ws1),2~b
; CH ws(1),2~b
: '''[47]''' f+2
:'''[46]''' f+2<ref name="heat_engage"></ref>
: '''[42]''' b+1,2
:'''[38]''' SWA.2<ref name="heat_engage"></ref>
: '''[41]''' d1+2
: '''[38]''' qcb+2
: '''[34]''' qcb+4


; H.f+4~F
; H.b+2,1* GB / H.d+1,2* GB
: '''[37]''' db+2
:'''[35]''' b+1,2
: '''[37]''' OTG.d+2
:'''[34]''' d+1+2
}}
}}
<references/>
<references/>


== Staples ==
== Staples ==
{{Staple}}
{{Staple}}
{{Combolist|columns=30em|
{{Combolist|columns=30em|
; b+3
:'''[82]''' SSL > ws4 > df+4 > ws3 > 3,2~b~DF > DPD.2,1 T! > 2 > wr2<ref name="dpd2,1">Not possible on Bears, Jack, or Xiaoyu</ref>
:'''[80]''' ws4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 2 > wr2<ref name="dpd2,1"></ref>
:'''[79]''' ws4 > dash > 3,2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
:'''[78]''' ws4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
:'''[76]''' SSL > ws4 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > 2 > wr2<ref>No SSL necessary if combo starts off axis left</ref>
:'''[72]''' 3,2 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
:'''[75]''' ws4 > dash > 3,2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
:'''[74]''' df+4 > 3 > df+4 > 3,2~b > SWA.1+2 T! > 2 > wr2
:'''[74]''' ws3 > 3,2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
; df+2
; df+2
: '''[75]''' qcf+1<ref name="qcf1">qcf+1 after high launch offers better damage and wall carry than 4, but is slightly more difficult to execute</ref> > df+4 > ws3 > 3,2~b > SWA.1+2 T! > dash > 2 > fff+2 <ref name="iwr2">2 > fff+2 can be used in place of most fff+2 enders for an additional 2-3 damage, but is much more difficult to execute</ref>
:'''[85]''' qcf+1 (x3) > dash > 3,2~b~DF > DPD.2,1 T! > SSR > 2 > wr2<ref name="dpd2,1"></ref><ref name="right_axis_only">Off axis right only</ref>
: '''[72]''' qcf+1 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > fff+2
:'''[81]''' qcf+1 (x2) > df+1~b~df > ws1,2~b~DF > DPD.2,1 T! > SSR > 2 > wr2<ref name="dpd2,1"></ref>
: '''[70]''' qcf+1 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > fff+2
:'''[81]''' qcf+1 (x2) > 2 > dash > 3,2~b~DF > DPD.2,1 T! > SSR > 2 > wr2<ref name="dpd2,1"></ref>
: '''[67]''' 4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > fff+2
:'''[81]''' qcf+1 > df+4 > ws3 > 3,2~b~DF > DPD.2,1 T! > 2 > wr2<ref name="dpd2,1"></ref><ref name="left axis only">Off axis left only</ref>
: '''[65]''' 4 > df+4 > 3,2~b > SWA.1+2 T! > d+4,2:1+2 <ref name="wr2">Demoman can be used in place of most fff+2 enders for additional wall carry, but it deals less damage at high scaling, leads to inferior okizeme, and requires a perfect input for maximum damage and carry</ref>
:'''[79]''' qcf+1 (x2) > df+1~b~df > ws1,2~b~DF > DPD.2,1 T! > SSR > 1 > wr2
: '''[62]''' 4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > ff+2:1<ref name="ff21">ff+2:1 can be used in place of most fff+2 enders and is ideal for splatting at ranges where Demoman is too close to the wall for a combo conversion</ref>
:'''[79]''' qcf+1 (x2) > 2 > dash > 3,2~b~DF > DPD.2,1 T! > SSR > 1 > wr2
:'''[79]''' qcf+1 > df+4 > ws3 > 3,2~b~DF > DPD.2,1 T! > 1 > wr2<ref name="left axis only"></ref>
:'''[79]''' qcf+1 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 2 > wr2<ref name="dpd2,1"></ref>
:'''[77]''' qcf+1 (x2) > df+4 > 3,2~b > SWA.1+2 T! > 2 > wr2<ref>Requires dash before 3,2 if off axis left</ref>
:'''[76]''' qcf+1 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
:'''[76]''' qcf+1 > df+4 > df+1~b~df > ws1,2~b~DF > DPD.2,1 T! > 1 > wr2
:'''[75]''' qcf+1 (x2) > 2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
:'''[75]''' qcf+1 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > 2 > wr2
:'''[73]''' qcf+1 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2


; qcf+1
; uf+3,4
: '''[83]''' qcf+1 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > dash > 2 > fff+2
:'''[76]''' dash > 3,2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
: '''[80]''' qcf+1 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > fff+2
:'''[75]''' df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
: '''[78]''' qcf+1 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > fff+2
:'''[74]''' dash > ws4 > df+4 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
: '''[75]''' qcf+1 > df+4 > 3,2~b > SWA.1+2 T! > fff+2
:'''[72]''' dash > 3,2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
:'''[71]''' df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
:'''[70]''' df+4 > SWA.3,2,1 T! > 2 > wr2
:'''[68]''' ws3 > 3,2~b > SWA.1+2 T! > 2 > wr2


; qcb+1+2
; uf+3
: '''[84]''' qcf+1 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > dash > 2 > fff+2
:'''[78]''' ws4 > dash > 3,2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
: '''[79]''' qcf+1 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > fff+2
:'''[77]''' ws4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
: '''[78]''' df4 > 4 > df4 > 3,2~b > SWA.1+2 T! > fff+2
:'''[74]''' ws4 > dash > 3,2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
:'''[73]''' 4 > dash > 3,2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
:'''[73]''' ws4 > df+4 > 2 > 3,2~b > SWA.1+2 T! > 2 > wr2
:'''[72]''' ws4 > df+4 > SWA.3,2,1 T! > 2 > wr2
:'''[70]''' 3,2 > 2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
:'''[70]''' 3 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2


; b+3
; uf+4
: '''[76]''' SSL > ws4 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > dash > 2 > fff+2
:'''[85]''' qcf+1 (x3) > dash > 3,2~b~DF > DPD.2,1 T! > SSR > 2 > wr2<ref name="dpd2,1"></ref><ref name="right_axis_only"></ref>
: '''[71]''' df+4 > 3 > df+4 > 3,2~b > SWA.1+2 T! > fff+2
:'''[81]''' qcf+1 (x2) > df+1~b~df > ws1,2~b~DF > DPD.2,1 T! > SSR > 2 > wr2<ref name="dpd2,1"></ref>
: '''[71]''' ws4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > fff+2
:'''[81]''' qcf+1 (x2) > 2 > dash > 3,2~b~DF > DPD.2,1 T! > SSR > 2 > wr2<ref name="dpd2,1"></ref>
: '''[68]''' 3,2 > 2 > dash > 3,2~b > SWA.1+2 T! > fff+2
:'''[81]''' qcf+1 > df+4 > ws3 > 3,2~b~DF > DPD.2,1 T! > 2 > wr2<ref name="dpd2,1"></ref><ref name="left axis only"></ref>
:'''[79]''' qcf+1 (x3) > dash > 3,2~b > SWA.1+2 T! > 2 > wr2<ref name="left_axis_drop">Will not work off axis left</ref>
:'''[79]''' qcf+1 > df+4 > ws3 > 3,2~b~DF > DPD.2,1 T! > 1 > wr2<ref name="left axis only">Off axis left only</ref>
:'''[77]''' qcf+1 (x2) > df+4 > 3,2~b > SWA.1+2 T! > 2 > wr2<ref name="left_axis_drop"></ref>
:'''[77]''' qcf+1 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
:'''[75]''' qcf+1 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > 2 > wr2
:'''[74]''' qcf+1 > 3,2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
:'''[73]''' qcf+1 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
:'''[72]''' df+4 > 4 > df+4 > 3,2~b > SWA.1+2 T! > 2 > wr2<ref>Requires dash before 3,2 if off axis right</ref>


; ff+(2),2
; ws2
: '''[81]''' SSL > ws4 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > dash > 2 > fff+2
:'''[86]''' ws4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 2 > wr2<ref name="dpd2,1"></ref><ref name="micro-ssl">Usually requires micro-SSL after launch</ref>
: '''[79]''' ws4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > dash > 2 > fff+2
:'''[84]''' ws4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 2 > wr2<ref name="dpd2,1"></ref><ref name="1jab">For some characters, replace first 2 jab with 1 jab if they are sent too far after ws4</ref>
: '''[70]''' 3 > df+4 > 3,2~b > SWA.1+2 T! > fff+2
:'''[82]''' ws4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2<ref name="1jab"></ref>
:'''[81]''' 3,2 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 2 > wr2<ref name="dpd2,1"></ref>
:'''[80]''' ws4 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > 2 > wr2<ref name="micro-ssl"></ref>
:'''[79]''' ws4 > 3,2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
:'''[79]''' 3,2 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
:'''[78]''' ws4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
:'''[78]''' 4 > dash > 3,2 > dash > 3,2~b > SWA.1+2 T! > 2 + wr2
:'''[75]''' df+1~b > qcf+1 (x2) > df+4 > db+2 T! > SSR > 2 > wr2


; ff+4
; f,F+3
: '''[78]''' ws4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > dash > 2 > fff+2
:'''[79]''' ws4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
:'''[77]''' ws4 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > 2 > wr2
:'''[75]''' ws4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
:'''[75]''' 2 > dash > 3,2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
:'''[71]''' 2 > 3,2 > dash > 3,2~b > SWA.1+2 T > 2 > wr2


; ws2
; f,F+3,4
: '''[80]''' ws4 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > 2 > fff+2
:'''[78]''' dash > 3,2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
: '''[78]''' ws4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > 2 > fff+2
:'''[74]''' 3,2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
: '''[72]''' 3,2 > 2 > dash > 3,2~b > SWA.1+2 T! > fff+2
:'''[74]''' dash > 3 > df+4 > 3,2~b > SWA.1+2 T! > 2 > wr2
:'''[73]''' df+1~b~u > df+4 > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
:'''[68]''' df+1~b > ws1,2~b > ws1,2~b > SWA.1+2 T! > 2 > wr2


; qcf1+2
; qcf+1
: '''[69]''' dash > qcf+1 (2)<ref name="qcf1_loop">More lenient qcf+1 loop timing due to opponent positioning after launch</ref> > df+4 > 2 > fff+2
:'''[93]''' qcf+1 (x3) > dash > 3,2~b~DF > DPD.2,1 T! > 2 > wr2<ref name="dpd2,1"></ref><ref name="right_axis_only"></ref>
: '''[69]''' SSR > qcf+1 (3) > dash > d+4,2:1+2
:'''[89]''' qcf+1 > df+4 > ws3 > 3,2~b~DF > DPD.2,1 T! > 2 > wr2<ref name="dpd2,1"></ref>
: '''[63]''' qcf+1 > df+4 > 2 > dash > d+4,2:1+2
:'''[87]''' qcf+1 (x3) > dash > 3,2~b > SWA.1+2 T! > SSR > 2 > wr2<ref name="right_axis_only"></ref>
: '''[62]''' qcf+1 > df+4 > 2 > fff+2
:'''[87]''' qcf+1 > df+4 > ws3 > 3,2~b~DF > DPD.2,1 T! > 1 > wr2<ref name="left_axis_drop"/>
:'''[86]''' qcf+1 > dash > 3,2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
:'''[85]''' qcf+1 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
:'''[83]''' qcf+1 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > 2 > wr2<ref name="left_axis_drop"/>
:'''[83]''' qcf+1 > dash > 3,2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
:'''[82]''' qcf+1 > 3,2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2<ref name="left_axis_drop"/>
:'''[81]''' SSL > ws4 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > 2 > wr2<ref name="heavy_right_axis_drop">Will not work if heavily off axis right</ref>


; uf+3,4
; SWA.1+2
: '''[71]''' df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > dash > 2 > fff+2
:'''[94]''' qcf+1 (x3) > dash > 3,2~b~DF > DPD.2,1 T! > 2 > wr2<ref name="dpd2,1"></ref><ref name="right_axis_only"></ref>
: '''[70]''' df+4 > qcb+3,2,1 T! > dash > 2 > fff+2
:'''[92]''' dash > qcf+1 (x2) > df+4 > dash > 3,2~b~DF > DPD.2,1 T! > SSR > 2 > wr2<ref name="dpd2,1"></ref>
: '''[65]''' df+4 > 3,2~b > SWA.1+2 T! > fff+2
:'''[90]''' dash > qcf+1 (x2) > df+4 > dash > 3,2~b~DF > DPD.2,1 T! > SSR > 1 > wr2
:'''[90]''' qcf+1 > df+4 > ws3 > 3,2~b~DF > DPD.2,1 T! > 2 > wr2<ref name="dpd2,1"></ref>
:'''[88]''' SSL qcf+1 > df+4 > ws3 > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
:'''[88]''' qcf+1 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 2 > wr2<ref name="dpd2,1"></ref>
:'''[86]''' qcf+1 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
:'''[84]''' qcf+1 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > 2 > wr2<ref>Requires SSR after launch if heavily off axis left or SSL if heavily off axis right</ref>
:'''[82]''' qcf+1 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2


; [15] uf+3
; f,F+4
; [13] uf+4
:'''[86]''' SSL > ws4 > df+4 > ws3 > 3,2~b~DF > DPD.2,1 T! > 2 > wr2<ref name="dpd2,1"></ref><ref>Player 1 only, f,F+4 also needs to hit very late</ref>
: '''[+53]''' 2 > df+4 > 2 > 3,2~b > SWA.1+2 T! > dash > 2 > fff+2
:'''[83]''' ws4 > dash > 3,2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
:'''[82]''' ws4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
:'''[79]''' ws3 > 3 > df+4 > 1 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2<ref>Omit 1 > dash if more than ~45 degrees off axis [78]</ref>
:'''[79]''' ws4 > dash > 3,2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
:'''[78]''' ws4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
:'''[78]''' ws3 > 3,2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
:'''[77]''' ws4 > df+4 > SWA.3,2,1 T! > 2 > wr2


; CH ws(3),2
; qcf+1+2 T!
: '''[84]''' qcf+1 (2)<ref name="qcf1_loop"></ref> > 3,2~b > SWA.1+2 T! > dash > 2 > fff+2
:'''[73]''' dash > SSR > qcf+1 (x3) > dash > 3,2~b~DF > DPD.2,1
: '''[82]''' qcf+1 > df+4 > qcb+3,2,1 T! > dash > d+4,2:1+2
:'''[69]''' dash > SSR > qcf+1 (x3) > dash > d+4,2:1+2
: '''[79]''' qcf+1 > df+4 > 3,2~b > SWA.1+2 T! > fff+2
:'''[69]''' dash > SSL > qcf+1 > df+4 > iWS3 > 3,2~b~df > DPD.2,1
: '''[71]''' df+4 > 3,2~b > SWA.1+2 T! > fff+2
:'''[68]''' f,F+4 > ws4 > df+4 > 2 > wr2
:'''[67]''' qcf+1 > df+4 > 2 > dash > 3,2~b~df > DPD.2,1
:'''[66]''' f,F+4 > ws4 > df+4 > dash > d+4,2:1+2
:'''[63]''' qcf+1 > df+4 > 2 > dash > d+4,2:1+2
:'''[62]''' qcf+1 > df+4 > 2 > wr2


; CH qcf3+4
; f,F+(2),2
: '''[75]''' qcf+1 (3) > dash > d+4,2:1+2
:'''[84]''' SSL > ws4 > dash > 3,2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
: '''[70]''' qcf+1 (2)<ref name="qcf1_loop"></ref> > df+4 > 2 > fff+2
:'''[84]''' ws4 > dash > 3,2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
: '''[69]''' qcf+1 > df+4 > 2 > dash > d+4,2:1+2
:'''[83]''' ws4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
: '''[68]''' qcf+1 > df+4 > 2 > fff+2
:'''[81]''' SSL > ws4 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > 2 > wr2
:'''[80]''' ws4 > dash > 3,2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
:'''[79]''' ws4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2


; CH qcb+4
; H.b+(2),1*
: '''[86]''' qcf+1 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > dash > 2 > fff+2
:'''[107]''' SSR > qcf+1 (x3) > dash > 3,2~b~DF > DPD.2,1 T! > 2 > wr2<ref name="dpd2,1"></ref>
: '''[84]''' qcf+1 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > dash > 2 > fff+2
:'''[103]''' SSL qcf+1 > df+4 > ws3 > dash > 3,2~b~DF > DPD.2,1 T! > 2 > wr2<ref name="dpd2,1"></ref>
: '''[73]''' 3 > df+4 > 3,2~b > SWA.1+2 T! > dash > fff+2
:'''[101]''' SSR > qcf+1 (x2) > df+1~b~DF > WS1,2~b~DF > DPD.2,1 T! > 1 > wr2
:'''[101]''' SSR > qcf+1 (x2) > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
:'''[101]''' SSL qcf+1 > df+4 > ws3 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2<ref name="small">Whiffs on smaller characters</ref>
:'''[100]''' qcf+1 > dash > 3,2 > dash > 3,2~b~DF > DPD.2,1 T! > SSR > 1 > wr2
:'''[99]''' qcf+1 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
:'''[97]''' qcf+1 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > 2 > wr2
:'''[95]''' qcf+1 > df+4 > 2 > 3,2~b > SWA.1+2 T! > 2 > wr2
:'''[94]''' qcf+1 > df+4 > 2 > dash > DPD.2,1 T! > 1 > wr2
:'''[88]''' 4 > 4 > df+4 > b+1,2 T! > 2 > wr2


; [21] CH db+2
; H.f+1+2*
; [17] CH df+(3),4
:'''[100]''' SSR > qcf+1 (x2) > df+4 > dash > 3,2~b~DF > DPD.2,1 T! > 2 > wr2<ref name="dpd2,1"></ref>
; [17] CH (3),2
:'''[98]''' SSL > qcf+1 > df+4 > ws3 > 3,2~b~DF > DPD.2,1 T! > 2 > wr2<ref name="dpd2,1"></ref>
: '''[+58]''' 4 > df+4 > 2 > 3,2~b > SWA.1+2 T! > 2 > fff+2
:'''[98]''' SSR > qcf+1 (x2) > df+4 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
:'''[96]''' SSR > qcf+1 (x3) > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
:'''[96]''' SSL > qcf+1 > df+4 > ws3 > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
:'''[96]''' qcf+1 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 2 > wr2<ref name="dpd2,1"></ref>
:'''[95]''' qcf+1 > dash > 3,2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
:'''[94]''' qcf+1 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
:'''[94]''' qcf+1 (x2) > df+4 > 3,2~b > SWA.1+2 T! > 2 > wr2
:'''[92]''' qcf+1 (x2) > df+1~b~df > ws1,2~b > SWA.1+2 T! > 2 > wr2


; Low Parry
; Low Parry
: '''[49]''' SSR > qcf+1 (3) > dash > d+4,2:1+2
:'''[53]''' SSR > qcf+1 (x3) > dash > 3,2~b~df > DPD.2,1
: '''[47]''' SSR > qcf+1 > ws4 > df4 > 1 > dash > d+4,2:1+2
:'''[49]''' qcf+1 > df+4 > iWS3 > 3,2~b~df > DPD.2,1<ref>iWS3 must be done with d,df,n input and slightly delayed, especially on Xiaoyu</ref>
: '''[46]''' SSR > qcf+1 > ws4 > df4 > 1 > fff+2
:'''[49]''' SSR > qcf+1 (x3) > dash > d+4,2:1+2
: '''[45]''' qcf+1 > 4 > df4 > 1 > fff+2
:'''[47]''' qcf+1 > df+4 > df+1~b~df > WS1,2~b~df > DPD.2,1 <ref>May drop depending on qcf+1 timing</ref>
: '''[43]''' qcf+1 > df4 > 2 > dash > d+4,2:1+2
:'''[47]''' qcf+1 > df+4 > 2 > dash > 3,2~b~df > DPD.2,1
: '''[42]''' qcf+1 > df4 > 2 > fff+2
:'''[47]''' SSR > qcf+1 (x2) > df+4 > dash > 1 > wr2
: '''[39]''' df+4 > 3,2 > 3,2~b > SWA.1+2
:'''[47]''' SSR > qcf+1 > ws4 > df+4 > 1 > dash > d+4,2:1+2
:'''[46]''' SSR > qcf+1 > ws4 > df+4 > 1 > wr2
:'''[46]''' qcf+1 > ws4 > df+4 > dash > d+4,2:1+2
:'''[46]''' f,F+4 > ws4 > df+4 > 1 > wr2
:'''[46]''' f,F+4 > ws4 > df+4 > d+4,2:1+2
:'''[45]''' qcf+1 > dash > 3,2 > dash > 3,2~b~DF > DPD.2,1
:'''[44]''' qcf+1 > df+4 > df+1~b~df > ws1,2~b~DF > DPD.2,1
:'''[43]''' qcf+1 > df+4 > 2 > dash > d+4,2:1+2
:'''[42]''' qcf+1 > df+4 > 2 > wr2
}}
}}
<references/>
=== Counterhit ===
{{Combolist|columns=30em|
; CH SWA.4
:'''[96]''' SSR > qcf+1 (x3) > dash > 3,2~b~DF > DPD.2,1 T! > 2 > wr2<ref name="dpd2,1"></ref>
:'''[94]''' SSR > qcf+1 (x3) > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
:'''[93]''' SSL > qcf+1 > ws4 > df+4 > 3,2~b~DF > DPD.2,1 T! > 2 > wr2<ref name="dpd2,1"></ref>
:'''[92]''' SSL > qcf+1 > df+4 > ws3 > 3,2~b~DF > DPD.2,1 T! > 2 > wr2<ref name="dpd2,1"></ref>
:'''[91]''' SSL > qcf+1 > ws4 > df+4 > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
:'''[90]''' SSL > qcf+1 > df+4 > ws3 > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
:'''[90]''' qcf+1 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 2 > wr2<ref name="dpd2,1"></ref>
:'''[88]''' qcf+1 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
:'''[86]''' qcf+1 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > 2 > wr2
:'''[85]''' qcf+1 > dash > 3,2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
:'''[84]''' qcf+1 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2


== Wall ==
; CH db+2
=== Enders ===
:'''[91]''' SSL > ws4 > df+4 > ws3 > 3,2~b~DF > DPD.2,1 T! > 2 > wr2<ref name="dpd2,1"></ref><ref name="left axis only"></ref>
{{Combolist|columns=20em|
:'''[89]''' ws4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 2 > wr2<ref name="dpd2,1"></ref>
; Full Wall Ender<ref name="wall_ender"></ref>
:'''[89]''' SSL > ws4 > df+4 > ws3 > 3,2~b~DF > DPD.2,1 T! > 1 > wr2</ref><ref name="left axis only"></ref>
: [[Paul_combos#Resplat|Resplat]]
:'''[88]''' SSR > ws4 > dash > 3,2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
: db+2/qcf3+4 > Post-Tornado ender
:'''[87]''' ws4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
: b+1,2 > 1 > qcf+2
:'''[85]''' SSL > ws4 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > 2 > wr2
: DPD.2,1 > 1 > df+1~b~u > qcf+2
:'''[84]''' SSL > ws4 > dash > 3,2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
:'''[84]''' ws4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr1
:'''[83]''' ws4 > df+4 > 2 > 3,2~b > SWA.1+2 T! > 2 > wr2
:'''[83]''' 4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2


; CH SWA.3
:'''[80]''' ws3 > 3,2 > dash > 3,2~b~DF > DPD.2,1 T! > 2 > wr2<ref name="dpd2,1"></ref>
:'''[78]''' ws3 > 3,2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
:'''[74]''' ws3 > 3,2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
:'''[68]''' ws3 > 3,2~b~DF > DPD.2,1 T! > 2 > wr2
:'''[65]''' ws3 > 3,2~b > SWA.1+2 T! > 2 > wr2
:'''[65]''' ws3 > 3 > df+4 > db+2 T! > 2 > wr2


;Post-Tornado Wall Ender<ref name="wall_ender"></ref>
; CH SWA.3,2,1 T!
: 3,2~b~u > qcf+2
:'''[72]''' SSL > qcf+1 > df+4 > dash > d+4,2:1+2<ref>Allow the crouch dash to travel a bit</ref>
: ws1,2~b~u > qcf+2
:'''[69]''' qcf+1 > 2 > wr2
: 1 > df+1~b~u > qcf+2
:'''[68]''' qcf+1 > 3,2~b~DF > DPD.2,1
: df+1~b~u > qcf+2
:'''[67]''' qcf+1 > dash > d+4,2:1+2
: 2 > qcf+2
:'''[65]''' SSR > f,F+4 > ws1,2~b > SWA.1+2
: 3,2~b > d1+2
: df+1~b > d1+2
: qcf+2
: d+4,2:1+2
: 3,2~b > qcb+2


;Low Wall Ender<ref name="wall_ender"></ref>
; CH qcf+3+4 T!
: b+1,2 > Post-Tornado ender
:'''[79]''' SSR > qcf+1 (x3) > dash > 3,2~b~DF > DPD.2,1
: qcb+3,2,1 > qcf+2
:'''[75]''' qcf+1 > df+4 > iWS3 > 3,2~b~df > DPD.2,1
: qcf+2
:'''[74]''' SSL > f,F+4 > ws4 > df+4 > 2 > wr2
: d1+2
:'''[74]''' qcf+1 > dash > 3,2 > dash > 3,2~b~DF > DPD.2,1
}}
:'''[73]''' qcf+1 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1
:'''[72]''' f,F+4 > ws4 > df+4 > 1 > wr2
:'''[70]''' SSR > qcf+1 (x2) > df+4 > 2 > wr2
:'''[69]''' qcf+1 > df+4 > 2 > dash > d+4,2:1+2
:'''[68]''' qcf+1 > dash > 3,2 > dash > 3,2~b > SWA.1+2


=== Resplat ===
; CH SWA.1
==== Core Resplat Combo ====
:'''[100]''' SSR > qcf+1 (x3) > dash > 3,2~b~DF > DPD.2,1 T! > 2 > wr2<ref name="dpd2,1"></ref>
[[File:Resplat.mp4|loop]]
:'''[98]''' SSR > qcf+1 (x3) > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
:'''[96]''' qcf+1 > df+4 > ws3 > 3,2~b~DF > DPD.2,1 T! > 2 > wr2<ref name="dpd2,1"></ref>
:'''[94]''' SSR > qcf+1 (x3) > dash > 3,2~b > SWA.1+2 T! > SSR > 2 > wr2
:'''[92]''' SSR > qcf+1 (x2) > df+4 > 3,2~b > SWA.1+2 T! > 2 > wr2
:'''[92]''' qcf+1 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
:'''[91]''' qcf+1 (x2) > 2 > dash > 3,2~b~DF > DPD.2,1 T! > SSR > 1 > wr2
:'''[91]''' qcf+1 (x2) > df+1~b~df > ws1,2~b~DF > DPD.2,1 T! > SSR > 1 > wr2
:'''[90]''' qcf+1 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > 2 > wr2
:'''[89]''' qcf+1 > dash > 3,2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
:'''[87]''' df+4 > 4 > df+4 > 3,2~b > SWA.1+2 T! > 2 > wr2


'''[Starter] W!<ref>Starter must be a wall-hitting attack that causes opponent to enter a forward-falling slide state</ref> > [Reposition]<ref>Adjust spacing so that the next attack splats as high as possible โ€” one backdash is usually sufficient but some splat angles require lateral, delayed or forward movement</ref> > qcf+1 W!<ref>Some angles may require ub3+4 W! instead</ref> > qcf3+4 > d1+2 > [Post-Tornado ender]<ref name="wall_ender">Optimal ender varies based on spacing, wall hits remaining, and opponent hurtbox size</ref>'''
; CH f+1+2*
:'''[101]''' SSR > qcf+1 (x2) > df+4 > dash > 3,2~b~DF > DPD.2,1 T! > 2 > wr2<ref name="dpd2,1"></ref>
:'''[99]''' SSL > qcf+1 > df+4 > ws3 > 3,2~b~DF > DPD.2,1 T! > 2 > wr2<ref name="dpd2,1"></ref>
:'''[99]''' SSR > qcf+1 (x2) > df+4 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
:'''[97]''' SSL > qcf+1 > df+4 > ws3 > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
:'''[97]''' qcf+1 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 2 > wr2<ref name="dpd2,1"></ref>
:'''[96]''' qcf+1 > dash > 3,2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
:'''[95]''' qcf+1 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2


==== Examples ====
; CH (2),3 / CH ws(3),2
{{Combolist|columns=25em|
:'''[93]''' SSL > qcf+1 (x2) > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 2 > wr2<ref name="dpd2,1"></ref>
; ff+2&#58;1 W! (small characters)
:'''[92]''' SSL > qcf+1 > dash > 3,2 > dash > 3,2~b~DF > DPD.2,1 T! > 2 > wr2<ref name="dpd2,1"></ref>
: '''[96]''' backdash > qcf+1 W! > qcf3+4 > d1+2 > 1 > df1~b~u > qcf+2
:'''[91]''' SSL > qcf+1 (x2) > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
: '''[94]''' backdash > qcf+1 W! > qcf3+4 > d1+2 > df1~b~u > qcf+2
:'''[91]''' SSL > qcf+1 (x3) > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
: '''[87]''' backdash > qcf+1 W! > qcf3+4 > d1+2 > df1~b > d1+2
:'''[90]''' SSL > qcf+1 > dash > 3,2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
:'''[89]''' SSL > qcf+1 (x2) > df+4 > 3,2~b > SWA.1+2 T! > 2 > wr2
:'''[89]''' SSL > qcf+1 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
:'''[89]''' SSL > qcf+1 > df+4 > df+1~b~df > ws1,2~b~DF > DPD.2,1 T! > SSR > 1 > wr2
:'''[85]''' SSL > qcf+1 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2


; ff+2&#58;1 W! (large characters)
; CH df+(3),4
: '''[100]''' backdash > qcf+1 W! > qcf3+4 > d1+2 > 3,2~b~u > qcf+2
:'''[77]''' dash > qcf+1 (x2) > dash > 3,2~b > SWA.1+2 T! > d+4,2:1+2
: '''[93]''' backdash > qcf+1 W! > qcf3+4 > d1+2 > 3,2 > d1+2
:'''[75]''' dash > qcf+1 > df+4 > 3,2~b > SWA.1+2 T! > d+4,2:1+2
:'''[70]''' qcf+1 > 3,2~b > SWA.1+2 T! > d+4,2:1+2
:'''[67]''' df+4 > 3,2~b > SWA.1+2 T! > d+4,2:1+2


; H.df1+3&#58;qcf+2 W! (small characters)
; CH (3),2
: '''[107]''' dash > qcf+1 W! > qcf3+4 > d1+2 > df+1~b~u > H.qcf+2
:'''[80]''' qcf+1 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > SSR > 2 > wr2
:'''[78]''' dash > SSR > ws3 > 3,2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
:'''[77]''' f,F+4 > ws3 > df+4 > 3,2~b > SWA.1+2 T! > SSR > 2 > wr2
:'''[75]''' dash > 3,2 > 2 > dash > 3,2~b > SWA.1+2 T! > SSR > 2 > wr2


; H.df1+3&#58;qcf+2 W! (large characters)
; CH DPD.(2),3 / CH SWA.(3,2),3
: '''[113]''' dash > qcf+1 W! > qcf3+4 > d1+2 > 3,2~b~u > H.qcf+2
:'''[94]''' qcf+1 > df+4 > ws3 > 3,2~b~DF > DPD.2,1 T! > 2 > wr2<ref name="dpd2,1"></ref>
:'''[92]''' qcf+1 > df+4 > ws3 > 3,2~b~DF > DPD.2,1 T! > 1 > wr2<ref>Very tight link on smaller characters</ref>
:'''[92]''' SSL > ws4 > df+4 > ws3 > 3,2~b~DF > DPD.2,1 T! > 2 > wr2<ref name="dpd2,1"></ref>
:'''[90]''' SSL > ws4 > df+4 > ws3 > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
:'''[88]''' SSL > ws4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
:'''[86]''' SSL > ws4 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > 2 > wr2<ref>No SSL needed for DPD route</ref>
:'''[85]''' ws4 > dash > 3,2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
:'''[85]''' df+4 > 4 > df+4 > 3,2~b > SWA.1+2 T! > 2 > wr2
:'''[84]''' ws4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
:'''[81]''' 3,2 > 2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
}}
}}
<references />
<references/>


== Float ==
=== Notes ===
{{Combolist|
* Combos with more than 1 rep of qcf+1 filler require frame-perfect timing and increasingly strict positioning
; 1
* Longer qcf+1 routes typically drop if Paul is off axis left or heavily off axis right
: df+4 > 1 > df+4 > 3,1,b > SWA.1+2 T! > fff+2
* All instances of ws4 are done as CD4. The normal iWS input is not fast enough in most cases
}}
* Routes with ws3 or ws4 typically drop if Paul is off axis right or heavily off axis left
* 4 filler after high launch is easier and more consistent than qcf+1, but deals less damage and cannot be looped
* qcf+1 pushes axis leftward with each rep
* wr2 or 1 > wr2 can be used in place of all 2 > wr2 enders for simpler execution and 1-3 less combo damage
* wr2 can be used in place of all 1 > wr2 enders for simpler execution and 1 less combo damage
* DPD.3+4 can <s>and should</s> be used in place of any post-Tornado ender or after a high wall splat
* 1 > wr2 and 2 > wr2 can be partially buffered (see [[Paul_tech#Buffered_2_>_wr2|Paul tech]] for details)
* wr2 and jab > wr2 enders may require sidestep (usually SSR) after Tornado to be flush with opponent's feet
* Demoman (d+4,2:1+2) can be used as an ender for most SWA.1+2 T! routes. Usually less damage than jab > wr2 even with perfect input, but vital for wall carry/splat at a distance
* Demoman may require SSL to fully to connect after some Tornadoes
* Demoman will not fully connect at high scaling
* f,F+3,4,4, DPD.2,1, f,F+2:1, ws3,2 and qcf+1 can be used in place of most wr2 enders and are ideal for splatting at ranges where Demoman is too close for a wall ender conversion
* qcf+1 loops become more lenient if opponent is launched while backturned


== Heat ==
== Wall ==
{{Combolist|
=== Wall Carry/Splat ===
; Standard
{|class="wikitable sortable" style="width:100%; text-align:center" colspan="5" border="1"
!<ref name="scaling_1">Damage values calculated following 4/5-hit non-CH, non-Heat combo (30% scaling). Add Heat Burst for extra damage, control and oki</ref>Damage!!Attack!!<ref name="startup">Includes minimum additional frames for motion inputs (sway canceled attacks not subject to additional startup)</ref>Startup!!Follow
|-
| +18 || d+4,2:1+2 || i15 || [[Paul_combos#High_Wall_Hit|High Hit]]
|-
| +16 || f,F+3,4,4 || i17 || [[Paul_combos#High_Wall_Hit|High Hit]]
|-
| +12 || f,F+2:1 || i17 || [[Paul_combos#High_Wall_Hit|High Hit]]
|-
| +11 || ws3,2 || i16 || [[Paul_combos#High_Wall_Hit|High Hit]]
|-
| +10 || ws1,2~b || i18 || [[Paul_combos#High_Wall_Hit|High Hit]]
|-
| +10 || f,F+3,4 || i17 || [[Paul_combos#High_Wall_Hit|High Hit]]
|-
| +6 || qcf+1 || i18 || [[Paul_combos#High_Wall_Hit|High Hit]]
|}


=== High Wall Hit ===
==== Pre-Tornado Splat ====
{|class="wikitable sortable" style="width:100%; text-align:center" colspan="4" border="1"
!<ref name="scaling">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</ref>Damage!!Attack!!<ref name="startup"></ref>Startup!!Follow
|-
| +15 || SWA.3,2,1<ref>Requires delay before Low Wall Hit follow</ref>|| i20 || [[Paul_combos#Low_Wall_Hit|Low Hit]]
|-
| +12 || DPD.2,1 || i24 || [[Paul_combos#Post-Tornado Splat|Post-T!]]
|-
| +8 || b+1,2 || i12 || [[Paul_combos#Post-Tornado Splat|Post-T!]]
|-
| +5 || db+2 || i19 || [[Paul_combos#Post-Tornado Splat|Post-T!]]
|-
| +5 || qcb+1+2 || i18 || [[Paul_combos#Post-Tornado Splat|Post-T!]]
|-
| +5 || qcf+3+4 || i21 || [[Paul_combos#Post-Tornado Splat|Post-T!]]
|-
| +0 || Delay || || [[Paul_combos#Post-Tornado Splat|Post-T!]]
|-
| +0 || Delay || || [[Paul_combos#Low_Wall_Hit|Low Hit]]
|}


==== Post-Tornado Splat ====
{|class="wikitable sortable" style="width:100%; text-align:center" colspan="4" border="1"
!<ref name="scaling"></ref>Damage!!Attack!!<ref name="startup"></ref>Startup!!Follow
|-
| +12 || d+1,4,2<ref>Low hits possible with delay</ref> || i14 || +9d (-5)
|-
| +12 || wr2 || i21 || {{Plainlist|
{{Spike}}
+0d FDFA}}
|-
| +9 || d+1+2 || i12 || [[Paul_combos#Post-Tornado Splat|Post-T!]]<ref>Requires very high splat</ref>
|-
| +9 || d+1+2 || i12 || [[Paul_combos#Low_Wall_Hit|Low Hit]]<ref>Requires high splat</ref>
|-
| +9 || 3,2~b || i15 || [[Paul_combos#Low_Wall_Hit|Low Hit]]
|-
| +9 || ws1,2~b || i18 || [[Paul_combos#Low_Wall_Hit|Low Hit]]
|-
| +5 || 1 > df+1~b || i10 i14 || [[Paul_combos#Low_Wall_Hit|Low Hit]]
|-
| +3 || df+1~b || i14 || [[Paul_combos#Low_Wall_Hit|Low Hit]]
|-
| +3 || 2 || i10 || [[Paul_combos#Low_Wall_Hit|Low Hit]]
|-
| +2 || 1 || i10 || [[Paul_combos#Low_Wall_Hit|Low Hit]]
|-
| +0 || Delay || || [[Paul_combos#Low_Wall_Hit|Low Hit]]
|}


=== Low Wall Hit ===
{|class="wikitable sortable" style="width:100%; text-align:center" colspan="5" border="1"
|-
! Damage!!Attack!!<ref name="startup"></ref>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<ref>Additional 9-10 damage from falling hitbox (blockable), FDFA recovery</ref> || i28 || -44 || -52
|-
| +15 || 1+2 || i28 || +9 || -3
|-
| +15 || d+1+2 || i12 || +5 || -7
|-
| +13 || b+1,2<ref name="second_hit">Low hit on 2nd hit only</ref> || 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<ref name="second_hit"></ref> || 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
|}
<references />


=== Examples ===
==== Wall Carry Starter ====
; qcf+1 (x2) > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > ff+2&#58;1 W! > dash
{{Combolist|columns=25em|
:'''[106]''' 2+3 > 3,2~b~u > H.qcf+2<ref name="hard">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.</ref>
:'''[106]''' 2+3 > ws1,2~b~u > H.qcf+2<ref name="hard"></ref>
:'''[105]''' 2+3 > 1 > df+1~b~u > H.qcf+2
:'''[102]''' 3,2~b~u > qcf+2<ref name="hard"></ref>
:'''[102]''' ws1,2~b~u > qcf+2<ref name="hard"></ref>
:'''[101]''' 1 > df+1~b~u > qcf+2
:'''[99]''' 2 > qcf+2
:'''[98]''' 1 > qcf+2
:'''[95]''' 3,2~b > d1+2
}}
; qcf+1 (x2) > df+4 > dash > d+4,2&#58;1+2 W! > dash
{{Combolist|columns=24em|
:'''[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<ref name="hard"></ref>
:'''[99]''' db+2 > 2+3 > ws1,2~b~u > H.qcf+2<ref name="hard"></ref>
:'''[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<ref name="hard"></ref>
:'''[98]''' 2+3 > db+2 > ws1,2~b~u > H.qcf+2<ref name="hard"></ref>
:'''[98]''' db+2 > SSL > 3,2~b~u > qcf+2<ref name="hard"></ref>
:'''[98]''' db+2 > ws1,2~b~u > qcf+2<ref name="hard"></ref>
:'''[98]''' qcf+3+4 > 3,2~b~u > qcf+2<ref name="hard"></ref>
:'''[98]''' qcf+3+4 > ws1,2~b~u > qcf+2<ref name="hard"></ref>
:'''[98]''' 2+3 > db+2 > 3,2~b~u > H.qcf+2<ref name="hard"></ref>
:'''[98]''' 2+3 > db+2 > ws1,2~b~u > H.qcf+2<ref name="hard"></ref>
:'''[98]''' db+2 > SSL > 3,2~b~u > qcf+2<ref name="hard"></ref>
:'''[98]''' db+2 > ws1,2~b~u > qcf+2<ref name="hard"></ref>
:'''[98]''' qcf+3+4 > 3,2~b~u > qcf+2<ref name="hard"></ref>
:'''[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<ref name="hard"></ref>
:'''[93]''' ws1,2~b~u > qcf+2<ref name="hard"></ref>
:'''[92]''' db+2 > SSL > 2 > qcf+2
:'''[91]''' db+2 > 3,2~b > d+1+2
:'''[86]''' 1 > qcf+2
:'''[84]''' qcf+2
}}


; At wall
==== Resplat<ref>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.</ref> ====
; qcf+2 ย 
; df+1+3&#58;H.qcf+2 W! > dash
: [82] qcf+2~f > qcf+2 ย 
{{Combolist|columns=22em|
: [94] qcf+2~f > qcb+1+2 > 3,2~b > SWA.2
: '''[113]''' qcf+1 W! > qcf+3+4 > d+1+2 > 3,2~b~u > H.qcf+2<ref name="hard"></ref>
ย 
: '''[109]''' qcf+1 W! > qcf+3+4 > d+1+2 > 1 > df+1~b~u > H.qcf+2
: '''[107]''' qcf+1 W! > qcf+3+4 > d+1+2 > df+1~b~u > H.qcf+2
: '''[103]''' qcf+1 W! > qcf+3+4 > d+1+2 > 3,2 > d+1+2
: '''[97]''' qcf+1 W! > qcf+3+4 > d+1+2 > df1~b > d+1+2
}}
; ff+2&#58;1 W! > backdash
{{Combolist|columns=22em|
: '''[100]''' qcf+1 W! > qcf+3+4 > d+1+2 > 3,2~b~u > qcf+2<ref name="hard"></ref>
: '''[96]''' qcf+1 W! > qcf+3+4 > d+1+2 > 1 > df1~b~u > qcf+2
: '''[94]''' qcf+1 W! > qcf+3+4 > d+1+2 > df1~b~u > qcf+2
: '''[93]''' qcf+1 W! > qcf+3+4 > d+1+2 > 3,2 > d+1+2
: '''[87]''' qcf+1 W! > qcf+3+4 > d+1+2 > df1~b > d+1+2
}}
}}


== Back-turned opponent ==
== Float ==
{{Combolist|columns=25em|
; 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


{{Combolist|
; 2+3
; df+2
:'''[51]''' SSR > qcf+1 (x3) > dash > 3,2~b > SWA.1+2 T! > SSR > 2 > wr2
: combo when you hit df+2 in the back
:'''[50]''' SSR > qcf+1 (x2) > df+4 > 3,2~b > SWA.1+2 T! > 2 > wr2
; 3,2~b 1+2
:'''[48]''' qcf+1 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > 2 > wr2
: guaranteed on most characters
:'''[46]''' qcf+1 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
; WS1,2~b 1+2
: guaranteed on most characters, use when tech rolling into an opponent's back
}}


== Stage hazard ==
; SWA.1+2 T!
:'''[50]''' SSR > qcf+1 > df+4 > 2 > wr2


{{Combolist|columns=1|
; ws4
; Secluded Training Ground
:'''[59]''' dash > 3,2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
: big boy break all the walls combo here
:'''[58]''' df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
}}
}}
== Simplified Combo Guide ==
<references/>
Staple Combos


df2/uf4, 4, df4, 2, dash, 32b>1+2 T!, fff2 | 67 Damage
== 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.


uf34, 32, b12 T!, dash, d42 1+2 | 62 Damage
'''Examples:'''


uf34, df4, 2, 32b>1+2 T!, fff2 | 68 Damage
{{Combolist|columns=40em|
; [102] CH SWA.4
; [100] SWA.1+2
; [97] qcf+1
; [91] df+2
: qcf+1 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > 2 > 2+3 > H.qcf+2~F > qcf+2


b3, df4, 2, df4, b32b>1+2 T!, fff2 | 69 Damage
; [97] CH SWA.4
; [96] SWA.1+2
; [94] qcf+1
; [86] df+2
: qcf+1 > df+4 > 3,2~b~u > 2+3 > 3,2~b > SWA.1+2 T! > H.qcf+2~F > qcf+2


qcf1, 4, df4, 2, dash, 32b>1+2 T!, fff2 | 75 Damage
; [97] ff+(2),2
; [92] b+3
: SSL > ws4 > ws3 > 3,2~b > SWA.1+2 T! > 2 > 2+3 > H.qcf+2~F > qcf+2
}}


ff4, ws4, df4, 2, dash, 32b>1+2 T!, fff2 | 75 Damage
{{Combolist|columns=40em|
; qcf+1+2 T!
; CH qcf+3+4 T!<ref>May require SSR</ref>
:'''[96]''' dash > qcf+1 (x2) > dash > 3,2~b > 2+3 > qcf+1 > H.qcf+2 > qcf+2
:'''[88]''' dash > qcf+1 > df+4 > 3,2~b > 2+3 > qcf+1 > H.qcf+2 > qcf+2
:'''[87]''' dash > qcf+1 (x2) > 1 > 2+3 > qcf+1 > H.qcf+2~F > qcf+2


ws2, 32, 32b>1+2 T!, dash, d42 1+2 | 68 Damage
; Low Parry
:'''[70]''' SSR > qcf+1 (x2) > dash > 3,2~b > 2+3 > qcf+1 > H.qcf+2 > qcf+2
:'''[68]''' qcf+1 > df+4 > 3,2~b > 2+3 > qcf+1 > H.qcf+2 > qcf+2
:'''[62]''' SSR > qcf+1 (x2) > 1 > 2+3 > qcf+1 > H.qcf+2~F > qcf+2
}}


CH qcb1, 4, df4, b32b>1+2 T!, fff2 | 82 Damage
=== Heat Dash ===
==== Starter ====
{{Combolist|columns=25em|
; [85] H.qcf+2~F
; [77] H.u+2~F
; [75] H.f+4~F
; [72] H.SWA.2~F
; [66] H.f+2~F
: SSR > qcf+1 (x5) > df+4 > b1,2 T! > SSR > 2 > wr2
: SSR > qcf+1 (x5) > dash > 3,2~b > SWA.1+2 T! > SSR > 2 > wr2


CH qcb4, qcf1, df4, 2, b32b>1+2, fff2 | 81 Damage
; [84] H.qcf+2~F
: SSR > qcf+1 (x2) > df+4 > 3,2 > dash > 3,2~b~DF > DPD.2,1 T! > wr2


______________________
; [81] H.qcf+2~F
; [73] H.uf+2~F
; [71] H.f+4~F > SSR
; [68] H.qcb+2~F
; [59] H.f+2~F > SSR
: qcf+1 > qcf+4 > df+4 > qcf+4 > df+4 > 3,2~b~DF > DPD.2,1 T! > wr2


Wall Combo
; [79] H.qcf+2~F
*At the wall use 32b>2 or d1+2
; [74] H.u+2~F
; [69] H.f+4~F
; [66] H.SWA.2~F
; [59] H.f+2~F<ref>Buffer forward dash during Heat Dash</ref>
: SSR > qcf+1 (x4) > df+4 > 3,2~b > SWA.1+2 T! > dash > SSR > d+4,2:1+2


d1+2, db2 T!, 32>bu, qcf2 | 75 Damage
; [79] H.qcf+2~F
; [69] H.f+4~F
; [67] H.u+2~F
; [66] H.SWA.2~F
; [57] H.f+2~F
: SSR > qcf+1 > df+4 > 3,2 > df+4 > 3,2~b > SWA.1+2 T! > 2 > wr2
: qcf+1 > df+4 > 3 > df+4 > 3,2 > df+4 > db+2 T! > 2 > wr2


______________________
; [78] H.qcf+2~F
; [68] H.f+4~F
; [70] H.u+2~F
; [66] H.SWA.2~F<ref>SSL after Heat Dash</ref>
; [56] H.f+2~F
: SSR > qcf+1 (x2) > df+4 > ws3 > 3,2~b > SWA.1+2 T! > 2 > wr2


Combo Using Heat
; [76] H.qcf+2~F
; [68] H.u+2~F
; [66] H.f+4~F
; [63] H.SWA.2~F
; [54] H.f+2~F
: df+4 > 3,2 > 3,2 > 3,2~b > SWA.1+2 T! > 2 > wr2
}}


CH qcb4, qcf1, df4, 2, dash, 32b>1+2, dash, HB, qcf2F, qcf2 | 97 Damage
===== Counterhit =====
______________________
{{Combolist|columns=50em|
; CH ws(1),2~b > H.SWA.2~F
:'''[60]''' SSR > qcf+1 (x2) > 3,2 > 3,2~b > SWA.1+2 T! > SSR > 2 > wr2
:'''[59]''' qcf+1 > df+4 > ws3 > 3,2 > 3,2~b > SWA.1+2 T! > 2 > wr2
:'''[57]''' 3,2 > 3,2 > 3,2~b > SWA.1+2 T! > 2 > wr2
}}


Mini Combos (Guaranteed Hit)
==== Post-Tornado ====
{{Combolist|columns=15em|
: qcf+1 > H.qcf+2~F > qcf+2<ref>Low-moderate scaling only, requires right-side positioning</ref>
: H.qcf+2~F > qcf+2
}}


db1+2, d1+2 | 48 Damage
=== Guard Break ===
{{Combolist|columns=20em|
; Midscreen
; H.b+2,1*
; H.d+1,2*
: '''[35]''' b+1,2
: '''[34]''' d+1+2


qcf3+4, qcf2 | 58 Damage
; Wall Reset
ย 
: W! > H.b+2,1*<ref name="b2,1">Assumes H.b+2 knockdown followed by blocked 1. Can be countered by backrise > i11 or evaded with backrise > sidewalk </ref> > d+1+2 W! > [[Paul_combos#Resplat|Resplat]]
CH qcf4, d42 1+2 | 51 Damage
: W! > H.b+2,1*<ref name="b2,1"></ref> > qcb+3,2,1 W! > H.b+2,1*<ref name="b2,1"></ref>
ย 
}}
CH df4, f2 | 47 Damage
<references/>


== Back-turned opponent ==
{{Combolist|columns=200em|
; 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<ref name="guaranteed">Guaranteed on most characters</ref>
: '''[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<ref name="guaranteed"></ref><ref>Use when tech rolling into an opponent's back</ref>
: '''[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
}}
<references/>
== Stage Hazard ==
=== Elegant Palace ===
{{Combolist|columns=1|
: '''[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 ===
{{Combolist|columns=100em|
; H.qcf+2 WBl!
; d+4,2&#58;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 ==
== Extras ==
{{Extra}}
{{Extra}}
{{Combolist|columns=200em| <!-- see https://wavu.wiki/t/Template:Combolist for usage -->
; CH H.qcf+2 W!
:'''[138]''' backdash > qcf+1 W! > qcf+3+4 > d+1+2 > 3,2~b~u > H.qcf+2<ref>Max damage without stage gimmicks?</ref>


{{Combolist|<!-- see https://wavu.wiki/t/Template:Combolist for usage -->
; CH qcf+3 (Kuma/Panda/Raven only)
; CH CL H.qcf+2 W!
:'''[71]''' db+2 T! > qcf+1 (x2) > dash > d+4,2:1+2
: '''[138]''' backdash > qcf+1 W! > qcf3+4 > d1+2 > 3,2~b~u > CL H.qcf+2


; CH ws(3),2
; CH ws(3),2
; CH (2),3
; CH (2),3
; CH df+(3),4
; CH df+(3),4
: SSR > qcf3+4 T! > df4 > df4 > df4 > 2+3...<ref>Side switches</ref>
: SSR > qcf+3+4 T! > df+4 > df+4 > df+4 > 2+3...<ref>Side switches</ref>
ย 
; Extremely difficult and rarely useful
:'''[73]''' qcf+1 (x2) > 3,2~b~u > wr2
}}
}}
<references/>

Latest revision as of 17:31, 24 November 2024

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 routes including DPD.2,1 have been increased as of 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
[67] df+2 > 4 > df+4 > 3,2~b~DF > DPD.2,1 T! > wr2
[65] df+2 > 3,2 > 3,2~b~DF > DPD.2,1 T! > wr2
[64] df+2 > 4 > df+4 > 3,2~b > SWA.1+2 T! > wr2
[62] df+2 > 3,2 > 3,2~b > SWA.1+2 T! > wr2
Low Launch Example
[69] ff+4 > ws3 > 3,2~b~DF > DPD.2,1 T! > wr2
[67] ff+4 > ws4 > 3,2~b > SWA.1+2 T! > wr2

Mini-combos

[50] CH f+1+2[1]
[46] qcf+3+4[2]
[46] df+(1,1),2[1]
[46] b,n,f+1[1]
[45] SS.1[2]
[45] db+1+2[1][3]
[+12] CL qcf+2
qcf+2
DPD.2,1
[36] f,F+4[4]
CH 4
[36] db+2
CH SS.3
[50] d+1+2
CH qcf+3
[51] d+4,2:1+2
[36] OTG.d+2[5]
CH df+4
[46] f+2[6]
CH wr2
[41] f,F+4
CH ws(1),2~b
[46] f+2[6]
[38] SWA.2[6]
H.b+2,1* GB / H.d+1,2* GB
[35] b+1,2
[34] d+1+2
  1. โ†‘ 1.0 1.1 1.2 1.3 Approach for Clean Hit with microdash only
  2. โ†‘ 2.0 2.1 Approach for Clean Hit with microdash or extended QCF
  3. โ†‘ Easier Clean Hit if attack lands as Punish
  4. โ†‘ Not a true combo, but hits all wakeup options
  5. โ†‘ Floor Break
  6. โ†‘ 6.0 6.1 6.2 Heat Engager

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
[82] SSL > ws4 > df+4 > ws3 > 3,2~b~DF > DPD.2,1 T! > 2 > wr2[1]
[80] ws4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 2 > wr2[1]
[79] ws4 > dash > 3,2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
[78] ws4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
[76] SSL > ws4 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > 2 > wr2[2]
[72] 3,2 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
[75] ws4 > dash > 3,2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
[74] df+4 > 3 > df+4 > 3,2~b > SWA.1+2 T! > 2 > wr2
[74] ws3 > 3,2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
df+2
[85] qcf+1 (x3) > dash > 3,2~b~DF > DPD.2,1 T! > SSR > 2 > wr2[1][3]
[81] qcf+1 (x2) > df+1~b~df > ws1,2~b~DF > DPD.2,1 T! > SSR > 2 > wr2[1]
[81] qcf+1 (x2) > 2 > dash > 3,2~b~DF > DPD.2,1 T! > SSR > 2 > wr2[1]
[81] qcf+1 > df+4 > ws3 > 3,2~b~DF > DPD.2,1 T! > 2 > wr2[1][4]
[79] qcf+1 (x2) > df+1~b~df > ws1,2~b~DF > DPD.2,1 T! > SSR > 1 > wr2
[79] qcf+1 (x2) > 2 > dash > 3,2~b~DF > DPD.2,1 T! > SSR > 1 > wr2
[79] qcf+1 > df+4 > ws3 > 3,2~b~DF > DPD.2,1 T! > 1 > wr2[4]
[79] qcf+1 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 2 > wr2[1]
[77] qcf+1 (x2) > df+4 > 3,2~b > SWA.1+2 T! > 2 > wr2[5]
[76] qcf+1 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
[76] qcf+1 > df+4 > df+1~b~df > ws1,2~b~DF > DPD.2,1 T! > 1 > wr2
[75] qcf+1 (x2) > 2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
[75] qcf+1 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > 2 > wr2
[73] qcf+1 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
uf+3,4
[76] dash > 3,2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
[75] df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
[74] dash > ws4 > df+4 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
[72] dash > 3,2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
[71] df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
[70] df+4 > SWA.3,2,1 T! > 2 > wr2
[68] ws3 > 3,2~b > SWA.1+2 T! > 2 > wr2
uf+3
[78] ws4 > dash > 3,2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
[77] ws4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
[74] ws4 > dash > 3,2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
[73] 4 > dash > 3,2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
[73] ws4 > df+4 > 2 > 3,2~b > SWA.1+2 T! > 2 > wr2
[72] ws4 > df+4 > SWA.3,2,1 T! > 2 > wr2
[70] 3,2 > 2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
[70] 3 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
uf+4
[85] qcf+1 (x3) > dash > 3,2~b~DF > DPD.2,1 T! > SSR > 2 > wr2[1][3]
[81] qcf+1 (x2) > df+1~b~df > ws1,2~b~DF > DPD.2,1 T! > SSR > 2 > wr2[1]
[81] qcf+1 (x2) > 2 > dash > 3,2~b~DF > DPD.2,1 T! > SSR > 2 > wr2[1]
[81] qcf+1 > df+4 > ws3 > 3,2~b~DF > DPD.2,1 T! > 2 > wr2[1][4]
[79] qcf+1 (x3) > dash > 3,2~b > SWA.1+2 T! > 2 > wr2[6]
[79] qcf+1 > df+4 > ws3 > 3,2~b~DF > DPD.2,1 T! > 1 > wr2[4]
[77] qcf+1 (x2) > df+4 > 3,2~b > SWA.1+2 T! > 2 > wr2[6]
[77] qcf+1 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
[75] qcf+1 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > 2 > wr2
[74] qcf+1 > 3,2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
[73] qcf+1 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
[72] df+4 > 4 > df+4 > 3,2~b > SWA.1+2 T! > 2 > wr2[7]
ws2
[86] ws4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 2 > wr2[1][8]
[84] ws4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 2 > wr2[1][9]
[82] ws4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2[9]
[81] 3,2 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 2 > wr2[1]
[80] ws4 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > 2 > wr2[8]
[79] ws4 > 3,2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
[79] 3,2 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
[78] ws4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
[78] 4 > dash > 3,2 > dash > 3,2~b > SWA.1+2 T! > 2 + wr2
[75] df+1~b > qcf+1 (x2) > df+4 > db+2 T! > SSR > 2 > wr2
f,F+3
[79] ws4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
[77] ws4 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > 2 > wr2
[75] ws4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
[75] 2 > dash > 3,2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
[71] 2 > 3,2 > dash > 3,2~b > SWA.1+2 T > 2 > wr2
f,F+3,4
[78] dash > 3,2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
[74] 3,2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
[74] dash > 3 > df+4 > 3,2~b > SWA.1+2 T! > 2 > wr2
[73] df+1~b~u > df+4 > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
[68] df+1~b > ws1,2~b > ws1,2~b > SWA.1+2 T! > 2 > wr2
qcf+1
[93] qcf+1 (x3) > dash > 3,2~b~DF > DPD.2,1 T! > 2 > wr2[1][3]
[89] qcf+1 > df+4 > ws3 > 3,2~b~DF > DPD.2,1 T! > 2 > wr2[1]
[87] qcf+1 (x3) > dash > 3,2~b > SWA.1+2 T! > SSR > 2 > wr2[3]
[87] qcf+1 > df+4 > ws3 > 3,2~b~DF > DPD.2,1 T! > 1 > wr2[6]
[86] qcf+1 > dash > 3,2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
[85] qcf+1 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
[83] qcf+1 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > 2 > wr2[6]
[83] qcf+1 > dash > 3,2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
[82] qcf+1 > 3,2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2[6]
[81] SSL > ws4 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > 2 > wr2[10]
SWA.1+2
[94] qcf+1 (x3) > dash > 3,2~b~DF > DPD.2,1 T! > 2 > wr2[1][3]
[92] dash > qcf+1 (x2) > df+4 > dash > 3,2~b~DF > DPD.2,1 T! > SSR > 2 > wr2[1]
[90] dash > qcf+1 (x2) > df+4 > dash > 3,2~b~DF > DPD.2,1 T! > SSR > 1 > wr2
[90] qcf+1 > df+4 > ws3 > 3,2~b~DF > DPD.2,1 T! > 2 > wr2[1]
[88] SSL qcf+1 > df+4 > ws3 > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
[88] qcf+1 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 2 > wr2[1]
[86] qcf+1 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
[84] qcf+1 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > 2 > wr2[11]
[82] qcf+1 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
f,F+4
[86] SSL > ws4 > df+4 > ws3 > 3,2~b~DF > DPD.2,1 T! > 2 > wr2[1][12]
[83] ws4 > dash > 3,2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
[82] ws4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
[79] ws3 > 3 > df+4 > 1 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2[13]
[79] ws4 > dash > 3,2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
[78] ws4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
[78] ws3 > 3,2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
[77] ws4 > df+4 > SWA.3,2,1 T! > 2 > wr2
qcf+1+2 T!
[73] dash > SSR > qcf+1 (x3) > dash > 3,2~b~DF > DPD.2,1
[69] dash > SSR > qcf+1 (x3) > dash > d+4,2:1+2
[69] dash > SSL > qcf+1 > df+4 > iWS3 > 3,2~b~df > DPD.2,1
[68] f,F+4 > ws4 > df+4 > 2 > wr2
[67] qcf+1 > df+4 > 2 > dash > 3,2~b~df > DPD.2,1
[66] f,F+4 > ws4 > df+4 > dash > d+4,2:1+2
[63] qcf+1 > df+4 > 2 > dash > d+4,2:1+2
[62] qcf+1 > df+4 > 2 > wr2
f,F+(2),2
[84] SSL > ws4 > dash > 3,2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
[84] ws4 > dash > 3,2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
[83] ws4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
[81] SSL > ws4 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > 2 > wr2
[80] ws4 > dash > 3,2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
[79] ws4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
H.b+(2),1*
[107] SSR > qcf+1 (x3) > dash > 3,2~b~DF > DPD.2,1 T! > 2 > wr2[1]
[103] SSL qcf+1 > df+4 > ws3 > dash > 3,2~b~DF > DPD.2,1 T! > 2 > wr2[1]
[101] SSR > qcf+1 (x2) > df+1~b~DF > WS1,2~b~DF > DPD.2,1 T! > 1 > wr2
[101] SSR > qcf+1 (x2) > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
[101] SSL qcf+1 > df+4 > ws3 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2[14]
[100] qcf+1 > dash > 3,2 > dash > 3,2~b~DF > DPD.2,1 T! > SSR > 1 > wr2
[99] qcf+1 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
[97] qcf+1 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > 2 > wr2
[95] qcf+1 > df+4 > 2 > 3,2~b > SWA.1+2 T! > 2 > wr2
[94] qcf+1 > df+4 > 2 > dash > DPD.2,1 T! > 1 > wr2
[88] 4 > 4 > df+4 > b+1,2 T! > 2 > wr2
H.f+1+2*
[100] SSR > qcf+1 (x2) > df+4 > dash > 3,2~b~DF > DPD.2,1 T! > 2 > wr2[1]
[98] SSL > qcf+1 > df+4 > ws3 > 3,2~b~DF > DPD.2,1 T! > 2 > wr2[1]
[98] SSR > qcf+1 (x2) > df+4 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
[96] SSR > qcf+1 (x3) > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
[96] SSL > qcf+1 > df+4 > ws3 > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
[96] qcf+1 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 2 > wr2[1]
[95] qcf+1 > dash > 3,2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
[94] qcf+1 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
[94] qcf+1 (x2) > df+4 > 3,2~b > SWA.1+2 T! > 2 > wr2
[92] qcf+1 (x2) > df+1~b~df > ws1,2~b > SWA.1+2 T! > 2 > wr2
Low Parry
[53] SSR > qcf+1 (x3) > dash > 3,2~b~df > DPD.2,1
[49] qcf+1 > df+4 > iWS3 > 3,2~b~df > DPD.2,1[15]
[49] SSR > qcf+1 (x3) > dash > d+4,2:1+2
[47] qcf+1 > df+4 > df+1~b~df > WS1,2~b~df > DPD.2,1 [16]
[47] qcf+1 > df+4 > 2 > dash > 3,2~b~df > DPD.2,1
[47] SSR > qcf+1 (x2) > df+4 > dash > 1 > wr2
[47] SSR > qcf+1 > ws4 > df+4 > 1 > dash > d+4,2:1+2
[46] SSR > qcf+1 > ws4 > df+4 > 1 > wr2
[46] qcf+1 > ws4 > df+4 > dash > d+4,2:1+2
[46] f,F+4 > ws4 > df+4 > 1 > wr2
[46] f,F+4 > ws4 > df+4 > d+4,2:1+2
[45] qcf+1 > dash > 3,2 > dash > 3,2~b~DF > DPD.2,1
[44] qcf+1 > df+4 > df+1~b~df > ws1,2~b~DF > DPD.2,1
[43] qcf+1 > df+4 > 2 > dash > d+4,2:1+2
[42] qcf+1 > df+4 > 2 > wr2

Counterhit

CH SWA.4
[96] SSR > qcf+1 (x3) > dash > 3,2~b~DF > DPD.2,1 T! > 2 > wr2[1]
[94] SSR > qcf+1 (x3) > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
[93] SSL > qcf+1 > ws4 > df+4 > 3,2~b~DF > DPD.2,1 T! > 2 > wr2[1]
[92] SSL > qcf+1 > df+4 > ws3 > 3,2~b~DF > DPD.2,1 T! > 2 > wr2[1]
[91] SSL > qcf+1 > ws4 > df+4 > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
[90] SSL > qcf+1 > df+4 > ws3 > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
[90] qcf+1 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 2 > wr2[1]
[88] qcf+1 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
[86] qcf+1 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > 2 > wr2
[85] qcf+1 > dash > 3,2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
[84] qcf+1 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
CH db+2
[91] SSL > ws4 > df+4 > ws3 > 3,2~b~DF > DPD.2,1 T! > 2 > wr2[1][4]
[89] ws4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 2 > wr2[1]
[89] SSL > ws4 > df+4 > ws3 > 3,2~b~DF > DPD.2,1 T! > 1 > wr2</ref>[4]
[88] SSR > ws4 > dash > 3,2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
[87] ws4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
[85] SSL > ws4 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > 2 > wr2
[84] SSL > ws4 > dash > 3,2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
[84] ws4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr1
[83] ws4 > df+4 > 2 > 3,2~b > SWA.1+2 T! > 2 > wr2
[83] 4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
CH SWA.3
[80] ws3 > 3,2 > dash > 3,2~b~DF > DPD.2,1 T! > 2 > wr2[1]
[78] ws3 > 3,2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
[74] ws3 > 3,2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
[68] ws3 > 3,2~b~DF > DPD.2,1 T! > 2 > wr2
[65] ws3 > 3,2~b > SWA.1+2 T! > 2 > wr2
[65] ws3 > 3 > df+4 > db+2 T! > 2 > wr2
CH SWA.3,2,1 T!
[72] SSL > qcf+1 > df+4 > dash > d+4,2:1+2[17]
[69] qcf+1 > 2 > wr2
[68] qcf+1 > 3,2~b~DF > DPD.2,1
[67] qcf+1 > dash > d+4,2:1+2
[65] SSR > f,F+4 > ws1,2~b > SWA.1+2
CH qcf+3+4 T!
[79] SSR > qcf+1 (x3) > dash > 3,2~b~DF > DPD.2,1
[75] qcf+1 > df+4 > iWS3 > 3,2~b~df > DPD.2,1
[74] SSL > f,F+4 > ws4 > df+4 > 2 > wr2
[74] qcf+1 > dash > 3,2 > dash > 3,2~b~DF > DPD.2,1
[73] qcf+1 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1
[72] f,F+4 > ws4 > df+4 > 1 > wr2
[70] SSR > qcf+1 (x2) > df+4 > 2 > wr2
[69] qcf+1 > df+4 > 2 > dash > d+4,2:1+2
[68] qcf+1 > dash > 3,2 > dash > 3,2~b > SWA.1+2
CH SWA.1
[100] SSR > qcf+1 (x3) > dash > 3,2~b~DF > DPD.2,1 T! > 2 > wr2[1]
[98] SSR > qcf+1 (x3) > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
[96] qcf+1 > df+4 > ws3 > 3,2~b~DF > DPD.2,1 T! > 2 > wr2[1]
[94] SSR > qcf+1 (x3) > dash > 3,2~b > SWA.1+2 T! > SSR > 2 > wr2
[92] SSR > qcf+1 (x2) > df+4 > 3,2~b > SWA.1+2 T! > 2 > wr2
[92] qcf+1 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
[91] qcf+1 (x2) > 2 > dash > 3,2~b~DF > DPD.2,1 T! > SSR > 1 > wr2
[91] qcf+1 (x2) > df+1~b~df > ws1,2~b~DF > DPD.2,1 T! > SSR > 1 > wr2
[90] qcf+1 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > 2 > wr2
[89] qcf+1 > dash > 3,2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
[87] df+4 > 4 > df+4 > 3,2~b > SWA.1+2 T! > 2 > wr2
CH f+1+2*
[101] SSR > qcf+1 (x2) > df+4 > dash > 3,2~b~DF > DPD.2,1 T! > 2 > wr2[1]
[99] SSL > qcf+1 > df+4 > ws3 > 3,2~b~DF > DPD.2,1 T! > 2 > wr2[1]
[99] SSR > qcf+1 (x2) > df+4 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
[97] SSL > qcf+1 > df+4 > ws3 > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
[97] qcf+1 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 2 > wr2[1]
[96] qcf+1 > dash > 3,2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
[95] qcf+1 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
CH (2),3 / CH ws(3),2
[93] SSL > qcf+1 (x2) > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 2 > wr2[1]
[92] SSL > qcf+1 > dash > 3,2 > dash > 3,2~b~DF > DPD.2,1 T! > 2 > wr2[1]
[91] SSL > qcf+1 (x2) > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
[91] SSL > qcf+1 (x3) > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
[90] SSL > qcf+1 > dash > 3,2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
[89] SSL > qcf+1 (x2) > df+4 > 3,2~b > SWA.1+2 T! > 2 > wr2
[89] SSL > qcf+1 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
[89] SSL > qcf+1 > df+4 > df+1~b~df > ws1,2~b~DF > DPD.2,1 T! > SSR > 1 > wr2
[85] SSL > qcf+1 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
CH df+(3),4
[77] dash > qcf+1 (x2) > dash > 3,2~b > SWA.1+2 T! > d+4,2:1+2
[75] dash > qcf+1 > df+4 > 3,2~b > SWA.1+2 T! > d+4,2:1+2
[70] qcf+1 > 3,2~b > SWA.1+2 T! > d+4,2:1+2
[67] df+4 > 3,2~b > SWA.1+2 T! > d+4,2:1+2
CH (3),2
[80] qcf+1 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > SSR > 2 > wr2
[78] dash > SSR > ws3 > 3,2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
[77] f,F+4 > ws3 > df+4 > 3,2~b > SWA.1+2 T! > SSR > 2 > wr2
[75] dash > 3,2 > 2 > dash > 3,2~b > SWA.1+2 T! > SSR > 2 > wr2
CH DPD.(2),3 / CH SWA.(3,2),3
[94] qcf+1 > df+4 > ws3 > 3,2~b~DF > DPD.2,1 T! > 2 > wr2[1]
[92] qcf+1 > df+4 > ws3 > 3,2~b~DF > DPD.2,1 T! > 1 > wr2[18]
[92] SSL > ws4 > df+4 > ws3 > 3,2~b~DF > DPD.2,1 T! > 2 > wr2[1]
[90] SSL > ws4 > df+4 > ws3 > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
[88] SSL > ws4 > df+4 > 2 > dash > 3,2~b~DF > DPD.2,1 T! > 1 > wr2
[86] SSL > ws4 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > 2 > wr2[19]
[85] ws4 > dash > 3,2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
[85] df+4 > 4 > df+4 > 3,2~b > SWA.1+2 T! > 2 > wr2
[84] ws4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
[81] 3,2 > 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 1.22 1.23 1.24 1.25 1.26 1.27 1.28 1.29 1.30 1.31 1.32 1.33 1.34 1.35 1.36 1.37 1.38 1.39 1.40 1.41 Not possible on Bears, Jack, or Xiaoyu
  2. โ†‘ No SSL necessary if combo starts off axis left
  3. โ†‘ 3.0 3.1 3.2 3.3 3.4 Off axis right only
  4. โ†‘ 4.0 4.1 4.2 4.3 4.4 4.5 Off axis left only
  5. โ†‘ Requires dash before 3,2 if off axis left
  6. โ†‘ 6.0 6.1 6.2 6.3 6.4 Will not work off axis left
  7. โ†‘ Requires dash before 3,2 if off axis right
  8. โ†‘ 8.0 8.1 Usually requires micro-SSL after launch
  9. โ†‘ 9.0 9.1 For some characters, replace first 2 jab with 1 jab if they are sent too far after ws4
  10. โ†‘ Will not work if heavily off axis right
  11. โ†‘ Requires SSR after launch if heavily off axis left or SSL if heavily off axis right
  12. โ†‘ Player 1 only, f,F+4 also needs to hit very late
  13. โ†‘ Omit 1 > dash if more than ~45 degrees off axis [78]
  14. โ†‘ Whiffs on smaller characters
  15. โ†‘ iWS3 must be done with d,df,n input and slightly delayed, especially on Xiaoyu
  16. โ†‘ May drop depending on qcf+1 timing
  17. โ†‘ Allow the crouch dash to travel a bit
  18. โ†‘ Very tight link on smaller characters
  19. โ†‘ No SSL needed for DPD route

Notes

  • Combos with more than 1 rep of qcf+1 filler require frame-perfect timing and increasingly strict positioning
  • Longer qcf+1 routes typically drop if Paul is off axis left or heavily off axis right
  • All instances of ws4 are done as CD4. The normal iWS input is not fast enough in most cases
  • Routes with ws3 or ws4 typically drop if Paul is off axis right or heavily off axis left
  • 4 filler after high launch is easier and more consistent than qcf+1, but deals less damage and cannot be looped
  • qcf+1 pushes axis leftward with each rep
  • wr2 or 1 > wr2 can be used in place of all 2 > wr2 enders for simpler execution and 1-3 less combo damage
  • wr2 can be used in place of all 1 > wr2 enders for simpler execution and 1 less combo damage
  • DPD.3+4 can and should be used in place of any post-Tornado ender or after a high wall splat
  • 1 > wr2 and 2 > wr2 can be partially buffered (see Paul tech for details)
  • wr2 and jab > wr2 enders may require sidestep (usually SSR) after Tornado to be flush with opponent's feet
  • Demoman (d+4,2:1+2) can be used as an ender for most SWA.1+2 T! routes. Usually less damage than jab > wr2 even with perfect input, but vital for wall carry/splat at a distance
  • Demoman may require SSL to fully to connect after some Tornadoes
  • Demoman will not fully connect at high scaling
  • f,F+3,4,4, DPD.2,1, f,F+2:1, ws3,2 and qcf+1 can be used in place of most wr2 enders and are ideal for splatting at ranges where Demoman is too close for a wall ender conversion
  • qcf+1 loops become more lenient if opponent is launched while backturned

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
[106] 2+3 > 3,2~b~u > H.qcf+2[1]
[106] 2+3 > ws1,2~b~u > H.qcf+2[1]
[105] 2+3 > 1 > df+1~b~u > H.qcf+2
[102] 3,2~b~u > qcf+2[1]
[102] ws1,2~b~u > qcf+2[1]
[101] 1 > df+1~b~u > qcf+2
[99] 2 > qcf+2
[98] 1 > qcf+2
[95] 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
[113] qcf+1 W! > qcf+3+4 > d+1+2 > 3,2~b~u > H.qcf+2[1]
[109] qcf+1 W! > qcf+3+4 > d+1+2 > 1 > df+1~b~u > H.qcf+2
[107] qcf+1 W! > qcf+3+4 > d+1+2 > df+1~b~u > H.qcf+2
[103] qcf+1 W! > qcf+3+4 > d+1+2 > 3,2 > d+1+2
[97] qcf+1 W! > qcf+3+4 > d+1+2 > df1~b > d+1+2
ff+2:1 W! > backdash
[100] qcf+1 W! > qcf+3+4 > d+1+2 > 3,2~b~u > qcf+2[1]
[96] qcf+1 W! > qcf+3+4 > d+1+2 > 1 > df1~b~u > qcf+2
[94] qcf+1 W! > qcf+3+4 > d+1+2 > df1~b~u > qcf+2
[93] qcf+1 W! > qcf+3+4 > d+1+2 > 3,2 > d+1+2
[87] qcf+1 W! > qcf+3+4 > d+1+2 > df1~b > 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 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] CH SWA.4
[100] SWA.1+2
[97] qcf+1
[91] df+2
qcf+1 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > 2 > 2+3 > H.qcf+2~F > qcf+2
[97] CH SWA.4
[96] SWA.1+2
[94] qcf+1
[86] df+2
qcf+1 > df+4 > 3,2~b~u > 2+3 > 3,2~b > SWA.1+2 T! > H.qcf+2~F > qcf+2
[97] ff+(2),2
[92] b+3
SSL > ws4 > ws3 > 3,2~b > SWA.1+2 T! > 2 > 2+3 > H.qcf+2~F > qcf+2
qcf+1+2 T!
CH qcf+3+4 T![1]
[96] dash > qcf+1 (x2) > dash > 3,2~b > 2+3 > qcf+1 > H.qcf+2 > qcf+2
[88] dash > qcf+1 > df+4 > 3,2~b > 2+3 > qcf+1 > H.qcf+2 > qcf+2
[87] dash > qcf+1 (x2) > 1 > 2+3 > qcf+1 > H.qcf+2~F > qcf+2
Low Parry
[70] SSR > qcf+1 (x2) > dash > 3,2~b > 2+3 > qcf+1 > H.qcf+2 > qcf+2
[68] qcf+1 > df+4 > 3,2~b > 2+3 > qcf+1 > H.qcf+2 > qcf+2
[62] SSR > qcf+1 (x2) > 1 > 2+3 > qcf+1 > H.qcf+2~F > qcf+2

Heat Dash

Starter

[85] H.qcf+2~F
[77] H.u+2~F
[75] H.f+4~F
[72] H.SWA.2~F
[66] H.f+2~F
SSR > qcf+1 (x5) > df+4 > b1,2 T! > SSR > 2 > wr2
SSR > qcf+1 (x5) > dash > 3,2~b > SWA.1+2 T! > SSR > 2 > wr2
[84] H.qcf+2~F
SSR > qcf+1 (x2) > df+4 > 3,2 > dash > 3,2~b~DF > DPD.2,1 T! > wr2
[81] H.qcf+2~F
[73] H.uf+2~F
[71] H.f+4~F > SSR
[68] H.qcb+2~F
[59] H.f+2~F > SSR
qcf+1 > qcf+4 > df+4 > qcf+4 > df+4 > 3,2~b~DF > DPD.2,1 T! > wr2
[79] H.qcf+2~F
[74] H.u+2~F
[69] H.f+4~F
[66] H.SWA.2~F
[59] H.f+2~F[2]
SSR > qcf+1 (x4) > df+4 > 3,2~b > SWA.1+2 T! > dash > SSR > d+4,2:1+2
[79] H.qcf+2~F
[69] H.f+4~F
[67] H.u+2~F
[66] H.SWA.2~F
[57] H.f+2~F
SSR > qcf+1 > df+4 > 3,2 > df+4 > 3,2~b > SWA.1+2 T! > 2 > wr2
qcf+1 > df+4 > 3 > df+4 > 3,2 > df+4 > db+2 T! > 2 > wr2
[78] H.qcf+2~F
[68] H.f+4~F
[70] H.u+2~F
[66] H.SWA.2~F[3]
[56] H.f+2~F
SSR > qcf+1 (x2) > df+4 > ws3 > 3,2~b > SWA.1+2 T! > 2 > wr2
[76] H.qcf+2~F
[68] H.u+2~F
[66] H.f+4~F
[63] H.SWA.2~F
[54] H.f+2~F
df+4 > 3,2 > 3,2 > 3,2~b > SWA.1+2 T! > 2 > wr2
Counterhit
CH ws(1),2~b > H.SWA.2~F
[60] SSR > qcf+1 (x2) > 3,2 > 3,2~b > SWA.1+2 T! > SSR > 2 > wr2
[59] qcf+1 > df+4 > ws3 > 3,2 > 3,2~b > SWA.1+2 T! > 2 > wr2
[57] 3,2 > 3,2 > 3,2~b > SWA.1+2 T! > 2 > wr2

Post-Tornado

qcf+1 > H.qcf+2~F > qcf+2[4]
H.qcf+2~F > qcf+2

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*[5] > d+1+2 W! > Resplat
W! > H.b+2,1*[5] > qcb+3,2,1 W! > H.b+2,1*[5]
  1. โ†‘ May require SSR
  2. โ†‘ Buffer forward dash during Heat Dash
  3. โ†‘ SSL after Heat Dash
  4. โ†‘ Low-moderate scaling only, requires right-side positioning
  5. โ†‘ 5.0 5.1 5.2 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.
CH H.qcf+2 W!
[138] backdash > qcf+1 W! > qcf+3+4 > d+1+2 > 3,2~b~u > H.qcf+2[1]
CH qcf+3 (Kuma/Panda/Raven only)
[71] db+2 T! > qcf+1 (x2) > dash > d+4,2:1+2
CH ws(3),2
CH (2),3
CH df+(3),4
SSR > qcf+3+4 T! > df+4 > df+4 > df+4 > 2+3...[2]
Extremely difficult and rarely useful
[73] qcf+1 (x2) > 3,2~b~u > wr2
  1. โ†‘ Max damage without stage gimmicks?
  2. โ†‘ Side switches