Notation summary for combos
Symbol
Meaning
1
Left Punch
2
Right Punch
3
Left kick
4
Right kick
u
Up
d
Down
f
Forward
b
Backward
uf
Up and forward
df
Down and forward
ub
Up and backward
db
Down and backward
n
Neutral
Symbol
Meaning
U
Up (Hold)
D
Down (Hold)
F
Forward (Hold)
B
Backward (Hold)
UF
Up and forward (Hold)
DF
Down and forward (Hold)
UB
Up and backward (Hold)
DB
Down and backward (Hold)
Symbol
Meaning
+
Pressed together
#
Pressed together, on the same frame
,[1]
Followed by
~
Followed by, immediately
:
Followed by, tight input window
<
Followed by, with delayed input
>
*
Held input
Symbol
Meaning
T!
Tornado
W!
Wall splat
WB!
Wall break
F!
Floor break
BB!
Balcony break
Symbol
Meaning
Example
Example Meaning
CH
Counter hit
CH 1,2,3
1,2,3 where the first hit is a counter hit
CL
Clean hit
CL db+4
db+4 with a clean hit
(?)
Whiffed or blocked moves
CH (1,2),3
1,2,3 where the third hit is a counter hit
(2,2),2
2,2,2 where the first two hits whiff
(x?)
Repeat string ? times
b+2,f~n(x3)
b+2,f~n repeated 3 times
[?; ?]
Damage dealt; recoverable damage
[50; 12] ws2,3 f,F+3
Combo deals 50 damage, 12 of which is recoverable
↑ 1.0 1.1 Should never have a space immediately after it.
↑ Not "for stance transition", which has no special notation and is written the same as any other input.
↑ Not Heat Available, which is not notated, since the only move done from that is Heat Burst , which is simply written 2+3.
Bread n' butter
Bread n' butter combos are juggles that:
Work on as many different launchers as possible
Work on all body sizes
Launchers that require unique combos go straight to § Staples .
Regular Launch Example
[64] df+2 > 4 > df+4 > 3,2~b > SWA.1+2 T! > wr2
[63] df+2 > 4 > df+4 > 3,2~b > SWA.1+2 T! > d+4,2,1+2
[62] df+2 > 3,2 > 3,2~b > SWA.1+2 T! > wr2
[61] df+2 > 3,2 > 3,2~b > SWA.1+2 T! > d+4,2,1+2
Low Launch Example
[67] ff+4 > ws4 > 3,2~b > SWA.1+2 T! > wr2
[66] ff+4 > ws4 > 3,2~b > SWA.1+2 T! > d+4,2,1+2
[66] ff+4 > ws3 > 3,2~b > SWA.1+2 T! > wr2
[65] ff+4 > ws3 > 3,2~b > SWA.1+2 T! > d+4,2,1+2
Mini-combos
ss+1
[57] CL qcf+2[1]
[45] qcf+2
b,n,f+1
[59] CL qcf+2
[46] qcf+2
qcf+3+4
[58] CL qcf+2
[46] qcf+2
df+(1,1),2
[46] qcf+2
db+1+2
[45] qcf+2
CH 4
[39] SWA.1
[37] SWA.1+2
[36] db+2
[32] d+1
CH ss+3
[50] d+1+2
CH db+1+2
[57] CL qcf+2[2]
[49] qcf+2
CH qcf+3
[51] d+4,2:1+2
[36] OTG.d+2 F!
[46] OTG.d+2 FBl!
CH df+4
[47] f+2[3]
[42] b+1,2
[41] d+1+2
CH ws(1),2~b
[47] f+2[3] [4]
[42] b+1,2
[41] d+1+2
[38] SWA.2[3]
[34] SWA.4
CH df+(1),1,2
[68] CL qcf+2[2]
[56] qcf+2
H.b+2,1* GB
H.d+1,2* GB
[35] b+1,2
[34] d+1+2
↑ Approach for clean hit with extended QCF or microdash
↑ 2.0 2.1 Approach for clean hit with microdash only
↑ 3.0 3.1 3.2 Heat Engager
↑ Requires frame-perfect timing
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
[76] SSL > ws4 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > 2 > wr2[1]
[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] ws4 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
[74] ws3 > 3,2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
[71] 3,2 > 2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
df+2
[79] qcf+1 (x3) > dash > 3,2~b > SWA.1+2 T! > 2 > wr2[2]
[77] qcf+1 (x2) > df+4 > 3,2~b > SWA.1+2 T! > 2 > wr2[3]
[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
[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
[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
[79] qcf+1 (x3) > dash > 3,2~b > SWA.1+2 T! > 2 > wr2[4]
[77] qcf+1 (x2) > df+4 > 3,2~b > SWA.1+2 T! > 2 > wr2[4]
[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[5]
ws2
[80] ws4 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > 2 > wr2[6]
[79] ws4 > 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] 4 > dash > 3,2 > dash > 3,2~b > SWA.1+2 T! > 2 + wr2
[75] 3,2 > 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
[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
[71] 2 > 3,2 > dash > 3,2~b > SWA.1+2 T > 2 > wr2
f,F+3,4
[74] dash > 3 > df+4 > 3,2~b > SWA.1+2 T! > 2 > wr2
qcf+1 (i18~19)
[87] qcf+1 (x3) > dash > 3,2~b > SWA.1+2 T! > SSR > 2 > wr2[7]
[85] qcf+1 (x2) > df+4 > dash > 3,2~b > SWA.1+2 T! > SSR > 2 > wr2[7]
[83] qcf+1 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > 2 > wr2[4]
[82] qcf+1 > 3,2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2[4]
[81] SSL > ws4 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > 2 > wr2[8]
[80] qcf+1 (x2) > dash > 3,2~b > SWA.1+2 T! > 2 > wr2[4]
[78] qcf+1 > df+4 > 3,2~b > SWA.1+2 T! > 2 > wr2
[78] 4 > df+4 > 2 > dash 3,2~b > SWA.1+2 T! > 2 > wr2
SWA.1+2
[88] dash > qcf+1 (x3) > dash > 3,2~b > SWA.1+2 T! > 2 > wr2[4]
[86] SSR > qcf+1 (x2) > df+4 > 3,2~b > SWA.1+2 T! > 2 > wr2[9]
[84] qcf+1 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > 2 > wr2[10]
[82] qcf+1 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
f,F+4
[79] ws3 > 3 > df+4 > 1 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2[11]
[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!
[69] dash > SSR > qcf+1 (x2)[12] > df+4 > 2 > wr2
[63] qcf+1 > df+4 > 2 > dash > d+4,2:1+2
[62] qcf+1 > df+4 > 2 > wr2
f,F+(2),2
[84] ws4 > dash > 3,2 > dash > 3,2~b > SWA.1+2 T! > 2 > 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
[72] 3 > df+4 > 3,2~b > SWA.1+2 T! > 2 > wr2
Low Parry
[49] SSR > qcf+1 (x3) > dash > d+4,2:1+2
[48] f,F+4 > ws4 > df+4 > 2 > wr2[13]
[47] SSR > qcf+1 (x2) > df+4 > dash > 1 > wr2
[47] SSR > qcf+1 > ws4 > df4 > 1 > 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
[46] qcf+1 > ws4 > df4 > 1 > wr2
[46] qcf+1 > ws4 > df4 > d+4,2:1+2
[43] qcf+1 > df+4 > 2 > dash > d+4,2:1+2
Counterhit
CH SWA.4
[90] SSR > qcf+1 (x3) > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
[88] qcf+1 (x2) > df+4 > 3,2~b > SWA.1+2 T! > 2 > 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
[85] SSL > ws4 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > 2 > wr2
[85] 4 > qcf+1 > df+4 > 1 > dash > 3,2~b > SWA.1+2 T! > 1 > wr2
[84] SSL > ws4 > dash > 3,2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
[83] ws4 > df+4 > 2 > 3,2~b > SWA.1+2 T! > 2 > wr2
[82] 4 > df+4 > 2 > 3,2~b > SWA.1+2 T! > 2 > wr2
CH SWA.3
[74] ws3 > 3,2 > dash > 3,2~b > SWA.1+2 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!
[69] qcf+1 > 2 > wr2
[67] qcf+1 > dash > d+4,2:1+2
[65] SSR > ff+4 > ws1,2~b > SWA.1+2
CH qcf+3+4 T!
[75] SSR > qcf+1 (x3) > dash > d+4,2:1+2
[74] SSL > ff+4 > ws4 > df+4 > 2 > wr2
[73] SSR > qcf+1 (x2) > df+4 > dash > d+4,2:1+2
[72] ff+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
[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
[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
[88] qcf+1 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
[88] ws4 > df+4 > ws3 > 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 (2),3
CH ws(3),2
[91] SSL > qcf+1 (x3) > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
[89] SSL > qcf+1 (x2) > df+4 > 3,2~b > SWA.1+2 T! > 2 > wr2
[86] SSL > qcf+1 > 3,2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
[85] SSL > qcf+1 > df+4 > 2 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
[82] qcf+1 > df+4 > SWA.3,2,1 T! > dash > d+4,2:1+2
[82] qcf+1 > df+4 > 3,2~b > SWA.1+2 T! > SSL > 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] ff+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
[86] SSL > ws4 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > 2 > wr2[14]
[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
CH b+(2),1
[90] qcf+1 (x2) > df+4 > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
[88] qcf+1 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > 2 > wr2
[86] SSL > ws4 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > 2 > wr2
[83] 4 > df+4 > 2 > 3,2~b > SWA.1+2 T! > 2 > wr2
CH b+(2),1*
[108] SSR > qcf+1 (x3) > dash > 3,2~b > SWA.1+2 T! > 2 > wr2
[106] SSL > qcf+1 (x3) > 3,2~b > SWA.1+2 T! > dash > SSR > d+4,2:1+2
[104] qcf+1 > df+4 > ws3 > 3,2~b > SWA.1+2 T! > 2 > wr2
[99] qcf+1 > df+4 > 3,2~b > SWA.1+2 T! > 2 > wr2
[95] 4 > 4 > df+4 > b+1,2 T! > 2 > wr2
↑ No SSL necessary if combo starts off axis left
↑ Will not work against some characters off axis right
↑ Requires dash before 3,2 if off axis left
↑ 4.0 4.1 4.2 4.3 4.4 4.5 Will not work off axis left
↑ Requires dash before 3,2 if off axis right
↑ May require micro-SSL after launch
↑ 7.0 7.1 Off axis right only
↑ Will not work if heavily off axis right
↑ Will not work if heavily off axis left
↑ Requires SSR after launch if heavily off axis left or SSL if heavily off axis right
↑ Omit 1 > dash if more than ~45 degrees off axis [78]
↑ Lenient qcf+1 loop timing
↑ Inconsistent against smaller characters
↑ No SSL needed for DPD route
Notes
Routes with qcf+1 typically drop if Paul is off axis left or heavily off axis right
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
wr2 can be used in place of all 2 > wr2 enders for 1-3 less damage, but is much easier to execute
2 > wr2 can be partially buffered (see Paul tech for details)
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 in place of most wr2 enders for additional wall carry at an opportunity cost of 0-5 damage, with perfect input required for maximum damage/carry
Demoman may require SSL to fully to connect after some Tornados
Demoman will not fully connect at high scaling
f,F+3,4,4, 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
High Wall Hit
Pre-Tornado Splat
Post-Tornado Splat
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
+6
2+3
i16
-1
-8
+5
df+1~b
i14
+14
+6
↑ Damage values calculated following 4/5-hit non-CH, non-Heat combo (30% scaling). Add Heat Burst for extra damage, control and oki
↑ 2.0 2.1 2.2 2.3 Includes minimum additional frames for motion inputs (sway canceled attacks not subject to additional startup)
↑ 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
↑ Requires delay
↑ Low hits possible with delay
↑ Requires very high splat
↑ Requires high splat
↑ Additional 9-10 damage from falling hitbox (blockable), FDFA recovery
↑ 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
All characters
[105] 2+3 > 1 > df+1~b~u > H.qcf+2
[101] 1 > df+1~b~u > qcf+2
[99] 2 > qcf+2
[98] 1 > qcf+2
[95] 3,2~b > d1+2
Large characters
[106] 2+3 > 3,2~b~u > H.qcf+2
[106] 2+3 > ws1,2~b~u > H.qcf+2
[102] 3,2~b~u > qcf+2
[102] ws1,2~b~u > qcf+2
qcf+1 (x2) > df+4 > dash > d+4,2:1+2 W! > dash
All characters
[103] DPD.2,1 > 2+3 > 2 > H.qcf+2
[99] DPD.2,1 > SSL > df+1~b~u > qcf+2
[99] SWA.3,2,1 > qcf+2
[98] db+2 > 2+3 > SSL > 1 > df+1~b~u > H.qcf+2
[95] b+1,2 > df+1~b~u > qcf+2
[94] db+2 > SSL > 1 > df+1~b~u > qcf+2
[92] db+2 > SSL > 2 > qcf+2
[91] db+2 > 3,2~b > d+1+2
[86] 1 > qcf+2
[84] qcf+2
Large characters
[99] db+2 > 2+3 > 3,2~b~u > H.qcf+2
[99] db+2 > 2+3 > ws1,2~b~u > H.qcf+2
[98] 2+3 > db+2 > 3,2~b~u > H.qcf+2
[98] 2+3 > db+2 > ws1,2~b~u > H.qcf+2
[98] db+2 > SSL > 3,2~b~u > qcf+2
[98] db+2 > ws1,2~b~u > qcf+2
[98] qcf+3+4 > 3,2~b~u > qcf+2
[98] qcf+3+4 > ws1,2~b~u > qcf+2
[93] SSL > 3,2~b~u > qcf+2
[93] ws1,2~b~u > qcf+2
Resplat
df+1+3:H.qcf+2 W! > dash
All characters
[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
[97] qcf+1 W! > qcf+3+4 > d+1+2 > df1~b > d+1+2
Large characters
[113] qcf+1 W! > qcf+3+4 > d+1+2 > 3,2~b~u > H.qcf+2
[103] qcf+1 W! > qcf+3+4 > d+1+2 > 3,2 > d+1+2
ff+2:1 W! > backdash
All characters
[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
[87] qcf+1 W! > qcf+3+4 > d+1+2 > df1~b > d+1+2
Large characters
[100] qcf+1 W! > qcf+3+4 > d+1+2 > 3,2~b~u > qcf+2
[93] qcf+1 W! > qcf+3+4 > 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
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 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] dash > qcf+1 (x2) > dash > 3,2~b > 2+3 > qcf+1 > H.qcf+2 > qcf+2
[68] dash > qcf+1 > df+4 > 3,2~b > 2+3 > qcf+1 > H.qcf+2 > qcf+2
[62] dash > qcf+1 (x2) > 1 > 2+3 > qcf+1 > H.qcf+2~F > qcf+2
Heat Dash
Starter
[85] H.qcf+2~F
[73] H.u+2~F
[72] H.SWA.2~F
[70] H.f+2~F[2]
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
[82] H.qcf+2~F[3]
[70] H.u+2~F[4]
[69] H.SWA.2~F
[62] H.f+2~F[5]
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
[67] H.u+2~F
[66] H.SWA.2~F
[59] 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
[66] H.u+2~F
[58] 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
[64] H.u+2~F
[63] H.SWA.2~F
[56] H.f+2~F
df+4 > 3,2 > 3,2 > 3,2~b > SWA.1+2 T! > 2 > wr2
[37] H.f+4~F
db+2
OTG.d+2
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[6]
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*[7] > d+1+2 W! > Resplat
W! > H.b+2,1*[7] > qcb+3,2,1 W! > H.b+2,1*[7]
↑ May require SSR
↑ End with d+4,2:1+2
↑ No SSR necessary
↑ Buffer SSR during Heat Dash
↑ Buffer forward dash during Heat Dash
↑ Low-moderate scaling only, requires right-side positioning
↑ 7.0 7.1 7.2 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
↑ 1.0 1.1 Guaranteed on most characters
↑ 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
Extra combos are juggles that are:
Strictly worse than one of the § Staples ; or
Too inconsistent to be a staple; or
Joke combos for style points.
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
↑ Max damage without stage gimmicks?
↑ Side switches