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
|
- â 1.0 1.1 Should never have a space immediately after it.
- â Not "for stance transition", which has no special notation and is written the same as any other input.
- â Not Heat Available, which is not notated, since the only move done from that is Heat Burst, which is simply written 2+3.
Bread n' butter
Bread n' butter combos are juggles that:
- Work on as many different launchers as possible
- Work on all body sizes
Launchers that require unique combos go straight to § Staples.
- Regular launch (e.g. uf+4, ws3, f+3,4)
- df+1 f,F+4>3, df+4,2,1+2 T! run up uf+3 df+4,3 [51] for wall carry
- df+1 f,F+4>3, df+4,2,1+2 T! run up db+1,2,4 [53] for floor break
- Off-axis launch (e.g. uf+4, ws3, f+3,4)
- f+3,2 df+1 dash df+4,2,1+2 T! run up uf+3 dash df+4,3 [46] for wall carry
- f+4,2 T! run up uf+3 db+1,2,4 [50] for floor break
- Instant T! launch (e.g. df+3, KNP.3)
- dash uf+3 f,F+4>3 1 dash df+4,2 immediate f,F+3 oki [38 + 10 chip damage oB]
- dash uf+3 b+3 1 db+1,2,4 [43] for floor break
Mini-combos
- CH b+1, b1+2
- [44] If needed, you can dash after b+1 to land b+1+2
- CH b+3, f,F+3
- [58] Leaves the opponent FUFT. When done at the wall, hold F after f, F+3 to enter STC for mixup
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
- [13] uf+4
- [+59] f,F+4>3 df+4,2,1+2 T! run up SSL uf+3 db+1,2,4 for floor break
- [+53] df+1 f,F+4,>3 df+4,2,1+2 T! run up SSL db+1,2,4 for floor break
- [+53] df+1 f,F+4,>3 1 dash 1 dash df+4,2,1+2 T! run up uf+3 dash df+4,3 for wall carry
- [42 + 10 chip damage oB] f,F+4>3 df+4,2,1+2 T! (df+4),3 f,f+3 oki
- [0] Low parry
- [20] KNP.3
- [21] df+3
- [+49] dash uf+3 f,F+4>3 1 microdash db+1,2,4 for floor break
Wall
- Regular carry (30% scaling)
- T! available, W! into d/f+3 T! into b+1+2 into d/b+1, 2, 4, 36 conversion damage
- T! available, W! into d/f+3 T! into b+1+2 into f+3, 2 into b+1+2, 35 conversion damage
- T! available, W! into d+1+2, 1 T! into f+3, 2 into b+1+2, 31 conversion damage
- T! available, W! into d+1+2, 1 T! into d/b+1, 2, 4, 31 conversion damage
- T! available, W! f+4, 2 T! into SSL 1+2 into b+1+2, 32 conversion damage
- T! unavailable, W! f+3, 2 into b+1+2, 23 conversion damage
- T! unavailable, W! d/b+1, 2, 4, 23 conversion damage
- Hard wall splat
- back dash or sidestep into u/f+3 W! into d/f+3 T! into b+1+2 into d/b+1, 2, 4, 54 conversion damage
- back dash or sidestep into u/f+3 W! into d/f+3 T! into b+1+2 into 1, 3 into b+1+2, 53 conversion damage
- back dash or sidestep into u/f+3 W! into f+4, 2 T! into SSL 1+2 into b+1+2, 49 conversion damage
- back dash or sidestep into u/f+3 W! into d+1+2, 1 T! into f+3, 2 into b+1+2, 46 conversion damage
- back dash or sidestep into u/f+3 W! into d+1+2, 1 T! into d/b+1, 2, 4, 46 conversion damage
Float
- 1
- combo when you anti-air with jab here
Back-turned opponent
- u/f+4
- launch into f+4, 2 T! into run up u/f+3 into d/b+1, 2, 4, 50 conversion damage for floor break
- d/b+1, 2, 4
- 60 damage
Stage hazard
- Secluded Training Ground
- big boy break all the walls combo here
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.
- Instant T! launch while heat is active
doesn't work against bears and jack (short legged characters)
- [+65] dash uf+3 f,F+4>3 3,3 nano dash b+1+2~F dash uf+3 f,F+4>3 nano walk forward b+1+2 for damage
- [+63] dash uf+3 f,F+4>3 3,3 nano dash b+1+2~F dash uf+3 db+1,2,4 for floor break
- [+61] dash uf+3 f,F+4>3 3,3 nano dash b+1+2~F dash uf+3 1 dash 1 dash df+4,3 for wall carry
- CS launch while heat is active
doesn't work against bears and jack (short legged characters)
- [+70] uf+3 f,F+4>3 3,3 nano dash b+1+2~F dash uf+3 dash df+4,2,1+2 T! run up uf+3 dash df+4,3 for wall carry
- [+68] uf+3 f,F+4>3 3,3 nano dash b+1+2~F dash uf+3 f+4,2 T! run up f+4,3 for floor break