Notation summary for combos
Symbol
Meaning
1
Left Punch
2
Right Punch
3
Left kick
4
Right kick
u
Up
d
Down
f
Forward
b
Backward
uf
Up and forward
df
Down and forward
ub
Up and backward
db
Down and backward
n
Neutral
Symbol
Meaning
U
Up (Hold)
D
Down (Hold)
F
Forward (Hold)
B
Backward (Hold)
UF
Up and forward (Hold)
DF
Down and forward (Hold)
UB
Up and backward (Hold)
DB
Down and backward (Hold)
Symbol
Meaning
+
Pressed together
#
Pressed together, on the same frame
,[1]
Followed by
~
Followed by, immediately
:
Followed by, tight input window
<
Followed by, with delayed input
>
*
Held input
Symbol
Meaning
T!
Tornado
W!
Wall splat
WB!
Wall break
F!
Floor break
BB!
Balcony break
Symbol
Meaning
Example
Example Meaning
CH
Counter hit
CH 1,2,3
1,2,3 where the first hit is a counter hit
CL
Clean hit
CL db+4
db+4 with a clean hit
(?)
Whiffed or blocked moves
CH (1,2),3
1,2,3 where the third hit is a counter hit
(2,2),2
2,2,2 where the first two hits whiff
(x?)
Repeat string ? times
b+2,f~n(x3)
b+2,f~n repeated 3 times
[?; ?]
Damage dealt; recoverable damage
[50; 12] ws2,3 f,F+3
Combo deals 50 damage, 12 of which is recoverable
↑ 1.0 1.1 Should never have a space immediately after it.
↑ Not "for stance transition", which has no special notation and is written the same as any other input.
↑ Not Heat Available, which is not notated, since the only move done from that is Heat Burst , which is simply written 2+3.
Bread n' butter
Bread n' butter combos are juggles that:
Work on as many different launchers as possible
Work on all body sizes
Launchers that require unique combos go straight to § Staples .
Regular launch (e.g. df+2)
4,4 FC.df+1,4~2 T! df+3+4 2,1,df~1+2
Instant Tornado (e.g. low parry)
T! df+3+4 4,4 FC.df+1,4~1+2
Heat Dash (e.g. f+3,1+2,H.F)
df+3+4 4,4 FC.df+1,4~2 T! df+3+4 2,1,df~1+2
Mini-combos
[34] CH (1,2),1,H.F
[29] CH (1),2,1,H.F
[20] (1,2),1,H.F
[+24; 24] f,f,F+2 (fast)
[+21; 21] qcf+4
[+19; 19] d+3+4
[38] f+3,1+2
[27] b+1+2
[27] CH db+3+4
[21] CH d+1
[+21; 14] qcf+4
[+19; 13] d+3+4
uf+1
[42; 15] ws 2
[41; 14] qcf+4
[40; 14] qcf+2
f+1+2
[48; 14] qcf+4
[46; 13] dash d+3+4
CH f,F+2
[46; 15] qcf+1+2
[42; 12] db+3+4
f,F+4
[42] d+1+3
[40] ws1+2[1]
[30] CH 4,3
[18] (4),3
[+30] d+1+3
b+3+4
[49] micro dash d+3,2,1+2[2]
[42] d+4,1,3[1]
SNK.4 (near a wall)
[48; 14] cc qcf+4
[46; 13] d+3+4
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
Dragunov's optimal combos make use of Crouch Cancel to cancel his stance transition from moves such as 2,1~df, FC.df+1:4, and 3,1~df . You can cancel Dragunov's crouch dash by pressing "u~n" during the dash. This can be done at any point of the dash, so make sure to practice the proper timing to get the combos to work.
From here on, any time a crouch cancel is preformed ("u~n") it will be notated as cc instead.
[14] df+2
[15] ws2
[+64; 49] 4,4[3] FC.df+1:4[4] ~2 T! df+3+4 HB![5] qcf+4,H.F f,f,F+2 (fast)
[+49; 28] 4,4[3] FC.df+1:4[4] cc 3,1~df SNK.2 T! df+3+4 4,1
[38] f+3,1+2,H.F
[35] b+4,3,H.F
[27] SNK.4,H.F
[+41; 41] df+3+4 qcf+3+4 4,4 FC.df+1:4[4] ~2 T! df+3+4 4,1
[26] CH CL db+3
[23] qcb+2
[22] CL db+3
[20] CH db+3
[0] low parry
[+46; 29] T! df+3+4 4,4 FC.df+1:4[4] cc 3,1,2
[36] CH f,f,F+2 (fast)
[30] CH f,f,F+2
[20] uf,n,4
[20] uf+2
[20] (1,3),2
[+57; 35] qcf+3+4 4,4 FC.df+1:4[4] ~2 T! df+3+4 4,1
SNK.1
[77; 35] ssl df+3+4 qcf+3+4 4,4 FC.df+1:4[4] ~2 T! df+3+4 4,1
[27] CH (df+1),4
[25] SNK.2
[21] CH ub+2
[+59; 37] df+3+4 qcf+3+4 4,4 FC.df+1:4[4] ~2 T! df+3+4 4,1
uf+4
[41; 12] d+3,2,1+2
[32] CH (db+2),1,2
[28] CH (f+2),4
[20] (db+2,1),2
[+48; 30] d+2 ws4 b+1,2 T! df+3+4 df+3+4 4,1
3+4
[76; 32] tech roll left ws4 1 4,4 FC.df+1:4[4] ~2 T! 2,1,df~1+2
CH f+2,4
[108; 59] micro dash d+3,2 HB! df+3+4 4,4 FC.df+1:4 uf+1[6] T! qcf+4,F HD! f,f,F+2 (fast)
[70; 18] micro dash d+3,2,1+2[2]
[20] CH (b+4,2),1
[18] (4),3 (far)
[+74; 41] b+4,3,H.F HD! df+3+4 4,4 FC.df+1:4[2]~2 T! df+3+4 2,1,df~1+2
[+33] b+4,3 HE!
Off-axis
[14] df+2
[15] ws2
[+37; 22] 4,1 b+1,2 T! 3,1,4
Wall
Regular carry (30% scaling)
[+39; 26] f,f,F+4 T! d+3,2,1+2[1]
[+29; 21] qcf+2 T! 4,4 ws1+2
[+20; 15] d+3,2,1+2[1]
[+19; 15] 3,1,df~1+2
[+18; 16] b+2 ws1+2
Regular splat (56% scaling)
[+52; 35] f,f,F+4 T! d+3,2,1+2[1]
[+42; 30] qcf+2 T! 4,4 ws1+2
[+27; 20] d+3,2,1+2[1]
[+23; 19] 3,1,df~1+2
[+22; 18] b+2 ws1+2
Float
1
combo when you anti-air with jab here
Back-turned opponent
df+2
combo when you hit df+2 in the back
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.
[14] df+2
[15] ws2
[+54; 34] 4,4 FC.df+1:4[1] ~cc 3,1,df~2 T! df+3+4 qcf+1+2
↑ 1 (16) less damage without just input
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