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)
f,F+2,F SEN.3 df+2 df+1 f+2,3,F df+1,F~2 T! uf+3+4,1+2
Instant Tornado (e.g., low parry)
T! f,F+2,F SEN.3 df+2 df+1 f+2,3,F df+1,F~1,qcf+2
Mini-combos
[22] H.SEN.3,F
[+30] OTG.d+4:1
[+21] f,n,d,df#3
[+20] dash 1+2
[22] wr3
[22] 2~1
[+30] OTG.d+4:1[1]
[+21] f,n,d,df#3
[+20] dash 1+2
[+16] f+4
[24] CH 4
[20] b+4
[20] (df+4,2),3
[+27] dash OTG.d+4:1
[+21] f,n,d,df#3
[13] (b+1,1),3,F
[12] ws1
[+22] SEN.3[2]
[+20] SEN.2
[30] SEN.1+2
[+21] WRA.2
[+16] WRA.4,2,2,<qcf+1+2
[28] H.df+1,2,F
[26] WRA.3+4
[24] CH f+4
[24] SEN.4
[20] CH d+2
[+21] f,n,d,df#3
[+11] OTG.d+4
[24] CH ws2
[+28] 2~1 OTG.d+4:1
[+24] f,F+2,F~3[2] [1]
[+19] df+1,2[2]
[+17] 1+2
[18] CH uf+1
[+23] WRA.1,4
[+23] WRA.1,f SEN.3[2]
[+21] WRA.2[2]
[+21] WRA.1+2
[14] f,F+2,F
[12] WRA.1,F
[+22] SEN.3[2] [3]
[20] f+4 (on crouching opp.)
[15] (uf+3),1 (on crouching opp.)
[+24] f,F+2,F SEN.3[1]
[+19] df+1,2[2] [3]
[+17] 1+2
[14] CH WRA.1
[+51] F SEN.1+2 WRA.2
[+46] F SEN.1+2 WRA.4,2,2,qcf+1+2
[+42] F SEN.1,qcf+2
[+28] df+1,2[2]
[+24] f+2,3
[+23] PEWGF[1]
[+22] F SEN.3[2] [3]
[0] f+3+4* (on block)
[+17] 1,2,2
[+15] 1,1,2
[16] CH ws3+4
[14] ws3+4
[+24] f,F+2,F SEN.3[1]
[+16] f+2,3
[0] P.f,n
[+32] cc 2,2,1[1]
[+27] cc 1,2,2
[+23] cc 1,1,2
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
[23] EWGF (f,n,d,df#2)
[+83] EWGF ws3[1] df+1,1 f+2,3,F df+1,F~1+2[2] [3] T! H.2+3 d+3~H.4,F OTG.d+4:1
[+56] EWGF ws3[1] df+1,1 f+2,3,F df+1,F~1+2[2] T! WRA.3,4
[+56] f,F+3+4 uf+1 WRA.DF ws3 df+1 f+2,3,F df+1,F~1+2[2] T! WRA.3,4[4]
[+55] f,F+3+4 ws3[1] df+1,1 f+2,3,F df+1,F~1+2[2] T! WRA.3,4[5] [1]
[+53] f,F+2,F~3 df+2 df+1 f+2,3,F df+1,F~2 T! uf+3+4,1+2[6]
[13] df+2
[+56] EWGF ws3[1] df+1,1 f+2,3,F df+1,F~1+2[2] T! WRA.3,4
[+54] f,F+2,F~3 df+2 df+1 f+2,3,F df+1,F~1+2[2] T! WRA.3,4[6]
[+51] b+4 T! f,f+3+4 df+1,1 f+2,3,F df+1,F~1,qcf+2[5]
[20] FC.df+4
[+56] (f+2),3,F~3 df+2 df+1 f+2,3,F df+1,F~1+2[2] T! WRA.3,4
[+54] f,F+2,F~3 df+2 df+1 f+2,3,F df+1,F~1+2[2] T! WRA.3,4[6]
[25] FC.df+3
[+55] (f+2),3,F~3 df+1,1[7] f+2,3,F df+1,F~1+2[2] T! WRA.3,4
[+53] f,F+2,F~3 df+2 df+1 f+2,3,F df+1,F~2 T! uf+3+4,1+2[6]
[30] f+3+4*
[30] CH f+3+4
[24] CH (3),4
[24] CH (3+4),4
[24] CH (df+3+4),4
[24] CH (b+1,1,3),3
[24] CH (WRA.d+4),3
[20] BT.4
[20] CH f,n,3
[+55] (f+2),3~3 df+1,1 f+2,3,F df+1,F~1+2 T! WRA.3,4
[+53] f,F+2,F~3 df+2 df+1 f+2,3,F df+1,F~2 T! uf+3+4,1+2
[+51] b+4 T! f,F+3+4 df+1,1 f+2,3,F df+1,F~1,qcf+2[5]
[24] CH (df+4,2),3
[24] CH b+4
[15] uf+4
[+49] T! b,B[8] (f+2),3,F~3 df+2 df+1 f+2,3,F df+1,F~1,qcf+2
[+48] T! b,B[8] (f+2),3,F~3 df+1,1 f+2,3,F df+1,F~1,qcf+2
[0] low parry
[+47] T! f,F+2,F~3 df+2 df+1 f+2,3,F df+1,F~1,qcf+2
[+45] T! EWGF df+2 df+1 f+2,3,F df+1,F~1,qcf+2[9]
[+45] T! b,B[8] (f+2),3,F~3 df+1 f+2,3,F df+1,F~1,qcf+2[9]
[25] CH 3,2
[+38] f+3~3 df+2 df+1 f+2,3,F df+1,F~1,qcf+2
[+38] f,F+3+4 df+2 df+1 f+2,3,F df+1,F~1,qcf+2
[26] CH.f,F+3+4
[+56] SSR (f+2),3,F~3 df+2 df+1 f+2,3,F df+1,F~1+2[2] T! WRA.3,4
[+52] f+3~2 T! f+3~3 df+2 df+1 f+2,3,F df+1,F~1,qcf+2
[32] CH f,n,d,df#3
[25] CH WGS.df+3
[+47] ws3 df+1 SSL df+2 df+1 f+2,3,F df+1,F~1+2[2] T! WRA.3,4
[+46] ws3 df+1 df+1,1 f+2,3,f df+1,F~1+2 T! WRA.3,4
[19] CH (f,n,d,DF+4),4
[+43] ws1 df+1,1 f+2,3,F df+1,F~1+2[2] T! WRA.3,4
[+42] ws1 df+1,1 f+2,3,F df+1,F~2 T! uf+3+4,1+2
[30] H.WRA.2,F
[30] H.UNS.4,F
[20] H.f,F+3,F
[+33] EWGF df+2 df+1 f+2,3,F df+1,F~1+2[2] T! WRA.3,4
[+33] EWGF df+2 df+1 f+2,3,F df+1,F~2 T! uf+3+4,1+2
[+33] f,F+2,F~3 df+2 df+1 f+2,3,F df+1,F~2 T! uf+3+4,1+2[6]
[21] (back to wall) b,b,UB
[+47] df+2 df+1 df+2 df+1 f+2,3,F df+1,F~1+2[2] T! WRA.3,4
↑ 1.0 1.1 1.2 1.3 1.4 To do ws3 after a move, you have to buffer df+3 to enter manual WGS during the animation and mash n,3. Just find the timing and it will work every time
↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 SEN.1+2 has to be slightly delayed (by 2 frames) on small characters. SEN.2 can be used instead, with an uf+3+4,1+2 ender.
↑ To cancel WRA into standing, you have to input df,f (or qcf,f) quickly. This cancels WRA into WGS, and WGS into standing.
↑ Might not work from a sidewalk
↑ 5.0 5.1 5.2 Good for off-axis
↑ 6.0 6.1 6.2 6.3 6.4 Good for wall carry
↑ needs to be done without buffering for small bodies
↑ 8.0 8.1 8.2 only needed for uf+4
↑ 9.0 9.1 can replace the last df+1,F with df+1 R.df+1+2 when in Rage for ~+60 dmg
Wall
Tornado available
[+44] W![1] 1+2 b+4 WT! d+1+2~4,2,2,<qcf+1+2[2]
[+42] W! df+4,2,3 WT! d+1+2~4,2,2,qcf+1+2[3]
[+42] W! df+4,2,3 WT! <OTG.d+4:1[4]
[+38] W! 3,2 WT! 1 OTG.d+4:1[4]
[+36] W! b+4 WT! d+1+2~4,2,2,<qcf+1+2
[+35] W! df+4,2,3 WT! df+3+4,4
[+33] W! 3,2 WT! f,F+3+4 1+2
[+32] W! b+4 WT! df+1,1 1+2
No tornado available
[40] W! H.2+3 d+3~H.4,F 1 OTG.d+4:1
[36] W! H.f,F+3,F 1 OTG.d+4:1[4]
[36] W! R.df+1+2
[30] W! b+1,<1,3,F~2[5]
[30] W! b+1,<1,3,F~1+2[6] [5] [4]
[25] W! f,F+3+4 1+2
[25] W! 1 OTG.d+4:1[7] [4]
[25] W! WRA.4,2,2,qcf+1+2[8]
[22] W! 1,1 df+3+4,4[9]
[22] W! df+1,1 1+2
↑ high wall splat (e.g., EWGF, df+2)
↑ Does not work on Jack-8
↑ Bears only
↑ 4.0 4.1 4.2 4.3 4.4 Can get punished with a toe kick from the opponent
↑ 5.0 5.1 tricky timing
↑ Gives WRA oki at the wall. The mixup is between WRA.1+3 and WRA.3+4. The former catches them if they tech into standing and whiffs if they stay grounded or wake up in crouch (and can be launched). WRA.3+4 catches these options, but will get blocked if they tech into standing.
↑ Can also be done from WRA by cancelling it (quickly) with df,b
↑ When already in WRA, such as with a splat from SEN.1+2
↑ Sometimes does higher damage when it hits off-axis, particularly after long combos
Off-Axis
[23] EWGF
[+45] <df+4,2,3 T! b+1,1,3,F~1,qcf+2
[+42] b+4 T! b+1,1,3,F~1,qcf+2
[13] df+2
[+45] df+4,2,3 T! b+1,1,3,F~1,qcf+2
[+39] 2,2,2,1 T! f+2,3,F~1,qcf+2
[20] FC.df+4
[20] BT.4
[+45] <df+4,2,3 T! b+1,1,3,F~1,qcf+2
[25] FC.df+3
[+53] f,F+2,F~3 df+2 df+1 f+2,3,F df+1,F~2 T! uf+3+4,1+2
[15] uf+4
[+39] b+1,1,3 f+2,3,F~1,qcf+2
[21] (back to wall) b,b,UB
[+44] f,F+2,F~1+2 T! b+1,1,3,F~1,qcf+2
Stage Hazard
Wall Blast
50% scaling, T! available (e.g., raw W!)
[+48] b+1,1,3,F~3 W! df+4,2,3 WT! <OTG.d+4:1[1]
[+41] <uf+3+4,1+2 W! df+4,2,3 WT! <OTG.d+4:1[1]
21% scaling, T! available (e.g., short combo into W!)
[+34] <uf+3+4,1+2 W! df+4,2,3 WT! <OTG.d+4:1[1] [2]
21% scaling, T! used (e.g., long combo with T! into W!)
[+21] <uf+3+4,1+2 1 OTG.d+4:1
Balcony Break/Hard Wall Break/Wall Bound
50% scaling, T! available (e.g., raw W!)
substitute any df+2 launch combo, prefer to end with WRA.3,4, prefer to use WRA.4,2,2,qcf+1+2 as a wall combo
21% scaling, T! available (e.g., short combo into W!)
f+2,3,F df+1,F~1+2 T! WRA.3,4
21% scaling, T! used (e.g., long combo with T! into W!)
[+8] <f,F+3[3]
[+7] f+2,d~4[4]
[+6] 3+4,4
[+5] 3,2[5]
Floor Break
[35] 1+3
[+31] FB! df+4 f+2,3,F~2 T! b+1,1,3,F~1,qcf+2
[+31] FB! b+1,1,3,F~2 T![6] f+2,3,F df+1,F~1,qcf+2
[+30] FB! b+1,1,3,F~2[6] T! f+2,3,F~1,qcf+2
[+29] FB! f,F+2,F~2 T! b+1,1,3,F~1,qcf+2[5]
[+29] FB! <df+4,2,3 T! b+1,1,3,F~1,qcf+2
[+26] FB! b+1,1,3,F~2[6] T! f+2,3,F~3
Elegant Palace
↑ 1.0 1.1 1.2 can replace with any WT! into ender
↑ 3,2 WT! has difficult timing
↑ with WB! only
↑ with fewer hits in the combo
↑ 5.0 5.1 wall carry
↑ 6.0 6.1 6.2 causes side switch (side switch is inconsistent on Jack-8)
↑ 7.0 7.1 Use u+3 on P2 (essentially a SSR)
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.
Max Damage
[23] EWGF
[20] FC.df+4
[+70] EWGF EWGF EWGF b+4 T! 1 f,F+3 PEWGK
[+67] EWGF EWGF df+1 b+4 T! 1 f,F+3 PEWGK
[+64] EWGF EWGF b+4 T! 1 f,F+3 PEWGK
[30] f+3+4*
[30] CH f+3+4
[25] FC.df+3
[24] CH (3),4
[24] CH (3+4),4
[24] CH (df+3+4),4
[24] CH (b+1,1,3),3
[24] CH (WRA.d+4),3
[20] BT.4
[20] CH f,n,3
[19] CH (f,n,d,DF+4),4
[13] df+2
[+62] EWGF EWGF microdash df+1,1 f+2,3,F df+1,F~<1+2 T! WRA.DF WGS.1,4
[24] CH (df+4,2),3
[24] CH b+4
[15] uf+4
[0] low parry
[+53] T! EWGF EWGF df+1,1 f+2,3,F df+1,F~1,qcf+2
[32] CH f,n,d,df#3
[25] CH WGS.df+3
[+??] ws3 ws4 df+1,1 f+2,3,F df+1,F~1+2 T! WRA.D~1,4
[26] CH.f,F+3+4
[+55] SSR (f+2),3,F~3 df+2 df+1 f+2,3,F df+1,F~1+2 T! WRA.DF uf+3+4,1+2
[14] CH WRA.1
[+111] PEWGF EWGF EWGF dash EWGF microdash df+1,F~1+2 T! f,F+3+4 HB! f+2,d~4,F OTG.d+4:1[1] demo
[+??] PEWGF EWGF EWGF microdash df+1,1 f+2,3,F~<1+2 T! WRA.3,4
[30] H.WRA.2,F
[30] H.UNS.4,F
[20] H.f,F+3,F
[+??] SSR EWGF EWGF EWGF df+1 EWGF df+1,1 f+2,3,F~1+2 T! WRA.3,4
[23] EWGF W!
[+48] W! EWGF 3,2 WT! 1 OTG.d+4:1
Combo Theory
This section could do with more detail.
Tornado
SEN.1+2
can be inconsistent on long combos, higher damage, gives access to WRA enders, can access standing enders by quickly cancelling WRA, requires a slight delay on the following characters - Xiaoyu, Lee, Alisa, Leroy, Zafina, Yoshimitsu
SEN.2
consistent, doesn't give access to WRA enders
b+4
fast, can be used to quickly T! when close to the wall, or to keep things simple
Enders
Heat available
dash HB! H.f+2,D~4,F OTG.d+4:1
done after a df+1 from instant T! combos
HB! H.d+3~4,F OTG.d+4:1
done for regular combos
Heat active
T! H.f,F+3,F OTG.d+4:1
T! H.WRA.2,F OTG.d+4:1
requires being in WRA after T!
T! df+1,2,F EWGK
Rage available
T! RA
consistent after any number of hits in the combo
T! df+1 RA
T! 1 RA
only works if the combo has fewer hits
Wall carry
WRA.1,4
highest wall carry, highest damage, doesn't wall splat, available only from SEN.1+2, can be tricky on longer combos
WRA.3,4
high wall carry, high damage, gives a "stickier" wall splat allowing for better wall combos, available only from SEN.1+2, easy and consistent
uf+3+4,1+2
available from any tornado tool, high damage, consistent
ws3,4
requires a CD after a T! to access, gives a higher wall splat, shorter wall carry than WRA.3,4
Short wall carry
df+1,1
uf+1
gives access to WRA.4,2,2,qcf+1+2 wall combo
f+3~3
uf+3+4
SEN.1+2
SEN.3
Floor break/blast
f,F+3
f+4
OTG.d+4
ws4,4
Wall/Balcony break/blast
WRA.3,4,D~2
uf+3+4,1+2
ws3,4
highest damage W!, has an extra hit requiring the subsequent combo to be cut shorter
d+3~4
highest damage single hit, need to do it fairly quickly
1+2
second highest damage single hit, timing is more forgiving
3,4
excellent for instantly triggering a HWB! after getting a W! since both hits damage the wall
External Links