ABCDEFGHIJK
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c.S > ...' indicates that any combo ender can be used.
If you're unsure, use (2S) > 2H > 236K~K/P
If two or more combos share a cell, pick one of them to learn.
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STARTERFULL COMBODIFFICULTYBNB OR SITUATIONAL?DAMAGEMETERUNIVERSALCOMBO RECIPE
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POSITIONNOTES
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c.SAnywherec.S > dl. f.S > 5H > 236K[6]~K/PMax damage meterless c.S starter (without reverse Brake)
Opponent must land from c.S crumple
EASYBNBYes
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c.S > 2S > 2H > 236K~K/PAlternate with no manual delaysVERY EASYYes
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Anywhere66 > c.S > 2H > 214S, 2K, 5K > 236K~P, c.S > ...Dash momentum needed
Good for punishing some reversals or Nagoriyuki's Blood Rage if 5[D] is not an option
MEDIUMSITUATIONALDoesn't work on MA, CH, MI, LE, IN, or BR
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Near cornerc.S > 2H > 214S, 5K > 236K[6]~dl. K, c.S > 6H5[D]214S needs to end up near the corner for the combo to workMEDIUMSITUATIONALYes
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Cornerc.S > 6H, j.236S, 6H, dl. c.S > 6H > dl. j.214K 5[D]Corner c.S BnBMEDIUMBNBYes
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Cornerc.S > 2S > 2H > 236S, 6H > j.214K, c.S(1) > 6H5[D]'Autopiloted into 2S' comboMEDIUM
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Cornerc.S > 6H, c.S > 2H > 214H, 2H > 214K > j.H, dl. c.S > 2H > whiff dl. 236K~K 5[D]'Ping-pong' combo, use when the wall is heavily damaged
Builds a lot of resources for the opponent
MEDIUMSITUATIONALYes
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BRAKE COMBOS
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Anywherec.S > (2S) > 2H > dl. 236K~4~P, c.S > 2S > 2H > 236K[6]~KMax damage c.S starter, but too difficult to do consistently
236K's acceleration depends on the initial c.S's distance
VERY HARDSITUATIONALYes
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Corneredc.S > (2S) > 2H > dl. 236K~4~P, c.S > 6H > j.236H → 66 > 5[D] Side switches after ~PVERY HARDSITUATIONALYes
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CH c.SAnywhereCH c.S > 5[D], 5K > 66 > 2K/5K, c.S > ...5K may not work if the
initial c.S is too far
MEDIUMBNBYes
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AnywhereCH c.S > 2H > 214S, 5K > 66 > 2K, 5K > 214K, c.S > ...Easier combo to use when
doing c.S's Burst OS
MEDIUMSITUATIONALYes
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CH c.S > 2H > 214S, 5K > 66 > 2K, 2K > 5[D], 66 > c.S > ...More damaging alternativeMEDIUM
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CornerCH c.S > 5[D], 5K > 6H, c.S > 2H > 236S, 5D5[D]Tends to wallbreak early,
watch for wall health
MEDIUMBNBYes
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CorneredCH c.S > 2H > 214H, 5K > 66 > 5K > 6H, c.S > 2H > dl. whiff 236K~K 5[D]Side switches after 6HMEDIUMYes
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AnywhereCH c.S > 9 > j.S > j.66 > j.S > dl. j.H, 5K > 66 > (2K), c.S > ...Use for corner carryHARDSITUATIONALInconsistent on some characters
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CH c.S > 9 > j.S(1) > j.66 > j.S(1) > j.H, 5K > 66 > (2K), c.S > ...Autotimed version
of the above combo
MEDIUMDoesn't work on FA, IN, BA, JO, or AB
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AA c.SAnywhereAA c.S > 9 > j.S > j.66 > j.S, 5K > 66 > (2K), c.S > ...Burst and backdash punish
Extremely consistent at all c.S distances
MEDIUMBNB
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AA c.S(2) 5K dc TEST
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f.SAnywheref.S~S > whiff 236K[6]Leaves Bridget +8 and
spaced for a meaty c.S
VERY EASYBNB
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f.S > 5H~H > whiff 236K[6]Leaves Bridget +7 and
spaced for a meaty c.S
VERY EASY
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Cornerf.S~S > 236K[6]~P, 2K > 6H5[D]EASYBNB
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f.S~S > whiff 236K[6]~P, 5K/2K > 6H > j.236H → 66 > 5[D]HARD
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f.S > 5H~H > whiff 236K[6]~P, 2K > 6H5[D]HARDBNB
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CH f.SAnywhere—CH f.S > 5H > 236K[6]~K/P
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Corner BNB
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2SAnywhere—2S~S > whiff 236K[6]
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—2S > 5H~H > 236K[6]BNB
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Corner—2S~S > whiff 236K[6]~P, 5K/2K > 6H > j.236H → 66 > 5[D]
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Corner—2S(2)~S > 236K[6]~P, 2K > 6H → 5[D]SITUATIONAL
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IAD j.S
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After wallbreak—j.S > c.S/2K > 6H, c.S > 2H > 236S, 5D → 6HSITUATIONAL
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AIR-TO-AIR j.S
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CH 2S
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CH IAD j.S
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CH AIR-TO-AIR j.S
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AA 2S
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AA CH c.S
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