ABCDEFGHIJKL
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Orie Combo ListCombo Positioning ➜ Midscreen / ForwardTechCornerRange / Corner
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Check the Orie Primer for more detailed combo theory notes.When in doubt delay j.C to get the reloop
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Combos marked with ( * ) are important to learn early on
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ComboDamageMeterAssistVideoComboComments
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Position
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MC
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5A starter
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*5AAA > 2C > 5BB > jc.BA > djc.AACB, 2B > 214B5396Standard BnB. 214B -> B is omitted for better safejump
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*5AAA > 2C > 5BB > jc.BA > djc.AACB, 2B > jc.C5377j.C ender useful for corner oki
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*5AAA > 2C > 5BB > jc.BA > djc.AACB, 2B > 214B+C67032Video
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5AAA > 5BB > 2C > 2B > jc.BA > djc.AACB, 2B > 214B5458Older BnB. Slightly higher damage than previous combo but more likely to drop on specific characters. Not recommended.
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5AAA > 5BB > 2C > 2B > jc.BA > djc.AACB, 2B > jc.C5422j.C ender useful for corner oki
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5AAA > 5BB > 2C > 2B > jc.BA > djc.AACB, 2B > 214B+C67652
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5AAA > 5BB > 2C > 2B > hjc.BAA > djc.AACB, 2B > 214B5495High jump adds additional hit
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5AAA > 5BB > 2C > 2B > hjc.BAA > djc.AACB, 2B > jc.C5447
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5AAA > 5BB > 2C > 2B > hjc.BAA > djc.AACB, 2B > 214B+C68022
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5AAA > 5BB > 2C > 2B > hjc.BAA > djc.BCA, 2C > 2B > 214B5518Advanced BnB. Timings are more difficult.
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5AAA > 5BB > 2C > 2B > hjc.BAA > djc.BCA, 2C > 2B > jc.C5466
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5AAA > 5BB > 2C > 2B > hjc.BAA > djc.BCA, 2C > 236B+C70342Different route allows for stronger super (236B+C) ender
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5AAA > 2C > 5BB > jc.AB > djc.BCA, 2C > 5B > 2B > 214B5485j.BCA route allows for 236B+C
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5AAA > 2C > 5BB > jc.AB > djc.BCA, 2C > 5B > 2B > jc.C5445
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5AAA > 2C > 5BB > jc.AB > djc.BCA, 2C > 5BBB > 236B+C70982To land 5BBB ender, delay after 2nd 2C
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Corner
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5AAA > 2C > 5B > 2B > 236B, 5A > 2B > jc.BA > djc.AACB, 2B > jc.C5566
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5AAA > 2C > 5B > 2B > 236B, 5A > 2B > jc.BA > djc.AACB, 2B > 214B+C69182
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5AAA > 2C > 5B > 2B > 236B, 5A > 2B > 236B, 5A > 5B > 2B > jc.C5440VideoCorner Thrust loops. More difficult and lower damage than alternatives, but useful for staying close to the ground (for burst punishing)
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5AAA > 2C > 5B > 2B > 236B, 5A > 2B > 236B, 5A > 5BBB > 2C > 236B+C71492VideoCorner Thrust loops offer more damage with meter than alternatives.
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5A > 214C > 2B > 5B > 214A~B > 2B > 5B > 214A~B > 2B > 5B > jc.C66561
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5A > 214C > 2B > 5B > 214A~B > 2B > 5B > 214A~B > 2B > 5B > 236B+C81693
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2A starter
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*2A > 5AAA > 5BB > 2C > 2B > jc.BA > djc.AACB, 2B > 214B43402A into 5A is not the most optimal but it is the most consistent confirm
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*2A > 5AAA > 5BB > 2C > 2B > jc.BA > djc.AACB, 2B > jc.C4280
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*2A > 5AAA > 5BB > 2C > 2B > jc.BA > djc.AACB, 2B >214B+C56472
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*2A > 5BBB > 2C > 2B > jc.BA > djc.AACB, 2B > 214B4836A bit tighter to confirm but better damage
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*2A > 5BBB > 2C > 2B > jc.BA > djc.AACB, 2B > jc.C4808
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*2A > 5BBB > 2C > 2B > jc.BA > djc.AACB, 2B > 214B+C61432
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Corner
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5B starter
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*5BBB > 2C > 2B > jc.BA > djc.AACB, 2B > 214B6353Simple BnB
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*5BBB > 2C > 2B > jc.BA > djc.AACB, 2B > jc.C6353
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*5BBB > 2C > 2B > jc.BA > djc.AACB, 2B > 214B+C76442
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5B > 2C > 2B > jc.BA > djc.AACB, 2B > jc.B > djc.AACB, 2B > 214B6402Better corner carry
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5B > 2C > 2B > jc.BA > djc.AACB, 2B > jc.B > djc.AACB, 2B > jc.C6349
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5B > 2C > 2B > jc.BA > djc.AACB, 2B > jc.B > djc.AACB, 2B > 214B+C77092
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5B > 2C > 2B > jc.BA > djc.AACB, 5B > 2B> jc.B > djc.BCA, 2B > 214B6404j.B loop allows better super ender
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5B > 2C > 2B > jc.BA > djc.AACB, 5B > 2B> jc.B > djc.BCA, 2B > jc.C6351
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5B > 2C > 2B > jc.BA > djc.AACB, 5B > 2B> jc.B > djc.BCA, 2C 236B+C 79712video
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5BBB > 2C > 2B > hjc.AAB > djc.BCA, 2C > 2B > 214B6423Advanced BnB. Timings are more difficult
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5BBB > 2C > 2B > hjc.AAB > djc.BCA, 2C > 2B > jc.C6409
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5BBB > 2C > 2B > hjc.AAB > djc.BCA, 2C > 236B+C79032
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5BBB > 2C > 2B > hjc.AAB > djc.BCA, 2C >5BBB > 236B+C81062Delay after 2nd 2c to land 5bbb
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5BBB > 2C > 2B > hjc.AAB > djc.BCA, 5BBB > 2C > 236B+C81182videoInconsistent ender version of previous but highest possible solo damage
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Corner
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5B > 214C > 2B > 214A~B > 5A > 2B > 214A~B > 5A > 2B > jc.C75871Add slight delays before 214B~A
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5B > 214C > 2B > 214A~B > 5A > 2B > 214A~B > 5A > 5B > 236B+C90853
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5B > 214C > 2B > 5B > 214A~B > 2B > 214A~B > 5A > 5B > 2B > jc.C78191No need to delay between 5b and 214B~A
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5B > 214C > 2B > 5B > 214A~B > 2B > 5B > 214A~B > 5A > 2C > 236B+C93333
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5B > 214C > 2B > 5B > 214A~B > 5AAAAA86471Cross raid route
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2B starter
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2B > 2C > 5BB > jc.BA > djc.AACB, 2B > 214B55462B confirm off standing opponent. (Happens rarely)
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2B > 2C > 5BB > jc.BA > djc.AACB, 2B > jc.C5546
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2B > 2C > 5BB > jc.BA > djc.AACB, 2B > 214B+C68312
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*2B > jc.BA > djc.AACB, 2B > jc.BA > djc.AACB, 2B > 214B6135Anti-air confirm (More common)
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*2B > jc.BA > djc.AACB, 2B > jc.BA > djc.AACB, 2B > jc.C6091
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*2B > jc.BA > djc.AACB, 2B > jc.BA > djc.AACB, 2B > 214B+C74252
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Corner
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2C starter
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*2C> 2B > jc.BA > djc.AACB, 2B > jc.BA > djc.AACB, 2B > 214B6010
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*2C> 2B > jc.BA > djc.AACB, 2B > jc.BA > djc.AACB, 2B > jc.C5952
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*2C> 2B > jc.BA > djc.AACB, 2B > jc.BA > djc.AACB, 2B > 214B+C73172
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Corner
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236A starter
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CH 236A > 5AAA > 2C > 5BB > jc.AB > djc.AACB, 2B > 214B5764
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CH 236A > 5AAA > 2C > 5BB > jc.AB > djc.AACB, 2B > jc.C5719
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CH 236A > 5AAA > 2C > 5BB > jc.AB > djc.AACB, 2B > 214B+C70712
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CH 236A > 2C > 5BB > jc.AB > djc.BCA, 2C > 5BBB > 2B > 214B6252
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CH 236A > 2C > 5BB > jc.AB > djc.BCA, 2C > 5BBB > 2B > jc.C6210
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CH 236A > 2C > 5BB > jc.AB > djc.BCA, 2C > 5BBB > 236B+C77582video
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Corner
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j.214A/214A starter
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j./214A, 5P, 5BB > jc.BA > djc.AACB, 2B > 214B6070
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j./214A, 5P, 5BB > jc.BA > djc.AACB, 2B > jc.C6070
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j./214A, 5P, 5BB > jc.BA > djc.AACB, 2B > 214B73462
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Corner
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j.214B
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j.214B, 5BBB > 2C > 2B > jc.BA > djc.AACB, 2B > 214B6133Only works on close j.214B confirm. Need assist for longer range j.214B confirms
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j.214B, 5BBB > 2C > 2B > jc.BA > djc.AACB, 2B > jc.C6111
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j.214B, 5BBB > 2C > 2B > jc.BA > djc.AACB, 2B > 214B+C74402
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Corner
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Grab
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B+C, 5BBB > 2C > 2B > jc.BA > djc.AACB, 2B > 214B5064Does not work if there is no wallbounce (can happen for a number of reasons, such as throwing out of the corner)