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- A more digestible combo list from my "comprehensive" one, leaving out exact damage figures and entirely impractical combos (in my opinion) for an easier-to-read experience, also with chapters listed under "other notes" for reference in an effort to further reduce clutter. If anything is unclear or incorrect, please reach out to me on Twitter (Zollith), Telegram (Zollith) or Discord (Zollith#1270)!
- General Guide: https://pastebin.com/Yi3stGxg
- Longer combo list: https://pastebin.com/y61LZSNi
- LAST UPDATED 13/04/2020
- =========================================
- =============NOTATION GUIDE==============
- =========================================
- Default button Layout (from player 1 perspective)
- 7 8 9 B
- \ | / |
- 4-(5)-6 A - - K
- / | \ |
- 1 2 3 G
- eg. 6 is forward, 1 is down-back, 8 is up.
- A - Horizontal Attack
- B - Vertical Attack
- K - Kick
- G - Guard
- [] - Button Hold (eg. B and [B] produce two different attacks)
- _ - indicates when you can choose between two directions for an 8 way run move, eg. 22_88B means you can press 22 OR 88 before pressing B, though you will need to hold the second input for it to come out
- AC - Aerial Control: when the opponent can hold a direction to influence where they fall. Almost all the combos listed are still possible because they account for or prevent AC.
- CE - Critical Edge (performed with A+B+K using 1 bar of meter)
- CH - Counter Hit (hit an opponent in the middle of attacking or moving)
- FC - Full Crouch (press buttons while holding down to stay in crouch)
- LH - Lethal Hit (special stun states that need certain conditions met. Check the command list in-game)
- oki - Okizeme: offensive play against a grounded opponent who needs to get up before being able to attack again.
- RE - Reversal Edge (performed with B+G)
- RO - Ring Out (sending your opponent off of the stage to win a round. Direction of trajectory listed in relevant combos.)
- SA - Soul Attack (performed with 236 A+B+K with 1 bar of meter, puts you in Soul Charge)
- SC - Soul Charge (usually refers to attacks only accessible while in Soul Charge)
- WR - While rising (While getting up from a crouching state)
- W! - Wall Hit (opponent enters a stun state when an attack pushes them into a wall, allows new combos)
- =====2B SPECIFIC ABBREVIATIONS=====
- AP - Analysis Points (Landing non-weapon attacks give AP, which slightly restore guard stamina, and unlocks lethal hits for 6BK, 4K, and AL AAK once 9 are stored. They are all spent once one of these lands, and fully restore guard stamina.)
- AGS - Aggression Shift (performable on its own with 236 or 214)
- AL - Aerial Leap (performable on its own with 8B+K)
- ANG - Angler Stance (performable on its own with B+K)
- =========================================
- ===============NORMAL HIT================
- =========================================
- 9A (close) ~ 3[B] ~ AL B/K/[A+B] (max damage/RO left/guard damage)
- 9A (close) ~ 3[B] ~ AL CE
- 3B ~ =AL Air Combos=
- 3[B] ~ AL B+K ~ =AL Air Combos=
- 4BBB (opponent near edge) ~ 2B/66K
- 4BB:6B (close) ~ 1B (stance oki)
- 9K ~ 1K (5AP)
- A+B (close) ~ 3[B] ~ AL B/K/[A+B] (max damage/RO left/guard damage)
- FC B+K (close) ~ 6BK (2AP)
- FC B+K ~ 66B+K
- FC B+K ~ CE/SA
- BT B+K ~ 3[B] ~ AL B/K/[A+B] (max damage/RO left/guard damage)
- 11_44_77A ~ 2B/66K
- 22_88B6 ~ AGS A/AA (AGS mixup/more damage but -2 on hit)
- 11_44_77B6 ~ AGS A+B ~ (if tech trap) BT B+K ~ (if both hits connect) =Air Combo Finishers=
- 11_44_77[B]6 ~ AGS A+B
- 8WR A+B (not tip range) ~ 1A
- 22_88B+K ~ 4BBB
- 22_88B+K ~ 4BB:6B ~ 1B (stance oki)
- 22_88B+K ~ 4A+B ~ =Air Combo Finishers=
- 22_88B+K ~ 44[K] (4AP)
- 11_77[B+K] ~ 4BBB
- 11_77[B+K] (close) ~ 4BB:6B ~ 1B (stance oki)
- 11_77[B+K] (close) ~ 4A+B ~ =Air Combo Finishers=
- 11_77[B+K] (close) ~ 44[K] (4AP)
- AGS [B] (close) ~ 9K (4AP)
- AGS [B] (close) ~ 3[B] ~ AL B/K/[A+B] (max damage/RO left/guard damage)
- AGS [B] (far) ~ 44[B]6 ~ AGS A+B
- AGS BB ~ AL B/AL [A+B]
- AGS A+B/[A+B] ~ FC B+K
- AGS A+B/[A+B] (mid-long range) ~ BT B+K ~ (if both hits connect) =Air Combo Finishers=
- AGS 4A+G ~ 44B
- AGS 4A+G ~ CE
- ANG 4K/K/6K ~ 6KK/4K (1/2AP)
- ANG 4K/K/6K ~ CE/SA
- RE AAA
- RE B ~ 3[B] ~ AL B/K/[A+B] (max damage/RO left/guard damage)
- RE K ~ AL AAB/K
- =========================================
- ===============COUNTER HIT===============
- =========================================
- CH [A] (3rd hit) ~ WR [K]
- CH aB ~ BT B+K ~ =Air Combo Finishers=
- CH [B] (2nd hit) ~ BT B+K ~ =Air Combo Finishers=
- CH 6BBB (RO front)
- CH 6BB6 ~ AGS KK ~ 1A/1B/1K (damage/stance oki/1AP)
- CH 6[B] ~ CE
- CH 6[B] (opponent's back to wall) BT B+K ~ =Air Combo Finishers=
- CH 2bA (2nd hit) ~ WR [K]
- CH 6K6 ~ AGS A6/AA
- CH 6B+K ~ 6[B]
- CH 6B+K ~ =Air Combo Finishers= (2bA and 66A+B require microstep forward)
- CH 4B+K ~ 66B6 ~ AGS A+B
- CH 4B+K ~ CE/SA
- CH 22_88B4 ~ AGS [A+B] ~ BT B+K ~ =Air Combo Finishers=
- CH AGS KK ~ BT B+K ~ =Air Combo Finishers=
- CH AL K ~ 3[K]
- CH ANG B (not close) ~ ANG 4K/K/6K ~ 3AA ~ 1A
- CH ANG B (not close) ~ ANG 4K/K/6K ~ 6KB/[K] (more damage/2AP)
- =========================================
- ===============LETHAL HIT================
- =========================================
- LH 4A ~ CE/SA
- LH 6BB6 ~ AGS BA
- LH 6BB6 ~ AGS [A+B] ~ CE/SA
- LH A+B ~ 44[B]6 ~ AGS BA
- LH A+B (close) ~ 4[A+B] ~ 4BBB
- LH [A+B] ~ 4[A+B] ~ 44[B]6 ~ AGS A+B
- LH 66B+K ~ 6BBB (RO front)
- LH 66B+K ~ 6BB6 ~ AGS KK ~ 1A/1B/1K
- LH 22_88B6 ~ AGS KK ~ BT B+K ~ =Air Combo Finishers=
- LH 33_66_99K ~ 44[B]6 ~ AGS A+B
- LH 33_66_99K (near edge) ~ 6B+K ~ =Air Combo Finishers=/=Wall Combo Flowchart=
- LH AL [A+B] (close) ~ 9K
- LH AL [A+B] (close) ~ 3[B] ~ AL B/K/[A+B] (max damage/RO left/guard damage)
- LH AL [A+B] (far) ~ 44[B]6 ~ AGS A+B
- RE LH AB ~ 4[A+B] ~ 4BBB
- RE LH [B] ~ 44B
- RE LH K ~ AL B+K ~ =AL Air Combos=
- =========================================
- ===============9AP COMBOS================
- =========================================
- 3B ~ LH AL AAK ~ 9K (4AP)
- 3B ~ LH AL AAK ~ B+K ~ ANG 4K ~ 6K[K] (RO front + 2AP)
- 3B ~ LH AL AAK ~ 44[B]6 ~ AGS A+B (whiffs if opponent near edge)
- 3[B] ~ AL B+K ~ LH AL AAK ~ 9K (4AP)
- 3[B] ~ AL B+K ~ LH AL AAK ~ B+K ~ ANG 4K ~ 6K[K] (RO front + 2AP)
- LH 4K ~ 6[B] ~ CE (max damage w/ meter)
- LH 4K ~ 6B+K ~ 6[B] (max damage w/o meter)
- LH 4K ~ 6B+K ~ =Air Combo Finishers=
- LH 4K ~ 22_88K ~ AAAA (RO right after SSL, RO front after SSR)
- LH 4K ~ 22_88K[K] ~ 4BBB (RO right after SSL, RO front after SSR, 4BBB can whiff if too close to ring edge)
- LH 4K ~ 2/8 (microstep right) ~ 6B+K ~ (delay) 66A+B (RO left)
- LH 4K ~ 6CE (max damage w/ meter + critical health)
- RE K ~ LH AL AAK ~ 9K
- RE K ~ LH AL AAK ~ B+K ~ ANG 4K ~ 6KB/[K]
- RE K ~ LH AL AAK ~ 44[B]6 ~ AGS A+B (whiffs if opponent near edge)
- RE LH K ~ AL B+K ~ LH AL AAK ~ 9K
- RE LH K ~ AL B+K ~ LH AL AAK ~ B+K ~ ANG 4K ~ 6KB/[K]
- =========================================
- ===============SOUL CHARGE===============
- =========================================
- 9A ~ 3[B] ~ SC AL B
- 3B ~ SC AL AAA ~ SC 66BB (microstep forward required)
- 3[B] ~ AL B+K ~ SC AL AAA ~ SC 66BB
- FC B+K ~ SC 66BB
- 22_88B6 ~ SC AGS A ~ AGS A+B
- 22_88B+K ~ SC 4BBB ~ 9K (4AP)
- 22_88B+K ~ SC 4BBB ~ B+K ~ ANG 4K ~ SC 3AKK ~ AL B/K/[A+B] (RO front/RO left/guard damage)
- 22_88B+K ~ SC 4BBB ~ 44[B]6 (microstep back required, whiffs if opponent near edge) ~ AGS A+B
- 11_77[B+K] ~ SC 4BBB ~ 9K (4AP)
- 11_77[B+K] ~ SC 4BBB ~ B+K ~ ANG 4K ~ SC 3AKK ~ AL B/K/[A+B] (RO front/RO left/guard damage)
- 11_77[B+K] ~ SC 4BBB ~ 44[B]6 (microstep back required, whiffs if opponent near edge) ~ AGS A+B
- RE B ~ 3[B] ~ SC AL B
- RE K ~ SC AL AAA ~ SC 66BB
- SC 4BBB ~ 9K (4AP)
- SC 4BBB ~ B+K ~ ANG 4K ~ SC 3AKK ~ AL B/K (RO front/RO front-left)
- SC 4BBB ~ 44[B]6 (microstep back required, whiffs if opponent near edge) ~ AGS A+B
- SC 66BB (opponent near edge) ~ 66B+K
- SC AGS BB ~ =AL Air Combos=
- SC AGS A ~ AGS A+B
- SC AL B ~ 66B+K
- SC AL B ~ =Air Combo Finishers=
- CH 6B+K ~ SC 66BB
- CH 4B+K ~ SC 66BB
- CH AL K ~ SC BBBB ~ AL SC B/K/A+B/[A+B] (max damage/RO left/RO front/guard damage)
- CH SC BBBB ~ AL SC B/K/A+B/[A+B] (max damage/RO left/RO front/guard damage)
- LH 4A ~ SC 66BB
- LH 6BB6 ~ SC SGC BB ~ =AL Air Combos=
- LH 33_66_99a[K] ~ 3[B] ~ SC AL B
- LH RE K ~ AL B+K ~ SC AL AAA ~ SC 66BB
- LH SC 22_88AAA ~ SC AGS BB ~ =AL Air Combos=
- =========================================
- ============9AP & SOUL CHARGE============
- =========================================
- 3B ~ LH AL AAK ~ B+K ~ ANG 4K ~ SC 3AKK ~ AL B/K (RO front/RO left)
- 3[B] ~ AL B+K ~ LH AL AAK ~ B+K ~ ANG 4K ~ SC 3AKK ~ AL B/K (RO left/RO back-left)
- LH 4K ~ (22_88K[K]) ~ SC 4BBB ~ 9K (4AP)
- LH 4K ~ (22_88K[K]) ~ SC 4BBB ~ B+K ~ ANG 4K ~ SC 3AKK ~ AL B/K (RO front/RO front-left)
- LH 4K ~ (22_88K[K]) ~ SC 4BBB ~ 44[B]6 (whiffs if opponent near edge) ~ AGS A+B
- LH SC 22_88AAA ~ SC AGS BB ~ LH AL AAK ~ B+K ~ ANG 4K ~ SC 3AKK ~ AL B/K (RO front-right/RO front)
- RE K ~ LH AL AAK ~ B+K ~ ANG 4K ~ SC 3AKK ~ AL B/K (RO front-right/RO front)
- RE LH K ~ AL B+K ~ LH AL AAK ~ B+K ~ ANG 4K ~ SC 3AKK ~ AL B/K (RO back-left/RO back)
- =========================================
- =============OTHER NOTES=================
- =========================================
- =====Air Combo Finishers=====
- >2bA - RO right
- >3B+K - max damage w/o meter, RO front
- >66B - stance oki
- >44K - RO front, 2AP
- >66A+B - RO left
- >SA - transition into SC: hold 4 for AGS pressure or 8 for force block of SC AL B
- >CE - max damage w/ meter, suspect to heavy scaling
- >SC 66BB - max damage during SC, add 2B/66K if opponent near edge
- =====AL Air Combos=====
- >AL AAB - RO front, more damage than AL AAK, also use if you don't want to spend 9AP
- >AL AAK - RO front, slightly less damage than AL AAB, gets 2AP, can LH with 9AP
- >AL AA (delay) CE - max damage w/ meter, suspectible to heavy scaling
- >AL K - RO left
- >SC AL AAA - max damage in SC with more followups:
- >66B - allows stance oki, may need microstep forward, sometimes whiffs from certain angles
- >SC 66BB - max damage w/o meter, may need microstep forward, sometimes whiffs from certain angles
- >CE - max damage w/ meter, suspectible to heavy scaling
- =====Wall Combo Flowchart=====
- 2 wall splats maximum are permitted in a combo. High ranking wall splats will also allow finishers from any lower ranking splat listed
- |F rank W!|
- Starters: 8WRA+B W! (left); AGS 2A W! (right); A+G W!
- Finishers: 2B/66K
- |E rank W!|
- Starters: 4[K] W!; 44[K] W! (in air combo); 66A+B W! (in air combo); CH 6KB W!
- Finishers: 1A; 3B (force block AL A+B); 1B (stance oki); 1K (1AP); =Tech Traps=
- |D rank W!|
- Starters: 4B W!; 4K W! (2AP, not LH); 44K W! (air combo hit)
- Finishers: 3[K] (2AP, not if opponent is back turned); 66B+K; SC BBBB W!
- |C rank W!|
- Starters: 44K (2AP, right)
- Finishers: 3AA ~ 1A/3B/1B/1K/=Tech Traps=; 6KB W!; 6K[K] (2AP) ~ 1A/3B/1B/1K/=Tech Traps=; SC 3AKK ~ SC AL B
- |B Rank W!|
- Starters: 4B+K W!; 66B+K W!; CH WR B W!; SC 66BB (opponent liable to slip to 2B's left)
- Finishers: 6[B] ~ BT B+K ~ =Air Combo Finishers= (if opponent does not slide to side); 6[B] ~ CE; 6BB6 W!; 6BB6 ~ AGS KK ~ 1A/3B/1B/1K
- |A Rank W!|
- Starters: AAAA W! (right); 2bA W! (right, in air combo); ANG A+B W! (left); CH 6B+K W!
- Finishers: AAAA W!; [A] ~ WR [K] (2AP); 4BBB; 9K (4AP); 6B+K W!; 6B+K ~ =Air Combo Finisher=; 66B+K W!; SC 4BBB ~ 9K (4AP)
- |S Rank W!|
- Starters: LH 4A W! (right); 44[K] W! (4AP, very inconsistent)
- Enders: 22_88K (SSR) ~ AAAA W! (right); 44[K] W! (4AP, very inconsistent); 6CE
- |AGS rank W!|
- Starters: CH 6BB6
- Finishers: AGS [B] ~ 8K (4AP, fails if combo started after LH 4K); (delay) AGS KK ~ BT B+K ~ =Air Combo Finishers= (swap sides)
- |AL rank W!|
- Starters: 3B; SC BBBB
- Finishers: AL B; AL [A+B]; AL CE; (delay) SC AL B ~ =Air Combo Finisher=
- |Recommended Wall Combos|
- 4K W! ~ 3[K] (4AP)
- 4K W! ~ 66B+K (2AP)
- 4B+K/66B+K W! ~ 6BB6 W! ~ AGS [B] ~ 8K (4AP)
- 4B+K/66B+K W! ~ 6[B] ~ BT B+K ~ =Air Combo Finishers=
- 44K W! (right) ~ 6KB W! ~ 1B (2AP)
- 22B+K ~ 44[K] W! ~ 66B+K (4AP)
- ANG A+B W! (left) ~ 6B+K W! ~ 4BBB:6B ~ 1B
- ANG A+B W! (left) ~ 6B+K W! ~ 6B+K ~ =Air Combo Finishers=
- CH 6B+K W! ~ 6B+K W! ~ 6[B] ~ BT B+K ~ =Air Combo Finishers=
- LH 4A W! (front/right) ~ 22_88K (SSR) ~ AAAA W! ~ 4BB:6B ~ 1B
- LH 4A W! (front/right) ~ 22_88K (SSR) ~ AAAA W! ~ 6B+K ~ =Air Combo Finishers=
- LH 4K ~ 22_88K (SSR) ~ AAAA W! ~ AAAA W! ~ 4BB:6B ~ 1B
- LH 4K ~ 22_88K (SSR) ~ AAAA W! ~ AAAA W! ~ 6B+K ~ =Air Combo Finishers=
- SC 66BB W! ~ SC 3AKK ~ SC AL B (also max damage off of high enough splats in SC)
- SC CH BBBB W! ~ (delay) SC AL B ~ 44K W! ~ 3[K] (4AP)
- CH AL K ~ SC BBBB W! ~ (delay) SC AL B ~ 44K W! ~ 3[K] (4AP)
- =====Tech Traps=====
- Starters:
- 3AA (as combo ender/tech trap)
- 4BB:6B (close range)
- 6K[K] (opponent near wall edge)
- 9K
- 44A
- 66A+B (close range)
- E Rank W!
- Followups:
- 66B+K - hits grounded, catches front/back tech, occasionally catches right tech
- 66A+B - catches all tech, whiffs grounded, needs tiny delay after 4BB:6B, 6K[K] (opponent near wall edge) and D rank W!, input from sidestep after 3AA (as combo ender/tech trap) and 66A+B (yes it can tech trap into itself)
- AGS 2A W! (right) and A+G W! into 3AA (tech trap only) can end in 1B, 1K, 66A+B (tech only) or 66B+K (grounded or forward/back tech).
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