|
|
Line 16: |
Line 16: |
| <br clear=all/> | | <br clear=all/> |
|
| |
|
| ==Combo Resources== | | ==Hit Confirms== |
|
| |
|
| * [https://www.youtube.com/playlist?list=PLgLPYjs8Xw3HScKOhkjeTrkc6YlEKmcv2 Combo playlist] | | '''Head-on''' |
| * [https://www.youtube.com/playlist?list=PLgLPYjs8Xw3EXup5oxxGrHeG7lwQW8KD5 Headless playlist] | | * Head-on Fortune has three potential hitconfirms, each with their own pros and cons. |
| * [https://youtu.be/Yh78D8nn100 Head-off Combo and Reset Guide] | | ** 2LK 5MK is an easy string to confirm from as it hits 3 times and works from max range 2LK. This string is PBGC punishable by the entire cast however and it heavily scales her combos so it is best to avoid this string if possible. |
| * [https://youtu.be/23v-Gecnh90 Ground Throw Conversions and Combos] | | ** 2LK 2MK is a much safer string than 2LK 5MK and cannot be PBGC punished. This string also gives higher damage combos than 5MK. Unfortunately though, this string will not hit from max 2LK range and if you want to confirm into 2HP after 2MK it will sometimes push the opponent out of range. |
| | ** 2LK 5HP is arguably Head-on Fortune's best hitconfirm but it is more complicated than the others. This string leads to high damage and baits pushblocks as 2LK has short blockstun. However, this string needs to be confirmed with 236P combos unless point blank vs a standing opponent and 236P combos use OTG and have less damage potential than 623LK~K combos. If the hitconfirm is blocked then you may need to cancel into a special to keep Fortune safe. If the opponent does not pushblock then 5HP will leave you punishable at -9 so you need to cancel into 236LP x1 which will leave you ±0 on block. If the opponent pushblocks you then you can either stop at 5HP, as you will be safe, or you can cancel to 623LK~K for further pressure (or do 623MK/HK~K + assist for a crossup). |
| | ***Note: certain assists like H Bypass, Clide, H LnL, etc significantly improve this hitconfirm by both making it safe on block as well as leading to very high damage combos. |
| | |
| | '''Headless''' |
| | * Headless Fortune has a couple of options for hitconfirming. |
| | ** 2LK 5MK is the same as for Head-on. |
| | ** 2LK 5MP is her best hitconfirm as this leaves you +1 on block, cannot be PBGC punished and doesn't scale her combos. 5MP will not hit at maximum 2LK range though. |
| | |
| | ==BnB Combos== |
|
| |
|
| ==Beginner Combos== | | ===Beginner=== |
|
| |
|
| A basic ground chain combo ending in sweep | | A basic ground chain combo ending in sweep |
Line 49: |
Line 58: |
| dash 5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP | | dash 5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP |
|
| |
|
| ==Combo Primer== | | ===Intermediate=== |
| | |
| ===Hit Confirms===
| |
| | |
| '''Head-on'''
| |
| * Head-on Fortune has three potential hitconfirms, each with their own pros and cons.
| |
| ** 2LK 5MK is an easy string to confirm from as it hits 3 times and works from max range 2LK. This string is PBGC punishable by the entire cast however and it heavily scales her combos so it is best to avoid this string if possible.
| |
| ** 2LK 2MK is a much safer string than 2LK 5MK and cannot be PBGC punished. This string also gives higher damage combos than 5MK. Unfortunately though, this string will not hit from max 2LK range and if you want to confirm into 2HP after 2MK it will sometimes push the opponent out of range.
| |
| ** 2LK 5HP is arguably Head-on Fortune's best hitconfirm but it is more complicated than the others. This string leads to high damage and baits pushblocks as 2LK has short blockstun. However, this string needs to be confirmed with 236P combos unless point blank vs a standing opponent and 236P combos use OTG and have less damage potential than 623LK~K combos. If the hitconfirm is blocked then you may need to cancel into a special to keep Fortune safe. If the opponent does not pushblock then 5HP will leave you punishable at -9 so you need to cancel into 236LP x1 which will leave you ±0 on block. If the opponent pushblocks you then you can either stop at 5HP, as you will be safe, or you can cancel to 623LK~K for further pressure (or do 623MK/HK~K + assist for a crossup).
| |
| ***Note: certain assists like H Bypass, Clide, H LnL, etc significantly improve this hitconfirm by both making it safe on block as well as leading to very high damage combos.
| |
| | |
| '''Headless'''
| |
| * Headless Fortune has a couple of options for hitconfirming.
| |
| ** 2LK 5MK is the same as for Head-on.
| |
| ** 2LK 5MP is her best hitconfirm as this leaves you +1 on block, cannot be PBGC punished and doesn't scale her combos. 5MP will not hit at maximum 2LK range though.
| |
| | |
| ===BnB Combos===
| |
|
| |
|
| ====Head-on==== | | ====Head-on==== |
Line 205: |
Line 198: |
| ** j214LK - Minimum height airthrow conversion. | | ** j214LK - Minimum height airthrow conversion. |
|
| |
|
| ===Meter Dumping=== | | ==Enders== |
|
| |
|
| *If you have not used OTG at the end of your combo then you can change your final string to 5LPx2 5LK 5MP 5MK 5HP 623HK~K j214KK 236PP for some extra damage for 2 bars total. If headless then use 5HK 623HK~K instead of 5HP 623HK~K. | | *If you have not used OTG at the end of your combo then you can change your final string to 5LPx2 5LK 5MP 5MK 5HP 623HK~K j214KK 236PP for some extra damage for 2 bars total. If headless then use 5HK 623HK~K instead of 5HP 623HK~K. |
| *If you have 3 bars and are in the corner then you can add Level 3 to the penultimate string in your combo (to the end of the string that would normally use your OTG) for extra damage. | | *If you have 3 bars and are in the corner then you can add Level 3 to the penultimate string in your combo (to the end of the string that would normally use your OTG) for extra damage. |
|
| |
|
| ===Tips=== | | ==Tips & Tricks== |
| | |
| | ==Combos By Starter== |
| | ''Some videos may show a slightly different combo and/or damage number, due to either old version differences or slight adjustments made by the editor.'' |
| | |
| | * [https://www.youtube.com/playlist?list=PLgLPYjs8Xw3HScKOhkjeTrkc6YlEKmcv2 Combo playlist] |
| | * [https://www.youtube.com/playlist?list=PLgLPYjs8Xw3EXup5oxxGrHeG7lwQW8KD5 Headless playlist] |
| | * [https://youtu.be/Yh78D8nn100 Head-off Combo and Reset Guide] |
| | * [https://youtu.be/23v-Gecnh90 Ground Throw Conversions and Combos] |
|
| |
|
| ==Solo Combo Compendium==
| |
| ''NOTICE: Some videos may show a slightly different combo and/or damage number, due to either old version differences or slight adjustments made by the editor.''
| |
| ===Head-on=== | | ===Head-on=== |
|
| |
|
Numpad notation
|
=
|
|
=
|
|
|
|
up-back |
up |
up-forward
|
back |
neutral |
forward
|
down-back |
down |
down-forward
|
|
- 236 =
- 214 =
- 623 =
- 421 =
- [4]6 = (hold for 35 frames),
- [2]8 = (hold for 35 frames),
- 360 =
|
- (N) = Multi-hit move hits only N times. May be omitted if all hits are used.
- xN = Normal that chains into itself pressed N times. May be omitted if all hits are used.
- [X] = Hold down X
- ]X[ = Release X
- X~Y = X then Y done in quick succession
- X/Y = X or Y
- !X = X triggers a burst
- OTG = Following move hits off the ground, after a red bounce
- CH = Counter hit
- fastfall = Cancelling an air normal into another move to change momentum and land early. The second move doesn't hit, it gets canceled when landing. Example: Double jHP(1) > jHK lets Double land from the multi-hit jHP early.
- sj = Super jump
- dj = Double jump
- jc = Jump cancel
- ADC = Airdash cancel
- IAD = Instant airdash
- TK = Tiger knee (doing an air move the moment a jump sends you airborne, typically by inputting a special move motion followed by jump+button. Example: 2147LK for TK Airball)
- Fiber Upper = Fiber (623K)
- Cat Scratch Fever = CSF (236PP)
- Feral Edge = Feral (j214KK)
- Headbutt = Headbutt (Headless HP)
- Zoom! = Zoom! (Headless 4HP/6HP)
- Feline Allergies = Sneeze (Headless 623HP)
- OMNOMNOMNOM = nom (Headless 214HP)
|
- Character Weight Classes
- Light: Filia/Fukua, Peacock, Ms. Fortune, Painwheel, Valentine, Squigly, Annie, Umbrella
- Middle: Cerebella, Parasoul, Eliza (for combos), Beowulf, Robo-Fortune, Black Dahlia
- Heavy: Double, Big Band
|
Hit Confirms
Head-on
- Head-on Fortune has three potential hitconfirms, each with their own pros and cons.
- 2LK 5MK is an easy string to confirm from as it hits 3 times and works from max range 2LK. This string is PBGC punishable by the entire cast however and it heavily scales her combos so it is best to avoid this string if possible.
- 2LK 2MK is a much safer string than 2LK 5MK and cannot be PBGC punished. This string also gives higher damage combos than 5MK. Unfortunately though, this string will not hit from max 2LK range and if you want to confirm into 2HP after 2MK it will sometimes push the opponent out of range.
- 2LK 5HP is arguably Head-on Fortune's best hitconfirm but it is more complicated than the others. This string leads to high damage and baits pushblocks as 2LK has short blockstun. However, this string needs to be confirmed with 236P combos unless point blank vs a standing opponent and 236P combos use OTG and have less damage potential than 623LK~K combos. If the hitconfirm is blocked then you may need to cancel into a special to keep Fortune safe. If the opponent does not pushblock then 5HP will leave you punishable at -9 so you need to cancel into 236LP x1 which will leave you ±0 on block. If the opponent pushblocks you then you can either stop at 5HP, as you will be safe, or you can cancel to 623LK~K for further pressure (or do 623MK/HK~K + assist for a crossup).
- Note: certain assists like H Bypass, Clide, H LnL, etc significantly improve this hitconfirm by both making it safe on block as well as leading to very high damage combos.
Headless
- Headless Fortune has a couple of options for hitconfirming.
- 2LK 5MK is the same as for Head-on.
- 2LK 5MP is her best hitconfirm as this leaves you +1 on block, cannot be PBGC punished and doesn't scale her combos. 5MP will not hit at maximum 2LK range though.
BnB Combos
Beginner
A basic ground chain combo ending in sweep
2LK 5MK 2HK
(Head-on only) A basic ground chain combo ending in a special cancel
2LK 5MK 5HP 236HP~P~P
Headless version of the above combo.
2LK 5MK 236MP
(Head-on only) A basic ground chain combo ending in a super cancel.
2LK 5MK 5HP 236HP~P~P 236PP
Headless version of the above combo.
2LK 5MK 236MP 236PP
A basic air chain combo ending in an air super (2HP for head-on, 5HK for headless).
2LK 5MK 2HP/5HK
jMP jMK j214MK j214KK
(Head-on only) Combo into air chain then restand before finisher.
2LK 5MK 5HK 623LK~K
jLK jHP j214MK
dash 5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP
Intermediate
Head-on
Notation
|
Damage
|
Meter Cost
|
Location
|
Character Specific?
|
Notes
|
Video
|
- 2LK 5MK 5HK 623LK~K
- jHP
- ADC jHP j214MK
- 2MP 5MK 5HK 623LK~K
- jLK jHP j214MK
- dash 5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP
|
6925
|
1
|
Anywhere
|
Universal
|
- Standard midscreen route. Conserves OTG, works for happy birthdays and corner carries
|
(video)
|
- 2LK 5MK 5HP 623LK~K
- jHP
- ADC jHP j214MK
- 5HP 623LK~K
- jLK jHP j214MK
- 5MP 236MP~P~P
- 5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP
|
8228
|
1
|
Corner
|
Universal
|
- Standard corner combo. Uses OTG, works for happy birthdays
|
(video)
|
Headless
Notation
|
Damage
|
Meter Cost
|
Location
|
Character Specific?
|
Notes
|
Video
|
- 2LK 5MP Headbutt 5HK
- jMP jMK j214MK Zoom
- 5MP 5HK
- jLP jMK j214MK Zoom
- dash 5LPx2 5LK 5MP 5MK 2HK(1) 236MP 236PP
|
7376
|
1
|
Anywhere
|
Universal (Zoom timing varies)
|
- Midscreen sandwich combo (head behind opponent). Conserves OTG, corner carries. Zoom timing varies between characters.
- Omit headbutt if the head is far behind.
|
(video)
|
- 2LK 5MP 5HK 623LK~K
- jHK Headbutt ADC
- jHK
- 5MP 5HK
- jMP jMK j214MK Zoom
- dash 5LPx2 5LK 5MP 5MK 2HK(1) 236MP 236PP
|
8085
|
1
|
Midscreen
|
Universal (except Big Band)
|
- Midscreen sandwich combo (head behind opponent).
|
(video)
|
- 2LK 5MP Headbutt 5HK 623LK~K
- jMP j214MK Zoom
- 5MP 5HK 623HK~K
- jMK j214HK
- 214K
- *2LKxN 236MP
- 5LPx2 5LK 5MP 5MK 5HK 236MP 236PP
|
9563
|
1
|
Corner
|
Universal (except Big Band)
|
- Max damage corner combo when the head is behind Fortune.
- If the head is in the corner then omit the headbutt.
- If the head is fullscreen behind you do Zoom during starting ground string.
- Vs Double, omit the final 214K.
- * Easier route is 5LK 214K (5LK 236MP vs Double).
|
(video)
|
Conversions
Head-on
- Throw:
- Throw 623LK~K - Beowulf and Big Band.
- Throw 623LK~K (whiff) j214KK Sneeze - Universal.
- Throw 623LK~K (whiff) AD jHP - Universal (difficult).
- Throw 236P~P~2K 5LP
- 236MP: Ms Fortune and mid-weights (difficult).
- 236HP: Filia, Fukua, Squigly and Valentine (difficult).
- 236LP: Double, Peacock and Painwheel (difficult). Note: against Painwheel delay the 2nd hit of 236P as much as possible to bring her low to ground. Vs Peacock slightly delay the 2nd hit of 236P and vs Double do it as fast as possible.
- Airthrow:
- j214KK Sneeze - Any height.
- jHP ADC jHP - 623LK~K jump cancel and a bit above height.
- ADC jHP - 623LK~K jump cancel height.
- jLK ADC jLK - Same as jHP ADC except also works a bit lower to the ground.
- ADC jLK - Close to the ground.
- j214LK - Minimum height airthrow conversion.
- 623HK~K:
- jHP ADC jLK jHP - OTGless conversion.
- jHP ADC jHP jHK - Max damage conversion.
Headless
- Throw:
- Headbutt 5LP
- Nom
- Walk the head so it is on top of you, 236MP Zoom 5MP - Optimal damage.
- Airthrow:
- j214KK headbutt - Any height.
- Headbutt/Nom - If the head is below you.
- jLK ADC jLK - Same as jHP ADC except also works a bit lower to the ground.
- ADC jLK - Close to the ground.
- j214LK - Minimum height airthrow conversion.
Enders
- If you have not used OTG at the end of your combo then you can change your final string to 5LPx2 5LK 5MP 5MK 5HP 623HK~K j214KK 236PP for some extra damage for 2 bars total. If headless then use 5HK 623HK~K instead of 5HP 623HK~K.
- If you have 3 bars and are in the corner then you can add Level 3 to the penultimate string in your combo (to the end of the string that would normally use your OTG) for extra damage.
Tips & Tricks
Combos By Starter
Some videos may show a slightly different combo and/or damage number, due to either old version differences or slight adjustments made by the editor.
Head-on
2LK
Notation
|
Damage
|
Meter Cost
|
Location
|
Character Specific?
|
Notes
|
Video
|
- 2LK 5MK 5HK 623LK~K
- jHP
- ADC jHP j214MK
- 2MP 5MK 5HK 623LK~K
- jLK jHP j214MK
- dash 5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP
|
6925
|
1
|
Anywhere
|
Universal
|
- Standard midscreen route. Conserves OTG, works for happy birthdays and corner carries
|
(video)
|
- 2LK 5MK 2HP
- jHP
- ADC jHP j214MK
- 623LK~K
- jLK jHP j214MK
- 5HP 236HP(P~P~2K)
- dash 5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP
|
7633
|
1
|
Anywhere
|
Universal (except Ms. Fortune)
|
- Midscreen max damage
- Can remove 5LK for more consistency
- 2HP does not connect when done from max range 2LK
|
(video)
|
- 2LK 5HP 236HP(P~P~2K)
- dash 2LK 2HP
- jHP
- ADC jLK jHP j214MK
- 5HK 623LK~K
- jLP jHP
- dash 5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP
|
7395
|
1
|
Anywhere
|
Universal
|
- Combo from 236P starter
- Can remove 5LK for more consistency
- Max meter gain midscreen route
|
(video)
|
- 2LK 5MK 2HP 623LK~K
- jMP j214MK
- dash 2LK 5HK(2) 623LK~K
- jLP jHP
- ADC jMK jHP j214MK
- dash 5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP
|
7088
|
1
|
Anywhere
|
Universal (except Big Band)
|
|
(video)
|
- 2LK 5MK 2HP
- j214P
- j214HK Nom
- jHK j214HK
- jLK jHK j214MK
- *IAD jLP jMK j214MK
- dash 5LPx2 5LK 5MP 5MK 2HK(1) 236MP 236PP
|
8048
|
1
|
Anywhere
|
Yes
|
- Head-on to headless transition combo
- * Vs Painwheel and Cerebella use 623LK~K jLP jLK instead of IAD jLP jMK j214MK
|
(video)
|
- 2LK 5MK 5HK 623LK~K
- jHP
- ADC jHP j214MK
- 623LK~K
- dl jLK jHP j214P
- 2LKxN
- IAD jLP jLK
- 2LKxN
- *214K
- 5LPx2 5LK 5MP 5MK 5HK 623HK
- dj j214KK Zoom
|
7849
|
1
|
Near to Corner
|
Yes
|
- Near to corner (roughly roundstart distance) head-on to headless transition combo, uses OTG.
- The damage and number of 2LKs varies between characters (see "Notes on 2LKxN Loops" for details)
- * Use 236MP/LP vs Band and Double (236LP is an easier link into 5LP)
- Vs Band use 5LPx2 5LK 5MP 5MK 2HK(1) 236MP 236PP for the final string
|
(video)
|
- 2LK 5MK 5HP 623LK~K
- jHP
- ADC jHP j214MK
- 5HP 623LK~K
- jLK jHP j214MK
- 5MP 236MP~P~P
- 5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP
|
8228
|
1
|
Corner
|
Universal
|
- Standard corner combo. Uses OTG, works for happy birthdays
|
(video)
|
- 2LK 5MK 5HP 623LK~K
- AD jHP j214MK
- 5HP *623HK~K
- jLK dl jHP j214HK
- 5MP 5HP 236HP~P~P
- 5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP
|
8440
|
1
|
Corner
|
Yes
|
- Optimal corner combo, uses OTG.
- Delay timing changes for each weight.
- Vs Big Band use 236MP~P~P in the penultimate chain (8379 damage)
- *Vs lights do 623LK~K jLP jHP j214HK and vs mid-weights use 623MK~K jLK jHP j214HK (8330 damage)
|
(video)
|
- 2LK 5MK 5HP 623LK~K
- AD jHP j214MK
- 5HP 623HK~K
- j214P
- jMP
- 214K
- 5MK 2HK(1) 214K
- 5LPx2 5LK 5MP 5MK 5HK 623HK~K
- dj j214KK Zoom
|
8452
|
1
|
Corner
|
Near Universal
|
- Near universal corner head-on to headless transition combo, uses OTG.
- Does not work vs Big Band or Double.
- Optimal vs non-light characters.
|
(video)
|
- 2LK 5MK 5HP 623LK~K
- AD jHP j214MK
- 5HP 623HK~K
- j214P
- jHK
- 2LKxN
- IAD jLK jMP
- 2LKxN
- IAD jLP jLK
- 2LKxN
- 214K
- 5LPx2 5LK 5MP 5MK 5HK 623HK~K
- dj j214KK Zoom
|
9096
|
1
|
Corner
|
Yes
|
- Corner head-on to headless transition combo, uses OTG.
- The damage and number of 2LKs varies between characters (see "Notes on 2LKxN Loops" for details)
- Only optimal vs lights
|
(video)
|
Throw
Notation
|
Damage
|
Meter Cost
|
Location
|
Character Specific?
|
Notes
|
Video
|
- Throw 623LK~K j214KK Sneeze
- jMP jMK jHK Zoom
- dash 5MP 5HK
- jLP jMK j214MK Zoom
- dash 5LPx2 5LK 5MP 5MK 2HK(1) 236MP
|
4813
|
1
|
Anywhere
|
Universal
|
- Head-on to headless transition combo
- Dash jump jMP vs Squigly
|
(video)
|
- Throw 623LK~K
- jHP
- ADC jHP j214MK...
|
N/A
|
0
|
Anywhere
|
Yes
|
- Head-on combo
- Use the standard midscreen BnB
- Big Band, Beowulf and Painwheel only midscreen, universal in the corner (video)
- Vs Painwheel, the 623LK~K will whiff but jHP will hit (this is hard)
- In the corner you can use 623MK~K instead for extra consistency as this works even if you are late and use OTG
|
(video)
|
- Throw *236MP~P~2K
- 5LP 5HK(2) 623LK~K
- AD jHP j214MK
- 5MK 5HK 623LK~K
- jMP jHP
- 2LK 5MP 5MK 5HP 236HP~P~P 236PP
|
5256
|
1
|
Anywhere
|
Yes
|
- Head-on combo
- Difficult
- * 236MP vs mediums, Ms Fortune, Filia, Fukua, Valentine
- * 236HP vs Squigly (also works vs Filia/Fukua, Valentine)
- * 236LP vs Double, Peacock and Painwheel
|
(video)
|
- Throw 623LK~K
- AD *jHP
- 5LP 5HK 623LK~K...
|
N/A
|
0
|
Anywhere
|
Yes
|
- Head-on combo
- Very difficult
- Use the same combo as the rekka conversion above
- Works vs: Peacock, Squigly, Eliza, Painwheel, Ms Fortune, Filia, Fukua, Cerebella, Valentine, Parasoul, Double
- * Can use jLK jMP vs Painwheel and Peacock (video)
|
(video)
|
- CH Throw 623LK~K j214KK Sneeze
- jMP jMK jHK Zoom
- dash 5MP 5MK 236MP Zoom
- dash 5LK 5MK 236MP Zoom
- dash 5LPx2 5LK 5MP 5MK 2HK(1) 236MP
|
5089
|
1
|
Anywhere
|
Universal
|
- Head-on to headless transition combo
- Dash jump jMP vs Squigly
|
(video)
|
- CH Throw *236MP~P~2K
- 5LP 5HK(2) 623LK~K
- AD jHP j214MK
- 5MK 5HK 623LK~K
- jLK jHP
- ADC jMP j214MK
- 2LK 5MP 5MK 5HP 236HP~P~P 236PP
|
5560
|
1
|
Anywhere
|
Yes
|
- Head-on combo
- Difficult
- * 236MP vs mediums, Ms Fortune, Filia, Fukua, Valentine
- * 236HP vs Squigly (also works vs Filia/Fukua, Valentine)
- * 236LP vs Double, Peacock and Painwheel
|
(video)
|
Airthrow
Notation
|
Damage
|
Meter Cost
|
Location
|
Character Specific?
|
Notes
|
Video
|
- Airthrow 214KK
- dash 5LP 5HK(2) 623LK~K...
|
N/A
|
1
|
Anywhere
|
Universal
|
|
(video)
|
- Airthrow 214KK Sneeze
- jMP jMK jHK Zoom...
|
N/A
|
1
|
Anywhere
|
Universal
|
|
(video)
|
- Airthrow ADC jHP
- 5LP 5HK(2) 623LK~K...
|
N/A
|
0
|
Anywhere
|
Universal
|
- Head-on combo
- Half-jump height conversion
- For low to the ground conversions, use ADC jLK or j214HK. Both use the same combo as the ground throw 236MP conversion
- For a CH airthrow, use the same route as the CH ground throw 236MP conversion
|
(video)
|
- Airthrow jHP
- ADC jHP
- 5MK 623LK~K
- jLK jHP j214MK
- 5HK 623LK~K
- jMP jHP
- dash 5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP
|
5741
|
1
|
Anywhere
|
Universal
|
- Head-on combo
- Neutral jump height conversion
- For half-jump height conversions you can use airthrow jLK ADC jLK j214MK with the same route
|
(video)
|
- CH Airthrow jHP
- ADC jHP
- 5MK 623LK~K
- jLK jHP j214MK
- 5HK 623LK~K
- jLP jHP
- ADC jMP j214MK
- dash 5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP
|
6079
|
1
|
Anywhere
|
Universal
|
- Head-on combo
- Neutral jump height conversion
- For half-jump height conversions you can use airthrow jLK ADC jLK j214MK with the same route
|
(video)
|
H Fiber
Notation
|
Damage
|
Meter Cost
|
Location
|
Character Specific?
|
Notes
|
Video
|
- 623HK~K
- jHP
- ADC jHP jHK
- 5HK(2) 623LK~K
- jLP jHP
- ADC jMP j214MK
- dash 5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP
|
7011
|
1
|
Anywhere
|
Universal
|
- Head-on combo
- Max damage conversion
|
(video)
|
- 623HK~K
- jHP
- ADC jLK jHP
- 2MP 5HK 623LK~K
- jLP jHP
- ADC jMP j214MK
- dash 5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP
|
6770
|
1
|
Anywhere
|
Universal
|
- Head-on combo
- OTGless route
|
(video)
|
- CH 623HK~K
- jHP
- ADC jHP jHK
- dash 2MP 5HK(2) 623LK~K
- jLP jHP
- ADC jMK jHP j214MK
- dash 5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP
|
7505
|
1
|
Anywhere
|
Universal
|
- Head-on combo
- Max damage counterhit conversion
|
(video)
|
- CH 623HK~K
- jHP
- ADC jLK jHP
- 2MP 5MK 5HK 623LK~K
- jLP jHP
- ADC jMK jHP j214MK
- dash 5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP
|
7228
|
1
|
Anywhere
|
Universal
|
- Head-on combo.
- OTGless counterhit conversion.
|
(video)
|
Head Toss
Notation
|
Damage
|
Meter Cost
|
Location
|
Character Specific?
|
Notes
|
Video
|
- 214P
- dash 5HK 623LK~K
- jMP
- ADC jHK Headbutt
- 5LK 5MP 5MK 236MP Zoom
- dash 5LPx2 5LK 5MP 5MK 236MP 236PP
|
7810
|
1
|
Midscreen
|
Universal
|
- Head-on to headless transition combo
|
(video)
|
- 214P
- 5HK 623LK~K
- jMP
- ADC jHK Zoom
- dash 5LK 5HK 623HK~K
- jMK j214HK
- 5LPx2 5LK 5MP 5MK 5HK dl 236MP 236PP
|
9013
|
1
|
Back to corner
|
Universal (except Band)
|
- Head-on to headless transition combo
- Use headbutt instead of zoom vs Double
|
(video)
|
- 214P
- 5HK 623LK~K
- jMP j214MK Zoom
- 5MP 5HK 623HK~K
- jMK j214HK
- 5LPx2 5LK 5MP 5MK 5HK dl 236MP 236PP
|
9174
|
1
|
Corner
|
Universal (except Band)
|
- Head-on to headless transition combo
- For CH use the head behind corner combo
|
(video)
|
- CH 214P
- dash 5HK 623LK~K
- jMP
- ADC jHK Headbutt
- 5MP 5MK 5HK
- jLK jMK j214MK Zoom
- dash 5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP
|
8847
|
1
|
Midscreen
|
Universal
|
- Head-on to headless transition combo
|
(video)
|
- CH 214P
- 5HK 623LK~K
- jMP
- ADC jHK Zoom
- dash 5MP 5HK 623HK~K
- jMK j214HK
- *2LKxN 214K
- 5LPx2 5LK 5MP 5MK 5HK dl 236MP 236PP
|
10263
|
1
|
Back to corner
|
Universal (except Band)
|
- Head-on to headless transition combo
- * 5LK 214K is easier and vs Double use 5LK 236MP and swap Zoom with Headbutt
|
(video)
|
Counter Hit Punishes
Notation
|
Damage
|
Meter Cost
|
Location
|
Character Specific?
|
Notes
|
Video
|
- 5HP 623LK~K
- jHP
- ADC jHP j214MK
- 5HP 623LK~K
- jLK jHP j214MK
- 5MP 5MK 5HK 623LK~K
- jMP jHP
- dash 5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP
|
9844
|
1
|
Anywhere
|
Yes
|
- Head-on combo
- Replace all but the final 5HP with 5HK vs Cerebella
|
(video)
|
- 5HP 623LK~K
- jHP
- ADC jHP j214MK
- 623LK~K
- jLK jHP j214MK
- 5HP 623LK~K
- jMP jHP
- 2MK 5HP 236HP~P~P
- 5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP
|
10291
|
1
|
Corner
|
Yes
|
- Head-on combo
- Replace penultimate 236HP~P~P with 236MP~P~P vs Big Band and Eliza
|
(video)
|
Headless
2LK
Notation
|
Damage
|
Meter Cost
|
Location
|
Character Specific?
|
Notes
|
Video
|
- 2LK 5MP 5MK 2HK(1) 623LK~K
- delay jLK
- ADC jLK j214MK
- 2LK 5MP 5MK 2HK(1) 623LK~K
- jLP jLK
- ADC jMP j214MK
- dash 5LPx2 5LK 5MP 5MK 236MP 236PP
|
6371
|
1
|
Anywhere
|
Universal
|
- Does not use the head
- Also serviceable as a happy birthday route
|
[1]
|
- 2LK 5MP Headbutt 5HK
- jMP jMK j214MK Zoom
- 5MP 5HK
- jLP jMK j214MK Zoom
- dash 5LPx2 5LK 5MP 5MK 2HK(1) 236MP 236PP
|
7391
|
1
|
Anywhere
|
Universal
|
- Head behind the opponent
- Zoom timing varies between characters
- Omit headbutt if the head is far behind and use OTG Headbutt instead of Zoom for the first rep
- In the corner hold HP during the ground strings
|
(video)
|
- 2LK 5MP 236MP Zoom
- 5MP 5MK 236MP Zoom
- dash 5LK 5MP 5MK 236MP Zoom Nom
- j214HK
- dash 5LPx2 5LK 5MP 5MK 236MP 236PP Sneeze
|
7802
|
1
|
Anywhere
|
Yes
|
- Head behind the opponent
- If head is too far for Zoom use Headbutt for the first string
- Against Double in the corner use headbutt instead of Zoom
|
(video)
|
- 2LK 5MP 236MP Zoom
- 5HK
- j214MK Nom
- jHK j214HK
- jLK jHK
- *ADC jLP jMK j214MK
- dash 5LPx2 5LK 5MP 5MK 2HK(1) 236MP 236PP
|
8757
|
1
|
Midscreen
|
Yes
|
- Head behind the opponent
- If head is too far for Zoom use Headbutt
- * Vs Painwheel use jLK jHK j214MK 623LK~K dl jLP jLK
- If the head flies behind you after Nom then remove 2HK(1) and do 236MP Headbutt 236PP Sneeze
|
(video)
|
- 2LK 5MP 236MP Zoom
- 5HK
- j214MK Nom
- jHK j214HK
- jLK jHK j214MK
- 236MP Headbutt
- dash 5LPx2 5LK 5MP 5MK 2HK(1) 236MP 236PP
|
9012
|
1
|
Midscreen
|
Universal
|
- Head behind the opponent
- Right facing max damage version of the previous combo
- If head is too far for Zoom use Headbutt
- If the start of this combo is facing left, the head may fly behind you. For this case, use the next combo
|
(video)
|
- 2LK 5MP 236MP Zoom
- 5HK
- j214MK Nom
- jHK j214HK
- jLK jHK j214MK
- 236MP 236PP Headbutt*
- dash 5LPx2 5LK 5MP 5MK 2HK(1) 236MP
|
8948
|
1
|
Midscreen
|
Yes
|
- Head behind the opponent
- Left facing max damage midscreen
- If head is too far for Zoom use Headbutt
- After j214MK:
- 236P 236PP Headbutt - BB, BE, FI, FU, MF, PS, PW, RF, SQ, VA
- 236P 236PP Sneeze: CB
- 236P Zoom! 236PP Sneeze: EL
- 236P Sneeze 236PP Zoom/Sneeze: PC
- 236P Zoom~236PP Zoom: PC
- 236P Sneeze/Zoom 236PP Sneeze: DB
|
(video)
|
- 2LK 5MP 5HK
- jMP jMK j214MK Zoom j214KK Headbutt
- 5MP 5HK
- jLK jMK j214MK Zoom
- dash 5LPx2 5LK 5MP 5MK 2HK(1) 236MP
|
6736
|
1
|
Midscreen
|
Universal
|
|
(video)
|
- 2LK 5MP 5HK 623LK~K
- djLK
- ADC jLK jHK Headbutt
- 5MP 5HK
- jMP jMK j214MK Zoom
- dash 5LPx2 5LK 5MP 5MK 2HK(1) 236MP 236PP
|
7586
|
1
|
Midscreen
|
Universal
|
- Head behind you
- Against Big Band, use 623MK~K instead of 623LK~K
|
(video)
|
- 2LK 5MP 5HK 623LK~K
- jMP
- ADC jHK Headbutt
- 5MP 5MK 5HK
- jLK jMK j214MK Zoom
- dash 5LPx2 5LK 5MP 5MK 2HK(1) 236MP 236PP
|
7797
|
1
|
Midscreen
|
Universal
|
- Head behind you
- Vs Big Band use 623MK~K
|
(video)
|
- 2LK 5MP 5HK 623LK~K
- jHK Headbutt
- ADC jHK
- 5MP 5HK
- jMP jMK j214MK Zoom
- dash 5LPx2 5LK 5MP 5MK 2HK(1) 236MP 236PP
|
8095
|
1
|
Midscreen
|
Universal
|
- Head behind you
- Max damage OTGless side-swap combo
- Vs Big Band use 623MK~K instead of 623LK~K
|
(video)
|
- 2LK 5MP 5HK 623LK~K
- jMP j214MK Nom
- jHK j214HK
- jLK jHK j214MK
- *IAD jLP jMK j214MK
- 5LPx2 5LK 5MP 5MK 236MP Headbutt 236PP Sneeze
|
8558
|
1
|
Midscreen
|
Universal
|
- Head behind you
- Max damage side-swap combo
- Vs Big Band use 623MK~K
- * vs Painwheel use 623LK~K dl jLP jLK
|
(video)
|
- 2LK 5MP 5MK Zoom 214LP/MP
- 2LK 5MK 623LK~K
- AD jHP j214MK
- 5HK 623LK~K
- jLK jHP j214MK
- dash 5LPx2 5LK 5MP 5MK 5HP 236HP~P~P 236PP
|
6912
|
1
|
Anywhere
|
Universal
|
- Head behind you
- Headless to Head-on transition combo
|
(video)
|
- 2LK 5MP 5HK 623LK~K
- jHK Headbutt
- ADC jHK
- microwalk 5MP 5HK 623HK~K
- jMK j214HK
- *2LKxN
- 214K
- 5LPx2 5LK 5MP 5MK 5HK 623HK~K
- dj214KK Zoom
|
9731-9431
|
1
|
Back to Corner
|
Yes
|
- Head in the corner
- Does not work vs Big Band
- The number of 2LKs varies between characters (see "Notes on 2LKxN Loops" for details)
- * Easier route is 5LK 214K (5LK 236MP vs Double). Does 9386 damage
|
(video)
|
- 2LK 5MP 5HK 623MK~K
- jHK Headbutt
- ADC jHK j2124HK
- 5MK 623HK~K
- jMK jHK dl j214HK
- 2LKx3
- 5LPx2 5LK 5MP 5MK 2HK(1) 236MP 236PP
|
8469
|
1
|
Back to Corner
|
Big Band only
|
|
(video)
|
- 2LK 5MP 5MK [6HP] 5HK 623LK~K
- jMP j214MK ]6HP[
- 5MP 5HK 623HK~K
- jMK j214HK
- 214K
- *2LKxN
- 236MP
- 5LPx2 5LK 5MP 5MK 5HK 623HK~K
- dj214KK Zoom
|
9194-8969
|
1
|
Corner
|
Yes
|
- Corner combo when the head is behind Fortune
- Does not work vs Big Band
- Vs Double, omit the final 214K
- The number of 2LKs varies between characters (see "Notes on 2LKxN Loops" for details)
- * Easier route is 5LK 214K (5LK 5MK 236MP vs Double). Does 8969 damage
|
(video)
|
- 2LK 5MP 5HK dl 236MP Headbutt
- 5HK 236MP Headbutt
- 5MK 5HK 623HK~K
- jMK j214HK
- *2LKxN
- 214K
- 5LPx2 5LK 5MP 5MK 5HK 623HK~K
- dj214KK Zoom
|
9719-9311
|
1
|
Corner
|
Yes
|
- Head in the corner
- Standard corner combo
- Does not work vs Big Band
- Optimal vs Beowulf and Double
- The number of 2LKs varies between characters (see "Notes on 2LKxN Loops" for details)
- * More damage to use 2LKxN IAD jLP jLK 2LKxN vs light characters
- * Easier route is 5LK 214K (5LK 236MP vs Double)
|
(video)
|
- 2LK 5MP 5HK 236MP Headbutt
- 5HK 623HK~K
- jMK j214HK
- *2LKxN
- IAD jLK jMP
- 2LKxN
- IAD jLP jLK
- 2LKxN 214K
- 5MK 236MP
- 5LPx2 5LK 5MP 5MK 5HK 623HK~K
- dj214KK Zoom
|
9930-9210
|
1
|
Corner
|
Yes
|
- Head in the corner
- Max damage corner combo vs light characters
- Does not work vs Big Band
- The number of 2LKs varies between characters (see "Notes on 2LKxN Loops" for details)
- * Vs mid-weight characters, you get better damage by using the easier version of this combo:
- 214K 5MP 5MK 2HK(1) 214K 5LK 214K 5LPx2...
|
(video)
|
- 2LK 5MP Headbutt 5HK 623LK~K
- j214LK Zoom Nom
- jHK j214HK
- 5MK 623HK~K
- jMK jHK dl j214HK
- 5LPx2 5LK 5MP 5MK 236MP Headbutt 236PP Sneeze
|
8857
|
1
|
Corner
|
Big Band only
|
- If the head is in the corner then omit the headbutt.
- If head fullscreen behind you then hold 6HP during starting ground string.
|
(video)
|
Throw
Notation
|
Damage
|
Meter Cost
|
Location
|
Character Specific?
|
Notes
|
Video
|
- Throw * [4/6HP] Zoom Nom
- jHK j214HK
- jLK jHK j214MK
- 5MP 5MK 5HK 623LK~K
- djMK jHK Headbutt
- dash 5LPx2 5LK 5MP 5MK 2HK(1) 236MP 236PP
|
6343
|
1
|
Midscreen
|
Universal
|
- Vs Band use 623MK~K instead of 623LK~K
- Walk the head (4/6[HP]) into position during the throw
|
(video)
|
- Throw [4/6HP] Zoom
- 5LPx2 5LK 5MP 5MK 5HK dl 236MP Headbutt
- 5HK dl 236MP Headbutt
- 5MP 5HK dl 236MP Headbutt
- 5LK 5MK 236MP
- 5LPx2 5LK 5MP 5MK 5HK 623HK~K
- dj214KK Zoom
|
7424
|
1
|
Corner
|
Universal (except Band)
|
- Walk the head (4/6[HP]) into position during the throw
|
(video)
|
- Throw [4/6HP] Zoom
- 5LPx2 2LK 5MP 5MK Headbutt 5HK 623LK~K
- jMP j214MK Zoom Nom
- jHK j214HK
- jLK jHK
- ADC jMK j214MK
- 5LPx2 5LK 5MP 5MK 236MP Headbutt/Zoom 236PP Sneeze
|
6261
|
1
|
Corner
|
Band only
|
- Walk the head (4/6[HP]) into position during the throw
|
(video)
|
- Throw [4/6HP] Zoom
- 5LPx2 5LK 5MP 5MK 5HK dl 236MP Headbutt
- 5HK dl 236MP Headbutt
- 5MP 2HK(1) 214K
- 2LKxN
- IAD jLK jMP
- 2LKxN
- IAD jLP jLK
- 2LKxN
- 5LPx2 5LK 5MP 5MK 5HK 623HK~K
- dj214KK Zoom
|
7644-7044
|
1
|
Corner
|
Universal (except Band)
|
- Walk the head (4/6[HP]) into position during the throw
- Only optimal vs light characters
|
(video)
|
- CH Throw * [4/6HP] Zoom Nom
- jHK j214HK
- jLK jHK j214MK
- 5HK 623LK~K
- djMK jHK Headbutt
- 5MP 5MK 236MP Zoom
- dash 5LPx2 5LK 5MP 5MK 2HK(1) 236MP 236PP
|
6766
|
1
|
Midscreen
|
Universal
|
- Vs Band use 623MK~K instead of 623LK~K
- Walk the head (4/6[HP]) into position during the throw
|
(video)
|
- CH Throw [4/6HP] Zoom
- 5LPx2 5LK 5MP 5MK 5HK dl 236MP Headbutt
- 5HK dl 236MP Headbutt
- 5MP 5HK dl 236MP Headbutt
- 5MK 5HK dl 236MP Headbutt
- 5LPx2 5LK 5MP 5MK 5HK 623HK~K
- dj214KK Zoom
|
7717
|
1
|
Corner
|
Universal (except Band)
|
- Walk the head (4/6[HP]) into position during the throw
|
(video)
|
- CH Throw [4/6HP] Zoom
- 5LPx2 2LK 5MP 5MK Headbutt 5HK 623LK~K
- jMP j214MK Zoom
- 5MK 5HK 623HK~K
- djMK jHK Zoom Nom
- IAD jLK j214MK
- 5LPx2 5LK 5MP 5MK 236MP 236PP Sneeze
|
6532
|
1
|
Corner
|
Band only
|
- Walk the head (4/6[HP]) into position during the throw
|
(video)
|
- CH Throw [4/6HP] Zoom
- 5LPx2 5LK 5MP 5MK 5HK dl 236MP Headbutt
- 5HK dl 236MP Headbutt
- 5MP 2HK(1) 214K
- 2LKxN
- IAD jLK jMP
- 2LKxN
- IAD jLP jLK
- 2LKxN 5MK 236MP
- 5LPx2 5LK 5MP 5MK 5HK 623HK~K
- dj214KK Zoom
|
8146-7546
|
1
|
Corner
|
Universal (except Band)
|
- Walk the head (4/6[HP]) into position during the throw
- Only optimal vs light characters
|
(video)
|
H Fiber
Notation
|
Damage
|
Meter Cost
|
Location
|
Character Specific?
|
Notes
|
Video
|
- 623HK~K
- jMK j214MK Zoom
- 5MP 5MK 5HK
- jMP jMK j214MK Zoom
- dash 5LPx2 5LK 5MP 5MK 2HK(1) 236MP 236PP
|
6844
|
1
|
Midscreen
|
Universal
|
- Head behind the opponent
- Zoom timing varies between characters
|
(video)
|
- 623HK~K
- jMK j214MK j214KK Headbutt
- 5MP 5MK 5HK
- jMP jMK j214MK Zoom
- dash 5LPx2 5LK 5MP 5MK 2HK(1) 236MP
|
6432
|
1
|
Midscreen
|
Universal
|
- Head behind you
- Zoom timing varies between characters
- Can whiff Zoom before j214KK to bring the head into position for the Headbutt
|
(video)
|
- CH 623HK~K
- jMK j214MK Zoom
- 5HK
- jMP jMK j214MK Zoom
- 5LK 5MK 236MP Zoom
- dash 5LPx2 5LK 5MP 5MK 2HK(1) 236MP 236PP
|
7239
|
1
|
Midscreen
|
Universal
|
- Counter hit version
- Head behind the opponent
- Zoom timing varies between characters
|
(video)
|
- CH 623HK~K
- jMK j214MK j214KK Headbutt
- 5HK
- jLK jMK j214MK Zoom
- 5MP 5MK 236MP Zoom
- dash 5LPx2 5LK 5MP 5MK 2HK(1) 236MP
|
7014
|
1
|
Midscreen
|
Universal
|
- Head behind you
- Zoom timing varies between characters
- Can whiff Zoom before j214KK to bring the head into position for the Headbutt
|
(video)
|
Counter Hit Punishes
Notation
|
Damage
|
Meter Cost
|
Location
|
Character Specific?
|
Notes
|
Video
|
- CH 5MP 236MP Zoom
- 5HK
- j214MK Nom
- jHK j214HK
- jLK jHK j214MK
- 5MP 5MK 623LK~K
- dl jLP jMP
- *dash 5LPx2 5LK 5MP 5MK 236MP Headbutt 236PP Sneeze
|
9405
|
1
|
Midscreen
|
Universal
|
- Head behind the opponent
- Standard CH punish
- * If the head flies in front of you after Nom, use 5LPx2 5LK 5MP 5MK 2HK(1) 236MP 236PP
|
(video)
|
- CH 5MP 236MP Zoom
- 5HK
- j214MK Nom
- jHK j214HK
- jLK jHK j214MK
- 5MP 5MK 236MP Headbutt
- dash 5LPx2 5LK 5MP 5MK 2HK(1) 236MP 236PP
|
9717
|
1
|
Midscreen
|
Universal
|
- Head behind the opponent
- Optimal MCH punish facing right
|
(video)
|
- CH jHK
- 5MP 236MP Zoom
- 5HK
- j214MK Nom
- jHK j214HK
- jLK jHK j214MK
- 5MK 5HK
- jMP jMK j214MK Zoom
- dash 5LPx2 5LK 5MP 5MK 236MP 236PP
|
10792
|
1
|
Midscreen
|
Universal
|
- Head behind the opponent, facing left
- Optimal HCH punish 1
|
(video)
|
- CH jHK
- 5MP 236MP Zoom
- 5HK
- j214MK Nom
- jHK j214HK
- jLK jHK j214MK
- 5MK 5HK 623LK~K
- *djMK jHK Headbutt
- dash 5LPx2 5LK 5MP 5MK 2HK(1) 236MP 236PP
|
10797
|
1
|
Midscreen
|
Yes
|
- Head behind the opponent, facing right
- Optimal HCH punish 2
- * vs Cerebella and Beowulf, don't double jump. Vs Double use djMP. Vs Big Band use 623MK~K instead of 623LK~K and don't double jump.
|
(video)
|
- CH 5HK 623LK~K
- jHK Headbutt
- ADC jHK
- 5HK
- j214MK Nom
- IAD jLK j214MK
- 5MK 5HK 623LK~K
- *djMK j214MK Headbutt
- dash 5LPx2 5LK 5MP 5MK 2HK(1) 236MP 236PP
|
10604
|
1
|
Midscreen
|
Yes
|
- Head behind you
- Use 623MK~K instead of 623LK~K vs Big Band
|
(video)
|
- CH 5HK 623LK~K
- jHK Headbutt
- ADC jHK
- 5MP 5HK dl 236MP Headbutt
- 5MK 5HK 623HK~K
- jMK j214HK
- *5LK 214K
- 5LPx2 5LK 5MP 5MK 5HK 623HK~K
- dj214KK Zoom
|
11135
|
1
|
Back to corner
|
Universal (except Big Band)
|
- Standard back to corner HCH combo
- Optimal vs mid-weights and Double
- * Vs Double use 5LK 236MP
- * Can use 2LKxN 214K vs lights for extra damage
|
(video)
|
- CH 5HK 623LK~K
- jHK Headbutt
- ADC jHK
- 5MP 5HK 623HK~K
- jMK j214HK
- 2LKxN
- IAD jLK jMP
- 2LKxN
- IAD jLP jLK
- 2LKxN
- 5MK 236MP
- 5LPx2 5LK 5MP 5MK 5HK 623HK~K
- dj214KK Zoom
|
11404
|
1
|
Back to corner
|
Universal (except Big Band)
|
- Optimal lights back to corner HCH combo
- Works vs mid-weights and Double but does less than the previous combo
- The number of 2LKs varies between characters (see "Notes on 2LKxN Loops" for details)
|
(video)
|
- CH 5HK 623MK~K
- jHK Headbutt
- ADC jHK j214HK
- jLK jHK j214MK
- 5HK 623HK~K
- djMK jHK delay j214HK
- 2LKx3 236MP
- 5LPx2 5LK 5MP 5MK 2HK(1) 236MP 236PP
|
10393
|
1
|
Back to corner
|
Big Band only
|
- Can swap 2LKx3 236MP for 5LK 236LP to make the combo easier
|
(video)
|
- CH 5HK 623LK~K
- jMP j214MK Zoom
- 5MP 5HK dl 236MP Headbutt
- 5MK 5HK 623HK~K
- jMK j214HK
- 214K
- 5LK 214K
- 5LPx2 5LK 5MP 5MK 5HK 623HK~K
- dj214KK Zoom
|
11021
|
1
|
Corner
|
Universal (except Big Band)
|
- Head behind you
- Standard corner HCH combo when the head is behind you
- Against Double, use 5LK 5MK 236MP after jMK j214HK
- Can do 2LKxN after 214K vs lights for extra damage
|
(video)
|
- CH 5HK 623LK~K
- j214LK Zoom
- 5MP 5HK 623HK~K
- jMK j214HK
- 2LKxN
- IAD jLK jMP
- 2LKxN
- IAD jLP jLK
- 2LKxN 214K
- 5MK 2HK(1) 214K
- 5LPx2 5LK 5MP 5MK 5HK 623HK~K
- dj214KK Zoom
|
11414
|
1
|
Corner
|
Universal (except Big Band)
|
- Head behind you
- Optimal lights corner HCH combo when the head is behind you
- The number of 2LKs varies between characters (see "Notes on 2LKxN Loops" for details)
|
(video)
|
- CH 5HK dl 236MP Headbutt
- 5HK dl 236MP Headbutt
- 5MP 5HK dl 236MP Headbutt
- 5MK 5HK 623HK~K
- jMK j214HK
- *2LKxN 214K
- 5LPx2 5LK 5MP 5MK 5HK 623HK~K
- dj214KK Zoom
|
11447
|
1
|
Corner
|
Universal (except Big Band)
|
- Head in the corner
- Standard corner HCH
- Optimal vs Beowulf
- * Use 2LKxN 236MP vs Double
- * Vs lights use 2LKxN IAD jLP jLK 2LKxN for 11735 damage
- * Easier route is 5LK 214K (5LK 236MP vs Double)
- The number of 2LKs varies between characters (see "Notes on 2LKxN Loops" for details)
|
(video)
|
- CH 5HK dl 236MP Headbutt
- 5HK dl 236MP Headbutt
- 5MK 5HK 623HK~K
- jMK j214HK
- 214K
- 5MP 5MK 2HK(1) 214K
- 5LK 214K
- 5LPx2 5LK 5MP 5MK 5HK 623HK~K
- dj214KK Zoom
|
11390
|
1
|
Corner
|
Universal (except Big Band and Double)
|
- Head in the corner
- Optimal HCH combo vs mid-weights
|
(video)
|
- CH 5HK dl 236MP Headbutt
- 5HK dl 236MP Headbutt
- 5MK 5HK 623HK~K
- jMK j214HK
- 2LKxN
- IAD jLK jMP
- 2LKxN
- IAD jLP jLK
- 2LKxN 214K
- 5MP 236MP
- 5LPx2 5LK 5MP 5MK 5HK 623HK~K
- dj214KK Zoom
|
11893
|
1
|
Corner
|
Universal (except Big Band and Double)
|
- Head in the corner
- Optimal HCH combo vs lights
- Works on mid-weights (and Double if you remove 214K and do 5MP 5MK 236MP at the end) but does less damage than other combos
- The number of 2LKs varies between characters (see "Notes on 2LKxN Loops" for details)
|
(video)
|
- CH 5HK 623LK~K
- jMP j214MK Zoom
- jLK jHK j214HK
- 5MP 5HK 623HK~K
- djLP jMK jHK dl j214HK
- 2LKx3 236MP
- 5LPx2 5LK 5MP 5MK 2HK(1) 236MP 236PP
|
10003
|
1
|
Corner
|
Big Band only
|
|
(video)
|
Double Snap
Notation
|
Damage
|
Meter Cost
|
Location
|
Character Specific?
|
Notes
|
Video
|
- Snapback
- 2LK 2HP
- dl IAD jHK
- repeat
|
N/A
|
1
|
Corner
|
|
- Basic double snap
- Replace 2HP with 5HK when headless
|
(video)
|
- Snapback
- 2HP 623HK~K
- AD jHK
- repeat
|
N/A
|
1
|
Corner
|
|
- Optimal double snap
- Replace 2HP with 5HK when headless
|
(video)
|
- Snapback
- 2LK 2HP
- dl IAD jMK j214P
- 5LP 5HK
- dl IAD jHK
- repeat
|
N/A
|
1
|
Corner
|
|
- Head-on to headless transition double snap
|
(video)
|
Midscreen Assist Kill
Notation
|
Damage
|
Meter Cost
|
Location
|
Character Specific?
|
Notes
|
Video
|
- 5LP 2HP
- jLP jMP
- ADC jLP jMP
- repeat
|
N/A
|
0
|
Midscreen
|
Universal
|
- Replace 2HP with 5HK when headless
- Can transition to headless midcombo by adding j214P Headbutt after the 2nd jMP
|
(video)
|
- ...
- 2MP 2HP
- jLP
- BADC dl jLP jHK
- repeat
|
N/A
|
0
|
Midscreen
|
Universal
|
- Replace 2HP with 5HK when headless
- Midscreen assist kill for when the opponent ends up behind you
|
(video)
|
- 5LP 5HK 236K
- repeat
|
N/A
|
0
|
Midscreen
|
Lights only(?)
|
- Headless only (?)
- Corner carry midscreen assist kill
|
(video)
|
Notes on 2LKxN Loops
The number of 2LKs you can loop in the corner as headless varies based on both the opponent's character and the string leading into the 2LK loop. The below table shows some common setups for 2LK loops and the number of 2LKs you can get for each setup. [...] marks a 2LK loop in setups that involve multiple loops.
Character
|
623LK~K jLK jHP j214P
|
623LK~K jLK jHP j214P [...] IAD jLP jLK
|
623HK~K jMK j214HK
|
623HK~K jMK j214HK [...] IAD jLP jLK
|
214K
|
214K [...] IAD jLK jMP [...] IAD jLP jLK
|
623HK~K jMK j214HK [...] IAD jLK jMP [...] IAD jLP jLK
|
Annie
|
7
|
4, 7
|
7
|
6, 6
|
5
|
3, 3, 5
|
5, 3, 6
|
Umbrella
|
6 (?)
|
5, 6
|
7
|
6, 6
|
5
|
3, 3, 5
|
5, 3, 6
|
Squigly Filia Fukua
|
6
|
5, 6
|
6
|
5, 6
|
5
|
3, 3, 6
|
4, 3, 6
|
Ms. Fortune Peacock Painwheel
|
6
|
4, 5
|
6
|
5, 5
|
5
|
3, 3, 5
|
4, 3, 6
|
Valentine
|
5
|
4, 5
|
6
|
5, 5
|
5
|
3, 3, 5
|
4, 3, 6
|
Beowulf
|
4
|
2, 3
|
4
|
3, 2
|
3
|
3, 0, 0
|
4, 0, 0
|
Eliza Robo-Fortune
|
4
|
3, 2
|
4
|
3, 2
|
3
|
3, 0, 0
|
4, 0, 0
|
Cerebella
|
3
|
2, 3
|
3
|
3, 2
|
2
|
2, 0, 0
|
3, 0, 0
|
Double
|
3
|
2, 2
|
2
|
3, 2
|
1
|
1, 0, 0
|
2, 0, 0
|
Parasoul
|
2
|
2, 2
|
3
|
2, 2
|
1
|
1, 0, 0
|
3, 0, 0
|
Big Band
|
3
|
2, 1
|
-
|
-
|
-
|
-
|
-
|
Damage/Undizzy Ratios
Head on
Move
|
Damage/undizzy
|
Damage (max scaling)
|
Undizzy
|
236HP
|
25.65
|
513
|
20
|
236MP
|
22.6
|
452
|
20
|
236LP
|
16
|
320
|
20
|
214P
|
15.5
|
310
|
20
|
236HK
|
15.1
|
302
|
20
|
j.214HK
|
15.1
|
302
|
20
|
j.214MK
|
13.75
|
275
|
20
|
623HK
|
13.05
|
261
|
20
|
j.214P
|
13
|
260
|
20
|
623MK
|
9.9
|
198
|
20
|
5HP
|
9.166666667
|
275
|
30
|
2HP
|
9.166666667
|
275
|
30
|
j.214LK
|
9
|
180
|
20
|
5MP
|
8.6
|
172
|
20
|
623LK
|
7.65
|
153
|
20
|
5HK
|
7.5
|
225
|
30
|
2HK
|
7.2
|
216
|
30
|
5MK
|
6.3
|
126
|
20
|
j.MK
|
6.3
|
126
|
20
|
5LP
|
6
|
90
|
15
|
2LP
|
6
|
90
|
15
|
j.HK
|
5.7
|
171
|
30
|
j.HP
|
5.166666667
|
155
|
30
|
Cat Slide
|
4.5
|
90
|
20
|
5LK
|
4.2
|
63
|
15
|
2MK
|
4.05
|
81
|
20
|
2MP
|
3.8
|
76
|
20
|
j.LK
|
3.6
|
54
|
15
|
j.MP
|
3.6
|
72
|
20
|
2LK
|
3.266666667
|
49
|
15
|
j.LP
|
3
|
45
|
15
|
Headless
Move
|
Damage/undizzy
|
Damage (max scaling)
|
Undizzy
|
nom
|
17.2
|
344
|
20
|
236MP
|
15.1
|
302
|
20
|
236HK
|
15.1
|
302
|
20
|
j.214HK
|
15.1
|
302
|
20
|
623HK
|
14.5
|
290
|
20
|
j.214MK
|
13.75
|
275
|
20
|
623MK
|
11
|
220
|
20
|
5HK
|
9.6
|
288
|
30
|
Sneeze
|
9.5
|
190
|
20
|
236LP
|
9.5
|
190
|
20
|
j.214LK
|
9
|
180
|
20
|
623LK
|
8.5
|
170
|
20
|
2HK
|
8
|
240
|
30
|
5MK
|
7
|
140
|
20
|
j.MK
|
7
|
140
|
20
|
5LP
|
6.666666667
|
100
|
15
|
2LP
|
6.666666667
|
100
|
15
|
j.HK
|
6.333333333
|
190
|
30
|
5MP
|
6
|
120
|
20
|
5LK
|
4.666666667
|
70
|
15
|
2MK
|
4.5
|
90
|
20
|
5HP
|
4.5
|
135
|
30
|
Zoom!
|
4.5
|
135
|
30
|
Cat Slide
|
4.5
|
90
|
20
|
2MP
|
4.25
|
85
|
20
|
j.LK
|
4
|
60
|
15
|
j.MP
|
4
|
80
|
20
|
2LK
|
3.666666667
|
55
|
15
|
j.LP
|
3.333333333
|
50
|
15
|
General
|
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Characters
|
|
|
|
Mechanics
|
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Other
|
|