Under Night In-Birth/UNI2/Waldstein/Combos: Difference between revisions
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{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 623B(2) > CVO, tk. | | combo = 623B(2) > CVO, tk.j214A > dl.236C, 236A > 214C > IWEX | ||
| cost = 200 {{Property-UNI|EXS}},<br>{{Property-UNI|vorpal}},<br>30% Health | | cost = 200 {{Property-UNI|EXS}},<br>{{Property-UNI|vorpal}},<br>30% Health | ||
| location = {{Property-UNI|Midscreen}} | | location = {{Property-UNI|Midscreen}} | ||
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*Time your 623 to hit before they hit the ground from 4B's headbutt. | *Time your 623 to hit before they hit the ground from 4B's headbutt. | ||
*Only two hits of 623B should come out before you activate CVO. Otherwise it ruins the hitstun scaling and you may drop. | *Only two hits of 623B should come out before you activate CVO. Otherwise it ruins the hitstun scaling and you may drop. | ||
* | *The use of tk.214A vs tk.j214B is to prevent the deadzone that sometimes makes 236C impossible to follow up from a specific spacing from the corner. | ||
*The delay on 236C is necessary on higher prorated combos such as A starters or optimal punishes. | *The delay on 236C is necessary on higher prorated combos such as A starters or optimal punishes. | ||
*1st combo is midscreen only. | *1st combo is midscreen only. | ||
*2nd combo is corner only. | *2nd combo is corner only. | ||
*If you're kinda midscreen but also kinda in the corner, use the midscreen route but 3C instead of 236A. You'll know. | *If you're kinda midscreen but also kinda in the corner, use the midscreen route but 3C instead of 236A. You'll know once it happens. | ||
}} | }} | ||
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{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 214[B], 5C > j.C~B > j.214B > | | combo = 214[B], 5C > j.C~B > j.214B > 623C > CS, 3C > [4]6C | ||
| cost = {{Property-UNI|Vorpal}}, 175 {{Property-UNI|EXS}} | | cost = {{Property-UNI|Vorpal}}, 175 {{Property-UNI|EXS}} | ||
| location = {{Property-UNI|Anywhere}} | | location = {{Property-UNI|Anywhere}} | ||
| notes = *Another meter-economy ender. | | notes = *Another meter-economy ender. | ||
*This one is for when IW is overkill, but 1 super won't be enough. | *This one is for when IW is overkill, but 1 super won't be enough. | ||
*You should end up with | *You should end up with 50 meter minimum left over after the kill. | ||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
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| oppmetergain = 46.12 | | oppmetergain = 46.12 | ||
| location = {{Property-UNI|Midscreen}} | | location = {{Property-UNI|Midscreen}} | ||
| notes = | |||
}} | |||
{{ComboData-UNI | |||
| combo = {{Property-UNI|Medium}} - 6C's Grab:<br>6C, dash 4B > 214[B], dash j.ABC, 2B > 5B > 5C > j.CB > j.214B > {{Property-UNI|EXS}} | |||
| basedamage = 4478 | |||
| bonusdamage = 5355 | |||
| cost = 100 {{Property-UNI|EXS}} | |||
| metergain = 83.49 | |||
| oppmetergain = 59.94 | |||
| location = {{Property-UNI|Anywhere}} | |||
| notes = | | notes = | ||
}} | }} | ||
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| notes = | | notes = | ||
}} | }} | ||
{{ComboData-UNI | |||
| combo = {{Property-UNI| | | combo = {{Property-UNI|Hard}} - 6C's Grab:<br>6C, dl.4B > 623A, 66B > 214B, dash j.AB > dl.j.6C, land > dash j.[C]B > j.214B > [4]6C | ||
| basedamage = | | basedamage = 4514 | ||
| bonusdamage = | | bonusdamage = 5411 | ||
| cost = 100 {{Property-UNI|EXS}} | | cost = 100 {{Property-UNI|EXS}} | ||
| metergain = | | metergain = 94.92 | ||
| oppmetergain = | | oppmetergain = 61.75 | ||
| location = {{Property-UNI| | | location = {{Property-UNI|Midscreen}} | ||
| notes = *These combos are a little weird because for some reason, 6C as a starter does not grant the ultra-low tech so we can't route straight into 214[B]. | | notes = *These combos are a little weird because for some reason, 6C as a starter does not grant the ultra-low tech so we can't route straight into 214[B] easily. | ||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = {{Property-UNI|Medium}} | | combo = {{Property-UNI|Medium}}:<br> 623B > dl.236C, 4B, 5A-A-A-A-A | ||
| basedamage = 3725 | | basedamage = 3725 | ||
| bonusdamage = | | bonusdamage = | ||
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}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = {{Property-UNI|Hard}} | | combo = {{Property-UNI|Hard}}:<br> 623B > dl.236C, 6C, dash j.[C]B, dash 5AA > dl.5A > dl.5AA | ||
| basedamage = | | basedamage = | ||
| bonusdamage = | | bonusdamage = | ||
| cost = 100 {{Property-UNI|EXS}} | | cost = 100 {{Property-UNI|EXS}} | ||
| metergain = | | metergain = | ||
| oppmetergain = | | oppmetergain = | ||
| location = {{Property-UNI|Midscreen}} | | location = {{Property-UNI|Midscreen}} | ||
| notes = | | notes = | ||
Line 1,617: | Line 1,627: | ||
| oppmetergain = 43.85 | | oppmetergain = 43.85 | ||
| location = {{Property-UNI|Midscreen}} | | location = {{Property-UNI|Midscreen}} | ||
| notes = *623B is a great roundstart tool, so definitely take some time to learn the 236C | | notes = *623B is a great roundstart tool, so definitely take some time to learn the 236C converions. If the opponent backdashes out of range, use 22C to keep yourself safer than 214C. | ||
*623B is CS cancelable on the second swing. If you wait until after the 3rd swing, the opponent gets sent too far and you can't get a good combo. | *623B is CS cancelable on the second swing. If you wait until after the 3rd swing, the opponent gets sent too far and you can't get a good combo. | ||
}} | }} | ||
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</div> | </div> | ||
</div> | </div> | ||
<div class="mw-collapsible mw-collapsed"> | <div class="mw-collapsible mw-collapsed"> | ||
<div class="mw-collapsible-toggle" style="float: none;"><font size="5"><b> | <div class="mw-collapsible-toggle" style="float: none;"><font size="5"><b>Counter Hit Combos/Variations</b></font></div> | ||
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
==== | ====Counter Hit Variations of exiting combos==== | ||
This section is purely for the purpose of recording the minor differences in routing you have available when you score a counter hit. Some of these are more helpful to know than others. Anti-airs are not listed here since they have their own section. Use this section only if you need to squeeze out a little bit more damage in your matches. | |||
{{ComboTable-UNI | {{ComboTable-UNI | ||
|data= | |data= | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = | | combo = 2B > 5B > 214B, dash j.AC > dl.j.6C, land 6C, dash j.[C]B, dash 5AA > dl.5A > dl.5AA | ||
| basedamage = | | basedamage = | ||
| bonusdamage = | | bonusdamage = | ||
| cost = | | cost = Optional 200 {{Property-UNI|EXS}} | ||
| metergain = | | metergain = | ||
| oppmetergain = | | oppmetergain = | ||
| location = {{Property-UNI|Midscreen}} | | location = {{Property-UNI|Midscreen}} | ||
| notes = | | notes = While technically possible without a counter hit, this combo becomes feasible with the counter hit. The damage increase is there, but it's not very much. More importantly though, is that this route has more corner carry.<br> | ||
Also, This combo is stable from a 5B > 214B starter, with or without counter hit. | |||
}} | |||
{{ComboData-UNI | |||
| combo = 5C > 22B > 236C, 214[B], 6C > dash j.[C]B, dash 5AA > dl.5A > dl.5AA | |||
{{ComboData-UNI | | basedamage = 3469 | ||
| combo = | |||
| basedamage = | |||
| bonusdamage = | | bonusdamage = | ||
| cost = | | cost = 100 {{Property-UNI|EXS}} | ||
| metergain = | | metergain = 32.73 | ||
| oppmetergain = | | oppmetergain = 49.76 | ||
| location = {{Property-UNI|Midscreen}} | | location = {{Property-UNI|Midscreen}} | ||
| notes = * | | notes = *Very good to know this one. Ideally, you want 22B to hit as low as you can manage. Thankfully, 5C has a generous cancel window so it's easy to fine-tune the height you want based on how far the 5C connects. | ||
*214[B] adds an extra 86 damage (approximately, depends on how many hits from 22B land). | |||
{{ComboData-UNI | }} | ||
| combo = | }} | ||
| basedamage = | {{ComboTable-UNI | ||
|data= | |||
{{ComboData-UNI | |||
| combo = 623B > dl.236C, 214[B], 6C, dash j.[C]B, dash 5AA > dl.5A > dl.5AA | |||
| basedamage = 4165 | |||
| bonusdamage = | | bonusdamage = | ||
| cost = | | cost = 100 {{Property-UNI|EXS}} | ||
| metergain = | | metergain = 27.18 | ||
| oppmetergain = | | oppmetergain = 47.62 | ||
| location = {{Property-UNI|Midscreen}} | | location = {{Property-UNI|Midscreen}} | ||
| notes = * | | notes = *Only works on grounded or very low hitting 623B's, but extremely useful. | ||
*214[B] adds an extra 194 damage. Definitely worth practicing this one. | |||
}} | |||
}} | }} | ||
{{ComboTable-UNI | {{ComboTable-UNI | ||
|data= | |data= | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = | | combo = 4B > 623A, 6C, dash 214[B], j.C > dl.j.AB, 2C > 4B > Simple {{Property-UNI|Ender}} | ||
| basedamage = | | basedamage = 4473 | ||
| bonusdamage = | | bonusdamage = | ||
| cost = | | cost = Optional {{Property-UNI|EXS}} | ||
| metergain = | | metergain = 87.88 | ||
| oppmetergain = | | oppmetergain = 63.36 | ||
| location = {{Property-UNI| | | location = {{Property-UNI|Midscreen}} | ||
| notes = * | | notes = *623A must connect before your opponent lands on the ground from the 4B starter. | ||
* | *This route adds about 250 damage (or more, depending on routing) to your 4B starter. | ||
*This sequence works on many more starters than 4B, but 4B is the easiest to confirm since the animation takes so long. You can do 5B or 5C too if you really wanted. | |||
}} | |||
}} | }} | ||
{{ComboTable-UNI | {{ComboTable-UNI | ||
|data= | |data= | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 6C, | | combo = Rock, dash 623A, 6C, dash 214[B], j.C > dl.jAB, 5B > 5C > j.CB > j.214X > [4]6C | ||
| basedamage = | | basedamage = | ||
| bonusdamage = | | bonusdamage = | ||
| cost = | | cost = 100 {{Property-UNI|EXS}} | ||
| metergain = | |||
| oppmetergain = | |||
| location = {{Property-UNI|Midscreen}} | |||
| notes = *Harder to confirm at max range but still doable. | |||
}} | |||
{{ComboData-UNI | |||
| combo = Rock, dash 623A, 6C, dash 214[B],dash j.ABC, 5A >dl.5A > dl.5A > dl.5AA | |||
| basedamage = | |||
| bonusdamage = | |||
| cost = Optional 200{{Property-UNI|EXS}} | |||
| metergain = | | metergain = | ||
| oppmetergain = | | oppmetergain = | ||
| location = {{Property-UNI|Midscreen}} | | location = {{Property-UNI|Midscreen}} | ||
| notes = * | | notes = *Need to double check this route at some point. I think it works but I forget. | ||
}} | |||
}} | }} | ||
<big>[[#Combo Starters|Return to top]]</big> | |||
</div> | |||
</div> | |||
<div class="mw-collapsible mw-collapsed"> | <div class="mw-collapsible mw-collapsed"> | ||
<div class="mw-collapsible-toggle" style="float: none;"><font size=" | <div class="mw-collapsible-toggle" style="float: none;"><font size="5"><b>Celestial Combos</b></font></div> | ||
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
==== | This section is reserved for combos that need CS to follow up from, but you have Celestial. They are engineered to get the most bang for your buck since you normally gain a lot of meter for using this CS. If you have 7 or more GRD blocks and Celestial, you can use an EX attack early and gain enough meter to IW. When you use your IW or IWEX, you want to ensure that it triggers before the blue bar in the transfer state disappears, as this bar is a visual indication of how much longer you have access to Celestial's bonus damage post-CS. | ||
Once you pass below 7 GRD blocks (even 6.9), you won't have enough meter gain for these combos to work (or be meter efficient). EXS Values under "cost" are measured at the point of CS activation with the least amount of GRD required for the combo, since that is when the decision making happens. | |||
If you have more GRD, you can start with less meter. Take the second combo for example. You need at least 9 blocks of GRD and at least 165 meter when you activate CS. But if you have 10 blocks, you can get by with 155 meter instead. | |||
====Celestial 360's Midscreen==== | |||
Side note, if you start with 360C, you get more damage for routing normally. | |||
{{ComboTable-UNI | {{ComboTable-UNI | ||
|data= | |data= | ||
{{ComboData-UNI | |||
| combo = | | combo = 360A/B CS, 5C > 214[B] > 236C, 4B > {{Property-UNI|Ender}} | ||
| basedamage = | | basedamage = 4079~4420 | ||
| bonusdamage = | | bonusdamage = | ||
| cost = | | cost = 6+ Celestial GRD blocks, 100 {{Property-UNI|EXS}} | ||
| metergain = | | metergain = | ||
| oppmetergain = | | oppmetergain = 38.08 | ||
| location = {{Property-UNI| | | location = {{Property-UNI|Midscreen}} | ||
| notes = | | notes = *Good meter-economy combo that leaves you with more meter than if you tacked on EXS in the ender. | ||
* | *The combo is best saved for when your meter is mostly full already, but it technically works if you have 47 meter when you CS. | ||
*Don't use more meter in your ender with this combo unless you're sure you can kill without just doing a normal route into IW. | |||
* | *Damage values are measured with [4]6A and 214[B] > 5C > j.CB > 214A > 22C. | ||
* | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = | | combo = 360A/B CS, 236C, 5C > dl.236A > IW | ||
| basedamage = | | basedamage = 5332 | ||
| bonusdamage = | | bonusdamage = | ||
| cost = | | cost = 7~8 Celestial GRD blocks, 190 {{Property-UNI|EXS}} | ||
| metergain = | | metergain = | ||
| oppmetergain = | | oppmetergain = 55.27 | ||
| location = {{Property-UNI| | | location = {{Property-UNI|Midscreen}} | ||
| notes = * | | notes = *Needs 7 or more GRD blocks, and at least 190 meter. | ||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = | | combo = 360A/B CS, 214[B] > 236C, j.214A > IW | ||
| basedamage = | | basedamage = 5588 | ||
| bonusdamage = | | bonusdamage = | ||
| cost = | | cost = 9+ Celestial GRD blocks, 165 {{Property-UNI|EXS}} | ||
| metergain = | | metergain = | ||
| oppmetergain = | | oppmetergain = 52.89 | ||
| location = {{Property-UNI| | | location = {{Property-UNI|Midscreen}} | ||
| notes = | | notes = *This route works with 9 or more blocks. A good starter route to get your feet wet into these weird routes. | ||
}} | }} | ||
{{ComboData-UNI | |||
| combo = | | combo = 360A/B CS, 214[B] > 236C, 5C > dl.236A > IW | ||
| basedamage = | | basedamage = 5671 | ||
| bonusdamage = | | bonusdamage = | ||
| cost = | | cost = 10+ Celestial GRD blocks, 151 {{Property-UNI|EXS}} | ||
| metergain = | | metergain = | ||
| oppmetergain = | | oppmetergain = 56.19 | ||
| location = {{Property-UNI| | | location = {{Property-UNI|Midscreen}} | ||
| notes = * | | notes = *If you don't delay the 236A, it will whiff. Take your time, but make sure you trigger IW before the transfer gauge runs out. | ||
}} | }} | ||
}} | }} | ||
{{ComboTable-UNI | {{ComboTable-UNI | ||
|data= | |data= | ||
{{ComboData-UNI | |||
| combo = | | combo = 360A/B CS, 214[B] > 236C, dl.2C > dl.IWEX | ||
| basedamage = | | basedamage = 5703 | ||
| bonusdamage = | |||
| cost = 9+ Celestial GRD blocks, 165 {{Property-UNI|EXS}} | |||
| metergain = | |||
| oppmetergain = 46.65 | |||
| location = {{Property-UNI|Midscreen}} | |||
| notes = *Delay the 2C for positioning. | |||
*Delay the IWEX to wait for the full 200 EXS. | |||
}} | |||
{{ComboData-UNI | |||
| combo = 360A/B CS, 214[B] > 236C, walk back 5C > Steer Ender > IWEX | |||
| basedamage = 5786 | |||
| bonusdamage = | | bonusdamage = | ||
| cost = | | cost = 10+ Celestial GRD blocks, 165 {{Property-UNI|EXS}} | ||
| metergain = | | metergain = | ||
| oppmetergain = | | oppmetergain = 52.49 | ||
| location = {{Property-UNI| | | location = {{Property-UNI|Midscreen}} | ||
| notes = * | | notes = *Needs a full step back for the 5C for consistency. | ||
}} | }} | ||
}} | }} | ||
==== | |||
====Celestial 360's Corner==== | |||
{{ComboTable-UNI | {{ComboTable-UNI | ||
|data= | |data= | ||
{{ComboData-UNI | |||
| combo = | | combo = 360 CS, dl.214A > 236C, Sideswap 66B > 236A~4A > IW | ||
| basedamage = | | basedamage = 5531 | ||
| bonusdamage = | | bonusdamage = | ||
| cost = | | cost = 10+ Celestial GRD blocks, 166 {{Property-UNI|EXS}} | ||
| metergain = | | metergain = | ||
| oppmetergain = | | oppmetergain = 55.53 | ||
| location = {{Property-UNI|Corner}} | | location = {{Property-UNI|Corner}} | ||
| notes = * | | notes = *The 236C will sideswitch you, so be ready for that. | ||
*If you | *If you really need to squeeze damage, use 5C instead of 66B for an extra 12 damage but a slight bump in difficulty. | ||
*5C becomes very tight with only 10 blocks of GRD. | |||
*If you have 9 GRD blocks, simply omit the follow up attack from 236A to get the IW while the transfer state is active. | |||
*If you have 8 GRD blocks, omit 214A. You won't gain enough meter delaying the 236C by this much. | |||
}} | }} | ||
{{ComboData-UNI | |||
| combo = | | combo = 360 CS, dl.214A > 236C, Sideswap 66B > Steer Ender > IWEX | ||
| basedamage = | | basedamage = 5679 | ||
| bonusdamage = | | bonusdamage = | ||
| cost = | | cost = 9+ Celestial GRD blocks, 166 {{Property-UNI|EXS}} | ||
| metergain = | | metergain = | ||
| oppmetergain = 53 | | oppmetergain = 53.34 | ||
| location = {{Property-UNI|Corner}} | | location = {{Property-UNI|Corner}} | ||
| notes = * | | notes = *The 66B needs to be linked super early. | ||
* | *I could not find a combo that used a longer transfer state for 10 or 11 GRD blocks that also connects with IWEX. | ||
}} | }} | ||
}} | }} | ||
====6C (Optional Route)==== | |||
=== | |||
{{ComboTable-UNI | {{ComboTable-UNI | ||
|data= | |data= | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = | | combo = 6C, 4B > 623A, 66B > 214B, j.AB > j.214B > 236C > dl.CS, 4B > 214[B], 5B > 5AB > IW | ||
| basedamage = | | basedamage = 7109 | ||
| bonusdamage = | | bonusdamage = 7323 | ||
| cost = | | cost = 10+ Celestial GRD blocks, 70 {{Property-UNI|EXS}} | ||
| metergain = | | metergain = | ||
| oppmetergain = | | oppmetergain = 56.96 | ||
| location = {{Property-UNI| | | location = {{Property-UNI|Midscreen}} | ||
| notes = | | notes = *The CS needs to be delayed until 236C fully recovers so that you gain more meter and so the damage bonus from the active transfer state applies to IW. | ||
*I'm finding that this 4B > 623A > button > j.AB > j.214B > 236C > CS sequence is applicable in many other Celestial routes. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = | | combo = 6C, 4B > 623A, 66B > 214B, 8j.AB > j.214B > dl.236C > CS, 5C > 236A~4A > IW | ||
| basedamage = | | basedamage = 7040 | ||
| bonusdamage = | | bonusdamage = 7254 | ||
| cost = | | cost = 10+ Celestial GRD blocks, 70 {{Property-UNI|EXS}} | ||
| metergain = | | metergain = | ||
| oppmetergain = | | oppmetergain = 56.96 | ||
| location = {{Property-UNI|Corner}} | | location = {{Property-UNI|Corner}} | ||
| notes = * | | notes = *Doesn't need a big delay on the 236C, but the route is slightly different since we're actively canceling the move's recovery. | ||
}} | }} | ||
}} | |||
</div> | |||
</div> | |||
<div class="mw-collapsible mw-collapsed"> | |||
<div class="mw-collapsible-toggle" style="float: none;"><font size="5"><b>Optimal DP/Reversal Punishes</b></font></div> | |||
<div class="mw-collapsible-content"> | |||
'''Fair warning''', these combos are <span style="color: red;">'''difficult'''</span>, <span style="color: red;">'''character''' specific</span>, and sometimes <span style="color: red;">'''move''' specific</span>. They are '''NOT''' required to play Waldstein well, but if you're looking to learn some absolute bombo's since you've already learned everything else, then you've come to the right section.<br> | |||
<br> | |||
This section will go over your best punishes for when you successfully bait out a DP. '''All of the combos require you to block low for the entire duration''' (unless otherwise noted), as opponents seem to get extra blocked hits on stand-blocking which will cause you to start late, allowing your opponent to block your starter. Try to find the right timing for when you can stop blocking and when you can start acting. Some DP's have a very short block duration and others have unusually long ones.<br> | |||
Some general notes that apply to all listed combos: | |||
*All starters only work from Counter Hit. | |||
**You can always use your regular IW instead of only 100 meter, and most combos get a very noticeable damage boost. Naturally this can be done without CVO so no vorpal required. | |||
*Non-CVO rountes included in the event that the planets are not aligned in such a way that you have vorpal, 200 meter, less than 30% health, and successfully bait a reversal all at once. | |||
*All Waldstein meter gain values are calculated ''with vorpal'' up until the final move before CVO hits and does not consider the gain of blocking the DP. Non-CVO routes will generate more meter. | |||
* | |||
* | |||
=====- | ''Click on a header to expand or collapse that section of the combo list'' | ||
<div class="mw-collapsible mw-collapsed"> | |||
<div class="mw-collapsible-toggle" style="float: none;"><font size="4"><b>Click for Universal</b></font></div> | |||
<div class="mw-collapsible-content"> | |||
=====Universal===== | |||
{{ComboTable-UNI | {{ComboTable-UNI | ||
|data= | |data= | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = | | combo = {{Property-UNI|Medium}}:<br>6C, dl.4B > 623A, 66B > 214B, j.A > j.B > j.214B > dl.CVO, 214[B] > 236C, 3C > 214C > IWEX | ||
| basedamage = | | basedamage = 6443 | ||
| bonusdamage = | | bonusdamage = | ||
| cost = {{Property-UNI|Vorpal}}, 200 {{Property-UNI|EXS}} | | cost = {{Property-UNI|Vorpal}}, 200 {{Property-UNI|EXS}} | ||
| metergain = 86. | | metergain = 86.39+ | ||
| oppmetergain = | | oppmetergain = 52.51 | ||
| location = {{Property-UNI|Anywhere}} | | location = {{Property-UNI|Anywhere}} | ||
| notes = * | | notes = This is an all-rounder punish tool that works everywhere, even the corner. | ||
* | *Does not need to be a counter hit. | ||
*12f startup, punishing pretty much anything remotely big. | |||
*Definitely the best effort/ratio big-boy-punish you can get. | |||
*Just make sure you get rid of your godpress charge so you don't accidentally get [4]6C. | |||
*If you don't have the resources for the CVO ender, just go into a standard 6C route, this starter is extremely good by itself too. | |||
}} | |||
{{ComboData-UNI | |||
| combo = {{Property-UNI|Medium}}:<br>5C > 214[B], 214A, 623A, 3C, 2C > 4B > {{Property-UNI|Ender}} | |||
| basedamage = 4529~5925 | |||
| bonusdamage = 6498 | |||
| cost = {{Property-UNI|Vorpal}}, 200 {{Property-UNI|EXS}} | |||
| metergain = | |||
| oppmetergain = | |||
| location = {{Property-UNI|Corner}} | |||
| notes = *An all-rounder Counter Hit punish tool that works anywhere decently close to the corner. Once you get a feel, you can decide if you need your anywhere route or if you can go for this corner route. The damage increase is marginal, so don't feel pressured to learn this one. | |||
*If the situation calls for only 100 meter, use 4B > 236A~4A > 623C > 3C. | |||
*The CVO ender works with no issues. | |||
}} | }} | ||
}} | }} | ||
Line 2,522: | Line 2,506: | ||
<div class="mw-collapsible mw-collapsed"> | <div class="mw-collapsible mw-collapsed"> | ||
<div class="mw-collapsible-toggle" style="float: none;"><font size="4"><b>Command Grabs</b></font></div> | <div class="mw-collapsible-toggle" style="float: none;"><font size="4"><b>Click for Between -17 and -28 (236A starters)</b></font></div> | ||
<div class="mw-collapsible-content"> | <div class="mw-collapsible-content"> | ||
=====Waldstein, Gordeau, Carmine, Seth EX Command Grabs===== | You can use these combos in place of the 214[B] starters if you want to learn less total routes. | ||
{{ComboTable-UNI | |||
|data= | ====6C Punish==== | ||
{{ComboData-UNI | *Orie 236BC (Sacred Spire) | ||
| combo = | *Eltnum 623B and 421C (Cutting Sync) | ||
| basedamage = | *Gord 623C | ||
| bonusdamage = | *Phonon 623C | ||
| cost = | {{ComboTable-UNI | ||
| metergain = | |data= | ||
{{ComboData-UNI | |||
| combo = 6C, (dash) 4B > 623A, 5A > 5{C} > 214[B], 3C > CVO, j.C > j.214A > 236C, 5B > 236A > 214C > IWEX | |||
| basedamage = 6545 | |||
| bonusdamage = | |||
| cost = 200 {{Property-UNI|EXS}}, {{Property-UNI|Vorpal}} | |||
| metergain = | |||
| oppmetergain = | |||
| location = {{Property-UNI|Corner}} | |||
| notes = | |||
}} | |||
{{ComboData-UNI | |||
| combo = 6C, (dash) 4B > 623A, dash 5A > 5{C} > 214[B], deep dash 3C, 2A > 2C > j.CB > j.214B > 623C, 3C | |||
| basedamage = 4623 | |||
| bonusdamage = 5510 | |||
| cost = 100 {{Property-UNI|EXS}} | |||
| metergain = 84 | |||
| oppmetergain = 74.31 | |||
| location = {{Property-UNI|Corner}} | |||
| notes = *Depending on how far you are, you might need to dash before 4B. Phonon leaves you close enough to the corner so the first dash should be omitted. | |||
}} | |||
}} | |||
</div> | |||
</div> | |||
<div class="mw-collapsible mw-collapsed"> | |||
<div class="mw-collapsible-toggle" style="float: none;"><font size="4"><b>Click for -29 or more (214[B] Starters)</b></font></div> | |||
<div class="mw-collapsible-content"> | |||
=====-29 or more, and stays in the corner===== | |||
*Hyde 623B and Pale Bringer | |||
*Linne, Nanase, Wagner, Orie 623B | |||
*Vatista [2]8B | |||
*Eltnum '''623C''' | |||
*Hilda and Chaos IW | |||
{{ComboTable-UNI | |||
|data= | |||
{{ComboData-UNI | |||
| combo = 214[B], 5C > dl.214A, 623A, 3C, 2C > 4B > 623B(2) > CVO, tk.214B > 236C, 5B > 236A > 214C > IWEX | |||
| basedamage = 6193 | |||
| bonusdamage = 6792 | |||
| cost = {{Property-UNI|Vorpal}}, 200 {{Property-UNI|EXS}} | |||
| metergain = 84.45 | |||
| oppmetergain = 54.17 | |||
| location = {{Property-UNI|Corner}} | |||
| notes = | |||
}} | |||
{{ComboData-UNI | |||
| combo = 214[B], 5C > dl.214A, 623A, 3C, 2C > 4B > 214[B], dl.5B > j.B > j.214B > dl.623C > 3C | |||
| basedamage = 4827 | |||
| bonusdamage = | |||
| cost = 100 {{Property-UNI|EXS}} | |||
| metergain = 100.25 | |||
| oppmetergain = 73.08 | |||
| location = {{Property-UNI|Corner}} | |||
| notes = *You can technically squeeze out a teeny bit more damage by altering the starter sequence but the difficulty ramps up significantly. | |||
}} | |||
{{ComboData-UNI | |||
| combo = {{Property-UNI|Easy}}:<br>214[B], dl.623A, 6C > 4B > {{Property-UNI|Ender}} | |||
| basedamage = 4559 | |||
| bonusdamage = | |||
| cost = {{Property-UNI|Vorpal}}, 200 {{Property-UNI|EXS}} | |||
| metergain = 86.05 | |||
| oppmetergain = 60.18 | |||
| location = {{Property-UNI|Anywhere}} | |||
| notes = *Basically undropable as long as you remember to delay the 623A. | |||
*Definitely learn this one due to its simplicity/damage ratio. | |||
}} | |||
{{ComboData-UNI | |||
| combo = {{Property-UNI|Hard}}:<br>214[B], dash > dl.2C > dl.214A, 6C, dash 214[B], j.C > dl.j.AB, 5B > 4B > 214[B] > 5B > j.B > j.214B > [4]6C | |||
| basedamage = 4680 | |||
| bonusdamage = | |||
| cost = {{Property-UNI|Vorpal}}, 200 {{Property-UNI|EXS}} | |||
| metergain = 106.5 | |||
| oppmetergain = 74.5 | |||
| location = {{Property-UNI|Midscreen}} | |||
| notes = *Works anywhere, but quite difficult. You need the 2C to be very close in order to link the 6C after 214A. | |||
*If you think this is too difficult, use the easy route. | |||
*If you think the opponent will be too far, use the easy route. | |||
*Just use the easy route, I'm definitely not using this in any tournaments. | |||
}} | |||
}} | |||
=====-29 or more, but goes midscreen===== | |||
*Vatista [2]8C | |||
*Mika, Enkidu, Merkava 623C | |||
*Yuzu IW (3 hits, easy shield for a little more wiggle room) | |||
{{ComboTable-UNI | |||
|data= | |||
{{ComboData-UNI | |||
| combo = 6C, 4B > 623A, 66B > 214B, j.AB > j.214X > CVO, 214[B] > 236C, 3C > 214C > IWEX | |||
| basedamage = 6443 | |||
| bonusdamage = | |||
| cost = {{Property-UNI|Vorpal}}, 200 {{Property-UNI|EXS}} | |||
| metergain = 78.62 | |||
| oppmetergain = 52.51 | |||
| location = {{Property-UNI|Midscreen}} | |||
| notes = *6C starter is very easy to get here since depending on how far away you block the DP, the opponent might sideswitch later. | |||
*214[B] starter does less damage unless you do the hard route, which only does 4 (four) more damage. Definitely stick with 6C. | |||
}} | |||
{{ComboData-UNI | |||
| combo = 6C, 4B > 623A, 66B > 214B, j.AB > j.6C > land > j.[C]B > j.214B > [4]6C | |||
| basedamage = 4959 | |||
| bonusdamage = | |||
| cost = {{Property-UNI|Vorpal}}, 200 {{Property-UNI|EXS}} | |||
| metergain = | |||
| oppmetergain = | |||
| location = {{Property-UNI|Anywhere}} | |||
| notes = *Standard 6C midscreen route. | |||
*For an extra 50 damage, you can try to start with 214[B] but good luck on anyone besides Yuzu. | |||
}} | |||
{{ComboData-UNI | |||
| combo = Vatista close [2]8C Only:<br> dl.VO, 236C, dash dl.2C > dl.214A, 6C, dash 214[B], j.C > dl.j.AB, 5B > 4B > Steer Ender > IWEX | |||
| basedamage = 7206 | |||
| bonusdamage = | |||
| cost = 200 {{Property-UNI|EXS}} | |||
| metergain = | |||
| oppmetergain = 69.31 | |||
| location = {{Property-UNI|Midscreen}} | |||
| notes = *Pretty hard with all the delays, but you're also getting 7K as a punish in style. | |||
}} | |||
}} | |||
</div> | |||
</div> | |||
<div class="mw-collapsible mw-collapsed"> | |||
<div class="mw-collapsible-toggle" style="float: none;"><font size="4"><b>Command Grabs</b></font></div> | |||
<div class="mw-collapsible-content"> | |||
=====Waldstein, Gordeau, Carmine, Seth EX Command Grabs===== | |||
{{ComboTable-UNI | |||
|data= | |||
{{ComboData-UNI | |||
| combo = j.[C], 66B > 214[B], 623A, 3C , 2C > 4B > 623B(2) > CVO, tk.214B > 236C, 5B > 236A > 214C > IWEX | |||
| basedamage = 6185 | |||
| bonusdamage = | |||
| cost = | |||
| metergain = | |||
| oppmetergain = | |||
| location = {{Property-UNI|Corner}} | |||
| notes = | |||
}} | |||
{{ComboData-UNI | |||
| combo = j.[C], 66B > 214[B], 623A, 3C , 2C > dl.5[C] > 4B > 236A~4A > 623C, 3C | |||
| basedamage = 4325 | |||
| bonusdamage = 5197 | |||
| cost = | |||
| metergain = | |||
| oppmetergain = | |||
| location = {{Property-UNI|Corner}} | |||
| notes = *Both of these combos can be done from a jump-back j.[C] due to all the forward movement from 66B and 623A. | |||
}} | |||
}} | |||
=====Byakuya IW===== | |||
{{ComboTable-UNI | |||
|data= | |||
{{ComboData-UNI | |||
| combo = 200 meter:<br>VO, 236C, 5C > 214[B], 214A, 623A, 3C, 2A > 2C > j.C > j.214A > IWEX | |||
| basedamage =7166 | |||
| bonusdamage = | |||
| cost = 200 {{Property-UNI|EXS}} | |||
| metergain = | |||
| oppmetergain = | |||
| location = {{Property-UNI|Corner}} | |||
| notes = | |||
}} | |||
{{ComboData-UNI | |||
| combo = 120 meter or more, but less than 200:<br> VO, 5C > 214[B], 214A, 623A, 3C, 2C > 4B > (Whatever ender you have enough meter for) | |||
| basedamage = 6500~6800 usually | |||
| bonusdamage = | |||
| cost = 120+ {{Property-UNI|EXS}} | |||
| metergain = | |||
| oppmetergain = | |||
| location = {{Property-UNI|Corner}} | |||
| notes = | |||
}} | |||
{{ComboData-UNI | |||
| combo = Jump > 214[B], 5C > 214A, 623A, 3C > 2C > 4B > 214[B], 5B > j.B > j.214B > 623C, 3C | |||
| basedamage =4827 | |||
| bonusdamage = | |||
| cost = Optional {{Property-UNI|EXS}} | |||
| metergain = 102 | |||
| oppmetergain = | | oppmetergain = | ||
| location = {{Property-UNI|Corner}} | | location = {{Property-UNI|Corner}} | ||
| notes = *Use VO's invulnerability to avoid the attack. | |||
*If you forget to VO and jump on instinct, use the 214[B] starter. You are +40 or so after landing, ample time to comfortable get this starter. | |||
*For Byak 236C, simply use a 6C starter combo. No changes, doesn't doesn't need its own section. | |||
| notes = *Use VO's invulnerability to avoid the attack | |||
* | |||
*For Byak 236C, simply use a | |||
}} | }} | ||
}} | }} | ||
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</div> | </div> | ||
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==Videos== | ==Videos== | ||
{{#ev:youtube| | {{#ev:youtube|nWOqTrQuFGA|||'''Wiki Combo Demonstration/Tutorial (UNI2)''' by Tanasinn [AZ]|frame}} | ||
<!-- Add videos here using this format where xyz is the video ID: --> | <!-- Add videos here using this format where xyz is the video ID: --> | ||
<!-- {{#ev:youtube|xyz|||'''Video Title''' by [https://www.twitter.com Video Author]|frame}} --> | <!-- {{#ev:youtube|xyz|||'''Video Title''' by [https://www.twitter.com Video Author]|frame}} --> | ||
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<!-- Add links to documents and the link here using this format: --> | <!-- Add links to documents and the link here using this format: --> | ||
<!-- *[http://wiki.mizuumi.net DocumentTitle] by [https://www.twitter.com AuthorName] --> | <!-- *[http://wiki.mizuumi.net DocumentTitle] by [https://www.twitter.com AuthorName] --> | ||
<!-- DON'T EDIT BELOW --> | <!-- DON'T EDIT BELOW --> |
Latest revision as of 19:42, 31 May 2024
Notation Help | |
---|---|
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation. | |
X+Y | Buttons "X" and "Y" must be input simultaneously. |
X/Y | Input "X" or "Y" can be used. |
dl.X | There should be delay before inputting "X". |
w.X | Attack "X" should whiff and not hit the opponent. |
j.X | Button "X" is input while jumping or in the air. |
dj.X | Button "X" is input after a double jump. |
jc | Jump cancel the previous action. Usually will be omitted due to being obvious. |
md.X | Perform a micro-dash before performing "X". |
TK.X | Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee. |
(X) | Input "X" is optional. Typically the combo will be easier if omitted. |
[X] | Input "X" is held down. Also can be known as "Increase" or "IC" for short. Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation. |
]X[ | Input "X" is released. Will only appear if a button is previously held down. |
{X} | Button "X" should only be held down briefly to partially charge the attack, instead of the full increased version. |
X(#) | Attack "X" should only hit # of times. |
X > Y | Cancel "X" into "Y". |
X, Y | Link "X" into "Y", allowing "X" to fully recover before "Y". |
X~Y | This notation has two meanings.
|
CH | The first attack must be Counter Hit. |
CS | Perform a Chain Shift, which is performed by inputting D twice. |
CVO | Perform a Cross Cast Veil Off, which is performed by inputting A+B+C. |
IW | Perform an Infinite Worth, which is performed by inputting 41236D or A+B+C during CVO. |
IWEX | Perform an Infinite Worth EXS, which is performed by inputting A+B+C+D. |
Getting Started
This section includes some basic combos to get you started with Waldstein. The combos in mission mode will take you a long way and the more optimal combos do not deviate too far from them. Most of his combos are very easy to execute compared to the rest of the cast, in the way that there are not many tight input windows to keep your combo, or any difficult links. The difficult combos listed here are optional, and you can definitely get by with simply converting anything into the below starter combos.
As of UNI2, we've been given some optional execution barriers to clear. Generally, they will give us up to 200 damage. I will aim to list one reasonable combo that takes a mix of old route and new route, and one harder combo that utilizes the new routing completely.
All damage values in this guide will be shown with the least damaging non-metered ender where applicable ([4]6A, also known as godpress A) and the most damaging 100 EXS (22C) ender unless otherwise noted.
Also, please be sure to take a quick glance at the Notation Help above this section (directly below the blue navigation buttons.
Starter Combos
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Easy: 2A > 5B > 214B > 9j.A > j.C > j.6C > 4B > Ender | 2968-3762 | Optional EXS | 63.80 Opp: 29.59 |
Anywhere |
| ||||
Medium: 2A > 5B > 214B > j.AC > j.6C > land > dash j.[C] > dash > 5A-A-A-A-A | 2997 | Gain GRD | 63 Opp: 36.39 |
Anywhere |
| ||||
Medium: 5A > 5B > 214B, 3C, 66B > 236A~4A > 623C > 3C | 2934~3557 | Optional EXS | 68.55 Opp: 35.82 |
Corner |
|
Combo Theory
Waldstein's combo theory revolves around set up a launcher, choosing which combo filler to use based on distance and height, use a wall bounce, follow up with 4B, and finally, choosing a dedicated ender. Let's take a look at a very common starter sequence: 5B > 214B. After this 214B, you can choose one route from all of these as your combo filler. They are listed from most ideal to least ideal:
- X > standing 6C
- X, dash j.A > j.B > j.C, standing 6C
- X > dash j.B > j.C > j.6C
- X > dash j.A > j.C > j.6C
- X > j.A > j.B > j.6C
- X > 22X > 236C
- Actual, specific routes from specific starters and enders are listed later on the page.
You will see this general combo structure appear frequently, with some minor alterations/combinations here and there. All of the routes in this document will list j.AC > j.6C because this is the most consistent, but just be aware that you have options. The closer your opponent is, the better combo filler you can use. When you press whatever button you press in neutral, you should already be considering what combo filler you'll need to use in order to convert. If they are at tip 5B range, you don't have to think about trying to use standing 6C. To keep your mental stack short, you can start with always using j.AC > j.6C because of the consistency it provides. After you've chosen which combo filler to use, then it's time to decide what ender to use. If you have meter to burn, you will generally use 4B after your wall bounce, and then pick from one of the enders in the section below.
Along with getting new options for combo structure, we also have new enders to choose from. As of UNI2, using Smart Steer (the whole route, not just the new 5AB ender) is consistently our new, most optimal meterless ender. So we can choose between sticking to our standard bnb, ending with 4B, and finishing with Godpress to take advantage of corner pressure it brings, or we can decide to route into smart steer for some decent corner carry, superior damage, and a small GRD bonus.
It is very important to keep note of how many floorbounces or wallbounces your combo has consumed when routing, as performing a 3rd bounce will immediately end your combo. 4B automatically consumes one bounce (with 1 exception, explained later), so keep that in mind when using it as a starter or ender.
Waldstein's stable bnb combos do not require any attention to details such as height, position, or starter. And thankfully, you still get access to choose whichever ender you like. However, as you get closer and closer to new optimal combos, you'll begin to notice that they play a huge part in making sure that every hit counts. Even though you'll start paying attention, things are usually still straight forward. Once we have a solid list of optimal combos, you can look forward to a combo demonstration video to help you visualize what the combos are supposed to look like. We are still learning new routes, even 2 months into the game's lifespan!
FAQ
- My [4]6X whiffs after 4B
Make sure the combo you're trying doesn't use a ground bounce too early. For example, 2B > 214B will instantly use a ground bounce and will cause the starter combos to fail.
If you're sure you have the right combo and it's still not working, time your godpress with Waldstein's headbutt in 4B's animation.
- What do I do if my opponent is too far for 214B?
We're working on that, but the simple answer seems first be to realize when they will be too far, then do 5B > 22B > meter instead.
- How important are 720's?
Pretty important, but you can hide your buffer behind other moves. 4B > 720B is a great place to practice. And remember you only need 1.5 rotations for it to count.
- I can't seem to get j.B > j.C > j.6C after 214B in some routes.
First, make sure you are not starting with an assault button. Then, make sure you are dashing before j.B. Finally, make sure you are inputting the air series with no delays. When it comes to the initial j.B, think of the input like 66~9B.
List of Enders
There are X different enders to choose from, some used more often than others. Some easier and some quite difficult. If you're just starting out, take a look at the simple enders below since they always work.
- Each ender listed here is intended to replace the Ender tag in the combos later on in this page.
- Any time you decide to use meter, you can always use 200 meter for your Infinite Worth instead in order to close out a round.
- If a combo lists "Simple Ender", you will not be able to use a Complex Ender, usually due to scaling.
This list of enders will work any time, anywhere, no matter how prorated your combo is. It is a great place to get started learning how to control Waldstein, and you'll still be using these enders somewhat regularly even at high-level play. They'll never become obsolete.
Combo | Cost | Location |
---|---|---|
720B | Anywhere | |
| ||
[4]6A/B | Midscreen | |
| ||
214[B], 5B > j.B > j.2C | Anywhere | |
| ||
214[B], 5B > j.B > j.214A/B > EXS | Anywhere | |
| ||
236A~4A > EXS | 100 or 200EXS | Anywhere |
| ||
214A > 720C | 100 EXS | Anywhere |
|
This list of enders has a bit more nuance added to each one. You need to be more aware of combo structure, combo proration, resources, position, and goals to get the most out of these. I will list these enders in order of simple to complex, and common to rare.
Depending on how prorated your combo is, 214[B] > 5C might drop at 5C. Here is a short list of reasons why your 5C might drop here.
- Assault starter without a CH.
- Too many normals before 214B.
- Didn't manage SMP (Same Move Proration) effectively.
Combo | Cost | Location |
---|---|---|
214[B], 5C > 236A | Anywhere | |
| ||
236A~4A > dl.623C, 5B > 2C > 3C | Corner | |
| ||
214[B], 5C > j.CB > j.214A > EXS | Optional EXS | Anywhere |
| ||
214[B], 5C > j.CB > j.214B > dl.623C > 3C | 100 EXS | Corner |
| ||
214[B], 5C > j.CB > j.214B > CVO, 3C > 214C > IWEX | 200 EXS, Vorpal |
Anywhere |
| ||
623B(2) > CVO, tk.j214A > dl.236C, 236A > 214C > IWEX | 200 EXS, Vorpal, 30% Health |
Midscreen
|
623B(2) > CVO, tk.j214B > 236C, 5B > 236A > 214C > IWEX | 200 EXS, Vorpal, 30% Health |
Corner |
| ||
214[B], 5C > Steer Ender > IWEX | 200 EXS | Anywhere |
| ||
214[B], 5C > j.C~B > j.214A > IWEX | 200 EXS | Corner |
| ||
214[B], 5C > j.C~B > j.214B > CS, [4]6C | 100 EXS, Vorpal | Anywhere |
| ||
214[B], 5C > j.C~B > j.214B > 623C > CS, 3C > [4]6C | Vorpal, 175 EXS | Anywhere |
| ||
214[B] > 6C > Veil Off | 100+ EXS | Midscreen |
|
Combo Starters
This section will go into great detail on how to follow up nearly every starter. If you are starting out, please do not overwhelm yourself by trying to learn everything at once. These combos are mostly not completely optimized, but have a good balance between ease of use and reward. Take whatever combo you do from the below listings, and apply any ender from the above list.
Click on a header to expand or collapse that section of the combo list
Standard A starters
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Easy: 2A/5A > 5B > 214B, j.BC > j.6C, dash 4B > Ender |
2978~3762 (4629) | Optional EXS | 63.80+ Opp: 29.59 |
Anywhere |
| ||||
Easy: 2A/5A > 5B > 214B, 6C, dash 4B > Ender |
2983~3798 (4665) | Optional EXS | 62.53 Opp: 29.72 |
Anywhere |
| ||||
Easy: 2A > 5B > 214B, j.BC > j.6C > land > j.[C] > dash 5A-A-A-A-A |
3102 (4515) | Gain GRD | 65.51 Opp: 37.15 |
Anywhere |
|
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Easy: 1A, 2A/5A > 5B > 214B, j.BC > j.6C, dash 4B > Ender |
2799~3477 | Optional EXS | 64.39+ Opp: 31.75+ |
Anywhere |
| ||||
Medium: 1A > 623A, 5A > 214B, j.BC > j.6C, dash 4B > Ender |
3070~3726 | Optional EXS | 69.91+ Opp: 36.28+ |
Anywhere |
| ||||
Hard: 1A > 623A, 5A > 5[C] > 214[B], 3C, 2A > 6C, j.[C]B > 214B > 623C, 3C |
3879 | 100 EXS | 83.67 Opp: 65.02 |
Corner |
|
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Hard: 2A/5A > 2C > 4B > 214[B], 6C , deep dash > j.[C]A, 5AA > dl.5A > dl.5AA |
3437 | Gain +0.5 GRD blocks | 76.24 Opp: 50.28 |
Midscreen |
|
B starter combos let you do the same basic routes as A starters, but up close they can load up much more damage. Additionally, you have much more freedom with B starters because it keeps the opponent low enough to the ground to follow up with a wide range of attacks. With 214X range nerfed, you also have a little bit more to think about now.
2B combos are too prorated so you generally just go into your bnb, unless it was CH. For that reason, most are not listed.
5B > 214X Midscreen
5B is a very consistent starter and allows many free-form conversions. Below, some standard routing is shown.
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Easy: 5B > 214B, dash j.AC > j.6C, dash 4B > Ender |
Optional EXS | Midscreen | ||
This is a stable 5B starter route that works at all ranges that 214B connects. You will definitely be using this a lot. Learn this route first!
| ||||
Medium: 5B > 214B, dash j.AC > j.6C, dash j.[C], dash > 5A-A-A-A-A |
Gain GRD | Midscreen | ||
An excellent meterless combo that provides more damage than any meterless enders while also providing great oki, good corner carry, and even some GRD. Great for the start of round 1 before you have a chance to gain meter.
| ||||
Hard: 5B > 214B, j.BC > j.6C, land > 6C, dash j.[C]B, Dash 5AA > dl.5A > dl.5AA |
3481 (4894) | Gain GRD | 76.91 Opp: 46.16 |
Midscreen |
|
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Easy: 66B > 214[B], j.CB > j.6C, 4B > Ender |
Optional EXS | Midscreen | ||
| ||||
Medium: 66B > 623A, 2A > 214B, j.AB > j.6C, 4B > Ender |
Optional EXS | Midscreen | ||
|
Weird Routes:
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Hard: 5B > 214B, j.6C, 2C > 4B > 623A, 5A > 6C, dash j.[C]B, 2A > 5C > j.214A > EXS |
4138 (5035) | 100 EXS | 89.72 Opp: 65.97 |
Midscreen |
| ||||
Hard: 5B > 214A, 66B > 214B, dash j.BC > j.6C, dash 4B > Ender |
3382~4024 (4901) | Optional EXS | 76 Opp: 35 |
Midscreen |
|
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Easy: 66B > 214[B], j.CB > j.6C, 4B > Ender |
Optional EXS | Midscreen | ||
| ||||
Medium: 66B > 623A, 2A > 214B, j.AB > j.6C, 4B > Ender |
Optional EXS | Midscreen | ||
|
Other midscreen confirms
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Medium: 5B > 623A, 66B > 214B, dash j.AC > j.6C, 4B > Ender |
2976~3666 | Optional EXS | 70.59+ Opp: 36.05+ |
Midscreen |
|
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Medium: 2B > 214B, dash > j.ABC, 5B > 5[C] > 236B~4B > [4]6C |
3513 | 100 EXS | 60.49 Opp: 39.75 |
Anywhere |
|
Long Range 5B > 22A confirms
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Easy: 5B > 22A > 236C, 4B > 5A-A-A-A-A |
3031 | 100 EXS, Gain GRD | 33.09 Opp: 36.69 |
Midscreen
|
Hard: 5B > 22A > dl.236C, dl.214[B], 6C, dash j.[C]A, 5A-A-A-A-A |
3290 | 100 EXS, Gain GRD | 37.65 Opp: 46.52 |
Midscreen |
|
5B Corner
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
5B > 214B, 6C, reposition > 5C > 4B > 214[B], 5C > j.CB > j.214B > dl.623C, 3C | 4114 | 100 EXS | 86.11 Opp: 64.07 |
Corner
|
5B > 214A, 3C, 623A, 5A > 4B > 214[B], 5C > j.CB > j.214B > dl.623C, 3C | 4130 | Optional EXS | 89.05 Opp: 67.61 |
Corner |
|
Consider this section highly under-labbed. I could not find any decent 5C midscreen starters because of how far this move sends your opponent. I will closely update this section if we find more stuff.
Every non-bnb midscreen 5C combo I can find does less damage than 623A or 6C starters and are less finicky.
Close Range C Starters
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Medium: 2C > 4B > 214[B], 6C, dash j.[C]A, 5AA > dl.5A > dl.5AA |
3723 | Gain GRD | 77.41 Opp: 47.58 |
Midscreen
|
Medium: 2C > 4B > 623A, 66B > 214B, j.AB > j.6C > 4B > Ender |
3471~4029 | Optional EXS | 82.28 Opp: 44.64 |
Anywhere |
|
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Hard: 2C > 1Aw, 5A > 6C, dash 4B > 214[B], 5C > Steer Ender |
3333 | Gain GRD | 55.64 Opp: 36.72 |
Anywhere
|
Hard: CH 2C > 1Aw, 623A, 6C, dash 4B > 214[B], 5C > Steer Ender |
3667 | 63.80 Opp: 39.29 |
Anywhere | |
|
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Medium: 5C > 214B, 6C, dash > dl.2C > 4B > Ender |
3481~4279 | Optional EXS | 68.59 Opp: 33.17 |
Anywhere |
|
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Medium - 6C's Grab: 6C, dl.4B > 214[B], dash j.ABC, 5AA > dl.5A > dl.5AA |
4049 (5462) | Gain GRD | 75.43 Opp: 46.12 |
Midscreen
|
Medium - 6C's Grab: 6C, dash 4B > 214[B], dash j.ABC, 2B > 5B > 5C > j.CB > j.214B > EXS |
4478 (5355) | 100 EXS | 83.49 Opp: 59.94 |
Anywhere
|
Hard - 6C's Grab: 6C, dl.4B > 623A, 66B > 214B, dash j.AB > dl.j.6C, land > dash j.[C]B, dash 5AAA |
4134 (5547) | Gain GRD | 94.92 Opp: 61.75 |
Midscreen
|
Hard - 6C's Grab: 6C, dl.4B > 623A, 66B > 214B, dash j.AB > dl.j.6C, land > dash j.[C]B > j.214B > [4]6C |
4514 (5411) | 100 EXS | 94.92 Opp: 61.75 |
Midscreen |
|
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Medium: 66C, dash 3C, 66B > 214B, dash j.AB > j.214X > [4]6C |
3757 | Optional EXS | 60.69 Opp: 45.09 |
Midscreen
|
Hard: 66C, dash 6C, walk > dash > 214[B], j.C > dl.j.AB, 5B > 5C > j.C > j.214X > [4]6C |
100 EXS | Midscreen | ||
|
Long Range C Starters
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Easy: 5C > dl.5AB (Steer Ender) |
1893~2227 | Gain 2 blocks of GRD | 7.92 Opp: 9.18 |
Anywhere |
| ||||
Easy: 5C > dl.236A~4A > EXS |
2846 | Optional EXS | 30.92 Opp: 119.27 |
Anywhere |
| ||||
Medium: 5C > 22B > 236C, 4B, 5A-A-A-A-A |
3073~3450 | 100 EXS | 32 Opp: 37 |
Midscreen
|
Hard: 5C > 22B > 236C, 214[B], 6C, dash j.[C]A, 5AA > dl.5A > dl.5AA |
3317~3776 | 100 EXS | 36.70 Opp: 49.08 |
Midscreen |
|
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Hard - 6C's Punch 6C > dash > 2B > 5B > 214B > dash > j.ABC > 5B > 236A,[4]A > [4]6C |
3756 | 100 EXS | Midscreen
| |
Very Hard - 6C's Punch 6C > dash 623A > 2A > 214B > j.A > dl.j.B > dl.j.C > 5B > 236A,[4]A > [4]6C |
3922 | 100 EXS | 72.09 Opp: 48.12 |
Midscreen |
|
Jump-in j.[C] Combos
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Easy: j.[C], 5A > 2C > 214[B], j.CB > j.6C, 4B > Ender |
3354~3891 | Optional EXS | 71.64 Opp: 34 |
Anywhere
|
Medium: j.[C], 2A > 2C > dl.214[B], 6C > 4B > 5A-A-A-A-A |
3681 | Gain GRD | 76.96 Opp: 46.13 |
Anywhere
|
Medium: j.[C], 5A > 2C > dl.214[B], 6C, > 4B > Ender |
3452~4182 | Optional EXS | 71.10 Opp: 36.25 |
Anywhere |
|
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Air hit, Medium: j.[C] > dash 2C > 214[B] > j.ABC > 5B > 4B > Ender |
3342 | Optional EXS | 51.08+ Opp: 34.70+ |
Anywhere
|
Air hit, Medium: j.[C] > 2C > 214[B] > j.ABC > 5B > 5C > 236B~4B > EXS |
3565~4212 | Optional EXS | 78 Opp: 41.13 |
Midscreen |
|
Corner C Starters
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Hard: 5C > dl.214B > dl.623A > 3C > 2C > 4B > Simple Ender |
3745~4304 | Optional EXS | 76.90+ Opp: 40.22+ |
Corner |
|
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Medium: 2C > 4B > 214[B], 623A, 3C, 2B > 5B > 5C > j.CB > j.214B > 623C, 3C |
4247 | 100 EXS | 86.35 Opp: 46.65 |
Corner |
| ||||
Hard: 2C > 4B > 214[B], 214A, 3C, 2B > 5B > 5C > j.CB > j.214B > 623C > 3C |
4284 | 100 EXS | 86.35 Opp: 46.65 |
Corner |
|
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Medium j.[C], 5A > 2C > 214[B] > 3C > 2B > 5B > 5C > 4B > Simple Ender | Optional EXS | Corner | ||
|
Assault incurs some heavy scaling, which usually limits your damage and routing pretty heavily.
If you score a Counter Hit from your assault attack, these penalties are removed. Your routing doesn't have to change, but you'll get more damage if you:
- Remove any A buttons before your launcher.
- Remember that you can use any enders instead of limiting yourself to the simple enders.
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Easy: Assault > j.C, 2A > 5B > 214B, j.AB > j.6C, 4B > Simple Ender |
2666 (4174) | Optional EXS | 61.70 Opp: 28.94 |
Anywhere |
| ||||
Medium: Assault > j.C, 5A > 2C > 214[B], j.AB > dl.j.6C, 4B > Simple Ender |
2764~3171 (4276) | Optional EXS | 64.30 Opp: 31 |
Anywhere
|
Medium: Assault > j.C, 2A > 2C > 214[B], j.AB > dl.j.6C > land > dash j.[C] > dash 5A-A-A-A-A |
2854 (4267) | Optional 200 EXS | 66.19 Opp: 37.54 |
Midscreen |
| ||||
Medium: Assault > j.C, 66B > 214[B], 6C, 4B > Simple Ender |
2921~3596 (4473) | Optional EXS | 65.60 Opp: 30.50 |
Midscreen
|
Medium: Assault > j.C, 66B > 214[B], 6C, dash j.[C] > dash 5A-A-A-A-A |
3028 (4441) | Optional 200 EXS | 67.61 Opp: 38.44 |
Midscreen |
| ||||
Hard: Assault > j.C, 2A > 2C > 4B > 214[B], 6C, dash j.[C] > dl.j.B, 5AA > dl.5AAA |
3033 (4446) | Optional 200 EXS | 79.06 Opp: 51.02 |
Midscreen |
|
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Easy: Assault > j.2C > land > CS, 2C > 214[B], j.CB > j.6C, 4B > Ender |
2998~3585 | Vorpal
Optional EXS |
Variable Opp: 30.59 |
Anywhere
|
Hard: Assault > j.2C > land > CS, 6C, dash 214[B], j.C > dl.j.AB, 2C > 4B > Simple Ender |
3146~3786 | Vorpal
Optional EXS |
Variable Opp: 38.41 |
Midscreen |
| ||||
Medium: Assault > j.2C > land > CS, dash 2C > 214[B], dash 3C, 5A > 5B > 5C > 4B > Simple Ender |
3175~3703 | Vorpal
Optional EXS |
Variable Opp: 38.97 |
Corner |
|
Note: As of UNI2, 3C has been buffed to work on everyone universally. No more special combos for special characters!
These combos will all be against airborne opponents. Counter hit starters will be notated with CH in front.
2C, Non-Counter Hit
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Medium: 2C > w1A, 5A > 3C, 66B > Steer Ender |
2613 | +1 GRD block | 32 Opp: 21.30 |
Anywhere |
|
Counter Hit 2C
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Easy: CH* 2C > w1A, dl.5B > 214B, j.BC > j.6C, 4B > Ender |
3244~3983 | Optional EXS | 67.5+ Opp: 33.12+ |
Anywhere |
| ||||
Easy: CH 2C > 1Aw, 6C, dash 4B > 214[B], 5C > Steer Ender |
3389 | Gain GRD | 54.55 Opp: 34.15 |
Anywhere |
| ||||
Hard: CH 2C > 1Aw, 623A, 6C, dash 214[B], dash j.CAB, 5B > 4B > Ender |
3763~4395 | Optional EXS | 85.1 Opp: 40.65 |
Midscreen |
|
3C Midscreen
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Easy: 3C, 66B > 214B, 66B > Steer Ender |
3150 | Gain GRD | 43 Opp: 24.66 |
Anywhere |
| ||||
Easy: 3C, 66B > 214B, 236A~[4]A > [4]6C |
3798 | 100 EXS | 55.04 Opp: 37.12 |
Anywhere |
| ||||
Medium: 3C, 66B > 214B, dash j.BC > j.6C, dash 2C > 4B > Steer Ender > (Infinite Worth) |
3744 (5157) | None, or 200 EXS | 65.72 Opp: 40.52 |
Midscreen
|
Hard: 3C, 66B > 214B, dash j.BC > j.6C, deep dash 5A > dl.5A > dl.5A > dl.5AA > (Infinite Worth) |
3880 (5293) | None, or 200 EXS | 72.30 Opp: 44.68 |
Midscreen
|
Medium: 3C, 66B > 214B, dash j.ABC, 2B > 5C > 236B~4B > [4]6C |
4104 (5001) | 100 EXS | 71.85 Opp: 51.79 |
Anywhere |
Hard: 3C, 66B > 214B, dash j.BC > j.6C, dash 214[B], dl.5C > j.CA > j.214B > [4]6C |
4291 (5188) | 100 EXS | 81.25 Opp: 59.55 |
Midscreen |
|
3C Corner
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Medium: 3C, 2C > 5[C] > 4B > 214[B], 5C > j.CB > j.214B > dl.623C > 3C |
4409 | 100 EXS | 79 Opp: 62.28 |
Corner |
|
623A AA
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Hard: CH 623A, 6C, dash 214[B], dl.j.ABC, 2C > 4B > Ender |
3905~4547 | Optional EXS | 82.15 Opp: 45.37 |
Midscreen |
|
Command Grabs
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Easy: 360X > CS, 214B, j.BC > j.6C, 4B > Ender |
2974~3541 | Vorpal
Optional EXS |
Variable Opp: 32.89 |
Midscreen
|
Medium: 360A/B > CS, 214B, 6C, 4B, 5A-A-A-A-A |
3120 | Vorpal | Variable Opp: 43.30 |
Midscreen
|
Hard: 360X > CS, 6C, dash 214[B], j.ABC, 2C > 4B > Ender |
3125~3677 | Vorpal
Optional EXS |
Variable Opp: 43.27 |
Midscreen |
| ||||
Medium: 360B > CVO, 623A, 6C, 214[B], 5C > 236A~4A > IW |
4100 (4403) | Vorpal
100+ EXS |
- Opp: 25.85 |
Midscreen |
|
236X
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Easy, Close range: 236X > CS, 2C > 214[B], dash j.CA > j.6C, 4B > Ender |
3945~4642 | Vorpal
Optional 100-200 EXS |
Variable Opp: 32.16 |
Midscreen
|
Medium, Close range: 236X > CS, 6C, dash 214[B], j.C > dl.j.AB, 2C > 4B > Ender |
4150~4785 | Vorpal
Optional 100-200 EXS |
Variable Opp: 41.43 |
Midscreen
|
Medium, Long range: 236X > 22C, dl.214[B], dash j.ABC > 2C > 4B > Ender |
3634~3988 | 100 EXS | Variable Opp: 32.16 |
Midscreen |
|
236X~4X
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Easy: 236X~4X > 236C, 2C > 4B > Ender |
3555 | 100 EXS | 31.89 Opp: 29.24 |
Midscreen
|
Medium: 236A~4A > 236C, 4B > 5A-A-A-A-A |
3675 | 100 EXS | 32.17 Opp: 36.49 |
Midscreen
|
Medium: 236A~4A > dl.236C, 214[B], walk back > 5B > 4B > Ender |
3787 | 100 EXS | 34.41 Opp: 34.76 |
Midscreen
|
Medium: 236X~4X > 236C, 6C, dash j.[C]A, 5AA > dl.5A > dl.5AA |
3832 | 100 EXS | 34.26 Opp: 41.17 |
Midscreen
|
Hard: 236A~4A > dl.236C, 214[B], 6C, dash j.[C]A, 5AA > dl.5A > dl.5AA |
3977 | 100 EXS | 36.86 Opp: 46.57 |
Midscreen |
| ||||
Easy: 236X~4X > CS, walk forward > 6C, dash 2C > 4B > Ender |
3716~4573 | Vorpal, Optional EXS | Variable Opp: 30.17 |
Midscreen
|
Medium: 236X~4X > CS, dash 2C > 4B > 214[B], 6C, dash j.[C]A, 5AAA > dl.5AA |
4198 | Vorpal | Variable Opp: 54.37 |
Midscreen
|
Medium: 236X~4X > CS, dash dl.2C > 214[B], j.CB > j.6C > 4B > Ender |
3952~4599 | Vorpal, Optional EXS | Variable Opp: 38.70 |
Midscreen
|
Hard: 236A~4A > CS, (dash) 623A, 6C, dash 214[B], j.C > dl.j.AB, 2C > 4B > Ender |
4195~4774 | Vorpal, Optional EXS | Variable Opp: 50.48 |
Midscreen |
|
j.2C
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Easy: j.2C > land > CS, 2C > 214[B], j.CB > j.6C, 4B > Ender |
3502~4291 | Vorpal
Optional EXS |
Variable Opp: 32.31 |
Anywhere
|
Medium: j.2C > land > CS, 2C > dl.214[B], 6C, 4B, 5A-A-A-A-A |
3866 | Vorpal | Variable Opp: 43.25 |
Anywhere
|
Medium: j.2C > land > CS, 2C > dl.214[B], 6C, 4B > Ender |
3524~4339 | Vorpal
Optional EXS |
Variable Opp: 31.81 |
Anywhere |
|
623A
623A definitely has the most versatile routing available. If you're just starting out, please don't overwhelm yourself trying to study every variation.
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Easy - Ground confirm, any range: 623A, 2A > 214B, dash j.BC > j.6C, dash 4B > Ender |
3521~4320 (5205) | Optional EXS | 69.27 Opp: 32.35 |
Anywhere |
| ||||
Hard - Ground confirm, medium range: 623A, 5A/2A > 6C, dash 214[B], j.C > dl.j.AB, 2C > 4B> Simple Ender |
3793~4407 (5310) | Optional EXS | 82.56 Opp: 45.06 |
Midscreen |
| ||||
Hard - Ground confirm, closest range: 623A, 2A > 4B, 214[B], 6C, dash j.[C]B, dash 5AAA > dl.5AA |
3978 (5391) | Optional 200 EXS | 84.15 Opp: 54.19 |
Midscreen |
| ||||
Medium - Air, no Counter Hit: 623A, 5A > j.CB > j.6C, 4B > Simple Ender |
3216~4120 (5017) | Optional EXS | 59.23 Opp: 28.56 |
Midscreen |
| ||||
Hard - Air, Counter Hit: 623A, 6C, dash 214[B], dl.j.ABC, 2C > 4B > Ender |
3905~4547 (5424) | Optional EXS | 82.15 Opp: 45.37 |
Anywhere |
|
623B
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Medium: 623B > dl.236C, 4B, 5A-A-A-A-A |
3725 | 100 EXS | 21.70 Opp: 35.86 |
Midscreen
|
Hard: 623B > dl.236C, 6C, dash j.[C]B, dash 5AA > dl.5A > dl.5AA |
100 EXS | Midscreen
| ||
Medium: 623B(2) > CS, 2C > 214[B], 6C, 4B, 5A-A-A-A-A |
4188 | Vorpal | Variable Opp: 43.85 |
Midscreen
|
Hard: 623B(2) > CS, 5C > 6C, dash 214[B], j.C > dl.jAB, 2C > 4B > Ender |
4038~4678 | Vorpal | Variable Opp: 43.85 |
Midscreen |
|
Rock
Damage values and meter gain are measured with vorpal because you're not going to get non-vorpal [FF] too often. These combos are from fullscreen or mid-range. Rock routes are not good up close with the first hit.
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Medium Rock, (walk) > dash > 6C, 214[B], dash j.ABC, 5AAA > dl.5AA > (Infinite Worth) |
4235 (5788) | 0.5 GRD blocks Optional 200 EXS |
76.15 Opp: 45.03 |
Midscreen
|
Medium Rock, (walk) > dash > 2C > 214[B], dash j.ABC, 5B > 5[C] > 236B~[4]B > [4]6C |
4212~4491 (5479) | 0.5 GRD blocks 100 EXS |
74.25 Opp: 49.62 |
Midscreen |
| ||||
Hard - Counter hit only: Rock, dash > 623A, 6C, 214[B], j.CBA, 5AAA > dl.5AA > (Infinite Worth) |
4345 (5898) | 0.5 GRD blocks Optional 200 EXS |
84.69 Opp: 54.66 |
Midscreen
|
Hard - Counter hit only: Rock, dash 623A, 6C, dash 214[B], j.CAB, 5B > 5C > j.CB > j.214B[4] > [4]6C |
4822 (5809) | 0.5 GRD blocks 100 EXS |
89.72 Opp: 65.64 |
Midscreen |
|
4B
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Easy: 4B > 214[B] > j.CBA > 2B > 2C > 4B > Ender | 3579~4226 (5103) | Optional EXS | 74.38 Opp: 37.14 |
Anywhere
|
Medium: 4B > 214[B], 6C, dash j.[C]B, dash 5AA > dl.5A > dl.5AA | 3992 (5405) | Gain GRD | 75.56 Opp: 43.07 |
Midscreen
|
Medium: 4B > 623A > 66B > 214B > j.BC > j.6C > dash 4B > Ender | 3706~4312 (5189) | Optional EXS | 81.09 Opp: 42.27 |
Anywhere |
|
Command Grab
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Easy: 360A/B CS, 5[C] > 214[B], 3C, 2C > 4B > Simple Ender |
3116~3645 | Vorpal
Optional EXS |
Variable Opp: 40.49 |
Corner
|
Hard: 360A/B CS, dl.5C > 214[B], 214A, 6C, walk back 2C > 4B > 236A~4A > dl.623C, 5B > 2C > 3C |
3680 | Vorpal
100 EXS |
Variable Opp: 69.83 |
Corner |
| ||||
Medium: 360C CS, dl.5C > 214[B], 6C, 4B > 720B |
3798 | 100 EXS
Vorpal |
Variable Opp: 49.27 |
Corner
|
Medium: 360C CS, dl.5C > 214[B], 6C, 3C, 5AAA > dl.5A > dl.5A |
3848 | 100 EXS
Vorpal |
Variable Opp: 61.61 |
Corner |
|
236X
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Medium: 236B > CS, 5C > 214[B], 214A, 6C, walkback 2C > 4B > Ender |
4439~5047 | Vorpal
Optional EXS |
Variable Opp: 31.56 |
Corner |
| ||||
Hard - Deep in the corner: 236B, 5A > dl.5C > 214[B], 214A, 3C, 2A > 2C > j.C > j.214X > 623C > 3C |
4460 (5302) | 100 EXS | 82.29 Opp: 60.34 |
Corner
|
Hard - Far hit: 236B, 2A > 5[C] > 214[B], 3C, 2A > 5C > j.CB > j.214X > 623C, 3C |
4225 | 100 EXS | 77.17 Opp: 56.06 |
Corner |
236X~4X
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Easy 236X~4X > dl.623C, 2C > 4B > Ender |
3670 | 100 EXS | 31.94 Opp: 31.50 |
Corner
|
Medium 236X~4X > dl.623C, dl.2B > dl.2C > dl.6C > 7 > dl.j.[C] > dash 5A-A-A-A > dl.5A |
3883 | 100 EXS | 35.67 Opp: 50.22 |
Corner |
| ||||
Hard 236X~4X > dl.623C, dl.5B > 214B, 6C, 4B > 720B |
3922 | 100 EXS | 36.40 Opp: 43.52 |
Corner |
| ||||
Medium 236X~4X > CS, dl.5C > 214[B], 214A, 6C, 4B > Ender |
4225~4725 | Vorpal, Optional EXS |
Variable Opp: 53 |
Corner |
|
j.2C
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Medium: j.2C > land > CS, 5C > 214B, 214A, 6C, walk back 2C > 4B > Ender |
3896~4478 | Vorpal
Optional EXS |
Variable Opp: 39.47 |
Corner |
|
623X
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Easy - Ground confirm, close/mid range: 623A, 5A > 214B, 6C, 4B > 214[B], 5C > j.CB > j.214B > 623C, 3C |
4406 (5270) | Optional EXS | 87.80 Opp: 64.16 |
Corner |
| ||||
Hard - Another Ground confirm, close/mid range: 623A, 5A > dl.5C > 214[B], 214A, 3C, 2A > 6C, j.[C] > j.214A > 623C, 3C |
4529 (5405) | 100EXS | 87.86 Opp: 65.58 |
Corner
|
Hard - Another Ground confirm, close/mid range: 623A, 5A > dl.5C > 214[B], 214A, 3C, 2A > 6C, walk back dl.2C > j.CB > j.214 > ([4]6C or IW) |
4543 (5440) | 100 EXS | 91.90 Opp: 66.27 |
Corner |
| ||||
Easy - Air, no Counter Hit: 623A, 3C, 2C > dl.5[C] > 4B > 214[B], dl.5B > j.CB > j.214B > 623C, 3C |
4543 (5385) | 100 EXS | 86.97 Opp: 68.79 |
Corner |
| ||||
Hard - Air, Counter Hit: 623A, 6C, walkback dl.5C > 4B > 214[B], 5B > j.CB > j.214B > 623C, 2C > 3C |
4574 (5343) | 100 EXS | 83.89 Opp: 67.87 |
Corner |
|
Rock
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Rock, 214A, 66B > 214B, j.ABC, 5B > 4B > 236A~4A > dl.623C, 3C | 4049 | Optional 100-200 EXS | 80.75 Opp: 58.75 |
Corner |
|
4B
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Medium: 4B > 214[B], 623A, 3C, 2C > 5[C] > 8j.C > j.214B > dl.623C, 5B > 2C > 3C |
4528 | 100 EXS | 81.84 Opp: 65.66 |
Corner |
| ||||
Hard: 4B > 214[B], 214A, 3C, 2B > 5C > j.C > j.214B > dl.623C, 5B > 2C > 3C |
4541 | 100 EXS | 83.45 Opp: 66.61 |
Corner |
|
66B
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
66B (Close) > 214[B] > 3C > 2C > 4B > 214[B] > 5C > j.5C > j.B > j.214B > dl.623C > 3C | 3435-4029 (3774-4425) | Optional 100-200 EXS | 55.49+ Opp: 37.09+ |
Corner |
| ||||
66B (Far) > 214[B] > 66C > 3C > 5A > 5B > 5C > j.5C > j.5B > j.214B > dl.623C > 3C | 2996-3620 (3292-3976) | Optional 100 EXS | 60.26+ Opp: 38.40+ |
Corner |
|
6C
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Medium 6C (grab), reposition > dl.5C > 214[B], dl.623A, 3C, 2A > 2C > j.CB > 623C > 3C |
4566 | 100 EXS | 82.93 Opp: 63.49 |
Corner |
| ||||
Hard 6C (grab) > 4B > 214[B], 214A, 2A > 5C > j.C > j.214B > 623C, 5B > 2C > 3C |
4622 | 100 EXS | 78.85 Opp: 61.49 |
Corner |
| ||||
6C (punch) > | Optional EXS | Corner |
Godpress
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Medium: [4]6A/B > CS, 214[B], dl.3C, 623A > 5A > 4B > Ender |
3775~4352 (5229) | Vorpal
Optional EXS |
Variable Opp: 45 |
Anywhere
|
Medium: [4]6A/B > CS, 214[B], dl.3C, 5C > 6C, 8j.[C]A, 5A-A-A-A-A > IW |
5277 | Vorpal
200 EXS |
Variable | Anywhere |
| ||||
Medium: [4]6C(2) > CS > 5C > 214[B], 6C, 4B > 720B |
3519 | 100 EXS
Vorpal |
Variable Opp: 46 |
Anywhere |
| ||||
Hard: [4]6C(2) > CS > dl.5C > 214[B], 214A, 6C, dl.3C, dash 5A > 5A-A-A-A |
3789 | 100 EXS
Vorpal |
Variable Opp: 54.91 |
Anywhere |
|
Section for weird starters that don't come up very often
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
214C > CS, 623A, 6C, dash dl.214[B], dash j.C > dl.j.AB > 2C > 4B > Ender | 4408 (6287) | 100 EXS
Vorpal |
Variable Opp: 50.75 |
Midscreen
|
214C > CS, dl.5C > 214[B], 214A, 6C, 3C, dash 5A-A-A-A-A | 4504 (6427) | 100 EXS
Vorpal |
Variable Opp: 56.99 |
Corner |
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
236C, 623A, 6C, dash dl.214[B], dash j.ABC, 5A-A-A-A-A | 4213 (5985) | 100 EXS | 16.63 Opp: 52.38 |
Midscreen |
|
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
236X(blocked)~CH dl.4X > 2C > 214[B] > j.CAB > 5B > 4B > Ender | 3195~3847 | Optional EXS | Anywhere
| |
236X(blocked)~CH dl.4X, 2C > 214[B], 6C, dash j.[C]B, dash 5AA > dl.5A > dl.5AA | 3453 | Optional EXS | 79.21 Opp: 48.37 |
Midscreen |
|
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
j.214X, 66B > 214B, dash j.BC > j.6C, dash 2C > 4B > Simple Ender | 2962~3483 | Optional EXS | 68.76 Opp: 34.04 |
Midscreen
|
j.214X, dl.5A > dl.5C > 214[B], 214A, 6C, walk back 2C > 4B > 214[B], 5B > j.B > j.214X > dl.623C, 3C | 3749 (4643) | 100 EXS | 95.29 Opp: 73.73 |
Corner |
|
Counter Hit Variations of exiting combos
This section is purely for the purpose of recording the minor differences in routing you have available when you score a counter hit. Some of these are more helpful to know than others. Anti-airs are not listed here since they have their own section. Use this section only if you need to squeeze out a little bit more damage in your matches.
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
2B > 5B > 214B, dash j.AC > dl.j.6C, land 6C, dash j.[C]B, dash 5AA > dl.5A > dl.5AA | Optional 200 EXS | Midscreen | ||
While technically possible without a counter hit, this combo becomes feasible with the counter hit. The damage increase is there, but it's not very much. More importantly though, is that this route has more corner carry. | ||||
5C > 22B > 236C, 214[B], 6C > dash j.[C]B, dash 5AA > dl.5A > dl.5AA | 3469 | 100 EXS | 32.73 Opp: 49.76 |
Midscreen |
|
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
623B > dl.236C, 214[B], 6C, dash j.[C]B, dash 5AA > dl.5A > dl.5AA | 4165 | 100 EXS | 27.18 Opp: 47.62 |
Midscreen |
|
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
4B > 623A, 6C, dash 214[B], j.C > dl.j.AB, 2C > 4B > Simple Ender | 4473 | Optional EXS | 87.88 Opp: 63.36 |
Midscreen |
|
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Rock, dash 623A, 6C, dash 214[B], j.C > dl.jAB, 5B > 5C > j.CB > j.214X > [4]6C | 100 EXS | Midscreen | ||
| ||||
Rock, dash 623A, 6C, dash 214[B],dash j.ABC, 5A >dl.5A > dl.5A > dl.5AA | Optional 200EXS | Midscreen | ||
|
This section is reserved for combos that need CS to follow up from, but you have Celestial. They are engineered to get the most bang for your buck since you normally gain a lot of meter for using this CS. If you have 7 or more GRD blocks and Celestial, you can use an EX attack early and gain enough meter to IW. When you use your IW or IWEX, you want to ensure that it triggers before the blue bar in the transfer state disappears, as this bar is a visual indication of how much longer you have access to Celestial's bonus damage post-CS.
Once you pass below 7 GRD blocks (even 6.9), you won't have enough meter gain for these combos to work (or be meter efficient). EXS Values under "cost" are measured at the point of CS activation with the least amount of GRD required for the combo, since that is when the decision making happens.
If you have more GRD, you can start with less meter. Take the second combo for example. You need at least 9 blocks of GRD and at least 165 meter when you activate CS. But if you have 10 blocks, you can get by with 155 meter instead.
Celestial 360's Midscreen
Side note, if you start with 360C, you get more damage for routing normally.
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
360A/B CS, 5C > 214[B] > 236C, 4B > Ender | 4079~4420 | 6+ Celestial GRD blocks, 100 EXS | Opp: 38.08 |
Midscreen |
| ||||
360A/B CS, 236C, 5C > dl.236A > IW | 5332 | 7~8 Celestial GRD blocks, 190 EXS | Opp: 55.27 |
Midscreen |
| ||||
360A/B CS, 214[B] > 236C, j.214A > IW | 5588 | 9+ Celestial GRD blocks, 165 EXS | Opp: 52.89 |
Midscreen |
| ||||
360A/B CS, 214[B] > 236C, 5C > dl.236A > IW | 5671 | 10+ Celestial GRD blocks, 151 EXS | Opp: 56.19 |
Midscreen |
|
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
360A/B CS, 214[B] > 236C, dl.2C > dl.IWEX | 5703 | 9+ Celestial GRD blocks, 165 EXS | Opp: 46.65 |
Midscreen |
| ||||
360A/B CS, 214[B] > 236C, walk back 5C > Steer Ender > IWEX | 5786 | 10+ Celestial GRD blocks, 165 EXS | Opp: 52.49 |
Midscreen |
|
Celestial 360's Corner
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
360 CS, dl.214A > 236C, Sideswap 66B > 236A~4A > IW | 5531 | 10+ Celestial GRD blocks, 166 EXS | Opp: 55.53 |
Corner |
| ||||
360 CS, dl.214A > 236C, Sideswap 66B > Steer Ender > IWEX | 5679 | 9+ Celestial GRD blocks, 166 EXS | Opp: 53.34 |
Corner |
|
6C (Optional Route)
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
6C, 4B > 623A, 66B > 214B, j.AB > j.214B > 236C > dl.CS, 4B > 214[B], 5B > 5AB > IW | 7109 (7323) | 10+ Celestial GRD blocks, 70 EXS | Opp: 56.96 |
Midscreen |
| ||||
6C, 4B > 623A, 66B > 214B, 8j.AB > j.214B > dl.236C > CS, 5C > 236A~4A > IW | 7040 (7254) | 10+ Celestial GRD blocks, 70 EXS | Opp: 56.96 |
Corner |
|
Fair warning, these combos are difficult, character specific, and sometimes move specific. They are NOT required to play Waldstein well, but if you're looking to learn some absolute bombo's since you've already learned everything else, then you've come to the right section.
This section will go over your best punishes for when you successfully bait out a DP. All of the combos require you to block low for the entire duration (unless otherwise noted), as opponents seem to get extra blocked hits on stand-blocking which will cause you to start late, allowing your opponent to block your starter. Try to find the right timing for when you can stop blocking and when you can start acting. Some DP's have a very short block duration and others have unusually long ones.
Some general notes that apply to all listed combos:
- All starters only work from Counter Hit.
- You can always use your regular IW instead of only 100 meter, and most combos get a very noticeable damage boost. Naturally this can be done without CVO so no vorpal required.
- Non-CVO rountes included in the event that the planets are not aligned in such a way that you have vorpal, 200 meter, less than 30% health, and successfully bait a reversal all at once.
- All Waldstein meter gain values are calculated with vorpal up until the final move before CVO hits and does not consider the gain of blocking the DP. Non-CVO routes will generate more meter.
Click on a header to expand or collapse that section of the combo list
Universal
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Medium: 6C, dl.4B > 623A, 66B > 214B, j.A > j.B > j.214B > dl.CVO, 214[B] > 236C, 3C > 214C > IWEX |
6443 | Vorpal, 200 EXS | 86.39+ Opp: 52.51 |
Anywhere |
This is an all-rounder punish tool that works everywhere, even the corner.
| ||||
Medium: 5C > 214[B], 214A, 623A, 3C, 2C > 4B > Ender |
4529~5925 (6498) | Vorpal, 200 EXS | Corner | |
|
You can use these combos in place of the 214[B] starters if you want to learn less total routes.
6C Punish
- Orie 236BC (Sacred Spire)
- Eltnum 623B and 421C (Cutting Sync)
- Gord 623C
- Phonon 623C
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
6C, (dash) 4B > 623A, 5A > 5{C} > 214[B], 3C > CVO, j.C > j.214A > 236C, 5B > 236A > 214C > IWEX | 6545 | 200 EXS, Vorpal | Corner
| |
6C, (dash) 4B > 623A, dash 5A > 5{C} > 214[B], deep dash 3C, 2A > 2C > j.CB > j.214B > 623C, 3C | 4623 (5510) | 100 EXS | 84 Opp: 74.31 |
Corner |
|
-29 or more, and stays in the corner
- Hyde 623B and Pale Bringer
- Linne, Nanase, Wagner, Orie 623B
- Vatista [2]8B
- Eltnum 623C
- Hilda and Chaos IW
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
214[B], 5C > dl.214A, 623A, 3C, 2C > 4B > 623B(2) > CVO, tk.214B > 236C, 5B > 236A > 214C > IWEX | 6193 (6792) | Vorpal, 200 EXS | 84.45 Opp: 54.17 |
Corner
|
214[B], 5C > dl.214A, 623A, 3C, 2C > 4B > 214[B], dl.5B > j.B > j.214B > dl.623C > 3C | 4827 | 100 EXS | 100.25 Opp: 73.08 |
Corner |
| ||||
Easy: 214[B], dl.623A, 6C > 4B > Ender |
4559 | Vorpal, 200 EXS | 86.05 Opp: 60.18 |
Anywhere |
| ||||
Hard: 214[B], dash > dl.2C > dl.214A, 6C, dash 214[B], j.C > dl.j.AB, 5B > 4B > 214[B] > 5B > j.B > j.214B > [4]6C |
4680 | Vorpal, 200 EXS | 106.5 Opp: 74.5 |
Midscreen |
|
-29 or more, but goes midscreen
- Vatista [2]8C
- Mika, Enkidu, Merkava 623C
- Yuzu IW (3 hits, easy shield for a little more wiggle room)
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
6C, 4B > 623A, 66B > 214B, j.AB > j.214X > CVO, 214[B] > 236C, 3C > 214C > IWEX | 6443 | Vorpal, 200 EXS | 78.62 Opp: 52.51 |
Midscreen |
| ||||
6C, 4B > 623A, 66B > 214B, j.AB > j.6C > land > j.[C]B > j.214B > [4]6C | 4959 | Vorpal, 200 EXS | Anywhere | |
| ||||
Vatista close [2]8C Only: dl.VO, 236C, dash dl.2C > dl.214A, 6C, dash 214[B], j.C > dl.j.AB, 5B > 4B > Steer Ender > IWEX |
7206 | 200 EXS | Opp: 69.31 |
Midscreen |
|
Waldstein, Gordeau, Carmine, Seth EX Command Grabs
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
j.[C], 66B > 214[B], 623A, 3C , 2C > 4B > 623B(2) > CVO, tk.214B > 236C, 5B > 236A > 214C > IWEX | 6185 | Corner
| ||
j.[C], 66B > 214[B], 623A, 3C , 2C > dl.5[C] > 4B > 236A~4A > 623C, 3C | 4325 (5197) | Corner | ||
|
Byakuya IW
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
200 meter: VO, 236C, 5C > 214[B], 214A, 623A, 3C, 2A > 2C > j.C > j.214A > IWEX |
7166 | 200 EXS | Corner
| |
120 meter or more, but less than 200: VO, 5C > 214[B], 214A, 623A, 3C, 2C > 4B > (Whatever ender you have enough meter for) |
6500~6800 usually | 120+ EXS | Corner
| |
Jump > 214[B], 5C > 214A, 623A, 3C > 2C > 4B > 214[B], 5B > j.B > j.214B > 623C, 3C | 4827 | Optional EXS | 102 | Corner |
|