Under Night In-Birth/UNI2/Hyde/Combos: Difference between revisions
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{{WIP}} | {{WIP}}{{Navigation-UNI2}} | ||
<div style="float:right; overflow:hidden; width:200px; height:500px; border:1px solid; margin-left:8px"><span style="margin-left:5px">[[File:UNI2_profile_Hyde.png|x500px]]</span></div> | <div style="float:right; overflow:hidden; width:200px; height:500px; border:1px solid; margin-left:8px"><span style="margin-left:5px">[[File:UNI2_profile_Hyde.png|x500px]]</span></div> | ||
{{TOC limit| | {{TOC limit|3}} | ||
<div style="clear:both"></div> | <div style="clear:both"></div> | ||
{{ComboLegend-UNI}} | {{ComboLegend-UNI}} | ||
==Getting Started== | ==Getting Started== | ||
===Starter Combos=== | ===Starter Combos=== | ||
The combos listed below are a mix of BNBs and generally easier combos to supplement Hyde's mission mode combos. It's recommended to | The combos listed below are a mix of BNBs and generally easier combos to supplement Hyde's mission mode combos. It's highly recommended to go look though the mission mode combos since a lot of routes there serve as good beginner combos and will work well if you're looking for something simple so you can jump in and start playing. The expert section also has a lot of routes that are legitimately good, sometimes optimal combos (or close to it). | ||
Some of the combos listed below require the use of delayed rekkas ([https://wiki.gbl.gg/w/Under_Night_In-Birth/UNI2/Hyde#214X 214X]), as it's a key part of his combo structure. If you can't do that yet, just end those combos there until you can delay the rekkas properly | Some of the combos listed below require the use of delayed rekkas ([https://wiki.gbl.gg/w/Under_Night_In-Birth/UNI2/Hyde#214X 214X]), as it's a key part of his combo structure. If you can't do that yet, just end those combos there until you can delay the rekkas properly. | ||
{{ComboTable-UNI | {{ComboTable-UNI | ||
Line 29: | Line 28: | ||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 2A > 2A > 2C > B+C > 22A | | combo = 2A > 2A > 2C > B+C > 22A, 3B > dl.236B~6A, 66C > 236A~6B | ||
| basedamage = 2956 | | basedamage = 2956 | ||
| bonusdamage = 3304 | | bonusdamage = 3304 | ||
Line 43: | Line 42: | ||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 5A > 5C > 2C > | | combo = 5A > 5C > 2C > 214X~dl.4X~dl.4X, 3B > dl.2C > 236B~6A, 66C > 236A~6B | ||
| basedamage = 3090 | | basedamage = 3090 | ||
| bonusdamage = 3202 | | bonusdamage = 3202 | ||
Line 51: | Line 50: | ||
| location = {{Property-UNI|Anywhere}} | | location = {{Property-UNI|Anywhere}} | ||
| notes = *5A BNB using delayed rekkas. Works anywhere. | | notes = *5A BNB using delayed rekkas. Works anywhere. | ||
*Can replace 5A with | *Works off just about any normal (2A doesn't work and 6B and 3C require different routing). Can replace 5A with any B or C normal for more damage. The second 2C can also be removed if the delay there is too difficult. | ||
* | *Delayed rekkas are the backbone of many of Hyde's combos. Once you can delay the rekkas consistently, make learning this route a priority. | ||
**Both 214A and 214B work here. You get slightly more corner carry with the B rekkas, but the A rekkas are slightly easier to delay. | |||
*[https://youtu.be/otnMd_JX8N4 Click here to see a video]. | *[https://youtu.be/otnMd_JX8N4 Click here to see a video]. | ||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = CH 3C > w.2A | | combo = CH 3C > w.2A, 2C > 214B~dl.4B~dl.4B, 3B > 5[C] > 214B~4B~4B | ||
| basedamage = 3040 | | basedamage = 3040 | ||
| bonusdamage = 3340 | | bonusdamage = 3340 | ||
Line 66: | Line 66: | ||
*The whiff 2A rebeat is key in combo routing off an anti-air 3C. Making 2A miss instead of waiting for the recovery on 3C to end means it's easier to land a hit before the opponent hits the ground and is able to tech. You can choose whatever normal you like afterward, but 2C is generally a good choice. | *The whiff 2A rebeat is key in combo routing off an anti-air 3C. Making 2A miss instead of waiting for the recovery on 3C to end means it's easier to land a hit before the opponent hits the ground and is able to tech. You can choose whatever normal you like afterward, but 2C is generally a good choice. | ||
*Stronger anti-air combos all follow this basic structure, with longer routes delaying the rekkas instead and picking up from there. It's a great place to start so you can get in the habit of 3C > whiff 2A > whatever normal you want to use early on once you're ready for more advanced combos. | *Stronger anti-air combos all follow this basic structure, with longer routes delaying the rekkas instead and picking up from there. It's a great place to start so you can get in the habit of 3C > whiff 2A > whatever normal you want to use early on once you're ready for more advanced combos. | ||
**Though the route says to go into 2C, it can sometimes whiff if the opponent is directly above you when 3C hits since 2C moves Hyde forward slightly. You can swap it for 2B or 5B to avoid that scenario. | |||
*If you can't delay the rekkas, just end the combo there. | *If you can't delay the rekkas, just end the combo there. | ||
*[https://youtu.be/-fWkXGrvP_8 Click here to see a video]. | *[https://youtu.be/-fWkXGrvP_8 Click here to see a video]. | ||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 236X~ | | combo = 236X~6A, 66C > 214B~dl.4B~dl.4B, 3B > 5C > 214B~4B~4B | ||
| basedamage = 3069 | | basedamage = 3069 | ||
| bonusdamage = 3369 | | bonusdamage = 3369 | ||
Line 77: | Line 78: | ||
| oppmetergain = 28.57 | | oppmetergain = 28.57 | ||
| location = {{Property-UNI|Anywhere}} | | location = {{Property-UNI|Anywhere}} | ||
| notes = *Simple hit-confirm combo off 236X~ | | notes = *Simple hit-confirm combo off 236X~6A. | ||
*236X~ | *236X~6A is one of Hyde's best moves, so being able to convert a hit into a combo is extremely useful. If you're just starting out, don't worry about delaying the rekkas and end the combo there. It's more important to be able to convert off that move than to optimize. | ||
*If you can delay the rekkas but you route into this off 66C, you have to end the combo there as the proration becomes too high for them to be delayed. | *If you can delay the rekkas but you route into this off 66C, you have to end the combo there as the proration becomes too high for them to be delayed. | ||
*[https://youtu.be/14Iayez0zZA Click here to see a video]. | *[https://youtu.be/14Iayez0zZA Click here to see a video]. | ||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 22A > 236C | | combo = 22A > 236C, dash > j.[C] > 3B > dl.2C > 236B~6A, 66C > 214B~4B~4B | ||
| basedamage = 2971 | | basedamage = 2971 | ||
| bonusdamage = 3260 | | bonusdamage = 3260 | ||
Line 101: | Line 102: | ||
Hyde’s combos usually have one of two goals in mind depending on his position: corner carry at midscreen and damage in the corner. But regardless of position, the general combo theory remains the same: | Hyde’s combos usually have one of two goals in mind depending on his position: corner carry at midscreen and damage in the corner. But regardless of position, the general combo theory remains the same: | ||
Starter > launcher (2C or 6B) > air normals or delayed rekkas (214B) > ground normal (3B or 2C, usually) > ender | |||
The choice of delayed rekkas versus air-normals mid-combo depends on the starter (at least for midscreen combos; in the corner, always use the rekkas). Some combos use a bit of both -- delayed rekkas into another launcher (such as 3C) followed by an aerial string into an ender. Generally, however, it's simply a matter of whether the combo can support using delayed rekkas or not. Either way, learning how to delay the rekkas is necessary to make the most of Hyde's combo potential. | The choice of delayed rekkas versus air-normals mid-combo depends on the starter (at least for midscreen combos; in the corner, always use the rekkas). Some combos use a bit of both -- delayed rekkas into another launcher (such as 3C) followed by an aerial string into an ender. Generally, however, it's simply a matter of whether the combo can support using delayed rekkas or not. Either way, learning how to delay the rekkas is necessary to make the most of Hyde's combo potential. | ||
Midscreen combos can also generally end with either 66C > 236X~ | Midscreen combos can also generally end with either 66C > 236X~6B or 66C > 214B~4B~4B depending on whether you want to maximize corner carry or get decent oki on wake up. The fireball ender usually puts the opponent closer to Hyde, allowing him to close in and potentially continue pressure, while the rekka ender pushes the opponent farther away from Hyde and closer to the corner. Barring cases where proration causes the rekkas to drop, the choice pretty much comes down to what you value more at a given moment. | ||
Hyde's mission mode combos are a good place to go for actually getting a feel for his combo theory as they cover basics very well. | Hyde's mission mode combos are a good place to go for actually getting a feel for his combo theory as they cover basics very well. | ||
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|data= | |data= | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 236B~6A | | combo = 236B~6A, 66C > 236A~6B | ||
| cost = | | cost = | ||
| location = {{Property-UNI|Anywhere}} | | location = {{Property-UNI|Anywhere}} | ||
| notes = | | notes = Most common finisher for Hyde’s combos. Ends in knockdown that puts the opponent close to Hyde, providing decent oki. Most combos use 236A~6B to avoid same move proration, though sometimes 236B~6B is used instead in cases where the A fireball would be too slow to connect. | ||
*Can cancel into just about any EX special or super from this. 214C, 623C, 22C, and 41236D are common options. | |||
*Can | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 66C > 214B~4B~4B | | combo = 236B~6A, 66C > (2[B+C]) > 214B~4B~4B | ||
| cost = | | cost = | ||
| location = {{Property-UNI|Anywhere}} | | location = {{Property-UNI|Anywhere}} | ||
| notes = | | notes = Another common ender. Often does more damage and provides better corner carry, though often prevents you from adding EX specials to the end of combos. | ||
* | *2B+C is optional, but it does add a bit of extra damage. Can use either the charged or uncharged version. | ||
*Can add | *Can add 236B+C after 214B for additional damage if you didn't use all the ground/wall bounces. | ||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = | | combo = 66C > 623A > (214C/623C/j.236C, 214B~4B~4B) | ||
| cost = | | cost = 100 {{Property-UNI|EXS}} (for EX moves) | ||
| location = {{Property-UNI|Anywhere}} | | location = {{Property-UNI|Anywhere}} | ||
| notes = | | notes = 623A is usually used to setup metered enders in combos but can provide good oki due to how the opponent often can't tech out of it before they touch the ground. | ||
Whether the opponent can tech early or not depends on the route and whether you get all three hits of 623A or just two. The latter is less likely to let that happen in most routes, though can still happen occasionally. If ever in doubt, just go for another ender or cancel into j.236C if you have meter available. | |||
*Can also cancel the landing recovery of 623A into 214C or 623C for additional damage. | |||
**214C is ideal for additional corner carry and a guaranteed knockdown, while 623C is best saved for closing out a round as it will allow the opponent to forward tech in the air if it doesn't kill. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = | | combo = 66C > 623A > dl. j.236C, 3C > 214B~4B~4B > CVO, 66C > 2[B+C] > 5A+B > IW | ||
| cost = | | cost = 200 {{Property-UNI|EXS}}, {{Property-UNI|vorpal}} | ||
| location = {{Property-UNI|Anywhere}} | | location = {{Property-UNI|Anywhere}} | ||
| notes = | | notes = CVO route to use when above 30% health. May require a small delay on 623A at midscreen to ensure the opponent remains close enough for j.236C to connect. | ||
*If you have only 100 meter, skip to CVO, 66C > 2[B+C] > 5A+B > IW. Works off any ender. | |||
* | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = | | combo = CVO, TK j.236C, 236C > IWEXS | ||
| cost = | | cost = 200 {{Property-UNI|EXS}}, {{Property-UNI|vorpal}} | ||
| location = {{Property-UNI|Anywhere}} | | location = {{Property-UNI|Anywhere}} | ||
| notes = | | notes = Basic CVO route when under 30% health with full meter. Works off any combo. | ||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 66C > 623A > dl. j.236C > | | combo = 66C > 623A > dl. j.236C, 3C > 214B~4B~4B > CVO, TK j.236C, 66C > 2[B+C] > IWEXS | ||
| cost = 200 {{Property-UNI|EXS}}, {{Property-UNI|vorpal}} | | cost = 200 {{Property-UNI|EXS}}, {{Property-UNI|vorpal}} | ||
| location = {{Property-UNI| | | location = {{Property-UNI|Anywhere}} | ||
| notes = | | notes = Optimal CVO route when 30% health with full meter. Harder than other CVO routes. Works anywhere, but is more consistent in the corner. | ||
*The first j.236C needs to be delayed as much as you reasonably can to ensure 3C doesn't launch the opponent too high, otherwise 214B will drop after the first hit. | |||
*May not work off routes where the opponent would be too high when 623A is used. Heavily prorated routes may also prevent delaying j.236C after 623A. | |||
}} | }} | ||
}} | }} | ||
Line 248: | Line 186: | ||
- Add level 3 headings to fit various combo situations. - | - Add level 3 headings to fit various combo situations. - | ||
--------------------------------------------------------> | --------------------------------------------------------> | ||
===2A | ===A Starters=== | ||
====2A==== | |||
{{ComboTable-UNI | {{ComboTable-UNI | ||
|data= | |data= | ||
{{#var:starter1}} | {{#var:starter1}} | ||
{{ComboData-UNI | |||
| combo = 2A > 2A > 2C > 5C > dl. j.C > j.6C > dash > j.A > j.B > j. | | combo = 2A > 2A > 2C > 5C > dl. j.C > dl. j.6C > dash > j.A > j.B > j.C > 3B > dl.236B~6A, 66C > 214B~4B~4B | ||
| basedamage = | | basedamage = 2726 | ||
| bonusdamage = | | bonusdamage = 2991 | ||
| cost = | | cost = | ||
| metergain = | | metergain = 67.77 | ||
| oppmetergain = | | oppmetergain = 35.71 | ||
| location = {{Property-UNI|Midscreen}} | | location = {{Property-UNI|Midscreen}} | ||
| notes = | | notes = Stronger 2A BNB. Slightly more advanced than the one in the Starter Combos section, but this one does more damage and has better corner carry. | ||
* | *You can use 5[C] instead for slightly more damage, but doing so does make it a little harder to land the aerial sequence after j.6C since you have less hitstun to work with. | ||
*[https://youtu.be/ | *2B+C can be added before the 214B at the end for additional damage. | ||
*[https://youtu.be/Hk4ZCRoEB-4 Click here to see a video]. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 2A > 2A > 2C > | | combo = 2A > 2A > 2C > 5C > dl. j.C > j.6C > dash > j.A > j.B > j.6C > dash > 66C > dl.236A~6A, 66C > 214B~4B~4B | ||
| basedamage = | | basedamage = 2731 | ||
| bonusdamage = | | bonusdamage = 2997 | ||
| cost = | | cost = | ||
| metergain = | | metergain = 68.91 | ||
| oppmetergain = | | oppmetergain = 36.41 | ||
| location = {{Property-UNI|Midscreen}} | | location = {{Property-UNI|Midscreen}} | ||
| notes = * | | notes = Maximum corner carry combo off 2A without spending meter. | ||
*[https://youtu.be/ | *The opponent needs to be close to the ground after delayed j.C > j.6C for greater consistency. | ||
*The delay on 236A is small, but helps ensure the opponent doesn't bounce too high to make 66C whiff. | |||
*Can achieve full corner carry by swapping 214B for 236B~6B > 214C | |||
*[https://youtu.be/oc89obVrIpI Click here to see a video]. | |||
}} | }} | ||
}} | }} | ||
===5A | ====5A==== | ||
{{ComboTable-UNI | {{ComboTable-UNI | ||
|data= | |data= | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 5A > 5C > 2C > 2B > j.C > dl. j.6C > dash > j.A > j.B > j.6C > dash > 66C > 214B~4B~4B | | combo = 5A > 5C > 2C > 2B > dl. j.C > dl. j.6C > dash > j.A > j.B > j.6C > dash > 66C > dl.236A~6A, 66C > 214B~4B~4B | ||
| basedamage = | | basedamage = 3016 | ||
| bonusdamage = | | bonusdamage = 3311 | ||
| cost = | | cost = | ||
| metergain = | | metergain = 73.10 | ||
| oppmetergain = | | oppmetergain = 37.74 | ||
| location = {{Property-UNI|Midscreen}} | | location = {{Property-UNI|Midscreen}} | ||
| notes = *5A combo focusing on corner carry. | | notes = *5A combo focusing on corner carry. | ||
*[https://youtu.be/ | *[https://youtu.be/Yqarees0u7k Click here to see a video]. | ||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 5A > 5C > 2C > 214B~dl.4B~dl.4B | | combo = 5A > 5C > 2C > 214B~dl.4B~dl.4B, 5B > j.2C > j.[C] > dash > 3B > (dl.2C) > 236B~6A, 66C > 236A~6B | ||
| basedamage = 3278 | | basedamage = 3278 | ||
| bonusdamage = 3599 | | bonusdamage = 3599 | ||
Line 315: | Line 248: | ||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 5A > 5C > 214A~dl.4A | | combo = 5A > 5C > 214A~dl.4A, 3C > dl.6B(2nd) > j.[C] > 3B > dl.2C > 236B~6A, 66C > 236A~6B | ||
| basedamage = 3161 | | basedamage = 3161 | ||
| bonusdamage = 3472 | | bonusdamage = 3472 | ||
Line 326: | Line 259: | ||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 5A > 5C > 2C > | | combo = 5A > 5C > 2C > 214A/B~dl.4X~dl.4X, 2B > B+C, 3B > dl.236B~6A, 66C > 236A~6B | ||
| basedamage = | | basedamage = 3345 | ||
| bonusdamage = | | bonusdamage = 3709 | ||
| cost = | | cost = | ||
| metergain = | | metergain = 74.73 | ||
| oppmetergain = | | oppmetergain = 39.56 | ||
| location = {{Property-UNI|Corner}} | | location = {{Property-UNI|Corner}} | ||
| notes = *5A corner combo | | notes = *5A corner combo using delayed rekkas. | ||
*The delay on 236B is very small, but crucial. If you don't delay the fireball, the combo will drop because the opponent won't be low enough for the ender to connect. | *The delay on 236B is very small, but crucial. If you don't delay the fireball, the combo will drop because the opponent won't be low enough for the ender to connect. | ||
*[https://youtu.be/ | *[https://youtu.be/qCnzYJgoMCU Click here to see a video]. | ||
}} | }} | ||
}} | }} | ||
=== | ===B Starters=== | ||
For combos that work off 5B or 2B, 5B always does slightly more damage and has a bit more meter gain. | |||
{{ComboTable-UNI | {{ComboTable-UNI | ||
|data= | |data= | ||
{{ComboData-UNI | |||
| combo = 5B/2B > 5C > 2C > 214A~dl.4A~dl.4A, 3C > j.C > j.6C > dash > j.A > j.B > j.C > 6B > 214B~4B~4B | |||
| basedamage = 3502 | |||
| bonusdamage = 3845 | |||
| cost = | |||
| metergain = 80.51 | |||
| oppmetergain = 40.36 | |||
| location = {{Property-UNI|Midscreen}} | |||
| notes = *Basic combo focusing on corner carry. | |||
*Though you can use 214B twice, using both the A and B rekkas does slightly more damage. | |||
*If delaying 214A is giving you trouble, you can try not delaying them at all. You can still link 3C afterward. The delays just make the link easier. | |||
*[https://youtu.be/dVmq4LMXee8 Click here to see a video]. | |||
}} | |||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 2B > 5C > 2C > | | combo = 5B/2B > 5C > 2C > 214A~dl.4A~dl.4A, 3C > j.C > j.6C > dash > j.A > j.B > j.C > 3B > dl.236B~6A, 66C > (2[B+C]) > 214B~4B~4B | ||
| basedamage = | | basedamage = 3631 | ||
| bonusdamage = | | bonusdamage = 3982 | ||
| cost = | |||
| metergain = 96.23 | |||
| oppmetergain = 58.40 | |||
| location = {{Property-UNI|Midscreen}} | |||
| notes = *Stronger version of the previous combo with better damage and corner carry. | |||
*2B+C can be removed to make the combo a bit easier for a very slight drop in damage. | |||
*[https://youtu.be/THg4eXrRmi0 Click here to see a video]. | |||
}} | |||
{{ComboData-UNI | |||
| combo = 5B/2B > 5C > 2C > 214B~dl.4B~dl.4B, 3C > j.C > j.2C, rejump > j.B > j.C > j.6C > dash > 66C > 236B~6B | |||
| basedamage = 3475 | |||
| bonusdamage = 3815 | |||
| cost = | | cost = | ||
| metergain = | | metergain = 78.43 | ||
| oppmetergain = | | oppmetergain = 38.24 | ||
| location = {{Property-UNI|Midscreen}} | | location = {{Property-UNI|Midscreen}} | ||
| notes = * | | notes = *Alternate corner carry route. | ||
* | *This route allows you to use more EX moves at the end for additional damage or take the opponent all the way to the corner. Ending on rekkas doesn't allow you to do any EX enders unless you CVO cancel them first. | ||
*[https://youtu.be/ | *[https://youtu.be/cINR6cVzqfQ Click here to see a video]. | ||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 2B > 2C > | | combo = 5B/2B > 5C > 2C > 214X~dl.4X~dl.4X, 3C > j.A > j.B > j.C > 3B > dl.2C > 236B~6A, 66C > 236A~6B | ||
| basedamage = | | basedamage = 3519 | ||
| bonusdamage = | | bonusdamage = 3862 | ||
| cost = | | cost = | ||
| metergain = | | metergain = 84.57 | ||
| oppmetergain = | | oppmetergain = 43.59 | ||
| location = {{Property-UNI|Midscreen}} | | location = {{Property-UNI|Midscreen}} | ||
| notes = * | | notes = *Either A or B rekkas work here. You can use 214X for the ender in place of 236A~6B as well. Using 214A early in the combo and ending on 214B is ideal for optimal damage. | ||
* | *[https://youtu.be/ztGfkAFDXHk Click here to see a video]. | ||
*[https://youtu.be/ | }} | ||
{{ComboData-UNI | |||
| combo = 5B/2B > 5C > 236B~6B > 2C > 22B, 66C > 236A~6A, 66C > 214B~4B~4B | |||
| basedamage = 3504 | |||
| bonusdamage = 3848 | |||
| cost = | |||
| metergain = 81.03 | |||
| oppmetergain = 38.60 | |||
| location = {{Property-UNI|Midscreen}} | |||
| notes = *Use this route when you get a hit off a max-range 5B or 2B as 2C cannot connect at that range. | |||
*[https://youtu.be/EHOBV5-TfP8 Click here to see a video]. | |||
}} | |||
{{ComboData-UNI | |||
| combo = CH 5B/2B > 5C > 2C > 214B~dl.4B~dl.4B, 3C > 5[C] > 6B(2nd) > j.[C] > 3B > 236B~6A, 66C > 236A~6B | |||
| basedamage = 3572 | |||
| bonusdamage = 3921 | |||
| cost = | |||
| metergain = 87.40 | |||
| oppmetergain = 45.45 | |||
| location = {{Property-UNI|Midscreen}} | |||
| notes = *Counter hit route at midscreen. | |||
*[https://youtu.be/bW0xp2wSkz4 Click here to see a video]. | |||
}} | |||
{{ComboData-UNI | |||
| combo = 5B/2B > 5C > 6B > 214B~dl.4B~dl.4B, 22A, 3B > B+C > 236B~6A, 66C > 236A~6B | |||
| basedamage = 3602 | |||
| bonusdamage = 3978 | |||
| cost = | |||
| metergain = 86.60-87.42 | |||
| oppmetergain = 48.09-48.36 | |||
| location = {{Property-UNI|Corner}} | |||
| notes = *Corner combo for max-range 5B/2B using delayed rekkas. | |||
*Use this at ranges where 2C won't connect. | |||
*[https://youtu.be/scbqkVWIcOc Click here to see a video]. | |||
}} | }} | ||
}} | }} | ||
===5B | ====5B==== | ||
{{ComboTable-UNI | {{ComboTable-UNI | ||
|data= | |data= | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 5B > 5C > 2C > 214B~dl.4B~dl.4B > | | combo = 5B > 5C > 2C > 2B > 214B~dl.4B~dl.4B, 2C > 22B, 66C > 236A~6A, 66C > 214A~4A~4A | ||
| basedamage = | | basedamage = 3502 | ||
| bonusdamage = | | bonusdamage = 3845 | ||
| cost = | | cost = | ||
| metergain = | | metergain = 89.73 | ||
| oppmetergain = | | oppmetergain = 46.67 | ||
| location = {{Property-UNI|Midscreen}} | | location = {{Property-UNI|Midscreen}} | ||
| notes = * | | notes = *High damage combo off 5B using 22B midscreen routing. | ||
* | *Though ending on 214A does more damage, it does sometimes allow the opponent to tech just before hitting the ground after the third hit. Use 214B instead if you want to avoid that. | ||
*[https://youtu.be/Fl5NggQnEa4 Click here to see a video]. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 5B > 5C > 2C > 2B > 214B~dl.4B~dl.4B, 22A, 3B > B+C > 236B~6A, 66C > 236A~6B | |||
| combo = 5B > 5C > 2C > 2B > 214B~dl.4B~dl.4B | |||
| basedamage = 3646 | | basedamage = 3646 | ||
| bonusdamage = 4026 | | bonusdamage = 4026 | ||
Line 402: | Line 385: | ||
| location = {{Property-UNI|Corner}} | | location = {{Property-UNI|Corner}} | ||
| notes = *5B corner combo. | | notes = *5B corner combo. | ||
*Stronger than the standard BNB and only slightly harder. | *Stronger than the standard corner BNB and only slightly harder. | ||
*B+C can be replaced with 2C to save GRD. | *B+C can be replaced with 2C to save GRD. | ||
*[https://youtu.be/oDmhBJ6CJzs Click here to see a video]. | |||
}} | }} | ||
}} | }} | ||
===6B | ====6B==== | ||
{{ComboTable-UNI | {{ComboTable-UNI | ||
|data= | |data= | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 6B(1) > 5[C] > | | combo = 6B(1) > 5[C] > 214A/B~dl.4X~dl.4X, 3B > dl.2C > 236B~6A, 66C > 236A~6B | ||
| basedamage = 3117 | | basedamage = 3117 | ||
| bonusdamage = 3423 | | bonusdamage = 3423 | ||
Line 418: | Line 402: | ||
| oppmetergain = 32.69 | | oppmetergain = 32.69 | ||
| location = {{Property-UNI|Anywhere}} | | location = {{Property-UNI|Anywhere}} | ||
| notes = * | | notes = *Basic combo off 6B. | ||
*You can use either the A or B version of 214X and the combo will work. | |||
**If using the A version, you don't need to delay the follow-ups to link into 3B. Doing so does make the link easier, however. | |||
**236A~6B can also be replaced with 214B for slightly more damage if 214A was used earlier in the combo. | |||
*Using both 3B and 2C adds more damage. If 2C keeps dropping, route straight into the fireball ender instead. | *Using both 3B and 2C adds more damage. If 2C keeps dropping, route straight into the fireball ender instead. | ||
*[https://youtu.be/h7L4o8pUfaI Click here to see a video]. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 6B(1) > 5[C] > | | combo = 6B(1) > 5[C] > 214B~dl.4B~dl.4B, 2C > 22B, 66C > 236A~6A, 66C > 236B~6B | ||
| basedamage = | | basedamage = 3438 | ||
| bonusdamage = | | bonusdamage = 3774 | ||
| cost = | | cost = | ||
| metergain = | | metergain = 80.48 | ||
| oppmetergain = | | oppmetergain = 41.76 | ||
| location = {{Property-UNI|Midscreen}} | | location = {{Property-UNI|Midscreen}} | ||
| notes = * | | notes = *High damage route off 6B using 22B midscreen routing. | ||
* | *Using both hits of 6B instead of 6B(1) > 5[C] deals more damage. | ||
*Using 22B midscreen can be difficult due to the specific spacing needed for all three hits to connect. 214B usually puts the opponent at just the right position for it as long as the rekkas are delayed correctly. | |||
*A trick you can use to make the fireball connect after 66C is to use 236A~6A where possible. The slower startup on 236A makes it easier for the follow-up to hit consistently, whereas 236B~6A usually needs a delay. You may have to use that instead in cases where the opponent ends up just slightly too far for 236A to hit, but off this route specifically, it shouldn't be a problem. Still worth noting, though. | |||
*[https://youtu.be/Kq3m06ct9M4 Click here to see a video]. | |||
}} | }} | ||
{{ComboData-UNI | |||
| combo = 6B | | combo = 6B > 214B~dl.4B~dl.4B, md.3C > 5[C] > 6B(2nd) > j.[C] > 3B > dl.2C > 236B~6A, 66C > 236A~6B | ||
| basedamage = | | basedamage = 3568 | ||
| bonusdamage = | | bonusdamage = 3918 | ||
| cost = | | cost = | ||
| metergain = | | metergain = 85.52 | ||
| oppmetergain = | | oppmetergain = 46.28 | ||
| location = {{Property-UNI| | | location = {{Property-UNI|Midscreen}} | ||
| notes = * | | notes = *Standard route off both hits of 6B | ||
* | *This is basically mission mode route 5-15, but it's also some of the most reliable high damage you can get off 6B. | ||
*Microdash 3C is a bit tricky at first, but the window to input it after the rekkas is surprisingly generous in UNI2. Learning this helps increase damage on a lot of Hyde's combos. | |||
*[https://youtu.be/njaBVb6qfa8 Click here to see a video]. | |||
}} | }} | ||
{{ComboData-UNI | |||
| combo = 6B > 214B~dl.4B~dl.4B | | combo = 6B(1) > 5[C] > 214B~dl.4B~dl.4B, md.3C > j.C > j.6C > dash > j.A > j.B > j.C > 3B > dl.236B~6A, 66C > dl.214A~4A~4A/236A~6B | ||
| basedamage = | | basedamage = 3306 | ||
| bonusdamage = | | bonusdamage = 3628 | ||
| cost = | | cost = | ||
| metergain = | | metergain = 84.60 | ||
| oppmetergain = | | oppmetergain = 46.86 | ||
| location = {{Property-UNI|Midscreen}} | | location = {{Property-UNI|Midscreen}} | ||
| notes = * | | notes = *Max corner carry off 6B(1) > 5[C]. | ||
* | *Either delay 214A or 236A~6B work as the ender. The choice is merely down to whether you want maximum corner carry without spending meter while maintaining good oki (dl.214A) or want the option to add an EX move on for additional damage or full corner carry (236A~6B). | ||
* | **Damage listed used the 214A ender. | ||
*[https://youtu.be/iiA9hrXOJic Click here to see a video]. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 6B > 214B~dl.4B~dl.4B > | | combo = 6B > 214B~dl.4B~dl.4B, 2C > 5C > j.C > j.6C > dash > j.A > j.B > j.C > 3B > dl.236B~6A, 66C > dl.214A~4A~4A/236A~6B | ||
| basedamage = | | basedamage = 3592 | ||
| bonusdamage = | | bonusdamage = 3943 | ||
| cost = | | cost = | ||
| metergain = | | metergain = 87.92 | ||
| oppmetergain = | | oppmetergain = 48.93 | ||
| location = {{Property-UNI|Midscreen}} | | location = {{Property-UNI|Midscreen}} | ||
| notes = * | | notes = *Best mix of damage and corner carry off 6B. | ||
* | *Using both hits of 6B always leads to better damage, but is riskier to confirm since you can't cancel the second hit with normals on block. | ||
*As with the previous combo, either 214A or 236A~6B work as the ender. Damage listed used the 214A ender. | |||
*[https://youtu.be/zCZEnfatCRw Click here to see a video]. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 6B > j.C > j.2C | | combo = 6B > dl.5[C] > dl. j.C > j.2C, 214B~dl.4B~dl.4B, 2C > 22B, 66C > dl.236A~6A, 66C > 236B~6B | ||
| basedamage = | | basedamage = 3802 | ||
| bonusdamage = | | bonusdamage = 4177 | ||
| cost = | | cost = | ||
| metergain = | | metergain = 92.24 | ||
| oppmetergain = | | oppmetergain = 50.77 | ||
| location = {{Property-UNI|Midscreen}} | | location = {{Property-UNI|Midscreen}} | ||
| notes = * | | notes = *Optimal route off 6B midscreen. | ||
* | *Very difficult combo. Easy to drop at multiple points, but also does some of the highest damage you can do meterless off 6B at midscreen. | ||
*The delay on 236A is slight but helpful for consistency. | |||
*Can replace 236B~6B with 214B for an easier ender in exchange for a small drop in damage. | |||
*[https://youtu.be/fw665zgOelI Click here to see a video]. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 6B(1) > 5[C] > 214B~dl.4B~dl.4B | | combo = 6B(1) > 5[C] > 214B~dl.4B~dl.4B, 22A, 3B > B+C > 236B~6A, 66C > 236A~6B | ||
| basedamage = 3560/3534 | | basedamage = 3560/3534 | ||
| bonusdamage = 3911 | | bonusdamage = 3911 | ||
Line 488: | Line 487: | ||
*Works off both hits of 6B as well, whether close to or in the corner. | *Works off both hits of 6B as well, whether close to or in the corner. | ||
*Can sometimes drop after Force Function. Swap for 2C in case it's a frequent problem or if you want to conserve GRD. | *Can sometimes drop after Force Function. Swap for 2C in case it's a frequent problem or if you want to conserve GRD. | ||
*[https://youtu.be/xVf5XBSdNUY Click here to see a video]. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 6B > 214B~dl.4B~dl.4B | | combo = 6B > 214B~dl.4B~dl.4B, 22A, 3B > 22B, dl.236B~6A, 66C > 236A~6B | ||
| basedamage = 3678 | | basedamage = 3678 | ||
| bonusdamage = 4039 | | bonusdamage = 4039 | ||
Line 497: | Line 497: | ||
| oppmetergain = 44.11 | | oppmetergain = 44.11 | ||
| location = {{Property-UNI|Corner}} | | location = {{Property-UNI|Corner}} | ||
| notes = *High damage corner routing off of 6B without | | notes = *High damage corner routing off of 6B without using Force Function. | ||
*The delay on 236B is slight. Can't wait too long or else the opponent will tech before the fireball can connect. | *The delay on 236B is slight. Can't wait too long or else the opponent will tech before the fireball can connect. | ||
*[https://youtu.be/epGhOubfVxE Click here to see a video]. | |||
}} | }} | ||
}} | }} | ||
===3B | ====3B==== | ||
{{ComboTable-UNI | {{ComboTable-UNI | ||
|data= | |data= | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 3B > 5C > 236B~6B | | combo = 3B > 5C > 236B~6B, 2C > 22B, 66C > 214B~4B~4B | ||
| basedamage = 3231 | | basedamage = 3231 | ||
| bonusdamage = 3549 | | bonusdamage = 3549 | ||
Line 514: | Line 515: | ||
| location = {{Property-UNI|Midscreen}} | | location = {{Property-UNI|Midscreen}} | ||
| notes = *Combo off of max range 3B. | | notes = *Combo off of max range 3B. | ||
*[https://youtu.be/sCb9PXNGBAk Click here to see a video]. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 3B > 5C > 236B~6B | | combo = 3B > 5C > 236B~6B, 22A, 3B > dl.2C > 236A~6A, 66C > 2B+C > 214B~4B~4B | ||
| basedamage = 3266 | | basedamage = 3266 | ||
| bonusdamage = 3569 | | bonusdamage = 3569 | ||
Line 525: | Line 527: | ||
| notes = *Corner combo for 3B. | | notes = *Corner combo for 3B. | ||
*Can add j.236C > j.A on the end for additional damage. | *Can add j.236C > j.A on the end for additional damage. | ||
*[https://youtu.be/ia6q3Bh5FmQ Click here to see a video]. | |||
}} | }} | ||
}} | }} | ||
=== | ===C Starters=== | ||
===2C | ====2C==== | ||
{{ComboTable-UNI | {{ComboTable-UNI | ||
|data= | |data= | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 2C > 5B > 5[C] > 6B(2nd) > j.[C] > 3B > dl.2C > 236B~6A | | combo = 2C > 5B > 5[C] > 6B(2nd) > j.[C] > 3B > dl.2C > 236B~6A, 66C > 214B~4B~4B | ||
| basedamage = 3261 | | basedamage = 3261 | ||
| bonusdamage = 3582 | | bonusdamage = 3582 | ||
Line 578: | Line 545: | ||
| location = {{Property-UNI|Midscreen}} | | location = {{Property-UNI|Midscreen}} | ||
| notes = *Basic combo off 2C. | | notes = *Basic combo off 2C. | ||
*[https://youtu.be/1t86rEEYCMs Click here to see a video]. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 2C > 5[C] > j.C > j.2C | | combo = 2C > 5[C] > j.C > j.2C, 214B~dl.4B~dl.4B, 3B > dl.2C > 236B~6A, 66C > 236A~6B | ||
| basedamage = 3404 | | basedamage = 3404 | ||
| bonusdamage = 3739 | | bonusdamage = 3739 | ||
Line 589: | Line 557: | ||
| notes = *Combo off max range 2C. | | notes = *Combo off max range 2C. | ||
*Usually the basic 2C above this one is a good route to use at midscreen, but it's less consistent the farther away the opponent is when 2C hits. This route works at any range and does more damage. | *Usually the basic 2C above this one is a good route to use at midscreen, but it's less consistent the farther away the opponent is when 2C hits. This route works at any range and does more damage. | ||
*[https://youtu.be/xhFGSqB5i_g Click here to see a video]. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 2C > 5B > 5[C] > dl.6B(2nd) > j.[C] | | combo = 2C > 5B > 5[C] > dl.6B(2nd) > j.[C], 22A, 3B > B+C > 236B~6A, 66C > 236A~6B | ||
| basedamage = 3611 | | basedamage = 3611 | ||
| bonusdamage = 3991 | | bonusdamage = 3991 | ||
Line 599: | Line 568: | ||
| location = {{Property-UNI|Corner}} | | location = {{Property-UNI|Corner}} | ||
| notes = *Basic corner combo for 2C. | | notes = *Basic corner combo for 2C. | ||
*[https://youtu.be/TYvzJCJMxBM Click here to see a video]. | |||
}} | }} | ||
}} | }} | ||
===5C | ====5C==== | ||
{{ComboTable-UNI | {{ComboTable-UNI | ||
|data= | |data= | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 5C > 236B~6A > 66C > 214B~dl.4B~dl.4B | | combo = 5C > 236B~6A > 66C > 214B~dl.4B~dl.4B, 3B > dl.2C > 5[C] > 6B(1) > 214B~4B~4B | ||
| basedamage = 3270 | | basedamage = 3270 | ||
| bonusdamage = 3591 | | bonusdamage = 3591 | ||
Line 616: | Line 586: | ||
*Works at just about any range 5C can connect at. Charged 5C starter extends effective range you can confirm off of. | *Works at just about any range 5C can connect at. Charged 5C starter extends effective range you can confirm off of. | ||
*If the combo keeps dropping around 2C > 5[C], change route to 3B > 5C > 214B~4B~4B instead. You lose a bit of damage, but it's less likely to drop. | *If the combo keeps dropping around 2C > 5[C], change route to 3B > 5C > 214B~4B~4B instead. You lose a bit of damage, but it's less likely to drop. | ||
*[https://youtu.be/1x7sLvANsmc Click here to see a video]. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 5C > 2C > 214B~dl.4B~dl.4B | | combo = 5C > 2C > 214B~dl.4B~dl.4B, 3C > 5[C] > 6B(2nd) > j.[C] > 2C > 236B~6A, 66C > 236A~6B | ||
| basedamage = 3561 | | basedamage = 3561 | ||
| bonusdamage = 3909 | | bonusdamage = 3909 | ||
Line 628: | Line 599: | ||
*Only works at ranges where 2C can connect. | *Only works at ranges where 2C can connect. | ||
*Can also use charged 5C starter for additional damage. | *Can also use charged 5C starter for additional damage. | ||
*[https://youtu.be/1sVoXcdLmmM Click here to see a video]. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 5[C] > 22A > CS > dash > 66B > 214B~dl.4B~dl.4B | | combo = 5[C] > 22A > CS > dash > 66B > 214B~dl.4B~dl.4B, 2C > 22B, 66C > dl.236B~6A, 66C > 236A~6B | ||
| basedamage = 3736 | | basedamage = 3736 | ||
| bonusdamage = | | bonusdamage = | ||
Line 640: | Line 612: | ||
*22B can be difficult to land as all three hits need to connect for the combo to work and the opponent can sometimes end up just slightly outside of the correct spacing you need to do so. | *22B can be difficult to land as all three hits need to connect for the combo to work and the opponent can sometimes end up just slightly outside of the correct spacing you need to do so. | ||
*Damage differs depending on whether you end up in the corner before the combo ends. If you do, you get slightly less damage. | *Damage differs depending on whether you end up in the corner before the combo ends. If you do, you get slightly less damage. | ||
*[https://youtu.be/65fDyWqGpzM Click here to see a video]. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 5C > 6B > dl.B+C > 214B~dl.4B~dl.4B | | combo = 5[C] > 236B~6A, 66C > 214B~dl.4B~dl.4B, 2C > 22B, 66C > 236A~6B | ||
| basedamage = 3436 | |||
| bonusdamage = 3774 | |||
| cost = | |||
| metergain = 78.04 | |||
| oppmetergain = 37.48 | |||
| location = {{Property-UNI|Midscreen}} | |||
| notes = *Alternate combo off max range 5[C] that doesn't rely on spending meter or Chain Shift. | |||
*Tricky combo due to the specific spacing needed to make each part land. | |||
*Can change the ender to 214A for more damage, but doing so allows the opponent to forward tech. | |||
*[https://youtu.be/fVShTPL9oM0 Click here to see a video]. | |||
}} | |||
{{ComboData-UNI | |||
| combo = 5C > 6B > dl.B+C > 214B~dl.4B~dl.4B, 22A, 3B > dl.2C > 236B~6A, 66C > 236A~6B | |||
| basedamage = 3829 | | basedamage = 3829 | ||
| bonusdamage = 4257 | | bonusdamage = 4257 | ||
Line 651: | Line 637: | ||
| notes = *Corner combo off 5C. | | notes = *Corner combo off 5C. | ||
*Force Function has to be delayed slightly for it to connect. | *Force Function has to be delayed slightly for it to connect. | ||
*[https://youtu.be/DSSctt2u0Zw Click here to see a video]. | |||
}} | |||
}} | |||
===Dash Normal Starters=== | |||
Combos that work off both 66B and 66C deal different amounts of damage and gain different amounts of meter. 66B does slightly more damage, but 66C has slightly better meter gain. | |||
{{ComboTable-UNI | |||
|data= | |||
{{ComboData-UNI | |||
| combo = 66X > 214A~dl.4A~dl.4A, 3C > 5[C] > 6B(2nd) > j.[C] > 3B > dl.2C > 236B~6A, 66C > 236A~6B | |||
| basedamage = 3590 | |||
| bonusdamage = 3943 | |||
| cost = | |||
| metergain = 84.05 | |||
| oppmetergain = 42.53 | |||
| location = {{Property-UNI|Anywhere}} | |||
| notes = *BNB off 66B and 66C. | |||
*[https://youtu.be/3sRiL4FEtZQ Click here to see a video]. | |||
}} | |||
{{ComboData-UNI | |||
| combo = 66X > 214A~dl.4A~dl.4A, 3C > j.C > j.6C > dash > j.A > j.B > j.C > 3B > dl.236B~6A, 66C > 214B~4B~4B/236A~6B | |||
| basedamage = 3409 | |||
| bonusdamage = 3741 | |||
| cost = | |||
| metergain = 81.84 | |||
| oppmetergain = 42.47 | |||
| location = {{Property-UNI|Anywhere}} | |||
| notes = *Corner carry variation of the BNB. | |||
*[https://youtu.be/yDjdN4E6gcM Click here to see a video]. | |||
}} | }} | ||
}} | }} | ||
=== | ====66B==== | ||
{{ComboTable-UNI | {{ComboTable-UNI | ||
|data= | |data= | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = | | combo = 66B, 6B > 214B~dl.4B~dl.4B, 2C > 22B, 66C > 214B~4B~4B | ||
| basedamage = | | basedamage = 3284 | ||
| bonusdamage = | | bonusdamage = 3609 | ||
| cost = | | cost = | ||
| metergain = | | metergain = 72.21 | ||
| oppmetergain = | | oppmetergain = 35.90 | ||
| location = {{Property-UNI|Midscreen}} | | location = {{Property-UNI|Midscreen}} | ||
| notes = * | | notes = *Dash B combo using 6B link. | ||
*As of UNI2, 66B now causes the opponent to tumble on any hit, which opens up more routing possibilities. This route is does good damage without being too difficult if you can delay 214B properly. | |||
*[https://youtu.be/OUuxM69kYVM Click here to see a video]. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 66C > B+C > CS > dash > 66C > 214B~dl.4B~dl.4B | | combo = 66B, 66C, 6B(2nd) > 214B~dl.4B~dl.4B, 3B > dl.2C > 22B, 66C > 214B~4B~4B | ||
| basedamage = 3297 | |||
| bonusdamage = 3943 | |||
| cost = | |||
| metergain = 77.50 | |||
| oppmetergain = 40.49 | |||
| location = {{Property-UNI|Midscreen}} | |||
| notes = *Side-swap combo off 66B. | |||
*[https://youtu.be/Da2-L9lqXso Click here to see a video]. | |||
}} | |||
{{ComboData-UNI | |||
| combo = 66B > 214A~dl.4A~dl.4A, 22A, 3B > B+C > 236B~6A, 66C > 236A~6B | |||
| basedamage = 3620 | |||
| bonusdamage = 4008 | |||
| cost = | |||
| metergain = 77.67 | |||
| oppmetergain = 42.26 | |||
| location = {{Property-UNI|Corner}} | |||
| notes = *Corner combo off 66B. | |||
*[https://youtu.be/fVKo2J925P8 Click here to see a video]. | |||
}} | |||
}} | |||
====66C==== | |||
{{ComboTable-UNI | |||
|data= | |||
{{ComboData-UNI | |||
| combo = 66C > B+C > CS > dash > 66C > 214B~dl.4B~dl.4B, 3B > dl.2C > 236B~6A, 66C > 236A~6B | |||
| basedamage = 3488 | | basedamage = 3488 | ||
| bonusdamage = | | bonusdamage = | ||
Line 677: | Line 721: | ||
| notes = *Standard 66C into Force Function combo. | | notes = *Standard 66C into Force Function combo. | ||
*Chain Shift or meter need to be used to convert off FF at midscreen because of the knockback. | *Chain Shift or meter need to be used to convert off FF at midscreen because of the knockback. | ||
*[https://youtu.be/pa4-vrvzwTQ Click here to see a video]. | |||
}} | |||
{{ComboData-UNI | |||
| combo = 66C > B+C > dl.236B~6B, 66C > 236A~6A > dash > 3B > dl.2C > dl.5C > 3C > 623A | |||
| basedamage = 3445 | |||
| bonusdamage = 3849 | |||
| cost = | |||
| metergain = 73.77 | |||
| oppmetergain = 36.87 | |||
| location = {{Property-UNI|Midscreen}} | |||
| notes = *The buffs to Bend Sinister in UNI 2 makes it possible to connect after 5FF without needing counterhit or resources. | |||
*236B~B right before the opponent wall bounces or else they'll be too far for bend sinister to connect | |||
*The dash 3B is tricky | |||
*You can go straight into B rekka instead of 3C for similar damage | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 66C | | combo = 66C, 6B(2nd) > 214B~dl.4B~dl.4B, 3C > 5[C] > 6B(2nd) > j.[C] > 2C > 236B~6A, 66C > 236A~6B | ||
| basedamage = 3463 | | basedamage = 3463 | ||
| bonusdamage = 3802 | | bonusdamage = 3802 | ||
Line 689: | Line 748: | ||
*Bit tricky due to how you have to resist special canceling 66C immediately. 6B can be a difficult link at first, but as long as you input as soon as you possibly can, it should always connect. | *Bit tricky due to how you have to resist special canceling 66C immediately. 6B can be a difficult link at first, but as long as you input as soon as you possibly can, it should always connect. | ||
*Can sometimes drop before 2C connects. Can replace with 3B instead for better stability at the cost of slightly less damage. | *Can sometimes drop before 2C connects. Can replace with 3B instead for better stability at the cost of slightly less damage. | ||
*[https://youtu.be/dHEI3odaMO0 Click here to see a video]. | |||
}} | |||
{{ComboData-UNI | |||
| combo = 66C, j.236A, 214B~dl.4B~dl.4B, 2C > 22B, 66C > 236A~6A, 66C > 236B~6B | |||
| basedamage = 3547 | |||
| bonusdamage = 3894 | |||
| cost = | |||
| metergain = 86.52 | |||
| oppmetergain = 46.41 | |||
| location = {{Property-UNI|Midscreen}} | |||
| notes = *Stronger route off 66C using j.236A. | |||
*The link here can be a bit tricky as it's possible to get j.A instead. | |||
*[https://youtu.be/QZkRAR6Beu8 Click here to see a video]. | |||
}} | |||
{{ComboData-UNI | |||
| combo = CH 66C, j.236A, 214B~dl.4B~dl.4B, md.3C > 5[C] > 6B(2nd) > j.[C] > 3B > dl.2C > 236B~6A, 66C > 236A~6B | |||
| basedamage = 3617 | |||
| bonusdamage = 3970 | |||
| cost = | |||
| metergain = 92.88 | |||
| oppmetergain = 52.50 | |||
| location = {{Property-UNI|Midscreen}} | |||
| notes = *Counter hit route for 66C, j.236A. | |||
*[https://youtu.be/Ijg5SN499gg Click here to see a video]. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 66C > B+C > 236B~236C > dash > 5B > 5[C] > j.C > j.2C | | combo = 66C > B+C > 236B~236C > dash > 5B > 5[C] > j.C > j.2C, 214B~4B~4B | ||
| basedamage = 3566 | | basedamage = 3566 | ||
| bonusdamage = 3981 | | bonusdamage = 3981 | ||
Line 700: | Line 783: | ||
| notes = *Combo off 66C into Force Function that uses meter. | | notes = *Combo off 66C into Force Function that uses meter. | ||
*Fireball has to hit before detonating it, and the detonation must happen as soon as the fireball connects for it to work. | *Fireball has to hit before detonating it, and the detonation must happen as soon as the fireball connects for it to work. | ||
*[https://youtu.be/DSe0aIeSjO0 Click here to see a video]. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 66C > B+C > CS > dash > 66B > 214B~dl.4B~dl.4B | | combo = 66C > B+C > CS > dash > 66B > 214B~dl.4B~dl.4B, 22A, 3B > dl.2C > 236B~6A, 66C > 236A~6B | ||
| basedamage = 3984 | | basedamage = 3984 | ||
| bonusdamage = | | bonusdamage = | ||
Line 711: | Line 795: | ||
| notes = *66C into Force Function combo to use if you're close to the corner. | | notes = *66C into Force Function combo to use if you're close to the corner. | ||
*66B is harder to land after FF than 66C is, but leads to better damage. | *66B is harder to land after FF than 66C is, but leads to better damage. | ||
*[ Click here to see a video] | *[https://youtu.be/jkoYZiyEW8s Click here to see a video] | ||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 66C | | combo = 66C, 6B(2nd) > B+C > 214B~dl.4B~dl.4B, 22A, 3B > dl.2C > 236B~6A, 66C > 236A~6B | ||
| basedamage = 3711 | | basedamage = 3711 | ||
| bonusdamage = 4129 | | bonusdamage = 4129 | ||
Line 735: | Line 808: | ||
*Like the midscreen route that uses the 6B link, it's a bit tricky due to how easily it is to autopilot into special canceling 66C. | *Like the midscreen route that uses the 6B link, it's a bit tricky due to how easily it is to autopilot into special canceling 66C. | ||
*If you're having trouble not canceling 66C immediately, just use the midscreen into corner route (listed above) instead. | *If you're having trouble not canceling 66C immediately, just use the midscreen into corner route (listed above) instead. | ||
*[https://youtu.be/yKP_rxtwu7U Click here to see a video]. | |||
}} | }} | ||
}} | }} | ||
===J.A | ===Jump and Assault Starters=== | ||
====J.A==== | |||
{{ComboTable-UNI | {{ComboTable-UNI | ||
|data= | |data= | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = j.A > j.C > j.6C > 6B > 214B~dl.4B~dl.4B | | combo = j.A > j.C > j.6C > 6B > 214B~dl.4B~dl.4B, 2C > 22B, 66C > 214B~4B~4B | ||
| basedamage = 3255 | | basedamage = 3255 | ||
| bonusdamage = 3571 | | bonusdamage = 3571 | ||
Line 751: | Line 827: | ||
| notes = *Combo off jump-in j.A. | | notes = *Combo off jump-in j.A. | ||
*Does not work off assault. | *Does not work off assault. | ||
*[https://youtu.be/2w-dzGZ0H-Y Click here to see a video]. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = j.A > j.2C | | combo = j.A > j.2C, 214B~dl.4B~dl.4B, 3C > 5[C] > 6B(2nd) > j.[C] > 3B > dl.2C > 236B~6A, 66C > 236A~6B | ||
| basedamage = 3478 | | basedamage = 3478 | ||
| bonusdamage = 3816 | | bonusdamage = 3816 | ||
Line 761: | Line 838: | ||
| location = {{Property-UNI|Midscreen}} | | location = {{Property-UNI|Midscreen}} | ||
| notes = *Slightly harder combo off jump-in j.A at midscreen. Also works as an air-to-air, though can be harder chain into 214B depending on how the high in the air the opponent is. | | notes = *Slightly harder combo off jump-in j.A at midscreen. Also works as an air-to-air, though can be harder chain into 214B depending on how the high in the air the opponent is. | ||
*[https://youtu.be/4KpKE5sUui8 Click here to see a video]. | |||
}} | }} | ||
}} | }} | ||
===Assault | ====Assault==== | ||
All the counter hit combos listed here also work on GRD Break. | All the counter hit combos listed here also work on GRD Break. | ||
{{ComboTable-UNI | {{ComboTable-UNI | ||
|data= | |data= | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 6D > CH j.B > 2A > 2B > | | combo = 6D > CH j.B > 2A > 2C > 2B > 214A~dl.4A~dl.4A, 3C > 5[C] > 6B(2nd) > j.[C] > 3B > dl.2C > 236B~6A, 66C > 236A~6B | ||
| basedamage = | | basedamage = 3407 | ||
| bonusdamage = | | bonusdamage = 3738 | ||
| cost = | | cost = | ||
| metergain = 88. | | metergain = 88.69 | ||
| oppmetergain = 48. | | oppmetergain = 48.63 | ||
| location = {{Property-UNI|Midscreen}} | | location = {{Property-UNI|Midscreen}} | ||
| notes = *Counter hit route off assualt j.B starter. | | notes = *Counter hit route off assualt j.B starter. | ||
*Also works with j.[C] and j.6C. | *Also works with j.[C] and j.6C. | ||
**j.C also works, but you need to end with 214B as the combo will drop before 236A~6B can connect. | |||
*You can use 214B instead, but you'll have to microdash into 3C then. | |||
*[https://youtu.be/QXFaHOka6k4 Click here to see a video]. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 6D > CH j.C > 2A > 2B > 2C > 214B~dl.4B~dl.4B | | combo = 6D > CH j.C > 2A > 2B > 2C > 214B~dl.4B~dl.4B, 3B > dl.2C > 236B~6A, 66C > 236A~6B | ||
| basedamage = 3158 | | basedamage = 3158 | ||
| bonusdamage = 3468 | | bonusdamage = 3468 | ||
Line 787: | Line 868: | ||
| oppmetergain = 34.90 | | oppmetergain = 34.90 | ||
| location = {{Property-UNI|Midscreen}} | | location = {{Property-UNI|Midscreen}} | ||
| notes = * | | notes = *More stable counter hit route off assualt j.C starter. | ||
*J.C starter combos have a | *J.C starter combos have a less hitstun to work with, so while you can try to squeeze out more damage, it's easier to stick to something simple for stability. | ||
*[https://youtu.be/H-l37ByGKMs Click here to see a video]. | |||
}} | |||
{{ComboData-UNI | |||
| combo = CH j.6C, dash 5B > 5[C] > j.C > j.2C, 214B~dl.4B~dl.4B, 3B > dl.2C > 236B~6A, 66C > 236A~6B | |||
| basedamage = 3458 | |||
| bonusdamage = 3799 | |||
| cost = | |||
| metergain = 79.92 | |||
| oppmetergain = 44.68 | |||
| location = {{Property-UNI|Midscreen}} | |||
| notes = *Combo off counter hit j.6C. | |||
*Can exclude the dash if the oppent is close to the corner. | |||
*In the corner, you can cut j.C > j.2C and add 22A after 214B for additional damage. | |||
*[https://youtu.be/PTSdAF0KzvI Click here to see a video]. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 6D > j.2C | | combo = 6D > j.2C, 214B~dl.4B~dl.4B, 3B > dl.2C > 236B~6A, 66C > 236A~6B | ||
| basedamage = 2723 | | basedamage = 2723 | ||
| bonusdamage = 2989 | | bonusdamage = 2989 | ||
Line 799: | Line 894: | ||
| location = {{Property-UNI|Anywhere}} | | location = {{Property-UNI|Anywhere}} | ||
| notes = *Standard assault combo off j.2C. | | notes = *Standard assault combo off j.2C. | ||
*[https://youtu.be/9iNFCZ0Hpyk Click here to see a video]. | |||
}} | |||
{{ComboData-UNI | |||
| combo = 6D > j.2C, 66B > 214B~dl.4B~dl.4B, 2C > 22B, 66C > 236A~6A, 66C > 623A | |||
| basedamage = 3055 | |||
| bonusdamage = 3355 | |||
| cost = | |||
| metergain = 75.11 | |||
| oppmetergain = 38.70 | |||
| location = {{Property-UNI|Anywhere}} | |||
| notes = *Optimal combo off assault j.2C. | |||
*Can sometimes drop around 236A~6A. | |||
*[https://youtu.be/aaV5QT_opdQ Click here to see a video]. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 6D > CH j.2C > 214B~dl.4B~dl.4B | | combo = 6D > CH j.2C, 66B > 214B~dl.4B~dl.4B, md.3C > 5[C] > 6B(2nd) > j.[C] > 3B > dl.2C > 236B~6A, 66C > 236A~6B | ||
| basedamage = | | basedamage = 3581 | ||
| bonusdamage = | | bonusdamage = 3931 | ||
| cost = | | cost = | ||
| metergain = | | metergain = 87.21 | ||
| oppmetergain = | | oppmetergain = 47.93 | ||
| location = {{Property-UNI|Anywhere}} | | location = {{Property-UNI|Anywhere}} | ||
| notes = *Counter hit combo off assault j.2C. | | notes = *Counter hit combo off assault j.2C. | ||
*[https://youtu.be/Ds5Wn8mdKwI Click here to see a video]. | |||
}} | |||
{{ComboData-UNI | |||
| combo = 6D > CH j.2C, TK j.236A > 214B~dl.4B~dl.4B, md.3C > 5[C] > 6B(2nd) > j.[C] > 3B > dl.2C > 236B~6A, 66C > 236A~6B | |||
| basedamage = 3745 | |||
| bonusdamage = 4111 | |||
| cost = | |||
| metergain = 93.17 | |||
| oppmetergain = 51.85 | |||
| location = {{Property-UNI|Anywhere}} | |||
| notes = *Stronger counter hit combo off assault j.2C. | |||
*Doing a TK j.236A immediately after an assault is tricky, but it also leads to some of the best damage you can get off this move outside of the corner. | |||
*[https://youtu.be/bMzs2Xll9DM Click here to see a video]. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 6D > j.2C | | combo = 6D > j.2C, 214B~dl.4B~dl.4B, 22A, 3B > B+C > 236B~6A, 66C > 236A~6B | ||
| basedamage = 3109 | | basedamage = 3109 | ||
| bonusdamage = 3441 | | bonusdamage = 3441 | ||
Line 820: | Line 941: | ||
| notes = *Corner combo off assault j.2C. | | notes = *Corner combo off assault j.2C. | ||
*22A can be difficult to link sometimes. Try delaying the rekkas as much as possible. | *22A can be difficult to link sometimes. Try delaying the rekkas as much as possible. | ||
*[https://youtu.be/evZL3l0FsXc Click here to see a video]. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 6D > CH j.2C | | combo = 6D > CH j.2C, TK j.236A, 5C > B+C > 214B~dl.4B~dl.4B, 22A, 3B > dl.2C > 236B~6A, 66C > 236A~6B | ||
| basedamage = | | basedamage = 3877 | ||
| bonusdamage = | | bonusdamage = 4303 | ||
| cost = | | cost = | ||
| metergain = | | metergain = 96.92 | ||
| oppmetergain = | | oppmetergain = 59.87 | ||
| location = {{Property-UNI|Corner}} | | location = {{Property-UNI|Corner}} | ||
| notes = *Counter hit corner combo off j.2C. | | notes = *Counter hit corner combo off j.2C. | ||
* | *Can remove j.236A to make the combo a bit easier for only a small drop in damage. | ||
*[https://youtu.be/A6P6VHiQ8Cs Click here to see a video]. | |||
}} | }} | ||
}} | }} | ||
Line 838: | Line 961: | ||
|data= | |data= | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 3C > j.[C] | | combo = 3C > j.[C], 66C > 214B~dl.4B~dl.4B, 3B > dl.2C > 236B~6A, 66C > 236A~6B | ||
| basedamage = 3348 | | basedamage = 3348 | ||
| bonusdamage = 3678 | | bonusdamage = 3678 | ||
Line 847: | Line 970: | ||
| notes = *Basic anti-air combo. | | notes = *Basic anti-air combo. | ||
*Jump cancel must be a neutral jump. Forward jumping can make 66C cross up. | *Jump cancel must be a neutral jump. Forward jumping can make 66C cross up. | ||
*[https://youtu.be/FABvFGSgR8U Click here to see a video]. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 3C > dl. j.C > dl. j.6C > dash > 214B~dl.4B~dl.4B | | combo = 3C > dl. j.C > dl. j.6C > dash > 214B~dl.4B~dl.4B, 2C > dl.236B~6A, 66C > 236A~6B | ||
| basedamage = 3353 | | basedamage = 3353 | ||
| bonusdamage = 3682 | | bonusdamage = 3682 | ||
Line 858: | Line 982: | ||
| notes = *Alternate route with better corner carry. | | notes = *Alternate route with better corner carry. | ||
*This is the route from mission mode 5-13. It's a solid option to confirm off a non-counter hit anti-air and get some good corner carry. | *This is the route from mission mode 5-13. It's a solid option to confirm off a non-counter hit anti-air and get some good corner carry. | ||
*[https://youtu.be/FdjtfD7RT3M Click here to see a video]. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 3C > j.C > j.2C | | combo = 3C > j.C > j.2C, 214B~dl.4B~dl.4B, 2C > 22B, 66C > dl.236B~6A, 66C > 236A~6B | ||
| basedamage = 3637 | | basedamage = 3637 | ||
| bonusdamage = 3994 | | bonusdamage = 3994 | ||
Line 869: | Line 994: | ||
| notes = *Strong but difficult anti-air combo. | | notes = *Strong but difficult anti-air combo. | ||
*Getting j.C > j.2C to connect is tricky. It's very height dependent on whether you'll be able to chain into 214B afterward. | *Getting j.C > j.2C to connect is tricky. It's very height dependent on whether you'll be able to chain into 214B afterward. | ||
*[https://youtu.be/FaJ0Qo6tb74 Click here to see a video]. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = CH 3C > w.2A | | combo = CH 3C > w.2A, 2C > 214B~dl.4B~dl.4B, 3C > 5[C] > 6B(2nd) > j.[C] > 3B > 236B~6A, 66C > 236A~6B | ||
| basedamage = 3511 | | basedamage = 3511 | ||
| bonusdamage = 3855 | | bonusdamage = 3855 | ||
Line 878: | Line 1,004: | ||
| oppmetergain = 47.43 | | oppmetergain = 47.43 | ||
| location = {{Property-UNI|Midscreen}} | | location = {{Property-UNI|Midscreen}} | ||
| notes = *Primary anti-air combo off counter hit 3C. Good mix of damage and corner carry. | | notes = *Primary anti-air combo off counter hit 3C. Good mix of damage and corner carry. | ||
*Can use 214C at the end to push the opponent further toward the corner. | *Can use 214C at the end to push the opponent further toward the corner. | ||
*[https://youtu.be/nCoBsqQZQPc Click here to see a video]. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = CH 3C > w.2A | | combo = CH 3C > w.2A, 2C > 214B~dl.4B~dl.4B, 3C > j.C > j.6C > dash > j.A > j.B > j.C > 6B > 214B~4B~4B | ||
| basedamage = 3353 | | basedamage = 3353 | ||
| bonusdamage = 3681 | | bonusdamage = 3681 | ||
Line 890: | Line 1,017: | ||
| location = {{Property-UNI|Midscreen}} | | location = {{Property-UNI|Midscreen}} | ||
| notes = *Counter hit anti-air combo focusing on corner carry. | | notes = *Counter hit anti-air combo focusing on corner carry. | ||
*[https://youtu.be/2riwO_lvCFs Click here to see a video]. | |||
}} | }} | ||
}} | }} | ||
=== | ===Force Function Starters=== | ||
=== | ====B+C==== | ||
{{ComboTable-UNI | {{ComboTable-UNI | ||
|data= | |data= | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = B+C > CS > dash > 66C > 214B~dl.4B~dl.4B | | combo = B+C > CS > dash > 66C > 214B~dl.4B~dl.4B, 3B > dl.2C > 236B~6A, 66C > 236A~6B | ||
| basedamage = 3884 | | basedamage = 3884 | ||
| bonusdamage = | | bonusdamage = | ||
Line 932: | Line 1,035: | ||
| location = {{Property-UNI|Midscreen}} | | location = {{Property-UNI|Midscreen}} | ||
| notes = *Standard Force Function combo at midscreen using Chain Shift. | | notes = *Standard Force Function combo at midscreen using Chain Shift. | ||
*[https://youtu.be/fzE2PE66Qvw Click here to see a video]. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = CH B+C > 236A > dash > | | combo = CH B+C > 236A > dash > 5C > j.C > j.2C > 214A~dl.4A~dl.4A, 3B > dl.2C > 236B~6A, 66C > 236A~6B | ||
| basedamage = | | basedamage = 3968 | ||
| bonusdamage = | | bonusdamage = 4468 | ||
| cost = | | cost = | ||
| metergain = | | metergain = 83.35 | ||
| oppmetergain = | | oppmetergain = 48.23 | ||
| location = {{Property-UNI|Midscreen}} | | location = {{Property-UNI|Midscreen}} | ||
| notes = *Counter hit confirm off of Force Function. Does not work off charged Force Function. | | notes = *Counter hit confirm off of Force Function. Does not work off charged Force Function. | ||
*Usually you need to either spend meter or use Chain Shift to convert off FF, but counter hits keep the opponent from recovering just long enough to toss a fireball out and go into a combo from there. | *Usually you need to either spend meter or use Chain Shift to convert off FF, but counter hits keep the opponent from recovering just long enough to toss a fireball out and go into a combo from there. | ||
*Have to use the A version of the fireball because the B version travels too fast for Hyde to reach the opponent. | *Have to use the A version of the fireball because the B version travels too fast for Hyde to reach the opponent. | ||
*Dash 5C can be a bit tricky since it's easy to get 66C instead. | |||
*[https://youtu.be/G8IqU4n02ok Click here to see a video]. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = B+C > 236B~236C > dash > 5B > 5[C] > (dl.6B(2nd)) > j.C > j.2C | | combo = B+C > 236B~236C > dash > 5B > 5[C] > (dl.6B(2nd)) > j.C > j.2C, rejump > j.A > j.B > j.C > 3B > dl.2C > (3C) > 214B~4B~4B | ||
| basedamage = 4112 | | basedamage = 4112 | ||
| bonusdamage = 4621 | | bonusdamage = 4621 | ||
Line 957: | Line 1,063: | ||
*Fireball has to be detonated right as it hits the enemy for maximum damage. | *Fireball has to be detonated right as it hits the enemy for maximum damage. | ||
*6B and 3C can be removed from the combo for better stability. | *6B and 3C can be removed from the combo for better stability. | ||
*[https://youtu.be/cWidKtlE-S8 Click here to see a video]. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = B+C > 214A~dl.4A | | combo = B+C > CS > dash > 5C > j.C > j.2C, 214B~dl.4B~dl.4B, 22A, 3B > dl.2C > 236B~6A, 66C > 236A~6B | ||
| basedamage = 4332 | |||
| bonusdamage = | |||
| cost = {{Property-UNI|Vorpal}} | |||
| metergain = 37.57 | |||
| oppmetergain = 52.88 | |||
| location = {{Property-UNI|Midscreen}} into {{Property-UNI|Corner}} | |||
| notes = *Combo to use when you get a hit off B+C and are close to the corner. | |||
*Also works off charged B+C, but you have to drop 22A from the combo. | |||
*[https://youtu.be/KJVgzfWOCqw Click here to see a video]. | |||
}} | |||
{{ComboData-UNI | |||
| combo = [B+C] > CVO, 66C > 236B~6B, 2C > 236A~6A, 66C > 236A~6B > IW | |||
| basedamage = 4917 | |||
| bonusdamage = | |||
| cost = 100-200 {{Property-UNI|EXS}}, {{Property-UNI|Vorpal}} | |||
| metergain = 0 | |||
| oppmetergain = 51.39 | |||
| location = {{Property-UNI|Anywhere}} | |||
| notes = *CVO combo off charged Force Function that works anywhere. | |||
*You have to be quick to cancel into CVO otherwise the opponent will recover before Hyde can act. | |||
*[https://youtu.be/Epaa9H7xIwQ Click here to see a video]. | |||
}} | |||
{{ComboData-UNI | |||
| combo = B+C > 214A~dl.4A, 5B > 5[C] > dl.6B(2nd) > 22A, 3B > (dl.2C) > 236B~6A, 66C > 236A~6B | |||
| basedamage = 4051 | | basedamage = 4051 | ||
| bonusdamage = 4559 | | bonusdamage = 4559 | ||
Line 967: | Line 1,098: | ||
| location = {{Property-UNI|Corner}} | | location = {{Property-UNI|Corner}} | ||
| notes = *Corner combo off Force Function using rekkas. | | notes = *Corner combo off Force Function using rekkas. | ||
*[https://youtu.be/_tCQcFRF1fw Click here to see a video]. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = [B+C] | | combo = [B+C], 5A > 5C > 214B~dl.4B~dl.4B, 3B > dl.2C > 236B~6A, 66C > 236A~6B | ||
| basedamage = 3434 | | basedamage = 3434 | ||
| bonusdamage = 3916 | | bonusdamage = 3916 | ||
Line 976: | Line 1,108: | ||
| oppmetergain = 38.38 | | oppmetergain = 38.38 | ||
| location = {{Property-UNI|Midscreen}} | | location = {{Property-UNI|Midscreen}} | ||
| notes = *Corner combo off charged Force Function | | notes = *Corner combo off charged Force Function. | ||
*6B can also be used in place of 5A. | |||
*[https://youtu.be/7z70iEz6n1c Click here to see a video]. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = CH [B+C] | | combo = CH [B+C], 5C > 214B~dl.4B~dl.4B, 22A, 3B > dl.2C > 236B~6A, 66C > 236A~6B | ||
| basedamage = 3753 | | basedamage = 3753 | ||
| bonusdamage = 4232 | | bonusdamage = 4232 | ||
Line 988: | Line 1,123: | ||
| notes = *Combo off max range charged Force Function in the corner. | | notes = *Combo off max range charged Force Function in the corner. | ||
*Can work on non-counter hits as well when you have Vorpal, but is harder to do. | *Can work on non-counter hits as well when you have Vorpal, but is harder to do. | ||
*[https://youtu.be/KhKeEUdGTkI Click here to see a video]. | |||
}} | |||
{{ComboData-UNI | |||
| combo = [B+C] > CVO, 66B > 214B~dl.4B~dl.4B, 22A, 3B > dl.2C > 236B~6A, 66C > 236A~6B > IW | |||
| basedamage = 5294 | |||
| bonusdamage = | |||
| cost = 100-200 {{Property-UNI|EXS}}, {{Property-UNI|Vorpal}} | |||
| metergain = 0 | |||
| oppmetergain = 63.06 | |||
| location = {{Property-UNI|Corner}} | |||
| notes = *Alternate corner combo off max range Force Function using CVO. | |||
*[https://youtu.be/wbqcH4vJwq4 Click here to see a video]. | |||
}} | }} | ||
}} | }} | ||
=== | ====2B+C==== | ||
{{ComboTable-UNI | {{ComboTable-UNI | ||
|data= | |data= | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 2B+C | | combo = 2B+C, 66C > 214B~dl.4B~dl.4B, 2C > 22B, 66C > dl.236B~6A > 66C > 623A | ||
| basedamage = 3070 | | basedamage = 3070 | ||
| bonusdamage = 3375 | | bonusdamage = 3375 | ||
Line 1,002: | Line 1,149: | ||
| oppmetergain = 41.04 | | oppmetergain = 41.04 | ||
| location = {{Property-UNI|Midscreen}} | | location = {{Property-UNI|Midscreen}} | ||
| notes = * | | notes = *Basic midscreen confirm off 2B+C. | ||
*Spacing dependent for 66C to connect. Can whiff if you're just a little too far. | |||
*[https://youtu.be/F-eWX9nxExI Click here to see a video]. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 2[B+C] > 236X~236C > dash > 5B > 5[C] > j.C > | | combo = 2[B+C] > 236X~236C > dash > 5B > 5[C] > 6B(2nd) > j.[C] > 3B > dl.2C > 236B~6A, 66C > 214B~4B~4B | ||
| basedamage = | | basedamage = 3366 | ||
| bonusdamage = | | bonusdamage = 3694 | ||
| cost = 100 {{Property-UNI|EXS}} | | cost = 100 {{Property-UNI|EXS}} | ||
| metergain = | | metergain = 25.04 | ||
| oppmetergain = | | oppmetergain = 42.24 | ||
| location = {{Property-UNI|Midscreen}} | | location = {{Property-UNI|Midscreen}} | ||
| notes = * | | notes = *Metered confirm off a far hit of 2[B+C]. | ||
*[https://youtu.be/aGUogKMqx-U Click here to see a video]. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 2B+C > 214B~dl.4B~dl.4B | | combo = 2B+C > 214B~dl.4B~dl.4B, 5B > B+C, 3B > dl.2C > 236B~6A, 66C > 236A~6B | ||
| basedamage = 3334 | | basedamage = 3334 | ||
| bonusdamage = 3696 | | bonusdamage = 3696 | ||
Line 1,024: | Line 1,172: | ||
| oppmetergain = 42.03 | | oppmetergain = 42.03 | ||
| location = {{Property-UNI|Corner}} | | location = {{Property-UNI|Corner}} | ||
| notes = * | | notes = *Corner combo off unchagred 2B+C. | ||
*[https://youtu.be/3U_7kG_hNuA Click here to see a video]. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 2[B+C] > 214B~dl.4B~dl.4B | | combo = 2[B+C] > 214B~dl.4B~dl.4B, 22A, 3B > B+C > 236B~6A, 66C > 236A~6B | ||
| basedamage = 3500 | | basedamage = 3500 | ||
| bonusdamage = 3866 | | bonusdamage = 3866 | ||
Line 1,035: | Line 1,183: | ||
| oppmetergain = 45.76 | | oppmetergain = 45.76 | ||
| location = {{Property-UNI|Corner}} | | location = {{Property-UNI|Corner}} | ||
| notes = * | | notes = *Same as the above combo but with the charged version of 2B+C that does more damage. | ||
*You can replace B+C with 2C to lower the GRD cost for less damage. | |||
*[https://youtu.be/CYAeyTgu7q4 Click here to see a video]. | |||
}} | |||
}} | |||
===Throw Starters=== | |||
{{ComboTable-UNI | |||
|data= | |||
{{ComboData-UNI | |||
| combo = A+D, 6B > j.[C] > 3B > dl.2C > 236B~6A, 66C > 236A~6B | |||
| basedamage = 2046 | |||
| bonusdamage = 2247 | |||
| cost = | |||
| metergain = 51.78 | |||
| oppmetergain = 27.91 | |||
| location = {{Property-UNI|Corner}} | |||
| notes = *Standard throw combo. | |||
*Wait for the opponent to bounce off the wall to use 6B so that both hits will connect. Do it too early and it'll miss entirely. | |||
*[https://youtu.be/h1sck7CXNNc Click here to see a video]. | |||
}} | |||
{{ComboData-UNI | |||
| combo = A+D, 5C > 6B(2nd) > j.[C], 22A, 5B > 3C > 214B~4B~4B | |||
| basedamage = 2127 | |||
| bonusdamage = 2334 | |||
| cost = | |||
| metergain = 54.67 | |||
| oppmetergain = 28.63 | |||
| location = {{Property-UNI|Corner}} | |||
| notes = *Near optimal throw combo. | |||
*5C has to be used as soon as possible after throw. Delaying it all makes it harder for only the second hit of 6B to connect. | |||
*Can sometimes drop after 3C. Inputting 214B~4B~4B as fast as possible can help prevent that. | |||
*[https://youtu.be/cnBDQqAqUgU Click here to see a video]. | |||
}} | |||
{{ComboData-UNI | |||
| combo = A+D, 5C > 6B(2nd) > j.[C] > j.2C, 66C > 22B, 3C > 214B~4B~4B | |||
| basedamage = 2147 | |||
| bonusdamage = 2356 | |||
| cost = | |||
| metergain = 59.42 | |||
| oppmetergain = 31.87 | |||
| location = {{Property-UNI|Corner}} | |||
| notes = *Optimal throw combo. | |||
*While this combo does better damage, you get worse oki off it. Can be worth doing if you need to maximize damage as much as possible to close out a round, but may be better off using other routes for other | |||
*66C can be a bit tricky to use since it's easy to get 5C instead. If you can do the combo above this one, however, this one isn't that much more difficult. | |||
*[https://youtu.be/0MoLFgKdIYU Click here to see a video]. | |||
}} | }} | ||
}} | }} | ||
Line 1,044: | Line 1,236: | ||
|data= | |data= | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 236A | | combo = 236A, 66C > 214B~dl.4B~dl.4B, 2C > 236B~6A, 66C > 236A~6B | ||
| basedamage = 3068 | | basedamage = 3068 | ||
| bonusdamage = 3372 | | bonusdamage = 3372 | ||
Line 1,053: | Line 1,245: | ||
| notes = *Basic confirm off 236A. | | notes = *Basic confirm off 236A. | ||
*May have to slightly delay 66C at certain distances for it to connect. | *May have to slightly delay 66C at certain distances for it to connect. | ||
*[https://youtu.be/eUlwTto4YqU Click here to see a video]. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = CH 236A | | combo = CH 236A, 66C > 214B~dl.4B~dl.4B, 3C > 5[C] > 6B(2nd) > j.[C] > 2C > 236B~6A, 66C > 236A~6B | ||
| basedamage = 3602 | | basedamage = 3602 | ||
| bonusdamage = 3954 | | bonusdamage = 3954 | ||
Line 1,063: | Line 1,256: | ||
| location = {{Property-UNI|Midscreen}} | | location = {{Property-UNI|Midscreen}} | ||
| notes = *Counter hit route off 236A. | | notes = *Counter hit route off 236A. | ||
*[https://youtu.be/DieX_ZqS3vw Click here to see a video]. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 236C | | combo = 236C, dash > 5B > 5[C] > 214B~dl.4B~dl.4B, 2C > 236B~6A, 66C > 236A~6B | ||
| basedamage = 3119 | | basedamage = 3119 | ||
| bonusdamage = 3421 | | bonusdamage = 3421 | ||
Line 1,073: | Line 1,267: | ||
| location = {{Property-UNI|Anywhere}} | | location = {{Property-UNI|Anywhere}} | ||
| notes = *Standard combo off of 236C that works anywhere. | | notes = *Standard combo off of 236C that works anywhere. | ||
*[https://youtu.be/0XH86NqDl68 Click here to see a video]. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 236A | | combo = 236A, dash > 66B > 214B~dl.4B~dl.4B, 22A, 3B > B+C > 236B~6A, 66C > 236A~6B | ||
| basedamage = 3576 | | basedamage = 3576 | ||
| bonusdamage = 3952 | | bonusdamage = 3952 | ||
Line 1,085: | Line 1,280: | ||
*Only works if the fireball is thrown from a bit of distance. Have to use one of the fireball's follow-ups to combo close to/at point-blank range. | *Only works if the fireball is thrown from a bit of distance. Have to use one of the fireball's follow-ups to combo close to/at point-blank range. | ||
*Can swap 66B for 66C and B+C for 2C instead to make it a bit easier at the cost of slightly lower damage. | *Can swap 66B for 66C and B+C for 2C instead to make it a bit easier at the cost of slightly lower damage. | ||
*[https://youtu.be/4_O_cCX85mQ Click here to see a video]. | |||
}} | }} | ||
}} | }} | ||
===236X~ | ====236X~6A==== | ||
{{ComboTable-UNI | {{ComboTable-UNI | ||
|data= | |data= | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 236X~ | | combo = 236X~6A, 66C > 214B~dl.4B~dl.4B, 3B > dl.2C > 5[C] > 6B(1) 214B~4B~4B | ||
| basedamage = 3156 | | basedamage = 3156 | ||
| bonusdamage = 3494 | | bonusdamage = 3494 | ||
Line 1,099: | Line 1,295: | ||
| oppmetergain = 33.51 | | oppmetergain = 33.51 | ||
| location = {{Property-UNI|Anywhere}} | | location = {{Property-UNI|Anywhere}} | ||
| notes = *Standard confirm off of 236X~ | | notes = *Standard confirm off of 236X~6A. | ||
*[https://youtu.be/VB5JPi6ACM4 Click here to see a video]. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 236X~ | | combo = 236X~6A, 66C > 214B~dl.4B~dl.4B, 3C > j.B > j.C > j.6C > dash > 214B~4B~4B | ||
| basedamage = | | basedamage = 3224 | ||
| bonusdamage = | | bonusdamage = 3556 | ||
| cost = | | cost = | ||
| metergain = | | metergain = 74.47 | ||
| oppmetergain = | | oppmetergain = 36.75 | ||
| location = {{Property-UNI|Midscreen}} | | location = {{Property-UNI|Midscreen}} | ||
| notes = *Harder but stronger combo off 236X~ | | notes = *Harder but stronger combo off 236X~6A with great corner carry. | ||
*[https://youtu.be/cWBqUjnG-pE Click here to see a video]. | |||
}} | }} | ||
}} | }} | ||
===236X~ | ====236X~6B==== | ||
{{ComboTable-UNI | {{ComboTable-UNI | ||
|data= | |data= | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = | | combo = 236X~6B, 3C > 5[C] > dl.6B(2nd) > j.[C] > 3B > dl.2C > 236X~6A, 66C > 214B~4B~4B | ||
| basedamage = | | basedamage = 3612 | ||
| bonusdamage = | | bonusdamage = 3966 | ||
| cost = | | cost = | ||
| metergain = | | metergain = 80.26 | ||
| oppmetergain = | | oppmetergain = 38.35 | ||
| location = {{Property-UNI|Midscreen}} | | location = {{Property-UNI|Midscreen}} | ||
| notes = * | | notes = *Standard combo off of 236X~6B. | ||
*[https://youtu.be/02HOpwMqUWI Click here to see a video]. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 236X (blocked)~ | | combo = 236X (blocked)~6B, 5B > 5[C] > j.C > j.2C, 214B~dl.4B~dl.4B, 3B > dl.2C > 236B~6A, 66C > 236A~6B | ||
| basedamage = 3618 | | basedamage = 3618 | ||
| bonusdamage = 3975 | | bonusdamage = 3975 | ||
Line 1,134: | Line 1,333: | ||
| oppmetergain = 45.87 | | oppmetergain = 45.87 | ||
| location = {{Property-UNI|Midscreen}} | | location = {{Property-UNI|Midscreen}} | ||
| notes = *High damage combo off 236X~ | | notes = *High damage combo off 236X~6B. | ||
*Though very difficult to do, you can technically use the | *Though very difficult to do, you can technically use the 6B fireball follow-up to create a frame trap. In such an event, use this combo to maximize damage. | ||
*[https://youtu.be/V0FrruXDA0c Click here to see a video]. | |||
}} | }} | ||
}} | }} | ||
===236X~236C | ====236X~236C==== | ||
{{ComboTable-UNI | {{ComboTable-UNI | ||
|data= | |data= | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 236X~236C | | combo = 236X~236C, dash > 5B > 5[C] > j.C > j.2C, 214B~dl.4B~dl.4B, 3B > dl.2C > 236B~6A, 66C > 236A~6B | ||
| basedamage = 3868 | | basedamage = 3868 | ||
| bonusdamage = 4248 | | bonusdamage = 4248 | ||
Line 1,150: | Line 1,350: | ||
| oppmetergain = 44.79 | | oppmetergain = 44.79 | ||
| location = {{Property-UNI|Midscreen}} | | location = {{Property-UNI|Midscreen}} | ||
| notes = * | | notes = *Standard combo off laser. | ||
*Landing 2C can be tricky on some characters. Try slightly delaying j.2C and delay the rekkas as much as possible to help avoid that from happening. | *Landing 2C can be tricky on some characters. Try slightly delaying j.2C and delay the rekkas as much as possible to help avoid that from happening. | ||
*[https://youtu.be/Za7k5nJb2lg Click here to see a video]. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 236X(hit)~236C | | combo = 236X(hit)~236C, dash > 5B > 5[C] > 6B(2nd) > j.[C] > 3B > dl.2C > 236B~6A, 66C > 236A~6B | ||
| basedamage = 3377-3610 | | basedamage = 3377-3610 | ||
| bonusdamage = 3706-3964 | | bonusdamage = 3706-3964 | ||
Line 1,163: | Line 1,364: | ||
| notes = *Combo to use if the fireball hits before activating laser. | | notes = *Combo to use if the fireball hits before activating laser. | ||
*This combo is generally reversed for when you get a hit when trying to use 236X~236C in pressure. Not something you specifically want to look for as a starter since the fireball being the first hit prorates the combo pretty hard. | *This combo is generally reversed for when you get a hit when trying to use 236X~236C in pressure. Not something you specifically want to look for as a starter since the fireball being the first hit prorates the combo pretty hard. | ||
* | *[https://youtu.be/GDvv6OisTjQ Click here to see a video]. | ||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 236X~236C | | combo = 236X~236C, 66C > 214B~dl.4B~dl.4B, 22A, 3B > dl.2C > 236B~6A, 66C > 236A~6B | ||
| basedamage = 3825 | | basedamage = 3825 | ||
| bonusdamage = 4201 | | bonusdamage = 4201 | ||
Line 1,175: | Line 1,376: | ||
| notes = *Laser side-swap combo. | | notes = *Laser side-swap combo. | ||
*66C can cause a side-swap anywhere if timed correctly, so you can technically use this route (minus 22A, of course) to cause a side-swap at midscreen as well. It's better to save this route for when you're in the corner, however, since it's most effective there. | *66C can cause a side-swap anywhere if timed correctly, so you can technically use this route (minus 22A, of course) to cause a side-swap at midscreen as well. It's better to save this route for when you're in the corner, however, since it's most effective there. | ||
*[https://youtu.be/4I9MH9VfMtI Click here to see a video]. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 236X~236C | | combo = 236X~236C, 5[C] > 214B~dl.4B~dl.4B, 22A, 3B > dl.2C > 236B~6A, 66C > 236A~6B | ||
| basedamage = 4002 | | basedamage = 4002 | ||
| bonusdamage = 4396 | | bonusdamage = 4396 | ||
Line 1,186: | Line 1,388: | ||
| notes = *Laser combo for the corner. | | notes = *Laser combo for the corner. | ||
*5[C] is much easier to use off of laser when the opponent is in the corner since you don't have to worry about moving forward first to make it connect. | *5[C] is much easier to use off of laser when the opponent is in the corner since you don't have to worry about moving forward first to make it connect. | ||
*[https://youtu.be/HLRKPwO2IX0 Click here to see a video]. | |||
}} | }} | ||
}} | }} | ||
Line 1,293: | Line 1,396: | ||
|data= | |data= | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 623A > j.236C | | combo = 623A > j.236C, j.C > j.2C, 214B~dl.4B~dl.4B, 3B > dl.2C > 236B~6A, 66C > 236A~6B | ||
| basedamage = 3496 | | basedamage = 3496 | ||
| bonusdamage = 3836 | | bonusdamage = 3836 | ||
Line 1,301: | Line 1,404: | ||
| location = {{Property-UNI|Midscreen}} | | location = {{Property-UNI|Midscreen}} | ||
| notes = *Midscreen combo off 623A using meter. | | notes = *Midscreen combo off 623A using meter. | ||
*[https://youtu.be/CCTlpyEpt1U Click here to see a video]. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 623A > CS > j.2C | | combo = 623A > CS > j.2C, 214B~dl.4B~dl.4B, 2C > 22B, dl.236B~6A, 66C > 236A~6B | ||
| basedamage = 4069 | | basedamage = 4069 | ||
| bonusdamage = | | bonusdamage = | ||
Line 1,310: | Line 1,414: | ||
| oppmetergain = 46.75 | | oppmetergain = 46.75 | ||
| location = {{Property-UNI|Midscreen}} | | location = {{Property-UNI|Midscreen}} | ||
| notes = * | | notes = *623A combo using Chain Shift. | ||
*J.236C is the common way to confirm off 623A, but this is a good route to use if you'd rather save meter or don't have the meter available but do have Chain Shift ready. | |||
*[https://youtu.be/Ags-ORDJjOo Click here to see a video]. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 623B > CS > 2B > 214B~dl.4B~dl.4B | | combo = 623B > CS > 2B > 214B~dl.4B~dl.4B, 2C > 5C > j.C > j.2C, rejump > j.B > j.C > j.6C > dash > 66C > 214B~4B~4B | ||
| basedamage = 3217 | | basedamage = 3217 | ||
| bonusdamage = | | bonusdamage = | ||
Line 1,321: | Line 1,427: | ||
| location = {{Property-UNI|Midscreen}} | | location = {{Property-UNI|Midscreen}} | ||
| notes = *Combo off 623B using CS. | | notes = *Combo off 623B using CS. | ||
*[https://youtu.be/U7jf6icUAZ4 Click here to see a video]. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 623A > dl. j.236C | | combo = 623A > dl. j.236C, 66C > 214B~dl.4B~dl.4B, 3B > dl.2C > 236B~6A, 66C > 236A~6B | ||
| basedamage = 3460 | | basedamage = 3460 | ||
| bonusdamage = 3798 | | bonusdamage = 3798 | ||
Line 1,331: | Line 1,438: | ||
| location = Back to {{Property-UNI|Corner}} | | location = Back to {{Property-UNI|Corner}} | ||
| notes = *Side-swap combo off 623A. | | notes = *Side-swap combo off 623A. | ||
*Timing on j.236C is | *Timing on j.236C is precise, making this combo very difficult to do. | ||
*[https://youtu.be/GXo5_T_cfzs Click here to see a video]. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 623A > j.236C | | combo = 623A > j.236C, 214B~dl.4B~dl.4B, 22A, 3B > B+C > 236B~6A, 66C > 236A~6B | ||
| basedamage = 3701 | | basedamage = 3701 | ||
| bonusdamage = 4075 | | bonusdamage = 4075 | ||
Line 1,342: | Line 1,450: | ||
| location = {{Property-UNI|Corner}} | | location = {{Property-UNI|Corner}} | ||
| notes = *Corner combo off 623A using meter. | | notes = *Corner combo off 623A using meter. | ||
*[https://youtu.be/pw-YPGrPA3g Click here to see a video]. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 623A > CS > j.2C | | combo = 623A > CS > j.2C, 214B~dl.4B~dl.4B, 22A, 3B > B+C > 236B~6A, 66C > 236A~6B | ||
| basedamage = 4095 | | basedamage = 4095 | ||
| bonusdamage = | | bonusdamage = | ||
Line 1,351: | Line 1,460: | ||
| oppmetergain = 50.61 | | oppmetergain = 50.61 | ||
| location = {{Property-UNI|Midscreen}} | | location = {{Property-UNI|Midscreen}} | ||
| notes = * | | notes = *Corner combo of 623A using Chain Shift. | ||
*[https://youtu.be/eCZfDT2WiIg Click here to see a video]. | |||
}} | |||
}} | |||
===214X Starters=== | |||
{{ComboTable-UNI | |||
|data= | |||
{{ComboData-UNI | |||
| combo = 214A~dl.4A~dl.4A, 3C > 5[C] > 6B(2nd) > j.[C] > 3B > dl.2C > 236B~6A, 66C > 236A~6B | |||
| basedamage = 3458 | |||
| bonusdamage = 3797 | |||
| cost = | |||
| metergain = 79.84 | |||
| oppmetergain = 40.89 | |||
| location = {{Property-UNI|Midscreen}} | |||
| notes = *Midscreen combo for 214A starter. | |||
*This route also works with a 214B starter on counter hit. | |||
*[https://youtu.be/lFa9nDdZBbI Click here to see a video]. | |||
}} | |||
{{ComboData-UNI | |||
| combo = 214B~dl.4B~dl.4B, 5A > 5C > j.C > j.2C, rejump > j.B > j.C > j.6C > dash > 66C > 214B~4B~4B | |||
| basedamage = 3140 | |||
| bonusdamage = 3309 | |||
| cost = | |||
| metergain = 68.96 | |||
| oppmetergain = 34.27 | |||
| location = {{Property-UNI|Midscreen}} | |||
| notes = *214B starter focused on corner carry. | |||
*[https://youtu.be/KlrogPHzAl4 Click here to see a video]. | |||
}} | |||
{{ComboData-UNI | |||
| combo = 214C(5) > CS > dl. j.2C, 214B~dl.4B~dl.4B, 2C > 5C > j.C > j.2C > j.B > j.C > j.6C > dash > 236B~6B | |||
| basedamage = | |||
| bonusdamage = | |||
| cost = 100 {{Property-UNI|EXS}}, {{Property-UNI|Vorpal}} | |||
| metergain = | |||
| oppmetergain = | |||
| location = Back to corner {{Property-UNI|Corner}} | |||
| notes = *Full corner carry combo off 214C. | |||
*Though you can Chain Shift the final hit of 214C, canceling the second to last hit gives you a better combo. Use this if you get a hit off this move to push your opponent all the way to the corner. | |||
*If you end up in the corner by the time you use j.6C, change the ender to 5B > 214B~4B~4B. | |||
*[https://youtu.be/BRk3LrZFlNc Click here to see a video]. | |||
}} | |||
{{ComboData-UNI | |||
| combo = 214X~dl.4X~dl.4X, 5A > 5C > 6B(2nd) > j.[C], 22A, 3B > dl.2C > 236B~6A, 66C > 236A~6B | |||
| basedamage = 3584 | |||
| bonusdamage = 3936 | |||
| cost = | |||
| metergain = 86.36 | |||
| oppmetergain = 46.44 | |||
| location = {{Property-UNI|Corner}} | |||
| notes = *Corner combo for rekka starter. Works with A or B rekkas. | |||
*Can swap the ender for 3C > 214B~4B~4B if the fireball ender keeps droping. | |||
*[https://youtu.be/Mdyt47UFcBI Click here to see a video]. | |||
}} | |||
{{ComboData-UNI | |||
| combo = 214A~dl.4A, 5C > B+C > 214B~dl.4B~dl.4B, 22A, 3B > dl.2C > 236B~6A, 66C > 236A~6B | |||
| basedamage = 3731 | |||
| bonusdamage = 4155 | |||
| cost = | |||
| metergain = 87.79 | |||
| oppmetergain = 49.51 | |||
| location = {{Property-UNI|Corner}} | |||
| notes = *Stronger and much harder corner combo off 214A. | |||
*The window to link 5C after the second hit of 214A is very precise. If you can hit it, though, the rest of the combo isn't too hard. | |||
*[https://youtu.be/g5Y-QrjcdJs Click here to see a video]. | |||
}} | }} | ||
}} | }} | ||
Line 1,359: | Line 1,534: | ||
|data= | |data= | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 22A > CS > 66C > 214B~dl.4B~dl.4B | | combo = 22A > CS > 66C > 214B~dl.4B~dl.4B, 3C > 5[C] > 6B(2nd) > j.[C] > 2C > 236B~6A, 66C > 236A~6B | ||
| basedamage = 3606 | | basedamage = 3606 | ||
| bonusdamage = | | bonusdamage = | ||
Line 1,368: | Line 1,543: | ||
| notes = *Midscreen combo off 22A using Chain Shift. | | notes = *Midscreen combo off 22A using Chain Shift. | ||
*Limited use given how you're generally better off using 236C to combo off 22A at midscreen, but this route is useful all the same should you want to convert into a combo and don't have the meter to spare. | *Limited use given how you're generally better off using 236C to combo off 22A at midscreen, but this route is useful all the same should you want to convert into a combo and don't have the meter to spare. | ||
*[https://youtu.be/0QyRmeysLcE Click here to see a video]. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 22B | | combo = 22B, 66C > 214B~dl.4B~dl.4B, 2C > 236B~6A, 66C > 236A~6B | ||
| basedamage = 3793 | | basedamage = 3793 | ||
| bonusdamage = 4107 | | bonusdamage = 4107 | ||
Line 1,380: | Line 1,555: | ||
| notes = *Midscreen 22B combo. | | notes = *Midscreen 22B combo. | ||
*Hard to use given the specific spacing needed for all three hits of 22B to connect, but useful to learn should it happen. | *Hard to use given the specific spacing needed for all three hits of 22B to connect, but useful to learn should it happen. | ||
*[https://youtu.be/H-RhPK9Uw4s Click here to see a video]. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 22C | | combo = 22C, dash > 214B~dl.4B~dl.4B, 2C > 5C > j.C > j.2C, rejump > j.B > j.C > j.6C > dash > 236B~6B | ||
| basedamage = 3727 | | basedamage = 3727 | ||
| bonusdamage = 4091 | | bonusdamage = 4091 | ||
Line 1,394: | Line 1,569: | ||
**If you end up in the corner after j.6C, change the ender to 5B > 214B~4B~4B. | **If you end up in the corner after j.6C, change the ender to 5B > 214B~4B~4B. | ||
*22C's use is mainly as a pressure tool, but it's a solid combo starter as well. It's most effective when the opponent is in or close to the corner, as the flames bounce off the wall and keep them in blockstun, but it's worth learning how to confirm off it just in case you get a hit whenever you try to use it. | *22C's use is mainly as a pressure tool, but it's a solid combo starter as well. It's most effective when the opponent is in or close to the corner, as the flames bounce off the wall and keep them in blockstun, but it's worth learning how to confirm off it just in case you get a hit whenever you try to use it. | ||
*[https://youtu.be/NjriarAyIk0 Click here to see a video]. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 22C | | combo = 22C, dash > 214B~dl.4B~dl.4B, 22A, 3B > B+C > 236B~6A, 66C > 236A~6B | ||
| basedamage = 3851 | | basedamage = 3851 | ||
| bonusdamage = 4251 | | bonusdamage = 4251 | ||
Line 1,406: | Line 1,581: | ||
| notes = *22C route to use if 22C will put the opponent in the corner. | | notes = *22C route to use if 22C will put the opponent in the corner. | ||
*Force Function can be replaced with 2C instead if the combo is dropping there. | *Force Function can be replaced with 2C instead if the combo is dropping there. | ||
*[https://youtu.be/LaZq24aPdO4 Click here to see a video]. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 22A | | combo = 22A, 5B > 5[C] > 6B(2nd) > j.[C] > 3B > dl.2C > 236B~6A, 66C > 236A~6B | ||
| basedamage = 3727 | | basedamage = 3727 | ||
| bonusdamage = 4094 | | bonusdamage = 4094 | ||
Line 1,418: | Line 1,593: | ||
| notes = *22A combo that doesn't use rekkas or Force Function. | | notes = *22A combo that doesn't use rekkas or Force Function. | ||
*Useful if you want to conserve GRD (most 22X corner routes use Force Function somewhere) or are having trouble landing the rekkas. | *Useful if you want to conserve GRD (most 22X corner routes use Force Function somewhere) or are having trouble landing the rekkas. | ||
*[https://youtu.be/LaV4Qkw0sQw Click here to see a video] | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 22A | | combo = 22A, 5B > B+C > 214B~dl.4B~dl.4B, 3B > dl.2C > 236B~6A, 66C > 236A~6B | ||
| basedamage = 4001 | | basedamage = 4001 | ||
| bonusdamage = 4449 | | bonusdamage = 4449 | ||
Line 1,429: | Line 1,604: | ||
| location = {{Property-UNI|Corner}} | | location = {{Property-UNI|Corner}} | ||
| notes = *Standard 22A combo in the corner. | | notes = *Standard 22A combo in the corner. | ||
*[https://youtu.be/fC3FsIjRNiI Click here to see a video]. | |||
}} | }} | ||
{{ComboData-UNI | |||
| combo = 22B | | combo = CH 22B, 5C > B+C > 214B~dl.4B~dl.4B, 22A, 3B > dl.2C > 236B~6A, 66C > 236A~6B | ||
| basedamage = | | basedamage = 4324 | ||
| bonusdamage = | | bonusdamage = 4803 | ||
| cost = | | cost = | ||
| metergain = | | metergain = 93.57 | ||
| oppmetergain = | | oppmetergain = 50.44 | ||
| location = {{Property-UNI|Corner}} | | location = {{Property-UNI|Corner}} | ||
| notes = *22B corner combo. | | notes = *22B corner combo. | ||
* | *Primarily used to punish reversals. | ||
* | *22A can only be used in this combo on counter hit. If 22B hits and it wasn't a counter, skip to 3B after 214B. | ||
*[https://youtu.be/wTE9W38kwD0 Click here to see a video]. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 22B | | combo = 22B, 22A, 214B~dl.4B~dl.4B, 2B > B+C > dl.3B > (dl.2C) > 236B~6A, 66C > 236A~6B | ||
| basedamage = 4310 | | basedamage = 4310 | ||
| bonusdamage = 4741 | | bonusdamage = 4741 | ||
Line 1,452: | Line 1,627: | ||
| oppmetergain = 51.61 | | oppmetergain = 51.61 | ||
| location = {{Property-UNI|Corner}} | | location = {{Property-UNI|Corner}} | ||
| notes = * | | notes = *Alternate corner combo off 22B. | ||
*More difficult than the above 22B route due to how tight the timing is throughout the combo, especially if you decide to add 2C. The combo becomes less likely to drop without it. | *More difficult than the above 22B route due to how tight the timing is throughout the combo, especially if you decide to add 2C. The combo becomes less likely to drop without it. | ||
*[https://youtu.be/PrD78SiQP70 Click here to see a video]. | |||
}} | |||
}} | |||
===j.236X Starters=== | |||
{{ComboTable-UNI | |||
|data= | |||
{{ComboData-UNI | |||
| combo = tk j.236A/B, j.C > j.2C, 214B~dl.4B~dl.4B, 3B > dl.2C > 236B~6A, 66C > 236A~6B | |||
| basedamage = 3664 | |||
| bonusdamage = 4024 | |||
| cost = | |||
| metergain = 77.73 | |||
| oppmetergain = 38.69 | |||
| location = {{Property-UNI|Midscreen}} | |||
| notes = *Midscreen combo off tk j.236X. | |||
*Good for countering throw attempts. | |||
*Works off assault. | |||
*[https://youtu.be/_0vjc9yUHH4 Click here to see a video]. | |||
}} | |||
{{ComboData-UNI | |||
| combo = tk j.236A/B, 214B~dl.4B~dl.4B, 2C > 22B, 66C > 236A~6A, 66C > 236B~6B | |||
| basedamage = 3831 | |||
| bonusdamage = 4206 | |||
| cost = | |||
| metergain = 83.25 | |||
| oppmetergain = 42.64 | |||
| location = {{Property-UNI|Midscreen}} | |||
| notes = *Harder version of the above combo. | |||
*Difficult to do, but also deals some of the best damage Hyde can do without spending resources at midscreen. | |||
*[https://youtu.be/dljwefnOaSc Click here to see a video]. | |||
}} | |||
{{ComboData-UNI | |||
| combo = CH j.236A/B, 214B~dl.4B~dl.4B, md.3C > 5[C] > 6B(2nd) > j.[C] > 3B > dl.2C > 236B~6A, 66C > 236A~6B | |||
| basedamage = 3878 | |||
| bonusdamage = 4258 | |||
| cost = | |||
| metergain = 89.42 | |||
| oppmetergain = 48.62 | |||
| location = {{Property-UNI|Midscreen}} | |||
| notes = *Counter hit route off j.236X. | |||
*Only a slight increase in damage over the midscreen 22B routing, but if you're comfortable with microdashes, it's a bit easier and more stable. | |||
*This route can also be performed without a counter hit if you use 214A instead. | |||
*[https://youtu.be/5qhNf2C7gmM Click here to see a video]. | |||
}} | |||
{{ComboData-UNI | |||
| combo = j.236A, 5C > j.C > j.2C > 214B~dl.4B~dl.4B, 2C > 22B, 66C > 236A~6A, 66C > 214A~4A~4A | |||
| basedamage = 4017 | |||
| bonusdamage = 4411 | |||
| cost = | |||
| metergain = 97.55 | |||
| oppmetergain = 54.91 | |||
| location = {{Property-UNI|Midscreen}} | |||
| notes = *Optimal midscreen combo off TK j.236A. | |||
*214A can be replaced with 2[B+C] > 214B for slightly more damage. It does make the ender less consistent, however. | |||
*Can also repalce 5C with 6B(2nd) for slightly more damage, though the combo becomes way harder. | |||
*[https://youtu.be/2qnz-Ikbogc Click here to see a video]. | |||
}} | |||
{{ComboData-UNI | |||
| combo = tk j.236A/B, 214B~dl.4B~dl.4B, 22A, 3B > B+C > 236B~6A, 66C > 236A~6B | |||
| basedamage = 3927 | |||
| bonusdamage = 4343 | |||
| cost = | |||
| metergain = 83.43 | |||
| oppmetergain = 45.60 | |||
| location = {{Property-UNI|Corner}} | |||
| notes = *Corner combo for j.236X. | |||
*Works off assault as well. | |||
*[https://youtu.be/7waeXfVyMbk Click here to see a video]. | |||
}} | |||
{{ComboData-UNI | |||
| combo = tk j.236A, B+C > 22A, 6B > j.[C] > 3B > dl.2C > 236B~6A, 66C > 236A~6B | |||
| basedamage = 4003 | |||
| bonusdamage = 4456 | |||
| cost = | |||
| metergain = 85.77 | |||
| oppmetergain = 47.29 | |||
| location = {{Property-UNI|Corner}} | |||
| notes = *Corner route for j.236A that doesn't use rekkas. Very difficult combo, but it's also some of the highest damage you can get off j.236A without spending meter. | |||
*The timing on 22A > 6B is extremely precise. You can't cancel into either immediately, but rather must time each one perfectly so that all three hits of 22A and both hits of 6B connect. | |||
*[https://youtu.be/3rkcQ1MXO10 Click here to see a video]. | |||
}} | |||
}} | |||
===236B+C Starters=== | |||
{{ComboTable-UNI | |||
|data= | |||
{{ComboData-UNI | |||
| combo = 236B+C(9) > CS > j.[C] > 66B > 214B~dl.4B~dl.4B, 3B > dl.2C > 236B~6A, 66C > 236A~6B | |||
| basedamage = 3527 | |||
| bonusdamage = | |||
| cost = 100 {{Property-UNI|EXS}}, {{Property-UNI|Vorpal}} | |||
| metergain = 34.74 | |||
| oppmetergain = 37.04 | |||
| location = {{Property-UNI|Anywhere}} | |||
| notes = *Basic combo off Veil Bringer. | |||
*Using Chain Shift on Veil Bringer for a combo is generally something you want to save for when you need just a little more damage to close out a round or want to push the opponent further toward the corner. It's damage is good for a combo off a reversal, but it's not something you specifically want to fish for. | |||
*[https://youtu.be/Jn8nF3kNbYc Click here to see a video]. | |||
}} | |||
{{ComboData-UNI | |||
| combo = 236B+C(9) > CS > j.[C] > md.66C > 214B~dl.4B~dl.4B, 3B > dl.2C > 236B~6A, 66C > 236A~6B | |||
| basedamage = 3472 | |||
| bonusdamage = | |||
| cost = 100 {{Property-UNI|EXS}}, {{Property-UNI|Vorpal}} | |||
| metergain = 34.51 | |||
| oppmetergain = 38.00 | |||
| location = Back to {{Property-UNI|Corner}} | |||
| notes = *Side-swap combo off Veil Bringer. | |||
*You need to microdash into 66C to ensure Hyde side-swaps. Not doing so will make the side-swap inconsistent. | |||
*[https://youtu.be/egqD6lkeoDs Click here to see a video]. | |||
}} | |||
{{ComboData-UNI | |||
| combo = 236B+C(9) > CS > dl. j.2C > j.236A, 214B~dl.4B~dl.4B, 2C > 22B, 66C > 236A~6A, 66C > 2[B+C] > 214B~4B~4B | |||
| basedamage = 3717 | |||
| bonusdamage = | |||
| cost = 100 {{Property-UNI|EXS}}, {{Property-UNI|Vorpal}} | |||
| metergain = 35.95 | |||
| oppmetergain = 61.63 | |||
| location = {{Property-UNI|Anywhere}} | |||
| notes = *Optimal combo off Veil Bringer. | |||
*Extremely difficult. The timing on j.2C is very precise. You have to be as close to the ground as possible so that j.236A keeps them at the right height for 214B > 2C to connect. | |||
*Can sometimes randomly drop at either 66C. | |||
*[https://youtu.be/iUQpqv9j0SE Click here to see a video]. | |||
}} | }} | ||
}} | }} | ||
Line 1,462: | Line 1,759: | ||
|data= | |data= | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 41236D | | combo = 41236D, 2C > 5[C] > dl.236B~236A, 66C > 214B~4B~4B | ||
| basedamage = 4050 | | basedamage = 4050 | ||
| bonusdamage = 4451 | | bonusdamage = 4451 | ||
Line 1,471: | Line 1,768: | ||
| notes = *Standard combo off Gyro Vortex. | | notes = *Standard combo off Gyro Vortex. | ||
*Literally just the mission mode route, but it's also the most reliable and stable combo off this move. | *Literally just the mission mode route, but it's also the most reliable and stable combo off this move. | ||
*[https://youtu.be/e4uVlwI523E Click here to see a video]. | |||
}} | }} | ||
{{ComboData-UNI | {{ComboData-UNI | ||
| combo = 41236D | | combo = 41236D, 66C > B+C > 236B~236A, dl.5C > 214B~4B~4B | ||
| basedamage = 4130 | | basedamage = 4130 | ||
| bonusdamage = 4579 | | bonusdamage = 4579 | ||
Line 1,483: | Line 1,780: | ||
| notes = *Side-swap combo off Gyro Vortex. | | notes = *Side-swap combo off Gyro Vortex. | ||
*66C has to connect before the opponent hits the ground. If they do, the combo will end after using Force Function due to all the ground/wall bounces being used up. | *66C has to connect before the opponent hits the ground. If they do, the combo will end after using Force Function due to all the ground/wall bounces being used up. | ||
*[https:// | *[https://youtu.be/GuYNMHPRUCA Click here to see a video]. | ||
}} | }} | ||
}} | }} | ||
Line 1,496: | Line 1,793: | ||
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<!-- *[http://wiki.mizuumi.net DocumentTitle] by [https://www.twitter.com AuthorName] --> | <!-- *[http://wiki.mizuumi.net DocumentTitle] by [https://www.twitter.com AuthorName] --> | ||
*[https://docs.google.com/spreadsheets/d/ | *[https://docs.google.com/spreadsheets/d/156QfsNJYZGVOQBQxuGDY_pneDTzWx3d79ZB99bz6BnI/edit#gid=1076400279 UNI2 Hyde Combos] by [https://twitter.com/Gin_dneco MIYAGI Muteki]. | ||
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Latest revision as of 17:53, 27 May 2024
![]() |
Under Construction
|
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
Starter Combos
The combos listed below are a mix of BNBs and generally easier combos to supplement Hyde's mission mode combos. It's highly recommended to go look though the mission mode combos since a lot of routes there serve as good beginner combos and will work well if you're looking for something simple so you can jump in and start playing. The expert section also has a lot of routes that are legitimately good, sometimes optimal combos (or close to it).
Some of the combos listed below require the use of delayed rekkas (214X), as it's a key part of his combo structure. If you can't do that yet, just end those combos there until you can delay the rekkas properly.
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
2A > 2A > 2B > 2C > 5[C] > j.B > j.C > j.6C > dash > 66C > 214B~4B~4B | 2543 (2791) | 54.74 Opp: 25.03 |
Midscreen | |
| ||||
2A > 2A > 2C > B+C > 22A, 3B > dl.236B~6A, 66C > 236A~6B | 2956 (3304) | 63.62 Opp: 31.62 |
Corner | |
| ||||
5A > 5C > 2C > 214X~dl.4X~dl.4X, 3B > dl.2C > 236B~6A, 66C > 236A~6B | 3090 (3202) | 69.34 Opp: 33.84 |
Anywhere | |
| ||||
CH 3C > w.2A, 2C > 214B~dl.4B~dl.4B, 3B > 5[C] > 214B~4B~4B | 3040 (3340) | 58.45 Opp: 27.20 |
Anywhere | |
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236X~6A, 66C > 214B~dl.4B~dl.4B, 3B > 5C > 214B~4B~4B | 3069 (3369) | 62.58 Opp: 28.57 |
Anywhere | |
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22A > 236C, dash > j.[C] > 3B > dl.2C > 236B~6A, 66C > 214B~4B~4B | 2971 (3260) | 100 EXS | 21:20 Opp: 30.54 |
Midscreen |
|
Theory
Hyde’s combos usually have one of two goals in mind depending on his position: corner carry at midscreen and damage in the corner. But regardless of position, the general combo theory remains the same:
Starter > launcher (2C or 6B) > air normals or delayed rekkas (214B) > ground normal (3B or 2C, usually) > ender
The choice of delayed rekkas versus air-normals mid-combo depends on the starter (at least for midscreen combos; in the corner, always use the rekkas). Some combos use a bit of both -- delayed rekkas into another launcher (such as 3C) followed by an aerial string into an ender. Generally, however, it's simply a matter of whether the combo can support using delayed rekkas or not. Either way, learning how to delay the rekkas is necessary to make the most of Hyde's combo potential.
Midscreen combos can also generally end with either 66C > 236X~6B or 66C > 214B~4B~4B depending on whether you want to maximize corner carry or get decent oki on wake up. The fireball ender usually puts the opponent closer to Hyde, allowing him to close in and potentially continue pressure, while the rekka ender pushes the opponent farther away from Hyde and closer to the corner. Barring cases where proration causes the rekkas to drop, the choice pretty much comes down to what you value more at a given moment.
Hyde's mission mode combos are a good place to go for actually getting a feel for his combo theory as they cover basics very well.
FAQ
How do I delay 214A/B's follow-ups properly?
Watch the hitstun timer and press the button as close to the timer expiring as possible. The more you delay the second and third hits, the easier it is to land whatever link you're aiming for once you land. Start by practicing 3B since that's the easiest normal to link into. Hyde's mission mode combo 4-2 is a good place to practice it. Watching the demonstration can help with learning the exact timing on the delays. Do it enough, and you should be able to delay the rekkas entirely by feel.
Don't rush to learn how to delay them right off the bat, though. This is by far one of the biggest hurdles to clear when learning Hyde. Just take it slow and keep trying until you can do it consistently. Once you can, then it's just a matter of learning to adjust the delays to meet the requirements of each link post-rekkas.
How much do I need to delay 214B's follow-ups for each link?
3B is the most lenient. If you can delay the rekkas, you can almost always connect 3B without trouble as long as the opponent is within range of it.
2C is more stringent and requires close to maximum delay to connect. The more you delay, the easier it is to land. One of the harder links to learn.
5C is about the same as 2C as both moves have the same amount of startup frames and is only used when the opponent is outside of 3B's range at midscreen.
3C is a bit tricky since it's technically a faster move but has less horizontal reach. The window is slightly more generous than 2C, but you have to either microdash into 3C on landing or delay the first hit of the rekkas as well to ensure the opponent lands as close to Hyde as possible.
22A is roughly the same as 2C, albeit slightly easier since the corner removes any potential for the opponent to fall out of range. Works best when you're right in the corner, but can sometimes connect if you're just slightly farther from your opponent when they land in the corner.
2A and 5B both have the same leniency as 3B (2A being easier since it's a much faster move) and are reserved for specific use cases in the corner. 2A for combos where you think you messed up the delays or ones that are possibly too prorated for the usual corner enders and want a quick and safe way to end the combo, and 5B is used generally in conjunction with Force Function (B+C) for more damage off certain starters.
Enders
The combos listed on this page already have set enders to use for consistency since rekka enders can sometimes not work on some combos. Also because most of the combo enders listed here use EX moves for extra damage and can be easily attached onto the end of most combos or can be used in place of the standard ender of whatever route you're using.
Combo | Cost | Location |
---|---|---|
236B~6A, 66C > 236A~6B | Anywhere | |
Most common finisher for Hyde’s combos. Ends in knockdown that puts the opponent close to Hyde, providing decent oki. Most combos use 236A~6B to avoid same move proration, though sometimes 236B~6B is used instead in cases where the A fireball would be too slow to connect.
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236B~6A, 66C > (2[B+C]) > 214B~4B~4B | Anywhere | |
Another common ender. Often does more damage and provides better corner carry, though often prevents you from adding EX specials to the end of combos.
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66C > 623A > (214C/623C/j.236C, 214B~4B~4B) | 100 EXS (for EX moves) | Anywhere |
623A is usually used to setup metered enders in combos but can provide good oki due to how the opponent often can't tech out of it before they touch the ground. Whether the opponent can tech early or not depends on the route and whether you get all three hits of 623A or just two. The latter is less likely to let that happen in most routes, though can still happen occasionally. If ever in doubt, just go for another ender or cancel into j.236C if you have meter available.
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66C > 623A > dl. j.236C, 3C > 214B~4B~4B > CVO, 66C > 2[B+C] > 5A+B > IW | 200 EXS, Vorpal | Anywhere |
CVO route to use when above 30% health. May require a small delay on 623A at midscreen to ensure the opponent remains close enough for j.236C to connect.
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CVO, TK j.236C, 236C > IWEXS | 200 EXS, Vorpal | Anywhere |
Basic CVO route when under 30% health with full meter. Works off any combo. | ||
66C > 623A > dl. j.236C, 3C > 214B~4B~4B > CVO, TK j.236C, 66C > 2[B+C] > IWEXS | 200 EXS, Vorpal | Anywhere |
Optimal CVO route when 30% health with full meter. Harder than other CVO routes. Works anywhere, but is more consistent in the corner.
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Combos
A Starters
2A
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
2A > 2A > 2C > 5C > dl. j.C > dl. j.6C > dash > j.A > j.B > j.C > 3B > dl.236B~6A, 66C > 214B~4B~4B | 2726 (2991) | 67.77 Opp: 35.71 |
Midscreen | |
Stronger 2A BNB. Slightly more advanced than the one in the Starter Combos section, but this one does more damage and has better corner carry.
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2A > 2A > 2C > 5C > dl. j.C > j.6C > dash > j.A > j.B > j.6C > dash > 66C > dl.236A~6A, 66C > 214B~4B~4B | 2731 (2997) | 68.91 Opp: 36.41 |
Midscreen | |
Maximum corner carry combo off 2A without spending meter.
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5A
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
5A > 5C > 2C > 2B > dl. j.C > dl. j.6C > dash > j.A > j.B > j.6C > dash > 66C > dl.236A~6A, 66C > 214B~4B~4B | 3016 (3311) | 73.10 Opp: 37.74 |
Midscreen | |
| ||||
5A > 5C > 2C > 214B~dl.4B~dl.4B, 5B > j.2C > j.[C] > dash > 3B > (dl.2C) > 236B~6A, 66C > 236A~6B | 3278 (3599) | 77.94 Opp: 39.30 |
Midscreen | |
| ||||
5A > 5C > 214A~dl.4A, 3C > dl.6B(2nd) > j.[C] > 3B > dl.2C > 236B~6A, 66C > 236A~6B | 3161 (3472) | 73.51 Opp: 37.30 |
Midscreen | |
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5A > 5C > 2C > 214A/B~dl.4X~dl.4X, 2B > B+C, 3B > dl.236B~6A, 66C > 236A~6B | 3345 (3709) | 74.73 Opp: 39.56 |
Corner | |
|
B Starters
For combos that work off 5B or 2B, 5B always does slightly more damage and has a bit more meter gain.
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
5B/2B > 5C > 2C > 214A~dl.4A~dl.4A, 3C > j.C > j.6C > dash > j.A > j.B > j.C > 6B > 214B~4B~4B | 3502 (3845) | 80.51 Opp: 40.36 |
Midscreen | |
| ||||
5B/2B > 5C > 2C > 214A~dl.4A~dl.4A, 3C > j.C > j.6C > dash > j.A > j.B > j.C > 3B > dl.236B~6A, 66C > (2[B+C]) > 214B~4B~4B | 3631 (3982) | 96.23 Opp: 58.40 |
Midscreen | |
| ||||
5B/2B > 5C > 2C > 214B~dl.4B~dl.4B, 3C > j.C > j.2C, rejump > j.B > j.C > j.6C > dash > 66C > 236B~6B | 3475 (3815) | 78.43 Opp: 38.24 |
Midscreen | |
| ||||
5B/2B > 5C > 2C > 214X~dl.4X~dl.4X, 3C > j.A > j.B > j.C > 3B > dl.2C > 236B~6A, 66C > 236A~6B | 3519 (3862) | 84.57 Opp: 43.59 |
Midscreen | |
| ||||
5B/2B > 5C > 236B~6B > 2C > 22B, 66C > 236A~6A, 66C > 214B~4B~4B | 3504 (3848) | 81.03 Opp: 38.60 |
Midscreen | |
| ||||
CH 5B/2B > 5C > 2C > 214B~dl.4B~dl.4B, 3C > 5[C] > 6B(2nd) > j.[C] > 3B > 236B~6A, 66C > 236A~6B | 3572 (3921) | 87.40 Opp: 45.45 |
Midscreen | |
| ||||
5B/2B > 5C > 6B > 214B~dl.4B~dl.4B, 22A, 3B > B+C > 236B~6A, 66C > 236A~6B | 3602 (3978) | 86.60-87.42 Opp: 48.09-48.36 |
Corner | |
|
5B
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
5B > 5C > 2C > 2B > 214B~dl.4B~dl.4B, 2C > 22B, 66C > 236A~6A, 66C > 214A~4A~4A | 3502 (3845) | 89.73 Opp: 46.67 |
Midscreen | |
| ||||
5B > 5C > 2C > 2B > 214B~dl.4B~dl.4B, 22A, 3B > B+C > 236B~6A, 66C > 236A~6B | 3646 (4026) | 87.81 Opp: 49.40 |
Corner | |
|
6B
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
6B(1) > 5[C] > 214A/B~dl.4X~dl.4X, 3B > dl.2C > 236B~6A, 66C > 236A~6B | 3117 (3423) | 67.32 Opp: 32.69 |
Anywhere | |
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6B(1) > 5[C] > 214B~dl.4B~dl.4B, 2C > 22B, 66C > 236A~6A, 66C > 236B~6B | 3438 (3774) | 80.48 Opp: 41.76 |
Midscreen | |
| ||||
6B > 214B~dl.4B~dl.4B, md.3C > 5[C] > 6B(2nd) > j.[C] > 3B > dl.2C > 236B~6A, 66C > 236A~6B | 3568 (3918) | 85.52 Opp: 46.28 |
Midscreen | |
| ||||
6B(1) > 5[C] > 214B~dl.4B~dl.4B, md.3C > j.C > j.6C > dash > j.A > j.B > j.C > 3B > dl.236B~6A, 66C > dl.214A~4A~4A/236A~6B | 3306 (3628) | 84.60 Opp: 46.86 |
Midscreen | |
| ||||
6B > 214B~dl.4B~dl.4B, 2C > 5C > j.C > j.6C > dash > j.A > j.B > j.C > 3B > dl.236B~6A, 66C > dl.214A~4A~4A/236A~6B | 3592 (3943) | 87.92 Opp: 48.93 |
Midscreen | |
| ||||
6B > dl.5[C] > dl. j.C > j.2C, 214B~dl.4B~dl.4B, 2C > 22B, 66C > dl.236A~6A, 66C > 236B~6B | 3802 (4177) | 92.24 Opp: 50.77 |
Midscreen | |
| ||||
6B(1) > 5[C] > 214B~dl.4B~dl.4B, 22A, 3B > B+C > 236B~6A, 66C > 236A~6B | 3560/3534 (3911) | 80.66 Opp: 44.72 |
Midscreen into Corner/Corner | |
| ||||
6B > 214B~dl.4B~dl.4B, 22A, 3B > 22B, dl.236B~6A, 66C > 236A~6B | 3678 (4039) | 84.84 Opp: 44.11 |
Corner | |
|
3B
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
3B > 5C > 236B~6B, 2C > 22B, 66C > 214B~4B~4B | 3231 (3549) | 66.73 Opp: 29.70 |
Midscreen | |
| ||||
3B > 5C > 236B~6B, 22A, 3B > dl.2C > 236A~6A, 66C > 2B+C > 214B~4B~4B | 3266 (3569) | 81.65 Opp: 42.31 |
Corner | |
|
C Starters
2C
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
2C > 5B > 5[C] > 6B(2nd) > j.[C] > 3B > dl.2C > 236B~6A, 66C > 214B~4B~4B | 3261 (3582) | 71.83 Opp: 33.59 |
Midscreen | |
| ||||
2C > 5[C] > j.C > j.2C, 214B~dl.4B~dl.4B, 3B > dl.2C > 236B~6A, 66C > 236A~6B | 3404 (3739) | 76.74 Opp: 37.76 |
Midscreen | |
| ||||
2C > 5B > 5[C] > dl.6B(2nd) > j.[C], 22A, 3B > B+C > 236B~6A, 66C > 236A~6B | 3611 (3991) | 82.09 Opp: 44.53 |
Corner | |
|
5C
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
5C > 236B~6A > 66C > 214B~dl.4B~dl.4B, 3B > dl.2C > 5[C] > 6B(1) > 214B~4B~4B | 3270 (3591) | 74.23 Opp: 35.34 |
Midscreen | |
| ||||
5C > 2C > 214B~dl.4B~dl.4B, 3C > 5[C] > 6B(2nd) > j.[C] > 2C > 236B~6A, 66C > 236A~6B | 3561 (3909) | 84.39 Opp: 43.97 |
Midscreen | |
| ||||
5[C] > 22A > CS > dash > 66B > 214B~dl.4B~dl.4B, 2C > 22B, 66C > dl.236B~6A, 66C > 236A~6B | 3736 | Vorpal | 43.49 Opp: 45.05 |
Midscreen |
| ||||
5[C] > 236B~6A, 66C > 214B~dl.4B~dl.4B, 2C > 22B, 66C > 236A~6B | 3436 (3774) | 78.04 Opp: 37.48 |
Midscreen | |
| ||||
5C > 6B > dl.B+C > 214B~dl.4B~dl.4B, 22A, 3B > dl.2C > 236B~6A, 66C > 236A~6B | 3829 (4257) | 88.40 Opp: 48.89 |
Corner | |
|
Dash Normal Starters
Combos that work off both 66B and 66C deal different amounts of damage and gain different amounts of meter. 66B does slightly more damage, but 66C has slightly better meter gain.
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
66X > 214A~dl.4A~dl.4A, 3C > 5[C] > 6B(2nd) > j.[C] > 3B > dl.2C > 236B~6A, 66C > 236A~6B | 3590 (3943) | 84.05 Opp: 42.53 |
Anywhere | |
| ||||
66X > 214A~dl.4A~dl.4A, 3C > j.C > j.6C > dash > j.A > j.B > j.C > 3B > dl.236B~6A, 66C > 214B~4B~4B/236A~6B | 3409 (3741) | 81.84 Opp: 42.47 |
Anywhere | |
|
66B
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
66B, 6B > 214B~dl.4B~dl.4B, 2C > 22B, 66C > 214B~4B~4B | 3284 (3609) | 72.21 Opp: 35.90 |
Midscreen | |
| ||||
66B, 66C, 6B(2nd) > 214B~dl.4B~dl.4B, 3B > dl.2C > 22B, 66C > 214B~4B~4B | 3297 (3943) | 77.50 Opp: 40.49 |
Midscreen | |
| ||||
66B > 214A~dl.4A~dl.4A, 22A, 3B > B+C > 236B~6A, 66C > 236A~6B | 3620 (4008) | 77.67 Opp: 42.26 |
Corner | |
|
66C
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
66C > B+C > CS > dash > 66C > 214B~dl.4B~dl.4B, 3B > dl.2C > 236B~6A, 66C > 236A~6B | 3488 | Vorpal | 40.40 Opp: 39.21 |
Midscreen |
| ||||
66C > B+C > dl.236B~6B, 66C > 236A~6A > dash > 3B > dl.2C > dl.5C > 3C > 623A | 3445 (3849) | 73.77 Opp: 36.87 |
Midscreen | |
| ||||
66C, 6B(2nd) > 214B~dl.4B~dl.4B, 3C > 5[C] > 6B(2nd) > j.[C] > 2C > 236B~6A, 66C > 236A~6B | 3463 (3802) | 84.46 Opp: 46.35 |
Midscreen | |
| ||||
66C, j.236A, 214B~dl.4B~dl.4B, 2C > 22B, 66C > 236A~6A, 66C > 236B~6B | 3547 (3894) | 86.52 Opp: 46.41 |
Midscreen | |
| ||||
CH 66C, j.236A, 214B~dl.4B~dl.4B, md.3C > 5[C] > 6B(2nd) > j.[C] > 3B > dl.2C > 236B~6A, 66C > 236A~6B | 3617 (3970) | 92.88 Opp: 52.50 |
Midscreen | |
| ||||
66C > B+C > 236B~236C > dash > 5B > 5[C] > j.C > j.2C, 214B~4B~4B | 3566 (3981) | 100 EXS | 33.45 Opp: 33.79 |
Midscreen |
| ||||
66C > B+C > CS > dash > 66B > 214B~dl.4B~dl.4B, 22A, 3B > dl.2C > 236B~6A, 66C > 236A~6B | 3984 | Vorpal | 43.38 Opp: 48.55 |
Midscreen into Corner |
| ||||
66C, 6B(2nd) > B+C > 214B~dl.4B~dl.4B, 22A, 3B > dl.2C > 236B~6A, 66C > 236A~6B | 3711 (4129) | 85.67 Opp: 58.03 |
Corner | |
|
Jump and Assault Starters
J.A
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
j.A > j.C > j.6C > 6B > 214B~dl.4B~dl.4B, 2C > 22B, 66C > 214B~4B~4B | 3255 (3571) | 76.48 Opp: 38.25 |
Anywhere | |
| ||||
j.A > j.2C, 214B~dl.4B~dl.4B, 3C > 5[C] > 6B(2nd) > j.[C] > 3B > dl.2C > 236B~6A, 66C > 236A~6B | 3478 (3816) | 84.85 Opp: 48.64 |
Midscreen | |
|
Assault
All the counter hit combos listed here also work on GRD Break.
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
6D > CH j.B > 2A > 2C > 2B > 214A~dl.4A~dl.4A, 3C > 5[C] > 6B(2nd) > j.[C] > 3B > dl.2C > 236B~6A, 66C > 236A~6B | 3407 (3738) | 88.69 Opp: 48.63 |
Midscreen | |
| ||||
6D > CH j.C > 2A > 2B > 2C > 214B~dl.4B~dl.4B, 3B > dl.2C > 236B~6A, 66C > 236A~6B | 3158 (3468) | 70.84 Opp: 34.90 |
Midscreen | |
| ||||
CH j.6C, dash 5B > 5[C] > j.C > j.2C, 214B~dl.4B~dl.4B, 3B > dl.2C > 236B~6A, 66C > 236A~6B | 3458 (3799) | 79.92 Opp: 44.68 |
Midscreen | |
| ||||
6D > j.2C, 214B~dl.4B~dl.4B, 3B > dl.2C > 236B~6A, 66C > 236A~6B | 2723 (2989) | 60.85 Opp: 29.61 |
Anywhere | |
| ||||
6D > j.2C, 66B > 214B~dl.4B~dl.4B, 2C > 22B, 66C > 236A~6A, 66C > 623A | 3055 (3355) | 75.11 Opp: 38.70 |
Anywhere | |
| ||||
6D > CH j.2C, 66B > 214B~dl.4B~dl.4B, md.3C > 5[C] > 6B(2nd) > j.[C] > 3B > dl.2C > 236B~6A, 66C > 236A~6B | 3581 (3931) | 87.21 Opp: 47.93 |
Anywhere | |
| ||||
6D > CH j.2C, TK j.236A > 214B~dl.4B~dl.4B, md.3C > 5[C] > 6B(2nd) > j.[C] > 3B > dl.2C > 236B~6A, 66C > 236A~6B | 3745 (4111) | 93.17 Opp: 51.85 |
Anywhere | |
| ||||
6D > j.2C, 214B~dl.4B~dl.4B, 22A, 3B > B+C > 236B~6A, 66C > 236A~6B | 3109 (3441) | 73.97 Opp: 42.47 |
Corner | |
| ||||
6D > CH j.2C, TK j.236A, 5C > B+C > 214B~dl.4B~dl.4B, 22A, 3B > dl.2C > 236B~6A, 66C > 236A~6B | 3877 (4303) | 96.92 Opp: 59.87 |
Corner | |
|
Anti-Air Starters
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
3C > j.[C], 66C > 214B~dl.4B~dl.4B, 3B > dl.2C > 236B~6A, 66C > 236A~6B | 3348 (3678) | 74.66 Opp: 36.52 |
Midscreen | |
| ||||
3C > dl. j.C > dl. j.6C > dash > 214B~dl.4B~dl.4B, 2C > dl.236B~6A, 66C > 236A~6B | 3353 (3682) | 69.15 Opp: 34.91 |
Midscreen | |
| ||||
3C > j.C > j.2C, 214B~dl.4B~dl.4B, 2C > 22B, 66C > dl.236B~6A, 66C > 236A~6B | 3637 (3994) | 85.46 Opp: 45.83 |
Midscreen | |
| ||||
CH 3C > w.2A, 2C > 214B~dl.4B~dl.4B, 3C > 5[C] > 6B(2nd) > j.[C] > 3B > 236B~6A, 66C > 236A~6B | 3511 (3855) | 87.23 Opp: 47.43 |
Midscreen | |
| ||||
CH 3C > w.2A, 2C > 214B~dl.4B~dl.4B, 3C > j.C > j.6C > dash > j.A > j.B > j.C > 6B > 214B~4B~4B | 3353 (3681) | 76.27 Opp: 39.69 |
Midscreen | |
|
Force Function Starters
B+C
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
B+C > CS > dash > 66C > 214B~dl.4B~dl.4B, 3B > dl.2C > 236B~6A, 66C > 236A~6B | 3884 | Vorpal | 39.01 Opp: 37.22 |
Midscreen |
| ||||
CH B+C > 236A > dash > 5C > j.C > j.2C > 214A~dl.4A~dl.4A, 3B > dl.2C > 236B~6A, 66C > 236A~6B | 3968 (4468) | 83.35 Opp: 48.23 |
Midscreen | |
| ||||
B+C > 236B~236C > dash > 5B > 5[C] > (dl.6B(2nd)) > j.C > j.2C, rejump > j.A > j.B > j.C > 3B > dl.2C > (3C) > 214B~4B~4B | 4112 (4621) | 100 EXS | 32.44 Opp: 48.24 |
Midscreen |
| ||||
B+C > CS > dash > 5C > j.C > j.2C, 214B~dl.4B~dl.4B, 22A, 3B > dl.2C > 236B~6A, 66C > 236A~6B | 4332 | Vorpal | 37.57 Opp: 52.88 |
Midscreen into Corner |
| ||||
[B+C] > CVO, 66C > 236B~6B, 2C > 236A~6A, 66C > 236A~6B > IW | 4917 | 100-200 EXS, Vorpal | 0 Opp: 51.39 |
Anywhere |
| ||||
B+C > 214A~dl.4A, 5B > 5[C] > dl.6B(2nd) > 22A, 3B > (dl.2C) > 236B~6A, 66C > 236A~6B | 4051 (4559) | 88.63 Opp: 49.69 |
Corner | |
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[B+C], 5A > 5C > 214B~dl.4B~dl.4B, 3B > dl.2C > 236B~6A, 66C > 236A~6B | 3434 (3916) | 69.77 Opp: 38.38 |
Midscreen | |
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CH [B+C], 5C > 214B~dl.4B~dl.4B, 22A, 3B > dl.2C > 236B~6A, 66C > 236A~6B | 3753 (4232) | 80.07 Opp: 44.47 |
Corner | |
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[B+C] > CVO, 66B > 214B~dl.4B~dl.4B, 22A, 3B > dl.2C > 236B~6A, 66C > 236A~6B > IW | 5294 | 100-200 EXS, Vorpal | 0 Opp: 63.06 |
Corner |
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2B+C
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
2B+C, 66C > 214B~dl.4B~dl.4B, 2C > 22B, 66C > dl.236B~6A > 66C > 623A | 3070 (3375) | 76.46 Opp: 41.04 |
Midscreen | |
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2[B+C] > 236X~236C > dash > 5B > 5[C] > 6B(2nd) > j.[C] > 3B > dl.2C > 236B~6A, 66C > 214B~4B~4B | 3366 (3694) | 100 EXS | 25.04 Opp: 42.24 |
Midscreen |
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2B+C > 214B~dl.4B~dl.4B, 5B > B+C, 3B > dl.2C > 236B~6A, 66C > 236A~6B | 3334 (3696) | 71.17 Opp: 42.03 |
Corner | |
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2[B+C] > 214B~dl.4B~dl.4B, 22A, 3B > B+C > 236B~6A, 66C > 236A~6B | 3500 (3866) | 76.01 Opp: 45.76 |
Corner | |
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Throw Starters
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
A+D, 6B > j.[C] > 3B > dl.2C > 236B~6A, 66C > 236A~6B | 2046 (2247) | 51.78 Opp: 27.91 |
Corner | |
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A+D, 5C > 6B(2nd) > j.[C], 22A, 5B > 3C > 214B~4B~4B | 2127 (2334) | 54.67 Opp: 28.63 |
Corner | |
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A+D, 5C > 6B(2nd) > j.[C] > j.2C, 66C > 22B, 3C > 214B~4B~4B | 2147 (2356) | 59.42 Opp: 31.87 |
Corner | |
|
236X Starters
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
236A, 66C > 214B~dl.4B~dl.4B, 2C > 236B~6A, 66C > 236A~6B | 3068 (3372) | 67.11 Opp: 30.90 |
Midscreen | |
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CH 236A, 66C > 214B~dl.4B~dl.4B, 3C > 5[C] > 6B(2nd) > j.[C] > 2C > 236B~6A, 66C > 236A~6B | 3602 (3954) | 86.11 Opp: 45.32 |
Midscreen | |
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236C, dash > 5B > 5[C] > 214B~dl.4B~dl.4B, 2C > 236B~6A, 66C > 236A~6B | 3119 (3421) | 100 EXS | 13.86 Opp: 35.37 |
Anywhere |
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236A, dash > 66B > 214B~dl.4B~dl.4B, 22A, 3B > B+C > 236B~6A, 66C > 236A~6B | 3576 (3952) | 82.43 Opp: 44.98 |
Corner | |
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236X~6A
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
236X~6A, 66C > 214B~dl.4B~dl.4B, 3B > dl.2C > 5[C] > 6B(1) 214B~4B~4B | 3156 (3494) | 69.36 Opp: 33.51 |
Anywhere | |
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236X~6A, 66C > 214B~dl.4B~dl.4B, 3C > j.B > j.C > j.6C > dash > 214B~4B~4B | 3224 (3556) | 74.47 Opp: 36.75 |
Midscreen | |
|
236X~6B
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
236X~6B, 3C > 5[C] > dl.6B(2nd) > j.[C] > 3B > dl.2C > 236X~6A, 66C > 214B~4B~4B | 3612 (3966) | 80.26 Opp: 38.35 |
Midscreen | |
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236X (blocked)~6B, 5B > 5[C] > j.C > j.2C, 214B~dl.4B~dl.4B, 3B > dl.2C > 236B~6A, 66C > 236A~6B | 3618 (3975) | 84.67 Opp: 45.87 |
Midscreen | |
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236X~236C
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
236X~236C, dash > 5B > 5[C] > j.C > j.2C, 214B~dl.4B~dl.4B, 3B > dl.2C > 236B~6A, 66C > 236A~6B | 3868 (4248) | 100 EXS | 17.14 Opp: 44.79 |
Midscreen |
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236X(hit)~236C, dash > 5B > 5[C] > 6B(2nd) > j.[C] > 3B > dl.2C > 236B~6A, 66C > 236A~6B | 3377-3610 (3706-3964) | 100 EXS | 22.81-22.83 Opp: 37.35-37.36 |
Anywhere |
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236X~236C, 66C > 214B~dl.4B~dl.4B, 22A, 3B > dl.2C > 236B~6A, 66C > 236A~6B | 3825 (4201) | 100 EXS | 17.33 Opp: 41.97 |
Back to Corner |
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236X~236C, 5[C] > 214B~dl.4B~dl.4B, 22A, 3B > dl.2C > 236B~6A, 66C > 236A~6B | 4002 (4396) | 100 EXS | 17.66 Opp: 42.78 |
Corner |
|
623X Starters
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
623A > j.236C, j.C > j.2C, 214B~dl.4B~dl.4B, 3B > dl.2C > 236B~6A, 66C > 236A~6B | 3496 (3836) | 100 EXS | 29.93 Opp: 43.08 |
Midscreen |
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623A > CS > j.2C, 214B~dl.4B~dl.4B, 2C > 22B, dl.236B~6A, 66C > 236A~6B | 4069 | Vorpal | 41.94 Opp: 46.75 |
Midscreen |
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623B > CS > 2B > 214B~dl.4B~dl.4B, 2C > 5C > j.C > j.2C, rejump > j.B > j.C > j.6C > dash > 66C > 214B~4B~4B | 3217 | Vorpal | 45.62 Opp: 44.91 |
Midscreen |
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623A > dl. j.236C, 66C > 214B~dl.4B~dl.4B, 3B > dl.2C > 236B~6A, 66C > 236A~6B | 3460 (3798) | 100 EXS | 29.37 Opp: 39.98 |
Back to Corner |
| ||||
623A > j.236C, 214B~dl.4B~dl.4B, 22A, 3B > B+C > 236B~6A, 66C > 236A~6B | 3701 (4075) | 100 EXS | 31.31 Opp: 49.79 |
Corner |
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623A > CS > j.2C, 214B~dl.4B~dl.4B, 22A, 3B > B+C > 236B~6A, 66C > 236A~6B | 4095 | Vorpal | 41.87 Opp: 50.61 |
Midscreen |
|
214X Starters
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
214A~dl.4A~dl.4A, 3C > 5[C] > 6B(2nd) > j.[C] > 3B > dl.2C > 236B~6A, 66C > 236A~6B | 3458 (3797) | 79.84 Opp: 40.89 |
Midscreen | |
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214B~dl.4B~dl.4B, 5A > 5C > j.C > j.2C, rejump > j.B > j.C > j.6C > dash > 66C > 214B~4B~4B | 3140 (3309) | 68.96 Opp: 34.27 |
Midscreen | |
| ||||
214C(5) > CS > dl. j.2C, 214B~dl.4B~dl.4B, 2C > 5C > j.C > j.2C > j.B > j.C > j.6C > dash > 236B~6B | 100 EXS, Vorpal | Back to corner Corner | ||
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214X~dl.4X~dl.4X, 5A > 5C > 6B(2nd) > j.[C], 22A, 3B > dl.2C > 236B~6A, 66C > 236A~6B | 3584 (3936) | 86.36 Opp: 46.44 |
Corner | |
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214A~dl.4A, 5C > B+C > 214B~dl.4B~dl.4B, 22A, 3B > dl.2C > 236B~6A, 66C > 236A~6B | 3731 (4155) | 87.79 Opp: 49.51 |
Corner | |
|
22X Starters
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
22A > CS > 66C > 214B~dl.4B~dl.4B, 3C > 5[C] > 6B(2nd) > j.[C] > 2C > 236B~6A, 66C > 236A~6B | 3606 | Vorpal | 32.46 Opp: 45.02 |
Midscreen |
| ||||
22B, 66C > 214B~dl.4B~dl.4B, 2C > 236B~6A, 66C > 236A~6B | 3793 (4107) | 73.86 Opp: 34.62 |
Midscreen | |
| ||||
22C, dash > 214B~dl.4B~dl.4B, 2C > 5C > j.C > j.2C, rejump > j.B > j.C > j.6C > dash > 236B~6B | 3727 (4091) | 100 EXS | 14.97 Opp: 45.88 |
Anywhere |
| ||||
22C, dash > 214B~dl.4B~dl.4B, 22A, 3B > B+C > 236B~6A, 66C > 236A~6B | 3851 (4251) | 100 EXS | 15.83 Opp: 49.74 |
Midscreen into Corner |
| ||||
22A, 5B > 5[C] > 6B(2nd) > j.[C] > 3B > dl.2C > 236B~6A, 66C > 236A~6B | 3727 (4094) | 76.72 Opp: 36.50 |
Corner | |
| ||||
22A, 5B > B+C > 214B~dl.4B~dl.4B, 3B > dl.2C > 236B~6A, 66C > 236A~6B | 4001 (4449) | 81.33 Opp: 41.62 |
Corner | |
| ||||
CH 22B, 5C > B+C > 214B~dl.4B~dl.4B, 22A, 3B > dl.2C > 236B~6A, 66C > 236A~6B | 4324 (4803) | 93.57 Opp: 50.44 |
Corner | |
| ||||
22B, 22A, 214B~dl.4B~dl.4B, 2B > B+C > dl.3B > (dl.2C) > 236B~6A, 66C > 236A~6B | 4310 (4741) | 92.96 Opp: 51.61 |
Corner | |
|
j.236X Starters
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
tk j.236A/B, j.C > j.2C, 214B~dl.4B~dl.4B, 3B > dl.2C > 236B~6A, 66C > 236A~6B | 3664 (4024) | 77.73 Opp: 38.69 |
Midscreen | |
| ||||
tk j.236A/B, 214B~dl.4B~dl.4B, 2C > 22B, 66C > 236A~6A, 66C > 236B~6B | 3831 (4206) | 83.25 Opp: 42.64 |
Midscreen | |
| ||||
CH j.236A/B, 214B~dl.4B~dl.4B, md.3C > 5[C] > 6B(2nd) > j.[C] > 3B > dl.2C > 236B~6A, 66C > 236A~6B | 3878 (4258) | 89.42 Opp: 48.62 |
Midscreen | |
| ||||
j.236A, 5C > j.C > j.2C > 214B~dl.4B~dl.4B, 2C > 22B, 66C > 236A~6A, 66C > 214A~4A~4A | 4017 (4411) | 97.55 Opp: 54.91 |
Midscreen | |
| ||||
tk j.236A/B, 214B~dl.4B~dl.4B, 22A, 3B > B+C > 236B~6A, 66C > 236A~6B | 3927 (4343) | 83.43 Opp: 45.60 |
Corner | |
| ||||
tk j.236A, B+C > 22A, 6B > j.[C] > 3B > dl.2C > 236B~6A, 66C > 236A~6B | 4003 (4456) | 85.77 Opp: 47.29 |
Corner | |
|
236B+C Starters
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
236B+C(9) > CS > j.[C] > 66B > 214B~dl.4B~dl.4B, 3B > dl.2C > 236B~6A, 66C > 236A~6B | 3527 | 100 EXS, Vorpal | 34.74 Opp: 37.04 |
Anywhere |
| ||||
236B+C(9) > CS > j.[C] > md.66C > 214B~dl.4B~dl.4B, 3B > dl.2C > 236B~6A, 66C > 236A~6B | 3472 | 100 EXS, Vorpal | 34.51 Opp: 38.00 |
Back to Corner |
| ||||
236B+C(9) > CS > dl. j.2C > j.236A, 214B~dl.4B~dl.4B, 2C > 22B, 66C > 236A~6A, 66C > 2[B+C] > 214B~4B~4B | 3717 | 100 EXS, Vorpal | 35.95 Opp: 61.63 |
Anywhere |
|
41236D Starters
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
41236D, 2C > 5[C] > dl.236B~236A, 66C > 214B~4B~4B | 4050 (4451) | 200 EXS | 10.76 Opp: 28.42 |
Anywhere |
| ||||
41236D, 66C > B+C > 236B~236A, dl.5C > 214B~4B~4B | 4130 (4579) | 200 EXS | 10.94 Opp: 30.70 |
Back to Corner |
|