|
|
Line 266: |
Line 266: |
| {{Combo-SG | | {{Combo-SG |
| | notation= | | | notation= |
| :2LK 2MP 5HPx3 623HP | | :2LK 2MP 5HK 623MP-P |
| :jMK jHK ADC throw fast fall | | :jHK ADC throw fast fall |
| :2MK 5HPx3 236MK | | :OTG 2HK 623LP-P-P 2369MK |
| :2LPx2 5MKx2 5HPx3 214LK | | :sj 214JMP |
| :5LK 5MKx2 5HPx3 214HK 236PP | | :dl 5M 5H |
| | damage=7402 | | :5L(x3) 5M 5H return |
| | :5LP(x3) 5MK(x2) 5HP(x3) 214HK 236PP |
| | | damage=8912 |
| | meter=1 | | | meter=1 |
| | location=Near corner | | | location=Near corner |
| | charspecific=Universal | | | charspecific=Universal |
| | description= | | | description= |
| *Intermediate | | * Intermediate |
| *Carries to corner | | * Carries to corner |
| | video=[https://youtu.be/qCCrwNYpfJU (video)] | | * sj axe on lights and mediums, on heavies just regular jump |
| | | video=[https://youtu.be/IcPoAstNLtM (video)] |
| |}} | | |}} |
|
| |
|
| {{Combo-SG | | {{Combo-SG |
| | notation= | | | notation= |
| :2LK 2MP 5HKx2 623MPx2 | | :2LK 2MP 5HK 623MP 236MK |
| :jHK delay ADC jMP jMK | | :ADC jMP jHP 5HPx3 214MP 5HP return |
| :2MK 5HPx3 236MK
| | :5MKx2 214LPx3 5MP 5HP return |
| :2LPx2 5MKx2 5HPx3 214LK | | :5LPx3 5MKx2 5HPx3 214HK 236PP |
| :5LK 5MKx2 5HPx3 214HK 236PP | | | damage=8790 |
| | damage=7858 | |
| | meter=1 | | | meter=1 |
| | location=Corner | | | location=Corner |
| | charspecific=Universal | | | charspecific=Universal |
| | description= | | | description= |
| *Intermediate | | *Health positive sekhmet loop |
| | video=[https://youtu.be/8gWnKZe60UE (video)]
| | *Butchers(5M) has to hit midair |
| |}}
| | *Walk back to pickup health before 5MK(x2) |
| | | | video=[https://youtu.be/Cqdk-3ANuZk (video)] |
| {{Combo-SG
| |
| | notation=
| |
| :2LK 2MP 5HPx3 623HP
| |
| :jHK
| |
| :ABDC airthrow
| |
| :2HK 623LP~P~P
| |
| :jc 2369MK
| |
| :2MK 623LP~P~P
| |
| :jLK jMP
| |
| :2LPx2 5MKx2 214LK
| |
| :5LK 5MKx2 5HPx3 214HK 236PP
| |
| | damage=8104
| |
| | meter=1
| |
| | location=Corner
| |
| | charspecific=Universal
| |
| | description=
| |
| * Advanced jump cancel combo | |
| | video=[https://youtu.be/qUiJ3aTPIdw (video)] | |
| |}} | | |}} |
|
| |
|
Line 322: |
Line 306: |
| :2LK 2MP 5HPx3 623LPx3 | | :2LK 2MP 5HPx3 623LPx3 |
| :jHK ADC airthrow fastfall | | :jHK ADC airthrow fastfall |
| :623LPx3 | | :623LPx3 2369MK |
| :jump cancel 2369MK*
| |
| :5MKx2 623LPx3 | | :5MKx2 623LPx3 |
| :jMK jHK | | :jMK jHK |
Line 335: |
Line 318: |
| | charspecific=Universal | | | charspecific=Universal |
| | description= | | | description= |
| * Advanced jump cancel combo | | * Meter gain route (trades damage for meter), builds 1 bar |
| * Is meter positive because of upperkhats
| |
| * Replace jMK jHK with jMP delay jMK to work on mediums and heavies. | | * Replace jMK jHK with jMP delay jMK to work on mediums and heavies. |
| | video=[https://youtu.be/qBjh_9nk1Dk (video)] | | | video=[https://youtu.be/qBjh_9nk1Dk (video)] |
| |}} | | |}} |
|
| |
|
| {{Combo-SG
| |
| | notation=
| |
| :2LK 2MP(x1) 5HK(x2) 623MP(x2)
| |
| :jHK ADC
| |
| :jHP jHK
| |
| :623MP(x2) 2369MK
| |
| :iad jMP jHP
| |
| :5HP(x3) 214LK
| |
| :5LP(x3) 5MK(x2) 5HP(x3) 214HK 236PP
| |
| | damage=8173
| |
| | meter=1
| |
| | location=Corner
| |
| | charspecific=Lights
| |
| | description=
| |
| * A lights-only corner route which does not utilize Sekhmet at all.
| |
| | video=[https://youtu.be/u8YK0KqOq_c (video)]
| |
| |}}
| |
|
| |
|
|
| |
|
Line 379: |
Line 344: |
| * Advanced jump cancel combo. Try to do 623HP 6239HP 2369MK | | * Advanced jump cancel combo. Try to do 623HP 6239HP 2369MK |
| * Alternatively, you can swap air and ground axe: sj j214MP HP return | | * Alternatively, you can swap air and ground axe: sj j214MP HP return |
| * | | * sj axe on lights and mediums, on heavies just regular jump |
| * Skeleton combo
| |
| | video=[https://youtu.be/P1MslQvEOLw (video)] | | | video=[https://youtu.be/P1MslQvEOLw (video)] |
| |}} | | |}} |
Line 401: |
Line 365: |
| * Alternatively, you can swap air and ground axe: sj j214MP HP return | | * Alternatively, you can swap air and ground axe: sj j214MP HP return |
| * 5MKx2 only combos into 214LP if done while the opponent is still airborne. | | * 5MKx2 only combos into 214LP if done while the opponent is still airborne. |
| | * sj axe on lights and mediums, on heavies just regular jump |
| | video=[https://youtu.be/GRc9TUlEZ78 (video)] | | | video=[https://youtu.be/GRc9TUlEZ78 (video)] |
| |}} | | |}} |
Numpad notation
|
=
|
|
=
|
|
|
|
up-back |
up |
up-forward
|
back |
neutral |
forward
|
down-back |
down |
down-forward
|
|
- 236 =
- 214 =
- 623 =
- 421 =
- [4]6 = (hold for 35 frames),
- [2]8 = (hold for 35 frames),
- 360 =
|
- (N) = Multi-hit move hits only N times. May be omitted if all hits are used.
- xN = Normal that chains into itself pressed N times. May be omitted if all hits are used.
- [X] = Hold down X
- ]X[ = Release X
- X~Y = X then Y done in quick succession
- X/Y = X or Y
- !X = X triggers a burst
- OTG = Following move hits off the ground, after a red bounce
- CH = Counter hit
- fastfall = Cancelling an air normal into another move to change momentum and land early. The second move doesn't hit, it gets canceled when landing. Example: Double jHP(1) > jHK lets Double land from the multi-hit jHP early.
- sj = Super jump
- dj = Double jump
- jc = Jump cancel
- ADC = Airdash cancel
- IAD = Instant airdash
- TK = Tiger knee (doing an air move the moment a jump sends you airborne, typically by inputting a special move motion followed by jump+button. Example: 2147LK for TK Airball)
- Harthor's Return = Return (214P/K or 236P/K as skeleton)
|
- Character Weight Classes
- Light: Filia/Fukua, Peacock, Ms. Fortune, Painwheel, Valentine, Squigly, Annie, Umbrella
- Middle: Cerebella, Parasoul, Eliza (for combos), Beowulf, Robo-Fortune, Black Dahlia
- Heavy: Double, Big Band
|
Hit Confirms
- 2LK 2MPx1 - low starter, DO NOT DO THE SECOND HIT OF 2MP
- IAD jLK jMP - high starter, very + on block, jLK can whiff on crouchers at very close range
- IAD jLK jHP - same as above but jHP will hit cross up at close range
- jHP ADC jLK jHP - high starter, used at very close range, slower than IAD jLK, early combo stage 3
- 9jHP~5~6jLK jHP - advanced high starter, 9jHP lowers the airdash so less whiffing at very close range & more +frames on block since you land faster
- the 9 input in kara 9jHP counts as the first forward input for the air dash and the 6 in 6jLK finishes the dash.
- video example
BnB Combos
Beginner
- Pushes opponent to the corner and sets up okizeme when in the corner.
2LK 2MPx1 5HKx2
- Uses jump cancel to push opponent to the corner
2LK 2MPx1 5HPx3 delay 623HP jc jHK
- A basic ground chain combo ending in a super cancel
2LK 2MPx1 5HPx2 214HK 236PP
- A ground chain then, after the enemy touches the ground, a launching ground chain to a finishing super airchain.
2LK 2MPx1 2HP 236MK
dash 2MK 2HP
jLK jMP jHP j236KK
- A combo that uses otg sweep. Sweeps can combo when done otg.
2LK 2MPx1 2HP 236MK
dash OTG 2HK 623HP
- An air dash cancel(ADC) combo that sets up a restand.
2LK 2MPx1 2HP 236MK
dash OTG 2HK 623HP
jMK ADC jLK JMP
(restand) 5LPx3 5MKx2 5HPx2 214HK
- A max undizzy combo that puts everything together.
2LK 2MPx1 2HP 236MK
dash OTG 2HK 623HP
jMK ADC jLK JMP
(restand) 5LPx3 5MKx2 5HPx2 214HK
Intermediate
Notation
|
Damage
|
Meter Cost
|
Location
|
Character Specific?
|
Notes
|
Video
|
- 2LK 2MP 2HP 236MK
- dash OTG 2HK 623HP
- jMP jHP ADC
- jLK jMP jHP
- 2MK 5HPx2 214LK
- 5LK 2MK 5HPx2 214HK 236PP
|
7308
|
1
|
Anywhere
|
Universal
|
- Intermediate
- Can dash under an opponent after 236MK for a side-switch.
- jMP jHP delay jLK is needed vs. lightweights
|
(video)
|
- jHP
- adc jLK jHP
- 2MP 2HP 236MK
- dash 2HK 623HP
- jMP jHP ADC
- delay jLK jMP jHP
- 5LK 2MK 5HPx2 214HK 236PP
|
7560
|
1
|
Anywhere
|
Universal
|
- Intermediate
- jHP high/overhead starter
- jMP jHP delay jLK is needed vs. lightweights
|
(video)
|
Conversions
Notation
|
Damage
|
Meter Cost
|
Location
|
Character Specific?
|
Notes
|
Video
|
- Throw
- 623HP
- jMK Sek jH
- Return
- 2MK 5HPx2 623MP~HP
- jMP jHP
- ADC jLK jMP jHP
- 5LPx3 5MKx2 5HPx2 214HK 236PP
|
5467
|
1
|
Midscreen
|
Universal
|
- Midscreen throw conversion using Sekhmet
|
(video)
|
- throw 623HP
- jMK jHK adc throw fast fall
- 2MK 5HPx3 623HP
- jMP adc jLK jMP
- 5LP 5MKx2 214LK
- 5LK 5MKx2 5HPx3 214HK 236PP
|
5555
|
1
|
Near corner
|
Universal
|
- Near corner throw conversion
- 69 hits
Use L Khat and 5LP x3 for 260 more damage.
|
(video)
|
- Airthrow
- 2MK 2HP 236MK
- dash 2MK 5HPx2 623LP~MP~HP
- jMK ADC
- jLK, jMP
- 2LPx2 5MKx1 5HPx2 214LK
- 5LK 2MK 5HPx2 214HK 236PP
|
5656
|
1
|
Anywhere
|
Universal
|
|
(video)
|
Enders
If you got more than 3 bars to spend, conserve OTG and 2MK usage before your level 3 so you can continue the combo afterwards.
Notation
|
Damage
|
Meter Cost
|
Location
|
Character Specific?
|
Notes
|
Video
|
- 2LK 2MP 2HP 236MK
- dash 2MK 5HPx3 623HP
- jMK adc jLK jMP
- 5LP 5MKx1 delaying 5HPx3 214LK
- 5LK 2MK 5HPx3 214HK 214PP
- 236PP
|
10164
|
4
|
Universal
|
Universal
|
- Start with about 3.4 meters
- Put delays between the 5HP's to restand
|
(video)
|
Tips & Tricks
- End overkill combos with 623HP 236KK instead of 214HK 236PP to give less meter to your opponent
Jump Canceling/jc/TK
- Advanced, non-essential technique that Eliza can use
- Due to Eliza's ability to jump cancel Upper Khat on hit, it opens up the ability to combo Khat into other special moves by using a TK motion and special cancelling her jump startup.
- TK refers to the old SF2 (T)iger (K)nee motion, 2369, which is used for both instant air special moves and jump startup/prejump canceling.
- You have a 4 frame window to cancel your jump start up/prejump with a special move.
- Input jump at the end of the special move motion of the special move you want to jump cancel
- 236MK becomes 2369MK
- 623MK becomes 6239MK
JaycetheAce C.Viper seismo jump cancel example video, which similarly uses the jump cancel of a DP motion move to combo one special directly into another
Combos By Starter
Some videos may show a slightly different combo and/or damage number, due to either old version differences or slight adjustments made by the editor.
2LK
You can also start these combos with the IAD hit confirms
Notation
|
Damage
|
Meter Cost
|
Location
|
Character Specific?
|
Notes
|
Video
|
- 2LK 2MP 2HP 236MK
- dash OTG 2HK 623HP
- jMP jHP ADC
- jLK jMP jHP
- 2MK 5HPx2 214LK
- 5LK 2MK 5HPx2 214HK 236PP
|
7308
|
1
|
Anywhere
|
Universal
|
- Intermediate
- Can dash under an opponent after 236MK for a side-switch.
|
(video)
|
- 2LK 2MP 2HP 236MK
- dash 2HK 623LP-P-P
- JMK ADC JLK JMK
- 214JLP JM 5H
- 5Lx3 5M 5H return
- 5LP(x3) 5MK(x2) 5HP(x3) 214HK 236PP
|
8235
|
1
|
Less than Halfscreen or closer
|
Universal
|
- Intermediate
- Harder to corner carry on heavies
- Moderate damage sekhmet combo
- Can dash under an opponent after 236MK for a side-switch.
|
(video)
|
- 2LK 2MP 2HP 236MK
- dash 2HK 623LP-P-P
- JMK ADC JLK JMK
- 5LK 5MK(x2) 5HP(x3)
- 214LP-P-P 5M 5H return
- 5LP(x3) 5MK(x2) 5HP(x3) 214HK 236PP
|
8138
|
1
|
Less than Halfscreen or closer
|
Universal
|
- Intermediate
- Same as combo above, easier to corner carry with.
- Moderate damage sekhmet combo
|
(video)
|
- 2LK 2MP 2HP 236MK
- dl 214HP
- sj9 JM jump forward immediately
- dl JL JM 5H
- dash 5L(x3) 5M 5H return
- 5LPx3 5MKx2 5HPx3 214HK 236PP
|
8484
|
1
|
Anywhere
|
Lights & Mediums
|
- Advanced midscreen sekhemt loop
- OTGless combo
- sekhmet JL only combos when low to ground
|
(video)
|
- 2LK 2MP 5HK 623MP-P
- jHK ADC throw fast fall
- OTG 2HK 623LP-P-P 2369MK
- sj 214JMP
- dl 5M 5H
- 5L(x3) 5M 5H return
- 5LP(x3) 5MK(x2) 5HP(x3) 214HK 236PP
|
8912
|
1
|
Near corner
|
Universal
|
- Intermediate
- Carries to corner
- sj axe on lights and mediums, on heavies just regular jump
|
(video)
|
- 2LK 2MP 5HK 623MP 236MK
- ADC jMP jHP 5HPx3 214MP 5HP return
- 5MKx2 214LPx3 5MP 5HP return
- 5LPx3 5MKx2 5HPx3 214HK 236PP
|
8790
|
1
|
Corner
|
Universal
|
- Health positive sekhmet loop
- Butchers(5M) has to hit midair
- Walk back to pickup health before 5MK(x2)
|
(video)
|
- 2LK 2MP 5HPx3 623LPx3
- jHK ADC airthrow fastfall
- 623LPx3 2369MK
- 5MKx2 623LPx3
- jMK jHK
- ADC airthrow
- 5LK 623LPx3
- delay jLK jMP
- 5LPx3 5MKx2 5HPx3 214HK 236PP
|
7927
|
1
|
Corner
|
Universal
|
- Meter gain route (trades damage for meter), builds 1 bar
- Replace jMK jHK with jMP delay jMK to work on mediums and heavies.
|
(video)
|
- 2LK 2MP 5HK(x2) 623HP
- jc 623MP~HP
- jc 236MK
- 214HP
- Sek jM Sek 5H
- Sek 5M Sek 5H
- Sek 5L(x3) Sek 5M Sek 5H Return
- 5LP(x3) 5MK(x2) 5HP(x3) dl 214HK 236PP
|
9142
|
1
|
Corner
|
Universal
|
- Advanced jump cancel combo. Try to do 623HP 6239HP 2369MK
- Alternatively, you can swap air and ground axe: sj j214MP HP return
- sj axe on lights and mediums, on heavies just regular jump
|
(video)
|
- 2LK 2MP(x1) 5HK(x2) 623MP(x2)
- 2369MK
- 214HP
- jMP return
- 5HP(x3) 214MP 5HP return
- 5MK(x2) 214LP(x3) 5MP 5HP return
- 5LP(x3) 5MK(x2) 5HP(x3) 214HK 236PP
|
9180
|
1
|
Corner
|
Universal
|
- An optimal, universal corner route which makes use of Sekhmet and TK Horus.
- Alternatively, you can swap air and ground axe: sj j214MP HP return
- 5MKx2 only combos into 214LP if done while the opponent is still airborne.
- sj axe on lights and mediums, on heavies just regular jump
|
(video)
|
- 2LK 2MP 5HKx1 623HP
- jMP ADC
- jLK jMP
- 2MK 623MP~HP
- jLP jLK jMP
- 2LP 2MK 623LP~MP~HP
- jHK ADC
- airthrow (whiff)
- 2LK 2MK 5HPx2 Snap
|
5077
|
1
|
At least several character spaces away from the corner behind you
|
Universal
|
- Advanced
- Happy birthday corner carry > double snap combo
- Skip 623LP and go straight to 623MP if the chars size difference is too big to make it more consistent (if you restand before 2MK you don't need to)
|
(video)
|
- 2LK 2MP 5HPx3 623HP
- jHK Sek jM Sek 5H
- Sek jL Sek jM Sek 5H
- 2HK (hits only head) 623LP~MP~HP
- jc 2369MK
- 2LK (hits only head) 2MPx2 (hits only head) 5HKx2 214LK
- 5LPx1 5MKx1 5HPx3 214HK 236PP
|
12308 (15547 in older patch w/o super)
|
1
|
Corner
|
Headless Fortune
|
Specific combo for when the head is in the corner
- For the jL Sek jM Sek to connect, delay the 5H after sek jM so that they bounce higher, jump and use the jL Sek relatively where Sekhmet lunges from 236PP (about here), then delay the 5H after sek jM a tad so that you get the so Khat hits otgless and make them bounce higher form tk Horus.
|
(video)
|
jLK
Notation
|
Damage
|
Meter Cost
|
Location
|
Character Specific?
|
Notes
|
Video
|
- jLK jHP
- 214LP jMP 5HP
- jMP 5HP return
- 2HK 623LP(x3)
- 2369MK
- 214MP 5HP
- 5LP(x3) 5MP 5HP return
- 5LP(x3) 5MK(x2) 5HP(x3) 214HK 236PP
|
9986
|
1
|
Corner
|
Universal
|
- OPTIMAL.
- Makes use of both Sekhmet and TK Horus.
|
(video)
|
- JLK jHP
- 214lp JMP 5HP JMP Return
- OTG 2HK 214LK 5LK 5HP(x3)
- 214MP 5HP
- 5LP(3x) 5MP 5HP Return
- 5LP(3x) 5MK(2x) 5HP(3x) 214HK 236HP
|
9517
|
1
|
Corner
|
Universal
|
- A high damage combo that DOESNT USE TK.
- A slight delay its needed beetwen 2HK and 214LK on lights
|
(video)
|
- jLK jHP
- 2MP(x1) 5HK(x2) 623HP
- 6239MP(x2)
- jHK ADC airthrow (whiff)
- 5LK 5MP
- jHP jHK ADC airthrow (whiff)
- 5MK(x2) 5HP(x3) 623LP(x3)
- 2369MK
- 5LP(x3) 5MK(x2) 5HP(x3) 214HK 236PP
|
8525
|
1
|
Corner
|
Lights
|
- A lights only combo off of an overhead starter.
- Makes use of both TK Khat and TK Horus.
- Sekhmet is not used in this combo.
|
(video)
|
- jLK jHP
- 2MP(x1) 5HK(x2) 623HP
- 6239MP(x2)
- jHK ADC airthrow (whiff)
- 2LP(x1) 5MP
- jHP jHK ADC airthrow (whiff)
- 5MK(x2) 5HP(x3) 623LP(x3)
- 2369MK
- 5LK 5MK(x2) 5HP(x3) 214HK 236PP
|
8441
|
1
|
Corner
|
Annie
|
- A lights only combo off of an overhead starter.
- Makes use of both TK Khat and TK Horus.
- Sekhmet is not used in this combo.
- Due to st.LK whiffing on Annie, cr.LP is used as a substitute.
|
(video)
|
Throw
Notation
|
Damage
|
Meter Cost
|
Location
|
Character Specific?
|
Notes
|
Video
|
- Throw
- 623HP
- jMK Sek jH
- Return
- 2MK 5HPx2 623MP~HP
- jMP jHP
- ADC jLK jMP jHP
- 5LPx3 5MKx2 5HPx2 214HK 236PP
|
5476
|
1
|
Midscreen
|
Universal
|
|
(video)
|
- throw 623HP
- jMK jHK adc throw fast fall
- 2MK 5HPx3 623HP
- jMP adc jLK jMP
- 5LP 5MKx2 214LK
- 5LK 5MKx2 5HPx3 214HK 236PP
|
5555
|
1
|
Near corner
|
Universal
|
Use L Khat and 5LP x3 for 260 more damage.
|
(video)
|
- Throw 623HP
- jMK ADC
- jLK jMP
- 5LP 2MK/5MP
- <etc>
|
N/A
|
N/A
|
Anywhere
|
Universal
|
- Advanced
- Conversion without Sekhmet
- "You will have to delay the first jMK as long as possible, and the other parts also will need some delay."
- "Cerebella, Squigly and Filia/Fukua are the hardest characters to get the conversion to work on, their timing is very finicky. On most other characters, I would call the conversion practical."
|
(video)
|
- Throw 623HP
- jMK ADC
- jMP jMK
- 2MK
- <etc>
|
N/A
|
N/A
|
Anywhere
|
Mediums & Heavies
|
- Advanced
- Conversion without Sekhmet
- "You will have to delay the first jMK as long as possible, and the other parts also will need some delay."
- "Cerebella, Squigly and Filia/Fukua are the hardest characters to get the conversion to work on, their timing is very finicky. On most other characters, I would call the conversion practical."
|
(video)
|
Air Throw
Notation
|
Damage
|
Meter Cost
|
Location
|
Character Specific?
|
Notes
|
Video
|
- Airthrow
- 2MK 2HP 236MK
- dash 2MK 5HPx2 623LP~MP~HP
- jMK ADC
- jLK, jMP
- 2LPx2 5MK 5HPx2 214LK
- 5LK 2MK 5HPx2 214HK 236PP
|
5611
|
1
|
Anywhere
|
Universal
|
|
(video)
|
- Airthrow
- 5LK 2MK 5HPx3 623LP~MP~HP TK Horus
- 623LP~MP~HP
- jHK ADC
- jLK jMK
- 5MKx2 623LP~MP~HP
- Delayed jLP jMP
- Delay 2LPx2 5MKx2 214LK
- 5LK 5MKx2 5HPx3 214HK
|
5307
|
0
|
Corner
|
Universal
|
- Intermediate
- You can jump back then ADC jLP jMP on mediums and heavies for ease of use.
- Deals 6507 with LoS at the end.
|
(video)
|
Level 3
Notation
|
Damage
|
Meter Cost
|
Location
|
Character Specific?
|
Notes
|
Video
|
- Level 3
- 623MP~HP
- jMK j214HP
- Sek 5M Sek 5H Return
- 2MK 2HP
- jMP ADC
- jLK jMP
- 5LPx3 5MKx2 5HPx2 214HK
|
7116
|
3
|
Universal
|
No heavyweights
|
- Intermediate
- Cancel Level 3 early to stay midscreen for the j.H-sekhmet wallbounce
|
(video)
|
- 2LK 2MP 2HP 236MK
- dash 2MK 5HPx3
- jMK adc jLK jMP
- 5LP 5MKx1 delaying 5HPx3
- 5LK 2MK 5HPx3 214HK 214PP
- 236PP
|
10075
|
4
|
Universal
|
Universal
|
- Intermediate
- Start with about 3.4 meters
- Put delays between the 5HPs to restand
|
(video)
|
- Level 3 Happy Birthday
- 5HK 623HP
- jMK adc jLK jMP
- 5LK 2MK (kara)5HK 623MPx2
- delaying jLP jLK jMP
- 2LP 2MK 5HK double snap
|
3864/Kills assist
|
4
|
Universal
|
Universal
|
- Advanced
- HBD corner carry for doublesnap
|
(video)
|
Counter Hit Punishes
Note: sjHP jHK are primarily for burst punishes if the opponent is airborne, rather than traditional HCH starters, as not everyone can be hit be sjHP while crouching or has a move that can be punished by it.
Notation
|
Damage
|
Meter Cost
|
Location
|
Character Specific?
|
Notes
|
Video
|
- CH 5HPx3 623HP
- jMK Sek jH
- Sek 5M Sek 5H Return
- 5HPx3 236MK
- dash 2HK 623HP
- jMP jHP ADC
- jLK jMP jHP
- 214LK
- 5LK 2MK 5HPx3 214HK 236PP
|
8440
|
1
|
Midscreen
|
Universal
|
|
(video)
|
- CH 5HP(x3) 623HP
- jHK ADC jHP jHK
- 2HK 623MP jump cancel 2369MK
- 214HP
- Sekh jM 5H Return
- 5HPx3 214LPx3 Sekh 5M 5H Return
- 5LPx3 5MKx2 5HPx3 214HK 236PP
|
10069
|
1
|
Corner
|
Universal
|
- Advanced jump cancel combo
|
(video)
|
- CH sj 9HP jHK abdc airthrow
- 2HK 623MPx2
- jump cancel 2369MK
- 5HPx3 623HP
- jHK adc jMP jMK
- 2MK 5HPx3 623LPx3
- delay jLK jMP
- 5LPx3 5MKx2 5HPx3 214LK
- 5LK 5MKx2 5HPx3 214HK 236PP
|
10605
|
1
|
Corner
|
Universal
|
- Advanced jump cancel combo
|
(video)
|
- CH 5HPx3 623HP
- jHK ADC
- jHP jHK
- 2HK 623LP~MP~HP
- jc 2369MK
- 5MK 5HPx3 623LP~MP~HP
- jMK jHK ADC
- Airthrow (whiff)
- 5LPx3 5MK 214LK
- 5LK 2MK 5HPx3 214HK 236PP
|
9402
|
1
|
Corner
|
Lights
|
- Advanced jump cancel combo
|
(video)
|
Healing
Notation
|
Damage
|
Meter Cost
|
Location
|
Character Specific?
|
Notes
|
Video
|
- 2LK 2MP 5HP Kara 214LP~Neckbite
- 5L M Neckbite
- Recall
|
N/A
|
2
|
Universal
|
Universal
|
- Max healing you can get for 2 bars (~5550), can get more if 2nd neck bite kills and you spend another bar on neckbite.
- Won't get full healing midscreen due to blood drop placement.
|
(video)
|
- 2LK 2MP 5HP Kara 214LP~Neckbite Recall
- 2MK 5HP xN Butchers Axe
- Microdash 5L M H
- Recall
|
N/A
|
1
|
Universal
|
Universal
|
- Max healing you can get for 1 bar (~3370).
- Won't get full healing midscreen due to blood drop placement.
|
(video)
|
Double Snap
Notation
|
Damage
|
Meter Cost
|
Location
|
Character Specific?
|
Notes
|
Video
|
- Snapback
- 2MK 2HP
- repeat
|
N/A
|
1
|
Corner
|
Universal
|
- Intermediate
- Kills the slowest, is the easiest, double tap 2MK for more consistency.
|
(video)
|
- Snapback
- 2MK 2HP
- jHP ADC
- jHP
- repeat
|
N/A
|
1
|
Corner
|
Universal
|
- Advanced
- Kills faster than 2MK 2HP, you can replace the second jHP with jHK if you'd like.
|
(video)
|
- Snapback
- 623MP~HP
- jHP ADC
- jHK
- repeat
|
N/A
|
1 - meter gained from specials
|
Corner
|
Universal
|
- Advanced
- Kills the fastest, builds 20% meter from Khats.
|
(video)
|
- Snapback
- repeat jump cancel 623LP
|
N/A
|
1 - meter gained from specials
|
Corner
|
Universal
|
- Advanced
- Extensive meter build (60~70%) at the cost of time to kill, but still kills reasonably fast.
- If you feel it might drop, you can go into jHK ADC throw whiff or TK Throne to restart it.
|
(video)
|
Midscreen Assist Kill
Notation
|
Damage
|
Meter Cost
|
Location
|
Character Specific?
|
Notes
|
Video
|
- ... 2MK 2HP
- repeat
|
N/A
|
0
|
Midscreen
|
|
- Advanced
- More difficult the heavier they are
|
(video)
|
- ...2MK 2HP
- delay IAD jLK jHP
- loop 5MP 214LK
|
N/A
|
+Meter from specials
|
Midscreen
|
|
- Advanced
- Adding Kara 5HK before specials makes it work on lights/mediums.
|
(video)
|
- ... 2MK 2HP 214LK
- 5MP 236LK
- 5MP 214LK
- loops to 2nd line
|
N/A
|
+Meter from specials
|
Midscreen
|
|
- Advanced
- Adding Kara 5HK before specials makes it work on lights/mediums.
|
(video)Test
|
- ... 623HP
- jump cancel 2369LK
- dash HP 623HP
- repeat
|
N/A
|
+Meter from specials
|
Midscreen
|
|
|
(video)
|
- ... 623MPx2
- uncombo(?) jHK ABDC
- kara 5HK~623HP
- jump cancel 623HP
- repeat loop to 2nd line
|
N/A
|
+Meter from specials
|
Midscreen
|
|
"The concept works, but is very volatile if you mess up the Kara or the Khat timing. Would not use personally." - Seen
|
(video)
|
Damage/Undizzy Ratios
Move
|
Damage/undizzy
|
Damage (max scaling)
|
Undizzy
|
214HK
|
21.5
|
430
|
20
|
Sekhmet 5M
|
20
|
400
|
20
|
623LP
|
16.5
|
330
|
20
|
Sekhmet 5L
|
15.33333333
|
230
|
15
|
Sekhmet jM
|
15.1
|
302
|
20
|
236LK
|
13.75
|
275
|
20
|
214MK
|
13.5
|
270
|
20
|
5MK
|
13
|
260
|
20
|
623MP
|
13
|
260
|
20
|
5HP
|
11
|
330
|
30
|
2HK
|
11
|
330
|
30
|
Sekhmet 5H
|
10.06666667
|
302
|
30
|
Sekhmet jH
|
9.6
|
288
|
30
|
5HK
|
9.333333333
|
280
|
30
|
2MK
|
9
|
180
|
20
|
214LK
|
9
|
180
|
20
|
2MP
|
8.5
|
170
|
20
|
236MK
|
8.5
|
170
|
20
|
5LP
|
8
|
120
|
15
|
623HP
|
7.5
|
150
|
20
|
2LP
|
6.666666667
|
100
|
15
|
2HP
|
6
|
180
|
30
|
jHP
|
5.833333333
|
175
|
30
|
jHK
|
5.833333333
|
175
|
30
|
5MP
|
5.5
|
110
|
20
|
j.MK
|
5
|
100
|
20
|
Sekhmet 2L
|
4.666666667
|
70
|
15
|
Sekhmet jL
|
4.666666667
|
70
|
15
|
jMP
|
4.5
|
90
|
20
|
5LK
|
4.333333333
|
65
|
15
|
jLP
|
4
|
60
|
15
|
jLK
|
4
|
60
|
15
|
2LK
|
3.666666667
|
55
|
15
|
General
|
|
Characters
|
|
|
|
Mechanics
|
|
Other
|
|