Under Night In-Birth/UNI2/Phonon/Combos: Difference between revisions
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===Under Construction=== | ===Under Construction=== | ||
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Current roadmap for page updates: | Current roadmap for page updates: | ||
• Add a DP punish to Bread and Butter Combos | • Add a corner/universal DP punish to Bread and Butter Combos | ||
• Add new UNI2 combos. Check #UNI2_PH, [https://docs.google.com/spreadsheets/d/1IFqWgkH0FD9AwWwmNK3z5-Um0X718n2y1asDANFdYNQ/edit#gid=1454838934 Aria's combo spreadsheet], and [https://phonon.wiki.fc2.com/wiki/UNI2%20%E3%82%B3%E3%83%B3%E3%83%9C Rippu's JP Phonon Wiki] | • Add more new UNI2 combos. Check #UNI2_PH, [https://docs.google.com/spreadsheets/d/1IFqWgkH0FD9AwWwmNK3z5-Um0X718n2y1asDANFdYNQ/edit#gid=1454838934 Aria's combo spreadsheet], and [https://phonon.wiki.fc2.com/wiki/UNI2%20%E3%82%B3%E3%83%B3%E3%83%9C Rippu's JP Phonon Wiki] | ||
○ Move twitter videos to YouTube for posterity. Move timestamped livestream clips to separate videos | ○ Move twitter videos to YouTube for posterity. Move timestamped livestream clips to separate videos | ||
If you would like to help with any of the above, consider [[Help:Getting started|joining as an editor]] to help expand this page. | If you would like to help with any of the above, consider [[Help:Getting started|joining as an editor]] to help expand this page. |
Latest revision as of 23:44, 8 June 2024
Under Construction
|
Under Construction
This page is currently in the process of being updated for UNI 2. All combos listed should still be relevant in UNI 2 however.
Current roadmap for page updates:
• Add a corner/universal DP punish to Bread and Butter Combos • Add more new UNI2 combos. Check #UNI2_PH, Aria's combo spreadsheet, and Rippu's JP Phonon Wiki ○ Move twitter videos to YouTube for posterity. Move timestamped livestream clips to separate videos
If you would like to help with any of the above, consider joining as an editor to help expand this page.
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. |
Phonon specific notation: (i) denotes install buffed specials such as 623B(i)
Getting Started
Starter Combo
Combo | Location |
---|---|
Starter 5BB 9j.C j.2[B] 5[C] 3C dl.2C 236[B] 66C Ender | Anywhere |
For new players, it's recommended to learn how to route any starter into a BnB first, instead of memorizing the optimal off of every starter.
Combos in UNI are like building blocks with the following structure:
- Starter > Stabilizer > Combo filler > Ender
- Starter - The starter determines base proration of the combo. Weaker starters like 5A/2A have high base proration compared to stronger starters like 5C/2C. See "Proration" notes below.
- Stabilizer - Stabilizers are moves that affect positioning, and make combo execution afterwards consistent. The key stabilizer in this starter combo is j.2[B]. After routing into the stabilizer, the rest of the combo has identical execution.
- Combo filler - Moves added to the middle of a combo to add damage before the ender. Length of filler depends on proration. Make sure to avoid SMP (notes on that below). Mission Mode contains good examples of combo filler.
- Ender - The final building block of the combo. Notes on all of Phonon's enders can be seen below, but in general, enders can be swapped in and out for different conditions.
and all combos must follow the same 2 universal rules:
- Proration - Proration determines when opponents can tech out of combos, and is the most important thing to pay attention to every time you get a hit. Starter determines the base proration of the route and largely how long of a combo you can get, and Same Move Proration does exactly as the name suggests. Avoid using the same move twice in the same combo when possible, and pay attention to what hit you started the combo with.
- Bounce Limit - 2 Ground/Wall bounces are allowed in any given combo. This Starter Combo only uses 2 at most (One from the j.2[B] slam, and sometimes one from the 2C 236[B] link), so you don't need to worry the bounce limit in this case.
With all of the knowledge above, here are some examples of ways to route the Starter Combo from different starters and conditions:
Combo | Location |
---|---|
3C 236B 236C 66 9j.[C] j.2[B] 5[C] 3C dl.2C 236[B] 66C 214AA | Midscreen |
Metered pickup off 3C 236B blockstring. As noted above, once the stabilizer hits, the combo is the exact same afterwards. For 5[C] dropping in the corner, see the combo below: | |
2A 5BB 9j.C j.2[B] 5C(1) 3C dl.2C 236[B] 66C 214AA | Corner |
To prevent 5[C] from dropping in the corner, cancel 5C after the first hit. | |
6D j.C 2A 5BB 9j.B j.2[B] 5[C] 3C dl.2C 236[B] 66C 214AA | Anywhere |
Example of Same Move Proration affecting the combo. If you were to j.C again, the combo would drop from Same Move Proration, so make sure to switch the second j.C to a j.B to avoid SMP. Works in the corner with notes in combo 2. | |
Far range 5BB 4B j.[C] j.2[B] 5[C] 3C dl.2C 236[B] 66C 214AA | Anywhere |
Example of adjusting routing into the stabilizer. j.C j.2[B] would whiff from this range, so we can use 4B to pull opponents back in. 4B prorates the combo harder, but 5BB is a strong enough starter to still get the rest of the combo. | |
2A 5BB 4B j.[C] j.2[B] 66C 236[B] 3C 2C 214AA | Anywhere |
Great example of 4B proration. The 5[C] in the starter combo would drop here because of the 4B proration combined with a 2A starter, so we have to use weaker combo filler after the stabilizer to prevent dropping. | |
6D j.A CS j.B 2A 5BB 9j.C j.2[B] 5[C] 3C dl.2C 236[B] 66C 6FF~B | Anywhere |
Assault j.A CS pickup. Example of swapping one standard meterless ender out for another with 6FF~B. Works in the corner with the notes in combo 2. |
Combo Theory
Phonon has access to lots of fantastic stabilizers, so it's easy to convert any hit into a full combo.
[ST] to [cl-r]
In UNICLR, proration and damage value of 4B was nerfed heavily, so omitting it from combos usually increases their damage. This change along with her new moves were what defined UNICLR specific combos. Full patch notes and [ST] to [cl-r] combo changes can be found here on the UNICLR wiki.
UNI 2
In UNI2, 22B+C Install and her new j.[B] are the largest changes to her routing. Removal of Vorpal stripping also made some CL-R/ST routes unnecessary.
22B+C Install opens up a lot of new paths in her routing, as there are new varying optimals off of:
- Cancelling into Install (ex: 623B 22B+C)
- Getting a hit with a normal while in Install
- Getting a hit with an Install buffed special
Notable pickups off #1:
- 623B 22BC - j.[C] or j.[B] j.3[C].
- 6FF(2) 22BC - +9 if timed correctly, 2C is possible, but 2B is safer
Strong combo filler with #2:
- 5[C] 22A j.236B(i). Example. Works off everything, does loads of damage, and is really easy
- 66C 22B j.236B(i). Great damage corner carry combo filler.
- 66C 623B(i) 22A j236A Another great corner carry option
- 214AA 623B(i) High damage pickup off an early 214AA, easy to combo out of.
- corner 5C 236[B] 623B(i) 22B j236A j[C] ... Saving a bounce in the corner. Utilizes massive untech time on 623B(i)
Situation #3 is fairly straightforward. All install specials have greatly increased untech time, which makes pickups lenient and opens up some new meterless pickup options.
- Example: 4B 3C 623B(i) blockstring, 623B(i) hitting can easily be combo'd into j.[C] or j.[B] on reaction.
Launchers
Move | Usage notes |
---|---|
5BB | |
5C | |
2C | |
4B | Both a launcher and a stabilizer, very useful pickup tool. Prorates combos heavily, so omit when possible. |
j.[B] | Launches grounded opponents, picks up into j.3[C] air combo filler easily. |
6FF~A | Both a launcher and a stabilizer, very easy to combo with, but costs GRD to use and prorates combos heavily. |
66B | |
214BB | |
623x | |
j.236x |
Stabilizers
Move | Usage notes |
---|---|
4B | Both a launcher and a stabilizer, this move is extremely useful as an all purpose pickup tool. This move heavily prorates combos however, so it's best to avoid using it in combos if possible. |
6FF | Often used in blockstrings, 6FF is super easy to combo out of when it hits. Keeps opponents stationary and can be vacuum launched with 6FF~A or knockdown carried with 6FF~B. 6FF(2) 236x and 6FF~C also sees some niche uses in combos. |
j.2[B] | Staple tool in aerial combo filler, slams the opponent into the ground for extremely consistent followups. |
j.[B] | Reaches a lower angle than j.[C] and picks up super easy with j.3[C]. |
j.[C] | Staple combo tool, stalls Phonon in the air to make long range pickups like fullscreen 236C 66 9j.[C] possible. |
j.3[C] | Like j.[C], but accelerates Phonon forward on neutral and back jump. Increases fallspeed, so landing options change on whiff. |
236[A] | Like 236[B], but slower. |
236[B] | Very common combo filler. Sticks opponents in place for long enough to extend combos. |
236C | Very fast startup, travel speed, long hitstun, and EX cancel availability makes this a go-to metered pickup tool. Useful for awkward hits such as rising j.A, max range j.[C], and max range 3C 236B. |
Enders
Combo | Cost | Location |
---|---|---|
[xx] 214AA | Anywhere | |
Standard meterless ender. Hard knockdown, but not plus enough to meaty after midscreen without spending meter. To use meter after any of the standard enders:
| ||
[xx] 6FF~B | GRD | Anywhere |
Standard meterless ender. Better knockdown and corner carry than 214AA, but costs GRD to use. Best used when the vorpal cycle is secured.
| ||
[xx] 2C 2A | Anywhere | |
Standard resourceless ender that offers a better knockdown than 214AA, but much worse damage. | ||
[xx] 214BB | Anywhere | |
Standard meterless ender for combos that prorate too much. Opponent can air tech, so be careful when using this without meter. 623C often used after for a hard knockdown. | ||
[xx] 5AB | GRD | Anywhere |
Universal "Steer Ender" added in UNI 2. Never drops, even when the combo is fully prorated.
| ||
[xx] 66C 236[A] 66C (Standard Ender) | Midscreen | |
Corner carry ender. Lower damage than others.
| ||
[xx] 6FF~A 236[A] 66 2C (Standard Ender) | GRD | Midscreen |
Sideswitch ender off bigger starters like 2C or 5C. Costs GRD to use. | ||
[xx] 66C 22B (Standard Ender) | Corner | |
Common corner ender that can be used off any bigger starter. Use 214BB when the combo is too prorated.
| ||
[xx] 66C dl 66B(1) 236[B] 2C 3C (Standard Ender) | Corner | |
Corner ender that can be used off any starter. Example (at the very end) | ||
[xx] CS 214C | Vorpal, EXS | Anywhere |
214C is programmed to only kill after the animation finishes, so CS 214C can be used to easily convert GRD -> Meter at the end of a round (when meter is required to kill). Using an EX move in a combo after using CS still gives you the 25 meter Vorpal refund, so you'll end up with a lot of extra meter. | ||
[xx] 6FF~C 214AA 236C ... | GRD, EXS | Anywhere |
Extremely niche. 6FF~C 214AA 236C loop never drops, so it can be used to waste time with resources. At max resources, the ender alone takes 20 seconds. Example | ||
[xx] 6FF 214BB(1) IWEX | GRD, EXS | Anywhere |
Easy IWEX ender that can be routed from anything. For extremely far distance, 6FF~C(1) pulls opponents in even further. Example | ||
[xx] CS 6FF 5AB IW | GRD, Vorpal, EXS | Anywhere |
Ender that timestalls for Chainshift's GRD -> Meter conversion. Useful for ending in IW when you don't have enough meter, as it does more damage than CVO IW. Used in 5 block, 5.5 block, and Celestial combos for max damage. Some notes:
Note that neutral CS converts more GRD into meter than recovery-cancelled CS does. CS -> Meter conversion chart:
Neutral CS setups for extra meter conversion:
| ||
[xx] Launcher 623C cs VO 214AA 236C 214B IW/IWEX | Vorpal, 200 EXS | Anywhere |
CS VO ender, very advanced. More damage than CVO and IW enders, but requires Vorpal and is significantly harder. Slightly less damage than 236C neutral CS meter smuggle ender however. Ender damage chart is located in the here in the Midscreen DP BNB notes Launchers:
Notes:
|
Bread and Butter Combos
The combos in this section are chosen to help new players practice and learn Phonon with routes that introduce important pieces of her combo theory. While they are not necessarily optimal, they are still useful and generally easy to learn. Most routes are listed with very practical starters, so players are comfortable with adapting them to other starters.
Ender is assumed to be 214AA for damage numbers, but other enders seen in the Enders section can be used instead.
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Starter 5BB 9j.C j.2[B] 5[C] 3C dl.2C 236[B] 66C Ender | 2975 (3226) | 0 | 74.93 Opp: 35.53 |
Anywhere |
If you only want to learn one combo, this is the one. Simple route full of combo filler that can be adapted to work off of any starter. Close to optimal damage off 5A/2A starters. Damage listed is for 2A starter.
| ||||
Strong Starter 4B 8j.[C] j.2[B] 66C dl 623B 66B(1) 236[B] 66 5[C] 3C 2C Ender | 3333 (3659) | 90.96 Opp: 46.11 |
Midscreen | |
Staple midscreen combo route for strong starters such as 5BB, 2C, 5C, 4B, etc. The [ST] optimal, good damage and very stable. Introduces 66C 623b routing. Damage listed is for 5BB starter.
| ||||
Strong Starter 4B 7/8 j[C] j2[B] 66C dl 623B 2C (dl 5[C]) 236[B] 66C 22B Ender | Corner | |||
Corner variation of the [ST] midscreen optimal above.
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Strong Starter Launcher 9 dl j2[B] 66C dl 623B 66B(1) 236[B] dl TK j236B j22B j3[C] j2[B] (2C 3C) Ender | Midscreen | |||
The [cl-r] midscreen optimal. Advanced variation of the above combo. More strict on spacing and execution requirements, but it gives a solid damage increase overall. Worth learning off 5C starter or better.
| ||||
Starter 5BB (3C) TK j236B j22B j3[C] j2[B] 66C 22B 214AA (/ dl j236A 214AA / dl j236A dl 66B(1) 236[B] 2C Ender | Corner | |||
Corner variation of the [cl-r] midscreen optimal. Works off any button, omit parts in (parenthesis) on weaker starters. | ||||
Starter 2C 4B 9j.[C] j.4B j.2[B] 66C 236[B] 2C 3C Ender | 2843 (3121) | 0 | 70.78 Opp: 31.55 |
Anywhere |
Stable sideswitch route often used after mashing out in the corner. Damage is listed off a 2A starter. Works on heavily prorated starters such as 2a (x3), very generous.
| ||||
Starter 5BB 4B j.[C] j.2[B] 66C 236[A] dash 66C Ender | 2635 (2891) | 0 | 62.54 Opp: 28.70 |
Midscreen |
Simple combo introducing 66C 236[A] ender for corner carry.
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623B 22BC 9 j5[B] j3[C] j2[B] 66C 22B 236B(i) 66 5[C] 3C 2C 236[B] 66C Ender | 3688 (4047) | 100 EXS | 39.49 | Midscreen |
623B Install corner carry route. Extremely strong confirm off of a very common roundstart. Crazy damage, ends with install still active on a +18 knockdown. Input 236B immediately after the 22B.
| ||||
[FF] 22A dl. j236A 66 j[C] j2[B] 5[C] dl.2C 236[B] 3C 5B 214BB | 3966 (4351) | Midscreen | ||
Midscreen easy high damage DP punish. Can also do 5[C] dl.236[B] 2C 3C 214AA for ~30 less damage and easy setup into 5+ block enders
|
FAQ
How do I do j[C] in combos?
The timing is a little tricky to get used to at first. If you're jumping and no button comes out, start holding C later. If j[C] comes out but doesn't combo, start holding C earlier instead. j[C] is used in almost every combo, so it’s well worth getting used to using it; it’ll quickly become second nature.
How do I do 66C dl 623B 66B(1)/jB?
Time it so that the opponent flies into the active pillar. Too early and they'll fly past, too late and you'll either get less pillar hits, or they can tech out before you can combo into 66b. Make sure they're flying into the pillar.
Here's a clip of the timing for the link. Note that if you're practicing it in a vacuum, the distance you hit 66C at will affect the timing.
If you’re having trouble with the initial 66C, input it just before Phonon touches the ground; if you wait until after you’ve landed to do the input, it likely won’t come out in time.
How do I do 66B(1) 236[B] 66 5[C]?
- If you’re getting 66C, make sure your pad/stick is in neutral before you press C.
- If they’re dropping out of 5[C], dash in farther/delay your 5[C] a little bit more.
- If you’re seriously having trouble, you can omit the 5[C] and just do 236[B] 3C 2C 214X, though you’ll lose some damage.
What does TK mean? (TKA, TKB, TKC, TK j236x)
236x with a Tiger Knee input (2369x) gives minimum height j.236x. You can input this any way you like, as long as you fireball immediately after jumping (e.g. 8236x or 2368x can both work, if done quickly enough.)
Turn on input display if you're having trouble;
If you’re getting a rising j.X instead of a fireball:
- You may be pressing X too early (e.g. input as 23x69)
- You may be taking too long to do the 236 motion
- The motion may be incomplete (e.g. you do 239x).
If you get a grounded fireball:
- You're probably pressing X too early. (e.g. you input 236x9)
- You may be missing the jump portion of the motion (e.g. you just input 236x)
TK fireballs can be useful for pressure as well as combos, so while they may seem intimidating at first, it’s definitely a skill worth learning.
How do I do 66B(1) 236[B] TKj236B j22B j3[C] j2[B]?
This can be a little tricky off some starters, but the main issues are this;
- If they’re dropping out of j22B, delay j236B a little or input j22B as soon as possible after the fireball motion.
- If they’re not getting hit by j2[B], cancel into j3[C] earlier; you need to cancel into it as soon as possible or they’ll drop out.
- If they hit the floor before the j236B connects, you may need to tighten up your timing on 236[B] or 66B.
How do I do j236A 66B(1) 236[B]?
You need to do the j236A quite close to the ground; but the main trick for consistency is to delay the 66B, don’t buffer it immediately on landing. If you can hit with the second hit of 66B but not the first, you’re inputting 66B too early.
I can’t get 66C 22B to hit in the corner!
Pay attention to the bounce count; you're limited to 2 ground/wall bounces in any combo (they can tech out of the 3rd), and 66C 22B requires a bounce to work. If they’re touching the ground somewhere unexpectedly in your combo, you’ll have to use another ender. There’s a little bit of screenshake if they touch the ground mid-combo, but it’s very subtle.
How do I CS VO?
Save/load states in Training Mode are especially helpful for this.
Effectively, you need to time your CS to cancel 623C just as the final hit (the explosion) starts, buffer VO out of CS, then 214A immediately after VO recovers. The CS window is not that tight, but it takes some getting used to.
If they air tech out before hitting the floor, the route is too prorated to use CS VO; generally it will work with any route on CH. On non-CH, you may need to omit a button to make it reliable.
If they hit the ground before the 214A connects, you may need to CS earlier or ensure you’re doing 214A as soon as possible after VO.
If they just blast off into the sky and the final explosion doesn’t happen, you need to CS later.
The rest is just a matter of getting clean execution on all the motions.
Futher notes on this are in the Enders section, and examples of it being done can be seen here and here.
I keep side-switching through them after 66C 214A!
Delay the 214A slightly and this should stop happening. Or do 66B(1) 214A.
I keep side-switching unintentionally after rising j2[B]!
This can be awkward to prevent, depending on the route.
It’s usually distance dependent; if you’re very close to them, you may need to add jB as a buffer or delay the j2[B] more, but it depends on the route and the spacing you’re at. If they’re inside 5A range when you first hit them, then the sideswap is almost impossible to prevent. (unless they’re right on top of you, in which case you can neutral jump j2[B]) Otherwise, you can usually stay same-side with the right j2[B] timing.
I last played Phonon in [ST], what’s changed?
For a list of changes from [ST] to [cl-r], see this section of the UNICLR combo wiki.
For [cl-r] to UNI 2 changes, check the Combo Theory section
Combos
The Combo Doc. Many advanced routes are included in this section. If you want starting combos, see the Bread and Butter Combos section above to find routes suitable for beginners to Phonon.
Generic Ender marker is considered 214AA for damage numbers. See the Enders section for other options.
If you have any combos or notes you would like to add to this list, consider joining as an editor to help expand the page.
A Starters
2A
Any combo with a 2A starter works with 5A as well.
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
2A 5BB 9j.C j.2[B] 5[C] 3C dl.2C 236[B] 66C Ender | Anywhere | |||
Starter Combo off of 2A/5A. In the corner, cancel 5C after the first hit. | ||||
2A (x3) 5BB 4B 8j.[C] j.2[B] 5[C] 3C 236[B] 2C Ender | 2520 (2764) | 73.19 Opp: 35.98 |
Anywhere | |
Most recommended route to learn for highly prorated 2A starters. Most meter gain and biggest damage (without using force function). Utilizes the 5[C] 3C 236[B] filler which is important to learn. Example | ||||
2A (x3) 2C 4B 5FF(1) 22A dl j.236A 66 9.j[C] j.2[B] 66C 236[B] 3C Ender | 2563 (2812) | GRD | 72.71 Opp: 36.92 |
Anywhere |
Most damaging route from a highly prorated starter. Uses a block of GRD because 5FF is used in the route. Only recommended when in vorpal. Utilizes the 5FF(1) 22a dl j.236a filler which is important for anti-air confirms. Getting the 3C can be hard at times so going straight into the 214AA Ender is recommended. Example | ||||
2A (x2) 5C 5BB(1) j[B] j3[C} j2[B] j236A 66B(1) 236[B] 3C 2C Ender | 2859 | 72.72 | Midscreen
| |
2A 2C 5B 4B 8j.[C] j.2[B] dl j.236A 66B(1) 236[B] 3C dl 5B Ender | 2953 (3241) | 73.96 Opp: 34.65 |
Anywhere | |
Route off a single 2A. Omit the delayed 5B and just do 3C 214AA Ender for consistency. Example | ||||
2A 5BB tk j.236B 66C 9j.[C] j.2[B] 5[C] dl 2C 236[B] 3C Ender | 3137 (3444) | 81.91 Opp: 41.89 |
Midscreen | |
Best route off a 2A starter when it comes to damage and meter gain. Can only be done at close range. HIGHLY recommended if you are trying to optimize your routing. Usually used for 2A punishes rather than mashout situations. Example | ||||
2A (x3) 5BB 4B 8j.[C] j.2[B] 66C 66B(1) 236[B] 3C 2C Ender | 2496 (2738) | 70.09 Opp: 34.86 |
Corner | |
Standard corner route off a highly prorated 2A starter. Utilizes the 66C 66B(1) 236[B] filler in the corner, which is important to learn. Recommended for beginners. Example | ||||
2A 5BB (3C) TK j236B j22B j3[C] j2[B] 66C 22B dl j236A Ender | Corner | |||
2A corner optimal. Example | ||||
close 5A/2A 5BB tkj236B 66C j3[C] j2[B] 5[C] 2C 236[B] 3C Ender | 3137 | 75.78 | Midscreen | |
Stable route for corner carry | ||||
2A 5BB dl. TK j236A j[B] j3[C] j2[B] 66 5[C] 2C 3C 236[B] 66C Ender | 3203 | 79.62 | Midscreen | |
Close hit only | ||||
5A/2A 2C 5BB j[B] j3[C] j2[B] 5[C] 2C 3C 236[B] 66C Ender | 3181 | 78.52 | Anywhere | |
Far hit only. | ||||
5A/2A 5BB j2[B] 5[C] 22B dlj236A 66B(1) 236[B] 3C 2C Ender | Corner | |||
Corner 5A/2A route | ||||
2A 2A 5BB 236[B] 66C 22B dlj236A j[C] j2[B] 2C 3C Ender | 2846 | 75.89 | Corner | |
2AA mash corner route |
5A
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
5A 5BB 9j.C j.2[B] 5[C] 3C dl.2C 236[B] 66C Ender | Anywhere | |||
Starter Combo off of 2A/5A. In the corner, cancel 5C after the first hit. | ||||
5A 5C 4B 8.j[C] j.2[B] dl j.236A 66B(1) 236[A] 3C 2C Ender | 2992 (3284) | 75.42 Opp: 35.23 |
Anywhere | |
Easy 5A 5C hit confirm route. Example | ||||
5A 5C 5BB(1) j[B] j3[C] j2[B] j236A 66B(1) 236[B] 3C 2C Ender | 3152 | Anywhere
| ||
5A 5BB tk j.236B 66C 9.j[C] j.2[B] 5[C] dl 2C 236[B] 3C Ender | 3187 (3499) | 82.53 Opp: 42.08 |
Midscreen | |
High damaging route off a 5A starter that doesn't use force function. Only works in close range. Example | ||||
5A 5BB 5FF(1) 22A dl j.236A 66 9.j[C] j.2[B] 5[C] 3C 236[B] 2C Ender | 3253 (3569) | GRD | 84.29 Opp: 43.36 |
Midscreen |
Optimized 5A starter route. Utilizes 5FF which costs a block of GRD. Only recommended when in vorpal. Close range only. Example | ||||
5A 2C 5BB 9.j[C] j.2[B] dl j.236A 3C 236[B] 66C 22B Ender | 3208 (3520) | 84.28 Opp: 40.12 |
Corner | |
Example of omitting 4B in order to push damage. Example | ||||
5A 5BB (3C) TK j236B j22B j3[C] j2[B] 66C 22B 214AA (/ dl j236A 214AA / dl j236A dl 66B(1) 236[B] 2C) Ender | Corner | |||
[cl-r] corner routing.
| ||||
5A 5BB tkj236B 66C dl623B jB j2[B] 66 5[C] 2C 3C 236[B] 3C Ender | 3292 | 87.13 | Midscreen | |
Close hit only | ||||
5A 5BB tkj236A j22B j3[C] j2[B] 66 5[C] 2C 3C 236[B] 66C Ender | 3246 (84.53) | Midscreen | ||
Close hit only | ||||
5A 5BB j2[B] 66C dl623B 66B(1) 5FF(1) 22A dlj236A 66 j3[C] j2[B] 66C 236[B] 2C 3C Ender | 3362 | 90.13 | Midscreen | |
Damage route but bleeds GRD, do 8j2[B] if they're close, otherwise you'll cross yourself up. | ||||
close 5A 5BB 3C tkj236B j22B j3[C] j2[B] 66C 66B(1) 236[B] 3C 2C Ender | 3318 | 82.77 | Corner
| |
close 5A 5BB 3C tkj236B j22B j3[C] j2[B] 6FF(1) 236[B] 66C 22A Ender | 3330 | 83.03 | Corner | |
close 5A corner combo |
B Starters
2B
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
2B 5BB j.[B] j.3[C] j.2[B] 5[C] 3C dl.2C 236[B] 66C Ender | Anywhere | |||
Starter Combo off of 2B. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage. | ||||
2B 5C 4B 8j.[C] j.2[B] dl j.236A 66B(1) 236[B] 3C 2C Ender | 3180 (3491) | 78.05 | Anywhere | |
2B 5C hitconfirm route. Check if the Starter Combo routing is more damage. Example | ||||
close 2B 2C tk j.236B 66C dl 623B j.B j.2[B] 5[C] 236[B] 3C Ender | 3355 (3683) | 86.24 | Midscreen | |
Close range TK fireball confirm. Utilizes the 66C dl 623B filler which is the most important part of Phonon's combo game. Example | ||||
close 2B 2C tk j.236B 66C dl 623B j.B j.2[B] dl j.236A 66B(1) 236[B] 3C Ender | 3377 (3709) | 85.07 | Midscreen | |
Slight optimization of the above route. Close range only. Example | ||||
CH 2B 5BB 4B 8j.2[B] 66C dl 623B 66B(1) 236[B] 66 5[C] dl 3C 2C Ender | 3228 (3544) | 87.79 | Midscreen | |
Counterhit only. At farther ranges, do 9j.2[B] instead. Example | ||||
close 2B 5BB TK j236A j22B j3[C] j2[B] 66 5[C] dl2C 3C 236[B] 66C Ender | 3427 | 86.86 | Midscreen | |
Close hit 2B midscreen optimal | ||||
far 2B 2C 4B tkj236A j22B j3[C] j2[B] 66C 236[B] 3C 2C Ender | 3311 (79.54) | Midscreen | ||
Far hit 2B optimal | ||||
far 2B 2C 4B 5C(1) 5BB j[C] j2[B] j236A 66B(1) 236[B] 66C 22B Ender | 3248 | 80.92 | Corner
| |
2B 5BB 4B 9j.[C] j.2[B] dl j.236A 3C 2C 236[B] 66C 22B Ender | 3251 (3569) | 88.36 | Corner | |
Highly recommended route to learn. Good damage and meter gain. Example | ||||
2B 5BB 3C tk j.236B j.22B j.3[C] j.2[B] 66C 66B(1) 236[B] 2C Ender | 3403 (3735) | 87.45 | Corner | |
Close range 2B corner routing. Utilizes j.236B j.22B j.3[C] combo filler which is new in CLR. Example | ||||
2B 5BB 214BB 5A j.B j.2[B] dl j.236A 66B(1) 236[B] 66C 22B Ender | 3354 (3682) | 65.48 | Corner | |
Routing that utilizes 214BB, which is an optimization used at high level. Highly recommend this route if you want to push damage. Example | ||||
2B 2C 5[C] 22A dl j.236A 9j.[C] j.2[B] 66C 66B(1) 236[B] 3C Ender | 3496 (3838) | 89.24 | Corner | |
BIG damage route. Very hard to do. Only do if you want to style on the opponent. Close range only. Example | ||||
close 2B 2C 5[C] 22B j236A j[B] j3[C] j2[B] 66C 236[B] 3C Ender | 3524 | Corner | ||
Close 2B corner optimal |
5BB
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
5BB j.[B] j.3[C] j.2[B] 5[C] 3C dl.2C 236[B] 66C Ender | Anywhere | |||
Starter Combo off of 2B. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage. | ||||
far 5BB 4B 8j.[C] j.2[B] 66C dl 623B 66B(1) 236[B] 66 5[C] 3C 2C Ender | 3350 (3677) | 90.37 | Midscreen | |
The [ST] bread and butter. Example | ||||
far 5BB 4B 8j.2[B] 66C dl 623B 66B j.22A wj.A 9j.[C] j.2[B] dl j.236A 66B(1) 236[B] 3C Ender | 3384 (3710) | 94.76 | Midscreen | |
Very important route to learn when learning her combos. Uses j.22A in the combo which was new in CLR. Example | ||||
close 5BB tk j.236B 66C dl 623B j.B j2[B] 5[C] 3C 2C 236[B] 66B(1) Ender | 3432 (3763) | 91.03 | Midscreen | |
TK fireball routing. Can only be done at close range. Example | ||||
close 5BB tk j.236B 66C dl 623B j.B j.2[B] dl j.236A 66B(1) 236[B] 3C 2C Ender | 3415 (3749) | 88.17 | Midscreen | |
Optimized TK fireball routing. Can only be done at close range. Example | ||||
close 5BB 9 j.[B] j.2[B] 66C dl 623B 66B(1) 236[B] dl TK j.236B j.22B j3[C] j.2[B] 2C 3C Ender | 3532 | 93.61 | Midscreen | |
Close 5BB optimal. [cl-r] route with j.[B] added for stability. Works close-mid range. Example, from cl-r so jB IC is ommitted | ||||
5BB 4B 9.j[C] j.2[B] 2B 3C 2C 236[B] 66C 22B Ender | 3170 (3478) | 83.08 | Corner | |
Very simple corner route. Recommended for beginners. Example | ||||
5BB 4B 8j.[C] j.2[B] 5[C] 3C 2C 236[B] 66C 22B Ender | 3257 (3575) | 88.38 | Corner | |
Slightly more damaging variation of the above route. Example | ||||
5BB 4B 8j.[C] j.2[B] dl j.236A 3C 2C 236[B] 66C 22B Ender | 3281 (3602) | 85.86 | Corner | |
Corner route that uses j.236a filler for more damage. Example | ||||
5BB 4B 8j[C] j2[B] 5[C] 3C 2C 236[B] 66C 22B Ender | Corner
| |||
5BB 4B 7j.[C] 66C 623B 2C 236[B] 66C 22B Ender | 3291 (3611) | 89.63 | Corner | |
This route is highly advised to learn. Learning the spacing for when you can go for this route is crucial for optimizing damage. Unlike the midscreen variation, you don't have to delay the 623B. Example | ||||
5BB 214BB 5A j.B j.2B dl j.236A 3C 236[B] 66C 22B Ender | 3462 (3799) | 91.26 | Corner | |
B rekka routing. Use if you wanna push damage. Example | ||||
5BB 214BB 5A 8j.B j.2[B] 5[C] dl 2C 236[B] 66C 22B Ender | 3517 (3860) | 94.40 | Corner | |
B rekka routing. More damaging variation and better meter gain. Use if you wanna push damage. Example | ||||
5BB 3C tk j.236B 66C 22B dl j.236A 8j.[C] j.2[B] 5B 2C 236[B] 66B(1) Ender | 3502 (3844) | 93.82 | Corner | |
Max damage 5BB corner route. Need to be close range for this route. Example | ||||
5BB dl tkj236B 66C 22B j236A 8 j[C] j2[B] microwalk back 5[C] 236[B] 3C Ender | 3542 | 86.99 | Corner | |
5BB corner max damage |
4B
4B in particular is the normal that is most affected by distance proration in Phonon's kit, so the damage values and meter will vary depending on the ranges you hit the combo. Damage/meter values are from roughly roundstart distance: CH values indicate damage without distance proration.
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
4B j.[C] j.2[B] 5[C] 3C dl.2C 236[B] 66C Ender | Anywhere | |||
Starter Combo off of 4B. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage. | ||||
4B w.A 5A 9j.B j.2[B] 66C dl 623B 66B j.22A wj.A 9j.[C] j.2[B] 66 5B 2C 236[B] 2C Ender | 2950 (CH: 3275) (3234 (CH: 3539)) | 91.10 | Midscreen | |
Rebeating 4b with 2a (or 5a) is very common when running offense with Phonon. When 4b hits and you still rebeat, there is still enough untech time for her to combo 5a afterwards. This is a route that should be learned for this specific situation. Example | ||||
4B w.A 5A j.B j.2[B] 66C dl 623B 66B(1) 236[B] tk j236B j22B j3[C] j2[B] 2C 3C Ender | 3051 (CH: 3366) (3345 (CH: 3690)) | 96.58 | Midscreen | |
More damaging rebeat confirm from midscreen. Example | ||||
4B w2A/5A 5A jB j2[B] 66C dl623B 66B(1) 236[B] tkj236B j22B j3[C] j2[B] 2C 3C Ender | 3051 | 89.06 | Midscreen
| |
4B w2A/5A close 5A 214AA 66C dl623B 66B(1) 236[B] tkj236B j22B j3[C] j2[B] 2C 3C Ender | 3328 | 95.77 | Midscreen | |
5B 214BB ender can be used to avoid SMP for extra damage. | ||||
4B 5C(1) j2[B] 66C dl623B 66B(1) 236[B] tkj236B j22B j3[C] j2[B] 2C 3C Ender | 3204 | 89.08 | Midscreen | |
4B 5C(1) midscreen pickup. Input it as 4B 9C so you get jump cancel jC on hit but 5C on block (can't jump cancel on block) | ||||
4B 5C(2) j.[C] j.2[B] 66C dl 623B 8j.B j.2[B] dl j.236A 66B(1) 236[B] 3C 2C Ender | 3168 (CH: 3437) (3475 (CH: 3771)) | 91.01 | Midscreen | |
Basic 4b combo route. Highly recommended to learn. Example | ||||
4B 5C(2) 5BB 9j.2[B] 66C dl 623B 66B(1) 236[B] tk j.236B j.22B j.3[C] 2C 3C Ender | 3248 (CH: 3494) (3525 (CH: 3831)) | 92.73 | Midscreen | |
4b route that uses TK fireball routing. Input it as 4B 9C so you get jump cancel jC on hit but 5C on block (can't jump cancel on block). Example | ||||
4B tk j.236B 66C dl 623B 9j.B j.2[B] 66 5[C] 3C 2C 236[B] 66B(1) Ender | 3115 (CH: 3313) (3415 (CH: 3635)) | 87.23 | Midscreen | |
4b route that uses the 4B 8A 236B hit OS. Example | ||||
4B j.C j.2[B] 66C dl 623B 66B(1) 236[B] tkj236B j22B j3[C] j2[B] 2C Ender | 3115 (CH: 3402) (3583 (CH: 3735)) | 93.16 | Midscreen | |
Max damage 4b midscreen route. Can be hit OSed using 4B 9C, giving j.C on hit but 5C on block. Uses TK fireball routing. Example | ||||
4B 5B j2[B] 66C dl623B 66B(1) 236[B] tkj236B j22B j3[C] j2[B] 2C 3C Ender | 3190 | 89.49 | Midscreen
| |
far 4B TK j2368A j3[C] j2[B] 66C 623B 66B(1) 236[B] 66 5[C] 3C 2C Ender | 3212 | 83.74 | Midscreen | |
4B 8A236A hitconfirm OS (you get 5A rebeat on block), very finnicky at closer ranges/air hit | ||||
close4B 7j[C] j2[B] 66C 623B 2C 5[C] 3C 236[B] 66C 22B Ender | Corner | |||
Close hit 4B corner combo | ||||
far 4B 5C(1) 5BB j3[C] j2[B] j236A 66B(1) 236[B] 66C Ender | Corner | |||
Far hit 4B 5C(1) combo | ||||
4B 5C(2) 9j.[C] j.2[B] 5B 3C 2C 236[B] 66C 22B Ender | 3023 (CH: 3230) (3316 (CH: 3545)) | 81.53 | Corner | |
Basic corner confirm. Recommended for beginners. Example | ||||
4B 5C(2) 5BB(2) 9j.[C] j.2[B] dl j.236A 3C 2C 236[B] 66C 22B Ender | 3165 (CH: 3352) (3474 (CH: 3679)) | 87.46 | Corner | |
More damaging confirm in the corner. Example | ||||
4B tk j.236B 66C 5FF(1) 22A dl j.236A 9j.[C] j.2[B] 5B 2C 236[B] 2C Ender | 3058 (CH: 3169) (3354 (CH: 3477)) | GRD | 81.97 | Corner/ Midscreen |
Route off the 4B 8A 236B hit OS. Uses GRD. Can do 3C instead of 2C in the corner for slightly more damage Example | ||||
4B w2A/5A 5A jB j2[B] 2C 5[C] 3C 236[B] 66C 22B Ender | Corner | |||
Corner rebeat confirm | ||||
4B w2A/5A 5A 9j.B j.2[B] 66B j.22B j.3[C] j.2[B] 5B 2C 236[B] 3C Ender | 3224 (3860) | 87.15 | Corner | |
Basic rebeat confirm in the corner. Example | ||||
4B w2A 5A 5BB 9j.C] j.2[B] dl j.236A 3C 2C 236[B] 66C 22B Ender | 3250 (3566) | 86.71 | Corner | |
More damaging corner confirm from a rebeat. Example |
C Starters
2C
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
2C 5BB j.[B] j.3[C] j.2[B] 5[C] 3C dl.2C 236[B] 66C Ender | Anywhere | |||
Starter Combo off of 2C. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage. | ||||
far 2C 4B 9j.C j.2[B] 66C dl 623B 66B(1) 236[B] 66 5[C] 3C 2C Ender | 3348 (3675) | 87.09 Opp: 43.13 |
Midscreen | |
Notice how this combo is used alot? This is a very important combo to learn, especially off of bigger starters. Make learning this route a priority as it will be used a majority of the time. Example. | ||||
2C tk j.236B 66C dl 623B j.B j.2[B] 5[C] 3C 2C 236[B] 66B(1) Ender | 3418 (3748) | 88.54 Opp: 41.83 |
Midscreen | |
Combo that utilizes the 2C 8A 236B option select. This OS is important to learn because it allows the player to stay safe when 2C is blocked and get a confirm when 2C isn't blocked. Good damage as well. Example. | ||||
2C 4B 5C(2) dl 9j.2[B] 66C dl 623B 66B(1) 236[B] tk j.236B j.22A wj.A 9j.[C] j.2[B] 5B Ender | 3429 (3762) | 70.50 | Midscreen | |
CLR routing that uses j.22A routing in the combo. Good damage. Example. | ||||
2C 4B 5C(2) 5BB(2) 9j.2[B] 66C dl 623B 66B(1) 236[b] tk j.236B j.22A wj.A 9j.[C] j.2[B] 2B Ender | 3453 (3788) | 74.64 | Midscreen | |
Optimized variation of the above combo. Really good meter gain as well. Example. | ||||
CH 2C w2A 5BB 9j.[C] j.2[B] 66C dl 623B 66B(1) 236[B] 66 5[C] 3C 2C Ender | 3454 (3795) | 91.75 | Midscreen | |
A common situation with Phonon is scoring a counterhit when rebeating a normal. There is more untech time when someone gets counterhit, so learning this pickup is important. Utilizes her staple combo. Example. | ||||
CH 2C w2A 66C dl 623B 66B(1) 236[B] tk j.236B j.22B j.3[C] dl j.2[B] 3C 5B Ender | 3645 (4000) | 92.59 Opp: 45.72 |
Midscreen | |
Optimized pickup after getting a counterhit from a normal that was rebeated on block. Close range only. Utilizes j.3[C] routing. Example. | ||||
CH 2C w5A 66C dl623B 66B(1) 236[B] 66 5[C] 3C j236B j22B j3[C] j2[B] 2C 3C Ender | 3744 | 97.45 | Midscreen | |
Optimized CH 2C rebeat confirm. | ||||
CH 2C w2A 4B 5C(2) 5BB(2) 9j.[C] j.2[B] 66C dl 623B 66B(1) 236[B] 66 5[C] 3C 2C Ender | 3422 (3754) | 79.54 | Midscreen | |
Long ranged combo after getting a counterhit from a normal that was rebeated on block. Very high meter gain as well. Example. | ||||
2C 4B 9j.C j.2[B] 5B 3C 236[B] 66C 22B Ender | 3186 (3497) | 76.47 Opp: 35.60 |
Corner | |
Very simple corner route. Recommended for beginners. Example. | ||||
2C 4B 9j.C j.2[B] dl j.236A 66B(1) 236[B] 66C 22B Ender | 3250 (3569) | 76.66 Opp: 35.75 |
Corner | |
Slightly more damaging variation of the above route. Worse meter gain though. Example. | ||||
2C 4B 9j.C j.2[B] dl j.236A 3C dl 5[C] 236[B] 66C 22B Ender | 3388 (3602) | 67.63 | Corner | |
Most damaging variation of the above route. Better meter gain as well. Example. | ||||
far 2C 4B 5C(1) 5BB j[C] j2[B] j236A 66B(1) 236[B] 66C 22B Ender | Corner | |||
Far 2C | ||||
2C 5BB 8j.[C] j.2[B] 5[C] 3C 2C 236[B] 66C 22B Ender | 3389 (3722) | 89.97 Opp: 44.75 |
Corner | |
Example of omitting 4B in a combo for more damage. Walking back before doing 5[C] is important if you are too close to the corner, as 3C will whiff at certain distances. Very high meter gain. Example. | ||||
close 2C 5BB 7j[B] j[C] j2[B] 2B 3C 5[C] 236[B] 66C 22B Ender | 3420 | 86.36 | Corner | |
Easy 2C 5BB route | ||||
close 2C 5B 22A j236A j3[C] j2[B] 2B 3C 5[C] 236[B] 66C 22B Ender | 3687 | 93.73 | Corner | |
High damage corner 2C routing | ||||
close 2C 5B 3C 214BB 5A 8j.B j.2[B] dl j.236A 66B(1) 236[B] 66C 22B Ender | 3476 (3813) | 93.18 Opp: 47.60 |
Corner | |
High damage corner routing. Utilizes B rekka. Close range only. Example. | ||||
CH 2C w2A 5BB 9j.[C] j.2[B] j.B j.236A 3C 5[C] 236[B] 66C 22B Ender | 3458 (3798) | 9413 Opp: 47.75 |
Corner | |
Corner pickup off a counterhit 2C that was rebeated on block. Introduces staircase routing (j.2[B] j.B j.236A) which allows for the combo to save an OTG. This is also used in 6FF~B routing as well. High meter gain. Example. | ||||
CH 2C w2A 623B 2B 214BB 2C 3C dl 5[C] dl 236[B] 66C 22B Ender | 3640 (3994) | 101.97 Opp: 53.84 |
Corner | |
Optimized corner pickup off a counterhit 2C that was rebeated on block. Introduces B pillar corner routing, which is where Phonon gets her most damaging combos. The 2B after 623B and the 2C after 214BB are both links. Very advanced combo but very rewarding. Close range only. Example. | ||||
2C tk j.236B 66C 5FF(1) 22A dl j.236A 9j.[C] j.2[C] 5B 3C 236[B] 66B(1) Ender | 3355 (3683) | GRD | 82.06 Opp: 40.59 |
Corner |
Corner route that utilizes the 2C 8A 236B option select. Uses a block of GRD, so be cognitive of the vorpal cycle when using this combo. Example. |
5C
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
5C 4B j.[C] j.2[B] 5[C] 3C dl.2C 236[B] 66C Ender | Anywhere | |||
Starter Combo off of 5C. In the corner, cancel the second 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage. | ||||
5C 4B 8j.[C] j.2[B] 66C dl 623B 66B(1) 236[B] 66 5[C] 3C 2C Ender | 3503 (3847) | 91.29 Opp: 45.73 |
Midscreen | |
Basic 5C combo. Prioritize learning this basic combo route.Example | ||||
5C 4B 8j.[C] j.2[B] 66C dl 623B j.B j.2[B] dl j.236A 66B(1) 236[B] 3C 2C Ender | 3578 (3928) | 94.29 Opp: 48.14 |
Midscreen | |
Slightly more damaging variation of the above route. Example | ||||
5C 4B 8j.2[B] 66C dl 623B 66B dl j.236A 9j.[C] j.2[B] 66 5B 2C 236[B] 2C Ender | 3572 (3919) | 97.49 | Midscreen | |
Another variation of the midscreen route. Example | ||||
far 5C 4B 8j.2[B] 66C dl 623B 66B(1) 236[B] tk j.236B j.22B j.3[C] j.2[B] 2C 3C Ender | 3603 (3952) | 100.15 | Midscreen | |
TK fireball route. Highly recommended when pushing damage. Example | ||||
5C 9 j.2[B] 66C dl 623B 66B(1) 236[B] tk j.236B j.22B j.3[C] j.2[B] 2C 3C Ender | 3773 (4138) | 98.88 | Midscreen | |
Example of omitting 4b in a combo to push damage. When point blank, do 8j.2[b] instead of 9j.2[b]. Example | ||||
5C 4B 8j.[C] j.2[B] 5B 3C 2C 236[B] 66C 22B Ender | 3465 (3803) | 85.21 | Corner | |
Basic corner combo. Can do dash 5B to make the combo easier. Example | ||||
5C 4B 8j.[C] j.2[B] dl j.236A 3C 2C 236[B] 66C 22B Ender | 3543 (3891) | 87.72 | Corner | |
Slightly more damaging variation. Example | ||||
5C 4B 7j.[C] j.2[B] 66C 623B 2C 236[B] 66C 22B Ender | 3553 (3900) | 91.49 | Corner | |
Corner route that uses 66c 623b filler. Example | ||||
far 5C 5BB(1) j[B] j3[C] j2[B] 2B 3C 2C 236[B] 66C 22B Ender | 3529 | 83.29 | Corner | |
Far 5C corner combo | ||||
5C 5BB(1) j[B] j3[C] j2[B] 66B j22B j236A 66 6FF(2) 236[B] 66C 22B Ender | 3612 | 93.42 | Corner | |
Far 5C corner combo. Example | ||||
5C 214BB 5A j.B j.2[B] dl j.236A 3C 2C 236[B] 66C 22B Ender | 3694 (4023) | 71.11 | Corner | |
B rekka combo corner routing. Example | ||||
5C dl 214BB 5A 5B dl 5BB j.[C] j.2[B] dl j.236A 3C 2C 236[B] 66C 22B Ender | 3839 (4213) | 105.03 | Corner | |
High damage route. Close range only. Unlike the combo above, the 214b is a link, not a cancel. When doing 5A 5BB, there is two important aspects to the combo. First, immediately do 5B after the 5A hits. Second, delay the second hit of 5BB to get the pickup. Example | ||||
close 5C 22A j.236B 66C 22B dl j.236A j.[C] j.2[B] 5B 2C 236[B] 3C 2C Ender | 3916 | 98.73 | Corner | |
Max damage corner route off of 5C. VERY HARD combo to do. Worth practicing if the confidence in execution is there. Example |
5[C]
5[C] is a normal where the 2nd hit will only combo during a counter hit state. 5[C] routes are mainly used for max damage punishes, mainly DP or super punishes.
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Counter Hit 5[C] 66C dl 623B 66B dl j.236A 9j.[C] j.2[B] 66 5B 2C 236[B] 3C Ender | 3670 (4041) | 75.19 | Midscreen | |
Easy 5[C] punish combo. The 66C after counter hit 5[C] is a link. It is hard at first, but it isvery important when optimizing this character. Example | ||||
Counter Hit 5[C] 66C dl 623B 66B dl j.236B j.22A wj.A 9j.[C] j.2[b] dl j.236A 66 3C 2C 236[B] 66C Ender | 3823 (4195) | 103.07 | Midscreen | |
More damage than above route. Uses j.22a CLR routing. Example | ||||
Counter Hit 5[C] 66C dl 623B 66B(1) 236[B] tk j.236B j.22A wj.A 9j.[C] j.2[B] 2C 3C Ender | 3751 (4117) | 70.35 | Midscreen | |
Slightly more damaging variation of the above combo with less meter gain. Example | ||||
Counter Hit 5[C] 66C dl 623B 66B 236[B] tk j.236B j.22B j.3[C] j.2[B] 2C 3C Ender | 3832 (4206) | 97.27 | Midscreen | |
Highly recommend learning this combo. The most reliable combo when it comes to damage and execution. Utilizes TK j.236B routing. Example | ||||
Counter Hit 5[C] 66C dl 623B 66B 236[B] 66 2C tk j.236B j.22B j.3[C] dl j.2[B] 3C 2C Ender | 3870 (4249) | 101.15 | Midscreen | |
Optimal midscreen combo. Very hard combo to do because of the microdash 2C TK j.236b filler. Be careful attempting this because if you mess up the microdash 2C, you can end up getting 3C on accident, which can lead to Phonon getting punished. Example | ||||
Counter Hit 5[C] 3C tk j.236B j.22a wj.A 66C 22B j.236A 9j.[C] j.2[B] 5B 2C 236[B] 66B(1) Ender | 3758 (4125) | 99.39 | Corner | |
5[C] corner route. Good meter gain. Example | ||||
Counter Hit 5[C] 3C 2C 214BB 5A j.[B] j.2[B] dl j.236A 66B(1) 236[B] 66C 22B Ender | 3868 (4248) | 99.73 | Corner | |
B rekka corner route. Highly recommend learning this route because the difficulty is low while having very good reward. Lowest meter gain out of the corner routes so keep that in mind. Example | ||||
Counter Hit 5[C] 3C dl 623B 2B 214BB 2C dl 5B tk j.236B j.22A wj.A 66B(1) 236[B] 66C 22B Ender | 3887 (4266) | 111.31 | Corner | |
Max damage and max meter gain. Very hard combo route. Doesn't work on wald, yuzu, seth, or vatista (lmao). Example | ||||
Counter Hit 5[C] 214AA 66C 623B 66B(1) 236[B] tkj236B j22B j3[C] j2[B] 2C 3C Ender | 3922 | 101.18 | Midscreen | |
CH 5[C] max damage. Can add 5B 214BB ender | ||||
Counter Hit 5[C] 214AA 66C 623B 66B(1) 236[B] tkj236B j22A wjA 66 j[B] j3[C] j2[B] 2C 3C 5B 214AA | 3961 | Midscreen | ||
UNI2 5[C] combo optimization? Check damage. Can add 5B 214BB ender |
3C
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
3C 236B 236C 66 9j.[C] j.2[B] 5[C] 3C dl.2C 236[B] 66C Ender | 100 EXS | Anywhere | ||
Starter Combo off of max range 3C. 236C hit confirms off the usual 3C 236B frame trap. Make sure to run before the 9j.[C] to hit from max range. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage. | ||||
3C 236B 236C 66 9 j[C] j2[B] j236A 66 2C 5[C] 236[B] 66C Ender | Anywhere | |||
Slightly more optimized route off max range 3C. | ||||
close 3C 6FF~A j2[B] 66C dl623B 66B(1) dl236[B] tkj236B j22B j3[C] j2[B] 2C Ender | 3686 | 89.89 | Midscreen | |
Damage will vary greatly depending on the amount of 6FF just frames you hit | ||||
close 3C 6FF~A jC j2[B] j236A 66B(1) 236[B] 66C 22A Ender | Corner | |||
Damage will vary greatly depending on the amount of 6FF just frames you hit |
Dash Normal Starters
66B
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
66B j.236A 9j.C j.2[B] 5[C] 3C dl.2C 236[B] 66C Ender | Anywhere | |||
Starter Combo off of 66B. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage. | ||||
66B j.236A 9j.C j.2[B] 66C 623B 66B(1) 236[B] 66 5[C] 3C 2C Ender | Midscreen | |||
ST midscreen optimal off 66B starter. | ||||
66B j236A j[C] j2[B] 66C dl 623B jB j2[B] 5[C] dl 2C 236[B] 3C Ender | Midscreen | |||
| ||||
66B j236A dl.jB j236B j22B j3[C] j2[B] 66C 236[B] 2C 3C Ender | 3594 | 83.38 | Midscreen
| |
66B(1) 22A dl j236B 66C dl 623B jB j2[B] dl j236A 66 2C dl 5[C] dl 236[B] 3C Ender | Midscreen | |||
| ||||
66B dlj236A 7j[C] j2[B] 66 5[C] 3C 2C 236[B] 66C 22B Ender | Corner | |||
Corner 66B confirm |
66[B]
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
66[B] j.2[B] 5[C] 3C dl.2C 236[B] 66C Ender | Midscreen | |||
Starter Combo off of 66[B]. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage. | ||||
66[B] j2[B] 66C dl 623B 5BB j[C] j2[B] 5[C] dl 2C 236[B] 3C Ender | 3670 | 88.73 | Midscreen | |
Practice timing the delay j.2[B] so that it's safe on block. Example | ||||
66[B] j2[B] 66C 22B j236A 66B(1) 236[B] 3C 2C Ender | Corner | |||
66[B] corner combo | ||||
66[B] j236B j22B j[C] j2[B] 5B 2C 3C 236[B] 66C 22B Ender | Corner | |||
66[B] j236B corner routing |
66C
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
66C 6FF~A j.C j.2[B] 5[C] 3C dl.2C 236[B] 66C Ender | Anywhere | |||
Starter Combo off of 66C. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage. |
Air Normal Starters
j.A
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
j.A 2A 5BB 9j.C j.2[B] 5[C] 3C dl.2C 236[B] 66C Ender | Anywhere | |||
Starter Combo off of falling j.A. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage. | ||||
j.A j.236C 9j.C j.2[B] 5[C] 3C dl.2C 236[B] 66C Ender | 100 EXS | Anywhere | ||
Starter Combo off of rising j.A. Often seen in upback/upforward j.A Option Selects. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage. | ||||
jA jB 66C dl623B 66B j22A wjA j3[C] j2[B] 5[C] 2C 3C 236[B] 66C Ender | 3341 | 89.66 | Midscreen | |
Midscreen optimal off high hit jA jB. Often used after 6D j2B. | ||||
9 wj4B jA 2A 2C 4B j2[B] 5[C] 3C 2C 236[B] 66C 22B Ender | Corner | |||
Tayston confirm |
j.B
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
j.B 2A 5BB 9j.C j.2[B] 5[C] 3C dl.2C 236[B] 66C Ender | Anywhere | |||
Starter Combo off of j.B. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage. |
j.C
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
j.C 2A 5BB j.B j.2[B] 5[C] 3C dl.2C 236[B] 66C Ender | Anywhere | |||
Starter Combo off of j.C. Key replacement is j.B instead of j.C after the 5BB, necessary because of Same Move Proration from the j.C starter. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage. | ||||
7jC 4B 5BB j[C] j2[B] dlj236A 3C dl5[C] dl236[B] 66C 22B Ender | Corner | |||
Corner throw safejump combo |
j.[C]
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
j.[C] j.2[B] 5[C] 3C dl.2C 236[B] 66C Ender | Anywhere | |||
Starter Combo off of j.[C]. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage. |
j.3[C]
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
j.3[C] j.2[B] 5[C] 3C dl.2C 236[B] 66C Ender | Anywhere | |||
Starter Combo off of j.3[C]. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage. |
j.4B
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
j.4B 2A 5BB 9j.C j.2[B] 5[C] 3C dl.2C 236[B] 66C Ender | Anywhere | |||
Starter Combo off of j.4B. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage. | ||||
j4B j236A tkj236B 66C 66 j[C] j2[B] 5[C] 3C 2C 236[B] 66C Ender | 3330 | 80.42 | Anywhere
| |
66C dl623B 66B dl.j236B j22B j3[C] j2[B] 66C 236[B] 2C 3C Ender | 3344 | 89.39 | Anywhere | |
Low j4B route for extra meter gain |
j.2B
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
9 wj4B j2B jA jB 5BB tkj236B j22B j3[C] j2[B] 66C 22B j236A Ender | Corner | |||
Tayston confirm |
j.2[B]
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
Assault Starters
6D j.A CS
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
6D j.A CS j.B 5BB 9j.C j.2[B] 5[C] 3C dl.2C 236[B] 66C Ender | Vorpal | Anywhere | ||
Starter Combo off of Assault j.A CS. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage. | ||||
6D j.A CS dl j.B 66C dl 623B 5BB j.[C] j.2[B] 5[C] dl 2C 236[B] 3C Ender | Vorpal | Midscreen | ||
6D jA CS jB 66C dl623B 5BB j[C] j2[B] 5[C] 2C 3C 236[B] 66B(1) Ender | 2866 | Vorpal | 21.XX | Midscreen |
Seems like an optimized version of the above route, need to test | ||||
6D jA CS jB 66C dl623B 2C 22A j236A j6D j[C] j2[B] 66C 236[B] 2C 3C Ender | 2965 | Vorpal | 22.XX | Midscreen |
Midscreen assault jA CS optimal. | ||||
6D jA dl jB 66C 22B j236B(i) 66 TK j236A j5[C] j2[B] 2C 3C 236[B] 66C Ender | 2998 | Install charge, Vorpal | Midscreen | |
Midscreen assault jA CS route while installed. Damage increases greatly on counterhit or with more GRD (transfer state variation). Can get slightly more damage with 2C 3C instead of 66C before the ender, at the cost of a worse knockdown. Example | ||||
6D j.A CS dl j.B 66C 22B dl j.236A 9j.C j.2[B] 5C(1) 3C 2C 236[B] 66C 214A~A Ender | 2838 | Vorpal | Corner | |
Slight optimization of the route above for the corner. Easier execution than the Mission Mode 5-8 combo for 26 less damage. dl j.B 66C link is tight, but worth practicing. | ||||
6D jA CS jB 66C 22B dlj236A dl66B(1) 236[B] tkj236B j22A wjA j3[C] j2[B] 2B Ender | 2880 | Vorpal | Corner | |
Corner assault jA CS optimal. 42 damage over the starter combo. | ||||
6D jA dl jB 66C 22B 623B(i) 8 j2[B] 5[C] 3C 2C 236[B] 3C 2C Ender | 3009 | Install charge, Vorpal | Corner | |
Installed corner assault jA CS route. Damage increases greatly on counterhit and with more GRD blocks (transfer state bonus). Example. |
6D dl. j.B
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
6D dl. j.B 5BB 9j.C j.2[B] 5[C] 3C dl.2C 236[B] 66C Ender | Anywhere | |||
Starter Combo off of Assault dl.j.B. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage. |
6D j.2B
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
6D j.2B j.A j.B 2B 4B j.[C] j.2[B] 66C Ender | Anywhere | |||
Basic combo off Assault j.2B hitting. j.A crosses up if the j.2B is blocked. |
6D j.2[B]
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
6D j.2[B] 66C dl 623B 66B(1) 236[B] dl TK j.236B j.22B j.3[C] j.2[B] 2C 3C Ender | 3071 | 81.47 | Midscreen | |
CH damage: 3567 | ||||
6D j2[B] 5B 3C tkj236B 2C 236[B] 66C 22B Ender | Corner | |||
Assault j.2[B] corner confirm | ||||
6D j2[B] (CH) 623B 2B 214BB 2C 3C 5[C] 236[B] 66C 22B Ender | Corner | |||
Assault j.2[B] CH corner confirm | ||||
6D j2[B] 66C 22B dl j236A 66 3C dl 5[C] dl 2C 236[B] 66B(1) Ender | Corner | |||
This is quite precise, you need to delay 22B a little and then cancel into fireball at the last possible second.
|
6D j.C
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
6D j.C 2A 5BB 9j.B j.2[B] 5[C] 3C dl.2C 236[B] 66C Ender | Anywhere | |||
Starter Combo off of Assault j.C. Key change is swapping the 9j.C for j.B to avoid Same Move Proration. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage. | ||||
6D j.C (CH) 5A 5BB j.236B 66C dl 623B j.B j.2[B] 5[C] 3C 2C 236[B] 66B(1) Ender | Midscreen | |||
On GRD break, you can omit the 5A for extra damage if you react fast enough. Example | ||||
6D jC 5A 5BB j236B 66C j[C] j2[B] dl j236A dl 66B(1) 236[B] 3C Ender | Midscreen | |||
Corner carry focused route. TK fireball timing is a little precise. | ||||
6D jC 5A 5BB j2[B] j22B dl j236A 66B(1) 236[B] 66C 22B Ender | Corner | |||
You may need to delay the 66C a little to ensure they’re low enough for 22B to connect. Example | ||||
counterhit 6D jC 5BB 22A j236B 214BB 5A jB j2[B] dl j236A dl 66B(1) 236[B] dl 66C 22B Ender | Corner | |||
CH only. Unconventional but high-damage route, not too hard either.
| ||||
6D jC 2A 5BB j236B 66 j[C] j2[B] dlj236A 66B(1) 236[B] 3C Ender | 2748 | 70.49 | Midscreen
| |
close 6D jC 2A 5BB 623B jB j2[B] dlj236A 66B(1) 236[B] 3C 2C Ender | 2825 | 73.63 | Midscreen
| |
CH 6D jC 2A 5BB j236B 66C dl623B jB j2[B] 5[C] 3C 2C 236[B] 66C Ender | 3432 | 89.86 | Midscreen | |
Can do 66C 22B 214AA if you end close to the corner for 3515 |
Force Function Starters
FF
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
FF 2C 4B 9j.C j.2[B] 5[C] 3C dl.2C 236[B] 66C Ender | Anywhere | |||
Starter Combo off of FF. In the corner, cancel 5C after the first hit. | ||||
FF 66C 623B 66B dl j.236A j[C] j2[B] 5[C] dl 2C 236[B] 3C Ender | Midscreen | |||
CLR Note - "Won’t work on Merkava; do a 2C 4B j[C] pickup instead." Example | ||||
FF 66C 623B 5BB j[C] j2[B] dl j236A 66 2C dl 5[C] dl 236[B] 3C Ender | Midscreen | |||
Max damage but a little trickier. | ||||
FF 66C 623B 66B(1) 236[B] 66 5[C] 3C TK j236B j22B j3[C] j2[B] 2C Ender | 3684 | 92.55 | Midscreen
| |
5FF 214BB 5A jB j2[B] dlj236A 66B(1) 236[B] 3C 2C Ender | Corner | |||
FF corner combo |
[FF]
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
[FF] 9j.C j.2[B] 5[C] 3C dl.2C 236[B] 66C Ender | Midscreen | |||
Starter Combo off of [FF]. Final hit [FF] drops in the corner or while cornered. | ||||
[FF] 22A dl. j236A 66 j[C] j2[B] 5[C] dl.2C 236[B] 3C 5B 214BB | 3966 | Midscreen | ||
Easy high damage DP punish midscreen. Example
| ||||
[FF] 623B(i) 66 tk 236B 22B j3[C] j2[B] 66C 236[B] 2C 3C Ender | 4055 | Midscreen | ||
[FF] Midscreen Install optimal Example | ||||
[FF] 22BC 623B(i) 9j[C] j2[B] 5[C] 236[B] 3C 2C Ender | 3952 (4337) | 100 EXS | Cornered | |
Need meter to pickup [FF] while cornered. 22BC is good damage and gives install pressure after. Example |
6FF
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
6FF~A 9j.C j.2[B] 5[C] 3C dl.2C 236[B] 66C Ender | Anywhere | |||
Starter Combo off of 6FF. Can also do the 6FF~B route to pickup instead. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage. | ||||
6FF~A j2[B] 66C dl623B 66B(1) 236[B] tkj236B j22B j3[C] j2[B] 2C 3C Ender | 3793 | 89.59 | Midscreen | |
Damage will vary significantly depending on how many just frames you hit | ||||
6FF~B 66C 623B 66B dlj236A j[C] j2[B] 5[C] 2C 236[B] 3C Ender | 3829 | 90.56 | Midscreen | |
Damage will vary significantly depending on how many just frames you hit | ||||
6FF~A j[C] j2[B] 2C 3C 5[C] dl236[B] 66C 22B Ender | Corner | |||
Damage will vary significantly depending on how many just frames you hit | ||||
6FF~B 66C 22B j236A md 3C 5[C] 2C 236[B] 66b(1) Ender | Corner | |||
Damage will vary significantly depending on how many just frames you hit |
6FF~B
Note that this section is just the B followup hitting, not a general 6FF combo (see above).
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
6FF~B 5BB 9j.C j.2[B] 5[C] 3C dl.2C 236[B] 66C Ender | Anywhere | |||
Starter Combo off of 6FF~B overhead hitting. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage. | ||||
6FF~B 66C dl 623B 66B dl j236A j[C] j2[B] 5[C] 3C 2C 236[B] 66C Ender | 3703 | Midscreen | ||
This route should also work if the 6FF itself hits them, not just the overhead. Example | ||||
6FF-B 66C 22B dl j236A 66 3C dl 5[C] dl 2C 236[B] 66C Ender | Corner | |||
Like with the j2[B] route, j236A 66B(1) 236[B] is easier but does less damage. Example | ||||
6FF~B 623B 2B 22A dlj236B 5BB j[C] j2[B] j236A 66B(1) 236[B] 3C 2C Ender | 3601 | 85.15 | Corner | |
6FF~B Corner combo | ||||
6FF~B 623B 214AA 2C 5[C] 22B j236A 66B(1) 236[B] 3C 2C Ender | 3881 | 100.85 | Corner | |
6FF~B Max damage corner combo |
623X Starters
623A
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
623A 5A 9j.B j.2[B] 5[C] 3C dl.2C 236[B] 66C Ender | Anywhere | |||
Starter Combo off of 623A. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage. | ||||
623A 5A jB j2[B] 66C dl 623B 66B(1) 236[B] dl TK j236B j22B j3[C] j2[B] 2C 3C Ender | Midscreen | |||
Will work on grounded and airborne opponents, though you may need a CH if they're very high. If they’re super high with no CH, you can only really do 623A 623A 623A... Example | ||||
623A 5A jB j2[B] j236A 66B(1) 236[B] tkj236B j22B j3[C] j2[B] 2C 3C Ender | 3381 | 86.98 | Midscreen
| |
623A 2B 214BB 2C 5[C] 22B dlj236A j[C] j2[B] 66C 66B(1) 236[B] 3C Ender | Corner | |||
623A corner optimal |
623B
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
623B CS 9j.[C] j.2[B] 5[C] 3C dl.2C 236[B] 66C Ender | CS | Anywhere | ||
Starter Combo off of 623B CS. 623B 22BC can also be used to combo in the same way as 623B CS. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage. | ||||
623B 22BC 9 j5[B] j3[C] j2[B] 66C 22B 236B(i) 66 5[C] 3C 2C 236[B] 66C Ender | 3688 (4047) | 100 EXS | 39.49 | Midscreen |
623B Install corner carry route. Commonly used round start, carries all the way to the corner with Install still active on a +18 knockdown. Input 236B immediately after the 22B.
| ||||
623B 22C wjA j3[C] j2[B] 66 2C 5[C] 22A dlj236A j3[C] j2[B] 66C 236[B] 3C Ender | Midscreen | |||
623B 22C max damage. Mostly deprecated in favor of 623B 22BC | ||||
grounded 623B CS j.2[B] 66 2C 5[C] 22A dlj.236A j.[C] j.2[B] 66C 236[B] 2C 3C Ender | 3886 | CS | Midscreen | |
CLR CS CH optimal Example. Aria didn't list CH, so test if that's needed | ||||
623B 2B 214BB 2C (dl) 5[C] 22B dl j236A j[C] j2[B] 66C 66B(1) 236[B] 3C Ender | Corner | |||
Unconventional starter and route, but this is the max damage corner punish.
| ||||
623B 2B 214BB 5B j[C] j2[B] 3C dl 5[C] dl 236[B] 66C 22B 214AA Ender | Corner | |||
Easier, slightly more universal corner 623B route, at the cost of 100 damage.
| ||||
623B 2B 214BB 2C 5[C] 22B dlj236A j[B] j[C] j2[B] 66C 236[B] 3C Ender | 4059 | 107.49 | Corner | |
DP punish (Easy) | ||||
623B 2B 214BB 2C 5[C] 22B dlj236A j[C] j2[B] 6FF(1) 236[B] 66C 22A Ender | 4105 | 109.34 | Corner | |
DP punish (Hard) | ||||
623B(i) 22A dl j236A 8j[B] j3[C] j2[B] 5[C] 3C 2C 236[B] 66C 22B Ender | 4156 | Install charge | Corner | |
Easy corner DP punish while Install is active. Example |
214X Starters
214A
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
214A CS 623B 2B 8 j[B] j[C] j2[B] 5[C] 3C 2C 236[B] 66C 22B Ender | 3980 | CS | Corner | |
Easy corner combo off of 214A CS reversal safe meaty. Great damage for the execution difficulty. Damage is listed for 214AA ender, but 214BB gives slightly more damage. Example | ||||
214A CS 623B 2B 214BB 2C dl.5[C] 22B dl.j236A j[C] j2[B] 66C 66B(1) 236[B] 3C Ender | 4106 | CS | Corner | |
Optimal off of 214A CS reversal safe meaty. Rippu routing. Example |
214B
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
214BB CS j.[B] j.3[C] j.2[B] 5[C] 3C dl.2C 236[B] 66C Ender | Vorpal | Anywhere | ||
Starter Combo off of 214BB. 22BC can be used in the same place as CS for a metered variant. Meterless pickup is possible in the corner. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage. | ||||
214BB CS j.2[B] 66C dl 623B 66B(1) FF(1) 22A dl j236A 66 9 j.[C] j.2[B] 5[C] dl 2C 236[B] 3C Ender | Vorpal | Midscreen | ||
An old-timey FF(1) route. You might remember these from mission mode. Example | ||||
214BB CS j3[C] j2[B] 66C dl623B 66B(1) 236[B] tkj236B j22B j3[C] j2[B] 2C Ender | CS | Midscreen | ||
Midscreen CS pickup | ||||
214BB 22C(1) j.A(w) j.[C] j.2[B] 66C dl623B 66B(1) 236[B] 5[C] 3C 2C 5B Ender | 100 EXS | Midscreen | ||
Midscreen metered pickup. Tighter than 214BB 22BC. | ||||
214BB 22BC j.[B] j.3[C] j.2[B] 5[C] 22A 236B(i) 66 dl 2C 3C 236[B] 66C Ender | 4016 (4409) | 100 EXS | 51.23 | Midscreen |
214BB metered pickup. Ends with Install still active Example |
236X & j.236X Starters
236A
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
236A 623B CS 9j.[C] j.2[B] 5[C] 3C dl.2C 236[B] 66C Ender | Vorpal | Anywhere | ||
Starter Combo off of 236A fireball hitting. 22BC can be used in the same place as CS to combo with meter instead of Vorpal. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage. |
236[A]
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
236[A] 4B 9j.C j.2[B] 5[C] 3C dl.2C 236[B] 66C Ender | Anywhere | |||
Starter Combo off of 236[A] fireball hitting. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage. |
236[B]
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
236[B] j.[B] j.3[C] j.2[B] 5[C] 3C dl.2C Ender | Anywhere | |||
Starter Combo off of 236[B] fireball hitting. Must omit the usual 236[B] at the end of the combo to avoid Same Move Proration from the starter. In the corner, cancel 5C after the first hit. |
236C
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
236C 66 9j.[B] j.3[C] j.2[B] 5[C] 3C dl.2C 236[B] 66C Ender | 100 EXS | Anywhere | ||
Starter Combo off of 236C fireball hitting. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage. |
j.236A
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
j.236A 5BB j.[B] j.3[C] j.2[B] 5[C] 3C dl.2C 236[B] 66C Ender | Anywhere | |||
Starter Combo off of j.236A fireball hitting. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage. | ||||
j236X 2B 5BB(2)/4B j[C] j2[B] 66C dl 623B 66B(1) 236[B] 66 5[C] 3C 2C Ender | Midscreen | |||
Depending on the distance, you can alternatively pick up with 2C, 5BB or 4B after the fireball, which will all generally lead to more damage. 2B is the most reliable pickup though.
|
j.236B
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
j.236B 5BB j.[B] j.3[C] j.2[B] 5[C] 3C dl.2C 236[B] 66C Ender | Vorpal | Anywhere | ||
Starter Combo off of j.236B fireball hitting at ~TK height. 2C, 4B, and 6FF can also be used to pickup off of it, see notes under those sections for the Starter Combo off of those hits. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage. | ||||
j236X 2B 5BB(2)/4B j[C] j2[B] 66C dl 623B 66B(1) 236[B] 66 5[C] 3C 2C Ender | Midscreen | |||
Depending on the distance, you can alternatively pick up with 2C, 5BB or 4B after the fireball, which will all generally lead to more damage. 2B is the most reliable pickup though.
| ||||
j.236B j.236C 9j.C j.2[B] 5[C] 3C dl.2C 236[B] 66C Ender | 100 EXS | Anywhere | ||
Starter Combo off of j.236B fireball hitting while Phonon is in the air. j.236C has lots of untech time, great example of using it as a pickup tool. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage. | ||||
TK j236B 5BB j[C] j2[B] 66C 623B 66B(1) 236[B] 5[C] 3C 2C Ender | Midscreen | |||
TK j236B route | ||||
TK j236B 66C 623B 66B j22A wjA j[C] j2[B] 5[C] 3C 2C 236[B] 66C Ender | Midscreen | |||
TK j236B route | ||||
far TK j236B 2C 4B j2[B] 66C dl623B 66B(1) 236[B] 66 5[C] 3C 2C Ender | Midscreen | |||
far hit TK j236B route |
j.236C
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
j.236C 9j.C j.2[B] 5[C] 3C dl.2C 236[B] 66C Ender | 100 EXS | Anywhere | ||
Starter Combo off of j.236C. j.236C has lots of untech time, great example of using it as a pickup tool. Often used as a starter after shielding with 171AD OS. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage. |
22X & j.22X Starters
22A
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
22A 236C 66 9 j.C j.2[B] 5[C] 3C dl.2C 236[B] 66C Ender | 100 EXS | Anywhere | ||
Starter Combo off of 22A hitting. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage. |
22B
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
22B 236C 66 9 j.C j.2[B] 5[C] 3C dl.2C 236[B] 66C Ender | 100 EXS | Anywhere | ||
Starter Combo off of 22B hitting. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage. |
22C
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
22C j.3[C] j.2[B] 5[C] 3C dl.2C 236[B] 66C Ender | 100 EXS | Anywhere | ||
Starter Combo off of 22C hitting. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage. |
j.22A
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
j22A j3[C] j2[B] 5[C] 3C dl.2C 236[B] 66C Ender | Anywhere | |||
Starter Combo off of 22A hitting. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage. | ||||
j22A j3[C] j2[B] 66C dl623B 66B(1) 236[B] 66 5[C] 3C 2C Ender | Midscreen | |||
j22A pickup into the ST optimal |
j.22B
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
j.22B j.3[C] j.2[B] 5[C] 3C dl.2C 236[B] 66C Ender | Anywhere | |||
Starter Combo off of j.22B hitting. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage. |
j.22C
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
j.22C j.3[C] j.2[B] 5[C] 3C dl.2C 236[B] 66C Ender | 100 EXS | Anywhere | ||
Starter Combo off of j.22C hitting. In the corner, cancel 5C after the first hit. 66C 22B Ender is possible in the corner for extra damage. |
MISC
CVO Starters
Combo | Damage | Cost | Meter Gain | Location |
---|---|---|---|---|
(100%) CVO 66 5[C] 22A j236B 66C 623B 3C 214AA IW | 5188 | 100 EXS, Vorpal | 0 | Midscreen |
100% CVO route Example | ||||
(100%) CVO tkj236B j22B j3[C] j2[B] 66C 623B 66B(1) 236[B] 3C 214A(1) IW | 5314 | 100 EXS, Vorpal | 0 | Midscreen |
100% CVO route. CVO combos on hit and can be used to frametrap. CVO is + on block grounded, and the invuln can be used to frametrap off punishable situations (ex: 623A CVO, j[B] CVO) | ||||
(100%) CVO tkj236B j22B j3[C] j2[B] 2B 3C 2C 236[B] 66C 214AA IW | 5379 | 100 EXS, Vorpal | 0 | Corner |
100% CVO corner route | ||||
(100%) CVO 22B j236A 214BB 623B 2C 3C 236[B] IW | 5400 | 100 EXS, Vorpal | 0 | Corner |
100% CVO corner route Example | ||||
(200%) CVO 66 5[C] 22A j236B 66C 623B 9 jC j2[B] j236A 66 2C 3C 236[B] 623C IW | 200 EXS, Vorpal | 0 | Midscreen | |
200% CVO route | ||||
(200%) CVO tkj236B j22B j3[C] j2[B] 66C 623B 66B(1) 236[B] 3C 214AA 623C IW | 6231 | Midscreen | ||
200% CVO route | ||||
CVO 2C 5[C] 22B dlj236A j[C] j2[B] 2B 3C 236[B] 66C 22B 214AA IW | Corner | |||
200% CVO corner route | ||||
(200%) CVO 22B j236A 214BB 623B 214AA 2C 3C 236[B] 236C 623C IW | 6408 | 100 EXS, Vorpal | 0 | Corner |
200% CVO corner route. Example | ||||
(200%, 30%HP) CVO tkj236B j22B j3[C] j2[B] 66C 623B 66B(1) 236[B] 66 5[C] 3C 2C 214AA 623C IWEX | 6547 | Midscreen | ||
200% CVO IWEX route | ||||
(200%, 30%HP) CVO 66 5[C] 22A j236B 66C 623B 5BB 9 jC j2[B] j236A 2C 3C 236[B] 214BB 623C IWEX | 6569 | 200 EXS, Vorpal | 0 | Midscreen |
200% CVO IWEX route. Example | ||||
CVO 2C 5[C] 22B dlj236A j[C] j2[B] 2B 3C 236[B] 66C 22B 214AA 623C IWEX | Corner | |||
200% CVO IWEX corner route | ||||
(200%, 30% HP) CVO 22B j236A 214BB 623B 214AA 2C 5C 236[B] 66C 22B j236A 623A 623C IWEX | 6798 | 200 EXS, Vorpal | 0 | Corner |
Optimized 200% CVO IWEX corner route. Example |
Videos
External Links
UNI2 combo spreadsheet from Aria
UNI2 Japanese Wiki combo page from Rippu
UNICLR combo guide from Spacemurine
Unorganized UNICLR combo spreadsheet from Spacemurine