Numpad notation
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=
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=
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|
|
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up-back |
up |
up-forward
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back |
neutral |
forward
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down-back |
down |
down-forward
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- 236 =
- 214 =
- 623 =
- 421 =
- [4]6 = (hold for 35 frames),
- [2]8 = (hold for 35 frames),
- 360 =
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- (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)
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Harthor's Return
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Return
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214P/K or 236P/K as skeleton
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- 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
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Combo Primer
Hit Confirms
- 2LK 2MP - low starter, use 2MPx2 to give yourself more time to confirm the hit
- 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
Beginner Combos
2LK 2MPx2 5HKx2
- Pushes opponent to the corner and sets up okizeme when in the corner.
2LK 2MPx2 5HPx2 214LK
- A basic ground chain combo ending in a special cancel which gives a mixup opportunity (delay 2LK or throw) and an extended combo opportunity (5LK 2MK..)
2LK 2MPx2 5HPx2 214HK 236PP
- A basic ground chain combo ending in a super cancel
2LK 2MPx2 2HP 236MK
dash OTG 2MK 2HP
jLK jMP jHP j236KK
- A ground chain then, after the enemy touches the ground, a launching ground chain to a finishing super airchain.
2LK 2MPx2 2HP
jLK jMP jHP
adc jLK jMP
(restand) 5LPx3 2MK 5HPx2 214HK 236PP
- An air dash cancel(ADC) combo that sets up a restand. After the restand, you can choose to go for a reset with IAD jLK or throw.
2LK 2MPx2 2HP
jLK jMP jHP adc jLK jMP
5LP 5MP 236MK
dash OTG 2MK 5HPx2 214LK
5LK 2MK 5HPx2 214HK 236PP
- A max undizzy combo that puts everything together.
Universal Combo
Notation
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Damage
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Meter Cost
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Location
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Character Specific?
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Notes
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Video
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- 2LK 2MP 2HP 236MK
- dash OTG 2HK 623HP
- jMP jHP ADC
- jLK jMP jHP
- 2MK 5HPx2 214LK
- 5LK 2MK 5HPx2 214HK 236PP
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7308
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1
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Anywhere
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Universal
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- Intermediate
- Can dash under an opponent after 236MK for a side-switch.
- jMP jHP delay jLK is needed vs. lightweights
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(video)
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- jHP
- adc jLK jHP
- 2MP 2HP 236MK
- dash 2HK 623HP
- jMP jHP ADC
- delay jLK jMP jHP
- 5LK 2MK 5HPx2 214HK 236PP
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7560
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1
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Anywhere
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Universal
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- Intermediate
- jHP high/overhead starter
- jMP jHP delay jLK is needed vs. lightweights
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(video)
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Conversions
Notation
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Damage
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Meter Cost
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Location
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Character Specific?
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Notes
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Video
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- Throw
- 623HP
- jMK Sek jH
- Return
- 2MK 5HPx2 623MP~HP
- jMP jHP
- ADC jLK jMP jHP
- 5LPx3 5MKx2 5HPx2 214HK 236PP
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5467
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1
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Midscreen
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Universal
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- Midscreen throw conversion using Sekhmet
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(video)
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- throw 623HP
- jMK jHK adc throw fast fall
- 2MK 5HPx3 623HP
- jMP adc jLK jMP
- 5LP 5MKx2 214LK
- 5LK 5MKx2 5HPx3 214HK 236PP
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5555
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1
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Near corner
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Universal
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- Near corner throw conversion
- 69 hits
Use L Khat and 5LP x3 for 260 more damage.
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(video)
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- Airthrow
- 2MK 2HP 236MK
- dash 2MK 5HPx2 623LP~MP~HP
- jMK ADC
- jLK, jMP
- 5LPx2 2MK 5HPx2 214HK 236PP
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5656
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1
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Anywhere
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Universal
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(video)
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Meter Dumping
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
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Damage
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Meter Cost
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Location
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Character Specific?
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Notes
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Video
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- 2LK 2MP 2HP 236MK
- dash 2MK 5HPx3 623HP
- jMK adc jLK jMP
- 5LP 5MKx1 delaying 5HPx3 214LK
- 5LK 2MK 5HPx3 214HK 214PP
- 236PP
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10164
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4
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Universal
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Universal
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- Start with about 3.4 meters
- Put delays between the 5HP's to restand
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(video)
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Tips
- Avoid the Advanced stuff until you can consistently do the beginner/intermediate stuff
- 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
- 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
Solo Combo Compendium
NOTICE: Some videos may show a slightly different combo and/or damage number, due to either old version differences or slight adjustments made by the editor.
2LK
You can also start these combos with the IAD hit confirms
Notation
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Damage
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Meter Cost
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Location
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Character Specific?
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Notes
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Video
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- 2LK 2MP 2HP 236MK
- dash OTG 2HK 623HP
- jMP jHP ADC
- jLK jMP jHP
- 2MK 5HPx2 214LK
- 5LK 2MK 5HPx2 214HK 236PP
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7308
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1
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Anywhere
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Universal
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- Intermediate
- Can dash under an opponent after 236MK for a side-switch.
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(video)
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- 2LK 2MP 5HPx3 623HP
- jMK ADC
- jLK jMP
- 5MP 236MK
- dash 5HPx3 623MP~HP
- jLP jLK jMP
- 5MKx2 (kara)5HK~214LK
- 5LK 2MK 5HPx3 214HK 236PP
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7263
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1
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Anywhere
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Universal
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Delaying the air string after M~H Khat will make linking into 5MK much easier.
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(video)
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- 2LK 2MP 5HPx3 623HP
- jMK jHK ADC throw fast fall
- 2MK 5HPx3 236MK
- 2LPx2 5MKx2 5HPx3 214LK
- 5LK 5MKx2 5HPx3 214HK 236PP
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7402
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1
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Near corner
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Universal
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- Intermediate
- Carries to corner
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(video)
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- 2LK 2MP 5HKx2 623MPx2
- jHK delay ADC jMP jMK
- 2MK 5HPx3 236MK
- 2LPx2 5MKx2 5HPx3 214LK
- 5LK 5MKx2 5HPx3 214HK 236PP
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7858
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1
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Corner
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Universal
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(video)
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- 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
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8104
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1
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Corner
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Universal
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- Advanced jump cancel combo
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(video)
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- 2LK 2MP 5HPx3 623MP~HP
- jHK
- ADC jHP jHK
- 2HK 623LP~MP~HP
- jc 2369MK
- 5MKx1 5HPx3 214LK
- 5LK 5MKx2 5HPx3 214HK 236PP
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8000
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1
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Corner
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Universal
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- Advanced jump cancel combo
- Clean 8k damage
- Does not use Sekhmet
- You will have to delay the ADC jHP jHK the most vs lights, less so on mediums and very little delay on heavies.
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(video)
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- 2LK 2MP 5HPx3 623LPx3
- jHK ADC airthrow fastfall
- 623LPx3
- jump cancel 2369MK*
- 5MKx2 623LPx3
- jMK jHK
- ADC airthrow
- 5LK 623LPx3
- delay jLK jMP
- 5LPx3 5MKx2 5HPx3 214HK 236PP
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7927
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1
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Corner
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Universal
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- Advanced jump cancel combo
- Is meter positive because of upperkhats
- Replace jMK jHK with jMP delay jMK to work on mediums and heavies.
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(video)
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- 2LK 2MP 2HP 236MK
- 214HP
- Sek jM Sek 5H Return
- 5HPx3 236LK
- 2MK 5HPx3 623LP~MP~HP
- AD jLK jMP
- 5LPx3 5MK 5HPx3 214HK 236PP
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8070
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1
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Corner
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Universal
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(video)
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- 2LK 2MP 5HK 623HP
- 623MP~HP
- 214HP
- Sek jM Sek 5H
- Sek 5M Sek 5H
- Sek 5L Sek 5M Sek 5H Return
- 5LP x3 5MK x2 5HP x3 214HK 236PP
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9142
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1
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Corner
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Universal
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- Advanced jump cancel combo
- Skeleton combo
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(video)
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- 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
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5077
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1
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At least several character spaces away from the corner behind you
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Universal
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- 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)
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(video)
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- 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
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12308 (15547 in older patch w/o super)
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1
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Corner
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Headless Fortune
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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.
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(video)
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jHP
Notation
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Damage
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Meter Cost
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Location
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Character Specific?
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Notes
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Video
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- jHP
- adc jLK jHP
- 2MP 2HP 236MK
- dash 2HK 623HP
- jMP jHP ADC
- delay jLK jMP jHP
- 5LK 2MK 5HPx2 214HK 236PP
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7560
|
1
|
Anywhere
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Universal
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- Intermediate
- jMP jHP delay jLK is needed vs. lights
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(video)
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- jHP
- adc jLK jHP
- 2MP 2HP 236MK
- dash 2HK 623HP
- jMP adc jLK jMP
- 5LK 2MP 214LK
- 2LP 2MK 5HPx2 214HK 236PP
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7465
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1
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Anywhere
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Universal
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(video)
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Throw
Notation
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Damage
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Meter Cost
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Location
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Character Specific?
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Notes
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Video
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- Throw
- 623HP
- jMK Sek jH
- Return
- 2MK 5HPx2 623MP~HP
- jMP jHP
- ADC jLK jMP jHP
- 5LPx3 5MKx2 5HPx2 214HK 236PP
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5476
|
1
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Midscreen
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Universal
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(video)
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- throw 623HP
- jMK jHK adc throw fast fall
- 2MK 5HPx3 623HP
- jMP adc jLK jMP
- 5LP 5MKx2 214LK
- 5LK 5MKx2 5HPx3 214HK 236PP
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5555
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1
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Near corner
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Universal
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Use L Khat and 5LP x3 for 260 more damage.
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(video)
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- Throw 623HP
- jMK ADC
- jLK jMP
- 5LP 2MK/5MP
- <etc>
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N/A
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N/A
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Anywhere
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Universal
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- 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."
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(video)
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- Throw 623HP
- jMK ADC
- jMP jMK
- 2MK
- <etc>
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N/A
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N/A
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Anywhere
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Mediums & Heavies
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- 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."
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(video)
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Air Throw
Notation
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Damage
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Meter Cost
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Location
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Character Specific?
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Notes
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Video
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- Airthrow
- 2MK 2HP 236MK
- dash 2MK 5HPx2 623LP~MP~HP
- jMK ADC
- jLK, jMP
- 2LPx2 5MK 5HPx2
- 5LK 2MK 5HPx2 214HK 236PP
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5611
|
1
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Anywhere
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Universal
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|
(video)
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- 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
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5307
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0
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Corner
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Universal
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- Intermediate
- You can jump back then ADC jLP jMP on mediums and heavies for ease of use.
- Deals 6507 with LoS at the end.
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(video)
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Level 3
Notation
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Damage
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Meter Cost
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Location
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Character Specific?
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Notes
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Video
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- Level 3
- 623MP~HP
- jMK j214HP
- Sek 5M Sek 5H Return
- 2MK 2HP
- jMP ADC
- jLK jMP
- 5LPx3 5MKx2 5HPx2 214HK
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7116
|
3
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Universal
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No heavyweights
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- Intermediate
- Cancel Level 3 early to stay midscreen for the j.H-sekhmet wallbounce
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(video)
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- 2LK 2MP 2HP 236MK
- dash 2MK 5HPx3
- jMK adc jLK jMP
- 5LP 5MKx1 delaying 5HPx3
- 5LK 2MK 5HPx3 214HK 214PP
- 236PP
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10075
|
4
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Universal
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Universal
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- Intermediate
- Start with about 3.4 meters
- Put delays between the 5HPs to restand
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(video)
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- Level 3 Happy Birthday
- 5HK 623HP
- jMK adc jLK jMP
- 5LK 2MK (kara)5HK 623MPx2
- delaying jLP jLK jMP
- 2LP 2MK 5HK double snap
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3864/Kills assist
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4
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Universal
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Universal
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- Advanced
- HBD corner carry for doublesnap
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(video)
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Counter Hit Punishes
Notation
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Damage
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Meter Cost
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Location
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Character Specific?
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Notes
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Video
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- 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
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8440
|
1
|
Midscreen
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Universal
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|
(video)
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- 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
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10605
|
1
|
Corner
|
Universal
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- Advanced jump cancel combo
|
(video)
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- 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
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- Advanced jump cancel combo
|
(video)
|
Double Snap
Notation
|
Damage
|
Meter Cost
|
Location
|
Character Specific?
|
Notes
|
Video
|
- Snapback
- 2MK 2HP
- repeat
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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
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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
|
Heavies
|
|
(video)
|
- ... 2MK 2HP 214LK
- 5MP 236LK
- 5MP 214LK
- loops to 2nd line
|
N/A
|
+Meter from specials
|
Midscreen
|
Heavies
|
|
(video)
|
- ... 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)
|
Team Combo Compendium
Double: L.Bomber
The invincibility helps Eliza's horrible defense and the 2 hits on block can give enough time for Eliza to start her airdash pressure.
Notation
|
Damage
|
Meter Cost
|
Location
|
Character Specific?
|
Notes
|
Video
|
- 2LK 2MP HPx3 + Assist 236LK
- HPx3 623LPx3
- jHK ADC Whiff Throw
- 2HK 623LPx3
- 6239MK
- LK MKx2 HPx3 623LPx3 sjc
- j236KK
|
8245
|
1
|
Corner
|
|
- Advanced
- DHC to Double's lvl 3 to kill in 2v3 ratio
|
(video)
|
Band: H.Brass
Notation
|
Damage
|
Meter Cost
|
Location
|
Character Specific?
|
Notes
|
Video
|
- sj 9HP jHK ABDC throw fastfall
- call brass 2HK 236LK
- 623MP~HP jump cancel 2369MK
- 5HPx3 623HP
- jLP slight delay jMP delay jMK
- 2MK 5HPx3 623LPx3
- delay jLK jMP
- 5LP x3 5MKx2 5HPx3 214LK
- 5LK 5MKx2 5HPx3 214HK 236PP
|
11579
|
1
|
Corner
|
Universal
|
- Advanced
- Heavy counter hit combo
- Airdashing for the jLK jMP string makes restanding easy and stable regardless of weight.
|
(video)
|
Band: H.A-Train
A-train gives Eliza a tool again upbackers, as well as providing large boosts in damage and metergain.
Notation
|
Damage
|
Meter Cost
|
Location
|
Character Specific?
|
Notes
|
Video
|
- 2LK 2MP 5HP(x3) assist~623HP
- OTG 2HK 623HP
- jMP delay jHP
- ADC jLK jMP jHP
- 2MK 5HP(x3) 214LK
- 5LP(x3) 5MK(x2) 5HP(x3) 214HK 236PP
|
8746
|
1
|
Midscreen
|
Universal
|
|
(video)
|
- 2LK 2MP 5HP(x3) assist~623HP
- dashjump Sek jM Sek H Return
- OTG 2HK 623HP
- jc 236MK
- dash 5MK(x2) 5HP(x3) Sek L(x3) Sek M Sek H Return
- 5LP(x3) 5MK(x2) 5HP(x3) 214HK 236PP
|
9684
|
1
|
Near corner
|
Universal (no Eliza & Parasoul?)
|
- Advanced
- Works at roundstart position
|
(video)
|
- 2LK 2MP 5HP(x3) 623MP~HP+assist
- jc 623LP~P~P(whiff)
- OTG 2HK 623LP~P~P
- jc 236MK
- 5HPx3 623LP~P~P
- dl jLP dl jLK
- 5LP(x3) 5MK(x2) 5HP(x3) 213LK
- 5LK 5MK(x2) 5HP(x3) 214HK 236PP
|
9402
|
1
|
Corner
|
Universal
|
- Standard corner route
- To do the jLP jLK restand on heavies, jumpback and delay airdash before the jLP
|
(video)
|
- 2LK 5MP 5HP(x3) 623MP~HP+assist
- jc 623LP~MP~HP(whiff)
- OTG 2HK 623LP~MP~HP
- jc 236MK
- 5HP(x3) Sek M Sek H
- Sek L(x3) Sek M Sek H Return
- 214LK
- 5LP(x3) 5MK(x2) 5HP(x3) 214HK 236PP
|
10041
|
1
|
Corner
|
Universal
|
- Corner route using Sekhmet
|
(video)
|
- CH 5HPx3 623MP~HP+assist
- jc 623LP~MP(whiff)
- TK Sek jM Sek H Return
- OTG 2HK 623LP~P~P
- jc 236MK
- 5HP(x3) Sek M Sek H
- Sek L(x3) Sek M Sek H Return
- 5MK(x2) 5HP(x3) 214LK
- 5LP(x3) 5MK(x2) 5HP(x3) 214HK 236PP
|
11347
|
1
|
Corner
|
Universal
|
- Advanced
- Heavy counter hit route using Sekhmet
|
(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
|
|