Numpad notation
|
=
|
|
=
|
|
|
|
up-back |
up |
up-forward
|
back |
neutral |
forward
|
down-back |
down |
down-forward
|
|
- 236 =
- 214 =
- 623 =
- 421 =
- [4]6 = (hold for 35 frames),
- [2]8 = (hold for 35 frames),
- 360 =
|
- (N) = Multi-hit move hits only N times. May be omitted if all hits are used.
- xN = Normal that chains into itself pressed N times. May be omitted if all hits are used.
- [X] = Hold down X
- ]X[ = Release X
- X~Y = X then Y done in quick succession
- X/Y = X or Y
- !X = X triggers a burst
- OTG = Following move hits off the ground, after a red bounce
- CH = Counter hit
- fastfall = Cancelling an air normal into another move to change momentum and land early. The second move doesn't hit, it gets canceled when landing. Example: Double jHP(1) > jHK lets Double land from the multi-hit jHP early.
- sj = Super jump
- dj = Double jump
- jc = Jump cancel
- ADC = Airdash cancel
- IAD = Instant airdash
- TK = Tiger knee (doing an air move the moment a jump sends you airborne, typically by inputting a special move motion followed by jump+button. Example: 2147LK for TK Airball)
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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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Hit Confirms
- 2LK 2MP is used in the confirms on this page for consistency with respect to range and damage.
- 2LK 2MK can be used instead for a second low in your chain and better frame advantage, though this will not reach at max 2LK range and 5HK will not reach afterwards from near max range 2LK.
- 2LK 2HP can also be used as it will work at all ranges and can be cancelled into 236MP on block to make it safe though this does not allow for 5HK routes.
- 2LK 5MKx2 is not recommended as it scales the combo more and is more vulnerable to PBGC.
BnB Combos
Beginner
A basic ground chain combo ending in a sliding knockdown. Safe on block.
2LK 5MKx2 5HP
A basic ground chain combo ending in a special cancel. Safe on block. (video)
2LK 5MKx2 2HP 236MP
A basic ground chain combo ending in a super cancel. (video)
2LK 5MKx2 2HP 623HK 236PP
A basic air chain combo that sets up a restand. After the restand, you can go for a reset with a throw. (video)
2LK 5MKx2 5HK
jLP jMP jHP
(restand) 2LK 2MP 2HP 623HK 236PP
Intermediate
Notation
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Damage
|
Meter Cost
|
Location
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Character Specific?
|
Notes
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Video
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- 2LK 2MP 5HK
- jLP jMK jHK j214MK
- 5LK 5MKx2 5HK
- jLK(1) jMK jHK j214MK
- 5LPx2 5MKx2 2HP 623HK 236PP
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7145
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1
|
Anywhere
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Universal
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- The barrel loop
- Reliable combo that saves OTG.
- On Painwheel or Big Band in the corner, jump back for the jLK.
- On Big Band in the corner, cancel the jMK into jHK just before the 2nd hit comes out to gain the upward momentum for the move. Midscreen delay the jHK slightly or delay the jMK (https://www.youtube.com/watch?v=BPTfWNNrq8E).
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(video)
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- 2LK 2MP 2HP 4LK+HK
- dash OTG 5MP 5HK
- j9MK delay jHK
- j8MP jHK
- j8LP jMK jHK
- 236HP
- dash 5LPx2 5MKx2 2HP 623HK 236PP
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8033
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1
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Anywhere
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Universal
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- On Double, do jMP > jHK first, then jMK > jHK or instant double jump jMK to maintain damage
- Adjust number of hits on jMP for consistency
- Double jumps required on lights
- In the corner on small characters, replace the j8LP with j77LK (all hits)
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(video)
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Conversions
- Throw
- Air throw
- Air throw dash OTG 2LK etc
- Air conversions
- ... jHP dash 5LP
- ... jMK j214MK OTG 2LK etc
- Juggle them with jHK then land 236HP 5MK etc
- Other moves
- 623LK 214KK 236HP 5MK etc
- 236LP dash 2LK 2HP 214K etc or 236LP dash 2LK 5MK etc
- 236HP dash 5MK etc
- 2HP Slide etc
Enders
Tips & Tricks
Solo Combo Compendium
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
Notation
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Damage
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Meter Cost
|
Location
|
Character Specific?
|
Notes
|
Video
|
- 2LK 2MP 5HK
- jLP jMK jHK j214MK
- 5LK 5MKx2 5HK
- jLK(1) jMK jHK j214MK
- 5LPx2 5MKx2 2HP 623HK 236PP
|
7145
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1
|
Anywhere
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Universal
|
- The barrel loop.
- Reliable combo that saves OTG.
- On Painwheel or Big Band in the corner, jump back for the jLK.
- On Big Band in the corner, cancel the jMK into jHK just before the 2nd hit comes out to gain the upward momentum for the move. Midscreen delay the jHK slightly or delay the jMK (https://www.youtube.com/watch?v=BPTfWNNrq8E).
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(video)
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- 2LK 2MP 2HP 4LK+HK
- dash OTG 5MP 5HK
- j9MK delay jHK
- j8MP jHK
- j8LP jMK jHK
- 236HP
- dash 5LPx2 5MKx2 2HP 623HK 236PP
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8033
|
1
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Anywhere
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Universal
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- On Double, do jMP > jHK first, then jMK > jHK or instant double jump jMK to maintain damage
- Adjust number of hits on jMP for consistency
- Double jumps required on lights
- Doing jLP loop before jMP loop is slightly higher damage but trickier on lights
- In the corner on small characters, replace the j8LP with j77LK (all hits)
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(video)
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- 2LK 2MP 2HP 4LK+HK
- dash OTG 5MP 5HK
- j9HP jHK
- j8MK jHK
- j88MP jHK
- 236HP
- dash 5LPx2 5MKx2 2HP 623HK 236PP
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7911
|
1
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Anywhere
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Double
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- Alternate avery loop that works well on Double
- Technically universal but is trickier on non-heavyweights and does less damage than standard version
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(video)
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- 2LK 2MP 5HK
- jMK dl jHK
- jLP jMK dl jHK
- jMP dl jHK
- jLK dl jHK
- 236HP
- 5LPx2 5MKx2 2HP 623HK 236PP
|
7488
|
1
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Anywhere
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Universal (Except Double)
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- An OTG-less version of the jHK loop
- Easier on mediums and Band
- Can be modified to work on Double or be easier on lights for less damage
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(video)
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- 2LK 2MP 5HK 236HP
- dash 5HK
- j214HK
- dash 5LK 5MKx2 5HK
- jMP jHK
- sj djMK jHK j214MK
- 5LPx2 5MKx2 2HP 623HK 236PP
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7953
|
1
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Anywhere
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Universal
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- No side switches, good corner carry.
- Uses OTG.
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(video)
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- 2LK 2MP 5HK 236HP
- dash jump jHK *j214MK
- 5LK 5MKx2 5HK
- jMP jHK
- sj djMK jHK j214MK
- 5LPx2 5MKx2 2HP 623HK 236PP
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7922
|
1
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Anywhere
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Yes
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- * Use j214LK vs mediums and heavies
- Difficult combo that saves OTG but does comparable damage to OTG combos.
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(video)
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- 2LK 2MP 2HP 4LK+HK
- dash 5LK 2MP 2HP 214K
- 5MKx2 5HK
- jMP jHK
- sj djMK jHK j214MK
- 5LPx2 5MKx2 2HP 623HK 236PP
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7879
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1
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Anywhere *
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Universal
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- Cilia slide routes pull them out of the corner so you can perform a left/right crossup.
- Side switches twice.
- * When your back is about one dash length away from the corner, this combo will drop during the 214K, since there's only a little gap where you can 214K into the corner and Double gets turned around.
- Uses OTG.
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(video)
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- 2LK 2MP 2HP 4LK+HK
- dash 5LK 5HK 236HP
- dash 5MKx2 5HK
- jMP jHK
- sj djMK jHK j214MK
- 5LPx2 5MKx2 2HP 623HK 236PP
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8001
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1
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Anywhere
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Universal
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- Cilia slide routes pull them out of the corner so you can perform a left/right crossup.
- Side switches once.
- Uses OTG.
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(video)
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- 2LK 2MP 2HP 4LK+HK
- OTG 2HK 214KK
- 66 jHK
- 8jMK jHK
- 8sjMP jHK
- 236HP
- 66 jLK jMP
- 5LPx2 5MKx2 2HP 623HK
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8301
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1
|
Anywhere
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Universal
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- Committal combo using monster early. Use this combo to cash in with extra meter.
- Side switches once
- Omitting 1-3 hits of jMP allows combo leniency for jHK
- Fastfalling with jHK after jLK jMP near the corner allows 5HP to be used in the ender string against lights for more damage (8396)
- Ending with car gives 9292 damage. Ending with level 3 gives 11991 damage.
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(video)
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- 2LK 2MP 2HP 4LK+HK
- 2MP 5HK
- jHK
- sjMK dl jHK
- sjMP jHK
- 236HP
- dash jump jLK jMP
- 5LPx2 5MKx2 2HP 623HK 236PP
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8331
|
1
|
Anywhere
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Universal*
|
- Optimal midscreen damage
- Uses OTG
- Side switches twice
- Use dash 5MP after 4LK+HK Vs Parasoul
- First jHK should be done as low to the ground as possible, second should be delayed
- Hold upforward vs Cerebella, you need to side switch with jMK
- dash 5MP, idj jhk sj8 jMK jHK is more reliable against Squigly, MF, Peacock, PW, Filia/Fukua, Annie, and Umbrella. Omit jMP hits for reliability.
- idj jHK required against Double
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(video)
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- 2LK 2MP 5HK
- jLP jMP jMK jHP
- 5LK 5MKx2 5HK
- jLK(1) jMP jMK jHP
- dash 5LPx2 5MKx2 Snap
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4202
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1
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Anywhere
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Universal
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- Happy birthday corner carry combo.
- Reaches the corner from 2/3rds of the stage away.
- OTGless.
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(video)
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- 2LK 2MP 2HP 4LK+HK
- dash 5LK 5HK
- jLP jMP jHP
- 5MKx2 5HK
- jLK(1) jMP jHP
- dash 5LPx2 5MKx2 Snap
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5084
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1
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Anywhere
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Universal
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- Happy birthday side swap combo.
- Reaches corner from the centre of the stage.
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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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- LP+LK 214K
- 5LK
- <etc>
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N/A
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1
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Anywhere
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Universal
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- Can go into OTGless routes from here.
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(video)
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- LP+LK
- dash 2LK 5MKx2
- <etc>
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N/A
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1
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Anywhere
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Universal
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- Can go into OTGless routes from here.
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(video)
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- LP+LK 236HP
- dash
- <etc>
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N/A
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1
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Anywhere
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Yes
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- Does not work vs Ms Fortune, Robo Fortune or Peacock. Will only hit Double when thrown to the left.
- Can go into the 5HK j214HK combo from here.
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(video)
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- LP+LK
- 5HK
- <etc>
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N/A
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1
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Corner
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Universal
|
- Go into standard 5HK routes.
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(video)
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- LP+LK
- 2HP
- <etc>
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N/A
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1
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Corner
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Universal
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- Go into standard 2HP routes.
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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?
|
Notes
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Video
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- Airthrow
- dash 5MK
- <etc>
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N/A
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1
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Anywhere
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Universal
|
- Can be made OTGless depending on the character and height.
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(video)
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236HP
Notation
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Damage
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Meter Cost
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Location
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Character Specific?
|
Notes
|
Video
|
- 236HP
- dash 5MKx2 5HK
- j214HK
- dash 5LK 5HK
- jMP jHK
- sj djMK jHK j214MK
- 5LPx2 5MKx2 2HP 623HK 236PP
|
6403
|
1
|
Anywhere
|
Universal
|
- For CH 236HP add 5MKx2 after 5LK.
|
(video)
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236LP (air hit)
Notation
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Damage
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Meter Cost
|
Location
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Character Specific?
|
Notes
|
Video
|
- 236LP (air hit)
- dash 2LK 2HP 214K
- 5MKx2 5HK
- jLP jMP jHK
- sj djMK jHK j214MK
- 5LPx2 5MKx2 2HP 623HK 236PP
|
5945
|
1
|
Anywhere
|
Universal
|
|
(video)
|
- 236LP (air hit)
- dash 2HK 4LK+HK 236KK
- 236HP
- dash jump jMK jHK j214MK
- 5MKx2 5HK
- jLK jHP
- 5LPx2 5MKx2 2HP 623HK
|
6197
|
1
|
Anywhere
|
Universal
|
|
(video)
|
- CH 236LP (air hit)
- dash 2LK 2HP 214K
- 5MKx2 5HK
- *jLP jHK j214LK
- 5MP 5HK
- jMP jHP
- 5LPx2 5MKx2 2HP 623HK 236PP
|
6328
|
1
|
Anywhere
|
Yes
|
- Standard CH confirm.
- Use jLP jHK j214MK vs Ms Fortune and Valentine and jLP jMK jHP vs Big Band.
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(video)
|
- CH 236LP (air hit)
- dash 2HK 4LK+HK Monster
- 236HP
- dash jump jMK jHK j214MK
- 5MKx2 5HK
- *jLP jHK j214LK
- 5LPx2 5MKx2 2HP 623HK
|
6747
|
1
|
Anywhere
|
Yes
|
- Max damage CH confirm.
- Use jLP jHK j214MK vs Ms Fortune and Valentine and jLP jMK jHP vs Big Band.
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(video)
|
623LK
Notation
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Damage
|
Meter Cost
|
Location
|
Character Specific?
|
Notes
|
Video
|
- 623LK 214KK
- 236HP
- 5MKx2 5HK
- *jLP jHK j214LK
- 5LK 5HK
- jMP(4) jHP
- 5LPx2 5MKx2 2HP 623HK 236PP
|
6097
|
1
|
Anywhere
|
Yes
|
- Use jLP jHK j214MK vs Ms Fortune and Valentine and jLP jMK jHP vs Big Band.
|
(video)
|
- 623LK 214KK
- 236HP
- dash jump jHK *j214MK
- 5LK 5HK
- jMP jHK
- sj djMK jHK j214MK
- 5LPx2 5MKx2 2HP 623HK
|
6739
|
1
|
Anywhere
|
Yes
|
- * Use j214LK vs mediums and heavies
- Difficult, optimal route.
- Can also use this combo for 4LK+HK, 214KK starter.
|
(video)
|
- CH 623LK 214KK
- 236HP
- dash jump jLK jHK j214LK
- 5LK 5MKx2 5HK
- jLP jMP jHK
- sj djMK jHK j214MK
- 5LPx2 5MKx2 2HP 623HK
|
7439
|
1
|
Anywhere
|
Universal
|
- Can also use this combo for CH 4LK+HK, 214KK starter.
|
(video)
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Counter hit punishes
Notation
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Damage
|
Meter Cost
|
Location
|
Character Specific?
|
Notes
|
Video
|
- CH 2HP 4LK+HK
- dash 5MP 5HK 236HP
- dash 5MKx2 5HK
- jLP jMK jHK j214MK
- 5LK 5HK
- jLK(1) jMK jHK j214MK
- 5LPx2 5MKx2 2HP 623HK 236PP
|
9408
|
1
|
Anywhere
|
Universal
|
- Easy HCH route.
- Same notes as barrel loops for Big Band and Painwheel:
- On Painwheel in the corner, jump back for the jLK.
- On Big Band in the corner, cancel the jMK into jHK just before the 2nd hit comes out to gain the upward momentum for the move. Midscreen delay the jHK slightly or delay the jMK (https://www.youtube.com/watch?v=BPTfWNNrq8E).
|
(video)
|
- CH 2HP 4LK+HK
- dash 5MKx2 5HK
- djHK
- sjMK jHK
- sj djMP jHK
- djLK jMK jHK
- djLP jMK jHK j214MK
- 5LPx2 5MKx2 2HP 623HK 236PP
|
9814
|
1
|
Anywhere
|
Lights only
|
- Optimal HCH route (but difficult) on light characters.
|
[ (video)]
|
- CH 2HP 4LK+HK
- 5MKx2 5HK
- djHK
- jMK jHK
- jLP jMK jHK
- djMP jHK
- djLK jMK jHK j214MK
- 5LPx2 5MKx2 2HP 623HK 236PP
|
9867
|
1
|
Anywhere
|
Heavies/mediumms
|
- Optimal HCH route on heavy/mid-weight characters.
|
[ (video)]
|
- CH 2HP 4LK+HK
- 2HK 4LK+HK 214KK
- 236HP
- 5MKx2 5HK
- jLP jMK jHK j214MK
- 5LK 5HK
- jLK jMK jHK j214MK
- 5LPx2 5MKx2 2HP 623HK 236PP
|
9213
|
1
|
Anywhere
|
Universal
|
- Alternative easy HCH route that uses early 214KK for front loaded damage
- Same notes as barrel loops for Big Band and Painwheel:
- On Painwheel in the corner, jump back for the jLK.
- On Big Band in the corner, cancel the jMK into jHK just before the 2nd hit comes out to gain the upward momentum for the move. Midscreen delay the jHK slightly or delay the jMK (https://www.youtube.com/watch?v=BPTfWNNrq8E).
- If done from far range, delay the 2nd 4LK+HK on Parasoul or else 214KK will whiff.
|
(video)
|
- CH 2HP 4LK+HK
- 2HK 4LK+HK 214KK
- 2MP 5HK 236HP
- dash jump jHK *j214MK
- 5LK 5HK
- jMP jHK
- sj djMK jHK j214MK
- 5LPx2 5MKx2 2HP 623HK
|
9612
|
1
|
Anywhere
|
Yes
|
- Optimal alternative HCH route that uses early 214KK for front loaded damage
- If done from far range, delay the 2nd 4LK+HK on Parasoul or else 214KK will whiff.
- * Use j214LK vs mediums and heavies.
|
(video)
|
- CH 2HP 4LK+HK
- 5MP 5HK j214HK 214KK
- 4LK+HK
- dash jump jHK
- jMK jHK
- djLP jHK
- djMP 5HK
- djLK jHK 236HP
- 5LPx2 5MKx2 2HP 623HK
|
9922
|
1
|
Midscreen start
|
Yes
|
- Very optimal HCH route that uses both early 214KK into dash jump jHK to net extra early damage.
- On Cerebella, replace 4LK+HK -> dj jHK with 2HP 4LK+HK dj jMK jHK or else 4LK+HK will whiff.
|
(video)
|
Double snap
Notation
|
Damage
|
Meter Cost
|
Location
|
Character Specific?
|
Notes
|
Video
|
- Snapback
- 5LK 5HK
- j214HK
- repeat
|
N/A
|
1
|
Corner
|
Universal
|
- Use 236HP or jHK instead of j214HK for the last hit, since doing j214HK will leave you at much worse frame advantage against the incoming character.
|
(video)
|
- Snapback
- 5LK 5HK dl 236HP
- repeat
|
N/A
|
1
|
Corner
|
Universal
|
|
(video)
|
- Snapback
- 5LK 5HK
- jHKxN
|
N/A
|
1
|
Corner
|
Universal
|
- Requires manual timing and adjustments per weight class but is extremely quick.
|
(video)
|
- Snapback
- 5LK 5HK
- jHK
- 236HP
- repeat
|
N/A
|
1
|
Corner
|
Universal
|
- Faster than the first two double snaps shown here and gives the opponent less meter.
|
(video)
|
Midscreen assist kill
Notation
|
Damage
|
Meter Cost
|
Location
|
Character Specific?
|
Notes
|
Video
|
- ... 5HK
- j214HK
- dash 5LK 5HK
- repeat
|
N/A
|
0
|
Midscreen
|
|
|
(video)
|
- ... 5HK 214K
- 2LK 5MKx2 5HK 214K
- repeat
|
N/A
|
0
|
Midscreen
|
Universal
|
|
(video)
|
- ... 5HK dl, 236HP
- 214K
- 5LK 5HK, dl 236HP
- repeat
|
N/A
|
0
|
Midscreen
|
Universal
|
|
(video)
|
Damage/Undizzy Ratios
Move
|
Damage/undizzy
|
Damage (max scaling)
|
Undizzy
|
623HK
|
24.75
|
495
|
20
|
623MK
|
18
|
360
|
20
|
623LK
|
14
|
280
|
20
|
4LK+HK
|
13.75
|
275
|
20
|
jHK
|
12
|
360
|
30
|
j214HK
|
12
|
240
|
20
|
jMP
|
10
|
200
|
20
|
j214MK
|
9.25
|
185
|
20
|
5HP
|
9.166666667
|
275
|
30
|
2HK
|
9.166666667
|
275
|
30
|
5MK
|
9
|
180
|
20
|
jMK
|
9
|
180
|
20
|
5LP
|
8
|
120
|
15
|
5HK
|
6.5
|
195
|
30
|
236P
|
6.5
|
130
|
20
|
jHP
|
6.166666667
|
185
|
30
|
2HP
|
6
|
180
|
30
|
2MP
|
5.75
|
115
|
20
|
5MP
|
5.5
|
110
|
20
|
2LP
|
5.333333333
|
80
|
15
|
5LK
|
5.333333333
|
80
|
15
|
2MK
|
5
|
100
|
20
|
j214LK
|
5
|
100
|
20
|
jLK
|
4
|
60
|
15
|
jLP
|
3.333333333
|
50
|
15
|
2LK
|
2.666666667
|
40
|
15
|
Combo Trials
All 4 trials use a 2LK 5MKx2 confirm, which is generally not recommended as it doesn't reach from max 2LK range and can be vulnerable to PBGC.
Trial 1 demonstrates that you can combo 5HK into 236HP and then pick up afterwards, but the entire combo isn't a particularly good one. Maybe just make a note of it and then move on without learning the combo.
Trial 2 is pretty good, it shows the beginnings of an effective 4LK+HK combo. You can definitely make use of this stuff in real practical combos.
Trial 3 demonstrates that you can save OTG when doing 4LK+HK into 214KK, but the rest of the combo isn't worth bothering with. Treat this one like Trial 1.
Trial 4 is literally just the barrel loop BnB that's listed in the BnB section.
TLDR: You might learn something interesting from 1 and 3 but you don't have to learn the combos. 2 and 4 can be worth doing since they're similar to real practical combos.
General
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Characters
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Mechanics
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Other
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