Numpad notation
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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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Flight
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Fly
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214K
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Gae Bolga Stinger
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Nail
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236P
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Buer Reaper
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Buer
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236K
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Death Crawl
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Crawl
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236PP
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Buer Thresher
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Thresher
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j236KK
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Hatred Install
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Install
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214KK
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Buer Overdrive
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Level 3
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214PP
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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 Resources
Beginner Combos
If the bread and butter combos are too daunting, try to become comfortable doing each of these combos. Start with the first, then move to the next one. When you play matches, it's good enough to use the one you can perform the most consistently. Once you can do all of them, try learning the combos in the following sections!
A basic ground chain combo ending in sweep
2LK 2MK 2HK
A basic ground chain combo ending in a special cancel
2LK 2MK 5HP 236MK
A basic ground chain combo ending in a special cancel
2LK 2MK 5HP 236LK 236PP
A basic combo that utilizes fly cancels. After the air chain you can choose to go for a reset with throw or fly 3jLK.
2LK 2MK 5HP 236LK fly
9jLP jLK
2LK 2MK 5HP 236LK 236PP
Combo Primer
Hit Confirms
BnB Combos
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 2MK 5HP fly
- 3jLK
- 2MK 5HP 236LK fly
- 9jLP jLK
- 5MP
- jMP fly
- 6jMK jHPx3 jHK
- 2LP 5LK 2MP 5HP 236LK 236PP
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7,433
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1
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Anywhere
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Universal
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- An easier combo for beginners
- Can swap the last cMP sHP with sMK fHKx4 respectively. Added damage but slightly harder to execute.
- Can fastfall after the second jLK with jMK to make the confirm into 5MP more consistent
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(video)
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- 2LK 2MK 2HP 236HK fly
- unfly 236LK fly
- 6jLK
- 5MP j236LK fly
- jMP
- sMK 236HK fly
- 8jHK
- 5LK 5MK 236LK fly
- 3jLP
- 2LP 5LK 5MK 5HP 236LK 236PP
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8,651
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1
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Corner
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Universal
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- Easier corner route
- On heavys just be sure to j236LK at the peak of there height
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(video)
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Conversions
- Ground confirms
- Nothing combos off of max range 2LK other than 236LK, can be hard to hitconfirm. 2MK doesn't reach as far as 2LK so if you are worried about it dropping do 2LK 5HP 236LK instead.
- Throw starter combo
- To save OTG: fly cancel into jMK, land into buttons or 236LK.
- To save Undizzy at the cost of OTG (midscreen): 236K fast fall (cancel throw into j236K quickly) dash up into moves.
- You can save both Undizzy and OTG with a bit more difficulty (Midscreen): 236K fast fall (cancel throw into j236K quickly) walk or dash up 2MK 5HP 236LK. Although most of Painwheel's buttons can work for the OTGless restands, this one is the optimal starter.
- Air throw starter combo
- Air throw and ground throw are effectively identical. One sends slightly further away but it's negligible.
- Anti-air confirms
- 5MP: jump, recognize what side you are on, jMK fly jMK land into buttons.
- 236HK: j236KK unless close to corner.
- Off air to airs
- jMP, fly, jMK, fly, jMK, land into buttons
- jHP is same as above, or j236KK, or 236LK if near the corner.
Meter Dumping
Tips
Solo Combo Compendium
2LK
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 2MK 5HP fly
- 3jLK
- 2MK 5HP 236LK fly
- 9jLP jLK
- 5MP
- jMP fly
- 6jMK jHPx3 jHK
- 2LP 5LK 2MP 5HP 236LK 236PP
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7,433
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1
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Anywhere
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Universal
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- An easier combo for beginners
- Can swap the last cMP sHP with sMK fHKx4 respectively. Added damage but slightly harder to execute.
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(video)
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- 2LK 2MK 2HP OTG 236MP fly
- 6jMK
- 5HP 236LK fly
- 6jLK
- 2MK 5HP 236LK fly
- 3jLP
- 2MP 236LP
- fly 9jMP
- Dash 2LP 5LK 2MP 5HP 236LK 236PP
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8,138
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1
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Anywhere
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Universal
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- Optimal pure midscreen route
- On Squigly Replace 3jLP with 6jLP jMK (fastfall) so that 236LK won't whiff
- Omit the third 5HP and after 236LP(L nail) do 9jMP jHP to deal 8,183 damage does not work on Cerebella, Peacock, Painwheel, or Valentine
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(video)
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- 2LK 2MK 5HP 236LK fly
- 6jLK
- 236LK fly
- 3jLP
- 5MP j236LK fly
- 6jMP
- 5MK 236HK
- OTG 5LK 5MK 236HK fly
- 8jHK
- 2LP 5LK 5MK 5HP 236LK 236PP
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8,481
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1
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Midscreen
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Universal
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- Corner Carry route goes about half of the screen if you fail to save otg you can do 5MK 5HP 236HK 8jMK jHP instead and deal 8,176 damage
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(video)
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- 2LK 2MK 5HP 236LK fly
- 6jLK
- 236LK fly
- 3jLP
- 2MK L Nail
- Dash 5MP
- jHP fly
- 9jMK jHP j236LK fly
- OTG 6jMP
- Dash 2LP 5LK 5MK 5HP 236LK 236PP
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7,997
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1
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Midscreen
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Universal
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- For Maximum corner carry it goes about 3/4 of the screen
- On lights it's easier to do jHPx3 236LK at less damage at 7,887
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(video)
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- 2LK 2MK 2HP 236HK fly
- unfly 236LK fly
- 6jLK
- 5MP j236LK fly
- jMP
- sMK 236HK fly
- 8jHK
- 5LK 5MK 236LK fly
- 3jLP
- 2LP 5LK 5MK 5HP 236LK 236PP
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8,651
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1
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Corner
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Universal
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- Easier corner route
- On heavys just be sure to j236LK at the peak of there height
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(video)
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- 2LK 2MK 2HP 236HK fly
- jMP (fastfall) j236LK
- 236LK fly
- 6jLK
- 5MP 236HK fly
- 8jMK
- 5MK 236HK fly
- 8jHK
- 5LK 236LK fly
- 3jLP
- 2LP 5LK 5MK 5HP 236LK 236PP
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8,830
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1
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Corner
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Universal
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- Optimal universal corner combo
- This is a bit tough on heavys
- On lights you don't need to fastfall also you can replace 8jHK with 2jHP to deal 8,895 damage
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(video)
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- 2LK 2MK 2HP 236HK
- j236LK fly
- j236LK
- 236LK fly
- 6jLK 5MP 236HK fly
- 2jHP
- 5MK 236HK fly
- 8jMK jHP
- 2LP 5LK 5MK 5HP 236LK 236PP
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9,087
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1
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Corner
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Lights only
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- Optimal corner combo
- Its hard
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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 fly
- 9jMK
- 2MK 5HP 236LK fly
- 6jLK
- 2MP 236LK fly
- 9jLP jLK
- 5LK 2MP 236LP
- fly 9jMP
- Dash 2LP 5LK 5MK 6HKx4 236LK 236PP
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6,080
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1
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Anywhere
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Universal
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- Optimal midscreen route with fly 9jMK conversion
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(video)
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- Throw
- 236K fast fall
- 2mk 2hp 236HK fly
- jmp (fast fall)~236 236LK
- OTG 236LK fly
- 6jlk
- 5mp 236HK fly
- Jmk
- 5lk 236LK fly
- 3jlp
- 5mk 236HK fly
- 9jhk
- 2lp 5lk 5mk 5hp 236LK 236PP
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7,300
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1
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Corner
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Universal
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- Optimal corner throw conversion. hard on heavies, on lights omit the jmp fastfall
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(video)
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2[HP]
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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- 2[HP] fly
- jMK fly
- 8jMK
- 2MK 5HP 236LK fly
- 6jLK
- 5LK 236LK fly
- 3jLP
- 2MP 236LP
- fly 9jMP
- Dash 2LP 5LK 5MK 6HKx4 236LK 236PP
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8,411-8,455
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1
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Anywhere
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Universal
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- Keep distance in mind you may need to 6jMK fly 8jMK if your to far from your opponent
- On squigly you will need to replace 3jLP with 6jLP jMK (fastfall) to prevent 236LK from whiffing
- On Cerebella even if you hit 2[HP] point blank you will need to do either 6jMK fly 8jMK or jMK fly 9jMK
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(video)
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Hatred Install(214KK)
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 2MK 5HP 214KK
- 2MK 236LK fly
- 9j236HK
- [2HP] 236LK fly
- 9jMK
- 5LK 236LK fly
- 6jLK
- 2MP 236LK fly
- 3jLP
- 2LP 5LK 2MP 6HK×4 236HK fly
- 1PP 236PP
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10,893
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3
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Anywhere
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Universal
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- Most damaging midscreen route thats still fairly consistent
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(video)
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- 214KK 2LK 2MK 5HP 236LK
- [2HP] fly
- 6j236HK
- [2HK] 236LK fly
- 9jMK
- 2MK 236LK fly
- 6jLK
- 2MP 236LK
- 3jLP
- 2LP 5LK 2MP 6HK×4 236HK fly
- 1PP 236PP
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11,004
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3
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Anywhere
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Universal
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- Midscreen route for when you are already in install
- Would be good to make a habit of doing j236HK at the lowest hight possible so you have more time to micro walk or dash [2HK] so 236LK doesn't whiff on certain characters like band
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- 2LK 2MK 5HP 214KK
- 5HP 236LK
- [2HK] 236HK
- j236LK fly
- 9jLK j236HK
- 5MK 236HK fly
- 8jMK j236MK
- 2LP 5LK 5MK 5HP 236LK 236PP
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11,106
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3
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Corner
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Universal
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- Go to install route
- If you do 2HP instead of 5HP at the start and switch the places of 9jLK and 8jMK for a slightly harder/more damaging route dealing 11,230 damage
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(video)
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- 2LK 2MK 2HP 214KK
- 5HP 236MK fly
- 9j236HK
- jMK j236LK fly
- 1jMK(Fastfall)
- 2HK 236LK fly
- 1jMP(Fastfall)
- Full Charge 236MP
- 5MK 236LK fly
- 3jLP
- 2LP 5LK 2MP 6HK×4 236HK fly
- 1PP 236PP
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11,274
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3
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Corner
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Universal
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- Optimal install route its harder and not much more damage but I'm sure you can do consistent if ya willing to use this
- The 236MP however if not spaced correctly can whiff some nails and on some like squigly can be a tad rougher to land all 5 hits
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- 214KK 2LK 2MK 2HP 236HK
- j236LK fly
- j236MK
- 236LK
- [2HP] 236LK fly
- 9jMK
- 5LK 236LK fly
- 6jLK
- 5MK 236LK fly
- 3jLP
- 2LP 5LK 5MK 5HP 236LK 236PP
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11,606
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3
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Corner
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Universal
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- Simple corner route for when you are already in install
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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 jMK 2MK 2HP OTG 236MP fly
- 6jMK fly
- 9jMK
- 5HP 236LK fly
- 6jLK
- 2MK 5HP 236LK fly
- 3jLP
- 2MP 5HP L Nail
- fly 9jMP
- Dash 2LP 5LK 2MP 5HP 236LK 236PP
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9,076
|
1
|
Anywhere
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Universal
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- Optimal Universal pure midscreen route
- If 2MK start it deals 8,930 damage
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(video)
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- CH jMK 2MK 2HP OTG 236MP fly
- 6jMK
- 5HP 236LK fly
- 6jLK
- 5MP j236LK fly
- 6jMP
- 5MK 236HK fly
- 8jHK
- 5LK 5MK 236LK fly
- 3jLP
- 2LP 5LK 5MK 5HP 236LK 236PP
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9,764
|
1
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Midscreen
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Universal
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- Optimal Midscreen route
- This corner carrys about half way across the screen
- If 2MK start it deals 9,433 damage
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(video)
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- CH jMK 2MK 2HP 236HK fly
- jMP (fastfall) j236LK
- 236LK fly
- 6jLK jMK (fastfall) 5HK
- jMK j236LK fly
- jMP
- 5MK 236HK fly
- 8jHK
- 5LK 5MK 236LK fly
- 3jLP
- 2LP 5LK 5MK 5HP 236LK 236PP
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9,999
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1
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Corner
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Universal
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- Optimal corner combo
- If 2MK start it deals 9,524 damage
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(video)
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Double Snap
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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- Snapback
- otg 2LK 5MP
- 2HK (full charge)
- repeat
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N/A
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1
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Corner
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|
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(video)
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Team Combo Compendium
Damage/Undizzy Ratios
Move
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Damage/undizzy
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Damage (max scaling)
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Undizzy
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236K
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19.25
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385
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20
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236MP/HP (lvl3)
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17.5
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350
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20
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j.[HP]
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13.33333333
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400
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30
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j.MP
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11.75
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235
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20
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5MK
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11
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220
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20
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2[HP]
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10.53333333
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316
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30
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236MP/HP (lvl2)
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10.5
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210
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20
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5[HP]
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10.06666667
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302
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30
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6HK
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10
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300
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30
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2MP
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9.8
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196
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20
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j.HP
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9.666666667
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290
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30
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2[HK]
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9.166666667
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275
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30
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j.HK
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9
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270
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30
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5HK
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8
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240
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30
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5MP
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6.75
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135
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20
|
2MK
|
6.5
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130
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20
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236LP
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6.5
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130
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20
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j.MK
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6.5
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130
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20
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2HP
|
6.333333333
|
190
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30
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5HP
|
6
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180
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30
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2HK
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6
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180
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30
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5LK
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5
|
75
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15
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j.LK
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4.666666667
|
70
|
15
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2LP
|
4.333333333
|
65
|
15
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2LK
|
4.333333333
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65
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15
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j.LP
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4.333333333
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65
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15
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236MP/HP (lvl1)
|
3.5
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70
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20
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5LP
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2.666666667
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40
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15
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General
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Characters
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Mechanics
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Other
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