Numpad notation
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=
|
|
=
|
|
|
|
up-back |
up |
up-forward
|
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 =
|
- (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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Beat Extend Shake Followup
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Shake
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After 623P, 4~6 xN OR LP~HP xN
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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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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 ending in a sweep.
2LK 2MK 2HK
A basic ground chain ending in a special cancel. This combo will get you used to doing charge motions in combos. If you're having trouble charging [4] long enough after 2HP for A Train to work, you can start charging from earlier in the combo (Or even before the combo starts!) by holding 1 (the down-back position). This lets you charge while doing crouching moves such as 2MK and 2HP.
2LK 2MK 2HP [4]6HK
A basic ground chain ending in a super. SSJ sends them fullscreen, behind Big Band.
2LK 2MK 5HP
jMP jHP j214LK
[4]6HK 236PP
A combo with a jHK pickup into Tympany
2LK 2MK 5HP
jMP jHP jHK
Tech forward 2LK 5MKx1
jLK jMKx2 jHK j236KK [9]
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?
|
Notes
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Video
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- 2LK 2MK 5HP
- jMP jHP jHK
- Tech forward OTG 2MPx2 623HP[shake]
- jLK jMKx1
- 5MKx1
- jLP jLK jMKx1
- 2LPx2 2MK 5HK [4]6HK 236PP
|
8389
|
1
|
Midscreen
|
|
- Midscreen BnB. Does not work if too close to corner.
- If you're having trouble hitting the j.LK link, be sure to do j.LK at the apex of your jump.
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(video)
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- 2LK 2MK 5HP
- jMP jHP jHK 236KK[9]
- OTG jMKx1
- 2LK 2MPx2 5HK 623HP[shake]
- jLP jLK jMKx1
- 2LPx2 5LK 2MPx2 5HK [4]6HK
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~8300
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1
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Close to corner / corner
|
|
- Combo that works close to corner or in corner, but commits to using meter early.
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(video)
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- 2LK 2MK 5HK [4]6MP
- OTG 2MPx2 5HK 623HP[shake]
- jLK jMKx1
- 5LK 5MKx1
- jLP jLK jMKx1
- 2LPx2 5HP
- jMP jMKx2 jHK 236KK[9]
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8562
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1
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Corner
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|
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(video)
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Conversions
Meter Dumping
Tips
- You can do Brass + assist at the same time by pressing your assist macro button during the hitstop of another move. You won't get an e-brake unless you hold the button for too long.
Which in-game trials are useful for a beginner?
Trial 1 demonstrates that M Step vacuums and is very plus on hit, meaning you can confirm max range 2MP pokes into full combos. Good to know, but keep in mind that this will not work if 2MP hits them in the air, since M Step will knock down. Some other options are 2HP ebrake into stuff, M Brass when near the corner, or 2HP H Train to claim a hard knockdown.
Trial 2 is a good midscreen beginner combo that does a solid chunk of damage and uses the optimal starter. Worth learning, and you can add the H Beat extension later.
Trial 3 is an extension on Trial 2 into a Tympany ender, but you should just learn the 2MPx2 H Beat route instead. An advantage of the Tympany ender is that it keeps the corner while SSJ does not, but there's nothing stopping you from doing a Tympany ender from the 2MPx2 H Beat route if you want.
Trial 4 shows a decent midscreen Beat Extend starter combo. However, you should be using 2MK instead of 5MK(1) in the ender string, as it does more damage.
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
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
- jMP delay jMKx1
- 5LP 5MKx1
- jLK jMKx1
- 2LK 5MKx1
- jLP jLK jMKx1
- 623HP[shake]
- 2MPx2 5HK [4]6HK 236PP
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7039
|
1
|
Universal
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- Universal OTG-less combo
- This combo saves OTG and corner carries if SSJ isn't used, but at the cost of damage.
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(video)
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- 2LK 2MK 5HP
- jMP jHP jHK
- Tech forward OTG 2MPx2 623HP[shake]
- jLK jMKx1
- 5MKx1
- jLP jLK jMKx1
- 2LPx2 2MK 5HK [4]6HK 236PP
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8389
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1
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Midscreen (Anywhere?)
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- Midscreen BnB
- If you're having trouble hitting the j.LK link, be sure to do j.LK at the apex of your jump.
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(video)
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- 2LK 2MK 5HP
- jMP jHP jHK
- Tech forward OTG 2HK 623HP[shake]
- jLP jMKx2 jHP
- dash jLK jMKx2
- dash 2LPx2 5LK 2MPx2 5HK [4]6HK 236PP
|
9116
|
1
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Midscreen (Anywhere?)
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- Midscreen BnB with full corner carry.
- Delay jHK on mids/heavies to be able to connect 2HK and 5LK 2MPx2 instead if it's too hard.
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(video)
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- 2LK 2MK 5HP
- jMP jMKx2 jHP
- dash jLP jMKx2
- sMK
- jLK jMKx2
- cMPx2 sHK 623HP[shake]
- cLPx2 sLK cMPx2 sHK [4]6HK
|
7096
|
0
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Universal
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- Optimal universal otgless combo.
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(video)
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- 2LK 2MK 5HP
- jMP jMKx2 jHP
- dash jLK jMKx2
- sMKx2
- jLP jMKx2
- cMPx2 sHK 623HP[shake]
- cLPx2 sLK cMPx2 sHK [4]6HK
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7182
|
0
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Universal
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Mediums/Heavies
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- Optimal mids/heavies OTGless combo.
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(video)
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- 2LK 2MK 5HP
- jMP jHP jHK 236KK[9]
- OTG jMKx1
- 2LK 2MPx2 5HK 623HP[shake]
- jLP jLK jMKx1
- 2LPx2 5LK 2MPx2 5HK [4]6HK
|
~8300
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1
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Close to corner / corner
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|
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(video)
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- 2LK 2MK 5HK [4]6MP
- OTG 2MPx2 5HK 623HP[shake]
- jLK jMKx1
- 5LK 5MKx1
- jLP jLK jMKx1
- 2LPx2 5HP
- jMP jMKx2 jHK 236KK[9]
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8562
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1
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Corner
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|
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(video)
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- 2LK 2MK 5HK [4]6MP
- OTG 2MPx2 5HK 623HP[shake]
- jMKx2 jHP
- jLK jMKx2 jHP (fastfall)
- 5LKx2 5MKx2
- jMP jMKx2
- 2LPx2 5LKx2 2MPx2 5HK [4]6HK 236PP
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9539
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1
|
Corner
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Universal
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- Optimal corner combo from cLK
- Taller characters/lights might need small delay on the second press of jMK after the jMP
- jMP can be replaced with jLP to make the combo easier on lights/tall characters if you're having trouble getting all 4 hits of the last jMKx2
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(video)
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- 2LK 2MK 5HK [4]6MP
- OTG 2MPx2 5HK [4]6HK~P
- 2LK 2MPx2 5HK 623HP[shake]
- jMKx2 jHP
- jLP jLK jMKx2 j.HP (fastfall)
- 2LPx2 2LK 2MPx2 5HK [4]6HK 236PP
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9594
|
1
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Corner
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Lights/Mediums
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- Caio/E-Brake route, more damage than normal BnB.
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(video)
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- 2LK 2MK 5HK [4]6MP
- OTG 2MK 5HP
- 9jMK jHP
- 2MPx2 5HK 623HP[shake]
- 9jLK jMKx2 jHP
- 2LPx2 5LK 2MPx2 5HK [4]6HK 236PP
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9599
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1
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Corner
|
Universal, but very difficult on lights.
|
- Optimal and consistent on med/heavy characters.
- Air string timing varies greatly based on weight, notably Bella, Double, and Band require less delay between jMK jHP in the second string.
- 2LPx2 in the end string can be replaced with 5LPx2 if the opponent is too high after jHP
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(video)
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- 2LK 2MK 5HK [4]6MP
- OTG 2MK 5HK [4]6HK~P
- 2MPx2 5HK [4]6HK~P
- 2LK 2MPx2 5HK 623HP[shake]
- dash jMKx2 j.HP
- 2LPx2 2LK 2MPx2 5HK [4]6HK 236PP
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9705
|
1
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Corner
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Lights only
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- Caio/E-Brake lights route.
- Swap M Brass with E-Brake to turn it into an otgless route for 8040 dmg meterless.
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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 214MK
- 2MK 5HP
- jMP jHP jHK
- OTG 5LK 5MK
- jLK jMKx1
- 2LPx2 5MK
- jLP jLK jMKx2 jHK 236KK[9]
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~5662
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1
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Midscreen
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|
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(video)
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- Throw [4]6HK~P
- 5LPx2 2LK 2MPx2 623HP[shake]
- jMK~MK jHP
- dash jLP jMK~MK jHP (fastfall)
- 5MKx2
- jLK jMK~MK jHP (fastfall)
- 2MPx2 5HP
- jMP jMK~MK jHP (fastfall)
- 2LPx2 5LK 2MPx2 5HK [4]6HK
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6271
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0
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Midscreen
|
|
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(video)
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- Throw [4]6HK~P
- 5LPx2 2LK 2MPx2 5HK 623HP[shake]
- jMK~MK jHP
- dash jump jLP jMK~MK jHP (fastfall)
- 5MKx2
- jLK jMK~MK jHP (fastfall)
- 2MPx2 5HP
- jMP jMK~MK jHP (fastfall)
- 2LPx2 5LK 2MPx2 5HK [4]6HK
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6495
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0
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Corner
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|
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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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- Air throw
- OTG jMK
- 5MP 623HP (shake)
- jLK jMK
- 5MK
- jLP jLK jMK
- 2LK 2MK 5HK [4]6HK 236PP
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5230
|
1
|
Anywhere
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Universal
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- Easy and basic air throw combo that does the job.
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(video)
|
- Air throw
- OTG jMK
- 5MP 623HP (shake)
- jLK jMK
- 5MK
- jLP jLK jMK
- 2LK 2MK 5HP
- jMP jMKx2 jHP 236KK (hold upforward)
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5450
|
1
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Anywhere
|
Universal
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- Tympany ender variation on the above that does a little more damage and has better corner carry, but will be more awkward to DHC out of.
- Damage is approximate based on number of Tympany hits.
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(video)
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- Air throw
- OTG jMK
- 2MK 5HP
- jMP jMK~MK jHP
- dash jump jLP jMK~MK jHP (fastfall)
- 2MPx2 623HP[shake]
- jLK jMK~MK jHP (fastfall)
- 2LPx2 5LK 2MPx2 5HK [4]6HK 236PP
|
6924
|
1
|
Midscreen
|
|
- High damage but difficult midscreen conversion.
|
(video)
|
- Air throw
- OTG jMK
- 2MPx2 5HP
- jMK~MK jHP
- sj jLP jMK~MK jHP
- sj jLK jMK~MK
- 5LK 623HP[shake]
- 2LPx2 5LK 2MPx2 5HK [4]6HK 236PP
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6986
|
1
|
Corner
|
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- High damage but difficult corner conversion.
- Hard on light characters, but not so bad on mediums and heavies.
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(video)
|
- Air throw
- OTG jMK~MK jHP
- sj jLP jMK~MK jHP
- sj jLK jMK~MK jHP (fastfall)
- 5MKx2
- jMP jMK~MK jHP (fastfall)
- 2MPx2 5HK 623HP[shake]
- 2LPx2 5LK 2MPx2 5HK [4]6HK 236PP
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7139
|
1
|
Corner
|
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- Optimal and very difficult corner conversion.
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(video)
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2HP
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
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- 2HP [4]6HK~P
- 5LPx1 2MK 5HP
- jMP jMK~MK(1) jHP
- dash jump jLK jMK~MK jHP (fastfall)
- 2LK 5MKx1
- jLP jLK
- 2MP 5HK [4]6HK
|
6199
|
0
|
Midscreen
|
|
|
(video)
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H Giant Step
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
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- 214HK
- 2MK 5HP
- jMP jMK~MK(1) jHP
- dash jump jLP jMK~MK jHP (fastfall)
- 5LK 5MKx1
- jLK jMK~MK jHP (fastfall)
- 2LPx2 5LK 2MPx2 5HK [4]6HK
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6804
|
0
|
Midscreen
|
|
|
(video)
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Beat Extend
Notation
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Damage
|
Meter Cost
|
Location
|
Character Specific?
|
Notes
|
Video
|
- 623P[no shake]
- 5MP 5HP
- jMP jHP jHK
- Tech Forward OTG 5MKx2
- jLK jMP
- dash jLP jLK jMK
- 2LK 2MK 5HK [4]6HK
|
6506
|
0
|
Midscreen
|
|
|
(video)
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- 623P[no shake]
- 2MK 5HP
- jMP jMK~MK(1) jHP
- dash jump jLP jMK~MK jHP (fastfall)
- 5LK 5MKx1
- jLK jMK~MK
- 2LPx2 5LK 2MPx2 5HK [4]6HK
|
6139
|
0
|
Midscreen
|
|
|
(video)
|
- 623P[no shake]
- 2MK 5HP
- jHP jHK
- Tech forward OTG 5LK 5MK
- jMK~MK jHP
- dash jLK jMKx2
- dash 2LPx2 5LK 2MPx2 5HK [4]6HK
|
6955
|
0
|
Midscreen
|
Lights only
|
|
(video)
|
- 623P[no shake]
- 2MK 5HP
- jMP jHK
- Tech forward OTG 5LK 5MKx2
- jLP jMKx2 jHP
- dash jLK jMK~MK
- dash 2LPx2 5LK 2MPx2 5HK [4]6HK
|
6988
|
0
|
Midscreen
|
Mediums/Heavies
|
- Optimal mediums/Double route which also works on Big Band
|
(video)
|
- 623P[no shake]
- 2MPx2 5HP
- jMP jHP jHK
- Tech forward OTG 5MKx2
- jMKx2 jHP
- dash jLK jMKx2
- dash 2LPx2 5LK 2MPx2 5HK [4]6HK
|
7207
|
0
|
Midscreen
|
Big Band only
|
|
(video)
|
Cymbals
Notation
|
Damage
|
Meter Cost
|
Location
|
Character Specific?
|
Notes
|
Video
|
- j214K
- dash 2MK 5HP
- jMK~MK jHP
- dash jump jLP jMK~MK jHP (fastfall)
- 5MKx2
- jLK jMK~MK jHP (fastfall)
- 2MPx2 5HP
- jMP jMK~MK jHP (fastfall)
- 2LPx2 5LK 2MPx2 5HK [4]6HK
|
6834
|
0
|
Midscreen
|
|
|
(video)
|
Counter Hit Punishes
Notation
|
Damage
|
Meter Cost
|
Location
|
Character Specific?
|
Notes
|
Video
|
- CH 2MK 5HP
- jMP jHP jHK
- OTG 2HK 623HP[shake]
- jMKx2 jHP
- dash jLK jMKx2 jHP(fastfall)
- 5LK 5MK
- jLP jMKx2
- 2LPx2 5LK 2MPx2 5HK [4]6HK 236PP
|
10180
|
1
|
Midscreen
|
|
- On lights, dash jumping after beat extend makes the confirm into jMKx2 easier
|
(video)
|
- CH 2LK 2MK 5HP
- jMP jHP jHK
- OTG 2MPx2 623HP[shake]
- jMKx2 jHP
- dash jLK jMKx2 jHP(fastfall)
- 5MK
- jLP jMKx2
- 2LPx2 5LK 2MPx2 5HK [4]6HK 236PP
|
9547
|
1
|
Midscreen
|
|
- On lights, dash jumping after beat extend makes the confirm into jMKx2 easier
|
(video)
|
- CH 2MK 5HK [4]6MP
- 2MPx2 5HK 623HP
- jMKx2 jHP
- jLP jMKx2 jHP
- jLK jMKx2
- 5MKx2
- jMP jMKx2
- 2LPx2 5LK 2MPx2 5HK [4]6HK 236PP
|
10285
|
1
|
Corner
|
|
- If a character is not too short, you are able to get all hits of the second jMKx2 before cancelling into jHP, slightly increasing the damage
|
(video)
|
- CH 2MK 5HK [4]6MP
- 2MK 5HK [4]6HK~P
- 2MPx2 5HK [4]6HK~P
- 2LK 2MPx2 5HK 623HP[shake]
- jLP jMKx2 jHP
- jLK jMKx2 jHP (fastfall)
- 2LPx2 5LK 2MPx2 5HK [4]6HK 236PP
|
10842
|
1
|
Corner
|
Lights only
|
|
(video)
|
- CH 2MK 5HK [4]6MP
- 2MPx2 5HK [4]6HK~P
- 2LK 2MPx2 5HK 623HP[shake]
- jMKx2 jHP
- jLK jMKx2 jHP (fastfall)
- 5MKx2
- jMP jMKx2
- 2LPx2 5LK 2MPx2 5HK [4]6HK 236PP
|
10723
|
1
|
Corner
|
Lights and mediums only
|
|
(video)
|
- CH 2MK 5HK [4]6MP
- 2MK 5HP
- jMP jHP
- jMK jHP
- 2MPx2 5HK 623HP[shake]
- jLP jMKx2 jHP
- 2LPx2 5LK 2MPx2 5HK [4]6HK 236PP
|
10726
|
1
|
Corner
|
Mediums and heavies only
|
|
(video)
|
- CH 5HK [4]6MP
- 2MK 5HP
- jMP jHP
- jMK jHP
- 2MPx2 5HK 623HP[shake]
- jLK jMKx2 jHP
- sj jLP jLK jMKx2
- 2LPx2 5LK 2MPx2 5HK [4]6HK 236PP
|
11159
|
1
|
Corner
|
Mediums and heavies only
|
|
(video)
|
Double Snap
Notation
|
Damage
|
Meter Cost
|
Location
|
Character Specific?
|
Notes
|
Video
|
- Snapback
- OTG 2LK 2MK 5HP
- (5LP 2MK 5HP)
- repeat
|
N/A
|
1
|
Corner
|
Universal
|
Easy universal snap combo, takes longer to kill but virtually impossible to drop.
|
(video)
|
- Snapback
- OTG 2LK 2MK 5HP
- (M Brass 2MK 5HP)
- repeat
|
N/A
|
1
|
Corner
|
Universal
|
Kills faster than the easy snap combo, while building a pinch of meter.
|
[ (video)]
|
- Snapback
- OTG 2MK 5HP
- (jLP jMP jHP)
- repeat
|
N/A
|
1
|
Corner
|
Universal
|
The Dhoppler
Kills the fastest out of the three.
|
(video)
|
Team Combo Compendium
Damage/Undizzy Ratios
Move
|
Damage/undizzy
|
Damage (max scaling)
|
Undizzy
|
623HP (shake)
|
33.5
|
670
|
20
|
623MP (shake)
|
27
|
540
|
20
|
[4]6HK
|
26.75
|
535
|
20
|
[4]6HP
|
24.05
|
481
|
20
|
[4]6MK
|
21.75
|
435
|
20
|
623LP (shake)
|
20.5
|
410
|
20
|
[4]6MP
|
17.85
|
357
|
20
|
j.MK
|
13
|
260
|
20
|
2MP
|
12.5
|
250
|
20
|
5MK
|
12.5
|
250
|
20
|
623HP
|
12.5
|
250
|
20
|
j.214HK
|
12
|
240
|
20
|
2HK
|
11
|
330
|
30
|
j.HK
|
11
|
330
|
30
|
2LP
|
10
|
150
|
15
|
214HK
|
9.5
|
190
|
20
|
2HP
|
9.166666667
|
275
|
30
|
j.HP
|
9.166666667
|
275
|
30
|
623MP
|
9
|
180
|
20
|
[4]6LP
|
9
|
180
|
20
|
j.214MK
|
9
|
180
|
20
|
5LP
|
8
|
120
|
15
|
5LK
|
8
|
120
|
15
|
214MK
|
8
|
160
|
20
|
j.LK
|
8
|
120
|
15
|
2MK
|
7.5
|
150
|
20
|
5MP
|
7
|
140
|
20
|
623LP
|
7
|
140
|
20
|
j.214LK
|
7
|
140
|
20
|
214LK
|
6.5
|
130
|
20
|
j.MP
|
6.5
|
130
|
20
|
5HP
|
6.333333333
|
190
|
30
|
5HK
|
6.333333333
|
190
|
30
|
j.LP
|
5.333333333
|
80
|
15
|
2LK
|
4.333333333
|
65
|
15
|
General
|
|
Characters
|
|
|
|
Mechanics
|
|
Other
|
|