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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Full name 1
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Abbreviated 1
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Input 1
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Full name 2
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Abbreviated 2
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Input 2
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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 combo ending in sweep. Unsafe on block.
2LK 2MK 2HK
A basic ground chain combo ending in a special cancel. Also unsafe on block.
2LK 2MK 2HK 236LP
A basic ground chain combo ending in a super cancel.
2LK 2MK 2HK 236LP 623PP
Combo Primer
Hit Confirms
- 2LK 2MK - Standard, hunger-independent low > low hitconfirm that's -2.
- 2LK 5MK - Standard low > low hitconfirm when close to a puddle, since 2MK splash will ruin many routes. More damage than 2LK 2MK,, and combos into 6HP and more, but is -5 on block.
- 2LK 2MP - Ravenous low > low hitconfirm. More damage than 2LK 2MK, and only -3. Functions while Overstuffed, since it's -6, but 2MP will hit mid, so it's not too effective. Do NOT use this hitconfirm while Satiated, it's -8.
- jMP jMK - Ravenous overhead hitconfirm. After landing, link 2MP or 2HK into your normal bnb.
- jMP dl jHP - Alternate Ravenous overhead hitconfirm that can lead into higher damage since you get a stage 1 special cancel, but harder to hitconfirm effectively since jHP is unsafe (can still be made safe with Slurp if blocked).
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 2HK 236LP (max grinds)
- microdash 2HP
- jMP jHP 214MK
- OTG 5MP(x2) 214HK
- dash 6LP 5MP(x2) 2HP
- jHK
- 5LK 5MP(x2) 5HP [4]6MP 623PP
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8156
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1
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Anywhere
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Universal
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- Satiated start
- Microdash is only needed on skinny characters like Squigly
- Delay jHP on lightweights
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(video)
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- 2LK 2MP 2HK 236LP (max grinds)
- microdash 2HP
- jMP dl jMK
- 5MK 2HP
- jHP
- OTG 5MP(x2) 2HP
- dl j[LK] jMK
- 6LP 5MP(x2) 2HP [2]8HP 623PP
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7723
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1
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Anywhere
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Universal
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- Ravenous start
- Microdash is only needed on skinny characters like Squigly
- Can be used in Satiated as long as you don't grind all the way to Overstuffed
- Replacing the last jMK with jMP makes it slightly more difficult to land all j[LK] hits but is ~20 more damage
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(video)
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- 2LK 2MK 2HP
- jMP jHP 214MK
- OTG 5MP(x2) 6[HP] dl [4]6MP
- 5LK 5MP(x2) 2HP
- jHK
- 6LP 5MP(x2) 5HP [4]6MP 623PP
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7792
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1
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Anywhere
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Universal
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- Overstuffed start
- Might need a microdash before 5LK on some characters/some timings of Slurp
- Delaying jHK slightly can help link 6LP after. Replacing 6LP with 5LP is also easier for only 30 less damage
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(video)
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- 2LK 2MK 2HP
- jHK
- 5MK 2HP
- jMK jHK(3)
- 5LK 5MP(x2) 2HP
- j[LK] jMK
- 6LP 5MP(x2) 2HK 236LP (max grinds) 623PP
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5602
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1
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Anywhere
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Universal
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- Works in ANY HUNGER STATE
- Significantly less damage than her other bnbs, only worth learning if you're not confident on memorizing a bnb for each hunger state
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(video)
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- 2LK 2MK 2HK
- jMP JHP
- 214HK 214MK
- 5MP(x2) 6[HP]
- ]HP[ OTG [4]6MP
- 6LP 5MPx2 5HP 236LP [4]6MP 623PP
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8378
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1
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Anywhere
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Universal
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- Satiated starter
- In corner you have to delay 214HK on light and midweights
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{{{video}}}
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Conversions
Meter Dumping
Tips
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 2HK 236LP (max grinds)
- microdash 2HP
- jMP jHP 214MK
- OTG 5MP(x2) 214HK
- dash 6LP 5MP(x2) 2HP
- jHK
- 5LK 5MP(x2) 5HP [4]6MP 623PP
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8156
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1
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Anywhere
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Universal
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- Satiated start
- Microdash is only needed on skinny characters like Squigly
- Delay jHP on lightweights
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(video)
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- 2LK 2MP 2HK 236LP (max grinds)
- microdash 2HP
- jMP dl jMK
- 5MK 2HP
- jHP
- OTG 5MPx2 2HP
- dl j[LK] jMP
- 6LP 5MPx2 2HP [2]8HP 623PP
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7732
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1
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Anywhere
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Universal
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- Ravenous start
- Can be used in Satiated as long as you don't grind all the way to Overstuffed
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(video here)
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- 2LK 2MK 2HP
- jMP jHP 214MK
- OTG 5MPx2 6[HP] dl [4]6MP
- 5LK 5MPx2 2HP
- jHK
- 6LP 5MPx2 5HP [4]6MP 623PP
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7792
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1
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Anywhere
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Universal
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- Overstuffed start
- Might need a microdash before 5LK on some characters/some timings of Slurp
- Delaying jHK slightly can help link 6LP after. Replacing 6LP with 5LP is also easier for only 30 less damage
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(video)
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- 2LK 2MK 2HP
- jHK
- 5MK 2HP
- jMK jHK(3)
- 5LK 5MPx2 2HP
- j[LK] jMK
- 6LP 5MPx2 2HK 236LP (max grinds) 623PP
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5602
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1
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Anywhere
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Universal
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- Works in ANY HUNGER STATE
- Significantly less damage than her other bnbs, only worth learning if you're not confident on memorizing a bnb for each hunger state
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(video)
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- Combo here
- Combo here
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N/A
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1
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Midscreen
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(video here)
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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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- Combo here
- Combo here
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N/A
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1
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Midscreen
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(video here)
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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
- 214MK Dash 236LP (max chews)
- [4]6MP OTG 6LP 2HP (launcher)
- JMP xx JHP
- 214HK 214MK 5MPx2 2HP
- JHK
- 5LK 5MPx2 5HP [4]6MP
- 623PP
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6267
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1
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Midscreen
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Universal
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- Universal Air throw
- If OTG is used to confirm 236LP, you can replace the following 6LP with 2LP, more lenient but does slightly less damage.
- What makes this universal is that wider characters will be hit by salt grinder easier, saving OTG for 6LP.
- Delay on air string will vary on weight, lights mean longer delay heavies need less delay.
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(video here)
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- Air Throw
- Dash 214MK 5HP 236LP (max chews)
- [4]6MP OTG 5MK 2HP (launcher)
- JMP xx JHP
- 214HK 214MK 5MPx2 6HP
- [4]6MP 6LP 5MPx2 5HP [4]6MP
- 623PP
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7067
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1
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Midscreen
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Universal
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- Universal Air throw
- OTG may occur after first [4]6MK, Big Band will always OTG there.
- Delay on air string will vary on weight, lights mean longer delay heavies need less delay.
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(video here)
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Tongue Twister
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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- [4]6LP+LK (max chews) 236MP+HP
- dash jMP jHP 214MK
- OTG [4]6MP
- 6LP 2MK 6[HP]>214MK
- 5MP(x2) [4]6MP
- 5LK 5MP(x2) 5HP [4]6MP
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6974
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1
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Anywhere
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Universal
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- Satiated-Overstuffed start
- Harder on heavies
- Doesn't work on Band if too close to the corner
- Replace 236MP+HP with 236LP+MP or 236LP+HP depending on distance from corner
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(video)
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- [4]6LP+LK (max chews) 236MP+HP
- dash jHP 236LP
- microdash 2HP
- jMP jHP 214MK
- OTG [4]6MP
- 5LK 2MK 6[HP] 214MK
- dash 6LP 5MP(x2) 5HP [4]6MP
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8261
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1
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Anywhere
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Universal
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- Starving-Ravenous start
- Harder on heavies
- Doesn't work on Band if too close to the corner
- Replace 236MP+HP with 236LP+MP or 236LP+HP depending on distance from corner
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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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- Combo here
- Combo here
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N/A
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1
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Midscreen
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(video here)
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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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- Combo here
- Combo here
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N/A
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1
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Corner
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(video here)
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Midscreen Assist Kill
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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- Combo here
- Combo here
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N/A
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0
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Midscreen
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(video here)
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Team Combo Compendium
Assist 1
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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- Combo here
- Combo here
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N/A
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1
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Midscreen
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(video here)
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Damage/Undizzy Ratios (Filia)
Move
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Damage/undizzy
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Damage (max scaling)
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Undizzy
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214HK
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19
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380
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20
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623HP
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15
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300
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20
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214MK
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13
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260
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20
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j.214K
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13
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260
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20
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2MK
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11.5
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230
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20
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2HK
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10.06666667
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302
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30
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623MP
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10
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200
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20
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214LK
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10
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200
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20
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j.MP
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10
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200
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20
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5HP
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9.166666667
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275
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30
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5HK
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9.166666667
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275
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30
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623LP
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8
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160
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20
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5LP
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6.666666667
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100
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15
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2MP
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6
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120
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20
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2HP
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6
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180
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30
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236P
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6
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120
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20
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j.HP
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6
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180
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30
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j.HK
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6
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180
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30
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5MP
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5.5
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110
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20
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j.MK
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5.5
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110
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20
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2LP
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5.333333333
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80
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15
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5LK
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5.333333333
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80
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15
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5MK
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4.5
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90
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20
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j.LP
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3.333333333
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50
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15
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j.LK
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3.333333333
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50
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15
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2LK
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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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