Numpad notation
|
=
|
|
=
|
|
|
|
up-back |
up |
up-forward
|
back |
neutral |
forward
|
down-back |
down |
down-forward
|
|
- 236 =
![Sg 236.png](/images/thumb/c/cc/Sg_236.png/30px-Sg_236.png)
- 214 =
![Sg 214.png](/images/thumb/8/85/Sg_214.png/30px-Sg_214.png)
- 623 =
![Sg 623.png](/images/thumb/d/de/Sg_623.png/30px-Sg_623.png)
- 421 =
![Sg 421.png](/images/thumb/e/e3/Sg_421.png/30px-Sg_421.png)
- [4]6 =
(hold for 35 frames), ![6.gif](/images/b/bd/6.gif)
- [2]8 =
(hold for 35 frames), ![8.gif](/images/4/40/8.gif)
- 360 =
![Sg 360.png](/images/thumb/5/5f/Sg_360.png/30px-Sg_360.png)
|
- (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)
|
- 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
|
Character legend
Full move name
|
Abbreviated name
|
Input
|
Osiris Spiral
|
Spiral
|
214K
|
Harthor's Return
|
Return
|
214P/K or 236P/K
|
Lady of Slaughter
|
LoS
|
236PP
|
General Combo Tips
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!
- 1.
- 2LK 2MK 5HKx2
- A basic ground chain combo ending in a sliding knockdown
- 2.
- 2LK 2MK 5HPx3 236LK
- A basic ground chain combo ending in a special cancel
- 3.
- 2LK 2MK 5HPx2 H Spiral LoS
- A basic ground chain combo ending in a super cancel
- 4.
- 2LK 2MK 2HP
- jMP jHP
- adc jLK jMP jHP
- (restand) 5LPx3 2MK 5HPx2 H Spiral LoS
- A basic air chain combo that sets up a restand. After the restand, you can choose to go for a reset with IAD jLK or throw.
Solo Combos
2LK
Notation
|
Damage
|
Meter Cost
|
Location
|
Character Specific?
|
Notes
|
Video
|
- 2LK 2MP 2HP Horus
- dash 2HK 623HP
- jMP jHP ADC
- jLK jMP jHP
- 2MK 5HPx2 L Spiral
- 5LK 2MK 5HPx2 H Spiral LoS
|
7182
|
1
|
Anywhere
|
Universal
|
- Can dash under an opponent after Horus for a side-switch.
|
(video)
|
- 2LK 2MP 5HPx3 623HP
- jMK ADC
- jLK jMP
- 5MP Horus
- dash 5HPx3 623MP~HP
- jLP jLK jMP
- 5MKx2 5HK~L Spiral
- 5LK 2MK 5HPx3 H Spiral LoS
|
7323
|
1
|
Anywhere
|
Universal
|
|
(video)
|
- 2LK 2MP 5HPx3 623MP~HP
- jHK
- ADC jHP jHK
- 2HK 623LP~MP~HP TK Horus
- 5MKx1 5HPx3 L Spiral
- 5LK 5MKx2 5HPx3 H-Spiral LoS
|
8105
|
1
|
Corner
|
Universal
|
- Does not use Sekhmet
- For the Horus, TK the input and execute it during the jump startup so that you don't actually leave the ground.
|
(video)
|
- 2LK 2MP 2HP 236MK
- 214HP
- Sek jM Sek sH Return
- 5HPx3 236LK
- 2MK 5HP 623LP~MP~HP
- AD jLK jMP
- 5LPx3 5MK 5HPx3 H Spiral LoS
|
8115
|
1
|
Corner
|
Universal
|
|
(video)
|
- 2LK 2MK 5HKx1 623HP
- jMP ADC
- jLK jMP
- 2MK 623MP~HP
- jLP jLK jMP
- 2LP 2MK 623LP~MP~HP
- jHK ADC
- airthrow (whiff)
- 2LK 2MK 5HPx2 Snap
|
?
|
1
|
At least several character spaces away from the corner behind you
|
Universal
|
Happy birthday corner carry > double snap combo
|
(video)
|
- 2LK 2MK 5HPx3 623HP
- jHK Sek jM Sek 5H
- Sek jL Sek jM Sek 5H
- 2HK (hits only head) 623LP~MP~HP
- TK Horus
- 2LK (hits only head) 2MK (hits only head) 5HKx2 L-Spiral
- 5LPx1 5MKx1 5HPx3 H Spiral LoS
|
12387 (15547 in older patch w/o super)
|
1
|
Corner
|
Headless Fortune
|
Specific combo for when the head is in the corner
- For the Horus, TK the input and execute it during the jump startup so that you don't actually leave the ground.
- For the jL Sek jM Sek to connect, use the jL Sek relatively close to the ground
|
(video)
|
Throw
Notation
|
Damage
|
Meter Cost
|
Location
|
Character Specific?
|
Notes
|
Video
|
- Throw
- 623HP
- jMK Sek jH
- Return
- 2MK 5HPx2 623MP~HP
- jMP jHP
- ADC jLK jMP jHP
- 5LPx3 5MKx2 5HPx2 H-Spiral LoS
|
5487
|
1
|
Midscreen
|
Universal
|
|
(video)
|
- Throw 623HP
- jMK ADC
- jLK jMP
- 5LP 2MK/5MP
- <etc>
|
N/A
|
N/A
|
Anywhere
|
Lights
|
- Conversion without Sekhmet
- "You will have to delay the first jMK as long as possible, and the other parts also will need some delay."
- "Cerebella, Squigly and Filia/Fukua are the hardest characters to get the conversion to work on, their timing is very finicky. On most other characters, I would call the conversion practical."
|
(video)
|
- Throw 623HP
- jMK ADC
- jMP jMK
- 2MK
- <etc>
|
N/A
|
N/A
|
Anywhere
|
Heavies
|
- Conversion without Sekhmet
- "You will have to delay the first jMK as long as possible, and the other parts also will need some delay."
- "Cerebella, Squigly and Filia/Fukua are the hardest characters to get the conversion to work on, their timing is very finicky. On most other characters, I would call the conversion practical."
|
(video)
|
Air Throw
Notation
|
Damage
|
Meter Cost
|
Location
|
Character Specific?
|
Notes
|
Video
|
- Airthrow
- 2MK 2HP Horus
- dash 2MK 5HPx2 623LP~MP~HP
- jMK ADC
- jLK, jMP
- 5LPx2 2MK 5HPx2 H-Spiral LoS
|
5656
|
1
|
Anywhere
|
Universal
|
|
(video)
|
Level 3
Notation
|
Damage
|
Meter Cost
|
Location
|
Character Specific?
|
Notes
|
Video
|
- Level 3
- 623MP~HP
- jMK j214HP
- Sek 5M Sek 5H Return
- 2MK 2HP
- jMP ADC
- jLK jMP
- 5LPx3 5MKx2 5HPx2 H-Spiral
|
7056
|
3
|
Midscreen
|
Universal
|
|
(video)
|
Counter hit punishes
Notation
|
Damage
|
Meter Cost
|
Location
|
Character Specific?
|
Notes
|
Video
|
- CH 5HPx3 623HP
- jMK Sek jH
- Sek 5M Sek 5H Return
- 5HPx3 Horus
- dash 2HK 623HP
- jMP jHP ADC
- jLK jMP jHP
- L Spiral
- 5LK 2MK 5HPx3 H Spiral LoS
|
8440
|
1
|
Midscreen
|
Universal
|
|
(video)
|
- CH 5HPx3 623HP
- jHK ADC
- jHP jHK
- 2HK 623LP~MP~HP
- TK Horus
- 5MK 5HPx3 623LP~MP~HP
- jMK jHK ADC
- Airthrow (whiff)
- 5LPx3 5MK L Spiral
- 5LK 2MK 5HPx3 H Spiral LoS
|
9499
|
1
|
Corner
|
Universal
|
|
(video)
|
Double snap
Notation
|
Damage
|
Meter Cost
|
Location
|
Character Specific?
|
Notes
|
Video
|
- Snapback
- 2MK 2HP
- repeat
|
N/A
|
1
|
Corner
|
Universal
|
|
(video)
|
- Snapback
- 2MK 2HP
- jHP ADC
- jHP
- repeat
|
N/A
|
1
|
Corner
|
Universal
|
|
(video)
|
- Snapback
- 623MP~HP
- jHP ADC
- jHK
- repeat
|
N/A
|
1
|
Corner
|
Universal
|
|
(video)
|
Team Combos
Damage/Undizzy Ratios
Move
|
Damage/undizzy
|
Damage (max scaling)
|
Undizzy
|
214HK
|
21.5
|
430
|
20
|
Sekhmet 5M
|
20
|
400
|
20
|
623LP
|
16.5
|
330
|
20
|
Sekhmet 5L
|
15.33333333
|
230
|
15
|
Sekhmet j.M
|
15.1
|
302
|
20
|
236LK
|
13.75
|
275
|
20
|
214MK
|
13.5
|
270
|
20
|
5MK
|
13
|
260
|
20
|
623MP
|
13
|
260
|
20
|
5HP
|
11
|
330
|
30
|
2HK
|
11
|
330
|
30
|
Sekhmet 5H
|
10.06666667
|
302
|
30
|
Sekhmet j.H
|
9.6
|
288
|
30
|
5HK
|
9.333333333
|
280
|
30
|
2MK
|
9
|
180
|
20
|
214LK
|
9
|
180
|
20
|
2MP
|
8.5
|
170
|
20
|
236MK
|
8.5
|
170
|
20
|
5LP
|
8
|
120
|
15
|
623HP
|
7.5
|
150
|
20
|
2LP
|
6.666666667
|
100
|
15
|
2HP
|
6
|
180
|
30
|
j.HP
|
5.833333333
|
175
|
30
|
j.HK
|
5.833333333
|
175
|
30
|
5MP
|
5.5
|
110
|
20
|
j.MK
|
5
|
100
|
20
|
Sekhmet 2L
|
4.666666667
|
70
|
15
|
Sekhmet j.L
|
4.666666667
|
70
|
15
|
j.MP
|
4.5
|
90
|
20
|
5LK
|
4.333333333
|
65
|
15
|
j.LP
|
4
|
60
|
15
|
j.LK
|
4
|
60
|
15
|
2LK
|
3.666666667
|
55
|
15
|
General
|
|
Characters
|
|
|
|
Mechanics
|
|
Other
|
|