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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Napalm Toss
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Toss
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214K (Air OK)
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Napalm Shot
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Shot
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[4]6P
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Napalm Trigger
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Trigger
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[2]8LK
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Napalm Quake
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Quake
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[2]8MK
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Napalm Pillar
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Pillar
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[2]8HK
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Egret Call
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L Egret
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[4]6LK
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Egret Charge
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H Egret
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[4]6HK
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Silent Scope
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Sniper
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236PP
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Motor Brigade
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Bikes
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236KK
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Inferno Brigade
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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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General Combo Tips
- For the pillar bikes combo ender, slightly delay the super cancel to ensure all the bikes hit on light and midweight characters. Be sure not to delay it against Double in the corner, since it will drop.
- jMK jHK is interchangeable with jMK jHP which is easier but does less damage at full scaling
- Is 5HP or 6HP better?
- TL;DR: first chain 6HP is better if you're OK with not keeping a horizontal charge. At any other point in the combo, it depends, so just test it out. The difference is usually minute so you don't need to stress about it.
- Early: 5HP is two hits (700+750 = 1450 w/o scaling). If 5HP is the 3rd/4th hit in a combo the damage is 700+656 = 1356. 6HP is one hit (1200). Without scaling 5HP is more damage, but it will advance the scaling more, weakening each subsequent move. If you have the execution and are OK with forgoing your horizontal charge, 6HP is better at the start of a combo.
- Max scaling: The damage of 5HP at max scaling is 140+150 = 290. However, 6HP has the minimum scaling of 27.5% since it meets the 1000 base damage requirement. This results in 330 damage for 6HP at max scaling.
- Also consider 5HP is more flexible to chain into than 6HP. 5HP will combo with any chain from a medium button, but 6HP you have to use the 2MK 6HP chain, or 5MP/2MP 6HP with a tear.
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 sweep
- A basic ground chain ending in a special cancel. This combo will get you used to doing charge motions in combos. After you input s.HP, be sure to hold 1 (the down-back position) so you have a charge ready for Napalm Pillar.
- 2LK 2MK 5HPx2 Quake Sniper
- A basic ground chain ending in a super. The sniper super puts the opponent in a crumple.
- jLK jMK jMP
- jLP jHK
- restand 5LKx2 5MKx2 5HPx2 Quake Sniper
- A basic universal air chain combo with a restand. After the restand, you can go for an overhead mixup with 6LP, or a throw.
Solo Combos
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 5HPx2 L Shot
- 5MP 4HK L Egret
- dash 5MKx1 2HP
- jLP jLK jMP
- jMK jHK
- 5LKx2 5MKx2 5HPx2 Pillar Bikes
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6791
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1
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Anywhere
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Universal
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- Reliable midscreen combo that doesn't use OTG, and has her basic air vortex built right into it.
- Omit the 4HK if you're not close enough to hit, cancel the 5MP into Egret Call as soon as possible.
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(video)
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- 2LK 2MK 5HPx2 L Shot
- 5MP 4HK L Egret
- dash 5MKx1 2HP
- jMP jHP OTG* jHK
- 5LKx2 5MKx2 5HPx2 Pillar Bikes
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6824
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1
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Anywhere
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Universal (*but uses OTG on heavies)
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- Same as above, but with a different air chain.
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- 2LK 2MK 2HP
- jMP jHP jL-Toss
- OTG jHP
- 4HK H Toss
- 5HPx2 L-Shot
- 5MP 4HK L-Egret
- 5LKx2 5MKx2 5HPx2 Pillar Bikes
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7532
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1
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Midscreen
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?
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-
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- 2LK 2MK 2HP
- jMP jHP jM-Toss
- OTG jHP
- 5MP 5HPx2 L-Egret
- dash 5LKx2 2MK 5HPx2 L-Shot
- 5LPx1 5MKx1 5HPx2 Pillar Bikes
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7148
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1
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Midscreen
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?
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- Other route you can use from jMP jHP toss jHP
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- 2LK 2MK 5HPx2 L Shot
- 5MP 4HK OTG H Egret
- dash until corner 5MKx2 5HPx2 L Shot
- 5LPx2 5MP 5HPx2 L Shot
- 5LKx2 2MK 5HPx2 Pillar Bikes
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7395
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1
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Midscreen
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Universal (-Big Band)
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- If you get a confirm without spending OTG, you can use this to take them to the corner. This exact combo will not work against Big Band since he will be too far away, but the 4HK Bike part that corner carries will work on him if you combo into 4HK during a restand.
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-
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- 2LK 2MK 2HP
- jLK jMK delay jHP
- 4HK OTG H Egret
- delay dash until corner 5LKx2 5HPx2 L Shot
- 5MP 4HK L Egret
- 5LPx2 2MK 6HP Pillar Bikes
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7057
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1
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Midscreen
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Big Band OK
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- Big Band version of the above corner carry combo. The 4HK H Egret needs to be point blank for it to work on him.
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-
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- 2LK 2MK 5HPx2 (H-Shot) Sniper
- dash 5LKx1 5HPx2 L-Shot
- 5MP 4HK L-Egret
- dash 5MKx1 2HP
- jLP jLK jMK jMP
- dash 5LPx2 2MK 6HP Pillar
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6692
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1
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Anywhere
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- Far range confirm. Omit H-Shot from really far ranges
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- 2LK 2MK 2HP Pillar
- OTG 2HK L Shot
- 5MP 5HPx2 L Shot
- 5LKx2 5HK Trigger
- 2MK 6HP L Shot
- 5LPx2 5MP 6HP Pillar Bikes
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8027
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1
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Corner
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Universal
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- Reliable corner route with good damage. The 2HP Pillar 2HK route is especially useful for damage early on in a combo.
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(video)
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- 2LK 2MK 2HP Pillar
- OTG 2HK L-Shot
- 5MP 5HPx2 L-Shot
- 5LKx2 5HK Trigger
- 2MK 6HP L-Shot
- 5LPx2 2MK 6HP H-Shot Bikes
- Trigger Bikes
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8973
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2
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Corner
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Lights/Mediums only
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- 2LK 2MK 2HP Pillar
- 2HK L-Shot
- 5MP 4HK L-Toss
- 5HPx2 L-Shot
- 5LPx2 5MP 4HK
- 5LKx2 5MKx2 5HPx2 Pillar Bikes
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8125
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1
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Corner
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Lights only
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- Optimal (?) solo corner damage
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(video)
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- 2LK 2MK 5HPx2 Quake Sniper
- dash 5LKx1 2HP
- jLP jLK jMP
- jMK jHP jH-Toss
- 5MKx2 5HPx2 L-Egret
- dash 5LPx2 5MKx2 5HPx2 Snap
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N/A
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2
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Anywhere
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- Happy birthday corner carry
- Quake is necessary to get the sniper to hit the assist
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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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- 4Throw OTG H Egret
- dash until corner 5HPx2 L Shot
- 5MP 4HK L Egret
- jMK jHK
- 2MK 6HP L Shot
- 5LKx2 2MK 6HP L Toss
- 5LPx2 2MP 6HP Pillar Bikes
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6108
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1
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Anywhere
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Universal
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- Throw combo with corner carry
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- 4Throw L-Toss
- dash OTG 5MP 5HPx2 L-Shot
- 5MP 4HK L-Egret
- dash 5MKx1 2HP
- jLP jLK jMP
- jMK jHK
- 5LKx2 L-Shot
- dash 5LPx2 2MK 6HP Pillar Bikes
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5485
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1
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Anywhere
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- Can use L Toss to convert if you don't have an Egret available
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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 dash (5LPx1) 5MP 5HPx2 L-Shot
- 5MP 4HK OTG H-Egret dash until corner
- 5MKx2 5HPx2 L-Shot
- 5LKx2 2MK 6HP L-Shot
- 5LPx2 2MK 6HP Pillar Bikes
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5765
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1
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Midscreen
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Universal
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|
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- AT 5MP 2HP Pillar
- OTG 2HK LShot
- 5MP 5HPx2 LShot
- 5LKx2 5HK Trigger
- 2MK 6HP LShot
- 5LPx2 2MK 6HP Pillar Bikes
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6080
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1
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Corner
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Universal
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4HK
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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- 4HK L-Egret
- jMK jHP
- 2MK 6HP L-Shot
- 5MP 4HK L-Egret
- dash 5LKx2 5HPx2 L-Shot
- dash 5LPx2 2MK 6HP Pillar Bikes
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7698
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1
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Anywhere
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Universal (except Cerebella)
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- L Egret route. 4HK L-Egret is -2 if they block
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- 4HK L-Shot
- 5MP 4HK L-Egret
- jMK jHP
- 2MK 2HP
- jMP jHP jHK
- 5LKx2 5MKx2 5HPx2 Pillar Bikes
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7541
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1
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Anywhere
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Universal (except Big Band)
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- L Shot route. L Shot has better frame advantage on block if they don't immediately pushblock 4HK. Be mindful of already placed tears changing up the conversion.
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- 4HK L-Egret
- dash OTG 5HP L-Shot
- 5MP L-Shot
- dash 5MK 5HP L-Shot
- dash 5LK 5HP L-Shot
- dash 5LP 2MK 6HP Pillar Bikes
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7117
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1
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Anywhere
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Universal
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- Consistent version of the L Egret route, works at any range on any character
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- 4HK L-Egret
- jMK jHP
- 2MK 6HP L-Shot
- 5MP 4HK H-Egret dash until corner
- 5LPx2 5MKx2 5HPx2 Pillar Bikes
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7347
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1
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Midscreen
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- L Egret corner carry route
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- 4HK L-Egret
- 2HP Pillar
- OTG 2HK L-Shot
- 5MP 5HPx2 L-Shot
- 5LKx2 2MK 6HP L-Toss
- 5LP 2MP 6HP Pillar Bikes
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8479
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1
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Corner
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Pillar
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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- Pillar Bikes
- dash 5LKx1 5MKx1 2HP
- jLP jLK jMP
- jMK jHP
- 5MP 5HPx2 L-Shot
- dash 5LPx2 5MKx2 5HPx2 Pillar
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5533
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1
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Anywhere
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|
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- CH Pillar Bikes
- dash 5LKx1 5MKx1 2HP
- jMP jHP jHK
- 5MP 5HPx2 L-Shot
- dash 5LPx2 5MKx2 5HPx2 Pillar
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6083
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1
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Anywhere
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|
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- CH Pillar Bikes
- dash 5LKx1 5MKx1 2HP
- jLP jLK jMP
- jMK jHP jL-Toss
- 5MP 4HK L-Egret
- dash 5LPx2 5MKx2 5HPx2 Pillar
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5951
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1
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Anywhere
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|
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- Pillar Bikes
- 5HPx2 L-Shot
- 5LKx2 5HK Trigger
- 2MK 5HPx2 L-Shot
- 5MP 5HPx2 L-Shot
- 5LPx2 2MK 6HP Pillar
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6314
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1
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Corner
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|
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- CH Pillar Bikes
- 5HPx2 L-Shot
- 5MP 4HK L-Egret
- 2MK 6HP L-Shot
- 5LKx2 2MK 6HP L-Toss
- 5LPx2 2MP 6HP Pillar
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7328
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1
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Corner
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|
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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 2HP
- jMP jHP jL-Toss OTG jHP
- 4HK L-Toss
- 5MP 4HK L-Toss
- 5HPx2 L-Shot
- 5LPx1 5MP 4HK L-Egret
- dash 5LKx2 5MKx2 5HPx2 Pillar Bikes
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9085
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1
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Midscreen
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|
|
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- CH 4HK L-Egret
- 2HP Pillar
- 2HK L-Shot
- 5MP 4HK L-Egret
- jMK jHK
- 2MK 6HP L-Shot
- 5LKx2 2MK 6HP L-Toss
- 5LP 2MP 6HP Pillar Bikes
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9749
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1
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Corner
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|
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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 2HP
- uncombo jHP
- repeat
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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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|
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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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- OTG 5LKx2 5MKx2
- uncombo 5HK
- Repeat
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N/A
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0
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Midscreen
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|
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(video)
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Team Combos
Cerebella
LnL Assist
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 5HPx2 Quake LnL
- dash 4HK H Egret
- dash until corner 5HPx2 L Shot
- 5MP 5HPx2 L Shot
- 5LKx2 2MK 6HP L Toss
- 5LPx2 2MP 6HP Pillar delay Bikes
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8884
|
1
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Midscreen
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Universal (-Big Band)
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|
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- 2LK 2MK 5HPx2 Quake LnL
- 4HK H Egret
- dash until corner 5HPx2 L Shot
- 5MP 5HPx2 L Shot
- 5LKx2 5HPx2 Quake Sniper
- Catheads (mash)
- 5LPx2 5MKx2 2HP H Bomber
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11089
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2
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Midscreen
|
Universal (-Big Band)
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- Corner carry route
- Be close enough for 4HK to hit. Dashing is possible at far ranges but tough
|
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Painwheel
L Pinion Assist
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 5HPx2 L Pinion L Toss
- 5MP 4HK OTG H Egret
- Dash Tag in Painwheel
- L/M Buer Cancel H Buer Fly
- 9jMK
- 5LK L Buer Fly
- 6jLK
- 5MK L Buer Fly
- 3jLP
- 2LP 5LK 5MK 5HP L Buer Death Crawl
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9,113
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1
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Midscreen
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Universal (-Big Band)
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- Easier corner carry tag route
- If you replace 5HPx2 with 6HP you will deal 9,516 Damage
- This will carry corner to corner if you dash 4 times then tag so as soon as they wall bounce pain will hit otherwise you need to keep in mind distance to the corner so u can tag before they wall bounce
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- 2LK 2MK 6HP Quake L Pinion
- 4HK OTG H Egret
- Dash Tag in Painwheel
- L/M Buer Cancel H Buer Fly
- 9jMK
- 5HP L Buer Fly
- 6jLK
- 5MP jL Buer Fly
- jMP
- 2LP 5LK 5MK 5HP L Buer Death Crawl
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9,864
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1
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Midscreen
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Dosen't work on cerebella or bigband
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- Optimal corner carry tag route
- If you replace 6HP with sHPx2 to make the starter easier you will deal 9,691 Damage
- This will carry about 3/4 of the screen if you dash 4 times then tag so as soon as they wall bounce pain will hit otherwise you need to keep in mind distance to the corner so u can tag before they wall bounce
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Eliza
Axe
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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- cLK cMK sHP sHP xx Napalm Pillar + AXE,
- dash jump jMK jHP,
- sHP sHP xx L shot,
- sMP bHK xx Egret Call,
- dash up sMK sMK sHP sHP xx L shot,
- sLK sLK sMK sMK sHP sHP xx Napalm Pillar xx Bikes
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8023
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1
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Midscreen
|
|
|
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- CH sHP sHP xx Napalm Pillar + AXE,
- dash jump jMK jHP,
- sHP sHP xx L shot,
- sMP bHK xx Egret Call,
- sMK sMK cHP,
- jLP jMK jMP,
- rejump jLK jMK jHP,
- dash sLK sLK sMK sMK sHP sHP xx Napalm Pillar xx Bikes
- OTG cHK
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9357
|
1
|
Midscreen
|
|
|
|
- cLK cMK cHP xx Napalm Pillar,
- OTG cHK xx Napalm Pillar + AXE,
- late jMK jHP,
- sHP sHP xx L shot,
- sMP bHK xx Egret Call,
- sLK sLK sMK sMK sHP sHP xx Napalm Pillar xx Bikes
|
8405
|
1
|
Corner
|
|
|
|
- CH cHP xx Napalm Pillar,
- OTG cHK xx Napalm Pillar + AXE,
- late jMK jHP,
- sHP sHP xx L shot,
- sMP sHP sHP xx L shot,
- sLK sLK sMK sMK sHP sHP xx L shot,
- sLP sLP sMK sMK sHP sHP xx Napalm Pillar xx Bikes
|
10307
|
1
|
Corner
|
|
|
|
Damage/Undizzy Ratios
Move
|
Damage/undizzy
|
Damage (max scaling)
|
Undizzy
|
[2]8HK
|
13.75
|
275
|
20
|
6HP
|
11
|
330
|
30
|
5HK
|
10.06666667
|
302
|
30
|
j.HK
|
10
|
300
|
30
|
5HP
|
9.666666667
|
290
|
30
|
2HK
|
9.6
|
288
|
30
|
4HK
|
9.6
|
288
|
30
|
[2]8MK
|
9.5
|
190
|
20
|
5LK
|
7.333333333
|
110
|
15
|
2MP
|
7
|
140
|
20
|
5MK
|
7
|
140
|
20
|
5LP
|
6.666666667
|
100
|
15
|
2HP
|
6.333333333
|
190
|
30
|
j.MP
|
6
|
120
|
20
|
j.HP
|
6
|
180
|
30
|
j.4LK
|
6
|
90
|
15
|
2MK
|
5.75
|
115
|
20
|
j.MK
|
5.5
|
110
|
20
|
5MP
|
5.25
|
105
|
20
|
6LP
|
5
|
75
|
15
|
6MP
|
5
|
100
|
20
|
[4]6HK
|
5
|
100
|
20
|
j.2MK
|
4.5
|
90
|
20
|
[4]6HP
|
4
|
80
|
20
|
[4]6LP
|
3.75
|
75
|
20
|
[4]6MP
|
3.75
|
75
|
20
|
j.LP
|
3.333333333
|
50
|
15
|
j.LK
|
3.333333333
|
50
|
15
|
2LP
|
2.666666667
|
40
|
15
|
2LK
|
2.666666667
|
40
|
15
|
General
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Characters
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Mechanics
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Other
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