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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Center Stage
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Sing
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236MP
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Drag 'n' Bite
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DnB
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236HP
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Silver Chord
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Chord
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236MK
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Squigly Battle Opera
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SBO
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214KK
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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
- If Squigly wants to spend a bar for damage it is better to use Daisy Pusher early in your combo, rather than ending it with SBO. I still put the SBO enders as optional into the combo notation, since you will have to use them if your combo isn't quite enough to kill. However, keep in mind that Squigly should only use meter in her combo if she can kill character with it or to get a charge.
- Keep in mind that you won't really use full combos unless you either kill or do a setup at the end. Drag'n'Bite is the ender that is used in most of these combos, since it does the most damage, however if you can't kill off it you can replace it with 623P to get positional advantage.
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.
- 5LPx2 2MK 2HK
- A basic combo that utilizes a special cancel.
- Daisy Pusher
- A basic combo ending in a super.
- jLP jMK jHK
- (restand) 5LPx2 2MK 2HP 236LK SBO
- A basic air chain combo that sets up a restand. After the restand, you can choose to go for a reset with 6HP or throw.
Solo Combos
I listed these from the easiest and most practical to the more difficult and esotheric ones.
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 Chord (optional Daisy)
- dash 5HK jMK(3) jHP
- jLK jMK(3) jHK H Divekick
- jLP jMK(4) jHK
- 5LPx2 2MP 2HP DnB (optional LK+MK SBO)
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6099/7208/7538
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0/1/2
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Anywhere
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- No stance cancel combo. Use this one as your bnb if you are not comfortable with stance cancels yet. It also has an easier H Divekick pickup than other combos using it.
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(video)
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- 2LK 2MK 5HPx2 236PP/KK
- 2LK 5HPx2 Chord (optional Daisy)
- dash 5HK jMK(4) jHP
- jLP jMK(3) jHK (optinal M Divekick)
- 5LPx2 2MP 2HP DnB (optional L+M SBO)
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6582/7563/7938
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0/1/2
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Anywhere
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- Stance Cancel BNB but without H Divekick. This is especially useful if you want to carry your opponent to the corner or keep them in there. I advice to use this aganist Double since H Divekick pickups are extremly hard on her. The M Divekick is used to save the combo, in case jHK ends up being too high up. If the 5HPx2 2LK link is too daunting, you can use 5HPx2 5LP instead and replace 5LP in the last string with 5LK.
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(video)
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- 2LK 2MK 5HPx2 236PP/KK
- 2LK 5HPx2 Chord (optional Daisy)
- dash 5HK jMK(4) jHP
- jLP jMK(3) jHK H Divekick
- walk 5LPx2 5MP 2HP DnB (optional L+M SBO)
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7045
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- Basic BNB that uses Stance Canceling. If the 5HPx2 2LK link is too daunting, you can use 5HPx2 5LP instead and replace 5LP in the last string with 5LK.
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(video)
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- 2LK 2MK 5HPx2 236PP/KK
- 2LK 5HPx2 Chord
- 236[P] Daisy
- 236[P] [6] P/K
- 2MK 5HK jHK H Divekick jMK jHK
- Drag'n'Bite 5LPx2 2MK 2HP DnB
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8303
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1
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- Daisy route. Difficult but worth learning for the damage. It also teaches you how to charge mid combo.
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(video)
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- 2LK 2MK 5HPx2 234PP/KK
- 2LK 2MK 5HK
- j.MK H Divekick
- j.9LP j.MK j.HK
- 5LPx2 2HP Chord Mortis
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6062
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0
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Universal
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- Chargeless combo that ends in a sliding knockdown. Use the knockdown to get charge.
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(video)
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- 2LK 2MK 5HPx2 Tremelo
- OTG 5HPx2 Chord 236[P] Daisy
- 236[P] [6] P/K
- 2MK 5HPx2 236PP/KK
- 5MP 2HP DnB 5LKx2 5MP 5HK
- jLP jLK jMK jHK H Divekick
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8344
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1
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Corner
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(video)
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- 2LK 2MK 5HPx2 236PP/KK
- 2MK 5HPx2 Chord 236[K] Daisy
- 236[K] [6] P/K
- 2MP 5HPx2 DnB
- 5LKx2 5HK jHK H Divekick
- walk 5LPx2 5MP 2HP Arpeggio
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8766
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- Daisy Route w/ charge for extra damage.
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(video)
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- 2LK 2MK 5HPx2 Mortis
- OTG 5HPx2 Chord 236[P] Daisy
- 236[P] [6] P/K 5MK 5HPx2 236PP/KK
- 5MP 5HPx2 DnB
- 5LKx2 5MP 5HK
- jLP jLK jMK jHK H Divekick
- (optional burstbait: jMP jHK)
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9359
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1
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Corner
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- Corner w/ P charge. Big damage but pulls your opponent out of the corner. The timing on (OTG) 5HPx2 can be tricky.
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(video)
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- 2LK 2MK 5HPx2 Mortis
- (otg) 5HPx2 Chord 66 Daisy
- 623HP 66 5MP 5HK
- j.MK j.HP
- j.LP j.MK j.HK
- 5LP 5MP 2HP Arpeggio/Drag'n'Bite
- (optional burstbait: MK+HK SBO > 2HP)
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9027
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1
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Corner
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Universal
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- Corner w/ P charge. This one keeps the opponent in the corner.
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(video)
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- 2LK 2MK 5HPx2 236PP/KK
- 2LK 5HPx2 Chord
- 5MP 5HK
- jHK H Divekick 214PP
- dash jLP jMK jHK
- 5LPx2 5MP 2HP DnB
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9225
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3
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- Lv3 combo. If you want to burn your meter to kill, use this.
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(video)
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- 2LK 2MK 5HPx2 236PP/KK
- 5HPx2 236PP/KK 2MK 5HPx2 236PP/KK
- 5MP 5HPx2 236PP/KK 5LKx2 5HK
- jMK jHP
- jLP jMK jHK H Divekick
- OTG Chord Rage of the Dragon
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12320
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5
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- Rage of the Dragon Combo (w/ P charge, Taunt and 5 bars). If you really want to use lv5 and style on your opponent. Very difficult, you have to earn this.
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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 L+M SBO
- 236[P/K] [6] P/K
- dash jMK jHK
- 2MK 5HKx2 236PP/KK
- 5MP 2HP Drag'n'Bite
- 5LKx2 5MP 5HK
- jLP jLK jMK jHK H Divekick
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5405
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1
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- SBO conversion that allows you to charge after the throw. Dashjump jMK to pick up can be a bit tricky.
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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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- Airthrow M Divekick
- 5LKx1 5HPx2 Chord
- 5MP 5HK
- jMK jHP
- jLP jMK jHK
- 5LPx2 5MP 2HP Drag'n'Bite
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4548
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(video)
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- Airthrow H Divekick
- jLP jMK jHK
- 5MP 2HP 236PP/KK
- 2MK 5HPx2 236PP/KK
- 5LKx2 5HPx2 236PP/KK
- 5LPx2 5MP 2HP Drag'n'Bite
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4754
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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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- Snap
- 2MK 5HK
- (uncombo) 5MP 5HK 236PP/KK
- repeat
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N/A
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1
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- Snap
- 5LKx1 5HK
- P/K 5MK delay 5HK 236[P/K]
- repeat
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N/A
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1
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- Charge Building Double Snap combo
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(video)
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Team Combos
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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236HP (lvl2)
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26.5
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530
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20
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236LK (lvl2)
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25.85
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517
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20
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236HK (lvl2)
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23
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460
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20
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623P (lvl2)
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21.35
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427
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20
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236LP (lvl2)
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19.25
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385
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20
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j.236HK
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17.75
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355
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20
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j.MK
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14
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280
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20
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236LP (lvl1)
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13.75
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275
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20
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236HP (lvl1)
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13.5
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270
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20
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236LK (lvl1)
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12.1
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242
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20
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236HK (lvl1)
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12
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240
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20
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2HP
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11.33333333
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340
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30
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5HP
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10.33333333
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310
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30
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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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j.HP
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10
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300
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30
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j.HK
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9.833333333
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295
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30
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6HP
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9.333333333
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280
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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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623P (lvl1)
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9
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180
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20
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5MP
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8.5
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170
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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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5MK
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6.5
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130
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20
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2MK
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6.5
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130
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20
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2LP
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6
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90
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15
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236MK
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6
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120
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20
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j.MP
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5.5
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110
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20
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2MP
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5
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100
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20
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5LK
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4.666666667
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70
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15
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2LK
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4
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60
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15
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j.236MK
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4
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80
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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.236LK
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3
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60
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20
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j.LK
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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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