Not too much damage, but leaves the opponent open for a grounded Hyperdrive conversion.
(5L/2L)x N (1 or 2 depending on distance) > 22OD
Anywhere
115/134
Medium
1 bar
-21
Anywhere combo. Knocks down for decent oki. Input tip: Buffer the first down input during 2L.
5H Starters
Combo
Position
Damage
Difficulty
Meter Cost
Meter Gain (in units)
Notes
5H > 24H
Anywhere
200
Very Easy
0 bars
+18
Easy knockdown. Use Heavy Combiner Dash (22H) to catch up to the opponent for oki.
5H , 2H > 26OD
Anywhere
228
Easy
1 bar
-9
Good amount of damage for the meter usage. Again, use heavy combiner dash to catch up.
5H , 5L > 22OD
Anywhere
199
Medium
1 bar
-13
You need a microwalk before the 5L if the 5H hits anywhere past point blank. This combo is specifically for when you are comboing a crouching opponent, as 2H will whiff on most crouching characters. Also leaves plenty of time for oki.
5H , 2H > dl.22OD > 4H > 26OD
Anywhere
305
Easy
2 bars
-30
After this combo, you end up on the other side of the opponent.
5H , 2H , 4H > 26OD
Corner
257
Easy
1 bar
+3
Easy corner juggle. Meter positive as well.
5H , 2H > 26OD > 4H > 26OD
Corner
329
Medium
2 bars
-30
Really nice damage for 2 bars. You can back up a little bit to set up Car Oki in the corner.
Hyperdrive Extension
Hyperdrive can be used when the player has 2 bars and inputs a dash (44 or 66) during hitstop. Hyperdrive can be used to greatly extend a robot's combos for 105 frames. Any move connected during this time will juggle the opponent, excluding moves that sweep the opponent. Because Hyperdrive reduces the scaling of a given combo by 1 stage, it is best to use hyperdrive early in a combo. Hyperdrive combos can be performed at almost any time, so this list will contain the maximum *unscaled* damage for a given combo to display how much the combo could *theoretically* add. This is, of course, greatly dependent on scaling. Hyperdrive combos will start with either (44) or (66) to indicate the dash input, and will indicate whether or not Hyperdrive was started while the opponent was grounded or in the air.
Hyperdrive Extensions
Combo
Position
Unscaled Damage
Difficulty
Notes
(66) > 5H , 2H > dl.22H , 4H
Midscreen, Grounded
250
Medium
Uses a 5H , 2H link. The 4H comes in after Hyperdrive has ended.
(66) > 5H , 2H > 26H , 4H
Corner, Grounded
290
Easy
Easy version of a higher damage Hyperdrive conversion.
Very tight corner combo for massive damage. The microwalk backwards is very important. This combo will probably kill your opponent.
(66) > 22L , 5H(2) > 26H
Midscreen, Aerial
270
Hard
Aerial midscreen route. Going from dashing to a 22 input can be really tight. Make sure to get both hits of 5H. There are occasion when 26H will hit on the way back, meaning it does much less damage.
(66) > 5H(2) > 26H > 4H
Corner, Aerial
240
Medium
As you can see, starting Hyperdrive in the air doesn't net you too much, but it can be worth it if it kills.