(Notation (for later))
Combo List
5L / 2L Starters
Combo |
Position |
Damage |
Difficulty |
Meter Cost |
Meter Gain (in units) |
Notes
|
5H Starters
Combo |
Position |
Damage |
Difficulty |
Meter Cost |
Meter Gain (in units) |
Notes
|
Special Starters
Combo |
Position |
Damage |
Difficulty |
Meter Cost |
Meter Gain (in units) |
Notes
|
Other Starters
Combo |
Position |
Damage |
Difficulty |
Meter Cost |
Meter Gain (in units) |
Notes
|
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 |
Damage |
Difficulty |
Meter Cost |
Meter Gain (in units) |
Notes
|
Top Damage Combos
Combo |
Position |
Damage |
Difficulty |
Notes
|