Tough Love Arena/Onion/Combos
Under Construction
|
Abbreviation | Meaning |
---|---|
AA | Anti air starter |
> | Link |
5LH | Cancel (Light cancels into Heavy in this case) |
DAC | Delayed Attack Cancel |
(Number) | Indicates what part of a multi hit move hits. Omitted if every hit of a multi hit move hits. |
[Text] | Indicates that multiple variations can end the specific combo covered |
Bold Text | Meaty Attack |
Beginner Combos
Some basic combos that are useful to know if Onion’s advanced combos are too hard.
5LHH > Walk > 5HS > 5HH
A solid ground combo to use off of a 5L opener
AA 5L > Walk > 5HS
Solid anti air combo.
5HH > Walk > 5HS > Walk > 5HH
A good combo to know off of a spaced 5H.
5HS > RC > 5HH > Walk > 5HS > 5HH
A good Rapid conversion to know in general.
Combo Primer
Combo Theory
Onion’s combos mainly depend on how close Onion is relative to the opponent, whether they are close to the corner, and whether they have meter. The closer Onion is to their opponent and the closer they are to the corner, the more damage they will be able to get from their combos. Onion’s link combo is a core part of their combo game. The combo will only work if Onion is close enough to link Trip into Flick. Combo notation for the link combo:
5HL > 5LH
When combined with Hopkick, Onion gains access to a continuous loop that only relies on them having meter to spend on Rapid to perform. A sample combo with the combo loop in bold:
6S > 5HL > 5LHS > RC > 5HL > 5LHS > RC > 5HL > 5LHH > 5HS > 5HH
Juggle Game
Onion's combo game is dependent on how close Onion is to the opponent, but it also varies when taking into account how far away they are from the corner. Due to the fact that almost every combo Onion will do leads into Roundhouse to launch the opponent, different routes can be used accordingly depending on Onion's stage positioning:
4H > Walk > 5HS > 5HH
Onion's most common juggle midscreen due to how far away they can be from the opponent before launching them with Roundhouse. Any combos mentioned in this page will default to this specific combo for simplicity sake.
4H > 6S > 5S > 5HS
One of Onion's best juggles to use if they are very close to the corner due to the raw damage and the oki Onion gets.
4H > Walk > 5HS > 5HS
Onion's juggle game combined with the launch angle from Roundhouse gives them a ton of corner carry in their combos, making Hopkick a more damaging alternative if they are relatively close to the corner.
Meaties
Meaty Flick, Trip, and Sweep all can link into an additional Sweep given they are meaty enough. Flick is the easiest meaty to time given its fast speed and large amount of active frames, but scales Onion's combos heavily. Trip gives Onion the most amount of time to link into Sweep, so much so that Onion can microwalk in between the link to gain a little bit of meter. Sweep is Onion's most rewarding meaty but is also the hardest one to time.
Combo Openers
- Sweep is one of Onion's best starters, one of their pokes in neutral, and can be paired with 5S for hit confirming.
- Feint is very easy to hit confirm from, has the same follow ups regardless of whether it is used to anti air or if it was used as a reversal, and gains Onion a full bar at the very least.
- Hopkick > RC costs meter to do but lets Onion confirm off of one of their longest range moves.
- Jump Onion's slowest and riskiest starter, but can lead to similar damage to Sweep and is Onion's longest range move.
- Trip is very easy to hit confirm off of and can be common during Onion's strike-throw pressure.
5L/4L Openers
Notation | Damage | Meter Gain | Location | Notes |
---|---|---|---|---|
|
168 |
300 |
Anywhere |
Onion's most damaging Flick anti air combo. |
|
291 |
At least 1100 |
Anywhere |
A sample combo from a meaty Flick. Flick can be replaced with Sweep and Trip with good timing for the meaty. |
|
421 |
At least 1000 |
Anywhere |
A sample combo from a meaty Trip. |
5H Opener
Notation | Damage | Meter Gain | Location | Notes |
---|---|---|---|---|
|
382 |
At least 600 |
Anywhere |
Useful to know when you land a spaced Sweep. |
|
417 |
At least 900 |
Anywhere |
A point blank Sweep combo. |
|
466 |
At least -350 |
Anywhere |
A solid meter conversion that can be hit confirmed from neutral. |
|
472 |
At least -50 |
Anywhere |
A metered combo that pays for itself. |
4S Opener
Notation | Damage | Meter Gain | Location | Notes |
---|---|---|---|---|
|
267 |
800 |
Corner |
If Onion can't do their link combo off of Parry, this combo is a solid route. |
|
287 |
1200 |
Anywhere |
A good combo to know for when Onion gets a point blank Parry. |
|
435 |
At least -1200 (assuming Onion has full meter for their 1st RC) |
Anywhere |
A corner to corner combo off of Parry that does solid damage and leaves Onion with effectively one bar of meter. |
|
323 |
-300 |
Anywhere |
A combo that lets Onion consistently convert off of a spaced Parry. |
Resources