Under Night In-Birth/UNI2/Wagner/Combos

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Uni2 profile wagner.png
Notation Help
Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation.

For more information, see Glossary and Controls

X+Y Buttons "X" and "Y" must be input simultaneously.
X/Y Input "X" or "Y" can be used.
dl.X There should be delay before inputting "X".
w.X Attack "X" should whiff and not hit the opponent.
j.X Button "X" is input while jumping or in the air.
dj.X Button "X" is input after a double jump.
jc Jump cancel the previous action. Usually will be omitted due to being obvious.
md.X Perform a micro-dash before performing "X".
TK.X Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.
(X) Input "X" is optional. Typically the combo will be easier if omitted.
[X] Input "X" is held down. Also can be known as "Increase" or "IC" for short. Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
]X[ Input "X" is released. Will only appear if a button is previously held down.
{X} Button "X" should only be held down briefly to partially charge the attack, instead of the full increased version.
X(#) Attack "X" should only hit # of times.
X > Y Cancel "X" into "Y".
X, Y Link "X" into "Y", allowing "X" to fully recover before "Y".
X~Y This notation has two meanings.
  1. Use attack "X" with "Y" follow-up input.
  2. Input "X" then within a few frames, input "Y". Usually used for option selects.
CH The first attack must be Counter Hit.
CS Perform a Chain Shift, which is performed by inputting D twice.
CVO Perform a Cross Cast Veil Off, which is performed by inputting A+B+C.
IW Perform an Infinite Worth, which is performed by inputting 41236D or A+B+C during CVO.
IWEX Perform an Infinite Worth EXS, which is performed by inputting A+B+C+D.

Getting Started

Starter Combos

Combo Damage Cost Meter Gain Location

Ends in Double Buff.

Counterhit 214[B] Starter

Vorpal Full Resources Dump.


Other

Combo Damage Cost Meter Gain Location
Combo Damage Cost Meter Gain Location


Conversions

  • low to the ground j4FF > 5B 6C [FF] xxx
  • 3C Anti Air > 9j2C > [FF] xxx
  • 3C Anti Air Counterhit > 5A/2a whiff > 5B 6C [FF] xxx
  • j236a/b > 5A xxx

Legacy Routes

1) Universal BnB 1(sometimes 2) hits > 6B > 6C , 2C > (delay) 5C > (delay) 3C > (delay) j.C > j.2C , 66C > (214)x > 22X

  • Simple combo that works off any starting hit.
  • Generally a good idea to be in the habit of delaying 5C/3C /j.C a bit as doing everything immediately will whiff on some characters *like Orie*
  • Omit 3C or 5C if dropping, if it's still dropping see variant A.
  • Omit 214x if not in corner

A) Old Faithful (Basically always works) Almost Anything > 6B > 6C , 2C > delay 5C > j.2C , 66C > 22X

  • If j.2C WHIFFS DELAY 5C MORE THEY ARE STILL TOO HIGH, IF 66C WHIFFS DELAY 5C LESS(3 bounce rule is probably causing the whiff).
  • This works off anything everywhere, it's not good but when you hit something really wack it's good to know this so you get hard knockdown.
  • Use this only as last resort...don't worry about learning this route...literally only still here because it's trial 4-1.

2) Bad confirm GRD free (5A/2A/2B > 2 more hits) *generally 3 hits > 214A , 6B > 5[C] > j.[C] > j.236[B] , 66C > (214x) > 22X

  • Super reliable mid-screen combo, less hits is more damage.
  • Omit 214x if not in corner
  • Works on most combinations of 3 hits, see section VII for full listing.

A) More bad confirm 3 hits > 214A , 6B > j.[C] > j.236[A] , 66C > (214x) > 22X

  • For use on routes that use an A, B and C move. example 5A > 5B > 5C see section VII for full listing.
  • Omit 214x if not in corner

B) Bad Confirm w/ GRD 3 hits > 3C > 6C > [FF] > 22a, 5a > 5B > 9j.[B] > dl.j.2c > 66c > 236aa > 66c > ender - [Courtesy of @IcyVais]

  • DOES NOT WORK WITH THREE 2a
  • Universal
  • Requires additional delay before 214x or VO to be successful in their respective enders
  • Highest damage

3) Good confirm midscreen (5B/5C/214A/6B/most things) Opener > [FF] > 22A , 66B > 214[A] , 66C > (214B) > 236A > delay followup A , 66c > (214x) > 22X

  • 214B extension should only be used when not at corner.
  • You can flip 214[A] and 214B for the same damage, it makes the combo more consistent on some characters, like Hilda, but less reliable on others.
  • You may often want to use 214[B] and 214B for as much carry as possible this also applies to later routes.
  • Omit 214x if not in corner

Openers: damage assumes point blank. There are many more see Optimizing Midscreen Good Starters at the bottom for a more complete list. A) 5C > 214A , 2C B) 5C > 214A > 6B > 6C C) 5C > 2C > 3C > 6C D) 5C > 6B > 6C E) 5B > 5C > 2C F) 5B > 2C > 3C > 6C G) 5B > 6B > 6C H) 5B > 214A > 2C J) 6B > 6C Then you finish up the combo so an example combo would be 5B > 6B > 6C > [FF] > 22A , 66B > 214[A] , 66C > 214B > 236A > delay followup A , 66c > 214x > 22A

ALTERNATE ENDERS: These enders are to replace "66C > 236A> delay A , 66c > 214x > 22x", at the end.

A) Safe Assault/win GRD variation 66C > (214X) > 236B > delay B , j.236[A] , 5[D]/6D

  • Often used to 5[D] and win GRD.
  • Most damage
  • You can also get a buff, but it's extremely tight and not recommended.
  • 214X is only performed midscreen.

B) Corner Double Buff (dash) 3C > 5[C] > j.[C] > j.A > j.B > 66C > 22X

  • Does less than the normal ender, but ends in double buff, generally worth it.
  • Only dash if you need it to hit 3C.

C) Corner Damage 66C > 236B > immediate B , 2C > j.2C > 22X

  • Adds like 50 damage over midscreen combo if all 236B hits connect.
  • 214[X] must put them against the wall, or you will put yourself in the corner instead aka bad.

D) Old Ender/No Jump 66C > (214X) > 236A > delay followup A , 66C > 214x > 22X

  • This is the old ending route and is still used on many other wagner routes, where a jump has already been used.
  • 214X is only performed midscreen.

E) VO ender route 66C > (214X) > 236A > delay followup A , j.Aw , VO , 22X (normally A)

  • Has become extremely important in the meta as of late.

"Used not only for CS strip but for 2 touch kill.

F) j.[B] Corner Route: Opener > [FF] > 22a > (66B) > 3c > j.[B] > j.236[x], 66c > 236a > delay followup A, 66c > 214x > 22x

  • Highest damage corner route off good starter
  • Best done w/o 6B > 6C

ex. Good starter > 2C > [FF]

  • Omit 66B if non-ch

HELP I HAVE SHIELD BUFF STARTING ON THIS COMBO, AND I CAN'T FOLLOWUP AFTER 214[X]: No worries there either do a 214A starter, or instead of 66B > 214[A] do 66B , 3C > 214[A], and make sure to use 214B for the optional shield rush at the end if you use it. 66B , 6B(both hits)> 214[A] will also work as a replacement, and will do more damage in routes where 3C was already used.

What if I have sword buff can I get more damage? Yes, but it's results in different combos see the Pre-Buffed combos section.

4) Same as above but 1 less bounce used, bit less carry. Opener > [FF] > 22A , 66B , 3C > j.[C] > j.A > j.B , 66C > (214X) > 236A > delay followup A , 66C > 22X

  • No longer drops on Eltnum or Chaos in UNICLR!

New Openers: A) 2C > 2A (whiff) , 2B > 6C: B) 5B > 2C > 5[C] > 6C

5) Random corner hit non knockdown, less hits more damage 3 hits > 214B > [FF] > 22A , 3C > 214[A] , 66C > 236B > delay followup B > j. 236[A] , 66C > delay 214X > 22X

  • Same 3 hit rules apply as BnB2 see section VI at bottom for more info.

ALTERNATE VARIANTS: A) If 2 hit starter 2 hits > 214B > [FF] > 22A , 2C > delay 3C > 214[A] , 66C > 236B > delay followup B > j. 236[A] , 66C > delay 214X > 22X

B) If 1 hit starter 1 hits > 214B > [FF] > 22A , 6B > delay 2C > delay 3C > 214[A] , 66C > 236B > delay followup B > j. 236[A] , 66C > delay 214X > 22X

  • Very difficult an advance combo basically.
  • Now works on Yuzu and Merk in UNICLR!

C) If bad 3 hit starter/4 hits lots of hits > 214B > [FF] > 22A , 3C > 214[A] , 66C > 236B > followup B , 2C > j.2C , 66C > delay 214X > 22X

  • bad starters are a bit more complicated 2AA > 5C the normal route works but 5A > 5B > 5C and you need this route. Same rules as Bnb 2.

II) Easy Damage squeeze: For use on a round winning combo. Normally used after 66C enders on combos.

1) Whatever > 236A > land 623C

2) Whatever > 623A > land 41236D

3) Whatever > CVO, land 236B > followup B > j.236C > A+B+C

4) Whatever > CVO(low life), land j.236C, 66B > 236B > j.236C > A+B+C+D

  • Do j.236C right before they hit the ground, too early 66B misses, too late and combo works but 1 less hit of j.236C connects.

5) Whatever > j.236C , 5A > CVO , A+B+C

  • Needs full 200% meter instead of just 170ish.

III) Buffed throw routes.

  • Red Highlight Denotes VO State
  • [4AD] assumes corner

[4AD] > 236c > 214[A] > 66c > 214x > 22x [4AD] > 236c > 214[A] > 66c > ff > 623a > IW

5[AD] > IW 5[AD] > CS > j.236[A] > 5C > 214[A] > 66c > ff > 623a > IW

5[AD] > CS > j.236[A] > 5C > 214[A] > 66c > ff > 623a > j.236c > 66c > ff > 623a(1) > IW https://twitter.com/Redblade454/status/1247668057251536896

IV) VO Enders

  • All enders begin post-OTG 66c
  • IW(EX) states that you can either IW or IWEX if possible
  • These "Meter" titles denote your meter at the START of a combo.

100 METER 66c > 236aa > 66c > FF > 623a > IW(EX)

  • Can be done with 623a(1)

66c > 236BB > j.236[a] > IW(EX) 170 Meter 66c > 236a > j.236c > 66c > ff > 623a

  • Great when not close enough to corner for 623C routes to be stable

66c > 236a > 623C > CS > j.236[A] > IW 200 Meter 66c > ff > 623a > dl.j236c > 66c > ff > 623a(1) > IW(EX) 66c > 236AA > j.aw > TK j.236C > dl.5B > IW(EX) - [きがるさん、ありがとうございます] Useful when you don't have CS, or can't quite reach the corner 66c > 236BB > j.236[A] > 623C > CS > assault > j.236[A] > IW(EX)

  • Note that this combo will still work if you land the hit within the 200-180 meter range
  • The closer to 180 meter you are, the faster you'll need to perform 236BB

V) CLR Side-Swap Routes

1) Good Starter x > [ff] > 22a > dl.3c > 6c > 2b > jajbjc > 66c > 236a~d.a > vo 2) VO Strip (Buff) 5a > 5b > 6B > 3C > 6c > 66c > dl.ff > 22a > 5a > 236a~dl.a > vo (2a 2a works too) 3) VO Strip (Pre-Buff) 2a 2a > 6B > 3C > 6c > 2b > 214[a] > 66c > 236a~dl.a> strip

  • Requires an exceptionally long delay on 236a~dl.a to prevent side swap

4) No Strip 5a > 5b > 6b > 6c > 3c > 5[c] > 6c > 66c > 214b VI) 2AD & 2[AD] Routes

  • Big thanks to Vais/Redblade for these routes!

2AD CS A) midscreen 2AD > CS > 2C > 5C > 6C > [FF] > 22a, 66B, 3c > j.[C] > j.a > j.b > 66c ender B) corner 2AD > CS > 5[c] > [ff] > 22a > 236BB > j.236[A] > dl.3c > dl.ja > jbjc > 66c ender C) corner double buff 2AD > 5(c) > 6c > [FF] > 22a, 66B, 3c > j.[C] > j.a > j.b > 66c > 214x > 22b D) corner max dmg 2AD > 5(c) > (FF) > 22A > 236BB > J236(B) > 3C > J.ABC > 66C ender E) w/ VO 2AD > 5(c) > (FF) > 22A > 236BB > J236(B) > 2c > 236a > j236c > 66c > 623(1) > IW/ IWEX

  • double super in VO needs about 170 meter

[2AD]

  • ADVANCED COMBOS, DONT WORRY ABOUT THESE IF YOU'RE NEW
  • Placed here and not in Advanced BnBs to be easier to search

A) midscreen 2(ad) > micro dash > 2c > dl 5c > 3c > j2c > Vo strip 2(ad) > dl 5b > 5(c) > j(c) > j236(b) > 66c ender B) corner 2(ad) > 2c > FF > 5b > j(b) > j2c> 66c ender C) VO no vorpal 2(ad) > 5c > 214(a) > 66c > FF > 623a > j236c > 2c > 5c > 3c > IW OR 623a (1) IW D) VO vorpal 2(ad) > 2c > FF > 5b > j2c> 66c > 236bb > j236(b) > 623C > CS > (wait j236(a) > IW) OR (assault j236[a] > IWEX)


VII) Advance BnBs: Take your Wagner game to the next level. Seriously you shouldn't be messing with these or anything lower until you have a firm grasp of the other aspects of this characters gameplan.

1) Burn route: Required to still have sword buff, at least 1 knockdown remaining, and vorpal. corner BnB , 66C > FF > 22B , 5A > 5B > 5C > 623A > 22C , 22X

  • note you let the full 623A rock and cancel to 22C immediately upon landing.

2) Burn route to VO: Same as above but also needs full meter. corner BnB, 66C > FF > 22B , 5A > 3C > 623A > 22C > CS , VO , 5B > 236B(1-2 hits) > j.236C , 41236D , 22A , 22B

  • Still possible with 5A > 5B > 5C above but feels less consistent personally.
  • Old post VO ender 2C > j.236C , 5B > 41236D , 22A , 22B some players may find this easier.

3) Optimal Midscreen DP punish. j.236A , 5A > 5B > 6C > [FF] , dash 2C > 5C > 214[A/B] , 66C > 214B/A > 236A > delay followup A , 2C > j.2C *4205(3830)

4) Optimal 8F+ Midscreen Punish 6B > 6C > [FF] > 22A , dash 2C > 5C > 214[A] , 66C > 214B > 236B > delay followup B , j.236[A] , 5[D] *4081(3719)

  • Still optimal route if you want to go for other enders that give oki if you don't end in corner...doesn't work with j.[C] > j.A > j.B ender.

5) Optimal 7F Midscreen Punish 5B > 2C > [FF] > 22A , slight delay 66B , 5C > 214[A] , 66C > (214B) > 236B > delay followup B , j.236[A] , 5[D] *3879(3534)

  • Still optimal route if you want to go for other enders that give oki, 100ish less damage.

Harder Alternate) 5B > 2C > [FF] > 22A , slight delay 66B , 5C > 214A , 66C > (214B) > 236B > delay followup B , j.236[A] , 2B > j.2C

6) Optimal 5F Midscreen punish XA > 5C > 214B > delay FF > 2C > 3C > 5[C] > j.[C] > j.236[B] , 66C > 22X

7) Optimal 12F Corner Punish 5C > 214A > [FF] > 22A , 6B(2nd hit only) > delay 2C > delay 3C > 214[A] > 66C > 236B > delay followup B , j.236[A] , 66C > delay 214X > 22X

  • See BnB 5 for more details
  • Non-CH omit 2c

8) Optimal 5F Corner Punish 5A > 5C > 214B > [FF] > 22a > 3C > 214[A] > 66C > 236BB > J.236[A] > 66C > 22X 3166 (3474)

  • Most dmg
  • Leads into higher damage enders than 236AA variant

5A > 5C > 214B > [FF] > 22A > 2C > DL.3C > 214[A] > 66C > 236AA > 66C > 214B > 22X 3097 (3399)

  • Sacrifices damage for better oki

5A > 5B > 214B > [FF] > 22a > 3C > 214[A] > 66C > 236BB > J.236[A] > 66C > 22X 2910 (3192)

  • Easily done with Smart Steer
  • Leads into higher damage enders than 236AA variant

5A > 5B > 214B > [FF] > 22a > 2C > DL.3C > 214[A] > 66C > 236AA > 66C > 214b > 22x

   2848(3125)
  • Easily done with smart steer
  • Sacrifices damage for better oki

9) Optimal Burn Routes 5C > 214B > [FF] > 22A , 6B(2nd hit only) > delay 3C > 236B > followup B , 66C > FF > 22A , 2C > FF > 22B , 5A > 5B > 5C > 623A > 22C, 22X *too hard I wouldn't bother 5B > 5C > 214B > [FF] > 22A , 6B(2nd hit only) > 236B > followup B , 66C > FF > 22A , 2C > FF > 22B , 5A > 5B > 5C > 623A > 22C , 22X

  • Unlike in most combos followup B is done immediately here.

10) Optimal Assault j.C Routes MIDSCREEN NON CH J.C > 5B > 6B > 5[C] > J.[C] > J.236[B] > 66C > 214X > 22X 2402 (2638)

CH J.C > 5B > 2C > [FF] > 22X > MD.2C > 5C > 214[A] > 66C > 236AA > 66C > 214B > 22X 3247 (3565) CORNER NON CH J.C > 5B > 214X > [FF] > 22A > 3C > 214[A] > 66C > 236AA > 66C > 214X > 22X 2708 (2971) CH J.C > 5B > 2C > [FF] > 22A > 66B > 3C > J.[B] > J.236[A] > 66C > 236AA > 66C > 214X > 22X 3318 (3641) 11) Optimal Assault j.A > CS Corner Assault j.A > CS , delay falling j.B , 214B > [FF] , 3C > 214[A] , 66C > 236B > delay B followup , j.236[A] , 66C > 22X *2843

12) 66C > delay 214X > 22X ender

  • Any midscreen combo that ends with 66C can be ended with 214X (normally 214B) for slightly more corner carry and damage. You do give up 5A oki and instead have to settle for being farther away.
  • It's free damage in the corner as you get to keep good oki, and should be done when possible. 2C >j.2C is still generally preferred over this however.

13) 66C > delay 214X > 236A ender

  • Any midscreen combo that ends with 66C can be ended with 214X > 236A for some more damage and corner carry.
  • You don't get a buff but corner carry can often be worth it.

14) 236A > delay followup A > j.A(whiff) , VO ender

  • Any combo that ends with 236A > delay followup A you can instead do the above and end with VO to lock in that GRD.

10) 66C > delay 623A > delay 623C ender

  • More advance meter burn finish for a little bit more damage, do 623A as low as possible so the first hit of 623C will connect.
  • Drops on really long combos.
  • Same + frames as throw in the corner, aka you can get a 22A buff and be 0.

15) Harder CVO ender combo (before spending sword buff) , 66C > (214B) > 623A > delay CVO , j.236[A] > followup A > j.236[B] > followup B > j.236C > A+B+C

  • Adds ~400 more damage over the normal low life route.
  • Works at about 180ish meter.
  • Very tricky midscreen
  • Do the j.236[A] before they hit the ground.
  • Generally just do Burn routes instead.

A) Not as hard version Combo (before spending sword buff) , 66C > (214B) > 623A > CVO , 236B > followup B > j.236[A] > followup A > j.236C > A+B+C

  • do the 236B before they hit the ground.
  • Way easier midscreen.

B) Optimal variant with 236C

  • TBD later

16) Harder low life CVO ender combo (before spending sword buff) , 66C > (214B) > 623A > CVO , 236B > j.236C , (66B) > 236B > delay followup B > j.236[A] > followup A > j.236C > A+B+C+D

  • Adds ~250 more damage over the normal low life route.
  • Do the 236B right before they hit the ground.
  • Can also be ended with A+B+C for less damage.
  • Don't worry about crossing up/under mid combo, this is to kill.

A) Optimal variant with 236C (needs 1 bounce remaining) starter > [FF] > 22A , (214B >) 623A > CVO , 7j.236[A] > slight delay followup A , j.236[B] > 236C , 66C >236B > followup B > j.236C > A+B+C+D

  • Super high damage
  • j.236[A] needs to hit before it grounds or damage suffers alot.
  • Fairly straight forward midscreen compared to combo 10.
  • If it crosses over/under before 236C(obviously), it will normally do less damage.
  • Difficult midscreen.
  • In general for maximum damage.

Burn routes for high health, CVO routes for low life.

VIII) Prebuffed BnBs: For when you start a combo with a sword and/or shield buff already applied.

1) Shield buff bad starter Any 3 hits > 6B > 6C > [FF] > 22A , 5[C] > j.[C] , 66C > (214B) > 236A > delay A , 66C > 22X

  • on 236B ending variants be aware you that you can't get a buff, can't safe assault and will have less time to charge GRD.

2) Sword buff midscreen into burn Starter > [FF] > 22B , 66B , 3C > j.B > j.C > j.2C , 2C > 5C > 3C > 623A > 22C , 22X

  • It's the BnB 4 from before with a high damage twist.
  • If you started with something that already uses a bounce you can do j.[C] > j.A > j.B instead of j.B > j.C > j.2C
  • Really good at full meter.

3) Sword buff midscreen into burn to VO with vorpal. Starter > [FF] > 22B , 66B , 3C > j.B > j.C > j.2C , 2C > 5C > 3C > 623A > 22C , CS , VO , 5B > 236B > j.236C , 41236D

  • If you started with something that already uses a bounce you can do j.[C] > j.A > j.B instead of j.B > j.C > j.2C

4) Sword buff Corner into VO, with vorpal, burnless Starter > [FF] > 22B , 236B > followup B , j.236[A] , 2C > 5C > 3C > 623A > 22C , CS , VO , 2B > j.236C , 66B > 41236D

  • Higher Immediate damage then burn routes.

5) Double buff bad starter midscreen into burn Any 3 hits > 6B > 6C > [FF] > 22B , 5[C] > j.[C] , dash 2C > 5B > 3C > 623A > 22C , 22X

6) Sword buff bad starter Any 3 hits > 214A , 6B > 214B > 236B > followup B > j.236[A] , 66C > 22X

  • 200ish more damage off A starters into 3 hits, probably not worth it.


7) Sword buff Bad starter 1-2 hit. Any 1-2 hits > 214A , 6B > j.[C] > j.236[A] , 66C > 236A > delay followup A , 66C > 22X

  • 500ish more damage on 2B starters, like 300-400 more in other situations.

Any 1-2 hits > 5B > 5C > 6B > 6C > [FF] > 214[A] > 66c > 236A > delay followup A, 66c > (214b) > 22x

  • 214b ender provides more damage, but timing to prevent tech out is difficult here.
  • Replace 236A > dl.A with 236BB j.236[A] for more damage
  • Omit 66C post 236BB > j.236[A]
  • Worse oki than 236A > dl.A variant for not much more damage

A) Assault Starter Assault button , 1 hit > 214A , 5B > 6B > (214B) > 236B > followup B > j.236[A] , 66C > 22X

  • A bit less but works off assault.

8) Sword buff bad starter > 6B Any hit > 6B > 6C , 2C > 5C > 214[A] , 66C > (214B) > 236A > delay followup A , 2C > j.2C

  • final 2C can be extremely tight, omit if too hard.

9) Sword buff 66C 66C , 2A > 5B > 6C > [FF] > 22B , 66B , 3C > j.[C] > j.A > j.B , 2B > 5C > 623A > 22C

10) Sword buff 66B 66B , 2A > 2C > [FF] > 22A , (dash 2C >) 5C > 214[B] , 66C > 214A > 236A > delay followup A , 2C > j.2C > 22X

A) GRDless for 100 less damage. 66B , 2A > 214A , 2C > 5C > 214[B] , 66C > 214A/B > 236A > delay followup A , 2C > j.2C > 22X

B) Wall Route 66B , 2A > 214B > [FF] > 22A , 2C > 5C > 214[A] , 66C > 214B > 236B > immediate followup B , 2C > j.2C > 22X

11) Sword buff 214C 214C , 66C , 2A > 5B > 214A , 66C > 236A > delay A , 2C > j.2C 12)fendo stuff to add https://twitter.com/Sometimes_Fendo/status/1162350325891829760

13) Buffed [FF] [FF] > 22A > 5[C] > 214[B] > 2C > dl.3C > 214[A] > 66C > 236AA > 66C > 214B > 22X 3825 (4200)

  • Delay the 22A so that you can confirm if [FF] hit or was blocked.

VIIII) Situational/Optimized Combos: More edge case scenarios, and optimizations off every starter.

1) 623A Starter Midscreen 623A > delay j.236C , dash 2C > 3C > 5[C] > j.[C] > j.236[B] , 66C > 22X

  • The longer you are able to delay j.236C the more damage the combo will do.

2) 623A Starter Cornered 623A > land 236C , 66C > FF > 22A , 3C > 5[C] > j.[C] > j.A > j.B > 236A > delay followup A , 66C > 22X *4207(3834)

  • only 200 less damage for double buff here.

A) Less GRD use 623A > land 236C , 214[A] , 3C > 5[C] > j.[C] > j.A > j.B , 66C > 22X *4008(3651)

3) 623A Trade Starter 623A(trade) , 5B > 6C > [FF] > 22A , 66B > 214[A] , 66C > ender of choice.

4) 623B > CS Starter 623B > CS , (delay) j.236[A/B] , (dash) 2C > 3C > 5[C] > j. A > j.B , 66C > 22X

  • Do this if you CS them and they are airborne but don't get CH by the 623B
  • j.236[B] switches sides at point blank but will be easy to followup.
  • delay is sometimes needed to get the right height.
  • If j.A is to far away don't worry and just land and 66C.
  • if very close j.B > j.C > j.2C , 66C may be used as the ender instead for like 20 more damage.

5) CH 623B > CS Starter Universal 623B > CS , 5C > 6C > [FF] , 22A , 66B > 214[A] , 66C > (214X) > 236A > delay followup A , 2C > j.2C > 22X

A) Harder vs grounded targets only. 623B > CS , 5B > 6C > [FF] , 22A , dash 2C > 5C > 214[A] , 66C > (214X) > 236A > delay followup A , 2C > j.2C > 22X

  • Way harder version for 20 more damage, it's easy on some characters though.

6) Bad starter early CS extension 2 hits > 214B > CS , 6C > [FF] > 22A , 2C > 3C > 214[A] , 66C > 236A > delay followup A , 2C > j.2C > 22X

  • Useful if you are about to lose CS and CVO will not win the match.
  • Can also do 66C > 236B > delay B , j.236[A] , 22X ender

7) CH j.236A CH j.236A , 5A > 5B > 6C > [FF] > get buff and do middle/ender of choice.

8) CH 214[X] CH 214[X], dash 5[C] > 6C > [FF]

  • Odd starter into the standard combo route, for full list of starters see Optimizing Midscreen good starters.
  • Depending on how it hits you might have to do dash 5C > 6C > [FF] instead.
  • Replacing dash 5[C] with 66C is easier but 150~200 less dmg

9) [FF] [FF] > 22A , 2C > 5C > 214[B] > 3C > 214[A] > 66C > 236AA > 66C > 214B > 22X 2918 (3203)

  • Delay the 22A so that you can confirm if [FF] hit or was blocked.

A) Midscreen [FF] > 22A , 2C > 5C > 214[A] , 66C If 2nd 214x wallbounces, omit

10) 236B Anti air 236B > followup B > j.236C , dash 2C > delay 5C > j.2C , 66C >22X

  • decently common starter in a few MUs, it's a pretty basic route though B hits prorate alot.

11) Bad starter to 6B Universal 1hit > 6B > 5[C] > 6C , 2C > 3C > j.C > j.2C , 66C > 22X

  • Sometimes it happens and you just do 6B after hitting a bad starter this is what you should do.
  • If you get 2 hits or more as a starter you just end with 2C > delay 5C > j.2C , 66C > 22X instead like in the basic BnB.

12) Optimal bad starter to 6B with vorpal universal 1hits > 6B > 6C > [FF] > 22A , 5A > 236B > delay followup B , j.236[A] , 66C >22X

  • Less damage than just doing the optimal 5F punish route, but sometimes you frame trap 2B > 6B or 2A > 6B and this happens so well you should be aware.

A) max damage (character specific) 1hits > 6B > 6C > [FF] > 22A, 5A > 214B > 236B > delay followup B , j.236[A] , 66C > 22X

  • Linne/Carmine/Seth/Hilda/Nanase/Phonon/Mika/Wagner only
  • Still like 20 less damage than the optimal 5F punish route.

B) max carry (character specific) 1hits > 6B > 6C > [FF] > 22A , 5A > 214B > delay FF > 214A > 236A > delay followup A , 2C > j.2C , 66C > 22X

  • Linne/Carmine/Seth/Hilda/Nanase/Phonon/Mika/Wagner only
  • Noticeably harder than above for 10 less damage but like 80% screen carry which is amusing.

13) 6C > [FF] 6C > [FF] > 22A , (dash) 2C > 5C > 214[A] , 66C > (214B) > 236A > followup A , 2C > j.2C ( , 66C) > 214b > 22X

  • Omit dash in corner

6C > [FF] > 22A , 6B (2nd hit) > 214[A] , 66C > (214B) > 236B > delay followup B , j.236[A] , 66C > 214b > 22X

14) 6C (no FF)/GRD free 6C , 5B > 5C > 214A , 6B > 5[C] > j.[C] > j.236[B] , 66C > 22X 6C, 5B > 5C > 214A > [FF] > 22a , 3C > 214[A] > 66c >236AA > 66c > 214b > 22x

  • Corner only
  • Works CH or Non-CH

15) j.C j.C , 5B > 6B > delay 3C > 5[C] > j.[C] > j.236[B] , 66C *2628(2393)

A) Harder Confirm j.C , 66B > 214B > FF , 2C > 3C > 5[C] > j.[C] > j.236[B] , 66C

  • Also uses GRD

16) Too far away Anti jump out 5B > 6B (1hit) AA 5B > 6B (1hit) > delay j.B > delay j.C , 2B > 6C , ender below

  • This keeps happening to me when I'm trying to poke so yeah do this if you get it when someone tries to jump out of pressure.
  • If you are closer the BnB will work with a j.C > j.2C
  • you can replace 2B > 6C with 5B > 6C instead it's a bit worse damage but a bit easier.

A) Vorpal opener , [FF] > 22A , 5A > 236B > delay followup B , j.236[A] , 66C > 22X *3205(N/A)

B) No Vorpal, nearish corner opener , 2C > 5C > 214[A] , 66C > 22X *2923(2661)

C) No Vorpal, cornerless opener , 2C > 3C > 6C , 2C > 22X *2665(2426)

D) Old Route AA 5B > 6B (1hit) > 5[C] > j.[C] > j.236[B] , 66C > 22X *2735(2490)

  • Slightly more damage than C route, doesn't work at more extreme ranges.

17) 5[C] > 2A(whiff) 5[C] > 2A (whiff) , 66C > [FF] > 22A , delay 66B , 2C > delay 3C > 214[A] , 5B > 236B > immediate followup B , 2C > j.2C > 22X *3911

  • first 66C will whiff is 5[C] hits airborne
  • Reliable on counter hit...very tight without it recommend variant A.
  • in corner this works from 5[C] tip midscreen, 66C > [FF] will whiff at more extreme ranges.

A) Corner Variation 5[C] > 2A (whiff) , 66C > [FF] > 22A , 2C > 236B > followup B > j.236[A] , (2C > delay) 3C > j.delay A > j.B > j.C , 66C > 22X *4079(3718)

  • Omit 2nd 2C for easier combo.
  • j.B > j.C > j.A does 4 more damaage...but ehh.

B) Easier Universal 5[C] > 2A (whiff) , 66C > [FF] > 22A , delay 66B , 5C > 214[A] , 66C > 236A > delay followup A , 2C > j.2C > 22X

18) 214C starter 214C , dash 5C > 214[B] , 3C > 5[C] > j.[C] > j.A > j.B , 2C > 22X

  • Only works if 214[B] corners

A) Midscreen 214C , 66C , 2A > 5B > 5[C] > j.[C]

  • needs work.

B) Midscreen Sword Prebuff 214C , 66C , 2A > 5B > 214A , 66B > 236A > delay followup A , 2C > j.2C > 22X

19) CH 66C starter CH 66C > [FF] > 22A , delay 66B , 5C > 214[X] , 2C > delay 6B(2 hits) > 236B > followup B , 2C > j.2C > 22X *3937(3588)

  • 214[X] must corner.

20) AA 5A > 5C 5A> 5C > 6C , 2C > 3C > 5[C] > j.[C] > j.A > j.B , 66C > 22X *2719(2475)

  • Super useful vs Seth j.214A > Blink.

https://t.co/w83gDaFhKy https://t.co/50w0bXFzLF

A) Vorpal Route 5A > 5C > 6C > [FF] , 5A > 214B > 236B > delay followup B , j.236[A] , 66C > 22X *3242(2954)

21) 623B (1st hit only) 623B , run up 2C > 5B > 3C > j.[C] > j.A > j.B , 5B > FF > 214[A] , 66C > 22X *(1732)

  • against extended limbs when you CS.

22) 3C > 2A(whiff) 3C > 2A(whiff) , 5B > delay 6B(2nd hit) > 6C > [FF] > 22A , dash 2C > 5C > 214[A] , 66C > 214B > 236A > delay followup A , 2C > j.2C > 22X *3846(3503)

  • For when 3C connects during 3A+C+D

23) 236A Starters A) Meter 236A > 236C , dash 3C > j.C > j.2C , 66C > 22X *3190(????)

B) Vorpal 236A > CS , dash 2C > 3C > 5[C] > j.[C] > j.236[B] , 66C

C) Meter+Cornered 236A > 236C , 214[B] , needs testing.

D) Sword Buff 236A > followup A , needs testing.

24) Bad confirm Max damage (5A/2A/2B > 2 more hits OR Assault j.A/j.B/j.C > 1 hit) *generally 3 hits > 214B, delay FF, 2C > 3C > 5[C] > 9j.[C] > j.236[B] , 66C > 22X

  • Use this after assault, for GRDless either use BnB 1 or Situational 16.
  • Higher damage but FF use drains 1 GRD block for like 200 more damage...good early in GRD cycle not so good late if it would cause a loss of vorpal.
  • Same limitations for ground starters as BnB 2.

25) 623C > CS 623C > CS , 66C > [FF] , 66B > 214[A] , 66C > 214B > 236A > delay followup A , 2C > j.2C > 22X *3841

  • 3F dp lol

26) High damage route into double buff 5B > 5C > 214B > [FF] , 6B(2nd hit) > delay 2C > delay 3C > 236B > followup B , 66C > FF > 22A , 5A > 3C > 623A > 236C , 66C > 22B *xxxx(4003) https://twitter.com/Redblade454/status/1072992314996518912?s=19

27) vorpaless, buffless route into burn https://twitter.com/Redblade454/status/1075571201941102592

28) Thing I need to look at from fendo https://puu.sh/CACu0/f84c8c667e.mp4

29) another fendo thing. https://twitter.com/Sometimes_Fendo/status/1117431651783585792

30) 214B corner 214b 5a 214a [ff] 22a 236bb j236[a] 3c jabc 66c *xxxx(3459) A) CH CH 214B , 2C > 5[C] > [FF] > 22A , 236B > followup B , j.236[A] , 3C > j.delay A > j.B > j.C , 66c *xxxx(3768)

31)CH 6B(2nd hit only) CH 6B(2nd hit only) > delay 5C , 214A > [FF] > 22A , 236B > followup B , j.236[A] , 2C > 3C > delay j.A > j.B > j.C , 66C *4126(3760) https://twitter.com/Sometimes_Fendo/status/1114548623268831233


X) 3 hits or 2 hits on bad starters, how does this work? So I don't exact know how/why some of these starters work but quite a few starters allow you to do 3 hits before you do the combo but there are certain hits that just don't allow this for some reason or another mostly the key is using both a B and a C move in the same combo will cause the 3 hit starter to act almost like it was 4 hits and the rest of the combo will not work.

So for example let's take BnB #2 3 hits > 214A , 6B > 5[C] > 9j.[C] > j.236[B] , 66C > 22X. In this case Works Doesn't Work A > A > 5C A > 5B > 5C A > A > 5B A > 2B > 5C A > A > 2B A > 5C > 5B A > 5B > 2B Assault X > any 2 hits. A > A > A*

2B > 5B > 5C

2B > 5C > 5B

2B > A > A

2B > A > 5C

A > 5C > 2B

However with variant A added 3 hits > 214A , 6B > 9j.[C] > j.236[A] , 66C > 22X Works Use Variant A Still doesn't work A > A > 5C A > 5B > 5C Assault X > any 2 hits. A > A > 5B A > 2B > 5C

A > A > 2B A > 5C > 5B

A > 5B > 2B


A > A > A*


2B > 5B > 5C


2B > 5C > 5B


2B > A > A


2B > A > 5C


2B > 5C > A


A > 5C > 2B


  • A > A > A referring to 3 lights not the auto combo route.

So there you go, but you might go Assault still doesn't work...and that's because the 214A hits on the first frame always in that case so you can't actually link into 6B. The answer is either just go for the extremely basic combo or do assault X > 1 hit into Situational-24

It should be noted that this also applies for the BnB 5 and other locations where 3 hits is mentioned.