NATURAL COMBOS
AA (32)
BB (38)
B (38)
44BB (57)
66BB (63)
33_99BB (65)
33_99B*B (57)
2KB (48)
2K (48)
4KB (56)
kB (67) *crouching opponent only
236A:A (39)
11_77BA (44)
11_77B[A] (44)
A+B:B (58) *Second hit connects, third is guaranteed
RL A (29)
RL [A+B] 1 and 1/2 sec charge (72)
MST AA (56)
MST BBB (22) *Last two hits only
MST BB (22) *Last two hits only
HMD AA (60)
HMD AAA (81)
NATURAL COMBOS ON CH
6AA (38)
FC 1BB (53)
FC 1B (37)
A+B (47)
A+B:B (80)
MST BBB (34)
MST BB (34)
MST B6B (75)
MST B4B (75)
MST BK (31)
GUARD BREAK COMBOS NEW
- SC LVL 3, A+B:B
JUGGLE COMBOS
3B
- 4K, 236B (81-82) On deep hit, AC'able to the Left/Right unless 236B is buffered. On shallow, AC'able Back-Left/Back-Right. Not reliable.
- 4KB (80) Hit the opponent with 4K close to the ground as possible. Reliable slightly against big characters.
- 236{1} (77) Reliable.
- 1B, 4A_4[A]~MST (71)
33_99B
- 4K, 236B (76-77) On deep hit, AC'able to the Left/Right unless 236B is buffered. On shallow, AC'able Back-Left/Back-Right. Not reliable.
- 4KB (75) Hit the opponent with 4K close to the ground as possible. Reliable on big characters.
- 236{1} (72)
- 1B, 4A_4[A]~MST (66)
33_99
- RL B (52) Wakes if they don't JF tech.
RL A is not guaranteed after 33_99, opponent can AC backwards out of it.
1aB
- 9A, 236{1} (116-118) Buffer the 236{1} upon landing, not very reliable.
- 2A+B, 66A+B (105) Most reliable.
- 236 (101-104) Hit the tip of the sword under the opponent for max damage.
- 9A, 4A_4[A]~MST (100)
- 8WR 3_9, RL B (95) Wakes if they don't JF tech.
FC 1B
- 2A (28) On big characters only.
CH FC 1B
- 4KB (76) Hit 4K close to the ground.
- 236{1} (70) Not very reliable.
- 1B, 4A_4[A]~MST (64)
- 236B (62) Will most likely do this instead of 236{1}.
A+B (Second Hit connect only, works usually better on big characters)
- 236B (60) Works on shallow hit only.
- AA (48)
- 2A (37)
CH A+B (Usually works better on big characters)
- 236B (81) Works on shallow hit only.
- AA (70)
- 3K (64)
- 2A (59)
- K (59)
STUN COMBOS
- Whenever a move is followed with a ->, the damage will not be listed.
- Only non escapeable stun -> stun combos are listed.
- Whenever a move has a + after the damage is listed, the combo can continue if the opponent wallsplats, or Ring Out.
CH B6
- 3B -> Shallow range, using edge or wall helps. Insanely hard (damage will be 63 on launch).
- 2KB_2K~Mist (75) Shallow range only.
- 3A ->
- 66K -> +
- 236B (70) +
33_99A
- 3B -> Shallow hit required.
- B6 -> Shallow hit required, must be done fast.
- 66BB (85)
- Throw (varies) Throw can be escaped.
- 2KB (68)
- 3A ->
- 66K -> +
- 236B (70) +
CH 3A
- 33BB (79) Step to the left for the second B to be untechable (first B will nullify tech, the second B will not launch). On a regular front hit, techable to the right (I think). On a side hit, first B will roll the opponent out, making the second B miss.
- 88B VC, 1B (64-65)
- 6B+K~MST A+B (61) Non techable if done quickly.
- 1[A] (58) Non techable if done quickly.
- 66A+B (56) Most reliable option.
66A+B
- 3B (72)
- 3K (67) Shallow range only; opponent is left standing for mixups.
- 66B (65)
- 2A (62) Opponent is left standing for mixups.
CH FC 1BB
- 1[A] (91) Non techable if done quickly.
- 66A+B (90)
- kB (86) Might be character dependent, have the second hit connect only.
22_88B
- 3B (58)
- 2K (48)
VC (88B[G]22 on 1P side, 22B[G]22 on 2P side)
- 236B_236{1}_236 (78_87_97) +
- 3B ->
- A+B ->
- A+B:B (102)
- 66BB (96)
- 8WR 3_9B ->
- 33_99A -> Some 33A combos will not work depending on distance, must be done quickly, unreliable.
- 3A ->
- 66K ->
- FC 1BB ->
MST A+B
- 3A ->
- 66K ->
- 236B (96) +
MST [A+B]
- MST B4B (117) Do not hold MST A+B for too long, or you will delay the recovery even further.
- MST B6B, 66B (113)
- MST B6B (89) + Do not hold MST A+B for too long, or you will delay the recovery even further.
- MST K (66) Reliable but less damaging.
6B:2
- 66A+B (69)
CH 66K (Add 4 damage if followups are delayed)
- 88B VC, 1B (71)
- step forwards, 3B (60)
- 1A (55) Reliable (does 57-62 dmg delayed... I'll check this again).
- 22_88B (52) Reliable.
- 8WR 3_9B/8WR 3_9~RL (50)
- 66B (47)
CH A+K
- 3B -> shallow range only.
- 236B (82) +
- 3A ->
- 66K ->
CH 22_88A+K
- 3B -> Not reliable on shallow hit.
- 33_99B ->
- 33_99 ->
- 66BB (83)
- 2KB (68)
- 236B (63) +
- 3A ->
- 66K -> +
8A+B
- 66A+B (72) Tech trap; hits all tech options, and upon that, 1B/3K become guaranteed in this case.
- 3B (64)
RL B
- 3B (53)
- 8WR 3_9B (49)
- 66B (45)
CH 214B NEW
- 236B (63) +
- 3A -> Shallow range only.
- BB_B (52) Shallow range only.
WALL COMBOS
- I haven't tested all the possibilties, there's quite a lot of them.
- Wall combos depend on recovery of the move and the distance. Generally, the further away your opponent is from the wall, the faster the recovery of your move allowing some of the not-possible combos possible.
- Certain moves wallsplat to the left or right. I haven't listed combos for these yet.
- 4K, 4KB (Second Hit only) CH 236B, 236, and 6B4 all have very fast recovery allowing for decent combos. Note that if a certain combo doesn't work, you might have to position your opponent away from the wall enough so that it will work. Unfortunately, I haven't tested all of these combos with the starters above. But the following combos are based on the wallsplats of these moves.
- You can precede the 236B with 33_99A, CH B6, VC, 22_88A+K, MST A+B and CH A+K for even more damage.
- You can precede the 236 with VC for even more damage.
- The damage won't be listed since multiple wallsplats guarantee the same combos.
- For wall bounce combos, what you want is the opponent to hit the wall at the last moment. This reduces your recovery and slows down the opponent from falling too quick, allowing stuff like 2A+B, 66A+B.
- Wallsplat combos assume that you sent your opponent into a unbreakable wall. A breakable wall will reduce a lot of the options listed below.
NORMAL WALLSPLAT (4K, CH 236B, 236, 6B4)
- 3B ->
- 33_99B ->
- 33_99 ->
- 66BB ->
- 66B, high wallsplat -> (I recommend using BB as a juggle, 236B does less damage)
- 22_88B ->
- 66A+B ->
- 4K, 3B
- 236, 3B
- Throw Can be escaped depending on throw.
- WL B, FC 1BB, 66A+B (4K and 6B4 only, 131 damage for 4K, opponent must expose their side in order for WL B to do its "Death" stun)
- 236 (re-wallsplat, but nothing guaranteed afterwards)
- 33_99A ->
- VC (works better with a quick recovery move such as 4K)
- iFC 1BB (First B will wall bounce, second B stuns, and can be followed up with same options as CH FC 1BB) ->
WALL BOUNCE
High launcher (3B, 8WR 3_9B, etc...)
- 2A+B, 66A+B (Launcher must wall bounce the opponent at the last minute)
- 66K, BT B+K (if opponent ACs anywhere, BT B+K tracks fairly well)
SAMPLE WALL COMBOS
4K, wallsplat, 88B VC, FC 1B,B, 66A+B (138)
3B, wall bounce, 2A+B, 66A+B (89) Wait for opponent to hit the wall at the last second.
88B VC, 236, wallsplat, 33A, 3B, 236{1} (200)
MISCELLANEOUS COMBOS
214[A] (or HMD~[A])
- BB (62) Shallow range only (214[A] gives +14 on shallow hit IIRC from Tharon_Mortis' frame data thread, so this works). Very unreliable.
- AA (56) Easiest followup.
- 2A (44)
- K (38)
- 3K (38)
CH MST BB, RL A_[A] (62)
WL B (on opponent's back/side)
- FC 1BB ->
- 66BB (102 right_106 left_108 back)
- 8WR 3_9B ->
- 8WR 3_9 ->
- RCC, 3A ->
8A+B (side or back)
- 3B -> Must be close.
- 66BB (106 right_110 back_112 left)
- 8WR 3_9B -> (easier than 3B)
- 8WR 3_9 ->
44B (back only)
- 8WR 3_9B/8WR 3_9~RLC (49)
- 66B (46)
RL B (on crouching opponent)
- 3B (57)
vs. Jumping Opponent
2A+B, 66A+B (56)
236B_236{1}_236, 236B (77_87_96)
1A_1[A] (+10 dmg with 1[A])
- 3B (65) Deep hit required.
- 66B (58) Reliable.
FC 1A+B
- 33BB (88) Does not work on Sophie/Cass/Voldo.
CURRENTLY TESTED (Proven, but still needs to be done):
- CH 214, 33B ->
(credits to feiwong)
IMPORTANT NOTE:
- Certain combos may not work if you button mash the move. For example, 3B, button mash 1B, 4A, the opponent will somehow end up right below the sword, and when you do 4A, it will whiff. Therefore if you decide to use multi-hit juggles, you never want to button mash if you expect to get them out. This is also important during a launching opportunity that arises, if you forget the combo, button mashing will not get it to hit.