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The King of Fighters XV/Rock Howard/Combos: Difference between revisions
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Coliflowerz (talk | contribs) No edit summary |
LOCKUNDKEY (talk | contribs) Slightly overhauled Rock's combo page up to 2 Bar combos to match changes made to the character since this page was last updated. |
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! Combo !! Damage !! Notes | ! Combo !! Damage !! Notes | ||
|- | |- | ||
| ''' | | '''2B > 2A > f.B > 6A''' || 107 || Optimal light starter. 6A will whiff if canceled into from longer ranges. A general rule of thumb is 6A will whiff after a string of 4 light normals. If you find yourself in a range where 6A will not connect, use the below starter. | ||
|- | |||
| 2B > 2A > f.B || 65 || Light starter for when 6A is too far to connect. Can add an additional 2A/2B depending on range. Just about the only things you can combo into from a far 5B are 214A, 236AC, 236236P, and Climax, so keep this in mind in situations where a light normal into 6A won't work. | |||
|} | |} | ||
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! Combo !! Damage !! Notes | ! Combo !! Damage !! Notes | ||
|- | |- | ||
| ''' | | '''cl.C > 6A''' || 117 || Standard heavy starter and Rock's most consistent combo starter. | ||
|- | |||
| cl.D > 6A || 127 || More damaging than the above at the cost of slightly slower startup on cl.D. Useful for punishes or after landing a deep jump-in. | |||
|- | |||
| cl.B > cl.A, cl.C > 6A || 158 || Link into cl.C > 6A. Optimal heavy starter in terms of damage, though Rock needs to be point blank to get cl.C after cl.A. | |||
|- | |||
| j.D, cl.C/cl.D > 6A || 181/191 || Standard jump-in starter. j.D, cl.A, cl.C > 6A works and does slightly more damage, but is heavily dependent on the angle of your jump-in. Stick to this for consistency. | |||
|- | |||
|} | |} | ||
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! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes | ! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes | ||
|- | |- | ||
| | | '''Starter''' > 623C ~ AB, 214C || 241/269 || 255/250 || 40% || Anywhere || Meterless BNB after a confirm into 6A. If you have your install up, you can land an OTG 236C after if close enough to the corner. | ||
|- | |||
| '''Starter''' > 623C ~ AB, 236A, 623A || 255/285 || 295/290 || 45% || Corner || Meterless corner BNB. The above combo does more damage if you tack on a super afterward compared to a super cancel from this one, otherwise use this one if you can't/don't want to use a super. | |||
|- | |||
| 2B > 2A > 6A > 632146P || 180 || 105 || 25% || Anywhere || A niche combo that trades damage for a sideswap, useful if you're in the corner. Usually works as 2 light normals into 6A, though cl.A > cl.B and cl.B > cl.A > f.B > 6A works too. Does not work at longer ranges, after '''Heavy Starters''', or after any Heavy normal. | |||
|- | |- | ||
| f.C > 214C || 180 || 150 || 25% || Anywhere || Small f.C combo in case you're too far away for Rock's other combo starters. | | f.C > 214C || 180 || 150 || 25% || Anywhere || Small f.C combo in case you're too far away for Rock's other combo starters. | ||
|- | |- | ||
| CD > 236A, 214B/D ~ | | CD > 236A, 214B/D ~ C || 169 || 200 || 25% || Midscreen || Midscreen CD confirm. Also works if your back is to the corner, but not when the opponent is in the corner. | ||
|- | |||
| CD, 623C ~ AB, 236A, 623A || 203 || 260 || 40% || Corner || Corner CD confirm. | |||
|- | |- | ||
| | | 632146P ~ AB, 236A, 623C ~ AB, 236A, 623A || 160 || 220 || 45% || Back to Corner || A way to squeeze a little extra damage off a command grab. Otherwise just let the command grab play out to deal 115 damage. | ||
|- | |- | ||
| 632146P | | {6B} 632146P || 115 || 0 || 20% || Anywhere || A kara cancel into Rock's command grab. Doesn't have that much use aside from opening up an opponent who's been conditioned to block. Letting 6B play out without the kara cancel will give you an overhead as well as an air reset if they try to jump out, though this loses to mashing. | ||
|- | |- | ||
|} | |} | ||
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! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes | ! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes | ||
|- | |- | ||
| | | '''Starters > 6A''' > 623BD, 623C ~ AB, 214C || 312/350 || 225/250 || -30% || Anywhere || Great damage and meter gain for just half a bar. You'll have built enough meter by the end of the combo to have that 0.5 meter you spent back. | ||
|- | |||
| '''Heavy Starter > 6A''' > 214AC, 623C ~ AB, 214C || 347 || 210 || -30% || Anywhere || Alternate combo if you're out of range for 6A, as well as a slightly easier one even if you can use 6A in exchange for a negligible loss in damage compared to the above. '''214AC no longer combos after f.B or any light normals.''' | |||
|- | |- | ||
| | | f.C > 214AC, 623C ~ AB, 214C || 314 || 190 || -30% || Anywhere || Alternate combo if you're out of range for Rock's close normal starters. f.C > 623BD does work, but 623BD does not combo after f.C at max range, unlike f.C > 214AC, and the damage from an f.C > 623BD combo is only slightly higher than a f.C > 214AC combo. Stick to 214AC. | ||
|- | |- | ||
| | | '''Starters > 6A''' > 623BD, 623C ~ AB, 236A, 623A || 325/365 || 295/290 || -10% || Corner || Used to not work on certain {{tt|characters|Heidern, Dolores, Kyo, Iori, Ash, Kukri, Krohnen, Yashiro, K', Maxima, Antonov, KoD, Terry, Robert, Vanessa, Luong, Rock, and Rugal}}, but '''now works on everyone''' as of the Hinako patch (ver 2.20). | ||
|- | |- | ||
| CD, 623BD, 623C ~ AB, 236A, | | CD, 623BD, 623C ~ AB, 236A, cl.D/2D || 264 || 270 || -25% || Corner || In this particular combo, the cl.D/2D at the end does 1 more damage than ending with 623A and also allows for an air reset situation. | ||
|- | |- | ||
| 632146P ~ AB, 236A, 236AC, 623C ~ AB, | | 632146P ~ AB, 236A, 236AC, 623C ~ AB, 236A, 623A || 202 || 220 || -10% || Back to Corner || | ||
|- | |- | ||
| 632146AC, run, 623C ~ AB, 214C || | | 632146AC, run, 623C ~ AB, 214C || 196 || 120 || -25% || Anywhere || EX command grab combo. Possible anywhere on screen, but more difficult the closer you are to the corner. | ||
|- | |- | ||
| 236BD, run, 623C ~ AB, 214C || | | 236BD, run, 623C ~ AB, 214C || 187 || 120 || -25% || Anywhere || Confirm after an EX counter. The combo will be exactly the same as the 632146AC combo. | ||
|- | |- | ||
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes | ||
|- | |- | ||
| | | '''Starter > 6A''' > 214AC, 623BD, 623C ~ AB, 214C || 369/418 || 255/250 || 1 || 45% || Anywhere || Cannot omit 6A anymore if using a light starter. | ||
|- | |||
| '''Starter > 6A''' > 214AC, 623BD, 623C ~ AB, 236A, cl.D/2D || 381/432 || 305/300 || 1 || 45% || Corner || No longer drops on certain characters, works on everyone as of version 2.20. | |||
|- | |- | ||
| | | '''Starter > 6A''' > 623BD, 236AC, 623C ~ AB, 236A, cl.D/2D || 378/428 || 305/300 || 1 || 45% || Corner || Not as optimal compared to the above combo. | ||
|- | |- | ||
| | | CD, 214K ~ C > 236236K || 248 || 140 || 1 || 20% || Anywhere Except Corner || Most consistent CD combo. | ||
|- | |- | ||
| CD, 214K ~ C > 236236K || | | CD > 236A, 214K ~ dl.C > 236236K || 277 || 200 || 1 || 25% || Midscreen || Requires you to delay Rage Run's C follow-up to land all 5 hits of Shine Knuckle. Not really worth the extra damage when the above is easier. | ||
|- | |- | ||
| CD, | | CD > 236A, 214K ~ C > 236236P || 289 || 200 || 1 || 25% || Anywhere Except Corner || Works regardless of the opponent's height when C followup hits, though you lose out on corner carry. | ||
|- | |- | ||
| 236CD, 623C ~ AB, 214C || 245 || 120 || 1 || 80% || Anywhere || Shatter strike combo. If out of range for 623C, skip it and go straight into 214C. | | CD, 623BD, 236AC, 623C ~ AB, 236A, cl.D || 306 || 270 || 1 || 35% || Corner || Same as your corner combo. | ||
|- | |||
| 236CD, 623C ~ AB, 214C || 245 || 120 || 1 (Refunded 0.5) || 80% || Anywhere || Shatter strike combo. If out of range for 623C, skip it and go straight into 214C. | |||
|- | |- | ||
| 632146P ~ AB, 214C > 236236K || 188 || 80 || 1 || 20% || Anywhere || | | 632146P ~ AB, 214C > 236236K || 188 || 80 || 1 || 20% || Anywhere || | ||
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| 632146P ~ AB, 623BD, 236AC, 623C ~ AB, 236A, cl.D || 231 || 170 || 1 || 30% || Back to Corner || Works from further away from the corner. | | 632146P ~ AB, 623BD, 236AC, 623C ~ AB, 236A, cl.D || 231 || 170 || 1 || 30% || Back to Corner || Works from further away from the corner. | ||
|- | |- | ||
| 632146AC, 623BD, 623C ~ AB, 214C || | | 632146AC, 623BD, 623C ~ AB, 214C || 257 || 120 || 1 || 30% || Midscreen/Corner || Doesn't work if Rock has his back to the corner. | ||
|- | |- | ||
| | | '''Starter > 6A ''' > 623BD, 623C ~ AB, 214C > 236236P or K || 420/476 || 255/250 || 1.5 || 45% || Anywhere || Either super works here. 236236P does slightly more damage, but 236236K grants much better corner carry and okizeme opportunity. In the corner however, the screen carry and oki is less significant so 236236P is the preferred ender there. The damage notation here assumes you've used 236236K. | ||
|- | |- | ||
| | | '''Starter > 6A''' > 214AC, 623C ~ AB, 214C > 236236P or K || 407/464 || 255/250 || 1.5 || 40% || Anywhere || Easier but slightly weaker version of the above. | ||
|- | |- | ||
| CD, 623BD, 623C ~ AB, 214C > 236236P || | | CD, 623BD, 623C ~ AB, 214C > 236236P || 352 || 220 || 1.5 || 40% || Corner || | ||
|- | |- | ||
| 236CD (AA), 623BD, 623C ~ AB, 214C || 336 || 120 || 1.5 || 80% || Midscreen || Rock can only meaningfully use EX moves after Shatter Strikes midscreen if they hit in the air. | | 236CD (AA), 623BD, 623C ~ AB, 214C || 336 || 120 || 1.5 (Refunded 0.5) || 80% || Midscreen || Rock can only meaningfully use EX moves after Shatter Strikes midscreen if they hit in the air. | ||
|- | |- | ||
| 236CD | | 236CD, 623C ~ AB, dl.236AC, 236A, cl.D/2D || 342 || 270 || 1.5 (Refunded 0.5) || 20% || Corner || | ||
|- | |- | ||
| 632146P ~ AB, 236A, 236AC, 623C ~ AB, 214C > 236236P || 293 || 180 || 1.5 || 40% || Back to Corner || | | 632146P ~ AB, 236A, 236AC, 623C ~ AB, 214C > 236236P || 293 || 180 || 1.5 || 40% || Back to Corner || | ||
|- | |- | ||
| | | 632146AC, run, 623C ~ AB, 214C > 236236P or K || 346/335 || 120 || 1.5 || 30% || Anywhere || If you don't run close enough before the 623C, 236236P can drop, so 236236K is even more recommended as the ender here for consistency. | ||
|- | |- | ||
|} | |} | ||
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==External Links== | ==External Links== | ||
{{#ev:youtube|weuZhIDlhsw|||'''Rock Combos by Meno'''|frame}} | |||
{{Navbox XV}} | {{Navbox XV}} | ||
[[Category:Rock Howard]] | [[Category:Rock Howard]] | ||
[[Category:The King of Fighters XV]] | [[Category:The King of Fighters XV]] |
Latest revision as of 20:26, 20 November 2023
Combo Notation Guide
Notation | Meaning |
---|---|
X Starter | Use the corresponding starter(s) from the 'Starters' section of this page. |
> | Cancel the previous move into the following move. If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel'). |
, | Link the previous move into the following move. |
(X) | A move in brackets must whiff (not hit). Can also mean the move must be Kara Canceled. |
~ | Cancel the previous special into the following special. |
cl. | Close to opponent. |
f. | Far from opponent. |
j. | Jumping move. |
AA | Anti-air. Hit the opponent while they're mid-air. |
[X] | Hold input briefly. |
P & K | P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. |
X/Y | Do either X move or Y move in a combo (Both final damage & stun values will be shown). |
X * N {X} * N |
Repeat 'X' input 'N' amount of times. Multiple inputs will be bundled into "{}". |
Starters
Keep in mind: The combos in the "Combos" section have been tested using the first starter in each category (the combos in Bold).
The other starters in each table should also work in each case, but may not.
Light Starters
Combo | Damage | Notes |
---|---|---|
2B > 2A > f.B > 6A | 107 | Optimal light starter. 6A will whiff if canceled into from longer ranges. A general rule of thumb is 6A will whiff after a string of 4 light normals. If you find yourself in a range where 6A will not connect, use the below starter. |
2B > 2A > f.B | 65 | Light starter for when 6A is too far to connect. Can add an additional 2A/2B depending on range. Just about the only things you can combo into from a far 5B are 214A, 236AC, 236236P, and Climax, so keep this in mind in situations where a light normal into 6A won't work. |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
cl.C > 6A | 117 | Standard heavy starter and Rock's most consistent combo starter. |
cl.D > 6A | 127 | More damaging than the above at the cost of slightly slower startup on cl.D. Useful for punishes or after landing a deep jump-in. |
cl.B > cl.A, cl.C > 6A | 158 | Link into cl.C > 6A. Optimal heavy starter in terms of damage, though Rock needs to be point blank to get cl.C after cl.A. |
j.D, cl.C/cl.D > 6A | 181/191 | Standard jump-in starter. j.D, cl.A, cl.C > 6A works and does slightly more damage, but is heavily dependent on the angle of your jump-in. Stick to this for consistency. |
Other Starters
Combo | Damage | Notes |
---|---|---|
CD | 75 |
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
General Notes:
- Any combo that starts with 2B*2 > f.B > 6A can also be started with cl.C/cl.D/2C > 6A.
Rush Auto Combo
Combo | Damage | Meter cost | notes |
---|---|---|---|
cl.A > A > A > B | 138 | 0 | Rush combo ending in a special move. |
cl.A > A > A > C | 223 | 1 | Rush combo ending in a super. |
cl.A > A > A > D | 351 | 2 | Rush combo ending in a Max super. |
cl.A > A > A > A | 450 | 3 | Rush combo ending in a Climax super. |
Meterless
Combo | Damage | Stun | Meter Gain | Location | Notes |
---|---|---|---|---|---|
Starter > 623C ~ AB, 214C | 241/269 | 255/250 | 40% | Anywhere | Meterless BNB after a confirm into 6A. If you have your install up, you can land an OTG 236C after if close enough to the corner. |
Starter > 623C ~ AB, 236A, 623A | 255/285 | 295/290 | 45% | Corner | Meterless corner BNB. The above combo does more damage if you tack on a super afterward compared to a super cancel from this one, otherwise use this one if you can't/don't want to use a super. |
2B > 2A > 6A > 632146P | 180 | 105 | 25% | Anywhere | A niche combo that trades damage for a sideswap, useful if you're in the corner. Usually works as 2 light normals into 6A, though cl.A > cl.B and cl.B > cl.A > f.B > 6A works too. Does not work at longer ranges, after Heavy Starters, or after any Heavy normal. |
f.C > 214C | 180 | 150 | 25% | Anywhere | Small f.C combo in case you're too far away for Rock's other combo starters. |
CD > 236A, 214B/D ~ C | 169 | 200 | 25% | Midscreen | Midscreen CD confirm. Also works if your back is to the corner, but not when the opponent is in the corner. |
CD, 623C ~ AB, 236A, 623A | 203 | 260 | 40% | Corner | Corner CD confirm. |
632146P ~ AB, 236A, 623C ~ AB, 236A, 623A | 160 | 220 | 45% | Back to Corner | A way to squeeze a little extra damage off a command grab. Otherwise just let the command grab play out to deal 115 damage. |
{6B} 632146P | 115 | 0 | 20% | Anywhere | A kara cancel into Rock's command grab. Doesn't have that much use aside from opening up an opponent who's been conditioned to block. Letting 6B play out without the kara cancel will give you an overhead as well as an air reset if they try to jump out, though this loses to mashing. |
0.5 Bar
Combo | Damage | Stun | Meter Gain | Location | Notes |
---|---|---|---|---|---|
Starters > 6A > 623BD, 623C ~ AB, 214C | 312/350 | 225/250 | -30% | Anywhere | Great damage and meter gain for just half a bar. You'll have built enough meter by the end of the combo to have that 0.5 meter you spent back. |
Heavy Starter > 6A > 214AC, 623C ~ AB, 214C | 347 | 210 | -30% | Anywhere | Alternate combo if you're out of range for 6A, as well as a slightly easier one even if you can use 6A in exchange for a negligible loss in damage compared to the above. 214AC no longer combos after f.B or any light normals. |
f.C > 214AC, 623C ~ AB, 214C | 314 | 190 | -30% | Anywhere | Alternate combo if you're out of range for Rock's close normal starters. f.C > 623BD does work, but 623BD does not combo after f.C at max range, unlike f.C > 214AC, and the damage from an f.C > 623BD combo is only slightly higher than a f.C > 214AC combo. Stick to 214AC. |
Starters > 6A > 623BD, 623C ~ AB, 236A, 623A | 325/365 | 295/290 | -10% | Corner | Used to not work on certain charactersHeidern, Dolores, Kyo, Iori, Ash, Kukri, Krohnen, Yashiro, K', Maxima, Antonov, KoD, Terry, Robert, Vanessa, Luong, Rock, and Rugal, but now works on everyone as of the Hinako patch (ver 2.20). |
CD, 623BD, 623C ~ AB, 236A, cl.D/2D | 264 | 270 | -25% | Corner | In this particular combo, the cl.D/2D at the end does 1 more damage than ending with 623A and also allows for an air reset situation. |
632146P ~ AB, 236A, 236AC, 623C ~ AB, 236A, 623A | 202 | 220 | -10% | Back to Corner | |
632146AC, run, 623C ~ AB, 214C | 196 | 120 | -25% | Anywhere | EX command grab combo. Possible anywhere on screen, but more difficult the closer you are to the corner. |
236BD, run, 623C ~ AB, 214C | 187 | 120 | -25% | Anywhere | Confirm after an EX counter. The combo will be exactly the same as the 632146AC combo. |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Starter > 6A > 214AC, 623BD, 623C ~ AB, 214C | 369/418 | 255/250 | 1 | 45% | Anywhere | Cannot omit 6A anymore if using a light starter. |
Starter > 6A > 214AC, 623BD, 623C ~ AB, 236A, cl.D/2D | 381/432 | 305/300 | 1 | 45% | Corner | No longer drops on certain characters, works on everyone as of version 2.20. |
Starter > 6A > 623BD, 236AC, 623C ~ AB, 236A, cl.D/2D | 378/428 | 305/300 | 1 | 45% | Corner | Not as optimal compared to the above combo. |
CD, 214K ~ C > 236236K | 248 | 140 | 1 | 20% | Anywhere Except Corner | Most consistent CD combo. |
CD > 236A, 214K ~ dl.C > 236236K | 277 | 200 | 1 | 25% | Midscreen | Requires you to delay Rage Run's C follow-up to land all 5 hits of Shine Knuckle. Not really worth the extra damage when the above is easier. |
CD > 236A, 214K ~ C > 236236P | 289 | 200 | 1 | 25% | Anywhere Except Corner | Works regardless of the opponent's height when C followup hits, though you lose out on corner carry. |
CD, 623BD, 236AC, 623C ~ AB, 236A, cl.D | 306 | 270 | 1 | 35% | Corner | Same as your corner combo. |
236CD, 623C ~ AB, 214C | 245 | 120 | 1 (Refunded 0.5) | 80% | Anywhere | Shatter strike combo. If out of range for 623C, skip it and go straight into 214C. |
632146P ~ AB, 214C > 236236K | 188 | 80 | 1 | 20% | Anywhere | |
632146P ~ AB, 236A, 623C ~ AB, 214C > 236236P | 249 | 180 | 1 | 40% | Back to Corner | |
632146P ~ AB, 623BD, 236AC, 623C ~ AB, 236A, cl.D | 231 | 170 | 1 | 30% | Back to Corner | Works from further away from the corner. |
632146AC, 623BD, 623C ~ AB, 214C | 257 | 120 | 1 | 30% | Midscreen/Corner | Doesn't work if Rock has his back to the corner. |
Starter > 6A > 623BD, 623C ~ AB, 214C > 236236P or K | 420/476 | 255/250 | 1.5 | 45% | Anywhere | Either super works here. 236236P does slightly more damage, but 236236K grants much better corner carry and okizeme opportunity. In the corner however, the screen carry and oki is less significant so 236236P is the preferred ender there. The damage notation here assumes you've used 236236K. |
Starter > 6A > 214AC, 623C ~ AB, 214C > 236236P or K | 407/464 | 255/250 | 1.5 | 40% | Anywhere | Easier but slightly weaker version of the above. |
CD, 623BD, 623C ~ AB, 214C > 236236P | 352 | 220 | 1.5 | 40% | Corner | |
236CD (AA), 623BD, 623C ~ AB, 214C | 336 | 120 | 1.5 (Refunded 0.5) | 80% | Midscreen | Rock can only meaningfully use EX moves after Shatter Strikes midscreen if they hit in the air. |
236CD, 623C ~ AB, dl.236AC, 236A, cl.D/2D | 342 | 270 | 1.5 (Refunded 0.5) | 20% | Corner | |
632146P ~ AB, 236A, 236AC, 623C ~ AB, 214C > 236236P | 293 | 180 | 1.5 | 40% | Back to Corner | |
632146AC, run, 623C ~ AB, 214C > 236236P or K | 346/335 | 120 | 1.5 | 30% | Anywhere | If you don't run close enough before the 623C, 236236P can drop, so 236236K is even more recommended as the ender here for consistency. |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
2B*2 > 5B > 6A > 214AC, 623BD, 623C ~ AB, 214C > 236236P or K | 489/479 | 270 | 2 | 45% | Anywhere | |
... > BC, cl.D > 6A > 623BD, 623C ~ AB, 214C > 236236P or K | 464/454 | 400 | 2 | 15% | Anywhere | 1000 and 1250 Max Mode Timer combo. Damage values listed are after a 2B*2 > 5B > 6A starter. |
... > BC > c.D > 214AC, 623BD, 623C ~ AB, 214C > 236236P or K | 486/476 | 340 | 2 | 15% | Anywhere | 1500 Max Mode Timer combo. |
CD > 236A, 214K ~ C > 236236AC | 452 | 200 | 2 | 25% | Midscreen | This combo is still consistent without the 236A. |
CD, 623C ~ AB, 214C > 236236AC | 453 | 220 | 2 | 40% | Corner | This combo does the same damage as a combo with EX moves, but the oki is much better. |
236CD, 623C ~ AB, 214C > 236236P or K | 415/398 | 120 | 2 | 80% | Anywhere | |
632146P ~ AB, 214C > 236236AC | 290 | 80 | 2 | 20% | Anywhere | |
632146P ~ AB, 236A, 623C ~ AB, 214C > 236236AC | 324 | 180 | 2 | 40% | Back to Corner | |
632146P ~ AB, 623BD, 236AC, 623C ~ AB, 214C > 236236P | 321 | 120 | 2 | 30% | Back to Corner | |
632146AC, 623BD, 623C ~ AB, 214C > 236236P or K | 397/387 | 120 | 2 | 30% | Midscreen/Corner | |
2B*2 > 5B > 6A > 623BD, 623C ~ AB, 214C > 236236AC | 542 | 270 | 2.5 | 45% | Anywhere | |
2B*2 > 5B > 214AC, 623C ~ AB, 214C > 236236AC | 510 | 210 | 2.5 | 40% | Anywhere | |
CD, 623BD, 623C ~ AB, 214C > 236236AC | 521 | 220 | 2.5 | 40% | Corner | |
236CD, 623C ~ AB, 236AC, 214C > 236236P | 475 | 120 | 2.5 | 80% | Corner | |
632146P ~ AB, 236A, 236AC, 623C ~ AB, 214C > 236236AC | 368 | 180 | 2.5 | 40% | Back to Corner | |
632146P ~ AB, 623BD, 623C ~ AB, 214C > 236236AC | 352 | 120 | 2.5 | 30% | Back to Corner | |
632146AC, run, 623C ~ AB, 214C > 236236AC | 428 | 120 | 2.5 | 30% | Anywhere |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
2B*2 > 5B > 6A > 623C ~ AB, 214C > 236236K > 236236AC | 588 | 270 | 3 | 45% | Anywhere | Swap the supers if you're in the corner for more damage. |
2B*2 > 5B > 214AC, 623BD, 623C ~ AB, 214C > 236236AC | 558 | 210 | 3 | 40% | Anywhere | |
... > BC, cl.D > 6A > 623BD, 623C ~ AB, 214C > 214236CD or 236214CD | 589/564 | 400 | 3 | 15% | Anywhere | 1000 Max timer combo. Rock does comparable damage with his Max confirms to his regular combos. |
... > BC, cl.D > 214A > 236236P > 214236CD or 236214CD | 600/572 | 280 | 3 | 15% | Anywhere | 1250 Max timer combo. Leaving 6A out of the combo after the Quick Max tends to help the scaling. |
... > BC, cl.D > 6A > 623C ~ AB, 214C > 236236P > 236214CD or 236214CD | 638/613 | 400 | 3 | 15% | Anywhere | 1500 Max timer combo. |
CD, 214K ~ C > 236236K > 236236AC | 549 | 140 | 3 | 20% | Anywhere | |
CD, 623C ~ AB, 214C > 236236K > 236236AC | 571 | 220 | 3 | 40% | Corner | The order of the supers results in the same damage here so take your pick. |
236CD, 623C ~ AB, 214C > 236236AC | 542 | 120 | 3 | 80% | Anywhere | |
632146P ~ AC, 214D ~ C > 236236P > 236236BD | 380 | 40 | 3 | 20% | Anywhere | The usual 214C combo works here too, you'll just have to swap supers for 10 less damage. |
632146P ~ AC, 236A, 623C ~ AB, 214C > 236236P > 236236BD | 414 | 180 | 3 | 40% | Back to Corner | |
632146AC, 623BD, 623C ~ AB, 214C > 236236AC | 472 | 120 | 3 | 30% | Anywhere | |
2B*2 > 5B > 6A > 623BD, 623C ~ AB, 214C > 236236P > 236236BD | 636 | 270 | 3.5 | 45% | Anywhere | |
2B*2 > 5B > 214AC, 623C ~ AB, 214C > 236236P > 236236BD | 604 | 210 | 3.5 | 40% | Anywhere | |
CD, 623BD, 623C ~ AB, 214C > 236236P > 236236BD | 628 | 220 | 3.5 | 40% | Corner | |
236CD, 236AC, 623C ~ AB, 214C > 236236AC | 586 | 120 | 3.5 | 30% | Corner | |
632146P ~ AC, 236A, 236AC, 623C ~ AB, 214C > 236236P > 236236BD | 458 | 180 | 3.5 | 40% | Back to Corner | |
632146P ~ AC, 623BD, 623C ~ AB, 214C > 236236P > 236236BD | 442 | 120 | 3.5 | 30% | Back to Corner | |
632146AC, run, 623C ~ AB, 214C > 236236P > 236236BD | 511 | 120 | 3.5 | 30% | Anywhere |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
2B*2 > 5B > 6A > 623C ~ AB, 214A > 236236P > 214236CD or 236214CD | 665/632 | 250 | 4 | 40% | Anywhere | Keeping the combo short with 214A tends to improve the scaling in Climax combos. Note that 214P > 236236P can drop when done at too far ranges; use 236236K if you aren't confident in the spacing. |
... > BC, cl.D > 214A > 236236AC > 214236CD or 236214CD | 690/662 | 280 | 4 | 15% | Anywhere | 1250 Max timer combo. |
... > BC, cl.D > 623C ~ AB, 214C > 236236AC > 214236CD or 236214CD | 713/688 | 400 | 4 | 15% | Anywhere | 1500 Max timer combo. Stronger than your 4.5 bar combos. |
BC, cl.D > 6A > 214A > 236236K > 236236AC > 214236CD | 1016 | 190 | 4 | 0 | Anywhere | Raw Max kill confirm. |
CD, 214K ~ C > 236236K > 214236CD or 236214CD | 622/584 | 140 | 4 | 20% | Anywhere | |
CD, 623C ~ AB, 214C > 236236P > 214236CD or 236214CD | 648/615 | 220 | 4 | 40% | Corner | |
236CD, 623C ~ AB, 214C > 236236K > 236236AC | 678 | 120 | 4 | 30% | Anywhere | |
632146P ~ AB, 623BD, 236AC, 623C ~ AB, 214C > 236236P > 236236BD | 486 | 120 | 4 | 30% | Back to Corner | |
632146AC, 623BD, 623C ~ AB, 214C > 236236P > 236236BD | 562 | 120 | 4 | 30% | Midscreen/Corner |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
2B*2 > 5B > 6A > 623C ~ AB, 214A > 236236AC > 214236CD or 236214CD | 770/737 | 250 | 5 | 40% | ||
CD > 236A, 214D ~ C > 236236AC > 214236CD or 236214CD | 767/732 | 200 | 5 | 25% | Midscreen | |
CD, 623C ~ AB, 214A > 236236AC > 214236CD or 236214CD | 767/732 | 200 | 5 | 30% | Corner | |
236CD, 623C ~ AB, 214C > 236236P > 214236CD or 236214CD | 775/735 | 120 | 5 | 80% | Anywhere | |
632146P ~ AB, 214C > 236236AC > 214236CD or 236214CD | 535/507 | 80 | 5 | 20% | Anywhere | |
632146P ~ AB, 214A > 236236AC > 214236CD or 236214CD | 549/524 | 180 | 5 | 40% | Back to Corner | |
632146AC, 623BD, 623C ~ AB, 214C > 236236AC > 214236CD or 236214CD | 622/597 | 120 | 5 | 30% | Midscreen/Corner |