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The King of Fighters XV/Ramón/Combos: Difference between revisions
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{|class="wikitable sortable" | {|class="wikitable sortable" | ||
! Combo !! Damage !! Notes | ! Combo !! Damage !! Notes | ||
|- | |||
| '''2A > 2B''' || 39 || His only decent light starter, you actually only press 2A as 623BD will do the 2B for you. | |||
|- | |- | ||
| 2A > 5A || 48 || His lights suck as starters. | | 2A > 5A || 48 || His lights suck as starters. | ||
Line 53: | Line 55: | ||
| '''cl.5D > 3D''' || 127 || His most damaging grounded starter. | | '''cl.5D > 3D''' || 127 || His most damaging grounded starter. | ||
|- | |- | ||
| cl.5C > 3D || 117 || His most | | cl.5C > 3D || 117 || His most reliable grounded starter. | ||
|- | |- | ||
| j.C > cl.5C > 3D || 181 || Most reliable jump in, crosses up too. | | j.C > cl.5C > 3D || 181 || Most reliable jump in, crosses up too. | ||
Line 62: | Line 64: | ||
|- | |- | ||
| f.5C || 70 || Faster poke that only links into specials, great as an option select on jump ins if they roll away. | | f.5C || 70 || Faster poke that only links into specials, great as an option select on jump ins if they roll away. | ||
|- | |||
| 2D(X) > 3D || 50 || Allows you to use cancel 3D as a poke, thanks to 2D being whiff cancelable. | |||
|} | |} | ||
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! Combo !! Damage !! Notes | ! Combo !! Damage !! Notes | ||
|- | |- | ||
| CD || 75 || | | CD || 75 || Slow but cancelable. | ||
|- | |||
| 236CD || 75 || Raw Shatter does not combo into 3D. | |||
|- | |||
| 214A (counter) || 125 || Combos into 623B/BD in the corner, it's as risky as it gets. | |||
|- | |||
| 214AC (counter) || 162 || Combos into 623D anywhere, just as risky as 214A. | |||
|- | |||
| 214K , AB || 65 || Very versatile utility, 214BD can be used as a reversal and all versions can be frame traps on block. | |||
|} | |} | ||
==Combos== | ==Combos== | ||
===Rush Auto Combo=== | ===Rush Auto Combo=== | ||
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! Combo!! Damage !! Meter cost !! notes | ! Combo!! Damage !! Meter cost !! notes | ||
|- | |- | ||
| cl.A > A > A > B || 172 || 0 || Rush combo ending in a special move. | | cl.A > A > A > B || 172 || 0 || Rush combo ending in a special move (41236A), cannot be followed up with a super. | ||
|- | |- | ||
| cl.A > A > A > C || 223 || 1 || Rush combo ending in a super. | | cl.A > A > A > C || 223 || 1 || Rush combo ending in a super (6321463214P). | ||
|- | |- | ||
| cl.A > A > A > D || 347 || 2 || Rush combo ending in a Max super. | | cl.A > A > A > D || 347 || 2 || Rush combo ending in a Max super (6321463214AC). | ||
|- | |- | ||
| cl.A > A > A > A || 452 || 3 || Rush combo ending in a Climax super. | | cl.A > A > A > A || 452 || 3 || Rush combo ending in a Climax super. | ||
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
| | | cl.5B > cl.5A > 41236A || 161 || 60 || 0 || .2 || Anywhere || The only true light confirm without any meter, you have to be pretty close still. | ||
|- | |||
| 2B > Rush Combo > 41236A || 177 || 45 || 0 || .25 || Anywhere || I think this shows how bad the light confirms are, this is all you'll get from 2B meterless. | |||
|- | |- | ||
| | | '''Heavy Starter''' > 623B > 623K > 22C || 267 || 170 || 0 || .3 || Anywhere || His BNB with the more damaging ender. | ||
|- | |- | ||
| | | '''Heavy Starter''' > 623B > 623K > 22A || 239 || 170 || 0 || .27 || Anywhere || His BNB with a reset ender, be careful what you do with this. | ||
|- | |- | ||
| | | '''Heavy Starter''' > 623B > 623K > 22C > cl.5C > 214C || 316 || 240 || 0 || .4 || Corner || His Corner BNB, with a reset at the end that, can swap 214C with 22AC for another reset or chip damage, whilst also safe on block. | ||
|- | |- | ||
| | | '''Heavy Starter''' > 214A || 217 || 170 || 0 || .25 || Anywhere || For when you're too far away to do 623B, HKD. | ||
|- | |- | ||
| | | '''Heavy Starter''' > 214A > 22AC || 251 || 170 || 0 || .35 || Near Corner || 214A leads into OTG 22AC when near the corner. | ||
|} | |} | ||
=== | ===.5 Bar=== | ||
{|class="wikitable sortable" | {|class="wikitable sortable" | ||
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
| | | '''Light Starter''' > 623BD > 623D > 623K > 22C || 274 || 115 || .5 || .25 || Anywhere || Finally, a proper light starter, after the 2A just do 623BD, the 2B will come out on its own as a result of it. | ||
|- | |- | ||
| . | | cl.5B > '''Light Starter''' > 623BD > 623D > 623K > 22A || 262 || 145 || .5 || .25 || Anywhere || Standing light link with the mix up ender. | ||
|- | |- | ||
| . | | '''Light Starter''' > 623BD > 214K , AB > 623B > 623K > 22C > cl.5C > 214C || 350 || 235 || .5 || .4 || Corner || Corner only extender with 214K cancel. | ||
|- | |- | ||
| ... > 623BD, | | '''Light Starter''' > 214AC || 156 || 60 || .5 || .02 || Anywhere || You will need to do the 214AC lightning fast and not hold it at all. | ||
|- | |||
| '''Light Starter''' > 214AC > 22AC || 190 || 45 || .5 || .12 || Near Corner || OTG extender. | |||
|- | |||
| '''Heavy Starter''' > 623BD > 623D > 623K > 22C || 362 || 190 || .5 || .35 || Anywhere || Same as the light starter just better. | |||
|- | |||
| '''Heavy Starter''' > 623B > 623K > 22A > 41236AC > 22AC || 377 || 170 || .5 || .4 || Anywhere || His best .5 bar anywhere combo, can swap the OTG for a safe jump set up but even with it you can still do whatever you want after. | |||
|- | |||
| '''Heavy Starter''' > 623BD > 66 > 214K , AB > 623B > 623K > 22C > cl.5C > 214C || 438 || 300 || .5 || .49 || Corner || Same as light but due to pushback you need to do a micro walk after 623BD (very micro). | |||
|} | |} | ||
===1 Bar=== | ===1 Bar=== | ||
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
| .. | | '''Light Starter''' > 623BD > 623D > 623K > 22A > 41236AC > 22AC || 375 || 115 || 1 || .3 || Anywhere || The good part about light starters is they stop falling behind the heavy ones once you have a bar. | ||
|- | |||
| '''Light Starter''' > 623BD > 214K , AB > 623B > 623K > 22A > 41236AC > 22AC || 401 || 165 || 1 || .35 || Corner || Corner only variant, you will lose the corner unless you do a cross up after the combo. | |||
|- | |||
| '''Light Starter''' > 623BD > 66 > 214K , AB > 214AC || 288 || 105 || 1 || .1 || Anywhere || Tricky combo that rewards you with a HKD. | |||
|- | |||
| '''Light Starter''' > 623BD > 66 > 214K , AB > 214AC > 22AC || 318 || 105 || 1 || .15 || Near Corner || OTG extension. | |||
|- | |- | ||
| | | '''Heavy Starter''' > 623BD > 623D > 623K > 22A > 41236AC > 22AC || 463 || 190 || 1 || .41 || Anywhere || Arguably his best combo. | ||
|- | |- | ||
| | | '''Heavy Starter''' > 623BD > 66 > 214K , AB > 214AC || 376 || 170 || 1 || .2 || Anywhere || Same as light but more damage. | ||
|- | |- | ||
| | | '''Heavy Starter''' > 623BD > 66 > 214K , AB > 214AC > 22AC || 406 || 170 || 1 || .2 || Near Corner || OTG extends this combo once more. | ||
|- | |- | ||
| | | '''Heavy Starter''' > 623BD > 214K , AB > 623B > 623K > 22A > 41236AC > 22AC || 489 || 230 || 1 || .47 || Corner || Like the light variant, will lose you the corner. | ||
|- | |- | ||
| ... > | | '''Heavy Starter''' > 623B > 2141236K || 345 || 170 || 1 || .25 || Anywhere || Super ender, but not the best use of 1 bar from heavies. | ||
|- | |||
| '''Heavy Starter''' > 623B > 2141236K > 22AC || 345 || 170 || 1 || .25 || Midscreen || OTG extension. | |||
|- | |||
| '''Light Starter''' > 623BD > 623D > 2141236K || 349 || 115 || 1.5 || .2 || Anywhere || Extended Super combo but again, damage not fully worth it. | |||
|- | |||
| '''Light Starter''' > 623BD > 623D > 2141236K > 22AC || 379 || 115 || 1.5 || .25 || Near Corner || OTG doing its best to save this combo. | |||
|- | |||
| '''Light Starter''' > 623BD > 623BD > 214BD , AB > 623B > 623K > 22C > cl.5C > 214C || 419 || 175 || 1.5 || .4 || Corner || His corner BNB, '''Note that this will whiff on characters like Kula, Yuri and Chris due to their smaller sizes.''' | |||
|- | |||
| '''Light Starter''' > 623BD > 623BD > 214BD , AB > cl.5D > 214C || 326 || 125 || 1.5 || .15 || Corner || Use this against the smaller characters, results in a reset too. | |||
|- | |||
| '''Heavy Starter''' > 623BD > 623D > 2141236K || 437 || 190 || 1.5 || .25 || Anywhere || Like the light but a bit beefier. | |||
|- | |||
| '''Heavy Starter''' > 623BD > 623D > 2141236K > 22AC || 467 || 190 || 1.5 || .25 || Midscreen || OTG do what an OTG do. | |||
|- | |||
| '''Heavy Starter''' > 623BD > 623BD > 214BD , AB > 623B > 623K > 22C > cl.5C > 214C || 507 || 240 || 1.5 || .48 || Corner || Corner BNB again, and again it whiffs on smaller characters. | |||
|- | |||
| '''Heavy Starter''' > 623BD > 623BD > 214BD , AB > cl.5D > 214C || 414 || 190 || 1.5 || .25 || Corner || The gremlin reset. | |||
|} | |} | ||
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
| | | '''Heavy Starter''' > 623B > 2141236BD || 473 || 170 || 2 || .25 || Anywhere || Much like the war in Ba Sing Se, there is no 2 Bar Light starters. | ||
|- | |||
| '''Heavy Starter''' > 623B > 2141236BD > 22AC || 505 || 170 || 2 || .26 || Midscreen || But much like death and taxes there is always the OTG extension. | |||
|- | |||
| '''Light Starter''' > 623BD > 623BD > 214BD , AB > 623B > 623K > 22A > 41236AC > 22AC || 466 || 105 || 2 || .35 || Corner || Ok I lied there is this, but it still doesn't work on short characters and you lose the corner. | |||
|- | |||
| '''Heavy Starter''' > 623BD > 623BD > 214BD , AB > 623B > 623K > 22A > 41236AC > 22AC || 554 || 180 || 2 || .35 || Corner || Same as the light variant but more damage and bar. | |||
|- | |||
| '''Light Starter''' > 623BD > 623D > 2141236BD || 469 || 115 || 2.5 || .2 || Anywhere || Now the super cancel is worth it. | |||
|- | |||
| '''Light Starter''' > 623BD > 623D > 2141236BD > 22AC || 499 || 115 || 2.5 || .25 || Midscreen || AYYO DO A FLIP. | |||
|- | |||
| '''Light Starter''' > 623BD > 214K , AB > 623B > 2141236BD > 22AC || 518 || 165 || 2.5 || .3 || Corner || 2141236BD keeps showing its worth | |||
|- | |- | ||
| | | '''Heavy Starter''' > 623BD > 623D > 2141236BD || 557 || 190 || 2.5 || .25 || Anywhere || Stonks. | ||
|- | |- | ||
| | | '''Heavy Starter''' > 623BD > 623D > 2141236BD > 22AC || 587 || 190 || 2.5 || .25 || Midscreen || Stomp. | ||
|- | |- | ||
| | | '''Heavy Starter''' > 623BD > 214K , AB > 623B > 2141236BD > 22AC || 606 || 230 || 2.5 || .4 || Corner || Stonks and Stomp. | ||
|} | |} | ||
===3 Bars=== | ===3 Bars=== | ||
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
| . | | '''Light Starter''' > BC > cl.5D > 3D > 623B > 2141236K > CLIMAX || 577 || 215 || 3 || .05 || Anywhere || Basic Quick Max combo, nothing special. Works with 1250 and 1500 Max Gauge (Mid and Anchor). | ||
|- | |- | ||
| | | '''Heavy Starter''' > BC > cl.5D > 3D > 623B > 2141236K > CLIMAX || 665 || 280 || 3 || .15 || Anywhere || Same as light variant but beefier. | ||
|} | |} | ||
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
| ... | | '''Light Starter''' > BC > cl.5D > 3D > 623B > 2141236BD > CLIMAX || 675 || 215 || 4 || .05 || Anywhere || Same as the 3 bar version but with more damage. Works with 1250 and 1500 Max Gauge (Mid and Anchor). | ||
|- | |||
| '''Heavy Starter''' > BC > cl.5D > 3D > 623B > 2141236BD > CLIMAX || 763 || 280 || 4 || .15 || Anywhere || Same as light variant but stronger. | |||
|- | |||
| '''Light Starter''' > 623BD > 214K , AB > 623B > 2141236K > CLIMAX || 692 || 165 || 4.5 || .2 || Corner || Enough OTG extensions, time for the butt extension. | |||
|- | |||
| '''Heavy Starter''' > 623BD > 214K , AB > 623B > 2141236K > CLIMAX || 780 || 230 || 4.5 || .25 || Corner || More caked up. | |||
|} | |} | ||
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
| ... > 623B > 2141236BD > | | '''Heavy Starter''' > 623B > 2141236BD > CLIMAX || 833 || 170 || 1 || .25 || Anywhere || Yeah no lights for this section, heavies only. | ||
|} | |||
===Blue Max=== | |||
{|class="wikitable sortable" | |||
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | |||
|- | |||
| BC > '''Light Starter''' > 623BD > 623D > 2141236K > CLIMAX || 712 || 125 || 3 || .15 || Anywhere || Kinda useless since cl.5C exists. | |||
|- | |||
| BC > '''Light Starter''' > 623BD > 623BD > 214BD , AB > 623B > 2141236K > CLIMAX || 773 || 105 || 3 || .2 || Corner || Use to punish panic DPs, unless its Kula, Yuri or Chris as this still doesn't work on short characters.. | |||
|- | |||
| BC > '''Heavy Starter''' > 623BD > 623D > 2141236K > CLIMAX || 750 || 190 || 3 || .25 || Anywhere || Make them pay for a mistake. | |||
|- | |||
| BC > '''Heavy Starter''' > 623BD > 623BD > 214BD , AB > 623B > 2141236K > CLIMAX || 883 || 170 || 3 || .3 || Corner || Still not gremlin proof but will make your opponent cry. | |||
|- | |||
| BC > '''Light Starter''' > 623BD > 623D > 2141236BD > CLIMAX || 832 || 125 || 4 || .15 || Anywhere || More bar. | |||
|- | |||
| BC > '''Light Starter''' > 623BD > 623BD > 214BD , AB > 623B > 2141236BD > CLIMAX || 878 || 105 || 4 || .2 || Corner || Still not gremlin proof. | |||
|- | |||
| BC > '''Heavy Starter''' > 623BD > 623D > 2141236BD > CLIMAX || 942 || 190 || 4 || .25 || Anywhere || MAKE THEM PAY. | |||
|- | |||
| BC > '''Heavy Starter''' > 623BD > 623BD > 214BD , AB > 623B > 2141236BD > CLIMAX || 988 || 170 || 4 || .3 || Corner || The gremlins may win this time, but with a jump in this is a ToD. | |||
|- | |||
| BC > 214A (counter) > 623BD > 214BD , AB > 623B > 2141236K > CLIMAX || 880 || 120 || 3 || .25 || Corner || This is not very practical but it does a lot...If only it hit short characters. | |||
|- | |||
| BC > 214A (counter) > 623BD > 214BD , AB > 623B > 2141236BD > CLIMAX || 1000 || 120 || 4 || .25 || Corner || Just barely a ToD and still the gremlins laugh, for they can't be hit by it. | |||
|} | |||
===Other Starters=== | |||
{|class="wikitable sortable" | |||
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | |||
|- | |||
| CD > 41236K(X) , AB > 623B > 623K > 22C || 182 || 160 || 0 || .3 || Anywhere || Basic CD combos using 41236K to get near if you're not near the corner. | |||
|- | |||
| 236CD > 623B > 623K > 22A > 41236AC > 22AC || 358 || 60 || 1 || .25 || Anywhere || Basic Shatter strike combo. | |||
|- | |||
| 214AC (counter) > 623D > 623K > 22A > 41236AC > 22AC || 443 || 80 || 1 || .25 || Anywhere || Basic 214AC (counter) combo start, still an extremely risky starter. | |||
|- | |||
| 214AC (counter) > 623D > 2141236BD || 544 || 80 || 1 || .15 || Anywhere || Super cancel, requires timing on the 523D otherwise the super will whiff. | |||
|- | |||
| 214AC (counter) > 623D > 2141236BD > 22AC || 578 || 80 || 1 || .15 || Midscreen || OTG for bonus damage. | |||
|- | |||
| 214A (counter) > 623B > 623K > 22C > cl.5C > 214C || 325 || 210 || 0 || .45 || Corner || Very niche starter but is very useful when it happens. | |||
|- | |||
| 214A (counter) > 623BD > 214BD , AB > 623B > 22C > cl.5C > 214C || 455 || 210 || 1 || .5 || Corner || Extended version that pays back 50% of the bar spent. Wont work on small characters. | |||
|- | |||
| 214A (counter) > 623B > 2141236BD > 22AC || 526 || 130 || 2 || .45 || Corner || Super cancel version with OTG. | |||
|- | |||
| 214K , AB > f.5C > 623BD > 623D > 623K > 22A > 41236AC > 22AC || 467 || 210 || 1 || .45 || Anywhere || Can be done off of 214BD too. | |||
|- | |||
| 214K , AB > f.5C > 623BD > 623D > 2141236BD || 561 || 210 || 2.5 || .25 || Anywhere || Super version. | |||
|- | |||
| 214K , AB > f.5C > 623BD > 623D > 2141236BD > 22AC || 591 || 210 || 2.5 || .35 || Midscreen || OTG bonus. | |||
|- | |||
| 214K , AB > f.5C > BC > cl.5D > 3D > 2141236BD > CLIMAX || 767 || 300 || 4 || .35 || Anywhere|| Works as a Quick Max starter. | |||
|} | |} | ||
==External Links== | ==External Links== | ||
{{#ev:youtube| | {{#ev:youtube|1su7Z6SVy4c|||'''Ramón Combos by Meno'''|frame}} {{#ev:youtube|npVaJvcGDxo|||'''Ramón Combos by Persona'''|frame}} {{#ev:youtube|4xG5qbIhdms|||'''Ramón Combos by Kakuge'''|frame}} {{#ev:youtube|lRMyJO2iaTc|||'''Ramón Combos, Starters and Resets by Faizer'''|frame}} | ||
{{Navbox XV}} | {{Navbox XV}} | ||
[[Category:The King of Fighters XV]] | [[Category:The King of Fighters XV]] |
Latest revision as of 12:31, 18 May 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).
Light Starters
Combo | Damage | Notes |
---|---|---|
2A > 2B | 39 | His only decent light starter, you actually only press 2A as 623BD will do the 2B for you. |
2A > 5A | 48 | His lights suck as starters. |
5B > 5A | 53 | No like, they really suck. |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
cl.5D > 3D | 127 | His most damaging grounded starter. |
cl.5C > 3D | 117 | His most reliable grounded starter. |
j.C > cl.5C > 3D | 181 | Most reliable jump in, crosses up too. |
j.C > cl.5D > 3D | 191 | More damage but doesn't cross up. |
2C > 3D | 117 | Poke confirm. |
f.5C | 70 | Faster poke that only links into specials, great as an option select on jump ins if they roll away. |
2D(X) > 3D | 50 | Allows you to use cancel 3D as a poke, thanks to 2D being whiff cancelable. |
Other Starters
Combo | Damage | Notes |
---|---|---|
CD | 75 | Slow but cancelable. |
236CD | 75 | Raw Shatter does not combo into 3D. |
214A (counter) | 125 | Combos into 623B/BD in the corner, it's as risky as it gets. |
214AC (counter) | 162 | Combos into 623D anywhere, just as risky as 214A. |
214K , AB | 65 | Very versatile utility, 214BD can be used as a reversal and all versions can be frame traps on block. |
Combos
Rush Auto Combo
Combo | Damage | Meter cost | notes |
---|---|---|---|
cl.A > A > A > B | 172 | 0 | Rush combo ending in a special move (41236A), cannot be followed up with a super. |
cl.A > A > A > C | 223 | 1 | Rush combo ending in a super (6321463214P). |
cl.A > A > A > D | 347 | 2 | Rush combo ending in a Max super (6321463214AC). |
cl.A > A > A > A | 452 | 3 | Rush combo ending in a Climax super. |
Meterless
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
cl.5B > cl.5A > 41236A | 161 | 60 | 0 | .2 | Anywhere | The only true light confirm without any meter, you have to be pretty close still. |
2B > Rush Combo > 41236A | 177 | 45 | 0 | .25 | Anywhere | I think this shows how bad the light confirms are, this is all you'll get from 2B meterless. |
Heavy Starter > 623B > 623K > 22C | 267 | 170 | 0 | .3 | Anywhere | His BNB with the more damaging ender. |
Heavy Starter > 623B > 623K > 22A | 239 | 170 | 0 | .27 | Anywhere | His BNB with a reset ender, be careful what you do with this. |
Heavy Starter > 623B > 623K > 22C > cl.5C > 214C | 316 | 240 | 0 | .4 | Corner | His Corner BNB, with a reset at the end that, can swap 214C with 22AC for another reset or chip damage, whilst also safe on block. |
Heavy Starter > 214A | 217 | 170 | 0 | .25 | Anywhere | For when you're too far away to do 623B, HKD. |
Heavy Starter > 214A > 22AC | 251 | 170 | 0 | .35 | Near Corner | 214A leads into OTG 22AC when near the corner. |
.5 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 623BD > 623D > 623K > 22C | 274 | 115 | .5 | .25 | Anywhere | Finally, a proper light starter, after the 2A just do 623BD, the 2B will come out on its own as a result of it. |
cl.5B > Light Starter > 623BD > 623D > 623K > 22A | 262 | 145 | .5 | .25 | Anywhere | Standing light link with the mix up ender. |
Light Starter > 623BD > 214K , AB > 623B > 623K > 22C > cl.5C > 214C | 350 | 235 | .5 | .4 | Corner | Corner only extender with 214K cancel. |
Light Starter > 214AC | 156 | 60 | .5 | .02 | Anywhere | You will need to do the 214AC lightning fast and not hold it at all. |
Light Starter > 214AC > 22AC | 190 | 45 | .5 | .12 | Near Corner | OTG extender. |
Heavy Starter > 623BD > 623D > 623K > 22C | 362 | 190 | .5 | .35 | Anywhere | Same as the light starter just better. |
Heavy Starter > 623B > 623K > 22A > 41236AC > 22AC | 377 | 170 | .5 | .4 | Anywhere | His best .5 bar anywhere combo, can swap the OTG for a safe jump set up but even with it you can still do whatever you want after. |
Heavy Starter > 623BD > 66 > 214K , AB > 623B > 623K > 22C > cl.5C > 214C | 438 | 300 | .5 | .49 | Corner | Same as light but due to pushback you need to do a micro walk after 623BD (very micro). |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 623BD > 623D > 623K > 22A > 41236AC > 22AC | 375 | 115 | 1 | .3 | Anywhere | The good part about light starters is they stop falling behind the heavy ones once you have a bar. |
Light Starter > 623BD > 214K , AB > 623B > 623K > 22A > 41236AC > 22AC | 401 | 165 | 1 | .35 | Corner | Corner only variant, you will lose the corner unless you do a cross up after the combo. |
Light Starter > 623BD > 66 > 214K , AB > 214AC | 288 | 105 | 1 | .1 | Anywhere | Tricky combo that rewards you with a HKD. |
Light Starter > 623BD > 66 > 214K , AB > 214AC > 22AC | 318 | 105 | 1 | .15 | Near Corner | OTG extension. |
Heavy Starter > 623BD > 623D > 623K > 22A > 41236AC > 22AC | 463 | 190 | 1 | .41 | Anywhere | Arguably his best combo. |
Heavy Starter > 623BD > 66 > 214K , AB > 214AC | 376 | 170 | 1 | .2 | Anywhere | Same as light but more damage. |
Heavy Starter > 623BD > 66 > 214K , AB > 214AC > 22AC | 406 | 170 | 1 | .2 | Near Corner | OTG extends this combo once more. |
Heavy Starter > 623BD > 214K , AB > 623B > 623K > 22A > 41236AC > 22AC | 489 | 230 | 1 | .47 | Corner | Like the light variant, will lose you the corner. |
Heavy Starter > 623B > 2141236K | 345 | 170 | 1 | .25 | Anywhere | Super ender, but not the best use of 1 bar from heavies. |
Heavy Starter > 623B > 2141236K > 22AC | 345 | 170 | 1 | .25 | Midscreen | OTG extension. |
Light Starter > 623BD > 623D > 2141236K | 349 | 115 | 1.5 | .2 | Anywhere | Extended Super combo but again, damage not fully worth it. |
Light Starter > 623BD > 623D > 2141236K > 22AC | 379 | 115 | 1.5 | .25 | Near Corner | OTG doing its best to save this combo. |
Light Starter > 623BD > 623BD > 214BD , AB > 623B > 623K > 22C > cl.5C > 214C | 419 | 175 | 1.5 | .4 | Corner | His corner BNB, Note that this will whiff on characters like Kula, Yuri and Chris due to their smaller sizes. |
Light Starter > 623BD > 623BD > 214BD , AB > cl.5D > 214C | 326 | 125 | 1.5 | .15 | Corner | Use this against the smaller characters, results in a reset too. |
Heavy Starter > 623BD > 623D > 2141236K | 437 | 190 | 1.5 | .25 | Anywhere | Like the light but a bit beefier. |
Heavy Starter > 623BD > 623D > 2141236K > 22AC | 467 | 190 | 1.5 | .25 | Midscreen | OTG do what an OTG do. |
Heavy Starter > 623BD > 623BD > 214BD , AB > 623B > 623K > 22C > cl.5C > 214C | 507 | 240 | 1.5 | .48 | Corner | Corner BNB again, and again it whiffs on smaller characters. |
Heavy Starter > 623BD > 623BD > 214BD , AB > cl.5D > 214C | 414 | 190 | 1.5 | .25 | Corner | The gremlin reset. |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Heavy Starter > 623B > 2141236BD | 473 | 170 | 2 | .25 | Anywhere | Much like the war in Ba Sing Se, there is no 2 Bar Light starters. |
Heavy Starter > 623B > 2141236BD > 22AC | 505 | 170 | 2 | .26 | Midscreen | But much like death and taxes there is always the OTG extension. |
Light Starter > 623BD > 623BD > 214BD , AB > 623B > 623K > 22A > 41236AC > 22AC | 466 | 105 | 2 | .35 | Corner | Ok I lied there is this, but it still doesn't work on short characters and you lose the corner. |
Heavy Starter > 623BD > 623BD > 214BD , AB > 623B > 623K > 22A > 41236AC > 22AC | 554 | 180 | 2 | .35 | Corner | Same as the light variant but more damage and bar. |
Light Starter > 623BD > 623D > 2141236BD | 469 | 115 | 2.5 | .2 | Anywhere | Now the super cancel is worth it. |
Light Starter > 623BD > 623D > 2141236BD > 22AC | 499 | 115 | 2.5 | .25 | Midscreen | AYYO DO A FLIP. |
Light Starter > 623BD > 214K , AB > 623B > 2141236BD > 22AC | 518 | 165 | 2.5 | .3 | Corner | 2141236BD keeps showing its worth |
Heavy Starter > 623BD > 623D > 2141236BD | 557 | 190 | 2.5 | .25 | Anywhere | Stonks. |
Heavy Starter > 623BD > 623D > 2141236BD > 22AC | 587 | 190 | 2.5 | .25 | Midscreen | Stomp. |
Heavy Starter > 623BD > 214K , AB > 623B > 2141236BD > 22AC | 606 | 230 | 2.5 | .4 | Corner | Stonks and Stomp. |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > BC > cl.5D > 3D > 623B > 2141236K > CLIMAX | 577 | 215 | 3 | .05 | Anywhere | Basic Quick Max combo, nothing special. Works with 1250 and 1500 Max Gauge (Mid and Anchor). |
Heavy Starter > BC > cl.5D > 3D > 623B > 2141236K > CLIMAX | 665 | 280 | 3 | .15 | Anywhere | Same as light variant but beefier. |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > BC > cl.5D > 3D > 623B > 2141236BD > CLIMAX | 675 | 215 | 4 | .05 | Anywhere | Same as the 3 bar version but with more damage. Works with 1250 and 1500 Max Gauge (Mid and Anchor). |
Heavy Starter > BC > cl.5D > 3D > 623B > 2141236BD > CLIMAX | 763 | 280 | 4 | .15 | Anywhere | Same as light variant but stronger. |
Light Starter > 623BD > 214K , AB > 623B > 2141236K > CLIMAX | 692 | 165 | 4.5 | .2 | Corner | Enough OTG extensions, time for the butt extension. |
Heavy Starter > 623BD > 214K , AB > 623B > 2141236K > CLIMAX | 780 | 230 | 4.5 | .25 | Corner | More caked up. |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Heavy Starter > 623B > 2141236BD > CLIMAX | 833 | 170 | 1 | .25 | Anywhere | Yeah no lights for this section, heavies only. |
Blue Max
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
BC > Light Starter > 623BD > 623D > 2141236K > CLIMAX | 712 | 125 | 3 | .15 | Anywhere | Kinda useless since cl.5C exists. |
BC > Light Starter > 623BD > 623BD > 214BD , AB > 623B > 2141236K > CLIMAX | 773 | 105 | 3 | .2 | Corner | Use to punish panic DPs, unless its Kula, Yuri or Chris as this still doesn't work on short characters.. |
BC > Heavy Starter > 623BD > 623D > 2141236K > CLIMAX | 750 | 190 | 3 | .25 | Anywhere | Make them pay for a mistake. |
BC > Heavy Starter > 623BD > 623BD > 214BD , AB > 623B > 2141236K > CLIMAX | 883 | 170 | 3 | .3 | Corner | Still not gremlin proof but will make your opponent cry. |
BC > Light Starter > 623BD > 623D > 2141236BD > CLIMAX | 832 | 125 | 4 | .15 | Anywhere | More bar. |
BC > Light Starter > 623BD > 623BD > 214BD , AB > 623B > 2141236BD > CLIMAX | 878 | 105 | 4 | .2 | Corner | Still not gremlin proof. |
BC > Heavy Starter > 623BD > 623D > 2141236BD > CLIMAX | 942 | 190 | 4 | .25 | Anywhere | MAKE THEM PAY. |
BC > Heavy Starter > 623BD > 623BD > 214BD , AB > 623B > 2141236BD > CLIMAX | 988 | 170 | 4 | .3 | Corner | The gremlins may win this time, but with a jump in this is a ToD. |
BC > 214A (counter) > 623BD > 214BD , AB > 623B > 2141236K > CLIMAX | 880 | 120 | 3 | .25 | Corner | This is not very practical but it does a lot...If only it hit short characters. |
BC > 214A (counter) > 623BD > 214BD , AB > 623B > 2141236BD > CLIMAX | 1000 | 120 | 4 | .25 | Corner | Just barely a ToD and still the gremlins laugh, for they can't be hit by it. |
Other Starters
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
CD > 41236K(X) , AB > 623B > 623K > 22C | 182 | 160 | 0 | .3 | Anywhere | Basic CD combos using 41236K to get near if you're not near the corner. |
236CD > 623B > 623K > 22A > 41236AC > 22AC | 358 | 60 | 1 | .25 | Anywhere | Basic Shatter strike combo. |
214AC (counter) > 623D > 623K > 22A > 41236AC > 22AC | 443 | 80 | 1 | .25 | Anywhere | Basic 214AC (counter) combo start, still an extremely risky starter. |
214AC (counter) > 623D > 2141236BD | 544 | 80 | 1 | .15 | Anywhere | Super cancel, requires timing on the 523D otherwise the super will whiff. |
214AC (counter) > 623D > 2141236BD > 22AC | 578 | 80 | 1 | .15 | Midscreen | OTG for bonus damage. |
214A (counter) > 623B > 623K > 22C > cl.5C > 214C | 325 | 210 | 0 | .45 | Corner | Very niche starter but is very useful when it happens. |
214A (counter) > 623BD > 214BD , AB > 623B > 22C > cl.5C > 214C | 455 | 210 | 1 | .5 | Corner | Extended version that pays back 50% of the bar spent. Wont work on small characters. |
214A (counter) > 623B > 2141236BD > 22AC | 526 | 130 | 2 | .45 | Corner | Super cancel version with OTG. |
214K , AB > f.5C > 623BD > 623D > 623K > 22A > 41236AC > 22AC | 467 | 210 | 1 | .45 | Anywhere | Can be done off of 214BD too. |
214K , AB > f.5C > 623BD > 623D > 2141236BD | 561 | 210 | 2.5 | .25 | Anywhere | Super version. |
214K , AB > f.5C > 623BD > 623D > 2141236BD > 22AC | 591 | 210 | 2.5 | .35 | Midscreen | OTG bonus. |
214K , AB > f.5C > BC > cl.5D > 3D > 2141236BD > CLIMAX | 767 | 300 | 4 | .35 | Anywhere | Works as a Quick Max starter. |
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