数字标向法
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=
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=
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后斜上 |
上 |
前斜上
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后 |
中 |
前
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后斜下 |
下 |
前斜下
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- 236 =
- 214 =
- 623 =
- 421 =
- [4]6 = (保持35帧),
- [2]8 = (保持35帧),
- 360 =
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- (N) = 使用多段攻击时只进行N次打击。如果完全命中所有段数,则可以省略。
- xN = 自成链攻击连续使用N次。如果只使用一次,则可以省略。
- [X] = 保持按下X
- ]X[ = 松开X
- X~Y = X攻击追加Y攻击
- X/Y = X或Y
- !X = X触发爆发
- OTG = 前置于消耗OTG攻击前,指示OTG,发生在粉圈倒地之后
- CH = 破招
- fastfall = 将一个空中普通拳脚取消到另一个空中普通拳脚并快速落地的行动。后者不会发生,落地时会被取消。
例:双形 jHP(1) > jHK 让双形从多段的jHP中提前落地。
- sj = 超级跳
- dj = 二段跳
- jc = 跳取消
- kara = 挥空取消
- delay = 放帧取消
- ADC = 空中冲刺取消
- IAD = 最速空中冲刺
- TK = 虎膝(Tiger Knee:在跳跃到空中时尽快进行后面的行动,通常是通过提前输入一个必杀技的方向指令,然后输入↑,最后尽快输入攻击按键指令。
例:菲莉亚 TK Airball即2147K)
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- 角色体重等级
- 轻: 菲莉亚/芙库亚,孔雀,幸运猫女,痛苦转轮,瓦伦汀,丝瑰丽,安妮,小伞
- 中: 赛瑞贝拉,帕娜索,伊莱莎(连段中),贝奥武夫,机械猫女
- 重: 双形,大乐队
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Hit Confirms
- 2LK 2MP is used in the confirms on this page for consistency with respect to range and damage.
- 2LK 2MK can be used instead for a second low in your chain and better frame advantage, though this will not reach at max 2LK range and 5HK will not reach afterwards from near max range 2LK.
- 2LK 2HP can also be used as it will work at all ranges and can be cancelled into 236MP on block to make it safe though this does not allow for 5HK routes.
- 2LK 5MKx2 is not recommended as it scales the combo more and is more vulnerable to PBGC.
BnB Combos
Beginner
A basic ground chain combo ending in a sliding knockdown. Safe on block.
2LK 5MKx2 5HP
A basic ground chain combo ending in a special cancel. Safe on block.
2LK 5MKx2 2HP 236MP
A basic ground chain combo ending in a super cancel.
2LK 5MKx2 2HP 623HK 236PP
A basic air chain combo that sets up a restand. After the restand, you can go for a reset with a throw.
2LK 5MKx2 5HK
jLP jMP jHP
(restand) 2LK 2MP 2HP 623HK 236PP
Intermediate
指令
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伤害
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能量消耗
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位置
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限定角色?
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笔记
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参考演示
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- 2LK 2MP 5HK
- jLP jMK jHK j214MK
- 5LK 5MKx2 5HK
- jLK(1) jMK jHK j214MK
- 5LPx2 5MKx2 2HP 623HK 236PP
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7145
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1
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Anywhere
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Universal
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- The barrel loop
- Reliable combo that saves OTG.
- On Painwheel or Big Band in the corner, jump back for the jLK.
- On Big Band in the corner, cancel the jMK into jHK just before the 2nd hit comes out to gain the upward momentum for the move. Midscreen delay the jHK slightly or delay the jMK (https://www.youtube.com/watch?v=BPTfWNNrq8E).
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(video)
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- 2LK 2MP 2HP 4LK+HK
- dash OTG 5MP 5HK
- j9MK delay jHK
- j8MP jHK
- j8LP jMK jHK
- 236HP
- dash 5LPx2 5MKx2 2HP 623HK 236PP
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8033
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1
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Anywhere
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Universal
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- On Double, do jMP > jHK first, then jMK > jHK or instant double jump jMK to maintain damage
- Adjust number of hits on jMP for consistency
- Double jumps required on lights
- In the corner on small characters, replace the j8LP with j77LK (all hits)
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(video)
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Conversions
- Throw
- Air throw
- Air throw dash OTG 2LK etc
- Air conversions
- ... jHP dash 5LP
- ... jMK j214MK OTG 2LK etc
- Juggle them with jHK then land 236HP 5MK etc
- Other moves
- 623LK 214KK 236HP 5MK etc
- 236LP dash 2LK 2HP 214K etc or 236LP dash 2LK 5MK etc
- 236HP dash 5MK etc
- 2HP Slide etc
Enders
Tips & Tricks
Solo Combo Compendium
Some videos may show a slightly different combo and/or damage number, due to either old version differences or slight adjustments made by the editor.
2LK
指令
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伤害
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能量消耗
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位置
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限定角色?
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笔记
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参考演示
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- 2LK 2MP 5HK
- jLP jMK jHK j214MK
- 5LK 5MKx2 5HK
- jLK(1) jMK jHK j214MK
- 5LPx2 5MKx2 2HP 623HK 236PP
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7145
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1
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Anywhere
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Universal
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- The barrel loop.
- Reliable combo that saves OTG.
- On Painwheel or Big Band in the corner, jump back for the jLK.
- On Big Band in the corner, cancel the jMK into jHK just before the 2nd hit comes out to gain the upward momentum for the move. Midscreen delay the jHK slightly or delay the jMK (https://www.youtube.com/watch?v=BPTfWNNrq8E).
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(video)
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- 2LK 2MP 2HP 4LK+HK
- dash OTG 5MP 5HK
- j9MK delay jHK
- j8MP jHK
- j8LP jMK jHK
- 236HP
- dash 5LPx2 5MKx2 2HP 623HK 236PP
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8033
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1
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Anywhere
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Universal
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- On Double, do jMP > jHK first, then jMK > jHK or instant double jump jMK to maintain damage
- Adjust number of hits on jMP for consistency
- Double jumps required on lights
- In the corner on small characters, replace the j8LP with j77LK (all hits)
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(video)
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- 2LK 2MP 5HK
- jMK dl jHK
- jLK(1) jMK dl jHK
- jLP jMK dl jHK
- sjMP jHP
- 5LPx2 5MKx2 2HP 623HK 236PP
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7315
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1
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Anywhere
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Big Band
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- An OTG less combo specifically for Big Band.
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(video)
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- 2LK 2MP 5HK 236HP
- dash 5HK
- j214HK
- dash 5LK 5MKx2 5HK
- jMP jHK
- sj djMK jHK j214MK
- 5LPx2 5MKx2 2HP 623HK 236PP
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7953
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1
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Anywhere
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Universal
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- No side switches, good corner carry.
- Uses OTG.
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(video)
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- 2LK 2MP 5HK 236HP
- dash jump jHK *j214MK
- 5LK 5MKx2 5HK
- jMP jHK
- sj djMK jHK j214MK
- 5LPx2 5MKx2 2HP 623HK 236PP
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7922
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1
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Anywhere
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Yes
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- * Use j214LK vs mediums and heavies
- Difficult combo that saves OTG but does comparable damage to OTG combos.
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(video)
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- 2LK 2MP 2HP 4LK+HK
- dash 5LK 2MP 2HP 214K
- 5MKx2 5HK
- jMP jHK
- sj djMK jHK j214MK
- 5LPx2 5MKx2 2HP 623HK 236PP
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7879
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1
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Anywhere *
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Universal
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- Cilia slide routes pull them out of the corner so you can perform a left/right crossup.
- Side switches twice.
- * When your back is about one dash length away from the corner, this combo will drop during the 214K, since there's only a little gap where you can 214K into the corner and Double gets turned around.
- Uses OTG.
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(video)
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- 2LK 2MP 2HP 4LK+HK
- dash 5LK 5HK 236HP
- dash 5MKx2 5HK
- jMP jHK
- sj djMK jHK j214MK
- 5LPx2 5MKx2 2HP 623HK 236PP
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8001
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1
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Anywhere
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Universal
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- Cilia slide routes pull them out of the corner so you can perform a left/right crossup.
- Side switches once.
- Uses OTG.
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(video)
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- 2LK 2MP 2HP 4LK+HK
- 2MP 5HK
- jHK
- sjMK dl jHK
- sjMP jHK
- 236HP
- dash jump jLK jMP
- 5LPx2 5MKx2 2HP 623HK 236PP
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8331
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1
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Anywhere
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Universal (Except Double)
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- Optimal midscreen damage
- Uses OTG
- Side switches twice
- Use sMP after 4LK+HK Vs Parasoul
- First jHK should be done as low to the ground as possible, second should be delayed
- Vs Cerebella and light characters, you need to side switch on the jMK
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(video)
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- 2LK 2MP 5HK
- jLP jMP jMK jHP
- 5LK 5MKx2 5HK
- jLK(1) jMP jMK jHP
- dash 5LPx2 5MKx2 Snap
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4202
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1
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Anywhere
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Universal
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- Happy birthday corner carry combo.
- Reaches the corner from 2/3rds of the stage away.
- OTGless.
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(video)
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- 2LK 2MP 2HP 4LK+HK
- dash 5LK 5HK
- jLP jMP jHP
- 5MKx2 5HK
- jLK(1) jMP jHP
- dash 5LPx2 5MKx2 Snap
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5084
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1
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Anywhere
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Universal
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- Happy birthday side swap combo.
- Reaches corner from the centre of the stage.
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(video)
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Throw
指令
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伤害
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能量消耗
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位置
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限定角色?
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笔记
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参考演示
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- LP+LK 214K
- 5LK
- <etc>
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N/A
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1
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Anywhere
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Universal
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- Can go into OTGless routes from here.
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(video)
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- LP+LK
- dash 2LK 5MKx2
- <etc>
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N/A
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1
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Anywhere
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Universal
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- Can go into OTGless routes from here.
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(video)
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- LP+LK 236HP
- dash
- <etc>
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N/A
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1
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Anywhere
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Yes
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- Does not work vs Ms Fortune, Robo Fortune or Peacock. Will only hit Double when thrown to the left.
- Can go into the 5HK j214HK combo from here.
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(video)
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- LP+LK
- 5HK
- <etc>
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N/A
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1
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Corner
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Universal
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- Go into standard 5HK routes.
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(video)
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- LP+LK
- 2HP
- <etc>
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N/A
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1
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Corner
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Universal
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- Go into standard 2HP routes.
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(video)
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Air throw
指令
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伤害
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能量消耗
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位置
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限定角色?
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笔记
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参考演示
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- Airthrow
- dash 5MK
- <etc>
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N/A
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1
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Anywhere
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Universal
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- Can be made OTGless depending on the character and height.
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(video)
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236HP
指令
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伤害
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能量消耗
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位置
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限定角色?
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笔记
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参考演示
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- 236HP
- dash 5MKx2 5HK
- j214HK
- dash 5LK 5HK
- jMP jHK
- sj djMK jHK j214MK
- 5LPx2 5MKx2 2HP 623HK 236PP
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6403
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1
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Anywhere
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Universal
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- For CH 236HP add 5MKx2 after 5LK.
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(video)
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236LP (air hit)
指令
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伤害
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能量消耗
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位置
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限定角色?
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笔记
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参考演示
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- 236LP (air hit)
- dash 2LK 2HP 214K
- 5MKx2 5HK
- jLP jMP jHK
- sj djMK jHK j214MK
- 5LPx2 5MKx2 2HP 623HK 236PP
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5945
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1
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Anywhere
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Universal
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(video)
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- 236LP (air hit)
- dash 2HK 4LK+HK 236KK
- 236HP
- dash jump jMK jHK j214MK
- 5MKx2 5HK
- jLK jHP
- 5LPx2 5MKx2 2HP 623HK
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6197
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1
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Anywhere
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Universal
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(video)
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- CH 236LP (air hit)
- dash 2LK 2HP 214K
- 5MKx2 5HK
- *jLP jHK j214LK
- 5MP 5HK
- jMP jHP
- 5LPx2 5MKx2 2HP 623HK 236PP
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6328
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1
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Anywhere
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Yes
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- Standard CH confirm.
- Use jLP jHK j214MK vs Ms Fortune and Valentine and jLP jMK jHP vs Big Band.
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(video)
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- CH 236LP (air hit)
- dash 2HK 4LK+HK Monster
- 236HP
- dash jump jMK jHK j214MK
- 5MKx2 5HK
- *jLP jHK j214LK
- 5LPx2 5MKx2 2HP 623HK
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6747
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1
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Anywhere
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Yes
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- Max damage CH confirm.
- Use jLP jHK j214MK vs Ms Fortune and Valentine and jLP jMK jHP vs Big Band.
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(video)
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623LK
指令
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伤害
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能量消耗
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位置
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限定角色?
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笔记
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参考演示
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- 623LK 214KK
- 236HP
- 5MKx2 5HK
- *jLP jHK j214LK
- 5LK 5HK
- jMP(4) jHP
- 5LPx2 5MKx2 2HP 623HK 236PP
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6097
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1
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Anywhere
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Yes
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- Use jLP jHK j214MK vs Ms Fortune and Valentine and jLP jMK jHP vs Big Band.
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(video)
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- 623LK 214KK
- 236HP
- dash jump jHK *j214MK
- 5LK 5HK
- jMP jHK
- sj djMK jHK j214MK
- 5LPx2 5MKx2 2HP 623HK
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6739
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1
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Anywhere
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Yes
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- * Use j214LK vs mediums and heavies
- Difficult, optimal route.
- Can also use this combo for 4LK+HK, 214KK starter.
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(video)
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- CH 623LK 214KK
- 236HP
- dash jump jLK jHK j214LK
- 5LK 5MKx2 5HK
- jLP jMP jHK
- sj djMK jHK j214MK
- 5LPx2 5MKx2 2HP 623HK
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7439
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1
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Anywhere
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Universal
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- Can also use this combo for CH 4LK+HK, 214KK starter.
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(video)
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Counter hit punishes
指令
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伤害
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能量消耗
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位置
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限定角色?
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笔记
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参考演示
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- CH 2HP 4LK+HK
- dash 5MP 5HK 236HP
- dash 5MKx2 5HK
- jLP jMK jHK j214MK
- 5LK 5HK
- jLK(1) jMK jHK j214MK
- 5LPx2 5MKx2 2HP 623HK 236PP
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9408
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1
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Anywhere
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Universal
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- Easy HCH route.
- Same notes as barrel loops for Big Band and Painwheel:
- On Painwheel in the corner, jump back for the jLK.
- On Big Band in the corner, cancel the jMK into jHK just before the 2nd hit comes out to gain the upward momentum for the move. Midscreen delay the jHK slightly or delay the jMK (https://www.youtube.com/watch?v=BPTfWNNrq8E).
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(video)
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- CH 2HP 4LK+HK
- dash 5MKx2 5HK
- djHK
- sjMK jHK
- sj djMP jHK
- djLK jMK jHK
- djLP jMK jHK j214MK
- 5LPx2 5MKx2 2HP 623HK 236PP
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9814
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1
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Anywhere
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Lights only
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- Optimal HCH route (but difficult) on light characters.
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[ (video)]
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- CH 2HP 4LK+HK
- 5MKx2 5HK
- djHK
- jMK jHK
- jLP jMK jHK
- djMP jHK
- djLK jMK jHK j214MK
- 5LPx2 5MKx2 2HP 623HK 236PP
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9867
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1
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Anywhere
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Heavies/mediumms
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- Optimal HCH route on heavy/mid-weight characters.
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[ (video)]
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- CH 2HP 4LK+HK
- 2HK 4LK+HK 214KK
- 236HP
- 5MKx2 5HK
- jLP jMK jHK j214MK
- 5LK 5HK
- jLK jMK jHK j214MK
- 5LPx2 5MKx2 2HP 623HK 236PP
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9213
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1
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Anywhere
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Universal
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- Alternative easy HCH route that uses early 214KK for front loaded damage
- Same notes as barrel loops for Big Band and Painwheel:
- On Painwheel in the corner, jump back for the jLK.
- On Big Band in the corner, cancel the jMK into jHK just before the 2nd hit comes out to gain the upward momentum for the move. Midscreen delay the jHK slightly or delay the jMK (https://www.youtube.com/watch?v=BPTfWNNrq8E).
- If done from far range, delay the 2nd 4LK+HK on Parasoul or else 214KK will whiff.
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(video)
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- CH 2HP 4LK+HK
- 2HK 4LK+HK 214KK
- 2MP 5HK 236HP
- dash jump jHK *j214MK
- 5LK 5HK
- jMP jHK
- sj djMK jHK j214MK
- 5LPx2 5MKx2 2HP 623HK
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9612
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1
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Anywhere
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Yes
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- Optimal alternative HCH route that uses early 214KK for front loaded damage
- If done from far range, delay the 2nd 4LK+HK on Parasoul or else 214KK will whiff.
- * Use j214LK vs mediums and heavies.
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(video)
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Double snap
指令
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伤害
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能量消耗
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位置
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限定角色?
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笔记
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参考演示
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- Snapback
- 5LK 5HK
- j214HK
- repeat
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N/A
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1
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Corner
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Universal
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- Use 236HP or jHK instead of j214HK for the last hit, since doing j214HK will leave you at much worse frame advantage against the incoming character.
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(video)
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- Snapback
- 5LK 5HK dl 236HP
- repeat
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N/A
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1
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Corner
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Universal
|
|
(video)
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- Snapback
- 5LK 5HK
- jHKxN
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N/A
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1
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Corner
|
Universal
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- Requires manual timing and adjustments per weight class but is extremely quick.
|
(video)
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- Snapback
- 5LK 5HK
- jHK
- 236HP
- repeat
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N/A
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1
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Corner
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Universal
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- Faster than the first two double snaps shown here and gives the opponent less meter.
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(video)
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Midscreen assist kill
指令
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伤害
|
能量消耗
|
位置
|
限定角色?
|
笔记
|
参考演示
|
- ... 5HK
- j214HK
- dash 5LK 5HK
- repeat
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N/A
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0
|
Midscreen
|
|
|
(video)
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- ... 5HK 214K
- 2LK 5MKx2 5HK 214K
- repeat
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N/A
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0
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Midscreen
|
Universal
|
|
(video)
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- ... 5HK dl, 236HP
- 214K
- 5LK 5HK, dl 236HP
- repeat
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N/A
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0
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Midscreen
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Universal
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|
(video)
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Damage/Undizzy Ratios
Move
|
Damage/undizzy
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Damage (max scaling)
|
Undizzy
|
623HK
|
24.75
|
495
|
20
|
623MK
|
18
|
360
|
20
|
623LK
|
14
|
280
|
20
|
4LK+HK
|
13.75
|
275
|
20
|
jHK
|
12
|
360
|
30
|
j214HK
|
12
|
240
|
20
|
jMP
|
10
|
200
|
20
|
j214MK
|
9.25
|
185
|
20
|
5HP
|
9.166666667
|
275
|
30
|
2HK
|
9.166666667
|
275
|
30
|
5MK
|
9
|
180
|
20
|
jMK
|
9
|
180
|
20
|
5LP
|
8
|
120
|
15
|
5HK
|
6.5
|
195
|
30
|
236P
|
6.5
|
130
|
20
|
jHP
|
6.166666667
|
185
|
30
|
2HP
|
6
|
180
|
30
|
2MP
|
5.75
|
115
|
20
|
5MP
|
5.5
|
110
|
20
|
2LP
|
5.333333333
|
80
|
15
|
5LK
|
5.333333333
|
80
|
15
|
2MK
|
5
|
100
|
20
|
j214LK
|
5
|
100
|
20
|
jLK
|
4
|
60
|
15
|
jLP
|
3.333333333
|
50
|
15
|
2LK
|
2.666666667
|
40
|
15
|
Combo Trials
All 4 trials use a 2LK 5MKx2 confirm, which is generally not recommended as it doesn't reach from max 2LK range and can be vulnerable to PBGC.
Trial 1 demonstrates that you can combo 5HK into 236HP and then pick up afterwards, but the entire combo isn't a particularly good one. Maybe just make a note of it and then move on without learning the combo.
Trial 2 is pretty good, it shows the beginnings of an effective 4LK+HK combo. You can definitely make use of this stuff in real practical combos.
Trial 3 demonstrates that you can save OTG when doing 4LK+HK into 214KK, but the rest of the combo isn't worth bothering with. Treat this one like Trial 1.
Trial 4 is literally just the barrel loop BnB that's listed in the BnB section.
TLDR: You might learn something interesting from 1 and 3 but you don't have to learn the combos. 2 and 4 can be worth doing since they're similar to real practical combos.