Tiamat
[11] Champion
Here is a list of combos for Algol. Note that the damage may change a few points depending on opponent actions but these should all be guaranteed unless otherwise noted. Damage also assumes you did not get any clean hits.
QI=41236 flip
CE1=CE level 1
CE or CE2=CE (full)
Natural combos:
AA (24)
6AA (20)
3AA (37)
4AB (46)
BB (32)
3BB (42)
4BA (36)
6KK (40)
WR KK (34)
4A+B (20)
6B+K (34)
BT A+B (40)
33ABK (63)
44AA (44)
66A+B (40)
FC 8B BE (60?)
QI A+BB (41)
TD BBBB (40)
Natural Counterhit Combos:
6AAB
6BB
COMBOS:
CH 6AAB
→ BT A+B (64)
1A:
→ 2K (38)
3B BE:
→ QI B → 3B (79, 102 if near wall for 3BB) 25% meter
→ QI B → 3B BE → QI A+BB (107) 50% meter
→ QI B → 3B BE → QI A+BB BE → 66A/66B (123) 75% meter
→ QI B → 3B BE → QI A+BB BE → FC 8B (129) 75% meter
→ QI B → 3B BE → QI A+BB BE → 3B BE → QI B → 3B (160) 100% meter See Character Specifics
→ QI B → 3B BE → QI A+BB BE → 3B BE → QI B → 3BB† (176) 100% meter See Character Specifics
→ QI B → 3B BE → QI A+BB BE → FC 8B BE → 44B (157) 100% meter
→ QI B → 3B BE → QI A+BB BE → FC 8B BE → 3BB† (166) 100% meter
CH 1B:
→ 2A+B → 66A/66B (57)
→ 2A+B → FC 8B (64, 70 on clean hit)
→ 2A+B → 66B BE → 4BA (80) 25% meter
→ 2A+B → 66B BE → iFC 8B (84) 25% meter
→ 2A+B → 3B BE → QI B → 3B (83) 25% meter (far hit only combo)
→ 2A+B → 3B BE → QI B → 3BB† (93) 25% meter (far hit only combo)
→ 2A+B → delay FC 8B BE → 3B (80/86/90/96, damage fluctuates) 25% meter
→ 2A+B → delay FC 8B BE → 3B BE QI A+BB (107ish, damage fluctuates) 50% meter
→ 2A+B → delay FC 8B BE → 1A (89/97/103, damage fluctuates) 25% meter
→ 2A+B → delay FC 8B BE → 44B (84-102, better meter gain than above) 25% meter
*Note that CH 1B → 2A+B → FC 8B BE does not work on far range hit. Also, the higher end damage seems to be consistent if you delay the FC 8B BE.
4BA:
→ 4AB (52, right side RO, air controllable)
→ 623B (55, good meter gain)
→ 88B(1P)/22B(2P) (55, 67 if they try to tech)
→ QI A+BB (61)
→ 3BB† (64)
→ 66B BE → 4BA (68) 25% meter
→ delay 3B BE → QI A+BB (70) 25% meter
→ iFC 8B BE → 1A (72, 92 if they tech) 25% meter
→ 66B BE → iFC 8B (73) 25% meter
→ iFC 8B BE → 44B (74, 81) 25% meter
→ delay CE (118) 100% meter (delay the CE till after the groundspin damage)
WR B:
→ 66B (48) note: 66B whiffs if WR B was a side hit
→ 4BA (51) note: 2nd hit of 4BA air controllable unless WR B hits close
→ iFC 8B (56)
→ iFC 8B BE → 44B (91) 25% meter
→ 66B BE → 4BA (85) 25% meter
→ 66B BE → iFC 8B (90) 25% meter
→ 66B BE → iFC 8B BE → 44B (126) 50% meter
→ 66B BE → iFC 8B BE → 3BB† (137) 50% meter
→ 66B BE → iFC 8B BE → 3B BE → QI A+BB (148) 75% meter
→ 66B BE → iFC 8B BE → 3B BE → QI A+BB BE → iFC 8B (170) 100% meter
→ b8 → CE (128) 100% meter (doesn't work on close hit vs Pyrrha)
→ CE (127) 100% meter
FC 8B:
→ 2B (51)
→ 1K (54) Character specific?
→ CE (134) 100% meter
FC 8B BE:
→ 2A (72, leaves opponent standing at -8)
→ 3B (74)
→ 3BB (90) Near wall/edge
→ 3B BE → QI A+BB (98) 50% meter
→ 3B BE → QI A+BB BE → iFC 8B (111) 75% meter
→ 3B BE → QI A+BB BE → 3B BE → QI B → 3B (125) 100% meter
→ 3B BE → QI A+BB BE → 3B BE → QI B → 3BB† (134) 100% meter
→ 3B BE → QI A+BB BE → iFC 8B BE → 44B (126) 100% meter
→ 3B BE → QI A+BB BE → iFC 8B BE → 3BB† (130) 100% meter
A+B:
→ QI B/K (Must be at far enough distance. Against Pyrrha round start distance is fine but vs NM you need to have about an extra backstep distance worth 41/36 dmg)
A+B/2A+B/4A+B/8A+B/FC A+B:
→ 3BB (50) Near wall/edge only
→ CE1 → 4BA → QI A+BB (75) 50% meter
→ CE1 → 4BA → 3BB (78) 50% meter Near wall/edge only
→ CE1 → 4BA → 66B BE → iFC 8B (86) 75% meter
→ CE (119) 100% meter
8A+B:
Depending on the way the bubble is spaced, it becomes possible for Algol to combo moves even as slow as 22B when the bubble hits.
4B+K:
→ 2A+B → iFC 8B (81)
→ Delayed 2A+B → 66B+K (103) See Character Specifics
→ 2A+B → 3B BE → QI B → 3B/1K (116) 25% meter
→ 2A+B → 3B BE → QI B → 3BB† (137) 25% meter
→ 2A+B → iFC 8B BE → 44B (117) 25% meter
→ 2A+B → iFC 8B BE → 3BB (127) 25% meter
→ 2A+B → 66B BE → iFC 8B BE → 44B (151) 50% meter
→ 2A+B → 66B BE → iFC 8B BE → 3BB† (162) 50% meter
→ 2A+B → CE2 (151) 100% meter
→ 2A+B → b8 → CE2 (153) 100% meter
→ Delayed 2A+B → 66A+B → 2A → CE2 (149) 100% meter
→ 2A+B → 3B BE → QI B → 3B BE → QI A+BB BE → 3B BE → QI B → 3B (196) 100% meter***
→ 2A+B → 3B BE → QI B → 3B BE → QI A+BB BE → 3B BE → QI B → 3BB† (212) 100% meter***
→ 2A+B → 66B BE → iFC 8B BE → 3B BE → QI A+BB BE → iFC 8B (195) 100% meter
BT A+B:
→ BT 2K (50)
CH BT B+K:
→ BT A+B → BT 2K (54)
214A+B
→ CE1 → 4BA → QI A+BB (124) 50% meter
→ CE (191) Max range only. 100% meter
33A → G:
→ 3B/1K (28)
→ 3BB (46) Near wall/edge only
→ 3B BE → QI A+BB BE → iFC 8B (66) 50% meter
→ 3B BE → QI A+BB BE → iFC 8B BE → 1A (79) 75% meter
→ 3B BE → QI A+BB BE → 66B BE → iFC 8B (80) 75% meter
→ 3B BE → QI A+BB BE → 66B BE → iFC 8B BE → 44B (97) 100% meter
→ 3B BE → QI A+BB BE → 66B BE → iFC 8B BE → 3BB† (103) 100% meter
22A:
→ Nothing guaranteed
44AA:
→ 2B† (57)
66B:
→ 3B (44)
→ 3BB† (65)
→ 3B BE → QI A+BB (76) 25% meter
→ 3B BE → QI A+BB BE → 66B (92) 50% meter
→ 3B BE → QI A+BB BE → FC 8B (97) 50% meter
→ 3B BE → QI A+BB BE → 3B BE → QI B → 3B (129) 75% meter (QI B miss vs NM)
→ 3B BE → QI A+BB BE → FC 8B BE → 44B (128) 75% meter
→ 3B BE → QI A+BB BE → FC 8B BE → 3BB† (136) 75% meter
→ 3B BE → QI A+BB BE → 3B BE → QI B → 3B BE → QI A+BB (155) 100% meter
→ CE (160) 100% meter
→ 3B BE → QI A+BB BE → 66B BE → iFC 8B BE → 44B (161) 100% meter
→ 3B BE → QI A+BB BE → 66B BE → iFC 8B BE → 3BB† (172) 100% meter
66B BE:
→ 4BA (75) 25% meter (see character specific section)
→ iFC 8B (81) 25% meter
→ iFC 8B BE → 44B (118) 50% meter
→ iFC 8B BE → 3BB† (130) 50% meter
→ iFC 8B BE → 3B BE → QI A+BB (141) 75% meter
→ iFC 8B BE → 3B BE → QI A+BB BE → iFC 8B (163) 100% meter
22B:
→ 2A (42, leaves you at +8 with opponent standing)
→ 44B (53)
→ 623B (51, worse recovery than above combo but more meter)
→ 2A+B → 66B (62)
→ 2A+B → iFC 8B (68)
→ 2A+B → 66B BE → 4BA (84, character specific, see char specific section for details) 25% meter
→ 2A+B → 66B BE → iFC 8B (88) 25% meter
→ 2A+B → iFC 8B BE → 44B (88) 25% meter
→ 2A+B → iFC 8B BE → 3BB† (93) 25% meter
→ 2A+B → iFC 8B BE → 1A (86, 106 if they tech) 25% meter
→ 2A+B → 66B BE → iFC 8B BE → 44B (106) 50% meter
→ 2A+B → 66B BE → iFC 8B BE → 3BB† (112) 50% meter
→ 2A+B → 66B BE → iFC 8B BE → 3B BE → QI A+BB (117) 75% meter
→ 2A+B → 66B BE → iFC 8B BE → 3B BE → QI A+BB BE → iFC 8B (128) 100% meter
44B:
→ 66B+K (88)
→ 33ABK (88) Best meter gain, but character specific. Tends to fail on females. Works most consistently when 44B hits from further out.
→ wait for fall damage → CE (165) 100% meter
→ 66A+B →iFC 8B BE → 3B BE → QI A+B BE → iFC 8B BE → 3B BE → QI A+BB 100% meter
→ 6 → 2A+B → iFC 8B BE → 2A+B → iFC 8B (133) 25% meter
→ 6 → 2A+B → iFC 8B BE → 2A+B → 66B BE → iFC 8B (162) 50% meter
→ 6 → 2A+B → iFC 8B BE → 2A+B → iFC 8B BE → 3BB† (172) 50% meter
→ 6 → 2A+B → iFC 8B BE → 2A+B → 66B BE → iFC 8B BE → 44B (197) 75% meter
→ 6 → 2A+B → iFC 8B BE → 2A+B → 66B BE → iFC 8B BE → 3BB† (208) 75% meter
→ 6 → 2A+B → iFC 8B BE → 2A+B → 66B BE → iFC 8B BE → 3B BE → QI A+BB (220-244 depending on tech) 100% meter
(must hit close to opponent) → 4A+B BE →[8]_[2]* → 66A+B → iFC 8B BE → 2A+B → 66B BE → iFC 8B BE → 44B (236) 100% meter
(must hit close to opponent) → 4A+B BE →[8]_[2]* → 66A+B → iFC 8B BE → 2A+B → 66B BE → iFC 8B BE → 3BB† (247) 100% meter
*If on 1P or 2P side, respectively.
Combos that use 44B → 6 → 2A+B can be left-ukemied under some circumstances.
Run K:
→ 3B
→ 3BB† (62) See Character Specifics
→ CE (157) 100% meter
→ 3B BE → QI A+BB BE → 66B BE → iFC 8B BE → 44B (159) 100% meter
→ 3B BE → QI A+BB BE → 66B BE → iFC 8B BE → 3BB† (169) 100% meter
CE1:
→ iFC 8B → 1K (66) 50% meter
→ 4BA → QI A+BB (69) 50% meter
→ iFC 8B BE → 3B/1K (80) 75% meter
→ iFC 8B BE → 3BB† (93) 75% meter
→ 4BA → 66B BE → iFC 8B BE → 44B (97) 100% meter
→ 4BA → 66B BE → iFC 8B BE → 3BB† (102) 100% meter
7_8_9B+K:
→ Nothing guaranteed
8B+K.K/TD K:
→ 3B (64)
→ 3BB† (85)
→ 3B BE → QI A+BB (96) 25% meter
→ 3B BE → QI A+BB BE → iFC 8B (117) 50% meter
→ 3B BE → QI A+BB BE → iFC 8B BE → 44B (148) 75% meter
→ 3B BE → QI A+BB BE → 66B BE → iFC 8B BE → 44B (181) 100% meter
→ 3B BE → QI A+BB BE → 66B BE → iFC 8B BE → 3BB† (192) 100% meter
→ CE (180) 100% meter
63214B/QI B:
→ 3B/1K (45)
→ 3BB† (67)
→ 3B BE → QI A+BB (75) 25% meter
→ 3B BE → QI A+BB BE → 66B (93) 50% meter
→ 3B BE → QI A+BB BE → 3B BE → QI B → 3B (130) 75% meter
→ 3B BE → QI A+BB BE → 3B BE → QI B → 3B BE → QI A+BB (157) 100% meter
→ CE (161) 100% meter
→ 3B BE → QI A+BB BE → 66B BE → iFC 8B BE → 44B (163) 100% meter
→ 3B BE → QI A+BB BE → 66B BE → iFC 8B BE → 3BB† (175) 100% meter
QI B (airborne opponent):
→ 1K_3B (71)
→ 3BB† (94)
→ 3B BE → QI A+BB (103) 25% meter
→ CE1 → 4BA → QI A+BB (121) 50% meter
→ 3B BE → QI A+BB BE → iFC 8B (124) 50% meter
→ 3B BE → QI A+BB BE → iFC 8B BE → 44B (153) 75% meter
→ 3B BE → QI A+BB BE → iFC 8B BE → 3BB† (165) 75% meter
→ 3B BE → QI A+BB BE → 66B BE → iFC 8B BE → 44B (188) 100% meter
→ 3B BE → QI A+BB BE → 66B BE → iFC 8B BE → 3BB† (201) 100% meter
→ CE2 (187, 217 if clean hit) 100% meter
QI A+BB BE (Must hit from far enough away that the 2nd bubble launches the opponent instead of causing a crumple stun):
→ iFC 8B (60) 25% meter
→ iFC 8B BE → 44B (81) 50% meter
→ iFC 8B BE → 3BB† (87) 50% meter
→ 66B BE → iFC 8B BE → 44B (98) 75% meter
→ 66B BE → iFC 8B BE → 3BB† (104) 75% meter
→ 66B BE → iFC 8B BE → 3B BE → QI A+BB (108) 100% meter
Character Specifics:
- 4B+K → 2A+B → 66B+K (103) works on all characters except Tira, unless it catches her back ukemi after 66A+B, 4AB, 22A, 22B, 44B, 3AA, 4BA, 2B+K, 66B+K, 6KK, bubble knockdowns, 6B+K, 33ABK, 44K, and QI B. This combo is very difficult on Raphael but it does work.
- CH 1B → 6 → 2A+B → 66B+K (78) works on the entire cast if they do not ukemi.
- 22B → 2A+B can be left ukemi by Pyrrha and similar characters. Asta/NM/Sieg will get hit if you're close enough though, allowing for a 66B/66B BE/iFC 8B.
-During a 3B BE full meter combo the 2nd QI B in the combo will whiff on Asta.
Versus Ezio, Raphael, Viola, Hilde, Cervy, Maxi, and Edgemaster do:
3B BE → QI B → 3B BE → QI A+BB BE → delay → 3B BE QI B
It's not too hard to get if you pay attention to their height or just get used to the delay timing needed. Delay too long and you won't get a groundsplat.
- 4BA is prone to whiffing in juggles against Asta/NM if they back right air control. Use 1K (65 damage) or iFC 8B (85 damage) as a replacement after the 66B BE for a guaranteed alternative.
- Run K → 3B (vs Pyrrha)
- Run K → 3BB (vs Aeon/Cervy(?)/Nightmare/Sieg/Yoshi(?)/Mitsu(?) midscreen)
- Run K → BT 2B (vs Asta)
- Run K → 1K (vs Algol, really weird one, can't get 3B but can get 1K?)
†Near wall/edge only
***These combos leave you with 25% meter but don't allow you to use it to continue the combo further
Other Notes:
- For combo ender purposes, 66B gives more meter while FC 8B does more damage
- 623B is disadvantage on ground hit. 22B and 44B are advantage on hit alternatives that give slightly less meter.
- Running low K combos are weird and need more testing
- Damage on combos with FC 8B BE → 44B still needs more testing. The 44B gets scaled a lot and I haven't confirmed that it can do full damage in match play, it may be a training mode issue.
More combos to come. If there is an error with any combo please let me or Slade know.
QI=41236 flip
CE1=CE level 1
CE or CE2=CE (full)
Natural combos:
AA (24)
6AA (20)
3AA (37)
4AB (46)
BB (32)
3BB (42)
4BA (36)
6KK (40)
WR KK (34)
4A+B (20)
6B+K (34)
BT A+B (40)
33ABK (63)
44AA (44)
66A+B (40)
FC 8B BE (60?)
QI A+BB (41)
TD BBBB (40)
Natural Counterhit Combos:
6AAB
6BB
COMBOS:
CH 6AAB
→ BT A+B (64)
1A:
→ 2K (38)
3B BE:
→ QI B → 3B (79, 102 if near wall for 3BB) 25% meter
→ QI B → 3B BE → QI A+BB (107) 50% meter
→ QI B → 3B BE → QI A+BB BE → 66A/66B (123) 75% meter
→ QI B → 3B BE → QI A+BB BE → FC 8B (129) 75% meter
→ QI B → 3B BE → QI A+BB BE → 3B BE → QI B → 3B (160) 100% meter See Character Specifics
→ QI B → 3B BE → QI A+BB BE → 3B BE → QI B → 3BB† (176) 100% meter See Character Specifics
→ QI B → 3B BE → QI A+BB BE → FC 8B BE → 44B (157) 100% meter
→ QI B → 3B BE → QI A+BB BE → FC 8B BE → 3BB† (166) 100% meter
CH 1B:
→ 2A+B → 66A/66B (57)
→ 2A+B → FC 8B (64, 70 on clean hit)
→ 2A+B → 66B BE → 4BA (80) 25% meter
→ 2A+B → 66B BE → iFC 8B (84) 25% meter
→ 2A+B → 3B BE → QI B → 3B (83) 25% meter (far hit only combo)
→ 2A+B → 3B BE → QI B → 3BB† (93) 25% meter (far hit only combo)
→ 2A+B → delay FC 8B BE → 3B (80/86/90/96, damage fluctuates) 25% meter
→ 2A+B → delay FC 8B BE → 3B BE QI A+BB (107ish, damage fluctuates) 50% meter
→ 2A+B → delay FC 8B BE → 1A (89/97/103, damage fluctuates) 25% meter
→ 2A+B → delay FC 8B BE → 44B (84-102, better meter gain than above) 25% meter
*Note that CH 1B → 2A+B → FC 8B BE does not work on far range hit. Also, the higher end damage seems to be consistent if you delay the FC 8B BE.
4BA:
→ 4AB (52, right side RO, air controllable)
→ 623B (55, good meter gain)
→ 88B(1P)/22B(2P) (55, 67 if they try to tech)
→ QI A+BB (61)
→ 3BB† (64)
→ 66B BE → 4BA (68) 25% meter
→ delay 3B BE → QI A+BB (70) 25% meter
→ iFC 8B BE → 1A (72, 92 if they tech) 25% meter
→ 66B BE → iFC 8B (73) 25% meter
→ iFC 8B BE → 44B (74, 81) 25% meter
→ delay CE (118) 100% meter (delay the CE till after the groundspin damage)
WR B:
→ 66B (48) note: 66B whiffs if WR B was a side hit
→ 4BA (51) note: 2nd hit of 4BA air controllable unless WR B hits close
→ iFC 8B (56)
→ iFC 8B BE → 44B (91) 25% meter
→ 66B BE → 4BA (85) 25% meter
→ 66B BE → iFC 8B (90) 25% meter
→ 66B BE → iFC 8B BE → 44B (126) 50% meter
→ 66B BE → iFC 8B BE → 3BB† (137) 50% meter
→ 66B BE → iFC 8B BE → 3B BE → QI A+BB (148) 75% meter
→ 66B BE → iFC 8B BE → 3B BE → QI A+BB BE → iFC 8B (170) 100% meter
→ b8 → CE (128) 100% meter (doesn't work on close hit vs Pyrrha)
→ CE (127) 100% meter
FC 8B:
→ 2B (51)
→ 1K (54) Character specific?
→ CE (134) 100% meter
FC 8B BE:
→ 2A (72, leaves opponent standing at -8)
→ 3B (74)
→ 3BB (90) Near wall/edge
→ 3B BE → QI A+BB (98) 50% meter
→ 3B BE → QI A+BB BE → iFC 8B (111) 75% meter
→ 3B BE → QI A+BB BE → 3B BE → QI B → 3B (125) 100% meter
→ 3B BE → QI A+BB BE → 3B BE → QI B → 3BB† (134) 100% meter
→ 3B BE → QI A+BB BE → iFC 8B BE → 44B (126) 100% meter
→ 3B BE → QI A+BB BE → iFC 8B BE → 3BB† (130) 100% meter
A+B:
→ QI B/K (Must be at far enough distance. Against Pyrrha round start distance is fine but vs NM you need to have about an extra backstep distance worth 41/36 dmg)
A+B/2A+B/4A+B/8A+B/FC A+B:
→ 3BB (50) Near wall/edge only
→ CE1 → 4BA → QI A+BB (75) 50% meter
→ CE1 → 4BA → 3BB (78) 50% meter Near wall/edge only
→ CE1 → 4BA → 66B BE → iFC 8B (86) 75% meter
→ CE (119) 100% meter
8A+B:
Depending on the way the bubble is spaced, it becomes possible for Algol to combo moves even as slow as 22B when the bubble hits.
4B+K:
→ 2A+B → iFC 8B (81)
→ Delayed 2A+B → 66B+K (103) See Character Specifics
→ 2A+B → 3B BE → QI B → 3B/1K (116) 25% meter
→ 2A+B → 3B BE → QI B → 3BB† (137) 25% meter
→ 2A+B → iFC 8B BE → 44B (117) 25% meter
→ 2A+B → iFC 8B BE → 3BB (127) 25% meter
→ 2A+B → 66B BE → iFC 8B BE → 44B (151) 50% meter
→ 2A+B → 66B BE → iFC 8B BE → 3BB† (162) 50% meter
→ 2A+B → CE2 (151) 100% meter
→ 2A+B → b8 → CE2 (153) 100% meter
→ Delayed 2A+B → 66A+B → 2A → CE2 (149) 100% meter
→ 2A+B → 3B BE → QI B → 3B BE → QI A+BB BE → 3B BE → QI B → 3B (196) 100% meter***
→ 2A+B → 3B BE → QI B → 3B BE → QI A+BB BE → 3B BE → QI B → 3BB† (212) 100% meter***
→ 2A+B → 66B BE → iFC 8B BE → 3B BE → QI A+BB BE → iFC 8B (195) 100% meter
BT A+B:
→ BT 2K (50)
CH BT B+K:
→ BT A+B → BT 2K (54)
214A+B
→ CE1 → 4BA → QI A+BB (124) 50% meter
→ CE (191) Max range only. 100% meter
33A → G:
→ 3B/1K (28)
→ 3BB (46) Near wall/edge only
→ 3B BE → QI A+BB BE → iFC 8B (66) 50% meter
→ 3B BE → QI A+BB BE → iFC 8B BE → 1A (79) 75% meter
→ 3B BE → QI A+BB BE → 66B BE → iFC 8B (80) 75% meter
→ 3B BE → QI A+BB BE → 66B BE → iFC 8B BE → 44B (97) 100% meter
→ 3B BE → QI A+BB BE → 66B BE → iFC 8B BE → 3BB† (103) 100% meter
22A:
→ Nothing guaranteed
44AA:
→ 2B† (57)
66B:
→ 3B (44)
→ 3BB† (65)
→ 3B BE → QI A+BB (76) 25% meter
→ 3B BE → QI A+BB BE → 66B (92) 50% meter
→ 3B BE → QI A+BB BE → FC 8B (97) 50% meter
→ 3B BE → QI A+BB BE → 3B BE → QI B → 3B (129) 75% meter (QI B miss vs NM)
→ 3B BE → QI A+BB BE → FC 8B BE → 44B (128) 75% meter
→ 3B BE → QI A+BB BE → FC 8B BE → 3BB† (136) 75% meter
→ 3B BE → QI A+BB BE → 3B BE → QI B → 3B BE → QI A+BB (155) 100% meter
→ CE (160) 100% meter
→ 3B BE → QI A+BB BE → 66B BE → iFC 8B BE → 44B (161) 100% meter
→ 3B BE → QI A+BB BE → 66B BE → iFC 8B BE → 3BB† (172) 100% meter
66B BE:
→ 4BA (75) 25% meter (see character specific section)
→ iFC 8B (81) 25% meter
→ iFC 8B BE → 44B (118) 50% meter
→ iFC 8B BE → 3BB† (130) 50% meter
→ iFC 8B BE → 3B BE → QI A+BB (141) 75% meter
→ iFC 8B BE → 3B BE → QI A+BB BE → iFC 8B (163) 100% meter
22B:
→ 2A (42, leaves you at +8 with opponent standing)
→ 44B (53)
→ 623B (51, worse recovery than above combo but more meter)
→ 2A+B → 66B (62)
→ 2A+B → iFC 8B (68)
→ 2A+B → 66B BE → 4BA (84, character specific, see char specific section for details) 25% meter
→ 2A+B → 66B BE → iFC 8B (88) 25% meter
→ 2A+B → iFC 8B BE → 44B (88) 25% meter
→ 2A+B → iFC 8B BE → 3BB† (93) 25% meter
→ 2A+B → iFC 8B BE → 1A (86, 106 if they tech) 25% meter
→ 2A+B → 66B BE → iFC 8B BE → 44B (106) 50% meter
→ 2A+B → 66B BE → iFC 8B BE → 3BB† (112) 50% meter
→ 2A+B → 66B BE → iFC 8B BE → 3B BE → QI A+BB (117) 75% meter
→ 2A+B → 66B BE → iFC 8B BE → 3B BE → QI A+BB BE → iFC 8B (128) 100% meter
44B:
→ 66B+K (88)
→ 33ABK (88) Best meter gain, but character specific. Tends to fail on females. Works most consistently when 44B hits from further out.
→ wait for fall damage → CE (165) 100% meter
→ 66A+B →iFC 8B BE → 3B BE → QI A+B BE → iFC 8B BE → 3B BE → QI A+BB 100% meter
→ 6 → 2A+B → iFC 8B BE → 2A+B → iFC 8B (133) 25% meter
→ 6 → 2A+B → iFC 8B BE → 2A+B → 66B BE → iFC 8B (162) 50% meter
→ 6 → 2A+B → iFC 8B BE → 2A+B → iFC 8B BE → 3BB† (172) 50% meter
→ 6 → 2A+B → iFC 8B BE → 2A+B → 66B BE → iFC 8B BE → 44B (197) 75% meter
→ 6 → 2A+B → iFC 8B BE → 2A+B → 66B BE → iFC 8B BE → 3BB† (208) 75% meter
→ 6 → 2A+B → iFC 8B BE → 2A+B → 66B BE → iFC 8B BE → 3B BE → QI A+BB (220-244 depending on tech) 100% meter
(must hit close to opponent) → 4A+B BE →[8]_[2]* → 66A+B → iFC 8B BE → 2A+B → 66B BE → iFC 8B BE → 44B (236) 100% meter
(must hit close to opponent) → 4A+B BE →[8]_[2]* → 66A+B → iFC 8B BE → 2A+B → 66B BE → iFC 8B BE → 3BB† (247) 100% meter
*If on 1P or 2P side, respectively.
Combos that use 44B → 6 → 2A+B can be left-ukemied under some circumstances.
Run K:
→ 3B
→ 3BB† (62) See Character Specifics
→ CE (157) 100% meter
→ 3B BE → QI A+BB BE → 66B BE → iFC 8B BE → 44B (159) 100% meter
→ 3B BE → QI A+BB BE → 66B BE → iFC 8B BE → 3BB† (169) 100% meter
CE1:
→ iFC 8B → 1K (66) 50% meter
→ 4BA → QI A+BB (69) 50% meter
→ iFC 8B BE → 3B/1K (80) 75% meter
→ iFC 8B BE → 3BB† (93) 75% meter
→ 4BA → 66B BE → iFC 8B BE → 44B (97) 100% meter
→ 4BA → 66B BE → iFC 8B BE → 3BB† (102) 100% meter
7_8_9B+K:
→ Nothing guaranteed
8B+K.K/TD K:
→ 3B (64)
→ 3BB† (85)
→ 3B BE → QI A+BB (96) 25% meter
→ 3B BE → QI A+BB BE → iFC 8B (117) 50% meter
→ 3B BE → QI A+BB BE → iFC 8B BE → 44B (148) 75% meter
→ 3B BE → QI A+BB BE → 66B BE → iFC 8B BE → 44B (181) 100% meter
→ 3B BE → QI A+BB BE → 66B BE → iFC 8B BE → 3BB† (192) 100% meter
→ CE (180) 100% meter
63214B/QI B:
→ 3B/1K (45)
→ 3BB† (67)
→ 3B BE → QI A+BB (75) 25% meter
→ 3B BE → QI A+BB BE → 66B (93) 50% meter
→ 3B BE → QI A+BB BE → 3B BE → QI B → 3B (130) 75% meter
→ 3B BE → QI A+BB BE → 3B BE → QI B → 3B BE → QI A+BB (157) 100% meter
→ CE (161) 100% meter
→ 3B BE → QI A+BB BE → 66B BE → iFC 8B BE → 44B (163) 100% meter
→ 3B BE → QI A+BB BE → 66B BE → iFC 8B BE → 3BB† (175) 100% meter
QI B (airborne opponent):
→ 1K_3B (71)
→ 3BB† (94)
→ 3B BE → QI A+BB (103) 25% meter
→ CE1 → 4BA → QI A+BB (121) 50% meter
→ 3B BE → QI A+BB BE → iFC 8B (124) 50% meter
→ 3B BE → QI A+BB BE → iFC 8B BE → 44B (153) 75% meter
→ 3B BE → QI A+BB BE → iFC 8B BE → 3BB† (165) 75% meter
→ 3B BE → QI A+BB BE → 66B BE → iFC 8B BE → 44B (188) 100% meter
→ 3B BE → QI A+BB BE → 66B BE → iFC 8B BE → 3BB† (201) 100% meter
→ CE2 (187, 217 if clean hit) 100% meter
QI A+BB BE (Must hit from far enough away that the 2nd bubble launches the opponent instead of causing a crumple stun):
→ iFC 8B (60) 25% meter
→ iFC 8B BE → 44B (81) 50% meter
→ iFC 8B BE → 3BB† (87) 50% meter
→ 66B BE → iFC 8B BE → 44B (98) 75% meter
→ 66B BE → iFC 8B BE → 3BB† (104) 75% meter
→ 66B BE → iFC 8B BE → 3B BE → QI A+BB (108) 100% meter
Character Specifics:
- 4B+K → 2A+B → 66B+K (103) works on all characters except Tira, unless it catches her back ukemi after 66A+B, 4AB, 22A, 22B, 44B, 3AA, 4BA, 2B+K, 66B+K, 6KK, bubble knockdowns, 6B+K, 33ABK, 44K, and QI B. This combo is very difficult on Raphael but it does work.
- CH 1B → 6 → 2A+B → 66B+K (78) works on the entire cast if they do not ukemi.
- 22B → 2A+B can be left ukemi by Pyrrha and similar characters. Asta/NM/Sieg will get hit if you're close enough though, allowing for a 66B/66B BE/iFC 8B.
-During a 3B BE full meter combo the 2nd QI B in the combo will whiff on Asta.
Versus Ezio, Raphael, Viola, Hilde, Cervy, Maxi, and Edgemaster do:
3B BE → QI B → 3B BE → QI A+BB BE → delay → 3B BE QI B
It's not too hard to get if you pay attention to their height or just get used to the delay timing needed. Delay too long and you won't get a groundsplat.
- 4BA is prone to whiffing in juggles against Asta/NM if they back right air control. Use 1K (65 damage) or iFC 8B (85 damage) as a replacement after the 66B BE for a guaranteed alternative.
- Run K → 3B (vs Pyrrha)
- Run K → 3BB (vs Aeon/Cervy(?)/Nightmare/Sieg/Yoshi(?)/Mitsu(?) midscreen)
- Run K → BT 2B (vs Asta)
- Run K → 1K (vs Algol, really weird one, can't get 3B but can get 1K?)
†Near wall/edge only
***These combos leave you with 25% meter but don't allow you to use it to continue the combo further
Other Notes:
- For combo ender purposes, 66B gives more meter while FC 8B does more damage
- 623B is disadvantage on ground hit. 22B and 44B are advantage on hit alternatives that give slightly less meter.
- Running low K combos are weird and need more testing
- Damage on combos with FC 8B BE → 44B still needs more testing. The 44B gets scaled a lot and I haven't confirmed that it can do full damage in match play, it may be a training mode issue.
More combos to come. If there is an error with any combo please let me or Slade know.
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