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 → 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. 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.
TECH TRAPS & DEAD TRAPS(UNDER CONSTRUCTION) Format: Move: → Tech/dead trap move (damage #) - Directions caught If a move is listed as OTG but with no tech trap directions, this means the move is guaranteed if and only if the opponent does not ukemi; it cannot be escaped by simply holding guard. 3AA: → CE (172) all + OTG → Delayed 2A (49) FLR 1A: → 3B_3BB (73) - FB + OTG. 2nd hit near wall/edge only if no tech) → 3AA (67) - FLR → Delayed 2A (41) - FLR → CE (159) - all + OTG 100% meter 4BA: → 1A (53, 66 if tech) - all + OTG → 44B (72 + combo) - FBR FC 8B: → 3AA (79) - FLR → 4B+K (75 + combo) - B → 66K (63) - FB → Delayed 66B (71 + combo) - FB → Delayed 4BA (77 + combo) - FB → 3B_1K (54) - OTG → 3BB† (70) - OTG → 3B BE → QI A+BB (78) - OTG 25% meter → 3B BE → QI A+BB BE → iFC 8B (91) - OTG 50% meter → 3B BE → QI A+BB BE → iFC 8B BE → 44B (109) - OTG 75% meter → 3B BE → QI A+BB BE → iFC 8B BE → 3BB† (110) - OTG 75% meter → 3B BE → QI A+BB BE → 66B BE → iFC 8B BE → 44B (123) - OTG 100% meter → 3B BE → QI A+BB BE → 66B BE → iFC 8B BE → 3BB† (128) - OTG 100% meter FC 8B BE: → 1A (89) - all + OTG → Delayed 3AA (97) - all → 44B (95 + combo) - FBR + OTG → 66A+B (101) - FBL + OTG 6KK: → 2A (52) - all → 4B+K (75 + combo) - B → 3BB† (77) - OTG → CE (171) - OTG WR K[K]: → 2A† (43) - all → 4B+K (65 + combo) - B 9K: → 2A (37) - all → 4B+K (60 + combo) - B → 3B_1K (40) - OTG → 3BB† (62) - OTG → 3B BE → QI A+BB (72) - OTG 25% meter → 3B BE → QI A+BB BE → iFC 8B (94) - OTG 50% meter → 3B BE → QI A+BB BE → iFC 8B BE → 44B (122) - OTG 75% meter → 3B BE → QI A+BB BE → iFC 8B BE → 3BB† (131) - OTG 75% meter → 3B BE → QI A+BB BE → 66B BE → iFC 8B BE → 44B (158) - OTG 100% meter → 3B BE → QI A+BB BE → 66B BE → iFC 8B BE → 3BB† (167) - OTG 100% meter → CE (156) - OTG 100% meter 6B+K: → 2A (46) - all → 4B+K (69 + combo) - B → 3B_1K (49) - OTG → 3BB† (71) - OTG → 3B BE → QI A+BB (82) - OTG 25% meter → 3B BE → QI A+BB BE → iFC 8B (102) - OTG 50% meter → 3B BE → QI A+BB BE → iFC 8B BE → 44B (132) - OTG 75% meter → 3B BE → QI A+BB BE → iFC 8B BE → 3BB† (141) - OTG 75% meter → 3B BE → QI A+BB BE → 66B BE → iFC 8B BE → 44B (167) - OTG 100% meter → 3B BE → QI A+BB BE → 66B BE → iFC 8B BE → 3BB† (178) - OTG 100% meter → CE (165) - OTG 100% meter BT A+B: → BT 2B (52) - FBL + OTG 33A: → G → 3AA (53) - all → CE (109, 150 if opponent techs) 100% meter 22A: → 3AA (59) - FLR (character specific?) → 4B+K (57 + combo) - B → 1B_3BB_iFC 8B - FB → CE (153) - all + OTG 100% meter → 3B (37) - OTG → 3BB† (60) - OTG 44AA: → 3AA† (82) - All → 3BB† (74, 80; depends on opponent KND state) - FB + OTG → 4B+K (79 + combo) - B → CE (139, 160 if clean hit) 100% meter 66B: → 44B (65 + combo) - FB + OTG → 1A (59, 70 with 2K followup if tech) - FBR + OTG → 4B+K (65 + combo) - B → 66A+B (70) - FBL 22B: → Delayed 1A (60) - all + OTG → Delayed 3AA (67) - all → Delayed 4B+K (65 + combo) - B → Delayed 44B (65 + combo ) - FB + OTG 44B: → Delayed 44B (69 + combo) - FBR + OTG 44K: → 2A† (40) - all 66A+B: → 4B+K (75 + combo) - B 7_8_9B+K: → 2A (42) - all → 1K (51) - all + OTG → 4B+K (68 + combo) - B → 4BA (67 + combo) - FB → 3B_3BB (45 no tech, 73 if tech) - FB + OTG† 7_8_9B+KK: → 1A (79) - all + OTG → 44B (73) - FB + OTG → 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 → 66B BE → iFC 8B (146) 75% meter → 3B BE → QI A+BB BE → iFC 8B BE → 44B (148) 75% meter → 3B BE → QI A+BB BE → iFC 8B BE → 3BB† (157) 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, 193 if 8B+KK clean hits, 223 if both 8B+KK and CE clean hit) QI B: NEEDS RETESTING → 44B catch all tech except left tech vs Algol/Pyrrha/Asta, but catches all tech vs Nightmare The 2nd hit of 2B+KB catches all techs and launches for combos. †Near wall/edge only
3B W! → 3B W! → 4BA → [2] → 3BB (75) → 6KK W! → 6KK (75) → 6KK W! → 4BA → QI A+BB (91, works on Asta and NM but 4BA whiffs on Pyrrha. Depending on the angle this may whiff on Asta as well.) → 6KK (w!) → 66B → 3B (75/85 if you can get 3BB. Work on Asta, not Pyrrha or NM) WR B W! → 6KK W! → 6KK (82) → iWR B W! → 4BA → [2] → 3BB (88) 4BA is character/range specific. → 1B → 4BA W! → 4BA → [2] → 3BB (104) 4BA is air controllable by some characters. → 6BBB → 6KK W! → 44B (105) Range dependent. → 6BBB → 6KK W! → 6KK (115) Range dependent. → iWR B W! → iFC 8B BE → 3BB (94) 25% meter 4BA W! → 3BB (56) → CE1 → 6BBB → possible combos. Very angle specific and unreliable but best damage for meter used. 50% meter → CE1 → iFC 8B → 1K (70) 50% meter → CE1 → iFC 8B BE → 3BB (91) 75% meter → CE (103) 100% meter 66B W! → 3BB (64) → 2A (43) Sets up side throw/mid mixup. → 6KK W! → 4BA → 3BB (107) Tip range W! only. 66A+B W! → 3BB (73) → 6KK W! → 6KK (97) Angle specific. → 6KK W! → 4BA → 3BB (116) Angle specific. 4AB W! → 3BB (80) 6KK W! → 2A (52) Sets up side throw/mid mixup. → 6KK (75) If the second 6KK W!s, you can do a third 6KK for ~100 damage, but this requires very particular angles or a corner. 623B W! → 3BB (63) Doesn't work at close range W! → 6KK W! → 4BA → QI A+BB (103) Extreme tip range W! only 22A W! → 6KK (57) If 6KK W!s, you can do a second 6KK for 79 damage, but this requires very particular angles or a corner. → 4BA → QI A+BB (75) → 44B → 66B+K (90) Range dependent. → 3B BE → QI B → 3B/1K (81) 25% meter 66A W! → BT 2B (44) Only possible combo at some angles. → 3BB (65) 214A+B W! → QI B (86) → CE1 → 4BA → 3BB (129) 50% meter Most consistent option for this meter bracket. → CE1 → 6BBB → 6KK W! → 6KK (157) 50% meter → CE1 → iFC 8B BE → 3BB (136) 75% meter → CE (165) 100% meter These combos only work at extreme range and, as always, are very angle dependent. 6A+B W! → 6KK W! → 6KK (75) → 6KK W! → 4BA → QI A+BB (91) Inconsistent → 3B W! → 3B BE → QI B → 3BB (88) 25% meter, distance specific 22B W! → 3BB (52) TD K W! → 6KK W! → 4BA → delay 3BB (131) → 1B → delay 2A+B → 66B+K (137, requires no tech) → iFC 8B BE → 3BB (137) 25% meter → 4BA → 66B BE → iFC 8B (139) 25% meter → 3B BE → QI B → 3BB (143, 131 if 2nd hit of 3BB whiffs) 25% meter → 4BA → wait for 4BA's spin damage CE1 → 6BBB → 44AA → 3BB (185) 50% meter → 4BA → wait for 4BA's spin damage CE1 → 6BBB → 44B → 66B+K (190) 50% meter
TO-DO LIST: Finish tech/dead trap section Order tech traps DONE and combos DONE by wiki ordering system (As > Bs > Ks > Simul. Press > 8WR > Edge Attacks) Make a ham sandwich DONE Cry because nobody will appreciate the end result of this work AM STILL DOING Make thread listing ringout moves like the one in Aeon's SA Update all combos ending in 3B or iFC 8B BE → 44B with the damage that can be gotten from 3BB near a wall/edge. Make a note for all instances of 3BB so I don't need to have that ugly "Near wall/edge only" after every single combo with this ender. Possible in-line linking for notes? DONE REMOVE ALL INSTANCES OF UKEMI-JUST GUARDABLE 'COMBOS' FROM COMBO LIST, RELOCATE TO TECH TRAPS SECTION. IN PROGRESS Add NC/NCCs to the list. DONE Added QI A+BB BE combos. Removed right side angle 44B combos, as they can be escaped via left ukemi.