Algol Combos & Tech Traps

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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.
 
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TECH TRAPS & DEAD TRAPS
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:
→ Delayed 2A (49) FLR
→ CE (172) - All + OTG 100% meter

1A:
→ Delayed 2A (41) - FLR
→ 3AA (67) - FLR
→ 3B_3BB (73) - FB + OTG. 2nd hit near wall/edge only if no tech)
→ CE (159) - All + OTG 100% meter

4BA:
→ 1A (53, 66 if tech) - All + OTG
→ 44B (72 + combo) - FBR

FC 8B:
→ 3B_1K (54) - OTG
→ 66K (63) - FB
→ 3BB† (70) - OTG
→ Delayed 66B (71 + combo) - FB
→ 4B+K (75 + combo) - B
→ Delayed 4BA (77 + combo) - FB
→ 3AA (79) - FLR
→ 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 25% meter
→ 44B (95 + combo) - FBR + OTG 25% meter
→ Delayed 3AA (97) - All 25% meter
→ 66A+B (101) - FBL + OTG 25% meter

6KK:
→ 2A (52) - All
→ 4B+K (75 + combo) - B
→ 3BB† (77) - OTG
→ CE (171) - OTG 100% meter

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) 100% meter

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.
 
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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
 
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TO-DO LIST:
  • Finish tech/dead trap section DONE
  • 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
  • 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. DONE
  • Add NC/NCCs to the list. DONE
CHANGELOG:
  • Added QI A+BB BE combos.
  • Removed right side angle 44B combos, as they can be escaped via left ukemi.
 
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