- Thread starter
- #1

#### Tiamat

##### [11] Champion

__Combos__

GS = Grim Stride. Can enter with 236, 33B6, etc

NSS = Night Side Stance. can enter with B+K, WR (B), etc

__Natural Combo:__

AA

**(34)**

(A) > NSS K

**(32)**note: must hit close

3AA

**(52)**

NSS (A) > NSS K

**(38)**note: must hit close

NSS (A) > NSS b:A

**(74)***

*this is insanely range dependant and picky. need to hit the NSS (A) so so that you will be at NSS bA's max range or this will either whiff (too far) or get blocked (too close). was not this picky in SC3 and SC4

__Natural Combo Counter:__

4KK

**(49)**

A2AA

**(54, if the 2A part hits on CH)**

3A2A

**(51)**

BB

**(43)**

__Normal Combos:__

4A > 4KK

**(82)**

4A > 4K BE

**(98)**25% meter

1A6 > GS B

**(69)**

1(A)K (hits jumping opponent) > GS K BE

**(68)**25% meter

66A6 > GS B

**(67)**

44A > GS K BE

**(78)**(works at about round start distance)

3(B) > NSS B (

**57**, if you got this you probably messed up)

3(B) > NSS b:A (

**75**)

3(B) > GS K BE (

**74**) 25% meter

WR (B) > NSS b:A

**(58)**

33B6 > small delay GS B

**(66)**

33B > A+B (

**55, 63**if they tech)

33B > G (turn around if needed) > 2A+B

**(68)**

33B6 > G (turn around) 2A+B

**(68)**

33B BE > 2A+B (

**67,**pathetic damage for a BE combo) 25% meter

33B BE > 4BB

**(77)**25% meter

33B BE > delay 66B

**(82)**25% meter

66B > 3B

**(76)**

66B > normal agA

**(73)**

NSS A+B > 2A+B

**(64)**

NSS A+B > 66B (

**71**if 66B hits twice)

**54**, note that I have not verified this one)

44(B) > NSS A+B > 2A+B

**(84)**

44(B) > NSS A+B > 66B

**(90)**

GS B > 3B

**(57)**

GS B > normal agA

**(67)**

GS B6 > GS B6 > GS K

**(90)**

GS B6 > GS B6 > GS K BE

**(109)**25% meter

22K > 4KK

**(83)**

22K > 4K BE

**(99)**25% meter

FC B+G > 2K

**(44)**

22K > 2B+K BE (

**70**, this also tech traps all directions) 25% meter

CE (auto GI vs jump attack) > 3B (

**88**) 50% meter

running low slide kick > 2A+B

**(62)**(attack throw fails on some characters like pyrrha)

CH Combos:

6K > 1A

**(47)**

CH 6(B) > NSS K > 2A+B

**(64)**

CH GS A > 6(B) > NSS K > 2A+B

**(72)**

CH WR (B) > NSS A+B > 2A+B

**(73)**

CH WR (B) > NSS A+B > 66B

**(80)**

__Wall combos:__

3AA (near edge/wall) 3B (

**77**but damage is highly variable)

B+G > w! > 2A+B

**(86)***small delay of the 2A+B ensures it connects properly

FC B+G > w! (G to turn around) > 4KK > w! > iWR (B) > NSS A+B > 2A+B

**(114)**

3(B) > GS K BE > w! > 4KK > w! > iWR (B) > NSS A+B > 2A+B

**(145)**25% meter

1A6/66A6 > GS K BE > w! > 4KK > w! > iWR (B) > NSS A+B > 2A+B

**(147)**25% meter

GS B6 > GS B6 > GS K BE > w! > 4KK > w! > iWR (B) > NSS A+B > 2A+B

**(171)**25% meter

CH WR (B) > NSS A+B > GS K BE > w! > 4KK > w! > 3B > 2A+B

**(122)**25% meter

11(B) > NSS A+B > GS K BE > w! > 4KK > w! > iWR (B) > NSS A+B > 2A+B

**(139)**25% meter

Notes: Generally, after a 4KK splat you can go to 3B > NSS b:A/2A+B instead of iWR B if you wish. 3B > 2A+B does less damage than iWR B but is easier. Also, you cannot get two WR B stuns in the same combo. Ending wall combos with 2A+B will generally result in you having more meter at the end of your combo than you did when you started, even if you used a GS K BE in it.

Damage listed is approximate and assumes you got the JF version of the move if there is one (unless stated otherwise). Damage listed also does not account for clean hits. If there is an error with any combo please let me know. More combos soon.