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)
NSS A+B > agA (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.
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)
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.