Can be also used to create an edge guard situation.ĭown Light, Nair - Only works at white-orange health, not much follow up afterwards.ĭown Light, Recovery - Easy to execute kill combo.ĭown Light, Ground Pound - Harder to execute than down light dair and fulfills the same role with more recovery. Nair can be replaced with any of the above.ĭown Light, Dair - Sets you up for a nice pseudo combo after the ground bounce. Slide, Ledge cancel slide, Nair - Ledge cancels are back, much harder to perform but are super swaggy if you can pull them off. Sair, Neutral - This combo sets you up for a slide afterwards for a very high damaging pseudo combo. You can replace the nair with any of the combos above. Sair, Slide, Nair - Only works at white-yellow health. Slide, Sair, Nair - Advanced extension to the slide nair combo. Slide, Neutral Heavy - Only works at white-yellow health, does 1 extra damage over Slide Nair. Slide, Instant Ground pound - This combo is now super easy to execute with the slide changes and sets you up for a nair or uppercut afterwards depending on health. Slide, Dair - Great for setting up an edge guard situation. Still a good combo for setting up juggles at low health and will kill anyway at deep red. Slide, Uppercut - After the nerfs to uppercut I would actually recommend using slide sair over this for your kill combo. I would highly recommend learning and using this combo over slide uppercut as your kill combo. With practice you should be able to sair in either direction no matter which side you hit them from. Slide, Sair - After the nerfs to the uppercut, this combo now has kill potential 20-30 damage earlier than slide uppercut. Slide, Nair - Basic unarmed damage combo, everyone should learn this. If you are having difficulty landing the combos or just want to make your life easier, check out the input basics and advanced execution techniques guide. I haven't included any weapon throw combos in this list but i may include them in a future list.įor this list i will be using Xbox notation (A = Jump, X = Light Attack, B = Heavy Attack). If you have any combos which you think i may have missed let me know and i will either add them to this list or add them to the pseudo combo list in the future. I will most likely be doing a follow up list on "pseudo combos" which aren't true combos but are still reliable setups for racking up damage. The combos in this list are "true combos", meaning if they are executed correctly they are inescapable. Most notably to the lower recovery time of combo starters, making combo's easier and allowing you to combo into more signatures. There have been major changes to the way combos work since my last list. Here is the updated combo list as of 1.15.1.
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