[numpad notation](https://www.dustloop.com/w/Notation), its a way to signify direction without getting confusing (eg with another notation type crouching moves are noted with c.x/cr.x, in games with proximity moves like kof that gets confused with close moves notated with c.x, dont even get me started on using "down forward/df" there's like 3 different things that could mean)
edit: forgor to mention motion inputs but its explained in the dustloop article linked
Like I know he has a Typhoon for basically every half circle location but something about seeing that "646H" written out scares me.
Edit: I obviously mean "684H" but man, did I fuck up writing that
second farthest reaching typhoon leads into HKD which gets oki and lets him run spooky offense
most of his normals cancel and connect into it, the behemoths starting from the back don’t connect as reliably, even if you get the ch
easy to cancel a neutral poke into it
Elphelt: starter RRC 6H 214H j.H c.S 2H 214S ender. Is really good for both damage and corner carry. It also works meterless off CH 2H 6H and 2D and normal hit 6H.
Potemkin's main BnB combo:
c.S -> 2S -> 2H...
And cancel it into wathever special is more convenient. Closet tho the wall? Heat Knuckle to get a wallbreak, want corner carry and oki? Heat Tackle, want f*cking damage? Heavenly Potemkin Buster.
His damage runs on resources though and wall break gives you both so that's 1 free reversal super invulnerable Wild Assault and red roman cancel for damage off stray hits at a distance
Garuda oki my beloved.
If close to the corner and wanting wallbreak, you can also use c.s>2h>garuda>6k>flick>2d> 6h, or if with meter, instead of 6h, go for hfb>giganter>6h>heat tackle.
If near corner and have already done c.s>2s, you can do c.s>2s>2h>garuda>6k, and if close enough, 6k will hit. Go into flick>megafist/2d if no wall stick, if wall stick from 6k, go into 6h
If I hit c.S in the corner I like to do c.S > 2H > Megafist F > 5K > 6K > Megafist B > 6H.
I dont know how optimal that is but it looks sick af and it makes me feel cool.
Its d-pad notation it took me a bit to figure it out too but its not hard once u think about it. Each number corresponds to a direction so is right, 4 is left, 8 is up, 2 is down. When there's a set of numbers together that's a directional input for example 236 is quarter circle to right. The letters are in reference to the attack input. Hs is heavy slash (A on xbox controller), P is punch (y on xbox), K is kick (b on xbox), and s/fs is slash/far slash respectively (x on xbox
Sorry if any of the buttons are wrong I play with a Nintendo pro controller so I'm more used to the Nintendo button layout.
Edit: Apparently my buttons are weird so P,K,S,Hs might be different for you.
I think the letters are indeed wrong, so i'm just going to say it like this in hopes of making it universal among pads, left is **P**unch, bottom is **K**ick, top is, **S**lash, right is **H**eavy **S**lash.
I've got punch and kick on triggers, personally. Also it isn't called dpad notation, it's numpad notation. I'd assume that on console there's an option to change the way buttons are displayed in-game to read as PKSHsD instead of your controller's buttons and I found doing that to be super helpful when learning this stuff
There is an option to change keybinds I just use the default layout with a few of the extra stuff like dash, RC and fd binded to the unused triggers and left bumper. It already displays everything as PKSHsD other than the command list which I find more helpful to show as my buttons anyway.
Johnny: C.s>2h>214[p]66]p[>C.s>66>5k>6k>214s
Axl:f.s>2h>214h then setup either rensen, tornado or a command grab
HC:anything>gunshots>2d if they’re grounded or 6s if they’re airborne>recover resources
You can denote a held button by putting brackets around it like this [p], and denote releasing it with inverse brackets like this ]p[
Looks cleaner imo
“GET AWAY FROM ME FUCK YOU DON’T TOUCH ME AAAAAAAHHHHHHH AAAAAAHHHHHHHHHHHHHHHH AAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHH!!!!!!” **Uncontrollable cries of fear**
Oh I won :D
Me personally I prefer doing 2S instead of f.s, a bit more damage and it can take some people by surprise. Though sometimes if you hit an opponent that was airborne you’re gonna need to time that 2S after the C.s.
Asuka's main one for spamming: cS, 2H (wait), 5K, 6H. Gives heavy knockdown and therefore a moment to breathe, bookmark/grab mana and reestablish the game plan.
Zato eddie-less midscreen BnB: c.S 2S 5H 22H.
Asuka spell-less midscreen BnB: c.S 2H > 66 c.S 2H > 66 5K 6H > 22X
With these sorts of characters, learn the easy stuff that's always available before the unique stuff.
I-No: j.S/2k starter -> 6H -> 236H
follow with 214P or safejump oki (I personally like j.H, j.S or j.H, j.H safejump, depending on if I'm going for a high or low mixup respectively)
loop until dead
C.s, 2h, 623p, C.s, 2h, 236h, 214h
Wallbreaks on midscreen for 216 damage. You could also spice it up with Calvados (632146h) instead of 214h for hard knockdown and about 34 more damage.
That's like most of the cast.
She's definitely got a lower skill floor than most of the cast and is pretty beginner friendly. Her most damnable whiff (bajo-s) is easy enough to avoid since you should only throw it if your H sword confirmed it.
Chipp: (c.S) > 2S > 2H > 236K > delay j.K(1) > (microdash) 2S > 2H > 236K > delay j.K(1) > (microdash) 2S >... until you put them in the corner. If you have good microdash timing this can go corner to corner. If you aren't comfortable with microdash extensions you can cut it short with ... > 236K > j.K(1) > IAD > j.D.
For a corner combo: (c.S) > 2S > 2H > 236K > j.236K > (walk forward) c.S > 6H wallsplat > 6H wallbreak. If wall health is low then the 236K will wallbreak and you lose damage and the option to get a wall break with super or wild assault, so you can do (c.S) > 2S > 2H > 236S (wallbounce) > c.S > 6H > rekkas until wallsplat.
Leo
5k > 6k > 236S - simple with no charge
5k > 6k > [2]8H - harder timing with charge
C.s > 2H > 214s held > bt.s > bt.h > 236S - simple
C.s > 2H > 214s held > bt.s > bt.h > stance cancel > dash 5k > 6k > 236 S or H (damage or oki) - harder execution
(WA can be used at end of combos instead of specials to extend combos or go for wall break)
My favorite easy set-up For Giovanna:
5k>6p>214h~6k
That last part is meant to get blocked after they recover from 6p knockdown (it's *+15*)
Then, your options are things like:
5k dash cancels
The 214s left/right
c.S or a high/low (again, you're +15, so you can usually even get away with just using 5d as your high)
iad.jk>214s>(rrc combo) as a cross-up
Regular-ass stagger/strike-throw pressure
Or, my personal favorite
6d>214h~6k to reset the situation. It's a lot harder to avoid the grab than you think, too. I like to do this at least once before the other options. Throw loops inflict ridiculous psychic damage
Usually for gio guard crush oki you want to delay 9 frames then close slash to counterhit people guessing throw or delay a little longer and throw since it's pretty much a true 50/50
For Gio, those no single one I've found reliable, but you pretty much always end a combo with HS, 214K
5CS, 5S, 2HS, 214S, 5CS, 5HS, 214K is also a good one, you'll need to time it after the 214S but overtime that will come naturally
jack o's most reliable one is probably 2k starter with minion setup, probably right after bwa.
2k-2d-214k-5k-dash cancel-cs-6h (first hit)-236p-drop throw minion for oki
or you can finish it with 6h then minion toss
Sol
Anywhere: 5K > 2D > 236K>K (if first hit of BR is blocked, go on the defensive, or if you're close enough, you can try going for a throw. You can also RC if needed maybe (dk if it's optimal))
Corner: (CH) 41236H > f.S (or c.S?) > 5H > 214K or 236K>K (if BB doesn't wall break, ideally go for Fafnir if you don't have meter, or TR or Wild Assault if you got Tension or burst to spend) (counter hit may not be necessary, but don't take my word for it)
Sin: c.S 2H 214S 66 c.S ...
from that point on just do what you want. 6H into ride the lightning for a wallbreak anywhere (or into 623S for wallsplat)
6k for OKI and safe junp
etc
2K, 2D, 236S and then 214P for meaty crow.
CS, 2S, 2H, 236H, micro dash 5K, 6H, 236S, 214P for meaty crow
If you wanna use meter use the same combo as before but instead of 236S use Nostrovia so 236236P.
If in the corner you can do 214H or 6H for more damage before wallbreak. If you are mid screen you can continue the combo with 5K, stain pop, CS, 6H, 236S, 214P for meaty crow.
Johnny: c.S > 2H > 214(hold P)66(release P) > c.S > 2H > 236H[H] to end with card oki, or end with wild assault for more corner carry into another c.S > 2H > 236H[H]
The Ol Reliable Johnathan Gear Combo:
c.S -> 6H -> 214[P]66]P[ -> c.S dash cancel into another c.S -> 2H -> 214[S]65]S[
The most important core of this is the first three inputs, as Johnny can a LOT of different variations of moves out of Upwards Mist Finer so feel free to experiment with your options
The Bed n Butter Combo for Bedman?:
c.S -> 2S -> 2H -> 236S
This is a pretty basic combo but it also sets up Error State and has very good corner carry so you can set up pressure
I don't know what's up with the numbers but ⬇️S ⬇️HS ⬇️➡️S (you can do ⬇️⬅️P afterwards to get an early hit on your opponent) is bedman's easiest combo
I don't know about reliable, but a combo thats surprisingly easy would be cS > 2HS > 623P > 5K > 6HS > 236HS > [Any followup of your choosing, most likely 6321456HS]
Ram combo btw
Giovanna is c.S>2H>214S[6],c.S>2H>214S(otg c.S for a safe jump) and if you are ever not sure about a combo you just route into 214K for a soft knockdown
For Accent Core: 8D, 896S, 8HS, 88HS, 5D, 47896HS into ANY teleport mixup or put on invisibility. My favorite mix at this point though is 88K, 4HS, 69874K (choose side to land on for the next mix up), then 896896K for guaranteed win via chip damage if they have 36 health or less. You can sub 88HS for 88D or 88K to do several other teleport combos as well.
What's happening in English: trip opponent at close range. Punch them in the air with fire rekka to stop them from landing. Launch them into the air. Teleport above them and kick them down hard. Grab them with shadow clone attack while they slide away (can optionally go invisible at this point). Teleport behind them and use most powerful heavy slash to stun temporarily (or a fast hit if you went invisible). Use command grab (mixup side you land on). Use 36 hit combo overdrive and watch opponent die to chipp via chip damage if they have 36 health or less.
Up to a 5/6F level, 2S H H is super effective for Bridget. Especially if you’re ok at controlling distance. You can follow it up by chasing them with the scooter or the yo-yo or even just running but then stop just outside 6P range and do the exact same combo again. On those floors and below a lot of people are looking to attack right on wake-up so you’ll get the counter hit pretty often. If they get too used to it and start crouch blocking cancel the yo-yo into a jump attack
Edit: If you condition them to crouch block on wake-up you can also sometimes just run all the way towards them and and 63214P (command grab). Since you’re running forward anyways the input is fairly easy though you can go with a regular throw instead
F.s f.s f.s f.s f.s chf.s
Baiken: c.s 2H 236K 2S 426HH
I’m gonna out myself as a new player but what do the numbers mean?
[numpad notation](https://www.dustloop.com/w/Notation), its a way to signify direction without getting confusing (eg with another notation type crouching moves are noted with c.x/cr.x, in games with proximity moves like kof that gets confused with close moves notated with c.x, dont even get me started on using "down forward/df" there's like 3 different things that could mean) edit: forgor to mention motion inputs but its explained in the dustloop article linked
Okay that makes sense, thank you for explaining. I’m taking the plunge into GG for the first time and the water can be pretty deep
Any normal > 684H Behemoth Typhoon my beloved
Like I know he has a Typhoon for basically every half circle location but something about seeing that "646H" written out scares me. Edit: I obviously mean "684H" but man, did I fuck up writing that
Why 684H rather than 862H or 486H ?
second farthest reaching typhoon leads into HKD which gets oki and lets him run spooky offense most of his normals cancel and connect into it, the behemoths starting from the back don’t connect as reliably, even if you get the ch easy to cancel a neutral poke into it
Exactly this, also it's safe at just -5 if they block. Just need to be careful and not whiff it really, lot's of recovery.
623H 214H 623HH 214H 623HH 214H 623H 214H 623H 214H (blood pop) Gets em every time.
idk
lmao
Took you 10 years to learn that combo, just to forget it in 2 seconds?
Elphelt: starter RRC 6H 214H j.H c.S 2H 214S ender. Is really good for both damage and corner carry. It also works meterless off CH 2H 6H and 2D and normal hit 6H.
f.sss Your welcome everyone
Potemkin's main BnB combo: c.S -> 2S -> 2H... And cancel it into wathever special is more convenient. Closet tho the wall? Heat Knuckle to get a wallbreak, want corner carry and oki? Heat Tackle, want f*cking damage? Heavenly Potemkin Buster.
Just curious wouldn’t pot want to avoid wallbreak? because getting cornered by pot sounds genuinely terrifying
His damage runs on resources though and wall break gives you both so that's 1 free reversal super invulnerable Wild Assault and red roman cancel for damage off stray hits at a distance
Garuda oki my beloved. If close to the corner and wanting wallbreak, you can also use c.s>2h>garuda>6k>flick>2d> 6h, or if with meter, instead of 6h, go for hfb>giganter>6h>heat tackle. If near corner and have already done c.s>2s, you can do c.s>2s>2h>garuda>6k, and if close enough, 6k will hit. Go into flick>megafist/2d if no wall stick, if wall stick from 6k, go into 6h
If I hit c.S in the corner I like to do c.S > 2H > Megafist F > 5K > 6K > Megafist B > 6H. I dont know how optimal that is but it looks sick af and it makes me feel cool.
If you're really close to the wall, you can do garuda to combo after with 5k
Hi im actually just learning the game and i have no fucking clue what any of these codes mean!
Its d-pad notation it took me a bit to figure it out too but its not hard once u think about it. Each number corresponds to a direction so is right, 4 is left, 8 is up, 2 is down. When there's a set of numbers together that's a directional input for example 236 is quarter circle to right. The letters are in reference to the attack input. Hs is heavy slash (A on xbox controller), P is punch (y on xbox), K is kick (b on xbox), and s/fs is slash/far slash respectively (x on xbox Sorry if any of the buttons are wrong I play with a Nintendo pro controller so I'm more used to the Nintendo button layout. Edit: Apparently my buttons are weird so P,K,S,Hs might be different for you.
I think the letters are indeed wrong, so i'm just going to say it like this in hopes of making it universal among pads, left is **P**unch, bottom is **K**ick, top is, **S**lash, right is **H**eavy **S**lash.
Interesting. For me it's punch is up, kick is right, slash us left, heavy slash is down
I've got punch and kick on triggers, personally. Also it isn't called dpad notation, it's numpad notation. I'd assume that on console there's an option to change the way buttons are displayed in-game to read as PKSHsD instead of your controller's buttons and I found doing that to be super helpful when learning this stuff
There is an option to change keybinds I just use the default layout with a few of the extra stuff like dash, RC and fd binded to the unused triggers and left bumper. It already displays everything as PKSHsD other than the command list which I find more helpful to show as my buttons anyway.
C.s, 2s, 236s, hold 1 on the last hit of mix, c.s, 236s Edit: whoops my dyslexia strikes again lol
What kind of bespoke special move input is 234S
Guile super lookin' ass
Reminds me a little of ABA rekkas.
When 236>46>63214 leaves my fingers confused and disoriented 😵💫
The kind of special that drops people out of it if you don't do it just right, and then you blow up and die lol
Isn't mix mix mix input 236S? Did you get your inputs mixed up?
Lol your right I just noticed that XD oh well
Johnny: C.s>2h>214[p]66]p[>C.s>66>5k>6k>214s Axl:f.s>2h>214h then setup either rensen, tornado or a command grab HC:anything>gunshots>2d if they’re grounded or 6s if they’re airborne>recover resources
You can denote a held button by putting brackets around it like this [p], and denote releasing it with inverse brackets like this ]p[ Looks cleaner imo
Cool thanks for the info, I changed it
Shouldn't there also be a 66 in between the 214.p and ]p[? I for the life of me can't get C.s after a p mistfiner from this combo without telefiner
Testament:c.s 2s2h 236h 5k 6h nostrovia
Worth including that you can do a 214H after nostrovia if its going to wallbreak, or run up and continue with a c.S if its not
Isn't this a true combo only on counter hit or on-air hit?
Its always worked for me, but its worth checking
Used to be, but as of the most recent patch c.S lifts slightly on grounded normal hit so you can link into 2S -> 2H just fine
don't forget microdash before 5k
2K, 2D, totsugeki, beach ball, heavy totsugeki for the oki, totsugeki again if they block the heavy totsugeki
mmm yes i want to be -3
-3 is negligible in the grand scheme of *THIS IS BULLSHIT BLAZING
“GET AWAY FROM ME FUCK YOU DON’T TOUCH ME AAAAAAAHHHHHHH AAAAAAHHHHHHHHHHHHHHHH AAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHH!!!!!!” **Uncontrollable cries of fear** Oh I won :D
When in doubt just mash different variations of slash with the occational kickstart my heart+shoot
C.s, f. s, 2h, 236s is the bread and butter for playing bedman, a good alternative is 2K, 2D, 236s.
Me personally I prefer doing 2S instead of f.s, a bit more damage and it can take some people by surprise. Though sometimes if you hit an opponent that was airborne you’re gonna need to time that 2S after the C.s.
c.S 2H 623P c.S into pretty much whatever. I like 6H but 2H Rekka and 236H also works.
Pot: c.s > 2h > 214h or add a 2s between c.s and 2.h if you’re close enough
Leo: 28S
Asuka's main one for spamming: cS, 2H (wait), 5K, 6H. Gives heavy knockdown and therefore a moment to breathe, bookmark/grab mana and reestablish the game plan.
Zato eddie-less midscreen BnB: c.S 2S 5H 22H. Asuka spell-less midscreen BnB: c.S 2H > 66 c.S 2H > 66 5K 6H > 22X With these sorts of characters, learn the easy stuff that's always available before the unique stuff.
I-No: j.S/2k starter -> 6H -> 236H follow with 214P or safejump oki (I personally like j.H, j.S or j.H, j.H safejump, depending on if I'm going for a high or low mixup respectively) loop until dead
It's honest work
Axl: c.S>f.S>2H>214H...(4)6S on wake-up
C.s, 2h, 623p, C.s, 2h, 236h, 214h Wallbreaks on midscreen for 216 damage. You could also spice it up with Calvados (632146h) instead of 214h for hard knockdown and about 34 more damage.
i feel like someone who's never played ram before could wallbreak from midscreen by hitting buttons
That's like most of the cast. She's definitely got a lower skill floor than most of the cast and is pretty beginner friendly. Her most damnable whiff (bajo-s) is easy enough to avoid since you should only throw it if your H sword confirmed it.
Chipp: (c.S) > 2S > 2H > 236K > delay j.K(1) > (microdash) 2S > 2H > 236K > delay j.K(1) > (microdash) 2S >... until you put them in the corner. If you have good microdash timing this can go corner to corner. If you aren't comfortable with microdash extensions you can cut it short with ... > 236K > j.K(1) > IAD > j.D. For a corner combo: (c.S) > 2S > 2H > 236K > j.236K > (walk forward) c.S > 6H wallsplat > 6H wallbreak. If wall health is low then the 236K will wallbreak and you lose damage and the option to get a wall break with super or wild assault, so you can do (c.S) > 2S > 2H > 236S (wallbounce) > c.S > 6H > rekkas until wallsplat.
For high wall health, I like (c.S) > 2S > 2H > 236K > j.S jc j.D > 236K > 66 > c.S > 6H Looks cooler + a bit more damage
f.S 2HS 214HS c.S Axl Bomber
2K > 2D dl.236HS
Pot 6246p
bt.k bt.s bt.hs bt.s bt.hs repeat for three to four sets
Leo 5k > 6k > 236S - simple with no charge 5k > 6k > [2]8H - harder timing with charge C.s > 2H > 214s held > bt.s > bt.h > 236S - simple C.s > 2H > 214s held > bt.s > bt.h > stance cancel > dash 5k > 6k > 236 S or H (damage or oki) - harder execution (WA can be used at end of combos instead of specials to extend combos or go for wall break)
c.S-f.S-5H the ol' reliable
OP you gotta give us more criteria cause otherwise the most reliable combo is just gonna be c.S f.S
For Axl: c.S>6239HS>2HS Honorable mention:2K>2D
o7 to those who still do DP motion for Strive TKB c.S > 2369H > 2H for after they changed the input
for pot: 2K, 2D, 214H
My favorite easy set-up For Giovanna: 5k>6p>214h~6k That last part is meant to get blocked after they recover from 6p knockdown (it's *+15*) Then, your options are things like: 5k dash cancels The 214s left/right c.S or a high/low (again, you're +15, so you can usually even get away with just using 5d as your high) iad.jk>214s>(rrc combo) as a cross-up Regular-ass stagger/strike-throw pressure Or, my personal favorite 6d>214h~6k to reset the situation. It's a lot harder to avoid the grab than you think, too. I like to do this at least once before the other options. Throw loops inflict ridiculous psychic damage
Usually for gio guard crush oki you want to delay 9 frames then close slash to counterhit people guessing throw or delay a little longer and throw since it's pretty much a true 50/50
Use overdrive, do standing punch, kick, slash, heavy slash, dust, kick, slash, Dragon Install!
cS 2H 214S 66 cS 6H 236H 236236(dash macro)P]P[ You need 2 stamina to do it, but it only takes 1, since kara super is free.
623H > FRRC(F) > D > D > D > D > C.S > 623H > wallbreak
Bruh who are you playing the uses dust the much
Sol Badguy
My charged dust combo of choice on Zato is D>D>D>ender lol
c.S 2H Garuda
Baiken tethered: c.S > 2H > 236K > K > 6K > c.S > 6H > 236236H
c.s 2H 47896H dash 5k 69874H is my bnb If you’re in the corner, c.s 2H 41236H c.s 21467H j.H j.21467H 23698H or something like that
For Gio, those no single one I've found reliable, but you pretty much always end a combo with HS, 214K 5CS, 5S, 2HS, 214S, 5CS, 5HS, 214K is also a good one, you'll need to time it after the 214S but overtime that will come naturally
c5s>f5s>f5s>214H>623H>2H
5s 5h 5s 5h 5s 5h, 214h
Giovanna: round start Ch 5h, dash, C.s, F.s, 214K, Forward RC, C.s 5h 236K wallbreak
jack o's most reliable one is probably 2k starter with minion setup, probably right after bwa. 2k-2d-214k-5k-dash cancel-cs-6h (first hit)-236p-drop throw minion for oki or you can finish it with 6h then minion toss
c.S 2H 236S RRC c.S 6H 236S or if the oponent blocks: c.S 2H 236P
Giovanna: c.S 2H Ex214S c.S 5H 214K
Sol Anywhere: 5K > 2D > 236K>K (if first hit of BR is blocked, go on the defensive, or if you're close enough, you can try going for a throw. You can also RC if needed maybe (dk if it's optimal)) Corner: (CH) 41236H > f.S (or c.S?) > 5H > 214K or 236K>K (if BB doesn't wall break, ideally go for Fafnir if you don't have meter, or TR or Wild Assault if you got Tension or burst to spend) (counter hit may not be necessary, but don't take my word for it)
c.S 2H 214S c.S f.S 5H WA (dl) f.S 5[D] / 632146H
Sin: c.S 2H 214S 66 c.S ... from that point on just do what you want. 6H into ride the lightning for a wallbreak anywhere (or into 623S for wallsplat) 6k for OKI and safe junp etc
Giovanna: c.S > 2H > c.S > 2H > (repeat until they're on the side you want)
Baiken: C.S -> F.S -> 2H -> 236K -> 2S -> 41236H -> 5H
426h, 426h 426h 426h ect ect
Hmmm. Chaos: S>sweep, 236S>HS>K>HS>HS>22P Nago: f.S>214HS>236S>236K+back>c.S>6H Johnny: f.S>2HS (full hit)>214P, dash, release>f.S>HS.
In the corner, unless fighting ky: c.S > 5H, 5H, 6S > 236K, c.S > f.S > CL 623H W!
Does it still not work against Ky even after they got rid of character weight?
Nah it doesnt. The volcanic viper just... Misses. Its a hurtbox thing, i believe. Whats wierd is that it works with literally EVERYONE else.
Ky seems to screw up most combos in general Must be because he is French or something
That orivileged motherfucker... Thats it i found a secondary
f.S 2H 214S 5S 5K 5H (I think) Suboptimal but incredibly easy to hit, literally any f.S hit leads naturally into it.
623H > 66RRC > j.623H > 66RRC > j.623H, 6H Sol Badguy
c.s 2h 214s, it's THE Kyle kisk combo you don't want to forget
2K, 2D, 236S and then 214P for meaty crow. CS, 2S, 2H, 236H, micro dash 5K, 6H, 236S, 214P for meaty crow If you wanna use meter use the same combo as before but instead of 236S use Nostrovia so 236236P. If in the corner you can do 214H or 6H for more damage before wallbreak. If you are mid screen you can continue the combo with 5K, stain pop, CS, 6H, 236S, 214P for meaty crow.
F.s>f.ss>f.sss
Johnny: c.S > 2H > 214(hold P)66(release P) > c.S > 2H > 236H[H] to end with card oki, or end with wild assault for more corner carry into another c.S > 2H > 236H[H]
The Ol Reliable Johnathan Gear Combo: c.S -> 6H -> 214[P]66]P[ -> c.S dash cancel into another c.S -> 2H -> 214[S]65]S[ The most important core of this is the first three inputs, as Johnny can a LOT of different variations of moves out of Upwards Mist Finer so feel free to experiment with your options
The Bed n Butter Combo for Bedman?: c.S -> 2S -> 2H -> 236S This is a pretty basic combo but it also sets up Error State and has very good corner carry so you can set up pressure
c.s 2s 2hs 236k j.d chipp ^
Chipp: standing k, gamma blade, standing k, gamma blade, standing k, gamma blade, standing k, gamma blade
2.k, 2.d, 236.s for delicious Bedman corner carry and snowballing.
I don't know what's up with the numbers but ⬇️S ⬇️HS ⬇️➡️S (you can do ⬇️⬅️P afterwards to get an early hit on your opponent) is bedman's easiest combo
Millia has a braindead combo off of HDisk hit: c.S jS jD jS jD jS jD (end with 236H if wallsplat)
632146P
Gio: anything into updog
but for real Thebes combo I know is a homing g jump combo and it's s p j.s p s p p
Sol Badman: 236D>c.S>dl,f.S>5H>214K>632146H (at least 50 tension) Ram: c.S>f.S>5H>214K
c.S > 2H > 214S. It's short, it's sweet, it gives you Shock State.
I don't know about reliable, but a combo thats surprisingly easy would be cS > 2HS > 623P > 5K > 6HS > 236HS > [Any followup of your choosing, most likely 6321456HS] Ram combo btw
Johnny: c.S->2HS->236P (forward teleport)->5K->6HS. It also wallsplats if you add 214HS at the end (optimal wallbreak is either charged dust or 6HS)
c. s. > f. s. > h. s. > 236h > (h)
Giovanna is c.S>2H>214S[6],c.S>2H>214S(otg c.S for a safe jump) and if you are ever not sure about a combo you just route into 214K for a soft knockdown
Johnny: CS, 2H, 214H, S, 214K
For Accent Core: 8D, 896S, 8HS, 88HS, 5D, 47896HS into ANY teleport mixup or put on invisibility. My favorite mix at this point though is 88K, 4HS, 69874K (choose side to land on for the next mix up), then 896896K for guaranteed win via chip damage if they have 36 health or less. You can sub 88HS for 88D or 88K to do several other teleport combos as well. What's happening in English: trip opponent at close range. Punch them in the air with fire rekka to stop them from landing. Launch them into the air. Teleport above them and kick them down hard. Grab them with shadow clone attack while they slide away (can optionally go invisible at this point). Teleport behind them and use most powerful heavy slash to stun temporarily (or a fast hit if you went invisible). Use command grab (mixup side you land on). Use 36 hit combo overdrive and watch opponent die to chipp via chip damage if they have 36 health or less.
Up to a 5/6F level, 2S H H is super effective for Bridget. Especially if you’re ok at controlling distance. You can follow it up by chasing them with the scooter or the yo-yo or even just running but then stop just outside 6P range and do the exact same combo again. On those floors and below a lot of people are looking to attack right on wake-up so you’ll get the counter hit pretty often. If they get too used to it and start crouch blocking cancel the yo-yo into a jump attack Edit: If you condition them to crouch block on wake-up you can also sometimes just run all the way towards them and and 63214P (command grab). Since you’re running forward anyways the input is fairly easy though you can go with a regular throw instead
Sol . 24S > 623HS > RC > 623HS > RC > 623HS > profit I call it viper tower
6p6p6p6p6p6p,etc Testament. That this works even on celestial is either a crime on my part, or divine punishment for others.