-
One Two UpperOnly the third punch of the string
-
CH330
-
-
Hammer KickSome combos may change due to distance.
-
CH460
-
-
Elbow Butt
-
NH
►
532 -
NH
►
562
-
-
Rolling ElbowThese combos should be used only if you have trouble inputing the perfect version of the hit throw or to take more Drunken Points vs Shun
-
NH
►
►
793 -
NH
►
►
►
944 -
NH
► (wall slump) ►
►
►
1003 -
NH
► (wall hit) ►
►
►
vs Akira, Jacky, and Jean do a small dash before.
1010
-
-
High Kick
-
CH460
-
-
Knee Lift
-
CHvs Taka open stance it needs 1fk for
(You may input
instead).
631 -
CH
►
►
easy and consistent to do760 -
CH
►
►
is needed to avoid an accidental on the ground
.
780 -
CH//
►
►
►
The frames you have to connectsignificantly differs depending on character and stance
880 -
CH//
►
►
vs Wolf you can setup a low throw with OM and 1fk (11 or 33).800 -
CH
►
► (wall hit) ►
►
vs Wolf 1fk for the first(You may input
instead)
862 -
CH
►
► (wall hit) ►
►
►
901
-
-
Gasp Kneel Palm BombCombos won't work on Normal Hit vs a crouching opponent.
-
NH501
-
NH531
-
NH
►
601 -
NH
►
or
►
620 -
NH
►
►
►
vs Jeffry useinstead of a normal
.
710 -
NH
►
►
vs Jeffry sue ainstead of a normal
712
-
-
Short Shoulder
-
NH
►
►
802 -
NH
►
►
►
811 -
NH
►
►
►
vs Jeffry open stance, requires a CH.861 -
NH
►
►
►
►
vs Jeffry open stance, requires a CH.931 -
NH
►
►
►
►
921
-
-
Regret Discharge
-
NH
►
►
vs Taka you can useas ender for 1 less damage but better oki
581 -
NH
►
►
611 -
NH
►
►
►
vs Wolf use 1fk forto get a more consistent oki (you may input
instead).
630 -
NH
►
►
Sometimes the opponent will hit the wall after. If that appens add
for 9pts or mix it up with a ground throw for more damage.
801 -
NH
►
►
►
892
-
-
Mow Down Chop
-
NH461
-
NH411
-
-
Pounding Elbow
-
NH441
-
NH471
-
-
Heavy Middle Kick
-
NH
►
►
722 -
NH
►
►
►
843 -
NH
►
►
► dash ►
You can useas finisher for 1 less point of damage but better oki.
861 -
NH
►
►
►
►
vs Wolf requires a perfect buffer foror won't connect.
872 -
NH
►
►
►
873 -
NH
► (wall slump) ►
►
►
932 -
NH/\
► (wall slump) ►
►
►
►
940
-
-
Kenka KickThese combos should be used only if you have trouble inputing the perfect version of the hit throw or to take more Drunken Points vs Shun
-
NH
►
602 -
NH
►
632 -
NH
► (wall hit) ►
►
►
902 -
NH
► (wall hit) ►
►
►
vs Jacky works sometimes in open stance.910
-
-
Deadly MoveSky High Shoulder ThroughTaka is to heavy to combo with this launcher
-
Deadly MoveNH
►
►
831 -
Deadly MoveNH
►
►
860 -
Deadly MoveNH
►
►
960 -
Deadly MoveNH
► DM ►
►
►
vs Akira, Jeffry and Wolf use an OM instead of the DM.
vs Jeffry the OM must be towards the front.891 -
Deadly Move
from behind
NH►
►
►
1143
-
-
ChangePush
-
ChangeNH
►
►
680 -
ChangeNH
►
►
►
►
840 -
ChangeNH
►
►
►
►
840 -
ChangeNH
►
►
►
770 -
ChangeNH
►
►
►
►
►
WIP850
-
-
Deadly MoveJumping KneeLow throws are guaranteed after the Knee for 100, 80 or 85 damage. Keep in mind that your opponent may still input a throw escape.
-
Deadly MoveNH
►
►
VS Shun, replacewith
771 -
Deadly MoveNH
juggle
add 20 to the total damage of the combo.00
-
-
Back Dash CHonly on back dash CH
-
back dashCH
act exactly like a
combo starter.
Sometimes it doesn't work when too close to the opponent.00 -
back dashCH
's combos
It works only if your opponent does a perfect recover from the stagger. If he doesn't recover istantly use a dash before00
-
-
Side Crumple
-
(side)CH
►
►
822 -
(side)CH
►
►
►
►
961 -
(side)CH
►
►
►
vs Shun and Akira,will not connect in closed stance, if you hit from their back side.
vs Jeffry, you need to replacewith
in closed stance if you hit from his stomach side.
973
-
-
Back CrumpleThese combos work only if you hit your opponent from the back as punishment. These combo should be used if you have trouble inputing the Burning Hammer.
-
RH
►
►
762 -
RH
►
►
►
901 -
RH
►
►
►
vs Kage in open stance it does work with specific timing.
vs all, except Wolf and Jeffry, requires a small dash before the finisher.891
-
-
WallAll the wall combos were tested with the wall perpendicular to your attacks (cpu close to wall setting in free training). Combos may change with different angle.
-
NH
►
►
►
Damage changes due to distance. In the combo section is shown the minimum damage.
891 -
NH/\(wall splat) ►
►
►
►
When not perpendicular to wall, this juggle tends to be unreliable on Jeffry891 -
NH
►
►
►
vs Lei and Brad open stance requires a delay after902 -
NH
►
►
►
902 -
NH
►
►
►
942 -
NH
►
►
►
950 -
NH
►
►
►
992 -
NH
►
►
►
Requires some weird timing before1002
-