- Sunlit Body Upper
- Knee Attack
- Tsunami Beat
- Kenka Hook
- Slam
, etc.
- Middle Hell Stab
- Upper Kick
- Double Upper
- Back Throw
- Body Lift
or
or
(Full Wall)
- ThreatHeavy Knee Strike
- ThreatMcWiye
- Wallsplat
-
Sunlit Body UpperIN-PROGRESS
-
CHEnd with
instead for 56 damage, but better oki position
580 -
CH
►
or
End withinstead for 62 damage, but better oki position.
End withfor 1 sober against Shun.
640 -
CH
► Threat
►
Against Wolf: inputas
to get a 1F delay for the combo to connect.
830 -
CH
►
Themust be buffered early and fast so you don't get a 1F delay.
800 -
CH
►
►
800 -
CH
►
Still need to test more characters680 -
CH//
►
►
Input theas
.
Requires Closed Foot Position.810 -
CH/\
►
►
Requires Open Foot Position.840 -
CH/\
►
►
► Threat
Requires Open Foot Position830
-
-
Knee AttackIN-PROGRESS
-
NH
►
►
880 -
NH
►
►
810 -
NH
►
Input theearly and fast so you don't get a 1F delay.
770 -
NH
►
Works on any hit including crouch hit740 -
NH
►
►
Max sober against Shun854 -
NH
► Threat
►
Input theas
910 -
NH
►
►
►
Closed foot position only.930 -
NH
►
►
►
960 -
CH
►
►
►
On Normal Hit against Pai, this combo only works in Closed Foot Position and does 93 damage.
Against Jacky, this combo only works on Counter-hit.1080 -
CH
►
►
►
On Normal Hit, this combo only works in Open Foot Position and does 96 damage.1110 -
CH
►
►
IN-PROGRESS1080 -
CH
►
►
►
1070 -
CH/\
►
►
►
Open Foot Position only.1090 -
NH//
►
►
►
Closed Foot Position only.900 -
(crouch hit)
RH► Threat
►
Crouching Recovery Hit only. (e.g. when you're punishing a blocked -18 low attack)
Not useful against Goh, Brad, or Akira, who do not have a -17 or more attack that recovers crouching.980 -
NH
►
►
►
Closed Foot Position only.
Also works on Counter-hit (again only Closed Foot Position), in this case the combo does 117 damage.
Input theas
to get a 1F delay.
1020 -
NH//
►
►
► Threat
Also works on Counter-hit (only in Closed Foot Position), in this case it does 99 damage.840 -
CH
►
►
980
-
-
Tsunami BeatIN-PROGRESS
-
NH
►
Toe Kickis guaranteed for additional damage if
causes a wall hit
802 -
NH
►
►
or
Ending withcan give you more time for oki.
End withfor 3 sobers against Shun.
942
-
-
Kenka HookIN-PROGRESS
-
NH
►
Toe Kickis guaranteed for additional damage if
causes a wall hit
792 -
NH
►
►
1 frame delay required forin closed stance on Kage, Lei, Brad, and Goh (meaning don't buffer it too early)
933
-
-
, etc.
SlamThese combos work after, Threat
, or
. Damage values listed are for
.
-
NH
►
or
End withinstead for 55 damage, but better oki position.
571 -
NH481
-
NH
►
Less damage, but extra sober against Shun463 -
NH
►
►
►
Input theas
.
Against Vanessa, a 1F delayis required. Input it as
.
After this combo, you can dofor an auto-timed meaty if they tech rolled without delaying.
610
-
-
Middle Hell Stab
-
NH
or
End withinstead for 51 damage, but better oki position
530
-
-
Upper KickIN-PROGRESS
-
NH
►
770
-
-
Double UpperIN-PROGRESS
-
NH
or
End withinstead for 51 damage, but better oki position. Double Upper does not cause knockdown on Taka; no combo is possible
530
-
-
Back ThrowIN-PROGRESS
-
NHBest combo for ringout/ring carry purposes.
If Jeffry's back is near a wall, Side Kickmay Wall Splat or Wall Slump, allowing for combos from those categories. Add 21 damage if the opponent makes contact with the wall before
connects
250 -
NHNeed to buffer in the
as quickly as possible.
Puts the opponent in side turned and gives you +2 in advantage. Can cause a wall stagger.
If the opponents you will get a knock down.
380 -
(wall hit)
NH(side crumple) ►
►
►
►
►
Wall conversion for whenmakes them hit the wall and they don't break the stagger quickly enough.
End withfor 125 damage but better oki.
1266
-
-
or
or
(Full Wall)
Body LiftIN-PROGRESS-
or
or
(wall hit)
NH►
►
Easy and stable combo. Should work even if you're at an angle820 -
(wall hit)
NH►
►
►
► Threat
► delay ►
►
Works when the opponent is perpendicular to the wall.
You need to delay a little bit before doing the>
at the end (don't buffer it).
Need to test more characters1180
-
-
ThreatHeavy Knee StrikeDamage values assume that the first hit Threat
is blocked.
IN-PROGRESS-
ThreatNH
►
►
800 -
ThreatNH
► Threat
►
Input theas
.
812 -
ThreatNH
►
►
►
Input theas
so you get a 1F delay for the combo to connect.
1040 -
ThreatNH
►
►
930 -
ThreatNH
►
►
►
820 -
ThreatNH
►
►
►
860 -
ThreatNH
►
►
► Threat
►
Need to do a quick forward dash after thefor this combo to work.
820 -
ThreatNH
►
►
►
820 -
ThreatNH
►
►
►
You need to buffer thequickly and early so that you don't get a 1F delay.
860 -
ThreatNH
►
►
►
► Threat
830
-
-
ThreatMcWiyeIN-PROGRESS
-
Threat
(near wall)
NHor
Useagainst Taka.
End withagainst Shun to sober 3 drinks.
862 -
Threat
(near wall)
NH►
►
OR
End withagainst Shun. This sobers 3 drinks.
Against Vanessa, a 1F delayis required. Input it as
.
1072 -
Threat
(near wall)
NH►
►
►
1120
-
-
WallsplatDamage values listed for
IN-PROGRESS-
(near wall)
NH►
►
► Threat
►
1000 -
(near wall)
NH►
►
►
►
►
►
Need to test more characters1080
-