Combos
Basic Combos
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Stand OFF
Basic Jab Combo Any combination of 5A or 2A into 5B. Basic
Alternative Route 2A, 2A, / 5A, 5A 5B xx 236+A/B / 214+S (CC)
3B Confirm Simple slide into overdrive, command grab or custom combo. Basic
Dashing Confirms Go fishing Basic
Jump-in Command Grab Combo Easy but there are better options. Basic
Alternative Route s.j.a/s.j.b/s.j.c 360
Jab Command Grab Combo Fundamental grappling Basic
Heavy Button Confirms Simple button into special or super. Basic
Dashing Sweep Combo Most advanced Young Joseph combo Basic
Stand ON
Stand ON Knockdown Chain Basic Stand ON chain combo into hard knockdown Basic
Command Grab Combo Your go-to ender Basic
Alternative Route s.5C/s.2C xx s.236+C > 4A, s.5A xx s.360+A/B
Far Hermit Grab Combo Simple conversion Basic
Stand ON Custom Combo Starters Chain combo into Custom Combo Basic
Alternative Route 1 s.5C/s.2C xx s.236+C > 4A, s.5A > s.5A > s.5B xx 214+S (CC)
Alternative Route 2 s.5C/s.2C xx s.236+C > 4A, s.5A > s.2B > s.5C xx 214+S (CC)
Alternative Route 3 s.5C/s.2C xx s.236+C > 4A, s.5A > s.3B > s.5C xx 214+S (CC)
Standard Route: Your go-to starter into CC. High damage, surprisingly high meter gain, but slightly tight on the follow-up during the CC itself.
Alt Route 1: Simpler version of the first chain combo with more lenient follow-up timing.
Alt Route 2: Optimal Custom Combo starter for Iggy. Due to his small size, other starters will whiff. Also does the same amount of damage as s.5A > s.5A > s.5B > s.5C
Alt Route 3: Almost identical to the previous starter with the same purpose, but does slightly less damage. Probably easier.
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Intermediate Combos
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Stand OFF
Wrap Cancel Combos Wrap Attack Intermediate
Alternative Route 5C/2C xx 236+S xx s.236+C > 4A … 360 ender / 214+S ender
Meterless BnB Starter Highest damage hitconfirm Intermediate
Alternative Route 6A, 6A, S+2C xx 236+A/B / 214+S (CC)
Jab Slide Combo Like S.5A > S.3B but worse Intermediate
Alternative Route 5A > 5A, 3B xx 360+X
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Stand ON
Optimal Custom Combo Starter Works on Jotaro,
Devo,
Iggy ,
Alessi ,
Old Joseph ,
Mariah ,
Hol Horse ,
Khan , and
Hol & Boingo Intermediate
Command Grab Followup Works exclusively against Iggy in the corner. Intermediate
Alternative Route s.5A > s.3B xx 360+A/B s.5A > s.5A > s.5B xx S.236+AA
Double s.2C Combo Works exclusively against Stand ON Midler Intermediate
Alternative Route s.j.A / s.j.B / s.j.C s.2C, s.2C xx s.236+C > 4X … 360 ender / 214+S ender
Triple or Quadruple s.2c Combo Works exclusively against Stand ON Devo in the corner. Intermediate
Alternative Route s.2C, s.2C, s.2C, s.2C xx s.236+C > 4X … 360 ender / 214+S ender
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Advanced Combos
ㅤThese combos are generally not needed and are only here for those who appreciate the expression and take pride in their execution.
Stand OFF
Dashing Slide Wrap Cancel Combo Meterless low punish option Advanced
- Similar to the other dashing links but tighter and unable to be hitconfirmed.
Jab Slide Combo 2A still doesn't hit low Advanced
- Tight link hitconfirm.
Jab Hard Knockdown Combo Worthless Advanced
- Leads to a hard knockdown. Rather tight.ㅤㅤ Has to hit from close range or it will not link.
Jab Heavy Wrap Cancel Combo Placeholder Advanced
- 1F crouch cancel link. Totally not recommended for beginners or in general.
5B Wrap Cancel Link Wrist Destroyer Advanced
- EXTREMELY difficult wrap cancel link. Not recommended unless you desire only to assert dominance over your opponent.
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Stand ON
Advanced meterless s.236+A/B/C loop Execution heavy, mediocre reward. Lovely. Advanced
Custom Combo Routes
Regular CC Routes Intermediate
Optimal Routeㅤ ...(CC Confirm) 214+S {2C, 2A > 2A, 2A, 5A > 5A > 5B > 5C xx 236+A/B > 5A/B/C x1 > 4X} 5A > S+2C xx s.236+C > 4X, s.5A > s.3B xx s.360+A/B
- Regular Route: Your stock standard Custom Combo route. Does good damage, gives oki, and not that difficult. Make sure to plink the s.5C after CC ends by inputting S at least 1 frame before you input 5C.
- Optimal Route: As optimised as it gets. Does higher damage, builds more meter, but is overall more difficult. Not absolutely vital over the regular route, but is recommended for more experienced players.
- Other Notes: Zaps during s.236+A/B/C do 1 extra damage, but most importantly builds a small amount of bar. Oldseph NEEDS meter to convert hits into big damage, so any optimisation is good optimisation.
Adjusted CC Routes Intermediate
Iggy Routeㅤㅤ ...(CC Confirm) 214+S {2C, 2C, 2C, 2C} S+5C/2C xx s.236+C > 4X, s.5A > s.3B xx s.360+A/B
- Crouchers Route: Used if the opponent is crouching and ducks under s.236+A/B. s.236+C at the end of a Custom Combo makes it impossible (not sure, fact check this) for any followups. Only
Dio ,
Shadow Dio , or any stand ON character won't be affected by this.
- Iggy Route: Due to most of your normals whiffing on Iggy, this is the only route you can do during CC. Substitute a 2C with 2B if the timing is too tight.
Raw CC Routes Intermediate
Hermit Grab Routeㅤㅤ 214+S {236+A/B/C > 4X, 5A > 5A > 5B > 5C xx 236+A/B > 4X} 5A > S+2C xx s.236+C > 4X, s.5A > s.3B xx s.360+A/B
- Anti-air Route: 214+S gives you a burst of iframes that allows s.5C to bulldoze through aerials pretty easily. Cancel into 214+A/B/C and mash for extra damage.
- Hermit Grab Route: Mostly used to catch zoners from far away. Doesn't hit full screen, so make sure to delay a tiny bit if needed.
Examples of Optimal BnBs
Stand OFF
Optimal Combo Example (Stand OFF) Big damage Intermediate
Stand ON
Optimal Combo Example (Stand ON) Big damage Intermediate
Stand Crash Combos
Note that you will require at least 2 stocks of super to perform these combos. The idea is to land the least amount of hits during the first Custom Combo to prevent any further damage from scaling down, but also to land enough hits to have a smooth follow-up after it (your stand gauge must run out).
Against Iggy, perform a neutral hop instead of jumping forward after Stand Crash, otherwise, you'll be unable to hit him.
Also keep in mind number of options available to you when performing these combos; such as the custom combo inputs used, which followups are utilized in certain parts of the combo(s) (for example: S+5C or 6A S+2C after CC 236A>4X). Exactly which options you use are ultimately a matter of personal preference. Certain options may be ever-so-slightly more "optimal" but for most of these options the difference is usually only one or two points of damage. If you'd like to see these differences for yourself along with demonstrations of every combo listed here (and more!) be sure to check out the video below:
Universal Combos (Any character in Stand On / S.On)
(0:21) 5B / 2A 5B / 2A 2A 5B / D.2A / D.2B / D.5B / etc 214S (2C, 2B, 2B, 2B) !SC shS.C S.5C xx S.236C>4X S.5A>S.5A>S.5B>S.5C 214S (2A 2A, 2A 2A, 5A>5A>5B>5C 236A>4X) 6A S+2C xx S.236C>4X S.5A S.3B 360A/B
(0:38) 5B / 2A 5B / 2A 2A 5B / D.2A / D.2B / D.5B / etc 214S (2C, 2C, 2C, 2C) !SC S+2C xx S.236C>4X S.5A>S.5A>S.5B>S.5C 214S (2C, 2C, 2C, 2C) S+2C xx S.236C>4X S.5A S.3B 360A/B
Small/Medium Stand Gauge Combos (Chaka, Jotaro, Vanilla Ice, Avdol, DIO, Iggy, Old Joseph, Polnareff)
(0:53) 5B / 2A 5B / 2A 2A 5B / D.2A / D.2B / D.5B / etc 214S (2C, 2C, 2A>2B) !SC J.C S+5C xx S.236C S.5A>S.5A>S.5B>S.5C 214S (2C, 2C, 2A, 5A>5A>5B>5C 236A>4X) 6A S+2C xx S.236C>4X S.5A S.3B 360A/B
(1:07) 5B / 2A 5B / 2A 2A 5B / D.2A / D.2B / D.5B / etc 214S (2C, 2A 2A 2B, 2A) 5A S+2C !SC S.2C xx S.236C>4X S.5A>S.5A>S.5B>S.5C 214S (2C, 2A 2A 2A, 5A>5A>5B>5C 236A>4X) S+5C xx S.236C>4X S.5A 360A/B
(1:22) 5B / 2A 5B / 2A 2A 5B / D.2A / D.2B / D.5B / etc 214S (2C, 2A>2B, 2A 2A) 5B 236A/B !SC D.5B 236S S.236C>4X S.5C xx S.236C>4X S.5A>S.5A>S.5B>S.5C 214S (2A 2A, 2A 2A 2A, 5A>5A>5B>5C 236A>4X) S+5C xx S.236C>4X S.5A S.3B 360A/B
Medium/Large Stand Gauge Combos (Avdol, DIO, Iggy, Old Joseph, Polnareff, Alessi, Devo, Kakyoin, Midler, New Kakyoin)
(1:40) 5B / 2A 5B / 2A 2A 5B / D.2A / D.2B / D.5B / etc 214S (2C, 2C, 2B, 2B) !SC shS.9A S.2C xx S.236C>4X S.5A>S.5A>S.5B>S.5C 214S (2A, 2A 2A 2A, 5A>5A>5B>5C 236A>4X) S+5C xx S.236C>4X S.5A S.3B 360A/B
(1:54) 5B / 2A 5B / 2A 2A 5B / D.2A / D.2B / D.5B / etc 214S (2C, 2C, 2B, 2A) 5A S+2C !SC S.2C xx S.236C>4X S.2A S.5B S.5C 214S (2A 5A, 2A 5A, 5A>5A>5B>5C 236A>4X) 6A S+2C xx S.236C>4X S.5A S.3B 360A/B
(2:09) 5B / 2A 5B / 2A 2A 5B / D.2A / D.2B / D.5B / etc 214S (2C, 2B, 2B 5A) 5B 236A/B !SC 44B 236S S.236C>4X S.5C xx S.236C>4X S.5A>S.5A>S.5B 214S (2C, 2A 2A 2A, 5A>5A>5B>5C 236A>4X) 6A S+2C xx S.236C>4X S.5A S.3B 360A/B
Sideswitch Stand Crash Combos
Small Stand Gauge (2:26): 5B / 2A 5B / 2A 2A 5B / D.2A / D.2B / D.5B / etc 214S (2C, 2A 2A 2B, 2A) S+9B !SC S.5C xx S.236C>4X S.5A>S.5A>S.5B>S.5C 214S (2C, 2C, 2A, 5A>5A>5B>5C 236A>4X) S+5C xx S.236C>4X S.5A S.3B 360A/B
Medium Stand Gauge (3:03): 5B / 2A 5B / 2A 2A 5B / D.2A / D.2B / D.5B / etc 214S (2C, 2B, 2B, 2A) S+9A !SC S.5C xx S.236C>4X S.5A>S.5A>S.5B>S.5C 214S (2C, 2A 2A 2A, 5A>5A>5B>5C 236A>4X) 6A S+2C xx S.236C>4X S.5A 360A/B
Large Stand Gauge (3:10): 5B / 2A 5B / 2A 2A 5B / D.2A / D.2B / D.5B / etc 214S (2C, 2B, 2B, 2A 2A) S+9B !SC S.5C xx S.236C>4X S.5A>S.5A>S.5B>S.5C 214S (2A, 2A 2A 2A, 5A>5A>5B>5C 236A>4X) S+5C xx S.236C>4X S.5A S.3B 360A/B
Stand Crush Combos
These combos utilize the stand crush mechanic in which if a character has their stand meter depleted while blocking an attack, their guard is broken for an extended period of time.
If the opponent holds up before the stand crush any following grabs normally won't work. This means the option needs to be used sparingly and as a knowledge check and shouldn't fully replace your normal combos.
If you think they're holding up and for whatever reason still decide to do the stand crush route you can still secure very solid damage with this solution: SC! J.C S+5A S.5A S.5B S.5C 214S (2C, 2A, 5A, 3B 360A/B). (Requires a faster 360 input during the custom combo)
Keep in mind that for some reason SH.S.JC as a followup after the stand crush in this instance won't work on Jotaro, Avdol and Polnareff when you're on the right side.
Using the custom combo opportunity after the stand crush to do something like (2C, 2A 2A 2A, 5A>5A>5B>5C 214A/B/CxN) will provide similar or greater damage, depending on how well you can mash.
The video previously mentioned in the stand crash combos section also provides these stand crush combos:
Stand Crush Combos from Plastic_Wrapp
Small (3:22): D.2B 214S (2C, 2B, 2A, 5A 5A) 5A xx 236A/B SC! 669C S+5C xx S.236C>4X S.5A>S.5A>S.5B>S.5C 214S (2A, 2A, 2A, 2A, 5A>5A>5B>5C 236A>4X S+5C xx S.236C>4X S.5A S.3B 360A/B
Alternate Crash Version (3:28):
D.2B 214S (2C, 2B, 2A, 5A 5A) 5A xx 236A/B !SC S+2C xx S.236C>4X S.5A>S.5A>S.5B>S.5C 214S
Medium (3:46):
D.2B 214S (2C, 2B, 2B, 5A) 5A xx 236A/B SC! 669C 6A S+2C xx S.236C>4X S.5A>S.5A>S.5B>S.5C 214S (2C, 2C, 2A, 5A>5A>5B>5C 236A>4X) 6A S+2C xx S.236C>4X S.5A S.3B 360A/B
Large (4:02):
2A 2A 5B 214S (2C, 2B, 2B, 5A 5A) 5A xx 236A/B SC! 669C 5A S+5C xx S.236C>4X S.5A>S.3B>S.5C 214S (2C, 2C, 2A, 5A>5A>5B>5C 236A>4X) S+5C xx S.236C>4X S.5A 360A/B
Jumping Starters
Small (4:20): J.C 2A 5B 214S (2C, 2B, 2A, 5A) 5A xx 236A/B SC! SH.S+A S.2C xx S.236C>4X S.5A>S.5A>S.5B>S.5C 214S (Custom Combo) > (Ender)
Medium (4:29):
J.C 2A 5B 214S (2C, 2B, 2A 2A 2A) 5a XX 236A/B SC! SH.S+C 2.2C xx S.236C>4X S.5A>S.5A>S.5B>S.5C 214S (Custom Combo) > (Ender)
Large (4:37):
J.C 2A 5B 214S (2C, 2B, 2B, 5A) 5A xx 236/A/B SC! SH.C S+5C xx S.236C>4X S.5A>S.5A>S.5B>S.5C 214S (Custom Combo) > (Ender)
Without Setup Example (4:50):
D.5B 214S (2C, 2C, 2A, 5A 5A 5B 5C 236A 4X) S+5C xx S.236C 4X S.5A S.3B 360A/B
With Setup Example (5:00):
D.5B 214S (2C, 2B, 2B, 2A 2A) 5A xx 236A/B/ !SC 669S+C S.5C xx S.236C 4X S.5A S.3B 360A/B