Notation | Meaning |
---|---|
(Leave a space) cancel from the previous normal to the following. | |
, | Link from the previous move to the following. |
> | Cancel the previous move into the following special / super move. |
~ | Cancel special into set followup or plink previous attack into the following. |
dl. / delay | Delay the following move. |
whiff | Must whiff the following move. |
land | Must land on the ground before the next move. |
rejump | Must land then jump again before the next move. |
j. / sj. | Move is done in a jump / superjump. |
jc / sjc | Cancel previous move into a jump / superjump. |
ia./tk. | Instant Air or Tiger Knee Special or Super Move. |
XX | Any two attack buttons excluding S. |
NXX | Dash / Airdash in N direction. |
X+S | Any other attack button and S pressed at the same time. |
AA | Anti-Air |
[X] | Hold input |
-X- | Release input |
(N) | Connect with only the Nth hit of this attack. |
(Move) | Move is optional. |
[sequence] x N | Repeat sequence N times. |
Things to Test
2M5H xx 236M~H xx 22S~6 > 5MH4H works 6H > j.236L double overhead
CorkyJay Notated
(some normals)2H(4H/5H) > 236L > 22S > 236L > 22S > 236H, 22S~6, 22S~H > 236M > 22S~8, (j.H/j.S), 5S > jc > j.5M > TAC
Beginner Combos
- Work on all or nearly all characters.
- Require little to no resources (Meter, Assists, Character Specific Stocks).
- Need minimal adjustments for positioning or starter.
When close enough you can add a 4H before the stance cancel to bring the damage to 323,300.
Core Combos
- Works against a selected set of characters.
- Can require adjustments for positioning and resources.
- Are expected to be consistently performable by a skilled player who main the character.
Needs testing.
Needs testing.
You can simplify the looping 22S~L input into 2S~2L.
Note: You must immediately cancel your landing into 22S for the infinite to work.
Advanced Combos
- May only work on a few characters or in specific circumstances.
- Can have any amount of requirements such as meter, positioning, starter.
- Are not necessarily harder than core combos, but require more specific knowledge.
Comboing in Mad Beast
Team Specific Combos
Chris's Grenade Launcher hyper must hit grounded to apply the capture state and allow for the follow-up.
Land the j.236H after the last Dante shot to get a ground bounce and continue the combo.
Other
As far as the author can tell, "feral plinking" is simply dash plinking with S to allow for easier activation of feral stance, but this snippet below seems to disagree. Crazy move called somersault that tends to do the job, Strider assist punishes assist calls, etc. etc. Beam doesn't cover gaps in her neutral game at all You plink it with a Feral plink for more invincibility frames which also kara's you forward.