Combos
TODO: Edit these to match the new combo format. I just copy-pasted these from the old page
-d.c.LP > c.LP XX qcf + PP
-d.s.LP > s.LK > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HK/d + HK
-Jump LK > LK \/ d.s.LP > s.LK > c.LP > s.HK /\ sj.LP > sj.LK > sj.LK > sj.d + HP
-Jump LK > LK \/ d.c.LP > c.LP XX hcb + LP
-Corner Jump LK > d + HP \/ d.s.LP > s.LP > s.HP XX qcf + LP
-Jump u + HK \/ /\ Jump LK > LK > u + HP XX qcf + HP
-Jump LK > LK \/ d.s.LP > s.LK > c.LP > s.HP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.u + HP XX qcf + LP
-Jump u + HK \/ /\ Jump LP > LK > u + HP XX qcb + KK, (fly u) Flying LP > LK > u + HP XX qcf + HP
-Corner When close, f + HP/HK, d.c.LK > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.u + HP XX qcf + HP
-Jump HP \/ d.c.LK > c.LP > s.HK /\ sj.LP > sj.LK > sj.LP > sj.u + HP, (u + PP) ad.LK > ad.u + HP XX qcb + KK, (fly u) Flying LK > LP > u + HP XX qcf + HP
-Jump d + HP \/ d.s.LP > s.LP > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.u + HP > sj.u + HK XX qcb + KK, (fly u) Flying LP > LP > u + HP XX qcf + HP
-Jump LK > LK \/ d.s.LP > s.LK > c.LP XX qcf + PP
-Jump LK > HP \/ d.s.LP > s.LK > c.LP > XX hcb + LP, d.s.LK > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.u + HP, (u + PP) ad.LK > ad.u + HP XX qcb + KK), (fly u) Flying LK > LP > u + HP XX qcf + HP
-Jump LK > LK \/ d.s.LK > s.LP > s.HP XX qcf + PP
-Jump d + HP \/ d.s.LP > s.LK > c.LP XX hcb + LP XX qcf + PP
Advanced
Infinite Combo: (Hold up+forward) j.lp, j.mp, j.lk, u.hp, land > repeat. Once you hit the corner you have you alternate between holding up+forward and holding up during each rep or you run the risk of them falling out. After ~45 hits in the corner land and do st.hp xx proton cannon or they will dizzy out.
Note: For heavy characters such as Sentinel or Blackheart, you will need to do a rep of (j.lk, j.mp, u.hp) in between reps of (j.lp, j.mp, j.lk, u.hp) in order to keep them from falling out.
Setups into Infinite Combo: st.hk, air f.hp xx air dash d+f, lk, lk, air u+f hp, > land > Infinite combo.
(Corner only) st.hk, j.lk, j,lp, neutral j.hp, neutral j.hk > land > j.lk, j.lp, j.hp > Infinite combo.
The timing on this combo is strange, the lk and lp must be spaced out so when you hit the hp you are slightly lower than the body. Hit hk right before they hit the ground to make them bounce up a little, then jump toward and hit lk and continue the combo. What is also strange about this combo, is it eliminates pushback and you no longer have to hold up+forward to continue the infinite.
https://twitter.com/NYCj360/status/1319382309984927745
Proof-of-concept, infinite on Sentinel at max SJ height.
Repulsor Blast infinite
>
xx
+
xN with IM's back to the corner
Air to Ground
Air to Ground (A2G) is a class of Ironman combo that takes a launcher sequence and converts into the standard infinite. There's many variations but the goal is to maintain the combo while slowly dropping the opponent near the ground where you can rejump into infinite.