< User:Kermalicious | Jill
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
Arrow kick confirm
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
Basic, simple combos with few requirements or restrictions.
- Work on all or nearly all characters.
- Require little to no resources (Meter, Assists, Character Specific Stocks).
- Need minimal adjustments for positioning or starter.
Easy Stance Launcher
Easy
2L5MH xx 22S~L > 5S xx jc > delay > j.5MMH xx 236L > land > 623L
When close enough you can add a 4H before the stance cancel to bring the damage to 323,300.
Max range 2M confirm
Easy
2M5H xx 236M~H xx jc > j.5MHS xx j.236L > land > 236L
Core Combos
Core combos that balances reward with execution and reliability.
- 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.
Midscreen BnB
Hard
2H4H > 236L > 22S > 236L > 22S > 236H > 22S~6, 22S~H > (22S?) > 236M > 22S~delay~H > 236XX
Needs testing.
Rejump Overhead Starter
Hard
6H~H > jc, delay, j.5HS, rejump, j.5MMHS, land, 5H4H > 236M > 22S~8, j.H/j.S, land, 5H4H > 623M, dash, 623L
Needs testing.
TAC infinite
Easy/Medium
(after TAC up/side), j.5MMH > j.236M, land, 22S~delay~L > 22S~L > (repeat forever)
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
Advanced Combos are specialized in usage, require awareness, execution, and have advantages over core 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
Mad Beast one bar ender
Easy/Medium
5MH > 6 > 5MH2H > 236M > 236~L > 236~M > 236~L > 236~XX
Team Specific Combos
Chris Mad Beast DHC
Hard
Chris 236XX (second grenade) > Jill 214XX, 5H > 623L, (grenade OTG), ???
Chris's Grenade Launcher hyper must hit grounded to apply the capture state and allow for the follow-up.
Dante THC Throw Confirm
Medium
Throw, THC, ???, j.236H, ???
Land the j.236H after the last Dante shot to get a ground bounce and continue the combo.