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. |
Combos
Solo Combos
X-Factor Combos
TBW
Sample Team Combos
Chris/Spencer/Dante
Chris/Sentinel/Spencer
More Chris/Sentinel/Spencer
Hard Tags to Chris Part 1: Nova, Hawkeye, Thor, Spider-Man, Phoenix, She-Hulk, Magneto, Rocket, Iron Fist, Sentinel
Hard Tags to Chris Part 2: Haggar, Nemesis, Firebrand, Vergil, Wesker, Dante, Spencer
Hard Tags to Chris Part 3: Chun-li, X-23, Dr. Strange, Ammy, Dormammu, Hulk, Ghost Rider, Tron, Viper, Frank, Thor, Arthur, Iron Man, Phoenix Wright
Beginner Combos
Core Combos
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.