[SIZE=5]Combos basics:[/SIZE]
notation:
lp = light punch
mp = medium punch
hp = heavy punch
lk = light kick
mk = medium kick
hk = heavy kick
cl. = close
cr. = crouching
U1 = Sobat Festival
U2 = Climax Beat
super = Sobat Carnival
sobat always refers to double rolling sobat
jacknife always refers to jacknife maximum
mgu always refers to machine gun upper
Meter basics:
Each quadrant of EX bar is 250 meter, so overall maximum meter is 1000. When I refer to meter values keep that in mind if you want to visually get an idea of how much more or less meter something is.
I’ll add to the above as needed
Meterless Hit confirms
CR.MK Combos
General Information:
While cr.mk combos lead to a hard knockdown they are Deejay’s lowest damaging combos and build the least meter. They tend to be safer on block if you do drop the link however, and are pretty easy execution wise to boot. You have to weigh the positives and negatives before going for them.
cr.lp, cr.lp, cr.mk
[CODE=]damage: 96
stun: 172
meter: +72
notes:
While giving Deejay a hard knockdown this is among his worst combos.
Low damage and low stun is a bad combination.
**cr.lk cl.lk, st.lk, cr.mk**
damage: 141
stun: 203
meter: +84
notes:
Requires a 1f link, but does roughly 50% more damage than the previous combo.
Also starts from a low.
**cr.lp, cl.mk, cr.mk**
damage: 146
stun: 222
meter: +92
notes:
You have to start kind of close, and it doesn’t start from a low which is kind of ehh.
A variant adding a st.lk after the cl.mk does 171/253/+104
**cl.mk, cr.lp, cr.mk**
damage: 146
stun: 222
meter: +92
notes:
Similar to the last combo but instead you start with cl.mk.
Generally you will land this after doing a cr.lp that is blocked and frame trapping with the cl.mk.
A variant adding a st.lk after the cl.mk does 175/253/+104
**LK Sobat Combos**
General information: LK Sobat combos give you a knockdown that is long enough to maintain offensive momentum with using a kneeshot safejump, but you can't get the same level of setup that you get off of a cr.mk knockdown. LK Sobat combos tend to be relatively safe on block because of the range that they leave you at while you are only -5. remember for any combo starting from cr.lk if you replace it with cr.lp subtract 10 damage.
**cr.lp, cr.lp, cr.lk xx lk sobat**
damage: 127
stun: 203
meter: +104
notes:
Basic lk sobat combo.
**cr.lk cr.lp, (1hit)st.mk xx lk sobat**
damage: 153
stun: 203
meter: +120
notes:
Starts from a low, does solid damage, and the meter gain is pretty good.
**cr.lk, cr.lp, cr.mp xx lk sobat**
damage: 177
stun: 227
meter: +120
notes:
1f Link version of the previous combo. Little extra damage/stun.
**cr.lp, cl.mk, cr.lp, cr.mp xx lk sobat**
damage: 216
stun: 300
meter: +148
notes:
Must be started very close. Good damage/stun/meter gain.
works on:
**cl.mk, cr.lk, cr.lp, cr.mp xx lk sobat**
damage: 226
stun: 300
meter: +148
notes:
Must be started very close. Good damage/stun/meter gain.
works on:
**HK Sobat Combos**
Hk Sobat combos are similar to LK sobat combos in a lot of respects but you trade a knockdown for additional damage/stun/meter.
**cr.lp, cl.mk, cr.lp, cr.mp xx hk sobat**
damage: 240
stun: 330
meter: +168
notes:
works on:
**cr.lk, cl.lk, cr.lp, cr.mp xx hk sobat**
damage: 210
stun: 280
meter: 134
notes:
works on:
**cr.lk, cr.lp, cr.mp xx hk sobat**
damage: 205
stun: 262
meter: 136
notes:
basic low confirm, if the first two hits are blocked you can go for a frametrap/throw mixup.
works on:
**cl.mk, cr.lk, cr.lp, cr.mp xx hk sobat**
damage: 250
stun: 330
meter: +154
notes:
Must be started very close. Good damage/stun/meter gain.
works on:
**HP Machine Gun Upper Combos**
with machine gun upper combos you can't start them particularly far out, but they do lead to a knockdown and do pretty solid damage and stun. These combos tend to be character specific as well if you cance
**cr.lp, cr.mp xx hp mgu(mash)**
damage: 247
stun: 344
meter:
notes:
works on:
EX Move Hit Confirms
Using ex moves in your combos allows you to get additional damage and some different spacing options after the combo is finished at the expense of using meter.
**cr.lk, cr.lp, cr.mp xx ex sobat**
damage: 212
stun: 276
meter: -178
notes:
basic low hit confirm to ex sobat
pushes the opponent far away allowing you to get space and restart your zoning
works on:
**cr.lp, cl.mk, cr.lp, cr.mp xx ex sobat**
damage: 246
stun: 342
meter: -146
notes:
must be started close
pushes the opponent far away allowing you to get space and restart your zoning
works on:
**cl.mk, cr.lk, cr.lp, cr.mp xx ex sobat**
damage: 256
stun: 342
meter: -146
notes:
must be started close
pushes the opponent towards the corner allowing you to cage them there with zoning
works on:
**cr.lp, cr.mp xx ex mgu(mash), ex sobat**
****
damage: 304
stun: 396
meter: -440
notes:
pushes the opponent towards the corner allowing you to cage them there with zoning
This isn’t the best use of your meter, but can be useful to clench a round
works on:
FADC Hit Confirms
FADC hit confirms work under the same principal as EX combos, you're expending meter for additional damage, stun, and possibly positioning. However FADC combos have a few huge benefits over ex combos one of which is the number of hits which allows you to recover some of the super meter that you expended.
**FADC Hit Confirms ending in cr.mk**
**cr.lk, cr.lp, cr.mp xx hk sobat(1 hit) FADC, cl.mk, cr.lp, cr.mk**
****
damage: 250
stun: 348
meter: -341
notes:
Basic low hit confirm fadc combo to cr.mk
Hard knockdown but done late in the combo so it does not hurt your damage output that much.
works on:
**FADC Hit Confirms ending in lk sobat**
**cr.lk, cr.lp, cr.mp xx hk sobat(1 hit) FADC, cl.mk, cr.lp, cr.mp xx lk sobat**
****
damage: 281
stun: 371
meter: -309
notes:
Basic low hit confirm fadc combo to lk sobat
Knockdown combo allows mixups
Solid corner carry
works on:
**FADC Hit Confirms ending in hk sobat**
**cr.lk, cr.lp, cr.mp xx hk sobat(1 hit) FADC, cl.mk, cr.lp, cr.mp xx hk sobat**
****
damage: 293
stun: 386
meter: -306
notes:
Basic low hit confirm fadc combo to hk sobat
Builds back almost 1 ex bar
Solid corner carry
works on:
Punish Combos
You blocked something punishable or your opponent whiffed something in your face! What do you do?
**cr.mp xx hp mgu**
damage: 255
stun: 344
meter: ?
notes:
on some characters you can replace cr.mp for cr.hp for a bit more damage/stun
works on:
**cr.mp xx mk jacknife, hk jacknife**
damage: 236
stun: 330
meter: +135
notes:
Massive corner carry
Good meter build
Can replace cr.mp with cr.hp on some characters.
works on:
**cl.mk, cr.mp xx hk sobat**
damage: 254
stun: 292
meter: +140
notes:
Good meter building
Allows you to confirm the punish
works on:
Kneeshot Combos
**Kneeshot, cl.lp, cl.mk, cr.mp xx hk sobat**
damage: 270
stun: 330
meter: 150
notes: Kneeshot starting at head height giving you a +4 advantage on hit on average allowing you to start this fairly high up
works on:
**Kneeshot, cl.mk, cr.mp xx hk sobat**
damage: 275
stun: 320
meter: 147
notes: Kneeshot starting at shoulder height giving you a +6 advantage on hit on average
works on:
**Kneeshot, cr.lp, cr.mp xx hp MGU**
damage: 260
stun: 356
meter:
notes:
works on:
**Kneeshot, cl.mk, cl.mk, cr.mp xx hk sobat**
damage: 310
stun: 380
meter:
notes: highly character specific and stand/crouch specific will add characters as figured out
works on: crouching ryu/ken/e.ryu
Crossup Combos
**j.mk, cr.mp xx hp MGU(mash)**
damage: 315
stun: 328
meter: 124
notes: MASH MASH MASH
works on:
Jumpin Combos
Crumple Combos
Combos with Super
**cr.lk, cr.lp, cr.mp xx hk sobat(1hit) xx super**
damage: 380
stun: 227
meter: -1000
notes: basic low confirm into super.
works on:
**cr.lp, cl.mk, cr.mp xx hk sobat(1hit) xx super**
damage: 420
stun: 277
meter: -1000
notes: close confirm to super
works on:
Combos with Ultra
**cr.lk, cr.lp, cr.lp xx ex mgu, dash U2**
damage: 380
stun: 236
meter: -204
notes: Low hit confirm into ultra.
Make sure you do not mash the ex mgu or you will not have time to dash and execute the ultra.
You do not need to dash in the corner
works on:
**cr.lk, cr.lp, cr.mp xx hk sobat(1hit) xx super xx u1**
damage: 480
stun: 227
meter: -1000
notes: basic low confirm into super/ultra
works on:
**cr.lp, cl.mk, cr.mp xx hk sobat(1hit) xx super xx u1**
damage: 520
stun: 277
meter: -1000
notes: close confirm to super xx ultra
works on:
Combos starting from reversal/anti air
**mk jacknife, hk jacknife**
damage: 170
stun: 200
meter: +100
notes:
works on:
Impractical stuff
**j.hk, cr.hp xx lp air slasher, cr.mp xx hk sobat xx super xx u1**
damage: 606
stun: 530
meter: -1000
notes:
fun combo for training mode, you can do some fadc stuff after the cr.mp if you like too.
works on: Rufus(corner)