COMBOS
Notes
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There are a few characters that require MK dp ender (when they’re standing) for the combos off lights because HK dp ender will whiff on them most of the time (when they’re standing). These characters are: Ryu, Ken, Sakura (only for cr.lp cr.lp s.lp s.mp xx and cr.lp cl.lp cr.mp s.mp xx), Evil Ryu, and El Fuerte (depending on his standing stance).However, when they’re crouching, then HK dp ender will hit them. General rule of thumb: Always use HK dp ender if they’re crouching and adjust between MK/HK dp ender if they’re standing (depending on the character). You can also remedy this problem by shortening your combo and using cr.lp cl.lp s.mp xx HK dp on these characters.
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Plinking s.mp with s.lk rather than s.lp makes it so that if you miss the s.mp link, you will get a s.lk link instead (which still combos into any of the enders unlike s.lp). I personally don’t use this plink but it is useful if you’re known for missing your s.mp links.
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TC5 (lp xx lk xx mp) isn’t too useful but if you want a tight block string into shoulder, then you can do cr.lp TC5 LP shoulder. Normally, an opponent can mash a reversal inbetween s.mp xx LP shoulder but not if you use TC5 LP shoulder.
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Any combo into EX dp that leads into the corner juggles into U1 in AE2012. Always try to go for this if you have U1 stocked.
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Generally, you should only combo into EX dp LP lunge ender if the opponent is close to death/stun because that ender does considerable more stun than the meterless enders.
[LEFT]Main BnBs[/LEFT]
Off lights (jabs/shorts)
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cr.lp cr.lp s.lp s.mp xx
MK dp ender - 177 damage/286 stun
HK dp ender - 195 damage/316 stun
MP lunge ender - 177 damage/286 stun
LP shoulder ender - 171 damage/316 stun
EX dp LP lunge ender - 215 damage/391 stun
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cr.lp cl.lp s.lp s.mp xx
MK dp ender - 167 damage/286 stun
HK dp ender - 185 damage/316 stun
MP lunge ender - 167 damage/286 stun
LP shoulder ender - 161 damage/316 stun
EX dp LP lunge ender - 205 damage/391 stun
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cr.lp cl.lp cr.mp s.mp xx
MK dp ender - 191 damage/326 stun
HK dp ender - 209 damage/356 stun
MP lunge ender - 191 damage/326 stun
LP shoulder ender - 185 damage/356 stun
EX dp LP lunge ender - 230 damage/431 stun
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cr.lp cl.lp cr.mp cr.mk xx
MP lunge ender - 198 damage/340 stun
LP shoulder ender - 192 damage/370 stun
These combos do 10 damage less if you start with cr.lk instead of cr.lp
Tight blockstring combos (can’t be reversaled)
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cr.lp, TC5 (lp xx lk xx mp) xx LP shoulder
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Any series of chained (cr.) jabs and lights.
i.e.- cr.lk x3 s.lk, cr.lpx3 s.lk, etc. If you want to combo into LP lunge off of these, then you have to delay (link) the last s.lk into LP lunge or else the s.lk won’t cancel.
Main punishes
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cr.mp cr.mp s.mp xx
HK dp ender - 238 damage/404 stun
MP lunge ender - 217 damage/369 stun
LP shoulder ender - 210 damage/404 stun
EX dp LP lunge ender - 264 damage/494 stun
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cr.mp cr.mp cr.mk xx
MK dp ender - 225 damage/ 385 stun
MP lunge ender - 225 damage/385 stun
LP shoulder ender - 218 damage/420 stun
EX dp LP lunge ender - 272 damage/510 stun
Genei-Jin
Notes
- Hit-confirming into GJ itself is very easy from LP shoulder. If you see the LP shoulder hit, input another QCF P to activate GJ.
- General tip when you’re in GJ. Palm does 100 damage. F.mk does 80 damage. S.mp does 40 damage. Genei-jin combos don’t have to follow a certain set of moves but you want to fit as many palms/f.mks as you can in your Genei-jin combos. S.mp is used when you’re afraid of the opponent falling out of your GJ combos because it lifts them higher than f.mk.
- If your back is to the corner and you activate GJ, you can do s.hk HP lunge (which puts the opponent facing towards the corner) and combo the opponent into the corner with s.mp, f.mk x n, etc.
- Yun can combo GJ after ANY anti-air LK dp. S.mp or cr.hp is fine but the timing is fairly tight.
- Yun can combo straight into U1 after GJ activation for more damage.
- A nice GJ reset after activation (on hit/block) is xx GJ, s.mp, dash, command throw.
Main hit-confirms
Main BnB xx LP shoulder xx GJ
s.mp xx LP shoulder xx GJ
cr.mk xx LP shoulder xx GJ
Command grab, s.mp xx LP shoulder xx GJ
Anti-air LK dp, GJ
Palm xx GJ (Strongest punish for GJ)
Combos
(Near corner) xx GJ, s.hk, dash, palm, f.mk, palm, f.mk, palm, LP lunge, any corner ender
(Near corner) xx GJ, s.hk, dash, cr.hp xx HK dp (x3), cr.hp, any corner ender
(Near corner) palm xx GJ, palm x2, LP lunge, palm, f.mk, palm, LP lunge, any corner ender
(Near corner) xx GJ, U1, palm, f.mk, palm, LP lunge, any corner ender
(Midscreen/Away from corner) xx GJ, s.hk, dash, HK dp, cr.hp xx HK dp (x3), any ender
(Midscreen/Away from corner) xx GJ, s.hk, LP/MP lunge, f.mk x n (until you reach the corner), any corner ender
(Midscreen/Away from corner) palm xx GJ, MP Lunge, f.mk x n (until you reach the corner), any corner ender
(Midscreen/Away from corner) xx GJ, U1, f.mk x n, any corner ender (if you reach the corner by the time GJ ends)
(Anti-air LK dp) GJ, s.mp/cr.hp, f.mk x n or palm, f.mk (if near corner), any corner ender
Corner enders for Genei-jin
…. cr.hk xx LP lunge, whiff cr.mk, max height LK dive (doesn’t work on the entire cast. No specifics atm)
… cl.mk, MK/HK divekick, MP shoulder (crossup reset), U1, HP Lunge
… cl.mk, MK/HK divekick, palm, U1, HP Lunge
… cl.mk, MK/HK divekick, f+hp (done when there’s still a small portion of GJ left), U1, HP Lunge
… cl.mk, MK/HK divekick, cr.lp/cr.mp/command throw mixup
FA2/FA3 combos (damage/stun values are for FA3)
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FA2/FA3 HP shoulder HP lunge - 311 damage/465 stun
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(Midscreen only) FA2/FA3 EX palm LP shoulder HP lunge - 416 damage/670 stun
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FA2/FA3 cr.mp cr.mp s.mp xx HK dp - 315 damage/498 stun
4.(Corner only) FA2/FA3 Palm cl.mk LP lunge - 348 damage/505 stun
Post U1
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(Juggled U1) EX shoulder
-Only adds a tiny bit of damage after the ultra so I would only do this if it will (almost) kill.
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(Grounded U1) HP lunge
-Most common midscreen ender after a grounded U1
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(Grounded U1) EX lunge EX shoulder
-2 bar midscreen ender that does slightly more than the HP lunge ender. I would only use this if it will end up (almost) killing.
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(Corner only/Grounded U1) LP shoulder HP lunge
-If you land a grounded U1 near the corner, this is the ender you should use.
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(Corner only/Grounded U1) LP shoulder xx Genei Jin
-If you have full super and somehow manage to land a grounded U1 near the corner, this is the ender you should use (if you’re one round from winning)
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(Corner only/Juggled U1) whiff jump forward attack, whiff cl.mk, forward jump max height lk dive (crossup/fake crossup)
-If you juggle into a U1 near the corner and don’t want to do EX shoulder afterwards, you can use this character specific crossup lk dive setup. It avoids most reversals.
Works on:
Ryu (Only crosses up if standing. If he crouch blocks either way, he’ll block it)
Ken (Only crosses up if standing. If he crouch blocks either way, he’ll block it)
Ibuki (Fake crossup)
Makoto
Seth (Loses to HP dp/EX dp. Only crosses up if standing. If he crouch blocks either way, he’ll block it)
Gouken (Only hits crossup if he’s crouch blocking)
Akuma (Only crosses up if standing. If he crouch blocks either way, he’ll block it)
Gen (Only crosses up if standing. If he crouch blocks either way, he’ll block it)
Dan (Only crosses up if standing. If he crouch blocks either way, he’ll block it)
Sakura (Fake crossup)
Oni (Loses to HP dp/EX dp. Fake crossup)
Yun (Fake crossup)
Juri (Loses to EX pinwheel)
Chun (Loses to EX sbk. Fake crossup)
Dhalsim (Fake crossup)
Abel
C. Viper (Fake crossup)
M. Bison (Fake crossup)
Cammy
Deejay (Cross up if he’s standing. Fake crossup if he’s crouching and blocking crossup)
Cody (Fake crossup)
Guy (Fake crossup)
Hakan (Fake crossup)
Yang (Fake crossup)
Evil Ryu (Fake crossup)
Guile (Almost unblockable. Guile has to block same side crouching)
Blanka (Fake crossup but will whiff if he blocks crossup standing. Only hits crossup if he’s crouch blocking)
Zangief (Only hits crossup if he’s crouch blocking. Will whiff if he’s stand blocking)
Rufus
El Fuerte (Fake crossup but only hits if he blocks crossup crouching)
Vega (Loses to U2)
Balrog (Loses to LP headbutt and EX rush punch. Only hits crossup if he’s crouch blocking)
Fei Long (Only crosses up if standing. If he crouch blocks either way, he’ll block it)
T. Hawk (Loses to EX dp. Only hits crossup if he’s crouch blocking)
Adon
Rose (Loses to EX soul throw. Only hits crossup if she’s crouch blocking)
Corner resets after FA2/FA3
- FA2/FA3 Palm cl.mk MK/HK divekick
- Walk forward after the divekick to end up inside the corner
- Don’t move after the divekick to keep the opponent in the corner
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FA2/FA3 Palm cr.mp/s.mp delayed LP shoulder into cr.lp cl.lp s.mp HK dp
-The shoulder should not be cancelled from the cr.mp/s.mp. Input the shoulder after the animations for cr.mp/s.mp are done.
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FA2/FA3 Palm cr.mp/s.mp delayed MP shoulder into MP lunge
-The shoulder should not be cancelled from the cr.mp/s.mp. Input the shoulder after the animations for cr.mp/s.mp are done.
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FA2/FA3 Palm s.lp f+mk (meaty)
- Meaty overhead that can combo into cr.lp cl.lp s.mp xx
Character Specific Combos
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cr.mp cr.mp cr.mp s.mp xx
Abel
Balrog
Deejay
Dhalsim
Dudley
El Fuerte (depends on his standing stance)
Guile
Hakan
Juri
Rufus
Sagat
T.Hawk
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cr.lp s.lp cr.mp cr.mp s.mp xx
Abel
Balrog
Deejay
Dhalsim
T.Hawk
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After command throw: cr.mp cr.mp s.mp xx
Abel
Balrog
Deejay
Dhalsim
Dudley
Guile
Juri
Rufus
T.Hawk
Sagat (corner only)
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LK/MK/HK divekick cr.mp cr.mp cr.mp cr.mk xx
(crouching) Ryu
(crouching) Ken
(crouching) Ibuki
(crouching) Makoto
(standing) Gouken
(crouching) Akuma
(crouching) Dan
(crouching) Oni
(standing) Yun
(crouching) Chun
(standing/crouching) M.Bison
(standing) Cammy
(crouching) Cody
(standing) Yang
(crouching) Evil Ryu
(crouching) Zangief
(crouching) Rufus
(standing/crouching) Blanka
(standing) Vega
(crouching) Fei Long
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LK/MK/HK divekick cr.mp cr.mp cr.mp s.mp xx
(crouching) Honda
(crouching) Seth
(standing) Oni
(standing) Juri
(standing) Dhalsim
(standing/crouching) Abel
(crouching) M. Bison
(standing) Sagat
(standing) Deejay
(standing) Hakan
(standing) Guile
(crouching) Zangief
(standing) Rufus
(standing) El Fuerte (depends on his standing stance)
(standing) Balrog
(standing/crouching) T.Hawk
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After command throw: cr.mp cr.mp cr.mk xx
Blanka
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U1 after command throw
s.lp, lk dp: Gief, Hakan
c.lk, lk dp: Claw, Rufus
c.mp, s.mp. lk dp: Viper, Rose
c.mp, c.mk, lk dp: Abel
c.mp x 2, s.mp, lk dp: Boxer (corner only)
c.mk, lk dp: Cammy
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U1 after EX lunge (i.e. cl.mp EX lunge, TC5 EX lunge)
Cammy
Balrog
Dhalsim
Deejay
[FONT=times new roman][SIZE=4]GENERAL RESETS
- Air to air j.hp/j.hk, LP shoulder/MP shoulder on landing
- You can combo/command throw after the LP shoulder hits. You can combo MP lunge after the MP shoulder hits.
- cr.lp, cl.lp command throw/cr.mp command throw/any string into fake palm, command throw/s.mp fadc command throw
- You can pretty much freestyle with these command throw setups
- Cl.mk, s.jab, delayed MP shoulder, MP lunge[/FONT][/SIZE]
UNBLOCKABLES
Cammy specific
(Midscreen only) f.throw, very slightly delayed HP shoulder (input HP shoulder as his throw animation ends), j.mk OS LP lunge
If done correctly, Cammy’s only escapes are focus backdash, focus forward dash, and offensive crouch (holding df towards Yun). OS LP lunge covers every other escape option (reversal/delayed dp, reversal SA, reversal spin knuckle, backdash, forward dash).
This setup completely whiffs if Yun is close to the corner and throws Cammy into the corner.
There is a variation of this setup (very slightly holding forward after HP shoulder before doing the j.mk) that leads to a crossup j.mk midscreen that cannot be avoided with an offensive crouch or focus forward dash (can still be focus backdashed) and a fake crossup j.mk in the corner (Yun ends up in the corner) that cannot be avoided with focus dashes or an offensive crouch.
Guile specific
(Corner only; Yun and Guile have to be right next to the corner) f.throw, neutral jump, whiff s.lp, j.mk OS LP lunge
If done correctly, Guile’s only escape is to neutral jump this setup. OS LP lunge covers every other escape option (all flashkicks/super/ultras whiff, OS LP lunge hits backdash/forward dash and focus backdash/focus forward dash don’t come out)
https://vine.co/v/bEpTEVLKO7Y
(Corner only) xx GJ…cr.hk ender, neutral jump, dash, j.mk OS LP lunge
Same thing as the f.throw setup. Guile’s only escape is to neutral jump this setup. OS LP lunge covers every other escape option (all flashkicks/super/ultras whiff, OS LP lunge hits backdash/forward dash and focus backdash/focus forward dash don’t come out)