Include what distance the combo works eg. Midscreen, Corner, etc…
Include the damage if possible. If the combo damage is variable due to how a Super works then just put a note that it’s variable.
If your combo includes an assist please state what character and what type of assist you have choosen. Please avoid using the A, B, Y assist notation and just type out which assist it is.
Please note any important information needed to perform the combo such as delays or timing.
This is my BnB combo. I’m not sure of the exact damage, but it’s around 630,000.
Works everywhere on everyone as far as I know. Recommended for basic access to solid damage. If you are juggling them against the corner, use :l: demon flip dive kick instead, and at the end you can choose to land and then TK the beam super instead to get the right angle on the beam to OTG them.
c:l:, c:m:, c:h:, :s:~jc, j:m:, j:m:, j:h:, j:s:, land~:rdp::h:-, :f::h:, :s:~jc, j:m:, j:m:, j:h:, (delay),:qcf::atk::atk:(don’t hold :h: for fireballs), j :s:,:qcf::atk:, :qcf::atk::atk: (Hold :h: for OTG)
Does around 750 to 800k and rather easy to perform. The key is that the opponent must be in the corner when you activate the first super. Otherwise they will be pushed too far away for j:s:. to connect. However after a flip OTG they more often than not are in the corner and if they aren’t you can go with a stand OTG set up. The delay is there so you are just a little below your target before activation. If your target is below you then the j:s: won’t connect.
This also sets up a rather nice DHC opportunity if you really want to kill a character or want to get Akuma out.
Admittedly the dive kick OTG is a bit tricky at first to pick-up, but this is as basic as the combo could be without dropping a tonne of damage.
One tip I use to make it easier is after doing the first :s: air spike (and emphasis on after), start holding as Akuma falls and then complete with a :d::db: (or :qcb:) motion ASAP when he lands. How soon after landing that Akuma demon flips and does the dive kick can be quite a large factor in the timing, a small delay before the flip can break the OTG bounce so this shortcut helps make the combo reliable for me.
j. :s: :qcb: :atk: :atk: rinse and repeat till nice and crispy.
The timing is tricky though and takes a lot of patience to kill someone with. To be honest it is more useful as an instant overhead rather than an infinite.
CORNER ONLYc:l:, c:m:, s:h:, :f::h:, :XFC:, c:m:, s:h:, :f::h:, c:m:, s:h:, :f::h:, :s:~jc, and after that the rest is history because you can use your imagination to come up with combos of up to and over 1million damage
one example is c:l:, c:m:, s:h:, :f::h:, :XFC:, c:m:, s:h:, :f::h:, c:m:, s:h:, :f::h:, :s:~jc, j:m:, j:m:, j:h:, qcb:h:, qcf::atk::atk:
note: the air hurricane kick in this combo is one hit only then cancel into air fireball super.
Need wesker gunshot assist
:l::h::s: sj:m: sj sj :h: sj. :s: fdash :a1: step forward a little :s: sj:m: sj. sj:h: sj:s: dfdk otg :s: instant air :h: tatsu, air fire ball hyper sj.:s: tiger knee air beam on otg
Edit. Already been done by loyalsol! oh well, atleast this makes this setup pretty much possible anywhere on screen. Also if you happen to not be in the corner and you land before the opponent does, feel free to ground beam to catch em
Anyone got any tips for linking tatsu’s to end of combo/from over head midscreen? I Can do tokido’s corner set up for over head :f:+:m::d::db::d:+:m::d:+:h::d::db::l::d:+:l::d:+:m: :s: blah blah combo and i can like h.tatsu,s.l, H.tatsu but apart from corner setups have no real way to end a groundseries with tatsu to launcher. any help?