Index:
1st Post: Spencer’s single combo’s
2nd Post: Team combo’s and combo video’s
Legend:
:l: = Light attack
= Medium attack
:h: = Hard attack
:s: = Special/Exchange
:atk: = Any attack button except :s:
:atk::atk: = Any two attack buttons except :s:
SJ = Super Jump
C. = Crouching
J. = Aerial/jumping
, = link
otg = off the ground
[] = optional ender
Midscreen BnB’s: No Meter
Combo 01: Midscreen Relaunch
C.:h::s:, SJ,
:h::s:, :qcf:
(otg), :df:J.:atk:+:s:, J.:s:, :s:, SJ,
:h::s:, [:qcf::uf:
or :h: (otg)]
Notes: after the first SJ.:s:, DON’T land, do the :qcf: before landing.
[media=youtube]f1_xbGCFuEc[/media]
Combo 02: (close to corner)
C.:h::f::h:, :qcf::s:, :l:
:h::s:, SJ.
:h::s:, [:qcf:
or :h: (otg)]
Corner BnB’s: No Meter
Combo 01: Corner Relaunch
C.:h::s:, SJ,
:h::s:, J.:qcf::h: (otg), J.:s:, :s:, SJ.
:h::s:, :qcf::uf:
/:h:
Midscreen BnB’s: 1 Meter
Combo 01 (far from the corner):
C.:h::s:, SJ,
:h::s:, :qcf::uf:
(otg), :qcb::atk::atk:, [:qcf::uf:
(otg)]
[COLOR=#339966]Notes:[/COLOR] Zipline right after the OTG to get close to your opponent again. Last OTG doesn’t always hit depending on your spacing.
Combo 02 (close to the corner):
C.:h::s:, SJ,
:h::s:, J :qcf::h: (otg), j.:s:, :qcf::s::qcf::atk::atk:, :qcf::uf::h:
Notes: Allows for DHC Trick.
Combo 03 (Zipline Loop):
C.:h::atk:+:s:, :l:C.
C.:h::atk:+:s:, :l:C.
C.:h::atk:+:s:, :l:C.
:s:, SJ,
:h::s:, J.:qcf::h:, j.:s:, :qcf::s::qcf::atk::atk:, [:qcf::uf::h:]
[media=youtube]gqI8KABXNr4"[/media]Notes: Combo does less damage but takes the opponent to the corner. Allows for DHC Trick.
Corner BnB’s: 1 Meter
Combo 01:
C.:h::s:, SJ,
:h::s:, J. :qcf::h: (otg), J.:s:, :qcf::s::qcf::atk::atk:, [:qcf::uf::h: (otg)]
[media=youtube]Xx1jQq-7YDU"[/media]Notes: Allows for DHC Trick.
Bionic Arm Combo’s
Combo 01: (Requires XFC, 2 Meters) (Midscreen)
:qcb::atk::atk:, X-Factor, C.:h::s:, SJ,
:h::s:, :qcf::uf:
(otg), :qcb::atk::atk:, [J.:qcf:
(otg)]
Combo 02: (Requires XFC, 2 Meters) (Corner)
:qcb::atk::atk:, X-Factor, C.:h::s:, SJ,
:h::s:, J.:qcf::h: (otg), J.:s:, :qcf::s::qcf::atk::atk:, [:qcf::uf::h: (otg)]
Notes: Allows for DHC Trick.
Combo 03: (Requires XFC, 1 Meter) (Corner)
:qcb::atk::atk:, X-Factor, C.:h::s:, SJ,
:h::s:, J.:qcf::h: (otg), J.:s:, :s:, SJ,
:h::s:, J.:qcf::h: (otg)
Combo 04: (2 Meters) (Midscreen)
:qcb::atk::atk:, J.:qcf:, :qcb::atk::atk:, J.:qcf:
Combo 05: (1 Meter) (Corner)
:qcb::atk::atk:, J.:qcf::h:, J.:s:, :s:, SJ.:h::s:, J.:qcf::h: (otg)
Notes: If you have extra meter to spend, rather than relaunching, go for wallbounce to qcf hyper.
Normal Throw Combo’s
Combo 01: (Airthrow) (Midscreen) (1 Meter)
Airthrow, J.:qcf::h:, :qcb::atk::atk:, :qcf::uf:
Combo 02: (Airthrow) (Midscreen)
Airthrow, J. :qcf::h:, :df::atk:+:s:, J.:s:, :s:, SJ,:h::s:
Combo 03: (Corner) (1 Meter)
Ground or airthrow into the corner, J. :qcf::h:, j.:s:, :qcf::s:, :qcf::atk::atk:
Notes: Allows for DHC Trick.
Combo 04: (Corner)
Ground or airthrow into the corner, J. :qcf::h:, j.:s:, :s:, SJ, :h::s:
Air Grapple Combo’s
Combo 01: (Midscreen)
Air Grapple, :df:J.:atk:+:s:, J.:s:, :s:, SJ,:h::s:, [:qcf::uf:
or :h: (otg)]
Combo 02: (Corner)
Air Grapple, J.:s:, :qcf::s::qcf::atk::atk:, [:qcf::uf::h: (otg)]
Notes: Allows for DHC Trick.
Snapback Combo’s
Combo 01: (Corner)
C.:h::s:, SJ.
:h::s:, J.:qcf::h: (otg), J.:s:, :qcf::a1:/:a2:
Combo 02: (Midscreen)
C.:h::s:, SJ.
:h::s:, J. :qcf:
(otg), :df:J.:atk:+:s:, J.:s:, :qcf::a1:/:a2:
Combo 03: (Overhead)
:f::h:, :qcf::a1:/:a2:
Combo 04: (Air Grapple) (Corner)
Air Grapple, J.:s:, :qcf::a1:/:a2: