Combo Overview

(Example: This character's aerial combos follow the basic flow of "Launcher → 3PP4 (back-turned transition) → back-turned ender." Avoid adding too many mid-combo parts — keeping it simple balances damage and consistency. Start with the universal combo as your baseline and adjust routes based on the launcher and situation.)

Universal Combos

(Example: Core parts that work from any launcher. When in doubt, return to this baseline.)

Purpose Combo Recipe Notes
(Example: Consistency) (Example: Launcher → 3PP4 → BT H+K → BT KKK) (Example: The standard route, transitioning to 3PP4 immediately after the launcher. Less affected by weight and foot position — use this as your baseline.)
(Example: Damage) (Example: Launcher → 3PP4 → BT H+K → BT PP6PK) (Example: Higher damage route by changing the ender. Choose this near walls or when a full combo is guaranteed.)

Combos by Launcher

(Example: Optimal follow-ups vary by launcher and opponent weight class.)

7K Starter

(Example: High launch height — follow-ups change based on weight class.)

Weight Combo Recipe Notes
(Example: Light) (Example: 7K → BT 4K → 3PP4 → BT H+K → BT KKK) (Example: Long follow-up window allows extra parts for more damage.)
(Example: Medium) (Example: 7K → 3PP4 → BT H+K → BT KKK) (Example: Skip mid parts and prioritize consistency.)
(Example: Heavy) (Example: 7K → BT H+K → BT KKK) (Example: Low launch height — finish with the shortest route possible.)

Mid Starter (8K / 214P / etc.)

(Example: Versatile launchers with clear weight-based differences.)

Weight Combo Recipe Notes
(Example: Light) (Example: Launcher → 6H+K → 3PP4 → BT H+K → BT KKK) (Example: Additional parts increase damage output.)
(Example: Medium) (Example: Launcher → 3PP4 → BT H+K → BT KKK) (Example: Skip extra parts for consistency.)
(Example: Heavy) (Example: Launcher → 3PP4 → BT H+K → BT KKK) (Example: Same as Medium — keep it simple.)

Wall Combos

(Example: Wall hit changes combo behavior — use dedicated routes.)

Situation Combo Recipe Notes
(Example: Standard) (Example: Launcher → 3PP4 → BT H+K → BT PP6PK) (Example: Reliable route regardless of wall distance.)
(Example: Close range) (Example: Launcher → adjustment → BT PK) (Example: Fallback route when PP6PK doesn't reach.)

Danger Zone Combos

(Example: Combos that work with stage gimmicks or special conditions.)

Situation Combo Recipe Notes
(Example: Gimmick starter) (Example: 6PP → 3PP4 → ...) (Example: Uses normally non-recommended moves as adjusters.)
(Example: Break Blow) (Example: 8K → 6PP → 3PP → 6SH) (Example: Special route that only works under specific conditions.)

Combo Selection Guide

(Example: Choose the optimal route for each situation.)

  • (Example: Prioritize consistency → use the universal combo)
  • (Example: Maximize damage → switch to the damage route)
  • (Example: Wall nearby → transition to wall combo)

Combo Notes

Handling Mid-Combo Parts

(Example: Inserting certain moves immediately after a launcher can cause the following issues.)

  • (Example: Damage scaling reduces total output)
  • (Example: Increased hit count destabilizes the ender)
  • (Example: Success rate varies by character and position)

Common Mistakes

(Example: Adding extra mid-combo parts) → (Example: The ender doesn't connect) → (Example: Switching to a weaker ender) → (Example: The issue is in the mid parts, not the ender)

Exceptions

(Example: The following situations may use exceptions.)

  • (Example: Wall combos)
  • (Example: Stage gimmicks)
  • (Example: Specific combo routes)

Notes

(Example: Record patch-related changes, character-specific elements, foot position dependencies, etc.)