Lei Fang COMBOS
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.)