Conventions and Notes F = Free P = Punch K = Kick QCF = Quarter Circle Forward QCB = Quarter Circle Back HCF = Half Circle Forward HCB = Half Circle Back * = Combos are new since the last submission , = Separates the commands of moves for clarity + = Commands must be inputted at the same time > = Separates moves in combos for clarity >> = Combo continues on next line FC - From Crouching position WS - While standing (FC,n+X) BK - Back turned () - Contains Stance required for next move [] - Moves inside are escapable or do not hit in all situations. Check notes at the end of each character's section for more details. It is important to note that most staggers can be escaped by canceling the stun animation with a defensive hold. Therefore most of the combos listed in this File will begin with the launchers only. Any exceptions or combos needing extra explanation will be addressed at the end of each character's section. A character will stagger when he or she is struck with a critical hit. A portion of that character's life bar will start to flash when this happens. Unless the character cancels the stagger animation with any defensive hold or by struggling (mashing on the buttons and stick), he or she will be open to all attacks (except for throws). Any moves that do not normally launch on counter hit will continue to re-stagger the character until the flashing portion of the life bar is depleted. The hit that empties out the flashing part of the life bar or any move that normally launches on counter hit will knock the staggering character down. If the character recovers before the flashing part is drained, he or she will keep that life. Damage % breakdown for all types of hits: | First Hit | Stagger Hits | Juggle Hits -----------+-----------+--------------+-------------- Normal | 100% | 50% | 50% -----------+-----------+--------------+-------------- Counter | 125% | 50% | 62% -----------+-----------+--------------+-------------- Hi Counter | 150% | 60% | 75% Not all follow ups for every starter will be listed. We will try to provide most of the bread and butter combos for each character, but don't expect to find all the petty follow ups as well. (Like P,P,P with Gen for example. He has much better follow ups once the opponent is launched.) All combos have been tested on the PS2 version of the game in practice mode on FLAT GROUND. Combos may or may not work depending on the angulation of the ground for different stages. Additionally, combos that would usually only work on specific weight classes might also work for other classes depending on the angulation. Combos will be listed with the starter first, several different follow ups, minimum hit type requirement of the starter for each weight class, and an approximate total damage for all three hit types. Weight classes H = Heavy = Bass, Leon M = Medium = Ein, Gen Fu, Hayabusa, Helena, Jann Lee, Lei Fang, Tina, Zack L = Light = Ayane, Kasumi Starter Hit Types N = Normal Hit = Normal Float, Normal Damage, and Normal flashing life bar length on critical hit staggers. C = Counter Hit = Higher Float, Increased Damage, and Shorter flashing life bar length on critical hit staggers. H = Hi Counter = Higher Float, Insane Damage, and Longer flashing life bar length on critical hit staggers. S = Stagger Hit = Variable float and damage. Some starters will launch the opponent higher if they connect during a stagger. - = None = A dash indicates that the combo will not work for that particular weight class. The Damage Range section lists the total damage for each combo for all hit types (normal, counter, hi). |
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