rev0lver
Come On Die Young
Hey guys, so I started working on a combo list for myself last night so I can remember what's optimal off each starter. But I decided to turn it into a guide for everyone here.
Not all combo possibilities are listed. I'm sure there's tons of combo video stuff that people could come up with, but that's not what I'm interested in here. These are only the optimal combos that I have found that I believe can be done consistently, unless otherwise noted. All of this has been developed by me, except for the f2u2 extender I stole from @GGA pimpimjim . I wanted to pretend I figured that out myself but I won't lol.
The most important things to look at here are the starters off 12, f12, and b2. Most everything else is based off the same formulas shown in the 12 combos. I just listed everything for damage info. Also, certain combos cannot be done on females, but this is mostly just an issue in the corner. In those cases, I have universal and male-only combos listed.
Also, you'll notice I only have meterless, 1 bar, and xray combos listed. I didn't include 2 bar combos because generally, the only use for 2 bars in a combo is ending with a mb bf4, which only adds 1%. If I don't have any metered combos listed it's probably because you can get more or the same damage without meter.
**NOTATION GUIDE**
(ps4/xb1)
1 - square/x
2 - triangle/y
3 - x/a
4 - circle/b
~ - cancel
njp - neutral jump punch
mb - meter burn (enhanced)
Midscreen
12
f1
b2
b3
f3/f4 b4 cancel
233
b14
33
njp
AA rockets
AA d1
Corner
*PLEASE NOTE - LOW ROCKETS DO NOT WORK ON FEMALE CHARACTERS IN THE CORNER EXCEPT OFF B2. MB DB2 ONLY WORKS STANDING ON FEMALES OFF OF B2, 233, AND 33.
**I’m only including meterless combos on female characters, except for the starters listed above, because as far as I can tell there’s no real reason to use meter with her after a launcher
12
f1
b2
b3
f3/f4 cancel b4
233
f2
b14
33
njp
AA rockets
AA d1
Rocket setups
I’m going to give a short explanation on how mb low rocket setups work and how to make the best of them.
These setups can create a hard-to-block quick low-overhead/overhead-low that will launch your opponent. For example, holding a low missile and releasing near the same time as you hit a b2 or a jump-in. Note that I said near the same time, not at the same time. There are no true unblockables in this game. If both the overhead and the low connect on the same frame, they will not both be counted. Because of this, you will need to choose which one you want to hit first, for the reason that people will eventually learn how to block these (thus making it like a normal 50/50), and that your followup usually depends on what hit first. Don’t get too worried though. There probably won’t be anyone, regardless of skill, who will block them 100% of the time even if they guess right.
Also, please note that low rockets have practically no blockstun. This is important because if your opponent blocks a setup with b2 and you have the low hit second, they are now in the blockstun of the rocket instead of the b2 and can punish you.
As far as setting these up, it’s up to you to be creative. You can do them in open space, you can set it up as your combo ender (most anything will allow you to block a wakeup in time), you can do it in blockstrings while mixing up an immediate explosion with a setup, etc. You don’t need to use these purely for setup purpsoses, however. MB low rockets are great for restricting movement as well as allowing you to get in for a mixup, since you can release the rocket if you get hit and will often get a favorable trade.
For the basic low/overhead+overhead/low setups, here’s what I’ve come up with:
j2
If you find that they’re still standing and don’t get launched, that’s because you hit the j2 at the same time, which from what I can tell cancels out the missile’s launching property but keeps the damage, acting as a combined hit of the jump-in. This is good because the actual property of overhead, low, or both hitting seems to be random, but you likely won’t be able to react to this and you’ll drop a f2~db2 followup if that’s what you’re going for.
Also, the reason I’m using j2 specifically is that I believe you should get in the habit of keeping your finger on the 2 button. If you’re a stick player, this all should be easy. But if you’re a pad player, you need to practice taking your index finger and keeping it on the 2 button when you have a low rocket out. You can keep your middle finger on the block button if needed. Keeping your finger on the 2 button gives you all of your options. J2, b2, uprockets (which you can combo with a naked low missile hit, even if you throw out uprockets and then release the low rocket), and hand cannon.
b2
Additionally, you can go for a sort of tricky mixup by jumping in and cancelling into ground pound (dd4). This can make a overhead-low-low or low-overhead-low blocking situation, or with the fakeout (du4) you can get another mixup with b2 or b33.
That’s pretty much all I’ve come up with so far. If you have any questions or anything you’d like me to add, please comment in this thread and I’ll update as needed.
@IKizzLE @Eldriken @Rip Torn @JustinXavier21 @daddydab32ho @Youphemism @karaokelove
Not all combo possibilities are listed. I'm sure there's tons of combo video stuff that people could come up with, but that's not what I'm interested in here. These are only the optimal combos that I have found that I believe can be done consistently, unless otherwise noted. All of this has been developed by me, except for the f2u2 extender I stole from @GGA pimpimjim . I wanted to pretend I figured that out myself but I won't lol.
The most important things to look at here are the starters off 12, f12, and b2. Most everything else is based off the same formulas shown in the 12 combos. I just listed everything for damage info. Also, certain combos cannot be done on females, but this is mostly just an issue in the corner. In those cases, I have universal and male-only combos listed.
Also, you'll notice I only have meterless, 1 bar, and xray combos listed. I didn't include 2 bar combos because generally, the only use for 2 bars in a combo is ending with a mb bf4, which only adds 1%. If I don't have any metered combos listed it's probably because you can get more or the same damage without meter.
**NOTATION GUIDE**
(ps4/xb1)
1 - square/x
2 - triangle/y
3 - x/a
4 - circle/b
~ - cancel
njp - neutral jump punch
mb - meter burn (enhanced)
Midscreen
12
meterless -
121~db3, run, 12~db2, run, 12~bf4 - 33%
121~db3, run, 1212~bf4 - 29%
1212~bf4 - 23%
1 bar-
1212~mb db2, dash, njp, run, 33~bf4 - 40%
*you do not need stamina for this combo. stamina regenerates enough for the run with both bars depleted. however, you will not recover in time soon after a breaker is used. in that case, simply leave out the njp (33~bf4 cannot connect after the njp without a run) for 38%. alternatively, you can do the slightly harder njp, f2u2, 12~bf4 for 39%.
**you can switch sides by doing 1212~mb db2, run, 33~bf4 for 38%. with no stamina, you can do the dash and end in 33~bf1 for 37%. alternatively, without the breaker situation you can do the njp, run under and end in 4~bf4 for 37% (does not work with corner carry if you somehow want to be in the corner). this may be currently preferable due to the bug where the second hit of bf1 won’t combo, and it seems to happen sometimes in this situation.
***the above rules and scenarios apply to everything comboed into mb db2, except for b2 as it leaves the opponent further away
xray -
121~db3, run, 12~db2, run, 12~xray - 44%
121~db3, run, 1212~xray - 41%
121~db3, xray - 39%
121~db3, run, 12~db2, run, 12~bf4 - 33%
121~db3, run, 1212~bf4 - 29%
1212~bf4 - 23%
1 bar-
1212~mb db2, dash, njp, run, 33~bf4 - 40%
*you do not need stamina for this combo. stamina regenerates enough for the run with both bars depleted. however, you will not recover in time soon after a breaker is used. in that case, simply leave out the njp (33~bf4 cannot connect after the njp without a run) for 38%. alternatively, you can do the slightly harder njp, f2u2, 12~bf4 for 39%.
**you can switch sides by doing 1212~mb db2, run, 33~bf4 for 38%. with no stamina, you can do the dash and end in 33~bf1 for 37%. alternatively, without the breaker situation you can do the njp, run under and end in 4~bf4 for 37% (does not work with corner carry if you somehow want to be in the corner). this may be currently preferable due to the bug where the second hit of bf1 won’t combo, and it seems to happen sometimes in this situation.
***the above rules and scenarios apply to everything comboed into mb db2, except for b2 as it leaves the opponent further away
xray -
121~db3, run, 12~db2, run, 12~xray - 44%
121~db3, run, 1212~xray - 41%
121~db3, xray - 39%
meterless -
f12~db2, run, 1, f2u2, 12~bf4 - 34%
^if that’s too difficult for you - f12~db2, run, 11, run, 4~bf4 - 33%
f12~db2, f2u2, 12~bf4 - 33% ***I was not able to connect this on female characters
^if that’s too difficult - f12~db2, f2~bf4 - 29%
1 bar -
I do not recommend relying on these because they require f1 by itself, which is not hit confirmable. only use if you’re certain f1 will hit. also, if you’re able, I recommend running instead of dashing because it makes the njp here easier to hit. -
f1~mb db2, dash, njp, run, 33~bf4 - 39%
f1~mb db2, dash, njp, f2u2, 12~bf4 - 38%
xray -
f12~db2, run, 11, run, 4~xray - 48% (does more damage than using the first combo listed for some reason)
f12~db2, f2u2, 12~xray - 46% ***I was not able to hit on female characters
f12~db2, f2~xray - 45%
f12~db2, run, 1, f2u2, 12~bf4 - 34%
^if that’s too difficult for you - f12~db2, run, 11, run, 4~bf4 - 33%
f12~db2, f2u2, 12~bf4 - 33% ***I was not able to connect this on female characters
^if that’s too difficult - f12~db2, f2~bf4 - 29%
1 bar -
I do not recommend relying on these because they require f1 by itself, which is not hit confirmable. only use if you’re certain f1 will hit. also, if you’re able, I recommend running instead of dashing because it makes the njp here easier to hit. -
f1~mb db2, dash, njp, run, 33~bf4 - 39%
f1~mb db2, dash, njp, f2u2, 12~bf4 - 38%
xray -
f12~db2, run, 11, run, 4~xray - 48% (does more damage than using the first combo listed for some reason)
f12~db2, f2u2, 12~xray - 46% ***I was not able to hit on female characters
f12~db2, f2~xray - 45%
meterless
b2~bf4 - 21%
unfortunately, this is the most damage you can get meterless off this starter. anything else is pointless, unless you want to reverse positions with b2~bf2, bf1 for 18%
1 bar -
b2~mb db2, run, 33~bf4 - 37%
b2~mb db2, run, 33~bf1 - 33%
b2~mb db2, dash, f2u2, 12~bf4 - 36% *the bf4 feels harder to hit here, maybe due to increased gravity off the b2, i would go for the one below for consistency
b2~mb db2, dash, f1~bf4 - 33%
b2~mb db2, dash, b2~bf1 - 30%
it is possible to njp and do the f2u2, 12~bf4 ender for 38%, but it’s extremely difficult in this situation and requires two runs.
xray -
b2~bf2, xray - 37%
b2~bf4 - 21%
unfortunately, this is the most damage you can get meterless off this starter. anything else is pointless, unless you want to reverse positions with b2~bf2, bf1 for 18%
1 bar -
b2~mb db2, run, 33~bf4 - 37%
b2~mb db2, run, 33~bf1 - 33%
b2~mb db2, dash, f2u2, 12~bf4 - 36% *the bf4 feels harder to hit here, maybe due to increased gravity off the b2, i would go for the one below for consistency
b2~mb db2, dash, f1~bf4 - 33%
b2~mb db2, dash, b2~bf1 - 30%
it is possible to njp and do the f2u2, 12~bf4 ender for 38%, but it’s extremely difficult in this situation and requires two runs.
xray -
b2~bf2, xray - 37%
meterless
b33~db3, run, 12~db2, run, 12~bf4 - 37%
b33~db3, run, 1212~bf4 - 34%
b33~bf4 - 23%
b33~db3, bf1 - 23%
1 bar -
b33~mb db2, dash, njp, run 33~bf4 - 42%
b33~mb db2, dash, njp, f2u2, 12~bf4 - 41%
b33~mb db2, dash, njp, 121~bf4 - 39%
b33~mb db2, dash, njp, 4~bf4 - 38%
xray -
b33~db3, run, 12~db2, run, 12~xray - 49%
b33~db3, run, 1212~xray - 46%
b33~db3, xray - 43%
b33~db3, run, 12~db2, run, 12~bf4 - 37%
b33~db3, run, 1212~bf4 - 34%
b33~bf4 - 23%
b33~db3, bf1 - 23%
1 bar -
b33~mb db2, dash, njp, run 33~bf4 - 42%
b33~mb db2, dash, njp, f2u2, 12~bf4 - 41%
b33~mb db2, dash, njp, 121~bf4 - 39%
b33~mb db2, dash, njp, 4~bf4 - 38%
xray -
b33~db3, run, 12~db2, run, 12~xray - 49%
b33~db3, run, 1212~xray - 46%
b33~db3, xray - 43%
everything the same as b33, generally subtracted by 1%
meterless
233~db3, run, 12~db2, run, 12~bf4 - 34%
233~db3, run, 1212~bf4 - 30%
233~bf4 - 20%
233~db3, bf1 - 20%
1 bar
233~mb db2, dash, njp, run, 33~bf4 - 38%
233~mb db2, dash, njp, f2u2, 12~bf4 - 37%
233~mb db2, dash, njp, 121~bf4 - 35%
233~mb db2, dash, njp, 4~bf4 - 35%
xray -
233~db3, run, 12~db2, run, 12~xray - 45%
233~db3, run, 1212~xray - 42%
233~db3, xray - 40%
233~db3, run, 12~db2, run, 12~bf4 - 34%
233~db3, run, 1212~bf4 - 30%
233~bf4 - 20%
233~db3, bf1 - 20%
1 bar
233~mb db2, dash, njp, run, 33~bf4 - 38%
233~mb db2, dash, njp, f2u2, 12~bf4 - 37%
233~mb db2, dash, njp, 121~bf4 - 35%
233~mb db2, dash, njp, 4~bf4 - 35%
xray -
233~db3, run, 12~db2, run, 12~xray - 45%
233~db3, run, 1212~xray - 42%
233~db3, xray - 40%
meterless
b14~db3, run, 12~db2, run, 12~bf4 - 32%
b14~db3, run, 1212~bf4 - 29%
b14~bf4 - 18%
b14~db3, bf1 - 18%
1 bar
b14~mb db2, dash, njp, run, 33~bf4 - 37%
b14~mb db2, dash, njp, f2u2, 12~bf4 - 36%
b14~mb db2, dash, njp, 121~bf4 - 34%
b14~mb db2, dash, njp, 4~bf4 - 34%
xray -
b14~db3, run, 12~db2, run, 12~xray - 44%
b14~db3, run, 1212~xray - 42%
b14~db3, xray - 39%
b14~db3, run, 12~db2, run, 12~bf4 - 32%
b14~db3, run, 1212~bf4 - 29%
b14~bf4 - 18%
b14~db3, bf1 - 18%
1 bar
b14~mb db2, dash, njp, run, 33~bf4 - 37%
b14~mb db2, dash, njp, f2u2, 12~bf4 - 36%
b14~mb db2, dash, njp, 121~bf4 - 34%
b14~mb db2, dash, njp, 4~bf4 - 34%
xray -
b14~db3, run, 12~db2, run, 12~xray - 44%
b14~db3, run, 1212~xray - 42%
b14~db3, xray - 39%
though 33 does the highest damage, it’s also very slow and punishable. only use if you know it will punish something.
meterless
33~db3, run, 12~db2, run, 12~bf4 - 39%
33~db3, run, 1212~bf4 - 36%
33~bf4 - 25%
33~db3, bf1 - 25%
1 bar
33~mb db2, dash, njp, run, 33~bf4 - 44%
33~mb db2, dash, njp, f2u2, 12~bf4 - 43%
33~mb db2, dash, njp, 121~bf4 - 41%
33~mb db2, dash, njp, 4~bf4 - 40%
xray -
33~db3, run, 12~db2, run, 12~xray - 51%
33~db3, run, 1212~xray - 48%
33~db3, xray - 45%
meterless
33~db3, run, 12~db2, run, 12~bf4 - 39%
33~db3, run, 1212~bf4 - 36%
33~bf4 - 25%
33~db3, bf1 - 25%
1 bar
33~mb db2, dash, njp, run, 33~bf4 - 44%
33~mb db2, dash, njp, f2u2, 12~bf4 - 43%
33~mb db2, dash, njp, 121~bf4 - 41%
33~mb db2, dash, njp, 4~bf4 - 40%
xray -
33~db3, run, 12~db2, run, 12~xray - 51%
33~db3, run, 1212~xray - 48%
33~db3, xray - 45%
meterless
njp, 4~db2, run, 11, run, 12~bf4 - 33%
njp, 4~db2, f1~bf4 - 31%
*take a slight step forward after the njp if needed
1 bar
njp, 4~mb db2, run, 33~bf4 - 36%
xray
njp, 4~db2, run, 11, run 4~xray - 46%
njp, 4~db2, f1~xray - 46%
njp, 4~db2, run, 11, run, 12~bf4 - 33%
njp, 4~db2, f1~bf4 - 31%
*take a slight step forward after the njp if needed
1 bar
njp, 4~mb db2, run, 33~bf4 - 36%
xray
njp, 4~db2, run, 11, run 4~xray - 46%
njp, 4~db2, f1~xray - 46%
this is difficult to simply give a combo for, as it depends where you hit them on the screen. however, from anywhere on the screen they can be run comboed into 33~bf4 for 31%. if unsure, just wait until they fall in range and combo with 12~bf4 for 25% or 1212~bf4 for 30%
d1, run, 12~db2, run, 12~bf4 - 28%
d1, f2u2, 12~bf4 - 23%
d1, run, 11, run, 4~bf4 - 23%
d1, run ,12~bf4 - 19%
d1, f2u2, 12~bf4 - 23%
d1, run, 11, run, 4~bf4 - 23%
d1, run ,12~bf4 - 19%
Corner
*PLEASE NOTE - LOW ROCKETS DO NOT WORK ON FEMALE CHARACTERS IN THE CORNER EXCEPT OFF B2. MB DB2 ONLY WORKS STANDING ON FEMALES OFF OF B2, 233, AND 33.
**I’m only including meterless combos on female characters, except for the starters listed above, because as far as I can tell there’s no real reason to use meter with her after a launcher
12
meterless
universal - 121~bf2, 33~db2, 12~bf4 - 33%
male only -
12~db3, 33~db2, 1, 12~bf4 - 37%
1212~db2, d1, 11, 12~bf4 - 35%
1 bar
male only - 1212~mb db2, 33~db2, 12~bf4 - 41%
xray -
universal - 121~bf2, 33, db2, 233~xray - 44%
male only - 12~db3, 33~db2, 12, 11~xray - 48%
universal - 121~bf2, 33~db2, 12~bf4 - 33%
male only -
12~db3, 33~db2, 1, 12~bf4 - 37%
1212~db2, d1, 11, 12~bf4 - 35%
1 bar
male only - 1212~mb db2, 33~db2, 12~bf4 - 41%
xray -
universal - 121~bf2, 33, db2, 233~xray - 44%
male only - 12~db3, 33~db2, 12, 11~xray - 48%
meterless
universal - f12~db2, 33~bf4 - 34%
xray -
universal - f12~db2, 33~xray - 49%
universal - f12~db2, 33~bf4 - 34%
xray -
universal - f12~db2, 33~xray - 49%
meterless
universal -
b2~db2, 33~bf4 - 35%
b2~bf2, 33~db2, 12~bf4 - 35%
I tend to drop these more than others, so I usually sacrifice 1% and do -
b2~db3, 23~db2, 12~bf4 - 34%
1 bar
universal - b2~mb db2, 33~db2, 12~bf4 - 41%
xray -
universal -
b2~db2, 33~xray - 51%
b2~db3, 33~db2, 12~xray - 49%
universal -
b2~db2, 33~bf4 - 35%
b2~bf2, 33~db2, 12~bf4 - 35%
I tend to drop these more than others, so I usually sacrifice 1% and do -
b2~db3, 23~db2, 12~bf4 - 34%
1 bar
universal - b2~mb db2, 33~db2, 12~bf4 - 41%
xray -
universal -
b2~db2, 33~xray - 51%
b2~db3, 33~db2, 12~xray - 49%
meterless
universal - b33~bf2, 33~db2, 12~bf4 - 37%
male only - b33~db3, 33~db2, 12~bf4 - 41%
1 bar
male only - b33~mb db2, njp, 33~db2, 12~bf4 - 44% (take out the njp if needed for 43%)
xray -
universal - b33~bf2, 33~db2, 233~xray - 49%
male only - b33~db3, 33~db2, 33~xray - 55%
universal - b33~bf2, 33~db2, 12~bf4 - 37%
male only - b33~db3, 33~db2, 12~bf4 - 41%
1 bar
male only - b33~mb db2, njp, 33~db2, 12~bf4 - 44% (take out the njp if needed for 43%)
xray -
universal - b33~bf2, 33~db2, 233~xray - 49%
male only - b33~db3, 33~db2, 33~xray - 55%
all combos should be the same as b33 starter minus 1%
meterless
universal -
233~bf2, 33~db2, 12~bf4 - 34%
2334, d1~db2, 11, 12~bf4 - 33%
1 bar
universal - 233~mb db2, 33~db2, 12~bf4 - 40%
xray -
universal-
233~bf2, 33~db2, 233~xray - 45%
2334, d1~db2, 12, 11, 11~xray - 45%
universal -
233~bf2, 33~db2, 12~bf4 - 34%
2334, d1~db2, 11, 12~bf4 - 33%
1 bar
universal - 233~mb db2, 33~db2, 12~bf4 - 40%
xray -
universal-
233~bf2, 33~db2, 233~xray - 45%
2334, d1~db2, 12, 11, 11~xray - 45%
meterless
universal -
f2u22+4, d1~db2, 12~bf4 - 33%
f2u22+4, d1, 12~bf4 - 28%
xray -
universal - f2u22+4, d1~db2, 12~xray - 47%
universal -
f2u22+4, d1~db2, 12~bf4 - 33%
f2u22+4, d1, 12~bf4 - 28%
xray -
universal - f2u22+4, d1~db2, 12~xray - 47%
meterless
universal - b14~bf2, 33~db2, 12~bf4 - 33%
male only - b14~db3, 33~db2, 12~bf4 - 41%
xray -
universal - b14~bf2, 33~db2, 233~xray - 44%
male only - b14~db3, 33~db2, 233~xray - 48%
universal - b14~bf2, 33~db2, 12~bf4 - 33%
male only - b14~db3, 33~db2, 12~bf4 - 41%
xray -
universal - b14~bf2, 33~db2, 233~xray - 44%
male only - b14~db3, 33~db2, 233~xray - 48%
meterless
universal - 33~bf2, 33~db2, 12~bf4 - 39%
1 bar
universal - 33~mb db2, 33~db2, 12~bf4 - 45%
xray
universal - 33~bf2, 33~db3, 233~xray - 51%
universal - 33~bf2, 33~db2, 12~bf4 - 39%
1 bar
universal - 33~mb db2, 33~db2, 12~bf4 - 45%
xray
universal - 33~bf2, 33~db3, 233~xray - 51%
meterless -
njp, 33~db2, 1, 12~bf4 - 34%
1 bar -
njp, 33~mb db2, 1~db2, 12~bf4 - 37%
xray -
njp, 33~db2, 233~xray - 47%
njp, 33~db2, 1, 12~bf4 - 34%
1 bar -
njp, 33~mb db2, 1~db2, 12~bf4 - 37%
xray -
njp, 33~db2, 233~xray - 47%
same combos apply as midscreen, with the added bonus that you can add a jump kick after the rockets (does more than a njp and still lets you followup with 33)
d1, 12~db2,12~bf4 - 28%
depending on the height you caught them, you can alternatively do 33~db2, 12~bf4 for 33%
depending on the height you caught them, you can alternatively do 33~db2, 12~bf4 for 33%
Rocket setups
I’m going to give a short explanation on how mb low rocket setups work and how to make the best of them.
These setups can create a hard-to-block quick low-overhead/overhead-low that will launch your opponent. For example, holding a low missile and releasing near the same time as you hit a b2 or a jump-in. Note that I said near the same time, not at the same time. There are no true unblockables in this game. If both the overhead and the low connect on the same frame, they will not both be counted. Because of this, you will need to choose which one you want to hit first, for the reason that people will eventually learn how to block these (thus making it like a normal 50/50), and that your followup usually depends on what hit first. Don’t get too worried though. There probably won’t be anyone, regardless of skill, who will block them 100% of the time even if they guess right.
Also, please note that low rockets have practically no blockstun. This is important because if your opponent blocks a setup with b2 and you have the low hit second, they are now in the blockstun of the rocket instead of the b2 and can punish you.
As far as setting these up, it’s up to you to be creative. You can do them in open space, you can set it up as your combo ender (most anything will allow you to block a wakeup in time), you can do it in blockstrings while mixing up an immediate explosion with a setup, etc. You don’t need to use these purely for setup purpsoses, however. MB low rockets are great for restricting movement as well as allowing you to get in for a mixup, since you can release the rocket if you get hit and will often get a favorable trade.
For the basic low/overhead+overhead/low setups, here’s what I’ve come up with:
j2
(j2 hits first)
f2~db2, run, 11, run, 12~bf4 - 37%
f2~db2, run, 4~bf4 - 36% (easiest imo, doesn’t require specific timing)
f2~db2, run, f2u2, 12~bf4 - 38%
f2~db2, dash, 121~bf4 - 36%
in the corner, substitue f2 with 33 and followup with 12~bf4 for 40%
(rocket hits first)
f2~bf4 - 28%
Because of the weird bounce this gives, this is the most consistent option. You can run and combo for slightly more, but depending on when the rocket and j2 hit, you sometimes aren’t able to.
In the corner, do the same 33~uprocket combo, but input the 33 immediately. This only does 38%.
f2~db2, run, 11, run, 12~bf4 - 37%
f2~db2, run, 4~bf4 - 36% (easiest imo, doesn’t require specific timing)
f2~db2, run, f2u2, 12~bf4 - 38%
f2~db2, dash, 121~bf4 - 36%
in the corner, substitue f2 with 33 and followup with 12~bf4 for 40%
(rocket hits first)
f2~bf4 - 28%
Because of the weird bounce this gives, this is the most consistent option. You can run and combo for slightly more, but depending on when the rocket and j2 hit, you sometimes aren’t able to.
In the corner, do the same 33~uprocket combo, but input the 33 immediately. This only does 38%.
If you find that they’re still standing and don’t get launched, that’s because you hit the j2 at the same time, which from what I can tell cancels out the missile’s launching property but keeps the damage, acting as a combined hit of the jump-in. This is good because the actual property of overhead, low, or both hitting seems to be random, but you likely won’t be able to react to this and you’ll drop a f2~db2 followup if that’s what you’re going for.
Also, the reason I’m using j2 specifically is that I believe you should get in the habit of keeping your finger on the 2 button. If you’re a stick player, this all should be easy. But if you’re a pad player, you need to practice taking your index finger and keeping it on the 2 button when you have a low rocket out. You can keep your middle finger on the block button if needed. Keeping your finger on the 2 button gives you all of your options. J2, b2, uprockets (which you can combo with a naked low missile hit, even if you throw out uprockets and then release the low rocket), and hand cannon.
b2
b2~bf4 - 28%
b2~bf2, bf1 - 27%
As you can release the low rocket whenever you want, just input the b2 cancel as if it were hit normally and release the rocket before or after, it doesn’t matter.
corner
b2~db2, 12, 12~bf4 - 38%
b2~bf2, bf1 - 27%
As you can release the low rocket whenever you want, just input the b2 cancel as if it were hit normally and release the rocket before or after, it doesn’t matter.
corner
b2~db2, 12, 12~bf4 - 38%
Additionally, you can go for a sort of tricky mixup by jumping in and cancelling into ground pound (dd4). This can make a overhead-low-low or low-overhead-low blocking situation, or with the fakeout (du4) you can get another mixup with b2 or b33.
That’s pretty much all I’ve come up with so far. If you have any questions or anything you’d like me to add, please comment in this thread and I’ll update as needed.
@IKizzLE @Eldriken @Rip Torn @JustinXavier21 @daddydab32ho @Youphemism @karaokelove
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