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Guide Freddy Krueger Combo Guide

ABACABB

End Of Humanity
Hi :) Here in this thread I will write down most important freddy combos which I use .

b+1, 2 , u+1 starter :

No meter :

- b+1, 2 , u+1 , short dash ,u+3 , f+4 ,2 ,1 far spike ,far spike - 38%

- b+1, 2 , u+1 , b+2 , f+4 ,2 ,1 far spike ,far spike - 34%

Meter :

- b+1, 2 , u+1 , u+3 ,Ex spike, dash , JIP , b+1, 2 , u+1 , f+4 ,2 ,1 far spike ,far spike - 49%

- b+1, 2 , u+1 , u+3 ,Ex spike, dash , JIP , f+2 , 1 , close spike , dash , f+4 ,2 ,1 , far spike ,far spike its easier version of combo above , more practical and it does 48%

F+4 , 2 , 1 starter :

No meter :

- F+4 , 2 , 1 mid spike , far spike , far spike - 27%

- F+4 , 2 , close spike ,dash , b+2 , f+4 ,2 ,1 far spike ,far spike - 30%

Meter :

- F+4 , 2 , 1, Ex spike , tele forward , short dash , f+2 , 1 , close spike , f+4 ,2 ,1 far spike ,far spike - 41% ( you can do also F+4 , 2 , 1, Ex spike , tele forward for guaranteed 24% and 50/50 mix up or pressure / free throw )


2 , 2 starter :

No meter :

2 , 2 , close spike , dash , b+2 , f+4 , 2 , 1 , far spike , far spike - 30%

Meter :

- 2 , 2 , ex spike , JIP , b+1 , 2 , u+1 , short dash , u+3 , f+4 , 2 , 1 far spike far spike - 45%

- 2, 2 , ex spike , JIP , b+1 , 2 , u+1 , b+2 , f+4 , 2 , 1 far spike far spike - 42%


b+2 / b+3 starter :

No meter :

- b+2 / b+3 , close spike , dash ,b+2 , f+4 ,2 , 1 , far spike far spike - 32% /30%

Meter :

- b+2 / b+3 , ex spike ,JIP, b+1 , 2 , u+1 , short dash , u+3 , f+4 , 2 , 1 far spike far spike - 47% / 45%

- b+2 / b+3 , ex spike ,JIP, b+1 , 2 , u+1 , b+2 , f+4 , 2 , 1 far spike far spike -44%/42%

f+2 , 1 starter : Look above , same formula works in here :) Just replace starter.

NMS +1 starter :

No meter :

- Nms+1 , dash , b+2 , f+4 , 2 , 1 far spike far spike - 26%

Meter :

- Nms+1 , dash , ex spike , JIP , b+1 , 2 , u+1 , f+4 , 2 , 1 far spike far spike - 35 %

Anti Air 1 :

- AA 1 , b+2 , f+4 , 2 , 1 far spike far spike - 27%

- AA 1 , ex spike , JIP , b+1 , 2 , u+1 , f+4 , 2, 1 far spike far spike - 36 %

SPECIAL 1 BAR UNBREAKABLE COMBO

- u+3 , ex spike , dash , close spike , medium spike , far spike , far spike - 30%

Corner combos :

No meter :

- b+2 / b+3 , close spike , ,b+2 , f+4 ,2 , 1 , glove toss 30%/28 %

- b+1, 2 , u+1 , u+3 , f+4 ,2 ,1 , close spike , f+4 ,2 ,1 glove toss - 44%

Meter :
- b+1, 2 , u+1 , u+3 , ex spike , back dash , JIP , b+1, 2 , u+1 , f+4 ,2 ,1 , close spike , f+4 ,2 ,1 glove toss - 54%

- b+1, 2 , u+1 , u+3 , f+4 ,2 ,1 ex spike , back dash , JIP , f+4 ,2 ,1 close spike , f+4 ,2 ,1 glove toss it does 54% too but for me its easier to perform this one , 53% without JIP after ex spike .

Max dmg practical 2 bars corner combo :

JIP , b+1, 2 , u+1 , u+3 , f+4 ,2 ,1 ex spike , back dash , JIP , f+4 ,2 ,1 close spike , f+4 ,2 ,1 Ex glove toss - 58%

In the corner you can also end your combos with sweet dreams intead of glove toss which gives you 50/50 mix up or free throw . You can also do b+1, 2 , u+1 , u+3 , f+4 ,2 ,1 , close spike , f+4 ,2 ,1 ex spike , back dash , JIP, 4 which gives you 48% and 50/50 mix up .
 

Pig Of The Hut

Day 0 Phenomenal Dr. Fate and Darkseid player
Great info

m2dave

What are legitimate and practical uses of green drop and what are u guaranteed to be able to do after f43 ff or ex ff
 

Jim

Emperor of the Moon
What's the best combos off of 11 string

I use this to punish reptile dash
These may not be the best but this is what I use.

No meter:

1,1~close spike b2 f4,2,1~far spike far spike = 29%

1 bar of meter:

1,1~ex ground spike JIP b1,2,u1~NMS 1 dash b2 f4,2,1~far spike far spike = 41%

I've actually been meaning to make a thread about when Freddy players use b1,2,u1 in combos. I noticed that both M2Dave and Squirt McGurt (sp?) don't use the NMS into launcher part. Percentage wise they display the same but you build meter for NMS and it actually does slightly more damage. I tested this by going into two player with Freddy mirror and did the same combo except added in NMS+launcher. Even though the % damage displayed the same the NMS combo would win on a time out 100% of the time so it does more damage for sure.

For sweet dreams and f4,3~freddy fingers they are pretty situational. I use sweet dreams on knock down to bait a blocked glove and then blocked ground spike. I like to try and bait a wake up with it too by doing a sweet dreams after the same type of knock down repeatedly, then one time doing nothing to then block the wake up attack. Never use it on knock down against the characters with fast forward moving wake up though, Kabal, Raiden, Cage all can knock you out of sweet dreams before you can get it out.

M2Dave will be a better source on f4,3~ff but I only use it to create distance. They knocked back putting them in zoning distance again. Just remember that it doesn't actually combo, the ff can be duck blocked even if the f4,3 hits.
 

Pig Of The Hut

Day 0 Phenomenal Dr. Fate and Darkseid player
Jim

Thanks a toN Jim

I was playing around w chip /meter building w Freddy and found hip f43 ex ff(ex ff hits) this is +30 on hit allowing JIP f421 nms tele

Takes around 26% damage , creates distance and builds .75% bar of meter
 

EGP Wonder_Chef

Official Quan Chi Nerf Demander™
god I wish every character forum had a thread like this

straight to the point and all optimized, makes me giddy



anyway just wanted to post that I found that B12U1 > Uppercut > EN Ground Spike combos.

It basically lets you replace the U3 with an uppercut in the bnb, unfortunately it doesn't add any more damage to it.

Looks awesome though.
 

AK Vip3r

Ghost of Vip3r
god I wish every character forum had a thread like this

straight to the point and all optimized, makes me giddy



anyway just wanted to post that I found that B12U1 > Uppercut > EN Ground Spike combos.

It basically lets you replace the U3 with an uppercut in the bnb, unfortunately it doesn't add any more damage to it.

Looks awesome though.
Its also, tougher to pull off. I just rely on b2 more often than u3, unless its in the corner. I lose 3 or 4% but I'd rather lose that, than the whole combo.
 
Im using in mixups after b2/b3 only exSpikes coz its save on block and if it hits JIP,b1,2u1, nms+1, dash, b2, f4,2,1, mid spikes, far spikes. Its about 45 dmg
 

GhosT

Kombatant
Hi :) Here in this thread I will write down most important freddy combos which I use .

b+1, 2 , u+1 starter :

No meter :

- b+1, 2 , u+1 , short dash ,u+3 , f+4 ,2 ,1 far spike ,far spike - 38%

- b+1, 2 , u+1 , b+2 , f+4 ,2 ,1 far spike ,far spike - 34%

Meter :

- b+1, 2 , u+1 , u+3 ,Ex spike, dash , JIP , b+1, 2 , u+1 , f+4 ,2 ,1 far spike ,far spike - 49%

- b+1, 2 , u+1 , u+3 ,Ex spike, dash , JIP , f+2 , 1 , close spike , dash , f+4 ,2 ,1 , far spike ,far spike its easier version of combo above , more practical and it does 48%

F+4 , 2 , 1 starter :

No meter :

- F+4 , 2 , 1 mid spike , far spike , far spike - 27%

- F+4 , 2 , close spike ,dash , b+2 , f+4 ,2 ,1 far spike ,far spike - 30%

Meter :

- F+4 , 2 , 1, Ex spike , tele forward , short dash , f+2 , 1 , close spike , f+4 ,2 ,1 far spike ,far spike - 41% ( you can do also F+4 , 2 , 1, Ex spike , tele forward for guaranteed 24% and 50/50 mix up or pressure / free throw )


2 , 2 starter :

No meter :

2 , 2 , close spike , dash , b+2 , f+4 , 2 , 1 , far spike , far spike - 30%

Meter :

- 2 , 2 , ex spike , JIP , b+1 , 2 , u+1 , short dash , u+3 , f+4 , 2 , 1 far spike far spike - 45%

- 2, 2 , ex spike , JIP , b+1 , 2 , u+1 , b+2 , f+4 , 2 , 1 far spike far spike - 42%


b+2 / b+3 starter :

No meter :

- b+2 / b+3 , close spike , dash ,b+2 , f+4 ,2 , 1 , far spike far spike - 32% /30%

Meter :

- b+2 / b+3 , ex spike ,JIP, b+1 , 2 , u+1 , short dash , u+3 , f+4 , 2 , 1 far spike far spike - 47% / 45%

- b+2 / b+3 , ex spike ,JIP, b+1 , 2 , u+1 , b+2 , f+4 , 2 , 1 far spike far spike -44%/42%

f+2 , 1 starter : Look above , same formula works in here :) Just replace starter.

NMS +1 starter :

No meter :

- Nms+1 , dash , b+2 , f+4 , 2 , 1 far spike far spike - 26%

Meter :

- Nms+1 , dash , ex spike , JIP , b+1 , 2 , u+1 , f+4 , 2 , 1 far spike far spike - 35 %

Anti Air 1 :

- AA 1 , b+2 , f+4 , 2 , 1 far spike far spike - 27%

- AA 1 , ex spike , JIP , b+1 , 2 , u+1 , f+4 , 2, 1 far spike far spike - 36 %

SPECIAL 1 BAR UNBREAKABLE COMBO

- u+3 , ex spike , dash , close spike , medium spike , far spike , far spike - 30%

Corner combos :

No meter :

- b+2 / b+3 , close spike , ,b+2 , f+4 ,2 , 1 , glove toss 30%/28 %

- b+1, 2 , u+1 , u+3 , f+4 ,2 ,1 , close spike , f+4 ,2 ,1 glove toss - 44%

Meter :
- b+1, 2 , u+1 , u+3 , ex spike , back dash , JIP , b+1, 2 , u+1 , f+4 ,2 ,1 , close spike , f+4 ,2 ,1 glove toss - 54%

- b+1, 2 , u+1 , u+3 , f+4 ,2 ,1 ex spike , back dash , JIP , f+4 ,2 ,1 close spike , f+4 ,2 ,1 glove toss it does 54% too but for me its easier to perform this one , 53% without JIP after ex spike .

Max dmg practical 2 bars corner combo :

JIP , b+1, 2 , u+1 , u+3 , f+4 ,2 ,1 ex spike , back dash , JIP , f+4 ,2 ,1 close spike , f+4 ,2 ,1 Ex glove toss - 58%

In the corner you can also end your combos with sweet dreams intead of glove toss which gives you 50/50 mix up or free throw . You can also do b+1, 2 , u+1 , u+3 , f+4 ,2 ,1 , close spike , f+4 ,2 ,1 ex spike , back dash , JIP, 4 which gives you 48% and 50/50 mix up .
Can Any of the B1 2 U1 combos also be done aftter b2 ex spike or b 3 ex spike ?
 

M2Dave

Zoning Master
Can Any of the B1 2 U1 combos also be done aftter b2 ex spike or b 3 ex spike ?
Maximum damage is b+2 / b+3 xx EX spike, JP, b+1,2,u+1, short dash u+3, dash f+4,2,1 xx far spike, far spike. u+3 can be replaced with b+2 for slightly less damage.
 

GhosT

Kombatant
Maximum damage is b+2 / b+3 xx EX spike, JP, b+1,2,u+1, short dash u+3, dash f+4,2,1 xx far spike, far spike. u+3 can be replaced with b+2 for slightly less damage.
Thanks. Is it best to end with double far spike? Or can you throw in far spike sweet dreams, or far spike low fingers? Just wondering because for some reason i havent gotten the timing on the second far spike down
 

M2Dave

Zoning Master
Thanks. Is it best to end with double far spike? Or can you throw in far spike sweet dreams, or far spike low fingers? Just wondering because for some reason i havent gotten the timing on the second far spike down
Far spike and low fingers is the best set up for any character but Smoke. Far spike and sweet dreams is good versus characters that like to spam wake up fireballs like Kabal, Liu Kang, and Sindel.
 

GhosT

Kombatant
Far spike and low fingers is the best set up for any character but Smoke. Far spike and sweet dreams is good versus characters that like to spam wake up fireballs like Kabal, Liu Kang, and Sindel.
Okay thanks. I appreciate it. I main kenshi so i tend to zone, but i like to know the best punishes and highest damage if and when it presents itself.

I like freddy so far, he is harder than kenshi though, im used to inputting kenshis sword zoning which you can input those commands for five seconds and it works, with freddy the inputs must be faster so i need to adjust.

My last question is that of all the corner combos listed they seem to be max damage combos. The combos im interested in are those that end with sweet dreams and grant me free pressure assuming the opponent has been conditioned to respect the fact that i will block a wakeup.

IN the corner what would you suggest i do for a corner combo? I want to end with a splat or something positive and go into sweet dreams to give myself options to go 50 50 or look for chip damage. I read in this thread that 22 1+2 is best but i dont know any combos that end in that string. Any input?

Lastly i think you are right, freddy does have good mixup options but his rushdown is extremely risky. I want to base my game plan off zoning, footsies and corner game. I cant see freddy being viable rushdown character due to how easy 90% of the cast can poke out of blocked strings or read a followup. I like his damage potential, but when a character is so strong at zoning i dont see a need to place risk on rushdown when you have a free fullscreen frame trap at your disposal.

Ill spend some time this weekend watching freddy footage but there is not a lot of combo action out there lol
 

M2Dave

Zoning Master
GhosT, doing 2,2,1+2 and sweet dreams is the only safe sweet dreams set up. f+4,2,1 xx sweet dreams is actually punishable by quick wake up attacks. I have to test some corner combos in order to give you specific damage percentages.

You are right. Freddy is not a combo character like Cyrax, Kitana, or Smoke. Freddy's gameplay revolves around zoning, so any extra damage you get from combos or combo set ups is a plus.
 

peachyO

Apprentice
lovely combos. i have decided to pick up freddy, and while it will obviously be a tough road ahead to really master the character, these should give me a great start. thank you for posting them.
 

peachyO

Apprentice
lovely combos. i have decided to pick up freddy, and while it will obviously be a tough road ahead to really master the character, these should give me a great start. thank you for posting them.