This combo guide will always list max damage. If there are multiple choices that give equal damage, then preference will be given to the option that is simpler, retains Aura, and/or leads to more plus frames on knockdown (e.g. Slide over Burst). If a particular combo is especially hard to pull off, info concerning an easier option will also be given.
Please note, only combos will be listed here, not single strings cancelled into special attacks. Those will end up being listed in a separate area, which focuses on footsies.
Midscreen Meterless - You and Opponent Grounded
B2, run, F42~Slide
- No Aura / Aura on = 22%
-
Notes: None.
B2, run, F421+3
- No Aura / Aura on = 23%
-
Notes: None.
Ice Ball, walk/dash/run depending on distance, JIP, 242, run, B12~Burst
- No Aura = 20%
- Aura on = 22%
-
Notes: With no Aura, ending in 123~Slide does the same damage.
Ice Ball, Burst (for meter and to get rid of Aura if on), walk/dash/run depending on distance, JIP, B12~Aura, 242, run, B12~Burst
- No Aura / Aura on = 24%
-
Notes: If you have Aura on and do not have time to get rid of it, do the above combo instead.
11~Ice Ball, back dash, JIP, 242, run, B12~Burst
- No Aura = 22%
- Aura on = 24%
-
Notes: With no Aura, ending in 123~Slide does the same damage.
11~Ice Ball, walk back, Burst (for meter and to get rid of Aura if on), JIP(1), B12~Aura, 242, run, B12~Burst
- No Aura / Aura on = 26%
-
Notes: If you have Aura on and the first Burst is too hard, do the above combo instead.
F4~Ice Ball, walk back slightly, Burst (for meter and to get rid of Aura if on), JIP(1), B12~Aura, 242, run, B12~Burst
- No Aura / Aura on = 28%
- Notes: You are nearly perfectly spaced for the first Burst, so, with practice, it should become consistent.
B33~Ice Ball, Burst (for meter and to get rid of Aura if on), JIP(1), B12~Aura, 242, run, B12~Burst
- No Aura / Aura on = 28%
- Notes: Female only. You are perfectly spaced for the first Burst, so, with practice, there should be no issue doing it.
Parry, back dash, JIP, 242, run, B12~Burst
- No Aura = 26%
- Aura on = 28%
-
Notes: None.
Parry, back dash, JIP(2), B2, run, B12~Burst
- No Aura = 26%
- Aura on = 29%
-
Notes: Male only.
Parry, back dash, JIP, B12~Aura, 242, run, B12~Burst
- No Aura = 31%
-
Notes: This combo is not possible with Aura on. If Aura is on, do one of the two above instead.
B12~Ice Ball, walk slightly back, Burst (for meter and to get rid of Aura if on), JIP(1), B12~Aura, 242, run, B12~Burst
- No Aura / Aura on = 31%
- Notes: You are nearly perfectly spaced for the first Burst, so, with practice, it should become consistent.
B12~Aura, B12~Ice Ball, walk slightly back, JIP, 242, run, B12~Burst
- No Aura = 32%
-
Notes: This combo is not possible if you already have Aura on. If Aura is on, do the above instead.
Corner Meterless - You and Opponent Grounded
Ice Ball, walk/dash/run depending on distance, JIP(2), B2, B2, 242, 123~Slide
- No Aura / Aura on = 28%
-
Notes: For whatever reason, hitting with B2 after jump in punch 2 is much easier than JIP 1, so that is what will be used for these combos. This is also why the Burst for meter is omitted, since that timing requires JIP 1.
11~Ice Ball, back dash, JIP(2), B2, B2, 242, 123~Slide
- No Aura / Aura on = 29%
-
Notes: None.
12~Ice Ball, back dash, JIP(2), B2, B2, 242, 123~Slide
- No Aura / Aura on = 30%
-
Notes: If your first hit is the 2 part of 12, the damage is still 30%.
F4~Ice Ball, back dash, JIP(2), B2, B2, 242, 123~Slide
- No Aura / Aura on = 32%
-
Notes: None.
B33~Ice Ball, back dash, JIP(2), B2, B2, 242, 123~Slide
- No Aura / Aura on = 31%
-
Notes: Unlike midscreen, this hits on the entire cast.
Parry, back dash, JIP(2), B2, B2, 242, 123~Slide
- No Aura / Aura on = 36%
-
Notes: None.
B2, B2, 242, 123~Slide
- No Aura / Aura on = 36%
-
Notes: None.
B12~Ice Ball, back dash, JIP(2), B2, B2, 242, 123~Slide
- No Aura / Aura on = 35%
-
Notes: None.
B12~Aura, B12~Ice Ball, back dash, JIP(2), B2, B2, 242, 123~Slide
- No Aura = 37%
-
Notes: This combo is not possible if you already have Aura on. If Aura is on, do the above.
If the above corner combos are too hard to hit (perhaps because you’re playing online, lol), here are some ways to replace the B2, B2, 242, 123~Slide portion:
- B2, B2, D1, B12~Burst. This lowers your damage by 2-4%, unless you have Aura on, in which case the damage will be 1% less or sometimes equal.
- B2, 242, B12~Burst. This lowers your damage by 3-5%, unless you have Aura on, in which case the damage will be 2-3% less.
- B2, 242, 1, 123~Slide. This lowers your damage anywhere from 3-5%.
If you aren’t quite at the corner and don’t have Aura on, in the Ice Ball starter, 11 starter, Parry starter, and B12 starter corner combos above, replace the B2, B2, 242, 123~Slide portion with B12~Aura, 242, run, 242, 123~Slide. These will do the same damage as their midscreen counterparts, but will leave you with Aura on and greater frame advantage.
Midscreen Meterless - You Grounded, Opponent Airborne
D4, Slide
- No Aura / Aura on = 11%
-
Notes: None.
Ice Ball, walk/dash/run depending on distance, NJP, JIP(2), run, B12~Burst
- No Aura = 17%
- Aura on = 19%
-
Notes: If you don’t have Aura on and you have time, you can Burst for meter after the initial freeze.
Ice Ball, walk/dash/run depending on distance, B2, run, B12~Burst
- No Aura = 19%
- Aura on = 21%
-
Notes: Only works if the opponent is high in the air. If you don’t have Aura on and there is time, you can Burst for meter after the initial freeze.
D2, Slide
- No Aura / Aura on = 19%
-
Notes: Only works if the opponent is high in their jump and you are right below them.
1 or D1 or D3, run, 1, B12~Burst = 20%
- No Aura = 20%
- Aura on = 23%
- Notes: Adding another 1 will do 1% more. Taking a 1 away will do 1% less.
1 or D1 or D3, B12~Ice Ball, walk forward, NJP, B12~Burst
- No Aura = 25%
- Aura on = 27%
- Notes: Initial attack must hit opponent’s toes for it to juggle high enough.
242, run, B12~Ice Ball, NJP, B12~Slide
- No Aura / Aura on = 28%
-
Notes: This combo is impractical because 2 is not a good anti-air and the follow up is quite hard to hit. Much better to just do the above or below instead.
B2, run, F42~Burst
- No Aura = 23%
- Aura on = 26%
-
Notes: Be sure to hit deep with the F42. Otherwise, the Burst won’t connect.
B2, run, 242, Slide
- No Aura / Aura on = 26%
-
Notes: The Slide is not a cancel and can be tight to hit.
B2, run, 1, B12~Burst
- No Aura = 26%
- Aura on = 29%
-
Notes: Omitting the 1 does 1% less damage.
Corner Meterless - You Grounded, Opponent Airborne
Ice Ball, walk/dash/run depending on distance, B2, B12~Burst
- No Aura = 19%
- Aura on = 21%
-
Notes: Unlike midscreen, this now works at all jump heights.
D2, F42~Slide
- No Aura / Aura on = 23%
-
Notes: Only works if you are a bit out of the corner and the opponent is high in their jump.
D2, F421+3
- No Aura / Aura on = 24%
-
Notes: Only works if you are a bit out of the corner and the opponent is high in their jump.
D4, D1, B12~Burst
- No Aura = 21%
- Aura on = 24%
-
Notes: You can use standing 1, instead of D1, for the same damage. Ending with 123~Slide is easier, and only does 1% less than the no Aura version.
D4, 242, 123~Slide
- No Aura / Aura on = 26%
-
Notes: Opponent has to be high in their jump and this will rarely happen with a D4. Better to use the below.
1 or D1 or D3, 242, B12~Burst
- No Aura = 25%
- Aura on = 27%
- Notes: With no Aura, ending in 123~Slide does the same damage.
1 or D1 or D3, B12~Ice Ball, NJP, FJP(2), B12~Burst
- No Aura = 26%
- Aura on = 27%
- Notes: Initial attack must hit opponent’s toes for it to juggle high enough. With no Aura, ending in 123~Slide does the same damage.
1 or D1 or D3, B2, 242, 123~Slide
- No Aura / Aura on = 31%
- Notes: Initial attack must hit opponent’s toes for it to juggle high enough.
B2, B2, 242, 123~Slide
- No Aura / Aura on = 36%
- Notes: If you’re not quite at the corner, you can do B2, run, 242, 1, 123~Slide for 31%.
Midscreen Meterless - You and Opponent Airborne
JK, run, F42~Slide
- No Aura / Aura on = 19%
-
Notes: If the opponent is too far away, perhaps because you connected with a jump back kick, just doing Slide after will net you 14%.
NJP, JIP(2), run, 1, B12~Burst
- No Aura = 23%
- Aura on = 25%
-
Notes: Jumping 2 juggles the opponent higher, so, whenever possible, it should be used to make the follow up combo easier.
NJP, JIP(2), run, B12~Ice Ball, B12~Slide
- No Aura / Aura on = 25%
-
Notes: If this combo is too hard, or you’re not close enough to get the B12 to juggle high, use the above instead.
NJP, B12, 123~Slide
- No Aura / Aura on = 26%
-
Notes: The B12 must juggle as high as in the previous combo for the follow up 123 to connect.
JP(2), run, 1, run 1, B12~Burst
- No Aura = 22%
- Aura on = 25%
-
Notes: Omitting each 1 will decrease the damage by 1%.
JP(2), run, B12~Ice Ball, NJP, walk forward, B12~Burst
- No Aura = 25%
- Aura on = 27%
Notes: If this combo is too hard, or you’re not close enough to get the B12 to juggle high, use the above instead.
Corner Meterless - You and Opponent Airborne
JP, B2, 242, 123~Slide
- No Aura / Aura on = 31%
-
Notes: None.
NJP, B2, 242, 123~Slide
- No Aura / Aura on = 31%
-
Notes: None.
NJP, B2, 242, B12~Slide
- No Aura / Aura on = 32%
-
Notes: If the 242 doesn’t juggle the opponent high enough, do the above instead.
JK, 242, B12~Burst
- No Aura = 28%
- Aura on = 30%
-
Notes: None.
JK, B2, 242, 123~Slide
- No Aura / Aura on = 33%
-
Notes: None.
Midscreen Meterless - You Airborne and Opponent Grounded
JIK, Slide
- No Aura / Aura on = 14%
-
Notes: None.
JIK, run, F42~Slide
- No Aura / Aura on = 20%
-
Notes: This must be a deep JIK.
JIK, run, F421+3
- No Aura / Aura on = 21%
-
Notes: This must be a deep JIK.
NJP, JIP(2), run, 1, B12~Burst
- No Aura = 23%
- Aura on = 25%
- Notes: Jumping 2 juggles the opponent higher, so, whenever possible, it should be used to make the follow up combo easier.
NJP, JIP(2), run, B12~Ice Ball, B12~Slide
- No Aura / Aura on = 25%
- Notes: If this combo is too hard, or you’re not close enough to get the B12 to juggle high, use the above instead.
NJP, B12, 123~Slide
- No Aura / Aura on = 26%
-
Notes: The B12 must juggle as high as in the previous combo for the follow up 123 to connect.
JIP + any combo listed in the “Both Grounded” section will generally give you +2 percent damage.
Corner Meterless - You Airborne and Opponent Grounded
JIK, D1, 1, B12~Burst
- No Aura = 25%
- Aura on = 28%
-
Notes: None.
JIK, D1, 242, 123~Slide
- No Aura / Aura on = 29%
-
Notes: If this combo is too hard, or you can tell that the opponent isn’t juggled high enough by the D1, use the above instead.
NJP, B2, 242, 123~Slide
- No Aura / Aura on = 31%
-
Notes: None.
NJP, B2, 242, B12~Slide
- No Aura / Aura on = 32%
-
Notes: If the 242 doesn’t juggle the opponent high enough, do the above instead.
JIP behaves the same as it does midscreen.