Académique Documents
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ORDER-SOL
1. (Corner) 6P or throw 5S JI 5HS(1) HJC hj.S, j.HS, j.D, JC j.D, 236K (170)
2. 2S (CH) 6HS RC dash jump j.HS, j.D, JC j.HS, j.D land 5S HJ j.S, j.HS, j.D, 2
36K (233)
3. (Corner) 2S (CH) 6HS RC IAD j.HS, j.D land dash 5K, 5HS(1) JC j.S, j.D 236K (
211)
4. 2S (CH) 6HS RC dash jump j.HS, j.D JC j.P, j.S, j.HS, 623HS (170 vs A.B.A.)
5. 2S (CH) 6HS RC dash jump j.HS, j.D, JC j.HS. j.D, 623HS (204)
6. 2S (CH) 6HS RC dash 5S Lv1 236S, 5K, 2D (161)
7. (Corner) 2D, Lv1 632146P, 5HS(2) HJ j.S, j.HS, j.D, Lv1 236K (152)
8. (Corner) 2D Lv1 632146P, 5HS(2) HJC j.S, j.HS, j.D, Lv1 236K (166)
9. Dash 2D, Lv1 236S RC j.HS, j.D, JC j.S, Lv1 623HS (140)
10. D, homing jump, j.HS, j.D, j.S, j.K, j.S, j.K, j.S, JC j.S, j.HS, Lv1 623HS
(128)
11. (Corner) D, homing jump, j.HS, j.D, JC j.D land 5S, 5HS(1) HJ j.S, j.HS, j.D
(144) (Impossible Dust?)
12. j.HS, 5S, Lv2 632146HS dash 5K, 5HS(1) j.S, JC j.S, j.HS, Lv1 623HS (199)
13. Lv3 236K or (2D, Lv3 632146P) dash 5S, 5HS(1) HJ j.S, j.HS, j.D (152)
14. (Corner) j.S (guarded) JC j.HS, j.D dash 5S j.HS, j.D land dash 5S HJ j.S,
j.HS, j.D 236K (193)
1. is the standard Order-Sol JI combo. You can also substitute hj.HS, j.D, dj.HS
, j.D 236K or 623HS at the end instead (not tested it vs everyone). 2S (CH) into
6HS is the staple way of getting damage with Order-Sol when you have 50% Tensio
n and you can rack up the damage with the follow up (char specific stuff, corner
specific stuff etc e.g. see 3. and 4.). In 9. you can substitute the dj.S with
a dj.D in the corner to score 147 damage.
A.B.A.
1.(Normal Mode) 2S (anti air hit) or (Corner) Throw, 5S JC j.S, dj.S, 63214HS (77
)
2. (Normal Mode) j.HS, 5S, 2HS(2) j.S, j.P, j.S, JC j.S, 63214HS (132)
3. (Normal Mode) 5S(f), 236S, 46S, 63214S FRC j.S (...) 2S JC j.S, 63214HS (123)
4. (Normal Mode) D, homing jump, j.D, j.S, j.S, (j.P, j.S) x2~3, JC j.S, 63214HS
(97)
5. (Moroha Mode) 5S(f)(1), 236S 46S 63214S dash 2P, 5S JI 2S HJC j.S, dj.S, j.HS
, 41236S (163)
6. (Moroha Mode) Throw 2HS(1) 623HS dash 5S(1 or 2), 2S, 421HS (104 or 120)
7. (Moroha Mode) Throw dash 5HS, 2S, 421HS RC j.HS, 2S 421HS (116)
8. (Moroha Mode) (Corner) Throw dash (5S, 2S, 421S) x2 (114)
9. (Moroha Mode) (Corner) 41236K, 2K, 5S, 2S, 421HS, 5S, 2S, 421HS (168)
10. (Moroha Mode) (Corner) 623HS dash (5S, 2S, 421HS) x2 (159)
11. (Moroha Mode) D, homing jump, j.S, j.HS (j.S, j.K) x2 j.S, JC j.HS, j.D (155
)
12. (Moroha Mode) 5S(f), 2HS JC airdash j.S, j.HS (land?) j.K, j.S, j.HS 41236S
(174)
13. (Moroha Mode) (Corner) 41236K, 2K, 5S, 2S, 421HS RC 41236S(2), 2S HJ j.S, j.
HS, 63214HS (185)
14. (Moroha Mode) (Corner) dash 5S, 2HS j.41236S FRC (...) 41236S, 2S, 421HS (1
80) (180)
Combos 1. to 4. are done in Normal Mode and lead to a combo'd key activation in
the air, leaving you in Moroha Mode. Combo 13. finishes a Moroha Mode combo with
key activation to take you back into Normal Mode. Additional noes still to add.
SOL BADGUY
1. (Corner) air dash j.S, j.HS land 5K, 6P, 5HS, 623HS 214K (146)
2. (Corner) 5K(1), 6P, 236P FRC 236K(hold) dash 2HS j.S, j.D, JC j.S, 623S 214K
(218)
3. 2D, 236K(1) RC j.HS, 236HS, 236K(hold) dash 2HS j.S, JC j.S, 623S 214K (161)
4. 623K dash 5HS, 2HS j.S, JC j.S, 623S 214K (129)
5. 623K (...) j.S, j.HS(1), 236HS, 236K(hold) dash 2HS j.S, 623S 214K (133)
6. 623K, 236P FRC 236K(hold) dash 2HS j.S, j.D, JC j.S, 623S 214K (156)
7. (vs crouching opponent on CH) 5HS, 236K(hold) dash 5K(1), 2HS JC j.S, JC j.S,
j.HS(2), 623S 214K (196)
8. (air CH? ...) 623S or HS, 5K(1), 2HS j.S, JC j.S, j.HS(1), 623S 214K (141)
9. (vs crouching opponent?) dash 5K(1, 2HS, 236P FRC 236K(hold) dash 2HS j.S, J
C j.S, j.HS, 623S 214K (216)
10. 623K, 236P FRC 236K(hold) x2, 2HS HC, j.S, JC j.S, j.D, 623S 214K (177)
All hits with sidewinder (236HS in air) are clean hits in these combos to get th
MAY
1. 63214+K ,walk or dash 5S, 5HS , 2(hold)8+HS FRC IAD j.HS (land) ,[2(hold)8+H
S]x2 (170)
2. 5K , 2D , 4(hold)6+HS FRC j.HS (land) IAD j.K, j.HS (land) j.K, j.D JC j.HS,
j.D (207)
3. 5D , homing jump j.HS, j.HS (j.S j.HS j.D) JC j.HS j.D (158)
4. 5D , homing jump j.HS, j.HS falling j.HS (land) j.K j.HS JC j.HS j.D (156)
5. (corner) 5D , homing jump , j.Hs, j.HS falling j.HS (land) j.S, j.HS (land) 2
(hold)8+HS FRC 2(hold)8+HS (166)
6. 2K, 2D, 623+HS/S FRC j.HS (land) [2(hold)8+HS] x 2 (161)
7. 2K, 2D, 623+HS/S FRC j.HS (land) 2(hold)8+HS 5S, 5HS 2(hold)8+HS FRC j.HS (la
nd)j.K j.D
JC j.HS j.D (248)
8. 5K, 5S, 4(hold)6+HS FRC AD j.S, j.HS, 2P, 5S, 4(hold)6+HS FRC 2P, 2D (202)
9. j.HS (Air CH) 2(hold)8+HS FRC AD j.HS (land) HJ j.K, j.HS, j.D JC j.HS,j.D (2
11)
10. 2HS (CH) 5S, 5HS, 2(hold)8+HS FRC j.HS (land) [2(hold)8+HS]x2 (228)
6,7: Shows the new FRC.
8: JI Horizontal Dolphin input 9 instead of 6.
MILLIA RAGE
1. (Corner) 2S, 2HS, j.S, j.HS j.214+HS AD j.HS (land crouch) 2Hs, j.S j.HS j.21
4+HS (184)
2. (Corner) 2S, 2HS, j.S, j.HS j.214+HS AD j.HS (land crouch) 2Hs, j.HS j.214+S,
6HS (200)
3. (Corner) 2S, 2HS, j.K, j.S, j.HS j.214+HS AD j.HS (land crouch) 2HS, j.S, j.H
S 214+HS (177)
4. 2S, 2HS j.S 214+S 236+K (land crouch) 2s, 2HS j.214+HS 236+K (141)
5. [2S, 2HS j.S 214+S 236+K (land crouch)] x2, 2S, 2Hs, j.214+HS (180)
6. 2S, 2HS j.S 214+S 236+K (land crouch) 2K, 2s, 2HS j.214+HS 236+K (119)
7. 2S, 2HS j.S 214+S 236+K (land crouch) 2HS j.214+HS 236+K (138)
8. 2S, 2HS HJ j.S j.HS 214+S 236+K (land crouch) 2s, 2HS j.214+HS 6HS (161)
9. j.214+HS/S (CH) 5s, 5HS, j.S j.P j.K JC j.HS j.D (100)
10. 6HS (214+K) 6HS 236236+S dash 6HS (221)
1-3. New j.214+HS combos crouch and wait to took pin
1: Order Sol, A.B.A. Sol, Ky, Eddie, Chipp, Faust, Johnny, Axl, Anji, Venom, Sla
yer, Zappa
2: May, Millia, Baiken, Jam, Dizzy, I-no, Bridget
3: Potemkin, Johnny, Testament
4-8. Turbo fall cross up combos character specifics
4: ABA, Ky, Axl, Venom, Testament, Johnny, Zappa
5: Order Sol, Sol, Chipp, Eddie, Slayer
6: Potemkin.
7: Ino, ,Millia, Baiken, Anji, Dizzy, May
8: Faust
EDDIE
1. Dash 6K, QCB+S FRC, 2D (61)
2. (Corner...) 2D or j.HS, -S-, j.HS, j.D -S- j.41236+S (2 hits) -S- 632146+S (1
93)
3. (Corner) 2K, 5S or j.S j.HS -K- dash 2P, 5s, 2D, -S- 632146+S (79)
4. (corner) 623+S -S- 632146+S (124)
50)
4. [5HS (CH) 236P RC 6HS] or [623S RC dash 6HS] JC j.K(1), j.K(1), j.S, JC j.K(1
), j.K(1), j.S, JC j.HS, 623S (197)
5. 5S, 5S(f), 2HS 22HS or 22D j.K(1), j.K(1), JC j.K(1), j.K(1), j.S, JC j.HS(2)
, 623S (152)
6. 5D, homing jump, j.D, JC j.K(1), j.D (land) 41236HS, 236P (107)
7. 41236HS, dash (...) JC j.P, j.P, j.K(2), j.K(2), j.D (102)
8. 41236HS, dash 5S, 5HS JC j.P, j.P, j.K(2), j.D (112)
9. 41236HS, dash 5S, 5S(f), 5HS JC j.K(1), j.K(2), j.K(2), j.D (142)
Combo 1.vs I-no,Baiken, Faust, Brigdget useful combo ,vs Potemkin must ignore th
e 2S,vs A.B.A standing
Combo 6. is called an Impossible Dust but they're not easy to do at first so jus
t ignore it for the time being. In Combo 7. the (...) is a char specific thing I
need to fill in:
5S(c), 5S(f) vs HOS, Sol, Faust
5S(c), 5HS vs A.B.A., May, Chipp, Baiken, Venom, Slayer, I-No, Bridget
5S(c), 5S(f), 5HS vs Ky, Robo-Ky
Combo 8: vs. Order Sol,Sol and Faus use 5S,5S(f)
FAUST
1. 2P, 2S, 2HS 236+S,HS FRC 6P, (236+P) (114)
2. (Anti Air) 5K or 2K or 2S j.K JC j.K, j.S, j.HS (122)
3. 6P (CH) or or Hammer (CH) or Bomb, Dash 5K (jumping opponent), 2S, j.K JC j.
K, j.S, j.HS (153)
4. 5D, homing jump, j.HS x2, j.K, j.P, j.K, j.P, j.HS, j.236+HS (165)
5. 2K (3 hits), 2P, 2S, 2HS, 236+S,(9)Px2,HS (163)
6. (Corner) "FDC" j.K JC j.2K, 5S, 5HS, 236+S,(9)Px2,HS (195)
7. (Corner) j.P, j.236+P (explosion), 5K, 2S, j.K JC j.K, j.S, j.HS (154)
8. 41236+4 FRC 5S, 2HS, 236+S,HS (139)
9. 41236+K,4,236+P,236+P,236+P JC 6HS, (236+P) (153)
BAIKEN
1. ((Midscreen) 2D, 236+K)
or
(Guard 412+S FR Dash 5P, 5S JC)
or
(41236+HS,S Dash 5P, 5s, 5K, JC j.S, j.P, j.K, j.623+S)
(113)