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- Jan 9, 2014
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- 51
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- Location
- Central Valley, CA
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- Insaneload
- PSN
- SkippyMcYay
The stuff below is meant to be a companion to the video, so if you're not sure about timing etc, watch the video!
For each combo/reset, characters it works on are listed below it. For branching setups, assume the same characters work on them unless another character list is shown.
Italics means the tech is unreliable against that character or requires much stricter timing. Underline means it doesn't work on that character.
Notation stuff:
Unless otherwise stated....
Combos and resets work at midscreen and corner
Jumps are always forward
Launchers are always jump cancelled
Fiber upper is always cancelled
PS Parasoul / PC Peacock / MF Ms Fortune / FI Filia / DB Double / PW Painwheel / SQ Squigly / VL Valentine / CB Cerebella / BB Big Band / EL Eliza
x > y = cancel x into y,
ad = airdash, adc = airdash cancel,
dj = double jump, hj = high jump,
(stuff) = optional stuff,
x/y = use x or y,
ground/air chain = chain any normals besides HK,
full ground/air chain = chain all normals besides HK,
j.MK(1) > ... = 1 hit of j.MK then cancel,
Rekka = qcf+P,
High Rekka = qcb+K,
CSF = Cat Scratch Fever
Combo pieces
1.1) Sandwich Loop
ground chain, s.MK HP, repeat
All Chars
Notes: Bad damage but has the best reset opportunities.
1.2) Rekka Loop
Ground chain > M Rekka, hold H during attack, release f/neutral.HP, repeat
FI CB PC PS MF PW VL DB SQ BB EL
Notes: Use HP when the head is far, f.HP otherwise.
1.3) Gato Loop
ground chain, s.HK/Fiber, air chain > L/M Gato, f.HP, repeat
All Chars
Notes: Different timing for each character, and depending on head spacing. Use when the head is close behind the opponent.
1.4) j.HK Variant
ground chain, s.HK/Fiber, air chain j.HK f.HP, repeat
FI CB PC PS MF PW VL DB SQ BB EL
Notes: Easy timing, better corner carry, but uses 10 more undizzy than Gato loop. Use when the head is far behind the opponent.
1.5a) Meterless side switch close 1
s.HK > L Fiber, j.MP adc j.HK, HP
FI CB PC PS MF PW VL DB SQ BB EL
Notes: Head should start at least one character width behind you. Doesn't work well near corners. Works after nom.
1.5b) Meterless side switch close 2
s.HK > L Fiber, j.MP > L Gato, HP
FI CB PC PS MF PW VL DB SQ BB EL
Notes: If head isn't right behind you, delay HP (uses OTG). Always OTGs Bella.
1.5c) Meterless side switch close 3
s.HK > L Fiber, dj back j.LK adc j.LK/MP HK, HP
FI CB PC PS MF PW VL DB SQ BB EL
1.5d) Meterless side switch I hate double ver
s.HK > L Fiber, j.LK adc j.MP s.LP
1.6a)Feral edge side switch 1
s.HK, j.MK, f.HP/HP, M Gato > Feral Edge, HP
All chars
Notes: Use HP if the head started close to you
1.6b) Feral edge side switch 2
s.HK > L Fiber, j.MP, f.HP/HP, M Gato > Feral Edge, HP
All chars
Notes: Far confirm only. Basically for when you tried to meterless side switch too far.
1.8a) After nom 1
s.MP s.MK s.HK, sideswitch combo
See sideswitch combos
1.8b) After nom 2
run through s.MK s.HK, j.MK > L Gato, HP
All Chars
Notes: OTGs on CB
1.9a) After zoom>nom 1
run through, full ground chain, s.HK, j.MK HK, f.HP
FI CB PC PS MF PW VL DB SQ BB EL
1.9b) After zoom>nom 2
run through, full ground chain, s.HK, j.MP > L Gato, HP
FI CB PC PS MF PW VL DB SQ BB EL
1.9c) After zoom> nom 3
j.HK > M Gato, s.MK s.HK, sideswitch combo
See sideswitch combos
1.9d) After zoom>nom 4
iad j.LK MK > M Gato, s.HK, sideswitch combo
See sideswitch combos
Starters
2.1a) j.LK MP
FI CB PC PS MF PW VL DB SQ BB EL
2.1b) j.LK > L Gato
FI CB PC PS MF PW VL DB SQ BB EL
Notes: Higher damage but doesn't combo off max range j.LK, and is only 1 high hit.
2.2) Use head in first chain
ground chain, f.HP/HP, s.HK
All Chars
Notes: Gets the head in a better position for combos
2.3a)Meterless side switch far 1
s.HK > L Fiber, (j.LP/MK) > L Gato, dash s.LPx2 s.HK (Side switch combo 1 or 3)
FI CB PC PS MF PW VL DB SQ BB EL
Notes: Need to start near midscreen or further. j.MK won't work on lighter chars.
2.3b)Meterless side switch far 2
Ground chain > Cat Slide, dash s.LPx2 s.HK (Side switch combo 1 or 3)
FI CB PC PS MF PW VLDBSQ BB EL
Notes: More difficult the farther you confirm from.
2.3c)Meterless side switch far 3
s.HK > L Fiber, j.LP MP adc j.HK, HP
FI CB PC PS MF PW VL DB SQ BB EL
2.4a)Ground Throw w/ (Zoom) Nom
Throw, (f.HP >) Nom, jump, j.HK > M Gato, (s.MK) HK, sideswitch combo
FI CB PC PS MF PW VL DB SQ BB EL
Notes: If f.HP is used, s.MK needs to be added to wait out the head's cooldown.
2.4b)Ground Throw w/ Rekka
Throw, (f.HP) > M Rekka, HP/f.HP
All Chars
Notes: Use f.HP unless the head is offscreen. First f.HP is if you threw them away from the head.
2.4c)Ground Throw w/ Cat Scratch Fever
Throw > Cat Scratch Fever, HP/Nom
FI CB PC PS MF PW VL DB SQ BB EL
Notes: If you screwed up and threw them away from the head. Throw > CSF otg's on Filia & Squigly, so you have to catch them falling with HP; for all others you can use nom as well.
2.5a)Airthrow w/ Nom
Airthrow, Nom, (any nom followup)
See nom followups
2.5b)Airthrow w/ HP
Airthrow, HP/f.HP, Any ground move
All Chars
Notes: Easy transition to sandwich loop.
2.5c)Airthrow w/ j.LK
Airthrow, j.LK, s.LP
FI CB PC PS PW MF VL DB SQ BB EL
Notes: Only off min. airdash height or lower for PS. Any height vs PC, PW, BB. Normal jump height or lower for all others.
2.5d)Airthrow w/ feral edge
Airthrow, HP, >Feral Edge
All chars
Notes: Use if head is far behind you
2.6) No-head No-OTG
ground chain, s.HK, j.LP MP adc j.MP HK, s.LP
FI CB PC PS MF PW VL DB SQ BB EL
Notes:Sometimes you gotta do a combo without the head. Works on everyone in the corner!
Get me a sandwich
Rule of thumb: s.LPx2 s.MK after f.HP. After HP, you can also do s.MP s.MK.
Head far – j.HK loop
Head far – Rekka loop
Head close – Rekka loop
Notes: Only works if the head is close enough after f.HP!
Head close – Gato loop
Head close behind – ground chain f.HP
Head behind – side switch
3.3a) Gato ad j.LK
ground chain, s.HK, j.MK > L/M Gato, HP, ad j.LK s.LP/c.LK/s.MP s.MK
FI CB PC PS MF PW VL DB SQ BBEL
Notes: Works at various head distances behind opponent.
3.3b) Gato ad j.MP
ground chain, s.HK, j.MK > L/M Gato, HP, ad j.MP s.LPx2/s.MP s.MK
FI CB PC PS MF PW VL DB SQ BBEL
Notes: s.LPx2 is easier to restand with, but you can start a sandwich off a low juggle anyway. Doesn't waste your j.LK!
Switching Modes
4.1)Transition to head-on
Ground chain, f.HP, >Cat Call, c.LK
All Chars
Notes: If head is in corner, use b.HP instead (doesn't work on SQ, EL). But don't do that; head-off has better corner resets.
4.2a)Launch, Cat spike
c.HP, Cat Spike, H Gato, HP, s.LK s.MK
All chars
Notes: You can do a lot of stuff after Cat Spike at this height, but this does good damage and makes you a sandwich.
4.2b)j.HK > Cat Spike 1
Ground chain > L Fiber, wait j.HP adc j.HK > Cat Spike
All Chars
Notes: Wait is optional vs PS DB BB EL. adc is optional vs DB BB (just chain j.HP HK). It's up to you if you want to use the same timing on everyone, or use optional easier timing on these characters.
4.2c)j.HK > Cat Spike 2
Ground chain, c.HK(1) > L Fiber, j.HP HK > Cat Spike
FI CB PC PS PW MF VL DB SQ BB EL
Notes: Worse damage but easier timing. Not recommended unless you're lazy.
4.2d)Feral Edge
Feral Edge > Sneeze, hj j.LK MP MK > L Gato, HP, ad j.LP s.LP
FI CB PC PS PW MF VL DB SQ BBEL
Notes: If you started combo on feral edge, you can substitute j.LP with j.LK. There are better Feral Edge > Sneeze combos out there, but this one is usable on most of the cast and gives great head positioning.
4.2e)CSF > Cat Strike
All chars
Notes: Only do thisif you're trying to kill. It leaves you at +1 instead of sliding knockdown. Punishable if you used OTG.
Fuzzy Setups
5.1a) iad j.LK MP, rejump j.LK
All chars
5.1b) iad j.HK, rejump j.LK
All chars
5.1c) s.LP, j.LK
FI CB PC PS MF PW VL DB SQ BBEL
Notes: Only works if they stand blocked your jab. Doesn't put you in a bad position if j.LK whiffs, though.
Unless you want to hit vs standing, you don't have to fuzzy BB/EL; you can instant overhead them with j.LK
Fuzzy Starters
5.2a)Double j.LK
j.LK adc j.LK > M Gato
All chars
5.2b)Tall chars
neutral jump j.LK HK adc j.HK > M/H Gato
FI CB PC PS MF PW VL DB SQ BB EL
Notes: H Gato is stronger, but followup hits can whiff if not timed well. Against Fortune, delay j.LK and omit Gato.
5.2c)Tall chars corner
neutral jump j.LK HK > M/H Gato
FI CB PC PS MF PW VL DB SQ BB EL
Notes: You can do this midscreen with a forward jump, but you can't be point blank with rising j.LK.
5.2d)Fuzzy with head
neutral jump j.LK, HP, j.HK > M/H Gato
All chars
Notes: Strongest fuzzy starter (doesn't advance IPS stage)
5.2e)Fuzzy + Crossup
j.LK j.LP > L Gato, s.LP/c.LK
Notes: Eliza only. Must be as close as possible after fuzzy setup. j.LK j.LP will combo on hit, but on block leaves a gap allowing j.LP to crossup.
Full combo
6.1a) Mostly Optimized corner
(j.HK HP) ground chain, HP, s.HK > L Fiber, j.MP > M Gato, f.HP, H Fiber j.MK > M Gato, f.HP, s.MK > M Rekka, HP, s.LPx2 s.LK s.MP s.MK c.HK > M Rekka, Cat Scratch Fever
All Chars
Notes: Use L Gato on Peacock. Don't sweep if the last chain juggles.
6.1b) Two Super ver
(after j.MK Gato) f.HP > Sneeze, Cat Scratch Fever, Nom, iad j.LK> M Gato, Full ground chain > M Rekka > Cat Scratch Fever
All Chars
Double and Eliza combos
6.2a) No head
ground chain, c.HK(1) > L Fiber, j.HK > H Gato, rejump j.LK HK > H Gato, rejump j.LP LK HK > H Gato, s.MK > Cat Slide, full ground chain, (c.HK(1)) > M Rekka > Cat Scratch Fever
Notes: Midscreen only. c.HK(1)>M Rekka for Double only. For Eliza, replace last H Gato with M Gato.
6.2b)No head near corner
ground chain, c.HK(1) > L Fiber, j.HK > H Gato, neutral/forward rejump j.LK HK > H Gato, neutral rejump j.LP LK HK > M Gato, s.MK > M Rekka, full ground chain, (c.HK(1)) > M Rekka > Cat Scratch Fever
Notes: Midscreen only; do this when you carry into the corner.
6.2c)Two supers
(After above rejump loop) M Rekka > Cat Scratch Fever, Nom, full ground chain, (c.HK(1)) > M Rekka > Cat Scratch Fever
6.2d)Fuzzy guard
[j.LK HK > H Gato] x 3, j.LP LK HK > H Gato, H Fiber, j.MP MK > M Gato, full ground chain, (c.HK(1)) > M Rekka > CSF
Notes: For Eliza, do j.LP (delay) LK HK > M Gato instead.
6.2e)Fuzzy guard two supers
(After above rejump loop) M Rekka > CSF, Nom, j.MP > M Gato, full ground chain, (c.HK(1)) > M Rekka > CSF
Resets
7.1) Slide + Headbutt
ground chain > Cat Slide, HP, c.LK/throw
FI CB PC PS MF PW VL DB SQ BB EL
Notes: Corner only for Double
7.2) Slide into head
ground chain > Cat Slide (hits head), c.LK/throw
FI MF EL
Notes: Midscreen only
ground chain, HP, s.LP/c.LK > Cat Slide (hits head), c.LK/throw
Notes: Fortune in corner only. If point blank after first chain, walk back before s.LP/c.LK or use s.LK instead.
7.3) Launch + Assist > Slide
s.HK, assist > Cat Slide
All Chars
Notes: Midscreen only
7.4) Launch + Headbutt
s.HK, HP...
FI CB PC PS MF PW VL DB SQ BB EL
--iad back/foward j.HK (Cat Slide, f.HP if j.HK hit at max distance)
--iad back/forward airthrow c.LK
-dj j.LP c.LK
-dj j.LP b.adc j.LK c.LK
-j.LK adc j.LK MP
Notes: Midscreen only
-slide + slow assist
FI CB PC PSMF PW VL DB SQ BB EL
7.5) Fiber Gato
s.HK > L Fiber...
FI CB PC PS MF PW VL DB SQ BB EL
Notes: Midscreen only
-M Gato, HP
Notes: Head makes this safe on block
-j.MP > M Gato
7.6) Launch > Fiber double crossunder
s.HK > L Fiber, j.MP/MK(1) adc [j.MP>L Gato]/Airthrow
FI CB PC PS MF PW VL DB SQ BB EL
Notes: Midscreen Only. First j.MP doesn't let you cross under MF/PS/EL. Replace second j.MP with j.LP vs PS/EL.
s.HK > L Fiber, j.LP/MP adc L Gato
7.7) Launch j.LP LK
s.HK, j.LP LK...
FI CB PC PS MF PW VL DB SQ BB EL
Notes: Midscreen only. Vs MF/EL do rising j.LK only.
--j.LP > L Gato (ambiguous)
-b.airdash j.LK>L Gato
-j.LP c.LK
-j.LP adc j.LK c.LK
7.8) Nom resets
Nom, j.LP...
All Chars
Notes: To set up nom crossups in corner, hit them out with HP > Nom
-adc back j.LP s.LP/c.LK
Notes: c.LK is better but harder to connect
-c.LK
-adc back airthrow whiff c.LK
-adc back j.HK
Notes: If timed right, this is reversal-safe
7.9) j.HK fastfall midair crossunder
s.HK, (j.LP/LK/MP) MK(1) HK adc...
FI CB PC PS MF PW VL DB SQ BB EL
Notes: Midscreen only
-j.LP > L Gato
-Airthrow
7.10)
s.HK, j.LP LK MP...
FI CB PC PS MF PW VL DB SQ BB EL
Notes: Midscreen only
-run under, c.LK
-c.LK
-rejump, airthrow
-adc, airthrow
-adc, j.LK
-adc, c.LK
7.11) Fiber resets
(vs standing) L Fiber, j.LK MP...
FI CB PC PS MF PW VL DB SQ BB
Notes: Use j.MP MK(1) HK instead for PS/DB/EL
-run under c.LK – Midscreen only
-adc airthrow
-adc j.LK
-adc c.LK
7.12) Low Fiber setups
c.HK(1) > L Fiber (or low juggle/otg > fiber)...
FI CB PC PS MF PW VL DB SQ BB EL
Notes: Crossups are midscreen only
-[j.LP LK or j.LK MP] adc j.MP – use on light chars. These setups make the opponent recover just above the ground, so they can't mash j.LP, and ground reversals are less likely to work. (as long as they aren't listed in italics)
FI CB PC PS MF PWVL DB SQ BB EL
-j.LP MP adc j.MP – use on fatties. See above
FI CB PC PS MF PW VL DB SQ BB EL
-j.LP LK c.LK
FI CB PC PS MF PW VL DB SQ BB EL
-j.LP LK adc c.LK
FI CB PC PS MF PW VL DB SQ BB EL
-wait j.LK adc j.LK MP
All chars
-ad j.LK MP/M Gato
All chars
-j.LK adc airthrow c.LK
-j.LK MK(1) adc airthrow
FI CB PC PS MF PW VL DB SQ BB EL
-wait j.LP b.adc j.LK c.LK
FI PC PW
-wait j.LP c.LK
FI PC PW
7.13) HP run under
[starter] j.HK, HP, run under c.LK/Throw
FI CB PC PS MF PW VL DB SQ BB EL
Notes: Corner only
Setups:
-j.MK HK
-L Fiber, (j.LP) j.HK
-s.HK(hits head) > L Fiber, j.LP HK
-c.HK(1) > L Fiber, j.LP HK
7.14) Sweep > Fiber corner switch
c.HK(1) > L Fiber...
FI CB PC PS MF PW VLDB SQ BB EL
Notes: Corner only
-HP, dj j.LK c.LK
-HP, dj j.LK adc j.LK c.LK
-HP, dj ad j.LK MP/M Gato
-HP, c.LK
-HP, High Rekka
-HP, dj j.LK MP MK(1) HK, dash under c.LK
FI CB PC PS MF PW VL DB SQ BB EL
-HP, j.LP wait c.LK
-HP > Nom – Zero risk reset! You want HP to hit them in midair as late as possible, to avoid nom comboing.
FI CB PC PS MF PW VL DB SQ BB EL
-j.LP LK, HP, dash under c.LK
FI CB PC PS MF PW VL DB SQ BB EL
-j.LK, HP, Neutral dj j.LP adc j.LK c.LK
FI CB PC PS MF PW VL DB SQ BB EL
Notes: If timed wrong, they can block either way.
-j.LK, HP, Neutral dj j.LP c.LK
FI CB PC PS MF PW VL DB SQ BB EL
-j.LK, HP, Forward dj, j.LK adc j.LK
Notes: More guaranteed, less ambiguous crossup.
FI CB PC PS MF PW VLDB SQ BB EL
-j.LK, HP, Neutral dj, (b.)ad j.LK MP
Notes: Harder to see, but can't do high, low mixup.
FI CB PC PS MF PW VLDB SQ BB EL
-(no fiber cancel) HP, dash under c.LK/throw
FI CB PC PS MF PW VL DB SQ BB EL
7.15) Fiber whiff crossup
L Fiber(whiff)...
FI CB PC PS MF PW VLDB SQ BB EL
Notes: Midscreen only
-j.LK adc j.LK > M Gato
-b.ad j.LK MP
-HP ad j.LK c.LK – Head makes this reset faster and safer
-HP c.LK
-(no fiber cancel) HP
7.16) Rising j.LP/LK HP
Corner: s.LPx2 (only one if they're standing), c.LK (hits head), j.LK, HP...
Anywhere: HP, iad j.LP/LK [MP or MK > M Gato], rejump j.LP/LK, HP
Notes: Rising j.LP fails on CE, PW, VL; iad j.LP fails on VL
FI CB PC PS MF PW VL DB SQ BB EL
-c.LK
-b.ad j.LP s.LP/c.LK
-neutral dj j.LK HK > M/H Gato
Notes: Corner-only damage route. M Gato to set up side switch back into corner, H for more damage.
-neutral dj j.LK HK adc j.LK (> M Gato if high enough) - dj j.LK will hit crouchers if done low enough.
-neutral dj j.LK HK c.LK
-b.ad j.HK
-b.ad airthrow c.LK
-forward dj j.LK j.LP c.LK
Notes: Corner only
-forward dj j.LK j.LP b.adc j.LP
Notes: Corner only
7.17) Rising j.LP/LK (head on cooldown)
HP/Nom, j.LP/LK...
FI CB PC PS MF PW VL DB SQ BB EL
-j.LP b.adc j.LP c.LK/s.LP
-j.LP c.LK
-b.ad j.HK
--ad airthrow c.LK
Notes: Can land on either side based on timing and distance
-adc j.LP > L Gato
Notes: (Un)crossup based on varying timing/distance. Only works on stand block
--Above 2 resets after nom, run through for extra confusion
Head crossups
7.18) HP, iad j.LP/LK [MP or MK > M Gato], jump...
All Chars
Notes: Midscreen only
-ad + HP, airthrow, c.LK
Notes: Airdash with MP+HP. Slightly delay airthrow; if done too soon, they can block either way.
-j.LP/LK, wait, HP, b.ad j.LP c.LK - Rising j.LP is better than j.LK here since it has less hitstun
-j.LP/LK, wait, HP, c.LK
7.19) Gato Corner switch
s.HK/Fiber, air chain > H Gato, HP/f.HP, c.LK
All Chars
Notes: Delay c.LK or opponent will have crossup protection. Loses to pushblock.
Burst Baits
Warning: If the burst hits your head, it's unpunishable
8.2) Jump back j.LK
FI CB PC PS MF PW VL DB SQ BB EL
Notes: After HP/Nom, or iad j.LK MP, or iad j.LK MK > M Gato. Iad stuff only works after nom or a mid-far HP
Follow-up
b.dj ad j.HK > M/H Gato
8.3) s.HK > L fiber, j.MP
FI CB PC PS MF PW VL DB SQ BB EL
Notes: Only works on Double if fiber switched sides
8.4) j.MP adc j.MP
FI CB PC PS MF PW VL DB SQ BB EL
Notes: Mix up with j.MP adc airthrow. Requires stage 5.
8.5) s.HK > j.MP adc j.LK HK, crouch
FI CB PC PS MF PW VL DB SQ BB EL
Notes: Two-hit burst bait with untechable knockdown! Yay!
s.HK > j.LP/MP MK adc j.LK HK, crouch
FI CB PC PS MF PW VL DB SQ BB EL
Bella/PS Variant. Only j.MP MK works on Eliza, unreliably.
Follow up (for the above 3)
neutral jump j.MK > L Gato
8.6) Burst bait combo (after nom, j.LK bait)
dj ad j.HK > H Gato > Feral Edge, HP, s.MP s.MK > M Rekka, f.HP, s.MK > H Fiber, j.MP > M Gato, f.HP, s.MP s.MK > M Rekka, f.HP, s.LK s.MK > H Fiber, j.MK > M Gato, f.HP, Full ground chain, c.HK(1) > M Rekka > Cat Scratch Fever
FI CB PC PS MF PW VL DB SQ BB EL
Assist Kills
Double Snap
9.1) c.LK s.HK, ad j.HK, repeat
All chars
9.2) Midscreen, killed point
(s.LP) s.HK, j.MP adc j.LP MP, repeat
All Chars
-Notes: Against Val, omit j.LP
Shenanigans (stuff in the credits)
Slide crossup nonsense (corner)
Ground chain, HP > Sneeze, s.LP > Cat Slide
FI CB PC PS FO PW VL DB SQ BB
-
Notes: Call assist to make this safe. Against BB s.LP whiffs, slide crosses up anyway.
Ground chain, (HP >) Sneeze, s.HK
FI PS BB too lazy to test other chars
Nom, run through, c.LK (delay) s.MK
Painwheel j.MK crossup
HP, iad j.LK MK, c.LK
Notes: Painwheel crouching only. Set up off of sandwich loop
Combo off CSF>Cat Strike
Napalm Shot Assist + CSF > Cat Strike
Credits
Stuff – 2-hit burst bait
KhaosMuffins – El Gato corner switch
Me – errything else