FGNotebook

Starter Guide

All Combos

Normal Combos

All damage/stun numbers are on normal hit (unless it is a counter-hit specific combo).
This means that combos can have more damage/stun if it’s a counter-hit and/or it’s an invulnerable move punish.

Combo Startup Damage Stun Advantage Requires CH Meter Required Notes
6HP, st.MP, st.HP, st.HK   239 390 +27 No 0 slow-punish, easy
6HP, st.MP, cr.HP, qcf.*P   239 390 +? No 0  
6HP, st.MP, cr.HP, dp.HP   281 425 +21 No 0 slow-punish
4HK, st.LP, dp.HP   211 333 +20 No 0  
4HK, st.LP, qcb.MK   179 333 +18 No 0  
4HK, dp.HP   197 285 +20 No 0  
4HK, qcb.HK   170 285 +5 No 0 escape-corner
4HK, qcf.*P   143 240 -1 No 0  
st.LP, st.LP, qcb.MK   129 253 +18 No 0 hit-confirm
cr.LP, cr.LP, qcb.LK   121 253 ? No 0  
st.LP, dp.HP   147 205 +20 No 0 4f-punish, easy
cr.LP, dp.HP   147 205 +20 No 0  
st.LP, st.MP, cr.HP, dp.HP   237 359 +21 Yes 0 4f-punish
st.LP, qcb.HK   126 219 +5 Yes 0 4f-punish, escape-corner
6HP, st.MP, qcb.KK, dp.PP   356 500 +13 No 2 corner-only
6HP, st.MP, cr.HP, dp.PP   302 460 +14 No 1  

VT1 Combos (already activated)


VT2 Combos (already activated)


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