Combo Explaination:

This game is extremely complex with the combo system, I've never seen a game that was so intense with combos and was still fun to play. Yes, you can perform over 100 hit combos (I've seen a 300 hit combo), but it's useless because the player must be stationary to accomplish this. The only combos we have listed are realistic to the gameplay, and can be accomplished almost everytime by a skilled player.

You can never guarantee any combo to work exact, but with practice you can do it in every match you play. It also depends on the character you choose, some characters don't even seem to have enough range to reach some of their attacks which limits them to either getting extremely close which is bad because you're open to attack and can even be thrown easily, I can only recomment jumping into your opponent or dashing to begin a combo. The slow characters are usually limited, even when dashing towards an opponent because it's easy to predict the start of their combos, but they make up for their speed with power.

It's hard to predict when an opponent is standing on the ground, ducking, or jumping unless they're constantly moving, performed a move (or special move), or they're not even moving. When you can predict and time your first move, you can successfully perform a combo often, and it will give you an advantage in all the games you play.

Basic Combos:

You have to understand, this form of combo system has limited the mid strength attacks for a reason. When you can time your first 3 or 5 hits, you're ready to move on to serious combos, but you have to learn how to adjust to this style of beginning a combo. The best way to do this is by practicing against a stationary character (both standing), you can do the following:

Quick punch, quick kick, quick punch, quick kick.

Your character will perform the medium attacks after the first punch and kick. These are the most basic hits and can be learned within minutes, but this must be learned to perform any combo that exceeds 6 hits without a special move.

When you learn the basic combo system, you can easily start jumping into an opponent with a simple punch or kick, then begin the basic combo of QP, QK, MP, MK, and you have the option of a fierce attack, launch attack, or a special move. The air attack allows more of a combo, but it's better to take each step at a time because you don't want to miss your attacks.

Combos:

When you know the basic combo system, you just add them on your normal attacks, you can finish most off with special moves easily, but the main factor is how you approach your attack. If you expect to hit an opponent from the ground, try dashing so you can reach every hit, and always begin with the weak attacks. Long as you can pull off a move or special move to finish off the QP, QK, MP, MK then you're ready for the air and advanced combos.


Air Combos:

This is exactly how it sound, just a combo done in the air, but it's usually better when it's performed very high in the air. This can be as simple as catching an opponent offguard in the air with the basic QP, QK, MP, MK, and any other simple or special move.

The best way to accomplish this is by '
launching' your opponent. Every character in this game has a 'launch attack' which hits your opponent in the air, and leaves them open to attack, but you do have to time your attack or they can block (or counter) your attack. Yes, most characters can throw an opponent in the air, if timed properly, you can just throw your opponent if you wanted to.

You also have to learn to do a super jump, which is usually performed by pressing the directions down and up quickly, but after a launch attack you can usually just do a normal jump especially when your launch attack is holding down. The timing is very easy to learn, you don't have to be too fast, but if you wait too long they can block your attack easily. You can also throw your opponent, but I'd still recomment connectiong a quick punch or kick before the throw because it leaves them defenseless and takes more power.

Personally, I perfer to get at least a 10 hit combo when I launch my opponent, just because they can't do anything but watch their character get beaten for that short period of time and it often makes them block and risk special moves. Finishing any air combo with a special move (with over 8 hits) usually takes about half of their life, so it's definitly worth learning.

Advanced Combos:

I'm just gonna say it like this, they're extremely hard to pull off because it depends on bouncing (juggling) an opponent with a specific attack or special move, then manipulating the way they're falling to continue another combo which can lead to another special, launch attack, or just plain hittin the opponent in the air again. This is not something you can write in stone and expect it to work everytime, so I can't guarantee the success of any of these combos consistantly. I've done them often, but sometimes I'll go over 20 games unsuccessful. It also depends on the size of the opponent, so I'd recommend attempting these against large opponents.


Good Luck!
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