Crouching

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Midscreen Crouching Combos

For when you hit your opponent on crouching at midscreen. These will generally be more damaging than standing confirms and will have substantially more corner carry

For the 5C > 214B link, the goal is to hit 214B at its max range. The combos here have the link labeled as 5C(2) > 214B but you may have to time the 214B earlier if you're not close enough to your opponent

Combos are formatted here with [name] // [difficulty] // [damage] // [after-combo-resources]

Standard Midscreen Crouching Confirm Variations

This combo has many different enders that optimize for different things. Be aware that this particular combo will not work on Kanji, because his hitbox is simply too wide.

j.5B (optional) > 5AA > 5B > 5C(2) > 214B > 5AA > 5C(1) > 22B > (delay) 214A > (dash) 236B > microdash 5AA > [Neutral jump > j.5B for same side OR Forward jump > Air turn > j.5B for side switch] // 3243 Damage // Note Oki

This combo set up nicely for midscreen note oki, but the conversion from 236B to 5AA can be a bit tricky. Leave a small gap between you and your opponent when using 236B or else the exploding notes will travel past your opponent and you will be susceptible to reversals on wakeup.

Scan Oki Ender // Medium-Hard

j.5B (optional) > 5AA > 5B > 5C(2) > 214B > 5AA > 5C(1) > 22B > (delay) 214A > (dash) 5D (hold) > 5AA > [Neutral jump for same-side OR Forward jump for sideswitch] > 5D (release) // 2940 Damage // Scan Oki

Midscreen oki with scan.

j.5B (optional) > 5AA > 5B > 5C(2) > 214B > 5AA > 5C(1) > 22B > (delay) 214A > (dash) 5D > (dash) 214A // 3310 Damage // Scanned Property

This combo is primarily for corner carry, and leaves the opponent with scanned property for disc homing pressure.

j.5B (optional) > 5AA > 5B > 5C(2) > 214B > 5AA > 5C(1) > 22B > (delay) 214A > (dash) 2C > (delay)214A > 236236B // 4000 Damage

j.5B (optional) > 5AA > 5B > 5C(2) > 214B > 5AA > 5C(1) > 22B > (delay) 214A > OMC > (dash) 214214C // 4575 Damage

I cannot, CANNOT STRESS THIS ENOUGH, do not do this combo if it WILL NOT KILL. It is a very inefficient way of spending meter, an extra 50 meter from the regular route adds on 575 damage. Plus you need to be in awakening to use DDR. PLEASE save your meter unless you are going to close out the round with this.

Alternate Midscreen Combo

This combo gives an option to setup pressure against kanji, but also allows for more damage than the standard midscreen crouching confirm, though it is harder to do.

j.5B (optional) > 5AA > 5B > 5C(2) > 214B > (delay)2B(1) > 5C(1) > 22A > 5C(1) > 2AB (whiff) > (dash) 5C(1) > 22B > 214A > (dash) 5D > (dash) 214A // 3535 Damage

Good corner carry combined with good damage. Can 236236B after the last 214A for 4135 Damage.

This combo also allows for a sideswap depending on how long you hold the bolded dash

j.5B (optional) > 5AA > 5B > 5C(2) > 214B > (delay)2B(1) > 5C(1) > 22A > 5C(1) > 2AB (whiff) > (jump) > j.2B > 236B // 2916 Damage

Route for comboing Kanji/Ken at midscreen on crouching confirm. Setplay ender for further pressure. Can replace last 236B for 214A > 236236B for 3516 Damage. You will need to delay the 236B ender very slightly on Ken in order to hit meaty.

Other Midscreen Combos

Sometimes when you're close to the corner, these combos will not connect. Here are some combos that will connect no matter how close you are to the corner. They aren't as damaging, but they make up for it in the small amount of corner carry they have.

j.5B (optional) > 5AA > 2B > 5B > 5C(1) > hop > (delay) j.5B > (microdash) 5AA > 2B > 5B > 2AB > 236B // 2352 Damage // Notes

Good corner carry for when you're too close to the corner to do wallbounce routes. The microdash after hop can be tricky to do at first and requires a fair amount of getting used to.

j.5B (optional) > 2B(1) > 5C(2) > 214B > 2A > 236AB > (microdash)5AA > 2B(1) > 2C > 5D > IAD > j.2B > 236B // 3276 Damage // Notes, Scanned Property

Good corner carry with notes and scanned property to allow for more options in extending presure

All combos that you can do on standing opponents midscreen will work on crouching opponents with the exceptions of the last 2 combos in the standing section

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