Vi combo notation (quick reference)

Inputs use numpad directions (1–9) and button letters (L/M/H, S1/S2). Examples:

  • 6 = forward; 2 = down; 9 = up-forward
  • 66 = forward dash
  • j. = in the air; jc = jump cancel
  • > = cancel; , = link (after recovery); dl. = delay input
  • {X} = partial charge; ~ = follow-up input timing; ( ) = optional

Electric Upper shorthand (saves space when writing sequences):

Shorthand Input sequence Notes
1xEU 6S1~L~{M} Single electric upper
2xEU 6S1~L~{M} > 6S1~{M} Double electric upper
3xEU 6S1~L~{M} > 6S1~{M} > 6S1~{M} Triple electric upper

Starter confirms (beginner BnBs)

Two practical, anywhere routes that stabilize into an air ender. End with j.S1; j.S2 tends to miss in air juggles.

Route Damage Meter Notes
2M > M > HH > S1, L > M > H > 2H > 9 jc > j.M > j.H > S1 ( > Super 2 ) 416 Builds ~48 Works from low confirms; add Super 2 at the end when available
2M > M > HH > S1, L > MM > 2M > 2H > 9 jc > j.M > j.H > S1 ( > Super 2 ) 434 (534 with Super 2) Builds ~56 Slightly easier timing, slightly higher damage

Midscreen routes (solo)

These stabilize from common starters and either cash out with Super or carry to the corner. Damage values assume standard hits unless noted.

Route Damage Meter Notes
M > HH > S1 > L > M > HH > S1 > H > S2 (mash) > H > S1 > Super 2 600 Spends 1 bar (gains ~65) Roundstart BnB; can replace Super 2 with Ultimate for a higher cash-out
M > H > S2 (mash) > 66 > H > S1 > M > HH > 6S1 > L > M > H > 2S2 > Super 2 600 Spends 1 bar Routes through Footwork into corner carry before cash-out
MM, HH > S1, microdash.L > M > 2M > 2H > 9 jc > j.H > j.S1 450 Meterless (builds ~0.5 bar) Reliable side switch from nearly anywhere; microdash later than you expect
2M/M > H > 1xEU or 2xEU ~{H} > dl.M > 2M > H > 2H > 9 jc > j.M > j.H > j.S1 450 (1xEU) / 472 (2xEU) Meterless Corner-to-corner potential; skip the second EU if consistency drops
2M/M > H > 3xEU > S1 > M > 2H > 9 jc > j.L > j.M > j.H > S1 496 Meterless (builds ~68) Triple electric upper; midscreen to corner with strong meter build
L/M/H > S2 (mash) > 66 > dl.HH > S1 > (66) M > 2M > H > 2H > 9 > j.H > j.S1 ( > S2 + L ) 401/504 (no Super), 516/619 (with Super) 0 or 1 bar Non-electric corner-to-corner optimal; the dash after S1 depends on your HH delay

Corner routes (solo)

In the corner, electric uppers extend juggles and let you choose between meterless knockdowns or big Super/Ultimate cash-outs.

Route Damage Meter Notes
(L > M) / M > H > 6S1~L~{M} > 6S1~{L}~{M}~{H} > dl.M > 2M > HH > dl.2H > 9H > S1 400/499 (no Super), 515/614 (with Super) 0 or 1 bar Approachable corner electric route; stable launcher re-jump timing
(L > M) / M / H > S2 (mash) > M > HH > S1 > dl.M > 2M > HH > dl.2H > 9 > j.H > j.S1 ( > Super 2 ) 406/514 (no Super), 521/629 (with Super) 0 or 1 bar Non-electric, consistent; can end in Super 2 for extra damage
(L > M) / M / H > 3xEU > 6S1~{L}~{M} > S1 > HH > dl.2H > 9 > j.H > j.S1 ( > Super 2 ) 412/507/523 (no Super), 527/622/638 (with Super) 0 or 1 bar High execution, high reward; practice the partial-charge cadence
(Starter) > H > 6S1~L~{M} > 6S1~{L}~{M} > 6S1~{L} > S1 > 2L > 2M > HH > dl.2H > 9 > j.H > j.S1 500 (M starter) Meterless (builds ~0.74) Corner BnB with layered electric uppers into clean juggle ender
(Starter) > H > 6S1~L~{M} > 6S1~{L}~{M} > 6S1~{L} > S1 > 2L > 2M > HH > dl.S1, 4S1~L~M > Super 1 / Super 2 / Ultimate 637 / 617 / 782 (M starter) 1 bar / 1 bar / 3 bars Route specifically to Super/Ultimate; delay L/M after 4S1 so Super 1 connects

Execution notes for electric uppers (EU)

  • The opener 6S1~L~{M} uses a light hit-cancel into a brief medium hold. Release too early and you lose height; too late and you drop the link into your next normal.
  • For double/triple EU, buffer the next 6S1 as you’re landing. The rhythm is frontloaded: first EU slower, subsequent EUs slightly quicker partial holds.
  • Routes that note dl.2H or dl.M use the delay to restore juggle height before the launcher. If the opponent is falling behind you, you delayed too long.
  • Side switch route needs a late microdash.L after S1. Aim the dash so L hits just before they touch the ground.

Metered enders and substitutions

  • Anywhere you see ... > j.S1, you can cash out with ... > j.S1 > Super 2 when you have a bar.
  • In grounded enders that already include S2 (mash), consider spending into Super 2 immediately after a stable juggle hit rather than at max scaling; many routes above show ideal cancel points.
  • Several midscreen routes that end in Super 2 can be upgraded to Ultimate for materially higher damage.
  • Corner routes that pivot through ... dl.S1, 4S1~L~M ... are designed to connect Super 1 reliably. Delay L/M slightly after 4S1 to prevent tech-out.

Quick move map (names to inputs)

For clarity while practicing, here’s how common names map to inputs used in the routes above.

Move name Input Use in combos
Vault Breaker (chargeable dash punch) S1 (hold for charge) Link after HH, EU sequences, and air enders
Denting Blows (flurry) S2 (mash) Mid-combo damage and wall bounce setups
Crater Maker (ground pound) 2S1 Occasional hard knockdown ender; not used in the BnBs above
Footwork (stance dash with follow-ups) 4S1 / 6S1 Corner routing and Super 1 setups after dl.S1
Blast Shield (counter) L+H Defensive; not part of core combo routes here

Where each route fits

  • Midscreen confirms: Use the roundstart BnB for straightforward damage; switch to the side swap route when your back is to the corner.
  • Corner carry: The 1x–3x electric upper routes push to the corner while building strong meter without immediate cash-out.
  • Corner pressure: The easier electric corner route is consistent under scramble starts; escalate to the triple EU route as your timing improves.

Start with the beginner confirms to lock in rhythm, then layer in 1xEU mid-route. Once you’re landing it consistently, add the second and third electric uppers and pick a metered ender that fits the match state—stable Super 2 midscreen, or Super 1/Ultimate when you’ve already got the corner.