Best combos to be pulled off after a critical burst in the most common environmental situations (no special danger zones are involved). They are the best in terms of damage and consistency (they never drop unexpectedly when used in the situations listed below). Please post new findings below, then it will be integrated into this post.
Update list:
U.1 Oct 2014 @Tulkas Added combos for heavies and three other ones. DOA5U 1.09
U.2 Nov 2014 @Tulkas Added combo for Alpha. DOA5U 1.09
U.3 Jul 2015 @MATSUKAZE Added combo for heavies on counter. DOA5LR
U.4 Jul 2015 @KING JAIMY Replaced open space combo for Alpha. Added a two other ones. DOA5LR
HEAVY WEIGHTS U.1
MIDDLEWEIGHTS
LIGHT WEIGHTS
FEATHER WEIGHT
Notes for enviromental situations and damage:
Update list:
U.1 Oct 2014 @Tulkas Added combos for heavies and three other ones. DOA5U 1.09
U.2 Nov 2014 @Tulkas Added combo for Alpha. DOA5U 1.09
U.3 Jul 2015 @MATSUKAZE Added combo for heavies on counter. DOA5LR
U.4 Jul 2015 @KING JAIMY Replaced open space combo for Alpha. Added a two other ones. DOA5LR
HEAVY WEIGHTS U.1
· open space: , , , , 57-67
(if floor would break) , , , 51-66
(on counter) , , , 55-72 U.3
(hard timing) , , , , 59-69 U.4
· close wall: , , , 56-71(on counter) , , , 55-72 U.3
(hard timing) , , , , 59-69 U.4
MIDDLEWEIGHTS
· open space: , , , 64-74
· far wall: , , , 64-79 U.1
.(if floor would break) , , , 62-72
· close wall: , , , 62-77· far wall: , , , 64-79 U.1
LIGHT WEIGHTS
· open space: , , , 64-74
· far wall (close stance): , , , , 64-79 U.1
· far wall (open stance): , , , , 66-81 U.1
.(if floor would break) , , , 62-72
(medium timing) , , , , 67-77 U.4
· close wall: , , , 66-81(medium timing) , , , , 67-77 U.4
· far wall (close stance): , , , , 64-79 U.1
· far wall (open stance): , , , , 66-81 U.1
FEATHER WEIGHT
· open space (some timing) : , , , , , 69-74 U.2
· open space (hard timing): , , , , , NH 72-82 U.4
· open space, far wall (no timing): , , , , , 63-83
· close wall: , , , 70-85
· far wall (hard timing): , , , , , 81-96
· open space (hard timing): , , , , , NH 72-82 U.4
· open space, far wall (no timing): , , , , , 63-83
· close wall: , , , 70-85
· far wall (hard timing): , , , , , 81-96
Notes for enviromental situations and damage:
- "Close wall" means wall is so close to foe that a hit would cause a splat.
- "Far wall" means proper distance to wall so the last hit would be the only that causes a splat.
- Damage is based on normal hit and counts every hit from laucher. It is shown as min-max, considering as maximum damage caused only by regular walls and exploding ones (damage of other danger zones such as falls or high bouncing walls are not considered). Most the time damage achieved by these combos are 5 points more than then minimun shown. Maximun damage corresponds to exploding walls. Damage of stun game including CB hit should be added for total damage of whole combo, it is usually higher than 50 extra points.
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