Skip to content

Ekko

Meterless Midscreen Limit Strike BnB

M H 2H > j.M j.H airdash j.H j.6S2 j.2S2 j.6[S2] r.j.M > M H 2H > j.H j.S2
  • 403 dmg
  • Optimal meterless
  • Better corner carry and damage than old versions
  • Recommended

Easy Meterless Limit Strike:

M H 2H > j.M j.H airdash j.H j.6S2 > 2M M H 2H > j.M j.H 6S2
  • 393 dmg

1 Bar Bnb Tag Launcher:

M H 6S2 r.S2 Super 1 > 2H (Timewinder) S1 2S2 2H j.[H] dl.S1 r.S2 > H 2T > assist combo
  • 517 (before assist combo)

Solo Midscreen Tag Launcher: :

5L 2M 5M 2H > j.M H airdash j.H j.S2 dl.j.2S2 - 3S2 5M 2H - j.[H] dl.j.S1 j.S2 > 5M 5H 2T > assist combo
  • 418 dmg (before assist combo)

Anti-air :

2H j.M j.H 6S2 > dl.r.2S2 2S2 H 2H > j.[H] j.S1 r.S2 2T > assist combo

Charged 5H combo:

[5H] backdash 7 j.S1 > dash 2H S1 > [6S2] r.2S2 S1 > dash 2T > assist combo
  • 487 dmg (before assist combo)
  • small delay before the second timewinder can help

Close to corner 1 meter:

M H 6S2 r.S2 Super 1 > 2H (Timewinder) 2S1 j.[H] r.S2 > 2S2 H 2T
  • 476 dmg (before assist combo)
    • ~round start distance or closer
    • Don’t roll for side switch
    • Hard tag instead of rolling for more damage
    • 6S2 after roll for solo meterless
    • Super 1 after roll instead for more damage

Very close to corner 1 meter:

M H 6S2 r.S2 Super 1 > dash j.H j.6S2 > M H 2T
  • 451 dmg (before assist combo)
    • Very close to corner
    • Substitute H 2T ender for 2H j.H j.S2 at the end for limit strike

Super close to corner 1 meter:

M H 6S2 Super 1 > j.6[S2] > M H 2T
  • 449 dmg (before assist combo)
    • ~1 body length away from corner
    • Substitute H 2T ender for 2H j.H j.S2 at the end for limit strike

Midscreen Double Super Tag Launcher :

M H 6S2 r.S2 Super 1 > 2H (Timewinder) 2S1 j.[H] 2[S2] Super 1 r.S2 2T

Air throw mix: air throw j.S1 > roll

  • need to test

1 Bar Tag Launcher:

M H 6S2 r.S2 > dl.L H 6S2 r.2S2 j.6[S2] > L M H Super 1 > r.S2 j.M > H 2T > assist combo
  • 534 dmg (before assist combo)

Limit Strike:

M H 6S2 r.S2 > dl.L H 6S2 r.2S2 j.6[S2] > L M H 6S1 r.2S2 > j.6S2
  • 446 dmg
S1 [2S2] [2H] [j.2H] j.S1 r.S2 H 2T > (assist combo)

roll tech chase: ... > j.S2 > 2S2 dash dash grab

  • react to no tech with block

Example:

dash [2S2] upback j.S1 r.S2 Super 1

r.2S2 tech chase:

j.S2 > land > r.2S2 (whiff) dash grab

These combos were patched out or are no longer worth doing

Meterless Limit Strike:

M H 2H > j.M j.H air dash j.H j.6S2 > dl.r.2S2 2S2 M H 2H > j.H j.6S2
  • 386 dmg
  • Looks cool but less dmg than easier combo

Corner 2 Bar Tag Launcher:

M H 6S2 r.S2 > dl.L H 6S2 r.2S2 j.6[S2] > L M H Super 1 > r.S2 j.M > 6S1 (2 hits) > Super 1 > 2S2 2T > ...
  • 690 dmg minimum
  • ~961+ dmg depending on char and meter usage
  • Maybe still worth doing if it kills

old

5L 2M 5M 2H > j.M H airdash j.H j.S2 delay j.2S2 2M 5M 5H 6S2