Ekko
Midscreen Combos
Section titled “Midscreen Combos”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
[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
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
6S2after roll for solo meterlessSuper 1after 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 2Tender for2H j.H j.S2at 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 2Tender for2H j.H j.S2at 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
Corner Combos
Section titled “Corner Combos”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
Block Burst
Section titled “Block Burst”S1 [2S2] [2H] [j.2H] j.S1 r.S2 H 2T > (assist combo)
Tech Chase
Section titled “Tech Chase”roll tech chase: ... > j.S2 > 2S2 dash dash grab
- react to no tech with block
Wakeup attack punish
Section titled “Wakeup attack punish”dash [2S2] upback j.S1 r.S2 Super 1
r.2S2 tech chase:
j.S2 > land > r.2S2 (whiff) dash grab
Old Combos
Section titled “Old Combos”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
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