Here I wanted to make a list of all the combo extensions various characters get from the counter mechanic.
If you have better combos, or know of more counters that grant combo extensions, let me know and I’ll update the OP.
DeGrey
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AxxC jA AA (4 damage, +2 from counter, corner only)
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(A)A AA (3 damage, +2 from counter, counter on second hit)
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fA AA (3 damage, +2 from counter)
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fA BxxB (3 damage, +0 from counter, for airborne opponents, only adds wall bounce)
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fAxxC jA AA (4 damage, +3 from counter, corner only, only possible when really close and requires strict timing, only possible on big hitbox characters)
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bA fAxxBxxB (4 damage, +3 from counter)
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bA fAxxBxxB A (5 damage, +4 from counter, corner only)
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BxxA AA (3 damage, +2 from counter)
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BxxB BxxB (4 damage, +2 from counter, midscreen only)
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jA BxxB (3 damage, +2 from counter with airborne opponent, same as without counter otherwise)
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jA fA (2 damage, +1 from counter with airborne opponent, the BxxB conversion drops at max jump height)
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jA BxxB A (4 damage, +3 from counter with airborne opponent, +1 otherwise, this combo should be possible but I can’t hit it because I’m bad)
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jB AA (3 damage, +2 from counter, it’s possible without the counter as well if very low to the ground)
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jB AxxC AA (4 damage, +3 from counter, only works when DeGrey goes through his opponent with his jB)
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jSuper (3 damage, +2 from counter)
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(obsolete) A AA (3 damage, +1 from counter, obsolete since v0.11310)
Valerie
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fA BB (3 damage, +2 from counter, only works when you get counter in the last active frames, credit to @M.Dango )
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AA (2 damage, +1 from counter)
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(A)A fA (2 damage, +2 from counter)
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bA fBB (3 damage, +2 from counter, only works if you get counter on the last hit)
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B (or fB) fBB (3 damage, +2 from counter, counter on the yellow hit)
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(B)BB (or fB) (2 damage, +1 from counter, counter on the magenta hit)
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C fA (2 damage, +1 from counter, only works if you get counter on the last hit, up close you can use A instead of fA to get a mixup afterwards)
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jC fBB (3 damage, +2 from counter)
Setsuki
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AAxxB (or Super) (3 damage, +1 from counter, B’s second hit can still be blocked and is unsafe, Super doesn’t leave you unsafe if you have it)
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bA AxxSuper (3 damage, +2 from counter, it does 1 less damage without meter usage)
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BxxSuper (3 damage, +2 from counter, B’s second hit will combo everytime if you get counter on the first hit, it does 1 less damage without meter usage)
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jA jCjA AxxSuper (5 damage, +2 from counter, very tight spacing)
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jbA jCjA AxxSuper (5 damage, +2 from counter, very tight spacing)
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jC jCjA AxxSuper (5 damage, +4 from counter, only works with a very deep hit that leads to immediate landing, credit to @M.Dango )
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(obsolete) AAxxBxxSuper (5 damage, +2 from counter, requires perfect spacing and the delay of B’s first hit, only possible on big hitbox characters, obsolete since v0.11566, credit to @M.Dango )
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(obsolete) fAxxCxxA AxxSuper (4 damage, +3 from counter, it does 1 less damage without meter usage, obsolete since v0.11310)
Jaina
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B bA (2 damage, +1 from counter, corner only, only works at max range)
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jA jA fAxxjB (4 damage, +1 from counter, very tight and requires proper spacing)
Grave
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A Super (3 damage, +1 from counter)
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fAxxfB (2 damage, works at almost every range with counter)
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bB Super (3 damage, +1 from counter, corner only, without counter it’s only possible outside of the Super’s animation range)
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hB Super (3 damage, without counter it’s only possible at perfect range)
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jC jA jB Super (4 damage, +1 from counter, very tight and requires proper spacing)
Geiger
- bA AxxB (3 damage, +1 from counter, only works up close or in the corner)
Rook
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fA fA (3 damage, +2 from counter, counter on second hit, the opponent needs to be very close and as far as I know it only works when counter hitting DeGrey’s BxxA, possible without counter as well with some timing on wakeup)
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bA fA (3 damage, +1 from counter)
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jA bAxxC (3 damage, same as without counter but with better positioning)
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njA bAxxC (3 damage, same as without counter but with better positioning)
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jSuper fA (2 damage, +1 from counter, counter on grounded opponent without animation trigger)
Midori
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A AA (3 damage, +1 from counter)
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fA A (2 damage, +1 from counter, counter on second hit, the opponent needs to be very close and as far as I know it only works when counter hitting DeGrey’s BxxA)
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njA AA (3 damage, +2 from counter)
Dragon Midori
- (fA)A bA (2 damage, +1 from counter, corner only)
Lum
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AxxB (2 damage, works at almost every range with counter)
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airB fA (2 damage, +1 from counter, only works if you get counter on the last hit)
Argagarg (not in a video yet)
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AxxB fA (2 damage, +1 from counter)
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jA fA (2 damage, works at almost every range with counter)
With “xx” I mean “cancel the animation into”, for example DeGrey’s command dash does a different animation if you cancel it into his B ender (the 2 damage punch). So I write it down as “BxxB”.