Combo Devils Super Moves Guide: Meter Management, Inputs, and Top Combos

Master Combo Devils super moves with our combat guide covering 3-bar meter systems, motion inputs, EX cancels, character kits, and combo routes.

Landing a decisive knockout in developer Punkzilla's breakout platform fighter requires more than just clean ledge guards and snappy movement. Mastering Combo Devils super moves is the ultimate key to turning high-damage strings into guaranteed stage KOs. Whether you are coming from traditional 2D brawlers or platform fighting veterans, understanding how to generate meter and execute high-tier Combo Devils super moves will instantly elevate your competitive game.

By blending the freeform aerial physics of platform fighters with the discipline of traditional fighting games, Combo Devils introduces a layered meter economy that rewards precision. This comprehensive combat guide breaks down meter resource management, traditional motion commands, universal Gatling combo cancel windows, character kits, and defensive counter-strategies.


Understanding the Super Meter and Meter Economy in Combo Devils

At the core of the combat system lies a dynamic three-bar super meter. Unlike standard platform fighters that rely purely on percentage damage and static smash attacks for knockouts, Combo Devils integrates a 2D fighting game meter gauge at the bottom of the screen.

Players build meter continuously throughout a round through several proactive and reactive actions:

  • Connecting with neutral and directional light attacks.
  • Landing heavy attacks and special moves.
  • Taking damage while shielding or sustaining hits.
  • Executing successful directional parries and blocks.

Managing when to spend meter on 1-bar EX specials versus hoarding three full stocks for Combo Devils super moves defines high-level neutral play. Expending a single stock grants an EX enhanced special, boosting knockback, startup frames, or invulnerability properties. However, holding out for a full three-bar stock grants access to your character's ultimate cinematic finisher, capable of deleting stocks from over 60% damage.

Meter LevelMove CategoryResource CostPrimary Strategic Purpose
0 BarsStandard SpecialsFreeNeutral control, projectile zoning, basic combo extensions
1 BarEX Special Moves1 Full StockFrame-advantage pressure, armored reversals, combo continuation
2 BarsTactical Alpha Counter2 Full StocksBurst out of enemy hitstun, reset neutral during enemy pressure
3 BarsLevel 3 Super Move3 Full StocksMaximum damage route ender, guaranteed round-ending KO power

Community reports and player experiences suggest that burning meter recklessly on EX specials during early neutral can leave you without the critical damage needed to close out stocks against resilient opponents.


How to Execute Combo Devils Super Moves (Inputs & Motion Commands)

Unlike simplified one-button macro fighters, executing high-impact Combo Devils super moves requires players to transition seamlessly from platform inputs to traditional arcade motion commands. This design choice adds execution depth, preventing players from accidentally firing off three-bar supers during standard aerial drift or platform dropping.

Most super moves in Combo Devils utilize classic fighting game inputs, such as the double quarter-circle forward (236236 in numeric keypad notation) or standard quarter-circle forward plus double attack buttons.

Standard Super Motion Notation:
[Down] -> [Down-Forward] -> [Forward] -> [Down] -> [Down-Forward] -> [Forward] + [Attack]

To execute these motions reliably on a platform fighter layout (such as a GameCube-style controller, standard pad, or fightstick), keep the following input rules in mind:

Input NotationMotion NameStandard Directional SequenceCommon Platform Fighter Application
236 + AttackQuarter Circle Forward (QCF)Down, Down-Forward, ForwardBasic special move execution & projectiles
214 + AttackQuarter Circle Back (QCB)Down, Down-Back, BackDefensive specials, command dashes, counters
623 + AttackDragon Punch (DP)Forward, Down, Down-ForwardAnti-air reversals, invincible wakeups
236236 + AtkDouble Quarter Circle (Super)Down, Down-Forward, Forward x2Universal Level 3 super move trigger

Because platforms introduce vertical movement and fast-falling mechanics, buffering your motion inputs during the active frames of a normal attack prevents your character from crouching or misdirecting aerial drift.


Gatling Combos and Super Move Routing

One of the standout design choices in Combo Devils is the universal Gatling combo structure. Similar to anime fighting games, basic combo logic follows an escalating hierarchy:

Neutral Light -> Directional Light -> Heavy Attack -> Special Move -> Super Move

To build extended carry routes, players also gain access to one free Air Dash Cancel (ADC) per aerial sequence. This air dash cancels the recovery frames of an aerial normal, allowing you to chase opponent trajectory and link grounded super motions upon landing.

Universal Combo Routing Flowchart:
[Jumping Light] 
       ↓
[Neutral Light (Grounded)] 
       ↓
[Forward Light] 
       ↓
[Up Heavy (Launcher)] 
       ↓
[Jump Cancel -> Aerial Heavy] 
       ↓
[Air Dash Cancel (ADC)] 
       ↓
[Aerial Light -> Fast Fall] 
       ↓
[Level 3 Super Move (Ender)]

When routing into Combo Devils super moves, timing the cancel window during a heavy normal or an EX special creates unburstable hitstun, ensuring the full damage of your super connects clean.

Combo StageAction / Move TypeCancel PropertyMeter Interaction
StarterNeutral Light / 5LCancels into Directional LightBuilds initial meter (+5%)
BridgeForward Light / 6LCancels into Heavy LauncherBuilds meter (+7%)
LauncherUp Heavy / 8HJump-cancelable on hitBuilds meter (+10%)
ExtensionAerial Heavy > ADC > Air LightRecovery canceled by Air DashZero meter cost (1 ADC per string)
FinisherLevel 3 Super MoveRaw motion input before hitstun decayConsumes 3 Full Stocks (-100%)

As highlighted in IGN's hands-on preview of Combo Devils, the synergy between fluid platform movement and strict 2D combo routing produces satisfying, cinematic finishes that reward mechanical execution.


Character Roster Breakdown: Super Moves and Playstyles

The playable roster showcases how diverse kits interact with the three-bar super system. Each character approaches neutral differently, yielding distinct setup routes for their respective super moves.

Shai: The Skater Delivery Boy

Shai is a hyper-dynamic rushdown specialist equipped with a skateboard, power glove, and spinning Beyblade top. A core mechanic of his kit is a Gears of War-style active reload on his neutral special. Hitting the reload prompt with pinpoint precision powers up his projectile speed and adds extra hitstun to his attacks.

  • Super Move Profile: Shai unleashes a rapid, multi-hit skateboard launch that carries the opponent to the upper blast zone before slamming them back down with an electrified Power Glove strike.
  • Optimal Super Setup: Active Reload Neutral Special -> Dash Attack -> Air Dash Cancel -> Grounded Level 3 Super.

Jingo: The Shinobi Canine

Jingo combines blazing movement speed with lethal setup tools. His signature mechanic allows him to plant a spectral butterfly marker on opponents using his forward special. Jingo can instantly teleport to the butterfly's position from anywhere on screen, bypassing neutral and confirming directly into combos.

  • Super Move Profile: Jingo dashes through the opponent, splitting into shadow clones that slash across the entire stage before delivering a final cinematic cross-slash that sends the target flying horizontally.
  • Optimal Super Setup: Butterfly Tag -> Teleport Kick -> Down-Heavy Spike -> Level 3 Super Ender.
Fighter NameArchetypeSignature Neutral ToolSuper Move TrajectoryBest Combo Route
ShaiRushdown / SetupActive Reload Skateboard TopVertical (Ceiling Blast Zone KO)Grounded Light Gatling -> ADC -> Super
JingoAssassin / TeleportButterfly Tag Warp PointHorizontal (Side Blast Zone KO)Butterfly Teleport -> Spike -> Super
Fighter 3 (WIP)Heavy BrawlerSuper Armored Command GrabDiagonal Blast Zone KOWall Bounce -> Ground Bounce -> Super
Fighter 4 (WIP)Zoner / TrapperDisjointed Energy BlastsDirect Center Stage ExplosionSpace Trap Detonation -> Raw Super

Integrating character-specific gimmicks into your meter game maximizes damage output while conserving defensive options for later in the match.


Strategic Defense: Directional Shielding and Punishing Supers

Executing Combo Devils super moves comes with immense risk. Unlike basic lights and specials, whiffing a three-bar super leaves you in massive recovery frames, opening you up to maximum-damage punish counters.

Defense in Combo Devils departs from standard platform fighters by featuring an aimable directional shield. Players cannot simply hold a shield button to bubble themselves safely; you must tilt your defensive guard toward the incoming attack vector:

  1. Front Guard: Blocks standard horizontal strikes and projectiles.
  2. Upward Guard: Blocks jump-ins, dive kicks, and overhead aerial attacks.
  3. Crossup Back Guard: Requires turning your shield behind you when opponents air dash through your hurtbox.
Directional Guard Coverage:
     [Up Guard] -> Anti-Air / Jump-Ins
         ▲
[Back] ◄ ┼ ► [Front Guard] -> Horizontal Normals / Projectiles
         ▼
     [Low Guard] -> Sweeps / Low Hits
Shield OrientationCountered Attack TypesVulnerability / Blind SpotPunish Counter Window
Forward AngleHorizontal strikes, beams, rush specialsOverhead crossups and dive kicks12–18 frames on whiff
Upward TiltJumping aerials, high launchersLow sweeps and ground dashes15–20 frames on whiff
Reverse GuardAir dash crossups, teleport ambushesDirect frontal rushdown10–14 frames on whiff

If you read an opponent attempting a raw Level 3 super in neutral, tilt your directional shield directly into the primary hit sequence. Once the super's active frames finish against your shield, you have ample time to unleash a full Gatling route of your own without worrying about counter-hit armor.


Essential Tips for Landing Level 3 Super Moves in Ranked Online Matches

Maximizing your conversion rate during online competitive play demands smart decision-making and awareness of rollback netcode stability.

1. Never Throw Out Raw Supers in Neutral

Raw supers are easy to react to due to the initial cinematic screen freeze. High-ranking players will instantly react by angling their directional shield or rolling to safety. Always confirm your super off a guaranteed normal attack or an EX special hit.

2. Leverage Rollback Netcode for Strict Motion Buffering

Combo Devils features responsive rollback netcode, making tight execution reliable online. Practice buffering the double quarter-circle motion during the startup of your heavy launcher so the super activates on the exact first frame of cancelable hitstun.

3. Track Opponent Air Dash Options

Before committing your three-bar resource to an aerial super route, make sure your opponent has already burned their defensive options (such as their directional air dodge). Landing a super on an airborne target with no defensive resources remaining guarantees a stage clear.

4. Optimize Stage Positioning

Because blast zones vary in distance depending on the stage layout:

  • Route into Shai's vertical super when fighting on low-ceiling platforms.
  • Route into Jingo's horizontal super when cornering opponents near side ledges.

Frequently Asked Questions About Combo Devils Super Moves

How many bars of meter are required to perform Combo Devils super moves?

In Combo Devils, full Level 3 super moves require three complete bars of meter. One bar is reserved for EX special moves, while two bars can be utilized for tactical defensive breaks or alpha counters.

Can you execute Combo Devils super moves in mid-air?

Yes. Depending on your chosen character, certain super moves can be performed in the air using the same motion commands (such as double quarter-circle forward). Air supers are ideal for ending extended Air Dash Cancel (ADC) combo sequences near the upper blast zone.

What happens if I drop the motion input during a combo cancel?

If your motion input is imprecise (e.g., missing the diagonal down-forward input), the game will prioritize a standard special move or directional heavy normal instead. Utilizing training mode to review your input display helps clean up execution consistency.

Are super moves unblockable in Combo Devils?

No. Super moves can be blocked using the directional shield. However, the defender must correctly match the angle of the super's incoming hitbox (forward, upward, or reverse crossup). Shielding the entire super provides enough frame advantage to execute a full punish string.