Combo Devils Command List: Full Guide to Controls, Moves, and Cancels
Master Team Punkzilla's platform fighter with our complete Combo Devils command list. Learn universal moves, Magic Series cancels, and meter tech.
Mastering the hybrid mechanics of Team Punkzilla's platform brawler requires a firm grasp of both traditional fighting game execution and platformer mobility. Whether you are stepping onto the battlefield for competitive 1v1 bouts or exploring the co-op roguelite campaign, mastering the Combo Devils command list is the single fastest way to gain an edge over your opponents. Designed by veteran developers with roots in Project M, this detailed Combo Devils command list breaks down every universal input, cancel window, defensive option, and character archetype to help you optimize your gameplay.
Unlike traditional platform fighters that rely strictly on percentage knockbacks and drift DI, Combo Devils weaves in Marvel vs. Capcom style chains, 8-way airdashes, and dedicated meter management. Understanding how your normal attacks convert into special moves and high-damage Super combos will transform your neutral game from basic poking into devastating touch-of-death sequences.
Universal Controls and Input Notation
Before jumping into complex combos, players must familiarize themselves with standard button mapping and input conventions. Combo Devils accommodates a wide range of peripherals, including traditional arcade fightsticks, all-button leverless controllers, standard gamepads, and keyboards.
Directions (Numpad Notation):
7 8 9 ub u uf
4 5 6 => b n f
1 2 3 db d df
Buttons:
[L] = Light Attack / Jab
[M] = Medium Attack / Tilt
[H] = Heavy Attack / Smash
[S] = Special Move
[SH] = Shield / Guard
[J] = Jump / Super Jump
Navigating the Combo Devils command list begins with understanding how standard platform fighter directions translate to traditional fighting game inputs. While standard moves use directional tilts, special moves and defensive tools frequently draw upon universal shortcut buttons or motion commands.
| Action Type | Standard Controller Input | Arcade / Leverless Input | In-Game Mechanic & Function |
|---|---|---|---|
| Light Attack (Jab) | Attack Button (Neutral) | 5L | Quick startup attack, ideal for hit-confirming into chains. |
| Tilt Attack (Medium) | Forward / Down / Up + Attack | 6M, 2M, 8M | Mid-range pokes that control ground and aerial space. |
| Smash / Heavy Attack | Smash Input + Attack | 6H, 2H, 8H | High-damage attacks, launchers, and heavy wall-bounce starters. |
| Special Move | Special Button + Direction | 5S, 6S, 2S, 8S | Character-specific specials (projectiles, command grabs, gap-closers). |
| Super Jump | Tap Down then Jump (2 -> 8) | 28 or J+S Macro | Launches the character high into the air with fast upward velocity. |
| 8-Way Airdash | Air + Double Tap Direction / Dash | 66 / 44 / Air Dash | High-speed aerial repositioning in any of 8 cardinal/diagonal angles. |
Whether you play on pad or stick, referencing this Combo Devils command list will help you map your layout for consistent inputs during intense aerial scrambles.
Universal Defensive Mechanics and Shield Meter Management
Defense in Combo Devils is governed by a dedicated Shield Meter. Unlike standard games where blocking merely risks a shield break, here your shield resource fuels crucial defensive tools such as dodge rolls, directional air dodges, and a universal reversal Dragon Punch (DP).
Managing your shield meter is essential because running out leaves you in a vulnerable shield-break state. Furthermore, the game features a lethal Impact K.O. mechanic: once a character exceeds 100 PSI (the game's damage percentage system), colliding with a wall or hard boundary at high velocity results in an instant knockout.
High Velocity Wall Hit + 100+ PSI = Instant Impact K.O.
Using defensive escapes wisely prevents opponents from carrying you toward corner blast zones and splatting you into the walls.
| Defensive Action | Command / Input Sequence | Shield Meter Cost | Functional Utility & Recovery |
|---|---|---|---|
| Standing Guard | Hold [SH] | Drains over time | Blocks incoming mid and high strikes; chip damage applies to meter. |
| Crouching Guard | Hold Down + [SH] (2[SH]) | Drains over time | Blocks low strikes; susceptible to airborne overheads. |
| Ground Dodge Roll | [SH] + Forward / Backward | 15% Shield Gauge | Grants invulnerability frames to pass through attacks or reposition. |
| Directional Air Dodge | Air [SH] + Direction (8-Way) | 20% Shield Gauge | Evades aerial strings and provides directional drift recovery. |
| Universal DP (Reversal) | [SH] + Up + Attack (8[SH]+Attack) | 35% Shield Gauge | Fully invincible startup anti-air reversal to break enemy pressure. |
| Pushblock / Shield Push | Tap Attack while Guarding | 10% Shield Gauge | Pushes the attacker away to reset neutral spacing. |
Community reports from competitive events highlight that memorizing the defensive portion of the Combo Devils command list is critical for surviving relentless corner vortexes and high-low mixups.
Advanced Movement: Airdashes, Tri-Dashing, and Super Jumps
Movement in Combo Devils bridges the gap between Super Smash Bros. Melee and Marvel vs. Capcom 2. Players have access to full 8-way omnidirectional air dashing, wave-dashing fundamentals, and snappy super jumps.
The most potent advanced technique is the Airdash Cancel (ADC). By cancelling normal aerial attacks on hit or block with a downward-diagonal airdash (known to FGC veterans as a "tri-dash"), you can maintain continuous offensive pressure or confirm stray hits into full-stage carries.
Aerial Normal (Hit/Block) -> Instant Air Dash Down-Forward (33) -> Fast Fall Land -> Ground Chain Reset
Mastering these movement windows is the key to executing advanced sequences found in any competitive Combo Devils command list.
| Movement Technique | Input Command | Cancelable States | Tactical Matchup Advantage |
|---|---|---|---|
| Tri-Dash (Instant Air Dash) | Jump -> 3 + Dash Macro | Ground normals on landing | Creates ambiguous overhead/low high-speed strike mixups. |
| Super Jump Float | 28 -> Hold 8 or Float Macro | Specials, Airdashes, Aerials | Extends vertical hang time to bait anti-air attempts. |
| Wavedash / Ground Slide | Jump -> Air Dodge Down-Diag | Any ground normal / Tilt | Smooth spacing tool for micro-adjusting footsie range. |
| Airdash Cancel (ADC) | Air Normal on hit -> Dash + Dir | Jump attacks, Specials | Converts stray air pokes into extended aerial rave combos. |
| Fast Fall Cancel | Tap 2 at jump apex | L-cancels, Ground normals | Accelerates descent to establish sudden ground pressure. |
According to player experience from the SuperCombo.gg developer interview, mastering tri-dash loops on leverless controllers or fightsticks feels identical to piloting rushdown characters like Magneto, allowing for expressive and high-tempo neutral play.
The Magic Series: Offense, Target Combos, and Cancels
Offense in Combo Devils relies heavily on the Magic Series gatling system. Similar to anime fighters and Project M Lucario, attacks chain naturally from light to heavy, allowing players to build custom strings on the fly.
The fundamental combo progression follows a strict hierarchy:
Light Normal (Jab) -> Medium Normal (Tilt) -> Heavy Normal (Smash/Launcher) -> Special Move -> Super Art
In addition to standard Magic Series chains, individual characters possess unique Target Combos—preset multi-button sequences that grant distinct knockdowns or juggle opportunities.
| Attack Stage | Standard Command Route | Cancel Options & Follow-ups | Resource Interaction |
|---|---|---|---|
| Starter (Light) | 5L or 2L | Cancels into 5M, 2M, 6M | Generates small Special Meter; low hitstun. |
| Bridge (Medium) | 5M / 6M / 2M | Cancels into 5H, 2H, 6H | Safe on block with proper spacing; confirms into heavies. |
| Ender / Launcher (Heavy) | 5H / 2H (Universal Launcher) | Super Jump, Specials, EX Moves | Launches opponent vertically into an aerial juggle state. |
| Special Move | 236S / 214S / 623S | EX Cancel, Super Cancel | Consumes no meter; builds offensive meter on hit. |
| EX Special Move | Special Input + Heavy (236H+S) | Super Art, Airdash Cancel | Consumes 1 Bar of Special Gauge; enhanced frame data. |
| Super Art (Level 1-3) | 236236 Attack or Macro | Cinematic Hit / State Ender | Consumes 1 to 3 Bars of Special Gauge; huge PSI damage. |
Understanding how to route through this chain in the Combo Devils command list allows for flexible improvisation, whether you are converting off an anti-air poke or punishing a whiffed reversal.
Initial Character Archetypes: Achilles, Ikani, and Jingo
Team Punkzilla structured their launch roster to feature distinct playstyles, ranging from heavy rushdown brawlers to technical zoners. The initial three revealed fighters showcase the diverse movesets available in the game.
Studying each fighter's toolkit alongside the universal Combo Devils command list will help you pick the character that best fits your playstyle.
[Achilles] -> Balanced Swordfighter / Space Control
[Ikani] -> High-Mobility Grappler / Close-Range Rushdown
[Jingo] -> Dynamic Trapper / Projectile Pressure
| Fighter | Playstyle Archetype | Core Special Commands | Signature Combo Strategy |
|---|---|---|---|
| Achilles | Mid-Range Footsies & Sword Fundamentals | 236S (Blade Wave)623S (Rising Thrust)214S (Parry Slash) | Uses long-reaching tilts to confirm into launcher 2H, followed by super jump aerial loops and diving sword enders. |
| Ikani | Rushdown & Command Grappler | 236S (Tentacle Lunge)63214S (Command Slam)214S (Ink Dash) | Closes distance using armored dashes, chaining 5L -> 5M into unblockable command grabs that bounce foes off walls. |
| Jingo | Trap Setup & Projectile Zoner | 236S (Bomb Toss)214S (Mine Plant)421S (Teleport Shift) | Controls space with delayed explosive traps, locking opponents in place for extended Magic Series conversions. |
Whether you prefer the zoning prowess of Jingo or the heavy-hitting conversions of Achilles, understanding these moves will give you a clear roadmap to victory.
Pro Tips for Optimizing Your Combo Devils Execution
Applying the universal Combo Devils command list effectively requires sharp execution and good situational awareness. Keep these competitive tips in mind during training mode:
- Optimize Corner Carry Toward 100 PSI: Always track your opponent's PSI gauge. Once they reach triple digits, prioritize horizontal knockback specials over vertical juggles to trigger an Impact K.O. against stage walls.
- Preserve Shield Meter for Defense: Avoid reckless air dodging. If you burn your entire shield meter on offensive mobility, you will lack the gauge required to perform a universal DP when trapped in the corner.
- Buffer Super Jumps After Launchers: When hitting an upward launcher (
2H), immediately buffer the8input during the launcher's freeze frames to ensure your character jumps instantly for an optimal aerial rave combo. - Practice Hit-Confirming the Magic Series: Do not commit to unsafe heavy smash attacks on block. If your light and medium normals are blocked, terminate your string safely with a light special move or a pushblock-distancing poke.
Implementing these fundamentals will ensure your commands remain clean and responsive across both local tournaments and rollback netcode online play.
Frequently Asked Questions
What makes the Combo Devils command list unique compared to traditional platform fighters?
The game uniquely integrates traditional 2D anime fighter mechanics—such as the Magic Series chain system, EX specials, 8-way airdashes, and universal DP reversals—directly onto a platform brawler framework featuring stages, blast zones, and the 100+ PSI Impact K.O. mechanic.
How do you perform an EX Special Move in Combo Devils?
To perform an EX Special, input the standard special move motion while pressing both the Special and Heavy attack buttons simultaneously (Input + S + H). This consumes one bar of your Special Meter to deliver enhanced damage, invulnerability, or extended juggle properties.
What is the input for the Universal Dragon Punch (DP)?
The universal DP reversal is executed by pressing Shield + Up + Attack (8[SH] + Attack). This consumes 35% of your Shield Meter to provide an invincible wake-up or anti-air tool.
Does Combo Devils feature single-player command practice?
Yes. Outside of the competitive 1v1 practice lab, Combo Devils features a 4-to-5 level co-op roguelite campaign with massive bosses, offering casual players and newcomers a dedicated mode to practice movesets, combos, and character mechanics.
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