Combo Devils Move List: Complete Universal Mechanics and Combat Guide
Master the complete Combo Devils move list with our detailed breakdown of universal mechanics, Magic Series combos, meter systems, and character archetypes.
Platform fighters and traditional fighting games rarely collide with genuine synergy, but Team Punkzilla's hybrid brawler rewrites the playbook. Mastering the complete Combo Devils move list requires bridging the gap between platform mobility and classic arcade combat systems like Marvel vs. Capcom and BlazBlue. Whether you are labbing tri-dash mix-ups on a fightstick or dissecting a character-specific Combo Devils move list, understanding how system-wide mechanics link together is vital for victory.
From the unique PSI damage gauge to high-velocity Impact K.O.s and versatile defensive options, this comprehensive guide breaks down all universal inputs, cancel pathways, and character toolkits to elevate your competitive gameplay.
Understanding the Universal Combo Devils Move List and Combat System
Built by a development team featuring veterans from Project M, Blizzard, and Epic Games, the game blends the fluid movement of platform fighters with the strict frame-data logic and combo structures of traditional 2D anime fighters. Instead of standard knockback mechanics where opponents fly based solely on damage percentages, the game operates on a PSI gauge.
Once an opponent crosses 100 PSI, slamming them into a hard surface with sufficient momentum triggers an instant Impact K.O. Navigating the baseline Combo Devils move list starts with movement options that mirror anime fighters, such as omnidirectional dashes and aerial cancel states.
Standard Ground Neutral -> Magic Series Chain -> Launcher -> Super Jump Cancel -> Aerial Chain -> Air Dash Cancel -> Impact KO Finisher
The table below breaks down the universal movement options and system attacks available to every combatant across the roster.
Universal Movement and Base Inputs
| Input Command | Action Name | System Properties & Tactical Use |
|---|---|---|
| Tap Up / 2-Button Jump | Super Jump | High-altitude jump used to chase launched targets into aerial combo routes. |
| Air + 8-Way Direction + Dash | 8-Way Air Dash | Grants omnidirectional air mobility; can be cancelled into normals or specials. |
| Forward / Backward + Dash | Ground Dash / Tri-Dash | Fast horizontal approach; allows instant downward air-dash mix-ups. |
| Light Attack (L) | Jab / Light Normal | Fast startup, low damage; initiates ground Magic Series chains. |
| Medium Attack (M) | Tilt / Medium Normal | Mid-range poke; cancels directly from Light attacks to confirm combos. |
| Heavy Attack (H) | Smash / Heavy Normal | High-damage strike; knockback tool that finishes base strings. |
| Down + Heavy (2H) / Up + Heavy | Launcher | Propels grounded opponents airborne; jump-cancelable on hit. |
The foundation of grounded offense relies heavily on the Magic Series (Jab → Tilt → Smash), a chain combo system reminiscent of Project M Lucario and classic Capcom versus titles. Every character can freely sequence their normal attacks in ascending order of strength before committing to a special move or launcher.
Defensive Options and Resource Management
Offense is explosive, but defense requires strict meter management. In Combo Devils, players manage two primary resources: the Special Meter (used for EX Moves and cinematic Supers) and the Shield Meter. Unlike standard platform fighters where shields simply shrink over time, your shield gauge powers your entire defensive suite.
Using defensive evasions or reversal attacks directly drains this resource pool. If your shield breaks, your character enters a vulnerable stun state, leaving you open to full-damage punish combos.
| Defensive Action | Input Command | Resource Cost | Mechanical Advantage |
|---|---|---|---|
| Standard Guard | Shield Button (Hold) | Passive Drain on Block | Blocks high and mid attacks; vulnerable to command grabs. |
| Universal DP (Dragon Punch) | Forward, Down, Down-Forward + Attack | Shield Meter | Invincible startup reversal designed to beat aerial pressure and frame traps. |
| Ground Dodge Roll | Shield + Forward / Back | Moderate Shield | Evasive roll granting invulnerability frames to reposition past rushdown attacks. |
| Directional Air Dodge | Shield + Direction (Airborne) | Moderate Shield | Aerial escape mechanic; enables waveland-style platform movement resets. |
| EX Special Moves | Special Input + Heavy | 1 Special Bar | Enhanced special properties (armor, faster startup, or wall-bounce bounce states). |
| Super Attack | Motion Input + 2 Attack Buttons | Full / Multi-Bar | High-damage cinematic finisher with invincibility, ideal for closing rounds. |
According to early technical breakdowns highlighted in SuperCombo's developer interview on Combo Devils, tying universal dragon punches (DPs) and defensive rolls to the shield meter prevents endless defensive stalling and rewards aggressive, read-based gameplay.
Character Archetypes and Specific Move List Breakdowns
While universal mechanics establish the baseline rules of engagement, analyzing each character's specialized Combo Devils move list reveals how different archetypes approach neutral play, stage control, and kill confirms. The launch roster targets 15 diverse fighters designed with distinct regional and cultural aesthetic influences.
Below is an overview of key characters highlighted during early playtests, including Achilles, Ikani, and Jingo.
| Character | Fighting Style / Archetype | Primary Tool in Move List | Key Tactical Strength |
|---|---|---|---|
| Achilles | Tactical Heavy / Spacing Specialist | Spear sweep launcher & armored thrusts | Screen-wide disjointed hitboxes and dominant corner carry. |
| Ikani | Rushdown / Mix-Up Specialist | Rapid multi-hit target combos & command dash | High aerial mobility, cross-ups, and airtight blockstrings. |
| Jingo | Fluid All-Rounder / Brawler | Projectile zoning cancel & anti-air rising kick | Balanced spacing tools, reliable Magic Series links, and versatile EX moves. |
1. Achilles (Spacing and Corner Carry)
Achilles uses deliberate, high-damage strikes with exceptional reach. Designed using structured action economy modeling, his moveset focuses on zone control and wall-splat setups:
- Phalanx Wall (Forward + Special): An advancing armored poke that absorbs a single incoming hit and pushes opponents toward stage boundaries.
- Heroic Leap (Down, Down-Forward, Forward + Normal): An anti-air leap that catches jumping opponents and slams them downward into a ground-bounce state.
- Target Combo "Myrmidon Strike" (L → M → Forward + H): A reliable three-hit string ending in a heavy horizontal strike calibrated to trigger an Impact K.O. past 100 PSI.
2. Ikani (Speed and Multi-Angle Rushdown)
Ikani thrives in close-quarters scramble situations. Her moveset leverages air-dash cancels to create relentless 50/50 high-low mix-ups:
- Vortex Dash (Airborne 236 + Attack): A rapid angled dive-kick that can be cancelled on hit into a ground normal or super jump.
- Tentacle Sweep (Down + Medium): A low-profiling slide that trips standing opponents and directly links into her launcher.
- Target Combo "Cephalopod Flurry" (L → L → M → Air Dash → Aerial H): An extended aerial carry route designed to drag enemies from center stage to the blast zone.
3. Jingo (Dynamic Brawler and Combo Extender)
Jingo represents the bridge between traditional shonen-style brawlers and platform fighter mobility:
- Spirit Burst (Quarter-Circle Forward + Attack): A versatile projectile. The EX version stuns on hit, allowing Jingo to dash in and begin a full launcher route.
- Rising Dragon Kick (Universal DP Motion + Attack): An invincible vertical reversal that functions both as an anti-air and as a reliable aerial combo finisher.
Combo Pathways and Cancel Progression Rules
Executing strings from the standard Combo Devils move list requires understanding the strict cancellation hierarchy. Unlike traditional platform fighters that rely primarily on hitstun tumbling and DI (directional influence) chase sequences, Combo Devils utilizes hard cancel windows found in 2D versus titles.
To maximize your damage and secure an Impact K.O., you must structure your combo conversions through specific mechanical tiers.
[Tier 1: Light Attacks]
│ (Magic Series Cancel)
▼
[Tier 2: Medium / Tilt Attacks]
│ (Magic Series Cancel)
▼
[Tier 3: Heavy / Smash Attacks or Launchers]
│ (Jump Cancel / Special Cancel)
▼
[Tier 4: Special Moves / Air-Dash Extensions]
│ (Meter Spend / EX Cancel)
▼
[Tier 5: Super Attacks or Impact K.O. Wall Splats]
Advanced Route Optimization
| Starter Situation | Combo Input String | Finish State | Resource Requirement |
|---|---|---|---|
| Grounded Hitconfirm | 5L → 5M → 2H (Launcher) → Super Jump → j.L → j.M → Air Dash → j.H | Soft Knockdown / Platform Tech Chase | None (Meterless) |
| Anti-Air Punish | Universal DP (Reversal) → EX Cancel → Fast Fall → 5M → 236H (Special) | Corner Carry / Wall Bounce | 1 Special Bar + Shield Meter |
| Low Mix-Up Starter | 2L → 2M → 5H → 236EX → Micro-Dash → 2H → Super Jump → Aerial Super | High Damage / Kill Confirm | 2–3 Special Bars |
| Overhead Air-Dash | Instant Air Dash → j.H → 5L → 5M → Target Combo Finisher | 100+ PSI Impact K.O. | None |
Community reports and tournament playtests highlight that mastering the instant air-dash (tri-dash) input on both arcade sticks and gamepads allows players to create unreactable overhead-low high-pressure strings on blocking opponents.
PvE Roguelite Mode vs. Competitive 1v1 Execution
Beyond the competitive 1v1 tournament arena, Combo Devils includes an expansive cooperative PvE campaign. Designed with four to five sprawling stages capped by massive multi-phase bosses, this mode recontextualizes your combat toolkit.
Optimizing your Combo Devils move list execution against towering bosses requires a different tactical approach than dueling human opponents in standard matches.
Key Combat Differences Across Game Modes
- Super Armor Management: PvE bosses do not flinch from standard Light Magic Series pokes. Players must utilize heavy armor-breaking EX moves to open up vulnerability windows.
- Team Assist and Cross-Combos: In co-op mode, players can juggle bosses simultaneously. One player can execute a launcher while a teammate prepares an aerial smash to spike the boss back down.
- Meter Generation: Striking massive boss hitboxes generates Special Meter at an accelerated rate, allowing for frequent Super attack rotations and high-tier defensive resets.
- Stage Navigation: Roguelite levels feature vertical hazard layouts where omnidirectional 8-way air dashing is necessary to dodge stage hazards rather than opponent mix-ups.
Frequently Asked Questions
How does the Magic Series system work in the Combo Devils move list?
The Magic Series is a universal cancel system that allows players to link basic attacks in ascending order of power. By pressing Light Attack, then Medium Attack, and finally Heavy Attack (L → M → H), your character automatically cancels the recovery frames of the previous move into the next, creating a seamless, guaranteed ground combo string.
What is an Impact K.O. and how does it trigger?
An Impact K.O. is a specialized stage-kill mechanic. Instead of simply building percent to launch opponents off-screen into blast zones, building an opponent's PSI damage gauge over 100 PSI makes them vulnerable to wall velocity. Hitting an enemy with a high-knockback move that slams them into a stage wall at high speed results in an instant knockout.
Can you play Combo Devils effectively on an arcade fightstick?
Yes. Because the game incorporates traditional fighting game inputs—such as quarter-circle motions, Dragon Punch motions, and dedicated button-driven dashes—it fully supports arcade fightsticks, leverless controllers, and standard gamepads. Players familiar with traditional 2D fighters will find fightstick execution natural for tri-dashing and special cancels.
Does performing defensive moves drain your offensive Super meter?
No. Offensive EX moves and Supers draw from your Special Meter, which builds as you deal and receive damage. Defensive mechanics—including the Universal DP reversal, directional air dodges, and ground rolls—deplete your Shield Meter. Managing both gauges independently is essential to maintaining solid offense without leaving yourself vulnerable to shield break stuns.
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