Basic Combos
The Basic Formula
On the Ground
Combo Fully On Ground
LMH
Launcher, Transition To Air
S
In the Air
Combo In the Air
LMH
Spike, Transition To Ground
S
The Basic Formula with Specials (some steps may not be necessary with certain characters)
On the Ground
Combo Fully On Ground
LMH
Specials
Specials that chain.
Special that puts opponent high up (not as high as a launcher) and you recover fast from allowing you to use L, M, H, or S or jump to go straight straight to aerial combos.
Specials that send opponent away can be followed up by dashing (or teleporting). Sometimes if you catch up fast enough you can catch your opponent in the air with L, M, H, or S or use an OTG special if they are on the ground.
Launcher, Transition To Air
S
(Eggman's Ground Special, "Hedge Killer" acts as a launcher.)
Aerial
Combo In the Air
LMH
Specials
Specials that allows you to use L or M or H again.
Specials that send opponent away can be followed up by air dashing (or teleporting).
Specials that send an opponent down. (Combo may break if S is used before or after special for certain characters and moves.)
Spike, Transition To Ground
S