Guides

Speedster Showdown Combos Guide

M1 routing, uppercut confirms, dash extensions, and kit notes from Metal to Knight of the Wind.

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Combos Guide

Combos in Speedster Showdown are short PvP routes, not 30-hit anime TODs you paste from a pad. Most kits start from a three-hit M1 string, confirm with uppercut, then spend dash stun or a special while the opponent has no evasive. If you skip those three beats, the flashy ender is a whiff. If you hit them, even Sonic’s starter kit deletes a stock. The character compilation on this page is a visual index — one video, mid-article, then you go lab.

Binds you need before any route: left click M1, hold Space plus left click uppercut, Q dash, Q+W boost, F block. Those are on Controls and Movement and the cheatsheet. Day-one players should finish Getting Started first. This page assumes you can count to three without looking at the mouse.

M1 routing

A typical string is three hits. Hit one is a check. Hit two is a confirm that they are not holding F. Hit three is the last safe M1 before you must decide: end, uppercut, or special. Mashing a fourth click is how you eat a counter. Count. If they block hit one, stop. If they mash through hit two, take your turn.

Route toward a wall on Marble, toward high ground on Green Hill, and away from portals on Tails Doll Cove. Geometry is part of the combo. A launch that looks true in the lobby can drop on a slope or get stolen by a second fighter. Map notes are on Maps and Rotations.

Uppercut confirms

Hold Space, then left click after a raw three-hit or a blocked sequence you have a frame advantage on. The uppercut is the confirm, not the starter. Starters are M1s and dash-ins. Once they are airborne, you either dash stun, downslam, or spend the kit move that actually kills.

If the uppercut whiffs, you are now minus in their face. Do not panic Q in place. Dash out or hold F. Re-uppercutting because the first one missed is a free punish for anyone who read this paragraph.

Dash extensions

Dash stun is glue. After uppercut, a directed Q can catch the landing or the air tech and let you start another three M1s. After a missed ender, a backdash plus a delayed forward dash resets your turn without donating a counter. Q+W (boost / forward attack) is how you stay on them across Green Hill’s bridge instead of politely watching them recover.

Evasive is the enemy of extensions. If they still have it, your six-hit lab route becomes two hits and a shrug. Best practice from Metal players: dump the long route only after you have seen evasive spent. That rule is universal. Starved’s infinite reputation, KOTW’s damage claims, Silver’s old 225 Meteor Smash — none of them beat a well-timed evasive.

Metal Sonic example (community)

A widely shared Metal convert:

  1. Three M1s.
  2. Uppercut.
  3. Dash stun.
  4. Metallic Rush.
  5. Three more M1s.
  6. Backdash plus Lock-On.
  7. Front dash.
  8. Observation, or downslam into Discharge.

Run it after the opponent wasted evasive. If they still have the escape, stop at Metallic Rush or the second M1 block and hold F. Neo Metal Sonic (the awakening) is a separate spend; this route is a base-kit convert. Lab it on a quiet server, then take it into real PvP. Do not open with Discharge on wake-up because a clip did.

Character-specific notes

  • Sonic — lab the universal three M1s into uppercut first. Super (500 IQ nickname) is an awakening, not a combo. Knight of the Wind is a full alternate moveset; community clips claim around 180 damage on some routes. That number is a community claim, not a patch note. Confirm on the Sonic page and in Discord.
  • Tails — keep routes short; you are easier to collapse on Cove if you hop for style.
  • Knuckles — Hyper Knuckles is the pop, not the BnB. Confirm punches still rule his base.
  • Shadow — Inhibitor Release is the awakening. After the KOTW update, the 4th move is mostly an animation rework. Chaos Blast still comes out if you HOLD the charge-style input.
  • Amy / Rouge / Blaze — Rose Radiance, G.U.N. AGENT, Fire Princess. Convert from the same M1 skeleton; do not skip block checks because the names sound fancy.
  • Mecha Sonic — Early Access, no awakening. Treat combos as a WIP kit: strong or buggy, never gospel.
  • Infinite — base kit only. Same warning.
  • Eggman — Death Egg Robot pop; Big Arms is teased, not a live ender.
  • Silver — Psychic Break. Meteor Smash was 225 damage and was nerfed. Stop quoting 225.
  • Mephiles — Shade Dive: five seconds invulnerable puddle with damage-over-time, then ragdoll. That ragdoll is the confirm window, not the puddle itself. Do not M1 the puddle like a dummy.
  • Furnace — OVERHEAT. Wait for the heat, then convert; mashing into the charge loses to F.
  • Starved — community reputation for infinite-combo style pressure. Insatiable Hunger is the pop. If you cannot escape the loop, you missed evasive or dash, not a secret bind.
  • Sonic.EXE / Lord X — GOD and Lord X awakening. Horror kits still obey three M1s and a block. Fight the hurtbox, not the lore.
  • Knight of the Wind — full Sonic-line character. Lab it as its own kit after you can already convert on vanilla Sonic. Unlock rumors belong on masteries.

Exclusive Goku, 2017 X, and Emde Dev will not share a public BnB chart here. Record what hit you and add it to matchups.

Lab order

Night one: Sonic, three M1s, uppercut, dash stun. Night two: the same route on Green Hill slopes and Marble walls. Night three: one character you actually want to main, copied from the video on this page, then stripped down until it hits in PvP. Night four: Metal’s community route if you like lock-on, or Starved if you want to learn how it feels to be the problem.

Do not lab ten enders. Lab one convert that works after evasive is gone. Check the tier list only after your convert hits more than once per lobby. Check updates after a patch before you swear a dropped combo is your fault — Silver already taught that lesson with Meteor Smash.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

What is the basic combo skeleton for every kit?

Three M1s, uppercut (hold Space plus left click), then dash stun or a special. Stop mashing if they blocked hit one.

When should I dump a long combo like Metal's community route?

After the opponent spent evasive. The Metal example (M1s, uppercut, dash stun, Metallic Rush, lock-on, Observation or Discharge) drops to a good escape.

Did Silver's Meteor Smash still deal 225 damage?

No. It was 225 and then nerfed. Do not use 225 as a live number. Check updates after patches.

Is Knight of the Wind really 180 damage?

That figure is a community claim, not an official patch value. Treat it as a rumor until you measure it, and see masteries.

How does Mephiles Shade Dive fit into combos?

Five seconds of invulnerable puddle damage-over-time, then ragdoll. The ragdoll is the confirm. Do not punch the puddle.