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someonewhodied

[CPE] V-13 Combo Thread

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updated post. Also posted a vid i made for basic combos in the second post.

 

If anyone wants to grab the notations and heat gain/use for those that'd be great (for combos not already in the thread) since i'm sleepy.

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Easy BnBs

 

5DD > 4DD > 5DD > 236D~C > 214C > 5B > 6A > 66 > 3C > 214D~C > oki (2662, +22/-0)

 

5DD > 4DD > 5DD > 4DD (1681, +16/-0)

 

2B > 2C > 214D~C~214A (1276, +9/-0)

 

214D > [6DD > 2DD]x2 > air drive ender (3683, +31/-0)

 

2B > 2C > 5C > 3C > 236D~214B (1714, +12/-0)

 

TK 214D > RC > dashing 5B > 6A > 6C > 236[D] > 5DD > 236D~C > 3C > 236D~214B (3040, +14/-50)

 

2B > 2C > 3C > 236D > RC > 5DD > 6DD > 2DD > air drive ender (2916, +15/-50)

 

air throw > [6DD > 2DD]x2 > air drive ender (3137, +26/-0)

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Is there any combo that start OD at the middle and continue mid-way?

Also, I would like to get some combo that get into Astral finsih!

I don't have any combos for OD. However, you can do x > 6C > ODc > 236[D] and probably make some kind of combo that way. There's enough untech on 236[D] to do 236236D. Good stuff.

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About the vid you posted SWD, is there anything special with midscreen 236[D] knockdown?

 

It gives you time to do whatever you want for oki. You could extend the combo but going for knockdown with time to set up oki is better.

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I'm not pro by any means, but I like to make flowchart like notes on what works for me.

Maybe it helps someone new starting out:

 

Starter:
       236D~C~214C / 214[D]~214B/C>66
              >5B>5C>(2C)>BnB-Launcher
              >5B>6A>5C
                     >BnB-Launcher
                     >2C>BnB-Launcher
                     >6C~66>5B>5C>BnB-Launcher
    
       4DD>5DD>BnB-AirBlades (Meaty)
       236D>RC>5DD>6D>2DD>BnB-AirBlades (Meaty)
       [6DD>2DD](x2)>BnB-AirBlades (Far)                            // '(x2)' optional

BnB:
       Launcher:
              Close:   214D~C~214A / 214D~214B / Throw / 623C(close)
              Far:      214[D] (~214B/C>66>5B>5C>2C)
        
       GroundBlades:
              Close:   2DD>5DD>6D>2DD
              Far:      [6DD>2DD](x2) / [4DD>2DD](x2)                  // '(x2)' optional

       AirBlades:        
              Close:   j2DD>j5DD>j6DD > dj2DD>dj5DD>dj6DD>214D
              Far:      j5DD>j6DD>j5DD > dj2DD>dj5DD>dj6DD>214D

 

Mixup:

       Close:

              2B/2C

                     >TK j214D/[D] (high)

                     >2B/3C (low)

              Normals>214A/B/C

                     >TK j214D (high)
                     >2B/3C (low)

       Far:

              5DD
                     >4DD (high)
                     >236D~C (low)
              4DD>214A/B/C
                     >4DD (high)
                     >236D~C (low)

 

Tips:

       To combo 5DD/4DD into 236D~C the opponent has to be right on where it spawns.

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Even tho this is the combo thread, I just want to mention something about what Naa posted for mixup, you do know that you can cancel normals into gravity then into her drive, imho, because of Act Parser, you get better "mixup" options if they aren't full screen

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So long as the ground 5DD/4DD combo ends with 5DD, it's easier to confirm 236D~C. From the videos I've noticed, three reps is usually highest. Just depends on when you get the hit. For fullscreen mix-up. It's basically just 5DD > 4DD or 5DD > 236D~C. To increase the mix-up, you could do 4DD > gravity > 4DD or 4DD > gravity > 236D~C though for this one the gravity will probably cause the opponent to barely move. Other options include 4DD > gravity > 4DD > RC > 4DD > RC > 4DD haha I saw a Nu player do this to win a round, he was a 19 dan :)

 

I've seen some interesting set-ups for oki. I'm wondering if it should be its own thread or not.

 

@Naa to improve your mix-up a bit instead of 2C > TK 214D stuff, try other normals. 2C is pretty telegraphed is why I say this. For instance, max range 2B > TK 214D~C > 2B. 2B isn't a jump cancel, but people don't mash often against the pressure since it's even on block. There are plenty of other block strings you can try to avoid 2C > TK 214D stuffs. Keep'em guessin.

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To be honest, I never even thought about using Gravity for mixups, that's awesome!

 

I edited my post, but it might be better if I just delete the mixup section,

since it's way too complicated to properly state in this format.

 

Thanks, both of you!

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I have no idea how to read this? Usually if you look at a flowchart like that, you'd be suggesting to do 236D~C>214C>5B>6A>5C>214D~C>214A...and then...that's it. Not that it even works that far anyway. How are you supposed to read this?

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I guess it's hard to understand for anyone, but me..

 

Basically the ideal progression is Starter > BnB-Launcher > BnB-Groundblades > BnB-Airblades.

Some Starters go directly to BnB-Airblades.

 

Everything under BnB is interchangable and to be used depending on distance.

You can kind of build your combo with these.

 

Of course, everything can be skipped and you can start the combo at any point as the situation fits.

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unless you are going to end a round, you never want to end a combo in air drives. Just go for 236[D] or TK214D knockdown midscreen, or 6C hard knockdown in the corner. Oki setups are always better unless a higher damage combo is going to kill.

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unless you are going to end a round, you never want to end a combo in air drives. Just go for 236[D] or TK214D knockdown midscreen, or 6C hard knockdown in the corner. Oki setups are always better unless a higher damage combo is going to kill.

 

236[D] knockdown? What does that give you that going into j.DD>j.2DD>j.DD>j.214D>214B doesn't give you? I'm not sure how worth it is when you lose around 700 damage. It's not like Nu needs to be super advantageous on knockdown.

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236[D] knockdown? What does that give you that going into j.DD>j.2DD>j.DD>j.214D>214B doesn't give you? I'm not sure how worth it is when you lose around 700 damage. It's not like Nu needs to be super advantageous on knockdown.

That's what I thought, like, the dmg on SWDs combos in his vid, like, what do you get out of it for someone to switch to using those combos? That's what I want to know before I start learning them.

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Air drives>j.214D>j.214B is terrible if your opponent has any sort of ranged move because you are throwing out gravity as they are waking up and in the case of vs tager, lambda, nu mirrors, hazama even, your gravity 5DD gatling is just a little slow against their projectiles. It may work on most characters but i personally don't like it. Also getting hit by spark bolt is a death sentence.

 

6DD/2DD>TK214D ender is a different story though. That gives you more time. And you can get that oki set up while having the advantage after gravity. I just don't have any combos leading into it yet.

 

I just like having more time and having gravity already out when i end a combo or just ending a combo with a move that has a lot of hitstun so i can go directly into mixup and get gravity back earlier.

 

The best ender for oki imo will probably be X>623C>214B>2DD>tk214D

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Ah, so your combo are like "that" because you want gravity to recovery and get the "right" amount of hitstun to get good oki?

EDIT: I just realized that your 236D~C combos don't use gravity(and prolly others) compared to ones that "need" gravity

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Ah, so your combo are like "that" because you want gravity to recovery and get the "right" amount of hitstun to get good oki?

EDIT: I just realized that your 236D~C combos don't use gravity(and prolly others) compared to ones that "need" gravity

 

 

You literally can't end combos in air drive off of 4DD/5DD starter and still fit in the high damage specials early on. 236D~C starter could probably be heavily optimized with early gravity, early 6C, and less 5B/6A. Maybe a 623C somewhere. I'm thinking it will look something like:

236D~C>5B>6B>623C>214C>2DD>214D~C>66B>6A>6C>236[D]>66>5DD>6DD>2DD>2147D>214B

 

In terms of combo use, 5B is literally now just a 6B that OTGs with lower damage so unless you are OTGing or doing 5B>6B>stuff, 5B should be cut out of combos.

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Ah, I kinda get it now, well, I'm prolly just going to learn the stuff that you do instead of the stuff that the Japanese do anyways because imho, I would rather learn from you than them.

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Yeah fair enough, just tried it and 3C>236D>214B>66 is defo a good ender. 6A>6C>3C>214D~C is also really nice. I should stop labbing Relius and play Nu more lol.

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Since you asked, here are in the combos in the video: 
 

236D~C>5B>6B>6A>214D~C>665B>6B>6A>6C>236[D] (2672, +19/-0)
 

236D~C>6B>6A>IAD j.B>j.C |>6A>214D~C>665B>6A>6C>236[D] (2755, +19/-0)

4DD>5DD>236D~C>5B>6B>6A>6C>236[D] (2511, +20/-0)

j.214[D]>665B>6B>6A>214D~C>66B>6A>6C>236[D]>665DD>236D~C>3C>236D (3738, +27/-0)

2B>3C>214D~C~214A>6A>6B>6A>6C>236[D]>665DD>236D~C>3C>236D (3358, +24/-0)

 

6A(Airhit)>6B>6A>214D~C>662B>6A>6C>236[D]>665DD>236D~C>3C>236D (3360, +24/-0)
 

Corner:

2B>3C>236D~214A>5B>6B>6A>214D~C>66B>6A>delay 5B>6A>6C~214A>214D (2866, +22/-0)

 

j.214[D]>665B>6B>6A>214D~C>6B>6A>2B>6A>delay 5B>6A>6C~214A>214D (3223, +23/-0)

 

grab>214D>6B>6A>214D~C>6B>6A>6C~214A>214D (3284, +23/-0)

 

btw, Does Nu have any CT combos?

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