Jump to content

Archived

This topic is now archived and is closed to further replies.

DaiAndOh

[CS2] Bang Combo Listing/Discussion: Low Tier Ninja Hero no Jutsu!

Recommended Posts

Notation:

789

456

123 directions

abcd for attacks.

j.=jumping. jc=jump cancel. dj=double jump.

All combos with have approximate damage/meter/nails/seals listed. Hopefully meter gain too.

Midscreen Bnbs:

5A>5B>2B>6C >j.D>2B > 623B - 1886 dam./20 Heat/1 Seal/0 Nails. Standing only.

5A>5B>2B>6C j.D>2B>6C>j.C - 1921 dam./21 Heat/1 Seal/0 Nails. Standing only.

6D(CH)>j.D>236C>5C>5D>623B - 2004 dam./19 Heat/3 Seals. Use after 6D's frame 1 autoguard works.

5A>5B>2B>6C j.D>2369C>66>5C>6D>623B - 2054 dam./25 Heat/2 Seals. Standing Only.

2D(CH)>j.D>236C>5C>6D>623B - 2074 dam./19 Heat/3 Seals.

2D>j.B>j.4C>jc>j.4C>j.623B - 2836 dam./xx Heat/1 Seal

About 35%-half screen from corner.

(5a)>5B>2B>6C>IAD>j.4C>j.623B>(dash 5C depending on distance)>6D>623B>5B>2B>j.B>j.4C >j.B>j.C ~ 4261 dam./44 heat. 0 Seals and nails. Standing only.

5B 2B 6C delayed j.4C j.623B 6D 623B 2B 5B j.A j.B j.4C dj.4C dj.C 4042 damage. 0 seals and nails. Standing Only. (instead of a delayed j.4C, you can j.B j.4C for slightly less damage but more stability. It works further from the corner as well that way).

Corner Bnbs:

(5a)5B>2B>6C>j.623B>dash back>5B>623B>6C>j.4C.j.C - 3634 dam. 0 Seals and Nails.

(5a)5B>2B>6C>j.623B>dash back>5B>623B>Daifunka -4754 dam. Uses 50 heat, 0 seals 0 nails.

Ground Throw>d.6D>623B>5B>6C>j.4C>j.623B>land>j.A>j.B>j.4 C>dj.C = [3,640] takes them out of corner. Added dj.4C takes it to 3,713.

(Near Corner/Corner) – Ground Throw>d.2B>623B>6C>j.623B>dash under>5A>5B>j.A>j.B>j.4C>dj.4C>dj.C = [3,431] keeps them in corner.

Misc:

Share this post


Link to post
Share on other sites

One FRKZ combo without corner, could be more effective dunno I am a netnoob

FRKZ active, no corner

j.C>5B>2B>2C>Fdash6>5C>dc.6D>Fdash6>2D>Fdash8>j.4C>Fdash6>j.4C>j.D>Fdash2>2B>623B or Ashura (4774/5362)

looks pretty flashy with dashing through your opponent all the time, there may be a better ender but couldnt get anything out of 6C

Share this post


Link to post
Share on other sites

Well since the list grew tremendously, just take the good ones out Dai. I didn't mean to do this but I got carried away...

All of these I did on Ragna (save for ones I took from other posts and posted here, I will check them over though), and all should be listed in terms of damage.

Newbie Tip: You can add or omit 5A or 2A if desired. Omitting 5A/2A usually increases combo damage. You can also shorten air combo enders for a bit of oki (as in just doing j.B/4C>j.C or just j.C. You can usually substitute j.4C with j.B if you want.) Also be aware that 6C does not hit crouchers. Most standing combos work on crouchers as long as it doesn't involve 6C or the 5B/2B>5D gatling. For 623C RC combos, Rapid the last hit. Air is usually the third hit.

Midscreen/Corner Carry

5A>5B>6A>2C>623B - 1465 dam./13 Heat

5A>5B>2B>2C>623B - 1580 dam./14 Heat

5A>5B>2B>6C>j.623B - 1751 dam./15 Heat

Seal Combos

(5A)>2A>5B>2B>6C>j.D>2B>6C>jc.4C>j.C - 1696 (1762) dam./24 (25) Heat/1 Seal

5A>5B>2B>6C>j.D>5D>sj.C - 1771 dam./18 Heat/ 2 Seals (VALK)

5A>5B>2B>6C >j.D>2B >623B - 1886 dam./20 Heat/1 Seal

5A>5B>2B>6C>j.D>5D>j.B>j.4C>j.C - 1919 dam./23 Heat/2 Seals (JIN,AR,RC,TG)

5A>5B>2B>6C j.D>2B>6C>j.C - 1926 dam./21 Heat/1 Seal

5A>5B>2B>6C j.D>236C>66>5C>5D>623B - 1999 dam./25 Heat/2 Seals

6D(CH)>j.D>236C>5C>5D>623B - 2004 dam./19 Heat/3 Seals

5A>5B>2B>6C j.D>236C>66>5C>6D>623B - 2054 dam./26 Heat/2 Seals

2D(CH)>j.D>236C>5C>6D>623B - 2074 dam./19 Heat/3 Seals

5D(CH)>d.5B>j.B>j.4C>jc>j.4C>j.C - 2094 dam./16 Heat/1 Seal

6D(CH)>236C>5B>j.B>j.4C>jc>j.B>j.C - 2246 dam./17 Heat/1 Seal

2D>j.B>j.4C>jc>j.4C>j.623B - 2386 dam./16 Heat/1 Seal

5A>5B>2B>6C>j.D>236C>Daifunka - 2718 dam./14 Heat/1 Seal

5D(CH)>d.6C>j.623B>5B>2B>j.B>j.4C>jc>j.4C>j.C - 2891 dam./27 Heat/1 Seal

5A>5B>2B>5D>Daifunka - 2911 dam./8 Heat/1 Seal (crouch only)

5A>5B>2B>6C>j.D>236C>6D>Daifunka -2938 dam./21 Heat/2 Seals

5D(CH)>d.6C>j.623B>5B>623B>5A>5B>j.A>j.B>j.4C>jc>j.4C>j.C - 3198 dam./34 Heat/1 Seal

5D(CH)>Daifunka - 3363 dam./2 Heat/1 Seal

5D(CH)>d.6C>j.623B>5B>623B>Daifunka - 4233 dam./20 Heat/1 Seal

5B>2B>6C>IAD>j.4C>j.623B>5C>6D>623B>5B>2B>j.B>j.4C>j.B>j.C - 4261 dam./44 heat

Near Corner/In Corner

5A>5B>2B>623B>(66)>5B>2B>j.B>j.4C>j.B>j.C - 2461 dam./26 Heat

5A>5B>2B>2C>623B>(66)>5B>2B>j.B>j.4C>j.B>j.C - 2475dam ./29 Heat

5A>5B>2B>6C>j.623B>(66)>5B>2B>j.B>j.4C>j.B>j.C - 2666 dam./30 Heat

5B>2B>6C>j.623B>dash back>5B>623B>6C>j.4C.j.C - 3634 dam./31 Heat

2B>5B>623B>5B>6C>j.4C>623B>Dash Back>5A>5B>j.A>j.B>j.4C>jc>j.4C>j.623B - 3921 dam./41 Heat

5A>5B>2B>6C>j.623B>dash back>5B>623B>6C>j.4C>j.623B>Ashura - 3725 dam./34 Heat

5B>2B>2C>623B>5B>6C>j.4C>j.623B>Reverse Daifunka - 4552 dam./27 Heat

5B>2B>6C>j.623B>dash back>5B>623B>Daifunka -4754 dam./22 Heat

Seal Combos

Midscreen and Corner Carry

j.D(CH)>2D>j.D>j.D - 1193 dam./xx Heat/4 Seals (Rachel)

CH 5D>6C>IAD>j.4C>j.623B - ~1994 dam./14 Heat/1 Seal (damage dependent on ender, corner carry)

2D(CH)>j.D>2B>5D>8623B>5D - 2027 dam./20 Heat/4 Seals

CH 5D>5B>j.B>j4C>IAD>j.4C j.623B>Ender - ~2117 damage/18 Heat/1 Seal (damage dependent on ender, corner carry)

5C>5D>623B>5B>2B>j.4C>j.C - 2547 dam./22 Heat/1 Seal

5D>5B>6C>j.4C>j.C>236B>66>5A>5C>623B - 2744 dam./30 Heat/1 Seal (good for some corner carry)

5A>5B>2B>6C>j.623B>dash back>5C>6D>623B>5A>5B>j.A>j.B>j.4C>jc>j.4C>j.C - 3239 dam./xx Heat/1 Seal

2D(CH)>6D>623B>6C>j.D>2369C>5C>6D>623B - 3274 dam./33 heat/4 seals

5C>5D>623B>5B>6C>j.4C>j.623B>Dash Back>5A>5B>.j.A>j.B>j.4C>jc>j.4C>j.623B - 3295 dam./42 Heat/1 Seal

5A>5B>2B>6C>j.623B>dash back>5C>6D>623B>5B>2B>j.B>j.4C>jc>j.4C>j.C - 3414 dam./42 Heat/1 Seal

5B>2B>623B>Dash Back>5B>623B>5D>j.B>j.4C>jc>j.C - 3605 dam./32 Heat/1 Seal

5C>5D>623B>5B>2B>j.4C>j.623B>Ashura - 3658 dam./24 Heat

5C>5D>623B>5B>2B>j.4C>j.623B>Reverse Daifunka - 3982 dam./24Heat

5B>2B>6C>j.623B>dash back>5C>6D>623B>5A>5B>j.A>j.B>j.4C>jc>j.4C>j.C - 4043 dam./xx Heat/1 Seal

6B Combos

6B combos need a counter hit or a Rapid Cancel to work.

Midscreen

CH 6B>5B>2B>5D>623B - 2080 dam./15 Heat

CH 6B>5B>2B>2C>623B - 2090 dam./15 Heat

CH 6B>Ashura - 2420 dam./2 Heat

CH 6B>5B>5D>Daifunka - 3509 dam./7 Heat

CH 6B>5B>2B>5D>Daifunka - 3551 dam./10 Heat/1 Seal

Corner

CH 6B>5B>2B>623B>5A>5B>j.A>j.B>j.4C>jc>j.4C>j.C - 2805 dam./29 Heat

CH 6B>5B>2B>2C>623B>5B>6C>j.4C>j.C - 2967 dam./27 Heat

CH 6B>5B>2B>5D>623B>5B>2B>j.B>j.4C>jc>j.4C>j.C - 3026 dam./30 Heat

CH 6B>5B>2B>2C>623B>5B>2B>j.B>j.4C>jc>j.4C>j.C - 3084 dam./30 Heat

3C Combos

These combos usually require a fatal counter or a rapid to work, and lead to good damage and corner carry.

coming soon

Throw Combos

Throw Combos must be done in corner usually.

Ground Throw

Throw>d.2B>623B>6C>j.623B>dash under>5A>5B>j.A>j.B>j.4C>dj.4C>dj.C - 3,431 dam./37 Heat

Throw>d.6D>623B>5B>6C>j.4C>j.623B>land>j.A>j.B>j.4 C>dj.C - 3,640 dam./37 Heat/1 Seal

Throw>d.6D>623B>5B>6C>j.4C>j.623B>land>j.A>j.B>j.4 C>dj.4C>j.C - 3,713 dam./40 Heat/1 Seal

Throw>d.6D>Daifunka - 3784 dam./9 Heat/1 Seal

Throw>d.6D>623B>5B>6C>j.4C>623B>5B>j.A>j.B>j.4C>jc>j.4C>j.C -3804 dam./42Heat/1 Seal

Throw>d.2B>623B>Daifunka - 3898 dam./14 Heat

Throw>d.6D>623B>5B>6C>dj.4C>j.623B>Ashura - 4256 dam./29 Heat/1 Seal

Airthrow

Most air throw combos must be done in the corner, or close proximity to it.

Air Throw>Daifunka - 3805 dam./0 Heat

Air Throw>5C>6A>623B> Daifunka - 4235 dam./16 Heat

Air Throw>5C>6D>Daifunka - 4216 dam./13 Heat/1 Seal

Air Throw>3C>Rapid>d.5C>6D>623B>5B>6C>j.4C>623B>5B>j.A>j.B>j.4C>jc>j.4C>j.C - 4455 dam./29 Heat /1 Seal

Air Throw>5C>6D>623B>5B>6C>dj.4C>j.623B>Ashura - 4676 dam./32 Heat/1 Seal

Command Throw

These combos require at least 50 Heat. If doing the air command grab, your back is to the corner. Bang's command throw after the rapid (third hit) will put you to the opposite side of the opponent.

Midscreen

623C>Rapid>jump back>Daifunka - 4689 dam./xx Heat

623C>Rapid>5C>6D>Daifunka - 5298 dam./xx Heat/1 Seal

Corner

623C>Rapid>5C>6D>623B>5B>6C>j.4C>j.623B>5B>2B>j.B>j.4C>jc>j.4C>j.C - 5485 dam./32 Heat/1 Seal

623C>Rapid>5C>6D>623B>5B>6C>j.4C>j.623B>Reverse Ashura - 5603 dam./xx Heat/1 Seal

623C>Rapid>5C>6D>623B>5B>6C>j.4C>j.623B>Reverse Daifunka - 6292 dam./xx Heat/1 Seal

Air Midscreen

j.623C>Rapid>5C>6D>Daifunka - 5663 dam./xx Heat/1 Seal

Air Corner

j.623C>Rapid>5C>6D>623B>5B>2B>j.B>j.4C>jc>j.4C>j.C - 4841 dam./18 Heat/1 Seal

Fu-Rin-Ka-Zan Combos

Midscreen

5B>2B>2C>6D>6dash>2D>7dash>j.4C>2dash land>9dash>j.6C>7dash>j.4C>j.D>2dash land>2B>9dash>j.6C>2dash land>7dash>j.4C>2dash land>9dash>j.6C>7dash>j.C - 4.5K dam.

Corner

j.C>5B>2C>6 Dash>5C>6D>6 Dash>2D>6 Dash>5C>4 Dash>2B>6 Dash>6C>8 Dash>j.4C>8 Dash>j.4C>j.D>2B>623B>6C>8 Dash>j.4C>8 Dash>j.4C>j.623B> Ashura - 6971 dam./60 Heat

Bumper Combos

coming soon

Share this post


Link to post
Share on other sites

Standing into corner:

5B 2B 6C IAD j.4C j.623B (5C) 6D 623B 2B 5B j.A j.B j.4C dj.4C dj.C 4236 damage

5B 2B 6C delayed j.4C j.623B 6D 623B 2B 5B j.A j.B j.4C dj.4C dj.C 4042 damage (instead of a delayed j.4C, you can j.B j.4C for slightly less damage but more stability. It works further from the corner as well that way)

Corner:

5A 5B 623B 5B 6C j.4C j.623B dash back 5B 2B j.A j.B j.4C dj.4C dj.C 3178 damage (3988 damage from 5B 2B instead of 5A 5B)

on standing 5A 5B 6C j.623B dash back 5B 623B 6C j.D 2B 6C j.4C j.C 3094 damage (3886 damage from 5B 2B instead of 5A 5B)

corner throw max damage (as far as I've discovered):

throw dash 6D tk j.623B 5B 623B 2B 5B j.A j.B j.4C j.C dj.4C dj.C

more practical variant is:

throw dash 6D 623B 2B 5B j.A j.B j.4C dj.4C dj.C

Share this post


Link to post
Share on other sites

Also I managed to get a four seal on Rachel (in the corner, deep, very impractical maybe?) - j.D(CH)>2D>j.D>j.D, and it does 1193 damage. I'll add it to my list. Probably always been there but for lols anyways.

Also raw 2D>j.D>236C>5C>6D>623B works too on Rachel, but I'll go through and find out who else it works on (maybe Jin).

5B 2B 6C IAD j.4C j.623B 5C 6D 623B 5B 2B j.B j.4C j.B j.C 236A got me 4303 damage, 45 heat (4261, 44 heat without nail).

Share this post


Link to post
Share on other sites
Standing into corner:

5B 2B 6C IAD j.4C j.623B (5C) 6D 623B 2B 5B j.A j.B j.4C dj.4C dj.C 4236 damage

5B 2B 6C delayed j.4C j.623B 6D 623B 2B 5B j.A j.B j.4C dj.4C dj.C 4042 damage (instead of a delayed j.4C, you can j.B j.4C for slightly less damage but more stability. It works further from the corner as well that way)

Corner:

5A 5B 623B 5B 6C j.4C j.623B dash back 5B 2B j.A j.B j.4C dj.4C dj.C 3178 damage (3988 damage from 5B 2B instead of 5A 5B)

on standing 5A 5B 6C j.623B dash back 5B 623B 6C j.D 2B 6C j.4C j.C 3094 damage (3886 damage from 5B 2B instead of 5A 5B)

corner throw max damage (as far as I've discovered):

throw dash 6D tk j.623B 5B 623B 2B 5B j.A j.B j.4C j.C dj.4C dj.C

more practical variant is:

throw dash 6D 623B 2B 5B j.A j.B j.4C dj.4C dj.C

Just a heads up:

Assuming I did the combos correctly, first one did 3,556 and took them out of the corner, while the second one did 3,224 and kept them in the corner. I also found that the first one was rather inconsistent not just for per execution on the TK 623B but also for some reason the 2B would whiff or mess up too much for my taste due to spacing or timing I guess.

Also these combos seem to do more damage and give the same results:

(Near Corner/Corner) - Ground Throw>d.6D>623B>5B>6C>j.4C>j.623B>land>j.A>j.B>j.4C>dj.C = [3,640] takes them out of corner. Added dj.4C takes it to 3,713.

(Near Corner/Corner) – Ground Throw>d.2B>623B>6C>j.623B>dash under>5A>5B>j.A>j.B>j.4C>dj.4C>dj.C = [3,431] keeps them in corner.

They also feel much more consistent and easier to do, at least to me.

EDIT: Scratch that. The corner ground throw combo in Challenge Mode does even more anyway:

(Near Corner/Corner) - Ground Throw>d.6D>623B>5B>6C>j.4C>j.623B>land>5B>j.A>j.B>j.4C>dj.4C>dj.C = [3,804], keeps them in corner even.

(I haven't tested the combos on all the characters though)

@DaiAndOh - I would suggest making a section for BnBs off of each hit / area on stage that hopefully work on everyone, that are literal BnBs meaning combos that are easy and should NEVER be dropped by a remotely decent player and still give reasonable damage (meaning not stupidly brain dead combos should be listed.) Then have a section for "Advanced" combos that are slightly harder or a lot harder but give more damage.

Example:

BnB Section:

(1 Nail) (Mid-Screen) (Standing) – 5A>5B>2B>6C>j.D>Web Nail>d.5C>6D>*Bumper*>623B>*Bumper* = [2,054] + 2 Seals

Advanced Section:

(Mid-Screen*) (Standing) – 5A>5B>2B>6C>IAD j.4C>j.623B>d.5C>6D>623B>2B>5B>j.A>j.B>j.4C>dj.C

Share this post


Link to post
Share on other sites

Just a heads up btw, I'm not going to list every single thing. But I do want to cover all situations and starters of course.

Share this post


Link to post
Share on other sites

Thanks zeth, I hadn't really messed with the normal throw combos much; glad someone did. (Dem godlike corner command grab RCs, so glad they didn't nerf them back to CT status)

Share this post


Link to post
Share on other sites

havnt seen 2A so here are some:

Midscreen:

standing:

(5A)>2A>5B>2B>6C>j.D>2B>6C>jc.4C>j.C true oki 1696 ( with 5a 1762)

crouching:

(5A)>2A>5B>6A>623B 1070 (1162)

(5A)>2A>5B>2B>2C>623B 1327 (1409)

Corner:

(5A)>2A>5B>6A>623B>5B>6C>jc.4C>j.C true oki1884 (1943) keeps him nicely in the corner, omit j.4C for easier handling

Share this post


Link to post
Share on other sites

Here's some corner throw distortion stuff:

Ground Throw:

Throw>D.2B>623B>Daifunka (3898)

Throw>D.6D>Daifunka (4005)

Throw>d.6D>623B>5B>6C>dj.4C>j.623B>Ashura (4256) (Note that I could not get Daifunka to work after the j.623B on this one, opponent always techs too early)

Air throw:

Throw>Daifunka (3805)

Throw>5C>6A>623B> Daifunka (4235)

Throw>5C>6D>Daifunka (4216)

Throw>5C>6D>623B>5B>6C>dj.4C>j.623B>Ashura (4676) (I can't get Daifunka to work here as well, same problem as the first. If anyone can get it let me know)

Still testing out some other things.

Share this post


Link to post
Share on other sites

j.C 2-dash 2C 6-dash 2D 6-dash 5C 6-dash 2B 9-dash j.4C 2-dash 5C 6-dash 2B 6C 8-dash j.4C 6-dash j.D 2-dash 5C 6D 6-dash 5D daifunka

6408 damage, obviously FRKZ

Share this post


Link to post
Share on other sites

when coner carry is just to far away and i want to stay in the spacing that i am i like to use. (anywhere midscreen) 5b-2b-6c-5d-2b-5b-jc-5a-5b-4c-jc-4c-5c-236a. the 236a is optional for that extra psn damage and to play run away usually makes them come chase me and they end up putting them selfs in the coner. its 2587 with psn 2557 without psn

Share this post


Link to post
Share on other sites

feeling myself trolling combo

623C RC (5C>2369C) x 11 daifunka

more practical combo

623C RC 5C 2369C 6C iad j4C 623B -> blah

Share this post


Link to post
Share on other sites
One FRKZ combo without corner, could be more effective dunno I am a netnoob

FRKZ active, no corner

j.C>5B>2B>2C>Fdash6>5C>dc.6D>Fdash6>2D>Fdash8>j.4C>Fdash6>j.4C>j.D>Fdash2>2B>B bumper or Ashura (4774/5362)

looks pretty flashy with dashing through your opponent all the time, there may be a better ender but couldnt get anything out of 6C

I found a better Mid->Corner FRKZ combo =D.

FRKZ, Midscreen, leads to corner:

5B > 2B > 6C > j.D > 9-Dash > 5C > 6D > 6-Dash > 2D > 4/6-Dash* > 5C > 6-Dash > 2B > 623B > Oki/Daifunka (~5000/~6000+)

*: Depends on which side your on when you 6 Dash... depending on the time and spacing, you may end up behind them instead of in front of them when you 2D... in which case, to hit with 5C, the dash is different.

Share this post


Link to post
Share on other sites

Yeah, I posted video in Bang video thread in which one orange Bang is doing that bumper stuff in real matches...

Share this post


Link to post
Share on other sites

Midscreen Counter Hit 6c combo for when you want to punish something:

CH 6c>b-nail feint>6c>IAD j.4c>j.623b>5c>6d>623b>5b>6c>j.4c>j.c or j.623b>Ashura. 6110 damge with ashura. 5336 with normal ender.

Share this post


Link to post
Share on other sites

Well, I posted this earlier in another thread but...

6d-dc.2d-8 dash j.D, 2-dash 2b, Daifunka!

5.8k damage stupid easy FRKZ combo. Any scrub should be able to use this as his finishing move. I guess the proration on 6d and those other moves is really good, because before Daifunka it's only 2.9k damage.

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.

×