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A.X.I.S.

[CSE] Iron Tager Combo Thread

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This is for CSX combo's only!

Hello vets and newcomers this thread was made for the specific purpose of talking about, creating, and learning combos.

BnB(bread n butter): Basic combos that you should learn starting out.

Heavy damage: Highest damage potential off a good starter.

Hit confirms: Landing a random hit and making the most out of it.

What is a combo?

In Blazblue combos are any sequence of attacks that is colored red so a basic idea for CS is: 5A>5B>3C.

this combo will "red beat" whereas something that combo's blue is not a real combo.

Another general rule for a combo is: Purple grabs are not in combos because they are easy to tech and blue beat, normal grabs are green and are harder to break.

Purple grabs are useful for tech traps...well they used to be.

Do not post tech traps in this thread, we have a different thread for that.

Now with that out of the way let this thread spread its combos.

also I will make a FAQ(frequently asked questions) so the new players won't feel lost.

When you add a combos to this thread add heat gain and damage as well, In this game the heat gain is nuts and we optimize heat gain and damage way more than before.

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FAQ goes here.

this will be filled with a few things when I go through the threads.

but for now it remains empty.

What is a ender A.X.I.S.?Its the attacks you use to end your combo which are:

  • walk 6C > 5D
  • walk 6C > J.D
  • 2D (walk 2D works as well, there is a difference.)
  • 22D whiff 2D
  • 4D whiff > 4D
  • 4D whiff > GF
  • Elbow > GF
  • Elbow > 5B > 4D
  • Elbow > 5B > 5C > 5D
  • Elbow > 5B > J.A > J.B > J.D
  • 22D whiff > 22D

Any combo that ends with Egadget can be replaced with 2D.

NOTE: For ender's since the combos with mag are a bit different don't be discouraged, you still have the old ways to do enders but you have a few new choices too.

For most combos the enders work the same but thanks to the new magnetic pull on 2D it became even better.

Axis why use 2D instead of 5D?

2D moves your position and pushes your opponent closer to the corner and when you are doing corner combos with your opponent you should use 2D instead of gadget since you get knock down which is better than gadget.

Note for CSX only: The active frames on 2D are so long that immediate emergency tech sends your opponent flying toward you allowing you to do even more fun things to them.

How do you do 623C whiff>623C? it won't work for the life of me and sometimes when I do I can't combo!

first off to collider whiff your opponent has to be magnetized, next after you hit them with collider you input it during colliders recovery and hit C...keep in mind when you do collider whiffs you only need to tap the collider because the magnetism has such a strong pull.

How come I can't do 623C>gadget>6C?

This only works if you use a move that puts your opponent into OTG state like 3C and j.2C if you did not do one of those moves then you cannot use gadget after.

gadget 6C is simple as well, just tap gadget and just hold 6 and press C, should red beat.

How do you do a standing 360?

what you want to do to pull off a standing 360 is to spin the stick 270 degrees, not as hard as you think...think of it like this: if your holding back and you want to do a 360 then you start from 4 to 1 to 2 to 3 to 6 to 9 fast...remember to hit the button so your jump is canceled by the move coming out...or you can spin the whole 360, either way blazblue's buffering system will let it come out.

I can't combo after 360A/B what am I doing wrong?!

Buffer your inputs at the end of the move so it comes out immediately.

What does Egadget mean?

E gadget is J.C whiff latest J.2C(Elbowdrop) to 22D(Gadget finger).

This combo isn't working on xx character! why!?

hit boxes my friend, every character has a different hit box and thanks to CS Tager has even more character specifics and some combo's won't work unless magnetized like certain combo's with 6A in it.

J.C>J.B and J.D>J.2C is not working! it comes out too late or not at all!

you have to do the J.C/J.D at the first possible frame you can or they will whiff, also j.D>j.2C works only on magnetized victims. special thanks to leo and maho for this one.

How do you get j.2C>5B>5C>A sledge combos?

This is new and also a bit strange but have no fear I went to the lab and figured it out.

You do the sledge when the opponent begins his decent after getting hit by the 5C, if you do it right they will fall into the A sledge active frames and get hit.

Now you can do corner combos hazzah!

Axis why do less damaging combos like AC>4D whiff>3C>AC whiff j.2C?

Positioning.

Sometimes you want your opponent in a certain spot or you just want to swap from being in the corner with your opponent.

You sacrifice a bit of damage but positioning is important, almost as important as magnetism.

Some combos are short so you can still do something with little magnetism time left.

Make note of how long you got left and take advantage of it, don't lose momentum because you didn't know mag wore off. (guilty of this too.)

correct me if you would see any problems.

trying to make this the best guide possible.

also any suggested changes will work.

Notes: Back throws sends opponent straight up allowing you to combo with 5C/2C etc etc into collider while normal throw sends people sailing through the air.

Gadget gives 5 heat so it is always good to tack on at the end of a combo.

360A leaves your opponent a closer to you now.

Special move Key:

AC=Atomic Collider

ACx2=AC>AC whiff

SB=Spark Bolt

MTW=Magna Tech Wheel

TB=Terra Break (follow up to Magna Tech Wheel.)

GF=Gadget Finger

Note: *=You can follow up with 5B>5C>SB>6C>(j.2C>3C)>MTW or 5B>5C>SB>6C>j.2C>3C>GF

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5A combos

5A>5B/2B>3C>GF [888/12] [924/13 with 2B]

5A>5B>5C>6A>3C>GF [1278/20]

5A>5B/2B>2C>AC>Egadget [2112/29] [2148/29 heat with 2B]*

5A>5B/2B>2C>AC>j.C>whiff>j.2C>5B>5C>5D [2394/34] [2430/35 with 2B]*

5A>5B/2B>3C>SB>5C>6A>2C>AC>GF whiff>6C>j.2C>3C>GF [2369/53] [2405/54 with 2B]

5A>5B/2B>3C>Asledge>5A>hj.A>j.B>J.D [1422/22] (point blank tech trap setup)

5A>2B>2C>collier>j.B>5C>Asledge>hammer>4D [2516/38] (back to corner only)

5A>2B>2C>AC>j.B>5C>Asledge>hammer>j.2C>5B>4D [2691/45] (facing away from corner only)

5A>5B>3C>Asledge>hammer>5B>4D [1442/21] (corner only)

5A>5B>3C>Asledge>hammer>5B>5C>5D [1623/27]

CH 5A>5C>6A>3C>GF [1208/17]

CH 5A>5C>6A>2C>AC>Egadget*[2333/34]

5A combos with magnetism

5A>5B/2B>3C>AC whiff>j.2C>5B>5C>6A>2C>AC>GF whiff>6C>j.2C>3C>GF [5B 2615/63] [2B 2558/56]

5A>5B>5C>6A>3C>AC whiff>j.2C>5B>5C>6A>AC>GF whiff>6C>j.2C>GF

5A>2B>2C>AC>4D whiff>3C>AC whiff>J.2C>3C>GF whiff

CH 5A>5C>6A>3C>AC whiff>j.2C>5B>5C>6A>2C>AC>GF whiff>6C>j.2C>GF [2711/61]

CH 5A>5C>6A>2C>ACx2>6C>j.2C>3C>AC whiff>j.2C>3C>GF [2768/47]

2A AA combos
AA CH 2A>5C/2C>(6A)>AC>Egadget (No 2C>6A doesn't gattling but if 5C hits you can do 6A as well.)* [with 5C>AC Egadget [2029/26]] [with 2C>AC Egadget [2084/26]] [with 5C>6A Egadget [2093/29]]

AA CH 2A>AC>Egadget* [1864/21]

AA CH 2A>J.2C>5B>5C>6A>AC>Egadget [2264/36]

AA CH 2A>AC>j.B>5C>Asledge>hammer>j.2C>5B>4D [2550/38] (facing away with corner only)

2A AA with magnetism

AA CH 2A>5C>/2C>(6A)>ACx2>6C>j.2C>3C>AC whiff>j.2C>3C>22D

FOAA CH 2A>5C/2C>AC>4D whiff>3C>AC whiff>j.2C>3C>GF

AA CH 2A>5C/2C>AC>j.B>5C>Asledge>hammer>j.2C>5B>4D (corner only)

AA CH 2A>MTW>3C>AC whiff>j.2C>2B>5B>2C>AC>GF whiff>6C>j.2C>5B>SB>6C>MTW>TB>GF

5B/2B combos

5B>5C>6A>3C>GF [1290/18]

5B/2B>5C>6A>3C>GF[1541/20]

5B/2B>2B/5B>3C>GF [1367/18]

5B>5C>SB>5C>6A>2C>AC>GF whiff>6C>j.2C>3C>GF [2270/52]

2B>5B>3C>SB>5C>6A>2C>AC>GF whiff>6C>j.2C>3C>GF [2741/54]

2B>2C>AC>Egadget* [2492/27]

5B/2B>AC>j.C>j.2C>5B>5C>Asledge>hammer>j.2C>5B>4D [3332/48] (facing away from corner only)

5B/2B>AC>j.B>5C>Asledge>hammer>j.2C>5B>4D [3188/44] (facing away from corner only)

2B/5B combos with magnetism
2B/5B>3C>AC whiff>j.2C>5B>5C>6A>2C>AC>GF whiff>6C>j.2C>3C>GF [2B>3C [3002/54]] [2B>5B>3C [2911/57]] [5B>3C [2737/54]] [5B>2B>3C [2688/57]]

2B/5B>AC>4D whiff>3C>AC whiff>j.2C>3C>GF [2B>2C [2641/34]] [2B>5B>2C [2590/36]] [5B>2C [2401/33]] [5B>2B>2C [2388/36]]

2B/5B>2C>ACx2>6C>j.2C>3C>AC whiff>j.2C>3C>GF [2B>2C [3078/45]] [2B>5B>2C [2977/47]] [5B>2C [2812/44]] [5B>2B>2C [2753/47]]

5C combos
5C>6A>3C>GF [1642/15]

5C>6A>2C>AC>Egadget* [3279/32]

5C>6A>2C>AC>j.B>5C>Asledge>hammer>j.2C>5B>5C>4D [4157/52] (facing away from corner only)

5C>6A>2C>AC>j.C>j.2C>5B>5C>Asledge>hammer>j.2C>5B>5C>4D [4306/57] (facing away from corner only)

5C>SB>5C>6A>ACx2>6C>j.2C>3C>AC whiff>j.2C>3C>GF [3868/58]

CH 5C>6C>AC>Egadget* [3111/30]

CH 5C>6C>AC>j.B>5C>Asledge>hammer>j.2C>5B>5C>4D [3967/50] (facing away from corner only)

CH 5C>6C>AC>j.C>j.2C>5B>5C>Asledge>hammer>j.2C>5B>5C>4D/5D [4111/55] (facing away from corner only)

5C combos with magnetism
5C>6A>3C>AC whiff>j.2C>5B>5C>6A>2C>AC>GF whiff>6C>j.2C>3C>GF [3828/59]

5C>6A>2C>ACx2>6C>j.2C>(5B)>Asledge>3C>AC whiff>7j.2C>3C>GF [4099/56] (For Litchi, Mu, Lambda, and Noel omit the 5B)

5C>6A>2C>ACx2>6C>j.2C>3C>AC>j.2C>3C>GF [3913/50]

5C>6A>2C>MTW>3C>AC whiff>j.2C>2B>2C>collider>GF whiff>6C>j.2C>5B>5C>Spark>6C>MTW>TB [7481/1]

5C>spark bolt>walk forward 3C>AC Whiff>J2C>5B>5C>6A>2C>AC>GF Whiff>6C>J2C>3C>GF [3693/60]

AA 5C>SB>j.2C>5B>5C>6A>AC>GF whiff>6C>j.2C>3C>AC whiff>j.2C>3C>GF [3806/60]

AA 5C> SB> 6C> J2C> 3C> AC Whiff> J2C> 5B> 5C> 6A> 2C> AC> GF Whiff> 6C> J2C> 3C> GF [3729/72]

AA 5C>ACx2>6C>j.2C>3C>AC whiff>j.2C>3C>GF [3700/41]

AA CH 5C>Bsledge>5C/2C>MTW>3C>AC whiff>j.2C>5B>2C>GF whiff>6C>j.2C>5B>5C>SB>6C>MTW>TB [with all 23 hits after the 1st MTW [7699/1]] any hit less than that decreases damage by around 30 or 40 something damage.

6A combos

6A>2C>AC>Egadget

6A>2C>AC>2D

6A>2C>AC>j.C>j.2C>5B>5C>5D

6A combos with magnetism

6A>2C>ACx2>6C>j.2C>3C>AC whiff>j.3C>3C>GF

6A>3C>AC whiff>j.2C>5B>5C>6A>2C>AC>22D whiff>6C>j.2C>3C>GF

6A>2C>ACx2>5B>Asledge>3C>AC whiff>j.2C>3C>GF

6A>2C>AC>4D whiff>3C>AC whiff>j.2C>3C>GF

2C combos
2C>AC>Egadget*

2C>AC>j.C>j.2C>5B>5C>5D

FC 2C>j.2C>5B>j.2C>5B>5C>6C>AC>Egadget

FC 2C>Asledge>5C>AC>j.C>j.2C>5B>5C>6C>spark>j.2C>3C>AC whiff>j.2C>3C>GF

FC 2C>6B>2C>AC>j.C>j.2C>5B>5C>6C>j.2C>3C>Asledge>hammer>5C>4D (corner only)

FC 2C>j.2C>(5B>j.2C)x3>5B>5C>Asledge>hammer>j.2C>5B>2C>collider>j.C>j.2C>5B>5C>spark>6C>j.2C>3C>22D

FC 2C>walk forward rising j.B>j.D>5A>2C>ACx2>5B>5C>6C>j.2C>5B>5C>MTW

FC 2C>walk forward rising j.B>j.D>5B>j.2C>3C>AC whiff>j.2C>5B>5C>6A>2C>AC>GF whiff>6C>j.2C>3C>GF [3939/71] (doesn't work on carl)

FC 2C>walk forward rising j.B>j.D>5B>MTW>3C>AC whiff>J.2C>5B>5C>6A>2C>AC>GF whiff>6C>j.2C>3C>GF [4937/55] (doesn't work on carl)

FC 2C>walk forward rising j.B>j.D>5B>MTW>3C>AC whiff>j.2C>2B>2C>AC>GF whiff>6C>j.2C>5B>5C>SB>6C>MTW>TB>GF [6941/5] (doesn't work on carl)

2C combos with magnetism

2C combos with magnetism
2C>ACx2>6C>j.2C>3C>AC whiff>j.2C>3C>GF

2C>ACx2>6C>J.C>5B>Asledge>3C>AC whiff>j.C>3C>GF

2C>MTW>3C>AC whiff>j.2C>2B>5B>2C>AC>GF whiff>6C>j.2C>5B>5C>Spark>6C>MTW>TB

FC 2C>6C>j.2C>3C>AC whiff>j.2C>5B>5C>6A>2C>AC>GF whiff>6C>j.2C>3C>22D

FC 2C>j.2C>(5B>j.2C)x2>3C>AC whiff>j.2C>5B>5C>6A>2C>AC>GF whiff>6C>j.2C>3C

FC 2C>5C>Asledge>5C>AC>j.D>whiff>j.2C>5B>5C>6C>j.2C>3C>AC whiff>j.2C>5B>5C>Spark>j.2C>3C>GF 4.6k

FC 2C>2C>MTW>5C>SB>6C>j.2C>3C>AC whiff>j.2C>2B>5B>2C>ACx2 AC>2C>MTW>TB>GF [7275/5] (Rachel specific)

6B combos
6B>6C>AC>Egadget*

6B>6C>j.2C>5B>5C>(6A)>AC>Egadget*

6B>6B>6C>AC>Egadget*

FC 6B>Bsledge>5A>5C>6A>2C>AC>Egadget

FC>6B>Bsledge>5A>5B>5C>5D>Asledge>5A>5C>6A>3C>AC whiff>j.2C>5B>2C>collider>GF whiff>6C>j.2C>3C>22D

5D combos
5D>Asledge>hammer>RC>5C>ACx2>6C>j.2C>3C>AC whiff>j.2C>3C>GF

5D>Asledge>RC 5C>6A>3C>AC whiff>j.2C>5B>5C>delay 6A>2C>AC>GF>6C>j.2C>3C>GF [3754/51]

5D>Asledge>RC 5C>6A>3C>AC whiff>j.2C>5B>5C>delay 6A>2C>AC>GF whiff>6C>j.2C>5B>5C>SB>6C>MTW>TB [5740]

CH 5D>ACx2>6C>j.2C>3C>AC whiff>j.2C>3C>GF

CH 5D>ACx2>6C>j.2C>3C>AC whiff>j.2C>5B>5C>SB>6C>j.2C>3C>GF [3875/64]

CH 5D>5C>6A>2C>ACx2>6C>j.2C>3C>AC whiff>j.2C>3C>GF

CH 5D>Bsledge>5C>6A>(2C)>ACx2>6C>j.2C>3C>AC whiff>j.2C>3C>GF

CH 5D>Bsledge>2C>ACx2>6C>j.2C>3C>AC whiff>j.2C>(3C>GF)/(5B>J.A>J.B>J.D) [3758/51]GF ender [3933/55]J.D ender

CH 5D>Bsledge>5C/2C>MTW>3C>AC whiff>j.2C>2B>5B>2C>AC>GF whiff>6C>j.2C>5B>SB>6C>MTW>TB>GF

4D combos
4D>RC 5B>5C>6A>2C>ACx2>6C>j.2C>3C>GF

CH 4D>5C>6A>ACx2>6C>j.2C>3C>AC whiff>j.2C>3C>GF

CH 4D>6A>ACx2>6C>j.2C>3C>AC whiff>j.2C>3C>GF

CH 4D>j.2C>5B>5C>6A>2C>AC>GF whiff>6C>j.2C>3C>AC whiff>j.2C>3C>GF [2481/60]

2D combos

CH 2D>5C>6A>2C>ACx2>6C>j.2C>3C>AC whiff>j.2C>(3C>GF*)/(5B>J.A>J.B>J.D) [4257/55 GF ender [4443/58] J.D ender

CH 2D>5C>6A>3C>AC whiff>j.2C>5B>5C>6A>2C>AC>22D whiff>6C>j.2C>3C>GF* [4178/64]

CH 2D>5C>6A>3C>AC whiff>j.2C>2B>2C>ACx2>6C>j.2C>5B>J.A>J.B>J.D [4255/61]

note: you can RC if you don't use get a CH but still landed a 2D.

J.D combos
CH j.D>(5A)>5B>5C>6A>3C>AC whiff>j.2C>5B>5C>6A>2C>AC>GF whiff>6C>j.2C>3C>GF

CH j.D>(5A)>5B>5A>6A>ACx2>6C>j.2C>3C>AC whiff>j.2C>3C>GF

CH J.D>5C>6A>2C>MTW>3C>AC whiff>J.2C>2B>5B>2C>AC>GFwhiff>6C>J.2C>5B>SB>6C>MTW>TB>GF [7532/1]

Air CH J.D>5C>(6A)>ACx2>6C>j.2C>3C>AC whiff>j.2C>3C>GF

Air CH J.D>(5C)>MTW>3C>AC whiff>j.2C>2B>5B>2C>AC>GF whiff>6C>j.2C>5B>SB>6C>MTW>TB>GF

Grab combos
B+C>Bsledge>5C>6A>Egadget

B+C>Bsledge>hammer>5C>Asledge>2D (corner only)

B+C>AC>Egadget*

4B+C>5C>6A>AC>Egadget

4B+C>236A>5C>AC>J.C>J.2C>5B>5C>5D [3089/40

4B+C>6C>j.2C>5B>5C>AC>Egadget [2980/44]

4B+C>j.2C>5B>5C>6A>AC>Egadget [2969/41

4B+C>MTW>TB>GF

Grab combos with magnetism
B+C>ACx2>6C>j.2C>3C>AC whiff>j.2C>3C>GF

B+C>AC>4D whiff>3C>AC whiff>j.2C>3C>GF

B+C>Bsledge>5C>6A>ACx2>6C>j.2C>3C>AC whiff>j.2C>3C>GF

B+C>ACx2MTW>TB>GF

4B+C>5C>6A>2C>ACx2>6C>j.2C>3C>GF

4B+C>6C>j.2C>5B>5C>6A>ACx2>6C>J.2C>3C>GF

4B+C>ACx2>MTW>TB>GF

Air grab combos
Air B+C>j.C>5C>AC>Egadget* (Height dependent)

Air B+C>j.2C>5B>5C>6A>AC>Egadget*

Air B+C>2B>2C>AC>Egadget*

Air B+C>j.B>5C>6A>AC>Egadget

Air grab combos with magnetism

  • Air B+C>j.C>5C>6A>ACx2>6C>j.2C>3C>AC whiff>j.2C>3C>GF
  • Air B+C>j.2C>5B>5C>6A>AC>GF whiff>6C>j.2C>3C>AC whiff>j.2C>3C>GF
  • Air B+C>j.2C>3C>AC whiff>j.2C>5B>5C>6A>2C>AC>GF whiff>6C>j.2C>3C>GF
  • Air B+C>2B>5B>2C>AC>GF whiff>6C>j.2C>3C>GF

Now with a new Table yay!

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Combos from special moves yay!

CH Sledge combos

  • A/Bsledge>hammer>RC>5C>AC>Egadget
  • CH Asledge>5A>5B>5C>6A>3C>GF
  • CH Asledge>5A>2B>2C>AC>Egadget*
  • CH Bsledge>5C>6A>2C>AC>Egadget*
  • CH Bsledge>6B>6C>J.2C>5B>5C>(6A)>AC>Egadget*
  • CH Bsledge>j.D>(5A)>5B>5C>6A>3C>AC whiff>j.2C>2B>5B>2C>AC>GF whiff>6C>j.2C>3C>GF [3186/66] [3052/68 With 5A]


    RC/CH Sledge combos with magnetism

    • CH Asledge>2B>3C>AC whiff>j.2C>2B>5B>2C>AC>GF whiff>6C>j.2C>3C>GF
    • CH Bsledge>6B>6C>j.2C>5B>5C>ACx2>6C>j.2C>3C
    • CH Bsledge>5C>6A>2C>ACx2>6C>j.2C>3C>GF


      RC/CH Hammer combos

      • Hammer>RC 5C>(6A)>AC>Egadget*
      • CH Hammer>j.C>j.2C>5B>5C>6A>AC>Egadget*


        RC/CH Hammer combos with magnetism

        • Hammer>RC>5C>ACx2>6C>j.2C>3C>AC whiff>j.2C>3C>GF
        • Hammer>RC 6C>j.2C>3C>AC whiff>j.2C>5B>5C>6A>2C>AC>GF whiff>6C>j.2C>3C>GF


          Spark combos

          • SB>ACx2>6C>j.2C>3C>AC>j.2C>3C>GF
          • SB>AC whiff>2C>AC>j.C whiff>j.B>5C>Asledge>hammer>j.2C>5B>4D (corner only.)
          • CH SB>5C>6A>ACx2>6C>j.2C>3C>AC whiff>J.2C>3C>GF

          360 combos

          [*]360A/B>3C>GF [2849/19 for 360A] [3849/23 for 360B]

          [*]360A/B>5B>4D [2780/16 for 360A] [3780/20 for 360B]

          [*]360A/B>3C>MTW>TB>22D [4629/5 for 360A] [5629/5 for 360B] (doesn't seem to work on Noel, Lambda, and mu needs more testing)

          [*]360A/B>3C>spark>6C>MTW>GF [3711/5 for 360A] [4711 for 360B]

          360 combos with magnetism

          [*]360A/B>3C>AC>J.D>22D [3134/35 for 360A] [4134/39 for 360B]

          [*]360A/B>3C>AC>GF whiff>2D [3034/29 for 360A] [4034/32 for 360B]

          [*]360A/B>3C>AC>GF whiff>MTW>GF [3793/5 for 360A] [4801/5 for 360B]

          Magnetech wheel combos

          [*]MTW>GF

          [*]MTW>5B>4D

          [*]MTW>TB>5B>5C>AC>2D

          [*]MTW>TB>6C>j.2C>3C>GF

          [*]MTW>TB>6B>2C>AC>2D

          [*]AA magnetized MTW>3C>AC whiff>j.2C>2B>5B>2C>AC>GF whiff>6C>j.2C>5B>SB>6C>MTW>TB>GF

          will finish later have to collect more notes.

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ill have the game in a few days. Ill work on making a new CSX combo list like my CS2 one. I have all next week off work to start working on it. This is going to be alot of fun especially now that Tager is actually good, and has so much more stuff he can do.

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I broke the combos down into a simple science now.

It's simple.

I'll post the basic routes when I wake up, until then sit tight until i get everything processed or whatevers.

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Not sure if this will be useful or not, but here are the combos from the JP wiki. Feel free to edit if anything is wrong.

http://www14.atwiki.jp/teigar/pages/111.html

12.23.2011

=================

When non-magnetized

=================

5A starter

5A> 5B> 3C> GF

888 damage 12% heat gain

5A> 2B> 2C> AC> JC Whiff> low J2C> 5B> 5C> spark bolt > 6C> J2C> 3C> AC Whiff> J2C> GF

2940 damage 59% heat gain

Uses spark bolt.

JA Starter

JA (CH)> J2C> 5B> 5C> AC> JC Whiff> low J2C> GF

2527 damage 33% heat gain

2B Starter

2B> 2C> MTW> 5B> 5C> A sledge> followup> J2C> 5B> 2C> AC

4302 damage ??% heat gain

Edge of the screen only.

6B Starter

6B> 6C> AC> JC Whiff> low J2C> GF

2467 damage 30% heat gain

6B> 6C> J2C> 5B> 5C> AC> JC Whiff> low J2C> GF

2727 damage 41% heat gain

When close.

6B FC> B sledge> 5A> 5B> A sledge> 5A> 5B> 6A> 2C> AC> JC Whiff> low J2C> GF

2638 damage 49% heat gain

5C Starter

5C> spark bolt > walk forward> 3C> AC Whiff> J2C> 5B> 5C> 6A> 2C AC> GF Whiff> 6C> J2C> 3C> GF

3693 damage 60% heat gain

Uses spark bolt.

Anti-Air 5C> spark bolt> J2C> 5B> 5C> 6A> AC> GF Whiff> 6C> J2C> 3C> AC Whiff> J2C> 3C> GF

3806 damage 60% heat gain

Uses spark bolt.

Anti-Air 5C> spark bolt> 6C> J2C> 3C> AC Whiff> J2C> 5B> 5C> 6A> 2C> AC> GF Whiff> 6C> J2C> 3C> GF

3729 damage 72% heat gain

Uses spark bolt.

2C Starter

2C FC> J2C> 5B> J2C> 5B> 5C> 6C> J2C> 5B> 5C> 6A> AC> JC Whiff> low J2C>

GF ???? damage ??% heat gain

2C FC> J2C> 5B> 5C> 6C> J2C> 5B> 5C> 6A> AC> JC Whiff> low J2C> GF

???? damage ??% heat gain

2C FC> 5C> 6B> spark bolt > 6C> J2C> 3C> AC Whiff> J2C> 5B> 5C> 6A> 2C> AC> GF Whiff> 6C> J2C> 3C> GF

3925 damage 82% heat gain

Uses spark bolt.

2C FC> 5C> A sledge> 5C> AC> JC Whiff> J2C> 5B> 5C> 6C>late spark bolt > J2C> 3C> AC Whiff> J2C> 3C> GF

4410 damage 70% heat gain

Uses spark bolt.

5d Starter

5d> A sledge> RC> 5C> 6A> 3C> AC Whiff> J2C> 5B> 5C> 6A> 2C> AC> GF Whiff> 6C> J2C> 3C> GF

???? damage ??% heat gain ??% heat required

5d CH> B sledge> 5C> 6A> 2C> AC> AC Whiff> 6C> J2C> 3C> AC Whiff> J2C> 3C> GF

3853 damage ??% heat

2d (CH) Starter

2d CH> 5C> 6A> 3C> AC Whiff> J2C> 5B> 5C> 6A> 2C> AC > GF Whiff> 6C> J2C> 3C> GF

???? damage ??%

360A Starter

360A> 3C> GF

2849 damage 19% heat gain

360B Starter

360B> 3C> GF

3849 damage 24% heat

360B> 3C> MTW

4479 damage ??% heat 26% heat required

Throw Starters

forward throw> B sledge> 5C> 6A> AC> JC Whiff> low J2C> GF

3271 damage 40% heat gain

Back Throw> 5C> 6A> AC> JC Whiff> low J2C> GF

2846 damage 34% heat gain

Back Throw> 6C> J2C> 5B> 5C> AC> JC Whiff> low J2C> GF

2980 damage 44% heat gain

Air throw> J2C> 5B> 5C> 6A> AC> JC Whiff> low J2C> GF

3411 damage 42% heat gain

Spark bolt Starter

spark bolt >AC> AC Whiff> 6C> J2C> 3C> AC Whiff> J2C> 3C> GF

2668 damage 42% heat gain

spark bolt > 6A> AC> AC Whiff> 6C> J2C> 3C> AC Whiff> J2C> 3C> GF

2789 damage 50% heat gain

spark bolt CH> 5C> 6A> 2C> AC> AC Whiff> 6C> J2C> 3C> AC Whiff> J2C> 3C> GF

???? damage ??% heat gain

================

When magnetized

================

5A starter

5A> 5B> 5C> 6A> 3C> AC Whiff> J2C> 2B> 2C> AC> JC Whiff> low J2C> GF

2425 damage 48% heat gain

if magnetism runs out mid combo.

5A> 5B> 5C> 6A> 3C> AC Whiff> J2C> 5B> 5C> 6A> 2C> AC> GF Whiff> 6C> J2C> 3C> GF

2615 damage 64% heat gain

5A> 5B> 5C> 6A> 4D> RC> 5C> 6A> 3C> AC Whiff> J2C> 5B> 5C> AC> GF Whiff> 6C> J2C> 3C> GF

2470 damage 35% heat gain ??% heat required

5A> 3C> AC> AC Whiff> 6C> J2C> GF

2211 damage ??% heat gain

5A> 3C> A sledge> hammer> 3C> MTW

???? damage damage ??% heat gain ??% heat required

Starting 5B

5B> 5C> 6A> 4D> RC> 5C> 6A> 3C> AC Whiff> J2C> 5B> 5C> AC> GF Whiff> 6C> J2C> 3C> GF

2677 damage 35% heat gain ??% heat required

Starting 2B

2B> 5B> 5C> 6A> 4D> RC> 5C> 6A> 3C> AC Whiff> J2C> 5B> 5C> AC> GF Whiff> 6C> J2C> 3C> GF

2852 damage 35% heat gain ??% heat required

2B> 2C> AC> AC Whiff> 6B> 2C> AC

2733 damage ??% heat gain

2B> 2C> AC> AC Whiff> 6C> J2C> GF

2772 damage ??% heat gain

2B> 2C> AC> AC Whiff> 6C> J2C> 3C> GF

2896 damage ??% heat gain

Starting 5C

5C> 6A> 2C> AC> AC Whiff> 6C> J2C> 3C> AC Whiff> J2C> 3C> GF

3913 damage 50% heat gain

5C> 6A> 2C> MTW> 3C> AC Whiff> J2C> 2B> 5B> 2C> AC> GF Whiff> 6C> J2C> 3C> GF

???? damage damage ??% heat gain ??% heat required

5C> 6A> 4D> RC> 6A> 2C> AC> AC Whiff> 6C> J2C> 3C> AC Whiff> J2C> 3C> GF

3657 damage 22% heat gain ??% heat required

5C> 6A> 4D> RC> 5C> 6A> 3C> AC Whiff> J2C> 5B> 5C> 6A> 2C> AC> GF Whiff> 6C> J2C> 3C> GF

3703 damage 43% heat gain ??% required

5C> 6A> 4D> RC> 5C> 3C> AC Whiff> J2C> 5B> 5C> 6A> 2C> AC> GF Whiff> 6C> J2C> 3C> GF

???? damage ??% heat gain ??% required

2C Starter

2C FC> 6B> 2C> AC> JC> J2C> 5B> J2C> 3C> AC Whiff> J2C> 5B> 5C> 6C> J2C> 3C> GF

???? damage ??% heat gain

2C FC> J2C> 5B> 5C> 6C> J2C> 5B> 5C> 6A> 2C> AC> GF Whiff> 6C> J2C> 3C> GF

???? damage ??% heat gain

360A starter

360A> 3C> AC> 4D Whiff> GF

3079 damage 30% heat gain

360A> 3C> AC> JD Whiff> low J2C> GF

3134 damage 34% heat gain

360A> 3C> AC> GF Whiff> MTW> Terra Break

4751 damage 00% heat gain ??% heat required

360B starter

360B> 3C> AC> 4D Whiff> GF

4079 damage 34% heat gain

360B> 3C> AC> JD Whiff> low J2C> GF

4134 damage 39% heat gain

360B> 3C> AC> GF Whiff> MTW> Terra Break

5751 damage 00% heat gain ??% heat required

Throw starter

forward throw> B sledge> 5C> 6A> AC> AC Whiff> 6C> J2C> GF

3471 damage 46% heat gain

back throw> 5C> 6A> AC> AC Whiff> 6C> J2C> GF

3081 damage 43% heat gain

Air throw> J2C> 5B> 5C> 6A> 2C> AC> GF Whiff> 6C> J2C> 3C> GF

3725 damage 57% heat gain

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Heh, I was wondering about Bsledge in combos now, that seems to have answered much of what was about to ask. Can you only follow Bsledge with 5A now on a grounded hit?

Also, I was thinking with a 6B fatal near-ish to the corner:

6B > 236B > 236A > 5C > 6C > j.2C, 5B > 4D

6B > 236B > 236A > 5C > 6C > j.2C, 3C > (623C), j.2C, 4D

6B > 236B > 236A > 5C > 6C > j.2C, 3C > (623C), j.2C, 5B > 5C > 236236B

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I never managed the get 5A to work after Bsledge on a grounded hit.

I believe you can do more after a fatal 6B in the corner.

I am gonna have Brice mess with it.

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If you're right in the corner then surely you can do:

6B Fatal > 5D > 236A > 236A, 5C > 6C > j.2C, 3C > (623C), j.2C, 5B > 5C > 236236B > 22D

Requires 3 heat at start of combo (lol). +2 Net gain.

Due to the starter, you can't get more than one 5C > 6C in there, and even when you do, the SMP kills any damage after that point, even if the heat gain is still great. Combo isn't the most damaging, it instead assumes you want to keep them in the corner.

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When I did basic stuff off 6B I got less than 3k but I still got a ton of meter, the combos doesn't feel as strict as CS2 though.

Anyways our combos are simpler than before.

It pretty much comes down to this:

Are they magnetized?

Did you use collider early in the combo?

Positioning.

Pretty much same old but the difference isn't that much of a execution barrier. (Lets be honest j.D whiff>j.2C was easy.)

5A>5B/2B>3C>22D

5A>5B/2B>5C>6A>3C>22D

After they are magnetized then your combos get extended.

5A>5B/2B>3C>collider whiff>j.2C>5B>5C>6A>2C>collider>22D whiff>6C>j.2C>3C>22D

Now comes the that second question, did you use collider early in the combo?

Situations like this comes to mind?

5C>6A>2C>collider

Without meter or magnetism you can't follow up except with Egadget but when you have meter you can do:

5C>6A>2C>collider>j.C>whiff>j.2C>5B>5C>MTW

With magnetism: 5C>6A>2C>Colliderx2>6C>j.2C>5B>Asledge>3C>collider whiff>j.2C>3C>gadget.

That combo video showed you what you can do if you if you used collider early in a combo.

So if you have meter then you have no reason to not use to extend the combo/kill.

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No offence meant, but I find your style of writing rather difficult to read. Which parts of that post were parts of the combo guide and which were just editor's comments?

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Mmm, my edit didn't come through, what I meant to say was about adding a section about burst-proof combos like 360B, 3C > 236236B, 22D and 623C, (623C), 6B > 236236B

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That is fine.

I was gonna separate everything anyway.

I don't think we need to have a lot of combos this time.

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Ok I tested out colliderx2>5B>Asledge>3C>collider whiff>j.2C>3C>gadget.

It's not optimal but its good if you wanna switch sides.

It gives less heat and does less damage but switching sides and doing gadget isn't bad.

You can do j.2C>5B>4D instead as a ender if you don't want gadget, I also believe you can go straight into 4D if the scaling is bad as well.

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Why did I just notice Scottie Yosh's post, it's great!

I'll post it up real soon.

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If you're right in the corner then surely you can do:

6B Fatal > 5D > 236A > 236A, 5C > 6C > j.2C, 3C > (623C), j.2C, 5B > 5C > 236236B > 22D

Requires 3 heat at start of combo (lol). +2 Net gain.

Due to the starter, you can't get more than one 5C > 6C in there, and even when you do, the SMP kills any damage after that point, even if the heat gain is still great. Combo isn't the most damaging, it instead assumes you want to keep them in the corner.

I know I am double posting and triple posting etc etc but I am excited.

That combo wouldnt work because they have to be in the air for hammer>5C to connect so I did.

CH 6B>5D>236A>236A>5B>5C>6C>j.2C>3C>collider whiff>j.2C>5B>5C>MTW>22D for 3.5k damage with just MTW and 4.4k with terra break.

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Also seeing some RCs going off in combos now because tager's damage and magnetism is actually worth it. There's a few 4D RCs mentioned in the Japanese combo lists, but I've also seen in videos:

236A (air hit) > 236A RC 2C 623C... and 236A (air hit) > 236A RC 236B, 5C...

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Near corner

5C(air CH)>2D,2B>stuff works and from a FC 2C you can do:

2C(FC)>MTW>same combo that deals 7.5k from 5C, from this starter you get 7k.

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Near corner

5C(air CH)>2D,2B>stuff works and from a FC 2C you can do:

2C(FC)>MTW>same combo that deals 7.5k from 5C, from this starter you get 7k.

For the 2C FC combo you can do FC 2C>MTW>3C>collider whiff>j.2C>5B>5C>6A>collider>22D whiff>6C>j.2C>5B>5C>spark>6C>MTW>TB to get 7.1k but the deference here is that you get more heat to do it.

I am not sure if you can fit 2C into it.

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Ok I am slowly filling it out from head knowledge so heat gain and damage isn't posted yet.

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