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Prototype909

[CP] Bullet Combo Thread

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I've been using this for a meter-burn variant when I am at Heat Up Level 2

Forward Throw > 5B > 6B > 623C > 623D > 66A > [236A] > 2363214C

4862, -23 Heat, Requires Heat Up Level 2

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I like it. Wonder if you could use dash 5C > 3C > Miquelet instead for a bit more damage... I'd test, but my PS3 is (hopefully temporarily) out of commission.

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This is some very nice information. Been looking for more varied combos. I tend to stick to more safer hit confirms

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Wonder if you could use dash 5C > 3C > Miquelet instead for a bit more damage...

It seems like your opponent will tech before 3C can land. At least, that's what happened for me when I tried doing this:

Forward Throw > 5B > 6B > 623C > 5C > 3C

Random side note: In the corner, Miquelet (41236C) > 5B > j.B will fail on Hazama after the 5B. I believe Hazama's midair getting hit hitbox is too small. You can correct the height difference by doing Miquelet (41236) > 5A > 5B > j.B . No clue who else has this problem (works fine on Carl, Litchi, Platinum, Arakune @_@ ).

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I meant after the throw. Throw > dash 5C > 41236C > 236D, dash 6A > 236[A], 2363214C. 5C has to hit pretty while the opponent's pretty high to get 3C.

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Whats the highest damage fatal combo you guys have gotten?

My best was:

LV2 Start

5CFC>CT>6C>dj.Falling j.C>6A>236[A]>6B>j.B>j.C>5C>41236C~236D>4B(6B)>623C>2363214C for over 7K

im sure i can get more but i don't know how to bullet :|

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I meant after the throw. Throw > dash 5C > 41236C > 236D, dash 6A > 236[A], 2363214C. 5C has to hit pretty while the opponent's pretty high to get 3C.

Ooh, you meant for a midscreen throw. Yeah it works fine. 4541 and -26 Heat are the results of adding it in to that combo. I was able to have 5C hit pretty low and still be able to go into 3C without any problems by the way.

Midscreen into Corner version:

Forward Throw > 66 5C > 3C > 41236C > 236D > 623C > 2363214C

4504, -26 Heat, Requires Heat Up Level 2

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Whats the highest damage fatal combo you guys have gotten?

My best was:

LV2 Start

5CFC>CT>6C>dj.Falling j.C>6A>236[A]>6B>j.B>j.C>5C>41236C~236D>4B(6B)>623C>2363214C for over 7K

im sure i can get more but i don't know how to bullet :|

5C > Crush Trigger, 6C > jc.Overdrive, j.623C~623D, 5C > Red 5D~D, dash 6A > 41236C~236D, 623C, dash 623B~22D RC 2363214C.

If you time it right and get the OD version of 2363214C it's 10,065. If you're late and don't get the extra OD damage it's 9365.

It's the go-to Challenge 30 combo, I haven't seen anything that hits harder, but I can't say I've looked much, either.

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Here's one that I found for if you have your opponent in the corner and has more leeway with the Overdrive meter:

5C > Crush Trigger > OverDrive > 5C > [5D]D > 66C > 623C > 623D > 41236C > 236D > 6623B > 22D > RC > 2363214C

10003, -99 Heat, Requires Heat Up level 1

Overdrive usually ends partway through Rage Aggressor rather than really close to the beginning of Rage Aggressor like in the other combo.

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ok so i was gonna make this huge post on OD combos but ajanta ( sorry if i mispelled ) beat me to it, and with better combos at that. but there are still a few i can post. 

most if not all of these combos use 50 % health OD 

 

[H1] [O] CT, OD, 5b 5c 41236C, 236D, 5b, 6b, 623C, 623D, 6b, sj.c, j.d [ 4803 ] 25 MG can replsce 6b with OD rage aggressor for [ 5804 ] keep your heat level in both versions 

 

[ H1 ] [O] throw ODc 6c, 623C, 623D, 6b, sj.c, j.d [ 4035 ] 29 MG replsce 6b with OD rage aggressor for [ 5246 ] keep heat level 

 

[ H1 ] [O] backthrow, ODc 3c 41236C, 236D, dash 623C, 623D, j.d [ 4015 ] 28 MG super ender you can add 6c j.c before 623C, for [ 5148 ] 

 

near corner [ H1 ] [O] 5a/2a, 5b 5c, ODc, 5b 5c 5DD, dash 6c, 623C, 623D, super [ 5264 ] 30 MG 

 

haven't really explored FC combos yet but i'll update this with anything i find.

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Some questions and somewhat "anyone else do this?" stuff?

 

Lately i've been trying to find more Bullet resets off most of her BnB enders midscreen or corner. (generally corner is the route that works best in terms of easy resets but also may lose your corner pressure) I haven't see TOO much bullet talk on resets (most seem to want all the damage they can get when they touch someone which...makes perfect sense) but i'm not at all against getting decent damage and getting extra damage off things no resets no one either expects or will generally work due to the way combo prorations work in this game.

 

Also. anyone else do this midscreen/close to the corner?

 

Midscreen to corner: 5b, 5C, 3C, 5D, RC, 5C, 41236C, 5b, [jump cancel], j.b, dj, j.c 5D. (requires 50% meter)

 

It's a little more damage than your usual RC combo and it pushes them into the corner along with leading to a reset if you want to go for it. (I have to test on others but I know people like Jin and Hazama with their funky hitbox they fall out after 5b if you're off the timing or j.b if your timing isn't tight.) I'm actually tempted to record whatever resets I come up with or find just because.

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You can get more damage by doing 5B 5C 2C 5D RC 5C 3C 41236C 5B 6B sjB jC jD. the 6B should fix your problem of people falling out.

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I'm not exactly sure if this goes here but I wanted to ask about how I'd go about getting her standard BnB (H1 xx 5C 41236C 236D 66 5B jB jC 6B jC jD) more consistent. I for some reason either miss the link between 5B and jB or jC into 6B. I assume I have to hit the 5B after 236D really deep to keep them low enough to hit 6B but sometimes they tech out before it hits.

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Try delaying the jC til you're lower to the ground so you have more untechable time by the time you hit the ground.

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Try delaying the jC til you're lower to the ground so you have more untechable time by the time you hit the ground.

Thanks, that seems to help the combo be more consistent. I'm still having a some trouble linking the 5B into jB all the time but I didn't think one day would be enough to get it down 100% anyway.

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Some day 1 (for me at least) Bullet 5C fatal counter stuff when you're at 1 Heat-Up.

 

-H1(38 Heat)(Midscreen/Opponent close to corner)
~5C(FC) A+B 5C 6C dj A+B+C+D j623C 623D 6A 236[A] 41236C 236D 2363214C (7840)
*For Hazama/Terumi use 66A.

-H1(38 Heat)(Opponent in corner)
~5C(FC) A+B 5C 6C dj A+B+C+D jDD 66 6A 5C 41236C 236D 6B 236C 2363214C (7875)

-H1(35 Heat)(Back to corner)
~5C(FC) A+B 5C 6C dj A+B+C+D j623C 623D 6A 236[A] 5C 41236C 236D 6B 623C 2363214C (8226)
*For Hazama/Terumi use 66A.

 

I'm pretty sure this all works, doesn't blue beat or anything.  Also you need to get the double jump (or at least get the game to recognise the input) before going into Over Drive to avoid getting a Cancel Over Drive so it lasts long enough.  These work at full health (shortest Over Drive timer).  Bracketed Heat values being how much heat is needed minimum at the start of these combos.

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You can get the 6A on Hazama/Terumi/Litchi, but you'll have to do 66A as in dash 6A.  It can be a bit of a nuisance since if you hit A too early you just end up with 6A, but it is doable.

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Aha, you're right and it's not hard either.. wonder why I wasn't doing this before.  Oh well will ammend my post, thanks Indigo. 

Also made a small change to the second one; 6A 5C gives you more damage than 6A 236[A], a very minor increase in damage but an increase none the less.

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Anyone got a solid route route in H2 for CT & Super? The only thing I can imagine but haven't tried yet, because I feel it will be lackluster, is 5DD>6A>CT>6A>236[A]>Super. 

 

But changing super into 5B>j.B>j.C>6B>j.C>j.D already nets 5.4k which in my opinion is a far better outcome because it leaves us with heat 1.

 

6C won't pick up enemies from the ground, could be char specific though, which kills the 6C>2B/5A into 623C route for the usual super finish. Maybe someone is fiddling around with pmode already, I'm currently busy with work. :(

 

Edit:

 

I'm an idiot. can someone try the above combo with 6C > 2B etc. into super after CT>6A>236[A]?

 

Good thing w/ the 6A follow up on those two, Terumi is probably also fixed then.

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623C > 623D > 6A doesn't require a micro dash before 6A on Litchi and Hazama anymore! 

 

New combo route for 623C is looking like:

5B > 5C > 5D > RC > 6B > 623C > 623D > 6A > 236[A] > 66 5B > 6B > j.C > j.D

6B > 623C does more damage than 5B > 623C and 5B > 6B > 623C as well as gives 1 more meter in this combo.

 

 

Anyone got a solid route route in H2 for CT & Super? The only thing I can imagine but haven't tried yet, because I feel it will be lackluster, is 5DD>6A>CT>6A>236[A]>Super. 

 

But changing super into 5B>j.B>j.C>6B>j.C>j.D already nets 5.4k which in my opinion is a far better outcome because it leaves us with heat 1.

 

6C won't pick up enemies from the ground, could be char specific though, which kills the 6C>2B/5A into 623C route for the usual super finish. Maybe someone is fiddling around with pmode already, I'm currently busy with work. :(

5B > 5C > 5DD > 66A > CT > 6A > 236[A] > 5B > 6B > j.C > j.D

For 4993 is all I've found.

 

Interesting note, after Crush Trigger's wall bounce, you can pick them up with 2B.

 

 

I'm an idiot. can someone try the above combo with 6C > 2B etc. into super after CT>6A>236[A]?

They'll tech after 5B when you're doing 6C > 2B > 5B > 6B.

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interesting to note:

 

ct properties i've found yesterday goofing around looking like

 

off a ground CH such as 6B/3C > ct = wall bounce and falls straight to the ground.

clean hit ct off a airborne opponent = wall bounce and falls straight to the ground.

ct on non barrier block on airborne opponent = wallsbounce and opponent flies back to you (ala the D followup from 41236C grab)

 

ideally you want the 3rd option for the easier followup. :/

 

no heat ct midscreen off CH 6B/3C > ct isn't much. But you can dash > 2b > 5b. For better positioning and options, you can do dash > microdash > 2b > 5B > 6B or jump cancel after the 5B into things.

 

Then the funny finds:

 

 

 

Bullet Corner: CH 6B>ct>3C>2363214C or 623B. Doesn't work on Kokonoe.
Bullet Corner: CH 6B> ct> 5C (charged). Doesn't work on Kokonoe. Works easier on some character hitboxes. Least problem doing it against Litchi.

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My old corner throw combo, 6B+C > 5B > 6B > 623C > 6C > 2B > 5B > 6B > jc > jC > 623C > afterburner, doesn't appear to work anymore. They kept emergency teching after the 2nd 6B and I've never had a problem with this combo before. Anyone know what this combo doesn't work, or can suggest a similar replacement?

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Your combo works just fine for me. The only issue I have with it is hitting 6C early enough for a cross. With H0 it's tough, with H1/H2 no concern at all. 

 

Only tried it vs Terumi for now though, maybe it's a char specific thing now.

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My old corner throw combo, 6B+C > 5B > 6B > 623C > 6C > 2B > 5B > 6B > jc > jC > 623C > afterburner, doesn't appear to work anymore. They kept emergency teching after the 2nd 6B and I've never had a problem with this combo before. Anyone know what this combo doesn't work, or can suggest a similar replacement?

 

Still works for me, 3299 damage.

 

If you can't get it to work -

 

6B+C -> 5B -> 6B -> 623C -> Dash 6C -> jc -> j.C -> 5B -> 6B -> sjc -> j.C -> j.D

 

3260 damage

 

On another note how much damage are you guys getting off 5B -> 5C -> 5DD in the corner? I'm getting 5014 from -

 

 

5B -> 5C -> 5DD -> 6C -> jc -> j.C -> 6B -> Miquelet -> 5B -> 6B -> sjc -> j.C -> j.D

 

If you end in super you get 5.8k instead

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The same as you, though I'm going the 6A > 23A[A] route.

 

5B>5C>5DD>6A>236[A]>6C> jc j.C \/ 5B > 6B jc j.C > j.D for 5031, 5575 with CT, 5778 with super.

 

Edit:

 

Both also build the exact same meter. Your variation though has less opportunities to burst in, so I guess I'll prefer your route more.

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