LunaKage Report post Posted October 21, 2013 (edited) Information:Noel's Short Starters are her 5A, 2A, Forward Grab, Back Grab, and Air Grab.Noel's SMP moves are her 5D, 6D, 2D, 4D, j.D, j.4D, 22B, 22C 236A, 236B, 236C, j.236C, 236D, 214D, and 623D. Certain characters cannot be hit with the "d.6B > d.6C > d.2D > d.6B" combo route, whenever a combo lists this route, just use "d.6B > d.5C > d.6B" on the characters that the better route doesn't work on. (Full list coming soon) [table=width: 700, align: center]General Notations UsedGuide Specific Notations Used[table=width: 350, class: grid, align: center]jJumpsjSuper JumpadAir DashiadInstant Air DashjcJump CancelsjcSuper Jump CancelCHCounter HitFCFatal CounterRCRapid Cancel[ ]Hold Input(N)Attack must deal N amount of hits.[???] xNRepeat ??? N amount of times. [/table][table=width: 350, class: grid, align: center]DMDamageHGHeat Gain %TextChallenge Mode ComboTextInput Replaceable [/table] [/table] Mid-screen: Short Starters5A/2A > 5B/2B > 6A > sj.C > j.D > d.6B > d.5C > d.6B > 22C~66 > 6C > 6B > 22B (2.3k, 17%)Crouching 5A/2A > 5B/2B > 2C > 5C > 3C > 22C~66 > 66C > j.D > d.6B > d.5C > d.6B > 236D (2.8k, 20%)Counter Hit 623D > 66C > j.D > d.6B > d.5C > d.6B > 22C~66 > 6C > 6B > 22B (2.6k, 19%)Counter Hit 623D > 5B > (5C) > sj.C > j.D > d.6B > 22C~66 > 6C > 6B > 22B (2.6k-2.8k, 19%-20%)Air Hit j.A > j.B > dj.C > dj.D > d.6B > d.5C > d.6B > 22C~66 > 6B > 22B (2k, 15%)Grab > 214A > 5B/2B > 5C > sj.C > j.D > (d.5C) > d.6A > d.5C > (d.5A) > 22B (3.4k, 25%)Air Grab > 5B/2B > 5C > sj.C > j.D > d.6B > d.5C > d.6B > 22C~66 > 6C > 6B > 22B (3.1k, 23%) Normal Starters(j.B/j.C) > (5B/2B) > 6A > sj.C > j.D > (d.6B) > d.6C > d.2D > d.6B > 22C~66 > 6C > 6B > 4D > d.2D > d.5C > (d.5A) > 22B (2.7k-3.3k, 19%-23%) Any Crouching confirm into 3C (Except j.A, 5A or 2A starters) Stuff > 5C > 3C > 22C~66 > 5B > 5C > sj.C > j.D > (d.6B) > d.6C > d.2D > d.6B > 236D (2.4k-4.1k, 17%-29%) Any Crouching confirm into 3C (Except j.A, 5A or 2A starters) Stuff > 5C > 3C > 22C~66 > 5B > 5C > sj.C > j.D > (d.5C) > d.6A > d.5C > (d.5A) > 22B (2.2k-3.9k, 16%-28%)Counter Air Hit j.C > (5B/5C/6A/6C) > sj.C > sj.D > (d.6B) > d.6C > d.2D > d.6B > 22C~66 > 6C > 6B > 4D > d.2D > d.5C > (d.5A) > 22B (3.1k-3.5k, 22%-25%)(Overhead) 6B > 5D > d.5C > d.6C > d.6A > d.5B > 236A > 66 > 5B > (5C) > sj.C > (d.5C) > d.6A > d.5C > (d.5A) > 22B (3.1k-3.3k, 22%-24%)Jin Only (Overhead) 6B > 5D > d.5C > d.6C > d.4D > d.6C > 214A > 665B > 5C > sj.C > j.D . d.5C > d.6A > d.5C > 22B (4.9k, 35%)214A > 5B/2B > 5C > sj.C > j.D > (d.6B) > d.6C > d.2D > d.6B > 22C~66 > 6C > 6B > 4D > d.2D > d.5C > (d.5A) > 22B (3.9-4k, 28%-29%) CH 5B/5C/2C(1) > 5D > d.6B > d.5C > d.6A > d.5B > 236A > 665B > sj.C > j.D > d.6B > d.5C > d.6B > 22C~66 > 6C > 6B > 22B (3.1k-3.8k, 22%-27%)PUNISH WITH THIS COMBO WHENEVER POSSIBLE!!! Counter Hit 5C(Standing)/6C(Crouching) > 214A > 5B/2B > 5C > sj.C > j.D > (d.6B) > d.6C > d.2D > d.6B > 22C~66 > 6C > 6B > 22B (4.5k-5.2k) [This combo hits hard, if you know the punished move will put your opponent into a crouching state, use 6C, since Counter Hit 6C forces standing) Drive Starters Note: Combos listed starting with a Drive followup will assume you have 3 total drives left. So for example d.6B > d.5C > d.6D. 5D/j.4D > d.6B > d.5C > d.6A > d.5B > 236A > 665B > (5C) > sj.C > j.D > d.6B > d.5C > d.6B > 22C~66 > 6C > 6B > 22B (2.9k-3.6k, 21%-26%)2D > d.5A > d.6B > d.6A > d.5B > 236A > 665B > (5C) > sj.C > j.D > d.6B > d.5C > d.6B > 22C~66 > 6C > 6B > 22B (2.6k-2.7k, 19%)CH 5D/2D > d.6C > 214A > 5B/2B > 5C > sj.C > j.D > d.6C > d.2D > d.6B > 22C~66 > 6C > 6B > 22B (4.5k-5.4k, 32%-39%)4D > d.2D > d.6B > d.5C > d.5B > 236A > 665B > (5C) > sj.C > j.D > d.6C > d.2D > d.6B > 22C~66 > 6C > 6B > 22B (3.3k-3.4k, 24%-25%)(Low) 6D > d.5A > d.6B > d.5C > d.5B > 236A > 665B > (5C) > sj.C > j.D > d.6B > d.5C > d.6B > 22C~66 > 6C > 6B > 22B (3k-3.1k, 21%-22%)j.D > d.6A > d.5B > d.6A(Whiff) > d.5B > 236A > 662A > 6C > 6B > 6D > d.6B > d.5C > d.6B > 236D (2.5k, 18%)CH j.D > d.6C > 214A > 662B > 6C > 6B > 4D > d.2D > d.6B > 22C~66 > 66C > 6B > 22B (4.1k, 29%)Fatal j.4D > d.6C > 214A > 5B/2B > 5C > sj.C > j.D > d.6B > d.6C > d.2D > d.6B > 22C~66 > 6C > 6B > 22B (4.7k-4.8k, 33%-34%)(Overhead) d.6B > d.6A > d.5B > 236A > 665B > (5C) > sj.C > j.D > d.6B > d.6C > d.2D > d.6B > 22C~66 > 6C > 6B > 22B (2.6k-2.7k, 19%)(Low) d.6D > d.5C > d.5B > 236A > 665B > (5C) > sj.C > j.D > d.6C > d.2D > d.6B > 22C~66 > 6C > 6B > 22B (3.2k-3.3k, 23%-24%)Counter Hit 214D > 665B/665C > sj.C > j.D > (d.6B) > d.6C > d.2D > d.6B > 22C~66 > 6C > 6B > 4D > d.2D > d.5C > 22B (3.4k-3.6k, 24%-26%) Resource Spending Confirms (Overdrive, Rapid Cancel, Thor) This list assumes you start the combo with the required resources.[OD Required] (5B/2B/2C) > 5C > OD Cancel > 5C > 5D > 623D > 66C > j.D > d.6B > d.6C > d.2D > d.6B > 22C~66 > 6C > 6B > 22B (3.3k-4.1k, 24%-30%)[50 Heat Required] (5B/2B/2C) > 5C > 236C > Rapid Cancel > 665C > sj.C > j.D > d.6C > d.2D > d.6B > 22C~66 > 6C > 6B > 4D > d.2D > d.5C > (d.5A) > 22B (3.6k-4.6k, 18%-22%)[100 Heat Required] (5B/2B/2C) > (5C) > TK Thor > Fenrir (3.2k-4.1k, 0%)[50 Heat Required] 6B > 5D > d.5C > d.6C > d.5C > d.6C > 236D(1) > Rapid Cancel > 214A > 5B/2B > 5C > sj.C > j.D > d.6B > d.5C > d.6B > 236C (5.1k, 24%-25%)[50 Heat Required] 623D > Rapid Cancel > 66C > j.D > d.6B > d.5C > d.6B > 22C~66 > 6C > 6B > 22B (2.6k, 13%)[100 Heat Required] Fenrir(1) > Rapid Cancel > 214A > 5B/2B > 5C > sj.C > j.D > d.6B > d.6C > d.2D > d.6B > 22C~66 > 6C > 6B > 22B (3.8k-3.9k, 10%-11%)[50 Heat Required] Overhead/Low d.6B/d.6D > 623D/236C > Rapid Cancel > 665C > sj.C > j.D > (d.6B) > d.6C > d.2D > d.6B > 22C~66 > 6C > 6B > 22B (3.1k-3.7k, 14%-19%)[50 Heat Required] 214D > Rapid Cancel > 665B > 6A > sj.C > j.D > (d.6B) > d.6C > d.2D > d.6B > 22C~66 > 6C > 6B > 4D > d.2D > d.5C > (d.5A) > 22B (3.2k, 15%) Near-Corner: These combos assume that you put yourself closer to the corner after crossing over with j.D, thus putting you closer to the corner than your opponent. These combos are routes to correct that, and thus add corner carry. Note: In every instance you see "6C(2) > 66B" this is assuming you are now close enough to the corner for 6C(2) to wall bounce. If you are not, replace it with "6C > 6B" Also Note: There are some situations that 6C > 6B wont combo, but 6C(2) > 66B WILL combo. This is usually only during SHORT starter combos that have the extended confirm after the d.2D, to rectify this, simply use the shorter confirm if you know the 6C(2) wont wallbounce, for SHORT starters. Short Starters5A/2A > 5B/2B > 6A > sj.C > j.D > d.2D > d.6B > (d.5C) > (d.6B) > 22C~66 > 6C(2) > 66B > 22BxN (2k-2.5k, 14%-19%)Counter Hit 623D > 5B > (5C) > sj.C > j.D > d.2D > d.6B > 22C~66 > 6C(2) > 66B > 22BxN (2.6k-3.1k, 19%-24%)Air Hit j.A > j.B > dj.C > dj.D > d.2D > d.6B > (d.5C) > (d.6B) > 22C~66 > 6C(2) > 66B > 22BxN (1.8k-2.3k, 13%-18%)Air Grab > 5B/2B > 5C > sj.C > j.D > d.2D > d.6B > 22C~66 > 6C(2) > 66B > 22BxN (2.9k-3.2k, 21%-25%) Normal Starters(j.B/j.C) > (5B/2B) > 6A > sj.C > j.D > d.2D > d.6B > (d.5C) > (d.6B) > 22C~66 > 6C > 6B > 4D > d.2D > d.5C > (d.5A) > 22BxN (2.4k-3.2k, 17%-24%)Counter Air Hit j.C > 5B/5C/6A/6C > sj.C > j.D > d.2D > d.6B > (d.5C) > (d.6B) > 22C~66 > 6C > 6B > 4D > d.2D > d.5C > (d.5A) > 22BxN (2.7k-3.4k, 19%-26%)(Overhead) 6B > 5D > d.5C > d.6C > d.6A > d.5B > 214D > 2C/2B > 5C > sj.C > j.D > d.6B > 236D > 6C(2) > 6B > 22BxN (3.5k-3.6k, 25%-26%)(Overhead) 6B > 5D > d.5C > d.6C > d.6A > d.5B > 236A > 665B > sj.C > j.D > d.2D > d.6B > 22C~66 > 6C(2) > 66B > 22BxN (3.2k-3.3k, 23%-24%)214A > 5B/2B > 5C > sj.C > j.D > d.2D > d.6B > (d.5C) > (d.6B) > 22C~66 > 6C > 6B > 4D > d.2D > d.5C > (d.5A) > 22BxN (3.6k-4k, 26%-29%)Counter Hit 5B/5C/2C(1) > 5D > d.6B > d.5C > d.6A > d.5B > 214D > 2C/2B > 5C > sj.C > j.D > d.5D > d.6B > 236D > 6C(2) > 6B > 22BxN (3.4k-4.3k, 25%-31%)Counter Hit 5B/5C/2C(1) > 5D > d.6B > d.5C > d.6A > d.5B > 236A > 665B > sj.C > j.D > d.2D > d.6B > 22C~66 > 6C(2) > 66B > 22BxN (3k-3.8k, 22%-28%)Counter Hit 5C/6C > 214A > 5B/2B > 5C > sj.C > j.D > d.2D > d.6B > (d.5C) > (d.6B) > 22C~66 > 6C(2) > 66B > 22BxN (4k-5.3k, 29%-39%) Drive Starters [*]5D/j.4D > d.6B > d.5C > d.6A > d.5B > 214D > 2C/5B > 5C > sj.C > j.D > d.5D > d.6B > 236D > 6C(2) > 6B > 22BxN (3.2k-4k, 23%-30%) [*]5D/j.4D > d.6B > d.5C > d.6A > d.5B > 236A > 665B > sj.C > j.D > d.2D > d.6B > 22C~66 > 6C(2) > 66B > 22BxN (2.8k-3.6k, 20%-27%) [*]2D > d.5A > d.6B > d.6A > d.5B > 214D > 2C/2B > 5C > sj.C > j.D > d.5D > d.6B > 236D > 6C(2) > 6B > 22BxN (2.9k-3k, 20%-21%) [*]2D > d.5A > d.6B > d.6A > d.5B > 236A > 665B > sj.C > j.D > d.2D > d.6B > 22C~66 > 6C(2) > 66B > 22BxN (2.5k-2.7k, 18%-19%) [*]4D > d.2D > d.6B > d.5C > d.5B > 214D > 2C/2B > 5C > sj.C > j.D > d.5D > d.6B > 236D > 6C(2) > 6B > 22BxN (3.6k-3.8k, 26%-27%) [*]4D > d.2D > d.6B > d.5C > d.5B > 236A > 665B > sj.C > j.D > d.2D > d.6B > 22C~66 > 6C(2) > 66B > 22BxN (3.2k-3.3k, 23%-25%) [*]6D > d.5A > d.6B > d.5C > d.5B > 214D > 2C/2B > 5C > sj.C > j.D > d.5D > d.6B > 236D > 6C(2) > 6B > 22BxN (3.3k-3.4k, 24%-25%) [*]6D > d.5A > d.6B > d.5C > d.5B > 236A > 665B > sj.C > j.D > d.2D > d.6B > 22C~66 > 6C(2) > 66B > 22BxN (2.8k-3k, 20%-22%) [*]j.D > d.6A > d.5B > d.6A(Whiff) > d.5B > 214D > 2B > 6C > 4D > d.2D > d.6B > 236D > 6C(2) > 6B > 22BxN (2.8k, 20%) [*](Low) d.6D > d.5C > d.5B > 214D > 2C/2B > 5C > sj.C > j.D > d.4D > d.2D > d.6B > 236D > 6C(2) > 6B > 22BxN (3.6k-3.8k, 26%-28%) [*](Low) d.6D > d.5C > d.5B > 236A > 665B > sj.C > j.D > d.2D > d.6B > (d.5C) > (d.6B) > 22C~66 > 6C(2) > 66B > 22BxN (2.9k-3.3k, 21%-24%) [*](Overhead) d.6B > d.6A > d.5B > 214D > 2C/2B > 5C > sj.C > j.D > d.4D > d.2D > d.6B > 236D > 6C(2) > 6B > 22BxN (2.9k-3k, 21%-22%) [*](Overhead) d.6B > d.6A > d.5B > 236A > 665B > sj.C > j.D > d.2D > d.6B > (d.5C) > (d.6B) > 22C~66 > 6C(2) > 66B > 22BxN (2.4k-2.7k, 17%-20%) [*]Counter Hit 214D > 665B/665C > sj.C > j.D > d.2D > d.6B > (d.5C) > (d.6B) > 22C~66 > 6C > 6B > 4D > d.2D > d.5C > (d.5A) > 22BxN (3.2k-3.5k, 24%-26%) Resource Spending Confirms (Overdrive, Rapid Cancel, Thor) [*][50 Heat Required](5B/5C/2B/2C) > 5C > 236C > Rapid Cancel > 665C > sj.C > j.D > d.2D > d.6B > 22C~66 > 6C > 6B > 4D > d.2D > d.5C > (d.5A) > 22BxN (3.5k-4.4k, 19%-23%) [*][50 Heat Required]Overhead/Low d.6B/d.6D > 623D/236C > Rapid Cancel > 665C > sj.C > j.D > d.2D > d.6B > (d.5C) > (d.6B) > 22C~66 > 6C > 6B > 4D > d.2D > d.5C > (d.5A) > 22BxN (3.3k-4k, 17%-22%) [*][50 Heat Required]214D > Rapid Cancel > 665B > 6A > sj.C > j.D > d.2D > d.6B > (d.5C) > (d.6B) > 22C~66 > 6C > 6B > 4D > d.2D > d.5C > (d.5A) > 22BxN (3k-3.2k, 14%-15%) Corner: Short Starters [*]5A/2A > 5B/2B > 6A > sj.C > j.D > d.4D > d.2D > d.6B > 236D > 6C(2) > 6B > 22BxN (2.5k-2.6k, 19%) [*]Crouching Hit 5A/2A > 5B/2B > 2C > 5C > 3C > 22C > 5B > 5C > sj.C > j.D > d.6B > d.5C > d.6B > 236D (3.1k-3.2k, 22%-23%) [*]Counter Hit 623D > 6C > j.D > d.4D > d.2D > d.6B > 236D > 6C(2) > 6B > 22BxN (3k, 23%) [*]Counter Hit 623D > 5B > sj.C > j.D > d.4D > d.2D > d.6B > 236D > 6C(2) > 6B > 22BxN (3.3k, 24%) [*]Air Hit j.A > j.B > dj.C > dj.D > d.4D > d.2D > d.6B > 236D > 6C(2) > 6B > 22BxN (2.5k, 19) [*]Grab > 2C/2B > 5C > sj.C > j.D > d.5D > d.6B > 236D > 6C(2) > 6B > 22BxN (3.3k-3.6k, 25%-26%) [*]Air Grab > 5B/2B > 5C > sj.C > j.D > d.6B > d.5C > d.6B > 22C~66 > 6C > 6B > 22BxN (3.2k-3.3k, 25%) [*](Noel in the Corner) Air Grab > 5B/2B > 5C > sj.C > j.D > d.5D > d.6B > 236D > 6C(2) > 6B > 22BxN (3.3k-3.5k, 25%-26%) Normal Starters [*](j.B/j.C) > (5B/2B) > 6A > sj.C > j.D > d.4D > d.2D > d.6B > 236D > 66C > 4D > 214D > 6C(2) > 6B > 22BxN (2.8k-3.3k, 20%-25%) [*]Crouching Hit 5C or Raw 3C: (5C) > 3C > 22C > 5B > 5C > sj.C > j.D > d.4D > d.2D > d.6B > 236D > 66C > 4D > 214D > 6C(2) > 6B > 22BxN (3.9k-4.5k, 29%-33%) [*]Any Crouching Confirm into 5C (Except 5A, 2A, or j.A): Stuff > 5C > 3C > 22C > 5B > 5C > sj.C > j.D > d.4D > d.2D > d.6B > 236D > 6C(2) > 6B > 22BxN (3.5k-4.3k, 25%-32%) [*]Counter Air Hit j.C > 5B/5C/6A/6C > sj.C > j.D > d.4D > d.2D > d.6B > 236D > 66C > 4D > 214D > 6C(2) > 6B > 22BxN (3.1k-3.6k, 23%-26%) [*]Overhead 6B > 5D > d.5C > d.6C > d.5C > d.6D > 236D > 5B > 5C > sj.C > j.D > (d.5C) > d.6A > d.5C > (d.5A) > 22BxN (3.7k-3.8k, 28%) [*]Overhead (Character Specific, will list characters at a later date) 6B > 5D > d.5C > d.6C > d.4D > d.6C > 214A > 5B/2B > 5C > sj.C > j.D > (d.5C) > d.6A > d.5C > (d.5A) > 22BxN (4.8k-5k, 36%-37%) [*]214A > 5B/2B > 5C > sj.C > j.D > (d.6B) > d.6C > d.2D > d.6B > 236D > 66C > 4D > 214D > 6C(2) > 6B > 22BxN (4k-4.3k, 29%-31%) [*]Punish Combo Counter Hit 5C(Standing)/6C > 214A > 5B/2B > 5C > sj.C > j.D > (d.6B) > d.6C > d.2D > d.6B > 236D > 6C(2) > 6B > 22BxN (5k-5.7k, 37%-42%) [*]Punish Combo Counter Hit 5C(Standing)/6C > 214A > 5B/2B > 5C > sj.C > j.D > d.6B > d.5C > d.6B > 22C > 6C > 6B > 4D > 214D > 6C(2) > 6B > 22BxN (4.9k-5.6k, 36%-41%) [*]Counter Hit 5B/5C/6C/2C(1) > 5D > d.6B > d.5C > d.6C > d.6D > 236D > 5B > 5C > sj.C > j.D > (d.5C) > d.6A > d.5C > (d.5A) > 22BxN (3.8k-4.6k, 28%-34%) Drive Starters [*]5D > d.6B > d.5C > d.6C > d.6D > 236D > 5B > 5C > sj.C > j.D > (d.5C) > d.6A > d.5C > (d.5A) > 22BxN (4.3k, 32%) [*]2D > d.5A > d.6B > d.5C > d.6D > 236D > 5B > 5C > sj.C > j.D > (d.5C) > d.6A > d.5C > (d.5A) > 22B > 2B > 6C(2) > 6B > 22BxN (3.3k, 24%) [*]6D > d.5A > d.6B > d.4D > 214D > 2C/2B > 5C > sj.C > j.D > d.4D > d.2D > d.6B > 236D > 6C(2) > 6B > 22BxN (3.3k-3.5k, 24%-25%) [*]4D > 214D > 2C/2B > 5C > sj.C > j.D > d.4D > d.2D > d.6B > 236D > 6C(2) > 6B > 22BxN (3.5k-3.8k, 26%-28%) [*]j.D > d.6B > d.5C > d.6C > d.6D > 236D > 66A > 6C > 4D > 214D > 6C(2) > 6B > 22BxN (3.3k, 25%) [*]j.4D > d.6B > d.5C > d.6A > d.5B > 236A > 665B > sj.C > j.D > d.6B > d.5C > d.6B > 22C~66 > 6C(2) > 66B > 22BxN (3k, 22%) [*]Overhead d.6B > d.5C > d.6D > 236D > 5B > 5C > sj.C > j.D > (d.5C) > d.6A > d.5C > (d.5A) > 22B > 2B > 6C(2) > 6B > 22BxN (3.4k, 25%) [*]Low d.6D > d.6B > d.4D > 214D > 2C/2B > 5C > sj.C > j.D > d.4D > d.2D > d.6B > 236D > 6C(2) > 6B > 22BxN (3.5k-3.7k, 26%-27%) [*]Low d.6D > 236D > 5B > 5C > sj.C > j.D > (d.5C) > d.6A > d.5C > (d.5A) > 22B > 2B > 6C(2) > 6B > 22BxN (3.7k, 27%) Resource Spending Confirms (Overdrive, Rapid Cancel, Thor) [*][50 Heat Required] (5B/2B) > (2C) > 5C > 236C > Rapid Cancel > 665C > sj.C > j.D > d.4D > d.2D > d.6B > 236D > 66C > 4D > 214D > 6C(2) > 6B > 22BxN (3.8k-4.7k, 20%-23%) [*][50 Heat Required] Overhead d.6B > 236C > Rapid Cancel > 665C > sj.C > j.D > d.4D > d.2D > d.6B > 236D > 66C > 4D > 214D > 6C(2) > 6B > 22BxN (3.6k, 17%) [*][50 Heat Required] Overhead 6B > 5D > d.5C > d.6C > d.5C > d.6C > 236D(1) > Rapid Cancel > 214A > 2B/5B > 5C > sj.C > j.D > d.6A > d.5C > 22BxN (5k, 25%) Edited December 11, 2013 by LunaKage Share this post Link to post Share on other sites
LunaKage Report post Posted October 21, 2013 Reserved Just In Case Share this post Link to post Share on other sites
LunaKage Report post Posted October 21, 2013 Reserved Again Waka Waka Share this post Link to post Share on other sites
Ayane Report post Posted October 24, 2013 (edited) Okay I went and found some more optimal BnB type stuff. I'll keep updating this post. These combos were all done on Izayoi and Amane. Beginner Optimal: Midscreen: Meterless: 5A>6A>sj>j.C>j.D>d.6B>22C>66C(2)>2D>d.6B>BT 2403 5A>5B>6A>sj>j.C>j.D>d.6B>d.5D>d.5C>d.5B>AT 2283 5A>5B>6A>sj>j.C>j.D>d.5D>d.6B>d.5D>d.5C>22B 2147 5A>5B>6A>sj>j.C>j.D>d.6D>d.6B>d.5D>d.5C>22b 2142 5B>6A>sj>j.C>j.D>d.6B>d.6C>d.2D>d.6B>22C>66C(1)>6B>6D>d.6B>d.5C>22B 3258 5B>6A>sj>j.C>j.D>d.6B>d.6C>d.2D>d.6B>22C>66C(1)>6B>22B 2958 5B>6A>5C>sj>j.C>j.D>d.6D>d.6B>d.5D>d.5C>22B 2806 5B>6A>sj>j.C>j.D>d.5D>d.6B>d.5D>d.5C>22B 2569 5B>6A>sj>j.C>j.D>d.6D>d.6B>d.5D>d.5C>22B 2561 2B>5B>6A>sj>j.C>j.D>d.6B>d.6C>d.2D>d.6B>22C>66C(1)>6B>4D>d.2D>d.5C>22B 2775 Doesn't work on Amane 2B>5B>6A>sj>j.C>j.D>d.6B>d.6C>d.2D>d.6B>22C>66C(1)>6B>6D>d.5C>d.6B>22B 2738 2B>5B>6A>sj>j.C>j.D>d.5D>d.6B>d.5D>d.5C>22B 2239 2B>5B>6A>sj>j.C>j.D>d.6D>d.6B>d.5D>d.5C>22B 2233 5D>d.6A>d.5B>236A>5B>5C>sj>j.C>j.D>d.6D>d.6B>d.5D>d.5C>22B 3358 2A>5B>6A>sj>j.C>j.D>d.5D>d.6B>d.5D>d.5C>22B 2199 2A>5B>6A>sj>j.C>j.D>d.6D>d.6B>d.5D>d.5C>22B 2192 2D>d.6A>d.5B>236A>5B>5C>sj>j.C>j.D>d.6D>d.6B>d.5D>d.5C>22B 2570 6A>5B>sj>j.C>j.D>d.5D>d.6B>d.5D>d.5C>22B 2344 6B>5D>d.5C>d.6C>d.6A>d.5B>236A>5C>sj>j.C>j.D>>d.6C>d.2D>d.5C>22B 3349 Doesnt work on Amane 6B>5D>d.5C>d.6C>d.6A>d.5B>236A>5B>5C>sj>j.C>j.D>d.6B>d.5D>d.5C>22B 3309 6B>5D>d.5C>d.6C>d.6A>d.5B>236A>5B>sj>j.C>j.D>>d.6C>d.2D>d.5C>22B 3289 Doesnt work on Amane 6B>5D>d.5C>d.6C>d.6A>d.5B>236A>5C>sj>j.C>j.D>d.6C>d.2D>d.6B>22B 3271 6B>5D>d.6A>>d.6B>236A>5B>j.C>j.D>d.2D>d.6B>22 C>66C>6B>6D>BT 2984 6B>5D>d.6A>>d.6B>236A>5B>j.C>j.D>d.2D>d.6B>22 C>66C>6B>22B 2831 d.6B>d.5C>d.6A>d.5B>236A>5C>sj>j.C>j.D>d.6B>22C>66C(1)>6B>4D>d.2D>d.6B>22B 2892 6D>d.6C>d.2D>d.5C>d.5B>236A>5B>5C>sj>j.C>j.D>d.5D>d.6B>d.5D>d.5C>22B 3663 6D>d.6C>d.2D>d.5B>236A>5B>5C>sj>j.C>j.D>d.5D>d.6B>d.5D>d.5C>22B 3474 6D>d.4D>d.5A>d.5D>236A>5B>5C>sj>j.C>j.D>d.6D>d.6B>d.5D>d.5C>22B 3082 d.6D>d.5C>d.5B>236A>5B>5C>sj>j.C>j.D>d.6B>d.6C>d.2D>d.6B>22C>66C(1)>6B>22B 3402 4D>d.5D>d.2D>d.6A>d.5B>236A>5C>j.C>j.D>d.6D>d.6B>d.5D>d.5C>22b 3293 j.4D>d.5C>d.5D>d.6A>d.5B>236A>5B>5C>j.C>j.D>d.6B>d.6C>d.2D>d.6B>22B 3170 j.D>d.6A>d.5B>d.6C>d.5B>236A>2B>6C(1)>6B>6D>d.6C>d.5C>22B 2619 throw>214A>2B>5C>sj>j.C>j.D>d.6C>d.2D>d.5C>22b 3388 Doesn't work on some characters throw>214A>2B>5C>sj>j.C>j.D>d.6C>d.2D>d.6B>22b 3358 throw>214A>5B>5C>sj>j.C>j.D>d.6B>d.5C>d.6B>22B 3342 Most consistent throw>214A>5B>5C>sj>j.C>j.D>d.6C>d.2D>d.5C>22B 3478 Doesn't work on ~half the cast throw>214A>2B>6C(1)>sj>j.C>j.D>d.6B>d.5C>22B 2982 Crouching: 5B>5C>3C>22C>665B>5C>j.C>j.D>d.6B>d.6C>d.2D>d.6B>22B 3746 5A>5C>3C>22C>665B>5C>j.C>j.D>d.6B>d.5C>d.6B>22B 2823 5C>3C>22C>665B>5C>j.C>j.D>d.6B>d.6C>d.2D>d.6B>22B 3789 2C>5C>3C>22C>665B>5C>j.C>j.D>d.6B>d.6C>d.2D>d.6B>22B 3606 Near Corner: 6B>5D>d.5C>d.6C>d.6A>d.5B>AT>2C>5C>j.C>j.D>d.6B>d.5D>d.5C>22B 3544 Counter Hit: 5B(CH)>3C>22C>665B>5C>sj>j.C>j.B>jc>j.C>j.D>d.5D>d.6B>d.5C>d.6B>BT 3824 5B(CH)>3C>22C>665B>5C>sj>j.C>j.B>jc>j.C>j.D>d.5D>d.6B>d.5D>d.5C>22B 3645 5B(CH)>3C>22C>66C>j.C>j.D>d.5D>d.6B>d.5C>d.6B>BT 3219 5C(CH)>214A>2B>5C>j.C>j.D>d.6B>d.6C>d.2D>d.6B>22C>66C(1)>5D>d.5C>22B 5209 4D(FC)>d.6C>d.2D>d.5C>d.5B>236A>5B>5C>sj>j.C>j.D>d.6B>d.5C>d.6B>22C>66C(1)>6B>22B 3619 j.D(CH)>d.6C>214A>2B>6C(1)>5D>d.6B>d.5C>d.6A>d.5C>22B 4140 5C>2C>236C 1982 6D>d.4D>d.5A>d.5D>236A>5B>5C>sj>j.C>j.D>d.6D>d.6B>d.5C>d.6B>BT 3230 4d>d.5D>d.2D>d.6A>d.5B>236A>5C>j.C>j.B>j.C>j.D>d.6D>d.6B>d.5C>d.6B>BT 3393 j.D>d.6A>d.5B>d.6C>d.5B>236A>5C>j.C>j.B>j.C>j.B>RB>j.2C 2735 throw>214A>2B>5C>sj>j.C>j.D>d.4D>d.2D>d.6B>d.5C>BT 3610 2C>5C>236C 1771 2D>d.6A>d.5B>236A>5B>5C>sj>j.C>j.D>d.6D>d.6B>d.5C>d.6B>BT 2673 2D>d.6A>d.5B>236A>5B>5C>sj>j.C>j.D>d.4D>d.2D>d.6B>d.5C>BT 2688 2B>5B>6A>sj>j.C>j.D>d.6C>d.2D>d.6B>d.5C>BT 2562 Meter and OD combos: 6B>5D>d.5C>d.6C>d.5C>d.6C>BT(1)>RC>214A>2B>5C>j.C>j.Dd.6B>d.5C>22B 4933 50 meter 5B>5C>236C>RC>5B>5C>j.C>j.D>d.6B>d.6C>d.2D>d.6B>22C>66C(1)>6B>22B 4177 50 meter Crouching with meter: 5C(CH)>CT>2C>5C>j.C>j.D>d.6B>d.6C>d.2D>d.6B>22C>66C(1)>6B>22B 4839 25 meter Corner: 5A>5B>6A>sj>j.C>j.D>d.5D>d.6B>d.5C>d.6B>BT>6C(2)>6B>22B 2701 5B>6A>sj>j.C>j.D>d.5D>d.6B>d.5C>d.6B>BT>66C(1)>4D>AT>6C(2)>6B>22B 3460 5B>6A>sj>j.C>j.D>d.6D>d.6B>BT>66C(1)>4D>AT>6C(2)>6B>22B 3336 5D>d.6B>d.5C>d.6C>d.6D>BT>66C(1)>4D>AT>6C(2)>6B>22B 4074 5D>d.6B>d.5C>d.6C>d.6D>BT>5B>5C>sj>j.C>j.D>d.5D>d.6B>22B~ 4221 5D>d.6B>d.5C>d.6D>BT>5B>5C>sj>j.C>j.D>d.5D>d.6B>22C>6C(2)>6B>22B 4270 5D>d.6B>d.5C>d.6C>d.6D>BT>5B>5C>j.C>j.D>d.5D>d.6B>22C>6C(2)>6B>22B 4437 2B>5B>6A>sj>j.C>j.D>d.5D>d.6B>d.4D>d.6C>236C>22B~C>66C(1)>5D>d.6A>d.6B>d.5C>d.6B>BT 2901 2B>5B>6A>sj>j.C>j.D>d.6D>d.6B>BT>66C(1)>4D>AT>6C(2)>6B>22B 2792 2B>5B>6A>sj>j.C>j.D>d.5D>d.6B>d.4D>d.6C>236C>22B~C>66C(2)>6B>22B 2782 2D>d.6A>d.6B>d.5C>BT>5B>5C>sj>j.C>j.D>d.5D>d.6B>22C>6C(2)>6B>22B 3098 6A>j.C>j.D>d.4D>d.2D>d.6B>d.5C>BT>66C(1)>4D>AT>6C(2)>6B>22B 3170 6B>5D>d.5C>d.6C>d.5C>d.6D>BT>5B>5C>sj>j.C>j.D>d.6A>d.5C>22B 3756 6B>5D>d.5C>d.6C>d.5C>d.6D>BT>5B>5C>sj>j.C>j.D>d.5D >d.6B>22B 3730 6C (2nd hit only)>5C>j.C>j.D>4D>d.2D>d.6B>d.5C>BT>66C(1)>4D>AT>2B>6C(1)6B>22B 3937 d.6D>BT>5B>5C>j.C>j.D>d.4D>d.2D>d.6B>d.4D>AT>6A>6C(2)>6B>22B 3801 6D>d.5C>BT>5B>5C>sj>j.C>j.D>d.5D>d.6B>22C>6C(2)>6B>22B 3691 6D>d.5C>d.6D>BT>5B>5C>sj>j.C>j.D>d.5D>d.6B>22C>6C(2)>6B>22B 3370 d.6B>d.5C>d.6C>d.6D>BT>5B>5C>j.C>j.D>d.6B>d.5C>d.6B>22C>6C(2)>6B>22B 3557 Doesn't work on Izayoi/NU Add 2B>6C for Air reset d.6B>d.5C>d.6C>d.6D>BT>5B>5C>j.C(2)>j.D>4D>AT>66C(2)>6B>22B 3442 d.6B>d.5C>d.6C>d.6D>BT>5B>j.C>j.D>4D>AT>66C(2)>6B>22B 3389 4D>d.2D>d.6B>d.5C>BT>5B>5C>j.C>j.D>d.6B>d.5C>d.6B>22C>6C(2)>22B 3864 4D>d.2D>d.6B>d.5C>BT>5B>5C>sj>j.C>j.D>d.5D>d.6B>22C>6C(2)>22B 3825 Noel In Corner: j.4D>d.6B>d.5C>d.6C>d.6D>BT>5B>5C>j.C>j.D>d.4D>d.2D>d.5C>22B 3628 3C>22C>5B>5C>sj>j.C>j.D>d.5D>d.6B>d.5C>d.6B>BT>66C(1)>4D>AT>6C(2)>6B>22B 3897 Counter Hit: j.D>214A>2B>6C(1)>AT>6c(2)>6B>6D>d.6B>d.5C>22B 4186 5C(CH)>214A>2B>5C>sj>j.C>j.D>d.5D>d.5C>d.5B>d.6B>BT>66C(2)>6B>22B 5363 5C(CH)>214A>2B>5C>sj>j.C>j.D>d.6D>d.6A>d.6B>BT>66C(2)>6B>22B 5305 6C2(CH)>5C>j.C>j.D>d.4D>d.2D>d.6B>d.5C>BT>66C(1)>5D>d.6A>d.6B>22B 3592 4D(FC)>AT>2C>5C>j.C>j.D>d.5D>d.5C>d.5B>d.6B>BT>6C(1)>5D>d.6B>22B 3855 4D(FC)>236C>5B>5C>j.C>j.D>d.4D>d.2D>d.6B>d.5C>BT>6C(1)>5D>d.6A>d.6B>22B 3929 Crouching: 5B>5C>3C>22C>5B>5C>j.C>j.D>d.5D>d.5C>d.5B>d.6B>BT>6C(2)>6B>22B 4277 5C>3C>22C>5B>5C>j.C>j.D>d.5D>d.5C>d.5B>d.6B>BT>6C(2)>6B>22B 4385 5D>d.5C>d.6C>d.5C>d.6D>BT>5B>5C>j.C>j.D>d.5D>d.6B>22C>6C(2)>6B>22B 4718 Doesn't work on Izayoi/Nu 5D>d.5C>d.6C>d.5C>d.6D>BT>5B>5C>j.C>j.D>d.5D>d.6B>d.5D>d.5C>22B 4664 Meter and OD combos: 5B>5C>OD(50%)>5C>5D>SR>5C>j.C>j.D>4D>AT>6C(2)>6B>6D>d.5C>d.5B>d.6B>fenrir 5555 50 meter +OD 5B>5C>236C>RC>5C>j.C>j.D>d.5D>d.5C>d.5B>d.6B>BT>66C(1)>4D>AT>6C(2)>6B>22B 4567 50 meter 6B>5D>d.5C>d.6C>d.4D>d.6C>214A>2B>6C(1)>OD(50%)>4D>AT>j.D>BT>fenrirx2 7004 100 meter +OD Noel in corner with meter: OD(lowest health)>5C(CH)>214A>5C>236C>5C>2D>SR>5C>5D>d.5C>d.5D>d.6B>BT>66C(1)>j.D>22B>fenrirx2 9318 CT>2C>5C>j.C>j.D>d.4D>d.2D>d.6B>d.5C>BT>66C(1)>5D>d.6A>d.6B>22B 4239 25 meter Edited October 31, 2013 by Ayane Share this post Link to post Share on other sites
LunaKage Report post Posted October 24, 2013 were you going for combo video stuff? this thread is more for bnbs, I don't know why someone would want to 6A 6C throw whiff 5AAA lol Share this post Link to post Share on other sites
Ayane Report post Posted October 24, 2013 Those are just combos from those CMV's. Some of them are neta combos. I'm going through them now figuring out the optimal ones and I'll re sort them later to separate neta from optimal. Share this post Link to post Share on other sites
HexaNoid Report post Posted October 24, 2013 were you going for combo video stuff? this thread is more for bnbs, I don't know why someone would want to 6A 6C throw whiff 5AAA lol The combos come from these CMVs Probably didn't realise most CMVs are for show. Anyway, once I'm done with Nu and assuming no-one else beats me to it, I'll draft up a list of starter BnBs for you guys when I can. Share this post Link to post Share on other sites
blackhybrid Report post Posted October 24, 2013 Probably didn't realise most CMVs are for show. Anyway, once I'm done with Nu and assuming no-one else beats me to it, I'll draft up a list of starter BnBs for you guys when I can. Gracias, looking forward to them. :D Share this post Link to post Share on other sites
Alpha152 Report post Posted October 25, 2013 (edited) Here's a corner 6B > MF route that might be decent. This also works on Jin mid-screen, omitting the 6C(2). [Only works against Ragna, Noel, Azrael, Arakune, Tsubaki, Rachel, Bang, Kagura, Jin, and Hakumen] 6B > 5D > d.5C > d.6C > d.4D > d.6C > MF > 5B > j.9C > j.D> d.5C > 22B > 662B > 6C(2) > 6B > 22B (4.6k/33) Edited October 25, 2013 by Alpha152 Share this post Link to post Share on other sites
UmaiCakes Report post Posted October 25, 2013 (edited) Here's a corner 6B > MF route that might be decent. This also works on Jin mid-screen, omitting the 6C(2). [Only works against Ragna, Noel, Azrael, Arakune, Tsubaki, Rachel, Bang, Kagura, Jin, and Hakumen] 6B > 5D > d.5C > d.6C > d.4D > d.6C > MF > 5B > j.C > d.5C > 22B > 2B > 6C(2) > 6B > 22B (4.6k/33) missing a j.D? And I assume that's a sj.C for the crossover Here's a couple of useful ones gleaned from matchvids... CH 6A antiair 6A IAD j.C 5C sj.C j.D d.6B CSilencer 66C(2) 2D d.6B d.5C d.6B BloomTrigger 3163 Damage corner throw BC 2C 5C sj.C j.D 5D d.6B BloomTrigger 6C(2) 6B BSilencer corner drive hit (6D) d.6B d.6A d.6B BloomTrigger 5B 5C sj.C j.D d.5C d.6A d.5C BSilencer 2B 6C(2) 6B BSilencer 3072 Damage midscreen 6B for corner carry 6B 5D d.5C d.6C d.6A d.5B AOptic dash 5B sj.C j.D 2D d.5B Assault Through 66C(2) 6B BSilencer 3385 Damage seems in alot of drive enders, the 22C dash 6C 6B 6D -- part can be replaced with 22C dash 6C 2D d.6B --, any reason for doing this? also alot of enders can go into d.5B Assault Through for more corner carry Edited October 25, 2013 by UmaiCakes Share this post Link to post Share on other sites
Alpha152 Report post Posted October 25, 2013 lol woops. And no you don't need to super jump to cross up. Just figured this out but neutral jumping after MF > 5B lets you stay on the same side while 9 lets you cross up. Share this post Link to post Share on other sites
HexaNoid Report post Posted October 26, 2013 seems in alot of drive enders, the 22C dash 6C 6B 6D -- part can be replaced with 22C dash 6C 2D d.6B --, any reason for doing this? Seems like a height thing to me. If your opponent isn't high enough off the ground after 6C then the 6B will whiff. 6C(2) > 2D > stuff however isn't height dependent. Share this post Link to post Share on other sites
Ayane Report post Posted October 26, 2013 Has anybody found any 6B starter meterless corner combos that don't have MF in them that are over 3.7k? I can't seem to break that. Share this post Link to post Share on other sites
HexaNoid Report post Posted October 26, 2013 Has anybody found any 6B starter meterless corner combos that don't have MF in them that are over 3.7k? I can't seem to break that. Not yet. What combo are you doing? Share this post Link to post Share on other sites
Ayane Report post Posted October 26, 2013 6B>5D>d.5C>d.6C>d.5C>d.6D>BT>5B>5C>sj>j.C>j.D>d.6A>d.5C>22B 3756 It's kind of hard for me to believe that you can do 4.6k on half the cast but a whole 1k less on the other half xD Share this post Link to post Share on other sites
LunaKage Report post Posted October 26, 2013 sadly, that combo ender doesn't work on Amane, maybe even others, we need to find a remedy for that. Share this post Link to post Share on other sites
Canine Report post Posted October 26, 2013 I've got one that works and gets pretty close to 3.7k 6B>5D>d5C>d6C>d6D>BT>5B>5C>sj>jC>jD>d4D>d2D>d5C>22B (held) = 3692, Works on Amane, Relius (with some delay on the 22B), Makoto (but the first one works on her, too), Tao, pretty much most of the problematic hitbox characters. The only trick being is that you HAVE to delay that ending 22B, or they can tech on the first silencer shot (but you can humorously keep holding the button to fire more as they tech, forcing them to have to block) Share this post Link to post Share on other sites
Ayane Report post Posted October 26, 2013 sadly, that combo ender doesn't work on Amane, maybe even others, we need to find a remedy for that. Ah your right, I'll test with Amane from now on. Heres the remedy. 6B>5D>d.5C>d.6C>d.5C>d.6D>BT>5B>5C>sj>j.C>j.D>d.5D>d.6B>22B 3730 Share this post Link to post Share on other sites
Demon Wind Bomb Report post Posted October 27, 2013 So does anybody know of a universal midscreen 6D starter combo. Everything I've tried seems to whiff on characters like Relius and Nu if I don't delay the timing. Share this post Link to post Share on other sites
rayplay Report post Posted October 27, 2013 The midscreen bnb I've been doing was 5B, 2B, 6A, j.C, j.D, d.6B, 22C, 6C(2), 2D, d.6B, d.6C, d.2D, d.6B, bloom trigger. I can't look at the game for the exact damage but IIRC it's about 3.1k or 3.2k Share this post Link to post Share on other sites
Ayane Report post Posted October 27, 2013 (edited) So does anybody know of a universal midscreen 6D starter combo. Everything I've tried seems to whiff on characters like Relius and Nu if I don't delay the timing. I'll look for something tomorrow. The 6D one I have listed looks not too good compared to what I've learned since doing it. Also what are all the characters with small hurtboxes? I know Amane is one, but is there a character that has the absolute smallest so that I can just use them as my training dummy? Here is the latest one I made and tested on Amane 6D>d.6C>d.2D>d.6B>236A>5B>5C>sj>j.C>j.D>d.5D>d.6B>d.5D>d.5C>22B 3474 EDIT: found something better. Tested on Nu and Amane 6D>d.6C>d.2D>d.5C>d.5B>236A>5B>5C>sj>j.C>j.D>d.5D>d.6B>d.5D>d.5C>22B 3663 Edited October 27, 2013 by Ayane Share this post Link to post Share on other sites
LunaKage Report post Posted October 27, 2013 hey guys, just so you know, I plan on going ham on the first post of this thread as soon as I get my next day off. with cp coming out, working all this week, then youmacon, then working afterwards, its been and is going to be a busy couple of weeks for me. so once my schedule gets back to normal, this thread is gonna be great, and I promise you that. in the mean time, continue to post combos in this thread as you find them, its a big help to the Noel community and myself personally, because without you normal members, us mods would just be guys with bigger avatars. Just ask Skye lol Share this post Link to post Share on other sites
mMarikom Report post Posted October 28, 2013 Out of curiosity how are we notating OD combos (in terms of OD length and stuff like that certain combos won't work so...yeah)? So far I've basically been going through combo videos and old matches trying to find practical things that work on most characters...just to make a note in addition to Murakumo and Amane hitboxes, Terumi, Makoto and Relius (in addition to some of the other obvious characters) have somewhat "skinny" hurtboxes as well in terms of "problem" characters...I have no idea why I was expecting Terumi's hurtbox to be any thicker than Hazama's... Also I'm pretty sure everyone is remembering this but don't forget: On every character you can confirm at least 4k with 50 heat off of a 6B simply from 6B 5D d.5C d.6C d.5C d.6C 236D(1) RC 214A I know it's already been mentioned but it's something I've definitely been relying on lately... Share this post Link to post Share on other sites
FlameIce Report post Posted October 28, 2013 (edited) Right now I'm doing this crouching combo.(Stolen from Shino) This is the most optimal thing I've seen so far. Does 4013 and 5009 with meter. 5B > 5C > 3C > 22C > Dash Cancel > 5B > 5C > s.JC > JD > d.5C > 22B > 2B > 6C > 6B > 6D > d.5C > d.6B > d.5C > d.6B > Bloom Trigger / Fenrir. Also I'm trying to do this combo for 2D Air hit in the corner. (Stolen from Daisul) It seems this combo dosen't work unless you hit with all the hits of 2D? Still need to mess around. Was wondering if anyone found something easier? lol Does 3023 and 3863 with meter. 2D > d.5A > d.6B > Bloom Trigger > 5B > 5C > s.JC > JD > 4D > d.2D > d.6B > d.5C > Fenrir / Chamber Shot 3023 Edited October 28, 2013 by FlameIce Share this post Link to post Share on other sites
Alpha152 Report post Posted October 28, 2013 (edited) Here are the basic things I've been doing off hit-confirms and mix-up until better routes are discovered. Mix Up 6B Starter: 6B > 5D > d.6A > d.5B > 236A > 5B > 5C > sj.C > j.D > d.2D > d.6B > 22C > 6C > 6B > 6D > d.5C > 236D (3k/21) Mid Screen 6B > 5D > d.5C > d.6C > d.5C > d.6D > 236D > 5B > 5C > sj.C > j.D > d.5C > 22B > 662B > 6C(2) > 6B > 22B (3.7k/27) Corner - Omit the 2nd d.5C against Nu and Amane 6B > 5D > d.5C > d.6C > d.4D > d.6C > 214A > 5B > j.9C > j.D > d.5C > 22B > 662B > 6C(2) > 6B > 22B (4.7k/34) Corner - Only works against Ragna, Noel, Azrael, Arakune, Tsubaki, Rachel, Bang, Kagura, Jin, and Hakumen - Works against Jin mid screen d.6B Starter: d.6B > d.6A > d.5B > 236A > 5B > 5C > sj.C > j.D > d.2D > d.6B > 22C > 6C > 6B > 6D > d.5C > 236D (2.7k/19) Mid Screen d.6B > d.6A > d.6B > 236D > 6C > 4D > 214D > 5B > 5C > sj.C > j.D > d.5C > 22B > 662B > 6C(2) > 6B > 22B (2.9k/21) Corner d.6D Starter: d.6D > d.5C > d.5B > 236A > 5B > 5C > sj.C > j.D > d.2D > d.6B > 22C > 6C > 6B > 6D > d.5C > 236D (3.3k/24) Mid Screen d.6D > d.6A > d.6B > 236D > 6C > 4D > 214D > 5B > 5C > sj.C > j.D > d.5C > 22B > 662B > 6C(2) > 6B > 22B (3.4k/24) Corner j.D Starter: j.D > d.6B > d.5C > d.6A > d.5B > 236A > 5B > 5C > sj.C > 236C > j.2C (2.9k/20) Mid Screen j.D > d.6A > d.6B > 236D > 6C > 4D > 214D > 2B > 6C > 6B > 22B > 2B > 6C(2) > 6B > 22B (2.9k/21) Corner CH j.D > 214A > 662B > 6C(2) > 2D > d.6B > 22C > 6C > 6B > 6D > d.5C > d.6B > d.5C > 236D (4.3k/31) Mid Screen CH j.D > 214A > 2B > 6C > 6B > 4D > 214D > 6C > 5D > d.6A > d.5C > 22B > 2B > 6C(2) > 6B > 22B (4.3k/31) Corner - Does not work against Tager - Use [5D > d.6A > 22B > 662B] against Tsubaki, Amane, and Nu 214A Starter: 214A > 5B > 5C > sj.C > j.D > d.2D > d.6B > 22C > 6C > 6B > 6D > d.5C > d.6B > d.5C > 236D (3.9k/28) Mid Screen 214A > 5B > 5C > sj.C > j.D > d.6A > d.6B > 236D > 6C > 5D > d.6A > d.5C > 22B > 662B > 6C(2) > 6B > 22B (4k/29) Corner j.4D Starter: j.4D > d.6A > d.5B > 236A > 5B > 5C > sj.C > j.D > d.2D > d.6B > 22C > 6C > 6B > 6D > d.5C > 236D (2.9k/21) Mid Screen j.4D > d.5D > d.5C > d.6A > d.5B > 236A > 5B > 5C > sj.C > j.D > d.6A > d.5C > d.5B > 214D > 2B > 6C(2) > 6B > 22B (3.2k/23) Corner Throw Starter: BC > 214A > 5B > 5C > sj.C > j.D > d.2D > d.6B > d.5C > 236D (3.5k/25) Mid Screen BC > 214A > 5B > 5C > sj.C > j.D > d.5C > 22B > 662B > 6C(2) > 6B > 22B (3.5k/25) Corner j.BC > 5B > 5C > sj.C > j.D > d.2D > d.6B > d.5C > 236D (3.1k/22) Mid Screen j.BC > 5B > 5C > sj.C > j.D > d.5C > 22B > 662B > 6C(2) > 6B > 22B (3.1k/22) Corner Abare CH 6A Starter(Anti-Air): 6A > IAD > j.C > 5C > sj.C > j.D > d.2D > d.6B > 22C > 6C > 6B > 6D > d.5C > d.6B > d.5C > 236D (3.1k/22) Mid Screen 6A > IAD > j.C > 5C > sj.C > j.D > d.4D > 214D > 6C > 5D > d.6A > d.5C > 22B > 2B > 6C(2) > 6B > 22B (3.1k/22) Corner CH j.C Starter(Air to Air): j.C > 5C > sj.C > j.D > d.2D > d.6B > 22C > 6C > 6B > 6D > d.5C > d.6B > d.5C > 236D (3.3k/23) Mid Screen j.C > 5C > sj.C > j.D > d.4D > 214D > 6C > 5D > d.6A > d.5C > 22B > 2B > 6C(2) > 6B > 22B(3.3k/24) Corner j.A Starter(Air to Air): j.A > j.B > dj.C > j.D > d.6B > 22C > 6C > 6B > 6D > d.5C > 236D (2.2k/16) Mid Screen j.A > j.B > dj.C > j.D > d.5C > d.6A > d.5C > 22B > 2B > 6C(2) > 6B > 22B (2.2k/16) Corner 5A Starter: 5A > 5B > 6A > sj.C > j.D > d.2D > d.6B > 22C > 6C > 6B > 6D > d.5C > 236D (2.4k/17) Mid Screen 5A > 5B > 6A > sj.C > j.D > d.5C > d.6A > d.5C > 22B > 2B > 6C(2) > 6B > 22B (2.4k/17) Corner 5A > 5B > 5C > 3C > 22C > 5B > 5C > sj.C > j.D > d.2D > d.6B > d.5C > 236D (3k/21) Mid Screen, crouching opponent 5A > 5B > 5C > 3C > 22C > 6C > 5D > d.6A > d.5C > 22B > 2B > 6C(2) > 6B > 22B (2.7k/20) Corner, crouching opponent 3C Starter: 3C > 22C > 5B > 5C > sj.C > j.D > d.2D > d.6B > d.5C > d.6B > 236D (3.3k/23) Mid Screen 3C > 22C > 6C > 5D > d.6A > d.6B > 236D > 5B > 5C > sj.C > j.D > d.5C > 22B > 662B > 6C(2) > 6B > 22B (3.5k/26) Corner 4D Starter: 4D > d.2D > d.5C > d.5B > 236A > 5B > 5C > sj.C > j.D > d.2D > d.6B > 22C > 6C > 6B > 6D > d.5C > 236D (3.5k/25) Mid Screen 4D > d.2D > d.6B > 236D > 5B > j.C > j.D > 4D > 214D > 2B > 6C > 6B > 22B > 2B > 6C(2) > 6B > 22B (3.4k/24) Corner CH 5C Starter: 5C > 214A > 5B > 5C > sj.C > j.D > d.2D > d.6B > 22C > 6C > 6B > 6D > d.5C > d.6B > d.5C > d.6B > 236D (5.4k/38) Mid Screen 5C > 5D > d.6A > d.5B > 236A > 5B > 5C > sj.C > j.D > d.2D > d.6B > 22C > 6C > 6B > 6D > d.5C > 236D (3.8k/27) Mid Screen, max range 5C > 214A > 5B > 5C > sj.C > j.D > d.5C > 22B > 662B > 6C > 5D > d.6B > 236D > 6C(2) > 6B > 22B (5.3k/38) Corner 5C > 5D > d.6A > d.6B > 236D > 5B > 5C > sj.C > j.D > d.5C > 22B > 662B > 6C(2) > 6B > 22B (3.9k/28) Corner, max range Overdrive Confirm: 5B > 5C > OD > 665B > 5C > 5D > 623D > 6C > j.D > d.2D > d.6B > 22C > 6C > 6B > 6D > d.5C > 236D (4k/2.9) Mid Screen - Omit d.2D to avoid side swap 5B > 5C > OD > 665B > 5C > 5D > 623D > 5B > 5C > sj.C > j.D > d.5C > 22B > 662B > 6C(2) > 6B > 22B (4.2k/30) Corner Notes: - Any combos that use [j.D > d.2D > d.6B], d.2D is used to maintain the same position unless noted otherwise. If your back is closer to the corner, omit d.2D to side swap and get corner carry. - Use [214A > 2B > 5C] against Tager, Amane, and Izayoi - Use [j.D > d.5C > d.6A > 22B > 662B] and [5D > d.6A > 22B > 662B] against Amane, Tsubaki, and Nu - Not all combos are limited to specified starters. 5B for example can go into a 6A combo or a 3C combo if crouching. Edited November 4, 2013 by Alpha152 Share this post Link to post Share on other sites