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Eshi

[CPEX] Amane Nishiki Combo Thread

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9rTVV.png

 

Information
  • If you'd like to contribute, please feel free to do so! Just post the combos you created, but please write them properly. If you are unsure on how to write combos properly, then read the wiki page here. Make sure to read the Notation Used section in this post so that you understand the specific notations used for CHARACTER. Also refrain from using move names and abbreviations.
  • Please refrain from going off topic in this thread. This thread is for posting of combos only.
  • Only the most optimal combos will be listed in this thread.
 
Collapsed: General Notations Used:
[table]
>Gatling/cancel the previous move into the following move.
,Link the previous move into the following move.
|>After landing.
jJump
sjSuper Jump
adAir Dash
iadInstant Air Dash
jcJump Cancel
sjcSuper Jump Cancel
jiJump Install
CHCounter Hit
MCMortal Counter
RCRed Roman Cancel
YRCYellow Roman Cancel
PRCPurple Roman Cancel
[ ]Hold Input
(N)Attack must deal N amount of hits.
[???] xNRepeat ??? N amount of times.[/table]
Collapsed: Guide Specific Notations Used:
  • Notations in red are for prefixes only. Notations in blue are for suffixes only.

[table]

[sS]Side Swap combo
[CO]Crouching Opponent
[AA]Anti-air or Air-to-Air
[N/N%]Damage/Tension Gain %[/table]

 

Challenge Mode Combos
Collapsed: ]
Mission #01
-
[/collapse
:
 
 
Mid-screen
[collapse]
Normal Starters

- 2A > 2B > 5B > 3C > 236C (1605 damage)

- 2A > 2B > 5B > 5D > 236C (1746 damage)

- 2C [2] > 5C [2] > 3C > 236C (2097 damage)

- Fatal CH 6B > jC [2] > j236A > jB > 5A > 5B > 5D > 236C (2394 damage)

- Fatal CH 6B > jC [2] > j236A > jB > j2C [2] > j2B > RC > land > 5B > 2C > 6C [2] > 6A > jc > jB > jc > jB > j2C [2] > j236B > jB > j236C (3572 damage, requires 50 heat)

- Anti-air CH 6A > 5B > 5C [2] > 6C [2] > 6A > jc > jB > jc > jB > j2C [2] > j214B > jB > jC [2] > j6C [2] > j236C (3491 damage)

- Anti-air 5C > 236A > jB > jc > jB > j2C [1] > j214A > jB > jC [2] > j6C [2] > j236C (3084 damage, low initial height)

- Anti-air 5C > 236A > jA > jc > jA x N > jD > j236C (~1740 damage, high initial height)

Throw Starters
- A+B > 236B > jC > j6C [2] > j2C [2] > j236A > jB > jC > jB > j236C (3015 damage)

- A+B > 236B > jC [2] > j6C [2] > j2C [1] > j214A > jB > jC [2] > j6C [2] > j236C (3163 damage)

Special Starters
-

Overdrive Starters
-

 

 

Near-Corner
[collapse]
Normal Starters
-

Throw Starters
-

Special Starters
-

Overdrive Starters
-
[/collapse]

 

 

 

 

Corner
[collapse]
Normal Starters

- 2B > 3C > 236C > 5A > 6A > 623C > 2B > 6A > jc > jB > jc > jB > j2C [1] > j214B > jC [2] > j236C (3020 damage)

- 2B > 3C > 236C > 5A > 6A > 623C > 2B > 5B [1] > 6B > j6C[1] > j2B > 236DA RC > 6D (<3270 damage and level 3 drill, requires 50 heat, see this post for character specifics)

- 2B > 3C > 236C > 5A > 6A > 623C > 5B [1] > 6A > 5B [1] > 5C [1] > 623C (2848 damage, use hariken for oki. Nu-13 and Tsubaki require 5B [2] for the first one)

Throw Starters
- B+C > 236DD > 6A > 623C > 2B > 5B [1] > 6B > j6C [1] > j2B > 236DA RC > 6D (<3780 damage and level 3 drill, requires 50 heat, see this post for character specifics)

Special Starters
-

Overdrive Starters
-
[/collapse]

 

 

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I'm trying to do the first combo of this video but I can't....

I can't do the hariken (foot)

http://sp.nicovideo.jp/watch/sm25171975

EDIT: now I can ... It's a very hard timing ._.

Yes, the timing on this combo is extremely tight, everything must be input on the earliest frame possible. Each character requires their own specific variation as well. I'll have to grind out which combo goes with what character some time soon.

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Today I'll work on how to combo everyone after corner throw into Hariken RC 6D. It's very character specific and requires precision. I'll finish editing this post today.

 

Amane: Throw > 236DD > 6A > 623C > 2B > 5B [2] > 6B > j6C [1] > j2B > land > A Hariken > RC > 6D

Arakune: Throw > 236DD > TK j236C > 2B > 5B [2] > 5C [1] > 6C [1] > A Hariken > RC > 6D

Bang: Same as Amane

Bullet: Same as Amane

Carl: NOTHING WORKS?!??!

Celica: Same as Arakune, 5B [3] also works 

Hakumen: Same as Amane except only 5B [1] works

Hazama: Same as Amane

Kagura: Same as Amane, 5B [1] also works

Litchi: Same as Amane

Makoto: Same as Amane

Mu-12: Throw > 623C > 2B > 5B [1 or 2] > 6B > j6C [1] > j2B > land > A Hariken > RC > 6D

Ragna: Same as Amane, 5B [1] also works

Relius: Throw > 623C > 2B > 5B [3] > 6B > j6C [1] > j2B > land >  A Hariken > RC > 6D

Tager: Same as Amane except only 5B [1] works

Taokaka: Throw > 236DD > 5B [2] > 6B > j6C [2] > j2C [1] > j236C > RC > 6D

Terumi: Same as Amane, 5B [1] also works 

 

Taokaka's combo is by far the hardest one to master IMO.

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If it helps any, the video does list the characters that each variation works on and covers 2B, j.B, and throw starters. I can take an in-depth look after work, but it looks like the general combinations are:

  • Common route with # of 5B hits during ... > Gekiren > 2B > 5B > ... being character group dependent.
  • Azrael-specific route
  • Celica-specific route
  • Bullet-specific route
  • Tao-specific route

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If it helps any, the video does list the characters that each variation works on and covers 2B, j.B, and throw starters. I can take an in-depth look after work, but it looks like the general combinations are:

  • Common route with # of 5B hits during ... > Gekiren > 2B > 5B > ... being character group dependent.
  • Azrael-specific route
  • Celica-specific route
  • Bullet-specific route
  • Tao-specific route

 

This is true. I mostly wanted to figure out how many hits of 5B are needed for character groups, I already lost a match because I did the wrong number of hits on a Bang player. I've also found a lot of characters with non-standard deviations that aren't mentioned there.

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Video stuff:

 

2B starter

Common: 2B > 3C > 236C > 5A > 6A > 623C > 2B > 5B(1) > 6B > j.6C(1) > j.2B > 236DA > RC 6D

  • 5B(1): Ragna, Jin, Rachel, Tager, Hakumen, Hazama, Platinum, Nu, Izayoi, Terumi, Kagura, Lambda
  • 5B(2): Noel, Litchi, Bang, Tsubaki, Valk, Makoto, Mu, Kokonoe
  • 5B(3): Relius, Amane

Celica: 2B > 3C > 236C > 5A > 5B(1) > 236A > j.A > j.236C > 2B > 5B(2) > 5C(1) > 6C(1) > 236DA > RC 6D

  • Also works on other characters.

Azrael: 2B > 3C > 236C > microdash 5A > 6A > 623C > 2B > 5B(3) > 6B > j.6C(1) > j.2B > 236DA > RC 6D

  • Also works on Arakune with 5B(1).

Bullet: 2B > 3C> 236C > 5A > 5B(2) > 6B > j.6C(1) > j.2B > 236DA > RC 6D

  • Also works on Carl.
  • Can also do the Ragna et al route on Bullet, but it's unstable.

 

Tao: 2B > 3C > 236C > 5A > 5B(2) > 6B > j.6C(2) > j.2C(1) > j.236C > RC 6D

 

j.B starter

Combo parts are basically similar to corresponding 2B starter routes.

 

j.B > 2A > 2B > 3C > 236C > 5A > 6A > 623C > 2B > 5B(2) > 6B > j.6C(1) > j.2B > 236DA > RC 6D

 

Some characters have the number of 5B hits changed. There's a possibility that it's impossible to get the combo with this starter if it doesn't work with 5B(1) or 5B(2).

  • 5B(2): Ragna
  • 5B(1): Nu, Lambda, Mu

Az: j.B > 2A > 2B > 3C > 236C > 2A > 5A > 5B(2) > 6B > j.6C(1) > j.2B > 236DA > RC 6D

 

Bullet: j.B > 2A > 2B > 3C > 236C > 5A > 5B(2) > 6B > j.6C(1) > j.2B > 236DA > RC 6D
  • Somewhat unstable on Bullet - aim for a high-hitting 5A.
  • Also works on Carl and Tsubaki (Low-hitting 5A)
Celica: j.B > 5A > 6A > 6B > j.C(1) > j.236A > j.2B > j.236C > 2B > 5B(3) > 5C(1) > 6C(1) > 236DA > RC 6D
 
Tao: j.B > 2A > 2B > 3C > 236C > 5A > 5B(2) > 6B > j.6C(2) > j.2C(1) > j.236C > RC 6D
  • Also use on Hakumen since 2B starter equivalent doesn't work with this starter.

 

 

Throw starter

Throw > 236DD > 6A > 623C > 2B > 5B(1) > 6B > j.6C(1) > j.2B > 236DA > RC 6D

  • Ragna, Bullet, Izayoi, Hazama, Terumi
  • Replace with dash 6A > 5B(1): Arakune

Throw > 236DD > 623C > 2B > 5B(2) > 6B > j.6C(1) > j.2B > 236DA > RC 6D

  • Jin, Noel, Litchi, Rachel, Hakumen, Tsubaki, Platinum, Valk, Amane, Kagura, Mu
  • Replace with 5B(1): Nu, Lambda
  • Replace with 5B(3): Kokonoe, Relius

Throw > 236DD > dash 623C > 2B > 5B(3) > 6B > j.6C(1) > j.2B > 236DA > RC 6D

  • Azrael

Throw > 236DD > tk j.236C > 2B > 5B(3) > 5C(1) > 6C(1) > 236DA > RC 6D

  • Celica, Bang, Makoto, Tager

Throw > 236DD > 5B(2) > 6B > j.6C(2) > j.2C(1) > j.236C > RC 6D

  • Carl, Tao

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Video stuff:

 

2B starter

Common: 2B > 3C > 236C > 5A > 6A > 623C > 2B > 5B(1) > 6B > j.6C(1) > j.2B > 236DA > RC 6D

  • 5B(1): Ragna, Jin, Rachel, Tager, Hakumen, Hazama, Platinum, Nu, Izayoi, Terumi, Kagura, Lambda
  • 5B(2): Noel, Litchi, Bang, Tsubaki, Valk, Makoto, Mu, Kokonoe
  • 5B(3): Relius, Amane
Celica: 2B > 3C > 236C > 5A > 5B(1) > 236A > j.A > j.236C > 2B > 5B(2) > 5C(1) > 6C(1) > 236DA > RC 6D

  • Also works on other characters.
 

Azrael: 2B > 3C > 236C > microdash 5A > 6A > 623C > 2B > 5B(3) > 6B > j.6C(1) > j.2B > 236DA > RC 6D

  • Also works on Arakune with 5B(1).
 

 

Bullet: 2B > 3C> 236C > 5A > 5B(2) > 6B > j.6C(1) > j.2B > 236DA > RC 6D

  • Also works on Carl.
  • Can also do the Ragna et al route on Bullet, but it's unstable.
 

Tao: 2B > 3C > 236C > 5A > 5B(2) > 6B > j.6C(2) > j.2C(1) > j.236C > RC 6D

 

j.B starter

Basically similar to corresponding 2B starter routes.

 

j.B > 2A > 2B > 3C > 236C > 5A > 6A > 623C > 2B > 5B(2) > 6B > j.6C(1) > j.2B > 236DA > RC 6D

 

Some characters have number of 5B hits changed.

  • 5B(2): Ragna
  • 5B(1): Nu, Lambda, Mu
Az: j.B > 2A > 2B > 3C > 236C > 2A > 5A > 5B(2) > 6B > j.6C(1) > j.2B > 236DA > RC 6D

 

Bullet: j.B > 2A > 2B > 3C > 236C > 5A > 5B(2) > 6B > j.6C(1) > j.2B > 236DA > RC 6D

  • Somewhat unstable on Bullet - aim for a high-hitting 5A.
  • Also works on Carl and Tsubaki (Low-hitting 5A)
 

Celica: j.B > 5A > 6A > 6B > j.C(1) > j.236A > j.2B > j.236C > 2B > 5B(3) > 5C(1) > 6C(1) > 236DA > RC 6D

 

Tao: j.B > 2A > 2B > 3C > 236C > 5A > 5B(2) > 6B > j.6C(2) > j.2C(1) > j.236C > RC 6D

  • Also use on Hakumen since 2B starter equivalent doesn't work with this starter.
 

 

Throw starter

Throw > 236DD > 6A > 623C > 2B > 5B(1) > 6B > j.6C(1) > j.2B > 236DA > RC 6D

  • Ragna, Bullet, Izayoi, Hazama, Terumi
  • Replace with dash 6A > 5B(1): Arakune
Throw > 236DD > 623C > 2B > 5B(2) > 6B > j.6C(1) > j.2B > 236DA > RC 6D

  • Jin, Noel, Litchi, Rachel, Hakumen, Tsubaki, Platinum, Valk, Amane, Kagura, Mu
  • Replace with 5B(1): Nu, Lambda
  • Replace with 5B(3): Kokonoe, Relius
Throw > 236DD > dash 623C > 2B > 5B(3) > 6B > j.6C(1) > j.2B > 236DA > RC 6D

  • Azrael
Throw > 236DD > tk j.236C > 2B > 5B(3) > 5C(1) > 6C(1) > 236DA > RC 6D

  • Celica, Bang, Makoto, Tager
Throw > 236DD > 5B(2) > 6B > j.6C(2) > j.2C(1) > j.236C > RC 6D

  • Carl, Tao

Ooh thank you KikirinSAMA :D

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Maybe you already knew this combo,.. If so I'm sorry...

Anyway

Corner:

2B > 3C > 236C > 5A > 6A > 623C > 5B(1) > 6A> 5B(1) > 5C(1) > 623C

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omg

 

This topic is gold. Challenge mode isn't helpful with this guy at all

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Was trying to make a mid-screen combo into 6D and came up with this. 

 

instant j.2B > j.236A > j.B > 5B(3) > 5C(2) > 6C(1) > 236DA > RC 6D

 

Tested on Ragna, Bang.

 

http://www.youtube.com/watch?v=CGhHW15bHMU

 

Not sure how viable it would be in a match though. Thoughts?

It is absolutely viable in matches since it easily gets level 3 off of any juggle and works on everyone. 236DB > RC 6D is much easier to combo though.

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I know it's very very common but as anti-air combo I do:

3396 damage, 41〜43 hit

6A CH -> wait -> 5B(3) -> 5C(2) -> 6C(2) -> 6A -> jc -> j5B(3) -> jc -> j5B(3) -> j2C(2) -> 214B -> j5B(3) -> j5C(2) -> j6C(2) -> 236C

I also made a very short video about this combo for new Amane users ;)

https://youtu.be/B7H6GI5BVR4

or a little different combo. I sometimes do like this:

6A CH -> wait -> 5B(3) -> 5C(2) -> 6C(2) -> 236A -> j5C(2) -> j6C(2) -> j2C(1) -> 236A -> j5B(3) -> jc -> j5B(3) -> 236C

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I experimented some today with midscreen 6B in combos. The execution & gauging proper spacing makes it way harder, but you can raise the damage on most midscreen confirms by 200-500 damage with 6B routes.

 

Examples:
jB > land > 2A > 2B > 5B > 5D > 236C (1497 damage)

jB > land > 2A > 2B > 6B > jC > j236A > jB > land > 2B > 6B > jC > j236A > j2C > j236C (2027 damage)

2A x3 > 2B > 5B > 5D > 236C (1437 damage)

2A x3 > 2B > 6B > jC > j236A > j2C > j236C (1514 damage)

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Seems like corner carry would go up. Would this route grant more uses of 623C corner route? (meaning going into the oki you went into in your video)

Also I'm guessing the loss in drill gain wouldn't matter too much?

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More corner carry should give that opportunity more often, but these enders don't give the oki themselves. Not sure of the end result

Drill loss would be pretty noticeable if you think you're tsubaki after that knockdown. Wouldn't be surprised if that'd give level 2

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I found that 6B can also be used for an optimized (?) combo out of a reversal Seijyuu Rensoukyaku at Drill 3. It's a specific situation, but if you ever wanted to squeeze more damage out of your escape, then here ya go:

236236D (lvl3) > Dash > 6B > j.5C(1) > j.6C > 236A > j.5B(3) > j.236C (3548 dmg)

Alternatively, there's a simpler version with less damage: 

236236D (lvl3) > Dash > 6A > sjc > j.B > jc > j.B > 236C (3424 dmg)
 

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By the way, has anybody found any good options off of a midscreen throw? I had considered using Hariken cancel to maybe get a 5C / 6C > stuff string going, but never tried it. 

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So after some fooling around with midscreen throws, I found a neat combo with level 3 Drill. It also has a nice added bonus of a full corner carry from round start position.

Throw > 236DC > dash > 5C > 6C > 2D > 236A > j.6D > 236B > j.6C > j.236C (5119 dmg)

https://www.youtube.com/watch?v=ay0B9g0KIZ8&feature=youtu.be

 

Level 1/2 Drill: (This version won't carry to corner, but I'm pretty sure it's damage optimized)

Throw > 236DC > dash > 5C > 6C > 236A > j.5C > j.6C > j.2C > 236B >  j.236C (3626 dmg)

The ending 236B > j.236C must be done very quickly or the opponent will air tech.

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Do we have any max damage setups off of FC 6B yet? Regardless, here's a combo that can be done at any Drill level.

 

[FC] 6B > j.5C(1) > 236A > j.B > j.2C > j.2B > 5B > 5C > 6C(1) > 236DA > microdash 5B > 5C > 6C > 6A > sjc > j.B > j.236C (3664 damage) 

Note: When doing j.2B, don't Gatling right away, or Amane will bounce back into the air. Wait a little bit after to j.2C to get low enough to the ground.

 

Alternatively, you can also end with Hariken A RC 6D for Drill 3 if you wanna spend the 50 meter.

[FC] 6B > j.5C(1) > 236A > j.B > j.2C > j.2B > 5B > 5C > 6C(1) > 236DD > 5B > 5C > 6C(1) > 236DA > RC > 6D (~4k depending on how close to Overheat you release)
 

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I was fiddling with the above combo route trying to maximize damage. It's a pain in the ass making the combo a lot harder for 100 damage tops.

Alternativaly max damage would most likely be drill level 3 j.B > j6D > 6C at the beginning of the combo

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So I tried your j.B > j.6D > 6C string to begin the standard combo, and I was able to get 4714 damage after ending with Gosei. 

Afterwards, I tried the Challenge Mode 19 combo (ending with Gekiren) and it looks like it does more damage. (I got 5245 out of it)

[FC] 6B > j.5C(1) > j.B > j.6D > 6C(1) > 236DD > 2D > 236B > j.5B > 5B > 5C(1) > 6C(1) > 236DB > dash > 623C (5245)

You also have the option of ending with Seijyuu after Gekiren for some extra damage if you want, (5905) OR you can activate Overdrive after Hariken instead of doing Gekiren and do OD Seijyuu. (6199) I personally don't think the ~300 extra damage is worth it unless you end up with a long enough OD to replenish Drill after Seijyuu, but it's your call.


Let me know if I did your combo variation wrong though. Was my damage figure about right?


 

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I wouldn't know, I only know that combo part worked on fatal and did more damage. As far as I know, your damage is higher than non-drill level 3, thus about right

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