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Monarch

[CF] Λ -11- Combo Thread (Updated 12/11/15)

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BBCF_Header_Combo_Thread.png

 

Notation:
>: Cancel
|>: Link After landing from Aerial Move
J: Jump
DJ: Double Jump
SJ: Super Jump
AD: Air Dash
IAD: Instant Air Dash
JC: Jump Cancel
SJC: Super Jump Cancel
CH: Counter Hit
FC: Fatal Counter
RC: Rapid Cancel
[ ]: Hold Input
DMG: Damage
CT: Crush Trigger

 

 

 

Combo Format

The combos are written in this format: Combo (Damage, Heat gain/Heat used)





BBCP_Info_Bar_c02.png

 

Mid-screen:
A normal
  • 2A > 2B > 3C > 236B~6B (1611)
  • 2A > 2B > 5C > 3C > 236B~6B (1958)
  • 2A > 2B > 5B > 5C > 5D > 236B~6B (2022)
  • AA 6A > 5C > 6B > 2D > IAD > j.B > j.C > 6A > 6C > 236D > 66 > 5D > 236B~6B (3335)
  • AA 6A > 5C > 6B > 2D > IAD > j.B > j.C > 6A > 5C > 2D > 5D > JC > j.D > j.6D > j.214D (3418)

B normals

  • 2B > 5B > 5C > 5D > IAD > j.B > j.C > 2B > 3C > 236B~B (2739)
  • 2B > 5B > 3C > 236B~6B > RC > 66 > 5B > 6A > 5C > 6C > 236D > 66 > 5D > 236B~6B (2964)
  • 2B > 5B > 3C > 236B~6B > RC > 66 > 5B > 6A > 5C > 2D > 5D > JC > j.D > j.6D > JC > j.D > j.214D (3087)
  • 2B > 3C > 214B > 66 > 2D > 5D > 236B~B > 66 > 2B > 6A > 6C > 236D > 66 > 5D > 236B~6B (3282)
  • 2B > 3C > 214C > 66 > 6A > 6C > 236C > 66 > 6C > 236D > 66 > 5D > 236B~6B (3371)
  • 6B > 2D > 5D > JC > j.D > j.6D > JC > j.D > j.6D > j.214D (2536)
  • 6B > 2D > IAD > j.B > j.C > 6A > 6C > 236D > 66 > 5D > 236B~6B (2776)
  • 6B > JC > j.C > j.2C > 2D > 5D > JC > j.D > j.6D > JC > j.D > j.214D (2823)
  • 6B > 66 > 2D > 6D > j.2147D > 2B > 6A > 5C > 2D > 5D > JC > j.D > j.6D > j.214D (2982)
  • 6B > 66 > 2D > 6D > j.2147D > 2B > 6A > 6C > 236D > 66 > 5D > 236B~6B (2987)
  • 6B > 2D > IAD > j.B > j.C > 6A > 5C > 2D > 5D > JC > j.D > j.6D > JC > j.D > j.214D (3034)

C normals

Drives

  • 5D > 4D > 236B~6B (1719)
  • 5D > 4D > 236B~6B > RC > 66 > 5B > 6A > 5C > 6C > 236D > 66 > 5D > 236B~6B (2760)
  • 5D > 4D > 236B~6B > RC > 66 > 5B > 6A > 5C > 2D > 5D > JC > j.D > j.6D > JC > j.D > j.214D (2909)

Specials

  • 236D > 66 > 2B > 3C > 236B~B (1894)
  • 236D > 66 > 5D > 4D > 236B~B (1963)
  • 214D > 66 > 2D > 5D > JC > j.D > j.6D > JC > j.D > j.6D > j.214D (2983)
  • 236B~6A > 5B > 6A > 5C > 6C > 236D > 66 > 4D > 2D > JC > j.D > j.6D > JC > j.D > j.214D (3422)

Throw

  • B+C > 236A > 5A > 6A > 5C > 6C > 236D > 66 > 5D > 236B~6B (2633)
  • B+C > 2D > 5D > JC > j.D > j.6D > JC > j.D > j.6D > j.214D (2680)
  • B+C > 236D > 66 > 6C > 236C > 66 > 2D > 5D > JC > j.D > j.6D > j.214D (2712)
  • B+C > 236A > 5A > 6A > 5C > 6C > 236D > 66 > 4D > 2D > JC > j.D > j.6D > JC > j.D > j.214D (2810)
  • B+C > 236B~6A > 5B > 6A > 5C > 2D  > 5D > JC > j.D > j.6D > j.214D (2894)
  • B+C > 5D > 236B > 236C > 66 > 2D > 5D > JC > j.D > j.6D > JC > j.D > j.214D (2989)
  • B+C > 236B~6A > 5B > 6A > 6C > 236D  > 66 > 4D > 2D > JC > j.D > j.6D > JC > j.D > j.214D (2990)


Air Throw

  • JB+C > 66 > 2D > 5D > 6D > JC > j.D > j.6D > JC > j.D > j.214D (2680)




BBCP_Info_Bar_c03.png

 

Corner:
A normal

B normals

  • 2B > 5C > 3C > 236B~B > 5B > 6A > 5C > 6C > 236D > 236C > 6C > 5D > 2D > 214A (3460)
  • 2B > 5C > 3C > 236B~6B > 5B > 6A > 5C > 6C > 236D > 236C > 6C > 22D > 214C (3490)
  • 2B > 5C > 3C > 236B > 22D > 66 > 5D > IAD > j.B > j.C > 6A > 6C > 236D > 236C > 6C > 5D > 2D > 214A (3561)
  • 2B > 5C > 3C > 236B~B > 5B > 6A > 5C > 6C > 236D > 236C > 6C > 5D > 2D > 6D > 632146D (4472)
  • 2B > 5C > 3C > 236B > 22D > 66 > 5D > IAD > j.B > j.C > 6A > 6C > 236D > 236C > 6C > 5D > 2D > 6D > 632146D (4599)
  • 6B > 2D > 5D > 236B~6B > 5B > 6A > 6C > 236D > 236C > 6C > 5D > 2D > 214A (3123)
  • 6B > 2D > 6D > j.2147D > 2B > 6A > 6C > 236D > 236C > 6C > 5D > 2D > 214A (3154)
  • 6B > 2D > 5D > 236B~6B > 5B > 6A > 6C > 236D > 236C > 6C > 5D > 2D > 6D > 632146D (4134)
  • 6B > 2D > 6D > j.2147D > 2B > 6A > 6C > 236D > 236C > 6C > 5D > 2D > 6D > 632146D (4213)

C normals

Drives

  • 4D > 5D > 236B~6B > 5B > 6A > 5C > 6C > 236D > 236C > 6C > 5D > 2D > 214A (2805)
  • 5D > 4D > 236B~6B > 5B > 6A > 5C > 6C > 236D > 236C > 6C > 5D > 2D > 214A (3096)
  • 5D > 4D > 236B~6B > RC > 66 > 5B > 6A > 5C > 6C > 236D > 236C > 6C > 5D > 2D > 214A (3069)

Specials

  • 214D > 2D > 5D > IAD > j.B > j.C > 6A > 6C > 236D > 236C > 6C > 5D > 2D > 214A (3487)
  • 214D > 2D > 5D > 236B~6B > 5B > 6A > 5C > 6C > 236D > 236C > 6C > 5D > 2D > 214A (3628)
  • 236B > 5B > 6A > 6C > 236B~6B > 5B > 6A > 6C > 236D > 236C > 6C > 22D > 214C (2975)
  • 236B > 5B > 6A > 5C > 6C > 236D > 236C > 6C > 5D > 2D > 214A (3216)
  • 236B > 5B > 6A > 6C > 214D > 66 > 6A > 6C > 236D > 236C > 6C > 5D > 2D > 214A (3401)
  • 236B~6A > 5B > 6A > 6C > 214D > 2D > 5D > JC > j.2D > j.6D > JC > j.D > j.214D (3304)
  • 236B~6A > 5B > 6A > 5C > 6C > 236D > 236C > 6C > 5D > 2D > 214A (3397)
  • 236B~6A > 5B > 6A > 6C > 236B~6B > 5B > 6A > 6C > 236D > 236C > 6C > 5D > 2D > 214A (3440)
  • 236B~6A > RC > 5B > 6A > 6C > 236B~6B > 5B > 6A > 6C > 236D > 236C > 6C > 5D > 2D > 214A (3213)
  • 236B~6A > RC > 5B > 6A > 5C > 6C > 236D > 236C > 6C > 5D > 2D > 214A (3442)
  • 236B~6A > RC > 214B > 6A > 6C > 236D > 214D > 2D > 5D > JC > j.D > j.6D > j.214D (3699)
  • 236B~6A > RC > 214B > 6A > 5C > 6C > 236D > 236C > 6C > 5D > 2D > 214A (3778)
  • 236D > 2B > 3C > 236B~6B > 5B > 6A > 6C > 236C > 236B > 22D > 66 > 5D > 2D > 214A (2817)
  • 236D > 5D > 4D > 236B~6B > 5B > 6A > 6C > 236C > 236B > 22D > 66 > 5D > 2D > 214A (2881)

Throw

  • B+C > 214D > 6A > 5C > 6C > 236D > 236C > 6C > 5D > 2D > 214A (3339)
  • B+C > CT > 214D > 6A > 5C > 6C > 236D > 236C > 6C > 5D > 2D > 214A (3639)
  • B+C > CT > 214D > 214A > 6A > 6C > 236D > 236C > 6C > 5D > 2D (3700)
  • B+C > CT > 214D > 6A > 5C > 6C > 236D > 236C > 6C > 5D > 2D > 6D > 632146D (4628)
  • B+C > CT > 214D > 214A > 6A > 6C > 236D > 236C > 6C > 5D > 2D > 6D > 632146D (4728)

Air Throw




overdrive4.png

 

Overdrive Combos:
A normal

B normals

  • 2B > 3C > ODC > 5B > 5C > 2D > 5D > IAD > j.B > j.C > 6A > 6C > 236D > 66 > 5D > 236B~6B (3613)
  • 2B > 3C > ODC > 5B > 5C > 2D > 5D > IAD > j.B > j.C > 6A > 5C > 2D > 5D > JC > j.D > j.6D > j.214D (3694)

C normals

Drives

Specials

Throw

Air Throw

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Hello, since there's nothing here yet, I'll start ^o^

Here's source for following combos, damage is not included because the poster wasn't certain of exact numbers: http://www.famitsu.com/cominy/?m=pc&a=page_fh_diary&target_c_diary_id=98070

I'll be using move names instead of motions because there's new moves and I don't wanna mix up the motions. I'll never mention Act parser, I'll just call them Zwei/Tri/Sparda/Blade/Cavalier

The @ in front of some combos is just an indicator for combos involving rapid cancel at some point. And J56D is probably just j.5/6D but I'll leave it as J56D

 

Mid-screen:
A normal
・A>2B>5C>5D(>Tri>Blade)
・A>2B>3C>Tri>Blade

B(and C?) normal
・B>2B>5C>5D(>Tri>Blade)
・B>5C>3C>Tri>Blade
・B>3C>B Gravity Seed>microdash 6C>Sickle Storm>Cavalier>microdash 2D(>J56D>Cresent Saber)
・B>3C>B Gravity Seed>microdash 6C>6D>2D>J56D>J56D>Cresent Saber  *Burst-safe
@B>5C>3C>Tri>RC>microdash 3C>B Gravity Seed>microdash 6C>Sickle Storm>Cavalier>microdash 2D(>J56D>Cresent Saber)
@B>5C>3C>Tri>RC>microdash 6B>microdash 2D>5D>7jc66j.B>j.C>6A>6C(>Sickle Storm)*used if gravity seed isn't recharged

6B normal
・[close range hit]6B>2D>7jc66j.B>j.C>6A>5C>2D>5D>J56D>Cresent Saber
・[close range hit]6B>2D>7jc66j.B>j.C>6A>6C>Sickle Storm>microdash 4D>6D>2D(>B Gravity Seed setup)
・[medium range hit]6B>microdash 2D>5D>7jc66j.B>j.C>6A>5C>2D>5D>J56D>Cresent Saber
・[medium range hit]6B>microdash 2D>5D>7jc66j.B>j.C>6A>6C>Sickle Storm>microdash 4D(>B Gravity Seed setup)
・[max range hit]6B>2D>J56D>J56D>Cresent Saber

Sparda RC
@Sparda>RC>2D>5D>7jc66j.B>j.C>6A>5C>2D>5D>J56D>Cresent Saber
@Sparda>RC>2D>5D>7jc66j.B>j.C>6A>6C>Sickle Storm>microdash 4D>6D>2D(>B Gravity Seed setup)

Exiga Nail CH
・Exiga Nail CH>dash 5B>3C>B Gravity Seed>microdash 6C>Sickle Storm>Cavakuer>microdash 2D(>J56D>Cresent Saber)

Spike Chaser
・Spike Chaser>5B>6A>5C>6C>Sickle Storm>microdash Cavalier>2D(>J56D>Cresent Saber)

Cresent Saber RC
@Cresent Saber>RC>j.B>6A>5C>6C>Sickle Storm>microdash 4D>6D>2D(>B Gravity Seed setup)
@Cresent Saber>RC>3C>B Gravity Seed>microdash 6C>Sickle Storm>Cavalier >microdash 2D(>J56D>Cresent Saber)

Throw
・Throw>Sickle Storm>Cavalier>2D(>J56D>Cresent Saber)
・Throw>Sickle Storm>4D>6D>2D>J56D>J56D>Cresent Saber *Burst-safe

Air Throw
・Air Throw>6D>2D>J56D>Cresent Saber



Corner:

A normal
・A>2B>3C>Tri>Blade>5B>6A>6C>2D
・A>2B>3C>Tri>Blade>5B>6A>6C>Cavalier

B(andC?) normal
・B>3C>Tri>Blade>5B>6A>5C>6C>Cavalier(>Tri)
・B>3C>Tri>Blade>5B>6A>5C>6C>2D(>5D>J56D>Cresent Saber)

6B normal
・6B>2D>Tri>Blade>5B>6A>6C>Cavalier>Tri>Blade

Throw
・Throw>Spike Chaser>6A>6C>Cavaluer(>Tri>Blade)
・Throw>Spike Chaser>6A>5C>6C>2D(>5D>J56D>Cresent Saber)

Sparda RC
@Sparda>RC>6A>5C>6C>Sickle Storm>Cavalier>Tri>Blade

 

 

/edit: Here's another combo file with more stuff https://www.evernote.com/shard/s677/sh/61c9c0c0-73d8-44b0-8669-ad9472c46d61/8747f9775426b888eb082f45f81d73aa

I need sleep, so I'm not adding it now, maybe tomorrow after work if I'm not lazy(I am)~~

 

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On a grounded opponent, you just have to do jB>jC>X as fast as possible. Throw in a minidash after landing to put yourself closer if necessary.

On a juggled opponent, for routes like 6B>2D>IADjB>jC>6A>etc, the opponent has to be at the right height before you hit them with the instant air dash stuff.  For this route you want them to drop after 2D as low as possible, as hitting them too high will cause jC to whiff.  Here's a video that shows the subtle height difference between whiffing and hitting jC in the first minute: https://www.youtube.com/watch?v=EcqyOAgx4M4

 

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1 hour ago, Butterduck11 said:

Any tips on how execute Lambda's 2D > JC effectively? I could do it on CP but on CF the inputs feel almost sticky in comparison.

 

Any help is appreciated

What are you trying to follow it up with? The timing can be a bit more delayed or quick depending on the followup you want. In general, you want to sort of buffer the jump in between 2D's two hits. Wait a split second after the first sword, and then jump just before the second sword will hit, it feels surprisingly early for me, like you jump at about the same time the second sword hits.

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23 hours ago, Indigo said:

What are you trying to follow it up with? The timing can be a bit more delayed or quick depending on the followup you want. In general, you want to sort of buffer the jump in between 2D's two hits. Wait a split second after the first sword, and then jump just before the second sword will hit, it feels surprisingly early for me, like you jump at about the same time the second sword hits.

I'm trying to 2D > IAD 5B stuff. I'll give that a try, thanks :)

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