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Monarch

[CF] Nine the Phantom Combo Thread (Updated 3/18/16)

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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
[N/A]: No element 

[W]: Water
[A]: Air
[F]: Fire

 

Spell Legend
[N/A] = Shawl of Everlasting Darkness
[W] = Lapis Lazuli of Grief
[Wx2] = Sapphire of Sorrow
[Wx3] = Tanzanite of Mourning
[A] = Emerald of Anguish
[Ax2] = Peridot of Distress
[Ax3] = Malacite of Tragedy
[F] = Coral of Anger
[Fx2] = Garnet of Resentment
[Fx3] = Rubellite of Rage
[WA] = Heliodor of Submission
[WF] = Amethyst of Massacre
[AF] = Citrine of Rotation
[WWA] = Celestite of Vows
[WWF] = Taaffeite of Fascination
[AAW] = Andradite of Binding 
[AAF] = Uvarovite of Destruction
[FFW] = Kunzite of Prison Break
[FFA] = Morganite of Pulsation
[WAF] = Nephrite of Demise

 

Combo Format

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

 


BBCP_Info_Bar_c02.png

 

Mid-screen:
A normal
  • j.A > 5C > 214A (1505)
  • CH j.A > 6C > JC > j.C > [FFW] > 5A > JC > j.A > j.2A > [Wx3] > j.C > 5A > 3C > 214A (2799)
  • CH j.A > 6C > j.C > j.[FFW] > j.B > 6C > j.C > j.B > JC > j.B > j.214A (2671)
  • j.2A > 4A > 5C > 3C > [FFW] > 6C > 214D~214A > 4C > 6A > j.[WF] > JC > j.A > j.2A > [Wx2] > j.A > 5A > 3C  (2757)
  • j.2A > 4A > 5C > 3C > [FFW] > 6C > 214A > 4C > 6A > j.[FFW] > 6A > JC > j.2A > [Wx2] > j.A > 5A > 3C (2754)
  • j.2A > 4A > 5C > 3C > [FFW] > 236236A (2739)
  • CH j.2A > 4A > 6A > j.2A > [Wx3] > j.C > 5A > 3C > 214A (2455) 
  • 2A > 5C > 3C > [FFW] > 5C > 6C > HJC > j.C > JC > j.C > [Fx3] > j.214A (2771)
  • 2A > 5C > 3C > [FFW] > 6C > 214A > 4A > 6A > JC > j.C > j.2C > JC > j.B > j.2B > j.214A (2916)
  • 2A > 2A > 5C > 3C > [FFW] > 6C > 214A > 4A > 6A > HJC > j.2A > [Wx3] > j.A > 2A > 3C  (2890)
  • 5A > 5B > 3C > [FFW] > 6C > 214D~214A > 4C > 6A > j.[WF] > JC > j.A > j.2A > [Wx2] > j.A > 5A > 3C  (3301)

B normals

C normals

  • 3C > 5A > 3C > 214A (1787)

Drives

  • [FFW] > 6C > JC > j.C > j.C > JC > j.C > j.214A > RC > j.2C > 6A > j.[FFW] > 6A > JC > j.2A > j.[Wx2] (3332)
  • j.[FWW] > 5A > 6A > JC > j.2A > [Wx3] > j.C > 5A > 3C > 214A (3099)

Specials

Throw

Air Throw




BBCP_Info_Bar_c03.png

 

Corner:
A normal
  • 2A > 5C > 3C > [FFW] > 6C > JC > j.C > j.2C > JC > j.B > j.214A > [FFA] (2649)
  • 2A > 5C > 3C > [FFW] > 6C > 214A > 4A > 5A > 6A > JC > [Wx3] > j.236D > [FFA] (2730)
  • 2A > 5C > 3C > [FFW] > 6C > 214A > 4A > 6A > JC > j.C > j.2C > JC > j.B > j.214A > [FFA] (2864)
  • 2A > 5C > 3C > [FFW] > 6C > 214A > 4A > 5A > 6C > 214C > 4A > 5A > 6A > HJC > j.C > JC > j.B > j.C > j.214A > [FFA] (3025)                                                                                                                                                        

B normals

  • j.B > 5C > 214A (1505)
  • j.2B > [FFA]  > 2A > 5C > 6C > HJC > j.C > JC > j.B > j.C > j.214A (2594)

C normals

Drives

Specials

  • FC 214C > 4A > 6A > JC > j.2A > j.[Wx3] > j.C > 5A > 3C > [FFW] > 5A > 6A > JC > j.C > JC > j.C > j.214A (3895)

Throw

  • B+C > 6C > 214A > 4A  > 6A > HJC > j.C > JC > j.B > j.C > j.214A > [FFA] (2744)

Air Throw




overdrive4.png

 

Overdrive Combos:
A normal

B normals

C normals

Drives

Specials

Throw

Air Throw

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Some combos I saw on the nanajo stream:

 

Midscreen:

5B > 6C > JC > j.A > j.C > j.FFW, falling j.A, 6A, JC, j.A, j.WWW, falling j.W, 5C > 3C xx 214A seed oki   DMG: 3kish

5B > 5B xx 214A, RC, 5A > 6A, JC, j.A > j.WWW, falling j.A, 5C > 3C xx 214A   DMG 3kish

FFW > 5A > 6A > JC, j.A > WWW, falling j.A, 5C > 3C   DMG: 3kish

grab > 5A > 6A > JC > j.A > j.WWW, falling j.B, 5B > 3C > AAF   DMG: 2.5k fire rain oki

Corner:

WAF, 2A > 2A > 6C > JC, j.A > j.C > j.FFW, falling j.A, 6A > JC, j.A > j.WWW, falling j.A, 5C, 3C > FFW, 5C > 6A > JC, j.C xx j.214A, WAF hits, OD 236236C   DMG: 6.3k

 

Some things...the last part of most combos is falling j.A, 5C > 3C xx 214A. I feel like it can be changed to be falling j.X, 5X (maybe not 5A) > 3C/5B xx 214A in order to get most 3 element spell after 214A knockdown. They are a bit far after the falling j.X so I dont think spells with two waters will be obtainable.

As for that nephrite combo...probably not something that will happen, but what this does tell me is that either OD 236236C has pretty insane minimum damage or nephrite has reverse scaling.

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I dunno, with the timing shown on the vid would it really be unblockable? The gap between the falling attack and the seed seem big enough.

Though im sure later they'll be some tighter setups.

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Looks fine to me, everything is explicit (bracketed spell, can't see any confusion with that) and it's neater

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A combo I try to go for standing mid screen, inspired by fumi's abare. If this route is being put to good use already, then my bad.

 

midscreen standjng

 

(dash ja) 5a 5c 6c 236d 214a 4a 5c 6c jd land 6c sj air ender 

 

standing, this combo will always give you a back slotted kunzite, and a level 2/3 spell (if you want level 2 for whatever reason, you do 1 normal as the air ended and then j214a)

any combo that freezes the foe early with you close to them leads into this, but what you do after 214a changes because these combos tend to extend a little later than the above.

 

for example kunzite hits while you're above the opponent.

(kunzite hits) descending ja land 9 delay jd descending late ja 5c 6c 236d 214a 4a/c 6a Jc j214a for two kunzites at the end

this sort of play is optimal with nine. Any time you can get two good spells in a combo, and corner push and possibly oki, you're golden. ( note these combos always end with air 214a, so not real oki. But two kunzites...!)

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