Jump to content

Archived

This topic is now archived and is closed to further replies.

Dawn of Musou

[CF] Naoto Kurogane Combo Thread

Recommended Posts

BBCF_Header_Combo_Thread.png

 

BBCP_Info_Bar_c01.png

 

Combo Posting/Information

This thread is for the posting and discussion of Naoto combos in Central Fiction. Take all general discussion to the Gameplay Discussion Thread. Want to post combos you find? Go right ahead! It would be helpful if you included:

  • Damage
  • Heat Gain
  • Meter Required
  • HP Required (If the combo uses Overdrive)
  • If in Active Flow

 

If you get the combo from someone else via Twitter or another written place, post the original source with the combo. If from a video, link it please!

 

Combo Notation Used
 
> = cancel into the next attack    
66 = Dashing or microdashing during a combo.
dc = dash cancel
jc = jump cancel
hjc = high jump cancel
RC = Rapid Cancel
CH = Counter Hit
FC = Fatal Counter hit
iAD = Instant Air Dash
[X] = Charging a move by holding the input.
OD = Overdrive
cOD = Overdrive Cancel
CT = Crush Trigger
EA = Exceed Accel
Ddc = Quickly dash-canceling the charge of a Drive move to continue a combo. Ex: 5C>Ddc>en623C (Naoto only)
enX = Enhanced version of a special. Ex: Enhanced Slash Kaid = en214D (Naoto only)
236BBB = Full Banishing Fang rekka into Bash. 236B>236B>236B (Naoto only)
236BBC = Full Banishing Fang rekka into Raid. 236B>236B>236C (Naoto only)

 

BBCP_Info_Bar_c02.png

 

Midscreen/Fullscreen/Sideswaps:

 

Short Starter

2A>2B>5C>3C
Requires: Nothing
Damage: 1063
Heat Gain: ?
Notes: Basic combo for 3C oki.
 
2A>2B>5C>3C>236BBB
Requires: Nothing
Damage: 1681
Heat Gain: ?
Notes: Basic combo into Bash for corner carry.
 
2A>5B>5C>3C>214D
Requires: Nothing
Damage: 1398
Heat Gain: ?
Notes: Basic combo into Kaid for 6C oki.
 
Mid Starters
 
5B>5C>236BBB
Requires: Nothing
Damage: 2135
Heat Gain: 15
Notes: The basic combo.
 
5B>5C>Ddc>en623C>5A>5B>2C>hjc>j.B>j.C>jc>j.B>j.C>623D~2C
Requires: Nothing
Damage: 2986
Heat Gain: ?
Notes: Combo off 5B with good corner carry.
 
5B>5C>Ddc>en623C>5A>2C>236BBC>hjc>j.C>jc>j.C>j.623D~2C
Requires: Nothing
Damage: 3242
Heat Gain: ?
Notes: Higher damaging combo off 5B midscreen. Have to delay the Banishing Fang rekka quite a bit to get the correct height.
 
5B>5C>3C>214D>RC>665B>en236BBB>dc>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C
Requires: 50% Heat
Damage: 3703
Heat Gain: ?
Notes: Midscreen-to-corner combo with 50 meter for RC.
 
5B>3C>214D>RC>663C>en214D>665B>en236BBB>dc>en214D>623D~2C
Requires: 50% Heat
Damage: 2984
Heat Gain: ?
Notes: A fullscreen corner carry combo with 50 meter.
 
5B>5C>Ddc>en623C>RC>j.[D]>663C>en214D>665B>en236BBB>dc>en623D~2C
Requires: 50% Heat
Damage: 3785
Heat Gain: ?
Notes: A stronger fullscreen corner carry combo with stricter timing.
 
5B>5C>623D>RC>66>en214A>28A>665B>en236BBB>dc>en214D>2C>5C>623D~2C
Requires: 50% Heat
Damage: ?
Heat Gain: ?
Notes: A sideswap-into-corner route using 50 meter and Phantom Pain.
 
CH 5C>6D>214A>dc>en236BBB>dc>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C
Requires: Counter Hit
Damage: 4520
Heat Gain: ?
Notes: Midscreen-to-corner combo off CH 5C, which leads to very good damage.
 
CH 5C>214A>28A>665B>en236BBB>dc>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C
Requires: Counter Hit
Damage: 4587
Heat Gain: ?
Notes: Sideswap combo off CH 5C. Works from CH 2C as well, but will do 4301 damage. [/collapse]
 
Low Starters
 
662B>en236BBB>dc>en623C>5A>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C
Requires: Nothing
Damage: 3027
Heat Gain: ?
Notes: Midscreen-to-corner combo off dash 2B.
 
662B>en214D>665B>en236BBC>hjc>j.C>jc>j.C>j.623D~2C
Requires: Nothing
Damage: 3068
Heat Gain: ?
Notes: A good sideswap route off dash 2B.
 
214A>28A>665B>en236BBB>dc>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C
Requires: Nothing
Damage: 3624
Heat Gain: ?
Notes: Midscreen-to-corner combo off sideswap Phantom Pain. Phantom Pain starters will go in the low section since they cannot be blocked high. [/collapse]
 
Overhead Starters
 
6A>5C>3C>236BBB
Requires: Nothing
Damage: 2216
Heat Gain: ?
Notes: Basic 6A midscreen combo.
 
6A>Ddc>en623C>5A>2C>hjc>j.B>j.C>jc>j.A>j.B>j.C>623C~2C
Requires: Nothing
Damage: 2426
Heat Gain: ?
Notes: Stronger 6A midscreen combo using Ddc.
 
6A>5C>5D>2D>214A>dc>en236BBB>dc>en623D~2C
Requires: Nothing
Damage: ~3300
Heat Gain: ?
Notes: Solid 6A midscreen combo with good corner carry. 5C>5D works on crouching. [/collapse]
 
Throw Starters
 
B+C>665B>en236BBC>hjc>j.C>jc>j.C>j.623D~2C
Requires: Nothing
Damage: 2945
Heat Gain: ?
Notes: Basic throw combo. Has good corner carry.
 
B+C>665B>en236BBB>dc>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C
Requires: Active Flow
Damage: 3615
Heat Gain: ?
Notes: Midscreen-to-corner throw combo. Would do a little less without Active Flow
 
4B+C>5B>236BBB
Requires: Nothing
Damage: 2293
Heat Gain: ?
Notes: Simple back throw combo for when you wanna sideswap.
 
4B+C>662B>en214D>665B>en236BBB>dc>en623D~2C
Requires: Nothing
Damage: 2994
Heat Gain: ?
Notes: Can side-switch using Enhanced Slash Kaid, leaving you on your original side.
 
j.B+C>662B>en236BBB>dc>en214D>2C>5D>6D>214A>dc>en236BBB>dc>en623D~2C
Requires: Nothing
Damage: 3171
Heat Gain: ?
Notes: Midscreen-to-corner combo off air throw. [/collapse]
 
Fatal Counter Starters
 
FC en236BBB>dc>665B>en236BBB>dc>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C
Requires: Counter Hit
Damage: 4384
Heat Gain: ?
Notes: Midscreen-to-corner Fatal combo. Note that the combo starts on the 3rd hit of the Banishing Fang rekka, Bash. [/collapse]
 
Overdrive Combos
 
5B>5C>cOD>5B>5C>5D>2D>dc>en236BBB>dc>en623D~2C
Requires: Burst Icon. 91-100% HP
Damage: 3681
Heat Gain: ?
Notes: Basic OD combo that can be done at any health and has strong corner carry.
 
CH 2C>6D>cOD>5[D]>dc>2[D]>5[D]>dc>6[D]>jc>j.[D]>2C>236BBB
Requires: Counter Hit. Burst Icon. 41-50% HP.
Damage: 4934
Heat Gain: ?
Notes: Near 5k for a combo that uses no meter and can be done at half health. Very solid.
 
3C>cOD>665B>en236BBB>dc>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C
Requires: Burst Icon. 91-100% HP
Damage: 3693
Heat Gain: ?
Notes: Another full-health OD combo that has strong corner carry.
 
CH 6D>cOD>665[D]>dc>(2[D]>5[D]>dc)x3>en632146D
Requires: Counter Hit. Burst Icon. 21-30% HP. 50% Heat
Damage: 6632
Heat Gain: ?
Notes: Midscreen-to-corner combo off 6D CH. If done at lower HP, you can do 7k with Overdrive Divine Reaper.
 
623D>RC>cOD>6[D]>dc>6[D]>dc>5[D]>2[D]>dc>en632146D
Requires: Burst Icon. 21-30% HP. 100% Heat
Damage: 3787
Heat Gain: ?
Notes: Decent combo off D Crusader RC. Goes from midscreen-to-corner.
 
B+C>665B>en236BBB>dc>en214D>2C>5D>2D>6D>cOD>2D>5[D]>dc>2[D]>EA
Requires: Burst Icon. 91-100% HP
Damage: 3615
Heat Gain: ?
Notes: Variant of the throw combo that leaves Naoto in Active Flow if he hasn't gotten it already. [/collapse]

 

BBCP_Info_Bar_c03.png

 

 

Close-to-Corner/Corner:

 

Short Starters

5A>5AA>3C>214D>663C>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C
Requires: Nothing
Damage: 2826
Heat Gain: ?
Notes: Basic corner combo off 5A.
 
5A>5AA>3C>214D>663C>en214D>2C>5D>2D>6D>214A>dc>en214A>28A>665C>en623D~2C
Requires: Nothing
Damage: 2890
Heat Gain: ?
Notes: Optimized corner combo off 5A. Note that this combo uses a Shift Sway dash cancel into an enhanced Shift Sway for Phantom Pain. The timing is a little strict.
 
2A>2B>5C>3C>214D>665B>en236BBC>hjc>j.C>jc>j.C>j.623D~2C
Requires: Nothing
Damage: 2471
Heat Gain: ?
Notes: Basic corner combo off 2A.
 
2A>5B>3C>214D>663C>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C
Requires: Nothing
Damage: 2548
Heat Gain: ?
Notes: More optimal corner combo off 2A. [/collapse]
 
Mid Starters
 
5B>5C>Ddc>en623C>5A>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C
Requires: Nothing
Damage: 3459
Heat Gain: ?
Notes: Corner combo off 5B that uses Ddc. Not optimal but you only lose out on about 200-400 damage so if this is easier to do, stick with it.
 
5B>3C>214D>665B>en236BBB>dc>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C
Requires: Nothing
Damage: 3518
Heat Gain: ?
Notes: Alternate corner combo off 5B. This corner combo route is the one that most Naoto players will be using.
 
5B>5C>3C>214D>665B>en236BBB>dc>en214D>2C>5D>2D>6D>214A>dc>en214A>28A>665C>en623D~2C
Requires: Nothing
Damage: 3976
Heat Gain: ?
Notes: The most optimal route off 5B. Leads to near 4k so it's worth learning.
 
5B>5C>623D>RC>2[D]>6[D]>214A>28A>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C
Requires: 50% Heat
Damage: 4973
Heat Gain: ?
Notes: Near 5k off 5B for 50 meter. Very strong combo. To go into 2[D] after the RC, you make sure to RC the first hit of 623D only.
 
6B>RC>iAD>j.A>j.C>663C>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C
Requires: 50% Heat
Damage: 3013
Heat Gain: ?
Notes: RC combo off 6B. Useful since it can't be followed up unless CH or you use RC.
 
CH 6B>663C>en214D>665B>en236BBB>dc>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C
Requires: Counter Hit
Damage: 3630
Heat Gain: ?
Notes: Counter hit 6B has a lot of hitstun, giving you many options to follow up.
 
CH 5C>6D>CT>6A>6D>214A>dc>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C
Requires: Counter Hit. 25% Heat
Damage: ~5500
Heat Gain: ?
Notes: Note the 6A>6D in the combo. While a little strict, it is a strong route.
 
CH 2C>6D>CT>5D>2[D]>214A>dc>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C
Requires: Counter Hit. 25% Heat. Active Flow
Damage: 5484
Heat Gain: ?
Notes: Anti-air 2C CH combo.
 
6C>5B>3C>214D>665B>en236BBB>dc>en214D>2C>5D>6D>en214A>dc>en236BBB>dc>en623D~2C
Requires: Nothing
Damage: 3153
Heat Gain: ?
Notes: Staple combo from 6C.
 
5[D]>214A>28A>665C>en236BBB>dc>en214D>2C>5D>2D>6D
Requires: Nothing
Damage: 4905
Heat Gain: ?
Notes: An unlikely starter, but really strong damage. Could likely add Shift Sway>dash cancel>enhanced Rekka>enhanced D DP for around 5.2k
 
6D>CT>6A>2C>5D>6D>214A>dc>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en632146D
Requires: 75% Heat
Damage: ~6000
Heat Gain: ?
Notes: High damage off a 6D in the corner.
 
j.[D]>665B>en236BBB>dc>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C
Requires: Nothing
Damage: 4072
Heat Gain: ?
Notes: Charged j.D causes a groundbounce that can be followed up with many options
 
j.[D]>j.632146B>2C>5D>2D>6D>214A>dc>en214D>2C>5D>6D>214A>dc>en236BBB>dc>623D~2C
Requires: 50% Heat
Damage: 4433
Heat Gain: ?
Notes: Uses 50 meter for the air Divine Smasher, but does a little more damage than the other j.[D] route.
 
CH en632146B>5A>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C
Requires: Counter Hit. 50% Heat
Damage: 4569
Heat Gain: ?
Notes: Basic combo off a CH Divine Smasher.
 
CH en632146B>5A>2C>5D>6D>214A>dc>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C
Requires: Counter Hit. 50% Heat
Damage: ~5000
Heat Gain: ?
Notes: More optimal combo off a CH Divine Smasher. [/collapse]
 
Low Starters
 
2B>5B>5C>Ddc>en623C>5A>2C>5D>2D>662C>5D>2D>6D>214A>dc>en214A>28A>665C>en623D~2C
Requires: Nothing
Damage: 3150
Heat Gain: ?
Notes: Near-optimal 2B corner combo.
 
663C>en214D>2C>5D>6D>214A>dc>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C
Requires: Nothing
Damage: 4051
Heat Gain: ?
Notes: Solid confirm off dash 3C
 
663C>en214D>2C>5D>6D>214A>dc>en214D>2C>5D>2D>6D>CT>663C>en236BBB>dc>en632146D
Requires: 75% Heat
Damage: 4922
Heat Gain: ?
Notes: Higher damage variant of the above using 75 meter for CT and Divine Reaper. [/collapse]
 
Overhead Starters
 
6A>5C>3C>214D>663C>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C
Requires: Nothing
Damage: 3340
Heat Gain: ?
Notes: Staple corner combo route off 6A.
 
6A>5C>3C>214D>663C>en214D>2C>5D>2D>6D>214A>dc>en214A>28A>665C>en623D~2C
Requires: Nothing
Damage: 3402
Heat Gain: ?
Notes: More optimal corner combo off 6A. [/collapse]
 
Throw Starters
 
B+C>2C>5D>6D>214A>dc>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en623D~2C
Requires: Nothing
Damage: 3569
Heat Gain: ?
Notes: You may have to delay the 2C after throw based on how high the opponent wallsticks. [/collapse]
 
Fatal Counter Starters
 
Overdrive Combos
 
5A>5AA>3C>214D>663C>en214D>2C>5D>2D>6D>cOD>2D>5[D]>dc>2[D]>EA
Requires: Burst Icon. 91-100% HP
Damage: 2942
Heat Gain: ?
Notes: Full health OD variant of the 5A corner combo.
 
5B>5C>3C>214D>665B>en236BBB>dc>en214D>2C>5D>2D>6D>cOD>2D>5[D]>dc>2[D]>EA
Requires: Burst Icon. 91-100% HP
Damage: 4023
Heat Gain: ?
Notes: Alternate 5B corner combo route using OD.
 
CH 5C>6D>214A>dc>en236BBB>dc>en214D>2C>5D>cOD>(2[D]>5[D]>dc)x3>en632146D
Requires: Counter Hit. Burst Icon. 21-30% HP. 50% Heat
Damage: 6459
Heat Gain: ?
Notes: Strong OD combo off 5C CH.
 
CH 5C>6D>214A>dc>en632146B>5A>2C>5D>cOD>(2[D]>5[D]>dc)x3>en632146D
Requires: Counter Hit. Burst Icon. 21-30% HP. 100% Heat
Damage: 6006
Heat Gain: ?
Notes: A more stylish kind of OD combo.
 
CH 2C>6D>cOD>5[D]>dc>2[D]>5[D]>6[D]>jc>j.[D]>662C>en236BBB>dc>en632146D
Requires: Counter Hit. Burst Icon. 41-50% HP. 50% Heat
Damage: 5938
Heat Gain: ?
Notes: Stronger variation of the above combo using Divine Reaper.
 
663C>en214D>2C>5D>cOD>2D>5[D]>dc>6[D]>jc>j.[D]>663C>en236BBB>dc>en632146D
Requires: Burst Icon. 91-100% HP. 50% Heat
Damage: 5161
Heat Gain: ?
Notes: Full-health OD combo off dash 3C.
 
OD 5[D]>2[D]>6[D]>CT>663C>en214D>2C>5D>2D>6D>214A>dc>en236BBB>dc>en632146D
Requires: Burst Icon. 1-10% HP. 50% Heat
Damage: 7889
Heat Gain: ?
Notes: An unlikely starter but very good damage.
 
CH 6D>cOD>5[D]>dc>2[D]>5[D]>dc>6[D]>jc>j.[D]>662C>en236BBB>dc>en623D~2C
Requires: Counter Hit. Burst Icon. 31-40% HP.
Damage: 6193
Heat Gain: ?
Notes: Solid OD combo with no meter required. 6D is one of Naoto's best starters.
 
CH 6D>cOD>5[D]>dc>2[D]>5[D]>dc>2[D]>5[D]>6[D]>jc>j.[D]>662C>en236BBB>dc>en632146D
Requires: Counter Hit. Burst Icon. 21-30% HP. 50% Heat. Active Flow.
Damage: 8103
Heat Gain: ?
Notes: Very strong OD combo with Active Flow.
 
CH 6D>CT>5D>2[D]>cOD>2[D]>5[D]>dc>2[D]>5[D]>6[D]>jc>j.[D]>663C>en632146D
Requires: Counter Hit. Burst Icon. 21-30% HP. 75% Heat
Damage: 8242
Heat Gain: ?
Notes: A variation of the above combo, with CT and more Ds.
 
OD 6[D]>CT>5[D]>(dc>2[D]>5[D])x4>6[D]>dc>en632146D
Requires: Burst Icon. 1-10% HP. 75% Heat. Active Flow
Damage: 10402
Heat Gain: ?
Notes: Highest damaging combo so far.
 
214A>28A>cOD>5A>2C>5D>2D>dc>(2D>5[D]>dc)x2>en632146D
Requires: Burst Icon. 21-30% HP. 50% Heat.
Damage: 4417
Heat Gain: ?
Notes: OD combo after Phantom Pain sideswap.
 
CH en632146B>5A>2C>5D>6D>214A>dc>en214D>2C>5D>2D>6D>cOD>en236BBB>dc>en632146D
Requires: Counter Hit. Burst Icon. 91-100% HP. 100% Heat.
Damage: 6314
Heat Gain: ?
Notes: OD combo from CH Smasher. Can be done with any amount of HP
 
B+C>cOD>j.[D]>5D>dc>2D>5[D]>dc>2[D]>5[D]>dc>en632146D
Requires: Burst Icon. 21-30% HP. 50% Heat
Damage: 4559
Heat Gain: ?
Notes: Charged j.D combos after a cOD'd Throw for many follow-up options.

 

Share this post


Link to post
Share on other sites

So since the demo came out I have been trying to grind out combos. One major thing I'm seeming to have trouble with is Ddcing. I know that it's concept is but when I try the example 5C>Ddc>623C the computer can always seems to block it. Any tips on getting the rhythm for this, cause I have only been able to successfully do it twice. 

Share this post


Link to post
Share on other sites

You have to do the dash super fast, but honestly you can do an easier version of the combo by doing 5b 5c 3c shift sway dc 623 c 2c whiff(air) 5a 2c banishing fang launcher ender jc jc 623d.

For dash canceling with other combos like the standard corner combo for example, you can buffer the shift sway dash super early in the 6d. While his combos are difficult, remember to be precise and methodical with your inputs otherwise your hands will get confused and you'll end up with random commands. 

Share this post


Link to post
Share on other sites

It sounds a lot simpler to just do the normal dash cancel after 5D, rather than doing Shift Sway dash cancel, but that's just me. I mean look at it input wise;

Ddc > En623C = 5D > 66 > 623C

Shift Swaydc > En623C = 214A > 66 > 623C

But yea, his combos aren't exactly the most forgiving if you're not used to fast inputs, so just grind it and like cap said, don't get overwhelmed by what your hands are doing and stay calm.

Share this post


Link to post
Share on other sites

It's easier because you have more time to get ready for the motions. Once you're used to doing them they really aren't that difficult. The only combo I have consistency issues with right now is 6a 5c 5d 2d shift sway banishing fang. Again what I have found to be the tricky part is just getting shift sway dash early enough so that banishing fang will connect, occasionally you'll get super if your inputs aren't clean.

Share this post


Link to post
Share on other sites

I imagine the issue you're having is that you're not waiting for hitstop to end before inputting 66. I play Johnny & Potemkin and both have a similar aspect of waiting for hitstop to go away in their combos. You want to input stuff really fast and buffer inputs on top of each other, but hitstop can mess this up for you. Make sure to wait just a tiny smidge after buffering a 5D gatling, then inputting 6623C as fast as you can. If you input your dash before 5D's startup actually appears on screen, the dash won't work.

Share this post


Link to post
Share on other sites

On crouching opponents you can do 5b 5c 5d 2d 6d(dash cancel) enhanced rekka (dash cancel) C Inferno Crusader (delay 2c whiff) 5b 2c JC JC D Inferno Crusader for 4028.

It's hard, but it might be easier than doing shift sway dc rekka for some people. 

edit: Forgot CH was on, it's going to do slightly less than 4028. I'm having a bout of stupid hands right now and get do it again.

I haven't been able to make it work off of 6a yet, but maybe someone can.

Share this post


Link to post
Share on other sites

Hello guys,
when I'm on the player 1 side, I have some troubles to do En623C.

So, instead of doing 5D > 66 > 623C, I do 666236C as soon as I input 5D, it is easier for me.

I hope this helps somebody.

Share this post


Link to post
Share on other sites

Something I noticed :

during OD, if you want to connect 5[D] > dc > 2[D], 5[D] needs to hit very close to the ground to have some extra untech time. If you hit 5[D] when the opponent if flying too high above the ground, this untech time does not appear and you cannot connect 2[D] afterward.

Arc Sys really didn't want us to have easy combos lol

 

Also :  OD 6[D]>CT>5[D]>(dc>2[D]>5[D])x4>6[D]>dc>en632146D

Damage: 10402

This combo only does 7700 damage here. I don't know where the extra 2300 are supposed to come from

 

edit : OK you have to hold CT so it does a "level 2" CT and prorate much better

Share this post


Link to post
Share on other sites

4177 off charged 2D near corner meterless.
 This move seems to hit a lot in the matches I've watched so I tried to optimize a non-counter hit with it.

2[D]>ddc>en623C>5A>2C>5D>2D>6D>shift sway cancel>en214D>2C>236BBC>hjc>j.C>jc>j.C>623D>followup

Share this post


Link to post
Share on other sites

Err has any of this changed since any of the updates? I've had no success with Drive cancel into dash enhanced moves. I only got the game yesterday so its probably user error but I wanted to be sure.

 

Edit: Nevermind lmao just user error. I switched to 1p side and did it so I guess its just my execution 2p side :P

Share this post


Link to post
Share on other sites

×