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ShoMeYaMoves

[CS1] Bang Forbidden Ninpo: Combo Thread

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THIS THREAD IS FOR POSTING COMBOS YOU'VE TESTED. PLEASE DISCUSS COMBOS OR POSSIBLE COMBOS HERE http://www.dustloop.com/forums/showthread.php?t=7712

Because CS is still new (ish), we still need to test most of these combos to see which cast members they don't work on and which air combo enders are the best for a given combo.

Decent reference for true oki versions of most of these combos:www.youtube.com/watch?v=8BX9PDzOkn4

A vid for high damage, usually less advantageous oki variants of the combos:www.youtube.com/watch?v=sMeHfHHYo7E

Example air combo enders for Bang's basic BNB:

(5A>5B>2B>6C>j.D>6A>623B>5D>air combo ender)

X>sj.B>sj.C (low damage, true oki; they can't air tech) <- Best oki, 2,812 Dmg

X>j.B>j.4C>dj.C (mid damage, they can air tech low) <- Standard, 2,974 Dmg

X>j.B>j.4C>dj.B>dj.C (higher air tech, may add j.623B to the end on Arakune to bring to 3,239 Dmg) <- Do it on Arakune sometimes, 3,072 Dmg on everyone else

X>(s)j.B>j.4C>dj.B>dj.4C>dj.623B (big damage, no oki) <- Best Damage but look at starred section below **

X>j.4C>j.623B <- Personal Favorite

6C>j.B>j.C (basic ender off a 6C. You may omit the j.B or add a j.623B at the end depending on the character being comboed.)

**-Doesn't apparently work on TS,HZ,LI,NO, will probably have to test that further.

-No sj.B needed on JI, HA, TG, AR

-sj.B needed on RG, RA, CA, BA, TA, LA

-For no sj.B, the 2nd j.B works as an 9 input on TG

-For no sj.B, the 2nd j.B works as an 8 input on JI, HA, AR

-For sj.B, the 2nd j.B works as an 9 input on RG, RA, BA, LA, TA

-For sj.B, the 2nd j.B works as an 8 input on RA, CA, LA, TA

(Thanks a bunch, Zeth!)

HEY YOU! YES YOU, MR. TIERWHORE PERSON WHO IS ONLY NOW PICKING UP BANG SO HE CAN HAVE A REALLY HIGH WIN RATIO. OH, YOU DON'T WANT TO THINK ABOUT ALL THESE COMPLEX COMBOS AND THE POSSIBILITIES? GREAT! THIS SECTION IS FOR YOU!

COMBOS YOU ABSOLUTELY MUST KNOW:

5A>5B>2B>2C>2B>623B>(5D>j.B>j.C or Daifunka)

SINCE YOU WILL BE MASHING 5A ALL DAY, PERHAPS EVEN ALL NIGHT IN YOUR MASH RIDDEN NIGHTMARES, THIS COMBO IS WHAT YOU SHOULD DO IF THE PERSON BANG IS PUNCHING DID NOT BLOCK YOUR PUNCH AND IS ALSO NOT IN THE AIR. IT EVEN WORKS ON CROUCH! IT'S AN AUTOPILOT MIRACLE! YOU CAN EVEN COMBO INTO DAIFUNKA AFTER THE FIRST FIRE PUNCH IF YOU WANT TO GO GET A SNACK AND ALL WITHOUT THE INCONVENIENCE OF NOTICING WHETHER THEY'RE STANDING OR NOT!

at about single jump height j.A/j.B>j.623B>land>5B>623B>(5D>j.B>j.C or Daifunka)

SINCE YOU'LL ALSO BE MASHING j.A AND j.B ALL DAY, THIS IS WHAT YOU DO WITH IT. HITCONFIRM THAT SHIT INTO DAIFUNKA OR THE PISS EASY 5D FINISHER. YOUR CHOICE, DUDE.

in the corner 5A>5B>2B>2C>2B>6C>j.C

IT DOESN'T GET SIMPLER THAN THIS. KEEP HIM IN THE CORNER SINCE IF YOU'RE PUSHING BUTTONS AS RAPIDLY AS YOU SHOULD BE, YOU SHOULD KNOW THAT PUSHING BUTTONS IN THE CORNER IS MORE EFFECTIVE.

And now for the actual guide...:yaaay:

Standing BNBs:

5A>5B>2B>6C>j.D>6A(2B)>623B>5D>air combo ender

2 Seal bnb. Steady as she goes.

5B>2B>6C>j.D>6A(2B)>623B>d.2B(d.6C)>j.623B>5B>2B>air combo ender

1 Seal bnb. This is the business. Big damage and some freedom with the ender. d.2B and d.6C are seemingly interchangeable, d.2B does a bit more damage and works more consistently while d.6C is easier. If you start the combo with 5A, you'll want to end it with 2B>6C>j.C(>J.623B) or 5B>2B>j.4C>j.623B instead of 5B>2B>etc. or it will blackbeat early.

corner 5A>5B>2B>6C>j.D>d.6A>623B>reverse 6C>j.B>j.C

Basic standing corner combo. It doesn't keep them in the corner so if you want to keep them there you can opt to finish 2B>6C>air combo ender instead of the d.6A.

corner 5B>2B>6C>j.D>5C>6A>623B>5B>2B>air combo ender

1 Seal bnb, nice variation. If you hate doing the d.2B(d.6C)>j.623B link, this is a good alternative.

corner 5A>5B>2B>6C>j.D>6A>623B>dash back>5B>2B>air combo ender

THE BEST. THE BEST. THE BEST. THE BEST...of corner combos. Looks flashy as hell and keeps them in the corner while letting you keep true oki if you so desire. The dash back is dashing under the opponents falling body so that you face the corner when you 5B. See www.youtube.com/watch?v=8BX9PDzOkn4#t=00m29s

5B>2B>6C>j.D>d.2B>623B>d.2D>j.D>2369C>5D>sj.C

All 4 seals off 5B. Dora loves this one; if you love FRKZ, you will too. Doesn't work on Tager.

2A>5B>2B>6C>j.D>2B>623B>6C>j.C

True oki and 1 seal off 2A

Crouching BNBs:

(5A/2A)>5B>2B>2C>2B>623B>5D>air combo ender

1 seal bnb. The easiest way other than the old CT 6D bnb to get a seal on crouchers.

5B>2B>623B>d.5B>2B>j.4C>j.623B>5B>2B>air combo ender

Best crouch damage off 5B. Thanks Dacid. If you start with 5A or any aerial but j.4C, it will blackbeat early though so in that case opt for the 5A variation of the below combo.

5B>2B>2C>2B>623B>d.2B(d.6C)>j.623B>5B>2B>air combo ender

Big damage on crouch, no seals. If you start the combo with 5A, you'll want to end it with 2B>6C>j.C instead of 5B>2B>etc. or it will blackbeat early.

5A>5B>2B>2C>2B>623B>5B>2B>j.B>j.4C>dj.4C>j.C

No seals, good damage without the d.2B(d.6C)>j.623B link.

5B>2B>2C>d.2B>623B>d.2D>j.D>2369C>5D>sj.C

3 seals on crouch. Easiest the best option for seals on crouch. Doesn't work on Tager.

2A>5B>2B>2C>2B>623B>6C>j.C

True oki, you don't want to lose oki when you hit with 2A.

Anti Air Combos

Basically, in order for these combos to work you can have no more than 3 hits before the first j.623B. You can use these combos air to air as well, of course provided you're at a low enough altitude to be able to land and 5B 623B in time.(Remember to take height into account and adjust what you do accordingly, such as using j.B instead of j.4C if they're too high/low and knowing whether to follow 5A with 5B or j.A) Damage values are with j.4C.

5A>j.A>j.4C(j.B)>j.623B>5B>623B>d.6C>j.D>2B>6C>j.C

2990 damage. Your best conventional anti air combo, when actually using 5A to catch jumpins or crossups and such.

5A>5B>j.4C(j.B)>j.623B>5B>623B>d.6C>j.D>2B>6C>j.C

3216 damage. This is less commonly used for anti air, but is your best combo for punishing jumping out of your pressure. e.g. you D nail reset and rush up, they've jumped, and you tag them with 5A. They'll probably be low enough for you to followup with 5B, an easier hit confirm than the first combo.

5B>j.A>j.4C(j.B)>j.623B>5B>623B>d.6C>j.D>2B>6C>j.C

3344 damage. This is your hitconfirm if you're poking with 5B in footsies or something and you tag them while airborne.

2B>j.4C(j.B>j.623B>5B>623B>d.6C>j.D>2B>6C>j.C

3815 damage. 2B is not exactly a common anti air because of it's slow speed, but worth a shot sometimes because of its sheer damage output.

6B>2B>6C>j.4C(j.B)>j.623B>5B>623B>d.6C>j.B>j.C

2867 damage. If you catch someone jumping out your pressure with 6B, do this.

5C>623B>d.5B>2B>j.4C(j.B)>j.623B>5B>2B>j.4C>j.C

3258 damage. Ah yes, 5C. The Manliest anti air. 5C is great as a tech trap on low air techs, so if you snag someone, do this combo.

6A>j.A>j.4C(j.B)>j.623B>5B>623B>d.6C>j.D>2B>6C>j.C

3615 damage. Please don't try using 6A as an actual anti air. This is just a situational combo if you catch someone jumping out of your pressure, as with 6B.

Anti air combo into j.623B in the corner>RC>late 2B>623B>d.6C>j.D>2B>6C>j.C

About 3k damage, depending on the initial combo. Really just for finishing someone off or if you really want the extra damage/flashiness.

Any of these combos with the 5B>623B relaunch may also be comboed into daifunka for varying amount of damage. A few examples:

5A>j.A>j.4C(j.B)>j.623B>5B>623B>daifunka

3981 damage.

5B>j.A>j.4C(j.B)>j.623B>5B>623B>daifunka

4340 damage.

2B>j.4C(j.B)>j.623B>5B>623B>daifunka

5004 damage.

Drive combos:

(5D/2D)>j.B>j.623B>5A>5B>j.A>j.B>j.623B

Classic CT 5D combo. Still works, but I suggest the below combo unless you love the tech traps off this one.

5D>j.B>j.623B>5B>623B>5D>j.B>j.4C>dj j.C 3073 damage

Double 5D combo. 2 seals and better damage than the old 5D combo.

CH 2D>j.D>2B>623B>5D>air combo ender

3 seals, for when you really want some FRKZ in your life.

CH 2D>j.D>d.2B>623B>d.2D>j.D>(2C) or (2369C>5D>sj.C)

4 seals for when you land that wonderful CH 2D.Try the other ender for when you want 5 seals...for some reason.

CH j.D>2B>623B> then (5D>air combo ender) or (d.5B>2B>j.B(j.4C)>j.623B>5B>2B>air combo ender) or (d.6C>j.623B>2B>6C>j.C)

Pick the first for 2 seals, the second for 1 seal and best damage, or the third for good oki.

CH j.D>d.2B>623B>d.2D>j.D>2369C>5D>sj.C

4 seal combo for CH j.D. FUU RIN...

j.D>2A>5B>623B>walk forward 5B>2B>j.4C>j.623B>5B>2B>air combo ender

Max damage j.D combo.

j.D>d.2A>5B>623B>d.6C>j.623B>5B>2B>air combo ender

Balance of damage and good oki off non CH j.D.

j.D>d.2A>5B>623B>d.2D>j.D>236C>5D>sj.C

Non CH variant for 4 seals with j.D. Insta-FRKZ.

Throw combos:

throw>236B cancel>(d.5C)>6A>623B>5D>air combo ender

Basic throw combo. Omit the 5C for easier timing.

throw>236C>6C>j.D>2B>623B>d.2D>j.D>2369C>5D>air combo ender

4 seals from a measly throw. Seems like FRKZ is coming back into vogue a bit...

throw>C nail cancel>6A>623B>d.5B>2B>j.4C>j.623B>5B>2B>j.4C>j.623B

My favorite throw combo. No Seals, but 2.9k and low air tech trap possibilities midscreen.

mid screen air throw>d.3C

Humorous chasing and slidekicking of sliding opponent.

mid screen air throw>d.2B>623B>combo of choice depending on positioning

Only on Ragna, Hazama, Tager, and Carl. Might be possible on other cast members, but it's escaping me for now.

corner air throw>5C>6A>623B>6C>623B>d.5B>2B>air combo ender

Damage of Valhalla.

corner air throw>d.2B>623B>6C>623B>d.5B>2B>air combo ender

This is for when you're not quite in the corner and you have enough time to d.2B them but not 5C them. Does about 400 or so less damage than the above combo.

Random Combos:

5C>2C>d.2B>623B>5D>air combo ender

Make sure you know this one. 2C gives you the easy hitconfirm and you'll be using (and hopefully hitting with) 5C alot.

FC 3C>2B>6C>j.4C>j.623B>5B>623B>d.6C>j.D>2B>6C>(j.C or j.4C>j.623B)

Damn good damage, about 3.8k, off 3C. Make sure it's a FC before you 2B though. (Thanks for the new version, rei-Scarred)

FC 3C>632146D>2B>9-dash>j.4C (keep doing j.4C loops until you get 11 hits)>9-dash>j.4C> j.D>2-dash>2B>623B>5D>9-dash>j.4C>6-dash>j.D>1-dash>j.236C>2363214C>236236D

7650 damage. 7100 damage without Ashura ender.The ultimate 3C punish combo. Thanks Reioumu.

FC 623B>d.5B>5C>6A>j623B>d.5B>2B>air combo ender

Solid FC 623B combo with great damage.

6A>2C>623B>d.5B>2B>j.4C>j.623B>5B>2B>air combo ender

Max damage 6A combo for when they fall for that double low mixup.

6B>2A>5B>623B>d.6C>dj.D>2B>6C>j.C 2324 damage

6B meterless combo? Ludicrous. dj.D is neccessary for some chas if you don't hit the d.6C when they're quite close to the ground.

6B>2A>5B>623B>d.6C>623B>5B>2B>air combo ender

This does more damage than the above 6B combo but has less straightforward oki. Use whichever one you like more.

6B>2A>5B>623B>6B>2B>j.623B>5B>2B>air combo ender

Double 6B combo HNNNGGGG. But seriously, this combo is awful and rarely works. But when it does, you get a constellation Bang thumbs up.

6B>2A>5B>623B>dash j.4C>j.623B>5B>2B>air combo ender

Cool combo, does great damage.

6B>2A>5B>623B>d.2D>j.D>j.236C>5D>sj.C

3 seals off 6B, pretty cute combo for getting FRKZ asap. Still unsure how much of the cast the d.2D>j.D link works on though.

CH j.B>dj.B>dj.623B>5B>623B>d.6C>jD>2369C>5D>air combo ender

2 seals, a possible choice for an air to air combo if you hitconfirm the j.B.

FRKZ Combos:

5B>2B>2C>dash cancel 5D>9 dash>j.4C>9 dash>j.4C>9 dash>j.4C>j.D>2B>623B>5D>9 dash>j.4C>9 dash>j.4C>9 dash>j.4C>j.623B

Meterless FRKZ bnb. About 4.5 to 5k depending on starter. (Thanks Justice)

5B>2B>2C>dash cancel 5D>9 dash>j.4C>9 dash>j.4C>j.D>2 dash>2B>623B(>daifunka)

FRKZ daifunka bnb. If you like FRKZ, you'll be trying to land mixups into this combo alot when you have heat to spare.

5B>2B>2C>dash cancel 5D>9 dash>j.4C>9 dash>j.4C>9 dash>j.4C>j.D>2B>623B(>daifunka)

More awesome version of FRKZ daifunka bnb. Remember, three bangs are better than two. http://www.youtube.com/watch?v=FEaa4CCxJw4 (Thanks Rei)

j.C>2 dash>5B>2B>2C>6 dash>2D>9 dash>j.4C>9 dash>j.4C>j.D>2 dash>2D>9 dash>j.4C>j.D>2 dash>5C>6 dash>623B>daifunka

5.6k on Tager, not sure yet who else it works on. Combo builds meter for daifunka.

on throw hit>6 dash>j.4C>6 dash>j.4C>2 dash>9 dash>j.4C>2 dash>8 dash>j.4C>9 dash>j.4C>j.D>2 dash>2B>623B>daifunka

4.7k makes this combo a great throw combo, you'll most likely build enough meter doing the combo to daifunka.

Airthrow>2-dash>9-dash>j.4C>land>9-dash>j.4C>land>8-dash>j.4C>land>9-dash>j.4C>land> 8-dash>j.4C>land>9-dash>j.4C>9-dash>j.4C>land>9-dash>j.4C>land>j.D>2-dash>2B>623B>Daifunka

6k damage, usually enough to kill them since you've already hit them enough to activate FRKZ.

(j.C)>5B>2B>2C>6-dash>2B>9-dash>j.4C>land>8-dash>j.4C>land>9-dash>j.4C>land>8-dash>j.4C*>9-dash>j.4C>j.D>2-dash>2B>623B>5D>9-dash>j.4C>6-dash>j.D>2-dash>(5C>2C or 1-dash>j.236C>2363214C)

*: Omit the last 8-dash j.4C if you started with j.C or 2A in the beginning of the combo.

More advanced FRKZ bnb, hello training mode. :v:

Combos into Daifunka:

Note: when firepunching into the corner with one of these combos such that your opponent will wallbounce behind you, you can input daifunka backwards and reverse daifunka them.

CH 2D>sj.D>2B>623B>2363214C

An old friend from CT. Keep in mind it only works on CH 2D now. Doesn't work on Tager.

5C>2C>d.2B>623B>2363214C 3779 damage

Not as damaging as the below combo. Good if you want just a little bit more meter to be able to daifunka. Otherwise, use below combo.

5C>2C>623B>2363214C 3826 damage

Best hitconfimable daifunka damage from 5C. If you know one 5C combo with meter, make it this one.

CH j.D>2B>623B>2363214C

Nerfed from CT, but still respectable. The heat's better spent elsewhere now, in my opinion.

5A>5B>2B>6C>j.D>6A(2B)>623B>2363214C (on standing opponent)

Another old CT combo. Good for finishing someone off, but if not then just finish the combo without daifunka for equatable damage without heat anyway.

5A>5B>2B>2363214C (On crouching opponent)

Extremely useful in CT, just as useful now. A great surprise killer, you can catch someone while they're crouching and quickly daifunka for the kill before they have time to contemplate bursting.

5A>5B>2B>2C>d.2B>623B>2363214C (on standing or crouching opponent)

This is awesome. Good damage on crouch and a great new alternative to the old X>2C>daifunka.

623C>RC 2nd hit>Airdash backwards>2363214C

Another relic of CT, useful for late in the round as it's unburstable. The key is buffering the daifunka on the way down after the airdash and hitting C just as you hit the ground.

corner Airthrow>2363214C 5100 damage

Do this whenever possible. Flashy, unburstable, damage of Valhalla...do it.

6B>2A>5B>623B>2363214C 3370 damage

Pretty good damage for 6B. Being able to combo into daifunka from 6B is a good tool, given 6B "ace in the hole" status in mixup.

RC Combos:

623C>RC 2nd hit>5C>6A>623B>d.5B>2B>j.B(j.4C)>j.623B>5B>2B>air combo ender

Big damage (at least 4.3k) from ground command grab. This is a good one to learn, despite the difficulty of the 5C timing. My personal trick is: once landed after the RC, cross your airborne opponent up so the arrow pointing to Bang switches, then 5C.

j.623C>RC 2nd hit>5C>6A>623B>d.5B>2B>j.B(j.4C)>j.623B>5B>2B>air combo ender

Land a tech trap? Make it hurt ALOT more (we're talking 5k-ish) with this RC. Remember to wait to use 5C until they're at the ground, if you hit them early it lets them tech.

3C>RC>5B>2B>j.4C>j.623B>5B>623B>d.6C>(j.B)j.4C>j.C

Does about 3.6k. For those rare times when you land a 3C on someone and it isn't a FC and you want good damage.

Match Impractical Combos to Impress Your Friends With:

corner 5B>2B>623B>5B>623B>623B>623B

Dacid Special. Warning: a really impractical combo. Only for trolling. Don't use it if/when you're playing to win.

FC 623B>walk forward>5B>2B>j.4C>j.623B>5B>2B>j.623B>5B>2B>j.4C>j.623B

ShoMeYaMoves Special. Warning: a really impractical combo. Only for trolling. Don't use it if/when you're playing to win.

FRKZ against Rachel: (2D 9-dash j.D 2-dash) x7 4811 dmg

Reioumu Special. Warning: a really impractical combo. Only for trolling. Don't use it if/when you're playing to win.

Still have a lot to do, thanks for the help guys.

Remember, discussion goes in the other thread, tested combos go here.

Here is a list of true oki combos with max damage:

And here it is

Bang's meterless true oki max damage combos for standing opponents: (note: sometimes jB jC is needed on Noel)

5A 5B 2B 6C jD 6A 623B d.6C j623B 2B 6C jC-----------3097

(5A) 2A 5B 2B 6C j623B 2B 623B d.6C jC-----2015 or 2456 with 5A starter (thanks dbro) (note: neither combo works with 2 2As)

6A 2C d.2B 623B d.6A j.B j4C j623B 5B 2B j4C jC---------- 3854

5B 2B 623B d.5B 2B j4C j623B 5B 2B j4C jC-------------3499

2B 2C d.2B 623B d.6A j.B j4C j623B 5B 2B j4C jC--------- 3879

jB 5B 2B 6C jD 6A 623B d.6C j623B 2B 6C jC------------3368

j4B 5B 2B 6C jD 6A 623B d.6C j623B 2B 6C jC----------3617

6B 2A 5B 623B d.6C j623B 2B 6C jC-------------------2423

6B CH 2B 623B d.2B j4C j623B 5B 2B j4C jC------------2991

5C 623B d.5B 2B j4C j623B 5B 2B j4C jC---------------3258 (no hit confirm)

5C 2C 2B 6C j4C j623B 5B 2B j4C jC-------------------2991 (hit confirm)

2C 2B 623B d.2B j4C j623B 5B 2B j4C j----------------3033

6C j.D 6A 623B d.6A j.B j4C j623B 5B 2B j4C jC----------4185

3C FC 2B 6C j4C j623B 5B 623B d.6C jD 2B 6C jC-------3826

jC 5B 2B 6C jD 6A 623B w.5B 2B j4C jC----------------3221

j4C 5B 2B 623B d.5B 2B j4C j623B 5B 2B j4C jC---------4154

jD 2A 2B 623B d.2B j4C j623B 5B 2B j4C jC-------------3276

jD CH 2B 623B d.6A j.B j4C j623B 5B 2B j4C jC-------- 3728

2D j4C j623B 5B 623B d.6C jD 2B 6C jC----------------3404

CH 2D 5B 623B d.6A j.B j4C j623B 5B 2B j4C jC------------ 3507

5D j4C j623B 5B 623B d.6C jD 2B 6C jC----------------3334

6D 623B d.2B j623B 5B 2B j4C jC----------------------2746

623B d.6C jD 2B 6C j4C j623B 5B 2B j4C jC-------------3868

---------------------------------------------------------------------------------------------------

Crouching Opponents

5A 5B 2B 2C 2B 623B d.6C j623B 2B 6C jC-------------2860

2A 5B 2B 2C 2B 623B d.6C jB jC --------------------1877

jB or jC or j4B 2B 623B d.5B 2B j4C j623B 5B 2B j4C jC

3419 3409 3665 with respective starters

jB or jC or j4B 5B 2B 623B d.2B j623B 5B 2B j4C jC (easier hit confirm)

3216 3213 3463 with respective starters

Every other normal's standing combo works on crouch.

--------------------------------------------------------------------------------------------------------------

Air to air (other starters may not work with ender)

Ender: 5B 623B d.6C jD 2B 6C jC

Starters:

jA jB j623B ender----------------------------------------------2902

jA jA jB j623B ender------------------------------------------2751

jA j4C j623B ender--------------------------------------------3155

jB j4C j623B ender--------------------------------------------3435

AtA j4B CH land 7j4C j623B ender-----------------------------3679 (this just happens sometimes)

AtA j4B djA djB j623B 5A 5B jB jC-----------------------------2611 (this happens more and is hard to pick up)

------------------------------------------------------------------------------------------------------

Anywhere there is 2C 623B d.5B 2B it can be replaced by 2C d.2B 623B d.2D for about 50 more damage and 1 more seal, but they are a bit harder to perform

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On the 1 seal damage standing bnb, can one do dash 6c j.623b instead of 2b j.623b for as good if not better results? EDIT:Through our PMs, we found that 6c combos, while easier, do about 30 less damage or so.

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better 5D combo 5D j.B j.623B land 5B 623B 5D j.B4C dj j.C does a little over 3k for 2 seals Also 2D->j.D needs to be categorized. It doesn't work on Ragna anymore and I'm pretty sure it doesn't work on Tager. Corner BnBs Standing 5B 2B 6C j.D 5C 6A 623B 5B 2B j.B4C dj.C - 3637 damage Crouching 5A 5B 2B 2C 2B 623B 5B 2B jBJ4C dj4CjC - 3195 damage 3 seals off throw - character specific, but tested on Jin Throw 3rd hit connects 236B cancel delay 2D j.D 2B 623B 5D j.BC I think it was 2.7k The standard throw combo is hard to link the dash 5C, for the ez mode version I suggest omitting the d.5C and just do 6A 623B 5D then aerial. Very easy to do and does maybe a few hundred less damage I think

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good timing with the thread.

http://www.youtube.com/watch?v=d2OVpGfUTXo

BnB vs standing, no knockdown (!), 3408 dmg, 2 seals:

Combo in 2B,6C,j.D,\/,6A,623B,5D,j.B,j.4C,dj.4C,dj.C

BnB vs crouching, no knockdown (!), 3149 dmg, 1 seal:

5B,2B,2C, d.2B,623B, 5D,j.B,j.4C, dj.4C,dj.C

in both combos, against Hazama,Tsubaki, Hakumen, Litchi, Carl, exchange dj.4C for dj.B. 3353/3090 dam.

there are also knockdown bnbs that deal about 3K damage (those with d.6C,j.623B and so on), might post those later.

----------------

furinkazan BNB, 3995 dam:

j.B/C,\/,5B,2B,2C,6-5D, [9-j.4C]x2,j.D,2-dash,\/, 2B,623B. (optional: daifunka)

alternative: 1 more j.4C,j.D, normal \/,2B,623B, daifunka (see reioumus vid)

TAGER FRKZ: ~4400 dam?

5B,2B,2C, 6-dash 5D, 9-j.4Cx2,j.D, 2-dash, \/, 2B,6C, 9-j.4Cx1-2,j.D, \/, ?

or:

(j.C,)5B,2B,2C, 6-dash 5D, 9-j.4Cx2,j.D, 2-dash, \/, 2B,6C, 9-j.4C,j.D, 2-Dash,\/, some OTG hits...

====

MISC

corner combo concept (still working on that):

chain into 6C,j.D,\/,5C,6A,623B, walk under opp, 2B,6C, j.C. ~3300 damage. Need to leave out the 6C against light charas.

other stuff:

5D j.B j.623B 5B 623B 5D j.B j.4C dj j.C -> 3073 dam

vs jin, ~2790 dam:

5D CH, j.B,j.623B,\/, 5B,623B, d.6C,623B.

or: 2D, j.A,B, rest see above

=========================

sm9457160 - BBCS acho 1.16

sm9458215

vs Noel:

midscreen, 3 seals, 1 Shuri, ~3400 damage

5B,2B,2C, d.2B,623B, d.2D,sj.D,j.236C,\/,5D, j.B,j.4C,dj.4C,dj.C

VS TAOKAKA, Anti-air, 3000 dam:

low Anti-Air 5A,5B, j.A,j.B,j.623B,\/,5B,623B, 5D, j.B,j.4C,dj.4C,dj.C,A-shuri

=====================

sm9471345 roku bang

vs LITCHI, 3870 dam

2D CH, wait, 5A,5B, j.A,j.B,j.623B,\/,6B,623B, daifunka

vs TAGER, 3118 dam

5B,2B,2C, d.2B,623B, d.6C,j.623B,\/,2B,6C,j.C

=====

sm9469921 22.1. satoshi bang

vs LITCHI, 1 seal, 3021 damage

5B,2B,2C, d.2B,623B, d.6C,j.D, 2B,6C, j.C

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2A Can't start the basic 5B 2B 6C jD 6A 623B 5D air combo, it prorates too hard and it drops early.

2D > jD needs a sjc for many characters, impossible on Tager

If you start with 2A you can replace 6A with 2B in the combos for them to be valid.

I haven't gotten it to work on Ragna or Hakumen either. They get hit really high.

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If you start with 2A you can replace 6A with 2B in the combos for them to be valid.

I haven't gotten it to work on Ragna or Hakumen either. They get hit really high.

My execution is far from the best, but I had the same issue against those two with finishing the last two hits of the air combo, dj.4c, j.C wouldn't connect before they could tech away. Or they'd be too high for the last j.C to connect. Would substituting a dj.B for the 4C solve this on these characters?

Also how much damage do you lose on the basic throw combo from omitting the 5C? I couldn't nail down that combo at all, I might just start working on it starting with 6a next time I play.

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for air combos, I always start with j.B or j.A. I do j.A cause of CT lol, and follow up with j.B dj.BC Though for CS, I've been starting most with j.B which you can do j.B j.4C dj.4C j.C OR j.B j.4C dj.C (Character dependant. For example, use the 2nd one on Hazama) as for omitting the 5C in the throw combo, it's like 200-300 I think. I'll edit this post with the exact number. Though if you're near the corner, the 5C one isn't hard. The 6A one is so much easier that I'm doing it instead of 5C :psyduck:

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just found out that you can add a j.623B at the end of the standing/crouching BnBs i posted against arakune. 3603/3356 damage respectively.

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as for omitting the 5C in the throw combo, it's like 200-300 I think. I'll edit this post with the exact number. Though if you're near the corner, the 5C one isn't hard. The 6A one is so much easier that I'm doing it instead of 5C :psyduck:

Good to know it's not a huge chunk of damage, I was ready to hit something trying to land that throw combo lol. Doesn't look like I'll be able to play much more if at all because of a change in my work schedule, though.

As for starting with 5a, I still do and it seems to fuck up combos more than it helps now haha. Proration ftl, I'm guessing.

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Has anybody worked out anything special for counterhit 3C or 623B? With the new fatal counter property there should be something juicy there.

I think I saw Showmeyamoves post something about FC 3C in one of the topics, but I haven't seen anything for 623B FC..

All it's done for me is make the timing on the exact same combo I use normally easier :vbang:

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Has anybody worked out anything special for counterhit 3C or 623B? With the new fatal counter property there should be something juicy there.

FC 3C>2B>623B>2B>j.623B>5B>2B>j.B>j.4C>j.B>j.4C>623B 3851 damage is pretty sexy.

I was trying to find a good FC 623B combo, but it's honestly a pretty crappy FC. I'd rather have the 3C anyday.

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Just a reminder for everyone:

THIS THREAD IS FOR POSTING COMBOS YOU'VE TESTED. PLEASE DISCUSS COMBOS OR POSSIBLE COMBOS HERE http://www.dustloop.com/forums/showthread.php?t=7712

Quite a few posts in here could have / should have been in the Discussion thread. The point of this thread organizationally was to make everything easy to read and find and cutting down on discussion would help Sho organize the thread.

If you're clarifying something, after Sho fixes it on the first post you should delete your post just to cut down on the thread and what he needs to read. The discussion thread should be used for discussing the possible combos, and then once you have tested / confirmed the combo, post it in the Combo Thread.

I'm sure all of us are reading the discussion thread so if a combo needs to be fixed, you should be able to just quote it and say what needs fixing in the discussion thread or just PM Sho.

I mean, what is the point in having a discussion thread separate from the combo thread if everything gets discussed in here, or we have to juggle both threads for information.

Posts in this thread should really only look like this:

"FC 3C>2B>623B>2B>j.623B>5B>2B>j.B>j.4C>j.B>j.4C>623B 3851 damage is pretty sexy."

With whatever character notes and what not are needed.

This thread should be COMBOS only, only information, no discussion. It just makes things that much easier to organize and find stuff. Hopefully everyone gets the idea.

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Update your air enders with this. sj.BC - true oki Reason being is that on the longer combos, jB j.4C dj j.4C j.C or just j.C on the double jump will let them tech in the air. With just 2 hits, they can't tech as early and are hit to the ground, giving you true oki and better pressure. Allowing you to throw out meaties. About 300+ less damage from a combo can sound bad, but it puts you in a better position, even if the person has a reversal/DP.

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For gold burst you can do some basic stuff like Burst -> -5B 623B 5D sj.BC 1.6k - j.D 2B 623B 5D sj.BC 1.7k -5B 623B daifunka 2.9k - j.D 2B 623B daifunka 2.9k

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i was looking for some BnB combos off of all kinds of hits, this is what i got so far:

Cat1: everybody else

Cat2: Hazama,Tsubaki, Hakumen, Litchi, Carl

5C Combos:

  • 5C,2C, d.2B,623B, 5D, j.B,j.4C, dj.4C,dj.C [1 Seal, 2911 Dam] against Cat2, do dj.B instead of dj.4C
  • 5C,2C, 623B, Daifunka [50% Magic Gauge, 3826 Dam] thx to dacidbro for this one.

6B Combos:

  • 6B, 2A,5B,623B, d.6C, dj.D,\/,2B,6C,dj.C [1 Seal, 2324 Dam] Knockdown. That's SMYM's combo, but I left out the dj.B, because the combo becomes techable that way. Also, the dj.D seems necessary against some chars and makes things easier.
  • 6B, 2A,5B,623B, Daifunka [50% Magic Gauge, 3370 Dam] best damage for daifunka after 6B so far.

Throw Combos:

  • Throw, j.236B on Dropkick Hit,\/, pause, 6A,623B, pause, 5D, j.B,j.4C, dj.4C,dj.C [1 Seal, 2806/2751 dam] vs Cat2, use dj.B instead of dj.4C.

j.623C Combos:

  • j.623C, RC vor dem 2. Hit, Pause, 5C,6A,623B,(d.)5D,j.B,j.4C,dj.4C,dj.C [50% Magic Gauge, 4563/4481 Dam] not fully tested yet, dj.4C whiffs against some Cat1 chars as well, for example Ragna. Against Cat2, use dj.B instead of dj.4C.

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5C 2C 623B Daifunka is good too. I would guess it's higher damage than with the added 2B.

no, 5C,2C, daifunka is actually less damage than 5C,2C,2B,623B,daifunka. tested most setups i could think of.

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frkz from an a-cho match, performed on tager j.C > 5B > 2B > 6 2D > 9 j.4C > j.D > 2 2D > 9 j.4C > j.D > 2 2D > 9 j.4C > went for a j.D here and missed the dmg was kind of blurry, but i believe it did around 4400 not as hard as it sounds i believe, because when you do the 9 dash for the j.4C's , you can just hold that direction and push C and you should get that 4C

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no, 5C,2C, daifunka is actually less damage than 5C,2C,2B,623B,daifunka. tested most setups i could think of.

Not what I posted;

5C 2C 623B Daifunka

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3 Seals off 6B (Courtesy of Dora) 6B-d.2A-5B-623B-d.2D-j.D-j.236C-5D-sj.C *Notes* - This was on Hakumen, didn't quite see the damage clearly (maybe 2380) someone can hopefully test it to get the damage right and check other characters.

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3 Seals off 6B (Courtesy of Dora)

6B-d.2A-5B-623B-d.2D-j.D-j.236C-5D-sj.C

*Notes* - This was on Hakumen, didn't quite see the damage clearly (maybe 2380) someone can hopefully test it to get the damage right and check other characters.

It's indeed 2380. you don't need to do d.2A, but the d.2D link is tough... especially on hakumen since 2D hits him up high.

I got it to work on Lambda (and recorded)

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some more d.2D > j.D 5B > 2B > 6C > j.D > d.2B (yes dash) > 623B > d.2D > j.D > 2C 5B > 2B > 2C > d.2B > 623B > d.2D > j.D > 2B > 6C > j.C 2D > j.D > d.2B > 623B > d.2D > j.D > 2C j.D > d.2B > 623B > d.2D > j.D > 2B > 6C > j.C tested on noel, jin, and litchi can't get the j.D after d.2D to combo on tager on certain combos

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