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Urichinan

[CS2] Platinum the Trinity Combo Guide and Discussion

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Spent some time going through her normals to see what links into what normal on a standing opponent. 5B>2C, and 5C>2C are very unique requiring a dash on startup before first input on most characters to make it work. List will help for anyone looking for options on the combos they are making early on.

Normal to Normal Links (Standing Opponent):

5A>5A

5A>5B

5A>5C

5A>6A

5A>2A

5A>2B

5A>3C

CH 5A>2C

5B>6A

5B>5C

5B>2B

5B>2C (Standing: Tager) (Dash Startup Required: Tsubaki, Hakumen, and Arakune) (Invalid on everyone else not noted)

5B>3C

CH 5B>6C

CH 5B>6B

5C>6A

5C>2C (Standing: Ragna, Tager, Hakumen) (Dash Startup Required: Everyone else not noted) (Invalid on Taokaka, Mu, Makoto, Platinum)

5C>3C

CH 5C>6B

CH 5C>6C

6A>5C

6A>6B

6A>6C

6A>2C (Dash Startup Required on some characters, more testing needed)

6A>j.X

6B>X (Very distance specific to link other normals, more testing needed)

CH 6B>5B

CH 6B>5C

CH 6B>6A

CH 6B>2B

CH 6B>3C

6C>j.X (All jump normals work except for j.A)

2A>2A

2A>2B

2A>3C (Reset)

2A>5A

2A>5C

CH 2A>5B

CH 2A>3C

2B>3C

2B>5B

2B>5C

2B>6A

CH 2B>2C

CH 2B>6B

2C>Delay>5A (Corner Requirement)

2C>Delay>5B

2C>Delay>5C (Midscreen Requires Dash Startup)

2C>Delay>6A (Corner Requirement)

2C>Delay>2C (Corner Requirement)

2C>Delay>3C (Corner Requirement)

CH 2C>Delay>6B (Corner Requirement)

CH 2C>Delay>6C (Corner Requirement)

CH 2C>Delay>2A (Corner Requirement)

CH 2C>Delay>2B (Corner Requirement)

CH 2C>Delay>2C (Corner Requirement)

CH 2C>Delay>3C (Corner Requirement)

3C>22C

j.A>j.A

j.A>j.B

j.A>j.C (Tager only, more testing needed)

j.A>j.2C (Tager only, more testing needed)

j.A>5A

j.A>2A

j.A>2B

CH j.A>5B

CH j.A>6A

CH j.A>5C

CH j.A>3C

j.B>j.A

j.B>j.C

j.B>j.2C

j.B>5A

j.B>5B

j.B>2A

j.B>2B

CH j.B>5C

CH j.B>6A

CH j.B>3C

j.C>j.2C

j.C>5A

j.C>5B

j.C>5C

j.C>2A

j.C>2B

CH j.C>6A

CH j.C>3C

j.2C>5A

j.2C>2A

CH j.2C>5B

CH j.2C>5C

CH j.2C>6A

CH j.2C>2B

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

Also don't see anyone doing 6A>2C which has some nice options in midscreen. The damage may not be anything serious but they all will carry someone from mid-screen to corner and build a decent amount of meter.

Midscreen:

6A>2C>214B>5D>236Bx4 (1947 Damage, 35 Heat)*

6A>2C>214B>5D>236Bx2>22C (2343 Damage, 23 Heat)*

[66]>5C>2C>214B>5D>236Bx2>22C (3075 Damage, 24 Heat)**

*(Invalid on Taokaka, Mu, Makoto, Platinum) (Standing: Ragna, Tager, Hakumen) (Dash Startup Required: Everyone else not noted)

**Dash Startup required on some characters

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I guess I've failed to mention this, but 6B chains into most everything so long as you space it properly. If it connects at the maximum range of the attack, you have about 12 frames to connect another attack. This would include dashing 5A, 5C, 2B, standing 5B etc. At lesser than max ranges, you can still connect dashing 5A or standing 5C, but the distance has to be recognized, otherwise the opponent may just as well block it. It's decent for resetting pressure if they do block it, although.

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I guess I've failed to mention this, but 6B chains into most everything so long as you space it properly. If it connects at the maximum range of the attack, you have about 12 frames to connect another attack. This would include dashing 5A, 5C, 2B, standing 5B etc. At lesser than max ranges, you can still connect dashing 5A or standing 5C, but the distance has to be recognized, otherwise the opponent may just as well block it. It's decent for resetting pressure if they do block it, although.

Ohhh. Thanks for the info. Ill have to work on that later.

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More midscreen combos. Feel in love with this combo string I made. Takes you from midscreen (no further than match start distance from corner) to corner with either 22C combo ender or bubble oki setup. Pretty much tops the majority of the previous midscreen meterless combos listed for what it provides. :yaaay:

Character Specific Mess:

5A>5B>6A>5C>6A>236Bx2> 214B (1736 Damage, 24 Heat) [2nd 6A Removal Needed: Noel, Taokaka, Rachel, Makoto] (w/o 2nd 6A = 1677d, 22h)

5A>5B>6A>5C>6A>236Bx2>22C (2136 Damage, 26 Heat) [2nd 6A Removal Needed: Noel, Taokaka, Rachel, Makoto] (w/o 2nd 6A = 2077d, 23h)

2A>5A>6A>5C>6A>236Bx2> 214B (1261 Damage, 22 Heat) [Dash Startup Required: Noel, Bang, Rachel, Platinum] [2nd 6A Removal Needed: Ragna, Noel, Tager, Bang, Rachel] (w/o 2nd 6A = 1214d, 20h)

2A>5A>6A>5C>6A>236Bx2>22C (1661 Damage, 24 Heat) [Dash Startup Required: Noel, Bang, Rachel, Platinum] [2nd 6A Removal Needed: Ragna, Noel, Tager, Bang, Rachel] (w/o 2nd 6A = 1614d, 22h)

6A>5C>236Bx3> 214B (1751 Damage, 25 Heat) [Dash Startup Required: Lambda, Bang, Arakune, Carl, Rachel, Jin, Platinum]

6A>5C>236Bx3>22C (2151 Damage, 27 Heat) [Dash Startup Required: Lambda, Bang, Arakune, Carl, Rachel, Jin, Platinum]

5B>5C>6A>5C>6A>236Bx2> 214B (2375 Damage, 26 Heat) [invalid: Platinum] [Dash Startup Required: Ragna, Noel, Litchi, Lambda, Hakumen, Bang, Carl, Rachel, Jin, Mu, Makoto, Valkenhayn] [2nd 6A Removal Needed: Noel, Taokaka, Tager, Arakune, Carl, Rachel, Makoto] (w/o 2nd 6A = 2307d, 23h)

5B>5C>6A>5C>6A>236Bx2>22C (2775 Damage, 27 Heat) [invalid: Platinum] [Dash Startup Required: Ragna, Noel, Litchi, Lambda, Hakumen, Bang, Carl, Rachel, Jin, Mu, Makoto, Valkenhayn] [2nd 6A Removal Needed: Noel, Taokaka, Tager, Arakune, Carl, Rachel, Makoto] (w/o 2nd 6A = 2707d, 25h)

2B>5B>6A>5C>6A>236Bx2> 214B (1955 Damage, 25 Heat) [2nd 6A Removal Needed: Noel, Taokaka, Makoto] (w/o 2nd 6A = 1893d, 22h)

2B>5B>6A>5C>6A>236Bx2>22C (2355 Damage, 26 Heat) [2nd 6A Removal Needed: Noel, Taokaka, Makoto] (w/o 2nd 6A = 2293d, 24h)

5C>6A>5C>6A>236Bx2> 214B (2535 Damage, 23 Heat) [Dash Startup Required: Taokaka, Rachel] [2nd 6A Removal Needed: Noel, Makoto] (w/o 2nd 6A = 2443d, 21h)

5C>6A>5C>6A>236Bx3>22C (2940 Damage, 32 Heat) [Dash Startup Required: Taokaka, Rachel] [2nd 6A Removal Needed: Noel, Makoto] (w/o 2nd 6A = 2850d, 30h)

Universal Versions:

5A>5B>6A>5C>236Bx2> 214B (1677 Damage, 22 Heat)

5A>5B>6A>5C>236Bx2>22C (2077 Damage, 23 Heat)

66>2A>5A>6A>5C>236Bx2> 214B (1214 Damage, 20 Heat)

66>2A>5A>6A>5C>236Bx2>22C (1614 Damage, 22 Heat)

66>6A>5C>236Bx3> 214B (1751 Damage, 25 Heat)

66>6A>5C>236Bx3>22C (2151 Damage, 27 Heat)

66>5B>5C>6A>5C>236Bx2> 214B (2307 Damage, 23 Heat) [invalid: Platinum]

66>5B>5C>6A>5C>236Bx2>22C (2707 Damage, 25 Heat) [invalid: Platinum]

2B>5B>6A>5C>236Bx2> 214B (1893 Damage, 22 Heat)

2B>5B>6A>5C>236Bx2>22C (2293 Damage, 24 Heat)

66>5C>6A>5C>236Bx2> 214B (2443 Damage, 21 Heat)

66>5C>6A>5C>236Bx3>22C (2850 Damage, 30 Heat)

Midscreen:

5B>2B>5C>236B (1952 Damage, 13 Heat)

5B>2B>6A>6C>j.C>dj.C>236A~AAA (2113 Damage, 18 Heat)

FC 6C>j.236C>j.C>6A>236Bx3>22C (3009 Damage, 30 Heat)

Corner:

6C>j.236C>j.C>5C>236B>5C>2C>214C>5D>sj.B>j.C>dj.C>j.236A~AA (4534 Damage, 33 Heat)

BC>5C>2C>Delay>236B>5C>2C>214C>5D>sj.B>j.C>dj.C>j.236A~AAA (3618 Damage, 38 Heat)

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Midscreen:

[Frying Pan Active] 5D>66>6C>j.236C>5C>236B>66>5C>2C>214C>4>6C>22C (3958 Damage, 31 Heat)

[Frying Pan Active] 5C>5D>66>6C>j.236C>5C>236B>66>5C>2C>214C>4>6C>22C (4734 Damage, 34 Heat)

[Frying Pan Active] 5B>5C>5D>66>6C>j.236C>5C>236B>66>5C>2C>214C>4>6C>22C (4138 Damage, 36 Heat)

CH 5C>6C>j.236C>5C>236B>66>5C>2C>214C>4>6C>22C (4656 Damage, 32 Heat)

CH 2C>66>2C>236B>66>5C>2C>214C>4>6C>22C>5C>sj.C>dj.C>j.236A~AA (5282 Damage, 38 Heat)

Corner:

[bat Active] CH j.D>5C>236B>5C>2C>214C>4>6C>22C (4037 Damage, 25 Heat)

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Noticed you didnt have any grab combos, so I figure I would throw out what her BnB grab combo is in the corner,

BC 5c 236b 5c 2c 214c Air combo 1

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Not as simple as the above, but BC > 66 > 5C > 2C > 236B > 6C > j.236C > j.5C > 22C > 5C > 6A > 236B > oki is the corner grab BnB I use. 38 heat, 3747 damage.

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I saw this combo here and didn't see it posted in the thread. I know 236B isn't exactly a primo combo starter, but I can't play with Plat yet D: (also, isn't 22C identical to her j.236A? why would they make two totally different moves look the same? :O)

Corner:

236B > 5C > 2C > Momo (Missles) > 6C > j.D > 22C > 5C > j.C > j.D > 22C > 5C > 6A > j.C > j.D > oki

+5 heat, 6749 DMG

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(also, isn't 22C identical to her j.236A? why would they make two totally different moves look the same? :O)

22C and j./236A are different moves and do look different if you pay attention to the little details (both are pogos but that's about the end of the similarity)

22C can only be used after knockdown and ignores damage proration so it always does 400. It's also an "oki" move with slight homing abilities (if you do it farther away from a downed opponent it moves her farther forward but doesn't track teching)

j./236A has up to three follow up moves (A, B, and/or C each slightly changing the move) and is affected by damage proration.

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Kurushii, what did you mean when you said [invalid: Platinum]? Are you saying it doesn't work on her?

Okay, I updated the Mid-screen combo section with some new stuff, I'll add more to it in a bit.

I'm not going to update the corner combos since everything in there seems a little messed up, so I want somebody to test all of the listed corner combos and tell me what works, what doesn't, what needs to be changed and the correct damage/Heat gain.

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Yea it doesnt work against Platinum. If no one does the corner combos before I get off work ill do it.

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2) Corner Combos:

Combos From A Moves:

2A > 2B > 5B > 5C > 236B > 5C > Air Combo 1 (2138 Damage, 29 Heat)

2A > 2B > 5B > 5C > 236B > 5C > 2C > 214C > 236B (1957 Damage, 29 Heat)

2A > 2B > 5B > 5C > 236B > 5C > 2C > 214C > Air Combo 1 (2360 Damage, 35 Heat)

5A > 5B > 5C > 236B > 5C > Air Combo 1 (2637 Damage, 28 Heat)

5A > 5B > 5C > 236B > 5C > 2C > 214C > 236B (2392 Damage, 28 Heat)

5A > 5B > 5C > 236B > 5C > 2C > 214C > Air Combo 1 (2942 Damage, 33 Heat)

Combos From B Moves:

--All look correct

Combos From C Moves:

5C > 236B > 6C > j.236C > j.C > 22C > Dash > 2C > 214C > Air Combo 1 (Damage/Heat Gain not yet specified)

^-- Can't get. Blue Beats. Any normal added before 236B gives bad spacing for the 6C follow up in corner. Can't get a 4 in fast enough to fix the spacing as 236B is only 60 untech frames. Can do a 6A after 236B to go into the rest of the combo but the timing becomes too strict and I couldn't go through the whole thing without it blue beating on me.

--Rest of the listed C combos look correct.

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Awesome, thanks again Kurushii! I'll take that combo out until someone is able to preform it without it blue beating, if they can't then we'll know it doesn't work.

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Is there any specific timing to getting 22C to come out after 6C in the corner?

Since I just got her today I tried doing

5B 5C 236B 5C 2C 214C *6C 22C* 5C Air Combo1 but I always mess up at that part. I don't really like dropping a whole 1k of damage for the simpler 214C Air Combo 1 combo. The notation says to back up a little, but the 22C always comes out but whiffs.

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it's not hard. you need to delay the 214C quite a bit, after you do 6C (make sure you're not too close to the corner) you can do 22C, but try to make it so the later half of the move hits so you can connect a 5C.

Also after that combo, if you have pikohan (pow hammer) you can do 2 reps of hammer loop into 5C 632146C. does 6327 damage.

and as you guys probably know, you can RC the end of 632146C for 214B 22C (bubble hits) 22C. A good trick for making it work is to move platinum to under the timer before you rapid cancel the last hit. It's good for adding 800 damage (2x 22C) + the Bubble damage

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Is it possible to post up some mix-ups/block strings/tick throws in the combo thread? 236B is really punishable and I'm sure you can rapid cancel into whatever after its been blocked.

Just wondering if its all right to put that stuff in the Combo thread?

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Is it possible to post up some mix-ups/block strings/tick throws in the combo thread? 236B is really punishable and I'm sure you can rapid cancel into whatever after its been blocked.

Just wondering if its all right to put that stuff in the Combo thread?

This goes in the guide thread, mechanics and gameplay thread or the general thread. Combo thread is for combos.

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The corner 6C fatal counter combo in Challenge Mode is:

(hammer equipped)

6C j.236C j.C dash 2C 2C 2C 2C 2C dash 2C 2C 2C 2C 2C 236B 5C 2C 214C sj j.c jc j.c j.d 5C sjc j.b j.c jc j.c j.d 5C xx 632146C

This any good for the FC section?

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The corner 6C fatal counter combo in Challenge Mode is:

(hammer equipped)

6C j.236C j.C dash 2C 2C 2C 2C 2C dash 2C 2C 2C 2C 2C 236B 5C 2C 214C sj j.c jc j.c j.d 5C sjc j.b j.c jc j.c j.d 5C xx 632146C

This any good for the FC section?

I think we might have other variants that net more damage and still only use 50 Meter. We'll have to ask Cirno. :)

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So many uses for the 236B. Platinum, just like most of the roster do a ton of Damage in the corner, that attack puts them right where they need to be.

Love'n it.

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