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zeth07

[CP] Azrael - Combo Thread

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  • If you'd like to contribute, please feel free to do so! Just post a combo that you've seen and know that works or have tested yourself. Linking to a video with the combo, particularly timestamped, is encouraged.
  • Any additional information such as: damage, heat gain/usage, position on screen, opponents standing/crouching/in the air, weaknesses applied, or character specifics are greatly appreciated.
  • Posts will be deleted as the thread is updated, with credit given for contribution.
  • Please refrain from going off topic in this thread. This thread is for posting of combos only. Please take all combo questions and combo theory discussion to the Azrael Gameplay Discussion thread = HERE

    *UPDATED 2/4/14* - Fixed the random gibberish found in the character-specific section.

    *Contribution Credit: AMB Bakery, helix, DragonLordZ, Fidoskin, eSportsHero, Yuhoke, Ice Cube, Verimeloni, Effenhoog, LegendaryRath, Lucalibur, Kinkuli, TheArm05*

    *Special thanks to Kurushii for the initial template+graphics and AMB Bakery for suggestions/organization of the Combo Theory section*

    *Huge thanks and credit to hakimiru/Nokita for translating a ton of jbbs information*






    BBCP_Info_Bar_c01.png





    Combo Notation:

    [table=width: 700, align: center]

    Number Notations Used
    General Notations Used
    Guide Specific Notations Used


    [table=width: 350, class: grid, align: center]

    1
    Down+Back


    2
    Down


    3
    Down+Forward


    4
    Back


    5
    Neutral/No Direction


    6
    Forward


    7
    Up+Back


    8
    Up


    9
    Up+Forward

    [/table]

    [table=width: 350, class: grid, align: center]
    [tr]
    j.
    Jump


    hj.
    High Jump


    dj.
    Double Jump


    jc
    Jump Cancel


    hjc
    High Jump Cancel


    dc
    Dash Cancel


    AD
    Air Dash


    IAD
    Instant Air Dash


    CH
    Counter Hit


    FC
    Fatal Counter


    RC
    Rapid Cancel


    CT
    Crush Trigger


    OD
    Overdrive

    [/table]
    [table=width: 350, class: grid, align: center]

    (?)
    ? Input is Optional


    {???} xN
    Repeat ??? N amount of times.


    [uW]
    Upper Weakness Applied


    [LW]
    Lower Weakness Applied


    [bOTH]
    Both Weaknesses Applied

    [/table]

    [/table]




    Move Notes:

    • BHS = Black Hawk Stinger = 236236:dbt:
    • SCP/Scud = Scud Punishment = 214214:dbt:
    • AH/Astral = Patriot Apocalypse = 632146:cbt:
    • TCL/Tiger, Cobra, Leopard = Tiger Magnum > Cobra Strike > Leopard Launcher = 236:cbt: > 46:cbt: > 6:cbt:
    • Aerial = j.:bbt: > j.:cbt: > jc j.:dbt: or j.2:dbt:
    • Throw = :bbt:+:cbt: , Forward Throw = 6:bbt:+:cbt:, Back Throw = 4:bbt:+:cbt:






    Basic Combos:

    ----For visual reference to some of these combos and more, please refer to this video -> HERE.
    Non-Weakpoint Combos
    These are the basic combos without weakpoints applied. You want to always try and get a weakpoint from your combos. More advanced combos can get both weakpoints.
    • (2A) > 5A > 5BB > TCL
      Works from anywhere, 5BB is easy.
      |
    • (Standing) (2A) > (5A) > 5B > 2C > 6D/3D
      This is your go to Standing combo. 6D adds [uW], 3D adds [LW]. If one was already applied you could go for the other, or use the same one and extend the combo.
      |
    • (Crouching) (5A) > 5B > 3C > 22C > 5B > Aerial
      This is your basic Crouching combo. With weakpoints applied, follow-ups are possible.
      |
    • 3C > 22C > 2C > 2B > TCL > (5A/5B>Aerial if you reach the corner)
      Combo off of 3C starter. If TCL carries you to the corner you can follow up into an aerial combo.
      |
    • (50%) Anything into TCL > BHS
      The simplest way to combo into BHS, any combos that involve TCL you can end with BHS for extra damage.
      |
    • (50%) 5C > BHS
      One of your few mid-range pokes into BHS. Buffer the input for BHS while doing it and if it hits press D.


      Weakpoint Combos
      Each Drive move changes when a weakpoint is added, and allows for extended combos. Decide on which combo to use based on which weakpoint is applied, [uW] = Red Mark / [LW] = Yellow Mark. Some weakpoint combos are universal as long as you use the drive move corresponding to the one applied.
      • (Standing) (5A) > 5B > 2C > 6D/3D > (2B>) TCL > (5B > Aerial)
        With either weakpoint applied 6D/3D bounces allowing for a follow-up. You can go directly into TCL or pick-up with 2B first. If you reach the corner from TCL, you can combo further into 5B>Aerial.
        |
      • (Crouching) (5A) > 5B > 3C > 22C > 5B > Aerial > TCL > 3D (Alternatively, go into the above combo starting w/ 2C)
        This is your standard crouching combo with weakpoint. The extension after 22C is explained below as it applies to the majority of combos involving weakpoints to some degree.
        |
      • ~j.B > j.C > jc j.D/j.2D > 5B > Aerial
        With either weakpoint applied j.D/j.2D ground bounces allowing for a follow-up back into Aerial. This would be your standard Aerial combo confirm with 1 weakpoint applied. If you have [bOTH] weakpoints applied this is your weakpoint combo extension off your other combos anytime it says 5B>Aerial.
        |
      • [uW] ~236D>{6>5C}*4>6>(3C)>6A>2C>6D
        With [uW] applied you can do Valiant Charger combos. This is your typical Valiant combo using the "5C loop". Any combos with the Valiant "5C loop" have insane corner carry and do great damage. Definitely combos to learn, and reason why you mostly want to end combos with [uW] instead of [LW].


        Various Valiant combo paths ending with j.D from Ice Cube:
        I'm a bit obsessed with ending my combos with j.D these days, since I can do more random stuff after j.D compared to 6D/5D. So here's a compilation of Valiant combo routes that ends with j.D: (every moves written in () can be skipped to account for hitstun decay)

        ... > 236D > 6 >
        • {5C > 6} * 4 > (3C) > 6A > IAD j.C > (2C) > (5B) > (j.B) > j.C j.D
        • {5C > 6} * 4 > 2C > 6A > (5B) > (j.B) > (j.C) > j.D
        • {5C > 6} * 3 > 6C > 6 > j.C > (6A) > (2C) > (5B) > (j.B) > j.C j.D

          In corner, you can sometime change the first 5C to 3C or 6A for extra damage.






    Move Timing

    Collapsed: ]

    [b:
    *HUGE THANKS to hakimiru for translating this information*
    ****RA = Revolver Action****
    <The blogger was somewhat disappointed in the lack of revolver-action timing data and hitbox data in

    the mook, and decided to do his own research. There may be some inaccuracies, but he's done his best

    to draw his conclusions from verifiable data.>

    - 5A
    RA at 15F~ (The last 3 active frames are when he raises his fist)

    Compared to its startup, RA timing is on the slow side and just barely goes into 5B.
    Hitstun itself is rather long, allowing connections into Scud, etc on crouching hits.

    - 2A
    RA at 12F~

    RA timing is on the fast side. Blockstun is the same as a Lv2 attack.
    2A->5D is a pretty underhanded overhead, but it's somewhat counterable with A attacks.

    - 5B
    RA at 16F~ (Hitbox expands downwards for latter half of active frames, 2F~)(B followup usable even

    on whiff)

    Long active frames and large hitbox, which expands downwards in the latter half of the move. The

    expanded hitbox hits downed Rachels and Tagers, and allows for a 5B->6A connection.
    However, the RA timing is rather slow for all moves, not just the B followup. Due to this and its

    hitstun, it's somewhat easy to get poked out of your next move if IBed.
    On the other hand, if you make use of the long active frames you can prevent getting mashed out and

    combo into things that would normally not work (such as 3C on normal standing hit). It's a pretty

    safe move, and leads to a lot of options if you meaty it as an oki.

    - B followup
    Normal RA

    One of Azrael's few moves with a normal RA timing.
    Due to its rather long hitstun, it can go into 5D on crounching hit or 3D on crouching FC.
    It's attack level is 3 though, leaving you slightly vulnerable on block.

    - 2B
    RA at 22F~ (Hitbox expands downwards for last 3 frames)

    A move with rather slow RA timing, 2B RA combos into nothing on normal hit.
    It only goes into something like 2C on ch or crouching fc, and doing 2B RA on block leaves you

    fairly open. During the latter half of the move when he's drawing back his fist, the hitbox expands

    downwards and very slightly horizontally, hitting even downed opponents (Rachel and Tager get hit in

    the first half).

    - 6B
    RA at around 30F? (Hitbox expands upwards for last 3 frames) (followups & dc doable even on whiff)

    We'll just have to believe in the mook notes for the followup timing on this one.
    If those numbers are correct, on a late active frame 6B fc, the calculations show that you should be

    able to go into 6C or 6D. That knowledge isn't very practical, but dc/jc/etc makes it versatile

    <rest of the sentence is sort of convoluted, and I'm not sure what he's trying to say. Sorry >_<>

    - 5C
    RA at 23F~ (Hitbox expands horizontally for last 3 frames) (Normal RA timing for 6C only)

    RA timing is only normal for 6C, and is delayed for other moves like 6D and 3D.
    Combos into 3D on ch, and also into 6D on crouching ch.
    If you go into D moves when the situation allows it (applied weakpoints, etc), and into 6C

    otherwise, you should have a lot of followup options.

    Attack level and hitstun are the same as their base values, so if the numbers are correct, a late

    active frames 5B into 3D should not have any gaps, according to calculations.

    - 2C
    RA at around 26F~ (Active frames: First 3 = wall bend, middle 3 = wall stand, last 3 = wall shatter)

    Not particularly confident with these numbers, but RA is a little on the slow side.
    <Another convoluted sentence, why can't these guys write #=3=. I think he's trying to say that

    depending on how you meaty it, you might be able to make 2C>3D a legit blockstring, making it maybe

    pretty good for oki.>

    Visually, the active frames seem split between 3 stages. The first part includes a forward-reaching

    hurtbox, after which the hitbox <he's ambiguous, but I think he's refering to hitbox here, and not

    hurtbox> expands upwards and disappears, returning during the final stage when the shattering occurs

    (expansion unconfirmed).

    - 6C
    Active: 2F (Foot drop1) 2F (Foot drop2) 2F (Foot drop3) 2F (Foot drop4)

    Move where the animation varies slightly over the active frame duration.
    Can hit in a variety of ways and states:
    (1) is high up for large standing characters, (2) is regular standing characters, (3) is crouchers,

    (4) is on downed characters.

    Calculating backwards, it's +2 on block, making it +4 on normal, +6 on crouching, +6 on standing fc,

    +8 <doesn't specify on what, crouching fc maybe?>, making it just barely not enough to go into 5B.
    On crouching hit, landing with (3) allows you to just barely go into 5B even on normal hit, while

    crouching fc just barely goes into 2B on Litchi and Rachel.
    If you land with (4) on oki etc, it's +8 or +9...which is huge if you can do it.

    - 6D/3D
    First 3 frames of active and afterwards

    6D and 3D have slight animation changes during the latter half of their active frames.
    While being -2 on block, you can make them + even on IB depending on how they're meatied.
    In addition, 6D hitbox expands horizontally during the latter half of its active frames, making it potentially + on normal block without needing to meaty it depending on how you space it.

    - Extras
    Magnum/Cobra->followup timing: 1F after active starts?

    I'm not confident on this, but the followups seem to work pretty much like a cancel on hit.
    Magnum also goes straight into Valiant on crouching ch, crouching fc.
    If you input it quickly, you might be able to go straight into Cobra in 23F.

    <Last bit is a disclaimer saying he's fond of meaty and active frame tricks, so he's tried to put down some numbers and characteristics here. He encourages people to give it a try and see if it's useful.>






    Combo Theory:

    Collapsed: ]
    [list=1
    :

  • Confirms

    • Basic

      -Your basic pokes are (2A)>(5A)>5B which lead into 5BB>TCL~ or 2C>6D/3D~, this forms your basic Standing combos. 5A can link into itself at least once, while 2A can also go into 2B>TCL~ or 2D but it will cut your combo short. 6B can be followed up with a Dash Cancel into 5B>Aerial~. 5C can be followed up by 236A. 3C is followed up by 22C>5B/2C~. Off 6C I'm not entirely sure what's possible, it might only combo into moves on FC (off FC 5C it goes into 6C>(5A)>5B so maybe that's possible off 6C alone).


      -Air normals can be followed up with the basic pokes when you are close to the opponent, but can also be followed up by 2B or 3C if you are outside of close range (EX: j.B>2B / j.C>3C).


      -Any Ground Throw can be followed up by 6D/3D, 236D/214D, or TCL for a simple confirm. Forward Throw can be followed up with 6A into an Air Dash j.B/j.C>5B~ or Dash>(5C)>TCL~ combo. Back Throw typically goes into TCL>follow-up without Weakpoints applied. Air Throw can be confirmed with 2A>TCL~ or 2C>6D~.


      -Special note: You can combo into AH from almost anything.


      -------


    • Crouching

      -Your crouching confirm goes off ~5B into 3C>22C then back into 5B>Aerial/2C>6D/3D~


      -------


    • Anti-Air

      -5B is your best anti-air in most cases, so 5B>Aerial.


      -5A/6A/6B/2C are less effective for various reasons but you should still know the possible confirms.


      -5A>(5B?)>Aerial.

      -CH Only? 6A>IAD j.B/j.C.

      -6B>dc~ as mentioned above or possibly 6B>6C~/(2C>6D) if CH.

      -2C>6D/3D or 2C>5B/2B depending on the range (possibly CH only in this case or in corner.)


      -------


    • Counter-Hit

      -CH 2C can be followed up with a dash forward into a 5B confirm or even just 5C~ If you're near the corner or in the corner you can probably go straight into 5B or 2B with no dash.


      -CH 6A is possibly the only way to combo off 6A as a starter, it would be followed up with an IAD j.B/j.C>land>5B~, but this needs confirmation as nothing as been noted.


      -CH 6B can make it more easy to follow-up with a dash cancel>5B>Aerial confirm. There is also a possibility of going straight into 6C or even (2C)>6D.


      -FC 5C can go straight into 6C>(5A)>5B~ confirm or into 236D with [uW] applied.


      -FC 6C doesn't have a lot of information to go by and I haven't seen anything ever listed for it. From the above FC 5C note, I would assume FC 6C>(5A)>5B would still be possible. This move needs further research or exploring when the game comes out on consoles.


      -CH 236A can be followed up with different moves depending on what range you end up catching them at. If you're close try 5B confirm, mid-range possibly 2C confirm, far range possibly 5C confirm.


      -All regular ground Drive moves can be followed up on CH without any weakpoint. j.D / j.2D / Hornet / Valiant do not gain their weakpoint properties even on CH. j.D / j.2D can be followed up on regular hit against a standing opponent, Hornet and possibly Valiant can be followed up with a regular combo on CH.


      -------


    [*]Weakpoints

    [*]
    Effects

    -With a specific weakpoint applied (or CH on regular ground Drives), each Drive move gains a special property that opens them up as combo starters or extenders.

    -5D = Staggers

    -2D = Knockdown

    -6D/3D = Ground Bounces

    -j.D/j.2D = Ground Bounces from the Air.

    -------

    [*]Combo Starting/Extension

    -As starters each Drive can be followed up with basic confirms.

    -5D can be followed up with confirms off 5B/2C~ or even 236A>RC~.

    -2D can be followed up with 2A/5A/2B~ confirms mid-screen or 5B/2C~ confirms in the corner.

    -6D/3D can be followed up with 5B>Aerial mid-screen or 2C/5C~ if you will end up in the corner or if you are in the corner.

    -j.D/j.2D can be followed up with 5B>Aerial. Possibly more options as well.

    -If a specific weakpoint is applied, you can extend your regular combos further by using up the corresponding Drive move that uses up the weakpoint. In most cases for ground combos this will be 6D/3D, and in the air it will be j.D/j.2D. If you have both weakpoints applied you can extend a combo twice off a regular starter, or once if you use a non-CH Drive starter.

    -The basic standing combo that gives a weakpoint off 6D/3D, can be followed up with 5B>Aerial because of the ground bounce from 6D/3D using up the applied weakpoint. If you have both weakpoints applied, it gets extended further after the Aerial ender from doing either j.D or j.2D depending on which weakpoint wasn't used previously, this is then followed up by 5B>Aerial again to reapply at least one weakpoint.

    -It should be noted, 5C>BHS is a guaranteed unblockable setup if you have both weakpoints applied and get them to block 5C on the ground. What I'm not sure about is if there is enough time (during super freeze?) to change from blocking high/low and vice versa, meaning if you didn't have both weakpoints would it still be unblockable if you caught them stand blocking with [uW] or crouch blocking with [LW].

    -------

    [*]Valiant Charger/Hornet Chaser

    -With a weakpoint applied you open up the chance to do Valiant Charger and Hornet Chaser combos.

    -With [LW] applied, landing Hornet Bunker (214D) allows you to do Hornet Chaser (hold 8 after 214D). After that the common follow-up is {j.C}*2/3>j.2C~. j.2C during a Hornet Chaser combo gains the special property of causing the opponent to spin in mid-air allowing for a further follow-up. From this you can likely do 5B>Aerial or land>Aerial. Doing a CT after j.2C opens up even more possibilities, CT>TCL/6A/236D~ follow-up combos as examples.

    -With [uW] applied, landing Valiant Crash (236D) allows you to do Valiant Charger (hold 6 after 236D). After that the common follow-up is {5C>[6]}*N, where N is the number of 5C's needed to carry to the corner, with up to 5 attacks possible with the Valiant Charger effect (need confirmation). After that you can follow-up with 5B/5C>TCL~ extensions.

    -If you don't need the corner carry from the 5C loop, you can instead go for specific combo routes like [5C > 6C > j.C > 6B > 22C > 6A] ([6] input would be between each move), this allows for different enders to the Valiant combos, like 6A>3C>5D or even ones involving 214D to get both weakpoints. As with Hornet Chaser combos, using CT after a portion of the 5C loop will allow for extended combos as well for more damage.

    -------

    [*]Advanced Combo Extensions

    [*]
    When Near Corner/Corner

    -When you are Near-Corner or in the Corner, different combo routes open up. Knowing this, it is possible for some of the Mid-screen combos to be further extended depending on just how far away from the corner you are or which moves you are using in between.

    -Besides Valiant Chaser combos, TCL is the main source for Corner carry combos. If TCL takes you deep within the corner you can follow-up with 5A/5B>Aerial or even 5B>2C in some cases.

    -If you are already relatively close to the corner, you can save your weakpoint extension til later into the combos. This is because 2C can link into 5B if you are within close range. So instead of doing 5B>2C>6D~, you could do 5B>2C>5B>Aerial~, and then use up your possible weakpoint to extend the combo further with another 5B>Aerial. The same can be said for the crouching confirms.

    -Another example is being able to do 3C>2B/2C~ instead of just 22C, which opens up new combo routes off 3C that wouldn't normally be possible.

    -------

    [*]Meter Usage

    -Azrael has various uses for his meter, there is really no absolute decision for his meter usage, I will try to cover everything combo related but remember Counter Assault as well.

    -The most basic use of meter is doing BHS ender, typically after TCL with 50% heat for extra damage, preferably if it will kill. It is also possible to end combos with SCP, which provides both weakpoints on hit and gets reapplied during the duration if used (after knockdown) at the cost of 50%.

    -More combo specific use of meter is using 50% to RC after certain moves to get better follow-ups. RCing after TCL will allow you to extend the combo with an IAD combo possibly getting a weakpoint you might not normally have got, or even going straight into 236D with [uW]. RCing after 236A will allow for a follow-up combo into 3C~ or into 236D as well with [uW].

    -A very specific use for RC is using it after an Aerial ender (j.D), then immediately RCing into j.C>land>follow-up combo. This is involved with combos that specifically try and get both weakpoints.

    -CT is also a combo extender / damage booster for 25% Heat. Typically CT is used after either Ground Throw / 6D/3D / Valiant Charger's loop / Hornet Chaser's j.2C, this done either to increase damage or alter the combo route of those combos. If you happen to land raw CT during pressure, you can probably go into any standard combo (need confirmation on how much time you have to confirm).

    -I'll mention it here as well, 5C>BHS is a guaranteed unblockable setup if you have both weakpoints applied and get them to block 5C on the ground.

    -Finally with 100% and the opponent at the health requirement, you can EASILY combo into AH. Unlike some characters, landing Azrael's AH is entirely plausible considering how easy it is and now more so without the burst requirement.

    -------

    [*]Miscellaneous info

    [*]
    -There are certain instances in combos where you can follow-up Valiant Crash/Hornet Bunker without weakpoints applied which is normally impossible. This makes it possible to do combos that end with you getting both weakpoints, which is great for Azrael's damage.

    ----

    [*]
    -In regards to combos, Azrael's OD makes it so weakpoints no longer disappear after use during it's duration. This means you can use each Drive move within the same combo (but not the same move as far as I know.)

    ----

    [*]
    -SCP adds both weakpoints on it, and during it's duration the weakpoints are reapplied after the combo ends. Combined with OD it provides for an interesting setup that can lead to big damage. SCP hits>activate OD>opponent techs as you try to mix them up.

    ----

    [*]
    -It is possible to combo after Phalanx Cannon, even into itself, or ending with BHS after it.

    ----

    [*]
    -OD CH BHS can be followed up for big damage in the corner or into itself with 100%.

    Character-Specific Combo Information:

    Collapsed: ]

    Midscreen TC>Valiant Combos

    Point blank 5A or 5B on launched opponent>TC>Valiant

    Examples: 3C>Dump>5B>TC>Valiant, 6D>5A>TC>Valiant, etc.

    Works on: All chars except Litchi, Platinum, Rachel

    Doesn't work on some characters if 5A or 5B hits too low (Noel, Nu, etc.)

    Tip of 2B on launched opponent>TC>Valiant

    Combo part for situations where 5A/5B won't hit (after JD, for example)

    Examples: JD>2B>TC>Valiant, 3C>Dump>2C>2B>TC>Valiant, etc.

    Works on: Relius, Tager, Ragna, Arakune, Makoto, Hazama Azrael (even with 2B hitting at close to max range)

    Being at point blank range makes it work on more characters, but 5B is easier so I didn't investigate.

    -Midscreen TCL>airdash JAJB>5B>Aerial Combos

    Point blank 5A or 5B on launched opponent>TCL(fast as possible)>airdash JAJB

    Examples: 3C>Dump>5B>TCL(fastest)>airdash JAJB , 6D>5B>TCL(fastest)>airdash JAJB , etc.

    Works on: Bang, Valk, Amane, Relius, Ragna, Platinum, Izayoi

    -On Ragna and Valk, JA needs to be delayed. On Relius, JA is as fast as possible.

    The last hit of TCL will whiff if 5A/5B hit too high. It works up to a pretty decent height though, and is fairly easy.

    Point blank 5B on launched opponent>TC(fastest)>L(delayed)>airdash JAJB

    This is for characters that TCL(fastest) doesn't work on. A slight delay is added to the 3rd hit (L).

    Works on: Tager, Arakune, Lichi, Hakumen, Carl, Azrael, Mu?, Nu?

    -On Arakune, Litchi, and Carl, JA needs to be delayed.

    Incidentally, TCL(fastest) works for this one if you land 5A on the low side. If you're going for consistency, low 5A>TCL(fastest)>airdash JA might be easier.

    Tip of 2B>TCL(fastest)>airdash>JAJB

    Confirmed on Amane and Valk. Seems like it would work on Tager, etc as well.

    Airdash JA combos don't work on Taokaka, Jin, Noel, Makoto, Tsubaki, Bullet, and Rachel midscreen, but work on everyone if you reach the corner during the airdash JA part.

    -Back throw>TCL>airdash JA seems to work even on the characters listed above? But not on Rachel.

    -Corner JC>JDrc>JC>Hornet Combos

    The 5D>2C>5B>hjcJC>JDrc>JC>Hornet>5A>TC>Valiant combo that was in the video.

    Works on: Bang, Valk, Relius, Tager, Arakune, Makoto, Hakumen, Tsubaki, Bullet, Azrael,

    Izayoi is the only one unconfirmed, I forgot about her

    A strong combo that does 4500 and applies both weak points from an overhead starter.

    Midscreen JC>JDrc>JC combos were too hard for me and I had to give up. The 3D>5B>hjcJC alternative might work on all chars?

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

    In summary,

    -Midscreen 5Aor5B>TC>Valiant combos work on:

    Everyone besides Litchi, Platinum, and Rachel

    -Midscreen Tip of 2B>TC>Valiant combos work on:

    Relius, Tager, Ragna, Arakune, Makoto, Hazama, Azrael

    -Midscreen 5B>TCL(fastest)>airdash JA works on:

    Bang, Valk, Amane, Relius, Ragna, Platinum, Izayoi

    -Midscreen low 5A>TCL(fastest) or 5B>TC(fastest)>L(delayed)>airdash JA works on:

    Tager, Arakune, Litchi, Hakumen, Carl, Azrael, Mu?, Nu?

    -Characters that require a delay for airdash JA high difficulty

    Ragna, Litchi, Carl, Arakune, Valk

    -Characters that airdash JA doesn't work on:

    Taokaka, Jin, Noel, Makoto, Tsubaki, Bullet, Rachel

    -Corner 2C>5B>hjcJC>JDrc>JC>Hornet combos work on:

    Bang, Valk, Relius, Tager, Arakune, Makoto, Hakumen, Tsubaki, Bullet, Azrael (Izayoi is the only one not tested)

    Characters that none of the above combos work on:

    Rachel

    This is what I was able to personally confirm. It's possible that JA pickup works on more characters, and I just wasn't able to do it with my execution.

    [b:

    ----from posts on the jbbs / translated by hakimiru

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Any Range

:abt: Starters:

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Near Corner

:abt: Starters:






Corner

:abt: Starters:

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These are combos that give [bOTH] Weakpoints within the same combo.



Mid-Screen



Near Corner

Corner

[*][uW] 5B > 2C > 6D > IAD j.A > j.C > CT > 214D > 5B > Aerial = 4408

[*][uW] 3C > 2B > TC > 236D > 6 > 6C > j.C > 6 > 6B > 214D > 5B > 2C > 6D = 3908 = RG, JI, AR, TG, LI, HZ, RE, AM, BU, AZ

[*][uW] 236D > 6 > 5C > 6 > 6C > 6 > j.C > 5B > 6 > 214D > 5A > 5BB > 5D = 3723

[*][uW] Forward Throw > 5D > 214D > 5A > j.A > Aerial = 3350

[*][LW] 3D > 6A > 5B > TCL > 5B > 2C > 6B > Aerial = 5153

[*][bOTH] 2D > 2B > TC > 236D > 6 > 6C > 6 > j.C > 6 > 6B > 6 > 214D > 5B > 2C > 6D = 4032 = RG, JI, AR, TG, LI, HZ, RE, AM, BU, AZ

[*][25%] TCL > IAD j.A > j.C > CT > 214D > 5B > 2C > 5B > Aerial = 4589

[*][25%][bOTH] 5B > 2C > 3D > IAD j.A > j.C > CT > 214D > 5B > TC > 236D > 6 > 6C > 6 > j.C > 5B > 6 > 623C > 5D = 5447

[*][50%] 5B > 2C > 5B > j.C > j.D > RC > j.C > 214D > 5A > TC > 236D > 6 > 6C > 6 > j.C > 6 > 6B > 6 > 623C > 3C > 5D = 4367

[*][50%][uW] 5C > 236A > RC > 236D > 6 > 5C > 6 > 6C > 6 > j.C > 5B > 214D > 5A > 5B > 2C > 6D

[*][50%][uW] 5D > 2C > 5B > j.C > j.D > RC > j.C > 214D > 5A > TC > 236D > 6 > 6C > 6 > j.C > 6 > 6B > 6 > 623C > 3C > 5D = 4526

[*][50%][uW] 6D > 5B > j.C > j.D > RC > j.C > 214D > 5A > TC > 236D > {6>5C}*4 > 6 > 6A > 3C > 5D = 5001

[*][50%][LW] 2D > 5B > 2C > 5B > j.C > j.D > RC > j.C > 214D > 5A > TC > 236D > {6>5C}*4 > 3C > 5D = 4133

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Any Range

[100%-51% HP]

  • [50%] 5BB > OD > 2B > TCL > OD BHS = 4200+
  • [50%] Back Throw > TCL > OD > OD BHS = 4054
  • [50%][uW] CT > OD > 2C > 6D > 5D > 236D > {6>5C}*4 > 6 > 623C > 3C > 6A > TCL > BHS = 6087
  • [<90% HP][50%][uW] 5B > 5BB > ODc > 2C > 6D > 5D > 236D > {6>5C}*4 > 6 > 3C > 6A > TCL > BHS = 6713
  • [<90% HP][50%][uW] 5B > 5BB > ODc > 2C > 6D > 5D > 236D > {6>5C}*4 > 6 > 623C > 3C > TCL > BHS = 6737
  • [<90% HP][50%][uW] 5B ODc 2C > 6D > 5D > 236D > {6>5C}*4 > 6A > 5B > TCL > 5B > BHS = 6858
  • [<90% HP][50%][uW] 5B ODc 2C > 6D > 5D > 236D > {6>5C}*4 > 6 > 3C > 6A > 5C > TCL > BHS = 7023
  • [<90% HP][50%][uW] 5B ODc 2C > 6D > 5D > 236D > {6>5C}*4 > 6 > 623C > 3C > 5C > TCL > BHS = 7045
  • [<90% HP][50%][uW] FC 5C > ODc > 2C > 6D > 5D > 236D > {6>5C}*4 > 3C > 6A > 5C > TCL > 5B > BHS = 7401
  • [75%][uW] 5B > 2C > 6D > 6A > IAD j.A > j.C > CT > f.dash > 5C > TCL > OD > OD BHS = 6167
  • [<80% HP][100%][uW]5BB > TCL > RC > IAD j.C > OD > 2C > 6D > 5D > 236D > {6 > 5C}*5 > 6A > 3C > BHS = 6621

    [50%-11% HP]
    • [uW][50%] Anti-Air 5B > jc OD> 5B > j.BC> j.D> 6D > 5D> 236D > (6> 5C>)*4> 6 > 3C> 6A> BHS = ~6800
    • [bOTH][50%] AA 5B > jc OD> 5B > j.BC> j.2D> 3D > 5D> 2C > 6D > 236D > (6> 5C>)*4> 6 > 3C> 6A> BHS = ~7200

      [10%-1% HP]


Mid-Screen

[100%-51% HP]


Near Corner

[100%-51% HP]

[50%-11% HP]

[*][75%][bOTH] 5BB > OD > 2C > 3D > CT > 236D > 6 > 5C 6 > 6C > 6 > j.C > 5B > 6 > 623C > 3C > 6A > 6D > 2D > BHS = 7116

[10%-1% HP]

Corner

[100%-51% HP]

[*][25%][uW] 5BB > OD > 2C > 6D > IAD j.A > j.C > CT > 214D > 5B > TC > 236D > 6 > 6C > 6 > j.C > 5B > 6 > 623C > 5D = 5932

[*][50%][uW] 5BB > OD > 2C > 6D > TC > 236D > 6 > 5C > 6 > 6C > 6 > j.C > 5B > 6 > 623C > 3C > 6A > BHS = 6040

[*][50%][uW] 236D > 6 > 6A > 6 > 6C > 6 > j.C > 5B > 6 > 623C > 5C > TCL > 5B > 2C > 3C > 22C > 5B > BHS = 6000+

[*][50%][uW] Forward Throw > OD > TCL > 5B > 2C > 6D > BHS = 4679? (only reason I see to do this instead of the below combo is so they can't burst earlier)

[*][50%][uW] Forward Throw > 236D > {6>5C}*2 > 6 > 6B > 6 > 623C > 6 > 3C > OD > 5B > OD BHS = 5226?

[*][50%][bOTH] 5BB > OD > 5B > 2C > 3D > 6A > 2D > 2B > TC > 236D > {6>5C}*4 > 6 >3C > BHS = 6162

[*][75%][uW] Forward Throw > CT > OD > 2C > 6D > 5D > 236D > {6>5C}*4 > BHS = 6161

[*][75%][LW] 5BB > OD > 5B > 2C > 3D > CT > 6A > 2D > 2B > TCL > BHS = 5977

[*][75%][bOTH] 5B > 2C > 3D > CT > 6A > reverse 5C > TC > 236D > 6 > 6C > 6 > 3C > 22C > BHS

[*][75%][bOTH] 5BB > OD > 5B > 2C > 3D > CT > 6A > 2D > 2B > TC > 236D > {6>5C}*4 > 6 > 3C > BHS = 6693

[*][100%][bOTH] 6A > 5B > j.B > j.C > j.2D > RC > OD > falling j.C > hj.B > j.C > jc j.D > 236D > {6>5C}*4 > 6 > 3C > BHS

[*][100%][bOTH] 6A > 5B > j.B > j.C > j.2D > RC > OD > falling j.C > hj.B > j.C > jc j.D > 2C > 6D > 236D > {6>5C}*4 > 6 > BHS

[*][<60% HP][50%][uW]5BB > OD > 5B > 2C > 6D > 5B > Aerial > TC > 236D > {6 > 5C}*5 > 6A > [3C > BHS] or [sCP] = 6127 / 5127

[50%-11% HP]

[*][50%][uW] 5BB > OD > 2C > 6D > 5D > 236D > 6 > 5C > 6 > 6C > 6 > j.C > 5B > 6 > 623C > 3C > 6A > BHS = 6465

[*][75%][uW] 5BB > OD > 5B > 2C > 6D > 5D > CT > 236D > 6 > 5C > 6 > 6C > 6 > j.C > 5B > 6 > 623C > 3C > 6A > BHS = 6830

[*][100%][uW] TCL > RC > IAD j.C > OD > 5B > Aerial > 5D > 236D > {6>5C}*4 > 6 > 6A > 3C > OD BHS = 7014

[*][100%][bOTH] OD > (5C) > BHS > RC > 3D > 2D > 2C > 6D > 5D > 236D > {6>5C*4} > 214D > j.C*2 > j.D > j.2D = 8146 / (9416 if they didn't block 5C)

[10%-1% HP]

[*][50%][LW] 5BB > OD > 5B > 2C > 3D > 6A > 2D > 2B > TC > 214D > 8 > {j.C}*3 > j.2D > OD BHS = 6314 (Doesn't Work On HZ/LI?)

[*][75%][uW] 5BB > OD > 5B > 2C > 6D > 5D > CT > 236D > {6>5C}*3 > 6 > 6C > 6 > j.C > j.D > BHS = 6970

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Heavy Punish Combos:
Collapsed: ]

[b:

Go to moves that give CH/FC punishes on REGULAR block:

  • Litchi 623D = 5C
  • Tsubaki 623C/D or 236236D = 5C
  • Amane 632146C = 5C
  • Arakune 236236D = 5C (3D works but following up with 6A doesn't if not in corner)
  • Bang 2363214C = 5C/3D* (3D works but there's a glitch where he can go through Azrael when he tries to 3D after it in some cases.)
  • Jin / Makoto / Mu / Ragna 623C = 3D (for Makoto 5C would be easier given the nature of her DP)
  • Azrael 236B or 214214D or AH = 3D
  • Rachel 2C = 3D

    (will do more later)


    Anywhere:
    No Weakpoints:
    • (CH) 5D > 2B > TC > 236D > {6>5C}*4 > 6 > 3C > 6A > IAD j.C > land > j.C > jc j.D = 4356 (Doesn't work on LI / RC / PL / NU if not in corner)
    • (CH) 6D > 5C > TC > 236D > {6>5C}*4 > 6 > 3C > 6A > IAD j.C > land > j.C > jc j.D = 4711
    • (CH) 2D > 2B > TCL > 3D > 5B > sjB jA jC > jc jD = 3823
    • (CH) 3D > TCL > 3D > 5B > sjB jA jC > jc jD = 4533
    • (CH) 3D > 6A > 3D > 2B > TCL > 5B > 2C > 5B > Aerial = 5472 (Doesn't work on TG, maybe others?)
    • (CH) 3D > 6A > 3D > walk forward 5C > TCL > 5B > 2C > 5B > Aerial = 5618 (Doesn't work on TG, maybe others?)


      [uW]
      • (FC) 5C > 236D > {6>5C}*5 > TCL > 5A > 5B > 3C > 6A > 2C > 6D = 5383


        Corner:
        • (CH) 3D > TC > 214D > 8 > j.C*3 > j.2C > 5B > 2C > 5B > Aerial = 4750




Tech (or No Tech) Punishes / Situations:
Collapsed: ]
[b
:
Typical Pick-up (Blue Beat) Combo After "Knockdown":
-Pick-up 2A > 5A > j.A > (j.B) > j.C > jc j.2D or j.D = Can add the other weakpoint depending on initial combo.

Usage Examples:
(5B)B counter hit > 5B > j.B > j.C > jc j.D = 2191 DM >>>
After knockdown, if they don't immediately tech >>
pick-up 2A > 5A > j.A > j.C > jc j.2D = 2996 DM / Both Weakpoints

6D hit w/ NO weakpoint applied currently, if they don't immediately tech >>
pick-up 2A > 5A > j.A > j.C > jc j.2D = 2129 DM / Both Weakpoints

5BB > TCL > RC > 5B > j.B > j.C > jc j.D = 3413 DM >>>
pick-up 2A > 5A > j.A > j.C > jc j.D (killed) = 3972 DM

j.2C (typically you get no combo after) > pick-up 2A > 5A > j.A > j.B > j.C > jc j.D = ~2000DM / Weakpoint

Would have to test just how far into the proration of a combo this would still work.

If they tech immediately, 2A > 5A > j.A will whiff, but as you are in the air above them and see this you can j.B which will be in the process of crossing them up. I'm sure this isn't a universal option that beats all the tech options but it is probably effective against someone who likes to delay tech at least because even if they start to neutral tech you are still in a pretty good situation outside of reversals. I'm assuming if they backdash, j.B has a long enough each that it might catch them. This option �loses� to immediate back rolls.

Pick-up After 3C hit w/ no tech/"dropped combo":
3C hit (UW applied), they didn't tech as he dropped the 22C part >>
22C > 5B > j.B > j.C > jc j.D > TCL > 5A > j.A > j.C > j.D = 3456 DM
He still did not tech immediately after that, so I'm not sure if you could pick up and continue a combo a little further or if the proration would already be too strong that they would be able to immediately tech the potential extra blue beat combo.



More In-Depth Tech Punishes from Ice Cube:
Collapsed: ]
Tech punishes from each of Azrael's midscreen knockdowns:

Midscreen ground TCL
[list:

If your starter is not 5A/2A, dash 2A > 5A > j.B j.C j.D works against everything except emergency tech. Eating this once should train your opponent to emergency tech the next time, so you can apply mix-up on wake up. (Or just throw out a 2A in case).
If you started with an A attack, dash 2C > 6D is also guaranteed without emergency tech. Since emergency tech can be delayed for 8 frames though, use this with caution. 2A > Gustaf is a safer option but only leads to air tech. 2A > 6D if you feel like it, will force blocking on air neutral tech and may reset.
3D/6D are also guaranteed hit, but their long telegraphed start-up often scares your opponent into emergency tech. Safe on whiff however.
If you have a weakpoint applied, consider dash 2C > 3D / 6D for major pain. Possible follow-up: for non-A starter either 5B > aerial, 6A > 6D for better knockdown, or 6A > 5C > BHS so they will always remember to emergency tech; for A starter, 6A > 6D or 6A > BHS. Or you can apply both weakpoints.


j.2C
There are certain situations where you can blue beat pick up combo with 2A > rekkas (always work against non-emergency tech): cross-up j.2C (hitting with the knee of the other leg instead of the kick), CH j.2C that hit the opponent's torso or lower (hitting their head won't work, not enough untech time), hitting a jumping opponent at their torso or lower.
Otherwise, 5A and 5B works the same way, 2A may not catch forward roll if opponent's too close. Against backward rolls, 2C works most of the time. There's a certain random factor involved with this knockdown, so do be careful.


D knockdowns executive flowchart:
Emergency tech = 0
if (not backroll) then 2A
else if (backroll) then
if (knockdown with close 5D) then 2B
else if (raw 6D/3D/j.2C) then 2C
else if (j.D/j.2D) then 3D
else if (2C > 6D/3D) then 3D
else if (TCL > 3D or far 5D) then Gustaf/BHS

Common amongst D knockdowns:
5B > 2C > 6D (input 4D if side switches) catches forward roll & quick tech. 5B whiff > 5B is meaty against neutral tech. Won't stop late teching most of the time.
5A > 5B > aerial or 5A > rekka catches forward roll. 5A whiff > Gustaf forces backward roll > jump back to the ground. Will whiff against quick tech but another 5A would be meaty. Whiff against neutral tech, gives enough time to apply mix-up. Won't stop late teching but you have enough time to try a 2A.
2A > 5A > aerial (or 2A > rekka if you can confirm) catches forward roll & quick tech & late tech, leads to 2.8k~3.5k. 2A whiff > Gustaf forces backward roll > jump back to the ground. Whiff against neutral tech, gives enough time to apply mix-up. Exceptions are point blank 5D, where it won't catches back roll, and after aerial j.D/j.2D, where it will blue beat so you have to delay it to tech punish (some time you actually want it to blue beat though). 2A is your best option-select (OS) in most midscreen situation.
2B > rekka beats quick tech and delayed tech for major damage (4.5k+), but it's barely safe on whiff.


Point black raw 5D:
2B > rekka catches backward roll & quick tech & delayed tech for major pain (4.7k). Is barely safe against forward roll & neutral tech. Backdash to safety, backdash > gustaf to catch jumps, or try to read opponent.
5A is safest option-select here. A 2B can be worth the risk, however.


Far raw 5D:
Gustaf & BHS will guaranteed hit against backward roll, but really unsafe against other options.
2A is safest option-select here.


Raw 6D (point blank most of the time):

2C > 6D > 6A catches quick tech & backward roll. Negative if whiff'd against neutral tech & forward roll, backdash to safety or hard read opponent.


2A is safest, but you may want to risk a 2C since it gives major reward against backward roll.

Raw 3D same as raw 6D, except change your combo to 2C > 3D > 6A

TCL > 3D same as far raw 5D.

Short combo > Aerial > j.D/j.2D

[*]2A > rekka will catch any non-emergency tech. Rest assured that they will emergency tech the next time.

Long combo > Aerial > j.D/j.2D

[*]2A > 5A > j.A x n will confirmed blue beat but no knockdown. Delay 2A for normal OS.

[*]3D catches backward roll and delayed tech. Will catch quick tech as well if you do normal jump aerial, meaty if super jump aerial. Against neutral tech, 3D whiff is positive, but you have to be extra mindful when it comes to pressing buttons.

[*]2B > rekka will catch forward roll & quick tech & delayed tech here. Barely positive against neutral tech. It beats the same stuffs as 2A but gives much better reward.

[*]Delayed 22C is meaty on neutral tech & both rolls, and gives +2 on block. Trade with quick tech > mash 2A in your favor, 5A pickup after wards. Loses to neutral tech > reversal & quick tech > reversal.

[*]3D seems the best option-select here, since most people won't forward roll at this range. Doubly so if you have a lower weakpoint applied. 2B is also good, especially when your opponent thinks he can outsmarts your 3D. A delayed 2A works, as always. 22C is mostly safe to just throw out, since it covers the most common tech options.

Aerial > j.D (opponent lands far away)

[*]Delayed 22C is meaty on neutral tech & both rolls, and gives +2 on block. Trade with quick tech > mash 2A in your favor, 5A pickup after wards. Loses to neutral tech > reversal & quick tech > reversal. About your only option here.

Ground 2C > 6D/3D

[*]3D catches backward roll and delayed tech. Meaty against quick tech, but loses to quick tech > DP. Against neutral tech, 3D whiff is barely positive, be extra mindful when it comes to pressing buttons.

[*]Except for point-blank 2C (you don't 2C on point blank, seriously), 2B will catch forward roll & quick tech & delayed tech. Against neutral tech, barely safe.

[*]Pick your poison between 2A, 2B and 3D.

Anti-air 2C > 6D/3D

[*]2A > rekka will catch any non-emergency tech, which hurts like hell.

After corner knockdowns:

After D knockdowns:

[*]Much less variations compared to midscreen knockdowns. Azrael's 5B is as strong as Jin's old 5B in CT, will catch forward roll, backward roll and quick tech (provided your opponent try do those tech at first possible frame) for 4.5k+. 5B whiff > 5B is still meaty against neutral tech.

Timing-wise, you have to delay slightly after j.D/j.2D/ anti-air 2C>6D / anti-air

[*]2A is a confirmed hit option against delayed tech, but you might as well do a slightly delayed 5B. Its 7 active frames will do the job.

Ground TCL:

[*]If your starter is not A: Do 5A > 5B > Aerial. Whiff'd 5A still gives major advantage. At a specific range, this will even red beat.

[*]If you started your combo with 5A: 5A > 5B > 5BB > TCL, (blue beat) 5A > j.A j.B j.C jc j.D.

[*]If you started your combo with 2A: 5A doesn't lead to anything meaningful. 5A > j.A x 3, mix in a purple throw, if you must. Or just delay a 5B, works similar to D knockdowns.

Impractical / Very Situational Combos (Work In Progress)
Collapsed: Tentative:

Mid-Screen

FC 5C > 6C > 5A > 2B > 236A > 5A > 5B > 3C > 22C > 5B > TCL > 5B > j.C > jc j.D = 4000+ = http://youtu.be/-WG70f2r3ZI?t=3s

[100%] 214B > RC > BHS = 1701? = http://youtu.be/3R1a-P6-4oA?t=1m58s

[OD][~10% HP][125%] 5C > 236A > RC > CT > IAD cross-up j.D > �reverse� 5B > OD > 2C > 6D > 5D > 236D > [5C*4] > 3C > 6A > OD BHS = 7000+ = http://youtu.be/-WG70f2r3ZI?t=1m58s

[100%] 5BB > SCP > 5A > TCL > 5B > 2C > 3D > 236D > [5A*9] > 6A > BHS = 3000+ = http://youtu.be/-WG70f2r3ZI?t=41s

[OD][100% HP][100%] 5BB > OD > 5B > SCP > 5A > 5B > 2C > 3D > 236D > [5C*3] > 2C? >>>

(reset = 4000+) > 5D > 2B > 5C > CT > 3C > 22C > 6A > 3D > 5C > TCL > reverse 5B > BHS = 7000+ (~10000+) = http://youtu.be/-WG70f2r3ZI?t=3m18s

(reset = 4000+) > 3D > [5C*2] > 623C > 6A > CT > 6D > 3C > 5C > TCL > reverse 5B > BHS = 7900+ (~11000+) = http://youtu.be/-WG70f2r3ZI?t=3m44s

[uW]

[OD][100% HP][100%] CH 5A > OD > 2C > 6D > 236D > [5C > 6C > j.C > 5B > 623C] > 3C > 6A > BHS = 5000+ = http://youtu.be/-WG70f2r3ZI?t=1m15s

[LW]

[OD][100% HP][75% Heat] Back Throw > CT > OD > 2D > 2C > 3D > 214D > [j.C*3] > air dash > j.2D > 6A > reverse BHS = = http://youtu.be/-WG70f2r3ZI?t=1m27s

[OD][100% HP][100% Heat] Forward Throw > 236D > RC > OD > 3D > 6D > 5D > 6A > IAD j.D > 2D > BHS = 5727 = http://youtu.be/x_AR21_jADI?t=16s

Near Corner:

[OD][100%] [100% HP] 5B > 2D > RC > TCL > 5B > OD > 2C > 3D > 214D > [j.C*2>j.2C] > 6A > reverse SCP = 5000+ = http://youtu.be/-WG70f2r3ZI?t=14s

[uW]

[OD][~1% HP][100%] CH 3D > 6A > 3D > 5C > OD > TCL > 5B > 2C > 6D > 5D > 236D > [5C*3>6B] > OD BHS = 8000+? = http://youtu.be/-WG70f2r3ZI?t=3m1s

Corner

[50%] 214B > RC > TCL > 5A > jc j.A > j.B > j.C > jc j.D = http://youtu.be/3R1a-P6-4oA?t=2m3s

[100%] 214B > RC > 2C > 6D > BHS = http://youtu.be/3R1a-P6-4oA?t=2m34s

[100%] 5B > 6A > 5B > j.B > j.C > jc j.D > RC > j.C > 5D > 214D > 5B > TCL > 5B > BHS = 5000+ = http://youtu.be/-WG70f2r3ZI?t=29s

[100%] (Crouching) FC 5C > 6C > 5B > 3C > 6A > 5B > 2C > TCL > 5B > SCP > 5B > BHS = 5000+ = http://youtu.be/-WG70f2r3ZI?t=59s

[OD][~15%? HP][100%] FC 5C > CT > RC > OD > jump forward j.D > 2C > 6D > 5D > 236D > [5C*3>6C>j.C] > jc j.D > 3C > 6A > OD BHS = 6000+ = http://youtu.be/-WG70f2r3ZI?t=1m42s

[100%](Crouching) FC 6C > [5B > IAD j.A > j.C]*3 > 3C > SCP > 5B > BHS = 4000+ = http://youtu.be/-WG70f2r3ZI?t=2m15s

[OD][~40% HP][100%] 214D > RC > 2C > 5B > 2C > 5C > TC > 214D >>>> (�reset� / 3000+)

>>> j.2C*3 > 5B > j.C > jc j.D > OD > j.B > 5B > j.C > j.D > 5D > 236D > [5C*4] > 6D > 3C > BHS = 6400+ (9000+) = http://youtu.be/-WG70f2r3ZI?t=4m

[100%] 623C > 2C > 3C > 22C > 5C > TC > 214D > RC > 623C? > 3D > 6A > 623C? > 5B > BHS = 6400+ = http://youtu.be/-WG70f2r3ZI?t=4m22s

[OD][~2% HP][100%][2 Phalanx Cannons] FC 5C > CT > OD > 3C > 6A > 5B > 2C > 5C > TCL > 236B > OD BHS > 236B > OD BHS = 8900+ = http://youtu.be/-WG70f2r3ZI?t=4m35s

[uW]

[OD][~10%HP][100%] 5C > 236A > RC > OD > 2C > 6D > 5D > 6A > �reverse� 5B > j.C > j.D > TC > 236D > [5C*4] > 3C > OD BHS = 7500+ = http://youtu.be/-WG70f2r3ZI?t=2m29s

***[50%] 5B > 2C > 5B > TC > 236D > [5C>6C>j.C>5B>623C] > 6A > 623C > 3C > 22C > BHS = 5551? = http://youtu.be/x_AR21_jADI?t=30s

***[50%] Forward Throw > 236D > [6>623C*3] > 6A > 623C > 2C > 3C > 22C > BHS = 5399 = http://youtu.be/jCSZZT9z-pk?t=2m45s

[100%] 623C > 2C > 3C > 22C > 5C > TC > 214D > RC > 623C > 3D > 6A > 623C > 5B > BHS = 6100+? = http://youtu.be/0jN8buc3o5c

[LW]

[OD][~35% HP][100%] FC 5C > OD > 3D > 2D > 214D > [j.C*2>j.2C] > land > j.C > jc j.2D > 2C > 6D > RC > 5A > TC > 236D > [5C*2>6B] > BHS = 7000+ = http://youtu.be/-WG70f2r3ZI?t=2m45s

OEE's Rachel Specific? Stupidly Situational Impractical You'll Never Do These In A Match Combos
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Has anyone experimented with the Aerial > RC > j.5C combo pathways? I tried something like this:

1. [LW] 3D > 5B > Aerial > RC > j.5C > 2C > 6D ... but at that point you have to be in the corner or do BHS (which makes this a [LW] 100% heat combo with about 5k damage :pp)

2. [50>HP][76%] 3C > 22C > 5B > OD > 5B > Aerial > RC > j.5C > 2C > 6D > 5D > 236D > {6>5C} x 4 > 6A > Scud = 4601 + weakpoints, but this too is basically a 100% heat OD combo which results in 4.6k dmg + weakpoints.

I only posted this because I started to play with this Aerial > RC > j.5C pathway while playing Abyss and thought if there where any more meat to it. I still prefer it over IAD > j.5C > Hornet -combos, those are the worst.

[90%-1%HP] [uW] 5C FC ODc 2C > 6D > 5D > 236D 236D > {6>5C} x 4 > 3C > 6A > 5C > TCL > 5B > BHS 7401 dmg 44% heat gain/50% meter usage.

Got a typo there~

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5C FC double weakpoint dickery:

1. 5C 3D > 5C xx TC~236D [6 > 5C] x 4 > 6 > 623C > 3C > 6A > 2C > 5B xx BHS (7106, preceding combo builds 42 meter)

2. 5C xx 236D [6 > 5C] x 4 > 6 > 623C > 3C > 6A > 3D > 2C > 5C xx TCL > BHS (7029, preceding combo builds 41 meter)

Alternatively, you can end the combos prematurely with SCP if you have enough meter. Combo 1 SCP version ends at 6A having built 40 meter (5961). Combo 2 SCP ends at 2C having built 37 meter (5559).

SCP option seems a little overkill, but it makes you pretty dangerous for like 12 seconds~ Plus the stagger wake-up is nice, and if you have enough meter you can do 5C > BHS unblockable.

(at this point, this is some kind of crazy comeback scenario but shut up I'm bored zzzz)

EDIT: minor discovery about the 5C x 4 > 623C route... it won't work if the first hit of valiant hits a grounded opponent wallsticks (i.e. whatever xx 236A RC 236D in the corner will stop the 5C x 4 > 623C sequence from working). The reason I say this is minor because you can easily alternatively do 3C > 6A > 623C or just do the corner-specific sequence in place of that combo, not to mention this is only the case for grounded opponents, so stuff like OD combos, 2C > 2B TC236D, and TCL rapid 236D will still work because they all launch the opponent before valiant hits. Basically the only place where this is a problem is if your valiant combo started with 236A RC or 5C FC.

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The easiest, most powerful OD combo I've found:

[HP 60-1%][9%][bOTH] 5BB > OD > 2C > 6D > 5D > 3D > TC > 236D > {6 > 5C} x 4 > 6A > 3C > 2D > 236236D = 7049

Easy to do, safe to do (will work on Litchi if done from midscreen, from opposite corner Valiant whiffs), basically builds it's own heat [41%] so relatively easy to do right after Scud. Can be done with 90% HP if you just leave 2D from the end = 6909.

EDIT: OD Hornet/Valiant combo:

[HP 60-1%][10%][bOTH] 214D > 8 > j.5C x 3 > cOD > j.5C > jc. (9) > j.5D > 2C > 6D > 236D > {6 > 5C} x 4 > 6A > 3C > 5D > 236236D = 6789

Builds 40% heat, if HP is in 60% - 70% range you can do the combo if you just leave 5D out in the end. I tried experimenting like doing TC before Valiant like: 2C > 6D > 66 > 2B > TC > 236D but results in less damage, less heat, plus wouldn't probably work on Litchi & co.

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(UW) 5B > 3C > 2B > TC > 236D > {5C > 6}*4 > 2C > 6 > 6A > 5B > j.BC j.D = 4854 (do everything as quickly as possible, sometimes the j.C doesn't connect)

(UW) j.B > 5B > 3C > 2B > TC > 236D > {5C > 6}*4 > 2C > 6 > 6A > 5B > j.C j.D = 4384 (same as above)

Optimized these further:

(UW) (crouch/CH) 5B > 3C > 2B > TC > delay 236D > 6 > 6A > 6 > 5C > 6 > 5C > 6C > 6 > j.C > 2C > j.BC j.D (4902)

I think this is the new optimal combo. 2C will whiff on smaller character if you don't delay 236D enough. Note that there's no dash cancel between 5C > 6C, if you do 5C > 6 > 6C the combo won't work.

(UW) (crouch) j.B > 5B > 3C > 2B > TC > 236D > 6 > 6A > 6 > 5C > 6 > 5C > 6C > 6 > j.C > 5B > j.BC j.D (4448)

Does 14 damage less than the corner-specific valiant combo, but j.D gives more frame advantage on oki than 6D. I find this easier to execute.

EDIT: Both combos are obsolete. See

Further optimized corner 3C combo (which, surprisingly, does not include Valiant):

(5B) > 3C, 2C > 6D/3D, delay 6A, 5B > TCL, 5B > j.ABC j.D (5002 with 5B, 4287 without) (first one weakpoint 5B combo to break 5k?)

j.B > 5B > 3C, 2C > 6D/3D, delay 6A, 5B > TCL, 5B > j.BC j.D (4555)

j.B > 5A > 5B > 3C, 2C > 6D/3D, 5C > TCL, 5B > j.ABC j.D (4096)

The only downside is that these don't look hype enough.

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Optimized TCL starter [uW] + 50 meter

(5564) TCL > IAD j.C > 6A > 236D > {5C > 6}*4 > 623C > 3C > 22C > 2C > 6D

edit: forgot to mention it's midscreen only.

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(5581) TCL>IAD J.C>6A>Delayed 236D>5C>6>6C>6>J.C>6B>6>623C>Delayed 3C>22C>2C>6D

Optimized further from Legendary's combo. Doesn't work from one corner to the other since it uses the corner only valiant combo route, but works mid-screen just fine. Can -very likely- be optimized further by slapping a 623C here and there. We're on the right track, folks!

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Further optimized corner 3C combo (which, surprisingly, does not include Valiant):

(5B) > 3C, 2C > 6D/3D, delay 6A, 5B > TCL, 5B > j.ABC j.D (5002 with 5B, 4287 without) (first one weakpoint 5B combo to break 5k?)

j.B > 5B > 3C, 2C > 6D/3D, delay 6A, 5B > TCL, 5B > j.BC j.D (4555)

j.B > 5A > 5B > 3C, 2C > 6D/3D, 5C > TCL, 5B > j.ABC j.D (4096)

The only downside is that these don't look hype enough.

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Optimized Hornet/Valiant OD combo:

[bOTH][HP < 60%][10%] 214D > 8 > j.C x 3 > cOD > j.C > jc. (9) > (delay) j.D > 2C > 6D > 5D > 236D > {6 > 5C} x4 > 3C > 6A > BHS = 6888 or SCP = 5847 (have to check) + weakpoints.

Builds 40% heat, works on the entire cast, works everywhere on the screen, corner to corner, in corner, midscreen to corner. The only funky part is the delayed j.D, which can in some cases bounce the opponent behind you.

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Has anyone experimented with the Aerial > RC > j.5C combo pathways? I tried something like this:

1. [LW] 3D > 5B > Aerial > RC > j.5C > 2C > 6D ... but at that point you have to be in the corner or do BHS (which makes this a [LW] 100% heat combo with about 5k damage :pp)

2. [50>HP][76%] 3C > 22C > 5B > OD > 5B > Aerial > RC > j.5C > 2C > 6D > 5D > 236D > {6>5C} x 4 > 6A > Scud = 4601 + weakpoints, but this too is basically a 100% heat OD combo which results in 4.6k dmg + weakpoints.

I only posted this because I started to play with this Aerial > RC > j.5C pathway while playing Abyss and thought if there where any more meat to it. I still prefer it over IAD > j.5C > Hornet -combos, those are the worst.

Found a good one:

[HP 60 > 1%][67%] 623C > 5B > jc. > j.C > cOD > j.C > jc. > j.D > RC > j.C > 2C > 6D > 5D > 236D > {6 > 5C} x 4 > 3C > 6A > 1. 5D = 5914 + [uW] 2. SCP = 6103 + [bOTH] 3. BHS = 7007

No weakpoints required, works fullscreen and in corner, works on the entire cast, build 33% heat. Only tricky part is that it can only be done with the DP-motion Sentinel, with 3C > 22C version damage won't be much over 5k. If people are having trouble connecting j.D before or j.C after rapid delay the 5B a little so the opponent won't be too high in the air. Depends on the opponent a little but in corner it's easy as pancakes.

Can be done with [LW] 3D, which with BHS = 7421, but requires high jump cancel.

Looks hype enough too.

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more optimization, fatal counters, spending meter and combos without weakpoints

(option off j.5C RC, wiffing the T in TCL to keep the combo going as well as carry az forward)

50% midscreen or corner, no weakpoint required - ~5357dmg

623C > 5B > j.B > j.C > dj.D RC > j.5C > (236C) 46C > 236D > 6 > 5C > 6 > 6C > 6 > j.C > 5B > 623C > 3C > 6A > 2C > 6D

5C CH close punish with UW ~ 7505dmg

UW, need 44% to start, mid or corner, somewhat close to opponent

5C CH > CT > 236D > 6 > 5C > 6 > 6C > 6 > j.C > 5B > 623C > 3C > 6A > 5C > TCL > 5B > BHS

5C CH close punish no weakpoint ~ 6836dmg

need 56% to start, near or in corner, somewhat close to opponent

5C CH > CT > j.5D > 2C > 2B > 236C > 46C > 236D > 6 > 5C > 6 > 6C > 6 > j.C > 5B > 623C > 3C > 6A > 5B > BHS

(two dif crouch confirms~~)

5C CH 50%, crouch, no weakpoint ~5055dmg

5C CH > 236A RC > iad j.D > 3C > 22C > 5B > 236C > 46C > 236D > 6 > 5C > 6 > 6C > 6 > j.C > 5B > 623C > 6A > 2C > 6D

5C CH 50%, crouch, no weakpoint ~5235dmg

5C CH > 6C > 5B > 3C > 22C > 5B > j.B > j.C > dj.D RC > j.5C > (236C) 46C > 236D > 6 > 5C > 6 > 6C > 6 > j.C > 5B > 623C > 6A > 5D

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5C CH close punish no weakpoint ~ 6836dmg

need 56% to start, near or in corner, somewhat close to opponent

5C CH > CT > j.5D > 2C > 2B > 236C > 46C > 236D > 6 > 5C > 6 > 6C > 6 > j.C > 5B > 623C > 3C > 6A > 5B > BHS

Can be optimized more.

5C CH - CT - IAD jD - 3C - 2C - 2B - TC - Valiant - 5C~6 - 6C~6 - jC - 6B~6 - 623C - 6A - BHS ||DMG 7013

One i whipped up based on the 5C FC video and if my memory serves me correct this one should be better than the one in the video

Corner 5C CH - CT - IAD jD - 3C -2C - 6D - 5C - TCL - 5B - jA jB jC jc jD || DMG 6125

If you already have UW then you can do something like to get LW also

Corner UW 5C CH - CT - IAD j2D - 3C - 2C - 6D - 5C - TCL - 5B - jA jB jC jc jD || DMG 6125

OR if you just want to get more dmg for the cheap price of 50% heat you can do something like

Corner UW 5C CH - CT - IAD j2D - 3C - 2C - 3D - 236D - 5C~6x4 - 6A - 5C - TCL - BHS || DMG 7868

IAD into j2D or jD only works on corner but you can just do a jump and time the moves to get the same effect if you are midscreen. Thank you based dogura for streaming :3.

EDIT: Might be able to add like few more points of damage by adding 623C somewhere there but personally i don't like using it. Too easy to fuck up and only adds few points of damage so...

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Note: ~ = 6 > 5C > 6C > 6 > j.C > 6B > 6 > 623C > 3C > 6A > 22C > 2C > 6D (was this combo route noted somewhere in the combo guide?)

Optimizing corner double weakpoint combos:

(UW LW) 3D > 5C > TC > 236D > (6 > 5C) * 3 > 6C > j.C > 6A > 5B > j.BC j.D (5698)

(UW LW) 3D > 5C > TC > 236D > ~ (5824)

(UW LW) 2D > 2C > 6D > 6A > 5B > TCL > 5B > j.ABC j.D (4422)

(UW LW) 2D > 2B > TC > 236D > ~ (4490)

(UW LW) 5B > 2C > 3D > 236D > ~ (until 6A) > (TC > 214D) or (TCL > BHS) (5354 / 6616) (beware random sideswaps after TCL)

(UW LW) 5B > 2C > 3D > 5C > TC > 236D > ~ (until 6A) > 6D or 5C > BHS (5307 / 6352)

(UW LW) (crouch) 5B > 3C > 2C > 3D > 236D > ~ (until 623C) > 6A > (TC > 214D) or (TCL > BHS) (5494 / 6755) (beware random sideswaps after TCL)

(UW LW) (crouch) 5B > 3C > 2C > 3D > 5C > TC > 236D > ~ (until 623C) > 6A > 6D or 5C > BHS (5486 / 6492)

Corner combo from B attacks into BHS:

(UW) (j.B) > (5B) > 2C > 2B > TC > 236D > ~ (until 6A) > BHS (j.B = 5190, 5B = 5486)

(UW) (crouch) (j.B) > 5B > 3C > 2B > TC > 236D > ~ (until 623C) > 6A > 5C > BHS (j.B = 5527, 5B = 5904)

Corner 6A combo:

(UW) 6A > 5B > TC > 236D > ~ (skip 6A) (4552)

(UW) 6A > 5B > TC > 236D > ~ (until 623C) > 2C > 3C > 5C > BHS (5643)

TCL RC corner combo:

(UW) 5B > 5BB or 2B or 5C or raw > TCL > RC > 236D > ~ (5123, 5327, 5547, 5398 respectively)

(UW LW) 5B > 5BB or 2B or 5C > TCL > RC > 3D > 236D > ~ (skip 22C) (5634, 5896, 6116)

(UW LW) TCL > RC > 3D > 236D > ~ (6099)

FC 5C combo:

(FC) 5C > 6C > 5A > 2B > TCL (3208)

Useful confirm. Not universal though.

(FC) (crouch) 5C > 6C > 5B > 3C > 22C > 2C > 2B > TCL > (3D) or (IAD j.AB 5B sj.BC j.D) (4357 / 4708)

(corner) (FC) (crouch) 5C > 6C > 5B > 3C > 2B > TCL > 5B > 2C > 5B > sj.BAC j.D (4961)

Useful to punish Jin's 623C, Rachel's cat chair, etc.

Corner D punishes (some are just useless, but for completion's sake)

(CH) (any D attacks) > 2C > 3D/6D > 6A > 5B > TCL > 5B > j.ABC j.D (2D = 4202, 3D = 5070, 5D = 4438, 6D = 4638)

(CH) 6D > 5C > TC > 236D > (6 > 5C) * 3 > 6C > j.C > 6A > 5B > j.BC j.D (4749)

(CH) 6D > 5C > TC > 236D > ~ (4864)

(CH) 5D > 2B > TC > 236D > ~ (4509)

(UW) (CH) 3D/2D > 2C > 3D > 5C > TC > 236D > ~ (until 6A) > 6D (3D = 5716, 2D = 4763)

(LW) (CH) 5D/6D > 2C > 3D > 5C > TC > 236D > ~ (until 6A) > 6D (5D = 5019, 6D = 5219)

(LW) (CH) 6D > 3D > 5C > TC > 236D > ~ (skip 22C) (5569)

Backthrow UW combo:

(UW) Back throw > 236D > (6 > 5C) * 4 > 6 > 623C > 3C > 6A > 2C > 6D (4356)

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