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Psykotik

[CP] Carl Clover Combo Thread

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BBCP_Header_Combo_Thread.png

Thanks to Kurushii for the header and layout

Information:
  • Due to the flexible nature of Carl's combos, this post is not a definitive list of combos and only contains sample combos. The second post will contain possible combo routes. Please keep in mind that this thread is a work in progress.


    [table=width: 700, align: center]

    General Notations Used
    Guide Specific Notations Used


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

    j
    Jump


    sj
    Super Jump


    ad
    Air Dash


    iad
    Instant Air Dash


    JC
    Jump Cancel


    CH
    Counter Hit


    FC
    Fatal Counter


    RC
    Rapid Cancel


    ODC
    Overdrive Cancel


    ] [
    Hold Input


    [ ]
    Release Input


    (N)
    Attack must deal N amount of hits.


    [???] xN
    Repeat ??? N amount of times.

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

    DM
    Damage


    HG
    Heat Gain %


    Text
    Challenge Mode Combo


    Text
    Input Replaceable

    [/table]

    [/table]

    Allecan: j.214C immediately after j.2C hits/is blocked by opponent. This is different from [j.C, j.214C], where j.214C is actually performed

    Enders: Carl can end his combos in a few ways depending on how much heat he was and the kind of oki he wants.

    - 3C: Sets up oki
    - 3C, Fermata: Non-OD super damage. Adds 900 minimum damage. 50 meter required.
    - 3C, OD, 3C, 632146D: OD super ender. Add 1500 minimum damage. 50 meter and OD required. You can go straight into 3C, 632146D if you're already in OD.
    - 8D into nothing: Sets up emergency tech. Unlike 3C, this gives you more time to set up oki and as such, more complete setups such as safe jumps are possible from this.
    - Astral (64641236D): You can generally can combo into astral anytime you can combo into fermata.

    The positioning required for a given combo will be indicated by an arrangement of letters:
    C- Carl
    N- Nirvana
    O- Opponent
    W- Wall/Corner

    The ordering of the letters will indicate Nirvana's position in relation to Carl and his opponent.

    Examples:
    C-N-O: Carl-Nirvana-Opponent. This indicates that the combo's starting position is when Nirvana is between Carl and the opponent. Often interchaneable with N-C-O
    N-C-O: Nirvana-Carl-Opponent. The starting position is Nirvana being behind Carl. This won't be too different from C-N-O most of the time and as such is often interchangeable with C-N-O
    C-O-N: Carl-Opponent-Nirvana. The opponent is between Carl and Nirvana



Recommended combos:


Carl has a dizzying number of combo routes and variations of such. Since it can be hard to know which routes should be done in each situation, I created a list of practical combos for use in various situations. These combos are recommended due to their damage, resource efficiency and/or overall difficulty. These are by no means the only combos you're limited to but rather serve as solid go-to-combos for whatever situation that may arise. Note that anything off a jump-in j.A can lead to a 2A combo while jump-in j.B/C can go into a 5B starter combo.

Midscreen C-O-N
  • - (j.A) > 2A > 5B > 6B > 623C > 421D > 5C > sj.B > j.2C > j.B > JC > j.B > j.C > 8D > ender
  • - (j.B/C) > 5B > 2B > 6B > 623C > 421D > 5C > j.B > j.C > 46D > 5C > sj.B > j.2C > j.B > JC > j.B > j.C > 8D > ender
  • - (j.B/C) > 5B > 2B > 6B > 623C > 421D > CT > 6C (charge) > 46D > Lv2 6C (release) > 5C > sj.B > j.2C > j.B > JC > j.B > j.C > 8D > ender *Requires 25 meter*

  • - 6C > 5B > 623C > 421D > 5C > j.B > j.C > 46D > 5C > sj.B > j.2C > j.B > JC > j.B > j.C > 8D > ender

  • - Throw > 5C > j.B > j.C > 46D > 5C > sj.B > j.2C > j.B > JC > j.B > j.C > 8D > ender


    Midscreen N-C-O/C-N-O
    • - 2A > 5B > 6B > 623C > 421D > dash under > 5B > sj.B > j.2C > j.B > JC > j.B > j.C > 8D > ender
    • - 5B > 2B > 6B > 623C > 421D > dash under > 5C > j.B > j.C > 46D > 5C > sj.B > j.2C > j.B > JC > j.B > j.C > 8D > ender
    • - 5B > 2B > 6B > 623C > 46DD > CT > crossup airdash j.2C~214C > 5C > j.B > j.C > 421D > sj.B > j.2C > j.B > JC > j.B > j.C > 8D > ender *Requires 25 meter*

    • - 63214D > 6C charge > Lv2 6C release > 5C > 623D > sj.B > JC > j.B > j.C > 421D > 5C > sj.B > j.2C > j.B > JC > j.B > j.C > 8D > ender
    • - 4D > 5C > sj.B > j.2C > j.B > JC > j.B > j.C > 46D > 5B > sj.B > j.2C > j.B > JC > j.B > j.C > 6D > 6B >6A > sj.B > j.C

    • - Throw > 5C > j.B > j.C > 46D > 5C > sj.B > j.2C > j.B > JC > j.B > j.C > 6D > dash > 6B > 6A > j.C


      Corner
      • - 2A > 5B > 6B > 623C > 623D > 5C > j.B > j.C > 46D > 5C > sj.B > j.2C > j.B > JC > j.B > j.C > 8D > ender
      • - 5B > 6B > 623C > 623D > j.2C > j.C > 46D > 5C > sj.B > j.2C > j.B > JC > j.B > j.C > 8D > ender
      • - 5B > 6B > 623C > CT > 6C (charge) > 46D > Lv2 6C release > 5C > j.B > j.C > 421D > 5C > sj.B > j.2C > j.214C 8D > ender *Requires 25 meter*

      • - Throw > 5C > 623D > 5C > j.B > j.C > 46D > 6A > j.C


        Solo Midscreen
        • - 2A > 5B > 6B > 623C > RC > 5C > sj.B > j.2C > j.B > JC > j.B > j.C *Requires 50 meter*
        • - 5B > 6B > 623C > RC > j.214C ~ 214C > 5C > sj.B > j.2C > j.B > JC > j.B > j.C *Requires 50 meter*

        • - Throw > 5C > sj.B > j.2C > j.B > JC > j.B > j.C


          Solo Corner
          • - 2A > 5B > 6B > 2C> 5C > sj.B > j.2C > j.B > JC > j.B > j.C
          • - 5B > 6B > 2C > 2B > 6A > j.214C > airdash j.A > j.2C~j.214C > land> sj.B> JC > j.B > j.C

          • - Throw > 6B > 2C > 5C > sj.B > j.2C > j.B > JC > j.B > j.C


Mid-screen:

C-O-N
  • - 2A, 5B, 6B, 623C, 6D/421D, 5C, sj.B, j.2C, j.B, JC, j.B, j.C, 8D, ender
  • - 2A, 5B, 5C, 46D, low airdash, j.B, j.2C, j.B, j.C, 2B, 3C
  • - 5B, 6B, 623C, 421D, 5C/j2.C~allecan, j.B, j.C, 46D, 5C, j.B, JC, j.B, j.2C, j.C, 8D, ender
  • - 5B, 6B, 623C, 421D, 5A+B, 6]C[, 46D, Lv2 6C, 5C, 623C, sj.B, dj.B, j.2C, j.C, 8D, ender *Requires 25 heat*
  • - 5B, 5C, 46D, low airdash, j.B, j.2C, j.B, j.C, 5B, 5C, 6D, j.B, j.2C, j.B, j.C, 2B, 3C
  • - 6C, 5B, 623C, 421D, 5C/j2.C~allecan, j.B, j.C, 46D, 5C, j.B, j.2C, j.B, JC, j.B, j.C, 8D, ender
  • - 6C, 5B, 5C, 46D, low airdash, j.B, j.2C, j.B, j.C, 5B, 5C, 6D, j.B, j.2C, j.B, j.C, 2B, 3C


    • - 4D, 236A, 6]C[, 6C hits,5C, j.B, j.C, 421D, sj.B, j.2C, j.B, JC, j.B, j.C, 8D, ender

      • - 5B+C, 5C, j.B, j.C, 46D, j.2C ~ allecan, sj.B, j.2C, j.B, dj.B, j.C, 8D, ender
      • - 5B+C, 5C, 623D, sj.B, j.B, j.C, 421D, j.B, j.B, j.2C, j.C, 8D
      • - 5B+C, 5A+B, 5C, 421D, j.2C~allecan, 5C, 421D, sj.B, dj.B, j.2C, j.C, 8D *requires 25 heat*

      N-C-O

        [*]- 5B, 6B, 623C, 46D, 5C, sj.B, j.2C, j.B, dj.B, j.C

        [*]- 6C, 5B, 623C, 421D, walk under to other side, 5C, j.B, j.C, 46D, 5C, j.B, j.2C, j.B, JC, j.B, j.C, 8D, ender

        [*]- 5B, 6B, 623D, 46D, 5A+B, IAD to other side, j.2C~214C, 5C, 421D, 5C, 623C, sj.B, dj.B, j.2C, j.C, 8D, ender *Requires 25 heat*

        [*]- 5B, 6B, 46D, 236A, j.2C~allecan, 5AA, 5B, 2B, 5C, 6D, j.B, j.2C, j.B, j.C, 2B, 3C

          [*]- 5B+C, 5C, 421D, 236A, 5C, j.B, j.C, 46D, 5C, sj.B, j.2C, j.B, dj.B, j.C, 8D, ender

          C-N-O

            [*]- 623C, 4D, 6]C[, Lv 2 6C, 5C, 623D, sj.B, dj.B, j.C, 421D, 5C, sj.B, j.2C, j.B, dj.B, j.C

            [*]- 63214D, 6]C[, Lv 2/3 6C, 5C, 623D, j.B, djc, j.B, j.C, 421D, 5C, j.B, j.C, 46D, 5C, sj.B, j.2C, j.B, dj.B, j.C, 8D, ender

            [*]- 63214D, OD Cancel, 5A+B, 6]C[, 46D, Lv 2 C, 5C, 623D, j.B, djc, j.B, j.C, 421C, j.B, dj.B, j.C, 8D, ender*Requires 25 heat*

            [*]- 46D, 5A+B, 63214D, 6]C[, Lv 2/3 6C, 5C, 421D, (236A), j.2C~214C, 5C, 623D, sj.B, j.2C, j.B, dj.B, j.C, 8D, ender *Requires 25 heat, use 236A if needed to get into C-O-N position*

            Solo

              [*]- (2A/5A), 5B, 2B, 6B, 623C

              [*]- (2A/5A), 5B, 2B, 6B, 623C, RC, 5C, sj.B, j.2C, j.B, JC, j.B, j.2C, j.C/j.214C *Requires 50 heat*

              [*]- 3C CH, 236A, j.2C~allecan, j.2C~allecan, sj.B, j.2C, j.B, dj.B, j.C

                [*]- B+C, j.2C, allecan, 5C, j.B, j.2C, j.B, JC, j.B, j.C

                [*]- j.B+C, 22D, 5C, 421D, j.2C, 5C, sj.B, JC, j.B, j.2C, j.C

                Corner:

                C-O-N-W

                  [*]- 5B, 6B, 63214D, IAD, j.2C, allecan, 5C, j.B, j.C, 623D, 5C, j.B, JC, j.B, j.2C, j.C, 8D, ender

                  N-C-O-W

                    [*]- j.B, j.C, 5B, 5C, 623C, 623D, 5A+B, 6]C[, 46D, 6[C], 5C, j.B, j.2C, j.B, JC, j.B, j.C, 8D, ender *Requires 25 meter*

                    [*]- 623D, j.2C, j.214C, 46D, j.2C, allecan, 5C, j.B, JC, j.B, j.C, 421D, 5C, j.B, j.2C, j.B, JC, j.B, j.C, 8D, ender

                    [*]- 3D, j.2C, allecan, 5C, j.B, j.C, 623C, 5A+B, 6]C[, 46D, 6[C], 5C, j.B, j.2C, j.B, JC, j.B, j.C, 8D, ender *Requires 25 meter*

                    [*]- (j.B)+3D, 5A+B, 6B, 6]C[, 623D, Lv 2 6C, [j.2C~214C]x2, 2C, 5C, sj.B, j.2C, j.B,, dj.B, j.C

                    [*]- Lv 3 6C, 5A+B, 5C, 623D, j.2C, j.C, 46D, 6A, sj.B, dj.B, j.2C, j.C, 421D, 3C

                    [*]- rising/fuzzy j.B, j.C, j.214C, 623D, 5A+B, 6]C[, 46D, Lv 2 6C, 5C, sj.B, j.2C, j.B, dj.B, j.C, 8D, ender *Requires 25 meter*

                    [*]- 3D, 5A+B, OD Cancel, j.2C~214C, 6]C[, 41236D, Lv 2/3 6C, 5C, 623D, 421D, 5C, sj.B, j.2C, j.B, dj.B, j.C, 8D, ender *Requires 25 meter*

                    Solo

                      [*]- (2A/5A), 5B, 6B, 2C, 5C, sj.B, j.2C, j.B, JC, j.B, j.2C, j.C/j.214C

                      [*]- 2B, 5B, 6B, 2C, 2B, 6A, j.214C, AD j.B, allecan j.2C, j.B, dj.B, j.2C, j.C

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        Basic combo routes

        A) Mini-combos -> Nirvana

        i) 5B, 5C/6B -> 6D/46D/421D/63214D

        ii) Ground combo into cantabile -> 6D/2D/46D/421D/623D (corner only)

        iii) Aerial combo into j.C -> 8D/421D/2D/623D(corner only)

        iv) 3C -> 421D/214214D/623D (corner only)

        v) 2C -> 8D

        B) Nirvana -> Mini-combos

        i) 6D (ground hit) ->(6C), 5B, 5C, 623C

        ii) 6D (midair hit, N-C-O) -> 6B, 6A, air combo

        iii) 6D (midair hit, N-C-O) -> IAD j.2C, 6A, air combo

        iv) 6D (midair hit, C-O-N) -> 5C, air combo

        iii) 8D (air hit) -> 5C, air combo

        iv) 421D -> 5C, air combo

        v) 2D -> 5C, air combo

        vi) 623D (corner) -> (j.2C, allecan)/(5A+B), 5C, air combo

        vii) 46D (ground hit) -> jump, delayed AD, j.B, j.C, ground mini-combo

        viii) 46D (air hit) -> (j.2C, allecan)/(5A+B), 5C, air combo

        ix) 4D -> 236A, 6C (fully charged), 5C, air combo

        x) 4D -> 5C, air combo

        C) Combo enders

        i) Midair opponent -> j.C, 8D

        ii) Midair opponent -> j.2C, j.214C, 8D

        iii) Midair opponent -> j.C, 6D

        iv) Midair or ground -> 2C/3C, 214214D

        v) Midair or ground -> 3C, ODC, 3C, 632146D

        vi) Midair or ground -> (5C), 632146C

        vii) Midair opponent -> j.C

        Ground combo examples

        2A/5A, 5B, 6B, 623C

        5B, 2B, 5C, 623C

        2B, 5B, 6B, 623C

        Air combo examples

        j.B, j.2C, j.B, JC, j.B, j.C (optimized, has a height requirement)

        j.B, JC, j.B, j.C (low proration)

        j.2C, j.B, JC, j.B, j.C

        j.B, j.A, j.B, JC, j.B, j.C (high proration)

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

        Combo theory:

        Conversion off random air hits

        Although converting off random air-to-air hits can be somewhat awkward with Carl, the ability to do so will effectively increase the average damage off air hits by at least 2k while making Carl a bit more threatening in the neutral game.

        Generally, whenever you get an air hit, you want to immediately confirm into a move that'll make it easier to follow up with the rest of the combo. For example, suppose you get a random air-to-air j.A and Ada is nearby. One option you have is to input 8D and mash j.A until they get hit by the shockwave. Although the j.As will have prorated your combo by a substantial amount, the 8D makes it easier to reposition yourself and finish the combo to get a knockdown into oki. If you're high enough to do j.C, 46D and 421D are also good moves for this purpose as they're relatively easy to follow up on.

        Hitstun Scaling

        The combo system in CP received a change in how the game calculates hitstun decay. In CS, hitstun decay was based on the total amount of damage proration accumulated whereas in CP, hitstun decay is now based on time/starter. You can read about this in greater detail on dustloop wiki.

        To put this in brief detail, combos in this game basically have a hard time limit depending on the starter used before the hitstun on all of his moves recede to 1F (barring any yet-to-be-discovered glitches). For Carl, the time limits for his common starters are as follows:

        5A, 2A, j.A, fully charged 6C, throw: 420 Frames/7 seconds

        6A, 5B, 2B, uncharged/partially charged 6C, j.B/C/2C, most of Nirvana’s moves: 600 Frames/10 seconds

        2C: 780F/13 seconds (!)

        Thus, whenever Carl lands a confirm and goes into his combo, he must not only account for how much damage a route might do but also how much time it consumes. Generally, you want to do your combos as fast as the combo will permit without dropping to decrease your chances of going over the time limit. If you feel that you're approaching the time limit in the combo, it's an acceptable decision to end the combo early and finish with a knockdown if you feel that you can't finish the whole combo in time.

        SMP

        Although SMP was existent in CS, its effects are much more pronounced in CP. In Carl’s case, using an SMP move more than once will instantly add 240F to the time elapsed in the combo, causing the hitstun decay in the combo to shoot up. This can lead to overall less damaging combos due to the sharp decrease in time limit.

        Example: Carl does a combo starting with 5B, giving him a 600F limit. At around ~480F, Carl does a second 8D in his combo, triggering SMP scaling. Although he still has a significant amount of time before he would reach his 600F limit, the SMP adds an extra 240F to the timer, making his time elapsed around 720F. Thus, he goes over his time limit and 8D’s usually long untech time becomes 1F as a result, allowing the opponent to tech out immediately.

        Moves with SMP: 6C, 2C, Crush Trigger*, all of Nirvana’s moves

        * Crush Trigger SMP adds 360F to the timer

        tl;dr Avoid SMP whenever you can.

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

        To be added:

        - Ada meter management/recovery combos

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        UB Setups

        Midscreen

        - 2A, 5B, 2B, 5C, 46D, jump, AD, j.ABA, j.2C, j.AA, [j.B+3D]

        - rising j.A, j.2C~j.214C, 2B, 5B, 5C, 46D, jump, AD, j.ABA, j.2C, j.AA, [j.B+3D]

        - 2B, 5B, 6B, 6D, 6C, 5AA, 5B, 5C, 46D, jump, AD, j.ABA, j.2C, j.AA, [j.B+3D]

        - 2B, 5B, 5C, 46D, jump, AD, j.B, j.2C, j.B, j.C, 2B, 5B, 5C, 8D, jump, j.B, j.2C, j.A, [j.C+3D] (character specific)

        - 2B, 5B, 5C, 6D, j.B/C, 5AA, 2B, 5B, 5C, 46D, jump, AD, j.AAAA, j.2C, j.A, [j.C+3D]

        - 6C, 5A, 5B, 5C, 6D, jump, j.B, j.2C, j.B, j.C, 5AA, 5B, 5C, 46D, jump, AD, j.ABA, j.2C, j.AA, [j.B+3D]

        - j.2C~214C, (2B), 5B, 6B, 6D, 6C, 5AA, 5B, 5C, 46D, jump, AD, j.ABA, j.2C, j.AA, [j.B+3D]

        - j.B/C, 2B, 5B, 5C, 6D, j.B, 5AA, 5B, 5C, 46D, jump, AD, j.AAAA, j.2C, j.AA, [j.B+3D]

        - AD, j.B, j.C, 2B, 5B, 5C, 6D, j.C, 2AA, 2B, 5B, 5C, 46D, jump, AD, j.AAAA, j.2C, j.AA, [j.B+3D]

        - 6D, 5A, 5B, 2B, 5C, 46D, jump, AD, j.B, j.2C, j.B, j.C, 2A, 2B, 5B, 5C, 8D, jump, j.B, j.2C, j.AA, [j.B+3D] (character specific)

        - 46D, 2AA, 5B, 2B, 6B, 6D, 6C, 5AA, 2B, 5B, 5C, 8D, jump, j.B, j.2C, j.AA, [j.B+3D]

        - 46D, 2AA, 5B, 2B, 5C, 63214D, *move to other side*, j.2C~214C, 2AA, 2B, 5B, 5C, 8D, jump, j.B, j.2C, j.AA, [j.B+3D] (untested)

        Corner

        - 2A, 5B, 2B, 5C, 46D, neutral jump, AD, j.ABA, j.2C, j.AA, [j.B+3D]

        - rising j.A, j.2C~j.214C, 2B, 5B, 5C, 46D, neutral jump, AD, j.ABA, j.2C, j.AA, [j.B+3D]

        - 2B, 5B, 6B, 6D, 6C, 5AA, 5B, 5C, 46D, neutral jump, AD, j.AAAA, j.2C, j.AA, [j.B+3D]

        - 2B, 5B, 5C, 46D, neutral jump, j.C, 5A, 5B, 2B, 6B, 6A, rising j.B, 6D, AD, j.ABA, j.2C, j.AA, [j.B+3D]

        UB followups

        These assume that your opponent just got hit by the j.B + 3D unblockable. Additional resources (meter and burst/OD) are required for Fermata/OD super enders.

        - 5A+B, (start charging 6C), 46D, Lv2 6C, 5C, 623D, sj.B, dj.B, j.C, 421D, 5C, j.B, j.2C, j.B, dj.B, j.C, 8D, ender (25 heat required, does not work on Amane)

        - 5A+B, backdash, 5C, 623D, sj.B, dj.B, j.C, 421D, 5C, j.B, j.C, 46D, 6A, sj.B, j.2C, j.B, dj.B, j.C, 8D, ender (25 heat required)

        - 5C, sj.B, j.2C, j.B, dj.B, j.C, 46D, j.2C~allecan, sj.B, j.2C, j.B, dj.B, j.C, 6D, 6B, 6A, j.B, j.C

        Corner followups

        - j.2C~Allecan, j.2C~Allecan, j.B, j.C, 623]D[,(land), j2.C~Allecan, j.B, j.C, 46]D[, 5C, sj.B, j2.C, j.B, j.B, j.C, 8D, ender

        - 5A+B, 6B, 6]C[, 623D, 6C (lv2), 421D, 5C, j.B, j.C, 46D, 5C, sj.B, j.2C, 214C, 8D, ender

        - OD, 5A+B, 6B, 6]C[, 623D, 6C (lv2), 421D, 5C, 46]D[, 5C, sj.B, j.2C, j.B, j.B, j.C, 8D, eder (25 meter + OD required while >40% health)

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        Quick and dirty UB setup off fuzzy j.A in CON:

        rising j.A, j.2C~214C, 2B, 5B, 5C, jump, 46D, AD j.Ax4, j.2C, j.AA, [j.B+3D]

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        I jumped straight into casuals as soon as we got the game and haven't had a chance to hit training mode at all yet but I found this while playing:

        cross-up j.2C~j.214C, 2B, 5B, 5C, 6D, 9j.C, 5A, 2A, 5B, 2B, 5C, 46D, jump, AD, j.Ax4, j.2C, j.A, j.A, j.B+3D.

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        I think I improvised something similar to that in one of my netplay matches. It seems that as long as you're aware of combo theory (starters, things that force standing, etc.), it'll be very easy to confirm into a UB setup off most hits.

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        I mentioned it somewhere else I'm sure but the fact that 46D forces standing AND stuns long enough to jump and air dash makes unblockables super easy.

        Back in CSE you needed to combo into 6C or 623C RC and then use one of the few available ways to jump at your opponent. It made the combos really specific where as here you just need to combo into 46D and you're gold.

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        With the short starter on fully charged 6C, it seems that optimizing Lv 3 6C is a bit harder this time around.

        My combo is 6]C[!, 5C, j.B, j.C, 46D, 5C, sj.B, j.2C, j.B, dj.B, j.C, 8D. Anyone have something better?

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        Where do you input the 8D (the clap) in combos ending with j.B, j.2C, j.B, dj.B, dj.C? Is the input timing the same if you start with super jump j.B instead?

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        I don't understand how to setup the unblockable combos completely... When I try to practice them in training mode, the point where the high/low happens, the combo counter is continuing instead of resetting. If I try to go any slower, at best it prevents the opponent from jumping out, but they're forced to block the low, then the high...

        Should I be making a filler combo before I do the UB seup to allow the combo counter to reset?

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        Where do you input the 8D (the clap) in combos ending with j.B, j.2C, j.B, dj.B, dj.C? Is the input timing the same if you start with super jump j.B instead?

        I input the 8D during the dj.B. You should already be holding 8 in order to get the double jump so it should feel fairly natural. Just hold 8, let go of D and press B at the same time and it's usually ideal.

        The timing is very lenient though.

        I don't understand how to setup the unblockable combos completely... When I try to practice them in training mode, the point where the high/low happens, the combo counter is continuing instead of resetting. If I try to go any slower, at best it prevents the opponent from jumping out, but they're forced to block the low, then the high...

        Should I be making a filler combo before I do the UB seup to allow the combo counter to reset?

        You need to make sure that the combo before the reset has enough proration so that the combo drops just before the unblockable happens. This is why unblockable combos are generally very specific because they need to be exactly right.

        Start with 2A, 2B, 5B, 5C (jump cancel), 46D, late air dash, j.Ax4, j.2C, j.A, j.A, j.B+3D.

        You want to hit the j.Ax4 fairly quickly.

        You should be inputting 3D around the same time as the first j.A after the j.2C.

        That combo should leave it so the combo drops just before j.B and 3D connect.

        If it still combos from there, test it without 3D and see if j.B combos in. If it doesn't, you're probably doing 3D too early and it's hitting before the combo resets

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        "Ok... so I know im not crazy. The UB reset refuses to work on Ragna and Kagura there hitboxes are like so close to the ground, if I try to delay the jaa>jb/3D they recover way to fast. However on the other hand if I dont delay it, the ja whiffs clean over there head. How can none of you be having this problem... Id like to know timing, videos preferably of someone catching this on Ragna and Kagura midscreen."

        LMAO!!! Shiro be raging

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        I've actually gotten it to land fairly consistently on Ragna in real matches, Kagura and Relius is the problem for me because their standing hitboxes are really fucking weird. Try delaying the initial jump after the 46D a bit more.

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        I'll sit in the lab to figure something out against Ragna, Relius and Kagura. I feel like it'll just be some adjustments on the timing of a few things.

        On the subject of odd hit boxes... Tsubaki doesn't seem to like 46D air dash j.B, j.2C. I recommend delaying the j.2C so you have time to get closer before you kill your forward momentum with j.2C

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        Is there any way to follow up after 623C without RCing if Nirvana isn't nearby? So far I've just been 22Ding and using Vivace-A and then 2A.

        I'm getting the feeling that it may be possible to summon Nirvana sooner for a practical combo but the timing seems iffy.

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        You can perform 421D on their oki and do Vivace mixups until the fireball is just about to hit them.

        Anyone figure out a real filler combo for Overdrive? I'd rather use it for a real comeback/finisher combo to kill someone rather than completing the combo after it's done or just doing the OD super.

        I figured out a combo at 70%HP that can hit ~5.7k, but it cost 75% heat and your placement has to be C-O-N...

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        Is there any way to follow up after 623C without RCing if Nirvana isn't nearby? So far I've just been 22Ding and using Vivace-A and then 2A.

        I'm getting the feeling that it may be possible to summon Nirvana sooner for a practical combo but the timing seems iffy.

        http://youtu.be/Q32XJu5LPQo?t=21s

        It's rather tricky but if you can do this, there's no reason not to.

        You can perform 236D on their oki and do Vivace mixups until the fireball is just about to hit them.

        Anyone figure out a real filler combo for Overdrive? I'd rather use it for a real comeback/finisher combo to kill someone rather than completing the combo after it's done or just doing the OD super.

        I figured out a combo at 70%HP that can hit ~5.7k, but it cost 75% heat and your placement has to be C-O-N...

        236D isn't a command, did you mean 421D?

        As for OD, I haven't been using it much yet but from the times I've used it, it seems amazingly useful for healing Ada + creating burst-safe combos/mixups. It's definitely something I need to experiment with more. As for OD combos, I don't really do anything specific, just my usual combos. There's probably a lot more I could do in OD that I haven't explored yet.

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        http://youtu.be/Q32XJu5LPQo?t=21s

        It's rather tricky but if you can do this, there's no reason not to.

        236D isn't a command, did you mean 421D?

        As for OD, I haven't been using it much yet but from the times I've used it, it seems amazingly useful for healing Ada + creating burst-safe combos/mixups. It's definitely something I need to experiment with more. As for OD combos, I don't really do anything specific, just my usual combos. There's probably a lot more I could do in OD that I haven't explored yet.

        I play too many games where fireball is 236, lol. I fixed my previous post.

        Yeah I just do regular combos in OD as well. if I have the setup of C-O-D, then I just confirm into 623C, 6D into OD. Early enough to really allow them to figure out that I'm going for a kill combo.

        That UB follow-up combo on the front page, is it possible to do it in a regular combo? I didn't consider filling in more ada attacks before doing super. after the Lv. 2 6C, I just go into a simple jump combo into 8D into super.

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        That UB follow-up combo on the front page, is it possible to do it in a regular combo? I didn't consider filling in more ada attacks before doing super. after the Lv. 2 6C, I just go into a simple jump combo into 8D into super.

        The UB followup combo is a regular combo albeit a rather hard one. I actually don't even know if it works in OD lol. (Sorry for the delayed response btw)

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        My doll is dead, I'm midscreen, I hit with 5B, and I have full 100 heat. What's the most damaging combo I can do here?

        I can't figure out anything too much better than the standard 50 heat cantabile rapid combo. 2800~3000 was the most I could get.

        Cantabile > Rapid (before launch) > CT works, but I don't think that's very useful.

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        Your main concern when Ada is down is to stall for time, not so much to do damage.

        Mid screen I don't see to much option past the standard 623C > RC > 5C > j.B > j.2C > j.B > dj.B > j.C or j.214C. In the corner you obviously have more options.

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        I ask because I was in that situation when my opponent was at low life. I feel like I could have killed him, but I couldn't decide what combo to do.

        Are there any solo combos similar to the Tager-only one in Can't Stop the Beat? That one doesn't do much damage, but it sure stalls for time.

        (This is the one I'm talking about www.youtube.com/watch?v=Q32XJu5LPQo&t=1m02s)

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        I had a combo in CSEX on Tager and Hakumen that was something like [5B, j.2C, j.B, j.C] x 2, 2B, 3C. Did something like 3 meterless, maybe it'll work in CP? I'll test it out when I get home.

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        I'm still struggling to wrap my brain around this character, but I noticed there isn't anything in this thread about combos off of raw Nirvana hits. I saw Dio do these in some of the videos. They're easy to execute too:

        off Con Fuoco midscreen

        lv2 6C, 5B, j.B, dj.B, dj.2C, djC

        off Volante hit

        6B, 6A, (optional 22]D[), j.B, dj.B, dj.2C, dj.C

        You might be able to fit a clap in there if you're able to move Nirvana during the air portion of the combos. I haven't tested this. Does anyone have anything better or something more damaging for the corner.

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