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[CP] µ12: Combo Index

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overdrive stuff, ]od[ meaning when you lose OD, ODomo is for Overdrive Omohikane, ODC is overdrive cancel

Was looking for alternative, more stable/easier combos than the ones I had previously listed.

2b 3c ODC 2c 5c 5d 2d SoD max dash ODomo (4206) requires like <40% hp

2b 3c ODC 2c 5c 5d 2d SoD max 214d dash ]od[ 6a 6b 5d Omo (4721) requires like <30% hp

compared to

2b 3c OD 2c 5c 6c 2d 7jc ad j.b j.c j.2c j.214d dash omohikane = 4401 (requires <54% hp)

2b 3c OD 2c 5c 6c 2d 7jc ad j.b ]d[ j.c j.2c j.214d dash 2d j.b ]d[ j.2c j.214d dash omohikane= 5733 (requires <12% hp)

I was looking for something for when you're too far for 3c ODC 2c etc.

2b 3c ODC dash 6a 6b 6c 5d 2d SoD max dash ODomo (4225) when further away, at 30% hp

2b 3c ODC dash 6a 6b 6c 5d 2d SoD max 214d dash ]od[ omo (4254) and requires like 20% hp so just do above one

2b 3c ODC dash 6a 6b 6c 5d 2d SoD max 214d dash ODomo (4805) requires like 10% hp

Looking at other starters...

midscreen throw 5c ODC 5c 6c 2d 7jc airdash j.b ]d[ j.2c j.214d dash ]od[ omo 4155, needs 67% hp

midscreen throw 5c ODC 5c 6c 2d 7jc airdash j.b ]d[ j.2c j.214d dash ODomo 4715, you get od super from 53% hp and lower

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Aren't most of her OD combo's very situational seeing that your combo will very likely get ruined if there are already set steins? There are not many times when i don't have any steins on the field

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Aren't most of her OD combo's very situational seeing that your combo will very likely get ruined if there are already set steins? There are not many times when i don't have any steins on the field

Good situations to use an OD combo include following a Habakiri Corner mixup into DP RC and following 236d Oki midscreen.

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Even without considering the steins, I feel like Mu's OD combo potential is already pretty situational. Might have to do with the playstyle though, at first I wasn't using the 214d nor 236d a lot due to the changes, but I'm slowly integrating them to my options, and that opens up these OD combos. However I don't think it has to do as much with being a new mechanic, I tend to do OD combos a lot more on the other characters I play.

I was looking for some corner OD combos initially, because that's one place where I usually use 214d to extend pressure and then go into a mixup, and its where I'll want to seal their burst and boost my damage. I haven't found practical combos that make good use of the resources, but if anyone does, I'd really like see some OD combos off throw and 6b in the corner, that actually do good damage.

Like, I found these (corner) :

6b 6c ODC dash 5c 2c sj.2c j.5d 2b 5c 2c sj.2c j.5d 2b 5c 2c sj.2c 3c Omohikane (4723) but it requires really low HP, I mean you can cut it short

6b 6c ODC dash 5c 2c sj.2c j.5d 2b 5c 2c sj.2c 3c Omohikane (4352) where you need like half hp to keep the whole thing in OD. I just don't feel like there could be something much better...

or like (corner) :

throw 5c ODC 5c SoD 6a 6b 5d Omohikane (4540) which works at like 70% hp.

These combos still do more than their non-od 50% meter versions. Maybe I'm just expecting too much lol.

I did find a nice setup to punish rolls :

corner j.2c knockdown j.5d

2b 5c 2c 5[d] j.c j.2c 3c 214d 6b 2d SoD 6a 2c j.2c (3.9k)

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Aren't the best OD corner combos off of an early combo'd Tsunugui RC?

Granted if you're trying to seal their burst, they'll likely burst prior to you landing the DP.

Also need to find out how much meter 5/2B 5C Tsurugi 5C 6C 5D DP RC OD 6A ]5D[{5D ]5D[ 4D 214D}x4 j2C 2C OD.Omo needs to start. I know you can do it from 50% hp and its like 6-7k or something.

Edited by Runis

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^I'm glad people are finally talking about DP RC OD combos. I was going to ask if there was an easier way to enter them, and the 6A 5D route seems to be the way to go. I was trying to do them with "...6C 4D DP RC dash 2C" but it had so many awkward delays.

Anyway, 75 meter is a safe place to ensure the 50 meter for OD Omoikane. Ex: 70% HP - 2B 5C SoD (dash) 5C 6C 5D DP RC OD dash 6A [5D 4D 214D]x2 double jump j2C OD Omoi (5.5k, 6.5kish for 5B starter). You can add more reps for lower HP levels but 4 seems to be max due to combo timer. Unless there's a secret to doing the reps I don't know.

corner j.2c knockdown j.5d

2b 5c 2c 5[d] j.c j.2c 3c 214d 6b 2d SoD 6a 2c j.2c (3.9k)

This is a godsend for catching rolls. Speaking of charged steins in combos, I've started going into the charge stein route in corner bnbs and then ending in j2C for more steins on their oki. Gives up some damage as opposed to blowing up the steins but you can make some really hard to see mixups with 2-3 steins + 214D afterward. Example: 2B 5C SoD dash 2B 2C sj2C jD 2B 5C 2C 5[D] jC j2C 3C ([D] hits), jump, (delay) j2C. Can end with j5D, charged steins, safejump setups, whatever you want really.

Edited by Zeromus_X

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Almost 14K on tager:

SoD(Full)(FC)>5D>jODc>214D>5D4D>214D>4D>214D>4D5D>214D>4D>214D>5D>214D>5D>214D>4D>wait>632146D>632146C

edit: oops, that was the lower damage one, here is the right one:

SoD(Full)(FC)>5D>jODc>214D>4D5D>214D>4D5D>214D>4D>214D>4D>214D>4D5D>214D>4D5D>214D>4D5D>Slightly Delayed 632146D>632146C

The trick was to get both 4D and 5D bombs to hit tager.

Edited by someonewhodied

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Here's my 6c5d confirm

6c FC (midscreen) > 5[D] > 66~6a > 5c > ]D[ > 5[D] > j.b > j.c > j.2c > j.5[D] > ]D[ otg > 66~5c > 2c > ]D[ > 5[D] > j.c > j.2c > 3c > 214d> ]D[ > 214]D[ > j.2c = 4813/34

I have a problem with this combo :

For 66~5c > 2c > ] d [ it's so fast, the ] d [ don't hit before recovery.

So i add 66~2b > 5c > 2c and the ] d [ hit but after, the opponent tech between the jc > j2c.

Have you a solution please?

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Hey sorry to ask this of the Mu-12 players cause I've been wanting to sit with the character a bit, what are her mid screen bnb and corner bnb I should know? The first post looks a little incomplete and there's a little to much information for me to sort through in this entire thread.

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Have you tried the second post?

This character has lots of different combos that do similar damage but are difficult for different reasons so just try them out and do those you're comfortable with.

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Would it be possible to get the first post updated at some point though? While I understand that you guys have IRL obligations and such, the game has been out for a few months, and it looks a little lacking. Plus, there's a couple mistakes as well, like two corner sections, and the resourceless combos use OD.

For someone coming in to these boards looking for combos or whatev, it's kind of unnecessary for them to dig through a bunch of posts to find relevant info.

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Would it be possible to get the first post updated at some point though? While I understand that you guys have IRL obligations and such, the game has been out for a few months, and it looks a little lacking. Plus, there's a couple mistakes as well, like two corner sections, and the resourceless combos use OD.

For someone coming in to these boards looking for combos or whatev, it's kind of unnecessary for them to dig through a bunch of posts to find relevant info.

Done.

And yes that is all the relevant combos.

I didn't post obscure character specific combos or really hard combos because they're impractical and unrealistic (triple full bomb off N starter).

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Played around in training mode a bit

3c CH CT 6a 6b 6a 2c sj.2c 2b 5c 6c 2d SoD 2b 5b sj.2c 4588 (when close enough to the corner)

3c CH CT 6a 6b 5c 6c tachi j.2d abdc j.c j.2c 3c sj.2c 4397

Safejump stuff:

midscreen throw 2b 2c sj.2c 2b 6a 6c 5[d] jc j.b beats 9f reversals, but won't work on Kagura

use throw 2b 6a 6b 6c 5[d] jc j.b instead to safejump his dp

corner throw 5c SoD 6a delay 2c 6c 5[d] 7jc j.b beats 9f reversals, and crosses up but keeps you in the corner. looks funny, dunno how effective.

For midscreen, it's kind of hard to see what setups beats which reversals, because of the characters' different hurtboxes, you can't hit them at the same heights with 6b, so the resulting safejump has a different timing...

also, corner combo ending in 6b 5d j.a j.b j.c dj.c j.2c land jump j.b/j.c is also a safejump against 9f reversals. It would be possible to get a better safejump with the sj.2c and single jump height j.c j.2c enders, but you'd have to delay the jump and I can't find something to make it consistent. Most people delay tech and these don't work on that, but they still have their uses.

unless I made a mistake, 9f and more reversals : ragna DP, litchi DP, jin DP, tsubaki DP, makoto DP, azrael DP, bullet DP, most reversal supers

less than 9f : Makoto, Arakune, Hazama, Noel, Izayoi, Taokaka supers, Kagura flash kick.

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Midscreen

(crouch opponent)5c > 6c > tachi > j2d > BCD > jc > j2c > 66 > 3c > ]d[] > j766 > jb > jc > j2c > j214d > 66 > 6a > 5c > 2c > jc > j623c (4074/ 29/ 0 stein)

6b > 6c > tachi > j2d > BCD > jc > j2c > 66 > 3c > ]d[ > j766 > jb > jc > j2c > j214d > 66 > 6a > 5c > 2c > jc > j623c (3185/ 22/ 0 stein)

Midscreen/75% life

(crouch opponent) 5c > 6c > tachi > j2d > BCD > jc > j2c > jOD > 66 > 3c > ]d[ > j766 > jb > jc > j2c > j214d > 66 > 6a > 5c > 2c > jc > j623c (4303/ 30/ 0 stein)

6b > 6c > tachi > j2d > BCD > jc > j2c > jOD > 66 > 3c > ]d[ > j766 > jb > jc > j2c > j214d > 66 > 6a > 5c > 2c > jc > j623c (3392/ 24/ 0 stein)

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Was looking for some anti Kokonoe stuff, but the combos work on everyone, so I'll post them here. If anyone has better stuff, please share.

Midscreen SuperBall or midscreen/corner Teleport, same combo

dash 5b CH 6b 6c bnb

Corner Super (on 5c 6c stuff, barrier block to be safe)

5c SoD dash 2b 5c 2c j.c j.2c 2b 6a 6b 5d j.a j.b j.c dj.c j.2c (4348) if you don't have meter or don't want to spend it

5c 6c CT dash 5c 2c sj.2c 2b 6a 6b 2d SoD dash 6a 2c sj.2c (4986) if the following ones are too hard

5c 6c CT dash 5c 2c sj.2c j.5d 2b 5c 2c 5[d] j.c j.2c 3c j.2c (5117)

5c 6c CT dash 5c 2c sj.2c j.5d 2b 5c 2c 5[d] j.c j.2c 3c 214d Omohikane (5984)

SuperBall isn't that fast, so you can safejump it like most reversal, here are some ideas :

corner

throw 5c 2c j.b j.c dj.c j.2c land, falling j.b

6b 6c SoD 6a 5c 2c j.b j.c dj.c j.2c land, falling j.b

2b 5c SoD 5c 2c j.c j.2c 2b 6a 6b 5d j.a j.b j.c dj.c j.2c land, falling j.b

also, if you hit 2b when landing you'll beat backdash, not good vs teleport though, you'd have to wait and 5b, so be alert

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I have a problem with this combo :

For 66~5c > 2c > ] d [ it's so fast, the ] d [ don't hit before recovery.

So i add 66~2b > 5c > 2c and the ] d [ hit but after, the opponent tech between the jc > j2c.

Have you a solution please?

Late reply, been working with it. I find it easier to do 6c FC (midscreen) > 5[D] > 66~6a > 5c > ]D[ > 5[D] > j.b > j.c > j.2c > j.5[D] > ]D[ otg > 66~j.c > 6a > 2c > ]D[ > 5[D] > j.c > j.2c > 3c > ??? (depends on spacing) > j.2c = 4.6k

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So, since I don't know when I'll actually get around to editing the video, here are my the notations for everything I've recorded. Feel like this should at least be an available resource for people wondering how to combo on X move. I sometimes put several combos down for a similar starter, with a note explaining why you'd chose one over the other. The damage is usually pretty similar, so it also comes down to personal preference, maybe you're more comfortable doing the less optimal ones. You can also change around the routes, I mean the midscreen charged stein one works on almost any starter, just requires few hits before 6c, but there are ranges where it's really unstable too. Don't worry, I'm not stealing combos, I'll give credit to those who posted them here too.

oh yeah and if you guys know of something better or that I did wrong, let me know!

BAD STARTERS

CA RC 6a 6b 6c

MIDSCREEN

DP RC 5c 6c tachi j.5d abdc j.c j.2c 3c j.2c (SoD)

5a AA 6a 6b 5c 6c tachi j.2d abdc j.c j.623c 2862 - damage

5a AA 6a j.b j.c j.2c 2b 5c 6c 2147 - knockdown

5a AA CH 5c 6c tachi j.2d 3c j.2c 2595 - only at perfect height

5a AA CH 2c sj.2c 2b 6a 6b 6c 2347 - when too high for 5a 6a

2a 6a 2b 2c 5c SoD 1901

2a 2b 5c 6c tachi j.2d abdc j.c j.2c 3c j.2c 2525 - crouching

2a 6a 2b 2c 5c 6c 5d SoD 2170 - crouching, but too far

2a 2b 3c RC 6a 6b 5c 6c tachi j.2d abdc j.c j.623c 2857 - damage

2a 2b 3c RC 6a 2c sj.2c 2b 6a 6b 6c 2586 - knockdown

2a 2b 3c RC 6a 2c sj.2c 2b 6a 6b 6c omo 3386 - 100 meter

throw 6a 6b 5c 6c 2786 - easy

throw 2b 2c j.2c 2b 6a 6b 6c 2968 - harder (also backthrow and airthrow)

throw 5c 6c tachi j.5d 5b 6a j.2c 3139 - character specific

throw 5c 2c j.2c 2b 6a 6b 6c 3210 - hardest

j.a j.c j.2c 2b 5c 6c 1761 - rising j.a

j.a CH j.a j.c j.2c 2b 5c 6c 1761 - falling j.a

j.a CH 2c j.2c 2b 5c 6c 1867? -falling j.a, different hitconfirm

same combos for d, 236d, 214d

CORNER

2a 2b 5c SoD 6a 6b 5d DP 2433 - close

2a 6a 2b 2c 5c SoD 5c 6c 2d DP 2674 - farther SoD

2a 2b 5c 6c SoD 6a 6b 5d DP 2588 - crouching

2a 2b 2c 5c SoD 2b 6a 6b 5d DP - alternative

j.a j.c j.2c 2b 6a 6b 5d SoD 2d sj.2c

5a AA 6a 6b 2d SoD 6a 2c sj.2c

5a AA 6a 2c sj.2c j.5d 2b 5c 2c j.c j.2c

throw 6a 6b 2d SoD 6a 2d sj.2c 3268

throw 5c 2c sj.2c j.5d 2b 5c 2c j.c j.2c 3311 - character specific

airthrow 6a 6b 5d SoD 5c 214d 6c tachi j.5d abdc j.c j.623c 37??

OVERDRIVE

2a 2b 3c ODC 2c 5c 6c 2d 8jc adj.b j.2c j.214d omo (4.4k)

2a 2b 5c ODC 5c SoD 5c 6c CT omo (4.2k) - corner

throw 5c ODC 5c 6c 2d j.b j.2c j.214d omo 4715

throw 5c ODC 5c SoD 5c 6c CT omo 4805 - corner

2a 2b 3c ODC 6a 6b 5d omo 3320 - 100% hp

2a 2b 3c ODC 2c 5c 6c 5d omo 3422 - 100% hp

NORMAL STARTERS

6b 6c tachi j.2d abdc j.c 2b/5b 5c 5[d] j.b j.c j.2c j.5[d] ad j.c 66a 2c sj.b j.2c - corner carry, far, farther, amane, anti air on ragna, 5b CH 6b on koko, 5ch, also one with 2b after 6b

6b 6c tachi j.4d abdc j.c j.2c 2b 2c sj.c j.b j.c j.2c - stable alternative 1

6b 6c tachi j.2d abdc j.c j.2c 3c airdash j.b j.c j.c - stable alternative 2

2b 3c RC 6a 6b 5c 6c tachi j.4d abdc j.c j.2c 3c j.2c - RC combo

6b 6c tachi 2b 2c j.2c 2b 5c 6c 2648 - sideswap

5c CH 6c tachi 5b 6a 6b 5c 2c j.c j.2c 3770 - sideswap 1

5c CH 6c tachi 5b 2c j.2c 2b 6a 6b 2d SoD 3614 - sideswap 2

2c CH ad j.c j.2c 2b 2c sj.2c j.5d 2b 5c 2c sj.2c 3300 - corner proximity

2c CH ad j.c j.2c 2b 5c 6c tachi j.4d abdc j.c j.2c 3c j.2c 3400 - standard

2c CH ad j.c j.2c 2b 6a 6b 5c 6c 5d SoD 3c j.2c 3623 - low height, corner prox

2c CH j.c j.2c 2b 6a 6b 6c tachi j.4d abdc j.c j.2c 3c j.2c 36xx - low height

3c CH 2c 5c 6c tachi j.2d abdc j.c j.2c 3c j.b j.c j.2c 3520

6a air hit 2c j.2c 2b 2c sj.c j.b j.c j.2c 2b 5c 6c 5[d] - safejump

j.c 5c 6c tachi j.4d abdc j.c j.2c 2b 2c sj.c j.b j.c j.2c 3490 - too far for 6a

j.c 6a 6b 5c 6c tachi j.4d abdc j.c j.2c 3c j.2c 3636 - standard

j.b j.c j.2c 2b 2c sj.c j.b j.c j.2c 2b 5c 6c 5[d] - corner proximity

j.b j.c j.2c 2b 5c 6c tachi j.4d abdc j.c j.2c 3c j.2c - elsewhere

SoD CH 5c 6c tachi j.6d abdc 3c ad j.b j.c j.2c 3905 - from far

SoD CH 6a 6b 5c 6c tachi j.4d abdc j.c j.2c 3c j.2c 42?? - close, character specific

6c CH 5d 5c 2c :ad j.c j.2c 2b 2c sj.cbc2c 2b 6a 6b 5d DP 42?? - burst safe

6c CH 5d 6a 5c 5[d] j.b j.c j.2c ad j.c 6a 2c 5[d] j.c j.2c 3c j.2c 463? - good dmg

6c CH 5d tachi j.6d abdc j.c 5b 5c 5[d] j.b j.c j.2c j.6[d] ad j.c j.2c 3c 214d j.2c 4.3k - easier

6c CH SoD max 2c ad j.b j.c j.2c 2c ad j.b j.c j.2c 2b 6a 6b 5d 623c 4666 - close only

tachi 5b 6a 6b 6a 2c j.2c 2b 5c 6c 35xx - sideswap, safejump

tachi 5d abdc j.c j.2c 2b 2c sj.cbc2c 2b 5c 6c 35xx - no sideswap, safejump

j.2c 2b 5c 6c tachi j.2d abdc 3c j.b j.c j.2c 29xx - standard

j.2c 2b 5c 6c tachi 2b 2c sj.cbc2c 29xx - sideswap 1

j.2c 2b 5c 6c tachi 5b 2c j.2c 2b 5c 6c 29xx - sideswap 2

CRUSH TRIGGER

3c CH CT 6a 6b 6a 2c sj.2c 2b 5c 6c 2d SoD 2b 5b sj.2c 4588 - corner prox

3c CH CT 6a 6b 5c 6c tachi j.2d abdc j.c j.2c 3c sj.2c 4397 - midscreen

CT crush 6b 6c tachi j.2d abdc j.c 2b/5b 5c 5[d] j.b j.c j.2c j.5[d] ad j.c 66a 2c sj.b j.2c - standing

CT crush 5c 2c 6c tachi j.2d abdc j.c 2b/5b 5c 5[d] j.b j.c j.2c j.5[d] ad j.c 66a 2c sj.b j.2c - crouching

CT hit 6a 6b 5c 6c tachi j.4d abdc j.c j.2c dash 3c j.2c 3933

SUPER (just showing potential super, and CT super enders, for max dmg)

5b 5c 3c RC 6a 6b 5c 6c tachi j.4d abdc j.c j.2c 3c omo 4809

5b 3c RC 5c 6c tachi j.6d abdc j.c j.2c 3c j.b j.c j.2c 3c omo 4487

2c CH j.c j.2c 2b 6a 6b 6c tachi j.4d abdc j.c j.2c 3c omo 4322

2c CH ad j.c j.2c 2b 5c 6c tachi j.4d abdc j.c j.2c 3c CT omo 4296

OVERDRIVE

2b 3c ODC 6a 6b 5c 6c tachi j.4d abdc j.c j.2c 3c j.2c 3.1k - 100% hp

2b 3c ODC 2c 5c 5d 2d SoD max 214d ODomo - easiest, 30%hp

2b 3c ODC 2c 5c 6c 5d 2d j.5d j.214d 6c 5d omo 4300 - 54%hp

2b 3c ODC 2c 5c 6c 5d 2d j.5d j.214d 6c 5d od omo 5101 - 23%hp, character specific

2b 3c ODC 6a 6b 6c 5d 2d SoD max 214d ODomo 4805 - 11%hp, easier

2b 3c ODC 2c 5c 6c 2d 7jc ad j.b ]d[ j.c j.2c j.214d dash 2d j.b ]d[ j.2c j.214d dash omo 4919 - 11%hp, hard

CORNER

2b 2c 5c SoD dash 5c 2c j.c j.2c dash 2b 6a 6b 5d j.a j.b j.c dj.c j.2c 3762 - safejump

2b 5c SoD dash 6a 5c 2c sj.2c j.5d 2b 5c 2c 5[d] j.c j.2c 3c j.2c 3789 - 2 steins

2b 5c SoD dash 6a 5c 2c sj.2c j.5d 2b 5c 2c 5[d] j.c j.2c 3c 214d 6c (5d DP) 4068 - max dmg

2b 5c SoD 5c 2c :j.b j.c j.2c j.5d 2b 5c 2c j.c j.2c - burst safe

burst block version of above

2b 5c SoD 5c 2c j.2c 2b 5c 2c sj.2c j.5d 2b 5c 2c j.c j.2c 3675 - easier

2b 5c SoD 5c 2c j.2c 2b 5c 2c sj.2c j.5d 2b 6a :2c j.c j.2c 35xx - catch roll, dp whiff

6b 6c SoD 6a 5c 2c sj.2c j.5d 2b 5c 2c j.c j.2c 3301

j.c j.2c 2b 5c 2c sj.2c j.5d 2b 5c 2c 5[d] j.c j.2c 3c 214d 6c 38?? - no steins

j.c j.2c 2b 5c 2c j.2c 2b 5c 2c sj.2c j.5d 2b 5c 2c j.2c 3500 - 1 stein

j.b j.c j.2c SoD 6a 5c 2c sj.2c j.5d 2b 5c :2c sj.2c 33xx?

2c CH j.c j.2c SoD 6a 5c 2c sj.2c j.5d 5b 6a :2c sj.2c 38xx? - far&high hit

5c 6c SoD 6a 6b 5b 2c sj.2c j.5d 2b 5c 2c j.c j.2c 4??? - air hit

CRUSH TRIGGER

5c 6c CT SoD 5c 2c sj.2c j.5d 2b 5c 2c 5[d] j.c j.2c 3c 214d j.2c 5308 - koko superball

CT crush dash 5c SoD dash 6a 5c 2c sj.2c j.5d 2b 5c 2c 5[d] j.c j.2c 3c 214d 6c 3977?

CT hit 5c 2c sj.2c j.5d 2b 5c 2c 5[d] j.c j.2c 3c 214d 6c 4338 - safejump

CT hit 5c SoD dash 5c 2c j.c j.2c dash 2b 6a 6b 5d j.a j.b j.c dj.c j.2c 4494 - 1 stein

SUPER

6b 6c CT SoD 6a 5c 2c sj.2c j.5d 2b 5c 2c j.c j.2c 3c omo 4681

(6b) 6c CH 4[d] SoD dash 2c CT 5c 2[d] j.b j.c j.2c j.214[d] omo 7114

OVERDRIVE

6b 6c 5d DP OD 66a (5d 4d 214d)x4 sj.2c 3c omo 5318 50% hp

6b 6c 5d DP OD 66a (5d 4d 214d)x4 sj.2c 3c omo 43% hp 74 meter, 5878 dmg

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Midscreen:

2b > 3c > RC > 6a > 6b > 6c > tachi > j6d > ABDC > jc > j2c > 66 > 2b > ]d[ > 5c > 2c > HJC > jb > jc > 623c (3286/ 13/ 1 stein) RC combo

5c CH > 6c > tachi > j4d > ABDC > jc > j2c > 66 > 2b > 2d > jb > jc > j2c > j6d (3355/ 24/ 3 steins)

5c CH > 6c > tachi > j2d > ABDC > jc > j2c > 66 > 3c > ]d[ > j766 > jb > jc > j2c > j214d > 66 > 6a > 5c > 2c > jc > j623c (4074/ 29/ 0 stein)

Overdrive:

5c CH > 6c > tachi > j2d > ABDC > jc > j2c > jOD > 66 > 3c > ]d[ > j766 > jb > jc > j2c > j214d > 66 > 6a > 5c > 2c > jc > j623c (4303/ 30/ 0 stein) 75% hp

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Midscreen tachi counter?

https://www.youtube.com/watch?v=9P8r6coUpz4

SoDLV2 Fatal or 3C counter?

https://www.youtube.com/watch?v=TZG5J-ftldk

Same combo, different start to it.

Joke Fatal Loop

https://www.youtube.com/watch?v=tTB1CxoSWxw

Edited by someonewhodied

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Yo C0R, what does "HCA" mean in the first post of the combo thread? I'm guessing it means you can't use a certain number of normals after the starter for the combo to work, but I don't see an explanation in the OP.

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Seems i'm having trouble with throw/airthrow? : dash 5b 2c j.2c 2b 6a 6b 6c

I can get it more often on the ground then the air, but geez, it's a pretty tight combo.

I can never dash and do 2b in time and when i do i can only get the 6a to connect ever so often.

Edit: i can kinda get it now. it just depends on how fast i can do j 2c and the dash command.

Edited by Loryuo

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Seems i'm having trouble with throw/airthrow? : dash 5b 2c j.2c 2b 6a 6b 6c

I can get it more often on the ground then the air, but geez, it's a pretty tight combo.

I can never dash and do 2b in time and when i do i can only get the 6a to connect ever so often.

Edit: i can kinda get it now. it just depends on how fast i can do j 2c and the dash command.

imo i find it much more reliable to use airthrow dash 2b 2c (s)j.2c 2b 6a 6c 5d SoD. because the tight part is not j.2c or 2b but an almost perfect spacing of the 5b (as close as possible) to make to combo work

Eventhough you are losing out on some damage 3221 vs 3109

Edited by bakahyl

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I find the 2B version the most consistent. Make sure you hit them as low as possible with 2B, super jump immediately for the j2C, and dash in as deep as possible for the followup 2B. Depending on the character's hitbox (Jin and Kokonoe can be tricky iirc), you may have to dash in a bit deeper for the second 2B, but it should work on everyone. If I'm not confident I can hit the dashes due to lag or character hitbox, I just dumb down the combo to throw > dash 6A > 6B > 5C > 6C > oki/SoD for 3k.

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Oops, i thought we were talking only about her airthrow version of that combo in which hitting 5b properly was the hard part and i replaced that with 2b. The ground version is still imo very easy with 5b and it can be even done with 6a as well

edit: using that ground throw combo with 6a instead of 5b does slightly more damage 3264 vs 3221

Also when i am not confident due to lag when playing online, i simplify my airthrow combo with airthrow 2b 6a 6b (optional 5c. does not work if you were too far ) 6c 5d SoD, which still 2807 (or 2990 with the optimal 5c)

Edited by bakahyl

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