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someonewhodied

[CP1.1] V-13 Combo Thread

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  • OLD COMBOS STILL WORK. This thread will hold both combos from both pre-patch and post-patch.
  • I will put a * next to combos that don't have their damage/heatgain values yet but have been tested to work.

 

 

BBCP_Header_Combo_Thread.png

BBCP_Info_Bar_c01.png

Notation:
[table]
>Cancel
|>Link After landing from Aerial Move
jJump
djDouble Jump
sjSuper Jump
ADAir Dash
IADInstant Air Dash
jcJump Cancel
sjcSuper Jump Cancel
CHCounter Hit
FCFatal Counter
RCRapid Cancel
[ ]Hold Input
(N)Attack must deal N amount of hits
[???] xNRepeat ??? N amount of times
DMGDamage
CTCrush Trigger[/table]

Combo Format

The combos are written in this format:

[starting Form] Combo (Damage, Heat gain/Heat used)

Easy BnBs

[Dia] 2B > 6B > 5C > 3C > 236D (1703, 12/0)

 

[Luna] 2B > 6B > 5C > 236B > 22A > 5DD > 4DD > 236D (2446, 17/0)

 

[Dia] 5DD > 4DD > 236D (1333, 9/0)

 

[Luna] 5DD > 236B > 22A > 5DD > 4DD > 236D (2041, 14/0)

 

[Dia/Luna] Anti Air 6DD > 2DD > jDD > j2DD > djDD > dj2DD > dj214D(2051/2463, 14/17/0)

 

[Dia] Throw > 6DD > 2DD > jDD > j2DD > djDD > dj2DD > dj214D(2644, 23/0)

 

[Luna] Throw > 6DD > 2DD > jDD > j2DD > djDD > dj2DD > dj214D(2895, 20/0)

 

General Combo Info

All 2B starter combos can be done with 6B Starter.

All 6B Starter Combos can be done with 5C starter.

j.ODc and ODc are different. j.ODc is cancelling jump startup with an OD to extend duration.

 

 

CHARACTER SPECIFIC COMBOS CHART (If you can make sense of it. I wrote it in my own shorthand but there is a key above to help people try to understand it)

 

BBCP_Info_Bar_c02.png

Mid-screen:

A normal

 

  •  

B normals

 

C normals

 

  • *[Luna]5C(FC)>236B~22A>delay 5DD>66>5A>3C~22A>6A>4B>2DD>214D>665C>2C>623C

 

Drives

 

  • [Luna]5DD/4DD>236B~22A>3C(1)>236D~C~22A>6A>9j.C>j.2C>2DD>214D~22A>214D~22A>662DD>623C>2366D (3008, 21/0)
  • *[Dia]4DD~22A>2A>6B>5C(2)>236B~22A>5DD>236D
  •  

 

Specials

 

  •  

 

Throw

 

  •  

 

Air Throw

 

  •  

 

BBCP_Info_Bar_c03.png

Corner:

A normal

 

  •  
  •  

 

B normals

 

  • *[Luna]6B>5C>236B~22A>236D~22A>5DD>214D>66A>2147D>6A>6C>236D>66B>236C>6A>623C

 

C normals

 

  • *[Luna]5C(Rollpunish)>2C>6C>CT>236D>66B>214D~22A>214D~22A>236C>5C>2C>623C>3C

 

Drives

 

  •  

 

Specials

 

  •  
  •  

 

Throw

 

  • *(Near Corner)[Luna]BC>214D~22A>236D~C~22A>6A>5C(4)>6C>236D>236C>6A>623C
  •  

 

Air Throw

 

  •  
  •  

 

overdrive4.png

Overdrive Combos:

A normal

 

  •  
  •  

 

B normals

 

  •  
  •  

 

C normals

 

  •  
  •  

 

Drives

 

  •  
  •  

 

Specials

 

  •  
  •  

 

Throw

 

  •  
  •  

 

Air Throw

 

  •  
  •  

 

 

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-Theory Post-

 

I'll post stuff here that isn't sorted yet.

 

[Dia]4B>2147D>3C>236D~22A>5DD>214D~22A>214D~22A>2DD>6C>236C>6A>623C

 

New Links and combo sections:

 

214D~22A>214D (Either Mode)

X>[Dia]2147D>3C~22A6B>2C>2147D>6A>Ect

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Nu's Astral has changed to a strike move which means you can combo into the move.

 

Here is a list of all that combos into Astral.

 

Midscreen (Grounded enemies)

  • 6A (CH only)
  • 6B (CH only)
  • 4B (CH close only)
  • 5C (close only, any hit)
  • 2C (close only, any hit)
  • [Dia] 3C (mid/close, any hit)
  • 6C (CH close only, any hit)
  • 4DD (close only)
  • j2C (CH only)
  • [Dia] 236DC>22A (CH only) Note: will catch opponent if they fly behind Nu
  • [Dia] 214DC (CH only)
  • [Luna] 236D (close only)
  • [Luna] 214D (close only)
  • [Luna] 214X

Midscreen (Airborne Enemies in a Combo)

  • 6A
  • 5C
  • 2C
  • 3C
  • 2DD
  • 4DD
  • [Dia] 236DC > 22A
  • 214A
  • 214A > 5DD/6DD/2DD
  • 214B/C > dash 5DD/6DD/2DD
  • [Luna] 214D

 

Corner

  • 6A (air only)
  • 6C (air only)
  • 214D
  • 236C
  • 5C (air also)
  • 5DD (close only, air also)
  • 4DD (close only, air also)

Will Not Work Anywhere

  • 5A
  • 2A
  • 5B
  • 2B
  • jA
  • jB
  • 236B
  • 236B > 22A
  • 236D
  • 236D > 22A

People with low health must Tech Luna 236D.

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http://www.nicovideo.jp/watch/sm23560523 1.1 Nu-13 OD combo (double calamity) 8500

pretty "standard" combo except that it uses crush trigger (so wasting 25% heat and gaining it again before double calamity)

[corner] [Luna] [FATAL] A-gravity > CT > Cavalier > FL > OD > 6A > 5C > Sickle > FL > 2C > 5C > 4B > 2DD > Calamity > 3C > Calamity (8504 dmg, 100% heat)

can we do more from this ?)

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Maybe this has been posted before, I dunno.

 

236D oki (blocked) --> dashing 3C[1] - 214D - (dashing)5DD - 2DD - 4B - dashing 623C - dashing 6DD - 2DD - 6C - 236A

                                     If spacing is whacky: 5DD - delayed 6DD - delayed 2DD - 4B - dashing 623C - dashing 6DD - 2DD - 6C - 236A

 

Both deal around 2.4k, gaining about 18 heat. Sets up for more oki, great carry. Dashing 3C is mostly unexpected and if blocked, you're still +0 because of 214D.

Overheat and I used this setup back in CSEX, alongside 236B. Trying to find stuff that could resemble it, rather than relying purely on dash - jump - X or a simple blockstring.

 

Maybe this should go to the gameplay section though

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Not quite sure if this part goes in Gameplay, I don't post much, but I did a bit of experimenting, and you can combo from a 2DD into a 6DD and back into a 2DD, and so I've based a few combos around gravity seed plus this.

 

All combos start in Luna Forma

If spacing permits, most of these seem to also work with a  B gravity seed if you need to carry to corner better, or want slightly less strict timing

 

Everything in Brackets can be traded between a Sickle Storm or a 66-22A for better pressure, the ones in the combos just fit my preference.

 

5C-3C-214A-5DD-2DD-6DD-2DD-214D-22A-2DD-6C-[236D] = 3702 damage, nets 26 heat. 

 

5C-3C-214A-22A-5DD-2DD-4B-2DD-6C-[66-22A-236D] = 2611 damage with 18 heat. If you do the 66 dash after the 6C, you arrive directly behind the enemy within grab range due to Gravity Seed slowing them down.

 

4B starter into guard crush

 

4B-2DD-GC-236D-Dash In-3C-214B-5DD-2DD-6DD-2DD-j214D = 4007 damage about 24 heat

 

 

 

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I dunno about 2C. I normally do 2C - 5C - 4B - 2DD - air ender. Deals around 2.7k IIRC, but there might be something better.

 

5A - 5B - j.B - dj.B - j.C - j214D. Or, if you're Yoshiki, CH AA 5A - 5C - 4B into whatever this allows you.

 

I'm stuck with my CSX combo for 6A, which consists of 6A - dashing 2B - 2C - j.C - j.2C - 2DD - air ender. Does reasonable damage, but again there might be better things. 6A - 4B is a pretty good option, for example.

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Dia:

2CCH>5C>delay3C>236D~C~22A>6A>4B>2DD>214D~22A>214D~22A>662DD>623C

 

5ACH>2C>2147D>663C>236D~C~22A>5DD>2DD>623C

 

6ACH>663C~22A>6A>766j.B>j.C>623C>66DD>2DD>214D>662DD>6C>236C(or 236A if far from corner)

 

Luna:

2CCH>5C>4B>2DD>214D~22A>214D>236D~C~22A>6A>9j.C>j.2C>2DD>623C

 

5ACH>6A>4B>2DD>214D>665C>2C>623C

 

6ACH>5C>4B>2DD>214D~22A>214D~22A>662DD>6623C

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You can OD cancel 6C on an airborne opponent and pick them up mid screen with 6D. Probably super inoptimal but it's really easy.

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You can OD cancel 6C on an airborne opponent and pick them up mid screen with 6D. Probably super inoptimal but it's really easy.

Well if you really want to go that route just go 6c OD cancel 5dd 236c near corner

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Full screen 6D confirms:

 

[Dia]6DD>2DD>4DD~22A>6DD>2DD>6C>236A>236D

 

[Luna]6DD>iadj.2C>2DD>2147D>66DD>2DD>214D~22A>214D~22A>662DD>623C>2366D

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So how do you do the 236D~C part of the unblockable setup?

EDIT: Doesn't matter anymore, it's pretty eZ to do tbh the only problem is getting the opponent at the right hight everytime.

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(nu in corner, sideswap combos)

[Luna]2B>3C>214B~22A>5DD>2DD>6C>66(crossunder)>5B>6A>2147D>663C>22A>6A>623C>2366D

 

[Luna]2B>3C>214A>66A>4B>6623C(Crossunder)>6A>5C>6C>236D~22A>214D~C

 

[Luna]632146D(CH)>6DD>2DD>214D~22A>66(crossunder)>6A>2147D>3C~22A>3C>236D

 

[Dia]2B>3C>22A>6A>4B>2DD>214D~22A>66(crossunder)>6A>2147D>3C~22A>3C>236D

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(nu in corner, sideswap combos)

[Luna]2B>3C>214B~22A>5DD>2DD>6C>66(crossunder)>5B>6A>2147D>663C>6A>623C>2366D

 

[Luna]2B>3C>214A>66A>4B>6623C(Crossunder)>6A>5C>6C>236D~22A>214D~C

 

[Luna]632146D(CH)>6DD>2DD>214D~22A>66(crossunder)>6A>2147D>3C~22A>3C>236D

 

[Dia]2B>3C>22A>6A>4B>2DD>214D~22A>66(crossunder)>6A>2147D>3C~22A>3C>236D

10/10, would work anytime, you should fix it.

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Midscreen fatal only:

 

[Luna]5CFC>3C>214B>5DD>2DD>6C>236C~22A>2DD~22A>2DD>214D~22A>214D~22A>662DD>623C

 

nice meterless use of 236C midscreen, using gravity to hold them close, letting you pick up after.

 

 

Does not work on amane, jin

backward hitting 236C is iffy on tager

 

height from 236C launch height is odd on rachel but its easy on her.

No delays necessary for bang.

 

timing is hard on like 75% of the cast for getting backwards 236C hit.

 

236C~22A>2DD is a 2 frame link on fatal. Enjoy.

 

 

Rachel/tager only:

5CFC>3C>214B>5DD>2DD>6C>236C~22A>2DD~236D~C~22A>5DD>214D>662DD>623C

4783 Damage, no meter used. Sideswap, Midscreen.

 

Others:

5CFC>3C(1)>214B>5DD>2DD>6C>236C~22A>2DD>214D~22A>236D>66214D>662DD>623D

4401 Damage, No meter, Sideswap, Midscreen.

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Midscreen fatal only:

 

[Luna]5CFC>3C>214B>5DD>2DD>6C>236C~22A>2DD~22A>2DD>214D~22A>214D~22A>662DD>623C

 

nice meterless use of 236C midscreen, using gravity to hold them close, letting you pick up after.

 I try this FC combo and the timing with the 236c is very hard with the sideswap :(

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