A.X.I.S. Report post Posted June 22, 2014 When combos pop up in the wiki I will post them here. Also will get combos from the videos. Lets do this again! 5A Grounded Non-Magnetized 5A > 5B > 2D (1088 | 7 meter) 5A > 2B > 3C > GF (1235 | 13 meter) 5A > 5B > 2B > 3C > GF (1425 | 14 meter) 5A > 5B > 5C > 3C > GF (1594 | 15 meter) close range on crouching 5A > 5B > 2B > 3C > A Sledge > Hammer (2009 | 14 meter) 5A > 3C > Spark Bolt > 6B > j.2C > GF (2096 | 19 meter) 5A > 5B > 3C > Spark Bolt > 6B > 2C > AC (2465 | 17 meter) 5A > 5B > 2B > 3C > Spark Bolt > 6B > A Sledge > hammer (2439 | 17 meter) 5A > 3C > ODC > 5C > MTW > TB > GF (5121 | 1 meter) 5A > 5B > 3C > MTW > TB (4128 | 0 meter) 5A Grounded Magnetized Note: 5A can be replaced with 2A at start for less damage. 2B can be replaced with 5B at start for less damage. 5A > 2B > 3C > AC (whiff) > 6A > 2C > AC (2281 | 16 meter) 5A > 2B > 3C > AC (whiff) > 6A > 2C > GF (1929 | 18 meter) 5A > 3C > AC (whiff) > j.B > j.C > GP (2134 | 15 meter) 5A > 3C > AC (whiff) > 5C > 6A > 2C > AC (2450 | 17 meter) Only works at far ranges 5A > 3C > AC (whiff) > 2C > AC > DP Sparkbolt > GP (2751 | 19 meter) 5A > 3C > AC (whiff) > 6B > AC > DP Sparkbolt > GP (2774 | 19 meter) 5A > 2B > 3C > AC (whiff) > 5C > 6A > 2C > AC > DP Sparkbolt > ODC > MTW > TB > GF (4986 | 1 meter) (Gains 17 meter before MTW > TB. Universal) 5A > 3C > AC (whiff) > 5C > 6A > 2C > AC > DP Sparkbolt > ODC > MTW > TB > GF (5218 | 1 meter) (Gains 19 meter before MTW > TB. 5A must hit at far range) 5A Air Non-Magnetized 5A > j.A > j.B > j.C > GP (2035 | 14 meter) CH 5A > j.C > j.D > GP (2122 | 15 meter) CH 5A > sj.B > j.C > j.D > GP (2340 | 16 meter) CH 5A > j.2C > 5B > DP Spark Bolt > 6C > j.2C > GF (2743 | 24 meter) CH 5A > 5D > Spark Bolt > 6C > j.2C > GF (2288 | 20 meter) CH 5A > 6A > 2C > AC > DP Spark Bolt > GP (2901 | 20 meter) CH 5A > j.2C > 5B > Spark Bolt > 6B > 2C > AC (2822 | 20 meter) CH 5A > j.2C > 5B > DP Spark Bolt > 6C > A Sledge > Hammer (2902 | 20 meter) CH 5A > 6A > 2C > AC > DP Spark bolt > ODC > MTW > TB > GF (5253 | 1 meter) Corner only CH 5A > j.C > j.D > 5D (1891 | 13 meter) CH 5A > j.C > j.D > j.2C > GF (2025 | 18 meter) CH 5A > j.C > j.D > j.C > GP (2460 | 17 meter) CH 5A > j.C > j.D > MTW > TB > GF (4496 | 1 meter) 5A Air Magnetized CH 5A > 6A > 2C > AC > GF (2132 | 19 meter) Share this post Link to post Share on other sites
A.X.I.S. Report post Posted June 22, 2014 Ok lets fill this puppy with combos. Share this post Link to post Share on other sites
Yohosie Report post Posted June 23, 2014 I'll get the ball rolling with some 5A's 5A Grounded Non-Magnetized 5A > 5B > 4D (1088 | 7 meter) 5A > 2B > 3C > GF (1235 | 13 meter) 5A > 5B > 2B > 3C > GF (1425 | 14 meter) 5A > 5B > 5C > 3C > GF (1594 | 15 meter) close range on crouching 5A > 5B > 2B > 3C > A Sledge > Hammer (2009 | 14 meter) 5A > 3C > Spark Bolt > 6B > j.2C > GF (2096 | 19 meter) 5A > 5B > 3C > Spark Bolt > 6B > 2C > AC (2465 | 17 meter) 5A > 5B > 2B > 3C > Spark Bolt > 6B > A Sledge > hammer (2439 | 17 meter) 5A > 3C > ODC > 5C > MTW > TB > GF (5121 | 1 meter) 5A > 5B > 3C > MTW > TB (4128 | 0 meter) 5A Grounded Magnetized Note: 5A can be replaced with 2A at start for less damage. 2B can be replaced with 5B at start for less damage. 5A > 2B > 3C > AC (whiff) > 6A > 2C > AC (2281 | 16 meter) 5A > 2B > 3C > AC (whiff) > 6A > 2C > GF (1929 | 18 meter) 5A > 3C > AC (whiff) > j.B > j.C > GP (2134 | 15 meter) 5A > 3C > AC (whiff) > 5C > 6A > 2C > AC (2450 | 17 meter) Only works at far ranges 5A > 3C > AC (whiff) > 2C > AC > DP Sparkbolt > GP (2751 | 19 meter) 5A > 3C > AC (whiff) > 6B > AC > DP Sparkbolt > GP (2774 | 19 meter) 5A > 2B > 3C > AC (whiff) > 5C > 6A > 2C > AC > DP Sparkbolt > ODC > MTW > TB > GF (4986 | 1 meter) (Gains 17 meter before MTW > TB. Universal) 5A > 3C > AC (whiff) > 5C > 6A > 2C > AC > DP Sparkbolt > ODC > MTW > TB > GF (5218 | 1 meter) (Gains 19 meter before MTW > TB. 5A must hit at far range) 5A Air Non-Magnetized 5A > j.A > j.B > j.C > GP (2035 | 14 meter) CH 5A > j.C > j.D > GP (2122 | 15 meter) CH 5A > sj.B > j.C > j.D > GP (2340 | 16 meter) CH 5A > j.2C > 5B > DP Spark Bolt > 6C > j.2C > GF (2743 | 24 meter) CH 5A > 5D > Spark Bolt > 6C > j.2C > GF (2288 | 20 meter) CH 5A > 6A > 2C > AC > DP Spark Bolt > GP (2901 | 20 meter) CH 5A > j.2C > 5B > Spark Bolt > 6B > 2C > AC (2822 | 20 meter) CH 5A > j.2C > 5B > DP Spark Bolt > 6C > A Sledge > Hammer (2902 | 20 meter) CH 5A > 6A > 2C > AC > DP Spark bolt > ODC > MTW > TB > GF (5253 | 1 meter) Corner only CH 5A > j.C > j.D > 5D (1891 | 13 meter) CH 5A > j.C > j.D > j.2C > GF (2025 | 18 meter) CH 5A > j.C > j.D > j.C > GP (2460 | 17 meter) CH 5A > j.C > j.D > MTW > TB > GF (4496 | 1 meter) 5A Air Magnetized CH 5A > 6A > 2C > AC > GF (2132 | 19 meter) There's more I'm sure but these were the ones I could think of that were useful. Also I don't watch videos much, there may be better alternatives out there. But someone needs to get this rollin'. I bold the ones I consider BnBs. Also unsure how to treat 5B/2B vs 5A/2A, so I just put in the higher damage alternatives. Similar thing with OD. If people want to know how much damage combos do without ODC they can go test it themselves! Share this post Link to post Share on other sites
Yohosie Report post Posted June 23, 2014 Anti-Tager Round Starter Dicks Combo CH 3C > ODC > (walk forward) 6C > j.2C > (walk forward) 5B > 6A > A Sledge > (walk forward) 5A > j.A > j.B > j.5C > j.A > j.B >j.5C > GP (3963 | 28 meter) Anti-Most Character Round Starter Dicks Combo CH 5C > ODC > 5D > 5A > neutral j.A > j.C > j.D > 6C > j.2C > 5B > j.A >j.B >j.5C > GP (3857 | 27 meter | a lot of magnetism) ^This works well against Kagura since I believe he's the only character with a slower poke than ours for roundstart. Share this post Link to post Share on other sites
A.X.I.S. Report post Posted June 24, 2014 the 5A combos are different everything else should be the same. I gotta fix the format of the past bin I have...its not the dustloop standard it seems bleh. Share this post Link to post Share on other sites
Ctrlaltwtf Report post Posted June 27, 2014 5A Meter Combos (Require Magnetism) DM: 3257/3308 5A>5B/2B>3C>AC whiff>6A>2C>MTW>GF 2B is optimal, going straight to 3C is better than 5B. It makes hardly any difference though. With Spark Bolt DM: 3723 5A>3C>AC>623D>6C>MTW>GF 100 Meter DM: 4288 5A>5B/2B>3C>AC whiff>6A>2C>MTW>TB 100 Meter With Spark Bolt DM: 4703 5A>3C>AC>623D>6C>MTW>TB 5A Corner DM: 2109 5A>2B>5B>3C>ASledge>Hammer>GF Don't use 2B if not close. 5B/5C Corner (Magnetism, or Close) DM: 4156 5B>5C>6A>2C>ASledge>5C>6B>j2C>5B>jC>delay jD>6C>jB>jC>GP DM: 5217 5C>6A>2C>ASledge>5C>6B>j2C>5B>jC>delay jD>6C>delay sjC>jB>jC>GP Overdrive 5A Combos 50 Meter (GF can miss without magnetism) DM: 3861 5A>3C>ODC>5C>OD MTW>GF 100 Meter (doesn't require magnetism) DM: 5121 5A>3C>ODC>5C>OD MTW>OD TB>GF *Can use 5B for easier confirm, but less optimal 100 Meter + Spark Bolt DM: 5218 5A>3C>AC whiff>5C>6A>2C>AC>623D>OD>OD MTW>OD TB>GF 100 Meter + Spark Bolt + <60% Health DM: 5428 5A>3C>ODC>5C>AC>623D>6C>OD MTW>OD TB>GF Share this post Link to post Share on other sites
Yohosie Report post Posted June 30, 2014 Tager Specific / Requires Magnetism j.C > j.B > j.C > 5C > 6A > 3C > AC whiff > j.C > j.B > j.C > 2C > GF whiff > 5A > 5B > sj.A > j.B > j.C > j.D > GP (4324 | 31 meter) j.B > j.C > j.B > 5B > 5C > 6A > 3C > AC whiff > j.C > j.B > j.C > 2C > GF whiff > 5A > 5B > sj.A > j.C > j.D >GP (3821 | 27 meter) 5B > 5C > 6A > 3C > AC whiff > j.C > j.B > j.C > 2C > GF whiff > 5A > 5B > sjA > j.B > j.C > j.D > GP (3623 | 26 meter) Share this post Link to post Share on other sites
just some guy Report post Posted July 1, 2014 Overdrive 5A Combos 50 Meter (GF can miss without magnetism) DM: 3861 5A>3C>ODC>5C>OD MTW>GF 100 Meter (doesn't require magnetism) DM: 5121 5A>3C>ODC>5C>OD MTW>OD TB>GF Those seem like they could be incredibly useful for stealing rounds if you have the resources. Share this post Link to post Share on other sites
Ctrlaltwtf Report post Posted July 3, 2014 Important confirm to know that I kept panicking when I got it: 3C In the corner, no magnetism DM: 3764 3C>ASledge>Hammer>5B>4D>5C>6B>jC>delay jD>6C>delay sjC>jB>jC>GP Desperation Combos after a 360 (only for game winning) DM: 3232/4032 Unburstable 360A/360B > GF > RC tkGP DM: 3358/4158 Burstable + Spark Bolt, RC 6C must be frame perfect. 360A/360B > GF > RC 6C > 623D > GP DM: 3630/4430 Unburstable 360A/360B > GF > RC MTW > GF DM: 3795/4595 Burstable + Spark Bolt. In OD 3951/4751 360A/360B > GF > RC 6C > SB (straight) > 3C > MTW > GF DM: 3836/4636 Burstable + Spark Bolt + Frame perfect RC 6C. In OD 3992/4792 360A/360B > GF > RC 6C > AC > 623D > MTW > GF Share this post Link to post Share on other sites
Yohosie Report post Posted July 3, 2014 Notes on above combos: DM: 3795/4595 Burstable + Spark Bolt. In OD 3951/4751 360A/360B > GF > RC 6C > SB (straight) > 3C > MTW > GF You can activate OD after 3C and still combo if you need to OD it.; DM: 3630/4430 Unburstable 360A/360B > GF > RC MTW > GF Motion for this is 236236 RC C. Buffer the 236236 before you Rapid Cancel it and it becomes so much easier, like Kanji's Super > OMC > Super combo Share this post Link to post Share on other sites
Grimsley-San Report post Posted July 3, 2014 Anyone got any combos that start off with Grand Punisher>RC? Share this post Link to post Share on other sites
Ctrlaltwtf Report post Posted July 3, 2014 Anyone got any combos that start off with Grand Punisher>RC? Without Magnetism: (the SMP makes no real difference) DM: 4040 GP > RC 6C > delay jB > jC > [jA>jB>jC] x2 > jD > GP Magnetism + GF oki: DM: 4005 GP > RC 6C > ASledge > 3C > AC whiff > 5C > 6B> jA > jB > jC > 2C > AC > GF Corner: DM: 4365 GP > RC 6C > ASledge > 5C > 6B > j2C > 5B > jC > jD > j2C > 5B > 4D > GF For Spark Bolt just make the usual changes that you would normally make to your combos when you want to use it. Share this post Link to post Share on other sites
Grimsley-San Report post Posted July 3, 2014 Without Magnetism:DM: 3841 - SMP, but doesn't make any real difference GP > RC 6C > ASledge > 5A > jA > jB > jC > sjA > jC > jD > GP Magnetism:DM: 4005 GP > RC 6C > ASledge > 3C > AC whiff > 5C > 6B> jA > jB > jC > 2C > AC > GF I see that the RC is after the second hit, how about the first? Share this post Link to post Share on other sites
just some guy Report post Posted July 3, 2014 Anyone got any combos that start off with Grand Punisher>RC? GP>RC 6B>6C>j2C>5B>6A>ASledge>5C>6A>AC>GF is my go to combo. Share this post Link to post Share on other sites
Ctrlaltwtf Report post Posted July 4, 2014 I see that the RC is after the second hit, how about the first? The second hit is too good to RC. It does good damage and RC'ing it forces you to use worse normals to keep the combo going. Corner CT Combos DM: 4504 5B>5C>6A>2C>CT>5B>5C>ASledge>5C>6B>delay jC>jD>6C>jC>GP DM: 5622 5C>6A>2C>CT>5B>5C>ASledge>5C>6B>delay jC>jD>6C>jB>jC>GP Share this post Link to post Share on other sites
someonewhodied Report post Posted July 4, 2014 midscreen: 5DCH>236B>5B>6A>236A>3C>623C(Whiff)>5C>6A>2C>623C>22D There should be a way to add 5C>6B>j.2C>5B>5C somewher in there. Share this post Link to post Share on other sites
Yohosie Report post Posted July 7, 2014 Probably not optimal, but a better damaging combo. 5DCH > 3C > AC (whiff, charge slightly) > 5C > 6A > 2C > GF whiff > 5A > 5B > 5C > 6A > 2C > GF whiff > 5A > 5B > j.A > j.B > j.C > GP (3805 | 27 meter) 5D CH > 236B > 3C > AC (whiff) > 5C > 6B > j.2C > 5B > 5C > 6A > 2C > AC > GF (3746 | 31 meter) . ; Share this post Link to post Share on other sites
Grimsley-San Report post Posted July 7, 2014 A combo my friend uploaded https://www.youtube.com/watch?v=uT64Bc3vHp8 Share this post Link to post Share on other sites
Yohosie Report post Posted July 7, 2014 I'm pretty sure every character can Counterhit CA into taunt, but if you get counterhit with a 30 frame move you should instantly explode like Zero when he dies Share this post Link to post Share on other sites
Grimsley-San Report post Posted July 8, 2014 Corner:DM: 4365 GP > RC 6C > ASledge > 5C > 6B > j2C > 5B > jC > jD > j2C > 5B > 4D > GF For Spark Bolt just make the usual changes that you would normally make to your combos when you want to use it.Question about this combo, they always seem to tech out after 5B. Edit: Never mind, I got it figured out Note: Doesn't work on Azrael Share this post Link to post Share on other sites
Ctrlaltwtf Report post Posted July 9, 2014 Question about this combo, they always seem to tech out after 5B. Edit: Never mind, I got it figured out Note: Doesn't work on Azrael It works just fine on Azrael. Make sure you delay the jD. Do j2C as soon as possible as well or the jC will not work after 5B. This applies to pretty much everyone though. The combo requires good execution I won't deny that but it's definitely possible with practice. Share this post Link to post Share on other sites
Grimsley-San Report post Posted July 9, 2014 It works just fine on Azrael. Make sure you delay the jD. Do j2C as soon as possible as well or the jC will not work after 5B. This applies to pretty much everyone though. The combo requires good execution I won't deny that but it's definitely possible with practice. I can't get Sledge Hammer to land Share this post Link to post Share on other sites
Ctrlaltwtf Report post Posted July 9, 2014 I can't get Sledge Hammer to land Delay it til they fall low enough after 6C. You only have to apply a tiny bit of delay. This something you have to do for a lot of characters, especially after 2C in normal combos. Share this post Link to post Share on other sites
just some guy Report post Posted July 18, 2014 What's the optimal combo off a magnetized 5B now? I'm wondering if it would be worth RCing AC>4D for that extra damage, or if it would be better to just go for a GF ender/up-spark>stuff. Share this post Link to post Share on other sites
Yohosie Report post Posted July 21, 2014 You really shouldn't RC 4D for damage unless you're getting a 2C > AC or raw AC starter on a magnetized opponent. or when it will kill the opponent when GF > RC > TK DP won't kill (very rare). My go-to is:Corner Carry/Unmagnetized 5B > 5C > 6A > 3C > A Sledge > 5A > j.A > j.B > j.C > j.A > j.B > j.C > j.A > j.C > j.D > GP [3431|24] Far-range 5B (anything farther than GF Oki range) 5B > 5C > 6A > 3C > AC whiff > 5B > 5C > slight charge 6A > 2C > GF whiff > 5A > 5B > sj.A > j.C > j.D > GP [3399|25] GF Oki: (if A sledge makes opponent go behind) 5B > 5C > 6A > 3C > AC whiff > 5C > slight charge 6A > A sledge > 5C > 6A > AC > GF [3146|26] (if A sledge makes opponent go in front) 5B > 5C > 6A > 3C > AC whiff > 5C > slight charge 6A > A sledge > 5C > 6A > 2C > AC > GF [3307|28] There are more optimal combos, namely 5B > 5C > 6A > 2C > A Sledge route, but it's distance dependent. There are also more optimal confirms if after AC whiff float the opponent goes floating away from you as opposed to towards you. If you can recognize the distance and hit confirm, good! But 100 damage isn't worth an addition "distance confirm". Don't be greedy Share this post Link to post Share on other sites