Jump to content

Archived

This topic is now archived and is closed to further replies.

CrownEmpress

[CP2.0] Celica A. Mercury Combo Thread

Recommended Posts

BBCP_Header_Combo_Thread.png
 
 
WORK IN PROGRESS - THIS IS JUST TO COMPILE INFO UNTIL WE HAVE THE GAME OURSELVES. SOME OF THESE COMBOS WILL BE REPLACED WITH MORE OPTIMAL ONES AS THE GAME DEVELOPS. 


Information
  • If you'd like to contribute, please feel free to do so! Just post the combos you created, but please write them properly. If you are unsure on how to write combos properly, then read the wiki page here. Make sure to read the Notation Used section in this post so that you understand the specific notations used for CHARACTER. Also refrain from using move names and abbreviations.
  • Please refrain from going off topic in this thread. This thread is for posting of combos only.
  • Only the most optimal combos will be listed in this thread.

Collapsed: General Notations Used:
[table]
>Gatling/cancel the previous move into the following move.
,Link the previous move into the following move.
|>After landing.
jJump
sjSuper Jump
adAir Dash
iadInstant Air Dash
jcJump Cancel
sjcSuper Jump Cancel
dcDash Cancel
CHCounter Hit
FCFatal Counter
RCRapid Cancel
ODOverdrive
cODOverdrive Cancel
[ ]Hold Input
(N)Attack must deal N amount of hits.
[???] xNRepeat ??? N amount of times.[/table]
Collapsed: Guide Specific Notations Used:
  • Notations in red are for prefixes only. Notations in blue are for suffixes only.

[table]

c.The attack must be used as close to the opponent as possible.
f.The attack must be used as far away from the opponent as possible.
[sS]Side Swap combo
[CO]Crouching Opponent
[AA]Anti-air or Air-to-Air
[RP]Roll Punish
[HP<N%]Player HP less than N% required before combo start. Needed only for Overdrive combos.
[N%]Player Heat % required before combo start.
[N/N%]Damage/Heat Gain %[/table]

 
Thanks to Kurushii and Tsuntenshi for providing the template. Contribution credits go to HiagoXYZ for finding and translating notes from JP Twitter.
 
Challenge Mode Combos
[collapse]
Mission #01-[/collapse]


Mid-screen
[collapse]
Normal Starters
 
 
A Starters 
(5A/2A/) > (2B) > 5B > 5C > (3C) > 214C - Max range combo from distances where your D moves won't connect.
(5A/2A/) > (2B) > 5B > (5C) > 3C > 2D > 6D > 6D
 
6A > RC > 66 > 6C > 214[C] > 5B > 6B > 5C > 5D > 5D > 2D [3268]
6A > RC > 66 > 6C > 214[C] > 5C > 214C > 5C > 214C > 5C > 5D > 5D > 5D [4419]
 
 
B Starters
 
5B > 5C > 214C
5B > (2B) > 5C > (3C) > 5D/2D/6D > 5D/6D > 5D/2D/6D
(Vs. crouching, Tager only?) 5B > 5C > 6C > 214[C] > 5C > 214C > 5C > 214C > 5D > 5D > 5D - 5137 damage
(50% meter) 5B > 5C > 3C > 6D > 5D > RC > 6C > 214[C] > 66 > 5B > 6B > 5C > 5D > 5D > 5D - 4838 damage
(50% meter, Hazama only???) 5B > 5C > 3C > 6D > 5D > RC > 6C > 214[C] > 5C > 214C > 66 > [5C] > 5D > 5D > 5D - [5113]
(OD with 50% life) 5B > 5C > 3C > ODC > 3C > 2D > 6D > 214[C] > 66C > 214[C] > 3C > 6D > 5D > 5D - 4913 damage
(50% meter, OD with 50% life) 5B > 5C > 3C > 6D > 5D > RC > 6C > 214[C] > 66 > 5B > 6B > 3C > ODC > 5D > 5D > 6D > 632146C [6102]
 
2B > 5C > 5D > 5D > 2D > 2A > 5B > 6B > 5C > 5D > 5D > 6D [2959]
(50% meter) 2B > 5C > 3C > 6D > 5D > RC > 6C > 214[C] > 5B > 6B > 5C > 5D > 5D > 2D [4024]
(50% meter, OD with 30% HP) 2B > 3C > ODC > 3C > 2D > 6D > 214[C] > 5D > 5D > 6D > 632146C
 
6B > 5C > 214C

Note: Anti air combo, NOT OPTIMAL, will be replaced as soon as a better one is found ASAP

 
C Starters
-(Tager only?) 5C (CH) > 6C > 214[C] > 5C > 214C > 5C > 214C > 5C > 5D > 5D > 5D - 5157 damage

-2C (FC) > 6C > 214[C] > 5C > 214C > 5C > 214C > 5C > 214C > 5C > 5D > 5D > 5D - 5608 damage

-(50% meter, OD) 2C (FC) > 6C > 214[C] > 5C > 214C > 5C > 214C > 5C > 214C > 5C > ODC > 5D > 5D > 6D > 632146C - 7160 damage
(50% meter, OD with 50% life) -6C > 214[C] > 5C > 214C > 5C > 214C > 66 > 5B > 6B > 3C > ODC > 5D > 5D > 6D > 632146C - 6738 damage

-j.C (CH) > 5B > 6B > 5C > 214C - Counter hit air to air combo, NOT OPTIMAL, will be replaced as soon as a better one is found ASAP
 
Special Starters
 
214B > (RC) 2B > 5B > 6B > 5C > 214C
214B (CH) > 66 > 6B > 2C > jc j.B > j.C > jc j.C > j.214A
 
236C (CH) > 5B > 6B > 5C > 5D > 5D > 2D - 2887 damage
Throw Starters
 
Throw > 214[C] > 66 > 6C > 214[C] > 6B > 5D > 5D > 2D - 3986 damage
-(50% meter, OD) Throw > 214[C] > 66 > 6C > 214[C] > 3C > ODC > 5D > 5D > 2D > 632146C - 5476 damage
 
Air throw > 66 > 5B > 6B > 5C > 5D > 5D > 2D - 2780 damage
 
Distortion Drive Starters
-
[/collapse]



Near-Corner
[collapse]
Normal Starters
-

Special Starters
-

Throw Starters
-

Distortion Drive Starters
-
[/collapse]


Corner
[collapse]
Normal Starters
 
A Starters
-6A > 2A > 5B > 6B > 5C > 2D > 6D > 6D > 5B > 6B > 5C > 5D > 5D > 2D 
 
B Starters

-5B > (2B) > 5C > 3C > 2D > 6D > 6D > 5B > 5C (1) > 3C > 2D > 5D > 2D
-(50% meter) 5B > 5C > 3C > 6D > 6D > 6D > RC > 6C > 214[C] > 5B > 6B > 5D > 5D > 2D - 4200 damage
-(50% meter) 5B > 5C > 3C > 6D > 5D > 6D > RC > 6C > 214 [C] > 66 > 5B > 6B > 5C > 5D > 5D > 5D - 5032 damage


-(50% meter, OD) 5B > 5C > 3C > 2D > 6D > 6D > 5B > 6B > 3C > ODC > 5D > 5D > 2D > 632146C - 5451 damage

 
-2B > 5C > 3C > 2D > 6D > 6D > 5B > 6B > 5C > 5D > 5D > 2D - 3478 damage
-(2B) > 5B > 6B > 5C/3C > 5D > 6D > 6D > 5A > 5B > 6B > 5C (1) > 214C
 

-5B (CH) > 2C > 214C > 66 > 2A > 5B > 6B > 5C > 5D > 5D > 2D - 3230 damage
-5B (CH) > 2C > 214[C] > 5B > 6B > 5C > 5D > 5D > 6D - 3961 damage

 
Special Starters
 
(50% meter) 214B > (RC) 2B > 5B > 6B > 5C > 5D > 6D > 6D > 5A > 5B > 6B > 214C
 
Throw Starters
 
Throw > 214[C] > 6C > 214[C] > 6B > 5D > 5D > 6D - 3839 damage
Throw > 214[C] > 6C > 214[C] > 3C > ODC > 5D > 5D > 6D > 632146C - 5250 damage
Distortion Drive Starters
-
[/collapse]

Share this post


Link to post
Share on other sites

The corner combo hit combo should be 5B(CH) > 6C, not 2C.

For what it's worth, I messily transcribed all the combos used by Ronitta(15-dan Celica player) in the 2/1/2015 Touhoku qualifier.
I didn't test all of them. These combos may be more "modern".


Celica Combos-


Midscreen-
j214A rc 2A 5B 6B 5C(4) 5D6DD
5B 5C(4) 3C 6D5D2D
5B 5C(1-2) 214C
5B 5C 5D(6)D6D
OD<~30%(invul through punishable move) 5B 3C 6DDD(cross) 6B 214[C](cross)
  dash 5B6B 5C 5DD2D
2A5B3C 6DDD
throw 214[C]cross (dash?) 6C 214[C]cross 6B 5DD6D (vs Vad)
throw 214[C]cross dash 5B6B5C 5D6DD
236[C](invul) 6C 214[C] dash 6B 5D
sj airthrow dash 5B6B 5DD6D
 
Corner-
2B 6B 5C 3C 6DDD 2A 5B 6B 5C(4) 3C (Nu.13)
5A(CH) 2A 5B 2B 5C(4) 3C 3D6DD
5B antiair 6B 5C(4) 3D6DD 2A 5B 6B 5C(4) 3D
2A 5A 2B 6B 5C(4) 3D 3D6DD
3D6DD 5A 5B 6B 5C(4) 5D
6C walkback 5B 6B 3D 6DD rc 6C… ellipsis signifies dropped or bursted combo, dunno whats after.
falling jBA 5AB 3C 3D6DD 5A6B5C 5D6DD
2C 3C 3D6DD 5B6B2Cjc jBC djC j214A (vs Izayoi)
6B 5C 3C 3D6DD 5B6B2CjC jBC djC j214a(vs Izayoi) - recommended B starter combo, consider using 5A instead of 5B for stability
236[C] rc 5B 6B 5C(4) 5D…
5B 5C(1) 214C rc dash 5B 6B 5C 5D6DD 2A 5B 6B 5C 3C

Share this post


Link to post
Share on other sites

A couple of combo's I found for Tsuntenshi off of a CH 236C. 
*FC stands for Full Charge, not Fatal Counter. 236C is not a Fatal Counter.

 

236C wait 5B 6B 5C(4) 3C 6D5DD/6D. 5D ender does 3.2k damage, 6D ender does 3.1k damage. Can be done anywhere.

* By wait, I mean, DO NOT instantly do a 5B after the launch. Wait until your opponent drops a bit so all hits will properly connect.

236C 3C 2D 6DD 632146C. Does 3.8k damage, but you need to be close to the corner, or the super will miss.

 

236C CH (FC) 214B (FC) 5B 6B 3C 6D5DD/6D. Can be done anywhere, does 3.6 to 3.7k damage depending on the ender.

 

236C (FC) 214B (FC) 3C 2D6DD 632146C. Near corner only. 4.5k damage.

 

236C 5B 6B 3C 2D6DD 5B 632146C. Near the corner, does almost 4k damage. You need to be close to the corner to make 5B connect.

 

236C 3C OD 5B 6D5D6D 63214C. An OD combo that's... decent. You can freely cancel into super after 6D. So this can be done from anywhere.

 

236C 3C OD 6B 6D 6D 214C(FC) *dash if needed, 2C 632146C. Near the corner only to make 2C connect.

 

236C 3C OD 6B 6D 6D 214C (FC) 2C 5D 5D 63214C. You can cancel the second 5D freely into super. Does around 4.5 to 4.7k damage.

 

And that's all that I was able to find off of that move. Should work on jumping opponents also, but it was way too late last for me to doublecheck all of this stuff. Should be fine, honestly.

Share this post


Link to post
Share on other sites

So with 50 meter and OD, there's near 5k damage in this: 236C CH 3C OD 3C 2D 6D 214C(FC) 2D 5D >> 632146C.

Share this post


Link to post
Share on other sites

Why not just type the 'C' in 236C and 214C in brackets in order to indicate a full charge? A lot less confusing than writing FC but that's just me though. 

Share this post


Link to post
Share on other sites

Just got the game a couple of days ago so I know diddlysquat about her optimized combos, but since there's a section for it, here are the ones from Challenge Mode.  

 

Mission #01 

2D~5D~6D  [2054]

 

Mission #02

2B > 3C > 2D~2D~2D  [1759]

 

Mission #03

2B > 5B > 5C > 214C  [1577]

 

Mission #04

5B > 6B > 2C > 632146C  [2748]

 

Mission #05

[CO]  j.B > 2A > 5C > 6C > 632146B  [2280]

 

Mission #06

[AA]  6B > jc > j.B > j.C > j.214A  [1413]

 

Mission #07

5D~5D~2D > 2A > 5D~5D~5D  [3159]

 

Mission #08

[CO]  214 > 6B > jc > j.B > j.C > jc > j.C > j.214A  [2688]

 

Mission #09

(corner) Throw > 214[C] > 6C > 214[C] > 5D~5D~6D  [3637]

 

Mission #10

Use an Astral Heat in your Combo!

214[C] > 222A

 

Mission #11

[CO]  (corner) 6A > 2A > 5B > 6B > 5C > 3C > 2D~5D~6D  [2282]

 

Mission #12

(corner) 2B > 3C > 2D~6D~6D > 5B > 6B > jc > j.B > j.C > jc > j.C > j.214A  [2988]

 

Mission #13

6D~6D~2D > 66 > 2A > 5C(1) > 3C > 2D~6D~6D  [2860]

 

Mission #14

[CO]  5B > 2B > 6B > 2C > 6C > 214 > 66 > 5B > 6B > 5C > 3C > 2D~6D~6D > 632146C  [4716]

 

Mission #15

Deal over 4,000 Damage!

OD > CT (guard crush) > CT > 5D~5D~2D > 632146C

 

Mission #16

[HP<30%]  (corner) 2C (FC) > jc > OD > 5C > 6C > 214[C] > (2D~6D > 214[C])x2 > 2D~5D~6D > 632146C  [8173]

 

Mission #17

2D~6D > RC > 214[C] > 5C > 214C > 66 > 6C > 214[C] > 3C > 2D~5D~5D  [5688]

 

Mission #18

(back to corner) j.D~5D~(delayed)2D > 66 > 2A > 5C(1) > 3C > 2D~6D~6D > 5B > 6B > 5D~5D~5D  [3298]

 

Mission #19

[HP<10%]  [AA]  6B > 5C > 6D~2D~(delayed)2D > 66 > 2A > 5C(1) > 3C > cOD > 66 > 3C > 2D~6D > 214[C] > 6C > 214[C] > 66 > 6B > 5D~5D > 632146C  [4800]

 

Mission #20

Deal over 9,500 damage in a single combo!

(corner) OD 6C > 214[C] > RC > 214[C] > (2C~6D >214[C])x2 > 2D~5D(4) > CT > 66B > 5D~5D(2) > Casque Veloute

Source:

http://www.dustloop.com/forums/index.php/topic/9582-cpex-celica-a-mercury-gameplay-discussion-thread/page-6

In-game solution:

(corner) OD > 6C > CT > 214C > (2D~6D > 214[C])x2 > 2D~5D~6D > RC > 66 > 6D~5D > 632146C  [9503]

Share this post


Link to post
Share on other sites

I'm pretty trash at fighting games so idk how optimized this combo is, and I dont have access to the game atm so I cant get the exact numbers. Maybe someone could test this out and see if its any good? I've been using it a bit in training mode.

 

Throw > 214(B) > 6B > 5C > 5D > 5D > 5D

 

Im sure theres some way to string moves together better to optimize it but the general gist is to use the full charged 214B special after a throw and then combo from there. It does decent damage and it's easier to land than the 214C throw combo, especially when out of the corner. 

Share this post


Link to post
Share on other sites

I don't know how active this combo thread is, but I'd just like to offer two anti-air combos to try and help out. If anyone knows of better ones, or knows how to make these better, please let me know.

 

Anti-Air

 

6B > 5C(4) > 6D~2D~(delay)2D > 662A > 5C(1) > 3C > 5D~6D~6D. (2.6k)

 

6B > jc> j.B> j.C(1) > j.214A> RC > 6C > 214[C] > 5C(4) > 214C > 6B > (5C(1) > 3C) > 5D~6D~6D. (3.1k)

 

Really like this character, but I feel sorry for her the more I lab with her, lol. Poor girl doesn't have many good ways to go into 214[C] without spending meter :(.

 

EDIT: Also, I tried adding 632146C to the end of each of these, but I couldn't get it to connect. Although I'm not sure if I was just late on timing or not.

Share this post


Link to post
Share on other sites

 

Also, I tried adding 632146C to the end of each of these, but I couldn't get it to connect. Although I'm not sure if I was just late on timing or not.

To end in super you either have to cut out the D moves and just go from 3C to 632146C or start the D chain 2D

Oh and I'm not sure but when you try to super after the D chain you have to be nearing the corner and not midscreen

Share this post


Link to post
Share on other sites

I was messing around and found out that Anti Air 6B>delay2C>214C works

I don't know if it works on everybody I've only tested it on Terumi

But this might lead into a 214C loop like 6B> delay2C> 214C>5C>214C>66C> 214[C]> 3C> 2D> 5D>6D

Share this post


Link to post
Share on other sites

Okay so I tested 6B> Delay2C> 214C its super inconsistent

But I did find that for Jin some routes where you use 214[C] can be altered so that he won't drop out of them for example throw> 214[C] will make you hit him with the front part and one hit of backfire and it sends him flying so instead you can do throw>delayed214C so you can actually get something

Share this post


Link to post
Share on other sites

Bullet/Arakune specific: when you do anything into 6C>214[C] instead of hitting the thrusters you get the front hitbox and side swap with them so to do jet loops you have to pick them up 2B>2C>214C  then loop them so routes will look like this

Crouching 5B>5C>6C>214[C]>2B>2C>214C>5C>214C>5B>6B>5C>6D5D6D

This only happens midscreen in the corner you have to dash under them and do a corner combo because she falls out of 5C and you can't loop her you still get good damage but you just don't look as cool doing it

Share this post


Link to post
Share on other sites

5B>5C>3C>2D~5D~2D>2A>5B>6B>5C>3C>5D~6D~6D a more optimal corner combo, we only lose about 200 damage from the normal 4k combo plus this gives us a safejump 

2C(FC)jc>j.B>j.C>5C(1)>6C>214[C]>5C>214C>5C>214C>3C>5D~5D~6D a combo for baiting burst at the start of a fatal route only works against standing opponents 

Share this post


Link to post
Share on other sites

Just got this game 2 days ago, so i got a question about one of the challenge combos for Celica. The J.D, 5D, 2D starter doesn't seem to give me enough time to land the dash 2a. Do i perhaps have to delay the entire string?

Share this post


Link to post
Share on other sites

Ok I was told to add in generic stuff to make it easy to understand.

MIDSCREEN -

2A - Are they close? end in a 3C 6D6D6D (or 3C 6D5D6D if you want them on the other side)

2A - Are they far away? End in 6C 214C

 

5B - Did it hit counter hit? Then do 5B 6C 214[C] 5C 214C into something like 5B 6B 5C 5D 6D 6D or whatever ender you want. 

5B - No counter hit? Are they close? You can do a number of things like 5B 6B 3C 6D 5D wait a little 2D dash 2A 5B 6B 5C 5D 6D 6D

5B - No counter hit? Are they far away? Then do 5B 5C 214C, not much else you can do.

5B - Crouching? Close? 5C 6C 214[C] 5C 214C 5B 6B 5C ender

5B - Crouching? Far away? -Then do 5B 5C 214C, not much else you can do.

 

2B - Close? do this: 2B 5B 6B 3C 6D 5D wait a little 2D dash 2A pickup into enter

2B - Far away? Do this: 2B 5B 5C 214C

2B crouching - see 5B

 

j.D 5D wait a little 2D dash up 2A 5B 6B 5C 5D 6D 6D

 

Air to air: 

j.C - Did it hit counterhit? Land catch with 6B or 6C

j.C - No counterhit? double jump, j.C 214A

 

Anti air: 

6B 5C 5D5D wait a little 2D dash up 2A 5B 6B 5C 5D 6D 6D

 

Corner:

2A into whatever into 3C 2D 6D 6D - You can end in a super after that but any other attack you may do will cause the opponent to fall out

 

2B/5B into whatever into 3C 2D 6D 6D - catch with 5B 6B 5C and then end any way you want from there, super, 5D, 5DD 5DD2D etc

 

5B counterhit - 5B 6C 214[C] dash under 5B 6B 5C 2D 6D 6D 5B 6B 5C into ender

 

j.D 6D 6D 5A 5B 6B 5C 5DD2D

 

 

There's obviously more but I was told to make a post thats easy to understand. Hope this helps?

Share this post


Link to post
Share on other sites

You can do 6D>5D>2D>662A>5B>6B>5C>3C>2D>6D>6D or 6D>2D>2D>662A>5B>6B>5C>3C>2D>6D>6D for midscreen depending on whether you want to sideswap or not 

In the corner 

6D>6D>2D>2A>5B>6B>5C>3C>2D>6D>>6D>5C>3C works 

Back facing the corner 

6D>5D>2D>2A>5B>6B>3C>6D>6D>6D>2A>5B>6B>3C to put them in the corner

If in the first two you can't land the 2D your not dashing far enough but you can replace the 2D with 6D if you want to

Share this post


Link to post
Share on other sites
On 1/1/2016 at 3:46 PM, UnsafeUnblockables said:

You can do 6D>5D>2D>662A>5B>6B>5C>3C>2D>6D>6D or 6D>2D>2D>662A>5B>6B>5C>3C>2D>6D>6D for midscreen depending on whether you want to sideswap or not 

In the corner 

6D>6D>2D>2A>5B>6B>5C>3C>2D>6D>>6D>5C>3C works 

Back facing the corner 

6D>5D>2D>2A>5B>6B>3C>6D>6D>6D>2A>5B>6B>3C to put them in the corner

If in the first two you can't land the 2D your not dashing far enough but you can replace the 2D with 6D if you want to

Thanks!

Share this post


Link to post
Share on other sites

×