LunaKage Report post Posted January 18, 2015 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]>Combo the previous move into the following move.j.XJumpsj.XSuper Jumpd.XCommand while in Drive stateADAir DashIADInstant Air Dashdj.Double Jumpsj.Super JumpXX~66Dash CancelRCRapid CancelODOverdriveODCOverdrive 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]Fenrir632146DThorj.236236D[CH]Counter Hit combo[FC]Fatal Counter combo[sS]Side Swap combo[CR]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] Challenge Mode Combos[collapse]Mission #01 - [CR] 5B > 5C > 3C [1.4k/10%] Mission #02 - 2B > 2C > 5C > 236C [1.7k/12%] Mission #03 - 6D > d.6A > d.5A > d.6A > d.5A [1.8k/13%] Mission #04 - 5D > d.5A > d.5B > d.5C > d.5D > d.623D [2.5k/18%] Mission #05 - 6B > 5D > d.5C > d.6C > d.5C > d.6C > Fenrir [3.7k/17%] Mission #06 - 6A > 6C > 5D > d.5C > d.6A > d.5C > d.6A > d.236D [2.5k/18%] Mission #07 - 4D > d.6C > d.2D > d.6A > d.5B > d.214D [2.6k/18%] Mission #08 - B+C > 214A > 2B > 5C > j.C > j.236C~2C [2.8k/21%] Mission #09 - 5B > 6A > sj.B > j.C > j.2C > j.4D > Fenrir [3k/13%] Mission #10 - 236236C (Use your Astral Heat to counter the CPU's attacks) Mission #11 - 5D > d.6B > d.5C > d.6D > d.6B > 236C > 6C > 4D > d.214D > 6C(2) > 6C > 6B > 22B [3.8k/28%] Mission #12 - 6B > 5D > d.5C > d.6C > d.6A > d.5B > 236A~66 > 5A > 6C > j.C > j.B > dj.C > dj.B > Thor [3.5k/21%] Mission #13 - 5B > 5C > ODC > 5C > 5D > d.623D > 5C > j.2C > j.4D > d.6B > d.5C > d.6B > 22C~66 > 6C > 6B > 22B [4.2k/31%] Mission #14 - 2D > d.5A > d.6B > d.5C > d.6C > d.236D(1) > RC > 214A > 5B > 5C > sj.2C > j.4D > d.6B > d.5C > d.6B > d.5C > 236C [4.1k/20%] Mission #15 - Do over 4000 damage off of a Guard Crush. (You have 100 Heat, and 50% Health for Overdrive) - [Example] A+B(Guard Crush) > 214A > 5B > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22B Mission #16 - [CR] 5B > 5C > 3C > 22C~66 > 5B > 5C > sj.2C > j.4D > d.6B > d.5C > d.6B > 236C > 6C > j.D > d.6B > d.6D > d.6B > Fenrir [5k/28%] Mission #17 - [AA] j.C > j.B > dj.C > dj.236C~2C > RC > dj.4D > d.2D > d.5A > d.6A > d.5B > 236A~66 > 6C(2) > 2D > d.5A > d.6B > d.5C > d.6B > d.236D [3.3k/19%] Mission #18 - 5B > 6A > sj.C > j.D > d.4D > d.236D > 662A > 5C > j.2C > j.4D > d.6D > d.6B > 236C > 6C(2) > 6B > Fenrir [4.1k/22%] Mission #19 - [FC] 5D > d.5C > d.6C > d.5C > d.6C > 214A > 5C > j.2C > j.4D > A+B > OD > 662B > 6C > 6B > 6D > Fenrir [7k/27%] Mission #20 - Do a combo that has 100 hits or more. (You have 100 Heat, CH state, and 10% Health for OD) - [Example] [FC] 5D > d.6C > d.5C > d.6C > 214A > 5C > sj.C > j.D > d.6C > d.2D > 22BC~66 > 6C(2) > 2D > ODC > 6C > Thor > AD > land > Fenrir (Credit goes to Dustloop User "Canine" for the find) [/collapse] Baby's First Combos[collapse] Standing or Crouching Opponent - Anything into 2C or 5C combos into 236C - [Example] j.C > 5A > 2A > 5B > 2B > 2C > 5C > 236C [1.7k/12%] Airborne Opponent - Anything into j.C combos into j.236C~2C - [Example] j.A > j.B > dj.B > dj.C > dj.236C~2C [1.5k/11%] [/collapse] Mid-screen[collapse]Short Starters - j.A/5A/2A > 2B/5B > 6A > j.2C > j.4D > d.2D > d.5C > 22BC~66 > 66C > 5D > d.6A > d.5B > d.236D [1.8k/13%]~[2.3k/17%] - B+C > 214A > 2B/5B > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > d.5B > d.236D [3.1k/22%]~3.2k/23%] - 4D > d.2D > d.6B > d.5C > d.5B > 236A~66 > 5A > 6C > 6B > 6D > d.5C > d.6B > d.236D [3k/22%] - [CR] j.A/5A/2A > 2B/5B > 2C > 5C > 3C > 22C~66 > 6C(2) > 2D > d.5A > d.6B > d.5C > d.6B > d.236D [2.4k/17%]~[3.1k/22%] - [AA] j.A > j.2C > j.4D > d.5C > d.6A > d.5C > 22BC~66 > 66C > 5D > d.6A > d.5B > d.235D [2.1k/15%] - [AA] j.B+C > 2B/5B > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > d.5B > d.236D [3k/22%]~[3.1k/22%] - [CH] d.623D > 5B > 5C > sj.2C > j.4D > d.5C > d.6A > d.5C > d.5B > d.236D [3k/21%] ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Normal Starters - (j.B/j.C) > (2B/5B) > 6A > j.2C > j.4D > d.5C > d.6A > d.5C > 22BC~66 > 66C(2) > 2D > d.6B > d.5C > d.6B > d.5C > d.236D [2.5k/18%]~[3.2k/23%] - 6B > 5D > d.5C > d.6C > d.6A > d.5B > 236A~66 > 5A > 6C > 6B > 6D > d.5C > d.6B > d.5C > d.6B > d.236D [3.2k/23%] - [CR] (j.B/j.C/2B/5B) > (2B/5B) > (2C) > (5C) > 3C > 22C~66 > 5B > 5C > j.2C > j.4D > d.5C > d.5B > 236A~66 > 5A > 6C > 6B > 6D > d.5C > d.6B > d.236D [3k/21%]~[4k/28%] - [AA] (j.B/j.C) > j.2C > j.4D > d.5C > d.6A > d.5C > 22BC~66 > 66C(2) > 2D > d.6B > d.5C > d.6B > d.5C > d.236D [2.7k/20%]~[2.9k/21%] - [AA] 236A~66 > 5A > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22BC~66 > 66C(2) > 2D > d.6B > d.5C > d.6B > d.5C > d.236D [3.1k/22%] - [CH] 2C/5B/5C > 3C > 22C~66 > 5B > 5C > j.2C > j.4D > d.5C > d.5B > 236A~66 > 5A > 6C > 6B > 6D > d.5C > d.6B > d.5C > d.6B > d.236D [3.6k/26%]~[4k/29%] [use this combo to punish Reversals that leave your opponent Crouching] - [CH] 5C > 214A > 2B/5B > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22BC~66 > 66C(2) > 2D > d.5A > d.6B > d.5C > d.6B > d.236D [5.6k/41%]~[5.8k/42%] [use this combo to punish Reversals that leave your opponent Standing] - [CH][AA] Falling j.C > land > 5B/5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22BC~66 > 66C(2) > 2D > d.6B > d.5C > d.6B > d.5C > d.236D [2.9k/21%]~[3.1k/23%] ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Drive Starters - 5D > d.6B > d.5C > d.6A > d.5B > 236A~66 > 5A > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > d.5B > d.236D [3.5k/25%] - 2D > d.5A > d.6B > d.6A > d.5B > 236A~66 > 5A > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22BC~66 > 66C > 5D > d.6A > d.5B > d.236D [2.6k/19%] - 6D > d.5A > d.6B > d.5C > d.5B > 236A~66 > 5A > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22BC~66 > 66C > 5D > d.6A > d.5B > d.236D [3k/21%] - j.D > d.6C > d.2D > d.6B > 22C~66 > 6C > 6B > 4D > d.2D > d.6B > d.5C > d.6B > d.236D [3.1k/22%] - j.4D > d.6B > d.5C > d.6A > d.5B > 236A~66 > 5A > 6C > 6B > 6D > d.5C > d.6B > d.5C > d.6B > d.236D [2.5k/18%] - d.6B > d.6A > d.5B > 236A~66 > 5A > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22BC~66 > 66C > 5D > d.6A > d.5B > d.236D [2.5k/18%] - d.6D > d.5C > d.5B > 236A~66 > 5A > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22BC~66 > 66C > 5D > d.6A > d.5B > d.236D [3.1k/22%] - [CH] d.214D > 665C > j.2C > j.4D > d.5C > d.6A > d.5C > 22BC~66 > 66C(2) > 2D > d.6B > d.5C > d.6B > d.5C > d.236D [3.6k/26%] - [FC] 5D > d.6C > 214A > 2B/5B > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22BC~66 > 66C(2) > 2D > d.5A > d.6B > d.236D [5.6k/41%]~[5.8k/42%] - [FC] d.6C > d.5C > d.6C > 214A > 2B/5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22BC~66 > 66C > 5D > d.6A > d.5B > d.236D [5.7k/51%]~[5.8k/52%] ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Resource Spending Combos - At the end of any combo, a 6B, d.5C, d.6B, or d.6A will combo into Fenrir. Ender Examples: - 22BC~66 > 66C > 5D > d.6A > Fenrir - 6C(2) > 2D > d.5A > d.6B > Fenrir - j.4D > d.5C > d.6A > d.5C > Fenrir - [25% Heat] 6B > 5D > d.5C > d.6C > d.5C > d.6C > A+B > 5B > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > d.5B > d.236D [4.1k/22%] - [50% Heat] (j.B/j.C) > (2B/5B) > (5B/2B/5C) > 2C > RC > 66A > j.2C > j.4D > d.5C > d.6A > d.5C > 22BC~66 > 66C(2) > 2D > d.5A > d.6B > d.5C > d.6B > d.236D [2.6k/13%]~[3.7k/17%] - [100% Heat] 6B > 5D > d.5C > d.6C > d.5C > d.6C > d.236D(1) > RC > 214A > 2B > 6C > 6B > 6D > d.5C > d.6B > d.5C > d.6B > Fenrir [5.6k/4%] - [Overdrive] (2B/2C/5B) > 5C > ODC > 665C > 5D > d.623D > 5C > j.2C > j.4D > d.5C > d.5B > 236A~66 > 5A > 6C > 6B > 6D > d.5C > d.6B > d.236D [3.6k/25%]~[4.5k/32%] - [50% Heat][AA] j.B > j.C > j.236C~2C > RC > j.4D > d.2D > d.6A > d.5C > 22BC~66 > 66C(2) > 2D > d.5A > d.6B > d.5C > d.6B > d.236D [3.5k/20%] [/collapse] Near-Corner[collapse]Short Starters - j.A/5A/2A > 2B/5B > 6A > j.2C > j.4D > d.5C > d.6A > d.5C > d.5B > d.214D > 66C(2) > 6B > 22 [2k/15%]~[2.6k/19%] - B+C > 214A > 2B/5B > 5C > j.2C > j.4D > d.5B > d.214D > 66C(2) > 6B > 22 [3.3k/24%] - 4D > d.2D > d.6B > d.5C > d.5B > d.214D > 66C(2) > 6B > 22 [3.1k/24%] - [CR] j.A/5A/2A > 2B/5B > 5C > 3C > 22C~66 > 66C > 5D > d.5B > d.214D > 66C(2) > 6B > 22 [2.3k/17%]~[2.9k/22%] - [AA] j.A > j.2C > j.4D > d.5C > d.6A > d.5C > d.5B > d.214D > 66C(2) > 6B > 22 [2.2k/17%] - [AA] j.B+C > 2B/5B > 5C > j.2C > j.4D > d.5C > d.6A > d.5B > d.214D > 66C(2) > 6B > 22 [3.3k/25%] - [CH] d.623D > 5B > 5C > j.2C > j.4D > d.5C > d.5B > d.214D > 66C(2) > 6B > 22 [3.2k/24%] ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Normal Starters - (j.B/j.C) > (2B/5B) > 6A > j.2C > j.4D > d.5C > d.6A > d.5C > 22BC~66 > 66C > 5D > d.6A > d.5B > d.214D > 66C(2) > 6B > 22 [2.4k/18%]~[3.2k/24%] - 6B > 5D > d.5C > d.6C > d.6A > d.5B > d.214D > 665B > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22 [3.4k/25%] - [CR] (j.B/j.C/2B/5B) > (2B/5B) > (2C) > (5C) > 3C > 22C~66 > 5B > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > d.5B > d.214D > 66C(2) > 6B > 22 [3.1k/23%]~[4.2k/31%] - [AA] (j.B/j.C) > j.2C > j.4D > d.5C > d.6A > d.5C > 22BC~66 > 66C > 5D > d.6A > d.5B > d.214D > 66C(2) > 6B > 22 [2.7k/20%]~[2.9k/21%] - [AA] 236A~66 > 5A > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22BC~66 > 66C > 5D > d.6A > d.5B > d.214D > 66C(2) > 6B > 22 [3k/22%] - [CH] 2C/5B/5C > 3C > 22C~66 > 5B > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > d.5B > d.214D > 66C(2) > 6B > 22 [3.7k/28%]~[4.2k/31%] [use this combo to punish Reversals that leave your opponent Crouching] - [CH] 5C > 214A > 2B/5B > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > d.5B > d.214D > 665C > 236C > 66C(2) > 6B > 22 [5.9k/43%] [use this combo to punish Reversals that leave your opponent Standing] - [CH][AA] Falling j.C > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22BC~66 > 66C > 5D > d.6A > d.5B > d.214D > 66C(2) > 6B > 22 [3.1k/23%] ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Drive Starters - 5D > d.6B > d.5C > d.6A > d.5B > 236A~66 > 5A > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > d.5B > d.214D > 66C(2) > 6B > 22 [3.6k/26%] - 2D > d.5A > d.6B > d.6A > d.5B > 236A~66 > 5A > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > d.5B > d.214D > 66C(2) > 6B > 22 [2.7k/19%] - 6D > d.5A > d.6B > d.5C > d.5B > 236A~66 > 5A > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > d.5B > d.214D > 66C(2) > 6B > 22 [3k/22%] - j.D > d.6B > d.5C > d.5B > 236A~66 > 5A > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > d.5B > d.214D > 66C(2) > 6B > 22 [2.7k/19%] - j.4D > d.6B > d.5C > d.6A > d.5B > 236A~66 > 5A > 6C > 6B > 6D > d.5C > d.6B > d.5C > d.5B > d.214D > 66C(2) > 6B > 22 [2.6k/19%] - d.6B > d.6A > d.5B > 236A~66 > 5A > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > d.5B > d.214D > 66C(2) > 6B > 22 [2.6k/18%] - d.6D > d.5C > d.5B > 236A~66 > 5A > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > d.5B > d.214D > 66C(2) > 6B > 22 [3.2k/23%] - [FC] 5D > d.6C > 214A > 2B/5B > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > d.5B > d.214D > 665C > 236C > 66C(2) > 6B > 22 [5.9k/43%] - [FC] d.6C > d.5C > d.6C > 214A > 2B/5B > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > d.5B > d.214D > 66C(2) > 6B > 22 [5.9k/43%] ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Resource Spending Combos - At the end of any combo, a 6B, or a d.5C will combo into Fenrir. Examples: - j.4D > d.5C > d.6A > d.5C > Fenrir - d.214D > 66C(2) > 6B > Fenrir 6D will work as well: - d.214D > 66C(2) > 6B > 6D > Fenrir - [25% Heat] 6B > 5D > d.5C > d.6C > d.5C > d.6C > A+B > 5B > 5C > sj.2C > j.4D > d.5C > d.6A > d.5C > 22 [4.1k/22%] - [50% Heat] (j.B/j.C) > (2B/5B) > (5B/2B/5C) > 2C > RC > 66A > j.2C > j.4D > d.5C > d.6A > d.5C > 22BC~66 > 66C > 5D > d.5B > d.214D > 66C(2) > 6B > 22 [2.5k/13%]~[3.7k/18%] - [Overdrive] (2B/2C/5B) > 5C > ODC > 665C > 5D > d.623D > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > d.5B > d.214D > 66C(2) > 6B > 22 [3.7k/27%]~[4.7k/35%] - [50% Heat][AA] j.B > j.C > j.236C~2C > RC > j.4D > d.2D > d.6A > d.5C > 22BC~66 > 66C > 5D > d.6A > d.5B > d.214D > 66C(2) > 6B > 22 [3.5k/20%] [/collapse] Corner[collapse]Short Starters - j.A/5A/2A > 2B/5B > 6A > j.2C > j.4D > d.4D > d.2D > d.6B > 236C > 6C(2) > 6B > 22 [1.9k/15%]~[2.5k/18%] - B+C > 2C > 236C > 66C > 4D > d.214D > 66C(2) > 6B > 22 [3.3k/25%] - 4D > d.2D > d.6B > d.4D > d.214D > 5C > 236C > 6C(2) > 6B > 22 [3.3k/25%] - [CR] j.A/5A/2A > 2B/5B > 2C > 5C > 3C > 22C~66 > 6C(2) > 6B > 22 [2.1k/17%]~[2.7k/22%] - [AA] j.A > j.2C > j.4D > d.4D > d.2D > d.5D > d.6B > 236C > 6C(2) > 6B > 22 [2.2k/16%] - [AA] j.B+C > j.D > d.2D > d.6B > d.5C > d.6B > 236C > 6C(2) > 6B > 22 [3.1k/24%] - [CH] d.623D > 5B > 5C > j.2C > j.4D > d.6B > 236C > 6C(2) > 6B > 22 [3.1k/23%] ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Normal Starters - (j.B/j.C) > (2B/5B) > 6A > j.2C > j.4D > d.4D > d.2D > d.5D > d.6B > 236C > 6C > 4D > d.214D > 66C(2) > 6B > 22 [2.4k/18%]~[3.2k/24%] - 6B > 5D > d.5C > d.6C > d.5C > d.6D > 236C > 5B > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22 [3.7k/27%] - [CR] (j.B/j.C/2B/5B) > (2B/5B) > (2C) > (5C) > 3C > 22C~66 > 5B > 5C > j.2C > j.4D > d.4D > d.2D > d.6B > 236C > 6C(2) > 6B > 22 [3.1k/22%]~[4.1k/30%] - [AA] (j.B/j.C) > j.2C > j.4D > d.4D > d.2D > d.5D > d.6B > 236C > 6C > 4D > d.214D > 66C(2) > 6B > 22 [2.7k/20%]~[2.9k/21%] - [AA] 236A~66 > 5A > 5C > j.2C > j.4D > d.4D > d.2D > d.5D > d.6B > 236C > 6C > 4D > d.214D > 66C(2) > 6B > 22 [3k/22%] - [CH] 2C/5B/5C > 3C > 22C~66 > 5B > 5C > j.2C > j.4D > d.4D > d.2D > d.6B > 236C > 6C > 4D > d.214D > 66C(2) > 6B > 22 [3.8k/28%]~[4.2k/31%] [use this to punish Reversals that leave your opponent Crouching] - [CH] 5C > 214A > 2B > 6C > 4D > d.214D > 5B > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22B > 2B > 6C(2) > 6B > 22 [5.4k/40%] [use this to punish Reversals that leave your opponent Standing] - [CH][AA] Falling j.C > 5C > j.2C > j.4D > d.4D > d.2D > d.5D > d.6B > 236C > 6C > 4D > d.214D > 66C(2) > 6B > 22 [3.1k/22%] ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Drive Combos - 5D > d.6B > d.5C > d.6C > d.6D > 236C > 5B > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22 [4.2k/31%] - 2D > d.5A > d.6B > d.5C > d.6D > 236C > 5B > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22B > 2B > 6C(2) > 6B > 22 [3.1k/23%] - 6D > d.5A > d.6B > d.4D > d.214D > 5C > 236C > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22B > 2B > 6C(2) > 6B > 22 [3.4k/25%] - j.D > d.4D > d.214D > 5C > 236C > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22B > 2B > 6C(2) > 6B > 22 [3.1k/23%] - j.4D > d.6B > d.5C > d.6C > d.6D > 236C > 5A > 6C > 6B > 4D > d.214D > 66C(2) > 6B > 22 [2.9k/21%] - d.6B > d.5C > d.6D > 236C > 5B > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22B > 2B > 6C(2) > 6B > 22 [3.2k/23%] - d.6B > 236C > 5A > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22B > 2B > 6C > 6B > 4D > d.214D > 66C(2) > 6B > 22 [2.7k/20%] - d.6D > d.6B > d.4D > d.214D > 5C > 236C > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22B > 2B > 6C(2) > 6B > 22 [3.6k/27%] - d.6D > 236C > 5B > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22B > 2B > 6C > 6B > 4D > d.214D > 66C(2) > 6B > 22 [3.5k/26%] - [CH] d.214D > 5C > j.2C > j.4D > d.4D > d.2D > d.5D > d.6B > 236C > 6C > 6B > 22B > 2B > 6C(2) > 6B > 22 [3.5k/25%] - [FC] 5D > d.6C > 214A > 2B > 6C > 4D > d.214D > 5B > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22B > 2B > 6C(2) > 6B > 22 [5.5k/40%] - [FC] d.6C > d.5C > d.6C > 214A > 2B > 6C > 4D > d.214D > 5B > 5C > j.,2C > j.4D > d.5C > d.6A > d.5C > 22 [5.6k/41%] ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Resource Spending Combos - At the end of any combo you can use Fenrir after these moves: - j.4D > d.5C > d.6A > d.5C > Fenrir . 6C(2) > 6B > 6D > Fenrir - 6C(2) > 6B > Fenrir - [25% Heat] 6B > d.5C > d.6C > d.5C > d.6C > A+B > 5B > 5C > sj.2C > j.4D > d.5C > d.6A > d.5C > 22 [4.1k/23%] - [50% Heat] (j.B/j.C) > (5B/2B) > (2C) > (5C) > 236C > RC > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22B > 2B > 6C(2) > 22 [2.9k/16%]~[3.8k/18%] - [100% Heat] 6B > 5D > d.5C > d.6C > d.5C > d.6C > d.236D(1) > 214A > 2B > 6C > 4D > d.214D > 66C(2) > 6B > 6D > Fenrir [5.6k/5%] - [Overdrive] (2B/2C/5B) > 5C > ODC > 665C > 5D > d.623D > 5C > j.2C > j.4D > d.4D > d.2D > d.6B > 236C > 6C(2) > 6B > 22 [3.7k/27%]~[4.6k/34%] - [50% Heat][AA] j.B > j.C > j.236C~2C > RC > j.4D > d.4D > d.2D > d.5D > d.6B > 236C > 6C > 4D > d.214D > 66C(2) > 22 [3.6k/20%] [/collapse] Character Specific Notes[collapse] To be completed [/collapse] Share this post Link to post Share on other sites
LunaKage Report post Posted January 18, 2015 I'm making this thread now, I wont be updating the first post until the game is released, but feel free to post combos you've seen in videos. Share this post Link to post Share on other sites
Litherain-XIII Report post Posted April 28, 2015 a few combos ill share that i found. (considered towards optimal until further better ideas) 2B STARTERS IN THE CORNER. 2B > 2C > 5C > 3C > 22C > 5B > 236C > 5C > J.2C > J.4D > D.5C > D.6A > D.5C > D.5A > 22B > 2B > 6C(2) > 6B > 22B ~. 3.5K / 26 HEAT ( NEEDS CROUCHING OPPONENT. PRETTY GOOD FOR 6D > RC > 2B MIX UPS) 2B > 6A > J.2C > J.4D > D.5D > D.6B > D.5D > 22BC > 5C > 236C > 6C > 6B > 4D >AST/BT > 6C(2) >6B > 22B ~. 2.8K / 20 HEAT ( SECONDARY COMBO ON STANDING OR CROUCHING. DASH CANCEL AFTER 22BC IS UNNECESSARY. NOT DOING THE DASH CANCEL CAN MAKE THE COMBO MORE CONSISTENT SINCE THE DASH WILL THROW CERTAIN CHARACTER HITBOXES OFF THE CHAMBER SHOT FOLLOW UP AND CAUSE IT TO WHIFF. NON DASH CANCEL IS RECOMMENDED) CORNER TO CORNER COMBOS WITH 22B OKI 6A > J.2C > J.4D > D.6D > D.5C > D.6A > D.5C > 22BC > DASH CANCEL > 66C > 5D > D.6A > D.5C > D.5A > D.5B > AST > 66C(2) > 6B > 22B ~. 3K / 22 HEAT (ON RACHEL & ARAKUNE SLIGHTLY DELAY THE AST) 2B > 6A > j.2C > j.4D > d.5C > d.6A > d.5C > d.5A > 22BC > DASH CANCEL > 66C > 5D > d.6A > d.5C >d.5A > d.5B > AST > 66C(2) > 6B > 22B ~. 2.7K / 20 HEAT ( BEST 2B CORNER TO CORNER COMBO I CAN FIND) 6A > J.2C > J.4D > D.2D > D.6A > D.5C > D.5A > 22BC > DASH CANCEL > 66C > 5D > D.6A > D.5C > D.5A > D.5B > AST > 66C(2) > 6B > 22B ~.2.8K / 20 HEAT (STANDARD VERSION I USE) VARIOUS CORNER COMBOS 6C > 2C > 5C > 236C > 662A > 5C > J.2C > J.4D > D.5D > D.6B > D.5B > D.5D > 22BC > 6C > 4D > AST/BT > 66C(2) > 6B > 22B ~. 3.5K / 25 HEAT (THE 662A FOLLOW UP IS HARDER ON SOME CHARACTERS SUCH AS RAGNA BUT EASIER ON CHARACTERS WHO ARE SEEMLY SHORT LIKE NOEL SO THE EXECUTION ON IT VARIES FOR OPTIMAL DAMAGE OTHERWISE CUT OUT 5C AND GO STRAIGHT INTO 236C AFTER 2C FOR EASE OF EXECUTION. 2C > 3C > 22C > DASH CANCEL > 5B > 5C > j.2C > j.4D > d.5C > d.5B > AST > 5C > 236C > 6C(2) > 6B > 22B ~. 3.5 ~ 3.8K / 28 HEAT ( SPECIFICALLY FOR CALLING OUT A RAGNA 5B AT ROUND START WITH 2C AND POTENTIALLY FOR OTHER CHARACTERS AS WELL ON COUNTER HIT. THE 2C START OFF WILL LOSE TO RAGS 5C OTHERWISE ITS AN OK WAY TO START OFF AGAINST HIM. USE WITH DISCRETION.) Share this post Link to post Share on other sites
Litherain-XIII Report post Posted April 28, 2015 CORNER THROW COMBOS THROW > 2C > 5C > J.2C > J.4D > D.5D > D.6A > D.5B > 236C > 6C(2) > 6B > 22B ~. 3.4K / 25 HEAT THROW > CRUSH TRIGGER > 2C > 236C > 66C > 4D > AST/BT > 66C(2) > 6B > 22B ~. 3.9K / 19 HEAT Share this post Link to post Share on other sites
dogg201 Report post Posted April 29, 2015 I'm not one for combo notation really. I just watched a lot of videos over and over to learn these. If anyone wants to transcribe these I'm sure that will be helpful for others like myself. These are just basic combos. Some are even simplified because I'm not skilled enough to do the full version. Although, I feel they are simple enough for beginners to learn and obtain a fighting chance against their opponents. I hope this helps, just trying to contribute. Noel Basic BnB's https://youtu.be/v9psNNNktCE The 3rd combo I did, I'm almost convinced that route doesn't work on Carl. Share this post Link to post Share on other sites
Finuve Report post Posted April 30, 2015 these new combo routes are destroying me compared to CP...the new timing for 236A~66 5A > 6C im finding much harder than the old 236A > 66 > 5B and ive been trying to get the new CH one down and could use some tips - [CH] 5C > 214A > 2B/5B > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22BC~66 > 66C(2) > 2D > d.5A > d.6B > d.5C > d.6B > d.236D [5.6k/41%]~[5.8k/42%] [use this combo to punish Reversals that leave your opponent Standing] so I cant consistently get the 22BC~66 > 66C down, dropping either the second silencer or the 6C but I feel like Ill get that soon enough, however whats beating me is the 2D > d.5A > d.6B with the d.6B always allowing tech Share this post Link to post Share on other sites
confusedxphreak Report post Posted April 30, 2015 A few random combos I found to be useful: Corner: 6B>5D>d.5C>d.6C>d.5C>d.6D>236C>5B>5C>(s)j.2C>j.4D>d.5C>d.6A>d.5C>22B 3.7k/27 heat Throw>2C>5C>j.2C>j.4D>d.5C>d.6A>d.5B>236C>66C(1)>j.D>22B 3.5k/25 heat Midscreen: On crouching: 5C>3C>22C>665B>5C>j.2C>j.4D>j.6D>j.5C>22B>662B>6C(1)>6B>6D>d.5C>d.6B>d.5C>d.6B>236D 4.2k/31 heat Air throw>2B/5B>5C>j.2C>j.4D>d.5C>d.6A>d.5C>22B 2.9k/21 heat Share this post Link to post Share on other sites
LunaKage Report post Posted April 30, 2015 these new combo routes are destroying me compared to CP...the new timing for 236A~66 5A > 6C im finding much harder than the old 236A > 66 > 5B and ive been trying to get the new CH one down and could use some tips so I cant consistently get the 22BC~66 > 66C down, dropping either the second silencer or the 6C but I feel like Ill get that soon enough, however whats beating me is the 2D > d.5A > d.6B with the d.6B always allowing tech It's possible you added another move somewhere in the combo, or you weren't fast enough with all of the inputs, since the combo system is time based. I've personally never had that combo drop on me before. I just tested it 3 times on Makoto(who's hitbox normally hates our BnBs) and it didn't drop at all. I'd say try to do the combo faster. Share this post Link to post Share on other sites
Finuve Report post Posted May 1, 2015 It's possible you added another move somewhere in the combo, or you weren't fast enough with all of the inputs, since the combo system is time based. I've personally never had that combo drop on me before. I just tested it 3 times on Makoto(who's hitbox normally hates our BnBs) and it didn't drop at all. I'd say try to do the combo faster. alright, ill just keep plugging away, ive never had the best execution and these new routes im finding a lot harder than anything ive done before. Any tips on timing the 22BC. Im at like 50% on it Share this post Link to post Share on other sites
Litherain-XIII Report post Posted May 1, 2015 Found a corner switch combo for noel. can be pretty useful i recommend considering it for the sake of putting the opponent in corner with oki instead of midscreen. apologies in advance for my poor quality. we poverty in this bitch. brotha got bills son. https://www.youtube.com/watch?v=I0yOYHGdY44 Notations: 5A > 6A > 6C > delayed 6D > d.6B > AST > 665C > 236C > 66C(2) > 6B > 22B~ 2.4K / 18 heat Share this post Link to post Share on other sites
LunaKage Report post Posted May 2, 2015 alright, ill just keep plugging away, ive never had the best execution and these new routes im finding a lot harder than anything ive done before. Any tips on timing the 22BC. Im at like 50% on it Don't feel too bad, it's not as easy to do as it was back in the CS2 and CSEX days. I'm only about 85% on it myself. My advice, is to feel it out. Find the rhythm that works when you do all four inputs (2... 2... B... C...) and do it in time with the rhythm. I dunno if that advice works as well for other people, but as a musician, that kinda thing makes it easier for me. Another suggestion is to not input it too soon after the d.5C, wait just slightly, then input the command. It's how I've been doing it. Share this post Link to post Share on other sites
edollarports Report post Posted May 6, 2015 What do you think the optimal route is for extending off of j.D in a slightly-moderately prorated combo? The example I'm talking about is CH 4D 214A 5B 5C sj. j.C j.D~ starter. Would there be enough proration to do 6C 2D 6B 5C 22B? Share this post Link to post Share on other sites
LunaKage Report post Posted May 7, 2015 It's probably not the best idea. If it's early in the combo you can most likely extend it using d.6C > d.2D > d.5C > 22BC, but for simplicity sake, it's always a safe bet to use d.5C > d.6A > d.5C > 22BC. Share this post Link to post Share on other sites
JDE Report post Posted July 3, 2015 I finally got the game yesterday. Now, I need to learn some BNBs to get me started. Share this post Link to post Share on other sites
LunaKage Report post Posted July 3, 2015 You've come to the right place. Share this post Link to post Share on other sites
JDE Report post Posted July 4, 2015 So where shall I start beside 6A conversions? BNBS? I prefer just using one of each: 1 for Anti airs which is 6A 1 for standard punishment 1 for okizeme 1 for corner 1 for whiff punishment Share this post Link to post Share on other sites
Arcus Diabolus Report post Posted July 5, 2015 Hey guys, I'm back! Anyway, I picked up the game recently but I'm having difficulty adjusting to Noel's new 5C > 214A > 5B > j.2C > j.4D route. Anyone got any tips on how to make executing that set of moves a bit easier to pull off? It seems like its much faster on top of being a bit more difficult, and I can't seem to get it right anymore. Thankfully, many of her combos still work, but I really want to get a CH 5C combo to work. Share this post Link to post Share on other sites
Litherain-XIII Report post Posted July 5, 2015 try adding a 5C after the 5B then do j.2C that should solve your issue Share this post Link to post Share on other sites
Arcus Diabolus Report post Posted July 5, 2015 Thanks, I'll give it a shot. Should I add a super jump cancel to that or is that not necessary in this version? Share this post Link to post Share on other sites
LunaKage Report post Posted July 5, 2015 Thanks, I'll give it a shot. Should I add a super jump cancel to that or is that not necessary in this version? Yes, doing both of those things should help you considerably. So where shall I start beside 6A conversions? BNBS? I prefer just using one of each: 1 for Anti airs which is 6A 1 for standard punishment 1 for okizeme 1 for corner 1 for whiff punishment Anti Air: 6A > sj.2C > j.4D > d.5C > d.6A > d.5C > 22BC~66 > 6C(2) > 2D > d.5A > d.6B > d.5C > d.6B > d.236D/Fenrir Jab Punish: 5A > 5B > 6A > sj.2C > j.4D > d.5C > d.6A > d.5C > d.5B > d.236D Normal Punish: 5B > 6A combo listed above Heavy Punish: CH 5C > 214A > 5B > 5C > sj.2C > j.4D > d.5C > d.6A > d.5C > 22BC~66 > 66C > 5D > d.6A > d.5B > d.236D on a standing opponent. All combos end in Noel's oki. Anything ending in d.236D anywhere on screen, and 22(B) in the corner goes into an oki situation. Corner combo depends on what starter you used. Whiff punishment strictly depends on what was whiffed. You'll find a huge list of combos in the OP of this thread. You'll find a combo for any given situation you'll find yourself in. Share this post Link to post Share on other sites
Arcus Diabolus Report post Posted July 5, 2015 Yes, doing both of those things should help you considerably. Thought as much... never been good at super jump canceling, but I guess I gotta learn sometime. Share this post Link to post Share on other sites
robot_house Report post Posted July 8, 2015 Just to share what I did for Noel's 20th challenge combo: In the example combo above I was never able to connect the first d.2D into the 22B so after seeing this video (https://www.youtube.com/watch?v=5Q7hl7trgqk) I saw this combo that was easier for me to pull off: d.6C>d.5C>d.6C>214A>5C>j2C>j.4D>d.6C>d.2D>d.5A>d.5C>22BC~66>6C(2)>2D>ODC>6C>Thor>AD>Fenrir To start the combo you can just take a step forward from the starting position and whiff a j.5D then when you land just start the d.6C Share this post Link to post Share on other sites
Sacred Saber Report post Posted July 9, 2015 Just to share what I did for Noel's 20th challenge combo: In the example combo above I was never able to connect the first d.2D into the 22B so after seeing this video (https://www.youtube.com/watch?v=5Q7hl7trgqk) I saw this combo that was easier for me to pull off: d.6C>d.5C>d.6C>214A>5C>j2C>j.4D>d.6C>d.2D>d.5A>d.5C>22BC~66>6C(2)>2D>ODC>6C>Thor>AD>Fenrir To start the combo you can just take a step forward from the starting position and whiff a j.5D then when you land just start the d.6C Hi! I'm the owner of this video. I am glad that the CMV was helpful. If all you want in this combo is to make more hits, you can add 5B after MF(214A), as it is possible you can lose hits in d.6C because of the distance, or in the 2D because not doing correctly the minidash after 22BC I prefer to do without 5B, because it makes more damage, and it's more beautiful to see number 100 in the last hit :D Sorry for my bad English, guys. Share this post Link to post Share on other sites
LunaKage Report post Posted July 9, 2015 You're good, no worries. Share this post Link to post Share on other sites
Halcyone3 Report post Posted July 9, 2015 In regards to this corner combo: 6B > 5D > d.5C > d.6C > d.5C > d.6D > 236C > 5B > 5C > j.2C > j.4D > d.5C > d.6A > d.5C > 22 [3.7k/27%] I'm struggling quite a bit to pull it off on Izayoi, yet have no problem on others like Ragna with just a regular jump. It feels like its a height thing, so I'm trying to sjc into the j.2C vs her but I'm whiffing that too. Could someone confirm for me if this is impossible on her (and possibly others) or if my super jump canceling is just utter garbage? Share this post Link to post Share on other sites