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C0R

[CS2-CSE] μ-12 Combo Thread (Updated 9.23)

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Thank you C0R for that 214D combo, it's great! Now my turn to contribute...

New and efficient corner grab combo IMO.

grab 5B 6A j.2C j.D 2B 5C 2C j.2C SoD 6A 6C (2.3k, 1 stein, 31 heat, 6C oki)

It's so easy to do compared to the other ones, and there's no need to worry about using 6B on several members of the cast, it also allows double super finish. However, if you want the opponent to land in front of you after the 6C, you have to jump back for the last j.2C.

grab 5B 6A j.2C j.D 2B 5C 2C j.2C SoD 6A 6C 6D gallic gun, shotgun (4.2k)

more stuff I found in the lab tonight. corner reset:

2A 2/5B 5C SoD 5B 5C 6C 5D j.B j.C j.2C SoD (laser hits, breaks combo, air unblockable SoD). Followed by 5C 2C j.C j.2C dash 2B 6A j.2C j.D 2B 5C 2C j.2C... (2.4k 1 stein into 3.9k 1 stein)

combos with j.2C 6[D] ender, dash 2B 5B (blocked) 6B/3C ]D[ pickups:

6B ]D[ 2B 5C SoD 5B 5C 6C xD j.C j.2C (3.4k, 1 stein)

3C ]D[ j.2C SoD 6A 6B 6A j.2C j.D 2B 5C 2C j.2C (4.2k, 1 stein) you have to immediately jump cancel the 3C

edit: why isn't this combo listed anywhere? Corner 2A starter

2A 2/5B 5C SoD dash 6A 6B 6A j.2C j.D 2B 5C 2C j.2C... (2.8k I think, 1 stein)

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Remember this video?

http://www.youtube.com/watch?v=9MNkCWoqEsg

Well, here's the transcription, now with accurate damage and meter gain! (for the most part)

1.) 0:00 - 0:16

(near corner) 2A, 2B, 2C, SoD, 6A, 6B, 6A, JC j2C, jD, 2B, 5C, 2C, JC j2C, 3C (SoD 632146C) (26 MG, 2.8/4k damage)

2.) 0:16 - 0:33

(near corner) 2B, 2C, 5C, SoD, dash 6A, 6B, 6A, JC j2C, jD, 2B, 5C, 2C, jC j2C, 3C [soD 632146C] (3.5/4.7k, 35 MG)

3.) 0:33 - 0:48

(near corner) 6B, SoD, 6A, JC j2C, (dash) 2B, 6A, JC j2C, jD, 2B, 5C, 2C, JC j2C, [soD 632146C] (3.5/4.5k, 35 MG)

4.) 0:48 - 1:07

(near corner, air unblockable) 6A, 2C, JC jC j2C, SoD, 6A, 6B, JC j2C, jD, 2B, 5C, 2C, JC j2C, 3C, [soD super] (3.8/5k, 45 MG)

5.) 1:07 - 1:25

(near corner) 2C CH, (dash) 6A JC j2C, SoD, 6A, 6B, 6A, JC j2C, jD, 2B, 5C, 2C, JC j2C, 3C, [soD super] (3.9/5k, 43 MG)

6.) 1:25 - 1:43

2C CH, dash 6A, JC j2C, dash 2B, 5C, 6C, SoD (slightly charged?), dash 6A, JC j2C, jD, 2B, 5C, 2C, JC j2C, 3C, [soD super] (3.7/4.9k, 43 MG)

7.) 1:43 - 1:55

Throw, dash 6A, 5C, 6C, 214D (whiff), dash 6A, 6B, 5C, 6C, xD, JC j2C, jxD... (2.5k/3.6k with "6C, xD, super" ender, 25 MG at 6C)

8.) 1:55 - 2:04

2C CH, dash 6A, JC j2C, dash 2B, 5C, 6C, 214D (whiff), dash 6A, 6B, 5C, 6C, xD, SoD (3k/4.2k with xD super ender, 30 MG, can also work with "...dash 2B, 2C, 6C, 214D (whiff)...")

9.) 2:04 - 2:22

(near corner) 214D (explosion hits), 5C, 6C, SoD, dash 6B, 5C, 2C, JC jC, j2C, j6D, 2B, 6A, JC jC, j2C, 3C, [soD super] (5.4/6.6k, 51 MG!)

10.) 2:22 - 2:30

2A, 2B, 3C, RC, dash 6A, 6C, 214D (whiff), dash 6A, 6B, 5C, 6C, xD, SoD (req. 50 meter, ~2k, 13 MG, can also do "214D (whiff) 2B 5C 6C...")

11.) 3:05 - 3:14

214D (explosion hits) jump, falling jC, j2C, dash 2B, 5C, 6C, 214D (whiff), dash 6A, 6B, 5C, 6C, xD, SoD (3/4k with "xD, super" ender, 38 MG)

12.) 3:16 - 3:25

(near corner) throw, (dash) 6A, 6B, 6A, JC j2C, jD, 2B, 6A, JC jC, j2C, j[D]... 2.3/3.6k with "3C super" ender instead of j[D], 27 MG)

13.) 3:25 - 3:40

(if they don't tech after above) ...2B, 2C, 6C, 6D (j[D] hits), JC, jC, j2C, SoD, 6A, 5C, 2C, JC jC, j2C, 3C, SoD, 6A, super (still untested)

14.) 3:40 - 3:45

(after "whatever...j2C" near corner?) 2B, 6A, JC j2C, jD, 2B, 5C, 2C, JC j2C, j[D]... (~2k?, +2 orbs, incl. one charged orb and corner oki (still untested)

13.) 3:45 -3:59

(if they don't tech after above) ...2B, 5C, 6C, 6D (j[D] hits), JC jC, j2C, SoD, 6A, 6B, 214D (2 orbs explode), super (still untested

14.) 3:59 - 4:24

(if they don't block after "...jD...j[D]..." setup) ...5C, SoD (j[D] hits), dash 2C, JC jC, JC jC, j2C, (dash) 2B, 6A, JC j2C, jD, 2B, 5C, 2C, JC j2C, 3C, SoD, super (still untested)

15.) 4:24 - 4:40

(near corner) 214D (explosion hits), 6B, 5C, 2C, JC jC, j2C, SoD, 6A, 6C, 6D, JC jB, jC, j2C, 3C, SoD, 6A, super (same as challenge mode? 6k, 50 MG!)

16.) 4:40 - 5:00

(near corner) 214D (explosion hits), SoD (slightly charged), 5C, 6C, 6D, 632146D, dash 6B, 6A, JC j2C, jD, 2B, 5C, 2C, JC j2C, 3C [soD super] (5.6/7k with SoD super ender, builds 44 MG, 56 meter required to start)

17.) 5:00 - end

(near corner?) 6C FC, 5D, 214D (explosion hits), dash 5C, 2C, JC jC, j2C, SoD, 6A, 6B, 6A, JC j2C, jD, 2B, 5C, 2C, JC j2C, 3C, [soD super] (6k, 51 MG)

Easier high damage FC combos:

(near corner) 6C FC, 214D, 5C, 2C, JC jC, j2C, SoD, 6A, 6B, 6A, JC j2C, jD, 2B, 5C, 2C, JC j2C, jD, 2B, 6A, JC jC, j2C, 3C, SoD, 6A super (5.9/6.9k, builds 63 meter!!)

(corner) 6C FC, SoD (can be charged depending on distance), 6A, 6B, 6A, JC j2C, jD, 2B, 5C, 2C, JC j2C, jD, 2B, 6A, JC jC, j2C, 3C, SoD, 6A super (6.9k, 51 MG!)

(corner) SoD FC, 6A, 6B, 6A, JC j2C, jD, 2B, 5C, 2C, JC j2C, jD, 2B, 6A, JC jC, j2C, 3C, SoD, 6A super (4.5/5.7k, 42 MG at 3C, 45 at SoD, 48 at 6A)

Corner tech punish combo ( http://www.youtube.com/watch?v=np3w78Mufq8 ):

2A OR 2B, 2C, JC jC, j2C, SoD, 6A, 6B, 6A, JC j2C, jD, 2B, 5C, 2C, JC j2C, 3C (3k/4.3k with 2A, 3.3/4.6k with 2B, 40/41 MG)

(near corner) 5C starter, SoD, 6A, 6B, 6A, JC j2C, jD, 2B, 5C, 2C, JC j2C, jD, 2B, 6A, JC jC, j2C, [3C] [soD super] (4.6/5.8k, 48 MG!)

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corner double jab starter:

2A 2A 2B 3C SoD 5B JC jB jC j2C 3C (~1.7k knockdown)

DP CH, RC combo:

623C, RC dash 5B OR 6B 6A JC j2C jD [2B 5C 2C JC j2C...] or [2B 6A JC jC j2C...] (~1.8k knockdown)

jAAA air-to-air hitconfirm:

jAAA, JC jA, jC, j2C (if you're close to the corner and low enough to the ground, can 3C at the end)

5/2A anti-air:

5A AA CH, 5A (hitconfirm), 6A, JC j2C, dash 2B, 5C, 6C...

2A AA CH, 2A (whiff, confirm), 5B, JC jB, jC, j2C, dash 2B, 5C, 6C...

(corner) 5A, 5A, 6A, JC j2C, jD, 2B, 5C, 2C, JC j2C, 3C (add super for 2.9k)

214D with two or more steins:

2 steins: 214D, 6B, 5C, 2C, 7JC jC, j2C, 3C, SoD, 6A, 6C, 5D, super (4.6/5.8k, 41 MG)

3 steins: same thing (4.4/6k, 41 MG)

4 steins, 214D, 6B, SoD, super (4.2/5.4k, 41 MG)

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Bestest combo off ch 2c, even including 214d hit and charged steins.

2c CH (near corner) > Walk :5c > 6c > 5d > j.c > j.2c > SoD > Dash 6a > 6b > Dash 6a > j.2c > j.5d > 2b > 5c > 2c > j.2c (> 3c > SoD > 632146c) = 4235(5551)/43(49-50), 3(2)

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airthrow corner combo, anyone have a better one?

airthrow RC SoD 6A 6B 6A j.2C j.D 2B 5C 2C j.2C 3C (4.3k, add SoD super for 5.5k)

Simple corner reset into air throw.

anything... j.2C j.D 2B 5C 2C jump-cancel airdash-airthrow

combo off charge laser starter in corner ]D[ 5B 5C 2C SoD 6A 6B 6A j.2C j.D 2B 5C 2C j.2C...

you in corner 2C counter, puts opponent in the corner:

2C CH, jump air dash forward, land, 2B 5C 6C habacan 6A :6B 6A j.2C j.D 2B 5C 2C j.2C...

oh and pointless combo: 4 steins explosion in corner, 5C 6C 6D 632146D SoD 632146C (5.9k)

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Yeah great shit there. (stuff) 6C 5D 214D (stuff) omohikane was the awesome.

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I like that one with the throw reset. Beautiful.

Nice work!

I'm definitely going to try to learn that midscreen 6C fatal with Yata.

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As a note: For every combo that ends in j.2c knockdown, you can chose between meaty/whiff and late hit laser on neutral tech. Varying these options is very important when playing against an opponent who adapts quickly and is attentive.

Ex: Spark sees incoming laser on his neutral tech, and believing it will meaty, wakes up with 6d/2d, but you chose for it to whiff when you placed it, and he eats a throw punish combo from the cross under.

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Character specific ender: 6C otg. examples:

2A 5B 5C SoD 6A :6B 6A j.2C j.D 2B 5C 2C j.2C 6C yata 6C omohikane (Bang)

2A 5B 5C SoD 6A :6B 6A j.2C j.D 2B 5C 2C j.2C 6C yata j.2C omohikane (Rachel (superjump the second j.2C), Tager)

1 stein : 4.8 k

2 or more steins you can go straight from one super into the other to make it easier, add about .3k per stein.

tager specific : 2A 5B 5C SoD 6A :6B 6A j.2C j.D 2B 5C 2C j.2C 6C 214D 5C omohikane (4.6k, cancel 5C really fast into the super)

In other news, I can't do the corner combo on makoto consistently, anyone have a tip? The only way I could link j.2C after 2C was with a super jump and delay, but it felt wierd because I can land it easily on Rachel/Noel/Platinum with the superjump. I know you can just go 2B 6A j.C j.2C instead, but just wondering, because it's dumb to have to do a different combo for only one character. (in a tournament it's the kind of thing I'll forget)

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I WANT TO KNOW TOO because I never downloaded Makoto and I'm not buying the DLC just to have her as a punching bag in training mode.

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In other news, I can't do the corner combo on makoto consistently, anyone have a tip? The only way I could link j.2C after 2C was with a super jump and delay, but it felt wierd because I can land it easily on Rachel/Noel/Platinum with the superjump. I know you can just go 2B 6A j.C j.2C instead, but just wondering, because it's dumb to have to do a different combo for only one character. (in a tournament it's the kind of thing I'll forget)

It is indeed a unique timing, I would suggest practicing it on Makoto because if you get it to work on her it'll work for everyone.

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I've never had troubles with the Makoto matchup really, µ just has clean answers to everything Makoto does, and the squirrel can't take it nearly as well as she dishes it out.

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Same. Makoto has trouble getting in on Mu so it really isn't too much of a problem. Just make sure you don't get hit! loll.....

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Okay. I'm now actually having trouble on the air-to-air j.C combo on Makoto. After the habacan stuffs I dash in and do the delayed 5B > 6A but no matter how fast or how slow I try I can't get the j.2C to connect before she techs. She's so weird to combo on. o.O;

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She may be too low if j.2c isn't landing in time, so you're not hitting her with the earlier active frames, which are higher up. Can you copy the combo here and then mark where it drops?

Sorry, you're probably trying the first combo in the list, which does not work. When I compiling that thread there where quite a few formatting errors, and I got extra segments spattered all over the place. I'm in the middle of fixing it now BUT MY PS3 BR LASER ISN'T WORKING.

GRRRROOOOOOOOOARRRRRRRRRRRR

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She may be too low if j.2c isn't landing in time, so you're not hitting her with the earlier active frames, which are higher up. Can you copy the combo here and then mark where it drops?

Sorry, you're probably trying the first combo in the list, which does not work. When I compiling that thread there where quite a few formatting errors, and I got extra segments spattered all over the place. I'm in the middle of fixing it now BUT MY PS3 BR LASER ISN'T WORKING.

GRRRROOOOOOOOOARRRRRRRRRRRR

Ahhh, yeah thats the one I was trying. No wonder. xD; I thought my execution was terrible or something~

Thanks very much.

And I hope you get your ps3 fixed soon. D:

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noticed front post still has no 214D starter combos midscreen. I was toying with these yesterday, trying to get more from them now.

214D->66A->j.2C->662B->6A->6C->214D(whiff)->66A->6B->5C->6C->w/e (4k-ish, more with 50 heat, there's also enough time to dash 6A even from full screen)

214D->5C->6C->63214[C]->6B->6A->j.2C->2B->5C->2C->j.C->j.2C->3C->w/e (5.1k-ish, only doable when close enough to corner that 63214C will bounce, have to hold C until target is low enough to connect 6B. You can alter the combo in several ways to end it with 6C or w/e else).

Also something that i was playing around with (mostly for lulz):

623C(CH)->RC->IAD->j.C->j.2C->662B->5C->6C->w/e (1.4-1.7k, depending on what u do after 6C, midscreen)

623C(CH)->RC->6C->63214[C]->6B->6A->j.2C->3C (2.2k, close to corner)

Its also possible to do 623C(CH)->RC->small wait->66A and 623C(CH)->RC->214D but i haven't gotten better dmg/consistency than the above with those, in case any1 wants to try.

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Whats the best combo off of a 2A in the corner? I've been doing 2A > 2B > 3C > SoD > 6A > 6B > dash 6A > 2C > j.C > j.2C > (j.D > habaya) oki stuffs. Is there something better I can be doing?

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If I may submit a recommendation. At the very top of the combo thread you should list the main combo's from important hits such as:

A>B>C>SoD[c]

6B>SoD[c]

CH jC

CH 2C

jC

214D corner and midscreen

I think most of our big confirmable hits will come form these and it would be nice if people could look them up easily.

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@Solar:

2A 5B 5C SoD 6A :6B 6A j.2C j.D 2B 5C 2C sj.2C (stuff)

you can use 2B instead of 5B at the beginning, it does like 50 less damage or so, but if your 2A is blocked sometimes you catch them with the low so it's worth it if you're not 100% sure it'll land.

@Ve: maybe also 3C corner, since it's good mixup for blockstring 2A 2B 5B (3C/6B)

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Thanks for that pochp. :3

And yeah, I totally agree. It'd be great to have a section at the top that lists the most practical and/or optimal combos from her most common hitconfirms. A list of important miscreen/corner/throw/etc combos that every Mu player should know, and grind till it's muscle memory. Especially the best BnB corner combos, seeing as nothing is really listed from things like 6B > SoD or 3C > SoD, and those moves are real staples into her pressure.

It'd be a great place with the basics for new Mu players to start learning. (if there every are any...) xD

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