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[CP] Amane Nishiki Combo Thread

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  • If you'd like to contribute, please feel free to do so! Just post a combo that you've seen and know that works or have tested yourself. Linking to a video with the combo, particularly timestamped, is encouraged.
  • Any additional information such as: damage, heat gain/usage, position on screen, opponents standing/crouching/in the air, weaknesses applied, or character specifics are greatly appreciated.
  • Please refrain from going off topic in this thread. This thread is for posting and discussion of combos only.


    Information:

    [TABLE=width: 700, align: center]

    General Notations Used
    Guide Specific Notations Used


    [TABLE=class: grid, width: 350, align: center]

    j
    Jump


    sj
    Super Jump


    dj
    Double Jump


    ad
    Air Dash


    iad
    Instant Air Dash


    JC
    Jump Cancel


    SJC
    Super Jump Cancel


    CH
    Counter Hit


    FC
    Fatal Counter


    RC
    Rapid Cancel


    [ ]
    Hold Input


    (N)
    Attack must deal N amount of hits.


    [???] xN
    Repeat ??? N amount of times.

    [/TABLE]

    [TABLE=class: grid, width: 350, align: center]

    DM
    Damage


    HG
    Heat Gain %


    Text
    Challenge Mode Combo


    Text
    Input Replaceable

    [/TABLE]


    [/TABLE]


    Basic combo theory

    There's one thing to take into consideration when it comes to Amane combos. Damage optimization is heavily dependent on mid-combo factors. Depending on Multi-hit attacks, the horizontal and vertical spacing, untech time and your hit confirms, you will be required to adjust mid combo to different followup routes to avoid dropping your combo. That being said, damage values will change a lot depending on how you perform a combo. For instance, if you let only one hit of an attack connect before the next one, you'll be losing a lot of damage even if you're doing harder and optimized routes. Experiment appropriately with combos listed belows.


    Beginner BnBs:

    • 2A > 5B > 3C > 236C [DM:1473/HG:10]
    • 2A > 5B > 3C > 236D~C [DM:1035/HG:5]



    Mid-screen:

    Midscreen N starter Routes.
    These combos can be used from 6A, 5B, 2B, j.B, j.2B, 6B, 3C, 6C, 236C, 623C, j.236C, Hariken drill summon. Each starter can followup in a similar route but using a different hitconfirm. Since they all share the same followups, a wide variety are listed here and referenced down below with the appropriate hit confirm. All damage values here are from 6A.

    • Ground hit > 2B or 5B > 3C > 236C [DM:1900~/HG:13] Simple hitconfirm
    • Ground hit > 5B > 5D(N) > 236D~B reset or 236A reset [DM:1300~/HG:9] Different ender, centers around a drill reset or level 3 drill damage
    • Ground hit > 2B or 5B > 3C >236D~A or 236D~B reset [DM:1200~/HG:9] Drill reset variant
    • Ground hit > 3C > 236C > RC > 5C(2) > 6C(2) > 6A > JC > j.B(3) > JC > j.B(3) > j.2C(2) > j.236B > j.B(3) > j.236C [DM:3793/HG:18(-50)] Standard RC for extra damage
    • Air hit > 5B(3) > 5C(2) > 6C(1) > 236D~D > 2B > 5B(3) > 5C(2) > 6C(1) > 236D~D > 5B(1) > 236D~B or 6D [DM:2839/HG:20] Most stable route, goes into a drill reset
    • Air hit > 5B(3) > 5C(2) > 6C(2) > 236A > j.C(1) > j.6C(2) > j.2C(1) > j.236A > j.B(3) > j.236C [DM:3342/HG:24] Simple damaging route, very stable as well
    • Air hit > 5B(3) > 5C(2) > 6C(2) > 6A > Neutral JC > j.B(3) > JC > j.B(3) > j.2C(2) > j.214B > j.B > j.C(1) > j.6C(2) > j.236C [DM:3838/HG:27] Great balance in between damage and reliability.
    • Air hit > 5B(3) > 5C(2) > 6C(2) > 214A > j.B(3) > 5B(3) > 5C(2) > 6C(2) > 236A > j.C(1) > j.6C(2) > j.2C(1) > j.236A > j.B(3) > j.236C [DM:4004/HG:28] Optimized, but extra damage is small
    • Air hit > 5B(3) > 5C(2) > 6C(1) > CT > 5B(3) > 5C(2) > 6C(2) > 6A > JC > j.B(3) > JC > j.B(3) > j.236C [DM:4213/HG:20(-25)] Some use of meter with crush trigger
    • Air hit > 5B(3) > 5C(2) > 6C(2) > 2D(16) > 214B > j.6D(16) > j.236B > j.6C(2) > j.236C [DM:4994/HG:35] Standard drill combo
    • Air hit > 5B(1) > 5C(1) > 236A > j.B(3) > 5B(1) > 5C(1) > 236A > j.B(3) > 5B(1) > 5C(1) > 236A > j.B(3) > JC > j.B(3) > j.2C(3) > j.B(3) > j.236C [DM:2798/HG:19] Corner carry route. Ender may vary into 236C, j.236C or 5B > 5D > 236D~B.


      Normal Starters

      A Moves:
      2A can be replaced with 5A, they have the same behavior.

      • 2A(2) > 2B > 3C > 236C [DM:1749/HG:12]
      • 2A(2) > 2B > 3C > 236C > RC > 5C(2) > 623C [DM:2784/HG:14(-50)]
      • 2A(2) > 5B(N) > 5[D] [DM:1100~/HG:8~] (Drill level 1) [DM:1600~/HG:12~] (Drill level 2) [DM:2500~/HG:18~] (Drill level 3)
      • (Air hit) 2A(2) > 5B > 5C(1) > 6C(2) > 6A > JC > j.B(3) > JC > j.B(3) > j.236C [DM:2679/HG:18]
      • (Air hit) 2A(2) > 5B > 5C(1) > 6C > 236A > j.C(1) > j.6C > j.2C(1) > j.236A > j.B(3) > j.236C [DM:2742/HG:19]
      • 6A (anti-air or CH) > JC > j.B(3) > jC > j.B(3) > j.236C [DM:2047/HG:14]
      • 6A (anti-air or CH) > JC > j.B(3) > jC > j.B(3) > j.2C(2) > j.214A > j.236C [DM:2547/HG:18]
      • 6A > Check N starter routes listed above.


        B Moves:

        • 5B(3) CH > 2C(2) > 236A > j.B(3) > 2B > 3C > 236C [DM:2533/HG:18]
        • 5B(3) CH > 2C(2) > 236A > j.B(3) > 5A(2) > 2B > 3C > 236D~A or B > 6D [DM:2136/HG:15]
        • 5B > Check N starter routes listed above. Easily adds 300-500 extra damage on optimized routes. Same or just a little extra on less damaging routes
        • 2B > Check N ground hit starters listed above and remove 100-200 damage. It's unreliable for this move to hit an airborne opponent.
        • FC 6B > Air Dash > j.B(3) > 5B(3) > 5C > Check N starter air hit routes above and add 100 damage or slightly above.
        • j.B > Check N ground hit starters listed above and the damage values are almost identical. Same goes for hit confirms
        • j.B (Air hit non-CH) > j.A x N > j.B > j.236C to convert scrap air hits
        • j.2B > j.214A > j.B(2) > j.C(1) > j.6C(2) > j.2C(2) > j.236C [DM:2600~/HG:18]
        • j.2B > j.214A > j.B(2) > j.C(1) > j.6C(2) > j.2B > Rapid cancel > 5B(3) > 5C(2) > 6C(2) > 6A > JC > j.B(3) > JC > j.B(3) > j.236C [DM:3706/HG:18(-50)]
        • j.2B > j.214A > j.B(2) > j.C(1) > j.6C(2) > j.2B > Rapid cancel > 5B(3) > 5C(2) > 6C(2) > 236A > j.C(1) > j.6C(2) > J.2C(1) > j.236A > j.B(3) > j.236C [DM:3706/HG:18(-50)]
        • j.2B > j.236A > j.B(3) > 5B(3) > 5C(2) > 6C(2) > 6A > JC > j.B(3) > JC > j.B(3) > j.2C(2) > j.236B > j.B(3) > j.236C [DM:3808/HG:27]
        • j.2B low enough to the ground > Check N starter air hit routes. Damage should 150-250 extra or right in between 6A's and 5B's damage


          C Moves:
          2C and 5C are almost interchangeable in all cases.
          • 2C(2) > 5C(2) > 3C > 236C [DM:2326/HG:16]
          • 2C(2) > 5C(2) > 5D(N) > 236D~B > 6D reset [DM:1700~/HG:12~]
          • 5C CH > 6D [DM:3838/HG:27]
          • 5C(2) air hit > 6C(2) > 6A > JC > j.B(3) > JC > j.B(3) > j.2C(2) > j.236C [DM:3727/HG:26]
          • 5C(2) air hit > 6C(1) > 236D~D > 5B(1) > 6D reset [DM:1536/HG:11]
          • 3C > Check N starter routes listed above. Adds about 100 damage to longer combos. To convert you'll need CH or meter. Convert into 5B, 2B.
          • 3C CH > 236D~A/B > 6D [DM:2534/HG:18]
          • 3C CH > CT > 5B(3) > 5C(2) > 6C(2) > 6A > JC >j.B(3) > JC > j.B(3) > j.2C(2) > j.236B > j.B(3) > j.236C [DM:4446/HG:18(-25)]
          • 6C > Air hit N starter routes listed above. Adds about 300 damage if you just do the combo route from 6C.
          • 6C(1) > CT > 5B(3) > 5C(2) > 6C(2) > 6A > JC >j.B(3) > JC > j.B(3) > j.2C(2) > j.236B > j.B(3) > j.236C [DM:5189/HG:21(-25)]
          • 6C Fatal > 236D~D > 2C(1) > 6C(2) > 236B > j.C(2) >j.6C(2) > j.2C(2) > j.214B > j.B(3) > j.C(1) > j.6C(2) > j.2C(1) > j.236C [DM:4975/HG:35]
          • j.C(2) > j.236A > j.B(3) > 5A(1) > 2B > 3C > 236C [DM:2120/HG:15]
          • j.C(2) air hit or CH > j.6C(2) > j.2C(2) > j.214B > j.C(1) > j.6C(2) > j.236C [DM:3301/HG:23]
          • j.2C(2) > j.2B > j.236/214A > j.2C > j.236C [DM:2334/HG:16]



      Special Starters
      • 623C > Rapid cancel > 2C(1) > 6C(2) > 6A > JC > j.B(3) > JC > j.B(3) > j.2C(2) > j.214B > j.B(3) > j.C(1) > j.6C(2) > j.2C(1) > j.236C [DM:4667/HG:23(-50)]
      • j.236C > Rapid cancel > 2C(1) > 6C(1) > 214A > j.2B > j.236A > j.B(3) > 5B(3) > 5C(2) > 6C(1) > 3C [DM:3248/HG:14(-50)]


        Throw Starters
        • Throw > 623C [DM:2504/HG:18]
        • Throw > 236B > j.C(1) > j.6C(2) > j.2C(2) > j.236A > j.B(3) > JC > j.B(3) > j.236C [DM:3231/HG:23]
        • Throw > 236D~D > Micro dash 5C(2) > 6C(2) > 236A > j.C(1) > j.6C(2) >j.236C [DM:3210/HG:23]
        • Air throw > 6A > JC > j.B(3) > JC > j.B(3) > j.236C [DM:2672/HG:19]
        • Air throw > 214B > j.C(2) > j.6C(2) > j.2C(1) > j.236C [DM:3040/HG:21]


          Distortion Drive Starters
          • 632146C > 6C > 6A > j.B(1) > j.236C [DM:3590/HG:9] (lvl 3 drill required)

    Near-Corner:

    The routes near corner are more or less the same as the midscreen routes. The main difference are the corner and near-corner enders. Knowing them can get you out of the corner or simply force a reset into Drill level 3 that some characters have no answers for. They should work regardless of your starter, but N starters should help a lot.

    Facing corner

    [*]Anything (ground or air hit) > 236C > Wallstick > 6D. If your spacing is good, they can't roll this setup. Go for this only if 6D connects after Raibu(236C) without moving too much for it to be guaranteed.

    [*]Air hit > 5B > 6D reset. So long as 5B causes knockdown, it'll create the same scenario above. Useful if you're already in 6D's range since Raibu makes you move forward.

    [*]Air hit > 5B > 5D(N) > 236D~A/B > 6D. This is also for when Raibu doesn't cut it. Amane will also slightly back up due to push back, useful if you're too close for the 2 setups above or unsure.

    Back to the corner (Switch sides to get the 3 possible ways to end routes above)

    [*]6C(2) > 236D~D > 2B > 5B(1) > 5D(N) > 236D~A > 6D Use this if already close or right next to the corner. Else you won't be able to connect 2B after the hariken stance.

    [*]6C(2) > 214A > j.B(3) > 5B(N) > 5D(N) > 236D~A > 6D Use this if you're not right next to the corner, it's slightly more damaging.

    [*]6C(2) > 236D~D > 3C > 236C This has 2 uses. First is if both of the above wouldn't work or to guarantee a proper corner knockdown without a drill reset. Second is if you still have enough combo timer to followup after the wallstick

    Corner:

    Normal Starters

    [*]2A > 5B > 3C > 236C > 5A > 6A > 623C > 5B(1) > 6A > j.B > j.236C [DM:2630/HG:?]

    [*]2B > 3C > 236C > 5A > 6A > 623C > 5B > 6B > Air Dash > j.2C > j.2B > 214A > j.2C > j.236C [DM:3249/HG:24]

    [*]5B > 3C > 236C > 5A > 6A > 623C > 5B(1) > 6A > 623C [DM:3598/HG:25]

    [*]2B > 3C > 236C > 5A > 6A > 623C > 5B(1) > 6B > air dash > j.2C > j.236C [DM:2960/HG:9]

    Special Starters

    [*]-

    Throw Starters

    [*]BC > 623C > 5B(1) > 6A > 623C [DM:3330/HG:24]

    [*]BC > 623C > 5B(1) > 6A > j.B(1) > JC > j.B(1) > j.2C(1) > j.236C [DM:3250/HG:24]

    Distortion Drive Starters

    Air Combos / Air Enders:

    *Special thanks to Kurushii for the template*

[*]j.C > j.6C > j.2C(1) > j.236C [DM:2233/HG:14]

[*]-

[*]-

[*]-

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http://www.youtube.com/watch?v=NXlbRM8t378#t=10m10s

Midscreen: 6A (anti-air) > 5B(2) > 5C > 6C(1) > 6A > jc > j.B > jc > j.B(1) > j.236C [DM:2867/HG:18]

http://www.youtube.com/watch?v=NXlbRM8t378#t=10m32s

Midscreen: 2C > 236B > j.B > 2A > 5B > 3C [DM:1667/HG:?]

Just a small extension to the combo you already listed (2C > 236B > j.B). Can't read the heat number, sorry.

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http://www.youtube.com/watch?v=yN4tYprjh0E#t=7m32s

Midscreen: CH j.B (airborne opponent) > land > 5A > 6A > jc > j.B > jc > j.B > j.236C [DM:1950/HG:14]

http://www.youtube.com/watch?v=VrwCjiWTEUA#t=0m56s

Midscreen: CH 6A (anti-air) > 5B > 5C > 6C > 236A > j.4C > j.C [DM:2594/HG:19]

small extension to the combo previously listed (CH 6A (anti-air) > 5B > 5C > 6C).

http://www.youtube.com/watch?v=VrwCjiWTEUA#t=1m28s

Near Corner(?): j.B > 3C > 236C > RC > 5C > 6C > 236A > j.4C(1) > j.C [DM:2994/HG:?] Costs 50 Heat

Not sure if 236C > RC > 5C connects midscreen so it might be near corner only.

edit: http://www.youtube.com/watch?v=Aeucx-Q8I_M#t=2m50s

Midscreen: CH 5A (anti-air) > 5B(2) > 5C(1) > 6C > 236A > j.4C(1) > j.C > j.2C(1) > j.236A > j.D [DM:2456/HG:15]

http://www.youtube.com/watch?v=Aeucx-Q8I_M#t=5m14s

Midscreen: CH j.2B > j.236C > RC > 2C(1) > 6C > 236A > j.4C(1) > j.C > j.2C(1) > j.236A > j.D [DM:3269/HG:?] Costs 50 Heat

edit: http://www.youtube.com/watch?v=BiOkVLD4-hI#t=2m56s Really cool corner combo. Would like confirmation on inputs.

Corner: 2B > 3C > 236C > 5A > 6A > 623C > 5B > 6B > AirDash > j.2C > j.2B > 214A > j.2C > j.236C [DM:3249/HG:18]

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Sorry I didn't catch your edit right away, but your inputs look good (except the heat gain was 24).

That looks like a solid corner BnB and the go-to combo after a 236C in the corner.

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Should I just make a new post everytime I post a combo then? I'm not sure if Dustloop has a rule against double posting. :x

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There's no rule like that or anything so if you want to you could, but I always at least check to see the bottom post just in case.

I was just a little late checking up on it at the time is all.

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And finally there's our Hariken cancel combo midscreen!

It makes me curious as to where else we could use it (combo-wise).

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http://www.youtube.com/watch?v=f7Z0adOGu_Q#t=0m13s Updated/More damaging CH 3C combo

Midscreen: CH 3C > 2B > 5B > 5C > 6C > 6A > j.B > jc > j.B > j.2C(1) > j.236C [DM:3272/HG:23]

http://www.youtube.com/watch?v=ee1BgSTxW-8#t=8m18s puts opponent in corner, uses hariken cancel

Corner behind Amane: CH 6A (anti-air) > 5B(1) > 5C > 6C > 236D~D > 2B > 6A > 623C [DM:2930/HG:21]

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Link for CH 6A ODC combo.

http://www.youtube.com/watch?v=eYT7dj7oypE#t=4m47s

Edit: I don't know all of amane's moves so I'm not entirely sure if my notations are correct, so please correct me if I'm wrong.

CH 3C>2B>5B(2)>5C(2)>6C(2)>236A/B>JC(1)>J6C(2)>J.236C DMG:2970 Heat: N/A (amane was at 100 Heat during the start of the combo)

Optional: RC the last hit of J.236C then use 6D for drill meter/damage.

http://www.youtube.com/watch?v=EbL8xSLZj5k#t=5m09s

Double edit: More from the same video. A slight variation on an existing combo, though this is more of a setup rather than an actual combo.

CH 3C > 2B > 5B(2) > 5C > 6C(1) > 236D~D > 2B > 5B(2). (Opponent techs) 6D.

http://www.youtube.com/watch?v=EbL8xSLZj5k#t=5m50s

Not entirely sure if it REQUIRES lvl3 drill but it's decent damage for the starter and pushes the opponent further away.

(Level 3 Drill )CH JA > JB> jc > JB(2) >JD(Level3) > J236C DMG:2201 Heat Gain: 15

http://www.youtube.com/watch?v=EbL8xSLZj5k#t=7m06s

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Practice combo By Kamoihito w/ notations (In combo order)

These are pretty standard and simple non drill combos. If any Amane player was to look for simple BnBs, this would probably be the list to learn.

  • 2A(2) > 2B > 3C > 236C (Raibu) [DM:1749/HG:12]
  • 2C(2) > 5C(2) > 3C > 236C (Raibu) [DM:2326/HG:17]
  • Grab > 623C (Gekiren) [DM:2504/HG:18]
  • (Corner) 2A(1) > 2B > 3C > 236C (Raibu) Wallstick > 5A(1) > 6A > 623C (Gekiren) [DM:2367/HG:17]
  • (Corner) Grab Wallstick > 623C (Gekiren) > 2B > 6A > 623C (Gekiren) [DM:3381/HG:25]
  • (Midscreen) Grab > 236B (Zettou) > j.C(2) > j.6C(2) > j.2C (2) > 236A (Zettou) > j.B (3) > j.236C (Gosei) [DM:3179/HG:22]
  • (Midscreen, 50 meter) 2A(2) > 2B > 3C > 236C (Raibu) > Rapid cancel > 5C(2) > 623C (Gekiren) [DM:2784/HG:14 (-50)]
  • (Midscreen, 50 meter) 2B > 3C > 236C (Raibu) > Rapid cancel > 5C(2) > 6C (1) > 236D (Hariken) > D followup (Empty cancel) > 5B(1) > (reset) 6D [DM:2338/HG:12 (-50)] (6D's damage and heat gain ignored)
  • (Midscreen) 2B > 3C > Overdrive cancel > 5B (3) > 2C(1) > 6C(1) > 632146D (Goukai) [DM:3446/HG:??(-50)/Uses overdrive]
  • (Corner) 2B > 3C > 236C (Raibu) Wallstick > 5A (1) > 6A > 623C (Gekiren) > 2B > 6A > jump cancel > j.B (3) > jump cancel > j.B (3) > 236C (Gosei) [DM:3064/HG:22]
  • (Corner, 50 meter) 2B > 3C > 236C (Raibu) Wallstick > 5A (1) > 6A > 623C (Gekiren) > 2B > 6A > 623C (Gekiren) > 632146C (Seijyuu) [DM:3410/HG:21(-50)]
  • (Midscreen, 50 meter) 3C > 236C (Raibu) > Rapid cancel > 5C(2) > 6C(2) > 236B (Zettou) > j.C (2) > j.6C (2) > j.2C (2) > 236A (Zettou) > j.B (3) > 236C (Gosei) [DM:3955/HG:?? (-50)]
  • (Back-to-corner, 100 meter) 2B > 3C > Overdrive cancel > 5B (3) > 2C(1) > 6C(1) > 236D (Hariken) > D followup (empty cancel) > 2B > 5B (3) > 5C (2) > 6C (1) > 632146D (Goukai) > Rapid cancel > Run [DM:5350/HG:-100]
  • (Opponent in the air) 6A > Jump cancel > j.B (3) > jump cancel > j.B (3) > 236C (Gosei) [DM:2047/HG:14]
  • (Opponent in the air) Air grab > 6A > Jump cancel > j.B (3) > jump cancel > j.B (3) > 236C (Gosei) [DM:2672/HG:19]

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Mid screen combos

Meterless




  • 2A(2) > 2B > 3C > 236C (Raibu) [DM:1749/HG:12]
  • 2A(2) > 2B > 3C > (reset) 236D~A (Hariken A followup) [DM:1136/HG:8] (Beats neutral tech, emergency, forward roll, no tech. Loses to back tech and character specific options)
  • 2A(2) > 5B(3) > 3C > (reset) 236D~B (Hariken B followup) [DM:1219/HG:9] (Same as above)
  • 2A(2) > 5B(3) > 5D(6) > (reset) 236A (Zettou) > j.B [DM:1213/HG:9]
  • 2A(2) > 5B(3) > 5D(N) > (reset) 236D~B (Hariken B followup) [DM:???/HG:???] (Can be jumped out of)
  • 2C(2) > 5C(2) > 3C > 236C (Raibu) [DM:2326/HG:17]
  • j.C(2) > 236A (Zettou) > j.B(3) > 5A(1) > 2B > 3C > 236C (Raibu) [DM:2326/HG:17]
  • j.C(2) CH > j.6C(2) > j.2C(2) > j.214A (Zettou) > j.B(3) > j.C(1) > j.6C(2) > j.236C (Gosei) [DM:3348/HG:24]
  • j.2C(2) > j.2B > j.214A (Zettou) > j.2C(2) > j.236C (Gosei) [DM:2404/HG:18]
  • 5B(3) CH > 2C > 214A (Zettou) > j.B(3) > 5A(2) > 2B > 3C > 236C (Raibu) [DM:2562/HG:18]
  • j.2B > j.214A (Zettou) > j.B(1) > j.C(1) > j.6C(2) > j.236C (Gosei) [DM:2124/HG:15]





    • j.2B > 5B(3) > 5C(2) > 6C(1) > 236D~D (Empty hariken) > 2B > 5B(3) > 5C(2) > 6C(1) > 236D~D (Empty hariken) > 5B(1) > (Reset) 6D [DM:2991/HG:22] (Can be escaped by delaying a back roll and character specific options.)
    • j.2B CH > 5B(1) > 5C(1) > 236A (Zettou) > j.B(3) > 5B(1) > 5C(1) > 236A (Zettou) > j.B(3) > 5B(1) > 5C(1) > 236C (Raibu) > (Wallstick + reset) 6D [DM:2494/HG:17] (If done properly, can't roll to dodge it. Only character specific options, not sure if CH is needed)
    • j.2B CH > 5B(1) > 5C(1) > 236A (Zettou) > j.B(3) > 5B(1) > 5C(1) > 236A (Zettou) > j.B(3) > 5B(1) > 5D(N) > (Reset) 236D~A (Hariken A followup) > 6D [DM:2221/HG:16] (If done properly, can't roll to dodge it. Only character specific options, not sure if CH is needed)
    • j.2B CH > 5B(3) > 5C(2) > 6C(2) > 236A (Zettou) > j.C(2) > j.6C(2) > j.2C(2) > j.236A (Zettou) > j.B(3) > jump > j.B(3) > j.236C (Gosei) [DM:4056/HG:30] (Not sure if CH is needed)
    • 3C CH > 2B > 5B(3) > 5C(2) > 6C(2) > 236A (Zettou) > j.C(2) > j.6C(2) > j.2C(2) > j.236A (Zettou) > j.B(3) > j.236C (Gosei) [DM:3548/HG:26] (CH is needed)
    • 6B Fatal > 66 (Airdash) > j.B(3) > 5B(3) > 2C(1) > 6C(2) > 236A (Zettou) > j.C(2) > j.6C(2) > j.2C(2) > 214A (Zettou) > j.B(3) > j.C(1) > j.6C(2) > j.236C (Gosei) [DM:3956/HG:28] (Fatal is needed)
    • Whatever > 6C(1) > 236D~D (Empty hariken) > 2B > 6A > 5B(1) > (Opponent techs) 2C(1) > 5C(1) > 6C(1) > 236D~D (Empty hariken) > 2B > 6A > jump > j.B(3) > jump > j.B(3) > j.236C (Gosei) [DM:2744/HG:19] (Opponent needs to tech and not block to be hit)
    • 5D(N) CH > 236B~D (Hariken B followup) > 6D(N) [DM:???/HG:???] (Counter-hit needed)
    • 6D(N) CH > 3C > 236C (Raibu) [DM:???/HG:???] (Counter-hit needed)
    • Throw > 236A (Zettou) > j.C(2) > j.6C(2) > j.2C(2) > j.236A (Zettou) > j.B(3) > j.236C (Gosei) [DM:3179:HG:23]
    • Throw > 236A (Zettou) > j.B(1) > 5B(1) > 5C(2) > 236C (Raibu) > (Wallstick) 6D [DM:2176/HG:16] (Wallstick required, beats rolls)
    • Throw > 236D~D (Empty Hariken) > 66 > 5C(2) > 6C(2) > 236A (Zettou) > j.C(2) > j.6C(2) > j.236A (Zettou) > j.236C (Gosei) [DM:3340/HG:23]
    • Throw > 236D~D (Empty Hariken) > 66 > 5C(2) > 6C(2) > 236A (Zettou) > j.C(2) > j.6C(2) > j.2C(2) > j.B(2) > j.236A (Zettou) > j.236C (Gosei) [DM:3747/HG:26]
    • Air throw > (land) > 6A > j.B(3) > j.B(3) > j.236C (Gosei)[DM:2672/HG:19]
    • Air throw > (land) > 5B(1) > (Reset) 6D [DM:1496/HG:11] (Loses to delayed back roll + char. specific options)
    • Air throw > (land) > 3C > 236C (Raibu) > (Wallstick + Reset) 6D [DM:2302/HG:17] (Loses to char. specific options)




Meter combos




  • 2A(2) > 2B > 3C > 236C (Raibu) > Rapid Cancel > 5C(2) > 623C (Gekiren) [DM:2784/HG:14(-50)]
  • 2C(2) > 5C(2) > 3C > 236C (Raibu) > Rapid Cancel > (jump) j.C(1) > j.6C(2) > j.236A (Zettou) > j.236C (Gosei) [DM:3170/HG:18(-50)]
  • 2B > 3C > 236C (Raibu) > Rapid Cancel > 5C(2) > 6C(2) > 236A (Zettou) > j.C(2) > j.6C(2) > j.2C(2) > j.236A (Zettou) > j.B(3) > j.236C (Gosei) [DM:3634/HG:17(-50)]
  • j.2B > j.214A > j.B(1) > j.C(1) > j.6C(2) > j.2B > Rapid Cancel > (land) 5B(3) > 5C(2) > 6C(1) > 236D~D > 5B(1) > (Reset) 6D [DM:2780/HG:15(-50)] (Loses to delayed back roll and character specific options)
  • j.2B > j.214A > j.B(1) > j.C(1) > j.6C(2) > j.2B > Rapid Cancel > (land) 5B(3) > 5C(2) > 6C(2) > 236A (Zettou) > j.C(2) > j.6C(2) > j.236A (Zettou) > j.236C (Gosei) [DM:3590/HG:18(-50)]
  • (From reset) > 623C (Gekiren) > 2C(1) > 6C(2) > 236A (Zettou) > j.C(2) > j.6C(2) > j.2C(2) > j.214A (Zettou) > j.B(3) > j.C(2) > j.6C(2) > j.236C (Gosei) [DM:4765/HG:14(-50)]
  • j.236C (Gosei) > Rapid cancel (Last hit) > 66 > 5B(3) > 5C(2) > 6C(1) > 236D~D (Empty Hariken) > 2B > 5B(3) > 5C(2) > 6C(1) > 236D~D (Empty Hariken) > 3C > 236C (Raibu) [DM:3416/HG:13(-50)]
  • 632146C (Level 2 Seijyuu) > 3C > 236C (Raibu) [DM:2806/HG:5(-50)] (Possibly just midscreen)
  • 632146C (Level 3 Seijyuu) > j.C(1) > j.6C(1) > j.236A (Zettou) > j.236C (Gosei) [DM:3452/HG:7(-50)] (Midscreen only)
  • 632146C (Level 3 Seijyuu) > 6C(2) > 236A (Zettou) > j.C(2) > j.6C(2) > j.236A (Zettou) > j.236C (Gosei) [DM:4139/HG: 11(-50)] (Midscreen only)
  • 632146C (Seijyuu Any level) > Rapid Cancel > 6D(N) [DM:??/HG: ??(-100)] (Midscreen only)
  • 632146C (Seijyuu Level 2 according to the video) > Rapid Cancel > 236D~B (B Hariken) > 6D(N) [DM:??/HG: ??(-100)] (Midscreen only)
  • 632146C (Seijyuu Level 3) > Rapid cancel > Walk forward > j.6D > j.236A (Zettou) > j.6C(2) > j.6D [DM:5449/HG: 4(-100)] (Might be midscreen only)
  • j.2B > 5B(3) > 5C(2) > 6C(1) > 236D~D (Empty hariken) > 2B > 5B(3) > 5C(2) > 6C > 236D~D (Empty Hariken) > 3C > 632146D (Goukai) > Dash forward/Zettou [DM:4937/HG: 22(-50)] (Amane with his back close to corner)
  • j.2B > 5B(3) > 5C(2) > 6C(1) > 236D~D (Empty hariken) > 2B > 5B(3) > 5C(2) > 6C > 236D~D (Empty Hariken) > 3C > 632146D (Goukai) > Rapid cancel > Dash forward/Zettou > 6D [DM:6300~/HG: 0(-100)] (Amane with his back close to corner)
  • 2A > 5B > 222D (Astral)
  • 2A > 5B > 5D > 222D (Astral)
  • 2C > 5C > 222D (Astral)
  • Throw > 236D~D > 66 > 5C(2) > 6C(1) > 222D (Astral)





Corner combos

Meterless



Every raibu will wallstick

  • 2A(1) > 2B > 3C > 236C (Raibu) > 5A(1) > 6A > 623C (Gekiren) [DM:2367/HG:17]
  • 2A(2) > 2B > 3C > 236C (Raibu) > 5A(1) > 6A > j.B(3) > j.B(3) > j.236C (Gosei) [DM:2571/HG:18]
  • 2A(2) > 2B > 3C > 236C (Raibu) > 5A(1) > 5B(N) > 5D(N) > 236D~A (Hariken A reset) > 6D [DM:~2000/HG:14] (Loses to reversal + rapid, cover rolls)
  • 2A(2) > 6A > 6B > j.66 (Airdash) > j.B(3) > 5B(3) > 5D(N) >236D~A (Hariken A reset) > 6D [DM:~1800/HG:13] (Same as above)
  • 2B > 3C > 236C (Raibu) > 5A(2) > 6A > 623C (Gekiren) > 2B > 6A > 623C (Gekiren) [DM:3156/HG:22]
  • 2B > 3C > 236C (Raibu) > 5A(2) > 6A > 623C (Gekiren) > 5B(3) > 6B > j.66 (Airdash) > j.2C(2) > j.236A (Zettou) > j.B(3) > j.236C (Gosei) [DM:3249/HG:24]
  • 2B > 3C > 236C (Raibu) > 5A(2) > 6A > 623C (Gekiren) > 2B > 6A > j.B(3) > j.B(3) > j.236C (Gekiren) [DM:3160/HG:22]
  • 2B > 3C > 236C (Raibu) > 5A(2) > 6A > 623C (Gekiren) > 2B > 5B(3) > 5D(N) > 236D~A (Hariken A reset) > 6D [DM:~2900/HG:20] (Loses to reversal + rapid, cover rolls)
  • Forward throw > 623C (Gekiren) > 2B > 5B(3) > 5D(N) > 236D~A (Hariken A reset) > 6D [DM:~3000/HG:21] (Same as above)
  • Forward throw > 623C (Gekiren) > 2B > 6A > 623C (Gekiren) [DM:3381/HG:24]
  • Air throw cancel the 2nd hit > j.236A > j.B(3) > 5B(3) > 5D(N) > 236D~A (Hariken A reset) > 6D [DM:~1500/HG:11]
  • Air throw cancel the 2nd hit > j.236A > j.B(3) > 6A > 623C (Gekiren) > 5B(1) > 6A > 623C (Gekiren) [DM:2704/HG:11]
  • Air throw all 3 hits > j.236C (Gosei) [DM:1950/HG:14]




Meter combos




  • 2B > 3C > 236C (Raibu) > 5A(2) > 6A > 623C (Gekiren) > 2B > 6A > 623C (Gekiren) > 632146C (Seijyuu) [DM:3506/HG:22(-50)]
  • 2B > 3C > 236C (Raibu) > Rapid cancel > 623C > 2B > 6A > j.B(3) > j.B(3) > j.2C(3) > j.214A (Zettou) > j.B(3) > j.C(2) > j.6C(2) > j.236C (Gosei) [DM:3740/HG:17(-50)]
  • 2B > 3C > 236C (Raibu) > Rapid cancel > 5AB (Crush trigger) > 6A > 623C (Gekiren) > 2B > 6A > j.B(3) > j.B (3) > j.236C (Gosei) [DM:3873/HG:17(-75)]
  • 2B > 6A > 6B > j.66 (Airdash) > j.2C(1)> j.2B > j.236A (Zettou) > j.B(3) > 5B(3) > 5C(2) > 6C(1) > 236D~D (Hariken cancel) > 3C >632146D (Goukai) > Rapid > Dash/Zettou full screen > 6D [DM:5950/HG:0(-100)]
  • Throw wallstick > 5AB (Crush trigger) > 6A > 623C (Gekiren) > 5B(3) > 5D (N) >236D~A (Hariken A reset) > 6D [DM:~3570/HG:14(-25)] (Loses to reversal + rapid, cover rolls)
  • Throw wallstick > 5AB (Crush trigger) > 6A > 623C (Gekiren) > 2B > 6A > j.B(3) > j.B(3) > j.236C (Gosei) [DM:4016/HG:17(-25)]
  • Throw wallstick > 623C (Gekiren) > 2B > 6A > 623C (Gekiren) > 632146C (Seijyuu) [DM:3731/HG:24(-50)]
  • Air throw cancel the 2nd hit > j.236A > j.B(3) > 6A > 623C (Gekiren) > 5B(1) > 6A > 623C (Gekiren) > 632146C (Seijyuu) [DM:3054/HG:19(-50)]






6D combos




[*]2B > 3C >236C (Raibu wallstick) > 5A(2) > Jump backwards > j.A(1) > j.B(1) > j.C(1) > j.6C(2) > j.2C(2) > j.236C (Gekiren) > Rapid cancel first hit > 6D(N) [DM:2791/HG:17(-50)] [*]5B(3) used as anti-air > 236C (Raibu wallstick) > 5A(2) > Jump backwards > j.A(1) > j.B(1) > j.C(1) > j.6C(2) > j.2C(2) > j.236C (Gekiren) > Rapid cancel first hit > 6D(N) [DM:3117/HG:19(-50)] [*]J.2B > j.214A (Zettou) > j.B(1) > j.C(1) > j.6C(2) > j.2C(2) > j.236C (Gekiren) > Rapid cancel first hit > 6D(N) [DM:3024/HG:16(-50)] [*]Air throw cancel the 2nd hit > j.236A (Zettou) > j.B(3) > j.236C (Gosei) > Rapid cancel first hit > 6D(N) [DM:2053/HG:9(-50)] [*]5A(2) as anti-air > j.A(1) > j.B(3) > j.236C (Gosei) > Rapid cancel first hit > 6D(N)





Anti-air options/starters



All combos use 6A Counter hit in the video, but that was more convenient for recording since it lifts. 6A > 5B(N) > etc. Should work regardless.




[*]6A > j.B(3) > j.B(3) > j.2C(2) > j.214A (Zettou) > j.B(3) > j.C(2) > j.6C(2) > j.2C(2) > j.236C (Gosei) [DM:3482/HG:25] [*]6A > 5B(3) > 5C(2) > 6C(1) > 236D~D (Hariken cancel) > 2B > 5B(3) > 5C(2) > 6C(1) > 236D~D (Hariken cancel) > 5B(1) > 6D reset [DM:2791/HG:20] (Loses to delayed back rolls) [*]6A > 5B(1) > 5C(1) > 236A (Zettou) > j.B(3) > 5B(1) > 5C(1) > 236A (Zettou) > j.B(3) > 5B(1) > 5D (N) >236D~A (Hariken A reset) > 6D [DM:~1970/HG:14] (Loses to reversal + rapid, cover rolls but requires corner for the reset) [*]6A > 5B(3) > 5C(2) > 6C(2) > 236A (Zettou) > j.C(2) > j.6C(2) > j.2C(2) > j.236A (Zettou) > j.B(3) > j.B(3) > j.236C (Gosei) [DM:3856/HG:27] [*]6A > 5B(3) > 5C(2) > 6C(1) > 5AB (Crush trigger) > 66 (Dash) > 5B(3) > 5C(2) > 6C(1) > 236D~D (Hariken cancel) > 3C > 236C (Raibu) [DM:3828/HG:18(-25)] [*]6A > 5B(3) > 5C(2) > 6C(1) > 236D~D (Hariken cancel) > 2B > 5B(3) > 5C(2) > 6C(1) > 236D~D (Hariken cancel) > 3C > 632146D (Goukai) [DM:4457/HG:21(-50)] [*]6A > 5B(3) > 5C(2) > 6C(1) > 236D~D (Hariken cancel) > 2B > 5B(3) > 5C(2) > 6C(1) > 236D~D (Hariken cancel) > 3C > 632146D (Goukai) > Rapid cancel > Dash/Zettou full screen > 6D [DM:6112/HG:0(-100)] (Amane with his back close to corner) [*]6A > j.B(3) > j.B(3) > j.2C(2) > j.214A (Zettou) > j.B(3) > j.C(2) > j.6C(2) > j.2C(2) > j.236C (Gosei) > Rapid cancel > 3C > 632146D (Goukai) [DM:4911/HG:0(-100)] [*]2D(6) > 236A (Zettou) > j.A(1) > j.A(1) >j.B(3) > j.236C (Gosei) [DM:1079/HG:7] (Works at drill level 1) [*]5A (1) > j.A (1) > j.A(1) > j.A(1) >j.B(3) > j.236C (Gosei) [DM:1526/HG:11] [*]j.A(2) > j.B(3) > j.B(3) > j.2C(2) > j.236C (Gosei) [DM:2146/HG:15]


Level 3 drill combos







[*]5B(3) > 5D(16) > 236C (Raibu) [DM:3361/HG:24] [*]2C(2) > 5C(2) > 5D(16) > 236C (Raibu) [DM:3550/HG:25] [*]5C anti-air(2) > 214A (Zettou) > j.B(3) > j.B(3) > j.C(1) > j.6D(16) > j.214A (Zettou) > j.6C(2) > j.6D(16) [DM:5166/HG:37] [*]5B(3) > 5D(16) > 236A (Zettou) > j.236C (Gosei) > Rapid cancel the last hit > 2C(1) > 6C(2) > 236A (Zettou) > j.C(2) > j.6C(2) > j.6D(16) > j.236A (Zettou) > j.6C(2) > j.6D(16) [DM:5416/HG:29(-50)] [*]j.2B > 5B(3) > 5C(2) > 6C(2) > 2D(16) > 214A (Zettou) > j.6D(16) > j.236A (Zettou) > j.6C(2) > j.6D(16) [DM:5552/HG:???] [*]3C (Counter hit) > 2B > 5B(3) > 5C(2) > 6C(2) > 2D(16) > 214A (Zettou) > j.6D(16) > j.236A (Zettou) > j.6C(2) > j.6D(16) [DM:4939/HG:36] [*]6B (Fatal counter) > 66 (Airdash) > j.B(3) > 5B(3) > 2C(1) > 6C(2) > 2D(16) > 214A (Zettou) > j.6D(16) > j.236A (Zettou) > j.6C(2) > j.6D(16) [DM:5277/HG:38] [*]2C(1) Air hit > 5C(1) > 6C(2) > 2D(16) > 236A (Zettou) > j.6D(16) > j.236A (Zettou) > j.6C(2) > j.6D(16) [DM:5415/HG:38] [*]6A > 5B(3) > 5C(2) > 6C(2) > 2D(16) > 214A (Zettou) > j.6D(16) > j.236A (Zettou) > j.6C(2) > j.6D(16) [DM:5352/HG:38]


Overdrive combos







[*]2B > 3C > Overdrive cancel > 5B(3) > 2C(1) > 6C(1) > 236D~D (Hariken cancel) > 2B > 5B(3) > 5C(2) > 6C(1) > 236D~D (Hariken cancel) > 3C > 632146D (Goukai) > Rapid cancel > Zettou/Dash > 6D(N) [DM:6559/HG:0(-100)] (Amane with his back close to corner) [*]6C(1) > 236D~D (Hariken cancel) > 6A > Overdrive cancel > 5B(1) > 5C(2) > 6C(1) > 236D~D (Hariken cancel) > 2D(16) > 236A (Zettou) > j.6D(16) > j.236A (Zettou) > j.6C(2) > j.6D(16) [DM:5857/HG:42] (I think you could OD cancel 6A raw too, 6C might have been used to show it's possible and for convenience) [*]j.2B > j.214A (Zettou) > j.B(1) > j.C(1) > j.6C(2) > j.2B > Overdrive cancel > 5A(1) > 5B(1) > 5C(2) > 6C(1) > 236D~D (Hariken cancel) > 3C > 632146D (Goukai) > Rapid cancel > Zettou/Dash > 6D(N) [DM:6560/HG:0(-100)] (Spacing dependent to get the full sequence, preferably Amane with his back close to corner) [*]2B > 3C >236C (Raibu) > 5A(1) > 6A > j.B(3) > j.6D(16) > 2D(16) > Overdrive cancel > 6C(1) > 632146D (Goukai) > Rapid cancel > Zettou/Dash > 6D(N) [DM:7147/HG:0(-100)] (Corner needed) [*]Forward throw wallstick > 236A (Zettou) > j.2C(1) > j.6D(16) > 2D(16) > Overdrive cancel > 6C(1) > 632146D (Goukai) > Rapid cancel > Zettou/Dash > 6D(N) [DM:8218/HG:0(-100)] (Corner needed) [*]Forward throw > Overdrive cancel > 6C(2) > 5AB (Crush trigger) > 66 (Dash) > 2D(16) > 214A (Zettou) > j.6C(2) > j.6D(16) > j.236A (Zettou) > j.6C(2) > j.6D(16) [DM:6048/HG:24(-25)] (Midscreen only) [*]2B > 3C > Overdrive cancel > 5B(3) > 2C(1) > 6C(1) > 214A (Zettou) > j.B(3) > j.6D(16) > 6C(1) > 632146D (Goukai) > Rapid cancel > Zettou/Dash > 6D(N) [DM:7454/HG:0(-100)] (Amane with his back close to corner for more damage, but midscreen only) [*]2B > 3C > Overdrive cancel > 5B(3) > 2C(1) > 6C(1) > 236D~D (Hariken cancel) > 2D(16) > 66 (Dash) > 5B(1) > 5C(1) > 6C(1) > 632146D (Goukai) > Rapid cancel > Zettou/Dash > 6D(N) [DM:7860/HG:0(-100)] (Amane with his back close to corner for more damage)

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more lvl 3 drill combos
--------
easier and more damaging midscreen combo off a 5B starter

5B, 3C, raibu, RC, 5C(2), 6C(2), 2D, zettou A, j. 6D, zettou B, j. C(1), j. 6C(2), j. 6D (5652)

These two are corner combos that end back in the corner

Throw, zettou A, j. 6D, 2D, 623C, 5B(1), 6A, j. B, j. 236C (4866)
5B, 3C, 236C, 5A(1), 2D, zettou B, j. 6D, zettou B, j. 6D, j. 236C (4643)

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Didn't see this one in here yet:

[MIDSCREEN]

5B, 3C, 236C RC, 5C, 6C, 236A, j.5C(1), j.6C, j.236A, j.2C, j.2B, j.236C [DMG: 4026/HG: -50+18]

(tested on Carl and Azrael, so I assume it's not character-specific)

Apologies for camera phone, just wanted to try it out.

EDIT: Another one for a solid meterless 5B (anti-air) combo.

[MIDSCREEN]

5B (anti-air), 5C, 6C, 6A, j, j.B, j, j.B, j.2C, j.214A, j.B(1), j.C(1), j.6C, j.2C(1), j.236C

[DMG: 4073, HG: +30]

http://youtu.be/Eb5NFcZnW1A?t=1m4s

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i havent seen this on here yet and there are better combos but this one seemed alright since there is decent drill set up opportunity after the combo. 2B>3C>RC>5B>5C(1)>236A>j.B>5B>5C(1)>6C(1)>5D

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Does anyone know whats optimal to do after landing a raw crush trigger, meterless and with meter ?

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I need help trying to solve challenge 25 has anyone been able to find a 4k+ damaging combo from guard crush combo starter?

I think mine was CT > dash > 2D > 236A > j.6D > j.236B > j.6C > j.6D

Charge drill to 3 before CT, hold drills down for their max damage.

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Does anyone know whats optimal to do after landing a raw crush trigger, meterless and with meter ?

unless I have lvl3 drill i usually dash up and throw into 236B j.5C j.6C j.2C 236B j.B jc j.B j.236C

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Thanks, also I didn't see any combos for Gekiren starter in corner so I'll just leave one here.

623C (Gekiren) > 2B > 236C (Raibu) > 6A > j.B(3) > JC > j.B(3) > j.2C/4C > j.236B (Zettou) > j.B(3) > j.236C (Gosei) [DM:4102/HG:29]

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Looking at it, I wondered if you could get the extended air route. The untech timer seemed good enough and after testing still is. This means a little bit more that's not that demanding execution wise. It's possible to add j.2C before gosei, but unless the two hits connect, it doesn't add anything and getting them to connect for 100 damage and 1 extra meter is not worth the effort.

623C (Gekiren) > 2B > 236C (Raibu) > 6A > j.B(3) > Jump Cancel backwards > j.B(3) > j.2C/4C > j.236B (Zettou) > j.B(1) > j.C(2) > j.6C(2) > j.236C (Gosei) [DM:4333/HG:31]

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