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[CP] Amane Nishiki Combo Thread

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Fun OD stuff I've fiddle with yesterday

j.2B > 214/236A > j.2B > OD cancel (70%) > j.2B > 5B > 5C > 6C > 2D > 236B > j.6D > j.236B > j.6C > j.236C [DMG:5k~/HG:35~]

j.2B after overdrive has to be delayed low enough to the ground so Amane doesn't bounce. From drill level 1, you need to be at 70% health to get level 3 from Overdrive.

the first two j.2B can be your confirm, and you can have them hit on different side of the opponent. One could be crossup, the other maybe not. You don't have to know yourself when doing it.

Damage is still unstable for me because of level 3 drill combos, but I could get from 4.8k to 5.3k

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I've been watching a lot of combo videos recently and have some pretty cool stuff to share.

If a corner combo prorates to the point that 2B > 6A no longer combos after a 623C (SMP does not count), then you can do a reset with 2B > 623C instead. If they're holding to tech in any direction then the 623C will grab them for a 4k combo. Here are some examples and I'll post more as I come by them:

2A [1] > 2B > 3C > 236C > 5A > 6A > Gekiren > 2B > Gekiren reset

Grab > 236A > j2B > 236A > late jB > 6A > Gekiren > 2B > Gekiren reset

2C or 5C > 3C > 236C > 5A > 6A > Gekiren > 2B > Gekiren reset

j2B catches opponent rolling behind you > 5B > 5C > 6C > 236DD > 5B > 6B > air dash > jB > land > 6A > Gekiren > 2B > Gekiren

632146C super normally disables drill and resets to level 1. However, if you RC it on the very first frame possible then drill does not get disabled! I thought this was hard at first but once I started to hold down the RC buttons, the additional buffer frames made it extremely easy to connect. Useful combos off of this:

632146C level 1 > RC > 6D (3369 Max, lower gives level 3 drill)

632146C level 3 > RC > j6C [2] > j6D > 236A > j6C [2] > j6D (5527)

632146C level 1 > RC > OD 100% health > 6C [2] > 214A > jC [1] > j6C [2] > j6D > 236A > j6C [1] > j6D (~4800, some characters require jC [2] > j6C [1] )

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I've been watching a lot of combo videos recently and have some pretty cool stuff to share.

If a corner combo prorates to the point that 2B > 6A no longer combos after a 623C (SMP does not count), then you can do a reset with 2B > 623C instead. If they're holding to tech in any direction then the 623C will grab them for a 4k combo. Here are some examples and I'll post more as I come by them:

2A [1] > 2B > 3C > 236C > 5A > 6A > 623C > 2B > 623C reset

Grab > 236A > j2B > 236A > late jB > 6A > 623C > 2B > 623C reset

Iv'e been using this for a while actually and it works really well. I was to post about it when I found out about 4k raw from Gekiren but it just slipped my mind. Heres the follow up for it if anyone needs it btw:

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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632146C super normally disables drill and resets to level 1. However, if you RC it on the very first frame possible then drill does not get disabled! I thought this was hard at first but once I started to hold down the RC buttons, the additional buffer frames made it extremely easy to connect. Useful combos off of this:

632146C level 1 > RC > 6D (3369k Max, lower gives level 3 drill)

632146C level 3 > RC > j6C [2] > j6D > 236A > j6C [2] > j6D (5527k)

632146C level 1 > RC > OD 100% health > 6C [2] > 214A > jC [1] > j6C [2] > j6D > 236A > j6C [1] > j6D (~4800, some characters require jC [2] > j6C [1] )

Oh man I was looking for something like this a bit ago. Not having the game is a pain.

I'll have to borrow my friend's training mode next time I see him and see what I can do from that.

The Gekiren reset sounds like a nice alternative to mix in with 2B, (reset) 5D.

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Iv'e been using this for a while actually and it works really well. I was to post about it when I found out about 4k raw from Gekiren but it just slipped my mind. Heres the follow up for it if anyone needs it btw:
Which combos have you been using to set up the Gekiren reset? I've been having trouble finding anything off of B or C normals, it takes too long for tech time to decrease.

This is the combo that I've been using off of Gekiren reset, I think it does 4234 damage but I'm at work right now:

623C > 2B > 6A > jc > jB [3] > jc > jB [3] > j2C [2] > 236B > jB [3] > jC [1] > j6C [2] > j2C [2] > j236C

Fun OD stuff I've fiddle with yesterday

j.2B > 214/236A > j.2B > OD cancel (70%) > j.2B > 5B > 5C > 6C > 2D > 236B > j.6D > j.236B > j.6C > j.236C [DMG:5k~/HG:35~]

j.2B after overdrive has to be delayed low enough to the ground so Amane doesn't bounce. From drill level 1, you need to be at 70% health to get level 3 from Overdrive.

the first two j.2B can be your confirm, and you can have them hit on different side of the opponent. One could be crossup, the other maybe not. You don't have to know yourself when doing it.

Damage is still unstable for me because of level 3 drill combos, but I could get from 4.8k to 5.3k

This OD combo is sick. I'm trying to work it into matches I play, with RC too. This works REALLY well against people who can react to j2B cross-up.

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Decided to test some 100% OD combos off common CH hits. All midscreen at 100% hp:

ch 6a>jcc OD>5b3>2c>6c2>2d>236b>j.6d>j.236a>j.6d Best I've gotten from it is 5435/38 heat but you basically always get 5k+. Ideally you let them drop quite low after the JCC OD. You'll know if you do it low enough if they skid in front of you after 6c2 instead of going behind you. Let them skid on the floor a bit before doing the 2d for max damage.

fc 6b>ad OD>j.b3>5b3>5c2>6c1>236d~d>2d>236b>j.6d>etc. Best I've gotten so far is 5177/37. Only works if you are about 1 char length or less though when you hit 6b.

ch 3c>236d~d>OD>2b>5b1>5c2>6c1>236d~d>2d>236b>j.6d>etc. Does about 5173/36. Works at any distance that 5c hits twice at.

ch 3c>236d~d>OD>2b>5b1>5c1>236a>j.b3>5b1>5c2>6c1>236d~d>2d>236a>j.6d>etc. Does 4022/28. Works at max distance that 2b picks up which is basically start of round distance.

EDIT:Ticks me off a good bit that C starters are all short starters. Was able to do ch 5c2>236a>OD>j.2b>j.236a>j.b3>5b3>5c2 but then they fall out before 6c hits =(. Would have been a sick 3/4 screen ch 5c confirm.

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Which combos have you been using to set up the Gekiren reset? I've been having trouble finding anything off of B or C normals, it takes too long for tech time to decrease.

Heres one that works

2A/5A > 2B > 3C > 236C > 5A > 6A > 623C > 2B > Gekiren reset

Easy to go into being it starts with 2A or 5A. It only works off of one 5A or 2A though. I still have to find some other combo routes for B and C normals since this was all I came up with.

Edit: 5C > 3C > 236C > 5A > 6A > 623C > 2B > Gekiren reset works. Obviously need to be in 5C range though.

(2A range in corner) > (Pressure) > Fabhop A/B backwards > j.5C(1) (hits) > 236A > j.5B |> 2A > 2B > 3C > 236C > 5A > Gekiren Reset

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Oh right, I completely forgot that 2C/5C have the tech time proration of A attacks! I definitely could've used that info in a lot of matches. I'm really really starting to like this reset. It seems that the only way to beat it is teching at the perfect time before 623C hits. If you don't tech then you end up just getting grabbed for an additional 500ish damage. Or worse, you risk getting OTG reset by j2B for 3k. It's a nasty trap.

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623C > 2B > 6A > jc > jB [3] > jc > jB [3] > j2C [2] > 236B > jB [3] > jC [1] > j6C [2] > j2C [2] > j236C

Damage and meter gain is slightly higher if you start with the route under.

623C (Gekiren) > 2B > 236C (Raibu) > 6A

The air followup is the same and you don't get air tech on Gosei afterwards like some prorated combos will do

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Is there an optimal combo off of midscreen 623C RC? The best I can get so far is 4619 damage:

623C > RC > 2C [1] > 6C [1] > 236DD > 5B > 5C [1] > 236A > jB > 5B > 5C > 6C > 214A > jC [1] > j6C > j236B > j2C > j236C

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Is there an optimal combo off of midscreen 623C RC? The best I can get so far is 4619 damage:

623C > RC > 2C [1] > 6C [1] > 236DD > 5B > 5C [1] > 236A > jB > 5B > 5C > 6C > 214A > jC [1] > j6C > j236B > j2C > j236C

623C > RC > 2C(1) > 6C(2) > 214A > j.2B > j.236A > j.B(3) |> 5B (3) > 5C(2) > 6C(2) > 6A > j.B(3) > JC > j.B(3) > j.236C [DMG:4734|HG:23]

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623C > RC > 2C(1) > 6C(2) > 214A > j.2B > j.236A > j.B(3) |> 5B (3) > 5C(2) > 6C(2) > 6A > j.B(3) > JC > j.B(3) > j.236C [DMG:4734|HG:23]
thanks to that I found a very slightly better one! lol. Everything is the same except from the second 6C [2], do 236A > jC [1] > j6C [2] > j236B > j2C [2] > j236C. 4849 damage, 24 meter.

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Basically, if you are looking for max damage, just attempt to hit with as many C moves as possible while getting as high as possible. I'd be pretty surprised if you couldn't further optimize the damage on that by getting into the whole j.c>j.6c>j.2c>j.214a>j.b>j.c>j.6c>j.2c route somehow. Might screw around with it later. Wonder if you have enough time to do 6a>jump straight up j.b3>jump back dj.b3>dj.c2>etc as an alternate ender to Danga's combo.

EDIT: Well, got close to Eshi's but couldn't quite beat it lol. Best I did was 4810 with Danga's combo up to j.2b>236a>j.b3>6a>j.b3>dj.b3>j.c2>j.6c2>j.2c2>j.236b>j.b3>j.236c.

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WOOT, I found another 623C corner reset off of tk j2B punishing an attempt to roll out of the corner on wake-up!

j2B > 5B > 5C > 6C > 236DD > 5B > 6B > air dash > jB > 6A > 623C > 2B > 623C reset (3716 damage, very practical)

as a side not, I REALLY need to learn to reaction hit confirm j2B with straight 5B instead of 2A > 5B like I have been. it's a nice crutch but it hurts damage way way too much.

EDIT: found a new max damage hit confirm off of 623C corner reset -

623C > 5B > 6B > air dash > jB > 6A > jB > jc > jB > j2C > j214B > jB > jC [1] > j6C > j2C > j236C (4408 damage)

You can also combo back into 623C SMP oki -

623C > 5B > 6B > air dash > jB > 2B > 236C > 6A > 623C (3948 damage)

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WOOT, I found another 623C corner reset off of tk j2B punishing an attempt to roll out of the corner on wake-up!

j2B > 5B > 5C > 6C > 236DD > 5B > 6B > air dash > jB > 6A > 623C > 2B > 623C reset (3716 damage, very practical)

as a side not, I REALLY need to learn to reaction hit confirm j2B with straight 5B instead of 2A > 5B like I have been. it's a nice crutch but it hurts damage way way too much.

EDIT: found a new max damage hit confirm off of 623C corner reset -

623C > 5B > 6B > air dash > jB > 6A > jB > jc > jB > j2C > jB > jC [1] > j6C > j2C > j236C (4408 damage)

You can also combo back into 623C SMP oki -

623C > 5B > 6B > air dash > jB > 2B > 236C > 6A > 623C (3948 damage)

I actually think I got more than that today after training for a while. I'm not on BB right now but i'll get back to you on that later.

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EDIT: found a new max damage hit confirm off of 623C corner reset -

623C > 5B > 6B > air dash > jB > 6A > jB > jc > jB > j2C > j214B > jB > jC [1] > j6C > j2C > j236C (4408 damage)

You can also combo back into 623C SMP oki -

623C > 5B > 6B > air dash > jB > 2B > 236C > 6A > 623C (3948 damage)

Yeah I did find a more damaging Gekiren combo (barely any difference though lol). It seems easier to execute which counts for something I guess:

623C > 2B > 236C > 6A > j.B(3) > JC > j.B(3) > j.2C(2) > j.214B > j.B(3) > j.5C(1) > j.6C(2) > j.2C(2) > Gosei [DMG:4465|HG:31]

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Thinking about these Gekiren resets made me realize that multiple times per match I am hitting jumpers with 5c1 non-ch. I've found it really difficult to get anything off that because it seems like you can't really hit confirm the 6c to follow it up. However, now I'm thinking that any time I get into that situation, I can just pause a sec and Gekiren to punish air teching. Gonna have to test this out now lol.

EDIT: Nope, severely underestimated the natural Gekiren distance. Only works if they back tech. On the other hand I realized that I was probably just canceling 5c too early and missing the second hit because I'm getting 5c2 much more often than in my matches. And it leads into a nice 4k punish combo even on non-ch goddamn!

EDIT: Midscreen Gekireset = grab>236b>j.b1|>5b1>5c1>6c2>214a>j.b3|>5b3>delay 623c. Catches back and neutral tech everywhere besides corner.

Corner reset: grab>5b3>236c>6a>623c>2b>623c catches the forward/back techs.

Really nice corner combo that smoothly goes into all the resets with fairly few hints: grab>dash 6a>623c> and then 5b3>6a>623c for 3400 damage, 2b>5b3>623c to catch forward+back tech, or 5b3>5d until 13 hits>236d~a>6d for drill reset.

Also, with Dangaboy's last combo from last page, you actually can use j.5c2 for a bit more damage and heat (4483-4517/32). On Koko you do have to use j.5c1 though. On Tager you need to do sj.b3 after the 6a instead of regular jump. Helps if you jump cancel straight up for the first 2 j.b3 moves also.

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EDIT: Midscreen Gekireset = grab>236b>j.b1|>5b1>5c1>6c2>214a>j.b3|>5b3>delay 623c. Catches back and neutral tech everywhere besides corner.

Also, a very slightly more optimized corner combo after Geki starter: 623c>2b>236c>6a>8j.b3>8dj.b3>j.2c2>j.214b>j.b3>j.5c2>j.6c2>j.2c2>j.236c (4483-4517/32). On Koko you have to use j.5c1 instead which is 4465/31. On Tager you need to do sj.b3 after the 6a instead of regular jump.

I don't think i'd find myself trying to use midscreen gekiren resets. Alot of people will foward tech towards Amane, knowing he's not in a position to use C normals and Gekiren. Also even if you do get the Gekiren midscreen you're gonna need 50 meter to combo off of it, which isn't bad for say, but you might want the meter for something else.

Also the corner combo off of Gekiren in the corner you posted, is the same exact one I posted earlier in the thread lol

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Ah, I thought you had 5b3>6a because I saw you were using j.5c1 later. So ya you are right, it is the one you posted. But you can use j.5c2 for slightly more damage. I'll go edit that for proper credit.

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Ah, I thought you had 5b3>6a because I saw you were using j.5c1 later. So ya you are right, it is the one you posted. But you can use j.5c2 for slightly more damage. I'll go edit that for proper credit.

Yeah see I tried to make that happen, but then I realized today Iv'e only been training on Kokonoe. Cause of that I assumed j.5C could only hit once, but its just a Kokonoe thing.

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