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Moy_X7

[CP] Jin Combo Thread

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BBCP_Header_Combo_Thread.png

Collapsed: Notations:

[table=width: 700, align: center]

General Notations Used
Guide Specific Notations Used


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

>
Gatling/cancel the previous move into the following move.


,
Link the previous move into the following move.


j
Jump


sj
Super Jump


AD
Air Dash


IAD
Instant Air Dash


JC
Jump Cancel


DP
Dragon Punch/623X


TK
The "Tiger Knee" motion. What this means is that you'll be using an aerial attack as low to the ground as possible. An example is Jin's j.236A, if you do j.2369A, you'll fire the ice blade as low to the ground as possible.


CH
Counter Hit


FC
Fatal Counter


RC
Rapid Cancel


CT
Crush Trigger


OD
Over Drive


[ ]
Hold Input


(N)
Use the specific hit of a multi-hit attack.


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

[/table]
[table=width: 350, class: grid, align: center]

c.
The attack must be used as close to the opponent as possible.


f.
The attack must be used as far away from the opponent as possible.


[sS]
Side Swap combo


[CO]
Crouching Opponent


[AA]
Anti-air or Air-to-Air


[RP]
Roll Punish

[/table]

[/table]


Collapsed: Mid-screen Combos:
Mid-screen Combo Routes


Mid-screen Combo Notes
  • For the anti-air combos that lead into sj.D, depending on how far the opponent is from you when you started the combo, you'll have to use sj.8D if they were close to you when the combo started or sj.9D if they were far away from you when the combo started.



Standard Combo

... 5B > 2B > 5C > *2C > 3C > 214B~C
 
  • This combo route can be used from pretty much every ground and air-to-ground starter.
  • Add the 2C if you're close enough to the opponent.



Crouching Confirm

 
  • S Starter ... 5B > 5C > 6C > 2D, 66B, 5B > 5C > 3C > 214B~C
  • N Starter ... 5B > 5C > 2C > 6C > 2D, j.2C > j.C, 66 2B > 5B > 5C > 2C > 3C > 214B~C
  • This combo route can be used from pretty much anything that combos into 5C.
  • For the N Starter version, if you started the combo with 6B, j.B, j.C, or j.2C, then omit 5B and go straight into 66 5C.



Anti-Air

S Starter
  • ... 5C > 2C > sj.8D, AD > j.2C > j.C, 66 2B > 5B > 5C > 3C > 214B~C

N Starter


  • ... c.5C > 2C > sj.D, AD > j.2C > j.C, 66 2B > 5B > 5C > 2C > 3C > 214B~C
  • ... f.5C > 2C > 2D, j.2C > j.C, 66 2B > 5B > 5C > 2C > 3C > 214B~C
  • 2C > sj.2C > j.C > j.D, 5C > 2C > sj.C > j.2C > JC > j.2C > j.214C
  • 2C CH > (Delayed) 6C > 2D, j.2C > j.C, 66 2B > 5B > 5C > 2C > 3C > 214B~C
  • This combo route should be used from 5A, 2A, 5B(1), 5C, and 2C.



Air to Air

S Starter
  • j.A CH > j.2C > j.D, 66 5B > 2B > 5C > 3C > 214B~C
  • j.A > j.B > JC > j.B > j.C > j.D, 5C > sj.C > j.2C > JC > j.2C > j.C > j.214C

N Starter

  • j.B/j.C > j.2C > JC > j.2C > j.D, 66 5B > 5C > 2C, sj.C > j.2C > JC > j.2C > j.214C
  • j.C CH, 66 5C > 2C > sj.D, AD j.2C > j.C, 66 2B > 5B > 5C > 2C > 3C > 214B~C



CHs and 6C
  • ... 6C > 2D, j.2C > j.C, 66 2B > 5B > 5C > 2C > 3C > 214B~C
  • f.5C CH > 2D, 66B, 66 2B > 5B > 5C > 2C > 3C > 214B~C
  • 6C CH > 214B (Whiff), 66 5C > 6C > (Delayed) 2D, j.2C > j.C, 66 2B > 5B > 5C > 2C > 3C > 214B~C
  • This combo route should be used from 5B(1) CH, 6B CH, 5C CH, 6C, j.C CH and j.2C CH
  • From 6B CH, j.C CH, and j.2C CH, confirm with 66C.



3C CH

3C CH, 66 2B > 5C > 2C > 2D, j.2C > j.C, 66 5B > 5C > 2C > 3C > 214B~C


3C CH (Character Specifics)
  • Tager and Rachel Only: 3C CH, 66 5C > 2C > 2D, j.2C > j.C, 66 5B > 5C > 2C > 3C > 214B~C



Freeze (Long Freeze Duration)
  • ... j.2C > j.C, 66 2B > 5B > 5C > 2C > 3C > 214B~C
  • j.236D, IAD j.2C > j.C, 66 5B > 2B > 5C > 3C > 214B~C
  • This combo route should be used from 2D and 6D.
  • From 6D, confirm with 66 j.2C > j.C.



Freeze (Short Freeze Duration)

... 66 5B > 2B > 5C > 2C > 3C > 214B~C
 
  • This combo route should be used from j.D and 214D



Throws
  • Throw/Back Throw > 214B (Whiff), j.2C > j.C, 66 5B > 2B > 5C > 3C > 214B~C
  • Air Throw, (*AD) j.2C > j.C, 66 2B > 5B > 5C > 2C > 3C > 214B~C
  • For the Air Throw combo, if you're out of air options (double jump, air dash), omit the AD and go straight into j.2C > j.C. It's a bit more difficult than the AD variation.



Specials

236A/j.236A CH
  • TK j.236A CH, 214D, 66 2B > 5B > 5C > 2C > 3C > 214B~C
  • [AA] (j.)236A CH, 66 5C > [sj.C > j.D] or [2C > sj.D], AD j.2C > j.C, 66 2B > 5B > 5C > 2C > 3C > 214B~C

 

  • The first combo won't work if the opponent is crouching.
  • For the [AA] combos, use the first modifier if the opponent is far away from you and the second one if they're close to you

TK j.214D


  • TK j.214D, 214D, 66 2B > 5B > 5C > 2C > 3C > 214B~C

DP B CH


  • DP B CH, 214D, 66 2B > 5B > 5C > 2C > 3C > 214B~C

DP C CH


  • DP C CH, 5C > 2C > 2D, 66 5B > 2B > 5C > 3C > 214B~C

DP D


  • DP D, 214D, 66 2B > 5B > 5C > 2C > 3C > 214B~C



5D FC

5D FC > 214D, [66 5C > j.2C > (Delayed) j.C] x 3, 66 5B > 2B > 5C > 3C > 214B~C

5D FC > 214D, [66 5B > 2C > j.2C > (Delayed) j.C] x 2, 66 5B > 2B > 5C > 3C > 214B~C

  • The first combo doesn't work against Bang, Nu, Makoto and Ragna so you'll have to use the second combo against them. These combos don't work at all against Platinum, Rachel, Noel, and Bullet.



Combo Extensions (25 Heat Required)

Sekkajin Extension
... 5B > 5C > 3C > 22C ~ D, (Cross Under) 66 5C > 2C > sj.2C > j.C > JC > j.2C > j.C > j.214C
 
  • This extension can be used from any N Starter that leads to 5B.
  • You must be close to the opponent in order to trigger Sekkajin.

214D Extension

 

  • ... 214D, 66 5B > 5C > 2C > 3C > 214B~C

 

  • This extension can be used from pretty much anything.
  • Ideally, you want to use this extension from a max range poke such as 5C, 5D or DP B CH in order to get some damage out of them.

CT Extension

  • ... 2D, CT, j.2C > j.C, 66 5B > 5C > 2C > 3C > 214B~C

 

  • This extension can be used from any N Starter that leads to 2D.

 



RC

6A RC
  • 6A > RC, 66 5C > 2C > 6C > 2D, j.2C > j.C, 66 5B > 5C > 2C > 3C > 214B~C

 

  • If you land a CH 6A, add a 66 5B before the initial 5C and carry on with the rest of combo.


 
Close to the Corner Combo Routes


Close to the Corner Combo Notes
  • The meat of these combos is 214D~C, sometimes just using the C part. You'll need to be close enough to the corner to the point where the 214D~C will cause a wall stick.



Standard Combo

S Starter
  • ... 5B > 5C > 5D > 214D~C, (Long Dash) 6C > 22C, 5B > 22C

N Starter


  • Oki: ... 5C > 5D > 214D~C, (Long Dash) 5C > 2C > 6C > DP C, 5B(1) > 5C > 22C, 5B > 22C
  • Damage: ... 5C > 2C > 5D > 214D~C, (Long Dash) 6C > 214B, 5C > 2C > sj.C > j.2C > JC > j.2C > j.C > j.214C



Crouching Confirm

S Starter
  • ... 5B > 5C > 6C > 2D, 6C > 214D (Whiff) ~ C, (Long Dash) 6C > 22C

N Starter


  • ... 5C > 6C > 214D (Whiff) ~ C, (Long Dash) 6C > 214B, 5C > 6C > 6D, 6C > 22C



Anti-Air

S Starter
  • ... 5C > 6C > 214D (Whiff) ~ C, (Long Dash) 6C > 6D, 6C > 22C

N Starter


  • ... 5C > 6C > 214D (Whiff) ~ C, (Long Dash) 6C > 214B, 5C > 6C > 6D, 6C > 22C, 5B > 22C
  • 2C CH > (Delayed) 6C > 214D (Whiff) ~ C, (Long Dash) 6C > 214B, 5C > 6C > 6D, 6C > 22C, 5B > 22C
  • The S Starter combo won't work if the opponent is too high up in the air after getting hit by the anti-air.



Air to Air
  • j.C CH, 66C > 214D (Whiff) ~ C, (Long Dash) 6C > 214B, 5C > 6C > 6D, 6C > 22C, 5B > 22C
  • j.B/j.C > j.2C > JC > j.2C > j.D, 5B(1) > 5C > 6C > 214D (Whiff) ~ C, (Long Dash) 6C > 214B, 5C > 22C



CHs and 6C
  • ... 6C > 214D (Whiff) ~ C, (Long Dash) 6C > 214B, 5C > 6C > 6D, 6C > 22C, 5B > 22C
  • f.5C CH > 2D, 66C > 214D ~ C, (Long Dash) 6C > 214B, 5C > 22C, 5B(1) > 5C > 22C
  • 6C CH > 214B (Whiff), 66 5C > 6C > 214D (Whiff) ~ C, (Long Dash) 6C > 214B, 5C > 6C > 6D, 6C > 22C



3C CH

3C CH, 66 2B > 5C > 6C > 214D (Whiff) ~ C, (Long Dash) 6C > 6D, 6C > 22C, 5B(1) > 5C > 22C


Freeze

Long Freeze Duration
  • 2D/6D, 66C > 214D~C, (Long Dash) 5C > 2C > 6C > DP C, 5B(1) > 5C > 22C, 5B > 22C

Short Freeze Duration


  • j.D, 66 5C > 214D~C, (Long Dash) 5C > 2C > 6C > DP C, 5B(1) > 5C > 22C, 5B > 22C
  • 5D, 214D~C, 66 5C > 2C > 6C > DP C, [5B(1) > 5C > 22C] x 2



Specials

236A CH/j.236A CH
  • TK j.236A CH, 214D~C, 66 5C > 2C > 6C > DP C, [5B(1) > 5C > 22C] x 2
  • [AA] (j.)236A CH, 66C > 214D (Whiff) ~ C, 66C > 214B, 5C > 6C > 6D, 6C > 22C

TK j.214D


  • TK j.214D, 66 214D~C, 66 5C > 2C > 6C > DP C, [5B(1) > 5C > 22C] x 2
  • TK j.214D, 66 214D~C, 66C > CT, 6C > 214B, 5C > 2C > sj.C > j.2C > j.214C

DP B/D CH


  • DP CH/DP D, (66) 214D~C, (Long Dash) 6C > 214B, 5C > 22C, 5B(1) > 5C > 22C
  • Use 66 214D~C with a DP D starter.


 
Very Close to the Corner/Corner Combo Routes


Standard Combo

S Starter
  • Oki: ... 5B > 5C > 3C > 214B, [5B(1) > 5C > 22C] x 2
  • Damage: ... 5B > 5C > 3C > 214B, 5B(1) > 5C > 2C > sj.C > j.2C > j.214C

N Starter


  • ... 5B > 5C > *2C > 3C > 214B, 5B(1) > 5C > 6C > 6D, 6C > 22C, 5B(1) > 5C > 22C
  • ... 5B > 5C > *2C > 3C > 214B, 5B(1) > 5C > TK j.214C, 66 2B > 5C > 6C > 6D, 6C > 22C
  • Add a 2C if you managed to land both hits from 5B.
  • For the second combo, you have to delay the 5B against Bang, Kagura, Hakumen, Mu, and Carl. Quite frankly, it's not worth the hassle since it does a very small amount of extra damage compared to the simpler version of this standard corner combo. You just do it because it looks badass :cool:



Crouching Confirm

S Starter
  • ... 5B > 5C > 2C > 6C > 6D, 6C > 22C

N Starter


  • ... 5B > 5C > 2C > 6C > 214B, 5C > 6C > 6D, 6C > 22C, 5B(1) > 5C > 22C
  • ... 5B > 5C > 6C > CT, 6C > 214B, 5C > 6C > 6D, 6C > 22C, 5B > 22C



Anti-Air

S Starter
  • ... 5C > 6C > 6D, 6C > 214B, 5C > 22C

N Starter


  • ... 6C > 6D, 66 5C > 2C > 6C > DP C, [5B(1) > 5C > 22C] x 2
  • ... 2C > sj.C > j.D, AD j.2C > j.C, 66 5B > 5C > 2C > 3C > 214B, [5B(1) > 5C > 22C] x 2
  • [CT]... 6C > 6D, 6C > CT, 6C > 214B, 5C > 2C > sj.C > j.2C > JC > j.2C > j.C > j.214C
  • [CT]... sj.C > j.214D, 66C > 214B, 5C > 22C, 5B(1) > 5C > 2C > sj.C > j.2C > JC > j.2C > j.C > j.214C
  • Use the second combo if you're too close to the opponent, otherwise the 6C will launch the opponent in the opposite direction.



Air to Air
  • j.B/j.C > j.2C > JC > j.2C > j.D, 66 5B(1) > 5C > 2C > 6C > DP C, [5B(1) > 5C > 22C] x 2
  • j.C CH, 66C > 214B, 5C > 6C > 6D, 6C > 22C, 5B(1) > 5C > 22C

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Overdrive Combos: Mid-screen

Standard Combo

100% HP

  • ... 5B > 5C > 2C > cOD, 5C > 6B, 5C > 6B > j.214C, 66 j.2C > j.C, 66 2B > 5B > 5C > 3C > 214B~C
  • ... 5B > 5C > 2C > 3C > cOD, 66 5C > 6C > 214B (Whiff), 66 5C > TK j.214C, j.2C > j.C, 66 2B > 5B > 5C > 3C > 214B~C

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Finally can combo dump. 5B(2) stuff:

Midscreen

5B(2) > 5C > (2C) > 3C > 214B~C (1830, 20 / 2131, 22)

(crouch) 5B(2) > 5C > (2C) > 6C > 2D, j2C jC > 2B > 5B(2) > 5C > 2C > 3C > 214B~C (3417, 31 / 3546, 32)

5B(2) > 5C > (2C) > 22C~D, dash 5C > 2C > sj2C jC j2C jC > 214C (3330, 9-25+6 / 3440, 12-25+4)

5B(2) > 5C > (2C) > 5D > 214D, dash 5B(2) > 5C > 2C > 3C > 214B~C (2860, 9-25+4 / 3047, 12-25+3)

(Heat 26+, HP 50-) 5B(2) > 5C > 3C > ODC, dash 5C > delay 6B > j214C, 6C > 22C, 5C > 3C > 214B, (5C) > ice wave super (4901, 24-50 / 5054, 25-50) (last 5C is chara dependent)

(Heat 23+, HP 40-) 5B(2) > 5C > 3C > ODC, dash 5C > delay 6C > 2D, dash 6B > j214C, 6C > 22C, 5C > 3C > ice wave super (5196, 27-50)

(Heat 24+, HP 90-) (crouch) 5B(2) > 5C > 6C > 2D, OD, 5C > delay 6B > j214C, 6C > 22C, 5C > 3C > 214B, (5C) > ice wave super (5151, 26-50 / 5283, 27-50) (most viable OD combo)

(Heat 21+, HP 40-) (crouch) 5B(2) > 5C > 6C > 2D, 6C > ODC, dash 6C > 2D, dash 6B > j214C, 6C > 22C, 5C > 3C > ice wave super (5593, 29-50)

Near corner (opponent at the middle of the second box in Lessons stage)

5B(2) > 5C > 5D > 214D~C, 6C > 214B, 5C > 22C, [5B(2) > 5C > jC j2C jC j214C or 5B(1) > 5C > 22C] (3815, 9-25+8 / 3425, 9-25+6)

(crouch) 5B(2) > 5C > 6C > (delay) 2D, 6C > 214B, 5C > 22C, [5B(2) > 5C > jC j2C jC j214C or 5B(1) > 5C > 22C] (3838, 27 / 3407, 24)

(crouch) 5B(2) > 5C > 6C > 214D~C, 6C > 214B, 5C > 6C > 6D, 6C > 22C, 2B > 22C (4195, 10-25+9) (can be done from starting position)

(crouch) 5B(2) > 5C > 6C > (delay) 2D, 6C > 214D~C, 6C > 214B, 5C > 22C, 5B(1) > 22C (3781, 15-25+4) (can be done from the literal mid screen)

(Heat 51+, HP 90-) (crouch) 5B(2) > 5C > 6C > 214D~C, 6C > 214B, 5C > 6C > 6D, OD, 6C > delay 6B > j214C, 6C > 22C, 623B, ice wave super (5937)

Corner

5B(2) > 5C > 3C > 214B, 5B(2) > 5C > TK j214C, 2B > 5C > 6C > 6D, 6C > 22C, 2B > 22C (3633, 26) (chara specific...?)

5B(2) > 5C > (2C) > 3C > 214B, 5B(2) > 5C > 6C > 6D, j.2C > j.C > 5B > 2B > 5C > 3C > 22C (3480, 24 / 3576, 25)

5B(2) > 5C > 3C > 214B, 5B(2) > 5C > 6C > 6D, 6C > 6D, 5B (1) > 5C > 22C, 2B > 22C (3551, 25)

5B(2) > 5C > 3C > 214B, 5B(2) > 5C > 6C > CT(hold), 6C > 6D, 6C > 22C, 2B > 22C (4014, 17-25+5)

5B(2) > 5C > 3C > 214B, 5B(2) > 5C > 6C > CT(hold), 6C > delay 6B > j214D, 6C > 22C, 22C (4404, 17-50+3)

(Heat 23+, HP 90-) 5B(2) > 5C > 3C > 214B, 5B(2) > 5C > 6C > 6D, OD, 6C > delay 6B > j214C, 6C > 22C, 3C > 623B, ice wave super (5154, 27-50)

(Heat 49+, HP 90-) 5B(2) > 5C > 3C > 214B, 5B(2) > 5C > 6C > CT(hold), 6C > 6D, OD, 6C > delay 6B > j214C, 6C > 22C, 623B, ice wave super (5702)

(Heat 77+, HP 60-) 5B(2) > 5C > 3C > 214B, 5B(2) > 5C > 6C > CT(hold), 6C > delay 6B > j214D, 6C > ODC, 2C > 6D, tk. j214C, 623B, ice wave super (6193)

(crouch) 5B(2) > 5C > 6C > 214B, 5C > 6C > 6D, 6C > 22C, 5B(2) > 5C > jC j2C jC j214C (4133, 29)

(crouch) 5B(2) > 5C > 6C > 214B, 5C > (2C) > 6C > 6D, j2C jC > 5B(2) > 2B > 5C > 3C > 22C (3794, 27 / 3903, 28)

(crouch) 5B(2) > 5C > 6C > CT, 6C > 214B, 5C > 6C > 6D, 6C > 22C, 5B(2) > 22C (4673, 10-25+11)

(crouch) 5B(2) > 5C > 6C > CT, 6C > 214B, 5C > 6C > 6D, 6C > delay 6B > j214D, 6C > 22C (5192, 10-50+10)

(Heat 20+, HP 90-) (crouch) 5B(2) > 5C > 6C > 214B, 5C > 6C > 6D, OD, 6C > delay 6B > j214C, 6C > 22C, 3C > 623B, ice wave super (5555, 30-50)

(Heat 19+, HP 50-) (crouch) 5B(2) > 5C > 6C > 214B, 5C > 6C > 6D, 6C > ODC, 6C > delay 6B > j214C, 6C > 22C, 3C > 623B, ice wave super (5754, 31-50)

(Heat 50+, HP 90-) (crouch) 5B(2) > 5C > 6C > CT, 6C > 214B, 5C > 6C > 6D, OD, 6C > delay 6B > j214C, 6C > 22C, 3C > 623B, ice wave super (6552)

(Heat 78+, HP 60-) (crouch) 5B(2) > 5C > 6C > CT, 6C > delay 6B > j214D, 6C > 214B, 5C > ODC, 5C > delay 6B > j214C, 6C > 22C, 623B, ice wave super (7067)

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Meterless and 25 Heat Combos

- Midscreen -

[CH and CO] 5C > 6B, (66) 5C > 2C > 6C > 2D, j.2C > j.C > dj.2C > dj.C > 66 5B(2) > 2B > 5C > 3C > 214B~C (4209/37) - Omit 2C and add CT after 2D for (4664/30, -25).

[CH and CO] 5C > 6B, (66) 5C > 2C > 6C > 2D, j.2C > j.C > 66 5B(2) > 2B > 5C > 3C > 214B~C (3979/35)

- Midscreen to Corner -

6C > 2D, 6C > 214D~C, 66 6C > 6D, 5B(1) > 22C, 5B(1) > 3C > 214B~C (4310/27, -25) - Height dependent after 6D. Can add 5C before 22C, but very hard (4487/29, -25).

- Start Position -

FC 5D > 214D, 66 5B(2) > 2C > j.2C > (delay) j.C, 66 5C > 2C > 6C > 214B, 5C > 2C > 22C, (delay) 5C > 2C > 22C (3872/15, -25) - Universal, but better character specific variants exist.

- Near Corner -

FC 5D > 214D~C, 66 6C > delay 6B > delay j.214C, 3C > 214B, 5B(2) > 5C > 22C, 5C > 2C > 22C (4313/17, -25) - Works even on Mu-12

Rapid Cancel Combos

Improved further as of Nov 10, 2013

Notes: In general, "Anywhere" combos are optimized for opponents at and between start positions; if too close to the corner, 632146C will often whiff 1-4 hits.

- Anywhere -

5B(2) > 5C > 3C > RC, 66 5C > 2C > 6C > delay 2D, j.2C > j.C > dj.2C > dj.C > 66 5B(2) > 2B > 5C > 3C > 214B~C (3818/25, -50)

- For those you can j.2C > j.C loop. Omit 2C for (3733/24).

5B(2) > 5C > 3C > RC, 66 5C > 2C > 6C > delay 2D, j.2C > j.C > 66 5B(2) > 2B > 5C > 3C > 214B~C (3632/24, -50)

- Meant for characters hard/impossible to j.2C > j.C loop, like Bullet, Bang, Nu-13, Makoto, Carl, Platinum, Taokaka, Rachel, Noel, and Izayoi.

5B(2) > 5C > 3C > RC, 66 5C > 2C > 6C > delay 2D, CT, j.2C > j.C > 66 5B(2) > 2B > 5C > 3C > 214B~C (4042/15, -75)

- If you really want to tack on a little extra damage w/o blowing all meter.

After RC, you generally need to dash in as much as possible w/o dropping the combo for [5C > 2C > 6C > delay 2D] to connect. Delay 214B ender against Tager or it will whiff.

These are mainly for if you want to save, or can't use, your OD.

But, if you're going for the kill, you can use OD after 2D to get 5.2k damage using the standard 100% HP route farther down (-100 heat total).

Throw Combos

- Anywhere -

B+C > 214B(whiff), CT, j.2C > j.C, 66 5B(2) > 2B > 5C > 3C > 214B~C (3573/15, -25) - Sub 6B for j.2C > j.C for (3399/15, -25).

B+C > 214B(whiff), CT, OD, (66) 5C > 6C > 22C, 66 5C > 3C > 214B, 66 3C > 632146C (5137/18, -75) - At 100% HP. Omit CT and add 5C after 214B for (4682/23, -50).

- Corner -

B+C > 214B(whiff), j.2C > j.C > 66 5C > 2C > 3C > 214B, 5B(1) > 5C > 22C, 22C (3200/22)

B+C > 214B(whiff), 6C > 214B > 5C > 2C > 22C, 5B(1) > 22C (3074/22) - Should execute as quickly as possible; can use 5B(2) at the end, but much harder.

B+C > 214B(whiff), 66 5C > 6C > 623C, 5B(2) > 5C > 22C, 5B(1) > 22C (3131/22) - Easier than the former toward end; change 5B(2) to 5B(1) for easier 3071 dmg.

B+C > 214B(whiff), (2C) > 6C > (hold) CT, 6C > 214B, 5C > 22C, 22C (3743/18, -25) - Omit 2nd 22C for 3.5k+ damage; omit 2C only for 3.6k+

B+C(2) > RC, 6C > CT, 6C > 214B, 5C > 6C > 6D, 5C > 2C, sj.C > j.2C > dj.2C > dj.C > j.214C (5365/19, -75) - The link for RC, 6C is very tight here.

B+C(2) > RC, 6C > CT, 6C > 214B, 5C > 2C > 6C > 6D, 6C > 22C, 2B > 5B(1) > 22C (5163/16, -75) - For those who love ground oki; omit 5B(1) for (5103/15).

B+C(2) > RC, 6C > 214B, 5C > 2C > 6C > 6D, 2C > 6C > cOD, 6C > 6D, 6B > j.214C, 6C > 623B, 3C > 632146C (6075/19, -100) - At 50% or lower HP.

B+C(2) > RC, 6C > CT, 6C > 214B, 5C > 6C > cOD > 6C > 6D, 6B > j.214C, 6C > 22C > 5C > 623B, 632146C (7460/~28, -125) - 30% HP; thanks Shirushi!

So far, Throw > RC combos don't seem worth it, unless you're willing to use 75 heat, or 100+ heat and an OD. Just 25 heat for CT seems more cost effective than just 50 heat for a RC.

OD Cancel Combos

100% HP left

- Anywhere -

5B(2) > 5C > 3C > 22C~D, OD > 5B(2) > 5C > 2C > j.C > j.2C > dj.2C > dj.C > j.214D, 632146C (5034/22, -100)

5B(2) > 5C > (2C or 3C) > 22C~D, OD > 5B(2) > 5C > TK j.214C, 66 5C > 3C > 214B, 66 5C > 3C > 632146C (4978 or 4941/21, -75)

AA 2C > 2D, CT, OD, (66) 5C > 6C > 22C, 66 5C > 3C > 214B, (66) 5C > 3C > 632146C (4931/16, -75) - Omit CT for (4348/20, -50)

AA 2C combo above seems to give the most optimal midscreen path after using 2D/6D/CT, OD at 100% HP.

(...2D/6D/CT, OD, 66 5C > 6C > 22C, 66 5C > 3C > 214B, (66) 5C > 3C > 632146C)

There is one other path I found that does...4-5 more damage :yaaay:...but it is much harder with highly demanding speed, timing and spacing.

(...2D/6D/CT, OD, 66 5C > j.D > j.214C, 66 5C > 3C > 214B, 66 5C > 3C > 632146C)

- Midscreen to Corner -

TK j.214D, *214D~C, 66 6C > **CT, OD, 6C > 6D, 6B > j.214C, 6C > 623B, 3C > 214B~C (5825/~24, -75)

*For thin characters, this variant should work from start position to nearest corner; but if too close to the corner you may need to change the combo (a lot) for using 5B after 214B:

TK j.214D, 214D, 66 5C > 3C > 214B, 66 5C > 6C > 6D, 5B(1) > 5C > 22C, 5B(1) > 22C (4320) - First 22C is height dependent, but don't delay 6D for too long.

**Or [...214B, 5C > 6C > 6D, 5B(1) > 5C > 22C, 5B(1) > 22C] (4622/15, -50)

- Needs 75 heat to start; OD just ends with the freeze on 623B. 214D~C can easily whiff on thin characters unless perfectly timed/spaced (impractical).

Do not advise using against Nu, Valkenhayn, Litchi, Makoto (and Mu, Bullet, Izayoi, and maybe Hazama to a slightly lesser extent) unless corner is reached with 214D alone.

- Near Corner -

FC 5D > 214D~C, 66 6C > 214B, 5C > 6C > 6D, 5C > 22C, (delay) 5C > cOD, 5C > sj.D > j.214C, 632146C (5846/17, -75)

- Corner -

B+C > 214B (whiff), OD, 5C > 6C > 22C, 5C > 3C > 623B, 5C > 632146C (4538/21, -50)

B+C > 214B (whiff), 2C > 6C > CT, OD, 6C > 6B > j.214C, 6C > 623B, 3C > 632146C (5303+/24, -75)

90% HP left

- Anywhere -

5B(2) > 5C > 3C > 22C~D, OD, 5B(2) > 5C > CT, 66 6B > j.214C, 66 5C > 3C > 214B, 66 3C > 632146C (5320/17, -100)

5B(2) > 5C > (2C or 3C) > 22C~D, OD, 5B(1) > 5C > 6B > j.214C, 66 5C > 3C > 214B, 66 5C > 3C > 632146C (5008 or 4971/21, -75)

- Closer to Corner or In Corner -

FC 5D > 214D~C, 66 6C > 214B, 5C > 6C > 6D, 5C > 22C, (delay) 5C > 6C > cOD, (delay) 2C > (delay) sj.2C > j.C > j.214C, 632146C (6085/19, -75)

- If too far to corner, final 6C whiffs. Change sj.2C > j.C to sj.D for easier combo (6009/18, -75).

80% HP left

- Anywhere -

5B(2) > 5C > (2C or 3C) > 22C~D, OD, 5B(1) > 5C > 6D > 66 j.2C > j.C > j.214C, 66 5C > 3C > 214B, 3C > 632146C (5096 or 5059/22, -75)

- Sub 6B in for j.2C > j.C for 5042 dmg with 2C.

The 5B(2) > 5C > 3C > 22C~D, OD... route works on standing, but hitstun will decay quickly. Use OD when opponent reaches peak of their launch from 22C~D.

70% HP left

- Closer to Corner or In Corner -

FC 5D > 214D~C, 66 6C > 214B, 5C > 6C > 6D, 5C > 22C, (delay) 5C > 6C > (delay) cOD, (delay) 6C > (delay) 6B > j.214C, (walk) 623B, 632146C (6174/19, -75)

- Very difficult after cOD, but can even work on Mu 12.

50% HP left

- Anywhere -

[CO] 2A > 5C > 6C > 2D, CT, OD, 5C > 6B > j.214C, 66 6C > 22C, 66 3C > 623B, (66) 632146C (4993/19, -75)

- Corner -

5A/2A > 5C > 3C > 214B, 5B(1) > 5C > 2C > (s)j.214D, 6C > cOD, 6C > 6D, 6B > j.214C, (walk) 623B, 632146C (4838/18, -75)

5A/2A > 5C > 3C > 214B, 5B(2) > 5C > 2C > (s)j.214D, 6C > CT, 6C > cOD, 6C > 6D, [7] j.214C, 623B, 632146C (5298/19, -100) - Omit first 5C (tough) for (5318/18).

5A/2A > 3C > 214B, 5B(1) > 5C > 6C > CT, 6C > 6B > j.214D > 6C > cOD, 6C > 6D, [7] j.214C, 623B, 632146C (5526/18, -100) - Execute very quickly, tested on Tager and Mu.

[CO or low AA] 2A > 5C > 6C > CT, 6C > 6D, 6C > cOD, 6C > 6D, 6B > j.214C, (walk) 623B, 632146C (5401/19, -75)

[CO or low AA] 2A > 5C > 6C > CT, 6C > 6B > j.214D, 6C > cOD, 6C > 6D, [7] j.214C, 623B, 632146C (5941/16, -100)

30% HP left

- Start Position to Corner -

[CO or CH] 5C > 6C > 214D(whiff)~C, 66 6C > CT, 6C > cOD, 6C > 6D, 6B > j.214C, 66 5C > 3C > 22C, 3C > 623B, 632146C (7419/~33, -100)

OD Combos

60% HP left

- Anywhere -

OD, 5C > 6C > 2D, CT, j.2C > j.C, 66 5C > 2C > 22C, 5C > 3C > 214B, 5C > 3C > 632146C (6401/22, -75) - For 5B starter, omit last 5C for around 5.8k+ damage.

OD, 6C > 2D, CT, j.2C > j.C > j.214C, 66 5C > 2C > 3C > 214B, 66 2B > 5C > 3C > 632146C (6578/20, -75)

OD, FC 5D, 66 5C > 6B > delay j.214C, CT, 66 6B, 5C > 6C > 22C, 66 5C > 3C > 214B, 5C > 3C > 632146C (6597/25, -75) - Use ...623B, (66) 5C > 632146C if ended near corner.

OD, (TK) j.214D > 6C > 2D, CT, j.2C > j.C, 66 5C > 2C > 22C, 5C > 3C > 632146C (6759/26, -100) - Execute quickly.

Alternatively, for the above OD combos (except FC 5D), you can use these paths on characters you can j.2C > j.C loop for more damage, though it can be tricky.

(OD...CT, j.2C > j.C > dj.2C > dj.C > j.214C > 5C > 3C > 214B, 5C > 3C > 632146C)

(OD, 6C...CT, j.2C > j.C > dj.2C > dj.C > 66 5C > 3C > 22C, 66 5C > 3C > 214B, 5C > 3C > 632146C)

- Corner -

OD, 5D, 66 5B(2) > 5C > 6C > CT, 6C > 6B > j.214D, 6C > 6B > j.214C, 5D > 632146C (6687/29, -100) - Simplest combo...might be optimizable.

50% HP left

- Close to corner (start position) -

OD, FC 5D > 214D(whiff)~C, 66 5C > 2D, j.2C > j.C > 5C > 2C > 6C > 214B, 66 5B(2) > 2B > 5C > 3C > 623B, 5C > 632146C (6059/32, -75) - Mid to long range 5D.

OD, FC 5D > 214D~C, 66 5C > delay 6B, 5C > 6C > 6B > j.214C, 66 5C > 3C > 623B, 5C > 5D > 632146C (6111/32, -75) - Any range 5D.

- Anywhere -

OD, FC 5D > 214D(whiff)~C, 66 6C > 2D, j.2C > j.C > 66 5C > 2C > 6C > 22C, 66 5C > 3C > 214B, 5C > 3C > 632146C (6359/35, -75) - Mid range 5D only, still able to whiff 214D.

OD, FC 5D > 214D(whiff)~C, 66 6C > 2D, CT, 66 5C > 2C > 6C > 22C, 66 5C > 3C > 214B, 5C > 3C > 632146C (6904/26, -100) - Mid range 5D only, or 6C will whiff.

OD, FC 5D > 214D~C, 66 5C > delay 6B > delay j.214C, 66 6B > 5C > 6C > delay 214B, 66 5B(2) > 2B > 5C > 3C > 632146C (6039/32, -75) - Any range 5D; huge carry.

OD, 5D > 214D~C, 66 5C > delay 6B > delay j.214C, 66 6B > 5C > 2C > 3C > 214B, 66 5B(1) > 5C > 3C > 632146C (5924/31, -75) - 214D(whiff)~C won't combo w/o FC.

- Corner -

OD, FC 5D, 66 5C > 6C > CT, 6C > 22C, 5C > 6C > delay 6B > j.214C, 6C > delay 6B > j.214D, 5D > 632146C (7240/29, -100) - Can start FC 5D, 66 5B(1) > 5C > 6C > CT, OD...

30% HP left

Note: Damage given below assumes 5 Ice Wave hits. Usually, depending on the opponent and your spacing, you will get 4 or maybe 3 hits for 175 or 350 less damage.

- Corner -

OD, FC 5D, 66 5C > 6C > CT, 6C > 6B > j.214D, 6C > 6B > j.214C, 66 5C > 3C > 623D, 3C > 632146C (7811/~27, -125)

OD, 5C > 6C > CT, 6C > 6B > j.214D, 6C > 6B > j.214C, 66 5C > 3C > 623D, 3C > 632146C (7709/~27, -125)

OD, 6C > CT, 6C > delay 6B > j.214D, 6C > 6B > j.214C, 6C > 22C, (66) 5C > 3C > 623D, 3C > 632146C (8317/~37, -125)

Will update as more are found.

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Great job on the OP! Some nitpicking:

1)

Comparing 5B(2) > 2B > 5C > 2C > 3C> 214B~C (which is character specific and very range dependant) with 2B > 5B(2) > 5C > 2C > 3C> 214B~C (which is universal, less range dependant, does 3~4 less damage, and 2 frames slower), I think the latter is the better combo ender.

2)

The anti-air > sj.D, AD > j.2C > j.C route, it should be clarified that you should either [8] jump or [9] jump depending on distance. In general [8] jump whenever possible.

3)

In general, the OTG 214D pick up (after tk.Hizangeki or D DP) leaves the opponent pretty far away from you, so you might want to cut the follow up down to 5B > 5C > 2C > 3C > 214B~C only.

4)

For the throw combos and the j.236D combo, 66 5C > 2C > 3C > 214B~C gives slightly better damage.

5)

For the first 6A combo, you can add a 2B at the end for better damage. Won't work on the CH version though.

6)

For the anti=air combos, sometimes the opponent float too high, you would have to 2C > sj.C > j.D, land 5B > 5C > 2C > air combo.

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I believe that this combo is the max damage for 5B starter in the corner with no meter use. It is character specific, but the base combo is

5B (2)>5C>3C>214B>5B(2)>5C>TK 214C>2B>5C>6C>6D>6C>22C>22C (3.5k, 25 heat gain)

/Variations

For this combo to work against the entire cast there are some slight variations

Bang,Hakumen,Kagura,Mu; Delay 5B after ice car

Platinum,Nu,Rachel,Amane,Izayoi,Makoto,Tao: Must micro-dash 2B

Carl: Delay 5B and micro-dash 2B

The standard combo works on all of the other characters.

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OD Throw Combo

Throw>214B>OD>5C>6B>214C>dash 6C>22C>dash 5C>3C>214B>3C>Ice wave (4928 dmg) Damage is less if you do it in the corner

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Throw Side Swap:

Throw > 214B (whiff) > dash 5B(1) > delay 5C > 2C > super jump forward j.2C > jc > j.C > j.2C > j.214C

you should be side swapped at the j.2C or the double jump.

this is pretty crude and can probably be optimized further. however, i wonder if this combo route will work off CH 623C? that's be nice since you can use a j.D to freeze and go for mixups right away.

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full hp cOD midscreen combo

5b(2)>5c>2c>3c>cOD>dash 5c>6c>ice car whiff>dash 5c>tk hizansen>j.2c>j.c>5b(2)>2b>5c>3c>ice car 3915/35

pretty solid corner carry, dmg, and meter gain for a early first round hit confirm type combo, works from any N starter

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I'll work on testing out and adding these combos tomorrow, I'm dead right now (just worked a 12 hour shift) lol.

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I'll work on testing out and adding these combos tomorrow, I'm dead right now (just worked a 12 hour shift) lol.

Damn man. lol

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full hp cOD midscreen combo

5b(2)>5c>2c>3c>cOD>dash 5c>6c>ice car whiff>dash 5c>tk hizansen>j.2c>j.c>5b(2)>2b>5c>3c>ice car 3915/35

pretty solid corner carry, dmg, and meter gain for a early first round hit confirm type combo, works from any N starter

This combo is a lot more difficult than I expected lol, it's still the best I've seen in terms of damage so I'll have it as the standard OD combo at full health.

Edit: Came up with a slightly easier Full HP OD combo that does about 50 damage less than yours but it's a lot more simple in terms of execution

5B > 5C > 2C > cOD, 5C > 6B, 5C > 6B > j.214C, 66 j.2C > j.C > 66 2B > 5B > 5C > 3C > 214B~C 3868/34

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managed to milk a bit more dmg out of it 5b(2)>5c>cOD>5c>6c>ice car whiff>dash 5c>tk hizansen>j.2c>j.c>dj.2c>j.c>5b(2)>2b>5c>3c>ice car 4025/36

not as versatile since the second j.c wont combo if you stick in more before the cOD

doing some stuff with sekka followup raw OD combos right now, can get about 5k at full hp with slightly more than 50 meter

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Scrub question, but what exactly does "N-starter" and "S-starter" refer to?

S Starter refers to attacks that have a rapid hit-stun decay, these usually include jabs and reversals.

N Starter refers to attacks that have a normal hit-stun decay rate, these usually include pretty much everything but the above.

This is all straight from the mook and the Dustloop wiki, not just something I made up lol.

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trying to optimize 5B(1) corner anti-air combos. Here's what I came up with:

6D route (if you catch your opponent fairly low)

5B(1) > 5C > 6C > 6D, delay 5C > 2C > 6C > 623C, (5B(1) > 5C > 22C) x 2 = 3475

5B(1) > 5C > 6C > 6D, 6C > 214B, 5C > 22C, 5B(1) > 5C > 2C > sj.2C j.C j.2C j.C 214C = 3800

j.D route (if you catch your opponent high in the air)

5B(1) > 5C > 2C > sj.D, AD j.2C j.C > 66 5C > 2C > 3C > 214B, 5B(1) > 5C > 2C > sj.2C j.C j.2C j.C 214C = 3439

5B(1) > 5C > 2C > sj.D, AD j.2C j.C > 66 5C > 2C > 3C > 214B, (5B(1) > 5C > 22C) x 2 = 3256

for 5B(2), 1st combo works fine, 2nd and 3rd combo needs to shorten the aircombo to j.C j.2C j.C 214C, 4th combo change the last part to 5B(2) > 22C

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One day with Jin led to this corner combo off TK Hizangeki:

TK Hizangeki>6C>214B,5C>2C>6C>6D, J.2C>J.C>5B>2B>3C>22C = 4556

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^ Hizangeki > 6C > Musou > 5C > 6C > 6D > 6C > Sekka > 5B(2) > 5C > j.C > j.2C > dj.C > Hizansen for almost 4.9k

You can also do 5B(1) > 5C > j.C > j.2C > dj.C > j.2C > Hizansen for a little more damage but it's either char specific or you need to delay Sekka a bit.

Yours can lead to resets though so it has its uses

Also, "insta-OD" Hizangeki combo:

TK Hizangeki > OD > 66 3C > Musou > 5C > 6B > Hizansen > (6)6C > Sekka > 5C > 3C > Fubuki > OD Touga

About 5.8k, works at 80% hp and with 61 meter before Hizangeki. I see me finishing rounds with this rather often

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Just been messing about with some midscreen back throw combos:

Back throw > Musou whiff > j.C > j.2C (opponent in the air) > 5C > s.jc > j.2C > j.C > double jump > j.2C > j.C > Hizansen

Damage: 3074

Heat gain: 22 Heat

Not possible with the Forward throw, or at least it might be but it's extremely difficult because the combo requires a 66 j.2C after Musou whiff. This combo seems universal

Back throw > Musou whiff > 665C > 2C > 623C > 665B(2) > 5C > Sekkajin > (Safe jump-in/632146C)

Damage: 2808/3683

Heat: (20/+20-50: net loss =30)

This combo is much harder to do with the forward throw. Haven't tested for character specificity, just did it on Hazama and Amane.

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Why burn an OD in the corner for a combo starting from AA, CH or crouching 5C when you can get 5.9k damage and ground oki for 50 heat?

Just need a minimum of 30 heat to start...unless of course you don't want them bursting on you....

[AA, CH or CO] 5C > 6C > (hold) CT, 6C > 214B, *5C > 6C > 6D, 6C > 6B > j.214D, 6C > 22C, 22C (5925/21, -50) - Gains 20 heat before j.214D

*...5C > 2C > 6C > 6D, 6C > 22C, 2B > 22C yields (5254/24, -25)

Also works for CH 5B(1) > 6C...5.3k damage, but a little less heat gain.

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^ Hizangeki > 6C > Musou > 5C > 6C > 6D > 6C > Sekka > 5B(2) > 5C > j.C > j.2C > dj.C > Hizansen for almost 4.9k

You can also do 5B(1) > 5C > j.C > j.2C > dj.C > j.2C > Hizansen for a little more damage but it's either char specific or you need to delay Sekka a bit.

Yours can lead to resets though so it has its uses

Also, "insta-OD" Hizangeki combo:

TK Hizangeki > OD > 66 3C > Musou > 5C > 6B > Hizansen > (6)6C > Sekka > 5C > 3C > Fubuki > OD Touga

About 5.8k, works at 80% hp and with 61 meter before Hizangeki. I see me finishing rounds with this rather often

That extra damage migt come in handy tho, so thanks.

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Also, "insta-OD" Hizangeki combo:

TK Hizangeki > OD > 66 3C > Musou > 5C > 6B > Hizansen > (6)6C > Sekka > 5C > 3C > Fubuki > OD Touga

About 5.8k, works at 80% hp and with 61 meter before Hizangeki. I see me finishing rounds with this rather often

You can add a 5C without too much trouble before OD Touga to make it 5.9k and gain 15 meter instead of 14.

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