Moy_X7 Report post Posted November 26, 2012 (edited) Information: Welcome to the CP Platinum the Trinity combo thread. Optimal combos will be posted here in a regular basis and they will be replaced as better ones are found. Collapsed: Notations: [table=width: 700, align: center]General Notations UsedGuide 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.jJumpsjSuper JumpADAir DashIADInstant Air DashJCJump CancelTKThe "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 Plat's j.236C, if you do j.2369C, you'll do it as close the ground as possible.CHCounter HitFCFatal CounterRCRapid CancelCTCrush Trigger/5A+BODOverdrive[ ]Hold Input(N)Use the specific hit of a multi-hit attack.[???] xNRepeat ??? N amount of times. [/table][table=width: 350, class: grid, align: center]VS/S/N/L StarterThe type of starter determines the length of the combo with VS having the lowest combo potential and L having the highest combo potential.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.[CO]Crouching Opponent[AA]Anti-air or Air-to-Air[sS]Side Swap, this combo will allow you to switch places with your opponentA/B/C/X PersiaWhen you see this, know that you'll be doing (j.)236AXXA/B/C. A Persia causes a ground slide in front of Plat, B Persia causes a ground bounce below Plat, and C Persia causes a ground slide behind Plat. Jumping Air Persia loses its slide and bounce properties but the A version knocks the opponent down in front, the B version knocks them down directly below, and the C version knocks them down behind Plat.CDTCure Dot Typhoon/632146CMJMiracle Jean/236236DItem CycleThis combo requires that you have a melee item (Bat, Cat Hammer, Hammer, Pan) equipped and you'll discard that item while being able to equip another item in the same combo.[bat]/[MJ Bat]These combos require the Bat/MJ Bat item[bomb]/[MJ Bomb]These combos require the Bomb/MJ Bomb item[Hammer]/[MJ Hammer]These combos require the Hammer/MJ Hammer item[Missile]/[MJ Missile]These combos require the Missile/MJ Missile item[Pan]/[MJ Pan]These combos require the Pan/MJ Pan item[Present]/[MJ Present]These combos require the Present/MJ Present item [/table] [/table] Full-screen Combos Full-screen Combo NotesOnly use the RC combos if it's for the kill, they're not worth the meter outside of that.If you push the opponent to the corner with 236B, you can go into 2B > 5C > Air Combo from an N Starter and 3C > 214X from an S Starter.For combos that end with 6A > 236B, you can use 66 22C after the 236B slide to land on them from across the screen. (not as easy as it sounds). Universal Standard Combo ... 5B > 5C > 236BUse this combo route when you're too far away for 3C > B Persia or 5C > 6C (crouching confirm). Air Combo[AA]: ... j.B > JC > j.B > j.C > X Persia[AA, Pan]: ... j.B > JC > j.B > j.C > j.D, 66A > 22C, 66 5C > 6A > 236B Use this combo route against airborne opponents. You will have to alter this combo depending on the moves that came before it. Standard Combo Universal Starter: ... 5C > 3C > B Persia, sj.C > JC > j.C > A Persia N Starter[Hammer] ... 5C > 3C > B Persia, sj.C > JC > j.D, 5C > 6A > 236B[Missile] ... 5C > 3C > B Persia, sj.C > j.D, 66 j.C > JC > j.C > A Persia[Pan] ... 5C > 3C > B Persia, sj.C > JC > j.C > j.D, 66A > 22C, 66 5C > 6A > 236B Use this combo route if you're really close to the opponent. Crouching Confirm Universal Starter: ... 5C > 6C > j.236C > j.C, 66A > 236B/Air Combo S Starter[bomb] ... 5C > 6C > j.236C > j.C, 66A > 6D, 66A > 236B[Hammer] ... 5C > 6C > j.236C > j.C, 66 5C > sj.C > JC > j.C > j.D[Pan] ... 5C > 6C > j.236C > j.C, 66 5C > sj.C > JC > j.C > j.D, 66 5C > 6A > 236B N Starter[bomb] ... 5C > 6C > j.236C > j.C, 66A > 6D, 66 5C > 6A > 236B[Hammer] ... 5C > 6C > j.236C > j.C, 66 5C > sj.C > JC > j.C > j.D, 5C > 6A > 236B[Missile] ... 5C > 6C > j.236C > j.C, 66 5C > j.C > j.D, > 66 j.C > j.D, 236B[Pan] ... 5C > 6C > j.236C > j.C, 66 5C > sj.C > JC > j.C > j.D, 66A > 22C, 66 5C > 6A > 236BUse this combo route if you're really close to the opponent and they're crouching. Anti-Air Universal ... 6A > 6C > j.236C > j.C, 66A > 236B/Air Combo[bomb] ... 6A > 6C > j.236C > j.C, 66A > 6D, 66 5C > 6A > 236B[Missile] ... 6A > 6C > j.236C > j.C, 66 5C > sj.C > j.D, 66 j.C > j.D, 236B[Pan] ... 6A > 6C > j.236C > j.C, 66 5C > sj.C > JC > j.C > j.D, 66A > 22C, 66 5C > 6A > 236B Item Equip (6A only)6A > 6C > j.236C > j.C, 66 2C > 5D, 236B/Air Combo Use the item combos above if you equip them after 2C > 5D. 6A, 2C, and j.C CH[Hammer] ... (*66) 5C > sj.C > JC > j.C > j.D, 66 5C > 6A > 6C > 22C, 66 5C > 6A > 236B (*66): Dash in after 2C and j.C CHFrom 2C, omit the 6A and go straight into 6C. Furthermore, go into 2C > 5D if you need to equip an item, then carry on with the rest of the combo. 6C FC6C FC > j.236C > j.C, 6A > IAD j.C > j.236C > j.C, 6A > IAD j.C > j.236C > j.C, 6A > 236B/Air Combo[Hammer] 6C FC > j.236C > j.C, 66 5C > sj.C > JC > j.C > j.D, 5C > 6A > 22C, 66 5C > 6A > 236B[Missile] 6C FC > j.236C > j.C, 66 5C > j.C > j.D, 66 j.C > JC > j.C > j.D, 66 j.C > j.D, 66 5C > 6A > 236B[Pan] 6C FC > j.236C > j.C, 6A > IAD j.C > j.236C > j.C, 6A > sj.C > JC > j.C > j.D, 66A > 22C, 66 5C > 6A > 236B 236A FC236A FC, 66 5A > 5C > 6C > j.236C > j.C, 66A > IAD j.C > j.236C > j.C, B Persia, sj.C > JC > sj.C > A Persia[Hammer] 236A FC, 66 5A > 5C > 6C > j.236C > j.C, 66 5C > sj.C > JC > j.C > j.D, 5C > 6A > 22C, 66 5C > 6A > 236B[Missile] 236A FC, 66 5A > 5C > 6C > j.236C > j.C, 66 5C > j.C > j.D, 66 j.C > j.D, 66 j.C > j.D, 236B[Pan] 236A FC > 66 5A > 5C > 6C > j.236C > j.C, 66 5C > sj.C > JC > j.C > j.D, 66A > 22C, 66 5C > 6A > 236B Throws Throw > B Persia, sj.C > JC > j.C > A Persia[Pan] Throw > B Persia, sj.C > JC > j.C > j.D, 66 5C > 6A > 236BBack Throw > 236BAir Throw, 66 5C > 6A > 6C > 22C, 66 5C > 6A > 236B RC 3C > 22C > RC... 3C > 22C > RC, 66A > 6C > j.236C > j.C, 66 5C > Air Combo[bomb] ... 3C > 22C > RC, 66A > 6C > j.236C > j.C, 66A > 6D, 66 5C > 6A > 236B[Hammer] ... 3C > 22C > RC, 66A > 6C > j.236C > j.C, 66 5C > sj.C > JC > j.C > j.D, 5C > 6A > 236B[Missile] ... 3C > 22C > RC, 66C > j.236C > j.C, 66 5C > j.C > j.D, 66 j.C > j.D, 236B[Pan] ... 3C > 22C > RC, 66A > 6C > j.236C > j.C, 66 5C > sj.C > JC > j.C > j.D, 66 5C > 6A > 236B [2]8C and 41236D[2]8C > RC, 66 5C > 6A > 6C > 22C, 66 5C > 6A > 236B41236D > RC, 66C > j.236C > j.C, 66A > Air Combo Close to the Corner Combos Close to the Corner Combo NotesFor combos that use "66 A Persia", you have to make sure that the opponent is bound to the wall after 236B. For combos that require 22C, you have to make sure that the opponent hits the ground after the 236B wall stick. The crouching confirm, anti-air, and 6C FC combos are essentially the same thing with some minor adjustments. Crouching Confirm S StarterS Starter: ... 5C > 6C > j.236C > j.C, 66A > 236B, 66 3C > 214X[bat] ... 5C > 6C > j.236C > j.C, 66A > 236B, 66 5C > 6A > j.C > JC > j.C > j.D, 3C > 214X[Hammer] ... 5C > 6C > j.236C > j.C, 66A > 236B, 66 5C > 6A > j.C > JC > j.C > j.D[Pan] ... 5C > 6C > j.236C > j.C, 66 5C > sj.C > JC > j.C > j.D, 66 5C > 6A > 236B, 66 3C > 214X N StarterOki: ... 5C > 6C > j.236C > j.C, 66A > 236B, 66 5C > 6A > 6B, 3C > 214XDamage: ... 5C > 6C > j.236C > j.C, 66A > 236B, 66 5C > 6A > 22C > 5C > Air Combo[bat] ... 5C > 6C > j.236C > j.C, 66A > 236B, 66 5C > 6A > 22C > 5C > Air Combo > j.D, (Walk Back) 3C > 214X[bomb] ... 5C > 6C > j.236C > j.C, 66A > 236B, 66 5C > 6A > 6B, 6A > 5D, 3C > 214X[Hammer] ... 5C > 6C > j.236C > j.C, 66 5C > sj.C > JC > j.C > j.D, 5C > 6A > 236B, 3C > 214X[Missile] ... 5C > 6C > j.236C > j.C, 66A > 236B, 66 5C > 6A > 6B, 6A > j.D, 3C > 214X[Pan] ... 5C > 6C > j.236C > j.C, 66A > 236B, 66 5C > 6A > 22C > 5C > Air Combo > j.D, 3C > 214X[Present] ... 5C > 6C > j.236C > j.C, 66A > 236B, 66A > 2C > 214D, 5C > 6A > 5D, 3C > 214X Item Cycle [*]Item Equip: ... 5C > 6C > j.236C > j.C, 66A > 236B, 66 5C > 2C > 5D, sj.C > JC > j.B > j.C > A Persia [*]Item Discard: ... 5C > 6C > j.236C > j.C, 66A > 236B, 66 5C > 214D, 66 2C > 5D, j.C > JC > j.C > A Persia [*]Item Cycle: [bat] ... 5C > 6C > j.236C > j.C, 66A > 236B, 66 5C > 214D, 66 2C > 5D, j.C > JC > j.C > j.D, (Walk Back) 3C > 214X [*]Item Cycle: [Hammer] ... 5C > 6C > j.236C > j.C, 66A > 236B, 66 5C > 214D, 66 2C > 5D, sj.C > JC > j.C > j.D [*]Item Cycle: [Pan] ... 5C > 6C > j.236C > j.C, 66A > 236B, 66 5C > 214D, 66 2C > 5D, j.C > JC > j.C > j.D, 3C > 214X Anti-Air Universal [*]Oki: ... 6A > 6C > j.236C > j.C, 66A > 236B, 66 A Persia, 66 5C > 6A > 6B, 3C > 214X [*]Damage: ... 6A > 6C > j.236C > j.C, 66A > 236B, 66 5C > 6A > 22C, 5C > Air Combo [*][bat] ... 6A > 6C > j.236C > j.C, 66A > 236B, 66 5C > 6A > 22C > 5C > Air Combo > j.D, (Walk Back) 3C > 214X [*][Pan] ... 6A > 6C > j.236C > j.C, 66A > 236B, 66 5C > 6A > 22C > 5C > Air Combo > j.D, 3C > 214X [*][Present] ... 6A > 6C > j.236C > j.C, 66A > 236B, 66A > 2C > 214D, 5C > 6A > 5D, 3C > 214X Item Equip (6A Only) [*]Oki: 6A > 6C > j.236C > j.C, 66 2C > 5D, 236B, 66 A Persia, 66 5C > 6A > 6B, 3C > 214X [*]Damage: 6A > 6C > j.236C > j.C, 66 2C > 5D, 236B, 66 5C > 6A > 22C, 5C > Air Combo [*]Use the item combos from the "Universal" section if you equip them after 2C > 5D. Item Cycle [*]Item Equip: ... 6A > 6C > j.236C > j.C, 66A > 236B, 66 5C > 2C > 5D, sj.C > JC > j.B > j.C > A Persia [*]Item Discard: ... 6A > 6C > j.236C > j.C, 66A > 236B, 66 5C > 214D, 66 2C > 5D, j.C > JC > j.C > A Persia [*]Item Cycle: [bat] ... 6A > 6C > j.236C > j.C, 66A > 236B, 66 5C > 214D, 66 2C > 5D, j.C > JC > j.C > j.D, (Walk Back) 3C > 214X [*]Item Cycle: [Hammer] ... 6A > 6C > j.236C > j.C, 66A > 236B, 66 5C > 214D, 66 2C > 5D, sj.C > JC > j.C > j.D [*]Item Cycle: [Pan] ... 6A > 6C > j.236C > j.C, 66A > 236B, 66 5C > 214D, 66 2C > 5D, j.C > JC > j.C > j.D, 3C > 214X 6A, 2C, and j.C CH [*][Hammer] ... (*66) 5C > sj.C > JC > j.C > j.D, 66 5C > 6A > 6C > 22C, 66 5C > 6A > 236B, 66 3C > 214X [*](*66): Dash in after 2C and j.C CH [*]From 2C, omit the 6A and go straight into 6C. Furthermore, go into 2C > 5D if you need to equip an item, then carry on with the rest of the combo. 6C FC [*]Oki: 6C FC > j.236C > j.C, 6A > IAD j.C > j.236C > j.C, 6A > 236B, 66 5C > 6A > 6B, 3C > 214X [*]Damage: ... 6C FC > j.236C > j.C, 6A > IAD j.C > j.236C > j.C, 66A > 236B, 66 5C > 6A > 22C, 5C > 6A > j.C > JC > j.C > A Persia [*][bat] ... 6C FC > j.236C > j.C, 6A > IAD j.C > j.236C > j.C, 6A > 236B, 66 5C > 6A > 22C, 5C > 6A > j.C > JC > j.C > j.D, (Walk Back) 3C > 214X [*][bomb] ... 6C FC > j.236C > j.C, 6A > IAD j.C > j.236C > j.C, 6A > 236B, 66 5C > 6A > 6B, 6A > 5D, 3C > 214X [*][Hammer] ...6C FC > j.236C > j.C, 66 5C > sj.C > JC > j.C > j.D, 5C > 6A > 22C, 66 5C > 236B, [3C > 214X] or [66 5C > 6A > sj.C > JC > j.C > j.D] [*][Missile] ... 6C FC > j.236C > 66 5C > sj.C > j.D, 236B, 66 5C > 6A > 22C, 5C > 6A > j.D, 3C > 214X [*][Pan] ... 5C > 6C > j.236C > j.C, 66A > 236B, 66 5C > 6A > 22C, 5C > Air Combo > j.D, 3C > 214X [*][Present] ... 5C > 6C > j.236C > j.C, 66 2C > 214D, 66 5C > j.C > A Persia, (Present), A Persia, (Present), 66A > 6B, 5C > 6A > 236B, 3C > 214X [*]Item Equip: 6C FC > j.236C > j.C, 6A > IAD j.C > j.236C > j.C, 66A > 236B, 66 5C > 6A > 6B, 5C > 2C > 5D, j.C > JC > j.C > B Persia 236A FC [*]Oki: 236A FC, 66 5A > 5C > 6C > j.236C > j.C, 66 5C > 236B, 66 5C > 6A > 6B, 3C > 214X [*]Item Equip: 236A FC, 66 5A > 5C > 6C > j.236C > j.C, 66 5C > 236B, 66 5C > 6A > 6B, 5C > 2C > 5D, j.C > JC > j.C > B Persia [*]Item Discard: 236A FC, 66 5A > 5C > 6C > j.236C > j.C, 66 5C > 236B, 66 5C > 214D, 66 2C > 5D, sj.C > JC > j.B > j.C > A Persia [*]Damage: 236A FC, 66 5A > 5C > 6C > j.236C > j.C, 66 5C > 236B, 66 5C > 6A > 22C > 5C > Air Combo RC 5B [*]Item Equip: 5B > 3C > 22C > RC, 66C > j.236C > j.C, 66A > 236B, 66 5C > 2C > 5D, j.C > JC > j.C > A Persia [*]Item Discard: 5B > 3C > 22C > RC, 66C > j.236C > j.C, 66A > 236B, 66 5C > 214D, 66 2C > 5D, j.C > JC > j.C > A Persia [*]Damage: 5B > 3C > 22C > RC, 66C > j.236C > j.C, 66A > 236B, 66A > 6B, 5C > Air Combo 41236D [*]41236D > RC, 66C > j.236C > j.C, 66A > 236B, 3C > 214X Corner Combos 236B Route S Starter [*]Oki: ... 5B > 5C > 236B, 66 5C > 6A > 6B, 3C > 214X [*]Damage: ... 5C > 236B, 6C > 22C, 5C > 6A > j.C > JC > j.C > A Persia N Starter [*]Oki: ... 236B, 6C > j.236C > j.C, A Persia, 5C > 6A > 6B, 3C > 214X [*]Damage: ... 236B, 5C > A Persia, 5C > 6A > 6C > 22C, 5C > 6A > j.C > JC > j.C > A Persia A Persia Route [*]S Starter: ... 5C > 3C > A Persia, 66 5C > 6A > 236B, 3C > 214X [*]N Starter: ... 5C > 3C > A Persia, 66 5C > 6A > 6C > 22C, 5C > 6A > 236B, 3C > 214X Item Cycle S Starter [*]Item Equip: ... 5C > 236B, 6C > j.236C > j.C, 2C > 5D, j.C > A Persia [*]Item Discard: ... 5C > 236B, 66 5C > 214D, 66 2C > 5D, sj.C > A Persia N Starter 6C FC 236A FC 236A FC, 66 5A > 5C > 3C > A Persia, 66 5C > 6A > 6B, 6A > 6C > 22C, 5C > 6A > 236B, 3C > 214X Throws [*]Forward/Back Throw > A Persia, 5C > 6A > 6B, 5C > 6A > 236B, 3C > 214X [*]Forward/Back Throw > A Persia, 5C > 2C > 5D, 236B, 3C > 214X RC [*]5B > 3C > 22C > RC, 66C > j.236C > j.C, A Persia, 5C > 6A > 6B, 5C > 6A > 236B, 3C > 214X [*]41236D > RC, 5C > 236B, 6C > j.236C > j.C, 66A > A Persia [*]Use the same air throw combo that you would use mid-screen here. [*]6C FC > j.236C > j.C, A Persia, 66 5C > 6A > 6B, 5C > 6A > 22C, 5C > 6A > 236B, 3C > 214X [*]Item Equip: 6C FC > j.236C > j.C, A Persia, 66 5C > 6A > 6B, 5C > 6A > 22C, 66 5C > 2C > 5D, 236B, 3C > 214X [*]Item Equip: ... 236B, 66 5C > 2C > 5D, 6C > 22C, [3C > 214X] or [5C > Air Combo] [*]Item Discard: ... 236B, 66 5C > 214D, 6C > 22C, 66 5C > 2C > 5D, Air Combo [*]Use this combo route when you're really close to the opponent. [*]Use this combo route when you're too far away to use the A Persia Route Edited November 3, 2013 by Moy_X7 Share this post Link to post Share on other sites
Moy_X7 Report post Posted November 26, 2012 (edited) Bat Combos Mid-Screen 5D/j.D 5D (Close) 5D CH, 66A > 6C > j.236C > j.C, 66A > 236B(Far) 5D CH, 66 5B > 6A > 236B j.D j.D CH, 66C > j.236C > j.C, 66A > 236B Close to the Corner 5D/j.D 5D(Close) 5D CH, 66A > 6C > j.236C > j.C, 66A > 236B, 66 5C > 6A > j.C > j.D, 3C > 214X(Far) 5D CH, 66 5B > 6A > 236B, 66 5C > 6A > j.C > JC > j.C > j.D, 3C > 214X j.D j.D CH, 66C > j.236C > j.C, 66A > 236B, 66A > 5D, 3C > 214X Corner 5D/j.D 5D [*]5D, 6C > j.236C > j.C, 66A > 236B, 66 5C > 6A > j.C > JC > j.C > j.D, 3C > 214X j.D [*]j.D, 66C > j.236C > j.C, 66A > 236B, 66A > 5D, 3C > 214X Edited November 1, 2013 by Moy_X7 Share this post Link to post Share on other sites
Moy_X7 Report post Posted November 26, 2012 (edited) placeholder Edited October 28, 2013 by Moy_X7 Share this post Link to post Share on other sites
Moy_X7 Report post Posted November 26, 2012 (edited) placeholder Edited October 28, 2013 by Moy_X7 Share this post Link to post Share on other sites
dummyacct7 Report post Posted November 2, 2013 Came up with a few practical, no-item, day one (for me) corner combos that squeeze out a little more damage than some of the ones listed. Mami Route: N > 5C > 236B[4] > 5C > 6A > 6C > j.236C[4] > delayed j.C, delayed 6A > 6B, 3C (> 214X) (3417 damage from 5C starter) This combo will work from any N starter (2B > 5B > 5C... is fine), though there are a couple things you need to be careful with. After Mami and during Swallow Moon, you'll want to hold back to move yourself away from the opponent a little, otherwise there's a possibility that you will cross-under with 6B in the end. Because of the extra height gained from adding the 6C stuff, you need to delay your button presses for j.C and 6A for 6B to connect afterwards. All this is actually easier than it sounds. A Persia Route: N > 5C > 3C > A Persia, 5C > 6A > 6C > j.236C[4] > delayed j.C, delayed 6A > 6B, 5C > 6A > 236B, 3C (> 214X) (3975 damage from 5C starter, 4003 damage if you replace the last 6A with a 2C) N > 5C > 3C > A Persia, 6A > 6C > j.236C[4] > delayed j.C, 6A > 6B, 5C > 6A > 236B, 3C (>214X) (EZ-MODO, 3852 damage from 5C starter) N > 5C > 3C > A Persia, 66 5C > 6A > 6C > 22C, 5C > 6A > 236B, 3C (> 214X) (Listed combo, 3793 damage from 5C starter) This combo shows how much Plat's 22C sucks for damage in the new system in most circumstances. The top combo I would recommend only for 5C/3C starter, as the timing starts getting pretty strict for combos any longer than that (though it does still work). The EZ-MODO version below it is extremely easy to do from any N starter, AND it still manages to do more than the combo that uses 22C. As with the Mami combo, you'll want to hold back during Swallow Moon to avoid random cross-unders. Fatal Oki: 6C FC > j.236C > delayed j.C, 3C > A Persia, 5C > 6A > 6B, 5C > 6A > 22C, 5C > 6A > 236B, 3C (> 214X) (4259 damage) Just adds a 3C before Air Persia for a little extra damage. If you want to do this, try to position yourself using Swallow Moon so you're not right next to the opponent when you 3C, otherwise it can randomly cross-under. That's all I've got for now, but I should be playing more actively now that CP's out, so maybe I'll come across new crap. ...Man it's been a long time since I've played this game. Share this post Link to post Share on other sites
Moy_X7 Report post Posted November 2, 2013 (edited) I came up with some slightly better combos than the ones I had up there for both of those instances: 236B Route: N Starter > 5C > 236B, 5C > A Persia, 5C > 6A > 6B, 3C > 214X (3432 from 5C) Don't have to delay anything for this one A Persia Route N Starter > 3C > A Persia, 5C > 6A > 6B, 6A > 6C > 22C, 5C > 6A > 236B, 3C > 214X (4003 from 5C) No delays here either, just have to land 22C correctly. I was toying around with the idea off adding 3C to the 6C FC combo but I found it to be a hassle lol. I'll add that it anyways, for those who are confident in their execution. Thanks for sharing your ideas, I hope more Plats come forward and lend a hand. I don't wanna be the only one spending time in the lab lol. Edit: Welp, my A Persia route combo only work off 5C. I'm gonna take your EZ-mode version of that combo and slap it on the combo thread. Wait, I found a way to squeeze even more damage from the 236B route lol N Starter > 5C > 236B, 6C > j.236C > j.C, A Persia, 5C > 6A > 6B, 3C > 214X Edit 2: I don't understand how this game's damage scaling works... Example using TK j.B and 5C, with both combos with the A Persia route TK j.B, 5C > 3C > A Persia, 5C > 6A > 6C > 22C, 5C > 6A > 236B, 3C > 214X (3311 Damage) TK j.B, 5C > 3C > A Persia, 6A > 6C > j.236C > j.C, 6A > 6B, 5C > 6A > 236B, 3C > 214X (3286 Damage) 5C > 3C > A Persia, 5C > 6A > 6C > 22C, 5C > 6A > 236B, 3C > 214X (3793) 5C > 3C > A Persia, 6A > 6C > j.236C > j.C, 6A > 6B, 5C > 6A > 236B, 3C > 214X (3852) Edited November 2, 2013 by Moy_X7 Share this post Link to post Share on other sites
dummyacct7 Report post Posted November 3, 2013 (edited) On the Mami combo, you can add/subtract a couple hits depending on your starter. For example: 5C > 236B, 5C > 6A > 6C > j.236C > delayed j.C, A Persia, 5C > 6A > 6B, 3C (> 214X) (3922 damage) or, with one extra starting hit j.B, 5C > 236B, 6A > 6C > j.236C > j.C, A Persia, 5C > 6A > 6B, 3C (> 214X) One more at the start and you have to drop the 6A as well, two more and the 6B won't connect, though I'm not sure why you'd have that many hits at the start anyways (j.B, 2B > 5B > 5C?). It also might be worth noting that 5C > 6A > 6B drops on Nu and Mu, derp. Also, missiles make your anti-air scary as hell mid-screen. 6A > 6C anti-air can go into missile loops that do around 3k and have insane corner carry. Super missiles can do a bit more and may give you the opportunity to end in CDT for a refill if you get the corner (which is quite likely). eg: AA 6A > 6C > j.236C > delayed j.C, 66 5C > j.C > j.D, 66 6A > j.C > j.D, 66 6A > 236B (, 66 3C > CDT/oki) (2892 damage before 3C) With super missiles: AA 6A > 6C > j.236C > delayed j.C, 66 5C > j.C > JC > j.C > j.D, 66 6A > j.C > JC > j.C > j.D, 66 6A > 236B (, 66 3C > CDT/oki) (3376 before 3C) Bombs can do something similar, like: AA 6A > 6C > j.236C > delayed j.C, 66 6A > j.C > j.D, 66 6A > j.C > j.D, 66 236B (2577 damage) These are rather simple versions, and I'm sure there's a lot of weird stuff you can do (maybe with IADs), but that's the basic idea. Even normal missiles and bombs have pretty stupid amounts of hitstun now. You can also toss missiles into 6C combos to extend them a bit. Adds a decent amount of damage with super missiles. eg: 6C > j.236C > j.C, 5C > sj.C > JC > j.C > j.D (super), 3C > A Persia, 5C > 6A > 6B, 5C > 6A > 236B > 3C (> whatever) (4469 damage) TK j.B, 5C > 3C > A Persia, 5C > 6A > 6C > 22C, 5C > 6A > 236B, 3C > 214X (3311 Damage) TK j.B, 5C > 3C > A Persia, 6A > 6C > j.236C > j.C, 6A > 6B, 5C > 6A > 236B, 3C > 214X (3286 Damage) 5C > 3C > A Persia, 5C > 6A > 6C > 22C, 5C > 6A > 236B, 3C > 214X (3793) 5C > 3C > A Persia, 6A > 6C > j.236C > j.C, 6A > 6B, 5C > 6A > 236B, 3C > 214X (3852) This is because 22C doesn't scale and just does 300 damage regardless. I suppose technically this makes 22C combos slightly better on longer strings, though I'd still prefer the other one in cases like this, just 'cause 22C has annoying character-specific timings and dropping my corner knockdown makes me a sad Plat =( Also might be worth noting somewhere in the main post that, just like in CS2 and Extend, any combo ending with 3C can go into CDT, also in the corner into RC > 214B, 22C, 22C (though bubble may not connect on skinny characters, like Nu or Noel), if the situation calls for it. Fortunately, in CP, CDT no longer randomly drops part-way through on high proration combos. Edited November 3, 2013 by dummyacct7 Share this post Link to post Share on other sites
Moy_X7 Report post Posted November 3, 2013 Ooh, I'm gonna try that missile/bomb stuff in the morning. I hear you on the whole 22C thing though, I just hammered the 22C timings into my brain since CSE Plat was nothing but 22C loops lol. The amount of damage that you get from the 22C route compared to the non-22C version is hardly worth mentioning, so I think I'll go with your route in the end. Share this post Link to post Share on other sites
dummyacct7 Report post Posted November 4, 2013 Hmm, 5C > 6A > 6B seems to get finicky as an ender to long combos against a bunch of characters (Kagura, Mu, Nu... probably others), so Mami Route combos will probably have to be adjusted based on your opponent. Against characters with shorter falling hitboxes, you can switch to something like: 1. (One Optional N Starter) > 5C > 236B, 3C > A Persia, 6A > 6C > j.236C > delayed j.C, delayed 6A > 6B, 3C (> whatever) (3791 damage from 5C starter) 2. Or an easier: (One Optional N Starter) > 5C > 236B, 5C > 6A > slightly delayed A Persia, 5C > 6A > 6B, 3C (> whatever) (3532 damage from 5C starter) You can take away the first 6A from combo 2 if you have an extra starter (eg: 2B > 5B > 5C...), though any more and it'll drop. You need to delay the j.C and 6A on combo 1 quite a bit to connect on weird characters; the timing is like on my longer A Persia combo with an extra starter, so it's pretty strict, but at least it does work if you think you can do it. It also works (much more easily) on Makoto, whose dumb hitbox is pretty much guaranteed to cause a cross-under with 5C > 6A > 6B at point-blank, and I'm not sure if it's possible to back up and still land a 3C in time (you can back up and hit 5C, but that doesn't really help here). Off raw Mami on characters with non-obnoxious boxes, you can also add an extra 6A to the combo, if you want: 236B, 5C > 6A > 6C > j.236C > delayed j.C, 6A > slightly delayed A Persia, 5C > 6A > 6B > 3C (> whatever) Long story short? Try to go A Persia Route if at all possible; it's a lot less stupid... Share this post Link to post Share on other sites
Moy_X7 Report post Posted November 4, 2013 I'm gonna take a break from doing Plat stuff so I can finish up the Jin combo thread (since I'm the mod there and all lol). I'll try out all of this stuff that you posted as soon as I'm finished with it. Share this post Link to post Share on other sites
tdsholo Report post Posted November 4, 2013 Sorry if I'm asking something dumb, but where can I see a list of what kind of starter (VS/S/N/L) is each Plat's move? Share this post Link to post Share on other sites
Tari Report post Posted November 4, 2013 Sorry if I'm asking something dumb, but where can I see a list of what kind of starter (VS/S/N/L) is each Plat's move? It's on the wiki, under the frame data section. Could be a bit hard to find if you're not sure what you're looking for. http://www.dustloop.com/wiki/index.php?title=Platinum_Frame_Data_(BBCP) The column you're looking for is aptly titled 'Starter'. Share this post Link to post Share on other sites
Fox Pocket Report post Posted November 4, 2013 I came up with some slightly better combos than the ones I had up there for both of those instances: 236B Route: N Starter > 5C > 236B, 5C > A Persia, 5C > 6A > 6B, 3C > 214X (3432 from 5C) Is there some sort of trick to landing that 5C after A Persia? It is the only part of this I'm having trouble hitting consitently, the dummy just seems to tech out just before hit its half the time. Also for 3C > X Persia stuff, will X Persia only connect at certain distances from the opponent or is the timing just different pending on how far you were away from them when 3C hits? Share this post Link to post Share on other sites
InWithTheAshes Report post Posted November 4, 2013 I'm not sure about Persia XX 5C, but concerning 3C to Persia, from the small amount I played it did seem available only when very close to the opponent. I haven't had much opportunity to experiment though, so I could be wrong. Share this post Link to post Share on other sites
dummyacct7 Report post Posted November 4, 2013 (edited) Is there some sort of trick to landing that 5C after A Persia? It is the only part of this I'm having trouble hitting consitently, the dummy just seems to tech out just before hit its half the time. Depending on the length of the combo, you may have to slightly delay the last two hits of Air Persia to connect, though this usually only applies to 6A pickups. If you're missing 5C it's probably just due to pressing the button a little late. Also for 3C > X Persia stuff, will X Persia only connect at certain distances from the opponent or is the timing just different pending on how far you were away from them when 3C hits? For mid-screen stuff, you do need to be pretty close for it to connect. In the corner, most characters will get hit by A Persia at any distance, though there are probably a few exceptions if you land a 3C at point-blank. Ragna, for instance, will not get picked up by (5C) > 3C > 236AA in this situation, and you'd have to do 3C > 236AB to get the first hit. Shouldn't really have to consider it that often though, since even j.B, 5C > 3C >236AA will work on everyone just fine, and throwing out random 5C's and 3C's probably isn't the best option when you're kissing the opponent in the corner. Once we more-or-less get a handle on what combos are optimal/practical, I could probably put together some simple combo videos for reference... maybe. EDIT Did a big test over the whole cast (wow, things've come a long way since CT...) to see what enders fail on what characters. Close 3C > 236AA drops Ragna Yes, he's the only one. Inorite? Late 5C > 6A > 6B drops Kagura, Mu, Nu, Tager Close 5C > 6A > 6B, 3C crosses-under Bullet, Carl, Litchi, Makoto, Taokaka For these characters you can use something that ends with a 6C string to make it connect. With 6C stuff at the end you can pull yourself back a little during Swallow Moon to avoid cross-unders. Combo tested here was: 2B > 5C > 236B, 3C > A Persia, 6A > 6C > j.236C[4] > delayed j.C, delayed 6A > 6B, 3C Full ender works Amane, Arakune, Azunyan, Bang, Hakumen, Hazama, Izayoi, Jin, Noel, Platinum, Rachel, Ragna, Relius, Terumi, Tsubaki, Valkenhayn Combo tested here was: 5C > 236B, 5C > 6A > 6C > j.236C > delayed j.C, A Persia, 5C > 6A > 6B, 3C At least most of the cast is in this category. Good. Don't really need to worry with Persia Route combos if you don't use 22C versions, since they should be pretty much universal. If you practice them on a shorter falling box character (Kagura, Mu, Nu, Tager), the same timing should work for everyone. EDIT AGEN Playing with some melee item cycle oki combos and found a decent one for Persia Route and a probably-won't-work one for Mami Route. Persia Route (Two optional N starters) > 3C > A Persia, 5C > 6A > 6B, 6A > 214D (melee), 66 2C > 5D, 236B, 3C (> whatever) (3688 damage from 5C starter) This will only drop on characters that get crossed-under by 5C > 6A > 6B. For those, you can discard your weapon after 5C > 6A and finish it from there, though you need to make sure you use 3C as late as possible to avoid crossing up with it in the end as well =/ Mami Route (5C >) 236B, 5C > 214D (melee), 66 2C > 5D, A Persia, 5C > 6A > 6B, 3C (> whatever) (3734 damage from 5C starter) You cannot complete the 5C > 6A > 6B if you start the combo with any more than a 5C. Will also drop at the end against characters whose hitboxes don't play nice with late 5C > 6A > 6C enders. If you're willing to give up oki and do an air ender, you can toss an air combo on the end instead of 6B, which also lets you add an extra starter to the combo and still have it connect. Edited November 5, 2013 by dummyacct7 Share this post Link to post Share on other sites
Dai_Loli Report post Posted November 8, 2013 (edited) I'd love to participate if I didn't have my hands full just... trying to actually consistently land these combos. I definitely appreciate the efforts put here, though! Question: For these sorts paths: N Starter > 5C > 236B, 6C > j.236C > j.C, A Persia, 5C [...] Where you go from Swallow Moon > j.C to A Persia, I've noticed tonight that the opponent immediately techs as soon as the A Persia ends. What could I be messing up? Edit: Figured it out, you have to land first then A Persia. :| Edited November 8, 2013 by Dai_Loli Share this post Link to post Share on other sites
Tari Report post Posted November 8, 2013 I'd love to participate if I didn't have my hands full just... trying to actually consistently land these combos. I definitely appreciate the efforts put here, though! Question: For these sorts paths: N Starter > 5C > 236B, 6C > j.236C > j.C, A Persia, 5C [...] Where you go from Swallow Moon > j.C to A Persia, I've noticed tonight that the opponent immediately techs as soon as the A Persia ends. What could I be messing up? Just to make sure, you're doing all three hits of A Persia, right? Share this post Link to post Share on other sites
Dai_Loli Report post Posted November 8, 2013 *see edit* Yeah it was something else. ^^; I hate how j.C Counter doesn't hitstun as much anymore : ( Also how you can just BARELY connect with 5A > 5C > 6C on a crouching opponent because of 5C knockback. And while I'm complaining: N Starter [Hammer] ... 5C > 3C > B Persia, sj.C > JC > j.D, 5C > 6A > 236B I never landed the 5C even once when I attempted this yesterday, in the left corner with Mu and a 5C Starter. It just seemed like I didn't get the necessary height to have enough time to link with it after the hammer. And yes, I made sure to super jump to j.C, jump cancel and go straight to j.D. Was it Mu's fault somehow? Dummyacct7 was saying how she had a weird hitbox so I was using her as a dummy to get used to it. Or maybe it's the B Persia timing? I always delay the last hit a bit to land faster and follow up the combo. Share this post Link to post Share on other sites
dummyacct7 Report post Posted November 10, 2013 Bleh, been too busy to hit training mode lately, finally got some time. N Starter [Hammer] ... 5C > 3C > B Persia, sj.C > JC > j.D, 5C > 6A > 236B... The issue you're running into here is probably that you're not up high enough to trigger the extra hitstun from j.D (it has levels; can't remember how many), so your 5C can't connect. Regardless, this combo does less than other easy itemless combos, so it's not really worth learning anyhow. Hammer loops used to be much more useful back in CS2. Share this post Link to post Share on other sites
InWithTheAshes Report post Posted November 23, 2013 I think I've found what the optimal pan combo from N starters would be near the corner: (5B/2B) > 5C > 236B, 5C > 6A > 236AXXA, 5C > 6A > J.D., 6A > 6B, 5C > J.D, 3C. I've tested it on everybody aside from the console exclusives (because I don't own them yet). It has some exceptions. Noel doesn't allow for it at all (it missed on the 6B I think), and instead requires > Mami, 6A > J.D, 6A > 236AXXA, 5C > 6A > 6B, 5D, 3C (add a 5C before the first 6A from 5C starter). Also, for some reason, it doesn't work on Makoto or Izayoi from 2B (again, 6B misses), despite it being available from 5B, despite the fact that they share their starter rating and 2B having less (although only one frame less) hitstop, therefore 2B theoretically not prorating any more at all (I haven't tested 2B starter on every part of the cast, so there may be other instances). Share this post Link to post Share on other sites
iBeeTrollin Report post Posted November 30, 2013 EDIT Did a big test over the whole cast (wow, things've come a long way since CT...) to see what enders fail on what characters. Close 3C > 236AA drops Ragna Yes, he's the only one. Inorite? Yo, if you mean mid-screen, then I don't know what you're talking about. It works perfectly fine. As for in the corner, all you need to do is actually start persia's first hit with B. Not A. So do like 3C > 236A~BAA or something. As long as it starts with B it works Share this post Link to post Share on other sites
Cirno Report post Posted December 1, 2013 He means in the corner, and later explains that you need to do 236AB, lol. Share this post Link to post Share on other sites
iBeeTrollin Report post Posted December 2, 2013 He means in the corner, and later explains that you need to do 236AB, lol. Oh, my bad. Carry on then Share this post Link to post Share on other sites
Austin_QED Report post Posted December 16, 2013 Can I please get some kind of explanation on how to do 236 a?b sj C? I keep whiffing the superjump C. Is it fast or slow? Does it matter that I get 269 C instead of 29 C? Am I just being a fuckup? Share this post Link to post Share on other sites
Tari Report post Posted December 16, 2013 The only danger to 269C is if you get j.236C, which you probably don't want. There's no real trick to the super jump, as far as I can recall. I think I usually delay the final hit from 236AxxB, though, so I'm lower to the ground? I don't recall exactly. Share this post Link to post Share on other sites