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Bibiquadium

[CP] Makoto Nanaya Combo List Thread - v1.0

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Been meaning to add this for a while. It might be a bit late with the patch coming soon an all, but here are basically every combo I'd use in any given (optimal) situation (because I didn't feel like adding all the variations of 2B starter as well)
Some are more than likely in this thread already, but I'm sure some aren't as well. They might not all be perfectly optimal, but they work well.
Damage is shown at the end of the combo. Anything in parentheses is an optional ender with '/'s separating them and the damage at the end is separated as well.
 
Mid Screen:
5B > 5CC > 2D(2) > 5B > 6A > 2D(3) > 2C > 214A~A > 5CC > (j.CB > j.CB > 623C~D) / (j.CB > j.D) - 3456/3265
5B > 5CC > 2D(2) > 5B > 6A > 2D(3) > 2C > 214B > j.CB |> j.CB > j.D - 3199
5B > 5CC > 2D(2) > 5B > 6A > 2D(3) > 2C > 214B > j.CB |> sj.B > j.B > jc > j.B > j.623C - 3327
5B > 5CC > 2D(2) > 5B > 6A > 2D(3) > 2C > 214A > 236D - 2197
6BC > 214A~C~B > 5CC > 2D(3) > 6A > 2D(2) > 5B > 6A > j.CB > j.CB > 623C~D - 3085 (2D(3) charge must barely hit level 3)
6BC > 214A~C~B > 5CC > 2D(3) > 2C > 214A~C~A > 5CC > (j.CB > j.CB > 623C~D) / (j.CB > j.D) - 3091/2922  (ditto)
6BC > 214A~C~B > 5CC > 2D(3) > 2C > 214B > j.CB |> sj.B > j.B > jc > j.B > j.623C - 2979 (double ditto)
3C > 5CC > 2D(1) > 5CC > (j.CB > j.CB > 623C~D) / (j.CB > j.D) - 2593/2354
CH 2C > CT > 214A~C~B > 5CC > 2D(3) > 6A > 2D(2) > 5B > 6A > j.CB > j.CB > 623C~D - 4392
 
2A > 5B > 5CC > 2D(2) > 5B > 6A > (j.CB > j.CB > 623C~D) / (j.CB > j.D) - 2326/2144
2A > 5B > 5CC > 2D(2) > 5B > 6A > 2D(3) > 5CC > j.CB > j.B > 623C~D - 2604
 
Corner:
5B > 5CC > 5D(3) > 66 > 2C > 2D(3) > 214A~C > 236D > 5CC > j.B > j.D > 66 > 5CC > (j.B > j.B > 623C~D) / 236236D - 4222/4990
5B > 6C > 214A~C > 236D > 6A > 2D(3) > 2C > 214A~A > 5CC > j.B > j.D > 5D > (Orb Oki) / (6C > 623C~D) / (6C > 236236D) - 3735/4170/4958
5B > 6C > 214A~C > 236D > 6A > 2D(3) > 2C > 214B j.CB |> j.B > j.D > 5D > (Orb Oki) / (6C > 623C~D) / (6C > 236236D) - 3643/4044/4856
5B > 6C > 214A~C > 236D > 6A > 2D(3) > 2C > 236A~D > 66 > 5CC > j.B > j.D > 5D > (Orb Oki) / (6C > 236236D) - 3962/5118
3C > 5CC > 2D(1) > 5CC > 5D > 214A~C > 236D > 5CC > j.B > j.D > Orb Oki - 3034 (might be character specific, never tested)
3C > 214A~C > 236D > 5CC > 2D(3) > 5CC > j.CB > j.D > 5D > (Orb Oki) / (6C > 236236D) - 3366/4586
3C > 214A~C > 236D > 6A > 2D(3) > 2C > 236A~D > 665CC > j.B > j.D > 5D > (Orb Oki) / (6C > 236236D) - 3749/4936
CH 5B > 2C > CT > 214A~C > 236D > 5D > 2D > 66 > jc > j.B > j.D > 66 > 5CC > j.B > j.CB > 623C~D - 5037
CH 5B > 2C > CT > 214A~C > 236D > 5D > 2D > 66 > 5CC > j.B > j.D > 66 > 5CC > j.B > j.CB > 623C~D - 5141
CH 2C > CT > 214A~C > 236D > 5D > 2D > 66 > 5CC > j.B > j.D > 66 > 5CC > j.B > j.CB > 623C~D - 4966
 
2A > 5B > 6C > 214A~C > 236D > 6A > j.B > j.D > 2D > 5D > (Orb Oki) - 2606
 
Throw:
5BC > 214A~A > (6)6A > 2D(3) > 665B > 6C > 214B > j.A > j.B > j.623C - 2723 (Dash before 6A might not be needed on some characters)
Corner - 5BC > 214A~C > 236D > 5CC > j.B > j.D > 2D > 5D > Orb Oki - 3128
4BC > 2B > 6A > 2D(1) > 5CC > (j.CB > j.D) / (j.CB > j.CB > j.623C~D) - 2456/2620
 
Drive Fatal:
Corner - 214A~D > 6A > 5D(3) > 214A~C > 236D > 5CC > j.B > j.D > 2D > (Orb Oki) / (236236D) - 3674/4820
Corner - 214B/C~D > 6A > 5D(3) > 214A~C > 236D > 5CC > j.B > j.D > 2D > (Orb Oki) / (236236D) - 3575/4675
Corner - 214B/C~D > CT > 2B > 6A > 2D(3) > 214A~C > 236D > 6A > j.B > j.D > 5D - 4132
Corner - 214B/C~D > OD > 623C~D > j.623C~D > 236D > 5D > 214A~D > 236236D - 5995 (at <50% health)
Midscreen - 214B/C~D > 66(run) > 2C > 2D(3) > 5CC > j.CB > j.D - 3093
Midscreen - 214B/C~D > 2C > CT > 662B > 6A > 2D(1) 5CC > j.CB > j.CB > j.623C~D - 3826
Midscreen - 214B/C~D > 66(run) > 2C > 214B > j.CB |> 2D(1) > 5CC > j.CB > j.D - 3091
Midscreen - 236D > 214A~C~B > 5CC > 2D(3) > 2C > 214A~A > 5CC > (j.CB > j.D) / (j.CB > j.CB > j.623C~D) - 3416/3611
 
Over-Drive (only a few examples):
Midscreen - 5B > 5CC > 2D(2) > 66 > 5B > 6A > j.B > jc > OD > 623C~D > 214B~D > 6623C~D > 214A > 236D > 214A~D > 236236D - 5459 (at <60% health)
Corner - 5B > 5CC > 5D(3) > OD > 214A~C > 236D > 2C > 214B~D > 214A~D > 623C~D > (j.623C~D) > 236236D - 5752 (at <50% health, add j.623C~D at <40% health for 6202)
Corner - 5B > 6C > 214A~C > 236D(2) > OD > 623C~D > 214B~D > j.623C~D > 5D > 214A~D > 236236D - 6136 (at <50% health)
Corner <=10% - OD > 236A~D > 5D > 214A~D > 236D > 623C~D > j.D > 214B~D > j.623C~D > 2D > 632146D > 236236D - 6869 (all OD version Drive moves except 214A~C~D at <10% health)

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You can use this first one to complete challenge 30 if you're interested, the rest is just other options with the route.

 

If health < 12%

  • OD > Space Parry > Corona Upper > 2d > Lightning Arrow B > 5d > Cosmic Ray > Shooting Star > TK Corona Upper > 2c > BBS > PF, 8268 damage
  • Same, minus BBS, 7476 damage
 
If health < 24% AND health >=12%
  • Same, and finish with non-OD PF, 7806 damage. You can start non-OD PF soon enough after BBS that the combo is still unburstable.
 
I achieved 49 minimum heat gain upon connecting with 2c, doing the combo as fast as I could while critical health passive heat gain was occurring. So, starting with 51 or greater heat should ensure a double distortion ending.
 
I wouldn't really call it practical but perhaps possible. If you really want to make a hard read on the opponent and are confident in being gdlk, all you need is your burst and 51 heat, or 1 heat if you don't need the double distortion.
 
On another note, I'm going to research the health percentage to OD timer relation. Assuming the length of the OD bar is a direct representation of the time left and no other funny business is going on, that whole 10% interval stuff is a lie.

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I was running through Makoto's challenge mode at #28 I came across instant air DP motion in the sample vid it was 6321473 C, was wondering if there is some kind of trick or technique to consistently hit it during a combo?

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I was running through Makoto's challenge mode at #28 I came across instant air DP motion in the sample vid it was 6321473 C, was wondering if there is some kind of trick or technique to consistently hit it during a combo?

If you're referring to doing it in the middle of combo strings it's more a matter of knowing the timing when you're able to jump and buffering 632147 so the 6 and 2 aren't dropped from buffering too slow trying to end at the jump.

I'm fairly bad at doing TK DPs in general, but i personally have a better success rate doing 6293, but most of my combos start with air DP first so i can avoid needing to TK DP in the first place

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I was running through Makoto's challenge mode at #28 I came across instant air DP motion in the sample vid it was 6321473 C, was wondering if there is some kind of trick or technique to consistently hit it during a combo?

 

Doing that motion for me is difficult, so I do something different. I try to land the first Meteor Dive as close to the ground as possible (hold D a little longer, do not release it immediately). That way when you recover on the ground, the opponent will be higher after the ground bounce, then I do like a 9236C (the 62369 that Kcin said works also) motion and it will hit. It is more difficult on people with weird air hitbox like Hazama, but it still hits on them. It is only to time well the first Meteor Dive.

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A combo for when you successfully parry but put yourself IN the corner: Parry > Space Counter lvl 3 > RC > OD > 2D > 66 (dash under) > 5C > 5D > 214A~C > 236D > 2C > 214B~D > 214A~D > 623C~D > (tk) j.623C~D > 236236D

 

DMG: 7077

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A combo for when you successfully parry but put yourself IN the corner: Parry > Space Counter lvl 3 > RC > OD > 2D > 66 (dash under) > 5C > 5D > 214A~C > 236D > 2C > 214B~D > 214A~D > 623C~D > (tk) j.623C~D > 236236D

 

DMG: 7077

So I played around with your combo and figured a way to get 8106.

Parry > Space Counter lv3 > RC > CT > 214A~B > OD(<34%) > 2C > 214B~D > 2D > air 623C~D > 623C~D > 236D > 214A~D > 236236D 8106dmg 125 Heat

Soon as the low life heat gain kicks in this becomes possible, however at 35% on the mark i can't get OD particle flare at the end, but it will still hit for 7694dmg.

After more testing this combo is possible from anywhere in the stage and can even go from corner to corner at 30% and under. Although if you go corner to corner you need to sub shooting star for 5D then cosmic ray for 8035dmg, which means that route will drop on jin and valk at the end.

 

Edit: I've finally taken to time to put this combo and it's variations into a video for a visual reference. Here's to hoping CT stun lasts long enough for this combo to still be viable after the patch.

 

http://youtu.be/IwvIo2QJ6HE

 

Notes that'll also be in the video description:

 

Hitting Lv2 Counter kills 1k damage off the combo vs a lv3.(That's the reason for repeats of the combo)

Even though there's only a 1 heat gain difference between levels 2 and 3, you need at least 87 for a Lv2 vs 81 on a Lv3 if you want to hit 50 with certainty by the time you need it to finish off the combo.

the 2D Sideswap combo has 2 purposes; 1st is what happens when you hit 2D too early, but allows you to jump straight up and DP rather than dash into a jumping one.

The 2nd is my hope that this method will still works on 1.1 if the CT stun time is reduced too much to crossup with AV, as I haven't seen footage of how much it's been shortened with my own eyes.

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Someone might as well start some CP1.1 combo list. Here's a partially updated list of the combos I previously posted in this thread.
Any combos indented are new CP1.1 versions of the previously listed combo. Any non-indented combo with a strike-through no longer works in CP1.1
I haven't tested every combo for better or altered versions yet, and the new ones might not be optimal, but it's a start. I'll edit this post with any new changes I find in the future.
 
Mid Screen:
5B > 5CC > 2D(2) > 5B > 6A > 2D(3) > 2C > 214A~A > 5CC > (j.CB > j.CB > 623C~D) / (j.CB > j.D) - 3456/3265
    5B > 5CC > 2D(2) > 5B > 6A > 2D(3) > 2C > 214A~A > 6A > 6BC > j.CB > j.CB > 623C~D - 3548
    5B > 5CC > 2D(2) > 5B > 6A > 2D(3) > 2C > 214A~A > 5CC > j.B > j.D - 3198
5B > 5CC > 2D(2) > 5B > 6A > 2D(3) > 2C > 214B > j.CB |> j.CB > j.D - 3199
    5B > 5CC > 2D(2) > 5B > 6A > 2D(3) > 2C > 214B > j.CB |> j.C > j.D - 3137
5B > 5CC > 2D(2) > 5B > 6A > 2D(3) > 2C > 214B > j.CB |> sj.B > j.B > jc > j.B > j.623C - 3327
5B > 5CC > 2D(2) > 5B > 6A > 2D(3) > 2C > 214A > 236D - 2197
6BC > 2D(2) > 5B > 6A > 2D(3) > 2C > 214A~A > 6A > 6BC > j.CB > j.CB > j.623C~D - 3024
6BC > 214A~C~B > 5CC > 2D(3) > 6A > 2D(2) > 5B > 6A > j.CB > j.CB > 623C~D - 3085 (2D(3) whiffs on Carl and Relius)
6BC > 214A~C~B > 5CC > 2D(3) > 2C > 214A~C~A > 5CC > (j.CB > j.CB > 623C~D) / (j.CB > j.D) - 3091/2922 (ditto)
    6BC > 214A~C~B > 5CC > 2D(3) > 2C > 214A~C~A > 6A > 6BC > j.CB > j.CB > 623C~D - 3176
    6BC > 214A~C~B > 5CC > 2D(3) > 2C > 214A~C~A > 5CC > j.B > j.D - 2922 
6BC > 214A~C~B > 5CC > 2D(3) > 2C > 214B > j.CB |> sj.B > j.B > jc > j.B > j.623C - 2979
3C > 5CC > 2D(1) > 5CC > (j.CB > j.CB > 623C~D) / (j.CB > j.D) - 2593/2354
CH 2C > CT > 214A~C~B > 5CC > 2D(3) > 6A > 2D(2) > 5B > 6A > j.CB > j.CB > 623C~D - 4392
    CH 2C > CT > 2B > 6A > 2D(3) > 66A > 6BC > 2D(2) > 5B > 6A > j.CB > j.CB > j.623C~D - 4150
 
2A > 5B > 5CC > 2D(2) > 5B > 6A > j.CB > j.CB > 623C~D - 2326
2A > 5B > 5CC > 2D(2) > 5B > 6A > (j.CB)/(j.B) > j.D
2A > 5B > 5CC > 2D(2) > 5B > 6A > 2D(3) > 5CC > j.CB > j.B > 623C~D - 2605
 
Corner:
5B > 5CC > 5D(3) > 66 > 2C > 2D(3) > 214A~C > 236D > 5CC > j.B > j.D > 66 > 5CC > (j.B > j.B > 623C~D) / 236236D - 4222/4990
    5B > 5CC > 5D(3) > 214A~C > 236D > 6A > 2D(3) > 2C > 236A~D > 5CC > (j.B > j.CB > j.623C~D) / (236236D) - 4179 / 4908
5B > 6C > 214A~C > 236D > 6A > 2D(3) > 2C > 214A~A > 5CC > j.B > j.D > 5D > (Orb Oki) / (6C > 623C~D) / (6C > 236236D) - 3735/4170/4958
    5B > 6C > 214A~C > 236D > 2C > 2D(3) > j.B > j.D > [6A] > 6BC > 5D > (Orb Oki) / (66 > 5CC > j.B > j.623C~D) / (5CC > 236236D) - 3814/4296/5105 - See Note 1 and Note 2
    5B > 6C > 214A~C > 236D > j.B > j.D > 662C > 2D(3) > 6B~C > 5D > (Orb Oki) / (66 > 5CC > j.B > j.623C~D) / (5CC > 236236D) - 3629/4208/4945 - See Note 2
    5B > 6C > 214A~C > 236D > 2C > 2D(3) > 6C > 214B > j.B > j.D > 66BC > 5D > (Orb Oki) / (66 > 5CC > j.B > j.623C~D) / (5CC > 236236D) - 3841/4324/5132
    5B > 6C > 214A~C > 236D > 2C > 236A~D > 66A > j.B > j.D > 66BC > 5D > (Orb Oki) / (66 > 5CC > 236236D) - 3762/5013
5B > 6C > 214A~C > 236D > 6A > 2D(3) > 2C > 214B > j.CB |> sj.B > j.D > 5D > (Orb Oki) / (6C > 623C~D) / (6C > 236236D) - 3643/4044/4856
5B > 6C > 214A~C > 236D > 6A > 2D(3) > 2C > 236A~D > 66 > 5CC > j.B > j.D > 5D > (Orb Oki) / (6C > 236236D) - 3962/5118
    5B > 6C > 214A~C > 236D > 6A > 2D(3) > 2C > 236A~D > 66A > 5D > (Orb Oki) / (5CC > 236236D) - 3656/4950
    5B > 6C > 214A~C > 236D > 6A > 2D(3) > j.B > j.D > 2366A~D > 66A > 5D > (Orb Oki ) / (5CC > 236236D) - 3709/4969
    5B > 6C > 214A~C > 236D > 2C > 2D(3) > j.B > j.D > 2366A~D > 66A > 5D > Ork Oki - 3870 - Does not confirm into PF
2B > 5B > 5CC > 5D > 214A~C > 236D > 6A > 2D(3) > 2C > 236A~D > 5CC > (j.B > j.B > j.623C~D) / (236236D) - 3520/4362
2B > 5B > 6C > 214A~C > 236D > 2C > 2D(3) > j.B > j.D > 66A > 6B > 5D (Orb Oki) / (66 > 5CC > j.B > j.623C~D) / (66 > 5CC > 236236D) - 3170/3571/4429
6BC > 5D > 214A~C > 236D > 5CC > j.B > j.D > 2D(3) > 5CC > (j.CB > j.CB > j.623C~D) / (236236D) - 3508/4221
6BC > 5D > 214A~C > 236D > 6A > 2D(3) > 2C > 236A~D > 5CC > (j.B > j.CB > j.623C~D) / (236236D) - 3585/4354
6BC > 214A~B > 5CC > 2D(3) > 2C > 214A~A > 5CC > j.B > j.D > 5D > (Orb Oki) / (66 > 5CC > 236236D) - 3018/4256
3C > 214A~C > 236D > 5CC > 2D(3) > 5CC > j.CB > j.D > 5D > (Orb Oki) / (6C > 236236D) - 3366/4586
    3C > 214A~C > 236D > 5CC > 2D(3) > 6BC > sj.CB > j.D > 5D > (Orb Oki) / (5CC > 236236D) - 3502/4774
    3C > 214A~C > 236D > 5CC > 2D(3) > 6BC > sj.CB > j.D > 665B > 6A > j.CB > j.CB > j.623C~D - 3884
3C > 214A~C > 236D > 6A > 2D(3) > 2C > 214A~A > 5CC > j.B > j.D > 5D > (Orb Oki) / (236236D) - 3516/4709
3C > 214A~C > 236D > 6A > 2D(3) > 2C > 236A~D > 665CC > j.B > j.D > 5D > (Orb Oki) / (6C > 236236D) - 3749/4936
    3C > 214A~C > 236D > 5D > 2D > 66 > 5CC > j.B > j.D > 66 > 5CC > j.CB > j.CB > j.623C~D > 3987
CH 5B > 2C > CT > 214A~C > 236D > 5D > 2D > 66 > jc > j.B > j.D > 66 > 5CC > j.B > j.CB > 623C~D - 5037
CH 5B > 2C > CT > 214A~C > 236D > 5D > 2D > 66 > 5CC > j.B > j.D > 66 > 5CC > j.B > j.CB > 623C~D - 5141
    CH 5B > 2C > CT > 2B > 6A > j.B > j.D |> 214A~C > 236D > 5D > 66 > 5CC > j.CB > j.CB > j.623C~D - 4516
CH 5B > 2C > 236D > 5D > 2D > 6BC > j.B > j.D > 2366A~D > 5CC > (j.B > j.B > j.623C~D) / (236236D) - 4494/5283
CH 2C > CT > 214A~C > 236D > 5D > 2D > 66 > 5CC > j.B > j.D > 66 > 5CC > j.B > j.CB > 623C~D - 4966
    CH 2C > CT > 2B > 6A > j.B > j.D |> 214A~C > 236D > 6BC > 5D > 2D > j.B > j.B > j.623C~D - 4512
 
2A > 5B > 6C > 214A~C > 236D > 6A > j.B > j.D > 2D > 5D > Orb Oki - 2606
    2A > 5B > 6C > 214A~C > 236D > 5D > 2D > Orb Oki - 2205
    2A > 5B > 6C > 214A~C > 236D > 6BC > 5D > Orb Oki - 2226
    2A > 5B > 6C > 214A~C > 236D > 2C > 2D > 6B > 5D > Orb Oki - 2568 (must be really fast on 2D and 5D)
    
    2A > 5B > 5CC > 2D(2) > 5C > j.B > j.D > 2D > 5D > Orb Oki - 2300
    2A > 5B > 5CC > 5D > 66 > 2C > 2D > 6BC > j.B > j.B > j.623C~D - 2796
 
Throw:
5BC > 214A~A > 5B > 6C > 2D(3) > 2C > 214A~A > 5CC > j.CB > j.CB > j.623C~D - 3123
5BC > 214A~A > (6)6A > 2D(3) > 665B > 6C > 214B > j.A > j.B > j.623C - 2723 (Dash before 6A might not be needed on some characters)
    5BC > 214A~A > (6)6A > 2D(3) > 66C > 214B > > j.B > j.D - 2512 (Dash before 6A might not be needed on some characters)
Corner - 5BC > 214A~C > 236D > 5CC > j.B > j.D > 2D > 5D > Orb Oki - 3128
    Corner - 5BC > 214A~C > 236D > 6A > j.B > j.D > 2D > 5D > Orb Oki - 3040
Corner - 5BC > 236D > 6BC > j.CB > j.D > 2D > 5D > Orb Oki - 3131
Corner - 5BC > 236D > j.B > j.D > 2D(3) > 5D > 6C > 236236D - 4111
4BC > 2B > 6A > 2D(1) > 5CC > (j.CB > j.D) / (j.CB > j.CB > j.623C~D) - 2456/2620
 
Over-Drive Set-ups:
Midscreen - 5B > 5CC > 2D(2) > 665B > 6A > j.B > jc > OD > j.623C~D > ... (does not work on Carl, 665B is very tight)
Midscreen - 5B > 5CC > 2D(2) > 5B > 6A > sj.B > (falling) j.B > jc > OD > j.623C~D > ...
Midscreen - 5B > 5CC > OD > ...
Midscreen - 3C > 214A~C > RC > 6A > j.B > jc > OD > j.623C~D > ...
Midscreen - 5B > 5CC > 5D(2) > RC > CT > OD > 623C~D (why would you ever do this?)
Mid/Corner - CH 214B~D |> OD > ...
Corner - 5B > 5CC > 5D > OD > ... 
Corner - 5B > 6C > 214A~C > 236D(2) > OD > ... (236D(3) works, its just harder for a ~200 damage difference)
 
Drive Fatals:
Corner - 214A~D > 6A > 5D(3) > 214A~C > 236D > 5CC > j.B > j.D > 2D > (Orb Oki) -  - 3674/4820
Corner - 214B/C~D > 6A > 5D(3) > 214A~C > 236D > 5CC > j.B > j.D > 2D > (Orb Oki) / (236236D) - 3575/4675
Corner - 214B/C~D > OD > 623C~D > j.623C~D > 236D > 5D > 214A~D > 236236D - 5995 (at <50% health)
Corner - 214B/C~D > OD > 623C~D > 632146D > 5D > 214A~D > 236236D - 6653 (at < 70% health)
Midscreen - 214B/C~D > 66(run) > 2C > 2D(3) > 5CC > j.CB > j.D - 3093
Midscreen - 214B/C~D > 66(run) > 2C > 2D(3) > 6A > 6BC > j.CB > j.D - 3272
Midscreen - 214B/C~D > 66(run) > 2C > 214B > j.CB |> 2D(1) > 5CC > j.CB > j.D - 3091 (Can switch sides with proper timing. Wait as long as possible on j.CB to not cross up, slightly less wait to cross up.)
Midscreen - 236D > 214A~C~B > 5CC > 2D(3) > 2C > 214A~A > 6A > 6BC > (j.CB > j.D) / (j.CB > j.CB > j.623C~D) - 3537/3711
 
Resets and Shenanigans:
After late 5D or j.D in the corner - 66 > 5C > TECH > 2C > (214A~A > 5B > 6A > j.B > jc > OD > ...)
Corner - ... > j.B > jc > j.BC
Against aerial opponent - ... 5CC > TECH > 3C (Example: 6BC > 214A~B > 5CC > 3C > 214A~C > RC > 6A > j.B > jc > OD > j.623C~D > ...)
Corner - 5B > 6C > 214A~C > 236D > 2C > 236A~D > 6A > j.B > j.D > 2366A~D > TECH > ... (SMP on second 236A~D instantly ends combo. If they tech neutral or backward they are immediately forced to block)
Near Corner  - (5B > 5CC > 2D(2) > 5B > 6A > 2D(3) > 2C) / (CH 2C) > ODC > 2366A~D > 214B~D > 632146D > 5D > 214A~D > 236236D (for when you have 100 heat near death and near the corner and just don't know what to do with it...)
 
Note 1 - Can add [6A] on Azrael, Litchi, Hakumen, Arakune and Kokonoe
Note 2 - 1st combo can fail on Hazama, Makoto, Valkenhayn, Platinum, Izayoi, Terumi and will fail on Tager from the 236D > 2C. Either use the 2nd combo or do 236D(2)
 
*Edit: Added in a midscreen throw combo for damage by Kev-Ab, some 2A and 3C corner options, and 2 good corner Oki and full damage combos proposed by ZuperKim and Kcin. 

**Edit: Added some 6B starter combos and OD set-ups. Started section on resets and shenanigans.

***Edit: Added 2B starter versions of BnB corner combos for reference.

6/25 Edit: Sick of marking crap. Makes it harder to read anyway. Added some corner combos with 236A~D (CS2 2366A~D anyone?) and a new corner throw combo.

7/7 Edit: New CH 5B corner combo.

7/18 Edit: New corner combo with 236A~D and new shenanigans from it

7/28 Edit: Added some combos off of Drive Fatals. New corner 2A>Oki combo and added the most useless and stupid OD combo added to Shenanigans. I will pay you if you ever use it legitimately.

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Someone might as well start some CP1.1 combo list. Here's a partially updated list of the combos I previously posted in this thread.

 

I was secretly working on one that I'd link here when I finished enough of it, but you seem to have it covered!

 

I'll still link the pastebin for future reference since it'll be organized and everything: BBCP 1.1 Makoto Combo Notes

 

Edit: I'll be using Evernote instead of pastebin now. Here's the link to where my 1.1 combo notes will be:

 

BBCP 1.1 Makoto Combo Notes

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Throw:

5BC > 214A~A > (6)6A > 2D(3) > 665B > 6C > 214B > j.A > j.B > j.623C - 2723 (Dash before 6A might not be needed on some characters)
    5BC > 214A~A > (6)6A > 2D(3) > 66C > 214B > > j.B > j.D - 2512 (Dash before 6A might not be needed on some characters)

I use for throws in Midscreen:

Throw > 214A~A > 5B > 6A > 2D(3) > 2C > 214A~A > 5CC > j.5CB > j.5CC > 623C~D= 3123

(5B timing is more difficult on small characters doing it wrong makes the 2D(3) whiff, 5CC needs to be changed to 5B > 6B at least on Noel)

It worked since the beginning of the game I'm glad it's still viable

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Some routes I found a while back:

 

Midscreen:

 

[5B>5C/2B>5C/6B]>~C>2D(lv2)>5B>6A>2D(lv3)

 

Corner Carry (Same direction)

>446A>6B~Delay C>j.B.j.D(lv3)

 

Corner Carry (sideswap)

2C>214AA>6A>6B~delay C>j.B>j.D(lv3)

 

 

 

Corner:

[5B>5C/2B>5C/6B]>~C>662C>236D(lv3)>4~6A>6B~DelayC>j.B>j.D>2D>236A(whiff)

 

 

 

using 6A>6B~C>j.B is actually really good for combos.

 

Makoto in corner, corner to corner:

 

2B>5CC>2Dlv2>5B>6A>iadj.B>j.Dlv3>66>2B>6A>2D(lv3)>2C>236D(lv3)>5Dlv3>2366A

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