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Celerity

[CP1.0] Izayoi Combo Thread - Better Late than Never! (Updated 03/28/14)

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BBCP_Header_Combo_Thread.png
Welcome to the Izayoi Combo Thread! Please be respectful and follow the rules during your time here, or be prepared to meet swift justice. If you're not familiar with the rules, they can be found here -> Site Rules.

BBCP_Info_Bar_c01.png


General Information:
  • If you'd like to contribute, please feel free to do so! Any combo that is an improvement or useful variation of one of the existing combos will be welcome, but please do not submit inferior combos or "netplay combos".
  • Please refrain from going off topic in this thread. This thread is for the posting and discussion of combos only.
     
  • Combos will not be repeated, so if you're looking for a corner combo, keep in mind that the most optimal route may be the midscreen one.
  • Gain Art AA routes are fairly universal, and you can find examples of what to do in the (623B/C route) section of the thread.
  • Most combos that end in j.236C~D can be followed up with Justice Phorizer, or 5A > (5C) > 623B~D for extra damage.

Collapsed: Notation Used:

[table]jJump
jcJump Cancel
CHCounter Hit
FCFatal Counter
CRCrouching
AAAnti-Air
RCRapid Cancel (A+B+C)
CTCrush Trigger (A+B)
Attack~NFollowup with N after Attack
Attack(w)Whiff Attack
Attack(N)Cancel on the Nth Hit of Attack
Sequence xNRepeat Sequence N amount of times.
[##/##/+#][Damage/Heat Gain/Zero Weave Gain][/table]


Recently Added:
  • Normal Mode Midscreen:
    Throw > 214B > 236B > 214A > 2C > 623B > 214B > 623C > 66 j.C > j.236C - [3282/23/+8]
    (40% screen)
  • Normal Mode Corner:
    Throw > 236B > 214A > 2C > 623B > 66 623C > 623C - [3052/21/+8]



Beginner Combos:

If you're a new player, or just want to try out Izayoi without learning anything too difficult, these combos should be enough to keep you covered in nearly every situation. They are not all optimal, but they deal good damage and require a bare minimum of execution. They're also a good choice for laggy netplay connections.

Collapsed: Combos:

Normal Mode:
  • ... > 2C > 236B > 214A > 2B > (5B) > 623B > 214B > 623B
    Standard BnB that gets you 6 stars and works from most any starter. Omit the 5B if you started the combo with a 5A, 2A, or j.A.
  • ... > 2C > 236B > 214A > 2B > 623B > 214B > 623C > 623C
    Corner BnB that gets you 8 stars from any starter.
  • Throw > 214B > 236B > 214A > 2C > 623B > 214B > 623B
  • Air Throw > 236B > 214A > 2B > 623B > 214B > 623B

Gain Art Mode:

  • 5B > (5C) > 236C~6D > 214B > 5B > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D
    Midscreen universal BnB. You can follow up with oki, or more damage with one of these enders by catching them as they fall:
    • 236236C
    • 5A > 5C > j.B > j.C > jc > j.C > j.236C~D (doesn't work from 5A/2A/j.A starter)
  • ... > j.C > jc > j.C > j.236C > j.214D > j.C > jc > j.C > j.236C~D > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D
    Simple j.C loop combo that you can use after pretty much any anti-air or air-to-air confirm, including 623B/C.
  • Throw > (214B) > 5C > 2C(1) > 236B > 214A > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D
    Simple throw combo that works midscreen and corner. Omit 214B in the corner.
  • Air Throw > 236C(w)~6D > (214B) > 5C > 236B > 214A > 2B > 623B~D
    Air throw combo that works midscreen and corner. Omit 214B in the corner.
  • ... > 5C > 236C~6D > 2C > 5C > 2C(1) > 236B > 214A > 5C > 2C(1) > j.B > j.C > jc > j.B > j.C > j.236C~D
    Corner BnB that works from most starters other than 5A/2A/j.A
  • ... > 5C > 236C(w)~6D > 2C > 236B > 214A > 5C > j.B > j.C > jc > j.C > j.236C~D
    Use this one from 5A/2A/j.A starters in the corner.
  • Throw(2) > RC > CT > 2C > 236C~6D > 2C > 5C > 2C(1) > 236B > 214A > 2C > 5C > j.B > j.C > jc > j.C > j.236C~D
    This throw combo requires 75 heat and the corner, but it deals tons of damage and is one of Izayoi's greatest weapons. It's not that difficult, try it out! Remember to RC the throw before the 3rd hit connects.



Timing Tips:

Collapsed: The j.BAC loop:

In normal mode, Izayoi has access to an air sequence that lands you while the opponent is still in hitstun, allowing you to continue the combo. This is referenced as "j.BAC" in the notation, but there are several variations of it depending on your positioning and the character you're facing. j.BAC is the most universal sequence, as it works on everyone, but in some cases you'll need to adjust with j.BAAC or j.BABC, especially late in a combo. A list of the variations and the characters they work on can be found below:
  • j.BAC - Works on every character from almost any position. Only tends to fail late in combos. Timing is instant j.B > max delay j.A > j.C, sometimes with a tiny delay between j.A and j.C.
  • j.BAAC - Works on all characters besides :MK::TA: from almost any position. Only recommended late in combos, or if you're having trouble with j.BAC. Timing is late j.B > j.AAC.
  • j.BABC - Works on :JI::TS::RE::PT::NU::BU::KO: in most normal mode BnBs. Fairly height-specific. Good damage. Timing is instant j.B > j.ABC.
  • j.ABAC - Highly position- and hitbox-specific variation of j.BAAC. Not recommended by me, as I've found no situation where it is superior/easier than the other variations, but your mileage may vary.


Collapsed: Character-specific routes:

Izayoi's best midscreen Gain Art routes are all character-specific to some degree. They rely on the opponent's hitbox, as well as your own distance and starter to make the combo work. You'll need to learn how to judge for yourself to find the most optimal route in any given situation, and the character-specific recommendations in the "Normal Starter" section are only that: recommendations. They are tested from (5B) and (5B > 5C) only, so there are other starters which might make them whiff on the recommended characters, or work on unlisted ones. You will find the routes listed in order from most universal to most specific, so if you're having trouble landing a given combo, try moving down a step to the slightly less specific one.

Firstly, the most important factor: the opponent's character. I've constructed this highly unscientific list to give you a general idea of how often Izayoi's combos will work on each character midscreen:

Chibi Tier: :CA::AM::RA:
Impossible Tier: :AR::BANG::KA::TA:
Difficult Tier: :LI::AZ:
Hit-or-Miss Tier: :TG::JI::NO::HA:
Normal Tier: :VA::RG::TS2::IZ::KO:
Easy Tier: :HZ::TER::MU:
Blindfold Tier: :RE::PT::NU::BU:
Squirrel Tier: :MK:


Makoto is special because her exotic hitbox makes some combos easy and others impossible.

Now on to the timing of the combos themselves. The most common place for your combo to drop is (236C~6D > 214B > 5C > 236B). These drops are almost always caused by a mistiming of the 6D. It's important to remember that if you cancel 236C into 6D too early, you won't move far enough forward, but canceling too late will send the opponent flying too far away from you. Thus, the optimal timing for most combos is somewhere around 3-4F after 236C actually connects. Pay attention and you'll notice the difference. You should make this your default timing, since it also helps with some corner combos on smaller characters, and a few other cases where a hasty 6D will flip the opponent over your head.

The other common drop point is (236C~6D > 214B > 5C > 2C(1) > 236B). On the easier characters, the timing is minimal, but if you're trying to do it on a normal sized character, you'll need a very close confirm (2C is the easiest due to vacuum), and you'll want to delay 6D as long as humanly possible, followed by a normally timed 5C > 2C(1), and a delayed 236B. It's not that hard once you get it down.


 

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Mid-screen:

Normal Starters
(Normal starters include 5B, 5C, 6C, 2B, 2C, j.B, j.C, and 6B > RC)

  • 5B > 5C/2C > 236B > 214A > 2B > 5B > 623B > 214B > 623B - [2854/20/+6]
  • 5B > 5C/2C > 236B > 214A > 2B > 5C > j.BAC > 5A > 623B > 214B > 623C > dash > j.C > j.236C - [3410/24/+8]
    (May need to use 2A instead of 2B against smaller characters.)
  • 5B > 5C/2C > 236B > 214A > 2B > 5C > j.BAC > 5A > 5C > 623C > j.B > jc > j.B > j.C > j.D - [3396/24/+4]
     
  • 5B CR > 5C > 2C > 6C > 236B > 214A > 2B > 5B > 623B > 214B > 623B - [3540/25/+6]
  • 5B CR > 5C > 2C > 6C > 236B > 214A > 2B > 5C > j.BAC > 5A > 623C > j.C > j.236C - [3923/28/+6]
  • 5B CR > 5C > 2C > 6C > 236B > 214A > 2B > 5C > j.BAC > 5A > 623C > j.B > jc > j.B > j.C > j.D - [3911/28/+4]
     

Short Starters
(Short starters include 5A, 2A, and j.A)

  • 5A > 5B > 2C > 236B > 214A > 2B > 623B > 214B > 623B - [2313/15/+6]
  • 5A > 5B > 2C > 236B > 214A > 2B > 5C > j.B > j.A > j.B > jc > j.B > j.C > j.D - [2594/18/+2]
     
  • 5A > 2C > 236B > 214A > 2B > 5C > j.BAC > 5A > 623B/C - [3051/24/+4]
     
  • 5A CR > 5B > 2C > 5C > 6C > 236B > 214A > 2B > 623B > 214B > 623B - [2620/18/+6]
     

Throw Starters

  • Throw > 214B > 236B > 214A > 2C > 623B > 214B > 623B - [2816/20/+6]
  • Throw > 214B > 236B > 214A > 2C > 5C > j.B > j.A > j.B > jc > j.B > j.A > j.B > j.236C - [3174/22/+4]
  • Throw > 214B > 236B > 214A > 2C > 5C > j.B > j.A > j.B > jc > j.B > j.C > j.D - [3121/22/+2]
     
  • Throw > (214B) > 236B > 214A > 623C > (214C) > 623B > 214B > 623C - [2777/19/+8]
    (60% screen. Does not work on: :RE::PT::IZ::AM:)
  • Throw > 214B > 236B > 214A > 2C > 623B > 214B > 623C > 66 j.C > j.236C - [3282/23/+8]
    (40% screen)

     
  • Air Throw > 236B > 214A > 2B > 623B > 214B > 623B - [2546/18/+6]
  • Air Throw > 2C > 5C > 623C > j.B > j.C > j.236C - [3057/21/+4]
  • Air Throw > 2C > 5C > 623C > j.B > jc > j.B > j.C > j.D - [2948/21/+2]
     

Other Starters

  • 6A > RC > 5B > 623B > 214B > 623B - [1889/6/+6]

     
  • 6B CH > 623B > 214B > 623B - [1650/11/+4]
  • 6B CH > 2A > 5C > 236B > 214A > 2B > 5B > 623B > 214B > 623B - [2497/17/+6]
    (Close range only)

     
  • 3C > 623C > 623B > 214B > 623C - [2071/14/+6]
  • 3C > 623C > j.BAC > 5A > 5C > j.B > j.A > j.B > jc > j.B > j.C > j.D - [2652/19/+2]
  • 3C CH > 236B > 214A > (Normal Starter route)

     
  • 6C FC > 236B > 214A > 2B > 5C > j.BAC > 5A > 5C > 623B > 214B > 623C > j.C > j.236C - [3563/25/+8]
  • 6C FC > CT > 2C > 5C > 6C > 236B > 214A > 2B > 5C > j.BAC > 5A > 623C > j.C > j.236C - [5245/21/+6]
  • 6C FC > CT > 5D > 5C > 236C~6D > 214B > 5C > 2C(1) > 236B > 214A > 2C > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D - [5494/22]
    (Only works on: :RE::BU::PT::NU::MK::KO::MU::TER::TG::NO:)

     
  • 623B CH > 214B > 6C > 623B - [1710/12/+4]
  • 623B CH > 214B > 236B > 214B > 623C > j.B > j.C > j.236C - [2548/18/+6]
    (Close range only)
  • 623B CH > 214B > 236B > 214B > 2B > 5C > j.BAC > 5A > 623B/C - [2744/19/+6]
    (Close range only)

     
  • 623C CH > 236B > 214A > 2C > 623B > 214B > 623B - [2457/17/+8]
  • 623C CH > 236B > 214A > 2C > 5C > j.B > j.A > j.B > jc > j.A > j.B > j.C > j.236C - [2994/21/+6]

     

Corner:

Normal Starters
(Normal starters include 5B, 5C, 6C, 2B, 2C, j.B, j.C, and 6B > RC)

  • 5B > 5C > 236B > 214A > 2B > 623B > 214B > 623C > j.C > j.236C - [3190/22/+8]
  • 5B > 5C > 236B > 214A > 2B > 623B > 66 > j.B > jc > j.BAC > 5A > 5C > j.B > j.A > j.B > jc > j.B > j.C > j.D - [3356/24/+4]
     
  • 5B > 236C > RC > 623B > 214B > 623C > 623C - [2451/10/+8]
    (For max range confirms)
     

Short Starters
(Short starters include 5A, 2A, and j.A)

  • 5A > 2C > 236B > 214A > 2B > 623B > 214B > 623C > 623C - [2405/17/+8]
     

Throw Starters

  • Throw > 236B > 214A > 2C > 623B > 66 623C > 623C - [3052/21/+8]
  • Throw > CT > 2C > 5C > j.BAC > 5A > 623B > 623C - [3708/15/+4]
     
  • Throw (2) > RC > CT > 2C > 5C > 236B > 214A > 2B > 623B > 214B > 623C > j.C > j.236C - [4372/12/+8]
  • Throw (2) > RC > CT > 5D > 5C > 236C~6D > 2C > 5C > 2C(1) > 236B > 214A > 2C > 5C > j.B > j.C > jc > j.C > j.236C~D - [5577/19]

     
  • Air Throw > 66 > 236B > 214A > 623C > 214C > 623B > 214B > 623C - [2677/19/+8]
    (Input the microdash as 2366B)
  • Air Throw > 66 > 236B > 214A > 2C > 623B > 66 > j.B > jc > j.B > j.C > j.D - [2938/21/+4]


     

BBCP_Info_Bar_c03.png


Mid-screen:

Normal Starters
(Normal starters include 5B, 5C, 2B, 2C, j.B, j.C, and 6B > RC)

  • 5B > (5C) > 236C~6D > 214B > 5B > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D > (5A > 5C > j.B > j.C > jc > j.C > j.236C~D) - [3440/24] ([3918/28])
  • 5B > (5C) > 236B > 214A > 2B > 236C~6D > 214B > 5B > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D - [3589/25]
    (Recommended for: :RA:)
  • 5B > (5C) > 236C~6D > 214B > 5C > 236B > 214B > 5C > 2C(1) > 6C > j.B > j.C > jc > j.B > j.C > j.236C~D - [4008/28]
    (Recommended for: :JI::IZ::TS2::NO:)
  • 5B > (5C) > 236C~6D > 214B > 5C > 236B > 214A > 2C > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D - [4082/28]
    (Recommended for: :MK::KO::MU::TER::HZ::VA::TG:)
  • 5B > (5C) > 236C~6D > 214B > 5C > 2C(1) > 236B > 214B > 5C > 2C(1) > 6C > j.B > j.C > jc > j.B > j.C > j.236C~D - [4190/30]
    (Optimal for: :RE::PT::NU::BU:)
     
  • 5B > (5C) > 236B > RC > 5D > 2C > 623B > 214B > 623B - [2729/13/+4]
  • 5B > (5C) > 236B > RC > 5D > 2C > 5C > j.BAC > 5A > 623B > 214B > 623C > dash > j.C > j.236C - [3548/15/+6]
     
  • 5B > (5C) > 236C~6D > 236236C > 214D > 5C > 2C(1) > 236B > 214A > 2C > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D - [5143/24]
    (~50% screen)
  • 5B > (5C) > 236C~6D > 214B > 5C > 236B > 214A > 2C > 236236C > 214D > 5C > 2C(1) > 6C > j.C > jc > j.C > j.236C~D - [4896/28]
    (~70% screen - Recommended for: :RE::PT::NU::BU::MK::KO::MU::TER::HZ::VA::TG:)
     
  • 5B > (5C) > 236C~6D > 236236C > 214D > 5C > 2C(1) > 236236C > 214D > 5C > 2C(1) > 236B > 214A > 2C > j.B > j.C > jc > j.C > j.236C~D - [5914/22]
    (30-50% screen)
  • 5B > (5C) > 236C~6D > 236236C > 214D > 236236C > 214D > 5C > 2C(1) > 236B > 214A > 2C > 5C > j.B > j.C > jc > j.C > j.236C - [5920/23]
    (60-100% screen)
     

For CR, CH, or raw 2C confirms:

  • ... > 2C > 236B > 214A > 2B > 236C(w)~6D > 214B > 5B > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D - [3803/27]
  • ... > 2C > 236B > 214A > 5C > 2C(1) > 6C > j.B > j.C > jc > j.B > j.C > j.236C~D - [3765/27]
    (Does not work on: :CA::AM::RA:)
  • ... > 2C > 236B > 214A > 5C > 2C(1) > 236C~6D > 214B > 5B > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D - [4424/31]
    (Does not work on: :CA::AM::RA::MK:)
  • ... > 2C > 236C~6D > 214B > 5C > 236B > 214B > 5C > 2C(1) > 6C > j.B > j.C > jc > j.B > j.C > j.236C~D - [4444/31]
    (Optimal for: :MK:)
  • ... > 2C > 236C~6D > 214B > 5C > 236B > 214A > 2C > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D - [4526/32]
    (Optimal for: :JI::TG::NO::LI::AZ:)
  • ... > 2C > 236C~6D > 214B > 5C > 2C(1) > 236B > 214B > 5C > 2C(1) > 6C > j.B > j.C > jc > j.B > j.C > j.236C~D - [4648/33]
    (Optimal for: :PT::NU::BU::KO::MU::TER::HZ::VA::RG::HA::TS2::IZ:)
  • ... > 2C > 236C~6D > 214B > 5C > 2C(1) > 236B > 214A > 2C > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D - [4723/33]
    (Optimal for: :RE:)
     
  • ... > 2C > 632146D > 5C > 2C > 236C~6D > 214B > 5C > 236B > 214A > 2C > j.B > j.C > jc > j.B > j.C > j.236C~D - [5467/35]
    (Does not work on :MK:)
  • ... > 2C > 632146D > 5C > 2C > 236C~6D > 214B > 5C > 236B > 214B > 5C > 2C(1) > j.B > j.C > jc > j.B > j.C > j.236C~D - [5460/35]
    (Variation for :MK:)
  • ... > 2C > 632146D > 5C > 2C > 236C~6D > 214B > 5C > 236B > 214A > 2C > 6C > j.C > jc > j.C > j.236C~D - [5358/34]
    (Variation for small characters)
     

Short Starters
(Short starters include 5A, 2A, and j.A)

  • 5A > 5C > 236C~6D > 214B > 5B > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D - [2849/20]
  • 5A > 5C > 236C~6D > 214B > 5C > 236B > 214B > 5C > j.B > j.C > jc > j.C > j.236C~D - [3040/21]
    (Recommended for: :JI::TS2::IZ:)
  • 5A > 5C > 236C~6D > 214B > 5C > 236B > 214A > 2C > j.B > j.C > j.236C~D - [3141/22]
    (Recommended for: :RE::PT::NU::BU::MK::KO::MU::TER::HZ::VA::TG::NO::HA:)
     

Throw Starters

  • Throw > 214B > 2C > 5C > 2C(1) > 236B > 214A > 2C(2) > j.C > j.236C~D - [3756/26]
     
  • Throw(2) > RC > 5D > 66 5B > 2C > 236B > 214A > 2B > 5C > j.BAC > 5A > 623B > 214B > 623C > j.C > j.236C - [3398/8/+8]
     
  • Throw(2) > RC > CT > 2C > 236B > 214A > 2B > 236C(w)~6D > 214B > 5B > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D - [4661/15]
  • Throw(2) > RC > (CT) > 2C > 236B > 214A > 5C > 2C(1) > 6C > j.B > j.C > jc > j.B > j.C > j.236C~D - [3623/10] ([4623/13])
    (Does not work on: :CA::AM::RA:)
  • Throw(2) > RC > (CT) > 2C > 236B > 214A > 5C > 2C(1) > 236C~6D > 214B > 5B > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D - [4282/13] ([5282/17])
    (Does not work on: :CA::AM::RA::MK:)
  • Throw(2) > RC > (CT) > 2C > 236C~6D > 214B > 5C > 236B > 214B > 5C > 2C(1) > 6C > j.B > j.C > jc > j.B > j.C > j.236C~D - [4302/14] ([5302/17])
    (Optimal for: :MK:)
  • Throw(2) > RC > (CT) > 2C > 236C~6D > 214B > 5C > 236B > 214A > 2C > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D - [4384/13] ([5384/18])
    (Optimal for: :JI::TG::NO::LI::AZ:)
  • Throw(2) > RC > (CT) > 2C > 236C~6D > 214B > 5C > 2C(1) > 236B > 214B > 5C > 2C(1) > 6C > (j.B) > j.C > jc > j.B > j.C > j.236C~D - [4506/15]) ([5470/17])
    (Optimal for: :PT::NU::BU::KO::MU::TER::HZ::VA::RG::HA::TS2::IZ:)
  • Throw(2) > RC > (CT) > 2C > 236C~6D > 214B > 5C > 2C(1) > 236B > 214A > 2C > 6C > (j.B) > j.C > jc > j.B > j.C > j.236C~D - [4539/15] ([5502/18])
    (Only works on :RE:)

     
  • Air Throw > 66 j.C > 236B > 214A > 2C > 5C > j.B > j.C > jc > j.C > j.236C~D - [3318/23]
     
  • Air Throw > RC > 5D > 236B > 214A > 2C > 623B > 214B > 623B - [2716/12/+6]
     
  • Air Throw > 236C(w)~6D > 236236C > 214D > 5C > 236B > 214A > 2C > 623C~D - [4063/19]
    (Use as a side switch by doing the Astraea early)
     

Other Starters

  • 6A > RC > 236C(w)~6D > (Normal Starter route)
     
  • 6A AA > RC > 623B > 214D > j.C > jc > j.B > j.C > j.236C~D > 5A > 236C(w)~6D > 214B > 5B > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D - [3320/14]

     
  • 6B CH > 623B > (623B route)
     
  • 6B CH > 2A > 5B > 236C~6D > 214B > 5B > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D - [2826/20]
    (Optimal for: :KA::AM::AR::BANG:)
  • 6B CH > 2A > 5B > 236C~6D > 214B > 5C > 236B > 214B > 5C > 2C(1) > 6C > j.B > j.C > jc > j.B > j.C > j.236C~D - [3208/22]
    (Optimal for: :RG::JI::HA::TG:)
  • 6B CH > 2A > 5B > 236C~6D > 214B > 5C > 236B > 214A > 2C(2) > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D - [3257/23]
    (Only works on :BU:)

     
  • 6C CH > walk > 2C > 236B > 214A > 2C > 5C > 2C(1) > 236C~6D > 214B > 5C > j.B > j.C > jc > j.C > j.236C~D - [4109/26]
    (Does not work on: :CA::AM:)
  • 6C CH > walk > 2C > 236B > 214A > 2C > 5C > 2C(1) > 6C > j.B > j.C > jc > j.B > j.C > j.236C~D - [3799/27]
    (Variation for :CA:)
  • 6C CH > walk > 2C > 5C > 2C(1) > 236B > 214A > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D - [3469/24]
    (Variation for :AM:)
     
  • 6C CH > 5D > 5B > 5C > j.BAC > 5A > 623B > 214B > 623C > dash > j.C > j.236C - [2738/19/+6]

     
  • 3C FC > 2C > 5C > 2C(1) > 236B > 214A > 2C > 5C > 6C > j.C > jc > j.B > j.C > j.236C~D - [4519/32]
  • 3C FC > 2C > 5C > 2C(1) > 236B > 214A > 2C > 236C~6D > 214B > (5B) > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D - [4980/34]
     
  • 3C FC > 2C > 623B > 214B > 236B > 214A > 2C > 236C~6D > 214B > 5B > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D - [4692/33]
    (Full screen corner carry. Does not work on: :CA::AM::RA::KO:)
  • 3C FC > 2C > 5C > 2C(1) > 623B > 214B > 236C~6D > 214B > 5B > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D - [4533/32]
    (Variation for :CA::AM::RA::KO:)
  • 3C FC > 2C > 623B > 214B > 236B > 214A > 2C > 5C > 2C(1) > 236C~6D > 214B > (5B) > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D - [4922/35]
    (Only works on: :RE::PT::NU::BU::MK::MU::TER::HZ::TG::TS2::IZ:)
     
  • 3C FC > 2C > 623B > 214B > 2C > 236B > 214A > 2C > 236C~6D > 214B > (5B) > 5C > j.B > j.C > jc > j.C > j.236C~D - [4990/35]
    (Most optimal route, but very difficult. Does not work on: :CA::AM::KO:)

     
  • 623B > 214D > j.C > jc > j.C > j.236C > j.214D > j.C > jc > j.C > j.236C~D > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D - [3491/25]
  • 623B > 214D > j.C > jc > j.C > j.236C > j.214D > j.C > jc > j.C > j.236C~D > 5C > 236C(w)~6D > 214B > 5B > 5C > j.B > j.C > j.236C~D - [3774/27]
     
  • 623B > 214D > j.C > jc > j.C > j.236C > j.214D > j.C > jc > j.C > j.236C~D > 5C > 236236C > 214D > 5C > j.B > j.C > jc > j.C > j.236C~D - [4198/23]
     
  • 623B > 214D > j.C > jc > j.C > j.236C~D > RC > j.D > (5A/5B) > 5C > j.BAC > 5A > 5C > 623C > 66 623C - [3102/16/+3]
  • 623B > 214D > j.C > jc > j.C > j.236C~D > RC > j.D > (5A/5B) > 5C > 623C > 66 j.C > j.236C - [3019/16/+3]

     
  • 623C > (214D) > j.C > jc > j.C > j.236C~D > 5A > 236C(w)~6D > 5B > 5C > j.B > j.C > jc > j.B > j.C - [3311/23]
     
  • 623C > (214D) > j.C > jc > j.C > j.236C~D > 236236C > 214D > 5C > 2C(1) > 6C > j.C > jc > j.B > j.C > j.236C~D - [4237/19]
    (~50% screen)
  • 623C > (214D) > j.C > jc > j.C > j.236C~D > 236236C > 214D > 5C > 2C(1) > j.B > j.C > jc > j.B > j.C > j.236C~D - [4156/19]
    (~50% screen)
     
  • 623C > (214D) > j.C > jc > j.C > j.236C~D > RC > j.D > 5B > 623B > 214B > 623B - [2830/15/+3]
     
  • 623C CH > 2C > 236B > 214A > 2C > 5C > 2C(1) > 236C~6D > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D - [4421/31]
     
  • 623C CH > 5D > 5A > 5C > j.BAC > 5A > 5C > 623B > 214B > 623C - [2375/17/+4]
  • 623C CH > RC > 5D > 236B > 214A > 2C > 5C > j.BAC > 5A > 5C > 623B > 214B > 623C - [3206/10/+6]

     

Corner:

Normal Starters:
(Normal starters include 5B, 2B, 5C, 2C, j.B, j.C, and 6B > RC)

  • 5B > 5C > 236C~6D > 2C > 5C > 2C(1) > 236B > 214A > 2C > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D - [4586/32]
  • 5B > 5C > 236C~6D > 2C > 5C > 2C(1) > 236B > 214A > 5C > 2C(1) > 6C > j.C > jc > j.B > j.C > j.236C~D - [4503/32]
    (easy variation, recommended for :CA:)
     
  • 5B > 5C > 236C~6D > 2C > 236D > 5D > 66 5A > 623B > 214B > 623C > j.C > j.236C~D - [4008/28/+4]
     
  • 5B > 5C > 236C(w)~6D > 2C > 5C > 2C(1) > 236236C > 214D > 5C > 2C(1) > 236B > 214A > 2C > j.B > j.C > jc > j.C > j.236C~D - [5320/31]
     

Short Starters:
(Short starters include 5A, 2A, and j.A)

  • 5A > (5B) > 5C > 236C~6D > 2C > 236B > 214A > 2C > 6C > 623C~D - [3296/23]
     
  • 5A > (5B) > 5C > 236C~6D > 2C > 236B > 214A > 2C > 236236C > 214D > 5C > 623C~D - [3942/22]
     
  • 5A > (5B) > 5C > 236B > RC > 5D > 2C > 623B > 214B > 623C > 623C - [2528/12/+6]
     

Throw Starters:

  • Throw > 236C~6D > 2C > 236B > 214A > 2C > j.B > j.C > j.236C~D - [3820/27]
     
  • Throw > CT > 5D > 2A > 623B > 214B > 623C > 623C - [3040/14/+6]
     
  • Throw > CT > 2C > 236C(w)~6D > 2C > 236B > 214A > 2C > 623B~D - [4494/19]
  • Throw(2) > RC > 2C > 236C~6D > 2C > 5C > 2C(1) > 236B > 214A > 2C > 5C > j.B > j.C > jc > j.B > j.C > j.236C~D - [4952/15]
  • Throw(2) > RC > CT > 2C > 236C~6D > 2C > 5C > 2C(1) > 236B > 214A > 2C > 5C > j.B > j.C > jc > j.C > j.236C~D - [5908/20]

     
  • Air Throw > 236C(w)~6D > (214B) > 2C > 236B > 214A > 2C > j.C > j.236C~D - [3565/25]
     
  • Air Throw > RC > 5D > 236B > 214A > 623C > 214C > 623B > 214B > 623C - [2677/13/+8]
  • Air Throw > RC > 5D > 236B > 214A > 2C > 623B > j.B > j.C > j.236C - [3047/14/+6]
     
  • Air Throw > 236C~6D > (214B) > 2C > 236B > 214A > 2C > 236236C > 214D > 5C > 623C~D - [4345/24]
     

Other Starters:

  • 6A AA CH > 5B/5C > 236C(w)~6D > 2C > 5C > 2C(1) > 236B > 214A > 2C > 5C > j.B > j.C > jc > j.C > j.236C~D - [4067/29]

     
  • 6B CH > 2A > 5B > 236C~6D > 2C > 5CC > 2C(1) > 236B > 214A > 2C > 6C > j.C > jc > j.C > j.236C~D - [3533/25]
    (Only works on: :BU::RG::JI::HA::TG::KA::AR::AM::BANG:)

     
  • 6C CH > 2C > 5C > 2C(1) > 236C(w)~6D > 2C > 5C > 2C(1) > 236B > 214A > 2C > j.C > j.236C~D - [4293/30]
     
  • 6C CH > CT > 5D > 2C > 623B > j.B > jc > j.BAC > 5A > 5C > 623C > j.C > j.236C - [3660/14/+6]

     
  • 3C FC > 2C > 5C > 2C(1) > 236C(w)~6D > 2C > 5C > 2C(1) > 236B > 214A > 2C > 5C > j.B > j.C > j.236C~D - [5134/36]
     
  • 3C FC > 2C > 5C > 2C(1) > 236236C > 214D > 5C > 2C(1) > 236B > 214A > 2C > 5C > 2C(1) > j.B > j.C > jc > j.B > j.C > j.236C~D - [5747/29]
  • 3C FC > 2C > 5C > 2C(1) > 236236C > 214D > 5C > 2C(1) > 236B > 214A > 2C > 236C(w)~6D > 2C > j.B > j.C > jc > j.C > j.236C~D - [5885/30]

     
  • 623B/C CH > 2C > 5C > 2C(1) > 236C(w)~6D > 2C > 5C > 2C(1) > 236B > 214A > 2C > j.C > j.236C~D - [4576/32]
     
  • 623B CH > 236C~6D > 2C > 5C > 2C(1) > 236B > 214A > 2C > 6C > j.C > jc > j.C > j.236C~D - [4255/30]

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Correct me if I'm wrong but I thought combos that use 236B into 623C doesn't work on Amane, Relius, Platinum and Izayoi.

Also I'm having a hard timing with the fatal corner carries, mostly having trouble hitting anything after 623B in either variation.

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Correct me if I'm wrong but I thought combos that use 236B into 623C doesn't work on Amane, Relius, Platinum and Izayoi.

Also I'm having a hard timing with the fatal corner carries, mostly having trouble hitting anything after 623B in either variation.

Which 236B into 623C stuff are you talking about?

The 3C FC combos work by delaying the first 623B as you pull them in with the vacuum of the 2C. If you do it too early, they'll be too high to follow up.

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Which 236B into 623C stuff are you talking about?

 

The 3C FC combos work by delaying the first 623B as you pull them in with the vacuum of the 2C. If you do it too early, they'll be too high to follow up.

 

I probably should of been a little more clear about this (rushed that post...), so I've noticed for the characters I mentioned, doing something like 236B > 214A > 623C doesn't work on those characters for some reason, I've noticed you listed one combo for example, normal mode Throw > (214B) > 236B > 214A > 623C > (214C) > 623B > 214B > 623C, the 623C part doesn't hit the following characters, I dunno if this is a hitbox thing or if I have to input 623C much faster or something. I checked again for the characters I listed just now to see if I was off with my info but doesn't seem like I can hit them when they are grounded off of 236B like that. I tried this off throw in the corner and starting with 236B as well. 

 

So for the delayed 623B, would you delay the input or hold it a bit then do 623B? I've tried delaying it a bit but I'm thinking I have maybe delay it more if it is a delayed input? 

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I probably should of been a little more clear about this (rushed that post...), so I've noticed for the characters I mentioned, doing something like 236B > 214A > 623C doesn't work on those characters for some reason, I've noticed you listed one combo for example, normal mode Throw > (214B) > 236B > 214A > 623C > (214C) > 623B > 214B > 623C, the 623C part doesn't hit the following characters, I dunno if this is a hitbox thing or if I have to input 623C much faster or something. I checked again for the characters I listed just now to see if I was off with my info but doesn't seem like I can hit them when they are grounded off of 236B like that. I tried this off throw in the corner and starting with 236B as well. 

 

So for the delayed 623B, would you delay the input or hold it a bit then do 623B? I've tried delaying it a bit but I'm thinking I have maybe delay it more if it is a delayed input?

You're right, it looks like the reason that combo fails on those characters is because 236B hits them at a weird late timing when they're too close to you. I never tested on the whole cast, since it works on Carl/Makoto, but that's interesting. I'll test it on everyone and add the exceptions. Thanks.

It doesn't really matter whether you do delay 623B or 623, the same move will come out eventually. Use whichever method you find more comfortable. I prefer just doing the input normally, but I guess 623 would be more precise if you can get used to it.

Edit: Ugh, new forums are changing to lowercase automatically because they think it's BBCode. >_>

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Correct me if I'm wrong but I thought combos that use 236B into 623C doesn't work on Amane, Relius, Platinum and Izayoi.

 

I remember SKD mentioning this at some point in the past. You have to add in an extra 2A to make that combo work on those characters, i.e.:

 

Throw - (214B) - CS Gamma - 214A - 2A - Aegis - 214C - CS Alpha - 214B - Aegis

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I remember SKD mentioning this at some point in the past. You have to add in an extra 2A to make that combo work on those characters, i.e.:

 

Throw - (214B) - CS Gamma - 214A - 2A - Aegis - 214C - CS Alpha - 214B - Aegis

This isn't working for me, they're a little too far for the 623B to connect after 214C, but it may be a timing thing.

If you're a little closer to the corner, you can do Throw > 214B > 236B > 214A > 2C > 623B > 214B > 623C > j.C > j.236C which is 500 damage more than what I had listed, and it works on everyone. I'm adding it to the OP now.

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How's that 236C~6D 214B 5C 236B work midscreen? I can't get 236B to hit midscreen. Not even close so I doubt it's a delay thing.

 

Read the Timing Tips section, there's a whole few paragraphs on it.

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This isn't working for me, they're a little too far for the 623B to connect after 214C, but it may be a timing thing.

It's not that they're too far away, but rather that the 2A makes them a little too high to hit, so you have to delay CS Alpha ever so slightly and wait for them to fall a bit. The timing is indeed really hard though. I never actually use that combo. That said, I can't get it to work on Amane, but his hit-box is really strange though, so I'm not sure if I'm timing it wrong or if that combo just doesn't work on him at all. It works on the other 3 though.

 

EDIT: Just to clarify, CS Alpha will hit Amane, but the last Aegis Blade won't. I think his hit-box is probably too far away or something. The other 3 have lower/wider hit-boxes I think.

 

How's that 236C~6D 214B 5C 236B work midscreen? I can't get 236B to hit midscreen. Not even close so I doubt it's a delay thing.

@Celerity: Speaking of this combo, I remember you mentioned that there was a way to make it work from a max range 5B, which I haven't been able to do. I tried mashing it out as fast as I can, but I can't seem to get the 5C out fast enough to hit them with CS Gamma no matter how quickly I input it. Am I still missing something? Delaying Valkyrie Astraea leaves them too far away for 5C at that range.

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@Celerity: Speaking of this combo, I remember you mentioned that there was a way to make it work from a max range 5B, which I haven't been able to do. I tried mashing it out as fast as I can, but I can't seem to get the 5C out fast enough to hit them with CS Gamma no matter how quickly I input it. Am I still missing something? Delaying Valkyrie Astraea leaves them too far away for 5C at that range.

 

From a max range 5B, you go straight into 236C. It's similar to close range 5B > 5C since you don't have 5C's pushback.

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I literally started playing Izayoi a few minutes ago and I already found a problem in my way. 

 

... > 2C > 236B > 214A > 2B > (5B) > 623B > 214B > 623B

 

I'm not really know why I'm not really sure why, but I keep droping the combo at 2B, well, I just drop if it comes after 214A. I'm sure I just need to keep trying until I get the timing right, it feels like it's pretty precise(or I just plainly suck). It's pretty anoying. Any tips?

 

I know I suck at fighting game sin general, but It's a pretty heavy blow when I can't even do the most basic stuff, heh.

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Izayoi isn't the most simple in execution IMO try pushing that 2b as early as possible after 214A the timing is kind of tight but you get used to it after a few tries.

Not sure if it's true but it feels like you can buffer the 2 b just as you reappear onscreen. Hope I helped some and keep at it.

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I literally started playing Izayoi a few minutes ago and I already found a problem in my way. 

 

... > 2C > 236B > 214A > 2B > (5B) > 623B > 214B > 623B

 

I'm not really know why, but I keep droping the combo at 2B, well, I just drop if it comes after 214A. I'm sure I just need to keep trying until I get the timing right, it feels like it's pretty precise(or I just plainly suck). It's pretty anoying. Any tips?

 

I know I suck at fighting game sin general, but It's a pretty heavy blow when I can't even do the most basic stuff, heh.

 

You can try holding B down during 2B, this game has a 3 Frame buffer make it easier to link some moves together, of course this also requires you to figure out the buffer timing also. 

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I'm not 100% sure on this, but I think the hold for 3 frames thing works off of just the button, so long as you started the hold with the direction.  So like, I have a hard time doing 2B > 623B.  I never learned to DP on stick since I-No doesn't have one, and going from a crouching input to 623 causes me to mess up and get 236B.  But, if you start the 2B slightly early, hold B and start 623, I think it'll work out since there's more time to be deliberate with the DP motion.  I wish this game had negative edge since I wouldn't fumble the timing on this as much (wouldn't hit B too slow when doing deliberate DP inputs and drop the combo), but meh.

 

If I do 2B > 5C > 623B I'll never mess up the input, but it doesn't work at range (623B whiffs).  If you're close enough to connect with 2A, you can probably go into 5C > 623B, which might be easier when starting out.  After that, 2B > 5B probably doesn't float as high as 2B > 5C... I've had more luck getting 623B to connect out of that, and there's probably less risk of 5C whiffing at max range on some characters or something (don't know about that because lack of experience) since 5B's hitbox his longer.

 

You're better off forcing yourself to learn 2B > 623B though since that's probably damage optimized and works in more situations.

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Izayoi isn't the most simple in execution IMO try pushing that 2b as early as possible after 214A the timing is kind of tight but you get used to it after a few tries.

Not sure if it's true but it feels like you can buffer the 2 b just as you reappear onscreen. Hope I helped some and keep at it.

Actually kinda looks like the teleport cancel frames start before Izayoi even reappears, or right as she's starting to reanimate (so before you can really see her since she's still all blurry). It'll end up just being a timing thing in the end but it might help to actually try press-and-holding 2B while she's still invisible. Do it like a few frames after you see her totally disappear and the link SHOULD work.

Alternately, just do 2A 5B 623B for starters until you are more comfortable with the timing, if you can manage I-NO combos you can handle Izayoi no problem.

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Ok! I'm all pumped up now. When I get out of work I'll keep trying. Thanks everyone.

 

I think I'll just drop her now that I haven lost much time, I don't really have the time to learn a lot of characters even if I wanted. After two days I haven't seen any progress at all. But oh well, I'll stick around. 

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So like, I have a hard time doing 2B > 623B.  I never learned to DP on stick since I-No doesn't have one, and going from a crouching input to 623 causes me to mess up and get 236B.

Yeah, that combo was really hard to learn to input consistently IMO. Honestly, depending on the character, the j.BAC stuff is easier once you know the timing i think, so ironically enough this is arguably Izayoi's hardest combo, but also her most important. I ended up doing it like this:

 

Confirm - 236B - 3214A - 12B - 36236B - 3214B - 6236B

 

I'm not really sure if that's any better or not, but it works for me, so maybe that might help you too.

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Sweet, this is excellent!! Thanks for the huge list and clean layout so far! I've never bothered to make a Dustloop profile until now, but I'm looking forward to learning BBCP pretty deep, so I hope to get to know some of ya better! ^_^

 

Has anyone been messing around with Overdrive combos that will refill your Zero Weave mid-combo, extending possibilities? I've got a few ideas to try out, if I find anything I'll be sure to post findings in here! c:

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Sweet, this is excellent!! Thanks for the huge list and clean layout so far! I've never bothered to make a Dustloop profile until now, but I'm looking forward to learning BBCP pretty deep, so I hope to get to know some of ya better! ^_^

 

Has anyone been messing around with Overdrive combos that will refill your Zero Weave mid-combo, extending possibilities? I've got a few ideas to try out, if I find anything I'll be sure to post findings in here! c:

Thank you very much for the kind words!

OD combos are largely impractical for Izayoi, as her combo routes tend to be limited by time and she doesn't gain any big damage in OD. You can, of course, pop OD mid-combo just to squeeze an extra 2C in and obtain the bonus damage on Justice Phorizer, but it's usually only worth doing if the combo will kill. If you're just using the OD for stocks, you'll get more mileage out of it by using it in neutral or while being pressured.

Midscreen, you can do Stuff > OD > 5B > 236C~D and get access to the Relius route on all characters because of the shorter knockback on Astraea. In the corner and from FC, you can use OD to combo into 236D, which ends up dealing slightly more damage than the regular corner route when looped a couple of times, or you can use Trans-Am during the combo to keep them standing and get a free crossup/mixup attempt after the final 236D. These are the only ways I know for OD to be really useful to Izayoi in combos, but I felt they were all too cute and costly to be worth listing in the thread. In CP 1.1, OD combos might be a little more useful due to the potential of Trans-Am 3C > 236D loops.

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I've almost never used OD for combos, should I ever decide to use it, it's to do it at the beginning of the first round to gain an easy 4 stocks and then work my way through there and if I'm lucky, I'll get my burst back near the end of the round anyway.

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Hopefully this thread isnt too dead

 

Im having trouble with the second combo for her normal mode, notably the j.BAC part. I read the timing and I can do the j.BAC loop off a forward throw 214B 5C starter. The problem Im seeing is for that specific combo, it seems the the 5C hits at max range which alters the execution of the j.BAC loop. I've done it only once out of 100 or so times and wanted some advice as the tips says it should work at any position

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