SBX/Date Masamune/Combos

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Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+L becomes 236L.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
HID =  Hideyoshi
KEN =  Kenshin
MAE =  Maeda
MAS =  Masamune
MOT =  Motochika
MOU =  Motonari
NOB =  Nobunaga
OIC =  Oichi
TAD =  Tadakatsu
YUK =  Yukimura
KOJ =  Kojuro
HAM =  Hambe

Combo Theory

So you've decided to play Masamune? May god have mercy on your soul you crazy bastard.

BNB's

5A > 5B > 2C > 6C > 214C

Your basic BNB. Works on everyone.


AA 2B > 5C > 214C

Your anti-air combo. works on everyone. While you could jump cancel 2B and go into j.623B it isn't recommended due to all versions of Masamune's DP being negative on hit.


Reinforcement Combos

5A > 5B > 2C > 6C > 214C > 6E > (engun cancel) run > 5C > 236236C > DL 3E > 2B+C [JC j.B > j.C > ADC j.C > j.2C > ▷ 2B+C]x3 > ▷ 214C

Requires level 51 reinforcements. This is your most damaging combo with one caveat. It's incredibly difficult. But if want to win as Masamune this combo is needed. Works on everyone.


Infinites

5A > 5B > 2C > 6C > 6E > (engun cancel) run > 236236C > DL 3E > 2B+C > JC j.A > j.B > j.C > 1E (swap sides) > ▷ walk backwards > 5B+C > 6 > [5A > 5B > JC j.A > j.B > j.C]x∞

Infinite against MAE and MOT that only works in the left corner of the stage. Requires level 51 reinforcements.


5A > 5B > 2C > 6C > 6E > (engun cancel) run > 236236C > DL 3E > 2B+C > JC j.A > j.B > j.C > ADC j.C > 1E (swap sides) > ▷ walk backwards > 5B+C > 6 > [5A > 5B > JC j.Ax3 > j.C]x∞

Infinite against TAD and HID that only works in the left corner of the stage. On HID do j.Ax2 > j.B > j.C for the track and field infinite. Requires level 51 reinforcements.


5A > 5B > 2C > 236236C > DL 3E > 2B+C [JC j.B > j.C > ADC j.C > j.2C > ▷ 2B+C]x4 > ▷ 3E > 5B+C > 6 > 5B > 2B > JC j.A > j.A > 1E (pass through opponent) > 5B+C > 6 > [5A > 5B > JC j.Ax2 > j.C]x∞

Infinite against TAD and HID that only works in the right corner of the stage. On HID do j.Ax2 > j.B > j.C for the track and field infinite. Requires level 51 reinforcements.


5A > 5B > 2C > 236236C > DL 3E > microdash 5C > 214C > 3E > (engun cancel) 5B+C > 6 > DL 5B > JC j.A > j.B (pass through opponent) ▷ [5A > 5B > JC j.A > j.B > j.C]x∞

Infinite against MOT and KOJ that only works in the right corner of the stage. Requires level 51 reinforcements.

Navigation

 Date Masamune
SBX Hideyoshi Icon.png
Hideyoshi
SBX Kenshin Icon.png
Kenshin
SBX Maeda Icon.png
Maeda
SBX Masamune Icon.png
Masamune
SBX Motochika Icon.png
Motochika
SBX Motonari Icon.png
Motonari
SBX Nobunaga Icon.png
Nobunaga
SBX Oichi Icon.png
Oichi
SBX Tadakatsu Icon.png
Tadakatsu
SBX Yukimura Icon.png
Yukimura
PS2 Exclusive Characters
System Links