BBCF/Amane Nishiki/Combos

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 Amane Nishiki


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+A becomes 236A.
> = 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.
IAD = Instant Air Dash
RC = Rapid Cancel
OD = Overdrive
ODc / cOD / ODC / OD Cancel = Overdrive Cancel
EA = Exceed Accel
AM =  Amane
AR =  Arakune
AZ =  Azrael
BG =  Bang
BU =  Bullet
CR =  Carl
CE =  Celica
ES =  Es
HK =  Hakumen
HZ =  Hazama
HI =  Hibiki
TG =  Tager
IN =  Izanami
IZ =  Izayoi
JI =  Jin
JU =  Jubei
KG =  Kagura
KO =  Kokonoe
LA =  Λ-No.11-
LI =  Litchi
MA =  Mai
MK =  Makoto
MU =  Mu-12
NA =  Naoto
NI =  Nine
NO =  Noel
NU =  ν-No.13-
PL =  Platinum
RC =  Rachel
RG =  Ragna
RE =  Relius
SU =  Susano'o
TK =  Taokaka
TS =  Tsubaki
VK =  Valkenhayn
TE =  Terumi


Combo List

  • Listed damages are the possible maximum values from best starters. Damage from alternate starters are listed in notes.
  • To save space on input listings, normals that have multiple hits and use all of them in the combo do not specify the amount of hits in brackets (eg. 5C = 5C(2) and j.B = j.B(3)).

5A/2A Starter

# Combo Position Damage Heat Works Difficulty Notes
- 5A > 5B > 3C > 236C Anywhere 1538 11 Day 1 combo
_ 5A/2A (x3) > 2B > 6B > j.C > j.236A > delay j.B > (microdash)
5A(1) > 2B > 6B > j.C > j.236A> j.2C(n) > j.236C
Midscreen 2650 The basic 6B loop.
2060 damage with 2A x3.
_ 5A/2A (x3) > 2B > 6B > j.C > j.236A > delay j.B > 5A(1) > 2B > 214C Midscreen 2047 Ginga finisher for positioning priority.
1674 damage with 2A x3.
_ 2A/5A(1) > 5B(n) > 5C > 6C(1) > 236D~A > microdash 5B > 5C > 6C > 236A,
sideswap j.C > j.6C > j.2B > j.236A > j.2C > j.236C
Midscreen 3520 Damage priority from airhit 2A/5A.
_ 5A/2A (x3) > 2B > 5D > 214C > 5B(1) > 4C > 623C >
5B(n) > 1C > 4C > 6C(1) > 236D~B
Corner 2550 Replace first 4C with 1C (???) for Ragna & Makoto.
1980 damage with 2A x3.
_ 5A/2A (×3) > 2B > 5D > 214C > 6A > 623C > microdash 5B > 6B >
delay j.C > j.6C > j.2B > j.236A > j.2C > j.236C
Corner 3020 5D corner hitconfirm. Microdash can be done after or before the 6A > Gekiren.
2200 damage with 2A x3.
_ 5A/2A (x3) > 2B > 5D > 214C > microdash 2B > 2D > 623C >
5B > 6B > delay j.C(1) > j.6D > j.214A > j.6C > j.236C
Corner 4600 L3 Drill combo > but early parts can build enough drill meter from L2.
3300 damage with 2A x3.
_ 5A/2A > 5B(n) > 5C > 6C > 214A > j.B > 5B > 5C > 6C(1) > 236D~D >
2B > 5B(n) > 4C > 6C(1) > 236D~A > 236236D
Midscreen 4150 -50% Airhit 5A into Distortion finisher.
_ 5A/2A > 5B(n) > 5C > 6C > 214A > j.B > 5B > 5C > 6C(1) > ODC >
delay 5B > 4C > 6C(1) > 236D~A > 236236D > 214C
Midscreen 4460 -50% Airhit 5A into Distortion finisher.
Works with full life OD cancel time.
_

6A Starter

# Combo Position Damage Heat Works Difficulty Notes
_ CH 6A > 5B > 5C > 6C(1) > 236D~A > microdash 5B > 5C > 6C > 214A >
sideswap j.C > j.6C > j.2B > j.236A > j.2C > j.236C
Midscreen 3900 Counterhit 6A into j.C sideswap.
_ CH 6A > 5B > 5C > 6C > 214A > j.B > 5B > 5C > 6C > 236D~D >
2B > 5B(n) > 4C > 6C(1) > 236D~B
Midscreen ~3550 Counterhit 6A into Hariken knockdown.
Sideswap with about half-screen carry.
_ CH 6A > 6B > j.C(1) > j.6C > j.2B > j.236A > j.B > 5B > 5C > 6C(1) > 236D~D >
2B > 5B(n) > 4C > 6C(1) > 236D~A
Midscreen 4750 -50% 6B & Hariken-cancel loop into Distortion finisher.
_

5B/2B Starter

# Combo Position Damage Heat Works Difficulty Notes
_ (2B) > 5B > 6B > j.C > j.236A > delay j.B >
(microdash) 5A(1) > 2B > 5D > 214C
Midscreen 2733 Ginga knockdown for positioning.
2636 damage with 2B starter.
_ (2B) > 5B > 6B > j.C > j.236A > delay j.B >
microdash 5A(1) > 2B > 6B > j.C > j.236A > j.2C(n) > j.236C
Midscreen 3190 Basic 6B loop.
3009 damage with 2B starter.
_ 5B(n) > 5C > 6C(1) > 236D~A > microdash 5B > 5C > 6C(1) > 236D~D >
2B > 5B(n) > 4C > 6C > 236A > sideswap j.C(1) > j.6C > j.2B > j.236A > j.2C(n) > j.236C
Midscreen 4320 Sideswap j.C combo from airhit 5B for big damage.
Last j.C can be two-hit > but j.6C whiffs easily after it.
_ (2B) > 5B(n) > 5D > 214C > 6A > 623C > microdash 5B > 6B >
delay j.C > j.6C > j.2B > j.236A > j.2C > j.236C
Corner 3650 Corner combo from 5D confirm.
3370 with 2B starter.
_ 2B > 6B > j.C(1) > 236A > delay j.B > 5B > 3C > 236C > 2B > 6A > 623C >
5B > 6B > j.C > j.6C > j.2B > j.214A > j.2C > j.236C
Corner 3870 Good choice after whiffed j.2B for mixup.
Possible from point-blank 5B too > but still designed for 2B.
_ 5B > 4C/5C > 6C > 236D~D > sideswap 6B > airdash j.2B > j.236A > j.B >
6A > 623C > 5B > 6B > j.C > j.6C > j.2B > j.214A > j.2C > j.236C
Corner 4750 Airhit 5B into big sideswap combo.
Start with your back against the wall.
_ (2B) > 5B > 5D > ODC > 236236D > microdash 5B > 5C (or 1C > 4C) > 6C > 236A >
sideswap j.C > j.6C > j.2B > j.236A > j.2C > j.236C
Midscreen 4650 -50% Full life OD cancel finisher with L1 Drill.
4050 damage with 2B route > remember to replace 5C with 1C > 4C.
_ (2B) > 5B > 5D > 236236D > microdash 5B > 5C (or 1C > 4C) > 6C > 236A >
sideswap j.C > j.6C > j.2B > j.236A > j.2C > j.236C
Midscreen 6000 -50% Finisher for L3 Drill (works with L2 too; 1K less damage).
5150 damage with 2B starter (4400 on L2 Drill).
_

5C/4C/2C/1C Starter

# Combo Position Damage Heat Works Difficulty Notes
_ 5C > 1C > 4C > 5D > 236C Midscreen 1979 A compromise combo when you can't do anything better.
_ 5C/2C > 236A > j.B > 5A(1) > 2B > 6B > j.C > j.236A > delay j.B >
(microdash) 5A(1) > 2B > 6B > j.C > j236A > j.2C(n) > j.236C
Midscreen 2809 6B loop for damage.
2741 damage with 2C.
_ 4C/5C (airhit) > 6C(1) > 236D~A > microdash 5B > 5C > 6C > 214A > j.B3 >
(microdash) 5B > 4C > 6C > 236A > sideswap j.C(*) > j.6C > j.2B > j.236A > j.2C > j.236C
Midscreen 4480 3380 damage with 5C into sideswap j.C(1) > 4480 with 4C into sideswap j.C.
Second microdash adjusts the positioning of sideswap.
_ 4C > 6C > 214A > j.B > 5B > 5C > 6C(1) > 236D~D > 2B > 5B(n) > 4C > 6C(1) > 236D~D >
2B > 5B(n) > 4C > 6C(1) > 236D~A > 236236D
Midscreen 5000 -50% Airhit 4C into DD finisher.
_

Throw Starter

# Combo Position Damage Heat Works Difficulty Notes
_ Throw > 236B > j.C > j.236B > j.B > jc > j.B > j.2C > j.236C Midscreen 2700 Easy throw combo with decent corner carry.
_ Throw > 236D~D > 5C > 6C(1) > 236D~A > microdash 5B > 5C > 6C > 236A >
sideswap j.C > j.6C > j.2B > j.236A > j.2C > j.236C
Midscreen 3500 Throw combo for damage priority.
_ Air Throw > 5B > 5C > 6C(1)> 236D~D > 2B > 5B(n) > 4C > 6C > 236A >
sideswap j.C(1) > j.6C > j.2B > j.236A > j.2C > j.236C
Midscreen 3300 Air throw combo with sideswap j.C(1).
Sideswap j.C(2) whiffs easily. Hard to connect on Arakune.
_ Throw > 236D~D > 5B > 4C > 5B(n) > 1C > 4C > 6C(1) > 236D~D >
2B > 5B > 4C > 6C(1) > 236D~B
Corner 3300 Corner throw into Hariken knockdown.
Leaves you at 2B range on knockdown.
_ Throw > 214A > small delay j.6D > 2D > 623C > (microdash) 5B > 6B >
delay j.C > j.6C > j.2B > j.236A > j.2C > (j.D) > j.236C
Corner 4750 Corner throw combo for L2/3 Drill.
The last j.D is optional.

Combo Theory

Video Examples

BBCF1.3 Amane combo collections
Corner Combos for Spiral

Huge thanks to Inagi, いなぎ (twitter ID:@inagi_J2B) for managing a great collection of combos.


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