BBCF/Celica A. Mercury/Combos

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Combo Doc

Comprehensive Doc for CF2 Celica combos. https://docs.google.com/document/d/1XBNHH7czGwLXibpOomglBw2Wi0NsZU_FcT5Z1vviSA4/edit

Combo List

___ starter
# Combo Position Damage Heat Gain Works on: Difficulty Notes
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Midscreen

2B > 2C > 5D > 214[B] > IAD j.B > j.C > 6B > 2C > 5D > 214[C] > 6B > 5C > 5D > 214[C] > 5B > 6B > 3C > 6D

Video Example
Damage: 3122
Notes:
  • Standing confirm version of a 2B starter. This combo can come from opening the opponent up low with 2B but it can also just be from a regular poke since 2B has good range


2B > 2C > 6C > jc falling j.C > 6B > 5D > 236B > 2A > 5B > 6B > 3C > 8D~6D~5D > 214C whiff

Video Example
Damage: 3001
Notes:
  • Crouch Confirm version of 2B poke. The additional hitstun on crouching allows you to connect 6C from 2C to open up a different route


214[B] |> IAD j.B > j.C > 6B > 2C > 5D > 214[C] |> 6B > 5C > 5D > 214[C] |> 5B > 6B > 3C > 8D

Video Example
Damage: 3886
Notes:
* Standard midscreen combo from a Charged Marteau Flan Overhead. If you feel you're too close to the corner to pull off the IAD portion, you can substitute it with dash 5B


AA 6B > 2C > jc j.B > j.C > j.D > 214[B] > IAD j.B > j.C > 6B > 3C > 2D~6D > 236B

Video Example
Damage: 2645
Notes:
* Anti-air route that uses Celica's Recovery Cap for more damage and better corner carry


AA 6B > 2C > jc j.B > j.C > j.D > 214[B] > IAD j.B > j.C > 6B > 2C > 5D > 214[C] > 5B > 6B > 3C > 8D

Video Example
Damage: 2853
Notes:
* Anti-Air route that uses Celica's Recovery Cap for more damage. Side swaps at the end with 214[C] to squeeze out even more damage

Close to Corner

Corner

214[B] > 5B > 6B > 5C > 5D > 214[B] > 5B > 6B > 3C > 8D > 214[B] > 5B > 6B > 3C > 8D

Video Example
Damage: 3010
Notes:
  • A combo for when you open an opponent up with a Charged Marteau Flan Overhead.


214[B] > 2C > jc falling j.C > 6B > 2C > 5D > 214[C] > 6B > 5C > 5D > 214[C] > 5B > 6B > 3C > 8D > 214C

Video Example
Damage: 4251
Notes:
  • A variation of the Charged Marteau Flan Overhead combo that gives much more damage at the cost of slightly looser oki at the end


6A |> 2B > 6B > 5C > 5D > 214[B] > 5B > 6B > 3C > 8D > 214[B] > 5B > 6B > 3C > 8D

Video Example
Damage: 2976
Notes:
  • A combo for when you open people up with a 6A Overhead.


6A |> 2B > 6B > 2C > 5D > 214[B] > 6C > 6B > 3C > 2D > 214[C] > 3C > 8D > CT > 6B > 632146C

Video Example
Damage: 4467
Requires: 75 meter
Notes:
  • A kill combo variation of the above 6A combo


Throw > 623C > 5B > 6B > 5C > 5D > 214[B] > 5B > 6B > 3C > 2D~5D~5D > 236B (whiff)

Video Example
Damage: 2984
Notes:
  • Standard Throw Combo


j.D~5D~214[B] > 6C > |> 2C > 3C > 2D~5D > 214[C] |> 3C > 2D~5D~5D > Heal

Video Example
Damage: 1886
Notes:
  • j.D combo for when you beat anti-airs with j.D

Combo Theory

Video Examples

BBCF2 Celica combo collection


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