Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo Theory
[WIP]
Base Combos
These combos do not require items. Any combo with (5D >) allows you to draw an item in that spot, provided you do not have an item equipped.
Enders
Combo | Condition | Works on: | Difficulty | Notes | Video |
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... > 66 > 6A > 2C > 214C > (5D >) 2C > 236C | Everyone | [3] Medium | Standard combo ender. Allows platinum to draw an item provided no item is equipped. | ||
... > 66 > 6A > j.C > dj.C > 632146C | 50% meter | Everyone | [2] Easy | Metered combo ender. If the opponent is not cornered, 632146C will knock the opponent full screen. Refills current item stock or equips next item if an item is equipped. | |
... > 3C > OD > 5C > 6A > j.C > dj.C > 632146C | 50% meter, OD | Everyone | [2] Easy | Metered combo ender with overdrive for additional damage. | |
... > 3C > 236A~BCA | Everyone | [2] Easy | 236A~BCA ender. In the corner, meaty 2A, 6C can be used to catch rolls, or a swallow moon j.B can safe jump certain reversals. See the strategy page for more information | ||
... > 3C > 214C | Corner | Everyone | [1] Very Easy | Bubble oki ender. The bubble will whiff and float above the opponent allowing you to threaten with it as it falls. See the strategy page for more information |
Midscreen
Combo | Condition | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
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5A > 5B > 5C > 3C > 236A~BBB > 6A > 6C > j.236A~BBB > 66 > 6A > 2C > 214C > (5D >) 2C > dl 236C | Normal starter | 2755 | - | Everyone | [3] Medium | Standard midscreen to corner route. Works anywhere. The B follow-ups to 236A must be delayed to ensure Platinum remains close enough to the ground and does not cross over the opponent. The 6C > j.236A cancel must be delayed to ensure platinum is at the right height (too early and platinum is below the opponent, too late and platinum will be too high). | Link |
5B > 3C > 236B > 22C | Normal starter | 1630 | - | Everyone | [1] Very Easy | Midscreen conversion of 5B at far ranges where 236A will not reach. | Link |
5B > 3C > 236B > 22C > RC > 6A > 6C > j.236C > j.C > 6A > 6C > j.236A~BBB > 66 > 6A > 2C > 214C > (5D >) 2C > 236C | Normal starter, 50% meter | 4031 | - | Everyone | [4] Hard | Metered extension from far range 5B conversion. Has significant corner carry. | Link |
6A AA > 6C > j.236C > j.C > 66 > 6A > TK j.236A~BAB > 2C > 214C > (5D >) 2C > dl 236C | Normal starter | 2781 | - | Everyone | [4] Hard | 6A Anti-Air starter. | Link |
Throw > 214B > (5D >) 236C > 66 > 5C > 6A > 6C > j.236A~BBB > 66 > 6A > 2C > 214C > 2C > 236C | Throw starter | 3198 | - | Everyone | [3] Medium | Midscreen throw combo. Walking backwards after 214B makes it more consistent as sometimes you can cross up your opponents due to the 6 input in 236C. | Link |
Air Throw > 66 > 5C > 6A > 6C > j.236C > j.C > 66 > 6A > 6C > j.236A~BBB > 66 > 6A > 2C > 214C > 2C > 236C | Air throw starter | 3058 | - | [4] Hard | Midscreen air throw combo | Link |
Corner
Combo | Condition | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
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5A > 5B > 5C > 3C > 236B > 5C > 6A > 6C > j.236A~BBB > 66 > 6A > 2C > 214C > 2C > 236C | Normal starter | 3115 | - | Everyone | [3] Medium | Corner variation of her main BNB | Link |
5B > 5C > 3C > 236B > 5C > 6A > 6C > j.22C > 6A > 6C > j.236A~BBB > 6A > 2C > 214C > 2C > 236C | Long starter | 4036 | - | [3] Medium | 5B corner combo | Link | |
Throw > 214B > (5D >) 236C > 3C > 236B > 6A > 6C > j.236A~BBB > 2C > 214C > 2C > 236C | Throw starter | 3381 | - | Everyone | [3] Medium | Corner throw combo. Delay the B follow ups as much as posible to be able to connect 2C after. | Link |
Air Throw > 3C > 236B > 5C > 6A > 6C > j.236A~BBB > 66 > 6A > 2C > 214C > 2C > 236C | Corner air throw combo | 3228 | - | Everyone | [3] Medium | Corner air throw combo | Link |
Item Combos
Combo routes involving various items. Though these combos are not strictly necessary, these combos will have various benefits such as increased damage, corner carry, better oki, and/or reducing item stocks to help with cycling.
Piko Hammer
Combo | Condition | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
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5A > 5B > 5C > 3C > 236A~BBB > 22C > 66 > 3C > 5D > 66 > 5C > 6A > sj.BC > dj.BD > 214C > (5D >) 2C > 236C | Piko hammer (2 stocks) | 3178 | - | Everyone | [3] Medium | Piko hammer midscreen combo. | Link |
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Magical Bat
Combo | Condition | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
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... > 66 > 6A > j.C > dj.CD > j.236C > j.D > 632146C | Corner | - | Everyone | [2] Easy | Alternate corner combo ender with bat. Useful for tacking on a little extra damage to the metered combo ender. If platinum has 2 or less bat stocks, 632146C will equip the next item. If she has 3 bat stocks or is in overdrive, 632146C will refill bat stocks back to 3. | ||
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Magical Cat Hammer
Combo | Condition | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
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5A > 5B > 5C > 3C > 236A~BBB > 22C > 66 > 5C > 6A > j.D > 5C > 6A > sj.BC > dj.C > j.236A~BCA | 3072 | - | everyone | [3] Medium | Cat hammer midscreen combo. Ends in a high 236A~BCA ender, allowing a quick dash button to hit meaty. | Link | |
... > 3C > 5D > 214C | Corner | - | everyone | [2] Easy | Alternate corner combo ender with cat hammer for bubble oki. | ||
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Magical Frying Pan
Combo | Condition | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
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5A > 5B > 5C > 3C > 236A~BBB > 22C > 66 > 3C > 5D > 66 > 5C > 6A > sj.BCD > (j.66 > j.D >) 3C > 236A~BCA | normal starter, frying pan (3 stocks) | 2982 (3016) | - | [4] Hard | Frying pan combo extension. If frying pan only has 2 stocks left, the airdash j.D can be ommitted for less damage and corner carry. | Link | |
5A > 5B > 5C > 3C > 236A~BBB > 22C > 66 > 3C > 5D > 66 > 5C > 6A > sj.BCD > j.66 > j.D > j.236C > j.D > 632146C | normal starter, frying pan (4 stocks), 50% meter | 4082 (OD: ) | - | [4] Hard | Frying pan metered combo. Uses all 4 frying pan stocks, so this combo is fairly situational outside of overdrive. | Link | |
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Magical Missile
Combo | Condition | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
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... > 3C > 214D | - | Everyone | [1] Very Easy | Missile oki. With 3 missiles stocked, will lock the opponent down for a significant amount of time. If the next item is Piko Hammer, an immediate 236236D > 5D can be used as an unblockable setup. | |||
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Magical Bomb
Combo | Condition | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
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5A > 5B > 5C > 3C > 236A~BBB > 2C > 214C > 214D > 236C > 5C > 6A > sj.BC > dj.C > j.236A~BCA | 3050 | - | Everyone | [3] Medium | Platinum midscreen bomb combo. Deals more damage with more bomb stocks. | Link | |
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Magical Do-Re-Mi Box
Combo | Condition | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
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5A > 5B > 5C > 3C > 236A~BBB > 2C > 214C > 214D > 236C > Box hits > 3C > (5D >) Box hits > 66 > 3C > 236A~BCA | Do-Re-Mi Box (2 stocks) | 3110 | - | Everyone | [3] Medium | Midscreen box combo. The 66 is a full dash. | Link |
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Magical Boomerang
Combo | Condition | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
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5A > 5B > 5C > 3C > 236A~BBB > 2C > 214C > 5D (w) > 236C > Boomerang hits > 4 > 3C > 5D > 66 > 3C > 236A~BCA | 2956 | - | [3] Medium | Platinum midscreen boomerang combo. Ender fails to catch the boomerang, so 236A~BCA can be omitted if boomerang is wanted. | Link | ||
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Old Combo List
Above is a WIP, until I populate the tables this will remain at the bottom. For more examples, check the 58A%25E7%25A7%2581%25E7%259A%2584%25E3%2582%25B3%25E3%2583%25B3%25E3%2583%259C%2B%25E7%25BD%25AE%25E3%2581%258D%25E5%25A0%25B4%2528%25E3%2581%25BE%25E3%2581%25A8%25E3%2582%2581%2529%25E2%2598%2586 Evernote Here. Note that this is in Japanese, so it may be difficult to navigate and understand.
# | Combo | Position | Damage | Heat Gain | Works on: | Difficulty | Notes |
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_ | 5B > 3C > 236A BBB > 6A > 6C > 236A BAB > 66 > 6A > 2C > 214C > D (no item) > 236C | Mid Screen | 2565 | Everyone | Easy | ||
_ | 5B > 6C > j.5C > 66 > 6A > 6C > 236A BAB > 66 > 6A > 2C > D (no item) > 236C | Mid Screen | 2571 | Everyone | Intermediate | ||
5B > 3C > 236B > 22C | Mid Screen | 1630 | Everyone(But Nine) | Baby |
Midscreen
5A > 5B > 5C > 3C > 236A BBB > 6A > 6C > j.236A BBB > 6A > 2C > 214C > (6D > 2C) > 236C
- Damage: 2692 (2755)
5A > 5B > 5C > 6C > j.C > microdash 6A > 6C > j.236A BBB > microdash 6A > 2C > 214C > (6D > 2C) > 236C
- Damage: 2694 (2762)
5A > 5B > 3C > 236B > 22C > RC > 6A > 6C > j.236A BBB > 6A > 2C > 214C > 2C > 236C
- Requires: 50 meter
- Damage: 3179
5A > 5B > 5C > 3C > 236A BBB > 6A > 6C > j.236A BBB > microdash 6A > 2C > 214C > OD > j.C > j.C > 632146C
- Requires: 50 meter, Burst
- Damage: 3862 (4142)
5A > 5B > 5C > 3C > 236A BBB > 6A > 6C > j.236A BBB > 3C > OD > 5C > 6A > j.C > j.C > 632146C
- Requires: 50 meter, Burst
- Damage: 4165
5B > 5C > 3C > 236A BBB > 6A > 6C > j.236C > j.C > microdash 6A > 6C > j.236A BBB > 6A > 2C > 214C > (6D > 2C) > 236C
- Damage: 3486 (3539)
5B > 3C > 236B > 22C > RC > 6A > 6C > j.236C > j.C > 6A > 6C > j.236A BBB > 6A > 2C > 214C > 2C > 236C
- Requires: 50 meter
- Damage: 4031
5B > 5C > 3C > 236A BBB > 6A > 6C > j.236C > j.C > 6A > 6C > j.236A BBB > 6A > 2C > 214C > OD > j.C > j.C > 632146C
- Requires: 50 meter
- Damage: 4652 (4932)
Throw > 214B > 236C > 5C > 6A > 6C > j.236A BBB > 6A > 2C > 214C > 2C > 236C
- Damage: 3198
Air Throw > 5C > 6A > 6C > j.236C > j.C > 6A > 6C > j.236A BBB > 6A > 2C > 214C > 2C > 236C
- Damage: 3058
Corner
5A > 5B > 5C > 3C > 236B > 5C > 6A > 6C > j.236A BBB > 6A > 2C > 214C > 2C > 236C
- Damage: 3115
5A > 5B > 5C > 3C > 236B > 5C > 6A > 6C > 22C > (3C > OD) > 5C > 6A > sj.BC > j.BC > 632146C
- Requires: 50 meter, Burst
- Damage: 4244 (4645)
5B > 5C > 3C > 236B > 5C > 6A > 6C > 22C > 6A > 6C > j.236A BBB > 6A > 2C > 214C > 2C > 236C
- Damage: 4036
Throw > 214B > 236C > 3C > 236B > 6A > 6C > j.236A BBB > 2C > 214C > 2C > 236C
- Damage: 3381
Air Throw > 3C > 236B > 5C > 6A > 6C > j.236A BBB > 6A > 2C > 214C > 2C > 236C
- Damage: 3228
Combo Theory
Video Examples
2.0 COMBOS
BBCF2 Platinum combo collections
1.0 COMBOS (Mostly Applicable to CF2)
- Amane Nishiki [★]
- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Attack Attributes •
Frame Data & System Data •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Active Flow
- Advanced Input
- Attack Attributes
- Attack Level
- Astral Heat
- Auto Heat Gain
- Burst
- Barrier Block
- Barrier Gauge
- Bonus Proration
- Clash
- Combo Rate
- Counter Assault
- Counter Hit
- Counter Hit Carry
- Crush Trigger
- Danger State
- Distortion Drive
- Exceed Accel
- Fatal Counter
- Guard Cancel Overdrive
- Guard Crush
- Guard Bonus
- Hard Knockdown
- Heat Gauge Cooldown
- Instant Barrier
- Instant Block
- Negative Penalty
- Overdrive
- Overdrive Cancel
- Purple Throw
- P1, P2
- Rapid Cancel
- Same Move Proration (SMP)
- Starter Rating
- Super Flash Buffer
- Throw Reject Miss (TRM)
- Ukemi/Tech (Air)
- Ukemi/Roll/Emergency Tech
- Untechable State