Blazblue Continuum Shift - Combo list

Ora, como o próprio nome indica, este tópico será dedicado a postar combos das chars. Se quiserem adicionar combo vids façam-no com spoiler tags para ajudar à leitura quando também postarem inputs. Se postarem apenas vids acho que não é necessário spoiler tags.

Ora, eu começo com meu main, e aqui só posto mesmo combos que uso em matches:

Legenda:
st = standing
hj = high jump


Hakumen
Basic combos:

[spoiler]1) 3C, 3C - 1776dmg

2) 3C, 2B, 214A, 66, 5A, j 5A, 5B, j 2A, 5C (1magatama) - 2509dmg

3) B+C, 214A, 66, 5A, j 5A, 5B, j 2A, 5C (1magatama) - 2759dmg

4) 3C, 2B, 214A, 6C, 632146C (5magatamas) - 3647dmg


1), 2), 4) podem ser antecedidos de um 5B airborne


5) B+C, 214A, 6C (1magatama) - 2482dmg - menos damage output que o 3, mas mais fácil noob friendly

6) B+C, 214A, 6C, 632146C (5magatamas) - 4053dmg [/spoiler]


Mid combos:

[spoiler]7) 2B, 214A, 623AA, hj 2C, st 2C, hj 2A, 66, 2A, 5A (3 magatamas) - 2908dmg

8 ) 5C, 623AA, hj 2C, st 2C, hj 2A, 66, 2A, 5A (2 magatamas) - 3600dmg

9) 214B (1hit), 214A, 623AA, hj 2C, st 2C, hj 2A, 66, 2A, 5A (4 magatamas) - 4271dmg

10) B+C, 214B (1hit), 214A, 623AA, hj 2C, st 2C, hj 2A, 66, 2A, 5A (4 magatamas) - 4292dmg

11) 214B (1hit), 41236C (2hits), 214A, 623AA, hj 2C, st 2C, hj 2A, 66, 2A, 5A (7 magatamas) - 5894dmg


Qualquer combo destes, caso acabem no canto, poderão fazer em todos mais: st 5C, 3C para extra damage[/spoiler]


Corner combos:


[spoiler]12) B+C, 214A, 5B, hj 2A, 2C, st 2C, hj 2A, 66, 2A, 5C, st 5C, 3C (1magatama) - 3790dmg

13) B+C, 214A, 5C, 214B (1hit), 623AA, hj 2C, st 2C, hj 2A, 66, 2A, 5C (5magatamas) - 4540dmg

14) 214B (2hits), 2C, hj 2A, 2C, st 2C, hj 2A, 66, 2A, 5C, st 5C, 3C (2magatamas) - 4620dmg

15) 214B (1hit), 623AA, hj 2C, st 5C, 2C, hj 2A, 2C, st 2C, hj 2A, 66, 2A, 5C, st 5C, 3C (4magatamas) - 5827dmg (timing estranho na passagem do primeiro hj

2C para o st 5C)

16) 214B (1hit), 41236C (2hits), 5C, 41236C (2hits), 2C, hj 2A, 2C, st 2C, hj 2A, 66, 2A, 5C, st 5C, 3C (8magatamas) - 7853dmg[/spoiler]


Advanced combos/Tiger knee motion combos:


[spoiler]17) 2147B, j 2C, st 2C, hj 2A, 66, 2A, 5C (2magatamas) - 3685dmg

18) Corner 2147B, st 5C, 214B (2hits), 2C, hj 2A, 2C, st 2C, hj 2A, 66, 2A, 5C, st 5C, 3C (4magatamas) - 5695dmg

19) 2147C, st 5C, 623AA, hj 2C, st 2C, hj 2A, 66, 2A, 5C (5magatamas) - 4948 dmg

20) 214C, st 5C, 214B (1hit), 623AA, hj 2C, st 2C, hj 2A, 66, 2A, 5C (7magatamas) - 5809dmg

21) Corner: 214C, st 5C, 214B (1hit), 623AA, hj 2C, st 2C, hj 2A, 66, 2A, 5C, st 5C, 3C (7magatamas) - 6164dmg [/spoiler]




Jump D combos :

[spoiler]22) j D, 5C, 214A, 6C (1magatama) - 2954dmg

23) j D, 5C, 623AA, hj 2C, st 2C, hj 2A, 66, 2A, 5C (2magatamas) - 3899dmg

24) j D, 5C, 214B (1hit), 623AA, hj 2C, st 2C, hj 2A, 66, 2A, 5C (4magatamas) - 4617dmg

25) j D, 5C, 214B (1hit), 41236C (2hits), 623AA, hj 2C, st 2C, hj 2A, 66, 2A, 5C (7magatamas) -5611dmg [/spoiler]


Mugen combos


[spoiler]26) 214214B, 214B (1hit), 41236C (1hit) 623AA, j 214C, st 214B, 41236C (1hit) 623AA, j 214C, st 214B (1hit), 41236C (1hit) 623AA, j 214C, st 214B, 41236C

(1hit) 623AA, j 214C, st 214B (1hit), 41236C (1hit), 632146C (8magatamas) - 11646dmg

Tsubaki loop) 214214B, 214B (1hit), 214A, 623A, 66, 214C, 66214C, 66214C, 66214C...e por aí fora... [/spoiler]


Só não pus damage output de tsubaki loop porque é o único que não consigo fazer  :P

PS - Como poderão ter reparado, os posts seguintes são tirados dos Dustloops, créditos para quem os postou lá :P

Comments

  • Jin Combos

    Spoiler:
    Reading notes:<br />- Sekkajin always means mashing C until the combo counter reaches 8<br />- Although I only list delay where it&#39;s necessary, it&#39;s a good habit to delay 5C after 6C (DC).<br />- For 6C &gt; 623B, delay the 623B as much as possible.<br />- Rule of thumb: after freezing opponent, always wait until they touch the ground before connecting the next hit (exception is freezing with j.D)<br /><br /><br />Notations:<br />(CH) = Counter Hit<br />(FC) = Fatal Counter<br />(DC) = Dash Cancel<br />(JC) = Jump Cancel<br />(HJC) = High Jump Cancel<br />(AD) = Air Dash<br />(IAD) = Instant Air Dash<br />(RC) = Rapid Cancel<br />Move(n): n indicates number of hits, for multiple hits moves.<br /><br />214D# = 214D, 6C &gt; 214C<br />sekkajin# = sekkajin, 6C &gt; 2D, dash 6B, dash 5B(2) &gt; 2B &gt; 5C &gt; 3C (The 6B is optional. Can also do 6C &gt; 214C for easy damage)<br /><br />6Bxx = dash 6B &gt; sekkajin, 6C &gt; 214C (more frame advantage, less damage)<br />6Cxx = dash 6C (DC) &gt; delay 5C &gt; 6C (DC) &gt; j.C (JC) &gt; j.2C &gt; 214C (less frame advantage, more damage) or 214D# (25% variant, best)<br /><br /><br />Basic of basics: gattlings &gt; 5C or 3C &gt; 214B or 214D#<br /><br /><br />3C OTG combos (aka BnB):<br /><br />2A &gt; 5B (1) &gt; 3C, 2B &gt; 5C (HJC) &gt; j.B &gt; j.C &gt; j.D, 214C (1723)<br />2A &gt; 5B (2) &gt; 3C, 2B &gt; 5C (HJC) &gt; j.2C &gt; j.D, 214C (1574)<br /><br />2B &gt; 3C, 2B&gt; 5C (HJC) &gt; j.B &gt; j.C (JC) &gt; j.2C &gt; j.D, 214C (1998)<br /><br />5B(2) or 5C &gt; 3C, 2B &gt; 5C &gt; 6C (DC) &gt; j.C &gt; j.2C (JC) &gt; j.2C &gt; j.D, 214C (2670 or 2933)<br /><br />3C, 2B &gt; 5C &gt; 6C (DC) &gt; j.C &gt; j.2C (JC) &gt; j.2C &gt; j.D, 214C/D# (3018/3365)<br /><br />falling j.B or j.2C, dash 5B(2) &gt; 3C, 2B &gt; 5C &gt; 6C (DC) &gt; j.C (JC) &gt; j.2C &gt; j.D, 214C (2765 or 2825)<br />AD j.B &gt; j.2C, dash 5B(2) &gt; 3C, 2B &gt; 5C (HJC) &gt; j.B &gt; j.C &gt; j.D, 214C (2729)<br /><br /><br />6C launcher combos:<br /><br />6B(CH) &gt; 6C &gt; 2D, 6Bxx or 6Cxx (3837/4191/4673)<br /><br />6C(CH) (DC) &gt; 6C &gt; 2D, 6Bxx or 6Cxx (3999/4339/4822)<br />6C &gt; 2D, 6Bxx or 6Cxx (3608/3994/4519)<br /><br />AD j.2C &gt; j.D, land 6Cxx (3305/3736)<br /><br />j.C (CH), land 6C &gt; 2D, 6Bxx<br />j.C (CH), land 2D, 6Bxx or 6Cxx (25% variant only)<br /><br />Requires crouching opponent or 5C(CH):<br />2A &gt; 5C &gt; 6C (DC) &gt; 5C &gt; 6C (DC) &gt; j.C &gt; j.2C (JC) &gt; j.2C &gt; j.D, 214C (2460)<br />2A &gt; 2B or 5B(1) &gt; 5C &gt; 6C (DC) &gt; 5C &gt; 2C (HJC) &gt; j.C &gt; j.D, 214C (2111 or 2058)<br /><br />2B &gt; 5C &gt; 6C (DC) &gt; 5C &gt; 6C (DC) &gt; j.C (JC) &gt; j.2C &gt; j.D, 214C (2463)<br /><br />5B(1) &gt; 5C &gt; 6C &gt; 2D, 6Bxx or 6Cxx (25% variant only) (3336/4000)<br />5B(2) &gt; 5C &gt; 6C &gt; 2D, 6Bxx (3088)<br /><br />6B &gt; 5C &gt; 6C &gt; 2D, 6Bxx or 6Cxx (3882/4189/4599)<br /><br />5C &gt; 6C &gt; 2D, 6Bxx or 6Cxx (3326/3623/4025)<br /><br />falling j.B or j.2C &gt; 5C &gt; 6C &gt; 2D, 6Bxx or 6Cxx (25% variant only) (3628/4320 or 3651/4310)<br />falling j.B or j.2C &gt; 2B &gt; 5C &gt; 6C &gt; 2D, 6Bxx (3515 or 3540)<br /><br />AD j.B &gt; j.2C, land 5C &gt; 6C &gt; 2D, 6Bxx (3663)<br /><br /><br />Sekkajin launcher combos (more damage than BnB, most should only be done at point-blank range and on standing opponent):<br />Note: sekkajin is hard to connect on Lambda, Ragna, Carl. Change 5C &gt; sekkajin to 2B &gt; sekkajin helps.<br /><br />dash 2A or 2B &gt; 5C &gt; sekkajin# (2177 or 2286)<br /><br />6A &gt; sekkajin# (2724)<br />Does not work on: Carl, Lambda<br /><br />5B(2) &gt; 5C &gt; sekkajin, 6C (DC) &gt; dash 5C (HJC) &gt; j.B &gt; j.C &gt; j.D, 214C (2838)<br /><br />6B &gt; sekkajin, 6C &gt; 2D, 6Bxx or 6Cxx (25% variant only) (3804/4477)<br /><br />dash 5C &gt; sekkajin, 6C (DC) &gt; dash 5C &gt; 6C (DC) &gt; j.C &gt; j.2C (JC) &gt; j.2C &gt; j.D, 214C (3359)<br /><br />falling j.B or j.2C, land, dash 5B(2) &gt; 5C &gt; sekkajin# (2946 or 2997)<br />AD j.B &gt; j.2C, land, dash 5B(2) &gt; 5C &gt; sekkajin# (3081)<br /><br /><br />Drive starter combos:<br /><br />2D, 6Bxx or 6Cxx (2399/2703/3109)<br /><br />6D, 6Bxx or 6Cxx (3130/3557/4140)<br /><br />falling j.D &gt; 6Cxx (2718/3122)<br /><br />5D(CH) (DC) &gt; 6Cxx (3185/3692)<br />5D (DC) &gt; dash 3C, 2B &gt; 5C &gt; 6C (DC) &gt; j.C (JC) &gt; j.2C &gt; 214C/D# (2816/3222)<br />5D (DC) &gt; 5C &gt; 214D, 6C &gt; 6D, 5C (HJC) &gt; j.2C &gt; 214C (3137) (can go straight to 214D from 5D for 3250)<br /><br />air 236D (1~2), land 6Cxx (3106/3619 if 1 hit, 3242/3706 if 2 hit)<br />air 236D (3), land 6C (DC) &gt; 5C (JC) &gt; j.C (JC) &gt; j.2C &gt; 214C or 6Cxx (25% variant only) (3091/3781)<br /><br />236D, 6C (DC) &gt; 5C (JC) &gt; j.C (JC) &gt; j.2C &gt; 214C or 6Cxx (25% variant only) (3130/3753)<br /><br />214D, 6C &gt; 6D, 5C (HJC) &gt; j.2C &gt; 214C (can also start with 5C or 5B(1) &gt; 5C or j.B &gt; 5C)<br /><br /><br />Anti-air specific combos (these are very spacing dependant):<br /><br />j.A &gt; j.B &gt; j.2C (JC) &gt; j.2C &gt; j.D, 214C/D#<br />(CH) j.B or j.C or j.2C, land, j.B &gt; j.2C (JC) &gt; j.2C &gt; j.D, 214C/D# (Jin close to ground) (modify to land, j.A &gt; j.B (JC) &gt; j.2C &gt; j.D, 214C/D# if not that close to ground)<br />(CH) j.B or j.C or j.2C, land, 5C &gt; either 2C (HJC) or 6C (DC) &gt; j.C &gt; j.2C (JC) &gt; j.2C &gt; j.D, 214C/D# (both Jin and opponent close to ground)<br />j.B or j.C or j.2C, land, 5B(1) (JC) &gt; j.A &gt; j.B (JC) &gt; j.2C &gt; j.D, 214C/D# (both Jin and opponent close to ground)<br /><br />5A &gt; 5C &gt; either 2C (HJC) or 6C (DC) &gt; j.C &gt; j.2C (JC) &gt; j.2C &gt; j.D, 214C/D#<br /><br />2A &gt; 5C &gt; either 2C (HJC) or 6C (DC) &gt; j.C (JC) &gt; j.2C &gt; j.D, 214C/D#<br /><br />5B(1) &gt; 5C &gt; either 2C (HJC) or 6C (DC) &gt; j.C &gt; j.2C (JC) &gt; j.2C &gt; j.D, 214C/D#<br />5B(1) (JC) &gt; j.A &gt; j.B (JC) &gt; j.2C &gt; j.D, 214C/D#<br /><br />5C &gt; either 2C (HJC) or 6C (DC) &gt; j.C &gt; j.2C (JC) &gt; j.2C &gt; j.D, 214C/D# (can add extra 5C if first 5C is CH) (can also start with 2C or 6C)<br /><br />Ice sword (CH), dash 5C &gt; 6C (DC) &gt; j.C &gt; j.2C (JC) &gt; j.2C &gt; j.D, 214C/D#<br /><br />2C(FC), 5C &gt; 2D, dash 6B, 5C &gt; 6C (DC), 2C &gt; delay 6C (DC) &gt; j.C (JC) &gt; j.2C &gt; 214C<br />2C(FC), 5C &gt; 2D, dash 6B, 5C &gt; 6C (DC), 2C &gt; delay 6C (DC) &gt; j.C &gt; j.2C (JC) &gt; j.2C &gt; 214D#<br />2C(FC) &gt; 6D, dash 6B, 5C &gt; 6C (DC), 2C &gt; delay 6C (DC) &gt; j.C &gt; j.2C (JC) &gt; j.2C &gt; 214C/D# (be careful, 6D may whiff)<br />2C(FC) &gt; 6D, dash 6B, 5C &gt; 6C (DC), 2C &gt; delay 6C (DC) &gt; 5C &gt; 6C (DC) &gt; 623D, 6C &gt; 214C/D#<br />Near corner<br />2C(FC) &gt; 6D, dash 6B, 5C &gt; 6C (DC) &gt; 623B, 6C &gt; 6D, delay 5C &gt; 6C (DC) &gt; 623D, 6C &gt; 214C<br />2C(FC) &gt; 6D, dash 6B, 5C &gt; 6C (DC) &gt; 623B, 6C &gt; 6D, 623D, 6C &gt; 6D, 5C (HJC) &gt; j.2C &gt; 214D#<br />2C(FC) &gt; 6D, dash 6B, 5C &gt; 6C (DC) &gt; 623B, 6C &gt; 6D, delay 5C &gt; 6C (DC) &gt; 623D, 5C &gt; 6C &gt; 6D, D super<br /><br />Fatal counter combos:<br /><br />2C(FC) &gt; 6C (DC) &gt; 2C &gt; delay 6C (DC) &gt; 5C &gt; 2D, 6C (DC) &gt; 2C &gt; delay 6C (DC) &gt; j.B &gt; j.2C (JC) &gt; j.2C &gt; 214D#<br /><br />Yukikaze(1)(FC) (RC) &gt; taunt, dash 6B, 5C &gt; 2C&gt; 6C (DC) &gt; 2C &gt; delay 6C (DC) &gt; j.C &gt; j.2C (JC) &gt; j.2C &gt; 214D# (3841)<br />The taunt actually helps. I&#39;m serious. After doing yukikaze, there&#39;s a 120 frame period where heat gain of all moves will be reduced. Taunting helps to delay the 6B to outside this period , thus it will gain heat normally.<br /><br />Near corner<br />2C(FC) &gt; 6C (DC) &gt; 2C &gt; delay 6C (DC) &gt; 623B, 6C &gt; 6D, 6C (DC) &gt; 2C &gt; delay 6C (DC) &gt; j.C (JC) &gt; j.2C &gt; 214D#<br />2C(FC) &gt; 6C (DC) &gt; 2C &gt; delay 6C (DC) &gt; 623B, 6C &gt; 6D, 6D, 5C &gt; 6C &gt; 6D, 5C &gt; 6C (DC) &gt; 623D, 5C &gt; D super (insane heat gain)<br /><br />Corner (quite lenient in terms of distance from corner)<br />2C(FC) &gt; 6C (DC) &gt; 623B, 6C &gt; 6D, 6D, 5C &gt; 6C &gt; 6D, 5C &gt; 6C (DC) &gt; j.C (JC) &gt; j.2C &gt; 214D#<br />2C(FC) &gt; 6C (DC) &gt; 623B, 6C &gt; 6D, 6C &gt; 6D, 623D, 6C (DC) &gt; 5C &gt; 6C (DC) &gt; j.C (JC) &gt; j.2C &gt; 214D#<br /><br /><br />Corner combos:<br /><br />Basic damage: (stuff, no 623B) &gt; freeze, 6C &gt; 623B, 6C (DC) &gt; j.C (JC) &gt; j.2C &gt; 214C/D#<br />Basic oki: (stuff) &gt; 6C &gt; 6D, (either 6D or IAD j.2C &gt; j.C, land dash), 5B(2) &gt; 2B &gt; 5C &gt; 3C<br /><br />Below are better variants and more corner - specific than the basic.<br />Note: 2D and 6D freeze basically have same properties so it&#39;s possible to interchange, depending on range.<br /><br />2A &gt; (5B(1) or 2B) &gt; 5C &gt; 623B, 6C &gt; 6D, oki (on crouching opponent, go straight to 6C from 5C)<br /><br />6A &gt; 623B, 6C &gt; 6D, 6C &gt; 6D, 5C (HJC) &gt; j.2C &gt; 214C<br />6A &gt; 623B, 6C &gt; 6D, 6C &gt; 6D, 5C (JC) &gt; j.C (JC) &gt; j.2C &gt; 214D#<br />Does not work on: Carl, Jin, Rachel, Hazama<br />Only works if you dash while 6A: Ragna, Noel, Litchi (Litchi is really tough to connect)<br /><br />6A &gt; sekkajin, 623B, 6C &gt; 6D, oki<br />Does not work on: Carl<br /><br />6A &gt; 623D, 6C &gt; 623B, 6C (DC) &gt; j.C (JC) &gt; j.2C &gt; 214C/D#<br /><br />5B(2) &gt; 5C &gt; 623B, 6C &gt; 6D, 6D, sekkajin, 6C &gt; 214C<br />5B(2) &gt; 5C &gt; 623B, 6C &gt; 6D, 6C &gt; 6D, 5C (HJC) &gt; j.2C &gt; 214D#<br /><br />2B &gt; 5C &gt; 623B, 6C &gt; 6D, oki (on crouching opponent, go straight to 6C from 5C)<br /><br />6B &gt; 623B, 6C &gt; 6D, 6C &gt; 6D, 623D, 6C (DC), delay 5C (JC) &gt; j.2C &gt; 214C<br />6B &gt; 623B, 6C &gt; 6D, 6C &gt; 6D, 623D, 6C &gt; 6D, 5C (HJC) &gt; j.2C &gt; 214D#<br /><br />6B(CH) &gt; 6C &gt; 6D, 6C &gt; 623B, 6C (DC) &gt; 623D, 6C (DC), delay 5C (JC) &gt; j.2C &gt; 214C<br />6B(CH) &gt; 6C &gt; 6D, 6C &gt; 623B, 6C (DC) &gt; 623D, 6C &gt; 6D, 5C (HJC) &gt; j.2C &gt; 214D#<br /><br />(optional 5B(1) &gt;) 5C &gt; 623B, 6C &gt; 6D, 6C &gt; 6D, 5C (HJC) &gt; j.2C &gt; 214C<br />(optional 5B(1) &gt;) 5C &gt; 623B, 6C &gt; 6D, 6C (DC) &gt; 5C &gt; 6C (DC) &gt; j.C (JC) &gt; j.2C &gt; 214D#<br /><br />3C or 2C &gt; 623B, 6C &gt; 6D, 6C &gt; 6D, 5C &gt; 6C (DC) &gt; j.C (JC) &gt; j.2C &gt; 214C/D#<br />2C &gt; 6C &gt; 6D, 6B &gt; 623B, 6C &gt; 6D, 623D, 6C &gt; 214C (requires crouch or air hit)<br />2C &gt; 6C &gt; 6D, 6C &gt; 623B, 6C (DC) &gt; 623D, 6C (DC) &gt; delay 5C (HJC) &gt; j.2C &gt; 214D# (requires crouch or air hit)<br /><br />6C &gt; 6D, 6B &gt; 623B, 6C &gt; 6D, 623D, 6C (DC), delay 5C &gt; j.2C &gt; 214C<br />6C &gt; 6D, 6B &gt; 623B, 6C &gt; 6D, 623D, 6C &gt; 6D, 5C (HJC) &gt; j.2C &gt; 214D#<br />(note: can change 6C &gt; 6D, 6B &gt; 623B, 6C &gt; 6D to 6C &gt; 623B, 6C &gt; 6D, 6C &gt; 6D for more damage but requires proper spacing or starting with CH)<br /><br />6D, 6B &gt; 623B, 6C &gt; 6D, 623D, 6C &gt; 6D, 5C (HJC) &gt; j.2C (JC) &gt; 214C<br />6D, 6B &gt; 623B, 6C &gt; 6D, 623D, 6C &gt; 6D, 5C (HJC) &gt; j.2C (JC) &gt; j.2C &gt; 214D#<br /><br />falling j.B or j.2C, land, dash 5B(1) &gt; 5C &gt; 623B, 6C &gt; 6D, 6D, sekkajin, 6C &gt; 214C<br />falling j.B or j.2C, land, dash 5B(1) &gt; 5C &gt; 623B, 6C &gt; 6D, 6C &gt; 6D, 5C (HJC) &gt; j.2C &gt; 214D#<br /><br />AD j.B &gt; j.2C, land, dash 5B(1) &gt; 5C &gt; 623B, 6C &gt; 6D, dash, whiff throw, sekkajin, 6C &gt; 214C<br />AD j.B &gt; j.2C, land, dash 5B(1) &gt; 5C &gt; 623B, 6C &gt; 6D, 6C (DC) &gt; delay 5C (HJC) &gt; j.2C &gt; 214D#<br /><br />623A(CH) and 623B combo the same as 5B(2) &gt; 5C &gt; 623B<br /><br />623C(CH), 5C &gt; 6C &gt; 6D, oki<br />623C(CH), 5C &gt; 6C (DC) &gt; j.C &gt; j.D, land, oki<br /><br />623D, 6C &gt; 623B, 6C (DC) &gt; j.C (JC) &gt; j.2C &gt; 214C or 214D#<br />623D, 6C &gt; 623B, 6C (DC) &gt; 623D, 6C &gt; 6D, 5C (HJC) &gt; j.2C &gt; 214C or 214D#<br /><br />623D(2nd hit) combo the same as 6B(CH) except for the spacing dependant combo below:<br />623D(2nd hit), far 2D, the rest same as 6C &gt; 6D starter.<br /><br /><br />Throw combos:<br /><br />Front throw (3) &gt; 214A (whiff), 5B &gt; 2B &gt; 5C &gt; 3C<br />Front throw (2) &gt; sekkajin, 6C &gt; 2D, either 6C &gt; 214C or 6B &gt; 214D#<br />Front throw (2) &gt; sekkajin, 6C (DC) &gt; 5C (HJC) &gt; j.2C &gt; j.D, 214C<br />Front throw (2) &gt; sekkajin, dash 5C (HJC) &gt; j.B &gt; j.2C &gt; j.D, land 5C &gt; D super, 6A<br /><br />Back throw &gt; 214A (whiff), 5C &gt; 6C (DC) &gt; j.C (JC) &gt; j.2C &gt; 214C<br />Back throw &gt; 214A (whiff), 5C &gt; 6C (DC) &gt; j.C &gt; j.2C (JC) &gt; j.2C &gt; 214D#<br /><br />Air throw, land 6C (DC) &gt; dash 5C (HJC) &gt; j.C (JC) &gt; j.2C &gt; 214C (up to normal jump&#39;s max height)<br />Air throw, land 6C (DC) &gt; dash 5C &gt; 6C (DC) &gt; j.C (JC) &gt; j.2C &gt; 214D# (up to normal jump&#39;s max height)<br />Air throw, AD j.2C &gt; j.C, dash 5B(2) &gt; 2B &gt; 5C &gt; 3C (up to high jump&#39;s max height, must have air option available)<br />Air throw, delay j.236D, land dash 6C (DC) &gt; delay 5C (HJC) &gt; j.2C &gt; 214C (any height)<br />Air throw, delay j.236D, land dash 6C (DC) &gt; delay 5C (HJC) &gt; j.2C (JC) &gt; j.2C &gt; 214D# (any height)<br /><br />Corner<br />Front throw (2) &gt; 623B, oki<br />Front throw (2) &gt; 623B, 6C &gt; 6D, 5C &gt; 2C &gt; 214D#<br /><br />Back throw &gt; delay 623B, 6C (DC) &gt; j.C (JC) &gt; j.2C &gt; 214C/D#<br /><br />Air throw, land 6C &gt; 623B, 6C (DC) &gt; j.C (JC) &gt; j.2C &gt; 214C/D# (up to normal jump&#39;s max height)<br />Air throw, land 623D, 6C (DC) &gt; delay 5C (HJC) &gt; j.2C &gt; 214C (any height)<br />Air throw, land 623D, 6C &gt; 6D, 5C (HJC) &gt; j.2C &gt; 214D# (any height)<br /><br />Misc combos:<br /><br />Throw &gt; astral heat<br /><br />Air throw, land C super<br /><br />stuff &gt; 623B, 6C &gt; 6D (freeze), astral heat<br /><br />6A &gt; 214C<br />Only works on Jin, Bang, Tager, Hakumen, Carl, Noel, Arakune, Hazama, Rachel, Taokaka<br />6A &gt; 214B<br />Works on everyone<br /><br />5B(1) &gt; 5C &gt; 214B(1) (RC) &gt; j.D, land 6C (DC) &gt; delay 5C (HJC) &gt; j.2C &gt; 214C (or just do whatever you want)<br /><br />623A(CH) or 623B &gt; D super, HJ 214C<br /><br />623C(CH) &gt; 623A<br />623C(CH) &gt; dash 5B(1) &gt; 5C (HJC) &gt; j.B &gt; j.C &gt; j.D, 214C/D#<br /><br />623D or 214D, C super<br /><br /><br />How to end combos with 3C knockdown:<br />- Watch this http://www.youtube.com/watch?v=MhUjeSdDu5w it&#39;s really awesome.<br />- Basically, (launch opponent) &gt; 5C (HJC) &gt; j.2C &gt; j.D, AD j.2C &gt; delay j.C, land dash 5B &gt; 2B &gt; 5C &gt; 3C. Same applies to anti-air hits.<br />- Also, (stuff) &gt; 2D, dash 6B, dash 5B &gt; 2B &gt; 5C &gt; 3C.<br />- In corner, 6D, IAD j.2C &gt; delay j.C, land dash 5B &gt; 2B &gt; 5C &gt; 3C. That or 6C (DC) &gt; j.C &gt; j.D, land 5B &gt; 2B &gt; 5C &gt; 3C.<br /><br /><br />How to sacrifice knockdown for max damage with same meter use:<br />- (stuff) &gt; low j.C &gt; j.D, land 5C (HJC) &gt; j.B &gt; j.C &gt; j.2C (JC) &gt; j.C &gt; j.2C<br />- (stuff) &gt; 2D, dash 6B &gt; sekkajin, 6C (DC) &gt; dash 5C &gt; 2C (HJC) &gt; j.C &gt; j.2C (JC) &gt; j.C &gt; j.2C<br />- (freeze), 6C (DC) &gt; 5C &gt; (6C (DC) or 2C (HJC) if proration is too high) &gt; j.C &gt; j.2C (JC) &gt; j.C &gt; j.2C (this do less damage than 6Cxx so use that if possible)<br />- (corner only) 6C &gt; 6D, 5C &gt; 2C (HJC) &gt; j.C &gt; j.2C (JC) &gt; j.C &gt; j.2C<br />- (corner only) 5C (HJC) &gt; j.2C &gt; 214D# or j.C (JC) &gt; j.2C &gt; 214D# can be changed to 623D, 6C &gt; 6D, 5C &gt; 2C (HJC) &gt; j.C &gt; j.2C (JC) &gt; j.C &gt; j.2C<br /><br /><br />How to add D super to your combo:<br />Midscreen<br />- 214D, land 6C &gt; D super.<br />- 2D, dash 6B &gt; sekkajin, 6C (DC) &gt; 5C &gt; 6C &gt; delay D super, HJ 214C (everything after sekkajin is optional for D super to connect, take note of total proration and shorten your combo appropriately for the 214C to connect)<br />- If you still have freeze available after your last 6C (for example the 3C OTG combos) you can do 6C (DC) &gt; j.C &gt; j.D, land (optional 5C &gt;) D super.<br />- Otherwise, add after your last 6C in the combo.<br />- Do take note that throw &gt; D super is not burst-able, so sometimes it&#39;s better to skip the hits in between.<br />- After D super, 6A or 214C for knockdown, 6C &gt; 623B for max damage.<br /><br />Corner<br />- Typically, you have better use for 50% meter (something like 623D, 6C &gt; 214D, 6C &gt; 214C can do more damage than D super, and something like 623D, 6C &gt; 6D, 5C &gt; 2C (HJC) &gt; j.C &gt; j.2C (JC) &gt; j.C &gt; j.2C do almost the same damage for 25%) so only add D super at the very end of your combo for a kill. As usual, 214D, 6C &gt; D super is the standard way.<br />- If your starter prorate too much (for example Front throw(2) &gt; 623B), you can either 6D, 6D, sekkajin, (optional 5C &gt;) D super or 6D, 6D, 2B &gt; 5C &gt; 2C &gt; D super.<br />- Best way to spend 100% of your meter: 623D, 6C &gt; 6D, 5C &gt; 6C (DC) &gt; 623D, 5C &gt; D super. Not many starters will lead to this, try it out yourself.<br />- After D super, 6A or 214C for knockdown, 6C &gt; 623C for max damage. <br />



    Bang Combos

    Spoiler:
    Example air combo enders for Bang&#39;s basic BNB:<br /><br />(5A&gt;5B&gt;2B&gt;6C&gt;j.D&gt;6A&gt;623B&gt;5D&gt;air combo ender)<br /><br />X&gt;sj.B&gt;sj.C (low damage, true oki; they can&#39;t air tech) &lt;- Best oki, 2,812 Dmg<br /><br />X&gt;j.B&gt;j.4C&gt;dj.C (mid damage, they can air tech low) &lt;- Standard, 2,974 Dmg<br /><br />X&gt;j.B&gt;j.4C&gt;dj.B&gt;dj.C (higher air tech, may add j.623B to the end on Arakune to bring to 3,239 Dmg) &lt;- Do it on Arakune sometimes, 3,072 Dmg on everyone else<br /><br />X&gt;(s)j.B&gt;j.4C&gt;dj.B&gt;dj.4C&gt;dj.623B (big damage, no oki) &lt;- Best Damage but look at starred section below **<br /><br />X&gt;j.4C&gt;j.623B &lt;- Personal Favorite<br /><br />6C&gt;j.B&gt;j.C (basic ender off a 6C. You may omit the j.B or add a j.623B at the end depending on the character being comboed.)<br /><br /><br />**-Doesn&#39;t apparently work on TS,HZ,LI,NO, will probably have to test that further.<br />-No sj.B needed on JI, HA, TG, AR<br />-sj.B needed on RG, RA, CA, BA, TA, LA<br />-For no sj.B, the 2nd j.B works as an 9 input on TG<br />-For no sj.B, the 2nd j.B works as an 8 input on JI, HA, AR<br />-For sj.B, the 2nd j.B works as an 9 input on RG, RA, BA, LA, TA<br />-For sj.B, the 2nd j.B works as an 8 input on RA, CA, LA, TA<br /><br />(Thanks a bunch, Zeth!)<br /><br /><br /><br />HEY YOU! YES YOU, MR. TIERWHORE PERSON WHO IS ONLY NOW PICKING UP BANG SO HE CAN HAVE A REALLY HIGH WIN RATIO. OH, YOU DON&#39;T WANT TO THINK ABOUT ALL THESE COMPLEX COMBOS AND THE POSSIBILITIES? GREAT! THIS SECTION IS FOR YOU!<br /><br />COMBOS YOU ABSOLUTELY MUST KNOW:<br /><br />5A&gt;5B&gt;2B&gt;2C&gt;2B&gt;623B&gt;(5D&gt;j.B&gt;j.C or Daifunka)<br />SINCE YOU WILL BE MASHING 5A ALL DAY, PERHAPS EVEN ALL NIGHT IN YOUR MASH RIDDEN NIGHTMARES, THIS COMBO IS WHAT YOU SHOULD DO IF THE PERSON BANG IS PUNCHING DID NOT BLOCK YOUR PUNCH AND IS ALSO NOT IN THE AIR. IT EVEN WORKS ON CROUCH! IT&#39;S AN AUTOPILOT MIRACLE! YOU CAN EVEN COMBO INTO DAIFUNKA AFTER THE FIRST FIRE PUNCH IF YOU WANT TO GO GET A SNACK AND ALL WITHOUT THE INCONVENIENCE OF NOTICING WHETHER THEY&#39;RE STANDING OR NOT!<br /><br />at about single jump height j.A/j.B&gt;j.623B&gt;land&gt;5B&gt;623B&gt;(5D&gt;j.B&gt;j.C or Daifunka)<br />SINCE YOU&#39;LL ALSO BE MASHING j.A AND j.B ALL DAY, THIS IS WHAT YOU DO WITH IT. HITCONFIRM THAT SHIT INTO DAIFUNKA OR THE PISS EASY 5D FINISHER. YOUR CHOICE, DUDE.<br /><br />in the corner 5A&gt;5B&gt;2B&gt;2C&gt;2B&gt;6C&gt;j.C<br />IT DOESN&#39;T GET SIMPLER THAN THIS. KEEP HIM IN THE CORNER SINCE IF YOU&#39;RE PUSHING BUTTONS AS RAPIDLY AS YOU SHOULD BE, YOU SHOULD KNOW THAT PUSHING BUTTONS IN THE CORNER IS MORE EFFECTIVE.<br /><br /><br /><br />And now for the actual guide...<br /><br />Standing BNBs:<br /><br />5A&gt;5B&gt;2B&gt;6C&gt;j.D&gt;6A(2B)&gt;623B&gt;5D&gt;air combo ender<br />2 Seal bnb. Steady as she goes.<br /><br />5B&gt;2B&gt;6C&gt;j.D&gt;6A(2B)&gt;623B&gt;d.2B(d.6C)&gt;j.623B&gt;5B&gt;2B&gt;a ir combo ender<br />1 Seal bnb. This is the business. Big damage and some freedom with the ender. d.2B and d.6C are seemingly interchangeable, d.2B does a bit more damage and works more consistently while d.6C is easier. If you start the combo with 5A, you&#39;ll want to end it with 2B&gt;6C&gt;j.C(&gt;J.623B) or 5B&gt;2B&gt;j.4C&gt;j.623B instead of 5B&gt;2B&gt;etc. or it will blackbeat early.<br /><br />corner 5A&gt;5B&gt;2B&gt;6C&gt;j.D&gt;d.6A&gt;623B&gt;reverse 6C&gt;j.B&gt;j.C<br />Basic standing corner combo. It doesn&#39;t keep them in the corner so if you want to keep them there you can opt to finish 2B&gt;6C&gt;air combo ender instead of the d.6A.<br /><br />corner 5B&gt;2B&gt;6C&gt;j.D&gt;5C&gt;6A&gt;623B&gt;5B&gt;2B&gt;air combo ender<br />1 Seal bnb, nice variation. If you hate doing the d.2B(d.6C)&gt;j.623B link, this is a good alternative.<br /><br />corner 5A&gt;5B&gt;2B&gt;6C&gt;j.D&gt;6A&gt;623B&gt;dash back&gt;5B&gt;2B&gt;air combo ender<br />THE BEST. THE BEST. THE BEST. THE BEST...of corner combos. Looks flashy as hell and keeps them in the corner while letting you keep true oki if you so desire. The dash back is dashing under the opponents falling body so that you face the corner when you 5B. See [url=http://www.youtube.com/watch?v=8BX9PDzOkn4#t=00m29s]www.youtube.com/watch?v=8BX9PDzOkn4#t=00m29s[/url]<br /><br />5B&gt;2B&gt;6C&gt;j.D&gt;d.2B&gt;623B&gt;d.2D&gt;j.D&gt;2369C&gt;5D&gt;sj.C<br />All 4 seals off 5B. Dora loves this one; if you love FRKZ, you will too. Doesn&#39;t work on Tager.<br /><br />2A&gt;5B&gt;2B&gt;6C&gt;j.D&gt;2B&gt;623B&gt;6C&gt;j.C<br />True oki and 1 seal off 2A<br /><br />Crouching BNBs:<br /><br />(5A/2A)&gt;5B&gt;2B&gt;2C&gt;2B&gt;623B&gt;5D&gt;air combo ender<br />1 seal bnb. The easiest way other than the old CT 6D bnb to get a seal on crouchers.<br /><br />5B&gt;2B&gt;623B&gt;d.5B&gt;2B&gt;j.4C&gt;j.623B&gt;5B&gt;2B&gt;air combo ender<br />Best crouch damage off 5B. Thanks Dacid. If you start with 5A or any aerial but j.4C, it will blackbeat early though so in that case opt for the 5A variation of the below combo.<br /><br />5B&gt;2B&gt;2C&gt;2B&gt;623B&gt;d.2B(d.6C)&gt;j.623B&gt;5B&gt;2B&gt;air combo ender<br />Big damage on crouch, no seals. If you start the combo with 5A, you&#39;ll want to end it with 2B&gt;6C&gt;j.C instead of 5B&gt;2B&gt;etc. or it will blackbeat early.<br /><br />5A&gt;5B&gt;2B&gt;2C&gt;2B&gt;623B&gt;5B&gt;2B&gt;j.B&gt;j.4C&gt;dj.4C&gt;j.C<br />No seals, good damage without the d.2B(d.6C)&gt;j.623B link.<br /><br />5B&gt;2B&gt;2C&gt;d.2B&gt;623B&gt;d.2D&gt;j.D&gt;2369C&gt;5D&gt;sj.C<br />3 seals on crouch. Easiest the best option for seals on crouch. Doesn&#39;t work on Tager.<br /><br />2A&gt;5B&gt;2B&gt;2C&gt;2B&gt;623B&gt;6C&gt;j.C<br />True oki, you don&#39;t want to lose oki when you hit with 2A.<br /><br />Anti Air Combos<br /><br />Basically, in order for these combos to work you can have no more than 3 hits before the first j.623B. You can use these combos air to air as well, of course provided you&#39;re at a low enough altitude to be able to land and 5B 623B in time.(Remember to take height into account and adjust what you do accordingly, such as using j.B instead of j.4C if they&#39;re too high/low and knowing whether to follow 5A with 5B or j.A) Damage values are with j.4C.<br /><br />5A&gt;j.A&gt;j.4C(j.B)&gt;j.623B&gt;5B&gt;623B&gt;d.6C&gt;j.D&gt;2B&gt;6C&gt;j.C <br />2990 damage. Your best conventional anti air combo, when actually using 5A to catch jumpins or crossups and such.<br /><br />5A&gt;5B&gt;j.4C(j.B)&gt;j.623B&gt;5B&gt;623B&gt;d.6C&gt;j.D&gt;2B&gt;6C&gt;j.C<br />3216 damage. This is less commonly used for anti air, but is your best combo for punishing jumping out of your pressure. e.g. you D nail reset and rush up, they&#39;ve jumped, and you tag them with 5A. They&#39;ll probably be low enough for you to followup with 5B, an easier hit confirm than the first combo.<br /><br />5B&gt;j.A&gt;j.4C(j.B)&gt;j.623B&gt;5B&gt;623B&gt;d.6C&gt;j.D&gt;2B&gt;6C&gt;j.C<br />3344 damage. This is your hitconfirm if you&#39;re poking with 5B in footsies or something and you tag them while airborne.<br /><br />2B&gt;j.4C(j.B&gt;j.623B&gt;5B&gt;623B&gt;d.6C&gt;j.D&gt;2B&gt;6C&gt;j.C<br />3815 damage. 2B is not exactly a common anti air because of it&#39;s slow speed, but worth a shot sometimes because of its sheer damage output.<br /><br />6B&gt;2B&gt;6C&gt;j.4C(j.B)&gt;j.623B&gt;5B&gt;623B&gt;d.6C&gt;j.B&gt;j.C<br />2867 damage. If you catch someone jumping out your pressure with 6B, do this.<br /><br />5C&gt;623B&gt;d.5B&gt;2B&gt;j.4C(j.B)&gt;j.623B&gt;5B&gt;2B&gt;j.4C&gt;j.C<br />3258 damage. Ah yes, 5C. The Manliest anti air. 5C is great as a tech trap on low air techs, so if you snag someone, do this combo.<br /><br />6A&gt;j.A&gt;j.4C(j.B)&gt;j.623B&gt;5B&gt;623B&gt;d.6C&gt;j.D&gt;2B&gt;6C&gt;j.C<br />3615 damage. Please don&#39;t try using 6A as an actual anti air. This is just a situational combo if you catch someone jumping out of your pressure, as with 6B.<br /><br />Anti air combo into j.623B in the corner&gt;RC&gt;late 2B&gt;623B&gt;d.6C&gt;j.D&gt;2B&gt;6C&gt;j.C<br />About 3k damage, depending on the initial combo. Really just for finishing someone off or if you really want the extra damage/flashiness.<br /><br />Any of these combos with the 5B&gt;623B relaunch may also be comboed into daifunka for varying amount of damage. A few examples:<br /><br />5A&gt;j.A&gt;j.4C(j.B)&gt;j.623B&gt;5B&gt;623B&gt;daifunka<br />3981 damage.<br /><br />5B&gt;j.A&gt;j.4C(j.B)&gt;j.623B&gt;5B&gt;623B&gt;daifunka<br />4340 damage.<br /><br />2B&gt;j.4C(j.B)&gt;j.623B&gt;5B&gt;623B&gt;daifunka<br />5004 damage.<br /><br />Drive combos:<br /><br />(5D/2D)&gt;j.B&gt;j.623B&gt;5A&gt;5B&gt;j.A&gt;j.B&gt;j.623B<br />Classic CT 5D combo. Still works, but I suggest the below combo unless you love the tech traps off this one.<br /><br />5D&gt;j.B&gt;j.623B&gt;5B&gt;623B&gt;5D&gt;j.B&gt;j.4C&gt;dj j.C 3073 damage<br />Double 5D combo. 2 seals and better damage than the old 5D combo.<br /><br />CH 2D&gt;j.D&gt;2B&gt;623B&gt;5D&gt;air combo ender<br />3 seals, for when you really want some FRKZ in your life.<br /><br />CH 2D&gt;j.D&gt;d.2B&gt;623B&gt;d.2D&gt;j.D&gt;(2C) or (2369C&gt;5D&gt;sj.C)<br />4 seals for when you land that wonderful CH 2D.Try the other ender for when you want 5 seals...for some reason.<br /><br />CH j.D&gt;2B&gt;623B&gt; then (5D&gt;air combo ender) or (d.5B&gt;2B&gt;j.B(j.4C)&gt;j.623B&gt;5B&gt;2B&gt;air combo ender) or (d.6C&gt;j.623B&gt;2B&gt;6C&gt;j.C)<br />Pick the first for 2 seals, the second for 1 seal and best damage, or the third for good oki.<br /><br />CH j.D&gt;d.2B&gt;623B&gt;d.2D&gt;j.D&gt;2369C&gt;5D&gt;sj.C<br />4 seal combo for CH j.D. FUU RIN...<br /><br />j.D&gt;2A&gt;5B&gt;623B&gt;walk forward 5B&gt;2B&gt;j.4C&gt;j.623B&gt;5B&gt;2B&gt;air combo ender<br />Max damage j.D combo.<br /><br />j.D&gt;d.2A&gt;5B&gt;623B&gt;d.6C&gt;j.623B&gt;5B&gt;2B&gt;air combo ender<br />Balance of damage and good oki off non CH j.D.<br /><br />j.D&gt;d.2A&gt;5B&gt;623B&gt;d.2D&gt;j.D&gt;236C&gt;5D&gt;sj.C<br />Non CH variant for 4 seals with j.D. Insta-FRKZ.<br /><br />Throw combos:<br /><br />throw&gt;236B cancel&gt;(d.5C)&gt;6A&gt;623B&gt;5D&gt;air combo ender<br />Basic throw combo. Omit the 5C for easier timing.<br /><br />throw&gt;236C&gt;6C&gt;j.D&gt;2B&gt;623B&gt;d.2D&gt;j.D&gt;2369C&gt;5D&gt;air combo ender<br />4 seals from a measly throw. Seems like FRKZ is coming back into vogue a bit...<br /><br />throw&gt;C nail cancel&gt;6A&gt;623B&gt;d.5B&gt;2B&gt;j.4C&gt;j.623B&gt;5B&gt;2B&gt;j.4C&gt;j.62 3B<br />My favorite throw combo. No Seals, but 2.9k and low air tech trap possibilities midscreen.<br /><br />mid screen air throw&gt;d.3C <br />Humorous chasing and slidekicking of sliding opponent.<br /><br />mid screen air throw&gt;d.2B&gt;623B&gt;combo of choice depending on positioning<br />Only on Ragna, Hazama, Tager, and Carl. Might be possible on other cast members, but it&#39;s escaping me for now.<br /><br />corner air throw&gt;5C&gt;6A&gt;623B&gt;6C&gt;623B&gt;d.5B&gt;2B&gt;air combo ender<br />Damage of Valhalla.<br /><br />corner air throw&gt;d.2B&gt;623B&gt;6C&gt;623B&gt;d.5B&gt;2B&gt;air combo ender<br />This is for when you&#39;re not quite in the corner and you have enough time to d.2B them but not 5C them. Does about 400 or so less damage than the above combo.<br /><br />Random Combos:<br /><br />5C&gt;2C&gt;d.2B&gt;623B&gt;5D&gt;air combo ender<br />Make sure you know this one. 2C gives you the easy hitconfirm and you&#39;ll be using (and hopefully hitting with) 5C alot.<br /><br />FC 3C&gt;2B&gt;6C&gt;j.4C&gt;j.623B&gt;5B&gt;623B&gt;d.6C&gt;j.D&gt;2B&gt;6C&gt;(j.C or j.4C&gt;j.623B)<br />Damn good damage, about 3.8k, off 3C. Make sure it&#39;s a FC before you 2B though. (Thanks for the new version, rei-Scarred)<br /><br />FC 3C&gt;632146D&gt;2B&gt;9-dash&gt;j.4C (keep doing j.4C loops until you get 11 hits)&gt;9-dash&gt;j.4C&gt; j.D&gt;2-dash&gt;2B&gt;623B&gt;5D&gt;9-dash&gt;j.4C&gt;6-dash&gt;j.D&gt;1-dash&gt;j.236C&gt;2363214C&gt;236236D<br />7650 damage. 7100 damage without Ashura ender.The ultimate 3C punish combo. Thanks Reioumu.<br /><br />FC 623B&gt;d.5B&gt;5C&gt;6A&gt;j623B&gt;d.5B&gt;2B&gt;air combo ender<br />Solid FC 623B combo with great damage.<br /><br />6A&gt;2C&gt;623B&gt;d.5B&gt;2B&gt;j.4C&gt;j.623B&gt;5B&gt;2B&gt;air combo ender<br />Max damage 6A combo for when they fall for that double low mixup.<br /><br />6B&gt;2A&gt;5B&gt;623B&gt;d.6C&gt;dj.D&gt;2B&gt;6C&gt;j.C 2324 damage<br />6B meterless combo? Ludicrous. dj.D is neccessary for some chas if you don&#39;t hit the d.6C when they&#39;re quite close to the ground.<br /><br />6B&gt;2A&gt;5B&gt;623B&gt;d.6C&gt;623B&gt;5B&gt;2B&gt;air combo ender<br />This does more damage than the above 6B combo but has less straightforward oki. Use whichever one you like more.<br /><br />6B&gt;2A&gt;5B&gt;623B&gt;6B&gt;2B&gt;j.623B&gt;5B&gt;2B&gt;air combo ender <br />Double 6B combo HNNNGGGG. But seriously, this combo is awful and rarely works. But when it does, you get a constellation Bang thumbs up.<br /><br />6B&gt;2A&gt;5B&gt;623B&gt;dash j.4C&gt;j.623B&gt;5B&gt;2B&gt;air combo ender<br />Cool combo, does great damage.<br /><br />6B&gt;2A&gt;5B&gt;623B&gt;d.2D&gt;j.D&gt;j.236C&gt;5D&gt;sj.C<br />3 seals off 6B, pretty cute combo for getting FRKZ asap. Still unsure how much of the cast the d.2D&gt;j.D link works on though.<br /><br />CH j.B&gt;dj.B&gt;dj.623B&gt;5B&gt;623B&gt;d.6C&gt;jD&gt;2369C&gt;5D&gt;air combo ender<br />2 seals, a possible choice for an air to air combo if you hitconfirm the j.B.<br /><br />FRKZ Combos:<br /><br />5B&gt;2B&gt;2C&gt;dash cancel 5D&gt;9 dash&gt;j.4C&gt;9 dash&gt;j.4C&gt;9 dash&gt;j.4C&gt;j.D&gt;2B&gt;623B&gt;5D&gt;9 dash&gt;j.4C&gt;9 dash&gt;j.4C&gt;9 dash&gt;j.4C&gt;j.623B<br />Meterless FRKZ bnb. About 4.5 to 5k depending on starter. (Thanks Justice)<br /><br />5B&gt;2B&gt;2C&gt;dash cancel 5D&gt;9 dash&gt;j.4C&gt;9 dash&gt;j.4C&gt;j.D&gt;2 dash&gt;2B&gt;623B(&gt;daifunka)<br />FRKZ daifunka bnb. If you like FRKZ, you&#39;ll be trying to land mixups into this combo alot when you have heat to spare.<br /><br />5B&gt;2B&gt;2C&gt;dash cancel 5D&gt;9 dash&gt;j.4C&gt;9 dash&gt;j.4C&gt;9 dash&gt;j.4C&gt;j.D&gt;2B&gt;623B(&gt;daifunka)<br />More awesome version of FRKZ daifunka bnb. Remember, three bangs are better than two. http://www.youtube.com/watch?v=FEaa4CCxJw4 (Thanks Rei)<br /><br />j.C&gt;2 dash&gt;5B&gt;2B&gt;2C&gt;6 dash&gt;2D&gt;9 dash&gt;j.4C&gt;9 dash&gt;j.4C&gt;j.D&gt;2 dash&gt;2D&gt;9 dash&gt;j.4C&gt;j.D&gt;2 dash&gt;5C&gt;6 dash&gt;623B&gt;daifunka<br />5.6k on Tager, not sure yet who else it works on. Combo builds meter for daifunka.<br /><br />on throw hit&gt;6 dash&gt;j.4C&gt;6 dash&gt;j.4C&gt;2 dash&gt;9 dash&gt;j.4C&gt;2 dash&gt;8 dash&gt;j.4C&gt;9 dash&gt;j.4C&gt;j.D&gt;2 dash&gt;2B&gt;623B&gt;daifunka<br />4.7k makes this combo a great throw combo, you&#39;ll most likely build enough meter doing the combo to daifunka.<br /><br />Airthrow&gt;2-dash&gt;9-dash&gt;j.4C&gt;land&gt;9-dash&gt;j.4C&gt;land&gt;8-dash&gt;j.4C&gt;land&gt;9-dash&gt;j.4C&gt;land&gt; 8-dash&gt;j.4C&gt;land&gt;9-dash&gt;j.4C&gt;9-dash&gt;j.4C&gt;land&gt;9-dash&gt;j.4C&gt;land&gt;j.D&gt;2-dash&gt;2B&gt;623B&gt;Daifunka <br />6k damage, usually enough to kill them since you&#39;ve already hit them enough to activate FRKZ.<br /><br />(j.C)&gt;5B&gt;2B&gt;2C&gt;6-dash&gt;2B&gt;9-dash&gt;j.4C&gt;land&gt;8-dash&gt;j.4C&gt;land&gt;9-dash&gt;j.4C&gt;land&gt;8-dash&gt;j.4C*&gt;9-dash&gt;j.4C&gt;j.D&gt;2-dash&gt;2B&gt;623B&gt;5D&gt;9-dash&gt;j.4C&gt;6-dash&gt;j.D&gt;2-dash&gt;(5C&gt;2C or 1-dash&gt;j.236C&gt;2363214C)<br />*: Omit the last 8-dash j.4C if you started with j.C or 2A in the beginning of the combo.<br />More advanced FRKZ bnb, hello training mode. <br /><br />Combos into Daifunka:<br /><br />Note: when firepunching into the corner with one of these combos such that your opponent will wallbounce behind you, you can input daifunka backwards and reverse daifunka them.<br /><br /><br />CH 2D&gt;sj.D&gt;2B&gt;623B&gt;2363214C <br />An old friend from CT. Keep in mind it only works on CH 2D now. Doesn&#39;t work on Tager.<br /><br />5C&gt;2C&gt;d.2B&gt;623B&gt;2363214C 3779 damage<br />Not as damaging as the below combo. Good if you want just a little bit more meter to be able to daifunka. Otherwise, use below combo.<br /><br />5C&gt;2C&gt;623B&gt;2363214C 3826 damage<br />Best hitconfimable daifunka damage from 5C. If you know one 5C combo with meter, make it this one.<br /><br />CH j.D&gt;2B&gt;623B&gt;2363214C<br />Nerfed from CT, but still respectable. The heat&#39;s better spent elsewhere now, in my opinion.<br /><br />5A&gt;5B&gt;2B&gt;6C&gt;j.D&gt;6A(2B)&gt;623B&gt;2363214C (on standing opponent)<br />Another old CT combo. Good for finishing someone off, but if not then just finish the combo without daifunka for equatable damage without heat anyway.<br /><br />5A&gt;5B&gt;2B&gt;2363214C (On crouching opponent)<br />Extremely useful in CT, just as useful now. A great surprise killer, you can catch someone while they&#39;re crouching and quickly daifunka for the kill before they have time to contemplate bursting.<br /><br />5A&gt;5B&gt;2B&gt;2C&gt;d.2B&gt;623B&gt;2363214C (on standing or crouching opponent)<br />This is awesome. Good damage on crouch and a great new alternative to the old X&gt;2C&gt;daifunka.<br /><br />623C&gt;RC 2nd hit&gt;Airdash backwards&gt;2363214C<br />Another relic of CT, useful for late in the round as it&#39;s unburstable. The key is buffering the daifunka on the way down after the airdash and hitting C just as you hit the ground. <br /><br />corner Airthrow&gt;2363214C 5100 damage<br />Do this whenever possible. Flashy, unburstable, damage of Valhalla...do it.<br /><br />6B&gt;2A&gt;5B&gt;623B&gt;2363214C 3370 damage<br />Pretty good damage for 6B. Being able to combo into daifunka from 6B is a good tool, given 6B &quot;ace in the hole&quot; status in mixup. <br /><br /><br />RC Combos:<br /><br />623C&gt;RC 2nd hit&gt;5C&gt;6A&gt;623B&gt;d.5B&gt;2B&gt;j.B(j.4C)&gt;j.623B&gt;5B&gt;2B&gt;air combo ender<br />Big damage (at least 4.3k) from ground command grab. This is a good one to learn, despite the difficulty of the 5C timing. My personal trick is: once landed after the RC, cross your airborne opponent up so the arrow pointing to Bang switches, then 5C. <br /><br />j.623C&gt;RC 2nd hit&gt;5C&gt;6A&gt;623B&gt;d.5B&gt;2B&gt;j.B(j.4C)&gt;j.623B&gt;5B&gt;2B&gt;air combo ender<br />Land a tech trap? Make it hurt ALOT more (we&#39;re talking 5k-ish) with this RC. Remember to wait to use 5C until they&#39;re at the ground, if you hit them early it lets them tech.<br /><br />3C&gt;RC&gt;5B&gt;2B&gt;j.4C&gt;j.623B&gt;5B&gt;623B&gt;d.6C&gt;(j.B)j.4C&gt;j.C<br />Does about 3.6k. For those rare times when you land a 3C on someone and it isn&#39;t a FC and you want good damage.<br /><br /><br />Match Impractical Combos to Impress Your Friends With:<br /><br />corner 5B&gt;2B&gt;623B&gt;5B&gt;623B&gt;623B&gt;623B<br />Dacid Special. Warning: a really impractical combo. Only for trolling. Don&#39;t use it if/when you&#39;re playing to win.<br /><br />FC 623B&gt;walk forward&gt;5B&gt;2B&gt;j.4C&gt;j.623B&gt;5B&gt;2B&gt;j.623B&gt;5B&gt;2B&gt;j.4C&gt; j.623B<br />ShoMeYaMoves Special. Warning: a really impractical combo. Only for trolling. Don&#39;t use it if/when you&#39;re playing to win.<br /><br />FRKZ against Rachel: (2D 9-dash j.D 2-dash) x7 4811 dmg<br />Reioumu Special. Warning: a really impractical combo. Only for trolling. Don&#39;t use it if/when you&#39;re playing to win.


  • Tager Combos

    Spoiler:
    5A combo&#39;s.<br />5AxN&gt;5B&gt;3C&gt;22D. [5XX] damage<br />5A&gt;5B&gt;3C&gt;5B&gt;4D. [742] damage<br />5A&gt;5B&gt;3C&gt;2B&gt;2C&gt;623C&gt;ender [1685] if you use Bgadget.<br />5A&gt;5B&gt;41236D&gt;xx&gt;623C<br />5A&gt;5B&gt;3C&gt;5C&gt;6A&gt;623C&gt;2D-rachel/tager specific.[1738]<br />5A&gt;2B&gt;3C&gt;22D[585]<br />5A&gt;2B&gt;3C&gt;5B&gt;4D[814]<br />5A&gt;2B&gt;3C&gt;2B&gt;2C&gt;623C&gt;ender [1768]-bgadget.<br />5A&gt;2B&gt;3C&gt;5C&gt;6A&gt;623C&gt;2D-rachel/tager specific [1820]<br /><br />2A combo&#39;s<br />air CH 2A&gt;xx&gt;623C&gt;236B&gt;22D[1990]<br />air CH 2A&gt;xx&gt;623C&gt;j.C whiff&gt;j.2C&gt;22D[1990]<br />mag only: air CH 2A&gt;xx&gt;623C&gt;623C&gt;2B/6B&gt;2C&gt;623C&gt;j.C whiff&gt;j.2C&gt;22D[1990]<br />air CH 2A&gt;xx&gt;623C&gt;623C&gt;236236B&gt;236236B&gt;xx&gt;623C[4325]<br /><br />crouch only combo&#39;s<br />5A&gt;5B&gt;5C&gt;236A&gt;2A&gt;2B&gt;3C&gt;22D<br />2A&gt;5C&gt;6A&gt;236Ax2&gt;5A&gt;5B&gt;3C&gt;22D<br />2A&gt;2B&gt;5B&gt;5C&gt;236A&gt;2A&gt;2B&gt;3C<br />2A&gt;5C&gt;6A&gt;236A&gt;2A&gt;2C&gt;623C<br /><br />spark bolt combo&#39;s<br />41236D&gt;xx&gt;623C&gt;ender<br />41236D&gt;xx&gt;623&gt;whiff 623C&gt;2B/6B&gt;2C&gt;623C.<br /><br /><br />Normal Throw Combo<br />Normal Throw &gt; 623C &gt; JC (whiff) &gt; J2C &gt; 22D [2681]<br />normal throw&gt;236B&gt;5C&gt;2D[1856]<br />normal throw&gt;236B&gt;xx&gt;623C&gt;236B&gt;22D[2603]<br />normal throw 236B&gt;xx&gt;623C&gt;j.C whiff&gt;j.2C[2603]<br />Normal Throw &gt; 236236B &gt; 236236B &gt; 2C &gt; 623C<br />mag only: Normal Throw &gt; 623C &gt; 623C (whiff) &gt; 6B &gt; 2C &gt; 623C [3269]<br />Normal Throw &gt; 5C &gt; 6A &gt; 623C &gt; 623C (whiff) &gt; 6B &gt; 2C &gt; 623C &gt; JC (whiff) &gt; J2C &gt; 22D<br />Doesn&#39;t work on Arakune, Taokaka, Hakumen and Hazama, skip 5C on them.<br />Normal Throw &gt; 623C &gt; 623C (whiff) &gt; 236236B &gt; 236236B [5411]<br /><br />collider combo&#39;s.<br /><br />623C&gt;j.C whiff&gt;j.2C&gt;22D[2202]<br />623C&gt;236B&gt;22D[2202]<br />623C&gt;walk a step 6C&gt;5D[2252]<br />623C&gt;walk a step 6C&gt;j.D[2262]<br />623C&gt;2D[2234]<br />with mag: 623C&gt;623C&gt;236236B&gt;236236B[6117]<br />623C&gt;623C&gt;6B&gt;2C&gt;623C&gt;236B&gt;22D[3043]<br />623C&gt;623C&gt;6B&gt;2C&gt;623C&gt;j.C wiff j.2C&gt;22D[3043]<br />623C&gt;623C&gt;6C&gt;j.2C&gt;2B&gt;2C&gt;623C&gt;j.C wiff j.2C[3298]<br /><br />360A combo&#39;s<br />360A&gt;22D-tager, bang, carl[2700]<br />360A&gt;3C[2840]<br />360A&gt;5B&gt;41236D&gt;xx&gt;colider-ragna, jin, carl, tsubaki, lambda, and tager[3693]<br />360A&gt;2B&gt;623C&gt;j.C whiff&gt;J.2C&gt;22D[3781] tager only.<br />360A &gt; 5B &gt; 41236D &gt; 2C &gt; 623C [3693]<br />360A &gt; 5B &gt; 41236D &gt; 236236B &gt; 236236B [4700]<br />^100% Heat Gauge.<br />360A&gt;22D<br /><br />360B combo&#39;s.<br />360B&gt;236A&gt;236A[4028]<br />360B&gt;3C[3843]<br />360B&gt;22D-character specific.[3600]<br />360B&gt;2B&gt;41236D&gt;xx&gt;623C.[4562]<br />360B&gt;5B&gt;41236D&gt;xx&gt;623C.[4517]<br />360B&gt;5C&gt;5D-rachel specific.[4028]<br />360B&gt;5B&gt;4D[3907]<br />360B &gt; slightly walk forward 2B &gt; 2C &gt; 623C<br />^ Works Tager (no need to walk), Noel, Ragna, litchi, bang, hazama tsubaki, and lambda. Work on all characters in the corner.<br />2C - 623C - 623C (whiff) - 6B - 236236B - 236236B - 22D<br />2C - 623C - 623C (whiff) - 6C - J2C - 2B - 2C - 623C - JC (whiff) - lowest J2C - 22D<br /><br />fatal counter combo&#39;s.<br /><br />Mike Z: CH 2C, j.2C, 2B xx ASledge, 5C-&gt;6C jc j.2C, 5B-&gt;5C-&gt;6A xx AC, BSledge, 3C<br />CH 2C, 2C/5C xx AC, walk BSledge, walk 5B-&gt;5C-&gt;6A xx AC, EGadget<br /><br />Maho: 2C FC, 5C, collider, j.C whiff, lowest j.2C, 5B, 5C, 6A collider, Egadget<br />^must remove 6A for it to work on noel and haku-men.<br />2C FC &gt; J2C &gt; 2B &gt; 2C &gt; 623C &gt; JC (whiff) &gt; lowest J2C &gt; 2B &gt; 236A &gt; 5C &gt; 6A &gt; 623C &gt; JC (whiff) &gt; lowest J2C &gt; 22D [4297]<br />^ Center: Other than Hakumen, Bang and Rachel, Works on all characters in the corner.<br />2C FC &gt; 5C &gt; 6B &gt; 2C &gt; 623C &gt; &gt; JC (whiff) &gt; lowest J2C &gt; 2B &gt; 236A &gt; 5C &gt; 6A &gt; 623C &gt; JC (whiff) &gt; lowest J2C &gt; 22D<br />^ Done close to opponent in the corner, won&#39;t work on Rachel, Bang, Hakuman, Carl, Jin, Noel, Tager, Hazama, Lambda, Tsubaki, or Arakune.<br /><br />Smurvis: 2C FC &gt; 5C &gt; 6A &gt; 623C &gt; slightly walk forward JC &gt; lowest J2C &gt; 5B &gt; 5C &gt; 6A &gt; 623C &gt;JC &gt; lowest J2C &gt; 22D [4124][45]<br />2C FC &gt; 5C &gt; 6A &gt; 623C &gt; JC &gt; lowest J2C &gt; 2B &gt; 236A &gt; 5C &gt; 6A &gt; 623C &gt; JC &gt; lowest J2C &gt; 22D [4220][49]<br />^ Works on everyone except Haku and Rachel. Must slightly walk forward after first 623C for it to work on Bang.<br />2C FC &gt; 5C &gt; 6A &gt; 2C &gt; 623C &gt; JC &gt; lowest J2C &gt; 2B &gt; 236A &gt; 5C &gt; 6A &gt; 2C &gt; 623C &gt; JC &gt; lowest J2C &gt; 22D [4419][58]<br />^ Magnetized. Replace first JC with JD for Haku, Rachel, and Bang (or just slightly walk forward after first 623C to still hit Bang).<br /><br />Leo:2C FC &gt; 5C &gt; 6B &gt; 2C &gt; 623C &gt; 623C (whiff) &gt; 6C &gt; J2C &gt; 2B &gt; 236A &gt; 5C &gt; 6A &gt; 2C &gt; 623C &gt; 5D [4472] &lt;-- with magnetism<br /><br />JP wiki: 2C FC &gt; J2C &gt; 2B &gt; 2C &gt; 623C &gt; JC (whiff) &gt; lowest J2C &gt; 2B &gt; 236A &gt; 5C &gt; 6A &gt; 623C &gt; JC (whiff) &gt; lowest J2C &gt; 22D <br />[4297 / 53]<br />^ Center: Other than Hakumen, Bang and Rachel, Works on all characters in the corner.<br /><br />Axis: 2C FC&gt;2C&gt;collider&gt;spark&gt;5C&gt;6C&gt;j.2C&gt;2B&gt;2C&gt;collider&gt;B/Egadget<br />2C FC&gt;2C&gt;collider&gt;collider whiff&gt;5B&gt;5C&gt;6A&gt;2C&gt;collider&gt;B/Egagdet [4117]<br />2C FC&gt;2C&gt;collider&gt;collider whiff&gt;6B&gt;Asledge&gt;5C&gt;6A&gt;2C&gt;collider&gt;B/Egadget<br />note: you can do a standard ender instead of gadget<br /><br />OrionXElite:FC2C&gt;AC&gt;AC Whiff&gt;6C&gt;j.2C&gt;2B&gt;ASledge&gt;5C&gt;6A&gt;2C&gt;AC&gt;Spark&gt;2C&gt;AC<br />[4311/62]<br />FC2C&gt;AC&gt;6C&gt;Spark&gt;j.2C&gt;2B&gt;ASledge&gt;5C&gt;6A&gt;2C&gt;AC [4252/51]<br />note: you can add a second 2C after the FC to get more heat and a bit more damage<br /><br />360A magnetism posted by Mike Z.<br /><br />How to get magnetism after un-magnetized 360A, from easy to hard:<br />22D: Tager, Bang<br />5B-&gt;4D: Ragna<br />Walk a few frames, 5B-&gt;4D: Litchi, Lambda, Jin, Bang (but use 22D instead)<br />262D: Noel (easy), Haku (HARD!), Ragna (but use 5B-&gt;4D instead)<br />Walk the most you can, 5B xx Spark: Carl<br />Not possible, use 3C: Hazama, Tsubaki, Arakune, Taokaka.<br />note 360A walk forward gadget works on carl too but the timing is tight.<br />next edit 360A&gt;22D works on makoto.<br /><br />2B / 6A Combo<br />Damage bases on 2B, 6A combos does about 200 points more damage.<br /><br />2B / 6A &gt; 2C &gt; 623C &gt; JC (whiff) &gt; JB &gt; 5C &gt; 623C &gt; JC (whiff) &gt; lowest J2C &gt; 22D[3417 / 33]<br />^ Not magnetized, walk forward a bit after the first 623C.<br />Works on: Arakune, Tager, Bang, Rachel, Hakumen, Ragna, Jin, Taokaka.<br /><br />2B / 6A &gt; 2C &gt; 623C &gt; 236B &gt; 2B &gt; 2C &gt; 623C &gt; JC (whiff) &gt; lowest J2C &gt; 22D [3411 / 37<br />^ Not magnetized, walk forward a bit after the first 623C &amp; 236B<br />Works on: Ragna Noel, Taokaka, Litchi, Tsubaki, Tager<br /><br />2B / 6A &gt; 2C &gt; 623C &gt; 6C &gt; 623C &gt; JC (whiff) &gt; lowest J2C &gt; 22D [3268 / 30]<br />^ Not magnetized, walk forward a bit after both 623C.<br />Works on: Taokaka, Tager, Ragna, Jin, Noel, Lambda, Rachel, Hazama, Hakumen, Tsubaki, Arakune, Litchi<br /><br />2B / 6A &gt; 2C &gt; 623C &gt; 623C (whiff) &gt; 6B &gt; 2C &gt; 623C &gt; JC (whiff) &gt; lowest J2C &gt; 22D[3452 / 33]<br />^ Magnetized.<br /><br />2B / 6A &gt; 2C &gt; 623C &gt; JD (whiff) &gt; lowest J2C &gt; 2B &gt; 2C &gt; 623C &gt; JC (whiff) &gt; lowest J2C &gt; 22D [3614 / 38]<br />^ Magnetized.<br /><br />2B / 6A &gt; 2C &gt; 623C &gt; 623C (whiff) &gt; 6C &gt; J2C &gt; 2B &gt; 2C &gt; 623C &gt; JC (whiff) &gt; lowest J2C &gt; 22D[3659 / 42]<br />^ Magnetized.<br /><br /><br />6C Combo<br /><br />6C &gt; J2C &gt; 2B &gt; 2C &gt; 623C &gt; JC (whiff) &gt; JB &gt; 5C &gt; 623C &gt; JC (whiff) &gt; lowest J2C &gt; 22D[3651 / 42]<br />^ Not magnetized,<br />Works on: Arakune, Tager, Bang, Rachel, Hakumen, Ragna, Jin, Taokaka.<br /><br />6C &gt; J2C &gt; 2B &gt; 2C &gt; 623C &gt; 623C (whiff) &gt; 6B &gt; 2C &gt; 623C &gt; JC (whiff) &gt; lowest J2C &gt; 22D [3676 / 42]<br />^ Magnetized.<br /><br /><br />6C Counter Hit Combo<br /><br />6C CH &gt; JC &gt; 5C &gt; 623C &gt; JC (whiff) &gt; JB &gt; 5C &gt; 623C &gt; JC (whiff) &gt; lowest J2C &gt; 22D [3656 / 38]<br />^ Not magnetized, delay jump cancel after 6C, then do jump C right before landing.<br /><br />6C CH &gt; JC &gt; 5C &gt; 623C &gt; 623C (whiff) &gt; 6B &gt; 2C &gt; 623C &gt; JC (whiff) &gt; lowest J2C &gt; 22D [3685 / 39]<br />^ Magnetized , delay jump cancel after 6C, then do jump C right before landing.<br /><br />6C CH &gt; JC &gt; 5C &gt; 623C &gt; JD (whiff) &gt; lowest J2C &gt; 2B &gt; 2C &gt; 623C &gt; JC (whiff) &gt; lowest J2C &gt; 22D [3818 / 43]<br />^ Magnetized, delay jump cancel after 6C, then do jump C right before landing.<br /><br /><br />5C Counter Hit Combo<br /><br /><br />5C CH &gt; 6C &gt; 623C &gt; JC (whiff) &gt; JB &gt; 5C &gt; 623C &gt; JC (whiff) &gt; lowest J2C &gt; 22D <br />[3313 / 35]<br />^ Not magnetized.<br /><br />5C CH &gt; 6C &gt; 623C &gt; JD (whiff) &gt; lowest J2C &gt; 2B &gt; 2C &gt; 623C &gt; JC (whiff) &gt; lowest J2C &gt; 22D <br />[3470 / 39]<br />^ Magnetized.<br /><br />5C CH &gt; 6A &gt; 2C &gt; 623C &gt; JC (whiff) &gt; JB &gt; 5C &gt; 623C &gt; JC (whiff) &gt; lowest J2C &gt; 22D <br />[3576 / 38]<br />^ Not magnetized, also work with 5C air hit.<br /><br />5C CH &gt; 6A &gt; 2C &gt; 623C &gt; 623C (whiff) &gt; 6B &gt; 2C &gt; 623C &gt; JC (whiff) &gt; lowest J2C &gt; 22D <br />[3606 / 38]<br />^ Magnetized.<br /><br />5C CH &gt; 6A &gt; 2C &gt; 623C &gt; JD (whiff) &gt; lowest J2C &gt; 2B &gt; 2C &gt; 623C &gt; JC (whiff) &gt; lowest J2C &gt; 22D <br />[3738 / 42]<br />^ Magnetized.<br /><br /><br />J2C Combo<br /><br />J2C &gt; RC &gt; J2C &gt; 2B &gt; 2C &gt; 623C &gt; JD (whiff) &gt; J2C &gt; 2B &gt; 2C &gt; 623C &gt; JC (whiff) &gt; lowest J2C &gt; 22D [4256 / 34]<br />^ 50% Heat Gauge, magnetized.<br /><br />J2C &gt; RC &gt; J2C &gt; 2B &gt; 2C &gt; 623C &gt; 623C (whiff) &gt; 6B &gt; 2C &gt; 623C &gt; JC (whiff) &gt; lowest J2C &gt; 22D[4121 / 34]<br />^ 50% Heat Gauge, magnetized.<br /><br />J2C &gt; RC &gt; J2C &gt; 2B &gt; 2C &gt; 623C &gt; 6C &gt; 623C &gt; JC (whiff) &gt; lowest J2C &gt; 22D[3965 / 31]<br />^ 50% Heat Gauge.<br /><br /><br />5D Counter Hit Combo<br /><br />5D CH &gt; 623C &gt; 623C (whiff) &gt; 6C &gt; J2C &gt; 2B &gt; 2C &gt; 623C &gt; JC (whiff) &gt; lowest J2C &gt; 22D [3616 / 39]<br /><br /><br />5D CH &gt; 5C &gt; 623C &gt; JD (whiff) &gt; lowest J2C &gt; 2B &gt; 2C &gt; 623C &gt; JC (whiff) &gt; lowest J2C &gt; 22D [3675 / 39]<br />^ Distance specific.<br /><br />5D CH &gt; 5C &gt; 6A &gt; 623C &gt; JD (whiff) &gt; lowest J2C &gt; 2B &gt; 2C &gt; 623C &gt; JC (whiff) &gt; lowest J2C &gt; 22D[3647 / 42]<br />^ Distance specific.<br /><br />5D CH &gt; 5C &gt; 6A &gt; 623C &gt; 623C (whiff) &gt; 6B &gt; 2C &gt; 623C &gt; JC (whiff) &gt; lowest J2C &gt; 22D [3523 / 38]<br />^ Distance specific.<br /><br /><br />360A Combo<br /><br />360A &gt; 2B &gt; 623C &gt; JC (whiff) &gt; J2C &gt; 22D [3781 / 25]<br />^ Works on Tager<br /><br /><br />360A &gt; 5B &gt; 41236D &gt; 2C &gt; 623C <br />[3693 / 29]<br />^ doesn&#39;t work on Hazama, Tsubaki [Mike Z edit]<br /><br />360A &gt; 5B &gt; 41236D &gt; 236236B &gt; 236236B &gt; 2C &gt; 623C<br />[4700 / 17 before supers, 11 after]<br />^ 100% Heat Gauge.<br /><br />360A &gt; 22D<br />[2700 / 11]<br />^ Works on Tager &amp; Bang &amp; Makoto without magnetism, and everyone else except Arakune when Magnetized. [Mike Z edit]<br /><br /><br />360B Combo<br /><br />360B &gt; 5B &gt; 41236D &gt; 2C &gt; 623C[4517 / 33]<br /><br />360B &gt; 5B &gt; 41236D &gt; 236236B &gt; 236236B [5664 / ?? before supers, 11 after]<br /><br />360B &gt; 236A &gt; 22D<br />[3878 / 19]<br />^ Doesn&#39;t work on Arakune<br /><br />360B &gt; slightly walk forward 2B &gt; 623C &gt; lowest J2C &gt; 22D -- INVALID, techable after 623C, but for that much:<br />[4466 / 25]<br />^ Works on:bang, Tager, Noel, Lambda and Ragna.<br /><br />360B &gt; slightly walk forward 2B &gt; 2C &gt; 623C<br />[4556 / 29]<br />^ Works Tager (no need to walk), Noel, and Ragna. Work on all characters in the corner.<br /><br />360B &gt; 2B &gt; 2C &gt; 623C &gt; 41236D &gt; 236236B &gt; 236236B &gt; 2C &gt; 623C<br />[6165 / 34 before super, 11 after]<br />^ Corner combo<br /><br /><br /><br />2D Counter Hit Combo<br /><br />2D CH &gt; 5C &gt; 41236D &gt; 2C &gt; 623C &gt; 623C (whiff) &gt; 6B &gt; 2C &gt; 623C &gt; JC (whiff) &gt; lowest J2C &gt; 22D[4101 / 44] with 2C<br />[4082 / 47] with 5C &gt; 6A<br /><br /><br />2D CH &gt; 5C &gt; 41236D &gt; 2C &gt; 623C &gt; JD (whiff) &gt; lowest J2C &gt; 2B &gt; 2C &gt; 623C &gt; JC (whiff) &gt; lowest J2C &gt; 22D <br />[4226 / 48]<br /><br /><br />2C Combo<br /><br />2C &gt; 623C &gt; 623C (whiff) &gt; 6C &gt; J2C &gt; 2B &gt; 2C &gt; 623C &gt; JC (whiff) &gt; lowest J2C &gt; 22D [4052]<br />^ Magnetized.<br /><br />2C &gt; 623C &gt; 623C (whiff) &gt; 6B &gt; 236236B &gt; 236236B [6550]<br />^ Magnetized, 100% Heat Gauge<br /><br />2C &gt; 623C &gt; 623C (whiff) &gt; 236236B &gt; 236236B &gt; 2C &gt; 623C &gt; 41236D &gt; 2C &gt; 623C [6962]<br />^ Magnetized, 100% Heat Gauge<br /><br /><br /><br />2C Combo<br /><br />2C &gt; 623C &gt; 623C (whiff) &gt; 6C &gt; J2C &gt; 2B &gt; 2C &gt; 623C &gt; JC (whiff) &gt; lowest J2C &gt; 22D <br />[4052 / 39]<br />^ Magnetized.<br /><br />2C &gt; 623C &gt; 623C (whiff) &gt; 6B &gt; 236236B &gt; 236236B <br />[6550 / 15 before supers] - Might be able to follow with 2C &gt; AC for 11 bonus heat but I wasn&#39;t able to.<br />^ Magnetized, 100% Heat Gauge<br /><br />2C &gt; 623C &gt; 623C (whiff) &gt; 236236B &gt; 236236B &gt; 2C &gt; 623C &gt; 41236D &gt; 2C &gt; 623C <br />[6962 / 12 before supers, 28 after]<br />[6871 / 12 before supers, 11 after] If you stop at 2C &gt; 623C<br />^ Magnetized, 100% Heat Gauge<br /><br /><br />2C Fatal Counter Combo Note: Didn&#39;t actually retest any past the first one (which is the good one) since none of these are &quot;new&quot;, I believe.<br /><br />2C FC &gt; J2C &gt; 2B &gt; 2C &gt; 623C &gt; JC (whiff) &gt; lowest J2C &gt; 2B &gt; 236A &gt; 5C &gt; 6A &gt; 623C &gt; JC (whiff) &gt; lowest J2C &gt; 22D <br />[4297 / 53]<br />^ Center: Other than Hakumen, Bang and Rachel, Works on all characters in the corner.<br /><br />2C FC &gt; 5C &gt; 6B &gt; 2C &gt; 623C &gt; &gt; JC (whiff) &gt; lowest J2C &gt; 2B &gt; 236A &gt; 5C &gt; 6A &gt; 623C &gt; JC (whiff) &gt; lowest J2C &gt; 22D<br />^ Done close to opponent in the corner.<br /><br />2C FC &gt; J2C &gt; 2B &gt; 2C &gt; 623C &gt; JC (whiff) &gt; JB &gt; 236A &gt; 5C &gt; 6A &gt; 623C &gt; JC (whiff) &gt; lowest J2C &gt; 22D [4150]<br />^ Center: Other than Hakumen, Bang and Rachel, Works on all characters in the corner.<br /><br />2C FC &gt; 5C &gt; 6B &gt; 2C &gt; 623C &gt; JC (whiff) &gt; JB &gt; 236A &gt; 5C &gt; 6A &gt; 623C &gt; JC (whiff) &gt; lowest J2C &gt; 22D<br />^ Done close to opponent in the corner.<br /><br />2C FC &gt; J2C &gt; 2B &gt; 2C &gt; 623C &gt; JC (whiff) &gt; lowest J2C &gt; 2B &gt; 236A &gt; 5C &gt; 6C &gt; J2C &gt; 5B &gt; 4D<br />^ Back to the wall, situational.<br /><br />2C FC &gt; 5C &gt; 6B &gt; 2C &gt; 623C &gt; JD (whiff) &gt; lowest J2C &gt; 2B &gt; 236A &gt; 5C &gt; 6A &gt; 2C &gt; 623C &gt; JC (whiff) &gt; lowest J2C &gt; 22D [4479]<br />^ Magnetized.<br /><br /><br />Jump B Combo<br /><br /><br />JB &gt; 5A &gt; 5B &gt; 3C &gt; 22D<br />[1023 / 8]<br /><br />JB &gt; 2B &gt; 2C &gt; 623C &gt; JC (whiff) &gt; JB &gt; 5C &gt; 623C &gt; JC (whiff) &gt; lowest J2C &gt; 22D<br />[2876 / 36]<br />^ Not Magnetized, character specific.<br /><br />JB &gt; 2B &gt; 2C &gt; 623C &gt; 623C (whiff) &gt; 6B &gt; 2C &gt; 623C &gt; JC (whiff) &gt; lowest J2C &gt; 22D<br />[2900 / 36]<br />^ Magnetized.<br /><br /><br />Air Throw Combo<br /><br />Air Throw &gt; 5C &gt; 623C &gt; 623C (whiff) &gt; 6B &gt; 2C &gt; 623C &gt; 236B &gt; 22D[3884 / 38]<br />^ Magnetized, works on Arakune, Taokaka, Rachel and Hakumen<br /><br />Air Throw &gt; JC &gt; 5C &gt; 623C &gt; 623C (whiff) &gt; 6B &gt; 2C &gt; 623C &gt; 236B &gt; 22D[3953 / 45]<br />^ Magnetized, works on all characters.<br /><br />Air Throw &gt; 2B &gt; 2C &gt; 623C &gt; JC (whiff) &gt; J2C &gt; 22D [3332 / 25]<br />^ Works on all characters.<br /><br />Air Throw &gt; J2C &gt; 2B &gt; 2C &gt; 623C &gt; JC (whiff) &gt; J2C &gt; 22D [3504 / 30]<br />Air Throw &gt; JC &gt; 5C &gt; 623C &gt; JC (whiff) &gt; J2C &gt; 22D [3456 / 26]<br /><br />Air Throw &gt; 5C &gt; 6B &gt; 2C &gt; 623C &gt; JC (whiff) &gt; J2C &gt; 22D corner only and magnetized.<br />[3543 /31]<br /><br /><br />Jump D Air Counter Hit Combo<br /><br />JD air CH &gt; 623C &gt; 623C (whiff) &gt; 236236B &gt; 236236B &gt; 5C &gt; 41236D &gt; 2C &gt; 623C [7030 / 12 before super, 20 after]<br /><br /><br />623C Combo<br /><br />623C &gt; 623C (whiff) &gt; 6C &gt; J2C &gt; 2B &gt; 2C &gt; 623C &gt; JC (whiff) &gt; lowest J2C &gt; 22D [3298 / 39]<br />^ Magnetized.<br /><br /><br />41236D Combo<br /><br />41236D &gt; 5C &gt; 623C &gt; 623C (whiff) &gt; 6B &gt; 2C &gt; 623C &gt; JC (whiff) &gt; lowest J2C &gt; 22D [3012 / 35]<br /><br />41236D &gt; 5C &gt; 6A &gt; 623C &gt; 623C (whiff) &gt; 2C &gt; 623C &gt; JC (whiff) &gt; J2C &gt; 22D<br />[2937 / 32] - Remove 6A. Techable after 2nd 623C otherwise. Just don&#39;t use this.<br />^ Works on Bang &amp; Arakune.<br /><br /><br />4D Counter Hit Combo<br /><br />4D CH &gt; 5C &gt; 623C &gt; 623C (whiff) &gt; 6B &gt; 2C &gt; 623C &gt; JC (whiff) &gt; lowest J2C &gt; 22D <br />[2712 / 34]<br />^ Mid screen combo.<br /><br /><br />Sledge Hammer Follow Up Counter Hit Combo<br /><br />(236A/236B-&gt;) 236A CH &gt; 623C &gt; 623C (whiff) &gt; 6C &gt; J2C &gt; 2B &gt; 2C &gt; 623C &gt; JC (whiff) &gt; lowest J2C &gt; 22D <br />[4001 / 38] <br /><br />Astral combo&#39;s<br /><br />CH 4D&gt;astral:connects.<br />CH 2C&gt;astral: 4K for murder or do this stupid setup and be a troll don&#39;t care if you can win with it then go for it, just be sure to buffer 1080 when you connect and time that grab right.<br />gold burst&gt;astral: boring but eh a win&#39;s a win.<br />6C&gt;astral: it works but they have to be magnetized or you have to be close to connect...guess its good if you don&#39;t have spark and they are magnetized, I need to test it more.<br />CH J.D&gt;astral <br />


    Carl Combos

    Spoiler:
    Throws<br />http://www.youtube.com/user/Laetabil.../1/iOE9x0u83co<br /><br />Fatal CounterHits<br />http://www.youtube.com/user/Laetabil.../2/fGlrNSNmD4g<br /><br />Solo Carl:<br /><br />6A, SJ.C, J.2C, J.C, Jump Cancel, J.C, J.2C, Allegreto = 2688DMG<br />CH 6A, IAD, J.2C, Alle~can, SJ.B, J.C Jump Cancel, J.C, J.2C, Allegreto = 2617DMG<br />CORNER ONLY: CH 6A, IAD, J.2C, Alle~can, J.2C, Alle~can, SJ.C, J.2C, J.C, Jump Cancel, J.B, Allegreto = 2724DMG<br />CORNER ONLY: CH 6A, IAD, J.2C, Alle~can, 5C, SJ.C, J.2C, J.C, Jump Cancel, J.C, Allegreto = 2855DMG<br /><br />FCH J.B, 66, J.2C, Alle~can, J.2C, Alle~can, SJ.B, J.C, J.B, Jump Cancel, J.B, Allegreto = 3492DMG<br />FCH J.B, 66, 5C, SJ.C, J.2C, J.C, Jump Cancel, J.C, J.2C, Allegreto = 3625DMG<br /><br />AirDash, J.B, J.C, 5B,2B, 3C, IAD, J.2C, Alle~can, 5C, SJ.C, J.2C, J.C, Jump Cancel, J.B, Allegreto = 3616DMG<br />AirDash, J.B, J.C, 5B, 2B, 6B, Cantible, RC, J.2C, J.B, J.C, 5B, 2B, 3C, IAD, J.2C, Alle~can, 6A, SJ.B = 3312DMG<br />So, Solo Carl should only spend tension when baiting burst<br /><br />While opponent is in FC, Carl can still do 2C, A-Vivace, 2C.<br /><br /><br />5B (BLOCKED), 632146C, RC, 66, 6C(CHARGE), 22]D[, 6C (UB), 5B, 2B, 3C, J.2C, Alle~can, 2]D[, 5C, J.C, 8]D[ (2HIts), 5C, J.B, Allegreto, 8]D[, IAD, J.2C, J.B, 2]B[ (Gains 50% Heat), 5C, 632146C, 8]D[ (During super flash).<br /><br />The 5C, 632146C does not combo, but this particular set-up gives DMG off off every action the opponent does, with a very few exceptions. (Haku can forward tech &amp; counter the 8]D[, Rachel can forward tech &amp; 8-wind)...<br /><br /><br />The 2]D[ loop<br /><br />The timing will only be reliable for de/reactivate after an 8D.<br /><br />2D loop set ups include, but aren&#39;t limited to:<br />2A &gt; 2B &gt; 3C &gt; IAD Allecan &gt; 5C &gt; j.B &gt; 8D<br />whatever &gt; 5B &gt; 2B &gt; 2D release &gt; 6B &gt; RC &gt; 5B &gt; 2D hit<br />Allecan &gt; 5B &gt; 5C &gt; 6D &gt; j.C &gt; 2B &gt; 3C &gt; j.2C Allecan &gt; 2D<br />6A &gt; sj.B &gt; Allegretto &gt; 8D<br />blocked sandwich pressure &gt; vivace A &gt; 4D hit &gt; vivace A &gt; forward dash &gt; opponent crosses over &gt; 5B &gt; sj.B &gt; Allegretto &gt; 8D<br />CON throw &gt; 2D &gt; j.2C Allecan<br />(more to be included, I&#39;m at work, and trying to do this off the top of my head. Kyle, add more if you can.)<br /><br />off of any 8D set up, you&#39;re going to IAD j.2C+2D release at about Nirvana&#39;s chest level. You can let her deactivate after the 8D and reactivate during IAD. In most cases, you&#39;re going to get two reps with j.C and one with j.B.<br /><br />After j.2C 2D release, it&#39;s j.C 2D, don&#39;t mash this out. Something about this can make nothing come out at all, plus it&#39;s smart to know timings for your inputs anyway. You may think you&#39;ll have more of a chance to get the right input, but this has caused more problems for me than good. Learn the timing.<br /><br />Once 2D hits, you&#39;re either going to be on the same side as when you started, or your opponent will have bounced over you, no matter.<br /><br />Same side:<br />Backdash, repeat. Setup &gt; j.2C 8D &gt; backdash &gt; 9j.2C 2D release &gt; j.C 2D hit &gt; backdash &gt; 9j.2C 2D release &gt; j.B 2D hit...<br /><br />If your opponent bounces over you, it&#39;s because your jC 2D hit a little high, but this isn&#39;t a problem.<br />I would say backdash, and then keep walking. Yes, just hold 4 and D. If they did bounce behind you, you will backdash and walk back to your original side and continue normally. If you don&#39;t walk nirvana with you though, the backdash and walk back will have put you out of range for the next 2D to hit, so when re adjusting that set up, remember: you&#39;re basically moving the whole set up a little bit further back. This included your opponents higher bounce back, you walking back, and nirvana walking with you. All three must be positioned correctly for you to continue/pick up your combo.<br />After backdash, just hold 4D, like I said. You&#39;ll be moving the set up closer again. Use 9jump and j.1C release 1D for this rep. Yes, 1D. This moves nirvana SLIGHTLY during your j.1C animation, and makes sure that she&#39;s in range if you&#39;re not sure she walked far enough. This is only a slight movement for her, but helps for added security. We don&#39;t want our opponent to tech here, ever.<br /><br />follow up &gt; j.2C Allegretto &gt; 8D for this is the same, but you want to hit the j.2C a little higher than before, preferably moving nirvana a little closer, as well, with the use of 7jump or 7D input. This is for two hit 8D ender. I usually see it done/get it to work myself by not backdashing for the ender. It helps to stay almost directly under the opponent, then 7j.2C[D] &gt; 214C7]D[. This will hopefully get them to hit the back of 8D, and bounce once more onto the outer shockwave (2nd hit.) It is safe to de/reactivate nirvana here, and the timing of that is completely up to you. I usually see reactivation done right before the jump, or during the j.2C, but this is player preference.<br /><br />I&#39;ll post the whole loop, complete with 3 reps, off of a 2A. This will be the most you can get from 2A, so you&#39;re not going to have the option of volante or 4D loops. (I say this, because I fear multiple 2D loops off of moves that prorate well will soon become obsolete, and will be replaced with 8D, Volante, and 4D reps, for optimum damage.)<br /><br />Since you can&#39;t get those reps off of 2A, here is the optimum 2A starter version.<br />I&#39;ll try and make the notation as detailed as possible.<br /><br />2A &gt; 2B &gt; 3C &gt; 22D &gt; IAD j.2C Allecan &gt; j.B &gt; j.C &gt; 8D &amp; Deactivate &gt; [D] j.2C + 2]D[ &gt; j.C &gt; 2D hit (adjust spacing if needed)&gt; j.2C+2D Release &gt; j.C &gt; 2D hit (adjust spacing if needed)&gt; j.2C+2D Release &gt; j.B &gt; 2D Hit (readjust spacing, stay almost under opponent this time) (Deactivate) &gt; 7j.2C (slightly higher) &gt; j.2C[D] (Nivana reactivation) &gt; 214C7]D[.<br /><br />A few more details to add onto Kyle/Zong&#39;s break down.<br />-8]D[ &amp; 2]D[ both have (2) different hit effects.<br />2]D[ hits grounded(opponent too close to the floor) opponent, they launch pretty high<br />2]D[ hits aerial opponent, they launch MASSIVELY high<br />8]D[ hits twice simultaneously, no launch, the opponent just falls to the floor<br />8]D[ hits stagger, launch much higher<br />In order to do the 2]D[ loops combos, you must get the aerial 2]D[ launch &amp; the 8]D[ staggered hits or release 8]D[ much sooner such that the opponent hits the projectile meaty.<br /><br />The appropriate starters really depend on the spacing of Nirvana/opponent.<br />Here&#39;s what I find successful:<br />SUMMON COMBO...2B, 3C, 22]D[, IAD, J.2C, Alle~can, J.B, J.C, 8]D[ (staggered hits), deactivate, reactivate, J.2C...<br />OPPONENT FAR AWAY NO SUMMON...6A, SJ.B, Allegreto, 8]D[ (Staggered), IAD, J.2C, J.C, 2]D[...<br />SUMMON COMBO, NIRVANA MUST CONTINUOUSLY WALK BACKWARDS...2B, 3C, 22]D[, IAD, J.2C, Alle~can, J.B, Allegreto, 8]D[ (Hits staggered), deactivate, IAD, Reactivate, J.2C, J.C, 2]D[...<br /><br />Lastly, for the actual inputs.<br />-J.2C is input BEFORE 2]D[ is input<br />-Listen for a rhythm. 1,2,3,wait, 4<br />7-jump, J.1C, 1]D[, wait, [C]<br /><br />Character specific grounded BnB&#39;s<br /><br />While striving to preserve Nirvana&#39;s health, limit my opponent defensive options <br />and keep them grounded, I have come up with these BnB. Wether you choose to use 6C <br />or cantible RC to force them standing is up to the player. Here&#39;s a break down of character classes too.<br /><br />FatAss: Tager, Ada<br />BigAss: Haku-men, Hazama, Jin, Litchi, Noel, Lambda#11, Mu#12<br />Weird &amp; fun: Arakune, Ragna, Tao<br />Shitty: Bang, Carl, Makoto, Rachel, Tsubaki<br /><br /><br />Carl vs Arakune:<br />Standing: 5B, 6B, SSJ.2C, Alle~can...<br />Crouching: 5B, 6B, J.2C, Alle~can...<br /><br />Carl vs Ada:<br />Standing: J.B, J.C, J.B (toward or backwards) <br /><br />Carl vs Bang:<br />Standing: 5B, 5C, 6]D[, J.2C, J.B, J.C...<br />Crouching: 5B, 6B, J.2C, Alle~can...<br /><br />Carl vs Carl:<br />Standing: 5B, 5C, 6]D[, J.2C, J.B, J.C...<br />Crouching: 5B, 6B, J.2C, Alle~can...<br /><br />Carl vs Haku-men:<br />Standing: 5B, 6B, J.B, J.C, J.B, 5B, 6B, J.B, J.C, J.B...<br />Crouching: 5B, 6B, J.2C, Alle~can...<br /><br />Carl vs Hazama:<br />Standing: 5B, 6B, J.B, J.C, J.B, 5B, 6B, J.B, J.C, J.B...<br />Crouching: 5B, 6B, J.2C, Alle~can...<br /><br />Carl vs Jin:<br />Standing: 5B, 6B, J.B, J.C, J.B, 5B, 6B, J.B, J.C, J.B...<br />Crouching: 5B, 6B, J.2C, Alle~can...<br /><br />Carl vs Litchi:<br />Standing: 5B, 6B, J.B, J.C, J.B, 5B, 6B, J.B, J.C, J.B...<br />Crouching: 5B, 6B, J.2C, Alle~can...<br /><br />Carl vs Makoto:<br />Standing: 5B, 5C, 6]D[, J.2C, J.B, J.C...<br />Crouching: 5B, 6B, J.2C, Alle~can...<br /><br />Carl vs Noel:<br />Standing: 5B, 6B, J.B, J.C, J.B, 5B, 6B, J.B, J.C, J.B...<br />Crouching: 5B, 6B, J.2C, Alle~can...<br /><br />Carl vs Rachel:<br />Standing: 5B, 5C, 6]D[, J.2C, J.B, J.C...<br />Crouching: 5B, 6B, J.2C, Alle~can...<br /><br />Carl vs Ragna:<br />Standing: 5B, 6B, SSj.2C, Alle~can<br />Crouching: 5B, 6B, J.2C, Alle~can...<br /><br />Carl vs Tager:<br />Standing: 5B, 6B, J.2C, J.B, J.C, JumpCancel, J.2C, J.B, J.C, 5B...<br />Standing: Airdash, J.A, J.A, J.A, J.2C, J.A, J.A, J.2C, J.A, J.A, J.2C, Alle~can, 5B<br />Crouching: 5B, 6B, J.2C, Alle~can...<br /><br />Carl vs Taokaka:<br />Standing: 5B, 6B, J.A, J.2C, Alle~can, 2B, 6B, J.A, J.2C, Alle~can...<br />Crouching: 5B, 6B, J.2C, Alle~can...<br /><br />Carl vs Tsubaki:<br />Standing: 5B, 5C, 6]D[, J.2C, J.B, J.C...<br />Crouching: 5B, 6B, J.2C, Alle~can...<br /><br />Carl vs Lambda#11:<br />Standing: 5B, 6B, J.B, J.C, J.B, 5B, 6B, J.B, J.C, J.B...<br />Crouching: 5B, 6B, J.2C, Alle~can...<br /><br />Carl vs Mu#12:<br />Standing: 5B, 6B, J.B, J.C, J.B, 5B, 6B, J.B, J.C, J.B...<br />Crouching: 5B, 6B, J.2C, Alle~can...<br /><br />Ideally, every combo will end in 5B followed by some sort of mix-up. I prefer to use the first (4) options as they continuously leave my opponent in a grounded hitstun. <br /><br />5B, IAD, J.2C, Alle~can, 5B, 6B, 6]D[. A-Vivace, 5B...<br />5B, 5C, 63214]D[, Break low/overhead stuff<br />5B, 5C, 3]D[, Late Air dash, J.B, J.C, 5B<br />5B, 5C, 6]D[, Late airdash, J.A, J.A, J.A, J2.C, J.B, 3]D[, 5B...<br />5B, 6B, A-Vivace, 4]D[, A-Vivace, 66, 5B, J.B, Allegreto, 8]D[, IAD, J.2C, J.C, 2]D[...<br />5B, 6B, 8]D[ (to punish opponent jumps &amp; backdashes)<br />etc.<br /><br />A mix-up I was trying desperately to implement was 5B, 5C, ConAnima, A-Vivace, BREAK, J.B, J.C, J.B.<br />This is a fuzzy guard against:Carl, Ragna, Tager, Haku-men, Hazama, Jin, Litchi, Noel, Lambda#11, Mu#12.<br />This does not work unless the opponent dedicates them self to guard low. Low blocking after ConAnima BREAK does force standing and can be used as a fuzzy, BUT, the opponent can jump/attack/stand block without additional recovery. In MOST CASES the opponent will be mashing them buttons. =(<br /><br /><br />FROM ZOOGS<br /><br />Okay guys here we are. One of the reasons there hasn&#39;t been a consolidate list of Carl + Nirvana combos is because he has way too many options and freedoms in his combos (especially when we&#39;re talking about his juggle combos). There really are no BnB&#39;s when it comes to Carl unless we&#39;re talking about solo combos. Another reason is because his combos are so darn obnoxious to type out and describe the many nuances you have to do to make them work.<br /><br />Any juggle combo you see either in a video or typed out in any post in the Carl threads are merely one&#39;s own preference for that particular situation. Look at any of the awesome Carls in AutonomousR&#39;s Youtube Channel and you&#39;ll see that they don&#39;t all do the same combos. You may see the same moves but the order may vary as well. So when I post these combos and you practice them you may find a variant that is easier, or does more damage, or both. That&#39;s fine. <br /><br />There are so many nuances to understand about how the combo system works. Basically I and other Carl players figure these things out by practicing these combos. Only then you&#39;ll understand how I developed (or copied) these combos and you&#39;ll eventually find yourself making up your own combos from various scenerios.<br /><br />[D] means you&#39;re holding down Drive<br />]D[ means you&#39;re releasing the Drive button. If you see his symbol consecutively then assume that you should be holding down the Drive button by the time you reach the next ]D[.<br />N-Nirvana&#39;s position<br />O-The opponent&#39;s position<br />C-Carl&#39;s position<br /><br />ex: CON means the opponent is sandwiched between Carl and Nirvana.<br /><br />---Teleport combos--- (Nirvana can be anywhere)<br />2A<br />2A-2B-3C- 22]D[- IAD- j.2C allecan- j.B- j.C 8]D[- j.2C+]D[- j.C- *2D hits*- j.2C+[D]- 2147]D[+C (you actually wanna let go of the D before you press C)<br />- After you input the 22D you and nirvana should be on opposite sides of the opponent<br /><br />A vid showing more damaging options (they&#39;re harder):<br />http://www.youtube.com/user/Laetabil.../3/EEiJTulK_Zw<br /><br />2B<br />2B- 3C - 22]D[ - IAD - j.2C allecan- j.B- j.C - 8]D[- j.2C+]D[- j.C- *2D hits*- 5C- 421]D[- j.2C allecan- j.B- j.C - 8]D[-j.2C+]D[- j.C- *2D hits*- j.2C+[D]- 2147]D[+C- fermata 214214]D[<br /><br />2B- 3C - 22]D[ - IAD - j.2C allecan- j.B- j.C - 8]D[- j.2C+]D[- j.C- *2D hits*- 4]D[ - 5C- *4D hits*- dash away from nirvana- 5C/5B when the opponent falls b/w you and Nirvana- j.B- j.214C - 8]D[- IAD- j.2C+]D[- j.C- *2D hits*- j.2C+[D]- 2147]D[+C- fermata 214214]D[<br /><br />3C<br />3C - 22]D[- IAD - j.2C allecan- j.B- j.C - 8]D[- j.2C+]D[- j.C- *2D hits*- 5C- 421]D[- j.2C allecan- j.B- j.C - 8]D[-j.2C+]D[- j.C- *2D hits*- j.2C+[D]- 2147]D[+C- fermata 214214]D[<br /><br />3C - 22]D[- IAD - j.2C allecan- j.B- j.C - 8]D[- j.2C+]D[- j.C- *2D hits*- 4]D[ - 5C- *4D hits*- dash away from nirvana- 5C/5B when the opponent falls b/w you and Nirvana- j.B- j.214C - 8]D[- IAD- j.2C+]D[- j.C- *2D hits*- j.2C+[D]- 2147]D[+C- fermata 214214]D[<br /><br />Hard but practical<br />3C - 22]D[- IAD - j.2C allecan- j.B- j.C - 8]D[- j.2C+]D[- j.C- *2D hits*- 5C- 421]D[- j.2C allecan- 4]D[ - 5C - j.B - *4D hits*- dash away from nirvana- 5C/5B when the opponent falls b/w you and Nirvana- j.B- j.214C - 8]D[- IAD- j.2C+]D[- j.C- *2D hits*- j.2C+[D]- 2147]D[+C- fermata 214214]D[<br /><br />More ideas (works on all characters):<br />http://www.youtube.com/user/Laetabil.../5/dbzdA6cFiks<br /><br />Cantible (623C)<br />5B - 6B - 623C - 22]D[ - 5B - sj.B - j.C - 623]D[ - j.C- j.214C (on some characters you can do a j.2C after the second j.C before doing a j.214C)<br /><br />Forward throw<br />5B+C- 22D- IAD- j.2C allecan- j.B- j.C- 8]D[- j.2C+]D[- j.C- *2D hits*- 5C- 421]D[- j.2C allecan- j.B- j.C - 8]D[-j.2C+]D[- j.C- *2D hits*- j.2C+[D]- 2147]D[+C- fermata 214214]D[<br /><br />5B+C- 22D- IAD- j.2C allecan- j.B- j.C- 8]D[- j.2C+]D[- j.C- *2D hits*- 4]D[ - 5C- *4D hits*- dash away from nirvana- 5C/5B when the opponent falls b/w you and Nirvana- j.B- j.214C - 8]D[- IAD- j.2C+]D[- j.C- *2D hits*- j.2C+[D]- 2147]D[+C- fermata 214214]D[<br /><br /><br />other combos (harder but worth the damage):<br />http://www.youtube.com/user/Laetabil.../0/kuMrBVpFcqg<br />http://www.youtube.com/user/Laetabil.../8/iOE9x0u83co<br /><br />Back throw<br />4B+C- 22]D[- vivace A- 5C/5B- j.B - j.C - 8]D[ - j.2C+]D[- j.C- *2D hits*- 5C- 421]D[- j.2C allecan- j.B- j.C - 8]D[-j.2C+]D[- j.C- *2D hits*- j.2C+[D]- 2147]D[+C- fermata 214214]D[<br /><br />4B+C- 22]D[ - vivace A- 5C/5B- j.B - j.C - 8]D[ - j.2C+]D[- j.C- *2D hits*- 4]D[ - 5C- *4D hits*- dash away from nirvana- 5C/5B when the opponent falls b/w you and Nirvana- j.B- j.214C - 8]D[- IAD- j.2C+]D[- j.C- *2D hits*- j.2C+[D]- 2147]D[+C- fermata 214214]D[<br /><br />More Ideas: <br />http://www.youtube.com/user/Laetabil.../8/iOE9x0u83co<br /><br />Airthrow<br />j.B+C- 22]D[- 5C - sj.B- j.C - 623]D[ - j.C/j.2C - 214C<br /><br />Low to the ground<br />j.B+C - 22]D[ - 66 (the opponent should now be b/w you and Nirvana)-5B - j.B - j.C -8]D[- j.2C+]D[- j.C- *2D hits*- 5C- 421]D[- j.2C allecan- j.B- j.C - 8]D[-j.2C+]D[- j.C- *2D hits*- j.2C+[D]- 2147]D[+C- fermata 214214]D[<br /><br />j.B+C - 22]D[ - 66 (the opponent should now be b/w you and Nirvana)-5B - j.B - j.C -8]D[- j.2C+]D[- j.C- *2D hits*- 4]D[ - 5C- *4D hits*- dash away from nirvana- 5C/5B when the opponent falls b/w you and Nirvana- j.B- j.214C - 8]D[- IAD- j.2C+]D[- j.C- *2D hits*- j.2C+[D]- 2147]D[+C- fermata 214214]D[<br /><br />More ideas:<br />http://www.youtube.com/user/Laetabil.../1/MWWW2vKPT-Q<br />http://www.youtube.com/user/Laetabil.../8/iOE9x0u83co<br /><br />---CON---<br />2A<br />2A- 2B - 3C - (j.2C+]D[- j.C- *2D hits*)x2 - *- j.2C+[D]- 2147]D[+C<br /><br />2B<br />2B - 3C- j.2C allecan- j.B- j.C- 8]D[- j.2C+]D[- j.C- *2D hits*- 5C- 421]D[- j.2C allecan- j.B- j.C - 8]D[-j.2C+]D[- j.C- *2D hits*- j.2C+[D]- 2147]D[+C- fermata 214214]D[<br /><br />2B - 3C - j.2C allecan- j.B- j.C - 8]D[- j.2C+]D[- j.C- *2D hits*- 4]D[ - 5C- *4D hits*- dash away from nirvana- 5C/5B when the opponent falls b/w you and Nirvana- j.B- j.214C - 8]D[- IAD- j.2C+]D[- j.C- *2D hits*- j.2C+[D]- 2147]D[+C- fermata 214214]D[<br /><br />2B- 3C- j.2C+]D[- j.C- *2D hits*- 5C- 421]D[- j.2C allecan- 4]D[ - 5C - j.B - *4D hits*- dash away from nirvana- 5C/5B when the opponent falls b/w you and Nirvana- j.B- j.214C - 8]D[- IAD- j.2C+]D[- j.C- *2D hits*- j.2C+[D]- 2147]D[+C- fermata 214214]D[<br /><br />4D<br />Have Nirvana do 4D. Right before you the first hit of her 4D hits the opponent A vivace behind the opponent to cross them up. Then A vivace back to your original position. After this dash away from Nirvana then do- 5C/5B - j.B - j.214C- 8]D[ - IAD - j.2C+]D[- j.C- *2D hits*- 5C - 421]D[ - j.2C allecan - j.B - j.C - 8]D[ - j.2C+]D[- j.B- *2D hits*- j.2C+[D]- 2147]D[+C- fermata 214214]D[<br /><br />8D<br />8]D[ - j.2C+]D[- j.C- *2D hits*- 5C- 421]D[- j.2C allecan- 4]D[ - 5C - j.B - *4D hits*- dash away from nirvana- 5C/5B when the opponent falls b/w you and Nirvana- j.B- j.214C - 8]D[- IAD- j.2C+]D[- j.C- *2D hits*- j.2C+[D]- 2147]D[+C- fermata 214214]D[<br /><br />Unblockable hits<br />Perform a ground combo or blockstring that leads into a setup where Nirvana hits the opponent with 2D and Carl hits the opponent low with either 2B, 6B, or 3C. If you were initially doing a ground combo time it so that unblockable setup does not combo from the previous ground combo. Also make sure that the 2D hits last<br />2B/6B/3C - 2D - j.2C allecan - 5C - 421]D[ - j.2C allecan- j.B- j.C - 8]D[-j.2C+]D[- j.C- *2D hits*- j.2C+[D]- 2147]D[+C- fermata 214214]D[<br /><br />2B/6B/3C - 2D - j.2C allecan - 5C- 421]D[- j.2C allecan- 4]D[ - 5C - j.B - *4D hits*- dash away from nirvana- 5C/5B when the opponent falls b/w you and Nirvana- j.B- j.214C - 8]D[- IAD- j.2C+]D[- j.C- *2D hits*- j.2C+[D]- 2147]D[+C- fermata 214214]D[<br /><br />Forward Throw<br />5B+C - 2]D[ - j.2C allecan - *2D hits* - j.2C allecan - 5C- 421]D[- j.2C allecan- 4]D[ - 5C - j.B - *4D hits*- dash away from nirvana- 5C/5B when the opponent falls b/w you and Nirvana- j.B- j.214C - 8]D[- IAD- j.2C+]D[- j.C- *2D hits*- j.2C+[D]- 2147]D[+C- fermata 214214]D[<br /><br />5B+C - j.2C+]D[- j.C- *2D hits*- 5C- 421]D[- j.2C allecan- 4]D[ - 5C - j.B - *4D hits*- dash away from nirvana- 5C/5B when the opponent falls b/w you and Nirvana- j.B- j.214C - 8]D[- IAD- j.2C+]D[- j.C- *2D hits*- j.2C+[D]- 2147]D[+C- fermata 214214]D[<br /><br />Airthrow<br />j.B+C - 2]D[ - 5C - *2D hits* - 5C- 421]D[- j.2C allecan- 4]D[ - 5C - j.B - *4D hits*- dash away from nirvana- 5C/5B when the opponent falls b/w you and Nirvana- j.B- j.214C - 8]D[- IAD- j.2C+]D[- j.C- *2D hits*- j.2C+[D]- 2147]D[+C- fermata 214214]D[<br /><br />---NCO---<br />These combos assume that Nirvana is really close behind Carl. In some situations while you are doing Carl’s part of the combo you’ll need to walk Nirvana forward some:<br /><br />Cantible (623C)<br />5B- 6B - 623C (walk Nirvana forward if needed) - 2]D[ - 5B - *2D hits*- Vivace B - 5C- 421]D[- j.2C allecan- j.B- j.C - 8]D[-j.2C+]D[- j.C- *2D hits*- j.2C+[D]- 2147]D[+C- fermata 214214]D[<br /><br />Airthrow<br />j.B+C - 2]D[ - 5C - Vivace A/B - 5C- 421]D[- j.2C allecan- j.B- j.C - 8]D[-j.2C+]D[- j.C- *2D hits*- j.2C+[D]- 2147]D[+C- fermata 214214]D[<br /><br />j.B+C - 2]D[ - 5C - Vivace A/B - 5C- 421]D[- j.2C allecan- 4]D[ - 5C - j.B - *4D hits*- dash away from nirvana- 5C/5B when the opponent falls b/w you and Nirvana- j.B- j.214C - 8]D[- IAD- j.2C+]D[- j.C- *2D hits*- j.2C+[D]- 2147]D[+C- fermata 214214]D[<br /><br />Other ideas:<br />For more airthrow combos as wells as the front and back throw you can use the same combos from the teleport section. You just don’t have to do 22D. =) <br /><br />


    Hazama Combos

    Spoiler:
    The thread will be split up into the following sections:<br /><br />1. Bread n&#39; Butter Combos<br />2. Throw Combos<br />3. Drive Starter Combos<br />4. Jayoku Houtenjin Punishment Combos<br />5. Mid-Screen Combos<br />6. Corner Combos (Hazama in Corner)<br />7. Corner Combos (Opponent in Corner)<br />8. Character Specific Combos<br />9. Stylish Combos (Mostly Impractical)<br />10. Combos Into Astral Heat<br /><br />Notes before reading the Combos: <br /><br />- The BnB combos in green are generally the most common ones you&#39;ll find yourself using mid-screen.<br /><br />-Some of Hazama&#39;s combos can be very difficult to complete successfully since a lot of them require exact timing and placement relative to your opponent. All of the characters have different hitboxes, and your position should be adjusted accordingly.<br /><br />- Improvisationand hit-confirming is a key element to using Hazama successfully. Many of his starters can become one of the attacks in the middle of a combo depending on your opponent&#39;s position. An example would be attacking from 6D~A &gt; 623D when your opponent is in the air and following up with the rest of the combo.<br /><br />- In any of the combos, 214D~C can be charged for a solid damage increase. Usually around an extra 200 damage depending on the proration. Level 2 version also allows for longer combos due to more hitstun, SO PLEASE USE LEVEL 2<br /><br />- Damage is subject to change for all of the following combos.<br /><br />Notations:<br />(CH) = Counter Hit<br />(FC) = Fatal Counter<br />(JC) = Jump Cancel<br />(RC) = Rapid Cancel<br /><br />(Dash) = Optional dash depending on distance from opponent. No Parentheses = Not Optional<br />(Adjust) = Adjust Hazama’s distance from the opponent to connect the following attack.<br />[??? x N] = Repeat the move N amount of times.<br />j.214B# = [j.C x 5] &gt; (JC) [j.C x 5] &gt; j.214B<br /><br /><br />1. Bread n&#39; Butter Combos<br /><br />5B &gt; 3C &gt; 214D~C(2) &gt; (Dash) 5C(2) &gt; 2C &gt; 4D~A &gt; 4D~D &gt; j.214B#<br />Damage: 3134 (With 5C Starter) ~3485<br />-NOTE:5B version nets 36% meter gain; 5C version nets 37% meter gain<br /><br />5B &gt; 3C &gt; 214D~C(2) &gt; (Dash) 5C(2) &gt; 2C &gt; 4D~A &gt; 623D<br />Damage: ~2551 (With 5C Starter) ~2844<br />-NOTE: This combo should only be used if you&#39;re trying to either position them into the corner for a bigger combo, such as dash 3C Hotenjin or dash 2B 5C 2C 4D combos OR to position them in/out of the corner for better pressure/mixup. You should not do this combo just because.<br /><br />5B &gt; 3C &gt; 214D~C(2) &gt; (Dash) 5C(2) &gt; (JC) [j.C x 5] &gt; (Land) 2C &gt; 4D~D &gt; j.214B#<br />Damage: ~3078 (With 5C Starter) 3424<br />-NOTE: Both versions gain 43% meter; if clean start with 5B or 5C this is the preferable BnB since it does the most damage and gives the most meter OUTSIDE OF RELAUNCH COMBOS<br /><br />2A &gt; 5B &gt; 3C &gt; 214D~C(2) &gt; (Dash) 5C(2) &gt; 2C &gt; 4D~A 4D~D &gt; j.214B#<br />Damage: 2345<br /><br />-NOTE: Removed the 4DA 4DA 4DD BnB combo because even if it hits, they&#39;re able to tech before they land, able to punish Hazama with a huge combo.<br /><br />2 . Throw Combos<br /><br />-NOTE: Removed the 6DD jB combo.<br /><br />Neutral Throw &gt; 6D~A 6D &gt; 623D &gt; (dash) 3C &gt; Hotenjin &gt; (dash ) 214D~C(2) &gt; 5C(2) &gt; 2C &gt; 4D~A &gt; 4D~D &gt; j214B#<br />Damage: 5178<br />Note: Combo only works on Ragna, Bang, Hakumen, Tsubaki, Lambda-11, Tager, Taokaka and Mu.<br />-NOTE: Providing an alternate combo for each character:<br />JIN: Neutral Throw &gt; 6D~A &gt; jump forward &gt; j9D &gt; 623D &gt; dash &gt; 3C &gt; Hotenjin &gt; Dash &gt; 214D~C(2) &gt; 5C(2) &gt; 2C &gt; 4D~A &gt; 4D~D &gt; j214B#<br />Damage: 5178 Meter Gain: 51%<br />RACHEL, ARAKUNE: Neutral Throw &gt; 6D~A &gt; 623D &gt; Dash &gt; 3C &gt; Hotenjin &gt; Dash &gt; 214D~C(2) &gt; 5C(2) &gt; 2C &gt; 4D~A &gt; 4D~D &gt; j214B#<br />Damage: 5124 Meter Gain: 48%<br />CARL: Neutral Throw &gt; 6D~A &gt; Dash &gt; 623D &gt; Dash &gt; 3C &gt; Hotenjin &gt; Dash &gt; 214D~C(2) &gt; 5C(2) &gt; 2C &gt; 4D~A &gt; 4D~D &gt; j214B#<br />Damage: 5124 Meter Gain: 48%<br />HAZAMA, LITCHI, VALKENHAYN: Neutral Throw &gt; 6D~A &gt; Dash &gt; 6D~A &gt; 623D &gt; Dash &gt; 3C &gt; Hotenjin &gt; Dash &gt; 214D~C(2) &gt; 5C(2) &gt; 2C &gt; 4D~A &gt; 4D~D &gt; j214B#<br />Damage: 5178 Meter Gain: 51%<br />NOEL, MAKOTO: Neutral Throw &gt; 6D &gt; 623D &gt; Dash &gt; 3C &gt; Hotenjin &gt; Dash &gt; 214D~C(2) &gt; 5C(2) &gt; 2C &gt; 4D~A &gt; 4D~D &gt; j214B#<br />Damage: 5124 Meter Gain: 48%<br /><br />Backthrow &gt; 5D~D &gt; jC(1) &gt; JC &gt; jC(5) &gt; (Land) 2C &gt; 4D~D &gt; j.214B#<br />Damage: ~2904 Meter Gain: 41%<br />Note: Combo doesn’t work on Jin, Rachel, Carl, and Hazama.<br />-Note: Contributed by DioBrando. I feel this is the best back throw combo outside of relaunch combos for damage/meter gain.<br /><br />Backthrow &gt; 236236B &gt; (Adjust) 214D~C &gt; 5C &gt; 2C &gt; 4D~A &gt; 4D~D &gt; j.214B# *50 Heat*<br />Damage: ~4087<br /><br />-Note: Removed the back throw into 632146 super; If anyone ever does this combo I will find you and gut you.<br /><br />Air Throw &gt; 4D~D &gt; [COLOR=&quot;#ff0000&quot;]2C &gt; 4D~A &gt; 4D~D &gt; j.214B#<br />Damage: [b]3036]/b] Meter Gain: 32<br /><br />Air Throw &gt; 2D~D &gt; 2B &gt; 5C(2) &gt; 2C &gt; 4D~A &gt; 4D~D &gt; j.214B#<br />Damage: 2705 Meter Gain: 32%<br />Note: 2D~D is meant to miss the opponent so 2B can connect afterwards.<br /><br />3. Drive Starter Combos<br /><br />5D~D &gt; j.2C &gt; (Land) 5B &gt; 3C &gt; 214D~C &gt; (Dash) 5C &gt; 2C &gt; 4D~D &gt; j.214B#<br />Damage: ~2561<br /><br />5D~D &gt; j.B &gt; (Land) 5B &gt; 3C &gt; 214D~C(2) &gt; (Dash) 5C(2) &gt; 2C &gt; 4D~D &gt; j.214B#<br />Damage: 2628<br /><br />j.6D~D &gt; j.B &gt; (Land) 5B &gt; 3C &gt; 214D~C(2) &gt; (Dash) 5C(2) &gt; 2C &gt; 4D~A &gt; 4D~D &gt; j.214B#<br />Damage: 2528<br /><br />5D~A (CH) &gt; 5D~D &gt; (Any Drive Starter Combo starting from j.2C or j.B)<br /><br />4. Jayoku Houtenjin Punishment Combos<br /><br />*All of the following combos require at least 50 Heat.*<br /><br />236236B &gt; (Adjust) 214D~C(2) &gt; 5C(2) &gt; 2C &gt; 4D~A &gt; 4D~D &gt; j.214B# <br />Damage: [B]~4636[/B]<br /><br />236236B (FC) &gt; (Adjust) 214D~C(2) &gt; 5C(2) &gt; (JC) [j.C x 5] &gt; (Land) 2C &gt; 4D~D &gt; j.214B#<br />Damage:~4583 <br /><br />236236B (FC) &gt; (Back Dash) j.9D~A &gt; (Land) 623D &gt; (Back Jump) j.6D~D &gt; 5C &gt; 4D~A &gt; 4D~D &gt; j.214B# <br />Damage: ~5755<br />-Note: Only works on characters that can be relaunched: Tager, Taokaka, Rachel, Mu, Hakumen, Valkenhayn, Arakune<br /><br />236236B (FC) &gt; (Adjust) [6D~A x 3] &gt; 623D &gt; 632146C *100 Heat*<br />Damage: ~5949<br />-Note: You don&#39;t need FC for this combo to happen but PLEASE DON&#39;T END IT IN THAT SUPER OR EVER USE THAT SUPER<br /><br />236236B (FC) &gt; (Adjust) [6D~A x 3] &gt; 623D &gt; (Dash) 3C &gt; 236236B &gt; (Adjust) 214D~C &gt; 5C &gt; 2C &gt; 4D~D &gt; j.214B# *100 Heat*<br />Damage: ~6641<br />-Note: You don&#39;t need FC for this combo to happen.<br /><br />236236B (FC) &gt; (Adjust) [6D~A x 4] &gt; 623D &gt; (Dash) 3C &gt; 236236B &gt; (Adjust) [6D~A x 2] &gt; 6D~D &gt; j.214B# *100 Heat*<br />Damage: ~7039<br />-Note: You need FC to have 4 6D~As but not 4 Ds in general.<br /><br />5. Mid-Screen Combos<br /><br />-Note: Removed very first combo because it is Challenge Mode Combo #10.<br /><br />214D~B (FC) &gt; (Adjust) [6D~A x 3] &gt; 623D (RC) &gt; Jump back &gt; j6DD &gt; 2C &gt; 4D~A &gt; 4D~A &gt; 4D~D j.214B# *50 Heat*<br />Damage: 4607 Meter Gain: 47%<br /><br />214D~B (CH) &gt; (Adjust) [6D~A x 2] &gt; 623D &gt; (Dash) 3C &gt; 236236B &gt; (Adjust) 214D~C &gt; 5C &gt; 2C &gt; 4D~D &gt; j.214B# *50 Heat*<br />Damage: ~3706<br />-Note: I would suggest not using Hotenjin or spending meter off level 1 DP unless absolutely necessary.<br /><br />-Note: Removed the 5B 6A combo because while it may infact happen in match, it&#39;s not practical nor should one learn it.<br /><br />236C &gt; 5C(2) &gt; 3C &gt; 214D~C(2) &gt; (Dash) 5C(2) &gt; 2C &gt; 4D~A &gt; 4D~D &gt; j.214B#<br />Damage: 2048<br /><br />[Far] 6C (CH) &gt; 5D~D &gt; B+C Whiff &gt; (Land) 5C(2) &gt; 3C &gt; 214D~C(2) &gt; (Dash) 5C(2) &gt; 2C &gt; 4D~A &gt; 4D~D &gt; j.214B#<br />Damage: 3944<br /><br />[Close] 6C (CH) &gt; (Dash) 3C &gt; (Any BnB Combo starting from 214D~C)<br /><br />214D~A &gt; 2A &gt; (Any BnB Combo starting from 5B)<br />Note: 214D~A can only be followed up with 2A on CH, Charged, or if your opponent is crouching.<br /><br />6. Corner Combos (Hazama in Corner)<br /><br />236236B &gt; (Adjust) [6D~A x 2] &gt; 623D &gt; 2B &gt; 5C &gt; 2C &gt; 4D~A &gt; 4D~D &gt; j.214B# *50 Heat*<br />Damage: ~5606<br /><br />236236B (FC) &gt; (Adjust) [6D~A x 3] &gt; 623D &gt; 2B &gt; 5C &gt; 2C &gt; (JC) j.214B &gt; 2B &gt; 5C &gt; 2C &gt; 4D~D &gt; j.214B# *50 Heat*<br />-NOTE: Couldn&#39;t get this combo to work on Bang, probably doesn&#39;t work on a lot of chars. Even if it does it&#39;s pretty impractical.<br /><br />236236B (FC) &gt; (Adjust) [6D~A x 3] &gt; 623D &gt; 3C &gt; 236236B &gt; (Adjust) 214D~C(2) &gt; 5C(2) &gt; 2C &gt; 4D~A &gt;4D~D &gt; j.214B# *100 Heat*<br />-NOTE: YOU DO NOT NEED FC TO DO THIS COMBO.<br />Damage: 6974 Meter Gain: 50%<br /><br />214D~B (FC) &gt; (Adjust) [6D~A x 3] &gt; 623D &gt; 2B &gt; 5C &gt; 2C &gt; 4D~D &gt; j.214B#<br />Damage: ~4090<br /><br />Neutral Throw &gt; 6D~A &gt; (Adjust) 623D &gt; 2B &gt; 5C &gt; 2C &gt; 4D~D &gt; j.214B#<br />Damage: ~3736<br /><br />5B &gt; 3C &gt; 214D~C &gt; (Dash) 5C &gt; 2C &gt; 4D~A &gt; 623D &gt; 2B &gt; 5C &gt; 2C &gt; 4D~D &gt; j.214B#<br />Damage: ~3683<br /><br />-NOTE: Some characters can be launched OTG with 5C instead of 2B, allowing for 5C 2C 4D~A 4D~D combos. THESE CHARS ARE: Mu, Rachel, Taokaka, Tager, Hakumen<br /><br />7. Corner Combos (Opponent in Corner)<br /><br />236236B &gt; (Adjust) 214D~C &gt; Dash 5B &gt; 2C &gt; 4D~A &gt; 623D &gt; 2B &gt; 5C &gt; 2C &gt; 4D~D &gt; j.214B# *50 Heat*<br /><br />Neutral Throw &gt; [4D~A x 3] &gt; 4D~D &gt; j.214B#<br />Damage: ~2895<br /><br />236D (CH) &gt; 5C &gt; 2C &gt; 4D~A &gt; 4D~D &gt; j.214B#<br />Damage: ~2912<br /><br />8. Character Specific Combos<br /><br />6C (CH) &gt; (Dash) 236236B &gt; (Adjust)[ j.C x 5] &gt; (Land) 236236B &gt; (Adjust) [4D~A x 4] &gt; 623D &gt; (Back Jump) j.6D~D &gt; 5C &gt; [4D~A x 2] &gt; 4D~D (Gold Burst) &gt; (Land) 6D~A &gt; 6D~D (Gold Burst) &gt; (Land) [6D~A x 2] &gt; 623D &gt; 632146C *100 Heat* *Both Bursts*<br />Damage: ~10103<br />Tager specific. [j.C x 5] should be started early so all hits miss except for the last one.<br /><br />5C &gt; 3C &gt; 214D~C &gt; {[5C &gt; 2C &gt; (JC) j.214B] x 5} &gt; 5C &gt; 2C &gt; 623D<br />Damage: ~3700<br />Tager specific. Loop combo, 5C &gt; 2C &gt; (JC) j.214B is repeated five times.<br /><br />5C &gt; 3C &gt; 214D~C &gt; 5C &gt; 2C &gt; 6D~A &gt; 4D~A &gt; 623D &gt; (Back Jump) j.6D~D &gt; 2C &gt; 4D~A &gt; 4D~D &gt; j.214B#<br />Damage: ~4663<br />Rachel, Tager, Taokaka, Hakumen, and Arakune specific.<br /><br />236236B &gt; (Adjust) [6D~A x 2] &gt; 623D &gt; 5C &gt; 2C &gt; 4D~A &gt; 4D~D &gt; j.214B# *50 Heat* <br />Rachel, Tager, Taokaka, Hakumen, and Arakune specific. Can only be successful when Hazama is in the corner.<br /><br />9. Stylish Combos (Mostly Impractical)<br /><br />236236B &gt; (Adjust) 236236B &gt; (Adjust) 214D~C &gt; 5C &gt; 2C &gt; 4D~D &gt; j.214B# *100 Heat*<br />Damage: ~5582<br /><br />236236B &gt; (Adjust) 632146C *100 Heat*<br />Damage: ~4325<br /><br />236236B &gt; (Adjust) [2D~A x 2] &gt; 2D~D &gt; j.214B# *50 Heat*<br />Damage: ~4620<br /><br />5C &gt; 3C &gt; 214D~C &gt; (Dash) 5C &gt; 2C &gt; [4D~A x 2] &gt; 623D &gt; 632146C *50 Heat*<br />Damage: ~4432<br /><br />5C &gt; 3C &gt; 214D~C &gt; (Dash) 5C &gt; 2C &gt; 4D~A &gt; 623D (RC) &gt; (Back Jump) j.6D~D &gt; 2C &gt; 4D~A &gt; 4D~D &gt; j.214B# *50 Heat*<br />Damage: ~4432<br /><br />214D~B (CH) &gt; (Dash) 236236B &gt; (Adjust) 4D~A &gt; 4D~D &gt; j.214B# *50 Heat*<br />Damage: ~2975<br /><br />5B &gt; 3C &gt; 214D~A &gt; 5A &gt; 5C &gt; 4D~A &gt; 4D~D &gt; j.214B#<br />Damage: ~2763<br /><br />214D~B (CH) &gt; (Back Jump) j.6D~D &gt; 5C &gt; 2C &gt; 4D~A &gt; 4D~D &gt; j.214B#<br />Damage: ~2037<br /><br />Backthrow &gt; 2A &gt; 5B &gt; 2C &gt; 4D~D &gt; j.214B#<br />Note: Can only be successful when Hazama is in the corner.<br /><br />10. Combos Into Astral Heat<br /><br />*All of the following combos require 100 Heat and Astral Conditions.*<br /><br />236C &gt; 2A &gt; 5B &gt; 3C &gt; Astral Heat<br /><br />Backthrow &gt; Astral Heat<br />Note: Can only be successful when Hazama is in the corner.<br /><br />Neutral Throw &gt; 6D~A &gt; (Adjust) 623D &gt; Astral Heat<br />Note: Can only be successful when Hazama is in the corner.<br /><br />5D~D &gt; j.2C &gt; 3C &gt; Astral Heat<br />Note: Must purposely miss with the j.2C in order to follow up 3C with the Astral Heat. <br /><br />
  • Lambda

    Spoiler:
    Index<br /><br />I) General Notes<br />II) ‘A’ Combos<br />III) ‘B’ Combos<br />IV) ‘C’ Combos<br />V) ‘D’ Combos<br />VI) Anti-Airs<br />VII) Air-to-Air<br />VIII) Air-to-Ground<br />IX) Throw Combos<br />X) Gravity Seed Combos<br />XI) Corner Loop Stuff<br />XII) Okizeme and Setups<br />XIII) Character Specifics<br /><br /><br />I. General Notes<br /><br />Combos in Red are the preferred, most practical ones IMO.<br /><br />Notation (Numpad)<br />7 8 9<br />4 5 6<br />1 2 3<br /><br />RC – Rapid Cancel, consumes 50% meter.<br />[Corner] – The point a combo reaches the corner.<br />‘Oki’ – Okizeme, section XII.<br />‘Loop Ender’ – See section XI.<br /><br />Important note regarding 236C -<br />When you hit 236C in the corner, you will be in a weird situation where it is now you who is in the corner and your opponent is airborne behind you.<br />To solve that, and continue with the combo, a dash is needed. Not a normal one though, a backwards one (though they have the same notation it&#39;s still not a backdash) which will position you behind the opponent and allow you to 6A and start the loop.<br /><br />For example: 214D &gt; 5DD [Corner] &gt; 236C [Lambda is now physically the one in the corner] &gt; 44 [Backwards Dash] &gt; [6A &gt; 2147D] x N &gt; Loop Ender <br /><br />I put this up here since it&#39;s VERY situational and applies to every combo with 236C in it.<br /><br /><br />II. ‘A’ combos<br /><br />2/5A &gt; 5BB &gt; 5C x N &gt; 6C &gt; 236B – (1.9K)<br />2/5A &gt; 5BB &gt; 5C x N &gt; 3C &gt; Oki<br /><br />2/5A &gt; 2BB &gt; 5C x N &gt; 6C &gt; 236B – (1.7K) <br />2/5A &gt; 2BB &gt; 5C x N &gt; 3C &gt; Oki<br /><br />6A &gt; 5BB &gt; 5C x N &gt; 6C &gt; 236B – (2.5K) <br />6A &gt; 5BB &gt; 5C x N &gt; 3C &gt; Oki<br /><br />• Omit the second B if you are too far from the opponent.<br /><br /><br />III. ‘B’ Combos<br /><br />5BB &gt; 5C x N &gt; 6C &gt; 236B – (2.8K)<br />5BB &gt; 5C x N &gt; 3C &gt; Oki<br /><br />2BB &gt; 5C x N &gt; 6C &gt; 236B – (1.8K) <br />2BB &gt; 5C x N &gt; 3C &gt; Oki<br /><br />4B &gt; Dash [Cross-Under] &gt; 2DD &gt; 6C &gt; Dash &gt; 2DD &gt; 2147D &gt; 5DD &gt; 6DD &gt; 2DD &gt; j.DD &gt; dj.2DD &gt; j.214D – (3.4K)<br /><br />4B &gt; 6A &gt; 2147D &gt; 5DD &gt; 236C &gt; Dash &gt; 2DD &gt; 2147D &gt; 5DD &gt; 6DD &gt; 2DD &gt; j.DD &gt; dj.2DD &gt; j.214D – (4.2K)<br /><br />CH 236B &gt; 5DD &gt; 236C &gt; Dash &gt; 5C x N &gt; 6C &gt; Dash &gt; 2DD &gt; 2147D &gt; 5DD &gt; 6DD &gt; 2DD &gt; j.DD &gt; dj.2DD &gt; j.214D – (4.3K)<br /><br />Corner<br /><br />5BB &gt; 5C x N &gt; 6C &gt; 236B [Corner] &gt; Dash &gt; 5A &gt; [6A &gt; 2147D] x 3 &gt; Loop Ender – (4.5K)<br /><br />4B &gt; 6A &gt; 2147D &gt; 5DD &gt; 236C [Corner] &gt; [6A &gt; 2147D] x 5 &gt; Loop Ender – (5.3K)<br /><br />236B [Corner] &gt; Dash &gt; 5A &gt; [6A &gt; 2147D] x 5 &gt; Loop Ender – (4.1K)<br /><br />236B &gt; RC &gt; Dash [Corner] &gt; [6A &gt; 2147D] x 7 &gt; Loop Ender – (5.4K, 50% meter required)<br /><br />CH 236B [Corner] &gt; Dash &gt; [6A &gt; 2147D] x 7 &gt; Loop Ender – (5.4K)<br /><br /><br />IV. ‘C’ Combos<br /><br />3C &gt; 236B – (1.3K) <br />3C &gt; Oki<br /><br />3C &gt; 214A &gt; Dash &gt; 6A &gt; 2147D &gt; 5C x N &gt; 6C &gt; 236C &gt; Dash &gt; 2DD &gt; 2147D &gt; 5DD &gt; 6DD &gt; 2DD &gt; j.DD &gt; dj.2DD &gt; j.214D – (4.4K)<br /><br />CH 2C &gt; 6C &gt; 236C &gt; Dash &gt; 2DD &gt; 2147D &gt; 5DD &gt; 6DD &gt; 2DD &gt; j.DD &gt; dj.2DD &gt; j.214D – (3.5K)<br /><br />CH 5C x 1 &gt; 236C &gt; Dash &gt; 5C x N &gt; 6C &gt; Dash &gt; 2DD &gt; 2147D &gt; 5DD &gt; 6DD &gt; 2DD &gt; j.DD &gt; dj.2DD &gt; j.214D – (4.3K)<br /><br />CH 6C [First Hit] &gt; 236C &gt; Dash &gt; 5C x N &gt; 6C &gt; Dash &gt; 2DD &gt; 2147D &gt; 5DD &gt; 6DD &gt; 2DD &gt; j.DD &gt; dj.2DD &gt; j.214D – (4.3K) <br /><br />236C &gt; Dash &gt; 5C x N &gt; 6C &gt; Dash &gt; 2DD &gt; 2147D &gt; 5DD &gt; 6DD &gt; 2DD &gt; j.DD &gt; dj.2DD &gt; j.214D – (4.3K)<br /><br />236C &gt; Dash &gt; 5C x N &gt; 6C &gt; Dash &gt; 2DD &gt; 6C &gt; 2DD &gt; 2147D &gt; 5DD &gt; 6DD &gt; 2DD &gt; j.DD &gt; dj.2DD &gt; j.214D - (4.6K)<br /><br />Corner<br /><br />3C &gt; 236B [Corner] &gt; Dash &gt; 5A &gt; [6A &gt; 2147D] x 3 &gt; Loop Ender – (3.5K)<br /><br />3C &gt; 214A &gt; Dash &gt; 6A &gt; 2147D &gt; 5C x N &gt; 6C &gt; 236C [Corner] &gt; [6A &gt; 2147D] x 4 &gt; Loop Ender – (5.4K)<br /><br />3C &gt; 236B &gt; RC &gt; Dash [Corner] &gt; [6A &gt; 2147D] x 5 &gt; Loop Ender – (4K, 50% meter required)<br /><br />CH 2C &gt; 6C &gt; 236C &gt; Dash &gt; 2DD &gt; 2147D &gt; Dash [Corner] &gt; [6A &gt; 2147D] x 5 &gt; Loop Ender – (5K)<br /><br />CH 2C &gt; 6C &gt; 236C [Corner] &gt; [5C x N &gt; 6C] x 3 &gt; [6A &gt; 2147D] x 2 &gt; Loop Ender – (5.3K)<br /><br />CH 5C x 1 &gt; 236C &gt; Dash &gt; 5C x N &gt; 6C &gt; Dash &gt; 2DD &gt; 2147D &gt; Dash [Corner] &gt; [6A &gt; 2147D] x 5 &gt; Loop Ender – (5.9K)<br /><br />CH 5C x 1 &gt; 236C [Corner] &gt; [6A &gt; 2147D] x 7 &gt; Loop Ender – (6.2K)<br /><br />CH 5C x 1 &gt; 236C [Corner] &gt; [5C x N &gt; 6C] x 3 &gt; [6A &gt; 2147D] x 5 &gt; Loop Ender – (6.2K)<br /><br /><br />V. ‘D’ Combos<br /><br />4/5DD &gt; 236B – (1.2K)<br /><br />4/5DD &gt; 236236D – (2.1K, 50% meter required)<br /><br />4/5DD &gt; 236B &gt; RC &gt; 5DD &gt; 236C &gt; Dash &gt; 2DD &gt; 2147D &gt; 5DD &gt; 6DD &gt; 2DD &gt; j.DD &gt; dj.2DD &gt; j.214D – (3.2K, 50% meter required)<br /><br />CH 5D &gt; 236C &gt; Dash &gt; 5C x N &gt; 6C &gt; Dash &gt; 2DD &gt; 2147D &gt; 5DD &gt; 6DD &gt; 2DD &gt; j.DD &gt; dj.2DD &gt; j.214D – (4.3K)<br /><br />214D &gt; 5DD &gt; 236C &gt; Dash &gt; 2DD &gt; 2147D &gt; 5DD &gt; 6DD &gt; 2DD &gt; j.DD &gt; dj.2DD &gt; j.214D – (4K)<br /><br />214D &gt; 2DD &gt; 6C &gt; Dash &gt; 2DD &gt; 2147D &gt; 5DD &gt; 6DD &gt; 2DD &gt; j.DD &gt; dj.2DD &gt; j.214D – (3.7K)<br /><br />236D &gt; 236C &gt; Dash &gt; 5C x N &gt; 6C &gt; Dash &gt; 2DD &gt; 2147D &gt; 5DD &gt; 6DD &gt; 2DD &gt; j.DD &gt; dj.2DD &gt; j.214D – (3.8K)<br /><br />2147D &gt; RC &gt; 236C &gt; Dash &gt; 5C x N &gt; 6C &gt; Dash &gt; 2DD &gt; 2147D &gt; 5DD &gt; 6DD &gt; 2DD &gt; j.DD &gt; dj.2DD &gt; j.214D – (4.3K, 50% meter required)<br /><br />Corner<br /><br />4/5DD &gt; 236B [Corner] &gt; Dash &gt; 5A &gt; [6A &gt; 2147D] x 4 &gt; Loop Ender – (3.5K)<br /><br />4/5DD &gt; 236B &gt; RC &gt; Dash [Corner] &gt; [6A &gt; 2147D] x 5 &gt; Loop Ender – (4K, 50% meter required)<br /><br />4/5DD &gt; 236236D &gt; Dash &gt; 236C [Corner] &gt; [6A &gt; 2147D] x 3 &gt; Loop Ender – (4.3K, 50% meter required)<br /><br />CH 5D &gt; 236C &gt; Dash &gt; 5C x N &gt; 6C &gt; Dash &gt; 2DD &gt; 2147D &gt; Dash [Corner] &gt; [6A &gt; 2147D] x 5 &gt; Loop Ender – (5.9K)<br /><br />CH 5D &gt; 236C [Corner] &gt; [6A &gt; 2147D] x 7 &gt; Loop Ender – (6.2K)<br /><br />CH 5D &gt; 236C [Corner] &gt; [5C x N &gt; 6C] x 3 &gt; [6A &gt; 2147D] x 5 &gt; Loop Ender – (6.2K)<br /><br />214D [Corner] &gt; [6A &gt; 2147D] x 7 &gt; Loop Ender – (6.2K)<br /><br />214D &gt; 5DD &gt; 236C [Corner] &gt; [6A &gt; 2147D] x 6 &gt; Loop Ender – (6.2K)<br /><br />2147D &gt; RC &gt; 236C [Corner] &gt; [6A &gt; 2147D] x 7 &gt; Loop Ender – (6.2K)<br /><br />2147D &gt; RC &gt; 236C [Corner] &gt; [5C x N &gt; 6C] x 3 &gt; [6A &gt; 2147D] x 5 &gt; Loop Ender – (6.2K)<br /><br />Fatal 2147D [Corner] &gt; 5A &gt; [6A &gt; 2147D] x 6 &gt; Loop Ender – (6.2K)<br /><br /><br />VI. Anti-Airs<br /><br /><br />From ‘A’<br /><br />5A &gt; 6B &gt; j.C &gt; j.2C &gt; dj.C &gt; j.2C &gt; j.214D – (1.8K)<br /><br />CH 5A &gt; 5C x N &gt; 6C &gt; Dash &gt; 2DD &gt; 2147D &gt; 5DD &gt; 6DD &gt; 2DD &gt; j.DD &gt; dj.2DD &gt; j.214D – (2.7K)<br /><br />6A &gt; 6C &gt; 236C &gt; Dash &gt; 2DD &gt; 2147D &gt; 5DD &gt; 6DD &gt; 2DD &gt; j.DD &gt; dj.2DD &gt; j.214D – (3.5K)<br /><br />CH 6A &gt; 5C x N &gt; 6C &gt; 236C &gt; Dash &gt; 2DD &gt; 2147D &gt; 5DD &gt; 6DD &gt; 2DD &gt; j.DD &gt; dj.2DD &gt; j.214D – (3.9K)<br /><br /><br />From ‘C’<br /><br />2C &gt; j.C &gt; j.2C &gt; dj.C &gt; j.2C &gt; j.214D – (2.2K)<br /><br /><br />From ‘D’<br /><br />2DD &gt; 6DD &gt; 2DD &gt; j.DD &gt; j.214D~C &gt; j.DD &gt; dj.2DD &gt; j214D – (2.2K)<br /><br />2DD &gt; 6C &gt; Dash &gt; 2DD &gt; 6C &gt; Dash &gt; 2DD &gt; 2147D &gt; 5DD &gt; 6DD &gt; 2DD &gt; j.DD &gt; dj.2DD &gt; j.214D – (3.4K)<br /><br />CH 2D &gt; 236C &gt; Dash &gt; 5C x N &gt; 6C &gt; Dash &gt; 2DD &gt; 2147D &gt; 5DD &gt; 6DD &gt; 2DD &gt; j.DD &gt; dj.2DD &gt; j.214D – (4.3K)<br /><br />6DD &gt; 2DD &gt; j.DD &gt; j.214D~C &gt; dj.2DD &gt; j.214D – (2.1K)<br /><br />CH 6D &gt; 236C &gt; Dash &gt; 5C x N &gt; 6C &gt; Dash &gt; 2DD &gt; 2147D &gt; 5DD &gt; 6DD &gt; 2DD &gt; j.DD &gt; dj.2DD &gt; j.214D – (4.3K)<br /><br />Corner<br /><br />Pretty much the same as previous sections.<br /><br />VII. Air-to-Air<br /><br />CH j.C &gt; Land &gt; 5C x N &gt; 6C &gt; Dash &gt; 2DD &gt; 2147D &gt; 5DD &gt; 6DD &gt; 2DD &gt; j.DD &gt; dj.2DD &gt; j.214D – (3.7K)<br /><br /><br />VIII. Air-to-Ground<br /><br />j.C &gt; Land &gt;3C &gt; 236B – (1.4K) <br />j.C &gt; Land &gt;3C &gt; Oki<br /><br />CH j.C &gt; Land &gt; 5C x N &gt; 6C &gt; 236B – (2.2K) <br />CH j.C &gt; Land &gt; 5C x N &gt; 3C &gt; Oki<br /><br />IX. Throw Combos<br /><br />Throw &gt; Dash &gt; 6A &gt; 6C &gt; 236C &gt; Dash &gt; 2DD &gt; 2147D &gt; 5DD &gt; 6DD &gt; 2DD &gt; j.DD &gt; dj.2DD &gt; j.214D – (3.7K)<br /><br />Throw &gt; Dash &gt; 6B &gt; 5C x N &gt; 6C &gt; Dash &gt; 2DD &gt; 2147D &gt; 5DD &gt; 6DD &gt; 2DD &gt; j.DD &gt; dj.2DD &gt; j.214D – (3.9K)<br /><br />Air-Throw &gt; Land &gt; RC &gt; 236C &gt; Dash &gt; 5C x N &gt; 6C &gt; Dash &gt; 2DD &gt; 2147D &gt; 5DD &gt; 6DD &gt; 2DD &gt; j.DD &gt; dj.2DD &gt; j.214D – (4.9K, 50% meter required)<br /><br />Corner<br /><br />Throw [Corner] &gt; [6A &gt; 2147D] x 6 &gt; Loop ender – (4.4K)<br /><br />Throw &gt; Dash &gt; 6A &gt; 6C &gt; 236C &gt; Dash &gt; 2DD &gt; 2147D [Corner] &gt; [6A &gt; 2147D] x 4 &gt; Loop Ender – (4.8K)<br /><br />Throw [Corner] &gt; 5C x 8 &gt; 6C &gt; 236C &gt; [6A &gt; 2147D] x 4 &gt; Loop Ender – (4.8K)<br /><br />Air-Throw &gt; Land &gt; RC &gt; 236C [Corner] &gt; 5B &gt; [6A &gt;2147D] x 4 &gt; Loop Ender – (5.5K, 50% meter required)<br /><br /><br />X. Gravity Seed Combos<br /><br />214A &gt; Dash &gt; 6A &gt; 2147D &gt; Dash &gt; 6A &gt; 6C &gt; 236C &gt; 2DD &gt; sj.DD &gt; dj.2DD &gt; j.214D – (2.5K)<br /><br />214A &gt; Dash &gt; 6A &gt; 2147D &gt; 5C x N &gt; 6C &gt; Dash &gt; 2DD &gt; 2147D &gt; 5DD &gt; 6DD &gt; 2DD &gt; j.DD &gt; dj.2DD &gt; j.214D – (2.8K)<br /><br />214A &gt; 5C x N &gt; 6C &gt; 236C &gt; Dash &gt; 5C x N &gt; 6C &gt; Dash &gt; 2DD &gt; 2147D 5DD &gt; 6DD &gt; 2DD &gt; j.DD &gt; dj.2DD &gt; j.214D – (3.2K)<br /><br />Corner<br /><br />4-5 reps, I’m tired.<br /><br /><br />XI. Corner Loop<br /><br />MUST READ<br />http://www.dustloop.com/forums/showt...nt-Loop-Thread<br /><br /><br />XII. Okizeme and Setups<br /><br />Okizeme<br /><br />“The art of damaging your opponent while he is getting up off the ground.”<br /><br />…Yeah, Lambda isn’t very good at this.<br />She does have some options though.<br /><br />Every time I mentioned ‘Oki’ (probably after 3C); it means you have a couple of different options to do some damage while your opponent tries to wake up.<br /><br />Notable are-<br /><br />3C &gt; 214D – The opponent must block this, usually giving you a frame advantage and helps you keep momentum. Can catch tech rolls for an awesome 214D combo.<br /><br />3C &gt; 2B – This move can catch tech rolls and gives you a decent combo (2B &gt; 6B &gt; j.C &gt; j.2C &gt; dj.C &gt; j.2C &gt; j214D)<br /><br />3C &gt; 3C – This move can also catch some tech rolls. Though it does not give you much of a combo, you can do 236B for spacing or 214D for another blockstring.<br /><br />3C &gt; 4B – Overhead on wakeup, leads to big damage. Since 4B isn&#39;t safe a backup 50 meter for RC is advised.<br /><br />236A Shenanigans<br /><br />236A is pretty much a punishable long dash, but it can easily catch people off-guard with some nice mind-games.<br /><br />Notable are-<br /><br />- 3C &gt; 236A &gt; 4B – Like in the previous section only a bit more confusing to the opponent. Overhead on wakeup, leads to big damage. Since 4B isn&#39;t safe a backup 50 meter for RC is advised.<br /><br />Blockstring &gt; 236A &gt; 2B / 3C<br /><br />Blockstring &gt; 236A &gt; Throw<br /><br />These three make a nice High/Low/Throw mixup.<br /><br />Remember 236A isn&#39;t safe at all, you could get poked or thrown out of it, and if the opponent jumps it&#39;s a free punish. <br /><br /><br />XIII. Character Specifics<br /><br />Ragna, Noel, Litchi, Lambda and Bang –<br />236B [Corner] &gt; 5A &gt; 6A &gt; Loop<br /><br />Jin, Ragna, Noel and Bang –<br />236B [Corner] &gt; 5B &gt; 6A &gt; Loop<br /><br /><br />


    Mu-12

    Spoiler:
    INDEX<br /><br />I) General Notes<br />II) Combos from B Moves<br />III) Combos from C Moves<br />IV) Combos from Anti-Airs<br />V) Combos from Air-To-Ground<br />VI) Combos from Air-To-Air<br />VII) Throw Combos<br />VIII) DEM FEITAL COUNTER COMBOS<br />IX) Asstral Combo and Misc. Data<br />X) Character specific combos<br />XI) Oki setups in combo form!<br /><br /><br />I. General Notes<br /><br />As a general note to set up steins:<br /><br />5D 2D j.D j.4D (if you can set up that many steins without the opponent punishing you lols)<br /><br />5D 2D (Your wall of steins which gives you defense and keeps you safer than any other ground stein combination)<br /><br />5D 6D (Used for setups. Be cautious of using 236D after 5D 6D if you use this after a combo ending in 6C)<br /><br />NOTE: You can end any combo early after a 6C to set up steins, if you feel like giving up damage to set up oki <br /><br />After a combo ending in j.2C, you can set up steins! If you did not use a double jump in the aerial part of your combo, you can set up a stein and air dash towards your opponent to mix up or air dash away to set up more steins.<br /><br /><br />II. Combos from B moves<br /><br />Midscreen<br /><br />5B &gt; (2B) &gt; 3C &gt; 2B &gt; 5C &gt; 6C &gt; 5D/2D &gt; 63214C (2237, + 1 stein, gains 15 meter)<br /><br />Dash 2B &gt; 3C &gt; 2B &gt; 6A &gt; 6C &gt; 214D Whiff &gt; Dash &gt; 6A &gt; 6B &gt; Dash &gt; 6A &gt; j.2C &gt; Dash &gt; 2B &gt; 6A &gt; j.C &gt; j.2C (3201, Midscreen, 34 meter)<br /><br />6B (CH) &gt; 2B &gt; 5C &gt; 6C &gt; 5D/6D &gt; 63214C (2568, +1 stein, gains 16 meter, Opponent must be crouching)<br /><br />2B &gt; 3C &gt; 2B &gt; 5C &gt; 6C &gt; 6D &gt; Yata no Kagami &gt; dash &gt; 5C &gt; 2C &gt; j.C &gt; j.C &gt; j.2C (3390, 50 Meter required, gains 24 meter)<br /><br />6B &gt; RC &gt; Dash &gt; 3C &gt; 2B &gt; 6A &gt; 6C &gt; 214D Whiff &gt; Dash &gt; 6A &gt; 6B &gt; Dash &gt; 6A &gt; j.2C &gt;Dash &gt; 2B &gt; 6A &gt; j.C &gt;j.2C (4028, Midscreen, 50 meter required, gains 34 meter)<br /><br /><br />Corner<br /><br />5B &gt; 3C &gt; 2B &gt; 6A &gt; j.2C &gt; 2B &gt; 6A &gt; j.C &gt; j.2C &gt; 2B &gt; 6A &gt; j.C &gt; j.2C (3093, Corner Only) <br /><br />6B &gt; 63214C &gt; RC &gt; 6B &gt; 5C &gt; 2C &gt; j.C &gt; j.2C &gt; 2B &gt; 5C &gt; 2C &gt; j.C &gt; j.2C (4355, Corner Only, 50 meter required, gains 32 meter)<br /><br />6B &gt; 63214C &gt; RC &gt; Dash &gt; 6A &gt; 2C &gt; j.C &gt; j.2C &gt; 2B &gt; 6A &gt; j.C &gt; j.2C &gt; 2B &gt; 6A &gt; j.C &gt; j.2C (4.271, Corner Only, 50 meter required, gains 31 meter)<br /><br />6B &gt; 63214C &gt; RC &gt; 6B &gt; Dash &gt; 6A &gt; 2C &gt; j.C &gt; j.2C &gt; 2B &gt; 6A &gt; 2C &gt; j.C &gt; j.C &gt; j.2C (4354, Corner Only, 50 meter required, gains 32 meter) <br /><br /><br />III. Combos from C moves<br /><br />Midscreen<br /><br />5C on crouching opponent &gt; (2C) &gt; 6C &gt; Steins &gt; Furu no Tsurugi (1.814, 2121, + 1 stein, gains 9, 12 meter)<br /><br />3C &gt; 2B &gt; 5C &gt; 6C &gt; 2D &gt; jc &gt; j.C &gt; j.2C (2474, +1 stein, gains 15 meter)<br /><br />5C &gt; 3C &gt; 2B &gt; 5C &gt; 6C &gt; 63214C (2508, gains 17 meter)<br /><br />3C &gt; 2B &gt; 5C &gt; 6C &gt; 6D &gt; j.B &gt; j.C &gt; j.2C &gt; Dash &gt; 2B &gt; 5C &gt; 6C &gt; 214D &gt; Stein &gt; j.2C (3414, +1 Stein, 35 meter, 3C MUST be point blank range)<br /><br />3C &gt; 2B &gt; 5C &gt; 6C &gt; 6D &gt; Yata no Kagami &gt; dash &gt; 5C &gt; 2C &gt; sj.B &gt; j.C &gt; j.C &gt; j.2C (4285, 50 Meter required, gains 25 meter)<br /><br />3C &gt; 2B &gt; 6A &gt; 6C &gt; 214D(whiff) &gt; Dash &gt; 6A &gt; 6B &gt; Dash &gt; 6A &gt; j.2C &gt; Dash &gt; 2B &gt; 6A &gt; 6C &gt; 214D &gt; 5C &gt; 632146C (5457, 50 meter required, gains 38 meter)<br /><br /><br />Corner<br /><br />3C &gt; (2B &gt; 6A &gt; j.C &gt; j.2C)x2 &gt; 2B &gt; 6A &gt; 2C &gt; j.C &gt; j.2C (3602, gains 33 meter)<br /><br />3C &gt; (2B &gt; 5C &gt; 2C &gt; j.C &gt; j.2C)x2 &gt; 2B &gt; Omoikane (5003, 50 Meter required, gains 28 meter, can omit 2B &gt; Omoikane for 3268, gains 27 meter)<br /><br />3C &gt; (2B &gt; 6A &gt; j.C &gt; j.2C)x3 &gt; 2B &gt; 632146C (5208, gains 32 meter. If there&#39;s not enough meter, omit 2B &gt; 632146C for 3486, 31 meter)<br /><br /><br />IV. Combos from Anti-Airs<br /><br />Midscreen<br /><br />6A &gt; j.2C &gt; Dash &gt; 2B &gt; 6A &gt; 6C &gt; 214D Whiff &gt; Dash &gt; 6A &gt; 6B &gt; 6A &gt; j.C &gt; j.2C (3k damage)<br /><br />CH 6A &gt; Dash &gt; 6A &gt; 6B &gt; 6A &gt; j.B &gt; j.C &gt; Delay &gt; j.2C &gt; Dash &gt; 2B &gt; 6A &gt; j.C &gt; j.2C &gt; Steins (3K damage)<br /><br />CH 6A &gt; Dash &gt; 6A &gt; 6B &gt; Walk forward &gt; 6A &gt; 6C &gt; 214D Whiff &gt; Dash &gt; 6A &gt; 6B &gt; 6A &gt; j.C &gt; j.2C (3.4k Damage) <br /><br />CH 2C &gt; Jump Airdash &gt; j.C &gt; j.2C &gt; Dash &gt; 2B &gt; 5C &gt; 6C &gt; 2D &gt; j.B &gt; j.C &gt; dj.C &gt; dj.2C (2886 damage, +1 stein)<br /><br />CH 2C &gt; 4D &gt; 214D &gt; Dash &gt; 2C &gt; j.C &gt; j.2C (Can end here if too far away for steiners, 2.4K) &gt; Dash &gt; 2B &gt; 5C &gt; 6C &gt; Steins (2.9k+) <br /><br />CH 2C &gt; Dash &gt; 6B &gt; Dash &gt; 6A &gt; j.2c &gt; Dash &gt; 2B &gt; 5C &gt; 6C &gt; 2D &gt; j.C &gt; j.2C &gt; Steins (3k, Plus steins)<br /><br />CH 2C &gt; 4D &gt; 214D &gt; Dash &gt; 6B &gt; 5C &gt; 6C &gt; 2D &gt; j.C &gt; j.2C &gt; Whatever (3.1k+ steins<br /><br />CH 2C &gt; Dash 6B &gt; Dash 6A &gt; j.2C &gt; Dash 2B &gt; 6A &gt; 6C &gt; 214D Whiff &gt; Dash 6A &gt; 6B &gt; 6A &gt; j.C &gt; j.2C (3.6K)<br /><br /><br />Corner<br /><br />6A &gt; 2C &gt; j.C &gt; j.2C &gt; Land &gt; 2B &gt; 6A &gt; j.C &gt; j.2C &gt; 2B &gt; 6A &gt; j.C &gt; j.2C (2.9k)<br /><br />6A &gt; j.2C &gt; 2B &gt; 6A &gt; j.C &gt; j.2C &gt; 2B &gt; 6A &gt; j.C &gt; j.2C (2.6K, can end with super for 4.3k)<br /><br />6A &gt; 2C &gt; j.C &gt; j.2C &gt; 2B &gt; 6A &gt; j.2C &gt; 2B &gt; 6A &gt; j.C &gt; j.2C &gt; 2B &gt; 5B &gt; 623C (Near the corner, 3k)<br /><br />5C on airborne opponent &gt; 6C &gt; 6D &gt; Yata no Kagami &gt; Dash &gt; 6B &gt; Dash &gt; 6A &gt; 2C &gt; j.C &gt; J.2C &gt; 2B &gt; 6A &gt; 2C &gt; j.C &gt; j.2C (5k, 50 Meter required)<br /><br /><br />V. Combos from Air-To-Ground<br /><br />Midscreen<br /><br />j.C &gt; 2B &gt; 3C &gt;2B &gt; 5C &gt; 6C &gt; 5D &gt; 6D (2K, +2 steins)<br /><br />CH j.2C &gt; j.2D &gt; (delay) 2B &gt; 5C &gt; 6C &gt; 214D &gt; Dash &gt; 6B &gt; 6A &gt; 2C &gt; j.C &gt; j.C &gt; j.2C (3.1k) <br /><br />j.B on crouching opponent &gt; 2B &gt; 5C &gt; 2C &gt; 6C &gt; RC &gt; Dash &gt; 6B &gt; 5C &gt; 2C &gt; j.C &gt; j.C &gt; j.2C (3268 damage, 50 meter required)<br /><br />CH j.2C &gt; Dash 6B &gt; 6A &gt; 6C &gt; 214D Whiff &gt; Dash 6A &gt; 6B &gt; 6A &gt; j.C &gt; j.C &gt; j.2C (3.3K)<br /><br />CH j.2C &gt; Dash &gt; 6B &gt; 5C &gt; 6C &gt; 6D &gt; Yata no Kagami &gt; Dash &gt; 6B &gt; 5C &gt; 2C &gt; j.C &gt; j.2C &gt; 2B &gt; 5B &gt; 623C (3996 damage, 50 Meter required)<br /><br /><br />Corner<br /><br />j.B &gt; 2B &gt; 3C &gt; 2B &gt; 6A &gt; j.C &gt; j.2C &gt; 2B &gt; 6A &gt; j.C &gt; j.2C (2.6K damage. Can end with super)<br /><br />CH j.2C &gt; 6B &gt; 6A &gt; 2C &gt; j.C &gt; j.2C &gt; 2B &gt; 6A &gt; 2C &gt; j.C &gt; j.2C (3K damage)<br /><br />VI. Combos from Air-To-Air<br /><br />Midscreen<br /><br />j.B &gt; j.C &gt; j.2C &gt; Dash &gt; 2B &gt; 5C &gt; 6C &gt; Whatever (2.1K)<br /><br />CH j.C &gt; Dash &gt; 6A &gt; j.2C &gt; Dash &gt; 2B &gt; 5C &gt; 6C &gt; 6D &gt; j.B &gt; j.C &gt; j.2C &gt; steins (3010 damage) <br /><br />CH j.C &gt; Dash &gt; 6A &gt; j.2C &gt; Dash &gt; 2B &gt; 6A &gt; 6C &gt; 214D &gt; Dash &gt; 6A &gt; 6B &gt; Dash &gt; 6A &gt; j.2C &gt; Dash &gt; 2B &gt; 6A &gt; j.C &gt; j.2C (4k Damage. end with 2B &gt; 63214C for 5.7k damage)<br /><br /><br />Corner<br /><br />j.B &gt; j.C &gt; j.2C &gt; (2B &gt; 6A &gt; j.2C) X2 &gt; 2B &gt; 6A &gt; j.C &gt; j.2C (2.9K damage. Finish with 2B &gt; 632146C for 4.7K)<br /><br />j.C &gt; j.2C &gt; (2B &gt; 6A &gt; j.2C) X2 &gt; 2B &gt; 6A &gt; j.C &gt; j.2C (3.2K damage. Finish with 2B &gt; 632146C for 4.9K)<br /><br /><br />VII. Throw Combos<br /><br />Midscreen<br /><br />Throw &gt; 5C &gt; 6C &gt; 5D &gt; 63214C (2.1k + 1 stein)<br /><br />Throw &gt; 6A &gt; j.B &gt; j.C &gt; j.2C &gt; 2B &gt; 6A &gt; 2C &gt; j.C &gt; j.2C &gt; Steins (2.7k Damage, You can set steins or airdash away if wanted)<br /><br />Air Throw &gt; Rapid &gt; 2B &gt; 5C &gt; 6C &gt; Steins/63214C/j.2C (Roughly 2.7k if you go for steins, midscreen, 50 Meter required)<br /><br />Throw &gt; Dash &gt; 6A &gt; 6B &gt; Dash &gt; 6A &gt; 2C &gt; j.C &gt; j.C &gt; j.2C (2.9k)<br /><br />Throw &gt; Dash &gt; 6A &gt; 6B &gt; Dash &gt; 6A &gt; sj.2c &gt; Dash &gt; 2B &gt; 6A &gt; 2C &gt; j.C &gt; j.2C (3.1K)<br /><br />Throw &gt; Dash &gt; 2B &gt; 5C &gt; 6C &gt; 214D Whiff &gt; Dash &gt; 6A &gt; 6B &gt; 5C &gt; 2C &gt; j.C &gt; j.C &gt; j.2C (3.2K, omit last j.C for oki)<br /><br />Air Throw &gt; Rapid &gt; 2B &gt; 6A &gt; 2C &gt; j.C dj.B &gt; dj.C &gt; dj.2C &gt; Steins (3.4k, midscreen, 50 Meter required)<br /><br />Throw &gt; Dash 6A &gt; 6B &gt; walk a step &gt; 6A &gt; 6C &gt; 214D Whiff &gt; dash 6A &gt; 6B &gt; dash 6A &gt; 2C &gt; j.C &gt; j.2C (3.5K, do not use on Carl, Lambda, Litchi)<br /><br /><br />Throw &gt; Dash &gt; 6A &gt; 5C &gt; 6C &gt; 6D &gt; Yata No Kagami &gt; Dash &gt; 6B &gt; 6A &gt; j.C &gt; j.2C (3.7k, 50 Meter required)<br /><br />Throw &gt; Dash &gt; 6A &gt; 6B &gt; 5C &gt; 6C &gt; 5D &gt; 632146C (4.3K, 50 Meter required)<br /><br />Air Throw &gt; Rapid &gt; Dash &gt; 6B &gt; Dash &gt; 6A &gt; j.2C &gt; Dash &gt; 2B &gt; 6A &gt; j.C &gt; j.C &gt; j.2C (4.4K, 50 Meter required)<br /><br /><br />Corner<br /><br />Throw &gt; 6A &gt; j.2C &gt; 2B &gt; 6A &gt; j.2C &gt; 2B &gt; 6A &gt; 2C &gt; j.C &gt; j.2C &gt; Steins (2.9k Damage, Corner, +steins)<br /><br />Throw &gt; 5C &gt; 2C &gt; j.C &gt; j.2C &gt; 2B &gt; 5C &gt; 2C &gt; j.C &gt; j.2C (2.9k, Corner)<br /><br /><br />VIII. DEM FEITALS<br /><br />MOST OF THESE COMBOS ONLY WORK MIDSCREEN, ON GROUNDED OR QUITE CLOSE TO THE GROUND OPPONENTS.<br /><br />6C &gt; 5D &gt; 214D &gt; dash &gt; 6B &gt; 5C &gt; 2C &gt; j.B &gt; j.C &gt; j.C &gt; j.2C (3986 Damge)<br /><br />6C &gt; 5D &gt; 214D &gt; 6B &gt; Dash &gt; 6A &gt; 2C &gt; j.C &gt; j.2C &gt; Dash &gt; 2B &gt; 5C &gt; 6C &gt; 6D &gt; Furu no Tsurugi (4187 Damage, +1 Stein)<br /><br />63214C (charged) &gt; 6A &gt; 2C &gt; j.2C &gt; 2B &gt; 5C &gt; 6C &gt; 2D &gt; JC &gt; j.B &gt; j.C &gt; JC &gt; j.C &gt; j.2C (4.4K, Near the corner)<br /><br />6C &gt; 2B &gt; 6A &gt; 2C &gt; j.C &gt; j.2C &gt; 2B &gt; 5C &gt; 6C &gt; Omohikane (4.6k, 50 meter required)<br /><br />6C &gt; 5D &gt; 214D &gt; dash &gt; 6B &gt; Omohikane (4746 Damage, 50 meter required)<br /><br />6C &gt; 5D &gt; 214D &gt; 6B &gt; 5C &gt; 2C &gt; j. C . &gt; j. 2C &gt; 2B &gt; 5C &gt; 2C &gt; j. C &gt; j. 2C &gt; 2B &gt; Omohikane (6.1K, Corner, 50 meter required)<br /><br />63214C (charged) &gt; 6A &gt; 2C &gt; j.2C &gt; 2B &gt; 5C &gt; 2C &gt; j.C &gt; j.2C &gt;2B &gt; 5C &gt; 6C &gt; 5D &gt; Omohikane (6.1k, Corner, 50 Meter required, +1 stein) <br /><br />6C &gt; 63214C (Charged) &gt; Dash &gt; 6B &gt; Dash &gt; 5C &gt; 2C &gt; j.2C &gt; Dash &gt; 2B &gt; 5C &gt; 6C &gt; 6D &gt; Yata no Kagami &gt; 6C &gt; Omohikane (6538 damage, 100 Meter required)<br /><br /><br />6C &gt; 63214C (Charged) &gt; Dash &gt; 6B &gt; Dash &gt; 6A &gt; 6B &gt; Dash &gt; 6A (JC)&gt; j.C &gt; j.2C &gt; 2B &gt; 6A (JC) &gt; j.2C &gt; 2B &gt; 6A &gt; 2C (JC) &gt; j.C &gt; j.2C &gt; 2B &gt; 632146C (7.2k, combo builds 50 meter, click link for vid and variations )<br /><br /><br />IX. Asstral Combo and Misc. Data.<br /><br />2A &gt; 5B &gt; 3C &gt; 222D <br /><br />214D (one or more stain) &gt; wait &gt; 5C &gt; 6C &gt; 2D &gt; JC &gt; j.B &gt; j.C &gt; JC &gt; j.C &gt; j.2C &gt; J.D/etc (Roughly 3k. + 2 or more Steins)<br /><br />After 623C: Dash in or 2D &gt; j.D &gt; j.6D (+ 3 Steins, sends opponent fullscreen)<br />After 6B: Omohikane or 63214C (3K/1.7K)<br /><br /><br />X. Character Specific Combos<br /><br />Use these combos against Tager and Rachel.<br /><br />3C &gt; 2B &gt; 6A &gt; j.2C &gt; 6A &gt; 6B &gt; 6A &gt; j.2C &gt; 6A &gt; 6B &gt; 5C &gt; 2C &gt; j.C &gt; j.2C &gt; 6A &gt; 632146C (5994) (4246 without 6A&gt;super) (6A&gt;5B&gt;super on tager for 6055)<br /><br />CH 6C&gt; 63214C &gt; dash 6B&gt; dash 6A&gt; j.2C &gt; [6A&gt; 6B&gt; 6A&gt; j.2C] x2 &gt; 6A&gt; 6B &gt; delay 6A &gt; 632146C (7.5k, BUILDS 50 METER, Near corner)<br /><br />As a set note, the 6B &gt; 6A &gt; 6B juggle is very unstable on most of the cast, so the following combos are to be used on Ragna, Jin, Rachel, Hakumen, Hazama, Tager, Tao and Noel.<br /><br />Dash 2B &gt; 3C &gt; 2B &gt; 6A &gt; 6C &gt; 214D Whiff &gt; Dash &gt; 6A &gt; 6B &gt; Dash &gt; 6A &gt; 2C &gt; j.C (jc) &gt; j.C &gt; j.2C (3.1k)<br /><br />CH 6A &gt; 6A &gt; 6B &gt; Dash &gt; 6A (jc) &gt; j.2C &gt; Dash &gt; 2B &gt; 5C &gt; 6C &gt; 5D/whatever &gt; 63214C (3K, Anywhere, + 1 stein)<br /><br />Air Throw &gt; RC &gt; 6B &gt; 6A &gt; 6B &gt; Dash &gt; 6A &gt; 2C &gt; j.C &gt; j.2C (3.9K, 50 meter)<br /><br />Air Throw &gt; RC &gt; 6B &gt; 6A &gt; 6B &gt; 5C &gt; 6C &gt; 6D &gt; 63214C (3.9k damage, +1 stein, 50 meter required)<br /><br />CH 2C &gt; 63214C (charged) &gt; Dash &gt; 6A &gt; 6B &gt; 6A &gt; j.2C &gt; Dash &gt; 2B &gt; 5C &gt; 6C &gt; 5D/whatever &gt; 63214C (3.9K, +1 stein)<br /><br />CH 6B &gt; 2B &gt; 5C &gt; 6C &gt; RC &gt; Dash &gt; 6B &gt; Dash &gt; 6A &gt; 6B &gt; Dash &gt; 6A &gt; 2C (JC) &gt; j.C &gt; j.2C (4.1k, 50 meter required)<br /><br />3C &gt; 2B &gt; 6A &gt; 6C &gt; 214D Whiff &gt; Dash &gt; 6A &gt; 6B &gt; Dash &gt; 6A &gt; j.2C &gt; 2B &gt; 6A &gt; 2C &gt; j.C (jc) &gt; j.C &gt; j.2C (4.1k, 3C must be point blank)<br /><br />Air Throw &gt; RC &gt; 6B &gt; dash &gt; 6A &gt; 6B &gt; Dash &gt; 6A (JC) &gt; j2C &gt; Dash &gt; 2B &gt; 6A &gt; 2C (JC) &gt; jC &gt; j2C (4.1k, 50 meter required)<br /><br /><br /><br />XI. Oki setups as combos!<br /><br /><br /> Originally Posted by FlyingVe&nbsp; <br />Transcribed from the end of the video. Thanks to Silfer for the find, and the Mu player for the awesomeness.<br />~ =2b &gt; 3c &gt; 2b &gt; 5c &gt; 6c &gt; j.b &gt; j.c &gt; j.2c &gt; land &gt; Dash &gt; 2b &gt; 6a &gt; j.c &gt; j.2c &gt; steins<br />~ = 3C&gt;2B&gt;5C&gt;6C<br />~ =3C &gt; 2B &gt; 5C &gt; 6C &gt; j.B &gt; j.C &gt; j.2C &gt; dash &gt;2b &gt; 5C &gt; 6C &gt; 214D &gt; anything<br />~ =CH jC&gt;Dash6B&gt;6A&gt;j2C&gt;Dash2B&gt;5C&gt;6D&gt;enders<br />~ =2C &gt; JC &gt; jb &gt; jc &gt; j2c &gt; dash &gt; 2b &gt; 5c &gt; 6c<br /><br />Oki setups and followups presented as combos (Most will combo if the laser hits)<br />~5D&gt;6D&gt;236D&gt;6D&gt;2D&gt;IAD&gt;jC&gt;2B&gt;3C <br />~5D&gt;6D&gt;236D&gt;6D&gt;2D&gt;jC&gt;2B&gt;5C&gt;3C <br />~5D&gt;6D&gt;236D&gt;5D&gt;63214C(Lvl3)&gt;Dash6A&gt;6B&gt;Dash6A&gt;j2C&gt;D ash2B&gt;6A&gt;j5C&gt;j2C<br />~5D&gt;6D&gt;236D&gt;Dash6D&gt;2D&gt;63214C(lvl3)&gt;Dash6A&gt;6B&gt;Dash6 A&gt;j2C&gt;Dash2B&gt;6A&gt;j5C&gt;j2C<br />~5D&gt;6D&gt;236D&gt;6D&gt;2D&gt;j3D&gt;j6D&gt;j5D<br /><br />50 Meter Combo (Damage Meter)<br />~6D&gt;632146D&gt;Dash6B&gt;6A&gt;2C&gt;j5C&gt;j2C (3650, 16)<br /><br />50 Meter RC Combos (Damage, Meter)<br />2B&gt;3C&gt;RC&gt;6B&gt;Dash6A&gt;5C&gt;6C&gt;214D&gt;Dash6A&gt;6B&gt;Dash5C&gt;2C&gt; j5C&gt;j2C (3642, 28)<br />2B&gt;5C&gt;3C&gt;RC&gt;6B&gt;Dash6A&gt;6B&gt;6A&gt;j2C&gt;2B&gt;6A&gt;5C&gt;j2C (3354, 22)<br />6B&gt;RC&gt;Dash2B&gt;3C&gt;2B&gt;5C&gt;6C&gt;214D&gt;Dash6A&gt;6B&gt;Dash&gt;5C&gt;2C &gt;j5C&gt;j5C&gt;j2C (3818, 26)<br />2B&gt;3C&gt;RC&gt;Dash6B&gt;6A&gt;6B&gt;6A&gt;5C&gt;6C&gt;214D&gt;Dash6A&gt;6B&gt;6A&gt;j 5C&gt;j2C (3665, 29)<br /><br />100 Meter Spirit Crushing Combo (Damage, Meter)<br />(4 steins behind opponent) 6C(FC)&gt;63214C(lvl3)&gt;Dash6B&gt;6A&gt;6B&gt;632146D&gt;j5C&gt;j2C&gt;2 B&gt;632146C (8326, 7)<br />


    Rachel - Já sei que ninguem vai jogar com ela... Mas faço por solidariedade com os lolita tards

    Spoiler:
    <br />Transcript and descriptions for Ma Dao combo video seen here: http://www.youtube.com/watch?v=5jvF-4Va8CI<br /><br />1) 0:00-0:04<br />2b 5b jc j.3db j.c 5b 6dc j.c 5b 3c 214a - 1735 dmg<br />Starts with a low attack, pushes the opponent to the corner with 6c, ends with knockdown into frog oki.<br /><br />2) 0:05-0:11<br />5b 2d jc j.b j.a dj j.b j.a j.b j.c 5b 5cdc 236b IAD j.b j.c j.214c land sj.c dj j.c - 1907 dmg<br />Ghetto double overhead starter.<br /><br />Frog combos<br /><br />3) 0:12-0:16*<br />5b 5cdc 214a 3c (1-hit) 236a (x2) 3c 214c 3c - 2760 dmg<br />A frog BnB on 3c midscreen characters ending with knockdown. Requires 1 wind.<br /><br />4) 0:17-0:21<br />5b 5cdc 214a 3cd (3 hit) 236a (x2) 3c 214c 3c<br />A frog BnB variation for 3c corner-only characters like Ragna and Jin.<br /><br />5) 0:22-0:28<br />5b 5cdc 214a 2b 236a (x2) 6a 214c sj j.b j.c dj j.b j.c j.236a<br />A frog BnB variation for non-3c characters like Hazama, Lambda, and Carl.<br /><br />6) 0:28-0:33<br />5b 5cdc 214a 2b 236a 5cc 3c - ~2200 dmg<br />Universal corner frog combo ending in 5cc wallbounce.<br /><br />7) 0:33-0:38<br />5b 5cdc 214a 3c 236a 5cc (236a whiff) 3c<br />Corner frog combo ending in 5cc wallbounce on 3c characters. Creates an extra pole.<br /><br />8) 0:38-0:47*<br />5b 5cdc 214a 3c (1 hit) 236a sj 8d 2d (lvl3) j.2c 236a dash 3c 214c 6c j.c dj j.c j.236a - 3847 dmg<br />A damaging frog BnB for 3c characters. Requires 3 winds.<br /><br />9) 0:48-0:57<br />5b (6dc j.c x2) 5b 5cdc 214a 3c 236a (backup a bit) 5cc (236a whiff) 3c -~3600 dmg<br />Combo that carries opponent to corner and ends with 5cc wallbounce on 3c characters. Requires 3 winds.<br /><br />236b combos<br /><br />10) 0:58-1:03*<br />5b 5cdc 236b dash 6a 214c sj j.b j.c dj j.b j.c j.236a - 2740 dmg<br />A universal 236b BnB. Uses 1 wind.<br /><br />11) 1:03-1:07<br />5b 5cdc 236b dash 3d 5cc dash 3c - 1920 dmg<br />236b combo ending in 5cc wallbounce. Must be somewhat near corner.<br /><br />12) 1:07-1:12<br />5b 5cdc 236b IAD j.214c 6c j.c dj j.c - ~2900 dmg<br />236b combo incorporating IAD sword iris to move closer while keeping up the combo.<br /><br />Throw combos<br /><br />13) 1:12-1:16*<br />b+c 7d dash 5b sj j.b j.a j.b j.c dj j.b j.c j.236a - 2237 dmg<br />The old CT throw BnB. Uses 1 wind.<br /><br />14) 1:17-1:21<br />b+c 5b 2d 5cc 5cc 214b 3c 214a - ~2200 dmg<br />Corner throw into 5cc wallbounce that sets up pumpkin and frog oki.<br /><br />15) 1:21-1:27<br />b+c 7d dash 5b jc j.b j.c 2d jc (lvl2) j.2c 5b sj j.b j.c dj j.b j.c j.236a - 2809 dmg<br />Air combo extender after throw BnB. Uses 2 winds.<br /><br />Other<br /><br />16) 1:27-1:32<br />6a 5b jc j.c 2d jc (lvl2) j.2c 5b sj j.b j.c dj j.b j.c j.236a - ~2500 dmg<br />Air combo extender after 6a. Uses 1 wind.<br /><br />17) 1:32-1:38<br />3c (delay) 9d 5b jc j.b j.c 2d jc (lvl2) j.2c 5b sj j.b j.c dj j.b j.c j.236a - ~2100 dmg<br />Air combo extender after 3c. Uses 2 winds.<br /><br />18) 1:38-1:44<br />3c (delay) 8d 5cc 236b dash 214c dash j.b j.c dj j.b j.c j.236a - ~2000 dmg<br />Alternative combo from 3c starter. Uses only 1 wind.<br /><br />50% heat combos<br /><br />19) 1:45-1:55*<br />5b 5cdc 214a 3c (1 hit) 236a (x2) 6c j.c 1d land 632146c 236a (x2) dash 3c 214c 6c j.c jc j.c j.236a - 4350 dmg<br />A frog to BBL BnB on 3c characters. Requires 2 winds.<br /><br />20) 1:56-2:06<br />5b 5cdc 214a 2b 236a (x2) 6c j.c 1d land 632146c 236a (x2) dash 3c 214c 6c j.c jc j.c - 4270 dmg<br />Same as above for non-3c characters. Just use 2b otg.<br /><br />21) 2:08-2:22<br />5b 5cdc 214a (walk 1 step) 5b 236a (frog hits) dash 6c j.c land 632146c 214a 5cc (whiff 1st hit) dash 5b (frog hits) sjc 8d 2d (lvl3) j.2c 5cc (whiff 1st hit) 214a - 3669 dmg<br />An advanced corner only frog combo into BBL and lvl3 j.2c. Makes use of 5c whiff c wallbounce to refrog the opponent after BBL and lvl3 j.2c. Requires 3 winds but regens 2 winds during the combo.<br /><br />22) 2:23-2:32*<br />5b 5cdc 236b dash 6a32147d6c (dash under opponent) sj 8d (lvl3) j.2c 236a dash 3c 214c 6c j.c dj j.c j.236a - 4761 dmg<br />An advanced midscreen 236b combo into BBL and lvl3 j.2c. Uses 6a and 7d before BBL to increase opponent&#39;s height. Rachel then dashes under the opponent and uses the momentum to catch the opponent falling from BBL with lvl3 j.2c using just 1 wind. Requires 3 winds.<br /><br />More throw combo setups<br /><br />23) 2:32-2:40<br />b+c 6d IAD 6d j.a j.c 1d 5cc 5cc 214b 3c 214a - ~2300 dmg<br />A midscreen throw combo into 5cc wallbounce that sets up pumpkin and frog oki. Uses 3 winds.<br /><br />24) 2:40-2:45<br />b+c 9d dash 5cc 5cc 214b 3c 214a - ~1900 dmg<br />A somewhat near corner throw combo into 5cc wallbounce that sets up pumpkin and frog oki. Uses 1 wind.<br /><br />More 50% heat combos<br /><br />25) 2:46-2:57<br />5b 5cdc 214a dash 6c (frog hits) j.236c land 6c j.c land 632146c sj 8d (lvl3) j.2c 5cc (whiff 1st hit) 3c 214a - ~3900 dmg<br />An advanced corner only frog combo into BBL and lvl3 j.2c that uses only 2 winds and regens 1 during the combo.<br /><br />26) 2:57-3:08<br />5b 3c (delay) 9d 5b jc j.b j.c 2d jc (lvl2) j.2c dash 6a 632146c (dash under opponent) sj 8d (lvl3) j.2c 236a dash 3c 214c 6c j.c dj j.c j.236a - 4587 dmg<br />3c air combo extender into BBL and lvl3 j.2c. A combination of combos 17 and 22. Uses 3 winds.<br /><br />27) 3:08-3:17<br />6a 5b jc j.c 2d jc (lvl2) j.2c dash 6a 632146c (dash under opponent) sj 8d (lvl3) j.2c 236a dash 3c 214c 6c j.c dj j.c j.236a - ~4000 dmg<br />6a air combo extender into BBL and lvl3 j.2c. A combination of combos 16 and 22. Uses 2 winds.<br /><br />28) 3:18-3:30<br />b+c 7d dash 5b jc j.c 2d jc (lvl2) j.2c dash 6a 632146c (dash under opponent) sj 8d (lvl3) j.2c 236a dash 3c 214c 6c j.c dj j.c j.236a - 4377 dmg<br />Throw air combo extender into BBL and lvl3 j.2c. A combination of combos 15 and 22. Uses 3 winds.<br /><br />29) 3:31-3:39<br />6a 5b jc j.b j.[c] j.c dj j.c 632146c (dash under opponent) 236a dash 3c 214c 6c j.c dj j.c j.236a - ~2500 dmg<br />Air combo into air BBL. Mainly demonstrates that j.c &gt; hold c &gt; j.c and air BBL will combo after j.c.<br /><br />30) 3:40-3:48<br />2c CH 1d 6a 632146c (dash under opponent) sj 8d (lvl3) j.2c 236a dash 3c 214c 6c j.c dj j.c j.236a - ~4100 dmg<br />Chair counterhit combo into BBL and lvl3 j.2c. Similar to combo 22. Uses 2 winds.<br /><br />31) 3:49-4:00*<br />5b 5cdc 214a 3c (1 hit) 236a sj 8d 2d (lvl3) j.2c 236a dash 6a32147d6c 236a (x2) 3c 214c 6c j.c dj j.c - 4869 dmg<br />A damaging frog BnB into BBL for 3c characters. Requires 4 winds.<br /><br />32) 4:01-4:11<br />air b+c 2d 5b jc j.b j.c 2d jc (lvl2) j.2c dash 6a 632146c (dash under opponent) sj 8d (lvl3) j.2c 236a dash 3c 214c 6c j.c dj j.c j.236a - 4200 dmg<br />Airthrow combo into BBL and lvl3 j.2c. Similar to combo 22. Uses 3 winds.<br /><br />33) 4:11-4:22<br />b+c 6d IAD j.b j.c 632146c (dash under opponent) sj 8d (lvl3) j.2c 236a dash 3c 214c 6c j.c dj j.c j.236a - 3820 dmg<br />Alternative throw combo into BBL and lvl3 j.2c. Similar to combo 22. Uses 2 winds.<br /><br />34) 4:23-4:34<br />b+c 5b 2d 5cc 6c j.c land 632146c sj 8d (lvl3) j.2c 5cc (whiff 1st hit) 3c 214a - 3450 dmg<br />Corner throw combo into BBL and lvl3 j.2c. A combination of combos 14 and 25. Uses 2 winds.<br /><br />Section2: I have the 11-31 Arcadia issue, so I&#39;ll translate the Rachel combos from it:<br /><br />1. 5b 5cdc 236b dash 6a BBL 236a(whiff) dash 3c (1 hit) 214c 5b JC j.b j.c JC j.b j.c j.236a 4008 dmg!?<br />They have to be close for this one. I doubt it works on the whole cast -- you need to be able to dash far enough to 6a them and hit with both melee and pole BBL.<br />2. [corner?] 2b 5b 5cdc 214a dash? 2b 236a (frog hits) dash 5cc 3c (3 hits) 214c 3c (set out george) 2311 damage <br />
  • Noel

    Spoiler:
    Combos were tested on Bang and some combos on a few other characters with different hitboxes. This matters mostly for some of the Haida combos which are hampered by awkward hitboxes. Otherwise, the combos I listed are what I believe to be the limits I can push combo proration. Noel&#39;s combos are generally fairly universal though, and since there are many character specific Haida options, I will leave it at what I have unless someone can provide more details.<br /><br />Credits to Halcyone3, LunaKage, 7r17r1, 2GB Combo, Runis, and wighti for their contributions to this exceedingly long list of combos.<br /><br /><br /><br />General notes:<br /><br />- On crouching opponents, 5C and 2C will combo into 3C<br /><br />- On counterhit, 5D, 4D, 2D, and j.D will all combo into d.6C. Although this isn&#39;t always easy to confirm (since the usual autoconfirm is d.6A), this is important to know for damage.<br /><br />- On counterhit, 5C, 2C(1), 6C(1), and 6B will combo into 5D and 2D. They also combo into j.D. CH 6C (1) and CH 6B will combo into 6D but these are less important.<br /><br />- Drive starters and followups that use the same input do not share repeat proration since they&#39;re technically different moves. This is just another tidbit to know for optimizing combos.<br /><br />- Drive starters and followups also have different P1/P2. For example, combos starting from d.2D will lead to combos different from combos starting from 2D due to the much worse P1 on d.2D.<br /><br />- Comboing an airborne opponent into j.D may require you to use sj.D sometimes (read: vs Hazama and Valkenhayn), which will often result in a cross up. Normal jump j.D is capable of crossing up as well and this is where it gets funky since these cross up situations actually depend on both timing and spacing.<br /><br />- Additionally, since drives generally have very loose cancel windows, make sure you time your d.6D input properly after your (s)j.D crossup. For example, if you input the d.6D for the cross up before you actually cross them up you will get a d.4D (which is the motion for d.6D prior to you crossing them up) even though you landed on the other side. This is because the game will read your input as if you already cancelled j.D into d.4D on the side you inputted it in and will therefore lock you into a d.4D regardless of which side you actually end up on.<br /><br />- Comboing into j.D after a long combo may require you to delay the input a little bit after the jump or else they will airtech after the groundbounce. That will also happen after a long combo if they&#39;re too high in the air.<br /><br />- j.D -&gt; d.6D on Tager and Rachel will require a slight delay of the d.6D or else it will mysteriously whiff on two of the fattest hitboxes in the game. Also slightly tricky on Carl in some situations.<br /><br />- You can substitute d.5C j.D midscreen with d.5B d.5C IAD j.D for significantly more corner push.<br /><br />- Aerial hit 6C -&gt; 5D can be and often should be delayed if opponent is high enough (which is often the case).<br /><br />- If you hit with 3C far enough where the 66C after the 22C is impossible, you can opt to RC the 22C to make up for the distance. In addition to the great damage, your meter gain from the combo will probably make up for the meter you spent on the RC anyways.<br /><br />- You can continue your combo after 2C on a standing opponent with 2C RC dash 6A etc. Don&#39;t settle for puny damage when you could&#39;ve spent meter to kill your opponent!<br /><br />- In most situations, you can substitute whatever ender after your d.5C with j.D -&gt; Fenrir. This is useful for getting more damage if you&#39;re midscreen and can&#39;t connect Fenrir from a Bloom Trigger. Doesn&#39;t work very easily or reliably on some characters though (from my experience, it can drop on Tsubaki), but aside from a few exceptions this is very easy to connect.<br /><br />- When you&#39;re doing a 6C Throw 6C into a 22C, sometimes you may opt to delay the second 6C in order to get a lower and more stable juggle from the 22C. This is highly recommended after anything into the 214A 2B 6C combo situations.<br /><br />- In or very near the corner, combo into aerial hit Bloom Trigger (wallbounce) will almost always allow a combo into Fenrir, so I won&#39;t list the corner Bloom -&gt; Fenrir in every single combo ending with Bloom.<br /><br />- All of Noel&#39;s ground normals except 3C and drives will combo into Fenrir on a grounded opponent if you&#39;re close enough.<br /><br />- On ground hit, 6A, 5B, 6B, 5C, and 6C all combo into TK Thor.<br /><br />- 214A -&gt; Fenrir is unburstable and works on Rachel and Tager.<br /><br />- Comboing into either super after a corner Fenrir will not work in many combos, usually in those in which you hit Bloom Trigger twice.<br /><br />- Easiest motion for dashing Fenrir is 6321466D. Learn this so you can do Bloom -&gt; Fenrir when you&#39;re slightly away from the corner.<br /><br />- Of course, Noel combos will vary depending on a number of things including ease of Haida loop and distance from the corner. The combos I list won&#39;t be 100% set in stone due to those factors so it&#39;s still up to you to understand Noel&#39;s combo theory since there are just so many possibilities. I will, however, list alternative combos to ones that involve 22B 22(B)C loops since some characters are, IMO, quite difficult to or just nearly impossible to loop midscreen (read: Hazama, Tsubaki).<br /><br />- I should also mention that some characters sort of fall in-between in terms of how many times and how easily you can Haida loop them. I tested my Haida combos on Bang (one of the easiet to Haida loop) so for some characters you may not be able to get quite as many reps of Haida. You may also opt for 22B 22C on some characters instead of 22B 22BC.<br /><br /><br /><br />General notations:<br /><br />- Parenthethes () indicate optional additions.<br />- #D indicates drive starters and d.#D indicates drive followups.<br />- sj = superjump<br />- xxxx/xx = damage/meter<br />- RC = rapid cancel<br />- CH = counterhit<br />- IAD = instant air dash<br /><br /><br /><br />Moves:<br /><br />236A/B/C = Optic Barrel<br />214A = Muzzle Flitter<br />j.236C = Revolver Blast<br />d.236D = Bloom Trigger<br />d.623D = Spring Raid<br />d.214D = Assault Through<br />632146D = Fenrir<br />j.236236D = Thor<br />214214C = astral<br /><br /><br /><br />Special notes about d.5B in combos:<br /><br />- The addition of d.5B in combos is for very near the corner or in the corner only!<br /><br />- Depending on the distance to the corner, d.5B can come after d.6B or d.6D and will still allow you to combo into a two-hit Bloom Trigger.<br /><br />- Expanding a bit on that, there are situations where d.6B -&gt; d.5B -&gt; d.5C will work but d.6B -&gt; d.5C will not. <br /><br />- Sometimes your opponent will only be in the corner after j.D d.6D. This is when you can do d.6D d.5B Bloom Trigger. In this situation, you will have to do dashing Fenrir (6321466D) on some characters since the addition of d.5B puts more distance between Noel and the opponent after the Bloom Trigger.<br /><br />- d.6B -&gt; d.5B and d.6D -&gt; d.5B on Lambda and Tsubaki will most of the time require you to delay the d.5B or the second hit will miss.<br /><br />- The corner xxxx/xx I list is usually for when the combos includes the additional d.5B.<br /><br /><br /><br /><br /><br />--- 5A ---<br /><br /><br />Standing: <br /><br />*5A 6A 6C will usually only work at very close ranges. Substitute 6C with 5C otherwise.<br /><br />5A 6A 5C sj j.B j.C(n) j.B dj j.B j.C(n)<br />- Number of hits on the j.C&#39;s may vary. You can delay j.B slightly after the superjump to be able to get more hits on j.C.<br /><br />5A 6A 6C j.D d.6D d.6B d.(5B) d.5C Bloom ~ 2155/27 midscreen, 2283/31 corner<br />- Easy 6C j.D combo.<br /><br />5A 6A 6C delay 5D d.2D d.623D 6C j.D d.6D d.6B d.5B d.5C Bloom ~ 2695/44 corner<br />5A 6A 6C (delay) 2D d.623D 6C Throw 6C j.D d.6D d.6B d.5B d.5C Bloom ~ 2570/43 corner<br />- Corner only.<br />- 2nd variation is slightly more stable due to 6C j.D being at lower height.<br /><br />5A 6A 6C 236A dash 6C 5D d.6B (d.5B) d.5C j.D d.6D Bloom ~ 2368/36 midscreen, 2462/40 corner<br />- Optic -&gt; 6C for height adjustment so you can combo into 5D<br /><br /><br />Crouching:<br /><br />*You can omit the 5B in these combos but I don&#39;t plan to test the values without it so if anyone wants to do it feel free.<br />*5C can be substituted with 2C(1) but you&#39;ll get less damage.<br /><br />5A 5B 5C 3C 22BC 66C 5D d.6B (d.5B) d.5C j.D d.6C Bloom ~ 2676/39 midscreen, 2774/43 corner<br />5A 5B 5C 3C 22BC 66C 2D d.623D 66C j.D d.6D d.5C d.6B Bloom ~ 2818/45 midscreen<br />5A 5B 5C 3C 22BC 66C 2D d.623D 66C j.D d.6D d.6B d.5B d.5C Bloom ~ 2882/49 corner<br />- Basic drive combos. 1st variation is easier. For 2nd and 3rd ones, delay either/both the first 66C and 2D to get a lower launch from d.623D<br /><br />5A 5B 5C 3C 22BC 66C 22B 22BC 66C 22B 22C 66C 5D d.6B d.5C j.D d.6C Bloom ~ 2997/51 midscreen<br /><br />5A 5B 5C 3C 22BC [66C 22B 22BC] x2 66C j.D d.6D d.6B d.5B d.5C Bloom ~ 3049/54 corner<br />- Works as long as you&#39;re in the corner by the time you do d.5B<br /><br />5A 5B 5C 3C 22C 66C 4D Bloom 6C 22B 22BC 66C j.D d.6D d.6B d.5B d.5C Bloom ~ 3087/54 corner<br />- Corner only.<br /><br /><br /><br /><br /><br />--- 2A ---<br /><br /><br />Standing:<br /><br />2A 2B 6A 5C sj j.B j.C(n) j.B dj j.B (j.C) ~ ~1600/19<br />- Same idea as the sj combo from 5A.<br /><br />2A 2B 6A 6C sj.D d.6D d.6B d.5C Bloom ~ 1916/28 midscreen, 2022/32 corner<br />- Point blank range with dashing momentum only!<br /><br /><br />Crouching:<br /><br />2A 5B 5C 3C etc.<br />- Virtually the same as the 5A combos. Just replace 5A with 2A. You can also replace 5B with 2B. 2A and 2B both have very slightly worse proration than 5A and 5B, respectively, but you can still for the most part do the rest of the combo the same way.<br /><br /><br /><br /><br /><br />--- 6A ---<br /><br /><br />Standing/Aerial:<br /><br />6A 6C 236A 66C delay 2D d.623D 66C j.D d.6D d.5C d.6B Bloom ~ 2662/41 midscreen<br />6A 6C 236A 66C delay 2D d.623D 66C j.D d.6D d.6B d.5B d.5C Bloom ~ 2725/45 corner<br />-Basic drive combos<br /><br />6A 5C sj etc.<br />- For certain air hits, opponent may be too high for 6C.<br /><br />6A CH IAD j.C land 6C j.D d.6D d.6B (d.5B) d.5C Bloom ~ 2369/30 midscreen, 2463/33 corner<br />- Most likely not optimized, but I&#39;ll list this as the most stable combo since CH 6A can have so many varying factors.<br /><br /><br /><br /><br /><br />--- 5B ---<br /><br /><br />Standing:<br /><br />5B CH 3C etc.<br />- Counterhit only<br /><br /><br />Crouching:<br /><br />5B 5C 3C 22BC delay 2D d.623D 66C j.D d.6D d.5C d.6B Bloom ~ 3323/44 midscreen<br />5B 5C 3C 22BC delay 5D d.2D d.623D 66C j.D d.6D d.6B d.5B d.5C Bloom ~ 3525/51 corner<br />- Basic drive combo<br /><br />5B 5C 3C 22BC [66C 22B 22BC]x2 66C 5D d.6B d.5C j.D d.6D Bloom ~ 3605/52 midscreen, 3674/56 corner<br />- Basic Haida loop combo.<br /><br /><br /><br /><br />--- 2B ---<br /><br /><br />Standing:<br /><br />2B 6A 6C (236A 6C) 5D d.6B (d.5B) d.5C j.D d.6D Bloom ~ 2289/36 midscreen, 2376/40 corner<br />- Omit the 236A 6C if you didn&#39;t have dashing momentum.<br /><br />2B 6A 6C 4D Bloom (6)6C 5D d.6B d.5B d.5C j.D d.6D Bloom ~ 2626/44 corner<br />- Sorry, this is really the best I could come up with. I tested this on Bang and the 4D will barely connect without dashing momentum so I don&#39;t really know where to go from here. You can always just do a poverty combo really. 2B can be such a tragic move sometimes.<br /><br /><br /><br /><br />--- 6B ---<br /><br /><br />6B 3C 22BC 66C 5D d.6B d.5C j.D d.6D d.6B d.5C Bloom ~ 3220/42<br />- Easiest combo ever. You can&#39;t possibly screw this up. Also works for 3C starter.<br /><br />6B 6C 2C(1) 3C 22BC [66C 22B 22BC]x2 66C j.D d.6D d.5C d.6B Bloom ~ 3502/50 midscreen<br />6B 6C 2C(1) 3C 22BC [66C 22B 22BC]x2 66C j.D d.6D d.6B d.5B d.5C Bloom ~ 3565/54 corner<br />- Example combos that use the 6B 6C hitconfirm. You&#39;ll generally lose damage and meter from doing 6B 6C 2C(1) 3C but it&#39;s a much easier hitconfirm than 6B 3C is. Use this only at close range though, since 6B has far more range than 6C does (pay attention to if your opponent was barrier blocking whatever move you may have thrown out before your 6B to push you back farther and such).<br /><br />6B 3C 22BC [66C 22B 22BC]x3 66C j.D d.6D d.5C d.6B Bloom ~ 3928/54 midscreen<br />6B 3C 22BC [66C 22B 22BC]x3 66C j.D d.6D d.6B d.5B d.5C Bloom ~ 3986/58 corner<br />- Omit Haida reps when necessary for different characters.<br /><br />6B 3C 22BC delay 66C delay 22C 66C delay 5D d.2D d.623D 66C j.D d.6D d.5C d.6B Bloom ~ 3687/47 midscreen<br />6B 3C 22BC delay 66C delay 22C 66C delay 5D d.2D d.623D 66C j.D d.6D d.6B d.5B d.5C Bloom ~ 3763/51 corner<br />- Non Haida combo. Omit 5D to make it easier.<br /><br />6B 3C 22BC 6C 22B 22BC 66C 4D Bloom 6C 22B 22BC 66C j.D d.6D d.6B d.5B d.5C Bloom ~ 4054/60 corner<br />- Corner only.<br />- Honestly, you can choose your method of corner awesomeness however you want. This is just one of the many possible variations.<br /><br />6B 3C 22BC 66C 4D Bloom 6C delay 5D d.2D d.623D 6C j.D j.D d.6D d.6B d.5B d.5C Bloom ~ 4002/56 corner<br />- Corner only.<br />- Easier variation of the corner combo. I personally find corner Haida loop to be slightly unstable on Makoto so this is a universal alternative.<br /><br /><br /><br /><br /><br />--- 3C ---<br /><br /><br />3C 22(B)C [66C 22B 22BC]x4 66C j.D d.6D d.5C d.6B Bloom ~ 4934/56 midscreen<br />3C 22(B)C [66C 22B 22BC]x4 66C j.D d.6D d.6B d.5B d.5C Bloom ~ 5002/60 corner<br />- Corner carry and big damage into shitty Blazblue oki.<br /><br />3C 22(B)C 6C 22B 22BC 66C 4D Bloom 6C 22B 22(B)C 6C 22B 22BC 66C j.D d.6D d.6B d.5B d.5C Bloom ~ 5123/65 corner<br />- Giant enemy crab. Attack its weak point for massive damage.<br />- Ok seriously though, for this combo, you will have to shift a few things around based on many factors including for different characters and how close you were to the corner when you hit them with 3C. For some characters you may have to opt for 22C rather than 22BC for at least one of the reps or omit a 22B 22BC rep altogether thanks to their hitbox.<br />- Sometimes if you slide too far with 3C into the corner you may have to pick it up with 22C instead of 22BC since the 22B part will miss many characters at point blank in the corner.<br />- Damage/meter listed for if none of the hits are omitted.<br />- Corner only.<br /><br />3C 22(B)C 66C 22C 66C 2D d.623D 66C Throw 66C 5D d.6B d.5C j.D d.6D Bloom ~ 4364/47 midscreen<br />3C 22(B)C 66C 22C 66C 5D d.2D d.623D 66C j.D d.6D d.5C d.6B Bloom ~ 4429/45 midscreen<br />- Midscreen non Haida variations.<br />- Double Fenrir in the corner is barely possible if you stick to the combo notation (don&#39;t add a d.5B or a throw whiff 6C) - depending on how you did your combo the last hit of your 2nd Fenrir will have minimum (2f) untechable time.<br /><br />3C 22BC 66C 22B 6D d.6C d.2D d.623D 66C j.D d.6D d.5C d.6B Bloom ~ 4982/50 midscreen<br />3C 22BC 66C 22B 6D d.6C d.2D d.623D 66C j.D d.6D d.6B d.5B d.5C Bloom ~ 5082/54 corner<br />- Keep in mind that for the 22B 6D, your 22B must hit high enough to give you more time for your 6D which means it&#39;s very spacing dependent. In other words, if you hit your 3C too far and you have to dash a longer distance to catch them, the 22B may hit them too low in the air for 6D to connect. Otherwise, this is a great non-Haida combo to be doing as it is superior to its easier non-Haida counterparts.<br /><br />3C 22BC 66C 4D 236D 6C 5D d.2D 623D 66C Throw 6C j.D d.6D d.6B d.5B d.5C Bloom ~ 4921/58 corner<br />3C 22BC 66C 4D d.6C d.2D d.623D 6C j.D d.4D Bloom 6C 5D d.6B d.5B d.5C Bloom ~ 5241/60 corner<br />3C 22BC [6C 22B 22BC]x2 66C 4D d.6C d.2D d.623D 6C j.D d.6D d.6B d.5B d.5C Bloom ~ 5247/64 corner<br />- Corner only non Haida loop variations. 1st one is the easiest.<br /><br /><br /><br /><br /><br />--- 5D ---<br /><br /><br />Standing:<br /><br />5D d.6A d.6C 214A 2B 6C j.D d.6D d.5C d.6B Bloom ~ 3487/38 midscreen<br />5D d.6A d.6C 214A 2B 6C Throw 6C 22C 66C j.D d.6D d.5C d.6B Bloom ~ 3740/43 midscreen<br />5D d.6A d.6C 214A 2B 6C Throw 6C 22C 66C j.D d.6D d.6B d.5B d.5C Bloom ~ 3817/47 corner<br />- 1st variation is much easier and works on Hazama and Hakumen. 6C throw whiff 6C will not work on those two without either a dashing 2B(?) or a fatal counter. use sj.D for Hazama. Use 3rd variation to switch sides.<br /><br />5D d.6A d.6C d.2D d.5D d.623D 66C 4D Bloom 66C j.D d.6D d.6B d.5B d.5C Bloom ~ 3951/58 corner<br />- Corner only.<br /><br /><br />Crouching:<br /><br />5D d.6A d.6C d.623D 66C j.D d.6D d.5C d.6B Bloom ~ 3282/38 midscreen<br />5D d.6A d.6C d.623D 6C 4D Bloom 66C j.D d.6D d.6B d.5B d.5C Bloom ~ 3645/51 corner<br />5D d.6A d.6C d.2D d.623D 66C 4D Bloom 66C j.D d.6D d.6B d.5B d.5C Bloom ~ 3730/53 corner<br />- Use the 3rd variation when you&#39;re in the corner. 2D and d.2D will always cross up on crouchers.<br /><br /><br />Counterhit:<br /><br />*5D will force standing on CH<br /><br />5D CH d.6C 214A 2B 6C 22B 22C [66C 22B 22BC]x2 66C j.D d.6D d.5C d.6B Bloom ~ 4731/56 midscreen<br />5D CH d.6C 214A 2B 6C 22B 22C [66C 22B 22BC]x2 66C j.D d.6D d.6B d.5B d.5C Bloom ~ 4791/60 corner<br />- Character specific! 2B 6C 22B will not work on everyone!<br /><br />5D CH d.6C 214A 2B 6C Throw [66C 22C]x3 66C j.D d.6D d.5C d.6B Bloom ~ 4329/46 midscreen<br />- Corner variation is the same usual changes so I&#39;m not gonna test that. Omit 66C 22C loops as needed. This will work on certain characters that can be a pain in the ass too 22B 22BC loop.<br /><br />5D CH reload 3C 22BC [66C 22B 22BC]x2 66C 2D d.623D 66C j.D d.6D d.5C d.6B Bloom ~ 4565/50 midscreen<br />5D CH reload 3C 22BC [66C 22B 22BC]x2 66C 2D d.623D 66C j.D d.6D d.6B d.5B d.5C Bloom ~ 4767/54 corner<br />5D CH reload 3C 22BC [66C 22B 22BC]x3 66C j.D d.6D d.5C d.6B Bloom ~ 4702/55 midscreen<br />5D CH reload 3C 22BC [66C 22B 22BC]x3 66C j.D d.6D d.6B d.5B d.5C Bloom ~ 4773/59 corner<br />5D CH reload 3C 22BC [66C 22B 22BC]x4 66C j.D d.6D (d.6B d.5B d.5C) Bloom 4748/55 midscreen, 4926/66 corner<br />- 5D reload combos.<br />- The 2D d.623D variations are actually harder because the 66C j.D d.6D after it is unnaturally difficult in this combo.<br /><br />5D CH d.6C d.6D d.2D d.623D 66C j.D d.5D d.5C d.6B Bloom ~ 4363/43 midscreen<br />5D CH reload dash 2D d.5D d.6A d.6C 214A 2B 6C j.D d.6D d.5C d.6B Bloom ~ 4019/45 midscreen<br />- Easy alternatives on Tsubaki/Hazama/Makoto/Valkenhayn or anyone else with hitboxes too douchy to combo easily with Haida. These do not utilize 22B or 22C at all.<br /><br />5D CH d.6C d.2D d.623D 66C 4D Bloom 66C j.D d.6D d.6B d.5B d.5C Bloom ~ 4668/53 corner<br />- Same as non-CH corner combo without the d.6A.<br /><br /><br /><br /><br /><br />--- 2D ---<br /><br /><br />Standing:<br /><br />2D d.6A d.6C 214A 2B 6C j.D d.6D d.5C d.6B Bloom ~ 3501/38 midscreen<br />2D d.6A d.6C 214A 2B 6C Throw 6C 22C 66C j.D d.6D d.5C d.6B Bloom ~ 3769/43 midscreen<br />2D d.6A d.6C 214A 2B 6C Throw 6C 22C 66C j.D d.6D d.6B d.5B d.5C Bloom ~ 3851/47 corner<br />- Pretty much the same as the 5D combos.<br /><br />2D d.6A d.6C d.2D d.623D 66C 4D Bloom 66C 5D d.6B d.5B d.5C j.D d.6D Bloom ~ 4064/58 corner<br />- Slightly better than its 5D counterpart since you get the extra 5D in there.<br /><br /><br />Crouching:<br /><br />2D d.6A d.6C d.623D 66C j.D d.6D d.5C d.6B Bloom ~ 3288/37 midscreen<br />2D d.6A d.6C d.623D 6C 4D Bloom 66C 5D d.6B d.5B d.5C j.D d.6D Bloom ~ 3528/53 corner<br />2D d.6A d.6C d.2D d.623D 66C 4D Bloom 66C 5D d.6B d.5B d.5C j.D d.6D Bloom ~ 3542/54 corner<br />-3rd Variation will sometimes work if you switched sides with your 2D starter and put them into the corner.<br /><br /><br />Counterhit:<br /><br />2D CH d.6C 214A 2B 6C Throw 6C 22C 66C delay 5D d.6B d.5B d.5C j.D d.6D Bloom ~ 4365/45 midscreen<br />- More of the same idea.<br /><br />2D CH d.6C d.2D d.623D 66C 4D Bloom 66C 5D d.6B d.5B d.5C j.D d.6D Bloom ~ 4911/56 corner<br />- Corner only. Ouch!<br />- One of the 2D&#39;s will switch sides on crouchers.<br /><br /><br /><br /><br /><br />--- 4D ---<br /><br /><br />Normal Hit:<br /><br />4D d.5A d.5D d.6A d.6C 214A 2B 6C j.D d.6D d.5C d.6B Bloom ~ 3721/43 midscreen<br />4D d.5A d.5D d.6A d.6C 214A 2B 6C sj.D d.6D d.6B d.5B d.5C Bloom ~ 3785/47 corner<br />- In the corner the sj.D will put them back into the corner after 214A.<br /><br /><br />Counterhit:<br /><br />4D FC d.6C 214A 2B 6C [22B 22BC 66C]x4 5D d.6B d.5C j.D d.6D Bloom ~ 5134/68<br />- Challenge combo #10.<br /><br />4D FC d.6C 214A 2B 6C Throw 6C slight delay 22C [66C 22C]x5 66C j.D d.6D d.5C d.6B Bloom ~ 4623/53 midscreen<br />4D FC d.6C 214A 2B 6C 22C [66C 22C]x6 66C j.D d.6D d.5C d.6B Bloom ~ 4711/53 midscreen<br />- I use these alternatives if I don&#39;t feel confident with 22B 22BC loops on certain characters. For the 2nd variation, 2B 6C 22C does not work on some characters I believe.<br /><br />4D FC d.6C 214A 2B 6C Throw 6C slight delay 22C 66C delay 5D d.2D d.623D 66C j.D d.6D d.5C d.6B Bloom ~ 4674/53 midscreen<br />- This one uses 22C only once. Works when 66C 22C loop doesn&#39;t work.<br /><br />4D FC d.6C d.2D d.5D d.5C 2147A 2B 6C 22C 6C 2D 623D 66C j.D d.6D d.6B d.5C Bloom ~ 5300/58 midscreen<br />- You must input Muzzle Flitter as 2147A or it will not combo from d.5C. Modifying the combo to add d.5B in the corner will make the second hit of Bloom Trigger not combo.<br />- This is definitely one combo video combo that&#39;s worth learning as it is the most damaging 4D combo in general. Less meter gain than the full Haida combo though, but the main attraction here is that this one is universal and is usable midscreen.<br /><br />4D FC d.6C d.2D d.5D d.623D 66A 6C Throw 6C 5D d.6B d.5B d.5C j.D d.6D Bloom ~ 4862/54 corner<br />- You can use this when you score a 4D FC in the corner while facing the corner. 66A 6C Throw 6C may not always work so omit 66A 6C if necessary.<br />- Double Fenrir is possible after Bloom for 6.3k IF YOU OMIT THE d.5D.<br /><br />4D FC d.6C d.2D RC 3C 22C [66C 22B 22BC]x4 66C 5D d.6B (d.5B) d.5C j.D d.6D Bloom ~ 5905/-50+66 midscreen, 5959/-50+70 corner<br />- Remember, this has a net meter gain of 16 to 20 so if you&#39;re sitting on enough meter to get to 100 by the end of the combo, this is well worth it.<br /><br /><br /><br /><br /><br />--- j.4D ---<br /><br /><br />Standing:<br /><br />j.4D d.6C 214A 2B 6C 22B 22C [66C 22B 22C]x2 66C j.D d.6D d.5C d.6B Bloom ~ 4591/56 midscreen<br />j.4D d.6C 214A 2B 6C 22B 22C [66C 22B 22C]x2 66C j.D d.6D d.6B d.5B d.5C Bloom ~ 4651/60 corner<br />- Well, at least this move is rewarding on hit.<br /><br />j.4D d.6C d.2D d.5D d.623D 66C Throw 6C 4D Bloom 66C 5D d.6B d.5B d.5C j.D d.6D Bloom ~ 4677/61 corner<br />- Corner only.<br /><br /><br />Crouching:<br /><br />j.4D d.6C d.5D d.623D 66C j.D d.6D d.5C d.6B Bloom ~ 3860/39 midscreen<br />- I don&#39;t know a better one midscreen.<br /><br /><br />Counterhit:<br /><br />(coming soon, I don&#39;t feel like doing more of the same stuff at the moment)<br /><br /><br /><br /><br /><br />--- 214A ---<br /><br />(coming soon, because for some reason you hit someone with this as your combo starter like after a throw into 214A &quot;reset&quot; lol)<br /><br /><br /><br /><br /><br />--- Throw ---<br /><br /><br />Midscreen:<br /><br />Throw 214A 2B 6C 22B 22BC 66C 22B 22BC 66C 5D d.6B (d.5B) d.5C j.D d.6D Bloom ~ 3053/47 midscreen, 3120/51 corner<br />- Character specific.<br /><br />Throw 214A 2B 6C slight Throw 6C 22C [66C 22C]x2 66C j.D d.6D d.5C d.6B Bloom ~ 2747/39 midscreen<br />Throw 214A 2B 6C slight Throw 6C 22C [66C 22C]x2 66C j.D d.6D d.6B d.5B d.5C Bloom ~ 2821/43 corner<br />- Omit one rep of 66C 22C on some characters.<br /><br />Throw 214A 2B 6C 2D d.623D 66C j.D d.6D d.5C d.6B Bloom ~ 2453/37 midscreen<br />Throw 214A 2B 6C 2D d.623D 66C j.D d.6D d.6B d.5B d.5C Bloom ~ 2631/43 corner<br />- Delay the 2D to get it to work on Hazama.<br /><br /><br />Corner:<br /><br />Throw 22(B)C 6C 22B 22BC 66C 4D Bloom 6C 22B 22BC 66C j.D d.6D d.6B d.5B d.5C Bloom ~ 4402/58 corner<br />Throw 22BC 6C 22B 22BC 66C 4D Bloom 6C 22B 22BC (6)6C 5D d.6B d.5B d.5C j.D d.6D Bloom ~ 4480/62 corner<br />Throw 22BC 6C 22B 22BC 66C 4D d.6C d.2D d.623D 6C j.D d.6D d.6B d.5B d.5C Bloom ~ 4580/58 corner<br />- More or less the same idea as the 6B and 3C corner combos.<br /><br />Throw 22C 66C 4D d.6C d.2D d.623D 6C Throw 6C Throw 6C j.D d.6D d.6B d.5B d.5C Bloom ~ 4488/53 corner<br />- For Makoto and a lesser degree Hazama, whom the corner Haida loops are very unstable on.<br /><br />Throw(3) dashing Fenrir delay dashing Fenrir ~ ~3500/-100 corner<br />- If you don&#39;t have a burst for astral you can do this in the corner for 3.5k unburstable damage.<br /><br /><br />Airthrow:<br /><br />Throw land 2B 6C 22B 22BC [66C 22B 22BC]x2 66C 5D d.6B d.5C j.D d.6D Bloom ~ 3592/54 midscreen<br />- Character specific. Same idea as off ground throw but this one doesn&#39;t work if you add d.5B<br /><br />Throw land 2B 6C slight Throw 6C 22C [66C 22C]x3 66C 5D d.6B (d.5B) d.5C j.D d.6D Bloom ~ 3195/44 midscreen, 3263/48 corner<br />- As usual, omit a rep of 66C 22C on some characters.<br /><br />Throw land 2B 6C delay 5D d.2D d.623D 66C j.D d.6D d.5C d.6B Bloom ~ 2976/41 midscreen<br />Throw land 2B 6C delay 5D d.2D d.623D 66C j.D d.6D d.6B d.5B d.5C Bloom ~ 3045/45 corner<br />- Non Haida variations.<br /><br />Throw land 2B 6C slight delay 4D Bloom 6C 22B 22BC 66C 5D d.6B d.5B d.5C j.D d.6D Bloom ~ 3454/53 corner<br />- Corner only (after airthrow side switch).<br />- This works on some characters when you airthrow your opponent with your back to the corner.<br /><br /><br /><br /><br /><br />--- Fenrir ---<br /><br /><br />Fenrir slight delay dashing Fenrir ~ ~3700/-100 corner<br />Fenrir slight delay TK Thor ~ ~3500/-100 corner<br />- Unburstable corner options.<br /><br />Fenrir(1) RC dash 3C 22(B)C [66C 22B 22BC]x4 66C j.D d.6D d.6B d.5B d.5C Bloom ~ 5235/-100+57 midscreen<br />- Basically, treat this as a 3C combo more or less and usually, as long as your combo is optimized enough, you will build back at least 50 meter by the end of it which lets you tack on another Fenrir for 6.1k. It might not be so convenient on some characters who are hard to Haida loop midscreen though, but just know that you can do some of her best combos off Fenrir(1) RC nontheless.<br /><br /><br /><br /><br /><br />--- Thor ---<br /><br /><br />Thor slight delay Fenrir ~ ~3000/-100<br />- Around 3k unburstable damage from anywhere. If you delay the Fenrir a bit you will get more damage than if you didn&#39;t.<br /><br />Thor(1) RC long dash 4D Bloom 6C 5D d.2D d.623D 6C Throw 6C Throw 6C j.D d.6D d.6B d.5B d.5C Bloom ~ 4333/-100+50 corner<br />- In corner or near corner only. Outside of the corner you get a poverty ~3.5k drive combo.<br />- If you want to finish your combo with Fenrir afterwards, make sure you wait after the RC for as long as you can (while you&#39;re dashing into them and pushing them into the corner) before hitting them with 4D.<br />- Thor(2) RC works as well, though I actually don&#39;t know where the cutoff point is.<br /><br />Thor dash 6C 4D d.6C d.2D d.623D 6C Throw 6C j.D 6D 6B 5B 5C Bloom ~ ~5300/-100+45 corner<br />- Corner, outside 5C range, about IAD height only.<br /><br /><br /><br /><br /><br />--- Astral ---<br /><br /><br />*for this I&#39;ll just give a list of things that combo into Astral<br /><br />6A (corner CH)<br />6B (ground CH)<br />6C (air hit, ground CH)<br />5D/2D (CH)<br />6D<br />j.D (air hit, character specific)<br />d.6A (ground hit)<br />d.6C (ground hit)<br />d.6B (CH)<br />d.5C (air hit, ground CH)<br />Ground throw<br /><br /><br /><br /><br /><br /><br /><br />And lastly, for all you trollfaces out there:<br /><br /><br />--- 22C reset combo ---<br /><br />22C 66C 4D Bloom 6C 5D d.2D d.623D 6C Throw 6C Throw 6C j.D d.6D d.6B d.5B d.5C Bloom ~ ~5157/61 corner<br />- Corner only.<br />- Example way to reset into 22C if your opponent is mashing neutral tech and don&#39;t plan to block: blah blah 3C 22C 5C (neutral tech) 22C hit<br />- No, this idea isn&#39;t practical but hey! reset into 6k! <br />


    Taokaka

    Spoiler:
    Taunt Loop: Remember this.<br /><br />(Taunt -&gt; 214D -&gt; WAIT -&gt; j.2D~B [hit]) xN<br /><br /><br />Links into Starts:<br /><br />Linked into 6A:<br />5B, 6B -&gt; 5B, j.C -&gt; 5B, j.C -&gt; 66 -&gt; 5B, 2A -&gt; 5B, 2B, 6B -&gt; D~B [hit] -&gt; 5B, CH AnyD~A -&gt; 5B, CH AnyD~B -&gt; 5B<br /><br />Linked into 3C:<br />5B, 6B -&gt; 5B, j.C -&gt; 5B, j.C -&gt; 66 -&gt; 5B, 2A, 5C, 6B -&gt; D~B [hit] -&gt; 5B, CH AnyD~A -&gt; 5B, CH AnyD~B -&gt; 5B<br /><br />Linked into 6C:<br />CH 2C, CH j.C (falling, air-to-air), CH j.C (crouching)<br /><br />**6B -&gt; 5B is character specific to Noel, Rachel, Litchi, Hazama and Tsubaki, 6B -&gt; j.D~B -&gt; 5B works only against larger characters, or in the corner.<br /><br /><br />Taunt Combo Starts:<br /><br />BnB Taunt Start<br />6A -&gt; JC -&gt; j.2D~B -&gt; Taunt Loop<br /><br />Corner Taunt Start<br />3C -&gt; D~B [hit] -&gt; Taunt Loop<br /><br />Big Damage Start<br />6C -&gt; 66 -&gt; Taunt Loop<br /><br />CH Drive Cancel Start<br />(opp. in air, CH) j.D~B/4D~B/2D~A [hit] -&gt; 66 -&gt; Taunt Loop<br /><br />Throw Taunt Starts<br />4B+C -&gt; 214D -&gt; 44 -&gt; 2D~B [hit] -&gt; Taunt Loop<br />B+C -&gt; j.4D~B [hit] -&gt; Taunt Loop<br /><br />Burst Taunt Start<br />Gold Burst -&gt; 6C -&gt; Taunt Loop<br /><br />Crawling Taunt Start<br />3C -&gt; D~B [hit] -&gt; 66 -&gt; Taunt Loop<br /><br />Drive Rapid Cancel<br />CH 5D/j.4D/[2]7D -&gt; 6C -&gt; 66 -&gt; Taunt Loop<br /><br /><br />Non Taunt Combo Starts (Less Damage, obviously):<br /><br />3C -&gt; D~B [hit] -&gt; 5C<br /><br />3C -&gt; D~B [no hit] -&gt; 5B 5C<br /><br />6C -&gt; 236CC<br /><br />4B+C -&gt; 236CC<br /><br />(opp. in air, CH) j.D~B -&gt; 5B/5C OR j.D~B -&gt; 66 -&gt; 5B/5C (depends on character)<br /><br />(opp. in air, CH) j.C -&gt; 5C<br /><br />2D~5 -&gt; 6D~6<br /><br /><br />Recommended Combo Enders:<br /><br />Corner (Full taunts): <br />Taunt Loop -&gt; 214D -&gt; j.2D~B -&gt; 5C -&gt; 2D~5 -&gt; j.D~A -&gt; 9D~5 -&gt; 9D~9 -&gt; 3D~3 -&gt; j.236Bx5 [4235]<br /><br />Fullscreen (Full taunts): <br />Taunt Loop -&gt; 236CC -&gt; 2D~6 -&gt; j.C -&gt; 9D~9 -&gt; 3D~3 -&gt; j.236Bx5 [4001]<br /><br />Corner Oki (Full -1 taunts): <br />Taunt Loop -&gt; 214D -&gt; j.2D~C -&gt; ... -&gt; j.D~A -&gt; Taunt -&gt; 214D -&gt; j.236Bx5 -&gt; (Opt 236236D/j.B j.C/Any aerial) [~3700/~4000]<br /><br />Fullscreen/Character Specific (Full taunts): <br />Taunt Loop -&gt; 214D -&gt; j.2D~B -&gt; 5C -&gt; 2D~6 -&gt; j.2D~C -&gt; j.C -&gt; .. -&gt; 9D~9 -&gt; 3D~3 -&gt; j.236Bx5 [~4200]<br /><br /><br />Possible Non-Taunt/Low-Taunt Combo Enders<br /><br />When all else fails (Level 0):<br />2D~C -&gt; 9D~9 -&gt; 3D~3 -&gt; j.236Bx5<br />or 2D~6 -&gt; .. -&gt; 3D~3 -&gt; j.236Bx5<br /><br />2+ hits linked before 3C (ie j.C -&gt; 66 -&gt; 5B -&gt; 3C) (Level 1):<br />2D~6 -&gt; j.C -&gt; 9D~9 -&gt; 3D~3 -&gt; j.236Bx5 [3070]<br />or 2D~6 -&gt; j.2D~C -&gt; j.C -&gt; .. -&gt; 9D~9 -&gt; 3D~3 -&gt; j.236Bx5 [3186]<br /><br />Off 5B-&gt;3C (Mu, Rachel) (Level 2):<br />2D~6 -&gt; j.C -&gt; 9D~9 -&gt; j.2D~C -&gt; j.C -&gt; .. -&gt; 9D~9 -&gt; 3D~3 -&gt; j.236Bx5 [3520]<br /><br />Off 5B-&gt;3C (Most characters except Litchi, Mu, Rachel) (Level 3):<br />2D~6 -&gt; j.2D~C -&gt; j.2D~C -&gt; j.C -&gt; .. 9D~9 -&gt; j.C -&gt; 9D~9 -&gt; 3D~3 -&gt; j.236Bx5 [3650]<br /><br />Off 236CC [~3750], 5C-&gt;3C [~4350], j.B+C-&gt;5C [~3700] or 6C-&gt;236CC [~4700], 3C itself (Level 4):<br />2D~6 -&gt; j.2D~C -&gt; j.2D~A -&gt; 9D~5 -&gt; 6D~6 -&gt; j.C -&gt; .. -&gt; 9D~9 -&gt; 3D~3 -&gt; j.236B -&gt; 3D~3 -&gt; j.236Bx5<br />or 2D~6 -&gt; j.2D~C -&gt; j.C -&gt; 6D~6 -&gt; j.C -&gt; .. -&gt; 9D~9 -&gt; j.C -&gt; 9D~9 -&gt; 3D~3 -&gt; j.236B -&gt; 3D~3 -&gt; j.236Bx5<br /><br />Off 2D normal hit [4152] or CH air j.C/j.B-&gt;land [~3750]:<br />2D~5 -&gt; 6D~6 -&gt; j.C -&gt; .. 9D~9 -&gt; j.2D~C -&gt; j.C -&gt; .. -&gt; 9D~9 -&gt; 3D~3 -&gt; j.236B -&gt; 3D~3 -&gt; j.236Bx5<br />*Extra 3D~3 -&gt;j.236B for 2D start. <br /><br />*The levels refer to untechable time. All lower level type combos can be used in higher level situations for slightly less damage, if the hitbox allows it. But the opposite is not true at all.<br /><br />* The levels can also be used for low taunt combos, the lower the amount of taunt loops, the higher the untechable time, the higher the level. As a general note, 5C provides more untechable time than 236CC. Max Taunt Loop enders use Level 1 untechable time.<br /><br />* If you do 22C instead of 5C, for most things add a level. 22C has basically no proration.<br /><br />**j.2D~C can be replaced by j.D~C in the corner to make these combos easier. j.2D~C is character specific and might have to be timed differently on different characters.<br /><br /><br />Cat2 Loop<br /><br />In non-taunt combos: End with (3D~3 -&gt; j.236B)xN before finishing with j.236Bx5.<br /><br /><br />Number of Taunts List:<br /><br />2B: 2x [2800]<br /><br />j.C/j.B: 3x [3569]<br /><br />5B: 6x [4235]<br /><br />CH 2C -&gt; 6C: 14x [6832]<br /><br />6C: 12x [6800]<br /><br />j.B+C: 7x [4666]<br /><br />4B+C: 7x [4466]<br /><br />B+C: 6x [4445]<br /><br />CH j.D~B (air to ground): 4x [~4000]<br /><br />CH j.D~B (air to air): 10x [~5600] (alternate ender required.)<br /><br />CH 2D j.4D~B: 7x [~5800]<br /><br />Gold Burst: 8x [~3800]<br /><br />Blocked Burst into Taunt: 13x [6924]<br /><br /><br />Combos into Supers<br /><br />6B -&gt; 236236D<br /><br />6C -&gt; 214214C<br /><br />5B/2B -&gt; 5C -&gt; 236236D<br /><br />4B+C -&gt; 236236D/214214C<br /><br />j.B+C -&gt; 236236D/214214C<br /><br />Taunt Loop -&gt; 214214C<br /><br />Air combo -&gt; j.236Bx5 -&gt; RC -&gt; Gold Burst -&gt; .. -&gt; 236236D<br /><br />6C -&gt; [4]28D<br /><br />4B+C -&gt; [4]28D<br /><br />Almost Becoming Two Ender<br /><br />Taunt Loop (max) -&gt; AB2 -&gt; 236C(1) -&gt; 6C -&gt; 6C -&gt; HJC7 -&gt; j.236Bx5 -&gt; JC9 -&gt; j.236Bx5 -&gt; JC8 -&gt; j.236Bx5 [+2000 off any taunt loop]<br /><br />For non-taunt:<br />(Corner) 3C -&gt; AB2 -&gt; 6C -&gt; 6C -&gt; HJC7 -&gt; j.236Bx5 -&gt; JC9 -&gt; j.236Bx5 -&gt; JC8 -&gt; j.236Bx5 [+2000]<br /><br />Tager specific:<br />Taunt Loop (max) -&gt; AB2 -&gt; 236C(1) -&gt; 6C -&gt; HJC7 -&gt; j.236Bx5 -&gt; JC9 -&gt; j.236Bx5 -&gt; JC8 -&gt; j.236Bx5 [+2000 off any taunt loop]<br /><br />Jin specific:<br />Taunt Loop (max) -&gt; AB2 -&gt; 236C(1) -&gt; 6C -&gt; JC7 -&gt; j.236Bx5 -&gt; JC9 -&gt; j.236Bx5 -&gt; JC8 -&gt; j.236Bx5 [+2000 off any taunt loop]<br /><br />Other AB2 Enders<br />Taunt-&gt;AB2-&gt;Cat1-&gt;JC-&gt;j.D~6-&gt;Cat2x5-&gt;JC8-&gt;Cat2x5-&gt;JC8-&gt;Cat2x5<br />Taunt-&gt;AB2-&gt;Cat1-&gt;HJC7-&gt;j.2D~6-&gt;Cat2x5-&gt;JC8-&gt;Cat2x5-&gt;JC8-&gt;Cat2x5<br />Taunt-&gt;AB2-&gt;Cat1-&gt;4D~6-&gt;Cat2x5-&gt;JC8-&gt;Cat2x5-&gt;JC8-&gt;Cat2x5<br />Taunt-&gt;AB2-&gt;Taunt-&gt;Cat3-&gt;Cat1-&gt;HJC7-&gt;j.2D~5-&gt;Cat2x5-&gt;JC8-&gt;Cat2x5-&gt;JC8-&gt;Cat2x5<br />(Arakune only) Taunt-&gt;AB2-&gt;Low hitting Cat2x5-&gt;JC7-&gt;Cat2x5-&gt;JC8-&gt;Cat2x5<br /><br /><br />Green Grab Aerial Resets<br /><br />Forward/Backward<br />Taunt Loop -&gt; 5C -&gt; 2D~6 -&gt; j.C -&gt; 9D~9 -&gt; j.C -&gt; j.D~C -&gt; 66 -&gt; j.B+C<br />Taunt Loop -&gt; 5C -&gt; 2D~6 -&gt; j.2D~C -&gt; 66 -&gt; j.B+C<br />Taunt Loop -&gt; 214D -&gt; 66 -&gt; j.B+C<br /><br />Neutral<br />Taunt Loop -&gt; 5C -&gt; 2D~6 -&gt; j.C -&gt; 9D~9 -&gt; j.C -&gt; j.D~A -&gt; 66 -&gt; j.B+C<br />Taunt Loop -&gt; 5C -&gt; 2D~6 -&gt; j.D~A -&gt; 66 -&gt; j.B+C<br /><br /><br />Character Specific notes:<br /><br />* 5B-&gt;3C combos do not work properly on Hazama or Litchi.<br /><br />* 5B-&gt;6A does not work when Hazama, Tsubaki or Mu are crouching. Hazama and Tsubaki can get hit with the 6A if something is linked before the 5B.<br /><br />* Taunt-&gt;j.2D~B-&gt;5C-&gt;2D~5 requires you the opponent to be at a low height vs. Lambda, Mu, Makoto, Tsubaki, Rachel, Litchi. It is easier to do Taunt-&gt;236CC vs. these characters instead because of this. Keep your opponent&#39;s current height in the combo in mind before attempting a 5C ender vs. these characters. Against characters like Hazama, Carl and Jin, it&#39;s actually better that they start high in the corner when doing the 5C, otherwise the j.236Bx5 can whiff.<br /><br />* 5B -&gt; 6A -&gt; JC -&gt; .. -&gt; j.D~B -&gt; Taunt is how you can start a taunt loop against Arakune. You have to also use one less taunt and a 236CC ender if you do that. But it&#39;s much easier to just non-taunt combo him instead.
  • Pk em vez de deixares "tudo" ah mostra, n metes tipo no 1º post uma lista com os chars e por baixo uma spoiler tag, que ao ser aberta mostra os combos para cada boneco? E btw...se eu n conhecesse o jogo nem sabia quem era a tua main :p Por isso podias por a thread mais organizadinha e mais explicita para que quem seja novo no jogo ou até mesmo no conhecimentos dos outros bonecos, saiba o que lá tá.

    Tb podes colocar uma legenda com as notações usadadas nos mais variados combos?
  • Good Job!!! mas like...

    postar 1 duzia d Dustloop links = poupar mt tempo teu :P

    (tu es weird dante... adoras d escrever BB combos para SSF4ers q mt provavelmente vao cagar po este postXD)
  • Poe spoiler tag.
  • [quote author=Nevan link=topic=3094.msg108671#msg108671 date=1288409758]
    se eu n conhecesse o jogo nem sabia quem era a tua main :p Por isso podias por a thread mais organizadinha e mais explicita para que quem seja novo no jogo ou até mesmo no conhecimentos dos outros bonecos, saiba o que lá tá.

    Tb podes colocar uma legenda com as notações usadadas nos mais variados combos?
    [/quote]

    lool esqueci-me de dizer qual era a char. Nice xD

    @Alteisen: fiz isto mais para o Neo, como depois ficou feito não custa postar  :P Além disso, tenho visto que BB forum tem tugas por lá e não conhecem ptf. New members soon provavelmente (Hás de me explicar a tua sig lol)

    @Garuda: They will be done!  :P
  • Aliás, dante, faz
    Hakumen Combos
    Spoiler:

    Basic combos
    Spoiler:
    C, ABUSE C

    Advanced combos
    Spoiler:
    TSUBAKITSUBAKITSUBAKITSUBAKI
    [quote] [size=14pt][b]Hakumen Combos[/b][/size]<br />      <div class=\"UserSpoiler\"><div class=\"SpoilerTitle\">Spoiler: </div><div class=\"SpoilerReveal\"></div><div class=\"SpoilerText\"><br />[b]Basic combos[/b]<br />      <div class=\"UserSpoiler\"><div class=\"SpoilerTitle\">Spoiler: </div><div class=\"SpoilerReveal\"></div><div class=\"SpoilerText\">C, ABUSE C</div></div><br />[b]Advanced combos[/b]<br />      <div class=\"UserSpoiler\"><div class=\"SpoilerTitle\">Spoiler: </div><div class=\"SpoilerReveal\"></div><div class=\"SpoilerText\">TSUBAKITSUBAKITSUBAKITSUBAKI</div></div></div></div>[/quote]<br />

  • Yeah, assim com o Garuda tá a dizer fica melhor :)
  • Então e ouve lah, tu keres isto MM soh p/ combos ou keres 1a cena + avançada tipo character strats, matchups, etc? Eh k combos cusca-se Dloop e tah lah tudo mto facil de encontrar n? ^^'

    Tou no work sem nd p/ fazer ateh escrevia aí umas cenas do lobo xD
  • Go for broke then! Eu ainda vou fazer update no 1º post c matchups e assim, combos foi a 1ªcena que me lembrei de fazer.

    O pessoal agradece lobo teachings  :P
  • [quote author=Skryba link=topic=3094.msg108801#msg108801 date=1288545703]
    Então e ouve lah, tu keres isto MM soh p/ combos ou keres 1a cena + avançada tipo character strats, matchups, etc? Eh k combos cusca-se Dloop e tah lah tudo mto facil de encontrar n? ^^'


    [/quote]

    qual strats qual matchups? usa-se instinto XD sempre funcionou comigo :3
  • Sim, instinto > strats e merdas. Mas nem toda a gente consegue/gosta(?) jogar on instinct. Eu nc leio nd e jogo sp ah base de reacções e dakilo k aprendi a jogar até aí, mas ha ppl k jah notei k le mto + e ve mto + matches do k akilo k eu axo necessario.

    Mas caga, apareceu bue trabalho, e agr jah eh tarde p/ me apetecer meter aki a escrever ^^''

    Next time maybe xD
  • Huge post incoming. Vai ser prácticamente, like, copy-paste do que está no Dustloop, mas eu gosto que as coisas tenham bom aspecto. :3 Feel free to copy paste e depois meter mais acima e em seguida deletar o posto de forma a não haver doubles, lmao.

    ----

    Ragna Continuum Shift Combos

    Notation
    Spoiler:
    CH = Counter Hit<br />FC = Fatal Counter - new to Continuum Shift<br />JC = Jump Cancel<br />JCC = Jump Cancel Cancel<br />HJC = High Jump Cancel<br />DC = Dash Cancel<br />RC = Rapid Cancel<br /><br />(attack or dash) = The attack or dash is optional.<br />(nth hit) = Only let the nth hit of the attack connect.<br />[??] xN = Repeat ?? N amount of times.


    Bread and Butter Level Practicality
    Spoiler:
    5B, 5C, (2C), 214A -> 214D
    Damage: 1942 (without 2C), 2308 (with 2C), Difficulty: *

    (not in corner) 623C -> 236C -> delay 236C, (dash) 5B, 6A (HJC), j.C, j.D (JC), j.C, j.214C, 6B
    Damage: 2186, Difficulty: *

    (anti-air) (CH j.C), 6A (HJC), j.C, j.D (JC), j.C, j.D, 623D -> 236C -> 214D
    Damage: 2217 (without CH j.C), 3066 (with CH j.C), Difficulty: *

    5A/2A, (5A/2A), 5B, 6A, 5C (HJC), j.C, j.D (JC), j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, dash 5D, 623D -> 236C -> 214D
    Damage: 2291 (2A, 2A), 2327 (2A, 5A), 2348 (5A, 2A), 2373 (5A, 5A), 2770 (5A), Difficulty: **

    CH 6A, dash 5B, 6A (HJC), j.C (JC), j.C, j.214C, 5D, 623D -> 236C -> 214D
    Damage: 2365, Difficulty: **

    CH 2A/2B, 6A, 5C (HJC), j.C, j.D (JC), j.C, j.214C, 5D (1st hit), 214A -> 214D
    Damage: 2372 (start with 2A), 2814 (start with 2B), Difficulty: **

    (mid-screen) 623C -> 236C -> delay 236C, (dash) 5B, 6A (JC), j.C (JC), j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, dash 5D, 623D -> 236C -> 214D
    Damage: 2405, Difficulty: **

    (crouching opponent only) 2B, 5C, 2D, 5C (JC), j.C, j.D (JC), j.C, j.214C, dash 5D, 22C
    Damage: 2623, Difficulty: **

    (crouching opponent only) 2A, 5B, 5C, 6C (DC), 6A (HJC), j.C (JC), j.C, j.214C, delay 214A -> 214D
    Damage: 2724, Difficulty: **

    2B/6B/5B, 3C, 5D (DC), 6A (HJC), j.C, j.D (JC), j.D, j.214C, dash 5D, 22C
    Damage: 2808 (start with 2B), 3709 (start with 6B), 3827 (start with 5B), Difficulty: **

    5B+C, 214B -> delay 214D, dash 5B, 6A (HJC), j.D (JC), j.D, j.214C, 5D (1st hit), 214A -> 214D
    Damage: 3029, Difficulty: **

    4B+C, 214B -> delay 214D, (dash) 5B, 6A (HJC), j.C, j.D (JC), j.D, j.214C, 5D, 214A -> 214D
    Damage: 3071, Difficulty: **

    5A, 5B, 3C, 5D (DC), 6A (HJC), j.C, j.D (JC), j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, dash 5D, 22C
    Damage: 3203, Difficulty: **

    2D, 5C (JC), j.C, j.D (JC), j.C, j.214C, dash 5D, 22C
    Damage: 3311, Difficulty: **

    5B, 6A, 5C (HJC), j.C, j.D (JC), j.C, j.214C, 5D, 214A -> 214D
    Damage: 3460, Difficulty: **

    (crouching opponent only) 6B, 2C, 6C (DC), delay 6A (HJC), j.C, j.D (JC), j.D, j.214C, 5D (1st hit), 214A -> 214D
    Damage: 3574, Difficulty: **

    2B, 3C, 22C, dash 5B, 6A, 5C (HJC), j.C, j.D (JC), j.C, j.214C, dash 5D, 22C
    Damage: 3636, Difficulty: ****

    (crouching opponent only) 6B, 5C, 6C (DC), 5D (DC), 6A (HJC), j.C (JC), j.C, j.214C, 5D, 214A -> 214D
    Damage: 3733, Difficulty: **

    (crouching opponent only) j.C, 5B, 5C, 6C (DC), 6A (HJC), j.C, j.D (JC), j.D, j.214C, delay 214A -> 214D
    Damage: 3903, Difficulty: **

    5B, 3C, 5D (DC), 5C (HJC), j.C, j.D (JC), j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, dash 5D, 22C
    Damage: 4010, Difficulty: **

    j.C, 5B / 2C, 3C, 2B, 5C (HJC), j.C, j.D (JC), j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, dash 5D, 22C
    Damage: 4158 (off of j.C, 5B), 4318 (off of 2C), Difficulty: **

    (corner) 6B, 3C, 22C, dash 5B, 5D (DC), 6A (JC), j.C (JC), j.C, j.214C, dash 5D, 22C, dash 5B, 3C, 22C
    Damage: 4492, Difficulty: ****

    j.C, dash 2C, 3C, 5D (DC), 6A (HJC), j.C, j.D (JC), j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, dash 5D, 22C
    Damage: 4513, Difficulty: **


    50% Heat Gauge Required
    Spoiler:
    5B, 5C, 214A (RC), dash 6D, delay j.D, dash 5B, 3C, (5D), 22C
    Damage: 2781 (without 5D), 3030 (with 5D, corner only), Difficulty: ***

    CH j.C, 5C, 214A (RC), dash 6D, delay j.D, dash 5B, 5D, 214A -> 214D
    Damage: 3217, Difficulty: ***

    5B, 5C, 214A (RC), 6C (DC), hj.C, j.D (JC), j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, dash 5D, 623D -> 236C -> 214D
    Damage: 3364, Difficulty: **

    (near corner) j.C, 5B, 5C, 214A -> 214D (RC), dash [6D, j.D (JC) j.C, j.214C] x2, 5D, 623D -> 236C -> 214D
    Damage: 3794, Difficulty: **

    j.C, 5B, 5C, 6C (DC), 5D, 632146D
    Damage: 3962, Difficulty: *

    4B+C, 214214D, [hj.D, falling j.D (JC), delay j.D, land] x2, j.D (JC), j.D, j.214C, 6D, j.D (JC), j.D, 623D -> 236C -> 214D
    Damage: 4300, Difficulty: **

    4B+C, 214214D, hj.D, falling j.D (JC), delay j.D, 5D (1st hit), 623C -> instant 236C -> instant 214D, j.D (JC), j.C, j.D, j.214C, 6D, j.D, 5D, 22C
    Damage: 4533, Difficulty: ** [Details: Tager and Haku-Men only?]

    (corner) 5B+C, 214214D, 5D (1st hit), 214B -> delay 214D, hj.D, falling j.D, 6D, delay j.D (whiff), j.D (JC), j.D, j.214C, 6D, j.D (JC), j.D, 623D -> 236C -> 214D
    Damage: 4535, Difficulty: **

    j.C, 5B, 3C, 5D (DC), 6A (HJC), j.C, j.D (JC), j.D, j.214C, dash 5D, 22C (RC), dash 3C, 22C
    Damage: 4680, Difficulty: **

    5B, 5C, 3C, 214214D, 5C (HJC), j.D, falling j.D, 6D, delay j.D (whiff), hj.D, falling j.D, hj.D (JC), j.D, j.214C, dash 5D, 22C
    Damage: 5155, Difficulty: ***

    FC 2C, 6C, 214214D, [hj.D, falling j.D] x2, hj.D, falling j.D (JC), j.D, 623D -> 236C -> 214D
    Damage: 5520, Difficulty: **

    (crouching opponent only) 6B, 2C, 6C (DC), 214214D, dash [6D, delay j.D (whiff)] x2, hj.D (JC), delay j.D, delay j.214C, 6D, delay j.D, 5D (1st hit), 623D -> immediate 236C -> immediate 214D, falling j.D, 5D, 22C
    Damage: 5715, Difficulty: **** [Details: Tager and Haku-Men only?]


    100% Heat Gauge Required
    Spoiler:
    214214D, 623C -> 236C -> delay 236C, 5B, 6A (HJC), j.D, falling j.D, hj.D (JC), j.D, 632146D
    Damage: 3402, Difficulty: **

    4B+C, 214214D, hj.D, falling j.D (JC), delay j.D, 6D, j.D (JC), delay j.D, hj.D (JC), j.D, j.214C, 632146D
    Damage: 4977, Difficulty: **


    Practical
    Spoiler:
    CH 214A, dash 5B, 2B, 3C, 22C, 5B, 214A -> 214D
    Damage: 2255, Difficulty: *

    CH 214A, 5B, 6A (HJC), j.C, j.D (JC), j.C, j.D, 623D -> 236C -> 214D
    Damage: 2380, Difficulty: *

    (airborne opponent) j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, dash 5D, 623D -> 236C -> 214D
    Damage: 2629, Difficulty: *

    (corner) j.B+C, j.B, j.C (JC), j.C, j.214C, 6D, j.D (JC), j.C, j.214C, 5D, 623D -> 236C -> 214D
    Damage: 2960, Difficulty: **

    2B, 5C, 5D (DC), 6A (HJC), j.C, j.D (JC), j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, dash 5D, 623D -> 236C -> 214D
    Damage: 2936, Difficulty: **

    CH 214A, dash 3C, 22C, dash 5B, 6A (HJC), j.C, j.D (JC), j.D, j.214C, dash 5D, 22C
    Damage: 3103, Difficulty: ***

    4B+C, dash 2C, 5D (DC), j.B, j.C (JC), j.C, j.214C, 6D, j.D, (JC), j.C, j.214C, dash 5D, 623D -> 236C -> 214D
    Damage: 3252, Difficulty: **

    4B+C, dash 2C, 5D (DC), 6A (HJC), j.C (JC), j.C, j.214C, 5D, 214A -> 214D
    Damage: 3278, Difficulty: **

    (not in corner) j.B (RC), 623C -> 236C -> delay 236C, (dash) 5B, 6A (HJC), j.C (JC), j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, dash 5D, 623D -> 236C -> 214D
    Damage: 3298, Difficulty: **

    (mid-screen) j.B+C, j.214C (whiff), 2C, 5D (DC), j.B, j.C (JC), j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, 5D, 623D -> 236C -> 214D
    Damage: 3460, Difficulty: **

    214B -> delay 214D, 5C (HJC), j.C, j.D (JC), j.C, j.214C, 5D, 214A -> 214D
    Damage: 3498, Difficulty: **

    3C, 2B, 5C (HJC), j.C, j.D (JC), j.D, j.214C, dash 5D, 22C
    Damage: 3684, Difficulty: **

    214B -> delay 214D, dash 5B, 5D (DC), 6A (HJC), j.C (JC), j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, dash 5D, 623D -> 236C -> 214D
    Damage: 3970, Difficulty: **

    2B, 3C, 22C, dash 5B, 5D (DC), 6A (HJC), j.C, j.D (JC), j.C, j.214C, dash 22C, dash 5B, 3C, 22C
    Damage: 4008, Difficulty: ****

    (corner) j.214B -> delay 214D, 2C, 5D (DC), j.B, j.C (JC), j.C, j.214C, 5D, 623D -> 236C -> 214D
    Damage: 4054, Difficulty: **

    j.214B -> delay 214D, dash 5B, 5D (DC), j.B, j.C (JC), j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, dash 5D, 623D -> 236C -> 214D
    Damage: 4054, Difficulty: ***

    CH j.214B, dash 5B, 6A (HJC), j.C, j.D (JC), j.D, j.214C, 5D, 214A -> 214D
    Damage: 4075 (j.214C = 7 hits), 4138 (j.214C = 8 hits), Difficulty: ***

    2D, 5C, 5D (1st hit), 214A, 22C, dash 5B, 6A (JC), j.C, j.D (JC), j.C, j.214C, dash 22C, dash 5B, 3C, 22C
    Damage: 4157, Difficulty: ****

    CH 214B, 6C (DC), 5D (DC), 6A (HJC), j.C (JC), j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, 5D, 623D -> 236C -> 214D
    Damage: 4378, Difficulty: ***

    (mid-screen to corner) 3C, 5D (DC), 6A (HJC), j.C, j.D (JC), j.C, j.214C, 6D, j.D (JC), j.C, dash 5D, 22C
    Damage: 4396, Difficulty: **

    CH 5D (DC), 6C (DC), 5D (DC), 6A (HJC), j.C (JC), j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, 5D, 623D -> 236C -> 214D
    Damage: 4449, Difficulty: ***

    3C, 22C, dash 5B, 5D (DC), 6A (HJC), j.C, j.D (JC), j.C, j.214C, dash 5D, 22C
    Damage: 4486, Difficulty: ***

    3C, 5D, 214A, 22C, dash 5B, 6A (JC), j.C, j.D (JC), j.C, j.214C, dash 22C, dash 5B, 3C, 22C
    Damage: 4643, Difficulty: ***

    FC 2C, 6C (DC), 2C, 5D (1st hit), 214B -> delay 214D, dash 5B, 6A (HJC), j.C, j.D (JC), j.C, j.214C, dash 5D, 623D -> 236C -> 214D
    Damage: 4934, Difficulty: ***

    FC 2C, 6C (DC), 2C, 5D (1st hit), 214B -> delay 214D, dash 5B, 6A (HJC), j.C (JC), j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, dash 5D, 623D -> 236C -> 214D
    Damage: 4993, Difficulty: ***

    3C, 5D (DC), 2C, 5D (DC), 6A (HJC), j.C (JC), j.C, j.214C, dash 5D, 22C, dash 5B, 3C, 22C
    Damage: 5043, Difficulty: ****

    FC 2C, 3C, 2B, 5C (HJC), j.C, j.D (JC), j.C, j.214C, dash 5D, 22C, [dash 5B, 3C, 22C] x2
    Damage: 5125, Difficulty: ***

    FC 2C, 6C (DC), 2C, 5D (1st hit), 214B -> delay 214D, dash 5B, 2C, 5D (DC), 6A (HJC), j.C, j.D (JC), j.C, j.214C, dash 5D, 623D -> 236C -> 214D
    Damage: 5131, Difficulty: ***

    2C, 3C, 22C, dash 5B, 5D (DC), 6A (HJC), j.C, j.D (JC), j.C, j.214C, dash 5D, 22C, dash 5B, 3C, 22C
    Damage: 5264, Difficulty: ****

    FC 2C, 3C, 22C, dash 5B, 2C, 6C (DC), 2C, 5D (DC), 6A (HJC), j.C (JC), j.C, j.214C, dash 5D, 22C, dash 5B, 3C, 22C
    Damage: 5777, Difficulty: ***


    50% Heat Gauge Required
    Spoiler:
    (corner) 623C -> 236C (RC), j.C (JC), j.C, j.214C, 6D, j.D (JC), j.C, j.214C, 5D, 623D -> 236C -> 214D
    Damage: 2877, Difficulty: **

    (corner) 623C -> delay 236C (RC), delay j.214B -> delay 214D, 5B, 6A (HJC), j.C (JC), j.C, j.214C, 6D, j.D (JC), j.C, j.214C, 5D, 623D -> 236C -> 214D
    Damage: 2989, Difficulty: **

    (not in corner) j.B (RC), 623C -> 236C -> delay 236C, (dash) 5B, 6A (HJC), j.C (JC), j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, dash 5D, 623D -> 236C -> 214D
    Damage: 3298, Difficulty: **

    5B+C, 214B -> delay 214D, 5B, 6A (HJC), j.D (JC), j.D, j.214C, 5D, 632146D
    Damage: 3595, Difficulty: **

    (max range) 2D, 5C (JC), j.C, j.D, j.214B (RC), 9, j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, dash 5D, 22C
    Damage: 3734, Difficulty: **

    5B, 5C, 632146D, dash 6A (HJC), j.C, j.D, j.214C, 5D, 214A -> 214D
    Damage: 3996, Difficulty: **

    214214D, 214B -> delay 214D, j.D (JC), delay j.D, land, j.D (JC), j.D, 623D -> 236C -> 214D
    Damage: 4281, Difficulty: **

    (corner) 3C, 5D (DC), 2C, 5D (DC), j.B, j.C (JC), j.C, j.214C, 5D, 632146D
    Damage: 4693, Difficulty: **

    (corner) 214B -> delay 214D, 2C, 5D, 214214D, 6A, 6D, delay j.D (whiff), hj.D (JC), delay j.D, delay j.214C, 6D, delay j.D (whiff), 5D, 632146D
    Damage: 5216, Difficulty: ***

    (corner) j.214B -> delay 214D, 2C, 5D, 214214D, hj.D, falling j.D, 6D (JC), delay j.D, hj.D (delay JC), j.D, delay j.214C, 6D, j.D, hj.D (JC), j.D, 623D -> 236C -> 214D
    Damage: 5222, Difficulty: ***

    FC 2C, 6C (DC), 2C, 5D (1st hit), 214B -> delay 214D, dash 5B, 6A (HJC), j.C, j.D (JC), j.C, j.214C, 5D, 632146D
    Damage: 5438, Difficulty: ***

    FC 2C, 3C, 22C, dash 5B, 6A, 5C (HJC), j.C, j.D (JC), j.C, j.214C, dash 5D, 22C, dash 5B, 3C, 22C (RC), dash 3C, 22C
    Damage: 5566, Difficulty: ***

    4B+C, 214214D, dash [6D, delay j.D (whiff)] x2, hj.D (delay JC), j.D, delay j.214C, 6D, j.D, 5D (1st hit), 214B -> delay 214D, 5D, 632146D
    Damage: 5599, Difficulty: ***

    2C, 3C, 214214D, 6C (delay HJC), j.D, falling j.D (JC), delay j.D, 6D, j.D (JC), delay j.D, land, j.D (JC), j.D, j.214C, dash 5D, 22C
    Damage: 6090, Difficulty: ***

    (corner) CH j.214B, 2C, 5D (1st hit), 214214D, 5B, 6A, 6D, delay j.D (whiff), hj.D (delay JC), j.D, delay j.214C, 6D, j.D, 5D (1st hit), 214B -> delay 214D, 5D, 632146D
    Damage: 7205, Difficulty: ***


    100% Heat Gauge Required
    Spoiler:
    (mid-screen) j.B+C, j.214C (whiff), 2C, 5D (1st hit), 214214D, 5B, 6A, 6D, j.D (whiff), hj.D (JC), j.D, j.214C, 6D, j.D, 5D, 632146D
    Damage: 5266, Difficulty: ***

    FC 2C, 6C, 214214D, dash 6D, delay j.D (whiff), 6D (JC), delay j.D, 6D, delay j.D (whiff), 214B -> delay 214D, 6D (JC), delay j.D, hj.D (JC), j.D, j.214C, 632146D
    Damage: 7525, Difficulty: ***

    214214D, FC 2C, [6D, j.D] x2, 6D (JC), delay j.D, hj.D (JC), j.D, j.214C, 5D, 632146D
    Damage: 7527, Difficulty: ***

    FC 2C, 6C, 214214D, dash 6D, delay j.D (whiff), 6D (JC), delay j.D, [6D, delay j.D (whiff)] x2, hj.D (delay JC), j.D, delay j.214C, 6D, j.D (JC), delay j.D, 5D, 632146D
    Damage: 8018, Difficulty: ***


    150% Heat Gauge Required (Extra 50% Earned)
    Spoiler:
    FC 2C, 3C, 214214D, 6C, 214A (whiff) -> 214D, 6A, [6D, delay j.D (whiff)] x2, hj.D (delay JC), j.D, delay j.214C, 6D, j.D (JC), delay j.D, 5D, 214214D (RC), dash 22C
    Damage: 7068, Difficulty: ***

    FC 2C, 6C, 214214D, dash [6D (JC), delay j.D] x3, hj.D, falling j.D, land, j.D (JC), j.214C, 632146D (RC), 5D, 623D -> 236C -> 214D
    Damage: 7445, Difficulty: ****


    Astral Heat Requirements Fulfilled
    Spoiler:
    2A x2, 2B, 3C, 2141236C
    Damage: 762 into 15763, Difficulty: *

    5B+C/4B+C, 2141236C
    Damage: 800 into 15801, Difficulty: *


    ----

    Não sei se vale a pena postar cenas que são Impractical ou as denominadas de Hilariously Gimmick Level Practicality.
    Anyways. Taken from: Ragna The Bloodedge Board in DL.
  • Ainda não sei muito de Carl, mas para quem só quiser fazer os juggles

    Juggle básico:

    2C~8]D[

    Exemplo:

    0% Heat:
    Throw into 2B 2C~8]D[ 2C~8]D[ 2C~8]D[ 2C~8D jc AirThrow~8]D[

    50% Heat:
    Throw into 2B 2C~8]D[ 2C~8]D[ 2C~8]D[ 2C~214214]D[



    -

    Outros juggles:

    j.2C(low)+]D[ j.C
    (2]D[só vai bater depois do j.C)

    j.2C(high)~8]D[ j.C
    (8]D[ bate depois de j.C)

    Late 5C jc j.B~8]D[ j.C
    (8]D[ bate depois de j.C -> Atenção que têm que apanhar o oponente perto do chão com 5C, caso contrário ele pode techar antes da clap.)

    Exemplo simples:
    50% Heat - 45XX Damage
    5B 2B+]D[ 5C  --JUGGLE--> 5C jc j.B j.C 2C~8]D[ 2C~8]D[ 2C~214214]D[
  • Major updates. Combos para todos!
  • Esqueceste de tirar os combos de Parry Cancel da Makoto, acho que ja ninguem quer jogar a versao antiga do BBCS :P
  • Oi? Tive a cuscar e n encontrei...
  • A partir de agora, combo vids que encontrar vou postar neste tópico. Matches e discussão sobre matches, updates e coisas do género deixo para o tópico geral

    BB:CS Jin Combo Guide - 3C Ender and Must Know Combos (All Meterless, All Knockdown).
  • [quote author=danteMdie link=topic=3094.msg111312#msg111312 date=1290178772]
    Oi? Tive a cuscar e n encontrei...
    [/quote]

    g) Parry/Space Cancel combos [DOESN'T WORK ANYMORE]
  • Oh ok, fixed!  :P
  • Bem, visto que já ninguém vai pegar no CS1 vou lockar isto.

    O tópico de CS2 já tem lá as alterações no sistema de jogo e no gameplay das chars, portanto suponho que não seja preciso mais tópicos para personagens. Se surgir a necessidade depois eu trato do assunto.
This discussion has been closed.