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Posted

No, those are CT, but a lot of them carry over. There's a lot of new, better combos though.

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Posted

So, I want to make a CS combo thread. There's a lot of CS only combos that we ought to organize, instead of having them all mixed up into this one thread. All the other character forums have CS specific combo threads. The problem is I only know CT combos. I can transcribe the CS combos I see in videos, but I'd need everybody to help out and offer a CS combos they know so I could put it all together. It would be best if JackG or someone did it but I don't know if anyone else is willing to do all that.

What do you guys think?

Posted

If you get the thread started I'm sure a lot of people will help out. The sight of a new thread excites people :P

As for me I'll just give the basic combo o.o

623a~a - j.2c - 2c - super jump cancel - j.2a - Air dash - j.2a - j.c

:D

Posted
Yea basically I looked at his combo list and the way it was written was almost as confusing as guilty gear combo notation. Is it possible for a link to your combo list if you have one Sophisticat?

I appreciate the help from both of you but I'm full aware of reading combo notations just the bullets and indentations on JackG through me off. Anyway, I presume the links are Continuum Shift combos?

Here's my post.

It's part of a text file I have listing all CT combos I use, which I won't post since the formating would be too much work (not to mention useless) wath with CS coming out next week.

So, I want to make a CS combo thread. There's a lot of CS only combos that we ought to organize, instead of having them all mixed up into this one thread. All the other character forums have CS specific combo threads. The problem is I only know CT combos. I can transcribe the CS combos I see in videos, but I'd need everybody to help out and offer a CS combos they know so I could put it all together. It would be best if JackG or someone did it but I don't know if anyone else is willing to do all that.

What do you guys think?

All for it. The only real criteria is that we need a dude who will take care of the first post this time around, update it, and keep it organized.

I'm a technical whore myself, so if you want an efficiently organized post, I'm the dude you go to. :eng101: That said, I don't want to make the thread or else it will turn into "Sophisticat's CS Combo List". Yes, you can bet it would be anal-retentive in its detail, but I'm pretty sure people don't want me stealth updating all the time with weird findings. >_>

But if you're up to it and willing to put in a bit of work, I fully support ya. :eng101:

If you get the thread started I'm sure a lot of people will help out. The sight of a new thread excites people :P

As for me I'll just give the basic combo o.o

623a~a - j.2c - 2c - super jump cancel - j.2a - Air dash - j.2a - j.c

:D

Do we still sj. the 2c? I think it's been dropped since j.C ender whiffs on sj.

Posted

Oh you're right huh. it might depend on the character though. I haven't played CS much so I'll leave it up to someone else to confirm :o

Posted

I tested this basic combo a few times now with superjumpcancelling the 2C and the j.C-ender always connected after airdash>j.2A.

EDIT: depending on character playing against, it`s enough to delay the j.C a (little) bit (e.g. Carl).

Posted

um... If you guys could give me a week after the console release I could make a ligetimat CS combo thread.

Posted

Now that I`ve spent some time in the practice mode, I could give you a hand there.

For example:

Combos with 0 Magatama:

3C>3C dmg: 1776

5A>5A>5A dmg: 391

2A>2A>2A>2A dmg: 408

6C(max. charge)>6C dmg: 3199

6D>dj>f.j.2C>\/>2C>sjc>j.2A>ad>j.2A>j.2A>j.2A>j.C dmg: 2363

opponent in the corner.

j.D>\/>2C>sjc>j.2A>j.2A>ad>j.2A>j.2A>j.C dmg: 3347

Hakumen near or in the corner.

2C(AA)>sjc>j.2A>ad>j.2A>j.2A>j.2A>j.C dmg: 2690

opponent near or in the corner.

2C(AA)>sjc.j.2A>j.2A>ad.j.2A>j.C>\/>5C>3C dmg: 2880

opponent in the corner.

LOL-COMBO:

6C(FC & max)>6C(max)>6C dmg: 4688

Of course I´ve discovered more stuff, but I won`t post it here, if it`s not needed. It`s up to you and a moderator could move the combos I post here to a real Hakumen(CS) - combo-thread, in addition to Leonil`s stuff.

I am new here, so I don`t want to position myself too much on the stage;)

Posted

Good job. I was going to suggest we include the amount of damage and stars in our combos.

You beat me to that 6C > 6C > 6C combo, lool. :P

Also, what did you mean by there were others that you don't want to post? Because they're TOP SECRET? I thought of that too but I figure if there's a combo worth doing they already figured it out ten different ways already so it's only a matter of time. Besides, the point of the combo thread is to help out all other Hakumen players not hoard information. :eng101:

Leonil: yeah, we're all gonna have our hands on CS soon and we can post up tons of combos. I just wanted to make the thread so we I could update / organize it since those tend to fall apart after a while. The actual combos themselves would require everybody's input.

Posted

No, you got me wrong. I really want to give you the rest, but I don`t want to be in Leonil`s way or something like that since I`m new to this board.

Posted

No way, you're helping out a lot. You're not really going to be in "anyone's way" by posting combos. If someone finds a more damaging version of a combo we'll just use that. But you'll never know if nobody mentions it. We can all verify what combos get posted, anyway.

Also, the combos need to be true combos obviously (not black beat) and shouldn't use purple throws.

Posted

Okay, if we're going to do this, I just have one request: the combos we post are actual, useful combos, sorted by normal starter. You can have different divisions for combos, too, such as damage/positioning (i.e. adds tags like "dmg" or "pos" to a combo).

One of my biggest pet peeves about combo threads is that non-optimal combos get posted, and this confuses everyone. A separate post should be made for flashy stuff or useful but ambiguous combos (like Throw -> renka(1) -> enma -> back jump in CT).

The more organized we are, the better. I just don't want to see every combo in existence get posted up, is all.

Posted

Okay, then I`ll post everything I found until now. They`re all "true" combos in red and no throws in it. And all usable in matches. But it`s much and I posted them in a german BBCS-Wiki, so I must translate the information regarding the combos. It was a long, hard day for me (It`s 2 o`clock in the morning here) and I´m really tired. I post the stuff tomorrow, if you don`t mind.

Posted
Okay, if we're going to do this, I just have one request: the combos we post are actual, useful combos, sorted by normal starter. You can have different divisions for combos, too, such as damage/positioning (i.e. adds tags like "dmg" or "pos" to a combo).

One of my biggest pet peeves about combo threads is that non-optimal combos get posted, and this confuses everyone. A separate post should be made for flashy stuff or useful but ambiguous combos (like Throw -> renka(1) -> enma -> back jump in CT).

The more organized we are, the better. I just don't want to see every combo in existence get posted up, is all.

Yeah, I'm trying to figure out how to organize it right now. I'm transcribing combos in combo vids right now, and they do HUGE damage, but take a lot of stars. But, a lot of them start off decent starters... and you don't HAVE to finish the combo all the way as shown in the video, even doing 3/4 of it nets most of the damage. So I'm trying to figure out which ones to include where and such.

Posted

For example, what do you think of this kind of combo?

TK FC Hotaru (midscreen) > 5C > Renka(1) > 623AA > falling j.2C > 5C > 5C > 623AA (corner) > falling j.2C > 5C > 2C > sj.2A > falling j.2C > 2C > sj.2A > IAD j.2A > falling j.C > 5C > 3C

It's 8 stars, but practical and took about 80% off the lifebar. But if you have less than 8 stars you could always just cut it off where you please.

Here's two combos you can do off 5D:

3 stars:

5D > 2A > Renka(1) > Gurren > hop 5A > sj.A > j.B > j.2A > j.C

4 stars:

5D > 2A > Renka(1) > 623AA > falling j.2C > 2C > sj.2A > IAD j.2A > j.C

I can't get the damage til I do them myself.

Posted
Those 2 5D combos only work on Rachel.

Figures. :P Spark, are there any combos that you find yourself using a lot that would be worth everyone knowing?

I wrote down a whole bunch of combos I saw now. I'll keep it for later to see if any of them are worth it.

@Leonil: yeah, what you said about 5C... if you can find anything when the game hits then it'll be good.

Eight more days. Then we can all launch ourselves into this. Until then we just get ready.

I think it would make sense to organize the combos by stars, or maybe category, like anti-air and such, but we'd have to define what categories we want. Of course the damage would be alongside it, and maybe some situational combos listed near the end that wouldn't ordinarily get looked at but might be of interest.

Thanks for the link Leonil. Now to see what it has...

Posted
I think it would make sense to organize the combos by stars, or maybe category, like anti-air and such, but we'd have to define what categories we want. Of course the damage would be alongside it, and maybe some situational combos listed near the end that wouldn't ordinarily get looked at but might be of interest.

Sorting by normal starter, then making sub-categories for dmg, star, and properties is, imo, the best way to do it. The combos are then easy to find, and all the necessary stuff you need is immediately defined.

Example below...

For example, what do you think of this kind of combo?

TK FC Hotaru (midscreen) > 5C > Renka(1) > 623AA > falling j.2C > 5C > 5C > 623AA (corner) > falling j.2C > 5C > 2C > sj.2A > falling j.2C > 2C > sj.2A > IAD j.2A > falling j.C > 5C > 3C

It's 8 stars, but practical and took about 80% off the lifebar. But if you have less than 8 stars you could always just cut it off where you please.

Since the combo displays high damage and uncommon pushback despite the star use, I'd put it in. It's a double launcher, so you get to the corner in nearly one combo while depleting the opponent's HP. Is it optimal? Looks like it, but it would have to be tested first. But for now, it looks good.

Here's how I did it in CT:

Let's take 6a CH (AA). You have exactly three optimal combos:

1) -> 2c -> j.2c -> AD j.2c

2) -> 5c -> Gurren -> 6c

3) -> 5c -> Enma -> f.C -> 2c -> sj.2c -> AD j.2c

Anything else, and you're going for something different (killing blow, for ex.).

The main factor here is proration. Hotaru has negative proration, so you can list a lot more combos than is usual. But with 6a, not so much. The gauge in CT was roughly 1k dmg/star + 1k to see if it was a feasible combo. So long as combos in CS follow the new formula, it's all good.

Posted

Great info, Spark. Awesome, that's a lot of damage from just 1 star. I was just gonna go with the old throw > gurren > hop 5A > j.A > j.B > j.C before I knew there were character variations. (Assuming I can even get that hop 5A down since it was always pesky.)

Sophisticat, what you say makes sense. I'm not sure if it's best to organize it by what move starts it though... at least for me, when I want a combo the first thought that runs through my head is, "Alright, let's go find some combos that cost ___ stars and see what does the most damage / is the most practical and then I'll work it into my game," so what move starts it is an afterthought that I consider only after I found the combo I want. If a two star combo that does a lot of damage starts off 5C then I'll start using 5C, etc., but I wouldn't think to look for a 5C combo beforehand. What do you think? And then I see some other threads have it arranged from "beginner combos" to "intermediate combos" to "advanced combos" and kind of combine things.

Hm, actually, later on I'd look for the max damage I could get off specific moves once I needed ways to handle certain matchups (since say against Nu, half my moves would be impossible to use so I'd have to look to make the most out of certain other moves), so your way works after all I guess.

I jotted down a lot of 6C FC and FC Hotaru combos. Basically, if you land either of these in a match and they haven't been perfecting you, then you won. Assuming you have the stars, of course.

Two airthrow combos:

Airthrow (midscreen) > falling j.2C > 2C > sj.C > falling j.2A (corner) > j.C > (land) 5C > 3C

Airthrow > falling j.2C > 2C > sj.2A > IAD j.2A

Both take zero stars and do good damage. There may be better ones with what you can do in CS...

And two corner throw combos:

Three stars:

Throw (corner) > Renka > 2C > sj.2A > j.C > Gurren > 5C > 3C (I have a feeling there should be a better version of this combo out there somewhere... it seems too short compared to all the other corner combos now.)

Four stars:

Backthrow (into corner) > RC > 2C > sj.2A > falling j.2C > 2C > sj.2A > IAD j.2A > falling j.C > 5C > 3C

Also a j.D combo:

j.D > 5C > 623AA > falling j.2C > 2C > sj.2A > IAD j.2A > j.C (corner) > 5C > 3C

Posted

No, trust me, it's best to go by normal starter. Sort by star use after that, damage will scale with it so it's still easy to locate a high-damage combo.

When you're playing, you shouldn't go "I should land X move because I have Y stars and want to do Z combo", but rather "if I land X move, and I see I have Y stars, then I do Z combo off it". Focus on mixing up and strategy above landing a specific move or you'll get punished and might end up being predictable (i.e. me and my 6c fishing. I like to swing it, but it remains risky). FG's are all about landing hits, but you don't always know which hit will land. Best to know your optimal combos for every normal/special starter.

Yeah, I would recommend having a special dedicated "beginner combos" section. It wouldn't hurt to help out the newbies. I don't think it's necessary to add in any more sectioning there, though.

Posted

Here`s more from my lab;), those which are worthy can be moved to this upcoming combo-thread. I discovered them by watching match- or combovids and on my own. Imo they`re all, except the lol-combos, usable in matches. But even the lol-combos can be used, if the force is with you;)

Combos with 1 Magatama:

* 2B>214A dmg: 915

* 5B>214A dmg: 990

* 5C>214A dmg: 1459

Those are potential combo-starters

* BC>214A>66>5B>jc>j.2A>ad>j.2A>j.C dmg: 3020

Midscreen.

Combos with 2 Magatama:

# 5B>214B Schaden: 1852

# 2B>214B Schaden: 1647

# 5C>214B Schaden: 2274

More potential starters

* 66214B or 2147B>2C>sjc>j.2A>ad>j.C dmg: 2918

midscreen.

* 66214B or 2147B>2C>sjc>j.2A>j.2A>ad>j.2A>j.2A>j.2A>j.C dmg: 3782

opponent in the corner.

* 66214B bzw. 2147>2C>sjc>j.2A>j.2A>ad>j.2A>j.C>5C>3C dmg: 3846

opponent in the corner.

* 5C>214B>2C>jc>j.2A>f.j.2C>\/>2C>sjc>j.2A>ad>j.2A>j.2A>j.2A>j.C dmg: 4880

opponent in the corner.

* 5C>214B>2C>jc>j.2A>f.j.2C>\/>2C>sjc>j.2A>ad>j.2A>j.C>\/>5C>3C dmg: 4921

opponent in the corner.

* BC>214B>5B>jc>j.2A>j.2A>ad>j.2A>j.2A>j.2A>j.C dmg: 4036

opponent in the corner.

* 5C>623A+A>f.j.2C>\/>2C>sjc>j.2A>j.2A>ad>j.2A>j.2A>j.2A>j.C dmg: 3981

opponent near or in the corner.

Combos with 3 Magatama:

* 41236C>5C dmg: 3346

* 41236C>3C dmg: 3395

5C or 3C connect if the 41236C hits on short distance

* 66214C bzw. 2147>5C dmg: 2839

* 66214C bzw. 2147>3C dmg: 2891

* 214B(1.Hit)>214A>6C dmg: 2420

midscreen into corner.

* 214B(1Hit)>214A>2C>jc>j.2A>j.2A>ad>j.2A>j.2A>j.C dmg: 4102

opponent near the corner, NOT in the corner.

* 41236C>2C>jc>j.2A>j.C dmg: 4109

midscreen, the 41236C should hit on a short distance or the combo won`t work.

* 41234C>2C>jc>j.2A>f.j.2C>\/>sjc>j.2A>ad>j.2A>j.2A>j.2A>j.2A>j.C dmg: 5252

opponent in the corner, the 41236C should hit on a short distance or the combo won`t work.

* 5C>214A>623A+A>jc>f.j.2C>\/>2C>sjc>j.2A>ad>j.C dmg: 3478

midscreen.

* 5C>214A>623A+A>jc>f.j.2C>\/>2C>sjc>j.2A>j.2A>ad>j.2A>j.2A>j.C dmg: 3931

* 66214C or 2147C>2C>jc>j.2A>f.j.2C>\/>2C>sjc>j.2A>ad>j.2A>j.C>5C>3C dmg: 4908

opponent in the corner.

more to come...

Posted

More stuff and @Leonil: some of the combos in your link are outdated, if I`m not wrong.

Combos with 4 Magatama:

* 5C>214B(1Hit)>623A+A>jc>f.j.2C>\/>2C>sjc>j.2A>ad>j.2A>j.C dmg: 4618

midscreen.

* 5C>214B(1Hit)>623A+A>jc>f.j.2C>\/>2C>sjc>j.2A>ad>j.2A>j.2A>j.2A>j.C dmg: 4966

opponent near or in the corner.

* 5C>214B(1Hit)>623A+A>jc>f.j.2C>\/>2C>sjc>j.2A>ad>j.2A>j.C>\/>5C>3C dmg: 5037

opponent near or in the corner.

* 3C>214B(1Hit)>623A+A>jc>f.2C>\/>2C>sjc>j.2A>ad>j.2A>j.C dmg: 3892

midscreen.

* 66214B or 2147B>5C>623A+A>jc>f.j.2C>\/>2C>sjc>j.2A>ad>j.2A>j.C dmg: 4413

midscreen.

* 66214C or 2147C>5C>214A>5B>jc.>j.2A>f.j.C>\/>2C>sjc>j.2A>ad>j.2A>j.2A>j.2A>j.C dmg: 5222

opponent near the corner.

* 4BC>RC>2C>jc>j.2A>f.j.2C>\/>2C>sjc>j.2A>ad>j.2A>j.C>\/>5C>3C dmg: 4282

Hakumen in the corner.

LOL-COMBOS:

* 6C(max)>6C>632146C dmg: 5907

* 6C(FC & max)>6C(max)>6C>632146C dmg: 7179

sometimes it`s necessary to reduce the distance after the first 6C with a 66 and it requires a lot of luck to hit the enemy with a fully charged 6C on fatal counter.

Combos with 5 Magatama:

* 41236C>623A+A>jc>f.j.2C>\/>2C>sjc>j.2A>ad>j.2A>j.C dmg: 4901

midscreen.

* 41236C>623A+A>jc>f.j.2C>\/>2C>sjc>j.2A>ad>j.2A>j.2A>j.2A>j.C dmg: 5151

opponent near or in the corner.

* 41236C>623A+A>jc>f.j.2C>\/>2C>sjc>j.2A>ad>j.2A>j.C>5C>3C dmg: 5204

opponent near or in the corner.

* 5C>214B(1)>41236C>2C>jc>j.2A>f.j.2C>\/>2C>sjc>j.2A>ad>j.2A>j.2A>j.C dmg: 6391

opponent near or in the corner.

* 66214C or 2147C>5C>623A+A>jc>f.j.2C>\/>2C>j.2A>ad>j.2A>j.C dmg: 4948

midscreen

* 66214C or 2147C>5C>623A+A>jc>j.2A>ad>j.2A>j.C>\/>5C>3C dmg: 5244

opponent near or in the corner.

* 66214C or 2147C>5C>623A+A>jc>j.2A>ad>j.2A>j.2A>j.2A>j.C dmg: 5193

opponent near or in the corner.

* 66214B or 2147B>5C>41236C>2C>jc>j.2A>f.j.2C>\/>2C>sjc>j.2A>ad>j.2A>j.2A>j.2A>j.C dmg: 5851

opponent in the corner.

* 214B(1)>41236C>2C>jc>j.2A>f.j.C>\/>2C>jc>j.2A>ad>j.2A>j.2A>j.2A>j.C dmg: 6316

opponent near or in the corner.

* 66214C or 2147C>5C>214B>2C>jc>j.2A>f.j.2C>\/>2C>sjc>j.2A>ad>j.2A>j.2A>j.2A>j.C dmg: 6029

opponent in the corner.

* 66214C or 2147C>5C>214B>2C>jc>j.2A>f.j.2C>\/>2C>sjc>j.2A>ad>j.2A>j.C>5C>3C dmg: 6064

opponent in the corner.

Combos with 6 Magatama:

* 66214B or 2147B>5C>214B(1Hit)>623A+A>jc>f.j.2C>\/>2C>sjc>j.2A>ad>j.2A>j.2A>j.C dmg: 5596

midscreen.

* 66214B or 2147B>5C>214B(1Hit)>623A+A>jc>f.j.2C>\/>2C>sjc>j.2A>j.2A>ad>j.2A>j.2A>j.2A>j.C dmg: 5849

opponent near the corner.

* 214A>214B(1Hit)>41236C>2C>jc>j.2A>f.j.2C>\/>2C>sjc>j.2A>ad>j.2A>j.2A>j.2A>j.C dmg: 6575

opponent near or in the corner.

* 236236D>623A+A>jc>j.2A>ad>j.2A>j.C dmg: 4689

Hakumen shouldn`t be cornered.

* 6C>632146C>623A+A>jc>j.2A>j.2A>ad>j.2A>j.2A>j.2A>j.C dmg: 5968

opponent in the corner and the 6C shouldn`t be done on max. possible range. dmg if 6C is fully charged: 6668

LOL-COMBO:

* 6C(FC & max)>6C(max)>6C>632146C>623A+A>jc>j.2A>ad>j.2A>>j.2A>j.2A>j.C dmg: 8444

opponent in the corner and you need absurd luck.

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