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Notation:
[table]
>Cancel
|>Link After landing from Aerial Move
jJump
djDouble Jump
sjSuper Jump
ADAir Dash
IADInstant Air Dash
jcJump Cancel
sjcSuper Jump Cancel
CHCounter Hit
FCFatal Counter
RCRapid Cancel
[ ]Hold Input
(N)Attack must deal N amount of hits
[???] xNRepeat ??? N amount of times
DMGDamage
CTCrush Trigger[/table]


Combo Format

The combos are written in this format:

Combo (Damage, Heat gain/Heat used)



Easy BnBs

 

5DD > 4DD > 5DD > 236D~C > 214C > 5B > 6A > 6C > 66 > 3C > 214D~C > oki (2662, +22/-0)
 
5DD > 4DD > 5DD > 4DD (1681, +16/-0)
 
2B > 2C > 214D~C~214A (1276, +9/-0)
 
214D > [6DD > 2DD]x2 > air drive ender (3683, +31/-0)
 
2B > 2C > 5C > 3C > 236D~214B (1714, +12/-0)
 
TK 214D > RC > dashing 5B > 6A > 6C > 236[D] > 5DD > 236D~C > 3C > 236D~214B (3040, +14/-50)
 
2B > 2C > 3C > 236D > RC > 5DD > 6DD > 2DD > air drive ender (2916, +15/-50)
 
air throw > [6DD > 2DD]x2 > air drive ender (3137, +26/-0)

 

 

General Combo Info

All 2B starter combos can be done with 6B Starter.

All 6B Starter Combos can be done with 5C starter.

j.ODc and ODc are different. j.ODc is cancelling jump startup with an OD to extend duration.

Gravity Seed Cancel should be used as early as possible to gain it back at the end for oki or for another cancel.

 

 

Shorthand Notations:

Air Drive Ender: j.DD>j.2DD>j.DD>dj.2DD>j.6DD>j.DD>j.214D

Short Air Drive Ender 1: j.DD>j.6DD>dj.DD>j.6DD>j.214D

Short Air Drive Ender 2: j.DD>j.2DD>j.6DD>j.214D

 

BBCP_Info_Bar_c02.png


Mid-screen:


A normal

 

  • 6A(Airhit) > 5C > 6C > 236[D] > dashing 5DD > 236D~C > 3C > 236D~214A/B > 5DD > 6DD > 2DD > ender 2 (3815, +29/-0)
  • 6A(Airhit) > 5C > 6C > 236[D] > dashing 5DD > 4DD > delay 6DD > 2DD > air drive ender (3642, +29/-0)


B normals
  • 6B>5C>3C>214D~C~214A~5C>6C>236[D]>665DD>236D~C>3C>236D~214B>66(4352, +31/-0)
  • 6B > 5C > 214D~C~214A > 5C > 6C > 236[D] > 5DD > 4DD > delay 6DD > 2DD > air drive ender (4380, +34/-0)
  • 6B > 2C > 214D~C~214A > 6C > 236[D] > 5DD > 236D~C > 3C > 236D~214B > 5DD > 6DD > 2DD > ender 2 (4770, +36/-0)
  • jB>3C>214DC~214A>6C>236[D]>5DD>236DC>3C>236D~214B>5DD>6D>2DD>j.DD>j.6DD>j.DD>j214[D] (3658,  +28/-0)
     

 



C normals

 

  •  

 



Drives

 

  • (Airhit)6DD>2DD>j.DD>j.6DD>j.DD>dj.2DD>j.DD>j.6DD>j.214D(2611, +24/-0)
  • TK214[D]>66>5B>6A>5C>6C>236[D]>66>5DD>236D~C>3C>236D~214B>5DD>6DD>2DD>ender 2 (3938, +29/-0)
  • TK214[D] > dashing 5B > 6A > 5C > 6C > 236[D] > dashing 5DD > 4DD > 6DD > 2DD > air drive ender (3842, +30/-0)

 



Specials

 

  •  

 



Throw

 

  • BC > 236[D] > dashing 5DD > 6DD > 2DD > air drive ender (3357, +27/-0)
  • BC > 236[D] > delay 5DD > 236D~C > 3C > 236D~214B (2772, +20/-0)
  • BC> 236[d]> 5dd > 236d~c > 3c > 214d~c~214b> 2dd> 6d> 2dd> j.dd> j.6dd> j.214d (3580, +27/-0)

 



Air Throw


 

  •  

 




BBCP_Info_Bar_c03.png


Corner:

A normal

 

  •  
  •  

 



B normals

 

  • 6B>5C>236D>214A>6A>Delay6B>6A>214D~C>66A>delay 6B>6A>6C>214D>214A>236[D] (4074, +29/-0)
  • 6B > 5C > 214D~C~214A/B/C > 5C > 6C > 236[D] > [5DD > 2DD]x2 > air drive ender (4527, +35/-0)

 



C normals

 

  •  

 



Drives

 

  •  

 



Specials

 

  •  
  •  

 



Throw

 

  • BC> 214D > 5C > 6C > 236[D] > [5DD > 2DD]x2 > ender 2 (3867, +29/-0)
  • BC > 214D > 214D~C~214A > 6C > 236[D] > 6DD > 2DD > ender 2 (4044, +30/-0)
  • BC > 214D~214A > 6C > 236[D] > [5DD > 2DD]x2 > ender 2 (3910, +30/-0)

 



Air Throw


 

  •  
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overdrive4.png


Overdrive Combos:

A normal

 

  •  
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B normals

 

  • (Corner)OD>6BCH>5C>236D>66>6A>2147D>66>5B>6A>6C>214D~44>236236D>214[D]>66>214D~C>66>632146D(6078 +??/-100)
  •  

 



C normals

 

  •  
  •  

 



Drives

 

  •  
  •  

 



Specials

 

  •  
  •  

 



Throw

 

  •  
  •  

 



Air Throw


 

  •  
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Posted

[Personal Notepad Post]

I'll post various ideas and stuff in this post.

 

 

Info:

5B>5C now works on nonfatal

2B>6A now gatlings

214D~C combos off of everything. likely under 18f startup?

TK214D~D gives you forever to combo and has nice damage/p2. Use earlier in combos?

 

TK214D/~D or 6C probably best combo enders for hard knockdown. Try to end combos with one or the other for oki setups.

Posted

Well, I guess it's that time again. Thanks for making the post. I'm not sure if I'll be as dedicated to this version as CP, but I look forward to "working" with you again in the coming weeks. I'll post whatever I find.

Posted

I've stolen some combos :V
But I don't have them on this PC, I guess I could go on my other ones, but i'm not 100% sure how the new 236D and 214D work, or which one is which

Posted

This is just going to be copy and pasted, I'll edit it later and srry for the triple post :/ Just getting the info out there, I guess >_>

not up-close 5DD>4DD>5DD>4DD>236D~C~214C>5B>6A>6C~66>3C>214D~C (2775, +23/-0)

full screen 5DD>4DD>5DD>4DD>236D~C~214B (1900, +17/-0)

236D~C~214C>5B>6A>5C>6C~66>5B>5C>214D~C>214A>2DD>5DD>6D>2DD>jc8 j.DD>j.6DD>j.DD>jc8 j.2DD>j.6DD>j.214D (?, ?/?)

AA 623C>6DD>2DD>IAD j.C>j.623C |>214A>2DD>jc j.DD>j.6DD>j.DD>jc j.2DD>j.DD>j.6DD>j.214D (?, ?/?)

CH AA 623C(backwards hit?)>2DD>214D~C~214A>6C>236[D]>665DD>236D~C>3C>236D~214A>5DD>2DD>5DD>TK j.214D (?, ?/?)

2B>3C>214D~C~214A>6C>236[D]>665DD>236D~C>3C>236D~214B>5DD>6D>2DD>jc8 j.DD>j.6DD>j.DD>j.214D (?, ?/?)

5B>2C>214D~C~214A>6C>236[D]>665DD>236D~C>3C>236D>214B>5DD>6D>2DD>jc8 j.DD>j.6DD>j.DD>j.214D (?, ?/?)

corner AA 6A>5C>6C>214D~C>5C>236[D]>214A>5DD>2DD>6D>2D>jc8 air stuff(can't remember the exact stuff) (?, ?/?)

midscreen AA 6A>5C>214D~C>214A>6C>236[D]>665DD>236D~C>3C>236D~214B>5DD>6D>2DD>jc8 air stuff(can't remember the exact stuff) (?, ?/?)

 

grab>236[D]>665DD>6DD>2DD>jc9 j.DD>j.6DD>j.DD>jc j.2DD>j.6DD>j.DD>j.214D (?, ?/?)

near corner CH j.C(1) |>662B>236D~214B>5DD>IAD j.C |>5B>6A>6C>236[D]>5D>6D>2DD>jc8 j.DD>j.2DD>j.DD>jc j.2DD>j.DD>j.6DD>j.214D (?, ?/?)

Sideswap combo 2B>6B>3C>214D~C~214A>2DD>IAD j.B>j.C |>cross under 6A>5C>6C~66>3C/236[D] (?, ?/?)
 
CH 3C>214D>66DD>2DD>6DD>2DD>jc8 j.DD>j.6DD~j.214D~C>j.DD>j.2DD>j.DD>jc7 j.2DD>j.6DD>j.DD>j.214D (?, ?/?)
 

EDIT: fixed, I thought I had her full 5DD/4DD combo tho, I'll update this post again with fixes and the stuff from the vid

EDIT EDIT: Ok, so that is the right 5D/4D combo, "anything" that ends in Crescent can go into any of them(it's prolly dependent on the situation), I'll just check the dmg and all of that stuff on release(makes my life easier). There are prolly still a couple of mistakes, but they'll most likely be fixed on release. I have yet to see a Nu do a corner combo. Also, j.214D>j.214[D] can be used in the corner for oki

EDIT EDIT EDIT: Changed all j.214[D](j.214D~D, I think it's that) enders to j.214D, but you can use any of them(j.214D, j.214D~C and j.214D~D). Added (?, ?/?).

EDIT#5: Changed the sideswap combo starter and added a different ender

Posted

Use the format i specified for combos when you are editing later so its easier to copypaste them into the thread. Need damage, heatgain, and heat usage.

Posted

Use the format i specified for combos when you are editing later so its easier to copypaste them into the thread. Need damage, heatgain, and heat usage.

idk about about them ;;

But I think I kinda know the damage, I'll look into them more

Posted

I think that it gonna be hard for someone like me who doesn't keep up with all the tournament video or game for certain long period of time to know the priority of which combo should I learn first from that many lists.   

 

Is it possible for OP or anybody who select priority of the first combo for me to learn first in each situation?

 

1. Situation when you throw enemy.

2. Situation when you attack from mid-screen

3. Situation when you attack opponent at corner.

4. Situation when you attack oppoennt when yourself are at corner

5. Anti-Air.   (In this case, I prefer the starter with good hit-box, good flame to prevent error)

 

For the start, I would like to only just learn 1 combo for each situation above to make sure that I do them perfectly fine first, please help me select the combo to learn first, thank you.

 

Not too difficult one would be good, I want to learn those 5 combo as soon as possible, then try them on Online match when the game release in console tomorrow!!

Posted

I think that it gonna be hard for someone like me who doesn't keep up with all the tournament video or game for certain long period of time to know the priority of which combo should I learn first from that many lists.   

 

Is it possible for OP or anybody who select priority of the first combo for me to learn first in each situation?

 

1. Situation when you throw enemy.

2. Situation when you attack from mid-screen

3. Situation when you attack opponent at corner.

4. Situation when you attack oppoennt when yourself are at corner

5. Anti-Air.   (In this case, I prefer the starter with good hit-box, good flame to prevent error)

 

For the start, I would like to only just learn 1 combo for each situation above to make sure that I do them perfectly fine first, please help me select the combo to learn first, thank you.

 

Not too difficult one would be good, I want to learn those 5 combo as soon as possible, then try them on Online match when the game release in console tomorrow!!

 

1. There's only one throw combo, soooooo >_>

2. Well, if you only want to learn one, then just go with the 2B starter combo, but I would advise you learn learn 2B and 6B, but you decide what you want to do.

3. Just check out the vid I posted and get the 2B corner combo out of it, I've yet to see a Nu take the opponent to the corner and do a corner combo

4. There's only one sideswap combo, soooooooo........ I'm pretty sure you can do it off a 2B as well, I'll sort out the starters f some of them when the game is available to play.

5. I would say 623C aka the BETTER(imho) AA, but just learn the 6A AA combo, midscreen that is.

imo, They all look easy, like, all of them, 22A was something but it wasn't hard to do. I miss 22A :(

Posted

Are they really that easier now?  I tried CP one but I give up honestly before. That was why I asked for any easier to learn combo choice this time round :)

Posted

Are they really that easier now?  I tried CP one but I give up honestly before. That was why I asked for any easier to learn combo choice this time round :)

Well, compared to 22A combo, they look easy AF. idk If non CP1 Nu players will think other-wise, about how easy they are that is. But to me, they look like baby combos :V

Posted

Midscreen Airhit:

 

6DD>2DD>j.DD>j.6DD>j.DD>dj.2DD>j.DD>j.6DD>j.214D(2611, 24/0)

 

 

 

I'll sort these into first post later.

Posted

After a few hours,  it seem it is too hard for me :E  

 

Look easy from video but the timing after gravity seed are very tight frame and require to be super accurate, and the 214D© is not just that now actually, but it need to push like 214D(CC) to work from PS4 controller.  When everything has to been done in very quick consequence and the timing is very tight, I think that this error will harm a lot during match.   Is this the current only choice for combo ?       I really hope to find combo without such tight frame in gravity seed part to gain more accuracy and I am fine with less damage.

Posted

After a few hours,  it seem it is too hard for me :E  

 

Look easy from video but the timing after gravity seed are very tight frame and require to be super accurate, and the 214D© is not just that now actually, but it need to push like 214D(CC) to work from PS4 controller.  When everything has to been done in very quick consequence and the timing is very tight, I think that this error will harm a lot during match.   Is this the current only choice for combo ?       I really hope to find combo without such tight frame in gravity seed part to gain more accuracy and I am fine with less damage.

mash D, that's something that everybody should do or they'll go through hell

Nu's 5DD combo doesn't work full-screen, you go into the Ds the 214B>214D oki full screen, the combo works off of 4DD>5DD>4DD full-screen iirc. The timing isn't that hard for me, but I never expected for the combos to be like /that/

Posted

What is the anti-air D that has the best or largest hit-box confirm now?

 

With so many possibility of jDD j2DD j6DD, it is hard to control the hit box until j214D now.  I remember that she used to always hit anything by jDD j2DD jjDD jj2DD alone.   Now sometimes I hit, sometimes I miss.  it is way more sensitive.   

Posted

What is the anti-air D that has the best or largest hit-box confirm now?

 

With so many possibility of jDD j2DD j6DD, it is hard to control the hit box until j214D now.  I remember that she used to always hit anything by jDD j2DD jjDD jj2DD alone.   Now sometimes I hit, sometimes I miss.  it is way more sensitive.   

I'm pretty sure you have to delay j.2D a bit so it will connect

Posted

From what I see, I think j6DD has a lot better hit-box confirm than j2DD, today in real battle, I don't do any 2jDD in air combo at all, 6jDD and 5jDD can replace it just fine.

 

Btw, is there anybody here play this on PS4?  I would like to have some in-game recommendation sometimes, I can show you how I play via SharePlay function. (if it NP even if we lag, because I can show you when I fight another opponent or record video instead).   For those who is willing to help give me suggestion in-game, could you add "Ryser07" ?

Posted

Easy heat building loop in the corner:

X>236D~214D>6B>6A>delay5B>6A>6B>6A>delay5B>6A>6B>6A>6C>236[D]

 

for 6A>delay5B you gotta delay it to about right before they tech so you reset your string of attacks to allow 6B gatlings again.

Posted

Some basic combos for various situations. I'll post more later. I find that 2C > 214D~C is easier to confirm than 5C > 214D~C. More hitstun and whatnot. Since my memory for air drives go j.DD > j.2DD > dj.DD. I decided to go with j.DD > j.2DD > j.6DD > dj.DD > j.2DD > j.6DD as my air drive ender. Just gotta delay the j.2DD a bit and it works consistently. Also, I'm thinking omitting 5C for certain combos and going straight to 6C is more optimal for damage. And I'm also thinking that the best way to punish an air burst (or any bad burst for that matter) is dashing 6A (the anti-air combo). Gonna work on optimizing these combos later.

 

corner throw > 214D > 5C > 6C > 236[D] > [5DD > 2DD]x2 > ender 2 (3867, +29/-0)

 

anti-air 6A > 5C > 6C > 236[D] > dashing 5DD > 236D~C > 3C > 236D~214A/B > 5DD > 6DD > 2DD > ender 2 (3815, +29/-0)

 

burst safe route 6A > 5C > 6C > 236[D] > dashing 5DD > 4DD > delay 6DD > 2DD > air drive ender (3642, +29/-0)

 

TK214[D] > dashing 5B > 6A > 5C > 6C > 236[D] > dashing 5DD > 236D~C > 3C > 236D~214B > 5DD > 6DD > 2DD > ender 2 (3938, +29/-0)

 

burst safe route TK214[D] > dashing 5B > 6A > 5C > 6C > 236[D] > dashing 5DD > 4DD > 6DD > 2DD > air drive ender (3842, +30/-0)

 

midscreen throw > 236[D] > dashing 5DD > 6DD > 2DD > air drive ender (3357, +27/-0)

 

corner 6B > 5C > 214D~C~214A/B/C > 5C > 6C > 236[D] > [5DD > 2DD]x2 > air drive ender (4527, +35/-0)

 

midscreen 6B > 5C > 214D~C~214A > 5C > 6C > 236[D] > 5DD > 4DD > delay 6DD > 2DD > air drive ender (4380, +34/-0)

 

midscreen 6B > 2C > 214D~C~214A > 6C > 236[D] > 5DD > 236D~C > 3C > 236D~214B > 5DD > 6DD > 2DD > ender 2 (4770, +36/-0)

 

corner throw > Astral Heat (GG)

Posted

Updated thread.

 

I'm still deciding on what the best knockdown for oki is. From what i'm seeing using the training dummy tech options, in the corner you want to end combos with 6C and do a half-charged spike chaser (to get the charged version)

 

It'll catch rolls, nontech, and quicktech and late-meaty normal tech. Kagura and Platinum can't charge their reversals or else they get caught rolling or quickteching.

6C hard knockdown is the best. The only issue is that with the loss of 2DD>6C you have to end combos a bit short.

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