someonewhodied Posted April 21, 2015 Posted April 21, 2015 Notation:[table]>Cancel|>Link After landing from Aerial MovejJumpdjDouble JumpsjSuper JumpADAir DashIADInstant Air DashjcJump CancelsjcSuper Jump CancelCHCounter HitFCFatal CounterRCRapid Cancel[ ]Hold Input(N)Attack must deal N amount of hits[???] xNRepeat ??? N amount of timesDMGDamageCTCrush Trigger[/table] Combo Format The combos are written in this format: Combo (Damage, Heat gain/Heat used) Mid-screen:A normal 5A/2A > 5B > 5C > 5D > 236B (1711, +13) 5A/2A > 5B > 5C > 6D > 5D > j.2D > j.5D > j.6D > jc > j.2D > j.5D > j.6D > j.214D (2422, +20) 5A/2A > 5B > 3C > 214B > 6D > 2D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (2563, +21) (Anti-Air) 6A > 5C > 6C > 6D > 2D > j.5D > j.6D > jc > j.5D > j.2D > j.6C > j.214D (3022, +24) B normals 5B > 5C > 6C > 5D > 236B (2488 DMG, +18) 5B > 5C > 6C > 5D > j.2D > j.5D > j.6D > j.2D > jc > j.5D > j.6D > j.214D (3287, +26) 2B > 5B > 3C > 214A > 5C > 6C > 236C > 2D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (3430, +26) 6B > 2D > 5D > j.2D > j.5D > j.6D > JC > j.2D > j.5D > j.214D (2257, +19) 6B > 2D > IAD > j.B~j.C > 6A > 5C > 6C > 6D > 2D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (2827, +22) C normals 3C > 214B > 5C > 6C > 5D > 6D > 2D > j.5D > j.6D > JC > j.5D > j.2D > j.6D > j.214D (3341, +26) 3C > 214B > 5C > 6C > 236C > 6D > 2D > j.5D > j.6D > JC > j.2D > j.5D > j.6D > j.214D (3749, +29) 5C > 6C > 5D > 236B (2120, +16) 5C > 6C > 5D > JC > j.2D > j.5D > j.6D > JC > j.2D > j.5D > j.6D > j.214D (3018, +25) 5C > 3C > 214A > 6A > 5C > 6C > 236D > 236C > 2D > JC > j.5D > j.6D > j.214D (4354, +32) (Counter Hit) 5C > 6B > 5C > 214D > 5C > 6C > 236D > 236C > 22D > 2D > JC > j.6D > j.5D > j.214D (4719, +34) Drives 5D > 236B (1121, +9) 5D > JC > j.2D > j.5D > j.6D > JC > j.2D > j.5D > j.6D > j.214D (2110, +19) 4D > 5D > 236B (1395, +12) 4D > 5D > JC > j.2D > j.5D > j.6D > JC > j.2D > j.5D > j.6D > j.214D (2175, +20) j.6D > j.5D > j.2D > JC > j.2D > j.5D > j.6D > j.214D (2028, +19) Specials 236B > RC > 5D > 6D > 2D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (2531, -39) 236B > RC > 6C > 236A > 236C > 2D > 5D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (3322, -35) 236C > 5D > 6D > 2D > JC > j.5D > j.6D > JC > j.2D > j.5D > j.6D > j.214D (3174, +26) 214D > 5D > 6D > 2D > JC > j.5D > j.6D > JC > j.2D > j.5D > j.6D > j.214D (2865, +24) 236D > 236C > 5D > 6D > 2D > JC > j.5D > j.6D > JC > j.2D > j.5D > j.6D > j.214D (2760, +22) (Counter Hit) 22D > dash > 214A > 6A > 5C > 6C > 236C > 2D > 5D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (3988, +30) Throw Throw > 236D > 236C > 2D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (2963, +22) Throw > 236D > 6C > 236A > 236C > tk.214D (2728, +19) Air Throw Throw > 6D > 2D > JC > j.5D > j.6D > JC > j.2D > j.5D > j.6D > j.214D (2687, +22) Corner:A normal 5A > 5B > 5C > 5D > 236B > 2B > 6A > 6C > 236C > 236D [oki] (2444, +18) 5A > 5B > 5C > 236B > 2B > 6A > 6C > 2D > 5D > JC > j.5D > j.6D > j.214D (2666, +20) 2A > 2B > 3C > 236B > 2B > 6A > 6C > 236C > 236D [oki] (2107, +15) 2A > 2B > 3C > 236B > 2B > 6A > 6C > 2D > JC > j.5D > j.6D > j.214D (2289, +17) (Anti-Air) 6A > 5C > 6C > 236C > 22D > 2D > 5D > JC > j.5D > j.6D > j.214D (3579, +27) B normals 2B > 5B > 5C > 5D > 236B > 2B > 6A > 5C > 6C > 236C > 236D [oki] (2637, +19) 2B > 3C > 236B > 2B > 6A > 6C > 236C > 22D > 2D > 5D > j.5D > j.6D > JC > j.5D > j.6D > j.214D (3024, +22) 5B > 5C > 3C > 236B > 2B > 6A > 6C > 236C > 22D > 2D > 5D > JC > j.5D > j.6D > j.214D (3931, +29) 5B > 3C > 214A > 6A > 5C > 22D > 66 > 6A > 6C > 236C > 22D > 2D > JC > j.6D > j.214D (4580, +33) 6B > 2D > 236B > 2B > 6A > 5C > 6C > 236C > 22D > 2D > 5D > JC > j.5D > j.6D > j.214D (2992, +23) C normals 3C > 236B > 2B > 6A > 6C > 236C > 22D > 2D > 5D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (3237, +24) 3C > 214A > 5C > 6C > 236C > 22D > 2D > 5D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (3993, +30) 5C > 3C > 236B > 2B > 6A > 6C > 236C > 22D > 2D > 5D > j.5D > j.6D > j.214D (3668, +27) 5C > 3C > 214A > 6A > 5C > 22D > 66 > 6A > 6C > 236C > 22D > 2D > JC > j.6D > j.214D (4604, +33) Drives 5D > 236B > 2B > 6A > 6C > 236C > 236D [oki] (2207, +17) 5D > 236B > 2B > 6A > 6C > 5D > 2D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (2611, +22) Specials 236B > 2B > 6A > 5C > 6C > 236C > 22D > 2D > 5D > JC > j.5D > j.6D JC >j.5D > j.6D > j.214D (3563, +26) 214D > 5B > 6A > 5B > 6A > 5C > 6C > 236C > 22D > 2D > 5D > JC > j.5D > j.6D > j.214D (4056, +30) 236C > 214A > 6A > 5C > 22D > 66 > 6A > 6C > 2D > 5D > JC > j.5D > j.6D > j.214D (4481, +33) (Counter Hit) 22D > 66 > 214A > 6A > 5C > 22D > 66 > 6A > 6C > 236C > 22D > 2D > JC > j.5D > j.6D > j.214D (4326, +32) Throw Throw > 214D > 6A > 5C > 6C > 236C > 236D [oki} (3187, +22) Throw > 214D > 6C > 236C > 22D > 2D > JC > j.5D > j.2D. > j.214D (3766, +28) Air Throw Throw > 2D > 236B > 2B > 6A > 6C > 236C > TK j.214D (2910, +21) Throw > 6D > 2D > JC > j.5D > j.6D > JC > j.2D > j.5D > j.6D > j.214D (2687, +22) Overdrive Combos:A normal 5A > 5B > ODC > 5B > 2C > 5D > 6D > JC > j.2D > j.5D > j.6D > JC > j.2D > j.5D > j.6D > j.214D (2677, +22) 2A > 2B > 3C > 214A > 6A > 6C > ODC > 6D > 2D > JC > j.5D > j.6D > JC > j.2D > j.214D (2866, +22) (Ground) 6A > 3C > 214B > 66 > 6A > 5C > 6C > 236D > ODC > 5D > 6D > 2D > JC > j.5D > j.6D > j.214D (4048, +30) (Anti-Air) 6A > 5C > 6C > 236D > 66 > 5D > ODC > 6D > 2D > JC > j.5D > j.6D > JC > j.5D > j.2D > j.6D > j.214D (3525, +27) B normals 5B > 5C > 6C > ODC > 5D > JC > j.2D > j.5D > j.6D > JC > j.2D > j.5D > j.6D > j.214D (3581, +29) 5B > 5C > 3C > 214B > 66 > 6A > 5C > 6C > 236D > ODC > 5D > 6D > 2D > JC > j.5D > j.6D > j.214D (4603, +34) 6B > 2D > 5D > ODC > 6D > CT > 214D > 236C > 2D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (3346, -4) j.B > j.C > 5B > 5C > 6C > ODC > 5D > JC > j.2D > j.5D > j.6D > JC > j.2D > j.5D > j.6D > j.214D (2863, +22) C normals 5C > 6C >5D > ODC > 5D > JC > j.6D > j.5D > j.2D > JC > j.2D > j.5D > j.6D > j.214D (3340, +28) 5C > 3C > 214B > 66 > 6A > 5C > 6C > 236D > 5D > ODC > 6D > 2D > JC > j.5D > j.6D > j.214D (4323, +32) 3C > 214A > 6A > 5C > 6C > 236C > 66 > 2D > ODC > 2D > 6D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (3930, +30) Drives 5D > ODC > 5D > JC > j.6D > j.5D > j.2D > JC > j.2D > j.5D > j.6D > j.214D (2463, +23) 5D > ODC > 5D > 236C > 2D > 5D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (2855, +25) 4D > ODC > 5D > 236C > 2D > JC > j.5D > j.6D > JC > j.5D > j.2D > j.6D > j.214D (2855, +25) (Anti-Air) 6D > ODC > 2D > 5D > JC > j.5D > j.6D > JC > j.2D > j.5D > j.6D > j.214D (2463, +23) Specials 236D > 5B > 3C > 214A > 6A > 5C > 6C > ODC > 5D > 6D > 2D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (3437, +26) 236B > RC > 5D > ODC > 5D > 6D > 2D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (2819, -35) (Far) 214D > 236C > ODC > 66 > 2D > 5D > JC > j.5D > j.6D > JC > j.5D > j.2D > j.6D > j.214D (3757, +30) (Close) 214D > 66 > 5B > 6A > 5C > 6C > 236D > 66 > 5D > ODC > 6D > 2D > JC j.5D > j.6D > j.5D > j.6D > j.214D (4002, +30) 236C > 2D > ODC > 6D > 2D > 5D > JC > j.5D > j.6D > JC > j.2D > j.5D > j.6D > j.214D (3468, +29) (Counter Hit) 22D > ODC > 5D > 236C > 5D > 6D > 2D > JC > j.5D > j.6D > JC > j.5D > j.2D > j.6D > j.214D (3365, +27) (OD) tk.214D > 66 > 2B > 6A > 5C > 6C > 236D > 66> 5D > 6D > 2D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (3251, +24) Throw Throw > ODC > 5D > 6D > 2D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (2925, +24) Throw > 236D > 236C > 66 > 2D > ODC > 2D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (3179, +24) Air Throw Throw > 6D > ODC > 2D > 5D > JC > j.5D > j.6D > JC > j.5D > j.2D > j.6D > j.214D (2919, +24)
Dead Spike Posted April 23, 2015 Posted April 23, 2015 buttons > 5D > air swords > j.214D buttons > 214A/B > 5C > 6C > 236C > (6D) > 2D > air swords > j.214D (CORNER) buttons > 3C > 214A > 5C > 6C > 236C > 22D > 2D > 5D > air swords > j.214D Midscreen, all combos tested on Ragna 5A/2A > 5B > 5C > 6D > 5D > j.2D > j.5D > j.6D > jc > j.2D > j.5D > j.6D > j.214D (2422 +20) 6D probably misses on shorter characters so omit it Anti-Air, CH not needed, delaying the 6C helps sometimes 6A > 5C > 6C > 6D > 2D > j.5D > j.6D > jc > j.5D > j.2D > j.6C > j.214D (3022, +24) 214D > (66) > 6A > 5C > 6C > 6D > 2D > j.5D > j.6D > jc > j.5D > j.2D > j.6D > j.214D (3506, +27) 214D > 2D > 5D > j.5D > j.6D > jc > j.5D > j.2D > j.6D > j.214D (2810, +23) 5B > 5C > 6C > 5D > 236B (2488, +18) 5B > 5C > 6C > 5D > j.2D > j.5D > j.6D > j.2D > jc > j.5D > j.6D > j.214D or j.632146D (3287, +26 or 4188, -24) 3C > 214A/B > 5C > 6C > 5D > 6D > 2D > j.5D > j.6D > jc > j.5D > j.2D > j.6D > j.214D or j.632146D (3341, +26 or 4271, - 24) 3C > 214B > 5C > 6C > 236C > 6D > 2D > j.5D > j.6D > jc > j.2D > j.5D > j.6D > j.214D (3749) omit 6D and just use 2D/run up 2D instead if closer to the corner 6B > 2D > (slight delay) 5D > j.2D > j.5D > j.6D > jc > j.2D > j.5D > j.214D - (2257, +19) BC > 236D > 236C > 6D > 2D > j.5D > j.6D > j.214D (2906, +22) Counterhit Combos, Midscreen 22D > 66 > 5B > 3C > 214B > 66 > 5C > 6C > 236C > 6D > 2D > j.5D > j.6D > jc > j.5D j.214D (3937, +29) 22D > 236D > 236C > 6D > 2D > j.5D > j.6D > jc > j.5D > j.2D > j.6D > j.214D (3343, +26) 22D > 66 > 5B > 5C > 6C > j.2D > j.5D > j.6D > jc > j.5D > j.2D > j.6D > j.214D (3269, +25) 22D > 236C > 6D > 2D > j.5D > j.2D > j.6D > jc > j.5D > j.2D > j.6D > j.214D (3138, +25) (Airborne opponent) 22D > 66 > 6A > 5C > 6C > 6D > 2D > j.5D > j.6D > jc > j.5D > j.2D > j.6D (3259, +25) 632146D > 66 > 6A > 5C > 6C > 6D > 2D > j.5D > j.6D > jc > j.5D > j.214D (3670, -40, needs 50 heat to start) Point blank on a grounded opponent, can be a bit further on an airborne opponent Corner Combos 3C > 214A > 5C > 6C > 236C > 22D > 2D > 5D > j.5D > j.6D > jc > j.5D > j.6D > j.214D (3993, +30) 2B > 3C > 236B > 2B > 6A > 6C > 236C > 22D > 2D > 5D > j.5D > j.6D > jc > j.5D > j.6D > j.214D (3024, +22) 6B > 2D > 236B > 2B > 6A > 5C > 6C > 236C > 22D > 2D > 5D > j.5D > j.6D > j.214D (2917, +22) BC > (delay) 236C > 22D > 2D > 5D > j.5D > j.6D > jc > j.D > j.214D (3276, +25) Anti-Air, counterhit not needed 6A > 5C > 6C > 236C > 22D > 2D > 5D > j.5D > j.6D > jc > j.5D > j.6D > j.214D (3710, +28) Counterhit, Corner 22D > 66 > 3C > 214A > 5C > 6C > 236C > 22D > 2D > 5D > j.5D > j.6D > jc > j.5D > j.214D (4183, +31)
narga21 Posted April 24, 2015 Posted April 24, 2015 i got a few. 3c > 214c > 5c > 6c > 236c > dash 5c > 6b > 2d > j.d > j.6d > j.214d 3248 28hg throw > 236d > 236c > dash 2d >5d> j.d > j.6d > j.214d 2906 22hg 6b > 2d > 5d > j.2d > j.d > j.6d > jc > j.2d > j.d > j.214d 2205 19mg close 6b > 632146d > dash 5b > 5c > 6c > 236d > dash 236c > 2d > 5d > j.d > j.6d > j.214d 3811 17mg far 6b > 6d > 632146d > dash 5b > 5c > 6c > 236d > dash 236c > 2d > 5d > j.d > j.6d > j.214d 3526 19mg corner 5b > 5c > 236b > 2b > 6a > delay 5c > 6c > 236c > 22d > 2d > 5d > j.d > j.6d > j.214d 3742 30mg corner throw > 214d > 5c > 6c > 236c > 3c > 3172 22mg
Speakeasy Posted April 26, 2015 Posted April 26, 2015 I don't have damage or heat gain (I'm at work) but here's a midscreen 6B combo. 6B>2D>5D>jc>j.C>j.2C>2D>5D>j.C>j.2C>2D>5D>j.2D>j.6D>j.D>j.214D Does roughly 2.5k, has some goodish corner carry.
Baf0 Posted April 26, 2015 Posted April 26, 2015 Here's another midscreen 6B combo. 6B > early 2D > IAD j.B j.C > 6A > 6C > 6D > j.56D dj.56D > j.214D 2588 DMG 20+ hg if you're near the corner swap 6D with 236C and go for oki or standard corner ender.
MotokoChill Posted April 26, 2015 Posted April 26, 2015 CH Corner combo. 3C > 6A > 5C > 6C > 236C > 5C > OD > 5C > 2C > j.C > j.2C > j.C > j.2C > 214D > otg 3C > 632146D I was never that great at optimizing blade hits for either Nu or Lambda but this nets about 3.9k Pretty simple, bet it could be extended, shit, I barely put any D moves in there. I guess the more important things to note here are 3C > 6A & the ability to otg with 3C after most 214D enders(within distance, of course) that has hit in OD. Something Nu doesn't have. edit: Ahh I'm stupid I forgot to test this without counter hit and 3C>6A needs that to function. Good news is that 214D> otg 3C still only needs OD to work.
Baf0 Posted April 26, 2015 Posted April 26, 2015 I was looking for sideswap combos, but I guess we don't need those since we can launch em across the screen. 5B > 5C > 3C > 236B RC > 66 > 6C > 236A > 236C > 66 2D > 5D > j.52D > j.214D 3807DMG -29HG Video reference 5B > 5C > 3C > 236B RC > 66 > 6C > 236A > 236C > 66 2D > 5D > j.C j.2C > j.214D 3688DMG -31HG Video reference 2nd one is for max corner carry.
Monarch Posted April 26, 2015 Posted April 26, 2015 A few of the combos I use: Midscreen: 2B > 5B > 5C > 6C > 5D > JC > j.6D > j.5D > j.2D > JC > j.2D > j.6D > j.5D > j.214D (2738, +22) 2B > 5B > 3C > 214A > 5C > 6C > 236C > 2D > JC > j.5D > j.6D > JC > j.5D > j.6D > j./214D (3430, +26) 6B > 2D > IAD > j.B~j.C > 6A > 5C > 6C > 6D > 2D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (2827, +22) 22D CH > 236C > 66A > 5C > 6C > 6D > 2D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.224D (3624, +27) Throw > 236D > 236C > 2D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (2963, +22) Corner: 2B > 5B > 5C > 5D > 236B > 2B > 6A > 5C > 6C > 236C > 236D oki (2637, +19) 5B > 3C > 214A > 6A > 5C > 22D > 2D > 5D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (3903, +30) 6B > 2D > 236B > 2B > 6A > 5C > 6C > 236C > 22D > 2D > 5D > JC > j.5D > j.6D > j.214D (2992, +23) 22D CH > 236C > 214A > 6A > 5C > 22D > 2D > 5D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (3972, +30) Throw > 214D > 6C > 236C > 22D > 2D > JC > j.5D > j.2D. > j.214D (3766, +28)
Loli-LoverX Posted April 26, 2015 Posted April 26, 2015 Was messing around. Corner: 5B > 5C > 3C > 214A > 5C > 6C > 236C > 3C > 236B (3837, +31)
Speakeasy Posted April 27, 2015 Posted April 27, 2015 The 6A in corner 3C>236B>2B>6A>stuff whiffs on Rachel in the corner, but you can microdash 2B to continue the combo as normal. Just a heads-up.
Monarch Posted April 27, 2015 Posted April 27, 2015 CS2 era corner loop I made, not practical but a nice throwback. Requirements: 50 heat, corner, 10% life 236C > 6A > OD > 6A > j.214D > [5B > 6A > j.214D] > repeat bracketed x 2 > 5B > 6A > 632146D (4811. -11) May have to microdash 5B at times
Dawn of Musou Posted April 28, 2015 Posted April 28, 2015 Randomly testing stuff out: in corner: Throw>CT>OD>3C>214A>5C>6C>5D>2D>j.D>j.6D>j.632146D = 5430 damage It can be done with 60% HP and under. You also only need 50 meter to start it since Lambda gains the rest of the meter for super during the combo. Pretty solid OD combo that doesn't need low health to be done.
Urichinan Posted April 29, 2015 Posted April 29, 2015 Silly things that are silly: https://www.youtube.com/watch?v=VFx6V64Rj9s
Speakeasy Posted May 2, 2015 Posted May 2, 2015 Sorry if this was already posted, but I just skimmed before posting this combo. Corner: 5B>3C>214A>5C>6C>236C>22D>2D>5D>j.56D>jc>dj.25D>dj.214D = 4552/34 And that's nowhere near optimized. Gravity damage is real.
Monarch Posted May 3, 2015 Posted May 3, 2015 A few punish combos I labbed up, may or may not be optimal. Corner: CH 5B > 3C > 214A > 6A > 5C > 22D > dash > 6A > 6C > 236C > 22D > 2D > JC > j.6D > j.214D (4580, +33) CH 22D > dash 214A > 6A > 5C > 22D > dash > 6A > 6C > 236C > 22D > 2D > JC > j.5D > j.6D > j.214D (4326, +32) CH 5C > 6B > 5C > 214D > 5C > 214A > 5C > 22D > 2D > 5D > JC > j.5D > j.6D > j.5D > j.214D (4562, +34) Midscreen: CH 5B > 3C > 214A > 6A > 5C > 6C > 236C > 2D > 5D > JC > j.5D > j.6D > j.5D > j.6D > j.214D (4295, +32) CH 22D > dash > 214A > 6A > 5C > 6C > 236C > 2D > 5D > JC > j.5D > j.6D > JC > j.5D > j.6D > j.214D (3988, +30) CH 5C > 6B > 5C > 214D > 6A > 5C > 6C > 6D > 2D > JC > j.5D > j.6D > j.5D > j.6D > j.214D (4163, +31)
Necro Undine Posted May 3, 2015 Posted May 3, 2015 Corner: CH 5C > 6B > 5C > 214D > 5C > 214A > 5C > 22D > 2D > 5D > JC > j.5D > j.6D > j.5D > j.214D (4562, +34) Found a more optimized FC 5C combo in the corner. Doesn't use Grav Seed either. CH 5C > 6B > 5C > 214D > 6A > 5C > 6C > 236C > 22D > 2D > JC > j.5D > j.6D > JC > j.2D > j.214D (4628, +34) Edit: Found a even more optimized combo. CH 5C > 6B > 5C > 214D > 5C > 6C > 236D > 236C > 22D > 2D > JC > j.6D > j.5D > j.214D (4719, +34) Midscreen CH 5C > 6B > 5C > 214D > 6A > 5C > 6C > 236D> 236C > 2D > JC > j.6D > j.5D > j.214D (4529, +34) I'll try to see if I can optimize those other starters soon.
vusan11 Posted May 20, 2015 Posted May 20, 2015 Was messing around. Corner: 5B > 5C > 3C > 214A > 5C > 6C > 236C > 3C > 236B (3837, +31) I know this is old post but just for the sake of it. You can also do: 5B > 5C > 3C > 214A > 5C > 6C > 236C > 22D > 2D > 236B > oki ( 4230, +30) Higher Damage Variation: 5B > 5C > 3C > 214A > 5C > 6C > 236C > 22D > 2D > 5D > J.5D > J.6D > (J.214D/632146D) (4556/5435, +34) need at least 17 meter starting to use. Both of these are on normal hit (no counter hit) On a side note In corner: 236D oki hit > 236B > 2B > 6A > 6C > 236C > 22D > 2D > 5D > J.5D > J.6D > J.214D (3018, +22) Just a way to punish someone when they don't block 236D oki lol... I'm sure its not optimized though, any suggestions?
Dead Spike Posted May 23, 2015 Posted May 23, 2015 Midscreen counterhit stuff max range counter hit 6C(works off 1 hit or 8 hits) 6C > 236D > 66 > 5D > 6D > 2D > j.5D > j.6D > jc > j.2D > j.5D > j.6D > j.214D (2605, +22) counter hit 3C, decent distance away 3C > 236D > 66 > 214B > 66 > 5C > 6C > 236C > 6D > 2D > j.5D > j.6D > jc > j.5D > j.214D (3731, +28) 3C > 236D > 66 > 6A > 5C > 6C > 5D > 6D > 2D > j.5D > j.6D > jc > j.5D > j.2D > j.6D > j.214D (3185, +24) Near corner/in corner, counter hit 3C, decent distance away 3C > 236D > 66 > 214A/B > 66 > 5C > 6C > 236C > 22D > 2D > 5D > j.5D > j.6D > j.214D (3909, +29) 3C > 236D > 66 > 6A > 5C > 6C > 236C > 22D > 2D > 5D > j.5D > j.6D > jc > j.5D > j.214D (3640, +27) Counter hit 3C and 6C doesn't happen too often except in the Kagura match-up, where you can use 6C or 3C to beat out his Wyvern (6D>C). CH 3C > 236D seems to work even if only two hits connect.
someonewhodied Posted June 8, 2015 Author Posted June 8, 2015 off of the corner oki i posted in gameplay discussion: 2B>6A> forward roll: 214A>6C>236A~236C>214D>665B>6A>2147D backroll/Quick tech: 5C>236B>2B>6A>6C>236C>214D>5B>6A>2147D Nontech: [2147D>2B>6A>] xN edit: better oki setup: X>236B>2B>6A>6C>236C>214D>214A>5B>6A>2147D same oki after but they won't get out of the corner at all with this downside? you need some form of gravity use to deal with forward rolls. edit 2: looks like if 5B>6A>tk crescent hits low enough, 2B won't bluebeat even on nontech. Godlike.
Hutchy214 Posted June 9, 2015 Posted June 9, 2015 just gonna post some stuff i labbed up here . maybe it will help some people ( all combos were only tested on jin ) CH 3C>236D>(66)>214D>6A>5C>6C>236A>236C>22D>2D>jc>J.2D>J.6D>J.214D 3919 DMG 29 HEAT midscreen and corner simply amit the dashes (66 and 236A) CLOSE 5B>3C>214B>6C>236C>236D>5D>6D>2D>jc>J.D>J.6D>jcJ.D>J.6D>J.214D 4401 DMG 33 HEAT midscreen only long range (outside of 6B range) FC 5C>5D>236C>66>6A>5C>214D>6A>6c>236D>6D>2D>5D>jc>J.D>J.6D>J.214D DMG 4163 HEAT 31 max health OD confirm 5B>5C>5D(2)>cOD>5D>236C>6A>5C>6C>236D>6D>2D>5D>jc>J.D>J.214D(632146D) DMG 4094 ( 5013 with super ) HEAT 31 OD after the second hit of 5D or you will get crush trigger
Monarch Posted June 15, 2015 Posted June 15, 2015 OP updated with Overdrive combos, for the most part I'd say the thread is complete; unless new routes show up, which I doubt. (All OD combos listed were performed with 100% health in order to maintain practicality)
Monarch Posted June 29, 2015 Posted June 29, 2015 Made a meterless OD route; although it's more practical to go into a gravity well combo with this confirm if you can, this is an alternative if gravity is charging or if you don't want to use gravity. (Combos performed with 100% health) Back to corner Route: 5B > 5C > ODC > 66 > 5B > 2C > 5D > 236C > 4D > 2D > JC > j.5D > j.6D > JC > j.5D > j.2D > j.6D > j.214D (3941, +31) Midscreen Route: 5B > 5C > ODC > 66 > 5B > 2C > 5D > 236C > 66 > 6A > 5C > 6C > 236D > tk.214D (4153, +30) Corner Route: 5B > 5C > ODC > 5B > 2C > 5D > 236C > 6A > 5C > 6C > 236D > 5D > 2D > JC > j.5D > j.2D > j.214D (4433, +33) The Midscreen route is interchangeable with the back to corner route. I also wanted to say that ODC > 5D > 236C can be quite useful if you're looking for extra damage or to kill off certain confirms like 4D, so keep it in mind.
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