Monarch Posted November 26, 2015 Posted November 26, 2015 Notation: >: Cancel|>: Link After landing from Aerial MoveJ: JumpDJ: Double JumpSJ: Super JumpAD: Air DashIAD: Instant Air DashJC: Jump CancelSJC: Super Jump CancelCH: Counter HitFC: Fatal CounterRC: Rapid Cancel[ ]: Hold InputDMG: DamageCT: Crush Trigger [N/A]: No element [W]: Water [A]: Air [F]: Fire Spell Legend [N/A] = Shawl of Everlasting Darkness [W] = Lapis Lazuli of Grief [Wx2] = Sapphire of Sorrow [Wx3] = Tanzanite of Mourning [A] = Emerald of Anguish [Ax2] = Peridot of Distress [Ax3] = Malacite of Tragedy [F] = Coral of Anger [Fx2] = Garnet of Resentment [Fx3] = Rubellite of Rage [WA] = Heliodor of Submission [WF] = Amethyst of Massacre [AF] = Citrine of Rotation [WWA] = Celestite of Vows [WWF] = Taaffeite of Fascination [AAW] = Andradite of Binding [AAF] = Uvarovite of Destruction [FFW] = Kunzite of Prison Break [FFA] = Morganite of Pulsation [WAF] = Nephrite of Demise Combo Format The combos are written in this format: Combo (Damage, Heat gain/Heat used) Mid-screen: A normal j.A > 5C > 214A (1505) CH j.A > 6C > JC > j.C > [FFW] > 5A > JC > j.A > j.2A > [Wx3] > j.C > 5A > 3C > 214A (2799) CH j.A > 6C > j.C > j.[FFW] > j.B > 6C > j.C > j.B > JC > j.B > j.214A (2671) j.2A > 4A > 5C > 3C > [FFW] > 6C > 214D~214A > 4C > 6A > j.[WF] > JC > j.A > j.2A > [Wx2] > j.A > 5A > 3C (2757) j.2A > 4A > 5C > 3C > [FFW] > 6C > 214A > 4C > 6A > j.[FFW] > 6A > JC > j.2A > [Wx2] > j.A > 5A > 3C (2754) j.2A > 4A > 5C > 3C > [FFW] > 236236A (2739) CH j.2A > 4A > 6A > j.2A > [Wx3] > j.C > 5A > 3C > 214A (2455) 2A > 5C > 3C > [FFW] > 5C > 6C > HJC > j.C > JC > j.C > [Fx3] > j.214A (2771) 2A > 5C > 3C > [FFW] > 6C > 214A > 4A > 6A > JC > j.C > j.2C > JC > j.B > j.2B > j.214A (2916) 2A > 2A > 5C > 3C > [FFW] > 6C > 214A > 4A > 6A > HJC > j.2A > [Wx3] > j.A > 2A > 3C (2890) 5A > 5B > 3C > [FFW] > 6C > 214D~214A > 4C > 6A > j.[WF] > JC > j.A > j.2A > [Wx2] > j.A > 5A > 3C (3301) B normals C normals 3C > 5A > 3C > 214A (1787) Drives [FFW] > 6C > JC > j.C > j.C > JC > j.C > j.214A > RC > j.2C > 6A > j.[FFW] > 6A > JC > j.2A > j.[Wx2] (3332) j.[FWW] > 5A > 6A > JC > j.2A > [Wx3] > j.C > 5A > 3C > 214A (3099) Specials Throw Air Throw Corner: A normal 2A > 5C > 3C > [FFW] > 6C > JC > j.C > j.2C > JC > j.B > j.214A > [FFA] (2649) 2A > 5C > 3C > [FFW] > 6C > 214A > 4A > 5A > 6A > JC > [Wx3] > j.236D > [FFA] (2730) 2A > 5C > 3C > [FFW] > 6C > 214A > 4A > 6A > JC > j.C > j.2C > JC > j.B > j.214A > [FFA] (2864) 2A > 5C > 3C > [FFW] > 6C > 214A > 4A > 5A > 6C > 214C > 4A > 5A > 6A > HJC > j.C > JC > j.B > j.C > j.214A > [FFA] (3025) B normals j.B > 5C > 214A (1505) j.2B > [FFA] > 2A > 5C > 6C > HJC > j.C > JC > j.B > j.C > j.214A (2594) C normals Drives Specials FC 214C > 4A > 6A > JC > j.2A > j.[Wx3] > j.C > 5A > 3C > [FFW] > 5A > 6A > JC > j.C > JC > j.C > j.214A (3895) Throw B+C > 6C > 214A > 4A > 6A > HJC > j.C > JC > j.B > j.C > j.214A > [FFA] (2744) Air Throw Overdrive Combos: A normal B normals C normals Drives Specials Throw Air Throw
GaoGaoGao Posted December 3, 2015 Posted December 3, 2015 Some combos I saw on the nanajo stream: Midscreen: 5B > 6C > JC > j.A > j.C > j.FFW, falling j.A, 6A, JC, j.A, j.WWW, falling j.W, 5C > 3C xx 214A seed oki DMG: 3kish 5B > 5B xx 214A, RC, 5A > 6A, JC, j.A > j.WWW, falling j.A, 5C > 3C xx 214A DMG 3kish FFW > 5A > 6A > JC, j.A > WWW, falling j.A, 5C > 3C DMG: 3kish grab > 5A > 6A > JC > j.A > j.WWW, falling j.B, 5B > 3C > AAF DMG: 2.5k fire rain oki Corner: WAF, 2A > 2A > 6C > JC, j.A > j.C > j.FFW, falling j.A, 6A > JC, j.A > j.WWW, falling j.A, 5C, 3C > FFW, 5C > 6A > JC, j.C xx j.214A, WAF hits, OD 236236C DMG: 6.3k Some things...the last part of most combos is falling j.A, 5C > 3C xx 214A. I feel like it can be changed to be falling j.X, 5X (maybe not 5A) > 3C/5B xx 214A in order to get most 3 element spell after 214A knockdown. They are a bit far after the falling j.X so I dont think spells with two waters will be obtainable. As for that nephrite combo...probably not something that will happen, but what this does tell me is that either OD 236236C has pretty insane minimum damage or nephrite has reverse scaling.
NeoZoa Posted December 3, 2015 Posted December 3, 2015 Nine combos I saw on a stream. https://www.youtube.com/watch?v=ugaImg--Y6U Nine Combo video: https://www.youtube.com/watch?v=XoNY5PnYeZU
Mumm-Ra Posted December 4, 2015 Posted December 4, 2015 Sooo... what stops you from just looping unblockables in the corner all day?
Mai-ah Posted December 4, 2015 Posted December 4, 2015 I dunno, with the timing shown on the vid would it really be unblockable? The gap between the falling attack and the seed seem big enough. Though im sure later they'll be some tighter setups.
Karsticles Posted December 4, 2015 Posted December 4, 2015 It looks like you can jump before the seed explodes, which means it can be chicken blocked.
NeoZoa Posted December 5, 2015 Posted December 5, 2015 Nine basic combos: https://www.youtube.com/watch?v=LZ1a3e9yMvg I'm guessing people saw this already. >.>
NeoZoa Posted December 5, 2015 Posted December 5, 2015 (edited) Youtube: https://www.youtube.com/watch?v=MDD6oZWoUj8 More combos and it looks like some good oki setups. Edited December 6, 2015 by NeoZoa
Monarch Posted December 13, 2015 Author Posted December 13, 2015 OP updated with combos found in BBCF Nine The Phantom Day 1 Combos by Sugi_Vs; let me know if you guys find the format easy to understand.
Fortune Posted December 13, 2015 Posted December 13, 2015 Looks fine to me, everything is explicit (bracketed spell, can't see any confusion with that) and it's neater
Monarch Posted March 19, 2016 Author Posted March 19, 2016 OP updated with combos found in various matches
TD Posted October 10, 2016 Posted October 10, 2016 A combo I try to go for standing mid screen, inspired by fumi's abare. If this route is being put to good use already, then my bad. midscreen standjng (dash ja) 5a 5c 6c 236d 214a 4a 5c 6c jd land 6c sj air ender standing, this combo will always give you a back slotted kunzite, and a level 2/3 spell (if you want level 2 for whatever reason, you do 1 normal as the air ended and then j214a) any combo that freezes the foe early with you close to them leads into this, but what you do after 214a changes because these combos tend to extend a little later than the above. for example kunzite hits while you're above the opponent. (kunzite hits) descending ja land 9 delay jd descending late ja 5c 6c 236d 214a 4a/c 6a Jc j214a for two kunzites at the end this sort of play is optimal with nine. Any time you can get two good spells in a combo, and corner push and possibly oki, you're golden. ( note these combos always end with air 214a, so not real oki. But two kunzites...!)
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