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Posted

Welcome to the new and improved combo thread!

Unlike the previous one there are no more combo 'levels', and I left out a lot of the 'day-one' combos.

I think that when a new player sees the thread for the first time he automatically (and not without a good reason) goes for the beginner section, so this time everything is laid out equally for everyone, I hope it will make people improve faster, and of course you can discuss everything combo-related here and get some nice tips.

Well then,

Index

I) General Notes

II) ‘A’ Combos

III) ‘B’ Combos

IV) ‘C’ Combos

V) ‘D’ Combos

VI) Anti-Airs

VII) Air-to-Air

VIII) Air-to-Ground

IX) Throw Combos

X) Gravity Seed Combos

XI) Corner Loop Stuff

XII) Okizeme and Setups

XIII) Character Specifics

I. General Notes

Combos in Red are the preferred, most practical ones IMO.

Notation (Numpad)

7 8 9

4 5 6

1 2 3

RC – Rapid Cancel, consumes 50% meter.

[Corner] – The point a combo reaches the corner.

‘Oki’ – Okizeme, section XII.

‘Loop Ender’ – See section XI.

Important note regarding 236C -

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.

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's still not a backdash) which will position you behind the opponent and allow you to 6A and start the loop.

For example: 214D > 5DD [Corner] > 236C [Lambda is now physically the one in the corner] > 44 [backwards Dash] > [6A > 2147D] x N > Loop Ender

I put this up here since it's VERY situational and applies to every combo with 236C in it.

II. ‘A’ combos

2/5A > 5BB > 5C x N > 6C > 236B – (1.9K)

2/5A > 5BB > 5C x N > 3C > Oki

2/5A > 2BB > 5C x N > 6C > 236B – (1.7K)

2/5A > 2BB > 5C x N > 3C > Oki

6A > 5BB > 5C x N > 6C > 236B – (2.5K)

6A > 5BB > 5C x N > 3C > Oki

• Omit the second B if you are too far from the opponent.

III. ‘B’ Combos

5BB > 5C x N > 6C > 236B – (2.8K)

5BB > 5C x N > 3C > Oki

2BB > 5C x N > 6C > 236B – (1.8K)

2BB > 5C x N > 3C > Oki

4B > Dash [Cross-Under] > 2DD > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (3.4K)

4B > 6A > 2147D > 5DD > 236C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (4.2K)

CH 236B > 5DD > 236C > Dash > 5C x N > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (4.3K)

Corner

5BB > 5C x N > 6C > 236B [Corner] > Dash > 5A > [6A > 2147D] x 3 > Loop Ender – (4.5K)

4B > 6A > 2147D > 5DD > 236C [Corner] > [6A > 2147D] x 5 > Loop Ender – (5.3K)

236B [Corner] > Dash > 5A > [6A > 2147D] x 5 > Loop Ender – (4.1K)

236B > RC > Dash [Corner] > [6A > 2147D] x 7 > Loop Ender – (5.4K, 50% meter required)

CH 236B [Corner] > Dash > [6A > 2147D] x 7 > Loop Ender – (5.4K)

IV. ‘C’ Combos

3C > 236B – (1.3K)

3C > Oki

3C > 214A > Dash > 6A > 2147D > 5C x N > 6C > 236C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (4.4K)

CH 2C > 6C > 236C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (3.5K)

CH 5C x 1 > 236C > Dash > 5C x N > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (4.3K)

CH 6C [First Hit] > 236C > Dash > 5C x N > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (4.3K)

236C > Dash > 5C x N > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (4.3K)

236C > Dash > 5C x N > 6C > Dash > 2DD > 6C > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D - (4.6K)

Corner

3C > 236B [Corner] > Dash > 5A > [6A > 2147D] x 3 > Loop Ender – (3.5K)

3C > 214A > Dash > 6A > 2147D > 5C x N > 6C > 236C [Corner] > [6A > 2147D] x 4 > Loop Ender – (5.4K)

3C > 236B > RC > Dash [Corner] > [6A > 2147D] x 5 > Loop Ender – (4K, 50% meter required)

CH 2C > 6C > 236C > Dash > 2DD > 2147D > Dash [Corner] > [6A > 2147D] x 5 > Loop Ender – (5K)

CH 2C > 6C > 236C [Corner] > [5C x N > 6C] x 3 > [6A > 2147D] x 2 > Loop Ender – (5.3K)

CH 5C x 1 > 236C > Dash > 5C x N > 6C > Dash > 2DD > 2147D > Dash [Corner] > [6A > 2147D] x 5 > Loop Ender – (5.9K)

CH 5C x 1 > 236C [Corner] > [6A > 2147D] x 7 > Loop Ender – (6.2K)

CH 5C x 1 > 236C [Corner] > [5C x N > 6C] x 3 > [6A > 2147D] x 5 > Loop Ender – (6.2K)

V. ‘D’ Combos

4/5DD > 236B – (1.2K)

4/5DD > 236236D – (2.1K, 50% meter required)

4/5DD > 236B > RC > 5DD > 236C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (3.2K, 50% meter required)

CH 5D > 236C > Dash > 5C x N > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (4.3K)

214D > 5DD > 236C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (4K)

214D > 2DD > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (3.7K)

236D > 236C > Dash > 5C x N > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (3.8K)

2147D > RC > 236C > Dash > 5C x N > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (4.3K, 50% meter required)

Corner

4/5DD > 236B [Corner] > Dash > 5A > [6A > 2147D] x 4 > Loop Ender – (3.5K)

4/5DD > 236B > RC > Dash [Corner] > [6A > 2147D] x 5 > Loop Ender – (4K, 50% meter required)

4/5DD > 236236D > Dash > 236C [Corner] > [6A > 2147D] x 3 > Loop Ender – (4.3K, 50% meter required)

CH 5D > 236C > Dash > 5C x N > 6C > Dash > 2DD > 2147D > Dash [Corner] > [6A > 2147D] x 5 > Loop Ender – (5.9K)

CH 5D > 236C [Corner] > [6A > 2147D] x 7 > Loop Ender – (6.2K)

CH 5D > 236C [Corner] > [5C x N > 6C] x 3 > [6A > 2147D] x 5 > Loop Ender – (6.2K)

214D [Corner] > [6A > 2147D] x 7 > Loop Ender – (6.2K)

214D > 5DD > 236C [Corner] > [6A > 2147D] x 6 > Loop Ender – (6.2K)

2147D > RC > 236C [Corner] > [6A > 2147D] x 7 > Loop Ender – (6.2K)

2147D > RC > 236C [Corner] > [5C x N > 6C] x 3 > [6A > 2147D] x 5 > Loop Ender – (6.2K)

Fatal 2147D [Corner] > 5A > [6A > 2147D] x 6 > Loop Ender – (6.2K)

VI. Anti-Airs

From ‘A’

5A > 6B > j.C > j.2C > dj.C > j.2C > j.214D – (1.8K)

CH 5A > 5C x N > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (2.7K)

6A > 6C > 236C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (3.5K)

CH 6A > 5C x N > 6C > 236C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (3.9K)

From ‘C’

2C > j.C > j.2C > dj.C > j.2C > j.214D – (2.2K)

From ‘D’

2DD > 6DD > 2DD > j.DD > j.214D~C > j.DD > dj.2DD > j214D – (2.2K)

2DD > 6C > Dash > 2DD > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (3.4K)

CH 2D > 236C > Dash > 5C x N > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (4.3K)

6DD > 2DD > j.DD > j.214D~C > dj.2DD > j.214D – (2.1K)

CH 6D > 236C > Dash > 5C x N > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (4.3K)

Corner

Pretty much the same as previous sections.

VII. Air-to-Air

CH j.C > Land > 5C x N > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (3.7K)

VIII. Air-to-Ground

j.C > Land >3C > 236B – (1.4K)

j.C > Land >3C > Oki

CH j.C > Land > 5C x N > 6C > 236B – (2.2K)

CH j.C > Land > 5C x N > 3C > Oki

IX. Throw Combos

Throw > Dash > 6A > 6C > 236C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (3.7K)

Throw > Dash > 6B > 5C x N > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (3.9K)

Air-Throw > Land > RC > 236C > Dash > 5C x N > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (4.9K, 50% meter required)

Corner

Throw [Corner] > [6A > 2147D] x 6 > Loop ender – (4.4K)

Throw > Dash > 6A > 6C > 236C > Dash > 2DD > 2147D [Corner] > [6A > 2147D] x 4 > Loop Ender – (4.8K)

Throw [Corner] > 5C x 8 > 6C > 236C > [6A > 2147D] x 4 > Loop Ender – (4.8K)

Air-Throw > Land > RC > 236C [Corner] > 5B > [6A >2147D] x 4 > Loop Ender – (5.5K, 50% meter required)

X. Gravity Seed Combos

214A > Dash > 6A > 2147D > Dash > 6A > 6C > 236C > 2DD > sj.DD > dj.2DD > j.214D – (2.5K)

214A > Dash > 6A > 2147D > 5C x N > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (2.8K)

214A > 5C x N > 6C > 236C > Dash > 5C x N > 6C > Dash > 2DD > 2147D 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (3.2K)

Corner

4-5 reps, I’m tired.

XI. Corner Loop

MUST READ

http://www.dustloop.com/forums/showthread.php?8739-CS-TK-Crescent-Loop-Thread

XII. Okizeme and Setups

Okizeme

“The art of damaging your opponent while he is getting up off the ground.”

…Yeah, Lambda isn’t very good at this.

She does have some options though.

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.

Notable are-

3C > 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.

3C > 2B – This move can catch tech rolls and gives you a decent combo (2B > 6B > j.C > j.2C > dj.C > j.2C > j214D)

3C > 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.

3C > 4B – Overhead on wakeup, leads to big damage. Since 4B isn't safe a backup 50 meter for RC is advised.

236A Shenanigans

236A is pretty much a punishable long dash, but it can easily catch people off-guard with some nice mind-games.

Notable are-

- 3C > 236A > 4B – Like in the previous section only a bit more confusing to the opponent. Overhead on wakeup, leads to big damage. Since 4B isn't safe a backup 50 meter for RC is advised.

Blockstring > 236A > 2B / 3C

Blockstring > 236A > Throw

These three make a nice High/Low/Throw mixup.

Remember 236A isn't safe at all, you could get poked or thrown out of it, and if the opponent jumps it's a free punish.

XIII. Character Specifics

Ragna, Noel, Litchi, Lambda and Bang –

236B [Corner] > 5A > 6A > Loop

Jin, Ragna, Noel and Bang –

236B [Corner] > 5B > 6A > Loop

Credit goes to worldjem7 (for the original combo thread), Xie (for the Crescent Loop thread) and GenoWhirl (for the organization of the Mu-12 combo thread which I shamelessly copied).

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Posted

New information!

Already noticing lots of different information from stuff I picked up off the old thread as a newish Lambda player. Thanks!

Posted

The guide is squeaky clean now and I love it.

Some things to add maybe:

Because suddenly everyone wants to do this in matches because of that Mu tutorial, you can Vortex your opponent with 2B as an oki.

Gravity Seed combos- CH or not (Combo 3 almost always misses if its not CH and you aren't Tager).

Character specific combos.

Posted

1. It's just a silly useless cross-under, catches back-rolls though.

2. I believe it works on everyone non CH, timing is harder obviously, I'll check it out later.

3. Lambda has character specific combos? Like, aside from adding some j.D's on Tager?

Things I should/consider adding:

- 6A > 2147D > 5C x N combos, hard but nice damage.

- DP mid-combo, it should be there...I don't like them.

- Weird corner 236C > Dash backwards (not Backdash) > 6A > Loop, it's fucking amazing I use it all the time.

- 236A shenanigans, forgot about that.

- 632146D > RC > stuff? Pretty damn useless.

- Something from this vid http://www.nicovideo.jp/watch/sm11860014? Probably.

But now I need some sleep.

Posted

Yeah she has a few char specifics, I'm gonna say notably Arakune and Tager?

Also maybe replace [6A > 2147D] with [TK Loop] since, you don't really do 2147 all the time. Minor stuff though.

Real good job on this guide.

Posted
3. Lambda has character specific combos? Like, aside from adding some j.D's on Tager?

- DP mid-combo, it should be there...I don't like them.

Very good work. Lambda actually has quite a few character specific combos on Litchi, Arakune, and some fun and damaging combos on Tager.

As for the DP mid combo... Not really mid combo, but whenever I get a clean 3C, I sometimes follow up with 214A and I believe you can get around 3K... Personal preference if you want to waste that DP, but it does do some decent meterless damage.

Posted

"Like, aside from adding some j.D's on Tager, Arakune, Litchi, etc?" - I'd love to know.

(2DD TK loop on Arakune is absolutely useless and therefore does not belong in here IMO)

Posted

Added a note about corner 236C > dash backwards in the general notes section.

4B > Dash [Cross-Under] > 2DD > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (3.4K)

and

Throw > Dash > 6B > 5C x N > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (3.9K)

From the new combo video.

And 236A sub-section in Okizeme and Setups.

Posted

I love the new thread; it's more organized and I've always been a fan of highlighting "recommended" combos. It helps newer players know where to start, rather than being scared away when they see a massive wall of combos.

Posted

i had no idea 4b could combo into 4.2k what the eff. i've always just done 4v > jc j2c etc. anywho, thanks for organizing this. its a very nice "optimal" combo guide.

Posted

LOL SCRUB. <3

That combo video was pretty good.

3C > gravity for like 4.4k was impressive.

Maybe I'll go rewatch it right now, brush up on my Lamby.

EDIT- Why has everyone been doing throw > 6A combos, when we should be doing throw > 6B combos? D:

Posted

It's character specific timing, it's kinda hard to make the attack hit some characters then have 5c combo after it.

Posted
It's character specific timing, it's kinda hard to make the attack hit some characters then have 5c combo after it.

Did you mean character specific, or is it actually character specific timing?

Posted

As far as I know, it hits everyone, but they need to magically be at a height where 5c will hit them after 6B hits them. So the way you do it on most characters is dash, pause, 6B.

But yeah, on Tager/Arakune it's like really easy, on characters like Carl, you gotta delay the 6B a lot.

Posted

I usually do it against characters like Tager, Hakumen, Ragna, Bang...characters with easy hitboxes. Against other characters I just go 6a.

Posted

Can someone here actually do corner 6A > 2147D > 5C x 8 > 6C > 236C > 6A etc. without using the turbo button on C?

I can obviously do all 8 hits, but they need to be done so extremely fast that either I lack Asian hands or it's just impossible under normal conditions.

The combo itself is very much doable, but not with 5C x 8, 3-4 maybe before the opponent is too high and 236C sends them flying backwards.

Posted

Great thread, thanks a lot! One day to be completist maybe you might consider adding the loop enders into the post as well rather than referring to a different thread? Up to you :)

Posted
LOL SCRUB. <3

That combo video was pretty good.

3C > gravity for like 4.4k was impressive.

3C > A Pit > 5Cx8 > 6C > 236C > Dash > 5Cx8 > 6C > (Dash) > 2DD > Kure > 5DD relaunch does 4.7k, builds more meter, and is easier.

Has anyone been able to do 4B > 6A > Kure > 236C? I can't get the 236C to connect. Do you have to delay the 5DD or something?

Posted

CH 6A > 5C x N > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (3.4K)

It's possible to add a 236C after 6C to hit 3.9k.

Don't see why you shouldn't do it as it's free damage.

Posted
CH 6A > 5C x N > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (3.4K)

It's possible to add a 236C after 6C to hit 3.9k.

Don't see why you shouldn't do it as it's free damage.

It simply didn't come to mind when I was writing. Updated, thanks.

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