Cryingvoid Posted September 3, 2012 Posted September 3, 2012 (edited) Guys, what is the optimal 50/100 meter corner combo off B/C,C/6B,C starters? Are the double super enders not present in CSEX? What is the basic corner system? You want to use each D move in one combo? How do we hitconfirm the PF(2 hits) starter? Thanks in advance! ________________________ UPD: found optimal corner in the combo thread... but what is "BBS"? What does it stand for? Boobies? It can't be... Edited September 3, 2012 by Cryingvoid
MarkusArx Posted September 3, 2012 Posted September 3, 2012 (edited) All Optimal combos should be in the Video Thread, thanks to it having all the combo vids. (Two of which are made by Bibi) No, The increased the recovery on BBS (Big Bang Smash, btw) so you can't PF afterward. BBS can be used in situational corner carry combos now, though. Essenitially, yes. And horribly. I always have trouble with PF combos, but you should also be able to find these in the video thread too. Video Thread: http://www.dustloop.com/forums/showthread.php?12698-CSEX-Makoto-Nanaya-Video-Compilation-Thread Edited September 3, 2012 by MarkusArx
Bibiquadium Posted September 3, 2012 Author Posted September 3, 2012 (edited) In order to link BBS and PF, the opponent would have to be high up, then do something like CH j.B 5B 6A BBS 214A~A PF but that would be useless, BBS has good protation and you can go for a combo. For example CH j.B 5B 6A BBS 66 5D 214A~C~B 5CC 2D[1] 5B 6A j.B j.D 66 2C 236A~D 5CC j.B j.D 2362366D is 6.2k Edited September 3, 2012 by Bibiquadium
Cryingvoid Posted September 3, 2012 Posted September 3, 2012 Thanks a lot! Gonna grind those flashy combos up Makoto seems still to be lots of fun in terms of gameplay, despite being gradually nerfed!
StarGazer Posted September 3, 2012 Posted September 3, 2012 -Go for 6C into PF 2hits for switching sides combo (you can make it 214ACD) -In corner you don't need to burn 50 heat, just do your normal corner combo then end it with PF. -In case you are forced to combo into 6C after 5B because the distance doesn't allow for 5C to combo and you are somewhat close to corner then go for 5B > 6C > 214ACD > RC > 6[6] > 2D > (whatever) -If same situation above occurred but you are hugging the corner then go for 5B > 6C > 214ACD > Delay > PF 2hits > 66 > 2D > j.D > 662C > 236AD > 6A > 5D for better reward. -Double super ender is not possible anymore -Corner BnB Combos theory goes like this: Get a Hit > go for 5CC into 5D > start the corner combo, in Air: Get a Hit > j.B into jump Cancel j.D > Start the corner combo. The Corner combo should have 5D + 2D + j.D + 236AD or 214AD or both in some cases. Makoto combos can be changed in a lot of ways but it still retains near the optimum damage, do the combo variation you find easier and try to mix variations up and go for resets and oki's between em. Thanks a lot! Gonna grind those flashy combos up Makoto seems still to be lots of fun in terms of gameplay, despite being gradually nerfed! wish that was the case =/ they ruined her in EX Further Combo discussions should be taken to the combo thread
Domethieus Posted May 18, 2013 Posted May 18, 2013 I like how this turned into a combo discussion a little lol. I would enter but I would have to get the game again since finals are coming to a close now. I'll pm you once I get a combo done and submit with a video
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