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BBCP_Header_Combo_Thread.png

Information:


    [v] = While in v-13 Mode
    [λ] = While in λ-11 Mode

[table=width: 700, align: center]

General Notations Used

Guide Specific Notations Used

[table=width: 350, class: grid, align: center]

j

Jump

sj

Super Jump

ad

Air Dash

iad

Instant Air Dash

jc

Jump Cancel

sjc

Super Jump Cancel

TK

Tiger Knee

CH

Counter Hit

FC

Fatal Counter

RC

Rapid Cancel

[ ]

Hold Input

(N)

Attack must deal N amount of hits.

[???] xN

Repeat ??? N amount of times.

[/table]

[table=width: 350, class: grid, align: center]

DM

Damage

HG

Heat Gain %

Text

Input Replaceable

[/table]

[/table]

  • 2 weeks later...
Posted (edited)

(partial damage values and partial Heat Gain values)

There are a lot of combo's listed, but it's mostly just so that you can see Nu's different combo routes.

Collapsed: Notations:

GC = Guard Crush

CT = Crush Trigger. It can be used to Guard Crush an opponent that is blocking (but not Barrier blocking). It's also a useful combo tool for Nu and other characters. Requires 25 Heat.

OD = Overdrive

ODc = In the context of combo's, this means you're cancelling a move into OD. It's like an RC of sorts. If you cancel a move into OD, then the duration is shorter.

*If the opponent is getting hit by 236D, for example, you have enough time to activate a raw OD without cancelling, thus prolonging the duration.

I'm fairly certain that you can cancel a jump into OD as well. So instead of 2DD > ODc > air DD ender, it'd be 2DD > jump > cancel jump into OD > air DD ender (or 2DD > OD > air DD ender for short)*

TK = a low Crescent Saber, usually done by inputting 2147D. It can also be done by inputting 2148D or 2149D, as well as 9214D, etc.

air ender = X > j.DD > j.2DD > dj.DD > dj.2DD > dj.214D.

air DD ender = X > j.DD > j.2DD > dj.DD > dj.2DD > dj.632146D

Here, if something is in parentheses (), it'll usually indicate that something that is optional.

(midscreen) (Dia)

5DD > 4DD > 236D(~C)

- standard Dia BnB. Works on air and ground opponents.

5DD > 4DD > 22A > 6DD > 2DD > air ender

- you can do something like this if you hit an air opponent with 5D.

X > 3C > 236D

(eg. Dashing 2B > 2C > 5C > 3C > 236D)

X > 3C > 22A > 3C > 236D

- this is if you want to set-up 236D oki.

X > 3C > 22A > 5A > 6A > 5C > 6C

- at this range, 5C > 4B probably won't connect.

X > 3C > 6A/6B > j.C > j.2C > 2DD > 623C > 22A > 6DD > 2DD > 6C

X > 3C > 22A > 6B > 5C > 6C > 236A > (214B/C)

X > 3C > 22A > 6B > 9 > j.B > j.C > j.2C > 2DD > 214D > (22A > Dashing 6A > TK)

- depends on initial distance. If it's a close 3C, it's probably better to just stick with 6A > 4B > 2DD > 214D instead.

- arguably character-specific. As usual, characters like Ragna and Litchi are easier to do this on.

AA 5A CH > 2C > j.DD > dj.2DD > dj.214D~C > falling dj.2C > 2DD > (4B attempted)

j.B > Dashing 2A > 5B > 3C > 22A > 6A > 4B > Dashing 623C > Dashing 6DD > 2DD > TK/6C > 236A

j.B CH > Dashing 5A > 3C > 22A > 6A > 4B > 2DD > 214D > 22A > Dashing 6A > TK > Dashing 3C > 22A > 3C > 623C

Dashing 2B > 3C > 22A > 6A > 4B > Dashing 623C > Dashing 6DD > 2DD > 214D > 22A > 236D~C > 22A > 6A > j.DD > j.214D

(~2700, ~19)

Dashing 2B > 3C > 22A > 6A > 4B > Dashing 2DD > 623C > Dashing 6DD > 2DD > 6C > 236A > (236D?)

(~2200, ~16)

Dashing 2B > 2C > 3C > 22A > 6A > j.2DD > dj.C > dj.2C > 2DD > 214D > 2DD > 4B > 2DD > 623C

(~2400, ~15)

5B > 6B > 3C > 22A > 3C > 214C > Dashing 6DD > 2DD > 214D > Dashing 5C > 2C > 623C

AA j.2C CH > 2DD > 4B > 2DD > 22A > 6B > 214C > Dashing 6DD > 2DD > CT > Dashing 236D > Dashing 214D > Dashing 6A > 623C

j.2C > Dashing 5B > 6B > 3C > 22A > 6A > 4B > 2DD > 214D > 22A > Dashing 6A > TK > Dashing 3C > 22A > 3C (this 3C bluebeated) > 623C

4B > 2DD > 7 > air dashing j.C > j.2C > j.214D > Dashing 3C > 22A > 3C > 623C

4B > 2DD > 22A > 3C > 214A > 6A > 623C > 6B > 5C > 2C > air ender?

4B > 2DD > 22A > 6A > j.C > j.2C > 623C > 22A > 6DD > 2DD > low air ender

4B > Dashing 2DD > 22A > 6B > 623C > 22A > 6DD > 9 > j.2C > 2DD > j.C > j.2C > 2DD > TK

4B > 2DD > CT > Dashing 3C > 22A > 6B > 214B > 5C > 6C > (236C attempted)

4B > 2DD > CT > Dashing 236D~C > 22A > 6B > 5C > 2C > air ender

(~3500, ~16)

Throw > 2DD > 7 > air dashing j.C > j.2C > j.214D > Dashing 3C > 22A > 3C > 236B > 22A

Throw > 2DD > 236D~C > 22A > 6A > 4B > Dashing 2DD > 623C

(~2900, ~21)

Throw > 6DD > 22A > 2DD > 623C > 22A > 6DD > 2DD > TK

(~2750, ~20)

Throw > 6DD > 22A > 2DD > 214D > Dashing 5C > 2C > 623C

Throw > 6DD > 22A > 2DD > 214D > 22A > 236D~C > 22A > 3C

Throw > 6DD > 22A > 2DD > 214D > 22A > 236D~C > 22A > 6A > 4B

Air Throw > Dashing 6DD > 22A > 2DD > 214D > (22A > 236D~C > 22A > 5B/6A/6B/3C...)

(corner) (Dia)

Dashing 2B > 6B > 3C > 22A > 6A > 6C > 236D > 22A > 214D > 22A > 236C > 5C > 2C > 623C

5B roll catch > 6B > j.C > j.2C > j.214D > 3C > 22A > 6A > 5C > 6C > 236D > 236C > 6A > 623C

4B > 2DD > 22A > 3C > 214C > 6DD > CT > 236C

4B > 2DD > 22A > 6A > 6C > 236D > 236C > 5C > 2C > 623C

(~3400, ~24)

4B > 2DD > 236D > 22A > 6A > 5C > 6C > 236D > 236C > 5C > 2C > 623C

TK > RC > 3C > 22A > 6A > 5C > 6C > 236D > 236C > 5C > 2C > 623C

(~3400)

Dashing 6B > 5C > 236D > 22A > 214A > Dashing 6A > TK > 6A > 5C > 2C > 623C > 2DD > 6C > 236D > OD > 214D > 22A > 236236D > 236C > 22A > 236C > 22A > 632146D

(~7400)

Throw > (Dashing) 236D > 22A > 6A > 6C > 236D > 236C > 5C > 2C > 623C

(midscreen to corner) (Dia)

3C CH > 22A > 3C > 214B > Dashing 6B > 2C > TK > Dashing 6A > 6C > 236C > Dashing 5C > 2C > 623C

Dashing 6B CH > 3C > 22A > 6B > 214C > Dashing 6DD > 2DD > CT > Dashing 236D > Dashing 6C > 236C > 5C > 2C > (623C attempted)

(~4500 if 623C can connect, need ~8 before CT, gain ~7 after CT)

(midscreen) (Luna)

5DD > 236B > 22A > 5DD > 4DD > 4B > 2DD > air ender

- standard Luna BnB on a grounded opponent.

5DD > 236B > 22A > 3C > 236D~C > 6B/6A > j.C > j.2C > 2DD > 623C > 22A > 6DD > 2DD > TK

6DD > 2DD > j.C > j.2C > 2DD > 214D > Dashing 5C > 2C > 623C

Dashing 6A > 2B > 3C > 214B > Dashing 6B > 2C > TK > Dashing 6A > 6C > 236C

4B > 2DD > 214D > 22A > Dashing 6A > TK > Dashing 3C > 22A > 3C > 623C

4B > 2DD > 214D > 22A > 236D~C > 22A > 6A > j.C > j.2C > 2DD > 623C > 22A > 6DD > 2DD > TK

4B > 2DD > 214A > 5DD > 2DD > 6C > (236C attempted)

4B > 2DD > CT > Dashing 236D > 214D > 6DD > 2DD > low air ender

j.C > Dashing 5B > 6B > 5C > 3C > 214C > Dashing 6DD > 2DD > CT > Dashing 236D > Dashing 214D > Dashing 6A > 623C

Throw > Dashing 2DD > 214D > 22A > 236D~C > 22A > 6A > 5C > 2C > 623C

Air Throw > Dashing 2DD > 214D > Dashing 5C > 2C > 623C

632146D CH > (Dashing?) 5DD > 2DD > 214D > 5DD > 6DD > 2DD > air ender

(~4000, ~9)

(corner) (Luna)

5DD > 236B > 22A > 236D > 22A > 5DD > 2DD > 6C > 236D > 236C > 5C > 2C > 623C

5DD > 236B > 22A > 236D > 22A > 5DD > CT > 236C > 214A > 6A > 6C > 236D > 22A > 214D > 22A > 623C

(4800)

j.2DD > j.214D > RC > Dashing 6B > 5C > 6C > 236D

3C > 236B > 22A > 6A > 5C > 236D > 22A > 6A > 5C > 6C > 236D > 236C > 5C > 2C > 623C > (3C) > 632146D

(~4200 or ~4800 with DD)

2C > 5C > 3C > 236B > 22A > 6A > 5C > 6C > 214D > 22A > 236C

4B > 2DD > TK > 6DD > 2DD > 6C > 236D > 236C > 6A > 623C

(~3500)

4B > TK > 6A > 5C > 6C > 236D > 236C > 22A > 5C > 236D > 22A > 5C > 2C > 623C > 3C

(~4500)

4B > 2DD > CT > 236C > 214A > 6A > TK > 6A > 6C > 236D > 214D > 5C > 623C

(~5000)

236D roll catch > 6C > 236C > 22A > 5C > 236D > 22A > 6A > 2C > 623C

(236D oki) > Dashing 2B > (236D[1]) > 4B > 2DD > CT

5C[1] FC > CT > 236C > 214A > 22A > 236D > 22A > 6A > 5C > 2C > 623C > 2DD > 6C > 236D > OD > 214D > 22A > 236236D > 236C > 22A > 236C > 22A > 632146D

(~8500)

Throw > 5C > 6C > 236D > 236C > 5C > 2C > 623C

(Nu in corner) Air Throw > 5C > 6C > (236D attempted)

(midscreen to corner) (Luna)

5DD > 236B > 22A > 5DD > 236236D > Dashing 236D > 22A > 6A > 6C > 236D > 236C > 6A > 623C

2B > 2C > 5C > 236B > RC > Dashing 3C > 214B > Dashing 6B > 2C > TK > Dashing 6A > 6C > 236C > 5C > 2C > 623C

(~3900)

random 214D hit > Dashing 2DD > 4B > 2DD > CT > Dashing 236D > Dashing 6C > 236C

4B > 2DD > CT > Dashing 236D > Dashing 6C > 236C > 5C > 2C > 623C

Miscellaneous
4B > 2DD > 22A > 6A > j.C > j.2C > 623C > 22A > 6DD > 2DD > low air ender

(~3000, ~22)

- I think this is possible in both modes...

(Dia) Dashing 2B > 2C > 3C > 22A > 2B > 2C > air DD ender

(Dia) X > 6DD > 22A > 2DD > air DD ender

X > 6DD > 2DD > OD > 2DD > air DD ender

X > (d)j.DD > ODc > (d)j.2DD > (d)j.632146D

X > (d)j.DD > (d)j.2DD > ODc > (d)j.632146D

5DD > 4DD > 236236D

5DD > 236B > 22A > 5DD > 236236D

X > 3C > 236236D

CT > 236C connects on a standing/crouching opponent. The opponent doesn't block the CT (and therefore isn't GC'ed), but the CT has enough hitstun to allow you to combo into 236C.

Collapsed: Combo Enders:
This mostly applies to corner combo's, but the same idea works with midscreen combo's too. The standard combo ender could be said to be X > 5C > 2C > 623C. However, if the combo is too long or the starter was weak, you can do 5C > 623C or 6A > 623C.

After you end a midscreen combo with a Luna 623C, you can usually do a Dashing 236D to force the opponent to neutral tech and block. You could also do X > 623C > 22A > 214A/B.

If it's a corner combo and you end in a Luna 623C, you can do things like:

X > 623C > 3C > (22A)

X > 623C > 3C > 236D

X > 623C > (3C) > 22A > 214A

X > 623C > 3C > 236A crossthrough

Or if the opponent has low health, you could do:

X > 623C > 3C > 632146D

X > 623C > 632146D

2D is one of Nu's most important and versatile combo tools.

Here are a few examples:

2DD > 22A > 6A

2DD > 22A > 3C

2DD > 22A > 6B

2DD > 6C

2DD > 4B

2DD > 214D (Luna)

2DD > TK

2DD > 623C

Ways to connect into CT:

2DD > CT

6DD > CT

5DD > CT

(Dia) 3C > CT (I haven't seen this work yet)

Notes:

6B > 623C can connect (air opponent and ground)

5B > 623C can connect

2B > 623C can connect

5C > 4B connects on crouchers. Doesn't seem to connect on standing opponents.

Basic Combo's

Proration

Edited by Overheat

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