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Posted (edited)

BBCP_Header_Combo_Thread.png

Please don't post in this thread for now. Thank you.

If you are just starting to learn Nu, check these easier, beginner-friendly combo's.

The combo's listed below may have only partial damage values and partial Heat Gain values. This may be corrected with more accurate values later on.

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:

SMP = Same Move Penalty

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 it's optional.

(midscreen) (Dia)

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

(~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 > j.C > j.2C > 2DD > TK > Dashing 3C > 236D

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 > 2DD > 22A > 6A > j.C > j.2C > 2DD > 214D > Dashing 6A > 623C

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

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

(~4000)

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

far 236D > 22A > 5DD > 6DD > 2DD > 214D > 6C > 236C > 5C > 2C > (623C attempted)

(midscreen to corner) (Dia)

5DD > 4DD > 236D~C > 22A > 5DD > 236C

?- this may have some potential. Air opponents only.?

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

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

4DD > 236B > RC > 236D > Dashing 4B > Dashing 623C > Dashing 6A > 6C > 236A

Dashing 2B > 2C > 5C > 236B > 22A > 5DD > 4DD > 4B > 2DD > 6C > 214C

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

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

TK > RC > 5DD > 6DD > 2DD > 214D > 2DD > 6C

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)

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

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

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

2B > 2C > 5C > 236B > 22A > 6DD > IAD j.B > j.C > 2B > 3C > 22A > 6A > 6C > 236C > 623C

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

Throw > 236C > 22A > 5C > 236D > 22A > 6A > 6C > (236D attempted)

Air Throw > Dashing 6DD > 2DD > 214D > 22A > Dashing 6A > 6C > 22A

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

(Nu in corner) 2DD > j.C > j.2C > 2DD > 214D > 22A > Dashing 5A > 6A > j.C > j.2C > dj.C > dj.214D

(midscreen to corner) (Luna)

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

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

4B > 2DD > CT > 236C > Dashing 5C > 2C > 623C > 2DD > 6C > 236D > 22A > 214D~C

(~4100)

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

(~3900)

j.B > 3C > 236B > RC > 5DD > 4DD > 214D > Dashing 6C > 236C > 6A > 623C > 22A > 3C

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

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

X > (low height) 2DD > ODc > 632146D

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

X > 3C > 236236D

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

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.

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. Shouldn't happen often, but it's still good to know.

Collapsed: Combo Enders:
This mostly applies to corner combo's, but the same idea works with midscreen combo's too.

???

(Dia) X > 3C > 22A > 3C > 236D

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

(Dia) X > 236D > 22A > Dashing 214D/236D

(Dia) X > 236D > 22A > 236A > 214D

(Luna) X > 2DD > 6C > 236A > 214B/214D

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

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

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

X > 623C > 3C > 632146D

X > 623C > 632146D

X > 623C > 3C > ODc > 632146D

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

Here are a few examples of how to combo off of 2DD:

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

4DD > CT

6DD > CT

5DD > CT

(Dia) 3C > CT

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

Edited by Overheat
Posted (edited)

Proration table. Credit to yattyaruzei.

(In OD, Luna damage values are always used (even in the case of 214D, where (Dia) 214D actually does more damage). Proration is still mode-dependent, though. If you notice any mistakes, please let me know.)

Nu Frame Data

SMP = Same Move Penalty

P1 = Initial proration value

P2 = Secondary proration value

Moves with SMP

6C

4B

CT

236D (by mode)

236B

236C

214D

623C

j.214D

Combo System

Combo Theory

OverDrive Combo's

- Hitconfirming into OverDrive:

- (X) > 5DD > ODc > 5DD > 236C > etc.

Edited by Overheat
  • 1 month later...
Posted (edited)

Beginner Combo's

Both modes:

(opponent in air) 6DD > 2DD > j.DD > j.2DD > dj.DD > dj.2DD > dj.214D

- Everything in bold after the 2DD is what many call Nu's standard air ender. You can replace the last move, dj.214D, with dj.632146D if in OD or Luna mode.

(opponent in air) 2DD > 4B > 2DD > air ender

- 2D is a fairly common situational starter. It's important to be able to get a full combo off of a 2D starter.

Throw > 6DD > 2DD > air ender

Air Throw > 6DD > 2DD > air ender

Dia
(Dia) 5DD > 4DD > 236D

- This is Nu's standard Dia BnB. It can work on air and ground opponents.

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

- Sometimes you'll need to use 236D~C instead of 236D for the combo to work. You'll usually use 236D~C if the opponent is far away from you.

(Dia) 5DD > 4DD > 22A > 6DD > 2DD > air ender

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

(Dia) 2B > 3C > 236D

- You may need to delay 236D a little, depending on how close you are to your opponent.

(Dia) 2B > 3C > 22A > 6A > 4B > 2DD > air ender

(Dia) 2A > 2B > 2C > 3C > 22A > 6B > 623C

Luna
](Luna) 2B > 2C > 5C > 3C > 236B or 236D

(Luna) 2B > 2C > 5C > 236B > 22A > 3C > 236D

(Luna) 4DD > 236B > 22A > 5DD > 4DD > 236D

(Luna) 5DD > 236B > 22A > 5DD > 4DD > 4B > 2DD > air ender

(corner) (Luna) 5DD > 236B > 22A > 5DD > 236D > 22A > 5DD > 2DD > 6C > 236D > 236C > 623C

Challenge Mode(?)

Edited by Overheat
  • 7 months later...
Posted (edited)

First off here is my proposed notation format, as in what I'll be using to keep track of it better myself:

[start Mode]Combo[End Mode](Damage, Heat gain/Heat used/Net Gain or loss {If this section is known, otherwise omit it})

~22A or 22A~ :Buffer the input with advanced input {Hold the button for the next attack 5 frames or less from when it should come out} (Like 5DD>236D~22A~5DD)

>22A or 22A> :Modechange after the move is over. (Like legacy edge>22A>2366C)

|Input| :Delay the move a bit

Nu Corner Oki Combos:

(Oki Options)

236D[Luna]>2B/3C/4B/CrushTrigger

22A>214A[Dia]>3C/4B/Backdash

22A~3C>|214A|[Dia]>3C/4B/Backdash

22A>TK Crescent Feint[Dia]>3C/4B/Backdash/Back Airdash/Forward Airdash

(All combos are meterless with optional 25 heat but you can replace the meterless ender with the classic OD ender after 236D[Luna] or 6A>TK Super after the 236C)

[Dia]4B>TK Crescent>3C>(Optional Crush Trigger)>236D~22A~5DD>2DD>6C>236D>236C>5C/6A>2C>623C>Oki Options

[Dia]3C~22A~6A>4B>2DD>214D~22A~236D~22A~5DD>2DD>6C>236D>236C>5Cx8>2C>623C>Oki Options

[Dia]j.662C>66B>5Cx8>4B>2DD>214D~22A~236D~22A~5DD>2DD>6C>236D>236C5Cx8>2C>623C>Oki Options

[Luna]4B>(Optional 2DD, character specific?)>TK Crescent>5DD>(6DD)>2DD>214D~22A~236D~22A~5DD>2DD>6C>236D>236C>5Cx8>2C>623C>Oki Options

[Luna]2B>2C>236B~22A~5Cx8>236D~22A~5DD>2DD>6C>236D>236C>5Cx8>2C>623C>Oki Options

[Luna]3C>236B~22A~6A>5C>236D>6A>6C>236D>236C>5Cx8>2C>623C>Oki Options

These are obvious combos that most nu players are probably already using, but its nice to have documentation.

They are fairly simple and I've squeezed out what damage i could without using gravity or any distortions in the combos.

Edit: Fixed some incorrect and missing notations that i didn't catch my first time typing it up.

Edited by someonewhodied
Posted

oh so must be fatal... what about normal condition recommend combo for starting with Dia 4B?

I m making my own combo list atm.

Dia

-4B : still nothing good atm other than basic 4B 2DD -> air

-3C : 22A > 6A > 4B > AB > 236D > 236C (if wall 5C 2C air)

-throw : still basic air

Luna

-4B : 4B > AB > 236D > 236C > (if wall 5C 2C air)

-3C : 214A > 6A > 6C > 236C > (if wall 5C 2C air)

-throw : still basic air.

I would like suggestion for upgrade my throw combo on two form and Dia's 4B.

I don't want those that too hard to do though, because online can make it whoof.

Posted

midscreen: [Dia] 4B > 2DD > 22A > 3C > 214B > dashing 6B > 2C > 2147D > 6A > 6C > 236C > dashing 5C > 2C > 623C [3763/26%]

midscreen: [Luna] 4B > 2DD > 214B > dashing 6B > 2C > 2147D > 6A > 6C > 236C > dashing 5C > 2C > 623C [4009/28%]

midscreen: [Dia] 6B > 5C > 3C > 22A > 3C > 214B > dashing 6B > 2C > 2147D > 6A > 6C > 236C > dashing 5C > 2C > 623C [4152/29%]

midscreen: [Luna] 6B > 5C > 3C > 214B > dashing 6B > 2C > 2147D > 6A > 6C > 236C > dashing 5C > 2C > 623C [5087/36%]

midscreen: [Dia] 2B > 2C/6B > 5C > 3C > 22A > 3C > 214B > dashing 6B > 2C > 2147D > 6A > 6C > 236C > dashing 5C > 2C > 623C [3335/23%]

midscreen: [Luna] 2B > 2C/6B > 5C > 3C > 214B > dashing 6B > 2C > 2147D > 6A > 6C > 236C > dashing 5C > 2C > 623C [4055/28%]

corner: [Dia] 4B > 2DD > 22A > 3C > 214A > 6A > 2C > 2147D > 6A > 6C > 236D > 236C > 5C > 2C > 623C [3796/27%]

corner: [Dia] 4B > 2DD > 236D > 22A > 5DD > 2DD > 6C > 236D > 236C > 5C > 2C > 623C [3312/23%]

corner: [Dia] 2B > 2C/6B > 5C > 236D > 22A > 6A > 6C > 236D > 236C > 5C > 2C > 623C [3525/25%]

corner: [Dia] 6B > 5C > 236D > 6A > 6C > 236D > 236C > 5C > 2C > 623C [4309/30%]

corner: [Luna] 6B > 5C > 236B > 22A > 236D > 22A > 5DD > 2DD > 6C > 236D > 236C > 5C > 2C > 623C [4565/32%]

corner: [Luna] 2B > 2C/6B > 5C > 236B > 22A > 236D > 22A > 5DD > 22D > 6C > 236D > 236C > 5C > 2C > 623C [3790/27%]

corner: [Luna] 4B > 2DD > 2147D > 6A > 6C > 236D > 236C > 5C > 2C > 623C [3684/26%]

corner: [Luna] 4B > 2DD > 214A > 6A > 2C > 2147D > 6A > 6C > 236D > 236C > 5C > 2C > 623C [4104/29%]

corner: [Luna] Throw > 5C > 6C > 236D > 236C > 5C > 2C > 623C [3721/26%]

corner: [Dia] Throw > 5C > 236D > 6A > 6C > 236D > 236C > 5C > 2C > 623C [3822/27%]

midscreen: [Dia] Throw > 6DD > 2DD > 22A > 2DD > 4B > 2DD > 623C [2704/19%]

midscreen: [Luna] Throw > 6DD > 2DD > 214D > dashing 5C > 2C > 623C [2869/20%]

Notes: (1)You can end corner combos with 3C > ODc > 632146D. (2) These combos are meterless. The gravity combos have incredible corner carry. (3) Your damage may vary. I end multi-hits earlier sometimes. (4) I recommend tweaking/labbing Nu's corner combos. Some of the smaller hit boxes make 6A > 6C miss, or even make 6A > 5C > 6C miss if your timing is off. (5) For Nu's corner combos, some of the gravity combos to be specific, you may want to skip 5C > 2C > 623C and just end with 236C > 623C because of height when the opponent hits the wall. (6) Most of these combos are set up this way for oki and zoning control. (7) For the midscreen gravity combos, if you're not close enough to make 236C wallstick; I recommend doing 6B > 2C > 2147D > 6A > 5C > 2C > 623C. This way, you'll still get the oki and advantage. (9) No ending mode mentioned because you can choose whichever you prefer at the time. Luna for oki or Dia for zoning control.

Posted

Here is a corner oki setup that looks really kickass and gives your opponent no time to react:

[Dia](Optional 5C)>3C>Crush trigger>5B>6A>TK Crescent>3C~22A~6A>4B>2DD>214D~22A>2DD>TK Crescent~RC>4B/3C/j.66B

Posted
whats the best route for a midscreen 3C?

I've been doing:

3C>22A>6A>4B>2DD>214D~22A>236D~C>22A>3C>236D>Oki

Dia starter you can do 3C > 22A > 3C > 214B > 6B > 2C > 2147D > 6A > 6C > 236C > dashing 5C > 2C > 623C

You get high damage, lots of corner carry, and some oki. It just depends if you like using up your gravity meter.

Posted
Dia starter you can do 3C > 22A > 3C > 214B > 6B > 2C > 2147D > 6A > 6C > 236C > dashing 5C > 2C > 623C

You get high damage, lots of corner carry, and some oki. It just depends if you like using up your gravity meter.

What i normally for corner carry is using 3C legacy since if I'm going for corner carry, I want to use gravity oki at the corner.

Posted

[Dia]3C > 22A > 6B > 5C > 4B > 2DD > CT > 236C > 6~6C > 236D > 214D > 5C > 623C -3,980

Great corner carry, less meter usage and leaves your Gravity open.

Posted (edited)

So many nus get a 5C FC in the corner meterless and think "oh god what do I do?" and go with the normal route.

well instead:

[Dia]5C(FC)>3C>236D>22A>5DD>2DD>6C>236D>236C>66A>623C> Oki

use this one

[Dia]5C(FC)>3C>236D>22A>6A>214D>6A>963214D(Forward TK)>6A>5C>6C>236D>236C>66A>623C>Oki

or if you feel ballsy enough and want 400 more damage:

[Dia]5C>236D>22A>6A>214D>6A>963214D>6A>2C>623C>5DD>2DD>6C>236D>236C>22A>2147D~C

Also remember how I said I wouldn't rest till I found a combo that used reverse sickle and was still practical? NOW I can focus on neutral and other practical combos.

and another:

Edited by someonewhodied
Posted (edited)

There are quite some practical reverse sickle combos already. JPs have been using them for a while.

Like anytime I confirm a closerange Dia midscreen combo into 3C, but I notice I'm too far to connect 6A right after 22A, I just cancel the 3C into 236D~C, delayed 22A, 6A.

e.g.:

2B, 3C, 236D~C, 22A, 6A, 4B, 2DD, 214D, dash 5C, 2C, 623C (2629dmg, 36hits)

2B, 3C, 236D~C, 22A, 6A, jc, j.2DD, jc, j.C, j.2C, 2DD, 214D, dash 5C, 2C, 623C (2677dmg, 49hits)

j.C crossup, dash 6B, 3C, 236D~C, 22A, 6A, 4B, 2DD, 214D, dash 5C, 2C, 623C (2498dmg, 37hits)

or in Luna off a 5DD(236B>22A>3C doesn't work on the whole cast, 236D~C, 22A, 3C neither):

5DD, 236B, 22A, 3C, 236D~C, 22A, 6A, jc, j.C, j.2C, 2DD, 623C, dash 6DD, 2DD, 2147D (3203dmg, 38hits)

5DD, 236B, 22A, 3C, 236D~C, 22A, 6A, jc, j.C, j.2C, 2DD, 214D, dash 5C, 2C, 623C (3260dmg, 51hits)

5DD, 236B, 22A, 3C, 236D~C, 22A, 3C, 214C, dash 6DD, 2DD, AB, dash 236D, dash 236C, dash 5C, 623C (4050dmg, 46hits)

Or a fancy one off Dia 4B midscreen:

4B, 2DD, AB, dash 236D~C, 22A, 6A, jc, j.C, j.2C, 2DD, 623C, dash 6DD, 2DD, 2147D (3557dmg, 33hits)

Sadly my time is very limited right now, but since it's become a tradition for me already to make a Nu/Lambda combo compilation vid at launch of a new iteration, I'm at it again, but it might take a while until I'm finished.

EDIT: Oh just saw theres a similar one as the last one also in the OP. Good work!

Edited by Emjay
Posted

I also usually go with the one Toan posted when I'm playing offline as I like finishing in Luna with the sickle oki. I need to go for it more online..

Posted

The one toan posted doesn't work on hakumen. Just tried it. 6A>4B spacing is more strict against hakumen, you gotta be closer for it to work.

  • 2 weeks later...
Posted (edited)

4B midscreen combo + sideswap reset:

[Dia]4B>2DD>TK Crescent>663C>236D~C>5B>6A>j.DD>j.2DD>j.214D>RC>66j.2C> [Luna]

[Luna]Land>Airgrab(Catches fwd, back, and neutral airtech and will purplethrow nontech)>Airthrow combo.

Edit: Without the timer bonus from 4B counterhit, its much more strict, so skip the j.DD and just do high jump j.2DD instead.

Edited by someonewhodied
Posted

I know Overheat is pretty much gone as of right now, but is there any way for someone to clear up the OP a bit? Add values, highlight optimal combos and whatnot. I think it could help some players get to the heart of this character much more easily.

As a potential proof of my return in the Lambda/nu army, here's what I found to be the most optimal reversal combo:

Midscreen (luna) 632146D - 2DD - 4B - 2DD - j.2C - 2DD - 214D - dashing 5C - 2C - 623C 4.2k 9 heat (-50)

Posted (edited)
I know Overheat is pretty much gone as of right now, but is there any way for someone to clear up the OP a bit? Add values, highlight optimal combos and whatnot. I think it could help some players get to the heart of this character much more easily.

As a potential proof of my return in the Lambda/nu army, here's what I found to be the most optimal reversal combo:

Midscreen (luna) 632146D - 2DD - 4B - 2DD - j.2C - 2DD - 214D - dashing 5C - 2C - 623C 4.2k 9 heat (-50)

[Luna]632146D>663C>214B>66B>2C>2147D>66A>6C>236C>22A[Dia] gives 4543 damage

Here is squeezing a bit more damage out of OD: (5C FC)

[Dia]OD>5C(FC)>CT>236C~22A~214A>6A>963214D>6A>6B>623C>5DD>2DD>6C>236D>214D~22A>236236D>236C~22A~236C~22A>632146D[Dia](8570-8650, 125heat)

I think i can squeeze a bit more out if I can get the spike chaser earlier in the combo and fit in a [Dia]236D

Edit: Here it is. 9.1K off of 5C fatal

http://www.youtube.com/watch?v=KGvNcSEYi5I

Its missing 93 damage from a missing 5C hit, and about 20 damage from an OD 5D's 2nd sword whiff. so its more like 9.2K.

Edited by someonewhodied
Posted

Probably Nu's most optimal meterless corner punish.

[Luna] 6B > 5C > 3C > 214B > 6B > 2C > 2147D > 6A > 6C > 236D > 236C > 5C > 2C > 623C > 3C [5665/39%]

If you have the meter and OD, you can make it about 7.1k. Damage varies since I cancel my C moves early.

Posted
I know Overheat is pretty much gone as of right now, but is there any way for someone to clear up the OP a bit?

Only Hex would have the ability to do so. I already spoke with him about it a little bit after CP dropped and he said he was working on it though.

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