someonewhodied Posted May 14, 2014 Posted May 14, 2014 OLD COMBOS STILL WORK. This thread will hold both combos from both pre-patch and post-patch. I will put a * next to combos that don't have their damage/heatgain values yet but have been tested to work. Notation:[table] >Cancel |>Link After landing from Aerial Move jJump djDouble Jump sjSuper Jump ADAir Dash IADInstant Air Dash jcJump Cancel sjcSuper Jump Cancel CHCounter Hit FCFatal Counter RCRapid Cancel [ ]Hold Input (N)Attack must deal N amount of hits [???] xNRepeat ??? N amount of times DMGDamage CTCrush Trigger[/table] Combo Format The combos are written in this format:[starting Form] Combo (Damage, Heat gain/Heat used) Easy BnBs[Dia] 2B > 6B > 5C > 3C > 236D (1703, 12/0) [Luna] 2B > 6B > 5C > 236B > 22A > 5DD > 4DD > 236D (2446, 17/0) [Dia] 5DD > 4DD > 236D (1333, 9/0) [Luna] 5DD > 236B > 22A > 5DD > 4DD > 236D (2041, 14/0) [Dia/Luna] Anti Air 6DD > 2DD > jDD > j2DD > djDD > dj2DD > dj214D(2051/2463, 14/17/0) [Dia] Throw > 6DD > 2DD > jDD > j2DD > djDD > dj2DD > dj214D(2644, 23/0) [Luna] Throw > 6DD > 2DD > jDD > j2DD > djDD > dj2DD > dj214D(2895, 20/0) General Combo Info All 2B starter combos can be done with 6B Starter. All 6B Starter Combos can be done with 5C starter. j.ODc and ODc are different. j.ODc is cancelling jump startup with an OD to extend duration. CHARACTER SPECIFIC COMBOS CHART (If you can make sense of it. I wrote it in my own shorthand but there is a key above to help people try to understand it) Mid-screen:A normal B normals [Luna]2B>6B>5C>236B~22A>3C(1)>236D~C~22A>6A>j.C>j.2C>2DD>214D~22A>214D~22A>662D>623C (3215, 22/0) [Luna]6B>3C>214B>5DD>214D~22A>2DD>236D~22A>5DD>236C (3809, 27/0) [Luna]6B>3C>214A>5DD>214D>66A>2147D>66A>4B>2DD>j.DD>j.2DD>j.214D(SMP) (4460, 32/0) [Luna]6B>3C>214A>66A>4B>6623C>446A>2C>j.DD>j.2DD>dj.DD>j.2DD>j.214D (4540, 32/0) [Luna]4B>2DD>214D~22A>214D~22A>66DD>2147D>66DD>2DD>623C (3046, 21/0) [Luna]4B>6623C>443C>214B>665DD>214D~22A>214D~22A>6C>236C (3603, 25/0) C normals *[Luna]5C(FC)>236B~22A>delay 5DD>66>5A>3C~22A>6A>4B>2DD>214D>665C>2C>623C Drives [Luna]5DD/4DD>236B~22A>3C(1)>236D~C~22A>6A>9j.C>j.2C>2DD>214D~22A>214D~22A>662DD>623C>2366D (3008, 21/0) *[Dia]4DD~22A>2A>6B>5C(2)>236B~22A>5DD>236D Specials Throw Air Throw Corner:A normal B normals *[Luna]6B>5C>236B~22A>236D~22A>5DD>214D>66A>2147D>6A>6C>236D>66B>236C>6A>623C C normals *[Luna]5C(Rollpunish)>2C>6C>CT>236D>66B>214D~22A>214D~22A>236C>5C>2C>623C>3C Drives Specials Throw *(Near Corner)[Luna]BC>214D~22A>236D~C~22A>6A>5C(4)>6C>236D>236C>6A>623C Air Throw Overdrive Combos:A normal B normals C normals Drives Specials Throw Air Throw
someonewhodied Posted May 14, 2014 Author Posted May 14, 2014 -Theory Post- I'll post stuff here that isn't sorted yet. [Dia]4B>2147D>3C>236D~22A>5DD>214D~22A>214D~22A>2DD>6C>236C>6A>623C New Links and combo sections: 214D~22A>214D (Either Mode) X>[Dia]2147D>3C~22A6B>2C>2147D>6A>Ect
M19Kamikaze Posted May 14, 2014 Posted May 14, 2014 Can we start compiling Astral combos now? [Dia] 3C > Astral isn't quite flashy enough
kenja0 Posted May 14, 2014 Posted May 14, 2014 Nu's Astral has changed to a strike move which means you can combo into the move. Here is a list of all that combos into Astral. Midscreen (Grounded enemies) 6A (CH only) 6B (CH only) 4B (CH close only) 5C (close only, any hit) 2C (close only, any hit) [Dia] 3C (mid/close, any hit) 6C (CH close only, any hit) 4DD (close only) j2C (CH only) [Dia] 236DC>22A (CH only) Note: will catch opponent if they fly behind Nu [Dia] 214DC (CH only) [Luna] 236D (close only) [Luna] 214D (close only) [Luna] 214X Midscreen (Airborne Enemies in a Combo) 6A 5C 2C 3C 2DD 4DD [Dia] 236DC > 22A 214A 214A > 5DD/6DD/2DD 214B/C > dash 5DD/6DD/2DD [Luna] 214D Corner 6A (air only) 6C (air only) 214D 236C 5C (air also) 5DD (close only, air also) 4DD (close only, air also) Will Not Work Anywhere 5A 2A 5B 2B jA jB 236B 236B > 22A 236D 236D > 22A People with low health must Tech Luna 236D.
minlexx Posted May 15, 2014 Posted May 15, 2014 http://www.nicovideo.jp/watch/sm23560523 1.1 Nu-13 OD combo (double calamity) 8500pretty "standard" combo except that it uses crush trigger (so wasting 25% heat and gaining it again before double calamity)[corner] [Luna] [FATAL] A-gravity > CT > Cavalier > FL > OD > 6A > 5C > Sickle > FL > 2C > 5C > 4B > 2DD > Calamity > 3C > Calamity (8504 dmg, 100% heat)can we do more from this ?)
Nedel_3773 Posted May 22, 2014 Posted May 22, 2014 Maybe this has been posted before, I dunno. 236D oki (blocked) --> dashing 3C[1] - 214D - (dashing)5DD - 2DD - 4B - dashing 623C - dashing 6DD - 2DD - 6C - 236A If spacing is whacky: 5DD - delayed 6DD - delayed 2DD - 4B - dashing 623C - dashing 6DD - 2DD - 6C - 236A Both deal around 2.4k, gaining about 18 heat. Sets up for more oki, great carry. Dashing 3C is mostly unexpected and if blocked, you're still +0 because of 214D. Overheat and I used this setup back in CSEX, alongside 236B. Trying to find stuff that could resemble it, rather than relying purely on dash - jump - X or a simple blockstring. Maybe this should go to the gameplay section though
crutohyshiro Posted June 5, 2014 Posted June 5, 2014 Not quite sure if this part goes in Gameplay, I don't post much, but I did a bit of experimenting, and you can combo from a 2DD into a 6DD and back into a 2DD, and so I've based a few combos around gravity seed plus this. All combos start in Luna Forma If spacing permits, most of these seem to also work with a B gravity seed if you need to carry to corner better, or want slightly less strict timing Everything in Brackets can be traded between a Sickle Storm or a 66-22A for better pressure, the ones in the combos just fit my preference. 5C-3C-214A-5DD-2DD-6DD-2DD-214D-22A-2DD-6C-[236D] = 3702 damage, nets 26 heat. 5C-3C-214A-22A-5DD-2DD-4B-2DD-6C-[66-22A-236D] = 2611 damage with 18 heat. If you do the 66 dash after the 6C, you arrive directly behind the enemy within grab range due to Gravity Seed slowing them down. 4B starter into guard crush 4B-2DD-GC-236D-Dash In-3C-214B-5DD-2DD-6DD-2DD-j214D = 4007 damage about 24 heat
Diveman Posted June 7, 2014 Posted June 7, 2014 what are the best combos you can do off her anti airs like 2C, CH 5A and 6A?
Nedel_3773 Posted June 7, 2014 Posted June 7, 2014 I dunno about 2C. I normally do 2C - 5C - 4B - 2DD - air ender. Deals around 2.7k IIRC, but there might be something better. 5A - 5B - j.B - dj.B - j.C - j214D. Or, if you're Yoshiki, CH AA 5A - 5C - 4B into whatever this allows you. I'm stuck with my CSX combo for 6A, which consists of 6A - dashing 2B - 2C - j.C - j.2C - 2DD - air ender. Does reasonable damage, but again there might be better things. 6A - 4B is a pretty good option, for example.
someonewhodied Posted June 7, 2014 Author Posted June 7, 2014 Dia: 2CCH>5C>delay3C>236D~C~22A>6A>4B>2DD>214D~22A>214D~22A>662DD>623C 5ACH>2C>2147D>663C>236D~C~22A>5DD>2DD>623C 6ACH>663C~22A>6A>766j.B>j.C>623C>66DD>2DD>214D>662DD>6C>236C(or 236A if far from corner) Luna: 2CCH>5C>4B>2DD>214D~22A>214D>236D~C~22A>6A>9j.C>j.2C>2DD>623C 5ACH>6A>4B>2DD>214D>665C>2C>623C 6ACH>5C>4B>2DD>214D~22A>214D~22A>662DD>6623C
Speakeasy Posted August 18, 2014 Posted August 18, 2014 You can OD cancel 6C on an airborne opponent and pick them up mid screen with 6D. Probably super inoptimal but it's really easy.
zaeris Posted August 18, 2014 Posted August 18, 2014 You can OD cancel 6C on an airborne opponent and pick them up mid screen with 6D. Probably super inoptimal but it's really easy. Well if you really want to go that route just go 6c OD cancel 5dd 236c near corner
pianomaster1988 Posted August 18, 2014 Posted August 18, 2014 i was experimenting with 6D almost full screen juggle combos , and i was wondering if someone have one that leads to oki or damage.
toanenadiz Posted August 19, 2014 Posted August 19, 2014 In Dia mode, you can try 6DD > 2DD > 4DD > 22A > stuff. In Luna, you can try 6DD > 2DD > IAD jC > j2C > stuff
someonewhodied Posted August 19, 2014 Author Posted August 19, 2014 Full screen 6D confirms: [Dia]6DD>2DD>4DD~22A>6DD>2DD>6C>236A>236D [Luna]6DD>iadj.2C>2DD>2147D>66DD>2DD>214D~22A>214D~22A>662DD>623C>2366D
pokemonblaze234 Posted November 13, 2014 Posted November 13, 2014 AA 2DD>6C>236D>236C>6A>TK j.214D>2B>214A>66B>623C>oki Is this an optimal combo for an AA 2D? EDIT: I wrote it wrong :P 4k+ dmg
someonewhodied Posted November 13, 2014 Author Posted November 13, 2014 [Luna]2DD>214D~22A>214D~22A>236C>6A>2147D>6A>623C>2DD>6C>236D~22A>214A>oki [Dia]2DD>236D~22A>214D>2DD>6C>236D>66B>236C>6A>623C
pokemonblaze234 Posted December 3, 2014 Posted December 3, 2014 So how do you do the 236D~C part of the unblockable setup? EDIT: Doesn't matter anymore, it's pretty eZ to do tbh the only problem is getting the opponent at the right hight everytime.
pokemonblaze234 Posted December 23, 2014 Posted December 23, 2014 What's the most optimal meterless FC5C and AA2D midscreen combo?
someonewhodied Posted January 15, 2015 Author Posted January 15, 2015 (nu in corner, sideswap combos) [Luna]2B>3C>214B~22A>5DD>2DD>6C>66(crossunder)>5B>6A>2147D>663C>22A>6A>623C>2366D [Luna]2B>3C>214A>66A>4B>6623C(Crossunder)>6A>5C>6C>236D~22A>214D~C [Luna]632146D(CH)>6DD>2DD>214D~22A>66(crossunder)>6A>2147D>3C~22A>3C>236D [Dia]2B>3C>22A>6A>4B>2DD>214D~22A>66(crossunder)>6A>2147D>3C~22A>3C>236D
pokemonblaze234 Posted January 15, 2015 Posted January 15, 2015 (nu in corner, sideswap combos) [Luna]2B>3C>214B~22A>5DD>2DD>6C>66(crossunder)>5B>6A>2147D>663C>6A>623C>2366D [Luna]2B>3C>214A>66A>4B>6623C(Crossunder)>6A>5C>6C>236D~22A>214D~C [Luna]632146D(CH)>6DD>2DD>214D~22A>66(crossunder)>6A>2147D>3C~22A>3C>236D [Dia]2B>3C>22A>6A>4B>2DD>214D~22A>66(crossunder)>6A>2147D>3C~22A>3C>236D 10/10, would work anytime, you should fix it.
someonewhodied Posted February 8, 2015 Author Posted February 8, 2015 Midscreen fatal only: [Luna]5CFC>3C>214B>5DD>2DD>6C>236C~22A>2DD~22A>2DD>214D~22A>214D~22A>662DD>623C nice meterless use of 236C midscreen, using gravity to hold them close, letting you pick up after. Does not work on amane, jin backward hitting 236C is iffy on tager height from 236C launch height is odd on rachel but its easy on her. No delays necessary for bang. timing is hard on like 75% of the cast for getting backwards 236C hit. 236C~22A>2DD is a 2 frame link on fatal. Enjoy. Rachel/tager only: 5CFC>3C>214B>5DD>2DD>6C>236C~22A>2DD~236D~C~22A>5DD>214D>662DD>623C 4783 Damage, no meter used. Sideswap, Midscreen. Others: 5CFC>3C(1)>214B>5DD>2DD>6C>236C~22A>2DD>214D~22A>236D>66214D>662DD>623D 4401 Damage, No meter, Sideswap, Midscreen.
Kimaf Posted February 18, 2015 Posted February 18, 2015 Midscreen fatal only: [Luna]5CFC>3C>214B>5DD>2DD>6C>236C~22A>2DD~22A>2DD>214D~22A>214D~22A>662DD>623C nice meterless use of 236C midscreen, using gravity to hold them close, letting you pick up after. I try this FC combo and the timing with the 236c is very hard with the sideswap
pokemonblaze234 Posted February 20, 2015 Posted February 20, 2015 Are those combos really worth learning?
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