With the NA release coming soon, I'm pretty sure most of us will be grinding training mode for a while, but I thought I would mention something related to combos and partially the combo thread itself. I already PM'd Sho about this with one example, but I figured I would at least mention it here since it is kinda important to know:
The "insert air ender" factor for combos isn't as cut and dry as it would seem, and while it may seem like Bang can do whatever the hell he wants for combos there are still some character specifics or in this case air ender specifics for combos that we really need to get into once we all get into Training Mode. I finally got a chance to play CS at a friend's house and for a little while started testing out the very first combo 5A>5B>2B>6C>j.D>6A(2B)>623B>5D>air combo ender.
Here are the example air enders we got listed:
X>sj.B>sj.C (low damage, true oki; they can't air tech) <- Best oki
X>j.A>j.B>dj.B>dj.C (mid damage, they can air tech below you)
X>j.B>j.4C>dj.C (mid damage, they can air tech below you) <- Standard
X>j.B>j.4C>dj.B>dj.4C>dj.623B (big damage, no oki) <- Best Damage
6C>j.B>j.C (basic ender off a 6C. You may omit the j.B or add a j.623B at the end depending on the character being comboed.)
X>sj.B>sj.C = 2,812 Dmg - With this particular combo you only need to sj.B on RA, HZ, TA - True Oki
X>j.A>j.B>dj.B>dj.C = This one doesn't even seem to work, the j.A whiffs apparently
X>j.B>j.4C>dj.C = 2,974 Dmg - Works fine on everyone. - Low Tech
MINOR ADDITION:X>j.B>j.4C>dj.B>dj.C = 3,072 Dmg - Works fine on everyone. - Mid Tech - Add j.623B to the end for Arakune and 3,239 Dmg.
X>*s*j.B>j.4C>dj.B>dj.4C>dj.623B = 3,275 Dmg - This one gets all kinds of crazy off this particular combo:
-Doesn't apparently work on TS,HZ,LI,NO, will probably have to test that further.
-No sj.B needed on JI, HA, TG, AR
-sj.B needed on RG, RA, CA, BA, TA, LA
-For no sj.B, the 2nd j.B works as an 9 input on TG
-For no sj.B, the 2nd j.B works as an 8 input on JI, HA, AR
-For sj.B, the 2nd j.B works as an 9 input on RG, RA, BA, LA, TA
-For sj.B, the 2nd j.B works as an 8 input on RA, CA, LA, TA
Another Example: 5B-2B-6C-j.D-6A-623B-d.6C(d.2B)-j.623B-5B-2B-air ender:
Even the simplest air ender: sj.B-j.C doesn't work (at least on Ragna), the j.C black beats. But something like j.B-j.4C-dj.B-dj.4C-dj.623B can probably work (with the same rule probably as the above combo with sj.B's needed for some.)
As you can see, it isn't nearly as simple as just "insert air ender here" and this was just off the first BnBs. If you guys are wondering why you might be dropping combos or getting black beats, this is probably the answer.
I'm posting this mainly because once I get CS I planned to go through this entire thread and test out all the combos + air enders on the entire cast, and basically make my own personal use guide with what works and what doesn't / what is easier or harder. So I figured I would mention it here so that everyone knows that they need to check the combos out a little more in-depth.