Welcome to the new and improved combo thread!
Unlike the previous one there are no more combo 'levels', and I left out a lot of the 'day-one' combos.
I think that when a new player sees the thread for the first time he automatically (and not without a good reason) goes for the beginner section, so this time everything is laid out equally for everyone, I hope it will make people improve faster, and of course you can discuss everything combo-related here and get some nice tips.
Well then,
Index
I) General Notes
II) ‘A’ Combos
III) ‘B’ Combos
IV) ‘C’ Combos
V) ‘D’ Combos
VI) Anti-Airs
VII) Air-to-Air
VIII) Air-to-Ground
IX) Throw Combos
X) Gravity Seed Combos
XI) Corner Loop Stuff
XII) Okizeme and Setups
XIII) Character Specifics
I. General Notes
Combos in Red are the preferred, most practical ones IMO.
Notation (Numpad)
7 8 9
4 5 6
1 2 3
RC – Rapid Cancel, consumes 50% meter.
[Corner] – The point a combo reaches the corner.
‘Oki’ – Okizeme, section XII.
‘Loop Ender’ – See section XI.
Important note regarding 236C -
When you hit 236C in the corner, you will be in a weird situation where it is now you who is in the corner and your opponent is airborne behind you.
To solve that, and continue with the combo, a dash is needed. Not a normal one though, a backwards one (though they have the same notation it's still not a backdash) which will position you behind the opponent and allow you to 6A and start the loop.
For example: 214D > 5DD [Corner] > 236C [Lambda is now physically the one in the corner] > 44 [backwards Dash] > [6A > 2147D] x N > Loop Ender
I put this up here since it's VERY situational and applies to every combo with 236C in it.
II. ‘A’ combos
2/5A > 5BB > 5C x N > 6C > 236B – (1.9K)
2/5A > 5BB > 5C x N > 3C > Oki
2/5A > 2BB > 5C x N > 6C > 236B – (1.7K)
2/5A > 2BB > 5C x N > 3C > Oki
6A > 5BB > 5C x N > 6C > 236B – (2.5K)
6A > 5BB > 5C x N > 3C > Oki
• Omit the second B if you are too far from the opponent.
III. ‘B’ Combos
5BB > 5C x N > 6C > 236B – (2.8K)
5BB > 5C x N > 3C > Oki
2BB > 5C x N > 6C > 236B – (1.8K)
2BB > 5C x N > 3C > Oki
4B > Dash [Cross-Under] > 2DD > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (3.4K)
4B > 6A > 2147D > 5DD > 236C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (4.2K)
CH 236B > 5DD > 236C > Dash > 5C x N > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (4.3K)
Corner
5BB > 5C x N > 6C > 236B [Corner] > Dash > 5A > [6A > 2147D] x 3 > Loop Ender – (4.5K)
4B > 6A > 2147D > 5DD > 236C [Corner] > [6A > 2147D] x 5 > Loop Ender – (5.3K)
236B [Corner] > Dash > 5A > [6A > 2147D] x 5 > Loop Ender – (4.1K)
236B > RC > Dash [Corner] > [6A > 2147D] x 7 > Loop Ender – (5.4K, 50% meter required)
CH 236B [Corner] > Dash > [6A > 2147D] x 7 > Loop Ender – (5.4K)
IV. ‘C’ Combos
3C > 236B – (1.3K)
3C > Oki
3C > 214A > Dash > 6A > 2147D > 5C x N > 6C > 236C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (4.4K)
CH 2C > 6C > 236C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (3.5K)
CH 5C x 1 > 236C > Dash > 5C x N > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (4.3K)
CH 6C [First Hit] > 236C > Dash > 5C x N > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (4.3K)
236C > Dash > 5C x N > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (4.3K)
236C > Dash > 5C x N > 6C > Dash > 2DD > 6C > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D - (4.6K)
Corner
3C > 236B [Corner] > Dash > 5A > [6A > 2147D] x 3 > Loop Ender – (3.5K)
3C > 214A > Dash > 6A > 2147D > 5C x N > 6C > 236C [Corner] > [6A > 2147D] x 4 > Loop Ender – (5.4K)
3C > 236B > RC > Dash [Corner] > [6A > 2147D] x 5 > Loop Ender – (4K, 50% meter required)
CH 2C > 6C > 236C > Dash > 2DD > 2147D > Dash [Corner] > [6A > 2147D] x 5 > Loop Ender – (5K)
CH 2C > 6C > 236C [Corner] > [5C x N > 6C] x 3 > [6A > 2147D] x 2 > Loop Ender – (5.3K)
CH 5C x 1 > 236C > Dash > 5C x N > 6C > Dash > 2DD > 2147D > Dash [Corner] > [6A > 2147D] x 5 > Loop Ender – (5.9K)
CH 5C x 1 > 236C [Corner] > [6A > 2147D] x 7 > Loop Ender – (6.2K)
CH 5C x 1 > 236C [Corner] > [5C x N > 6C] x 3 > [6A > 2147D] x 5 > Loop Ender – (6.2K)
V. ‘D’ Combos
4/5DD > 236B – (1.2K)
4/5DD > 236236D – (2.1K, 50% meter required)
4/5DD > 236B > RC > 5DD > 236C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (3.2K, 50% meter required)
CH 5D > 236C > Dash > 5C x N > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (4.3K)
214D > 5DD > 236C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (4K)
214D > 2DD > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (3.7K)
236D > 236C > Dash > 5C x N > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (3.8K)
2147D > RC > 236C > Dash > 5C x N > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (4.3K, 50% meter required)
Corner
4/5DD > 236B [Corner] > Dash > 5A > [6A > 2147D] x 4 > Loop Ender – (3.5K)
4/5DD > 236B > RC > Dash [Corner] > [6A > 2147D] x 5 > Loop Ender – (4K, 50% meter required)
4/5DD > 236236D > Dash > 236C [Corner] > [6A > 2147D] x 3 > Loop Ender – (4.3K, 50% meter required)
CH 5D > 236C > Dash > 5C x N > 6C > Dash > 2DD > 2147D > Dash [Corner] > [6A > 2147D] x 5 > Loop Ender – (5.9K)
CH 5D > 236C [Corner] > [6A > 2147D] x 7 > Loop Ender – (6.2K)
CH 5D > 236C [Corner] > [5C x N > 6C] x 3 > [6A > 2147D] x 5 > Loop Ender – (6.2K)
214D [Corner] > [6A > 2147D] x 7 > Loop Ender – (6.2K)
214D > 5DD > 236C [Corner] > [6A > 2147D] x 6 > Loop Ender – (6.2K)
2147D > RC > 236C [Corner] > [6A > 2147D] x 7 > Loop Ender – (6.2K)
2147D > RC > 236C [Corner] > [5C x N > 6C] x 3 > [6A > 2147D] x 5 > Loop Ender – (6.2K)
Fatal 2147D [Corner] > 5A > [6A > 2147D] x 6 > Loop Ender – (6.2K)
VI. Anti-Airs
From ‘A’
5A > 6B > j.C > j.2C > dj.C > j.2C > j.214D – (1.8K)
CH 5A > 5C x N > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (2.7K)
6A > 6C > 236C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (3.5K)
CH 6A > 5C x N > 6C > 236C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (3.9K)
From ‘C’
2C > j.C > j.2C > dj.C > j.2C > j.214D – (2.2K)
From ‘D’
2DD > 6DD > 2DD > j.DD > j.214D~C > j.DD > dj.2DD > j214D – (2.2K)
2DD > 6C > Dash > 2DD > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (3.4K)
CH 2D > 236C > Dash > 5C x N > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (4.3K)
6DD > 2DD > j.DD > j.214D~C > dj.2DD > j.214D – (2.1K)
CH 6D > 236C > Dash > 5C x N > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (4.3K)
Corner
Pretty much the same as previous sections.
VII. Air-to-Air
CH j.C > Land > 5C x N > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (3.7K)
VIII. Air-to-Ground
j.C > Land >3C > 236B – (1.4K)
j.C > Land >3C > Oki
CH j.C > Land > 5C x N > 6C > 236B – (2.2K)
CH j.C > Land > 5C x N > 3C > Oki
IX. Throw Combos
Throw > Dash > 6A > 6C > 236C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (3.7K)
Throw > Dash > 6B > 5C x N > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (3.9K)
Air-Throw > Land > RC > 236C > Dash > 5C x N > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (4.9K, 50% meter required)
Corner
Throw [Corner] > [6A > 2147D] x 6 > Loop ender – (4.4K)
Throw > Dash > 6A > 6C > 236C > Dash > 2DD > 2147D [Corner] > [6A > 2147D] x 4 > Loop Ender – (4.8K)
Throw [Corner] > 5C x 8 > 6C > 236C > [6A > 2147D] x 4 > Loop Ender – (4.8K)
Air-Throw > Land > RC > 236C [Corner] > 5B > [6A >2147D] x 4 > Loop Ender – (5.5K, 50% meter required)
X. Gravity Seed Combos
214A > Dash > 6A > 2147D > Dash > 6A > 6C > 236C > 2DD > sj.DD > dj.2DD > j.214D – (2.5K)
214A > Dash > 6A > 2147D > 5C x N > 6C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (2.8K)
214A > 5C x N > 6C > 236C > Dash > 5C x N > 6C > Dash > 2DD > 2147D 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D – (3.2K)
Corner
4-5 reps, I’m tired.
XI. Corner Loop
MUST READ
http://www.dustloop.com/forums/showthread.php?8739-CS-TK-Crescent-Loop-Thread
XII. Okizeme and Setups
Okizeme
“The art of damaging your opponent while he is getting up off the ground.”
…Yeah, Lambda isn’t very good at this.
She does have some options though.
Every time I mentioned ‘Oki’ (probably after 3C); it means you have a couple of different options to do some damage while your opponent tries to wake up.
Notable are-
3C > 214D – The opponent must block this, usually giving you a frame advantage and helps you keep momentum. Can catch tech rolls for an awesome 214D combo.
3C > 2B – This move can catch tech rolls and gives you a decent combo (2B > 6B > j.C > j.2C > dj.C > j.2C > j214D)
3C > 3C – This move can also catch some tech rolls. Though it does not give you much of a combo, you can do 236B for spacing or 214D for another blockstring.
3C > 4B – Overhead on wakeup, leads to big damage. Since 4B isn't safe a backup 50 meter for RC is advised.
236A Shenanigans
236A is pretty much a punishable long dash, but it can easily catch people off-guard with some nice mind-games.
Notable are-
- 3C > 236A > 4B – Like in the previous section only a bit more confusing to the opponent. Overhead on wakeup, leads to big damage. Since 4B isn't safe a backup 50 meter for RC is advised.
Blockstring > 236A > 2B / 3C
Blockstring > 236A > Throw
These three make a nice High/Low/Throw mixup.
Remember 236A isn't safe at all, you could get poked or thrown out of it, and if the opponent jumps it's a free punish.
XIII. Character Specifics
Ragna, Noel, Litchi, Lambda and Bang –
236B [Corner] > 5A > 6A > Loop
Jin, Ragna, Noel and Bang –
236B [Corner] > 5B > 6A > Loop
Credit goes to worldjem7 (for the original combo thread), Xie (for the Crescent Loop thread) and GenoWhirl (for the organization of the Mu-12 combo thread which I shamelessly copied).