BBCF/Amane Nishiki/Combos: Difference between revisions

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==Combo List==
==Combo List==
* Listed damages are the possible maximum values from best starters. Damage from alternate starters are listed in notes.
* Listed damages are the possible maximum values from best starters. Damage from alternate starters are listed in notes.
* To save space on input listings, normals that have multiple hits and use all of them in the combo do not specify the amount of hits in brackets (eg. 5C = 5C(2) and j.B = j.B(3)).
* To save space on input listings, normals that have multiple hits and use all of them in the combo do not specify the amount of hits in brackets (eg. {{clr|3|5C}} = {{clr|3|5C}}(2) and {{clr|2|j.B}} = {{clr|2|j.B}}(3)).


==5A/2A Starter==
=={{clr|1|5A}}/{{clr|1|2A}} Starter==
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| 5A > 5B > 3C > 236C || Anywhere || 1538 || 11 || || || Day 1 combo
| {{clr|1|5A}} > {{clr|2|5B}} > {{clr|3|3C}} > {{clr|3|236C}} || Anywhere || 1538 || 11 || || || Day 1 combo
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| 5A/2A (x3) > 2B > 6B > j.C > j.236A > delay j.B > (microdash) <br/> 5A(1) > 2B > 6B > j.C > j.236A> j.2C(n) > j.236C || Midscreen || 2650 ||    ||    ||    || The basic 6B loop. <br/> 2060 damage with 2A x3.  
| {{clr|1|5A}}/{{clr|1|2A}} (x3) > {{clr|2|2B}} > {{clr|2|6B}} > {{clr|3|j.C}} > {{clr|1|j.236A}} > delay {{clr|2|j.B}} > (microdash) <br/> {{clr|1|5A}}(1) > {{clr|2|2B}} > {{clr|2|6B}} > {{clr|3|j.C}} > {{clr|1|j.236A}}> {{clr|3|j.2C}}(n) > {{clr|3|j.236C}} || Midscreen || 2650 ||    ||    ||    || The basic {{clr|2|6B}} loop. <br/> 2060 damage with {{clr|1|2A}} x3.  
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| 5A/2A (x3) > 2B > 6B > j.C > j.236A > delay j.B > 5A(1) > 2B > 214C || Midscreen || 2047 ||    ||    ||    || Ginga finisher for positioning priority. <br/> 1674 damage with 2A x3.  
| {{clr|1|5A}}/{{clr|1|2A}} (x3) > {{clr|2|2B}} > {{clr|2|6B}} > {{clr|3|j.C}} > {{clr|1|j.236A}} > delay {{clr|2|j.B}} > {{clr|1|5A}}(1) > {{clr|2|2B}} > {{clr|3|214C}} || Midscreen || 2047 ||    ||    ||    || Ginga finisher for positioning priority. <br/> 1674 damage with {{clr|1|2A}} x3.  
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| 2A/5A(1) > 5B(n) > 5C > 6C(1) > 236D~A > microdash 5B > 5C > 6C > 236A, <br/> sideswap j.C > j.6C > j.2B > j.236A > j.2C > j.236C || Midscreen || 3520 ||    ||    ||    || Damage priority from airhit 2A/5A.  
| {{clr|1|2A}}/{{clr|1|5A}}(1) > {{clr|2|5B}}(n) > {{clr|3|5C}} > {{clr|3|6C}}(1) > {{clr|4|236D}}~{{clr|1|A}} > microdash {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|6C}} > {{clr|1|236A}}, <br/> sideswap {{clr|3|j.C}} > {{clr|3|j.6C}} > {{clr|2|j.2B}} > {{clr|1|j.236A}} > {{clr|3|j.2C}} > {{clr|3|j.236C}} || Midscreen || 3520 ||    ||    ||    || Damage priority from airhit {{clr|1|2A}}/{{clr|1|5A}}.  
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| 5A/2A (x3) > 2B > 5D > 214C >  5B(1) > 4C > 623C >  <br/> 5B(n) > 1C > 4C > 6C(1) > 236D~B || Corner || 2550 ||    ||    ||    || Replace first 4C with 1C (???) for Ragna & Makoto. <br/> 1980 damage with 2A x3.
| {{clr|1|5A}}/{{clr|1|2A}} (x3) > {{clr|2|2B}} > {{clr|4|5D}} > {{clr|3|214C}} {{clr|2|5B}}(1) > {{clr|3|4C}} > {{clr|3|623C}} >  <br/> {{clr|2|5B}}(n) > {{clr|3|1C}} > {{clr|3|4C}} > {{clr|3|6C}}(1) > {{clr|4|236D}}~{{clr|2|B}} || Corner || 2550 ||    ||    ||    || Replace first {{clr|3|4C}} with {{clr|3|1C}} (???) for Ragna & Makoto. <br/> 1980 damage with {{clr|1|2A}} x3.
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| 5A/2A (×3) > 2B > 5D > 214C >  6A > 623C >  microdash 5B > 6B > <br/> delay j.C > j.6C > j.2B > j.236A > j.2C > j.236C || Corner || 3020 ||    ||    ||    || 5D corner hitconfirm. Microdash can be done after or before the 6A > Gekiren.  <br/> 2200 damage with 2A x3.
| {{clr|1|5A}}/{{clr|1|2A}} (×3) > {{clr|2|2B}} > {{clr|4|5D}} > {{clr|3|214C}} {{clr|1|6A}} > {{clr|3|623C}} >  microdash {{clr|2|5B}} > {{clr|2|6B}} > <br/> delay {{clr|3|j.C}} > {{clr|3|j.6C}} > {{clr|2|j.2B}} > {{clr|1|j.236A}} > {{clr|3|j.2C}} > {{clr|3|j.236C}} || Corner || 3020 ||    ||    ||    || {{clr|4|5D}} corner hitconfirm. Microdash can be done after or before the {{clr|1|6A}} > Gekiren.  <br/> 2200 damage with {{clr|1|2A}} x3.
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| 5A/2A (x3) > 2B > 5D > 214C >  microdash 2B > 2D > 623C >  <br/> 5B > 6B > delay j.C(1) > j.6D > j.214A > j.6C > j.236C || Corner || 4600 ||    ||    ||    || L3 Drill combo > but early parts can build enough drill meter from L2. <br/> 3300 damage with 2A x3.
| {{clr|1|5A}}/{{clr|1|2A}} (x3) > {{clr|2|2B}} > {{clr|4|5D}} > {{clr|3|214C}} >  microdash {{clr|2|2B}} > {{clr|4|2D}} > {{clr|3|623C}} >  <br/> {{clr|2|5B}} > {{clr|2|6B}} > delay {{clr|3|j.C}}(1) > {{clr|4|j.6D}} > {{clr|1|j.214A}} > {{clr|3|j.6C}} > {{clr|3|j.236C}} || Corner || 4600 ||    ||    ||    || L3 Drill combo > but early parts can build enough drill meter from L2. <br/> 3300 damage with {{clr|1|2A}} x3.
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| 5A/2A > 5B(n) > 5C > 6C > 214A > j.B > 5B > 5C > 6C(1) > 236D~D > <br/> 2B > 5B(n) > 4C > 6C(1) > 236D~A > 236236D || Midscreen || 4150 || -50% ||  ||  || Airhit 5A into Distortion finisher.
| {{clr|1|5A}}/{{clr|1|2A}} > {{clr|2|5B}}(n) > {{clr|3|5C}} > {{clr|3|6C}} > {{clr|1|214A}} > {{clr|2|j.B}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|6C}}(1) > {{clr|4|236D}}~{{clr|4|D}} > <br/> {{clr|2|2B}} > {{clr|2|5B}}(n) > {{clr|3|4C}} > {{clr|3|6C}}(1) > {{clr|4|236D}}~{{clr|1|A}} > {{clr|4|236236D}} || Midscreen || 4150 || -50% ||  ||  || Airhit {{clr|1|5A}} into Distortion finisher.
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| 5A/2A > 5B(n) > 5C > 6C > 214A > j.B > 5B > 5C > 6C(1) > ODC > <br/> delay 5B > 4C > 6C(1) > 236D~A > 236236D > 214C || Midscreen || 4460 || -50% ||    ||    || Airhit 5A into Distortion finisher. <br/> Works with full life OD cancel time.
| {{clr|1|5A}}/{{clr|1|2A}} > {{clr|2|5B}}(n) > {{clr|3|5C}} > {{clr|3|6C}} > {{clr|1|214A}} > {{clr|2|j.B}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|6C}}(1) > ODC > <br/> delay {{clr|2|5B}} > {{clr|3|4C}} > {{clr|3|6C}}(1) > {{clr|4|236D}}~{{clr|1|A}} > {{clr|4|236236D}} > {{clr|3|214C}} || Midscreen || 4460 || -50% ||    ||    || Airhit {{clr|1|5A}} into Distortion finisher. <br/> Works with full life OD cancel time.
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==6A Starter==
=={{clr|1|6A}} Starter==
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| CH 6A > 5B > 5C > 6C(1) > 236D~A > microdash 5B > 5C > 6C > 214A > <br/> sideswap j.C > j.6C > j.2B > j.236A > j.2C > j.236C || Midscreen || 3900 ||    ||    ||    || Counterhit 6A into j.C sideswap.
| CH {{clr|1|6A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|6C}}(1) > {{clr|4|236D}}~{{clr|1|A}} > microdash {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|6C}} > {{clr|1|214A}} > <br/> sideswap {{clr|3|j.C}} > {{clr|3|j.6C}} > {{clr|2|j.2B}} > {{clr|1|j.236A}} > {{clr|3|j.2C}} > {{clr|3|j.236C}} || Midscreen || 3900 ||    ||    ||    || Counterhit {{clr|1|6A}} into {{clr|3|j.C}} sideswap.
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| CH 6A > 5B > 5C > 6C > 214A > j.B > 5B > 5C > 6C > 236D~D > <br/> 2B > 5B(n) > 4C > 6C(1) > 236D~B || Midscreen || ~3550 ||  ||  ||  || Counterhit 6A into Hariken knockdown. <br/> Sideswap with about half-screen carry.  
| CH {{clr|1|6A}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|6C}} > {{clr|1|214A}} > {{clr|2|j.B}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|6C}} > {{clr|4|236D}}~{{clr|4|D}} > <br/> {{clr|2|2B}} > {{clr|2|5B}}(n) > {{clr|3|4C}} > {{clr|3|6C}}(1) > {{clr|4|236D}}~{{clr|2|B}} || Midscreen || ~3550 ||  ||  ||  || Counterhit {{clr|1|6A}} into Hariken knockdown. <br/> Sideswap with about half-screen carry.  
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| CH 6A > 6B > j.C(1) > j.6C > j.2B > j.236A > j.B > 5B > 5C > 6C(1) > 236D~D > <br/> 2B > 5B(n) > 4C > 6C(1) > 236D~A || Midscreen || 4750 || -50% || || || 6B & Hariken-cancel loop into Distortion finisher.  
| CH {{clr|1|6A}} > {{clr|2|6B}} > {{clr|3|j.C}}(1) > {{clr|3|j.6C}} > {{clr|2|j.2B}} > {{clr|1|j.236A}} > {{clr|2|j.B}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|6C}}(1) > {{clr|4|236D}}~{{clr|4|D}} > <br/> {{clr|2|2B}} > {{clr|2|5B}}(n) > {{clr|3|4C}} > {{clr|3|6C}}(1) > {{clr|4|236D}}~{{clr|1|A}} || Midscreen || 4750 || -50% || || || {{clr|2|6B}} & Hariken-cancel loop into Distortion finisher.  
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==5B/2B Starter==
=={{clr|2|5B}}/{{clr|2|2B}} Starter==
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| (2B) > 5B > 6B > j.C > j.236A > delay j.B > <br/> (microdash) 5A(1) > 2B > 5D > 214C || Midscreen || 2733 ||    ||    ||    || Ginga knockdown for positioning. <br/> 2636 damage with 2B starter.
| ({{clr|2|2B}}) > {{clr|2|5B}} > {{clr|2|6B}} > {{clr|3|j.C}} > {{clr|1|j.236A}} > delay {{clr|2|j.B}} > <br/> (microdash) {{clr|1|5A}}(1) > {{clr|2|2B}} > {{clr|4|5D}} > {{clr|3|214C}} || Midscreen || 2733 ||    ||    ||    || Ginga knockdown for positioning. <br/> 2636 damage with {{clr|2|2B}} starter.
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| (2B) > 5B > 6B > j.C > j.236A > delay j.B > <br/> microdash 5A(1) > 2B > 6B > j.C > j.236A > j.2C(n) > j.236C || Midscreen || 3190 ||    ||    ||    || Basic 6B loop. <br/> 3009 damage with 2B starter.
| ({{clr|2|2B}}) > {{clr|2|5B}} > {{clr|2|6B}} > {{clr|3|j.C}} > {{clr|1|j.236A}} > delay {{clr|2|j.B}} > <br/> microdash {{clr|1|5A}}(1) > {{clr|2|2B}} > {{clr|2|6B}} > {{clr|3|j.C}} > {{clr|1|j.236A}} > {{clr|3|j.2C}}(n) > {{clr|3|j.236C}} || Midscreen || 3190 ||    ||    ||    || Basic {{clr|2|6B}} loop. <br/> 3009 damage with {{clr|2|2B}} starter.
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| 5B(n) > 5C > 6C(1) > 236D~A > microdash 5B > 5C > 6C(1) > 236D~D > <br/> 2B > 5B(n) > 4C > 6C > 236A > sideswap j.C(1) > j.6C > j.2B > j.236A > j.2C(n) > j.236C || Midscreen || 4320 ||    ||    ||    || Sideswap j.C combo from airhit 5B for big damage. <br/> Last j.C can be two-hit > but j.6C whiffs easily after it.
| {{clr|2|5B}}(n) > {{clr|3|5C}} > {{clr|3|6C}}(1) > {{clr|4|236D}}~{{clr|1|A}} > microdash {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|6C}}(1) > {{clr|4|236D}}~{{clr|4|D}} > <br/> {{clr|2|2B}} > {{clr|2|5B}}(n) > {{clr|3|4C}} > {{clr|3|6C}} > {{clr|1|236A}} > sideswap {{clr|3|j.C}}(1) > {{clr|3|j.6C}} > {{clr|2|j.2B}} > {{clr|1|j.236A}} > {{clr|3|j.2C}}(n) > {{clr|3|j.236C}} || Midscreen || 4320 ||    ||    ||    || Sideswap {{clr|3|j.C}} combo from airhit {{clr|2|5B}} for big damage. <br/> Last {{clr|3|j.C}} can be two-hit > but {{clr|3|j.6C}} whiffs easily after it.
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| (2B) > 5B(n) > 5D > 214C > 6A > 623C > microdash 5B > 6B > <br/> delay j.C > j.6C > j.2B > j.236A > j.2C > j.236C  || Corner || 3650 ||    ||    ||    || Corner combo from 5D confirm. <br/> 3370 with 2B starter.
| ({{clr|2|2B}}) > {{clr|2|5B}}(n) > {{clr|4|5D}} > {{clr|3|214C}} > {{clr|1|6A}} > {{clr|3|623C}} > microdash {{clr|2|5B}} > {{clr|2|6B}} > <br/> delay {{clr|3|j.C}} > {{clr|3|j.6C}} > {{clr|2|j.2B}} > {{clr|1|j.236A}} > {{clr|3|j.2C}} > {{clr|3|j.236C}} || Corner || 3650 ||    ||    ||    || Corner combo from {{clr|4|5D}} confirm. <br/> 3370 with {{clr|2|2B}} starter.
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| 2B > 6B > j.C(1) > 236A > delay j.B > 5B > 3C > 236C > 2B > 6A > 623C > <br/> 5B > 6B > j.C > j.6C > j.2B > j.214A > j.2C > j.236C || Corner || 3870 ||    ||    ||    || Good choice after whiffed j.2B for mixup. <br/> Possible from point-blank 5B too > but still designed for 2B.
| {{clr|2|2B}} > {{clr|2|6B}} > {{clr|3|j.C}}(1) > {{clr|1|236A}} > delay {{clr|2|j.B}} > {{clr|2|5B}} > {{clr|3|3C}} > {{clr|3|236C}} > {{clr|2|2B}} > {{clr|1|6A}} > {{clr|3|623C}} > <br/> {{clr|2|5B}} > {{clr|2|6B}} > {{clr|3|j.C}} > {{clr|3|j.6C}} > {{clr|2|j.2B}} > {{clr|1|j.214A}} > {{clr|3|j.2C}} > {{clr|3|j.236C}} || Corner || 3870 ||    ||    ||    || Good choice after whiffed {{clr|2|j.2B}} for mixup. <br/> Possible from point-blank {{clr|2|5B}} too > but still designed for {{clr|2|2B}}.
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| 5B > 4C/5C > 6C > 236D~D > sideswap 6B > airdash j.2B > j.236A > j.B > <br/> 6A > 623C > 5B > 6B > j.C > j.6C > j.2B > j.214A > j.2C > j.236C || Corner || 4750 ||    ||    ||    || Airhit 5B into big sideswap combo. <br/> Start with your back against the wall.
| {{clr|2|5B}} > {{clr|3|4C}}/{{clr|3|5C}} > {{clr|3|6C}} > {{clr|4|236D}}~{{clr|4|D}} > sideswap {{clr|2|6B}} > airdash {{clr|2|j.2B}} > {{clr|1|j.236A}} > {{clr|2|j.B}} > <br/> {{clr|1|6A}} > {{clr|3|623C}} > {{clr|2|5B}} > {{clr|2|6B}} > {{clr|3|j.C}} > {{clr|3|j.6C}} > {{clr|2|j.2B}} > {{clr|1|j.214A}} > {{clr|3|j.2C}} > {{clr|3|j.236C}} || Corner || 4750 ||    ||    ||    || Airhit {{clr|2|5B}} into big sideswap combo. <br/> Start with your back against the wall.
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| (2B) > 5B > 5D > ODC > 236236D > microdash 5B > 5C (or 1C > 4C) > 6C > 236A > <br/> sideswap j.C > j.6C > j.2B > j.236A > j.2C > j.236C || Midscreen || 4650 || -50%  ||    ||    || Full life OD cancel finisher with L1 Drill. <br/> 4050 damage with 2B route > remember to replace 5C with 1C > 4C.
| ({{clr|2|2B}}) > {{clr|2|5B}} > {{clr|4|5D}} > ODC > {{clr|4|236236D}} > microdash {{clr|2|5B}} > {{clr|3|5C}} (or {{clr|3|1C}} > {{clr|3|4C}}) > {{clr|3|6C}} > {{clr|1|236A}} > <br/> sideswap {{clr|3|j.C}} > {{clr|3|j.6C}} > {{clr|2|j.2B}} > {{clr|1|j.236A}} > {{clr|3|j.2C}} > {{clr|3|j.236C}} || Midscreen || 4650 || -50%  ||    ||    || Full life OD cancel finisher with L1 Drill. <br/> 4050 damage with {{clr|2|2B}} route > remember to replace {{clr|3|5C}} with {{clr|3|1C}} > {{clr|3|4C}}.
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| (2B) > 5B > 5D > 236236D > microdash 5B > 5C (or 1C > 4C) > 6C > 236A > <br/>  sideswap j.C > j.6C > j.2B > j.236A > j.2C > j.236C || Midscreen || 6000 || -50% ||  ||  || Finisher for L3 Drill (works with L2 too; 1K less damage). <br/> 5150 damage with 2B starter (4400 on L2 Drill).
| ({{clr|2|2B}}) > {{clr|2|5B}} > {{clr|4|5D}} > {{clr|4|236236D}} > microdash {{clr|2|5B}} > {{clr|3|5C}} (or {{clr|3|1C}} > {{clr|3|4C}}) > {{clr|3|6C}} > {{clr|1|236A}} > <br/>  sideswap {{clr|3|j.C}} > {{clr|3|j.6C}} > {{clr|2|j.2B}} > {{clr|1|j.236A}} > {{clr|3|j.2C}} > {{clr|3|j.236C}} || Midscreen || 6000 || -50% ||  ||  || Finisher for L3 Drill (works with L2 too; 1K less damage). <br/> 5150 damage with {{clr|2|2B}} starter (4400 on L2 Drill).
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==5C/4C/2C/1C Starter==
=={{clr|3|5C}}/{{clr|3|4C}}/{{clr|3|2C}}/{{clr|3|1C}} Starter==
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
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| 5C > 1C > 4C > 5D > 236C || Midscreen || 1979 ||    ||    ||    || A compromise combo when you can't do anything better.
| {{clr|3|5C}} > {{clr|3|1C}} > {{clr|3|4C}} > {{clr|4|5D}} > {{clr|3|236C}} || Midscreen || 1979 ||    ||    ||    || A compromise combo when you can't do anything better.
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| 5C/2C > 236A > j.B > 5A(1) > 2B > 6B > j.C > j.236A > delay j.B > <br/> (microdash) 5A(1) > 2B > 6B > j.C > j236A > j.2C(n) > j.236C || Midscreen || 2809 ||    ||    ||    || 6B loop for damage. <br/> 2741 damage with 2C.
| {{clr|3|5C}}/{{clr|3|2C}} > {{clr|1|236A}} > {{clr|2|j.B}} > {{clr|1|5A}}(1) > {{clr|2|2B}} > {{clr|2|6B}} > {{clr|3|j.C}} > {{clr|1|j.236A}} > delay {{clr|2|j.B}} > <br/> (microdash) {{clr|1|5A}}(1) > {{clr|2|2B}} > {{clr|2|6B}} > {{clr|3|j.C}} > j{{clr|1|236A}} > {{clr|3|j.2C}}(n) > {{clr|3|j.236C}} || Midscreen || 2809 ||    ||    ||    || {{clr|2|6B}} loop for damage. <br/> 2741 damage with {{clr|3|2C}}.
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| 4C/5C (airhit) > 6C(1) > 236D~A > microdash 5B > 5C > 6C > 214A > j.B3 > <br/> (microdash) 5B > 4C > 6C > 236A > sideswap j.C(*) > j.6C > j.2B > j.236A > j.2C > j.236C || Midscreen || 4480 ||  ||  ||  || 3380 damage with 5C into sideswap j.C(1) > 4480 with 4C into sideswap j.C. <br/> Second microdash adjusts the positioning of sideswap.
| {{clr|3|4C}}/{{clr|3|5C}} (airhit) > {{clr|3|6C}}(1) > {{clr|4|236D}}~{{clr|1|A}} > microdash {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|6C}} > {{clr|1|214A}} > j.B3 > <br/> (microdash) {{clr|2|5B}} > {{clr|3|4C}} > {{clr|3|6C}} > {{clr|1|236A}} > sideswap {{clr|3|j.C}}(*) > {{clr|3|j.6C}} > {{clr|2|j.2B}} > {{clr|1|j.236A}} > {{clr|3|j.2C}} > {{clr|3|j.236C}} || Midscreen || 4480 ||  ||  ||  || 3380 damage with {{clr|3|5C}} into sideswap {{clr|3|j.C}}(1) > 4480 with {{clr|3|4C}} into sideswap {{clr|3|j.C}}. <br/> Second microdash adjusts the positioning of sideswap.
|-
|-
| _  
| _  
| 4C > 6C > 214A > j.B > 5B > 5C > 6C(1) > 236D~D > 2B > 5B(n) > 4C > 6C(1) > 236D~D > <br/> 2B > 5B(n) > 4C > 6C(1) > 236D~A > 236236D || Midscreen || 5000 || -50% ||    ||    || Airhit 4C into DD finisher.
| {{clr|3|4C}} > {{clr|3|6C}} > {{clr|1|214A}} > {{clr|2|j.B}} > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|6C}}(1) > {{clr|4|236D}}~{{clr|4|D}} > {{clr|2|2B}} > {{clr|2|5B}}(n) > {{clr|3|4C}} > {{clr|3|6C}}(1) > {{clr|4|236D}}~{{clr|4|D}} > <br/> {{clr|2|2B}} > {{clr|2|5B}}(n) > {{clr|3|4C}} > {{clr|3|6C}}(1) > {{clr|4|236D}}~{{clr|1|A}} > {{clr|4|236236D}} || Midscreen || 5000 || -50% ||    ||    || Airhit {{clr|3|4C}} into DD finisher.
|-
|-
| _  
| _  
Line 129: Line 129:
|-
|-
| _
| _
| Throw > 236B > j.C > j.236B > j.B > jc > j.B > j.2C > j.236C || Midscreen || 2700 ||    ||    ||    || Easy throw combo with decent corner carry.
| Throw > {{clr|2|236B}} > {{clr|3|j.C}} > {{clr|2|j.236B}} > {{clr|2|j.B}} > jc > {{clr|2|j.B}} > {{clr|3|j.2C}} > {{clr|3|j.236C}} || Midscreen || 2700 ||    ||    ||    || Easy throw combo with decent corner carry.
|-
|-
| _
| _
| Throw > 236D~D > 5C > 6C(1) > 236D~A > microdash 5B > 5C > 6C > 236A > <br/> sideswap j.C > j.6C > j.2B > j.236A > j.2C > j.236C || Midscreen || 3500 ||    ||    ||    || Throw combo for damage priority.
| Throw > {{clr|4|236D}}~{{clr|4|D}} > {{clr|3|5C}} > {{clr|3|6C}}(1) > {{clr|4|236D}}~{{clr|1|A}} > microdash {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|6C}} > {{clr|1|236A}} > <br/> sideswap {{clr|3|j.C}} > {{clr|3|j.6C}} > {{clr|2|j.2B}} > {{clr|1|j.236A}} > {{clr|3|j.2C}} > {{clr|3|j.236C}} || Midscreen || 3500 ||    ||    ||    || Throw combo for damage priority.
|-
|-
| _
| _
| Air Throw > 5B > 5C > 6C(1)> 236D~D > 2B > 5B(n) > 4C > 6C > 236A > <br/> sideswap j.C(1) > j.6C > j.2B > j.236A > j.2C > j.236C  || Midscreen || 3300 ||  ||  ||  || Air throw combo with sideswap j.C(1). <br/> Sideswap j.C(2) whiffs easily. Hard to connect on Arakune.  
| Air Throw > {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|6C}}(1)> {{clr|4|236D}}~{{clr|4|D}} > {{clr|2|2B}} > {{clr|2|5B}}(n) > {{clr|3|4C}} > {{clr|3|6C}} > {{clr|1|236A}} > <br/> sideswap {{clr|3|j.C}}(1) > {{clr|3|j.6C}} > {{clr|2|j.2B}} > {{clr|1|j.236A}} > {{clr|3|j.2C}} > {{clr|3|j.236C}} || Midscreen || 3300 ||  ||  ||  || Air throw combo with sideswap {{clr|3|j.C}}(1). <br/> Sideswap {{clr|3|j.C}}(2) whiffs easily. Hard to connect on Arakune.  
|-
|-
| _  
| _  
| Throw > 236D~D > 5B > 4C > 5B(n) > 1C > 4C > 6C(1) > 236D~D > <br/> 2B > 5B > 4C > 6C(1) > 236D~B || Corner || 3300 ||  ||    ||    || Corner throw into Hariken knockdown. <br/> Leaves you at 2B range on knockdown.
| Throw > {{clr|4|236D}}~{{clr|4|D}} > {{clr|2|5B}} > {{clr|3|4C}} > {{clr|2|5B}}(n) > {{clr|3|1C}} > {{clr|3|4C}} > {{clr|3|6C}}(1) > {{clr|4|236D}}~{{clr|4|D}} > <br/> {{clr|2|2B}} > {{clr|2|5B}} > {{clr|3|4C}} > {{clr|3|6C}}(1) > {{clr|4|236D}}~{{clr|2|B}} || Corner || 3300 ||  ||    ||    || Corner throw into Hariken knockdown. <br/> Leaves you at {{clr|2|2B}} range on knockdown.
|-
|-
| _  
| _  
| Throw > 214A > small delay j.6D > 2D > 623C > (microdash) 5B > 6B > <br/> delay j.C > j.6C > j.2B > j.236A > j.2C > (j.D) > j.236C || Corner || 4750 ||    ||    ||    || Corner throw combo for L2/3 Drill. <br/> The last j.D is optional.
| Throw > {{clr|1|214A}} > small delay {{clr|4|j.6D}} > {{clr|4|2D}} > {{clr|3|623C}} > (microdash) {{clr|2|5B}} > {{clr|2|6B}} > <br/> delay {{clr|3|j.C}} > {{clr|3|j.6C}} > {{clr|2|j.2B}} > {{clr|1|j.236A}} > {{clr|3|j.2C}} > ({{clr|4|j.D}}) > {{clr|3|j.236C}} || Corner || 4750 ||    ||    ||    || Corner throw combo for L2/3 Drill. <br/> The last {{clr|4|j.D}} is optional.
|-  
|-  
|}
|}

Revision as of 19:53, 8 April 2022

Amane Nishiki


Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+A becomes 236A.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
RC = Rapid Cancel
OD = Overdrive
ODc / cOD / ODC / OD Cancel = Overdrive Cancel
EA = Exceed Accel
AM = Amane
AR = Arakune
AZ = Azrael
BG = Bang
BU = Bullet
CR = Carl
CE = Celica
ES = Es
HK = Hakumen
HZ = Hazama
HI = Hibiki
TG = Tager
IN = Izanami
IZ = Izayoi
JI = Jin
JU = Jubei
KG = Kagura
KO = Kokonoe
LA = Λ-No.11-
LI = Litchi
MA = Mai
MK = Makoto
MU = Mu-12
NA = Naoto
NI = Nine
NO = Noel
NU = ν-No.13-
PL = Platinum
RC = Rachel
RG = Ragna
RE = Relius
SU = Susano'o
TK = Taokaka
TS = Tsubaki
VK = Valkenhayn
TE = Terumi


Combo List

  • Listed damages are the possible maximum values from best starters. Damage from alternate starters are listed in notes.
  • To save space on input listings, normals that have multiple hits and use all of them in the combo do not specify the amount of hits in brackets (eg. 5C = 5C(2) and j.B = j.B(3)).

5A/2A Starter

# Combo Position Damage Heat Works Difficulty Notes
- 5A > 5B > 3C > 236C Anywhere 1538 11 Day 1 combo
_ 5A/2A (x3) > 2B > 6B > j.C > j.236A > delay j.B > (microdash)
5A(1) > 2B > 6B > j.C > j.236A> j.2C(n) > j.236C
Midscreen 2650 The basic 6B loop.
2060 damage with 2A x3.
_ 5A/2A (x3) > 2B > 6B > j.C > j.236A > delay j.B > 5A(1) > 2B > 214C Midscreen 2047 Ginga finisher for positioning priority.
1674 damage with 2A x3.
_ 2A/5A(1) > 5B(n) > 5C > 6C(1) > 236D~A > microdash 5B > 5C > 6C > 236A,
sideswap j.C > j.6C > j.2B > j.236A > j.2C > j.236C
Midscreen 3520 Damage priority from airhit 2A/5A.
_ 5A/2A (x3) > 2B > 5D > 214C > 5B(1) > 4C > 623C >
5B(n) > 1C > 4C > 6C(1) > 236D~B
Corner 2550 Replace first 4C with 1C (???) for Ragna & Makoto.
1980 damage with 2A x3.
_ 5A/2A (×3) > 2B > 5D > 214C > 6A > 623C > microdash 5B > 6B >
delay j.C > j.6C > j.2B > j.236A > j.2C > j.236C
Corner 3020 5D corner hitconfirm. Microdash can be done after or before the 6A > Gekiren.
2200 damage with 2A x3.
_ 5A/2A (x3) > 2B > 5D > 214C > microdash 2B > 2D > 623C >
5B > 6B > delay j.C(1) > j.6D > j.214A > j.6C > j.236C
Corner 4600 L3 Drill combo > but early parts can build enough drill meter from L2.
3300 damage with 2A x3.
_ 5A/2A > 5B(n) > 5C > 6C > 214A > j.B > 5B > 5C > 6C(1) > 236D~D >
2B > 5B(n) > 4C > 6C(1) > 236D~A > 236236D
Midscreen 4150 -50% Airhit 5A into Distortion finisher.
_ 5A/2A > 5B(n) > 5C > 6C > 214A > j.B > 5B > 5C > 6C(1) > ODC >
delay 5B > 4C > 6C(1) > 236D~A > 236236D > 214C
Midscreen 4460 -50% Airhit 5A into Distortion finisher.
Works with full life OD cancel time.
_

6A Starter

# Combo Position Damage Heat Works Difficulty Notes
_ CH 6A > 5B > 5C > 6C(1) > 236D~A > microdash 5B > 5C > 6C > 214A >
sideswap j.C > j.6C > j.2B > j.236A > j.2C > j.236C
Midscreen 3900 Counterhit 6A into j.C sideswap.
_ CH 6A > 5B > 5C > 6C > 214A > j.B > 5B > 5C > 6C > 236D~D >
2B > 5B(n) > 4C > 6C(1) > 236D~B
Midscreen ~3550 Counterhit 6A into Hariken knockdown.
Sideswap with about half-screen carry.
_ CH 6A > 6B > j.C(1) > j.6C > j.2B > j.236A > j.B > 5B > 5C > 6C(1) > 236D~D >
2B > 5B(n) > 4C > 6C(1) > 236D~A
Midscreen 4750 -50% 6B & Hariken-cancel loop into Distortion finisher.
_

5B/2B Starter

# Combo Position Damage Heat Works Difficulty Notes
_ (2B) > 5B > 6B > j.C > j.236A > delay j.B >
(microdash) 5A(1) > 2B > 5D > 214C
Midscreen 2733 Ginga knockdown for positioning.
2636 damage with 2B starter.
_ (2B) > 5B > 6B > j.C > j.236A > delay j.B >
microdash 5A(1) > 2B > 6B > j.C > j.236A > j.2C(n) > j.236C
Midscreen 3190 Basic 6B loop.
3009 damage with 2B starter.
_ 5B(n) > 5C > 6C(1) > 236D~A > microdash 5B > 5C > 6C(1) > 236D~D >
2B > 5B(n) > 4C > 6C > 236A > sideswap j.C(1) > j.6C > j.2B > j.236A > j.2C(n) > j.236C
Midscreen 4320 Sideswap j.C combo from airhit 5B for big damage.
Last j.C can be two-hit > but j.6C whiffs easily after it.
_ (2B) > 5B(n) > 5D > 214C > 6A > 623C > microdash 5B > 6B >
delay j.C > j.6C > j.2B > j.236A > j.2C > j.236C
Corner 3650 Corner combo from 5D confirm.
3370 with 2B starter.
_ 2B > 6B > j.C(1) > 236A > delay j.B > 5B > 3C > 236C > 2B > 6A > 623C >
5B > 6B > j.C > j.6C > j.2B > j.214A > j.2C > j.236C
Corner 3870 Good choice after whiffed j.2B for mixup.
Possible from point-blank 5B too > but still designed for 2B.
_ 5B > 4C/5C > 6C > 236D~D > sideswap 6B > airdash j.2B > j.236A > j.B >
6A > 623C > 5B > 6B > j.C > j.6C > j.2B > j.214A > j.2C > j.236C
Corner 4750 Airhit 5B into big sideswap combo.
Start with your back against the wall.
_ (2B) > 5B > 5D > ODC > 236236D > microdash 5B > 5C (or 1C > 4C) > 6C > 236A >
sideswap j.C > j.6C > j.2B > j.236A > j.2C > j.236C
Midscreen 4650 -50% Full life OD cancel finisher with L1 Drill.
4050 damage with 2B route > remember to replace 5C with 1C > 4C.
_ (2B) > 5B > 5D > 236236D > microdash 5B > 5C (or 1C > 4C) > 6C > 236A >
sideswap j.C > j.6C > j.2B > j.236A > j.2C > j.236C
Midscreen 6000 -50% Finisher for L3 Drill (works with L2 too; 1K less damage).
5150 damage with 2B starter (4400 on L2 Drill).
_

5C/4C/2C/1C Starter

# Combo Position Damage Heat Works Difficulty Notes
_ 5C > 1C > 4C > 5D > 236C Midscreen 1979 A compromise combo when you can't do anything better.
_ 5C/2C > 236A > j.B > 5A(1) > 2B > 6B > j.C > j.236A > delay j.B >
(microdash) 5A(1) > 2B > 6B > j.C > j236A > j.2C(n) > j.236C
Midscreen 2809 6B loop for damage.
2741 damage with 2C.
_ 4C/5C (airhit) > 6C(1) > 236D~A > microdash 5B > 5C > 6C > 214A > j.B3 >
(microdash) 5B > 4C > 6C > 236A > sideswap j.C(*) > j.6C > j.2B > j.236A > j.2C > j.236C
Midscreen 4480 3380 damage with 5C into sideswap j.C(1) > 4480 with 4C into sideswap j.C.
Second microdash adjusts the positioning of sideswap.
_ 4C > 6C > 214A > j.B > 5B > 5C > 6C(1) > 236D~D > 2B > 5B(n) > 4C > 6C(1) > 236D~D >
2B > 5B(n) > 4C > 6C(1) > 236D~A > 236236D
Midscreen 5000 -50% Airhit 4C into DD finisher.
_

Throw Starter

# Combo Position Damage Heat Works Difficulty Notes
_ Throw > 236B > j.C > j.236B > j.B > jc > j.B > j.2C > j.236C Midscreen 2700 Easy throw combo with decent corner carry.
_ Throw > 236D~D > 5C > 6C(1) > 236D~A > microdash 5B > 5C > 6C > 236A >
sideswap j.C > j.6C > j.2B > j.236A > j.2C > j.236C
Midscreen 3500 Throw combo for damage priority.
_ Air Throw > 5B > 5C > 6C(1)> 236D~D > 2B > 5B(n) > 4C > 6C > 236A >
sideswap j.C(1) > j.6C > j.2B > j.236A > j.2C > j.236C
Midscreen 3300 Air throw combo with sideswap j.C(1).
Sideswap j.C(2) whiffs easily. Hard to connect on Arakune.
_ Throw > 236D~D > 5B > 4C > 5B(n) > 1C > 4C > 6C(1) > 236D~D >
2B > 5B > 4C > 6C(1) > 236D~B
Corner 3300 Corner throw into Hariken knockdown.
Leaves you at 2B range on knockdown.
_ Throw > 214A > small delay j.6D > 2D > 623C > (microdash) 5B > 6B >
delay j.C > j.6C > j.2B > j.236A > j.2C > (j.D) > j.236C
Corner 4750 Corner throw combo for L2/3 Drill.
The last j.D is optional.

Combo Theory

Video Examples

BBCF1.3 Amane combo collections
Corner Combos for Spiral

Huge thanks to Inagi, いなぎ (twitter ID:@inagi_J2B) for managing a great collection of combos.


Navigation

Amane Nishiki



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