SBX/Mouri Motonari/Combos: Difference between revisions

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{| style="width:100%" cellpadding=10 border="1"
{| style="width:100%" cellpadding=10 border="1"
|5A > 5A > 6C > 623E > 214C > run > 6C (1) > 214C (detonate) > run > j.C > JC j.C > 236B [2] > 5E > ▷ 6C (1) EA > 623E > DL 623E > 5B EA > 5E > 214214C > DL 5E > 5[B+C] > 5]B+C[ > 6 > 236B (4) > 5E > [5Ax4 > 5B > 236B (4) > 5E > 5B+C > 6]x∞   
|5A > 5B > 2B > 6C > 623E > 214C > run > 6C (1) > 214C (detonate) > run > j.C > JC j.C > 236B [2] > 5E > ▷ 6C (1) EA > 623E > DL 623E > 5B EA > 5E > 214214C EA > DL 5E > 5[B+C] > 5]B+C[ > 6 > 236B (4) > 5E > [5Ax4 > 5B > 236B (4) > 5E > 5B+C > 6]x∞   
|}
|}
Your corner to corner infinite route that works on everyone.
Your corner to corner infinite route that works on everyone.
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{| style="width:100%" cellpadding=10 border="1"
{| style="width:100%" cellpadding=10 border="1"
|214X (detonate) > 5B > JC j.B > j.C (1) > JC j.B > j.C > 5E > 236B [2] > ▷ 6C (1) EA > 623E > 6C (1) EA > 623E > 5B EA > 5E > 214214C > DL 5E > 5[B+C] > 5]B+C[ > 6 > 236B (4) > 5E > [5Ax4 > 5B > 236B (4) > 5E > 5B+C > 6]x∞
|214B (detonate) > 5B > JC j.B > j.C (1) > JC j.B > j.C > 5E > 236B [2] > ▷ 6C (1) EA > 623E > 6C (1) EA > 623E > 5B EA > 5E > 214214C > DL 5E > 5[B+C] > 5]B+C[ > 6 > 236B (4) > 5E > [5Ax4 > 5B > 236B (4) > 5E > 5B+C > 6]x∞
|}
|}
Your corner infinite. Against TAD leave out j.C (1).
Your corner infinite. Against TAD leave out j.C (1).
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=Unbrstable Inescapable Loop=
=Unbrstable Inescapable Loop=
The reasons you want to do the unblockable loop over the infinite is because 1.it deals damage at an faster rate and 2.during the infinite the opponent can burst it once the 214214C debuff wheres off while in the unblockable loop you constantly reply the 214214C debuff making bursting impossible for the opponent. Again you don't have to worry about starting with no meter because you build it very quickly when you hit your reinforcements and after you do 214214C you can hit your reinforcements to build up your meter again and do 214214C again until Motonari ensure the opponent dies.
The reasons you want to do the unblockable loop over the infinite is because 1.it deals damage at an faster rate and 2.during the infinite the opponent can burst it once the 214214C debuff wheres off while in the unblockable loop you constantly reply the 214214C debuff making bursting impossible for the opponent. Again you don't have to worry about starting with no meter because you build it very quickly when you hit your reinforcements and after you do 214214C you can hit your reinforcements to build up your meter again and do 214214C again until Motonari ensure the opponent dies. Also on an unrelated note while there is a lot of Japanese documentation of this game they don't make any documentation of Motonari because of how incredibly overpowered he is. Hopefully this combo page has shown why.
 
 
{| style="width:100%" cellpadding=10 border="1"
|5A > 5B > 2B > 6C > 623E > 214C > run > 6C (1) > 214C (detonate) > run > j.C > JC j.C > 236B [2] > 5E > ▷ 6C (1) EA > 623E > DL 623E > 5B EA > 5E > 214214C EA > DL 5E > 214B > 236[B] [9] > (opponent gets up) 214B (detonate) > 236[B] [9] (hits) > (after 236[B] dissipates) 5B > JC j.B > j.C > 236B [3] > ▷ 6C (1) > 623E > 623E > 5B EA > 5E > 214214C > repeat until the opponent dies
|}
Your unbrstable inescapable loop against a majority of the cast. Against HAM after he gets up do 236[B] [6] instead.
 
 
{| style="width:100%" cellpadding=10 border="1"
|5A > 5B > 2B > 6C > 623E > 214C > run > 6C (1) > 214C (detonate) > run > j.C > JC j.C > 236B [2] > 5E > ▷ 6C (1) EA > 623E > DL 623E > 5B EA > 5E > 214214C EA > DL 5E > 214B > 236[B] [9] > (opponent gets up) 214B (detonate) > 236[B] [9] (hits) > (after 236[B] dissipates) j.B > JC j.B > j.C > 5E > 236B [2] > ▷ 6C (1) EA > 623E > 5B > 214214C > repeat until the opponent dies or until they beat the crap out of you in real life
|}
Your unbrstable inescapable loop against TAD.
 


=That One Combo From That One Clip That A Friend Of Mine Requested That I Add=
=That One Combo From That One Clip That A Friend Of Mine Requested That I Add=

Revision as of 22:30, 17 April 2024


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+L becomes 236L.
> = 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.
HID =  Hideyoshi
KEN =  Kenshin
MAE =  Maeda
MAS =  Masamune
MOT =  Motochika
MOU =  Motonari
NOB =  Nobunaga
OIC =  Oichi
TAD =  Tadakatsu
YUK =  Yukimura
KOJ =  Kojuro
HAM =  Hambe

Combo Theory

Motonari's 236A/B and 623A/B can be held in one of eight directions which influences what direction the opponent is launched. This shall be written as 236B [2] for example.


Motonari's reinforcement can be hit and launched like a projectile. You can hit the same reinforcement up to six times. There are some combos where you have to hit the opponent and your reinforcement at the same time. Hitting your own reinforcement will be written as EA (engun abuse).


All Motonari has to do is follow a 3 step plan to ensure the opponent's death. Works on everyone, all the time.

Step One

5A > 5B > 2B > 6C > 214B

Knockdown the opponent and setup 214X. 214A/B/C sets up a trap and doing the same input detonates the trap. The special thing is that the detonation is completely unblockable and ignores blockstun along with having long active frames. Meaning that if you can make the opponent block with a normal you then can detonate 214X resulting in an unblockable setup. When you detonate 214X you can do step two.


5A > 5B > 2C > 214B

An alternate version of step one. Can be used against YUK and KOJ because it leaves the opponent further away so that they can't DP you.


Step Two

214B (detonate) > DL 5B+C > 6 > 5B > JC j.B > j.C > 236B [2] > ▷ 2B > 2C > 214C

Once you detonate 214B in the opponent's face you can do this combo to take them into the corner. Once you are in the corner you can do step 3 in which the opponent dies.


Step Three

214C (detonate) > 5B > JC j.B > j.C (1) > JC j.B > j.C > 236B [2] > ▷ 2B > 2C > 214C > 214C (detonate) > run > 5B > repeat until the opponent dies

Your inescapable corner unblockable loop. Once you as the Motonari player reach this step you've won the round. There is nothing the opponent can do except cry to make you feel bad and drop it. Against TAD leave out j.C (1). Against HAM do 5C instead of 2C.


Some Other Combos

6B , 5A > 5B > JC j.B > j.C (1) > JC j.B > j.C > 236B [2] > ▷ 2B > 2C > 214C > 214C (detonate) > run > 5B > repeat until the opponent dies

In the corner you can link a 5A after your 6B overhead although this is a rather tight link. Works on everyone.


IAD j.C (1) > 5B > JC j.B > j.C (1) > JC j.B > j.C > 236B [2] > ▷ 2B > 2C > 214C > 214C (detonate) > run > 5B > repeat until the opponent dies

If you land the first hit of j.C you can follow up with 5B. Works on everyone.


Infinites

When Motonari gets his reinforcements (which is easy for him because he has the fastest reinforcement level rate, he gets level 100 reinforcements before most characters get level 50 reinforcements) every hit can go into 214214C. It doesn't even matter if Motonari has no meter to start with because he gets a good amount of basara gauge whenever he (or the opponent) hits his reinforcements meaning he can build a bar of meter during his combos, do 214214C, and then do an infinite. Naturally, 214214C also seals your opponent's reinforcements because why not. All of these require level 100 reinforcements. While the infinite is good his unblockable loop is better. However you are able to very easily combo into your Basara K.O during your infinite so that's one use for it.


5A > 5B > 2B > 6C > 623E > 214C > run > 6C (1) > 214C (detonate) > run > j.C > JC j.C > 236B [2] > 5E > ▷ 6C (1) EA > 623E > DL 623E > 5B EA > 5E > 214214C EA > DL 5E > 5[B+C] > 5]B+C[ > 6 > 236B (4) > 5E > [5Ax4 > 5B > 236B (4) > 5E > 5B+C > 6]x∞

Your corner to corner infinite route that works on everyone.


214B (detonate) > 5B > JC j.B > j.C (1) > JC j.B > j.C > 5E > 236B [2] > ▷ 6C (1) EA > 623E > 6C (1) EA > 623E > 5B EA > 5E > 214214C > DL 5E > 5[B+C] > 5]B+C[ > 6 > 236B (4) > 5E > [5Ax4 > 5B > 236B (4) > 5E > 5B+C > 6]x∞

Your corner infinite. Against TAD leave out j.C (1).


...5B+C > 6 > 5A > 5A > 5B > 236[B] [4] > 5E > (engun cancel) Basara K.O activation > 2141236C

During your infinite you can combo into your Basara K.O very reliably. Works on everyone.


Unbrstable Inescapable Loop

The reasons you want to do the unblockable loop over the infinite is because 1.it deals damage at an faster rate and 2.during the infinite the opponent can burst it once the 214214C debuff wheres off while in the unblockable loop you constantly reply the 214214C debuff making bursting impossible for the opponent. Again you don't have to worry about starting with no meter because you build it very quickly when you hit your reinforcements and after you do 214214C you can hit your reinforcements to build up your meter again and do 214214C again until Motonari ensure the opponent dies. Also on an unrelated note while there is a lot of Japanese documentation of this game they don't make any documentation of Motonari because of how incredibly overpowered he is. Hopefully this combo page has shown why.


5A > 5B > 2B > 6C > 623E > 214C > run > 6C (1) > 214C (detonate) > run > j.C > JC j.C > 236B [2] > 5E > ▷ 6C (1) EA > 623E > DL 623E > 5B EA > 5E > 214214C EA > DL 5E > 214B > 236[B] [9] > (opponent gets up) 214B (detonate) > 236[B] [9] (hits) > (after 236[B] dissipates) 5B > JC j.B > j.C > 236B [3] > ▷ 6C (1) > 623E > 623E > 5B EA > 5E > 214214C > repeat until the opponent dies

Your unbrstable inescapable loop against a majority of the cast. Against HAM after he gets up do 236[B] [6] instead.


5A > 5B > 2B > 6C > 623E > 214C > run > 6C (1) > 214C (detonate) > run > j.C > JC j.C > 236B [2] > 5E > ▷ 6C (1) EA > 623E > DL 623E > 5B EA > 5E > 214214C EA > DL 5E > 214B > 236[B] [9] > (opponent gets up) 214B (detonate) > 236[B] [9] (hits) > (after 236[B] dissipates) j.B > JC j.B > j.C > 5E > 236B [2] > ▷ 6C (1) EA > 623E > 5B > 214214C > repeat until the opponent dies or until they beat the crap out of you in real life

Your unbrstable inescapable loop against TAD.


That One Combo From That One Clip That A Friend Of Mine Requested That I Add

Throw > 5E > 6C (1) > 623E > 214E > 5[B+C] > 5E > 5]B+C[ > 6 > 236B [4] > 5E > IAD j.B > ▷ 214A > 5Ax16 (opponent is behind you) > 236[B] > 5E > 236]B[ [4] > 5E > (engun cancel) 5B+C EA > 6 > 5A EA > 5Ax22 > 5E > SJC j.623[B] > (just mash 5E from this point) > j.623]B[ [4] > j.623[B] > j.623]B[ [4] > j.623[B] > j.623]B[ [7] > ▷ super jump > j.623[B] > j.623]B[ [7] > j.623[B] > j.623]B[ [3] > ▷ 236[B] > 236]B[ [7] > (keep on making rings while still mashing 5E) > 5Ax15 > 623Ex8 > 5Ax8 EA > Basara K.O activation > 2141236C

Here you go Juanman. Might not be 100% accurate but its the best I could do.

Navigation

 Mouri Motonari
SBX Hideyoshi Icon.png
Hideyoshi
SBX Kenshin Icon.png
Kenshin
SBX Maeda Icon.png
Maeda
SBX Masamune Icon.png
Masamune
SBX Motochika Icon.png
Motochika
SBX Motonari Icon.png
Motonari
SBX Nobunaga Icon.png
Nobunaga
SBX Oichi Icon.png
Oichi
SBX Tadakatsu Icon.png
Tadakatsu
SBX Yukimura Icon.png
Yukimura
PS2 Exclusive Characters
System Links