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| | {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|3C}} > {{clr|2|236B}} > {{clr|3|5C}} > {{clr|4|6A}} > {{clr|3|6C}} > {{clr|3|j.22C}} > {{clr|4|6A}} > {{clr|3|6C}} > {{clr|4|j.236A}}~{{clr|2|BBB}} > {{clr|4|6A}} > {{clr|3|2C}} > {{clr|3|214C}} > {{clr|3|2C}} > {{clr|3|236C}} | | | {{clr|2|5B}} > {{clr|3|5C}} > {{clr|3|3C}} > {{clr|2|236B}} > {{clr|3|5C}} > {{clr|4|6A}} > {{clr|3|6C}} > {{clr|3|j.22C}} > {{clr|4|6A}} > {{clr|3|6C}} > {{clr|4|j.236A}}~{{clr|2|BBB}} > {{clr|4|6A}} > {{clr|3|2C}} > {{clr|3|214C}} > {{clr|3|2C}} > {{clr|3|236C}} | ||
| | | Long starter | ||
| 4036 | | 4036 | ||
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Revision as of 21:54, 15 January 2022
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo Theory
[WIP]
Base Combos
These combos do not require items. Any combo with (5D >) allows you to draw an item in that spot, provided you do not have an item equipped.
Enders
Combo | Condition | Works on: | Difficulty | Notes | Video |
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... > 66 > 6A > 2C > 214C > (5D >) 2C > 236C | Everyone | [3] Medium | Standard combo ender. Allows platinum to draw an item provided no item is equipped. | ||
... > 66 > 6A > j.C > dj.C > 632146C | 50% meter | Everyone | [2] Easy | Metered combo ender. If the opponent is not cornered, 632146C will knock the opponent full screen. Refills current item stock or equips next item if an item is equipped. | |
... > 3C > OD > 5C > 6A > j.C > dj.C > 632146C | 50% meter, OD | Everyone | [2] Easy | Metered combo ender with overdrive for additional damage. | |
... > 3C > 236A~BCA | Everyone | [2] Easy | 236A~BCA ender. In the corner, meaty 2A, 6C can be used to catch rolls, or a swallow moon j.B can safe jump certain reversals. See the strategy page for more information | ||
... > 3C > 214C | Corner | Everyone | [1] Very Easy | Bubble oki ender. The bubble will whiff and float above the opponent allowing you to threaten with it as it falls. See the strategy page for more information |
Midscreen
Combo | Condition | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
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5A > 5B > 5C > 3C > 236A~BBB > 6A > 6C > j.236A~BBB > 66 > 6A > 2C > 214C > (5D >) 2C > dl 236C | Normal starter | 2755 | - | Everyone | [3] Medium | Standard midscreen to corner route. Works anywhere. The B follow-ups to 236A must be delayed to ensure Platinum remains close enough to the ground and does not cross over the opponent. The 6C > j.236A cancel must be delayed to ensure platinum is at the right height (too early and platinum is below the opponent, too late and platinum will be too high). | Link |
5B > 3C > 236B > 22C | Normal starter | 1630 | - | Everyone | [1] Very Easy | Midscreen conversion of 5B at far ranges where 236A will not reach. | Link |
5B > 3C > 236B > 22C > RC > 6A > 6C > j.236C > j.C > 6A > 6C > j.236A~BBB > 66 > 6A > 2C > 214C > (5D >) 2C > 236C | Normal starter, 50% meter | 4031 | - | Everyone | [4] Hard | Metered extension from far range 5B conversion. Has significant corner carry. | Link |
6A AA > 6C > j.236C > j.C > 66 > 6A > TK j.236A~BAB > 2C > 214C > (5D >) 2C > dl 236C | Normal starter | 2781 | - | Everyone | [4] Hard | 6A Anti-Air starter. | Link |
Throw > 214B > (5D >) 236C > 66 > 5C > 6A > 6C > j.236A~BBB > 66 > 6A > 2C > 214C > 2C > 236C | Throw starter | 3198 | - | Everyone | [3] Medium | Midscreen throw combo. Walking backwards after 214B makes it more consistent as sometimes you can cross up your opponents due to the 6 input in 236C. | Link |
Air Throw > 66 > 5C > 6A > 6C > j.236C > j.C > 66 > 6A > 6C > j.236A~BBB > 66 > 6A > 2C > 214C > 2C > 236C | Air throw starter | 3058 | - | [4] Hard | Midscreen air throw combo | Link |
Corner
Combo | Condition | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
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5A > 5B > 5C > 3C > 236B > 5C > 6A > 6C > j.236A~BBB > 66 > 6A > 2C > 214C > 2C > 236C | Normal starter | 3115 | - | Everyone | [3] Medium | Corner variation of her main BNB | Link |
5B > 5C > 3C > 236B > 5C > 6A > 6C > j.22C > 6A > 6C > j.236A~BBB > 6A > 2C > 214C > 2C > 236C | Long starter | 4036 | - | [3] Medium | 5B corner combo | Link | |
Throw > 214B > (5D >) 236C > 3C > 236B > 6A > 6C > j.236A~BBB > 2C > 214C > 2C > 236C | Throw starter | 3381 | - | Everyone | [3] Medium | Corner throw combo. Delay the B follow ups as much as posible to be able to connect 2C after. | Link |
Air Throw > 3C > 236B > 5C > 6A > 6C > j.236A~BBB > 66 > 6A > 2C > 214C > 2C > 236C | Corner air throw combo | 3228 | - | Everyone | [3] Medium | Corner air throw combo | Link |
Item Combos
Combo routes involving various items. Though these combos are not strictly necessary, these combos will have various benefits such as increased damage, corner carry, better oki, and/or reducing item stocks to help with cycling.
Piko Hammer
Combo | Condition | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
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5A > 5B > 5C > 3C > 236A~BBB > 22C > 66 > 3C > 5D > 66 > 5C > 6A > sj.BC > dj.BD > 214C > (5D >) 2C > 236C | Piko hammer (2 stocks) | 3178 | - | Everyone | [3] Medium | Piko hammer midscreen combo. | Link |
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Magical Bat
Combo | Condition | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
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... > 66 > 6A > j.C > dj.CD > j.236C > j.D > 632146C | Corner | - | Everyone | [2] Easy | Alternate corner combo ender with bat. Useful for tacking on a little extra damage to the metered combo ender. If platinum has 2 or less bat stocks, 632146C will equip the next item. If she has 3 bat stocks or is in overdrive, 632146C will refill bat stocks back to 3. | ||
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Magical Cat Hammer
Combo | Condition | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
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5A > 5B > 5C > 3C > 236A~BBB > 22C > 66 > 5C > 6A > j.D > 5C > 6A > sj.BC > dj.C > j.236A~BCA | 3072 | - | everyone | [3] Medium | Cat hammer midscreen combo. Ends in a high 236A~BCA ender, allowing a quick dash button to hit meaty. | Link | |
... > 3C > 5D > 214C | Corner | - | everyone | [2] Easy | Alternate corner combo ender with cat hammer for bubble oki. | ||
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Magical Frying Pan
Combo | Condition | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
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5A > 5B > 5C > 3C > 236A~BBB > 22C > 66 > 3C > 5D > 66 > 5C > 6A > sj.BCD > (j.66 > j.D >) 3C > 236A~BCA | normal starter, frying pan (3 stocks) | 2982 (3016) | - | [4] Hard | Frying pan combo extension. If frying pan only has 2 stocks left, the airdash j.D can be ommitted for less damage and corner carry. | Link | |
5A > 5B > 5C > 3C > 236A~BBB > 22C > 66 > 3C > 5D > 66 > 5C > 6A > sj.BCD > j.66 > j.D > j.236C > j.D > 632146C | normal starter, frying pan (4 stocks), 50% meter | 4082 (OD: ) | - | [4] Hard | Frying pan metered combo. Uses all 4 frying pan stocks, so this combo is fairly situational outside of overdrive. | Link | |
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Magical Missile
Combo | Condition | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
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... > 3C > 214D | - | Everyone | [1] Very Easy | Missile oki. With 3 missiles stocked, will lock the opponent down for a significant amount of time. If the next item is Piko Hammer, an immediate 236236D > 5D can be used as an unblockable setup. | |||
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Magical Bomb
Combo | Condition | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
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5A > 5B > 5C > 3C > 236A~BBB > 2C > 214C > 214D > 236C > 5C > 6A > sj.BC > dj.C > j.236A~BCA | 3050 | - | Everyone | [3] Medium | Platinum midscreen bomb combo. Deals more damage with more bomb stocks. | Link | |
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Magical Do-Re-Mi Box
Combo | Condition | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
---|---|---|---|---|---|---|---|
5A > 5B > 5C > 3C > 236A~BBB > 2C > 214C > 214D > 236C > Box hits > 3C > (5D >) Box hits > 66 > 3C > 236A~BCA | Do-Re-Mi Box (2 stocks) | 3110 | - | Everyone | [3] Medium | Midscreen box combo. The 66 is a full dash. | Link |
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Magical Boomerang
Combo | Condition | Damage | Heat Gain | Works on: | Difficulty | Notes | Video |
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5A > 5B > 5C > 3C > 236A~BBB > 2C > 214C > 5D (w) > 236C > Boomerang hits > 4 > 3C > 5D > 66 > 3C > 236A~BCA | 2956 | - | [3] Medium | Platinum midscreen boomerang combo. Ender fails to catch the boomerang, so 236A~BCA can be omitted if boomerang is wanted. | Link | ||
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Old Combo List
Above is a WIP, until I populate the tables this will remain at the bottom. For more examples, check the Evernote Here. Note that this is in Japanese, so it may be difficult to navigate and understand.
# | Combo | Position | Damage | Heat Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|---|
_ | 5B > 3C > 236A BBB > 6A > 6C > 236A BAB > 66 > 6A > 2C > 214C > D (no item) > 236C | Mid Screen | 2565 | Everyone | Easy | ||
_ | 5B > 6C > j.5C > 66 > 6A > 6C > 236A BAB > 66 > 6A > 2C > D (no item) > 236C | Mid Screen | 2571 | Everyone | Intermediate | ||
5B > 3C > 236B > 22C | Mid Screen | 1630 | Everyone(But Nine) | Baby |
Midscreen
5A > 5B > 5C > 3C > 236A BBB > 6A > 6C > j.236A BBB > 6A > 2C > 214C > (6D > 2C) > 236C
- Damage: 2692 (2755)
5A > 5B > 5C > 6C > j.C > microdash 6A > 6C > j.236A BBB > microdash 6A > 2C > 214C > (6D > 2C) > 236C
- Damage: 2694 (2762)
5A > 5B > 3C > 236B > 22C > RC > 6A > 6C > j.236A BBB > 6A > 2C > 214C > 2C > 236C
- Requires: 50 meter
- Damage: 3179
5A > 5B > 5C > 3C > 236A BBB > 6A > 6C > j.236A BBB > microdash 6A > 2C > 214C > OD > j.C > j.C > 632146C
- Requires: 50 meter, Burst
- Damage: 3862 (4142)
5A > 5B > 5C > 3C > 236A BBB > 6A > 6C > j.236A BBB > 3C > OD > 5C > 6A > j.C > j.C > 632146C
- Requires: 50 meter, Burst
- Damage: 4165
5B > 5C > 3C > 236A BBB > 6A > 6C > j.236C > j.C > microdash 6A > 6C > j.236A BBB > 6A > 2C > 214C > (6D > 2C) > 236C
- Damage: 3486 (3539)
5B > 3C > 236B > 22C > RC > 6A > 6C > j.236C > j.C > 6A > 6C > j.236A BBB > 6A > 2C > 214C > 2C > 236C
- Requires: 50 meter
- Damage: 4031
5B > 5C > 3C > 236A BBB > 6A > 6C > j.236C > j.C > 6A > 6C > j.236A BBB > 6A > 2C > 214C > OD > j.C > j.C > 632146C
- Requires: 50 meter
- Damage: 4652 (4932)
Throw > 214B > 236C > 5C > 6A > 6C > j.236A BBB > 6A > 2C > 214C > 2C > 236C
- Damage: 3198
Air Throw > 5C > 6A > 6C > j.236C > j.C > 6A > 6C > j.236A BBB > 6A > 2C > 214C > 2C > 236C
- Damage: 3058
Corner
5A > 5B > 5C > 3C > 236B > 5C > 6A > 6C > j.236A BBB > 6A > 2C > 214C > 2C > 236C
- Damage: 3115
5A > 5B > 5C > 3C > 236B > 5C > 6A > 6C > 22C > (3C > OD) > 5C > 6A > sj.BC > j.BC > 632146C
- Requires: 50 meter, Burst
- Damage: 4244 (4645)
5B > 5C > 3C > 236B > 5C > 6A > 6C > 22C > 6A > 6C > j.236A BBB > 6A > 2C > 214C > 2C > 236C
- Damage: 4036
Throw > 214B > 236C > 3C > 236B > 6A > 6C > j.236A BBB > 2C > 214C > 2C > 236C
- Damage: 3381
Air Throw > 3C > 236B > 5C > 6A > 6C > j.236A BBB > 6A > 2C > 214C > 2C > 236C
- Damage: 3228
Combo Theory
Video Examples
2.0 COMBOS
BBCF2 Platinum combo collections
1.0 COMBOS (Mostly Applicable to CF2)
- Amane Nishiki [★]
- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
Essentials
• HUD •
Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Attack Attributes •
Frame Data & System Data •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Active Flow
- Advanced Input
- Attack Attributes
- Attack Level
- Astral Heat
- Auto Heat Gain
- Burst
- Barrier Block
- Barrier Gauge
- Bonus Proration
- Clash
- Combo Rate
- Counter Assault
- Counter Hit
- Counter Hit Carry
- Crush Trigger
- Danger State
- Distortion Drive
- Exceed Accel
- Fatal Counter
- Guard Cancel Overdrive
- Guard Crush
- Guard Bonus
- Hard Knockdown
- Heat Gauge Cooldown
- Instant Barrier
- Instant Block
- Negative Penalty
- Overdrive
- Overdrive Cancel
- Purple Throw
- P1, P2
- Rapid Cancel
- Same Move Proration (SMP)
- Starter Rating
- Super Flash Buffer
- Throw Reject Miss (TRM)
- Ukemi/Tech (Air)
- Ukemi/Roll/Emergency Tech
- Untechable State