THE go to GENERAL COMBO/BNB THREAD. Update 4/17/12 2:00AM EST

**UPDATE 1:25AM EST: **Updated Parasoul section with Stabby’s basics to grounded bnbs. Updated Filia section with Desov2’s ground bnb’s. Updated Painwheel section with Alzarath’s air to air combo.

UPDATE 4:16PM EST: Updated Cerebella section with evilweevle’s basic grounded bnb. Updated Painwheel section with Philosophy’s grounded mid screen and corner combos. Updated Valentine section with corner to corner combo with Valentine (Reioumu).

NEED COMBOS? HAVING TROUBLE WITH CHARACTER SPECIFIC CAWMBOS?

This thread will be here to concentrate focus on creating a master list of bnbs in different situations/states for every character. I know some people even use assists in their bnbs so there’s that too.

Once I get this set up I’ll have people start posting so there’s a central place to put this together that’s not mixed in with the character thread stuff.

IMPORTANT: I know there’s been a lot of controversy as far as what attacks should “start” a bnb so let’s get that out of the way also.

Cerebella combos/bnb’s

I know some of this will get as specific as stand/crouch states, which character you are fighting against and whether or not you used assists so add that in as you fill these out.

UPDATE: Updated with grounded mid screen combo (not specified which characters it works on yet).

Grounded Mid Screen: (please list standing/crouching and which characters these combos works on CONSISTENTLY)

Evilweevle’s basic mid screen bnb: (j.HK) , cr.LK-MK, j.MP-HK,st.MP (stagger) j.HP (slight hold), Cr.LP-MP-HP, J.LP (delay) mash LP, st.LP-LP-MP-HK xx locknload (L) spinny arms

Grounded Near Corner: (please list standing/crouching and which characters these combos works on CONSISTENTLY)

Anti Air (you on ground, opponent in air) Mid Screen: (please list which characters these combos works on CONSISTENTLY)

Anti Air (you on ground, opponent in air) Near Corner: (please list which characters these combos works on CONSISTENTLY)

Air to Air Mid Screen: (please list which characters these combos works on CONSISTENTLY)

Air to Air Near Corner: (please list which characters these combos works on CONSISTENTLY)

Off regular throw or assist or other situations that make the IPS kick in faster: (please list which characters these combos works on CONSISTENTLY)

Double combos/bnb’s

I know some of this will get as specific as stand/crouch states, which character you are fighting against and whether or not you used assists so add that in as you fill these out.

Grounded Mid Screen: (please list standing/crouching and which characters these combos works on CONSISTENTLY)

Grounded Near Corner: (please list standing/crouching and which characters these combos works on CONSISTENTLY)

Anti Air (you on ground, opponent in air) Mid Screen: (please list which characters these combos works on CONSISTENTLY)

Anti Air (you on ground, opponent in air) Near Corner: (please list which characters these combos works on CONSISTENTLY)

Air to Air Mid Screen: (please list which characters these combos works on CONSISTENTLY)

Air to Air Near Corner: (please list which characters these combos works on CONSISTENTLY)

Off regular throw or assist or other situations that make the IPS kick in faster: (please list which characters these combos works on CONSISTENTLY)

Filia combos/bnb’s

I know some of this will get as specific as stand/crouch states, which character you are fighting against and whether or not you used assists so add that in as you fill these out.

Grounded Mid Screen: (please list standing/crouching and which characters these combos works on CONSISTENTLY)

Desov2’s grounded Filia bnb: 1. a BNB combo that works on every character anywhere on the screen
[INDENT=1]Any Starter -> some ground chain into s.hp -> sJC -> delayed j.lk->j.mp->j.mk(2)->adc j.mp-> restand j.hk -> land -> ground chain into relaunch for mix-up or hairball XX super[/INDENT]
**

Grounded Near Corner: (please list standing/crouching and which characters these combos works on CONSISTENTLY)

Desov2’s grounded near corner bnb: 2. A corner BNB that works on every character in the corner
[INDENT=1]Any Starter -> some ground chain into s.hp -> sJC -> delayed j.lp->j.mp->j.mk(2)->adc j.mp-> restand j.hk -> land -> ground chain into relaunch s.hp -> delayed j.lk->j.mp(2)XX h.Hairball setups for SECRET RESET! or you can just do super or do some kind of air throw at some point. ya know, to mix it up.[/INDENT]

Anti Air (you on ground, opponent in air) Mid Screen: (please list which characters these combos works on CONSISTENTLY)

Anti Air (you on ground, opponent in air) Near Corner: (please list which characters these combos works on CONSISTENTLY)

Air to Air Mid Screen: (please list which characters these combos works on CONSISTENTLY)

Air to Air Near Corner: (please list which characters these combos works on CONSISTENTLY)

Off regular throw or assist or other situations that make the IPS kick in faster: (please list which characters these combos works on CONSISTENTLY)

Ms.Fortune combos/bnb’s

I know some of this will get as specific as stand/crouch states, which character you are fighting against and whether or not you used assists so add that in as you fill these out.

Grounded Mid Screen: (please list standing/crouching and which characters these combos works on CONSISTENTLY)

Grounded Near Corner: (please list standing/crouching and which characters these combos works on CONSISTENTLY)

Anti Air (you on ground, opponent in air) Mid Screen: (please list which characters these combos works on CONSISTENTLY)

Anti Air (you on ground, opponent in air) Near Corner: (please list which characters these combos works on CONSISTENTLY)

Air to Air Mid Screen: (please list which characters these combos works on CONSISTENTLY)

Air to Air Near Corner: (please list which characters these combos works on CONSISTENTLY)

Off regular throw or assist or other situations that make the IPS kick in faster: (please list which characters these combos works on CONSISTENTLY)

Don’t post what yet?

https://encrypted-tbn2.google.com/images?q=tbn:ANd9GcRenPZgD7CeQIKDsomlDZV0AOiz5__Yz42fEbZoH0YK3lcUUsP5

Painwheel combos/bnb’s

I know some of this will get as specific as stand/crouch states, which character you are fighting against and whether or not you used assists so add that in as you fill these out.

Grounded Mid Screen: (please list standing/crouching and which characters these combos works on CONSISTENTLY)

FULAANI’s MID SCREEN GROUNDED BNB’s (said to work on all characters)

Spoiler

anywhere

any light > cr.mk > st.hp xx fly > f+j.mk > cr.mk > st.hp xx fly > df+j.lk > cr.lk > cr.mp > f+hk (4 hits) xx fly > f+j.hk > st.mp > j.mp > j.hp (3 hits) > j.hk > st.lp > cr.mp > st.hp xx qcf+lp > dash > st.lk > cr.mp > st.hp xx d,d+k xx qcf+pp (about 7,5 k)

PHILOSOPHY123’s MID SCREEN GROUNDED COMBOS

Spoiler

NOTE: These combos may start with something that is suboptimal for your tastes so if you prefer starting with a c.LK or something that hits low or whatever than do so. I will find out later how character specific these combos are.

1. Midscreen 1 meter (air super finish, 9516 @ 1.75) impractical/waste of meter

cr. lp, cr. lk, st. hp x fly, d/f j.lk, cr. mk, st. hp x fly, f j.mk, st. mp, j. lp, j. lk, j. mk, land, f. hk (4 hits) x fly over to opponent, j. hk, cr. lp, st. hk (3 hits), j. mp, j. hp (1-2 hits) x super

Note: impractical since the next combo does nearly the same amount of damage with no meter. Only useful when you have done combo 2 and need the tiny bit of extra damage to kill.

2. Midscreen no meter (air finish w/ knockdown, 9407 @ 1.75) same as previous except finish

Same as #1 but cancel j. hp (1-2 hits) into qcf lk. If you cancel j. hp into fly and link qcf lk for ender you can get somewhere around 85 points of extra damage but it has character specific timing (hard on Cerebella)

Note: this combo will knock opponent full screen

3. Midscreen 1 meter (ground super finish, 10800 @ 1.75, optimal midscreen combo)

**cr. lp, cr. lk, st. hp x fly, d/f j.lk, cr. mk, st. hp x fly, f j.mk, st. mp, j. lp, j. lk, j. mk, land, f. hk (4 hits) x fly over to opponent, j. hk, st. lp, st. mk (1-2 hits), st. hp x **
**qcf lp x super **

4. Midscreen no meter (ground finish w/knockdown and reset option, 9405 @ 1.75)

Same as #3 but after qcf lp link qcf mk for the ender. It again knocks the opponent far away. If you want the opponent closer, link sweep. After sweep if you wait a bit you can charge a full qcf mp for a meaty projectile to force the opponent to block

Note: this combo works on everyone. After flying over to the opponent for the j. hk you can instead do st. lp, cr. mk, cr. hp x fly, u/f mp. This will leave the opponent standing if you cancel u/f mp into fly you will remain in the air if not you will land on the ground. This reset ends at 8708 @ 1.75

If you are going to end in a reset however there is optimal version (left/right and high/low) of the meterless combo that only works on Peacock and Double (actually it works on everyone except Cerebella, but the timing of the qcf lp after f. HK is character specific with varying levels of difficulty. On Valentine, Painwheel and Filia it is not too difficult, just delay the qcf lp slightly). Instead of canceling f. Hk into fly on the 4th hit, cancel it into qcf lp, then walk forward slightly and then cr. hp into qcf hp. This combo does 8534 @1.75 and resets the opponent within dash distance. If you end at the qcf lp, then dashing forward will leave you on the other side of the opponent, but canceling your dash with a normal will leave you in front

5. Midscreen no meter reset (ground finish with left/right reset, 7546 @1.75)

cr. lp, cr. lk, st. hp x fly, d/f j.lk, cr. mk, st. hp x fly, f j.mk, st. mp, j. lp, j. lk, j. mk, land, st. hk (3 hits)

Grounded Near Corner: (please list standing/crouching and which characters these combos works on CONSISTENTLY)

Anti Air (you on ground, opponent in air) Mid Screen: (please list which characters these combos works on CONSISTENTLY)

Anti Air (you on ground, opponent in air) Near Corner: (please list which characters these combos works on CONSISTENTLY)

Air to Air Mid Screen: (please list which characters these combos works on CONSISTENTLY)

Alzarath’s air to air combo (not confirmed if works on all characters):
(writing this from memory, also not optimized. you get the idea though)

air to air j.mp > fly > j.mk > land c.lk > c.mk > s.hp > fly > f+j.lk > s.lk > c.mk > s.hp > fly > f+j.lp > c.lp > c.mk > s.hp > qcf+lp > dash c.mp > f+hk(4) > dd+k > qcf+pp

Air to Air Near Corner: (please list which characters these combos works on CONSISTENTLY)

Off regular throw or assist or other situations that make the IPS kick in faster: (please list which characters these combos works on CONSISTENTLY)

FULAANI’s THROW/AIR THROW BNB

Spoiler

from normal throw and airthrow

throw xx fly > f+j.lp > st.lp > cr.mk > st.hp xx fly > f+j.mk > cr.lk > cr.mk > st.hp xx fly > df+j.lk > cr.mp > st.hk (4hits) xx fly > f+j.hk > st.mp > j.mp > j.hp (3 hits) > j.hk > cr.lp > cr.mp > st.hp xx qcf+lp > dash > st.lk > cr.mp > st.hp xx d,d+k xx qcf+pp (about 7.3 k)

**on double you omit the j.mp and go straight into j.hp. or you can do j.mp xx fly > f+j.lp > j.mk **

Parasoul combos/bnb’s

I know some of this will get as specific as stand/crouch states, which character you are fighting against and whether or not you used assists so add that in as you fill these out.

Grounded Mid Screen: (please list standing/crouching and which characters these combos works on CONSISTENTLY)

STABBY’s GROUNDED MID SCREEN BNB BASICS (Have yet to confirm if this works on all characters)

Spoiler

Her bnbs at this point are just variations on linking after napalm shot.

Starting her combos the most damage-efficient way is

LP/LK xx MP xx HP(2) xx LP Napalm Shot, LP/LK…

Don’t use MK since the individual hits do less damage than MP, which means that the combo doesn’t scale in your favor.
I’m not sure at how many hits before minimum damage scaling applies, but then you would modify the combo to something like

LP/LK(2) xx MK(2) xx HP(2) xx Napalm

I think her best starter for a combo might be

LP/LK xx MP xx FP(2) xx LK Egret Call to MP xx FP(2) xx Napalm

Since it would guarantee positioning from mid-screen (what causes the most push-back is the napalm explosion), not eat up an IPS loop from a light attack, and provide better damage since those are some of her strongest normals on the ground.

Her air combo at this point seems to be

cr.HP, jump, j.MP xx j.HP xx j.HK … which leads to a re-stand back into the napalm loop.

If you want to end with them airborne and more damage, end with HP Pillar xx Motor Brigade.
If you want to end with them in the crumple, then end with HP(2) xx Sniper.

Both supers make good points for DHCs.

TLDR–

If you want to practice something useful, practice linking st.LK after a close napalm shot to learn the timing to combo after the projectile.

Grounded Near Corner: (please list standing/crouching and which characters these combos works on CONSISTENTLY)

Anti Air (you on ground, opponent in air) Mid Screen: (please list which characters these combos works on CONSISTENTLY)

Anti Air (you on ground, opponent in air) Near Corner: (please list which characters these combos works on CONSISTENTLY)

Air to Air Mid Screen: (please list which characters these combos works on CONSISTENTLY)

Air to Air Near Corner: (please list which characters these combos works on CONSISTENTLY)

Off regular throw or assist or other situations that make the IPS kick in faster: (please list which characters these combos works on CONSISTENTLY)

Peacock combos/bnb’s

I know some of this will get as specific as stand/crouch states, which character you are fighting against and whether or not you used assists so add that in as you fill these out.

Grounded Mid Screen: (please list standing/crouching and which characters these combos works on CONSISTENTLY)

Grounded Near Corner: (please list standing/crouching and which characters these combos works on CONSISTENTLY)

Anti Air (you on ground, opponent in air) Mid Screen: (please list which characters these combos works on CONSISTENTLY)

Anti Air (you on ground, opponent in air) Near Corner: (please list which characters these combos works on CONSISTENTLY)

Air to Air Mid Screen: (please list which characters these combos works on CONSISTENTLY)

Air to Air Near Corner: (please list which characters these combos works on CONSISTENTLY)

Off regular throw or assist or other situations that make the IPS kick in faster: (please list which characters these combos works on CONSISTENTLY)

Valentine combos/bnb’s

I know some of this will get as specific as stand/crouch states, which character you are fighting against and whether or not you used assists so add that in as you fill these out.

Grounded Mid Screen: (please list standing/crouching and which characters these combos works on CONSISTENTLY)

REIOUMU’s CORNER TO CORNER COMBO

Spoiler

I don’t think my corner to corner is easy enough to be considered a BnB but I’ll post it again.

2LK 2MK(2) 2HP j.HK(2) airdash j.MP(3) j.HP land dash j.MK(2) j.HP land dash j.LP j.MP(3) j.HK(2) dash 5LP 2MP(3) 2HP j.LK(1) j.MP(5) j.HP dash 5MP 5HK 5HK 5HK -> after that you can do either
-> 214P for a safe vial with enough time for safejump oki. 4594 damage
-> 236MK 2LK 5MP 5MPfollowup 5MK 5HK 5HK 236MK 236KK 6537 damage

Grounded Near Corner: (please list standing/crouching and which characters these combos works on CONSISTENTLY)

KEF’s CORNER GREEN VIAL COMBO

Spoiler

[RIGHT][media=youtube]cnZ78F5qeZU[/media][/RIGHT]

Normal Combo Notations: (8200+ Damage, 1.2 Meters Built with :mp: Syringe. 100% in 1v3) (7000 Damage with no :mp:syringe.)
[----------] = :mp: Syringe Extension
Italized = You can add as many hits as you want/need depending on the situation. More hits = more damage.
j.:hp: > cr.:lk: > cr.:mk: (2 Hits) > cr.:hp: (Launch) xx SJC Forward > j.:hp: xx AD Forward > j.:m: (2 Hits) > j.:h: > land > s.:mp: ~ s.:mp: > s.:mk: > [s.:hp xx :d::df::f::hp:(Syringe Effect) > s.:lk: > s.:mp: ~ s.:mp: > s.:mk: (1 Hit) > s.:hp: xx :d::df::f::hp: > cr.:lp: > s.:mp: ~ s.:mp: > s.:mk: (1 Hit) > s.:hp: xx :d::df::f::hp: > (Syringe Effect ends) cr.:mk: (2 Hits) >] cr.:hp: (Launch) xx SJC Forward > j.:hk: (2 Hits) > j.:d::df::f::hk: > cr.:lk: (OTG) > cr:mp: (1 Hit) > cr.:hp: (Launch) xx SJC Forward > j.:lk: > j.:mp: > j.:hp: > land > s.:lp: > s.:lp: > s.:mp: ~ s.:mp:*> s.:mk: > cr.:hp: (Launch) xx SJC Forward > j.:mk: (1 Hit) > j.:hk: (2 Hits) xx j.::d::df::f::hk: xx j.:d::df::f::lk::mk:*

Works consistently against:

  • Valentine, Peacock, Ms. Fortune

Alternate Ender #1 (Substitute for part in BOLD)
For Cerebella, Parasoul, Painwheel, Fillia**, and Double*

  • cr.:hp: (Launch) xx SJC Forward > j.:hk: (2 Hits) > j.:d::df::f::lk: > cr.:lk: (OTG) > cr:mp: (1 Hit) > cr.:hp: (Launch) xx SJC Forward > j.:lp: > j.:mp: > j.:hp: > land > s.:lp: > s.:lp: > s.:mp: > s.:mk: > cr.:hp: (Launch) xx SJC Forward > j.:mk: (1 Hit) > j.:hk: (2 Hits) xx j.::d::df::f::hk: xx j.:d::df::f::lk::mk:
  • For Double, you need to let the last j.:mk: hit 2 times instead of one.
    ** For Fillia, remove the last cr.mp (just after the OTG cr.:lk:) and delay the next air string.

Starters:

  • Works with any jump-in at the beginning.
  • You can do the exact same combo after a regular throw near the corner, just start the combo with a launcher (cr.:hp:).

Notes:

  • Damage is in 1v1 (100% Damage Ratio)
  • The more hits you can get with the italized parts of the combo, the more damage you would get. This could also affect the height in which the characters end up, so they might drop out of the combo. Cerebella, Parasoul, Painwheel, and Double fall faster than the others, making it easier to add more hits in the combo.
  • Fillia is the hardest to land the combo on. The last air string must be delayed and the s.:lp: needs to hit prefectly. Not hard with practice, but you can always just launch the right away after the OTG and continue with the end of the combo.
  • You may dash in between the poison loops just to make sure you are always close to the other character even if you added more hits into the combo (more hits could position Valentine farther)
  • Starting the combo with a j.:mp: instead would decrease the damage by about 900.

If we can’t post yet, just tell me so I can delete it Jin.

Anti Air (you on ground, opponent in air) Mid Screen: (please list which characters these combos works on CONSISTENTLY)

Anti Air (you on ground, opponent in air) Near Corner: (please list which characters these combos works on CONSISTENTLY)

Air to Air Mid Screen: (please list which characters these combos works on CONSISTENTLY)

Air to Air Near Corner: (please list which characters these combos works on CONSISTENTLY)

Off regular throw or assist or other situations that make the IPS kick in faster: (please list which characters these combos works on CONSISTENTLY)

Bump

Valentine combos/bnb’s
Grounded Near Corner:
Video: [details=Spoiler]
[media=youtube]cnZ78F5qeZU[/media]
[/details]

Normal Combo Notations: (8200+ Damage, 1.2 Meters Built with :mp: Syringe. 100% in 1v3) (7000 Damage with no :mp:syringe.)
[----------] = :mp: Syringe Extension
Italized = You can add as many hits as you want/need depending on the situation. More hits = more damage.
j.:hp: > cr.:lk: > cr.:mk: (2 Hits) > cr.:hp: (Launch) xx SJC Forward > j.:hp: xx AD Forward > j.:m: (2 Hits) > j.:h: > land > s.:mp: ~ s.:mp: > s.:mk: > [s.:hp xx :d::df::f::hp: (Syringe Effect) > s.:lk: > s.:mp: ~ s.:mp: > s.:mk: (1 Hit) > s.:hp: xx :d::df::f::hp: > cr.:lp: > s.:mp: ~ s.:mp: > s.:mk: (1 Hit) > s.:hp: xx :d::df::f::hp: > (Syringe Effect ends) cr.:mk: (2 Hits) >] cr.:hp: (Launch) xx SJC Forward > j.:hk: (2 Hits) > j.:d::df::f::hk: > cr.:lk: (OTG) > cr:mp: (1 Hit) > cr.:hp: (Launch) xx SJC Forward > j.:lk: > j.:mp: > j.:hp: > land > s.:lp: > s.:lp: > s.:mp: ~ s.:mp:*> s.:mk: > cr.:hp: (Launch) xx SJC Forward > j.:mk: (1 Hit) > j.:hk: (2 Hits) xx j.::d::df::f::hk: xx j.:d::df::f::lk::mk:*

Works consistently against:

  • Valentine, Peacock, Ms. Fortune

Alternate Ender #1 (Substitute for part in BOLD)
For Cerebella, Parasoul, Painwheel, Fillia**, and Double*

  • cr.:hp: (Launch) xx SJC Forward > j.:hk: (2 Hits) > j.:d::df::f::lk: > cr.:lk: (OTG) > cr:mp: (1 Hit) > cr.:hp: (Launch) xx SJC Forward > j.:lp: > j.:mp: > j.:hp: > land > s.:lp: > s.:lp: > s.:mp: > s.:mk: > cr.:hp: (Launch) xx SJC Forward > j.:mk: (1 Hit) > j.:hk: (2 Hits) xx j.::d::df::f::hk: xx j.:d::df::f::lk::mk:
  • For Double, you need to let the last j.:mk: hit 2 times instead of one.
    ** For Fillia, remove the last cr.mp (just after the OTG cr.:lk:) and delay the next air string.

Starters:

  • Works with any jump-in at the beginning.
  • You can do the exact same combo after a regular throw near the corner, just start the combo with a launcher (cr.:hp:).

Notes:

  • Damage is in 1v1 (100% Damage Ratio)
  • The more hits you can get with the italized parts of the combo, the more damage you would get. This could also affect the height in which the characters end up, so they might drop out of the combo. Cerebella, Parasoul, Painwheel, and Double fall faster than the others, making it easier to add more hits in the combo.
  • Fillia is the hardest to land the combo on. The last air string must be delayed and the s.:lp: needs to hit prefectly. Not hard with practice, but you can always just launch the right away after the OTG and continue with the end of the combo.
  • You may dash in between the poison loops just to make sure you are always close to the other character even if you added more hits into the combo (more hits could position Valentine farther)
  • Starting the combo with a j.:mp: instead would decrease the damage by about 900.

If we can’t post yet, just tell me so I can delete it Jin.

No this thread is good to go. You’re good.

Scrubby Parasoul midscreen simplified BnB that should work on everyone (I tested most chars but might have missed something):
c.lk, c.mk, c.hp, j.d.mk, j.lp, j.mk, j.hp, c.mk, c.hp, j.lk, j.mk, j.hk, s.lk, s.mp, s.hp (hp) xx Napalm Pillar, qcf pp

Timing always seems somewhat character-specific, following the OTG with

c.mk/s.mp, c.hp, early j.mp, j.hp, j.hk, s.lk, s.mp, s.hp (hp) xx Napalm Pillar, qcf pp

seems more consistent on some characters e.g. Filia.

Not sure on damage right now.

Good shit. The character threads are all over the place right now.

Just a suggestion: could you standardize the notation? As a longtime street fighter player, I find number pad notation strange and confusing. Also, I fear change.

No guarantees yet but I’ll try to clear up what I can on my spare time. Possibly making the bnb/simple combos out in the standard notation or just direct you to the notations.