The TvC:UaS big sexy buttery Bread and Butter Combos thread

TvC is out! One of the most important tasks for us now is to make sure the game is accessable to new players so we can get the scene booming as much as it will, and one of the most attractive sights for a new player is a nice, neatly organised reference for bread and butter combos.

In this thread, we figure out the standard B&B combos for each character, as well as more complex ones that we’ve found. It should make it easier when it comes to compiling a wiki, and give everyone a place to start on their game.

Please give a little explanation of how the combo is supposed to work if it isn’t obvious, keeping in mind the changes that we know of so far. To find character changes, go here. http://forums.shoryuken.com/showthread.php?t=195175

Remember to specify which teammate and assist are to be used! Baroque points should also be noted.

concerning the new characters, it may be harder since we don’t have full knowledge of their movesets and commands just yet, but I’m adding them to the list anyway.

So for starters let’s have a list of characters. I’ll update this as we come up with new material. Feel free to discuss general strategy too.

KEY:
[!!] = combo should work given the known properties of all attacks.
[?!] = Combo should work but one or two moves may be subject to unknown changes
[??] = purely theory and dependant on unknown attack properties

RYU

Chun Li

JUN THE SWAN

standing B&B1 with Ryu/Morrigan
!! - 5A, 2A, 5B, 2B, 5C, 2C (1 hit) 235A, BBQ, 5A, 2A, 5B, 2B, 5C, 2C (1 hit), 236A, Assist, 5A, 2A, 5B, 2B, 5C, 2C (1 hit), 6C (2 hits), light swan illusion, air dash, j.5A, j.5B, jump, j.5B, 236AB.

-frustratedsquirrel says-
Since Jun can now combo out of swan illusion and both hits of her 6C will land if the first hit lands, this allows her to switch out her launcher with swan illusion due to 6C’s high stagger. With all these hits she should definately build enough meter to be able to tack a super bingo at the end, and with 2 meter she can even DHC into her partner’s super once she’s done (morrigan rockets or Ryu shinkuu)

ALEX

KEN THE EAGLE

MEGA MAN

ROLL

standing B&B1 with Ryu/Morrigan in the corner

!? - (charge broom) 5A, 2A, 5B, 2B, 5C, BBQ, 5A, 2A, 5B, 2B, 5C, Assist, 5A, 2A, 5B, 2B, 5C, 3C, j.5A, j.5B, jump, j.5A, j.5B, j.236A/B/C, 3C, j.5A, j.5B, jump, j.5A, j.5B, j.5C, [4]6BBBBBBBBB, [4]6AB.

-frustratedsquirrel says-
Roll can now combo into her launcher, meaning that with a charged broom she can combo into launcher, wall bounce the opponent with 236 swing, re-launch into an air combo that ends with j.5C and then finish with a roll sweep while the opponent is OTG. I don’t know enough about Roll to be certain that this will work. Without a charge broom, you can skip the relaunch part.

CASSHAN

standing B&B1 with Ryu/Morrigan

standing combo into level 3, no assist or baroque
2A, 5B, 2B, 5C, 236B, 421AB

-discoshark says-
Can’t believe I hadn’t thought of this one. Casshern’s denkou punch B version. causing stagger on hit should make it ridiculously easy to combo into his level 3 super.

KARAS

standing B&B with no baroque and no assist anywhere on screen

j.C 5A 5B 2B 5C (first hit) 63214C 236C 2B 5C [4]6A > 236A > 6C 5A 5A 5B 5C (first hit) 3C j.AAB dj.BB 236C

TEKKAMAN

PTX-40A

standing B&B with no baroque midscreen
!! - 2B, 6B4B, [4]6A, dash, 2C

-frustratedsquirrel says-
PTX got a bunch of exciting new links. 6B4B is fast and huge and launches very high now. Chainsaw C version knocks down. Both come to the same thing in this combo but I assume that the chainsaw variant will do more damage.

standing B&B with no baroque near corner
!! - 2B, 6B4B, [4]6B, 6B4B, [2]8C, dash, 2C

-frustratedsquirrel says-
at point blank range, PTX could combo 5A into 5B into 3C on a wallbounced opponent after landing a B tackle after 3C. Now that 6B4B launches and knocks down, there’s really no need to use 3C anymore, especially when you consider that characters fall faster. It may be possible to get in a 5A, 5B before the launcher, but I’d rather be safe for now. After landing 6B4B in the corner you can follow THAT up with a chainsaw to knock them down again before finishing up with OTG 2C.

standing B&B with no baroque near corner with 2 machine guns/shotguns
!! - 2B, 6B4B, [4]6B, 6B4B, 236C214C (repeat until both guns are empty)

-frustratedsquirrel says-
PTX never really had a practical way to combo into machine guns, and if he did there were better things you could be doing with it. This combo would let you unload those unwanted machine guns while dealing a lot of damage and building a lot of meter. If both guns are gone, the launcher gives enough time to reload them. It would work with shotguns too if you’re close enough, which you probably will be.

standing corner omfgwtf combo into reset with baroque and 5 meter and a missile - aka rape
!! - 2B, 6B4B, [2]8C, BBQ, [4]6A, 5A, 5B, 5C 236rocket (reset), [2]8C, BBQ, [4]6A, level 3, 2C

-frustratedsquirrel says-
I know this will never happen in a real match, but this would definately kill someone. PTX can combo into 5C now, meaning that it may become the new preferred method for setting up for unblockable rockets. Just watch out for those air shoryukens and teleports.

standing corner omgwtf combo into reset with baroque and 3 meter and a missile - aka slightly less rape than before, but still pretty badass

!! - 2B, 6B4B, [2]8C, BBQ, [4]6A, 5A, 5B, 5C 41236AB

-frustratedsquirrel says-
more cost efficient than the previous combo even if it is less damaging. Use it for when you don’t need a level 3’s damage to finish them off. It’s also more foolproof since you get a whole load of missiles fired at the opponent instead of just one. Works best with a machine gun and a missile.

GOLD LIGHTAN

Snapback combo:
2B, 5C, 3C, 63214-C : 14,456bill

BnBs:
2B, 5C, 3C : 7,984bill
2B, 5C, 3C, 63214-Super : 21,542bill
2B, 5C, 3C, 41236-B, 41236-Super :21,542bill

Corner Shenanigans:
2B, 5C, 3C, 63214-B, BBQ, 5B, 5C, 3C, 63214-B : 31,953
2B, 5C, 3C, 63214-B, BBQ, 5B, 5C, 3C, 63214-Super : 33,002

VIEWTIFUL JOE
**
standing B&B1 with Ryu/Morrigan

!! - 5A, 2A, 5B, 2B, 5C, 236A bbq, 5A, 2A, 5B, 2B, 5C, 236A, assist, 5A, 2A, 5B, 2B, 5C, 623AB, j.5A, j.5B, jump, j.5A, j.5B, j.5C (2 hits), j.5CCCCCCC or j.214B

-frustratedsquirrel says-
Joe can combo after mach punch which is nice, meaning this combo really only takes 0.5 meter to perform considering what you get back, which is pretty nice.

SAKI

IPPATSUMAN

DORONJO

YATTERMAN-1

POLIMAR

BATSU

KAIJIN NO SOKI

MORRIGAN

TEKKAMAN BLADE

FRANK WEST

ZERO

[] denotes hold the button ][ is release.

Midscreen/corner, no assist:

[2A], 5B, 2B, 5C (3-hit), 3C, jc, j.B, j.B, ]A[, j.B, jc.B, 623C

Midscreen, assist that will keep them grounded (I prefer Jun, but Ryu, Morrigan, etc. should work)

2A, 5B, 2B, 5C (3-hit), 6C+Assist (3-hit), dash, [2A], 5B, 2B, 5C (3-hit), 3C, jc, j.B, j.B, ]A[, j.B, jc.B, 623C

Corner, with assist:

[2A], 5B, 2B, 5C (3-hit), 6C+Assist (3-hit), j.B xx 236B, 5B, 2B, 5C (3-hit), 2C, 6C (3-hit), [A], 5A, [2A], 5B, 2B, 5C (3Hit), 3C, j.bb, [A], j.b, jc.bb xx 623C

Does around 22k, kinda tricky…but not really. The j.B xx 236B is a hit on the way up canceled in to the special, so it won’t hit small characters, but you can just tiger knee 236B to compensate and finish the combo. Can also replace the 3C to air combo with 2C, 6C xx level 3, but it only does about 4k more.

JOE THE CONDOR

more to come.

Casshern Corner Combo :

  • Denkou punch B version causes stagger on hit
  • [media=youtube]LOQ1ExfaaZw[/media] (Casshan combo-ing basic 2A 5B 5C to 236B to 2A 5B 3C combo starts at :48)

Ryu/Morrigan Assist
Assuming his 236A-Dive Kick still hits OTG :
2A, 5B, 2B, 5C, 236B, 2A, 5B, 3C, j.5A, j.5A, j.5B, j.5B, j.5C, - land - Jump, 236A, (hits OTG) BBQ, 2A, 5B, 2B, 5C, 236B, 2A, 5B, 3C, j.5A, j.5A, j.5B, j.5B, j.5C -land- Jump 236A, Assist, 63214B, 2A, 5B, 2B, 5C, 236B, 2A, 5B, 3C, j.5A, j.5A, j.5B, j.5B, j.5C, jump j.5A, j.5B, 236C - land - 623AB

Edit : I edited this post like 5 times to fit your format D:

Casshan Level 3 Combo

  • Denkou Punch B version causes stagger on hit

-no assist-
2A, 5B, 2B, 5C, 236B, 421AB

Can’t believe I hadn’t thought of this one. Casshern’s denkou punch B version. causing stagger on hit should make it ridiculously easy to combo into his level 3 super.

Hmm, good point. That super’s pretty powerful, so it could make for a useful un-megacrashable finish with that combo.

They would have to be standing right? How often does that happen? I never really get a combo on a standing opponent anymore outside of the cross under Box mix-up, because ( with casshern more than others) people have figured out that most of the cast only have one low hitting move which is usually their crouching B or C. Both of those have hella lag for most of the cast. Blocking low is too good in this game and it also makes it to where combos like the one you have mentioned DiscoShark never happen in a tourney match against the better players, they will just block low and if you hit them with an overhead attack I do not believe they stand up either.

While on the other hand just throwing out the move with small red bar health (to make it safe and to baroque cancel into B friender) will make for a good tool. I still think the best way to hit the lvl 3 is going to be the knee as it is only two hits, serves as an overhead for the low blocking fools, has hyper/super armor which pretty much gives you the baroque needed to do the lvl 3. That combo is like what 6 hits before the super, that is a lot of hits before that super. Meh.

Yeah, generally you want to consider that the opponent will be crouching or jumping. However, standing combos do happen occasionally as seen in TRF. Most of the time it occurs when your opponent is being aggressive and you punish them with a jab or something of that manner.

but Saetan, also remember that Casshern’s B denkou punch causes stagger, which always forces the opponent to stand. It’ll still allow them to get hit with the level 3. None of the normals used in that combo won’t miss a crouching opponent either.

And if you don’t like the hits, I’m pretty sure Casshern can combo B denkou punch off his mid attacks without having to do strong at all.

5c is two hits and the first does not hit on crouching opponents. This has been know for a while. As I said tho, B punch into B friender is a good tool. I guess if you hi it raw and have three bars and baroque the that could equal free lvl 3. But if you are not doing cross under box mix-up then odds are you are not going to see many standing combos with casshern.

Oops, that’s right. I need to play Casshern more.

Well he can chain B denkou punch from his B normals can’t he? Casshern’s one of those characters I have only limited experience with. I wish I could still play CGOH on my Wii so I could test this stuff for myself.

No stun on those moves. maybe with baroque you could get 6B to cancel with B punch. Oh shit that reminds me, if 6B can be canceled into specials the I guess you could do it off that normal… Really I do not think any of his normals have enough stun to do a special after. Could be wrong tho.

6B can be canceled into specials in UaS. It was tested at one of the loc tests, but it may have changed. so yeah, perhaps he could even do 5A > 6B > 236B > level 3.

Guess we’ll have to wait and see on this one.

Just switched on CGoH, it seems that what Saetan says is correct, you can’t combo DenkouB after any normal but C. But there’s a brightside atleast. Saetan was correct in saying that C only hits once on crouching characters … but that only applies to some characters and only at point blank range. If one were to start the BnB on someone like Ken the Eagle / Karas / Tekkaman / Soki the C would hit twice because the opponent was at a certain “sweetspot” distance, meaning you could still combo into DenkouB. On a character like Batsu it only hit once. Obviously more testing is required.

Edit
Even more craziness. Apparently the C WILL hit twice on Batsu if you just do 2A -5B - 5C. Very character dependent obviously but I see no reason for crouch blockers to feel safe ^^

Larger folks have more health so it really negates what you are saying. Not to be rude or anything but this has all been know for like almost a year now. No need to test much else about the move. That is why he has restand combos. If you have baroque and start a combo on a crouching opponent, end with a sweep BBq dive kick + most projectile assist will give you the standing combo you want with no “sweet spotting” Really just do whatever you want but know there are places to find out all of this info already.

Eh, I’ve got nothing better to do until UAS releases.

Yeah that is why I said that. Hey who knows, you might even find out something new that we did not know of. Go on with the tests sir!

I wouldn’t be surprised if Casshern gets a bit of a hitbox improvement on his 5C’s first hit in UaS anyway. I can’t wait to test stuff like this out, but I won’t be getting the game until february, unfortuately…

But I’ll keep that combo up there because you can still pretty much pop that in after a dog restand, or after counterattacking a dashing opponent with a jab.

Updated thread title and stuff. Contribute, people! Let’s get our breadrolls buttered. Not to be confused with Roll dipped in butter. Don’t even ask.

Here’s my small contribution.

Casshan 70% combo
[media=youtube]K924rMnZQng[/media]

Ken basic combo
[media=youtube]D3BbbrWUH10[/media]

Ippatsuman basic combo
[media=youtube]DhMVwTVSlwA[/media]

Joe basic combo
[media=youtube]piaXyq1vfbI[/media]

Jun basic combo
[media=youtube]GJr_ap6lfRU[/media]

Zero
[media=youtube]6VVi1_om4-M[/media]

Batsu
[media=youtube]_MeQa0B5WlM[/media]

This is not like it was in the video anymore…Karas spear chain is done by 63214+A, and so far I have seen it combo only after 5C (1 hit). Plus, there’re some characters that you can’t hit with 2B while they’re in mid air, like in that vid against Alex. That vid also shows Karas doing the last overhead rekka somewhere…Well it doesn’t combo on airbone opponents anymorel :/, just like CGOH.

Been working on some stuff with Zero, here’s what I have:

[] denotes hold the button ][ is release.

Midscreen/corner, no assist:

[2A], 5B, 2B, 5C (3-hit), 3C, jc, j.B, j.B, ]A[, j.B, jc.B, 623C

Midscreen, assist that will keep them grounded (I prefer Jun, but Ryu, Morrigan, etc. should work)

2A, 5B, 2B, 5C (3-hit), 6C+Assist (3-hit), dash, [2A], 5B, 2B, 5C (3-hit), 3C, jc, j.B, j.B, ]A[, j.B, jc.B, 623C

Corner, with assist:

[2A], 5B, 2B, 5C (3-hit), 6C+Assist (3-hit), j.B xx 236B, 5B, 2B, 5C (3-hit), 2C, 6C (3-hit), [A], 5A, [2A], 5B, 2B, 5C (3Hit), 3C, j.bb, [A], j.b, jc.bb xx 623C

Does around 22k, kinda tricky…but not really. The j.B xx 236B is a hit on the way up canceled in to the special, so it won’t hit small characters, but you can just tiger knee 236B to compensate and finish the combo. Can also replace the 3C to air combo with 2C, 6C xx level 3, but it only does about 4k more.

That Casshan combo was pretty sweet. Initially I was nervous about the changes made to him, but it seems like once he gets in he does even more damage than before, so I’m happy even if I am a little bummed about his other changes. The other vids where nice too, but you can really do a lot better with Ippatsuman. Make sure to uncombo into the super for better damage. He should be doing about 5-10K more than that in his combos.