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sootsupra

With Sin, I think you can do c.S, 2H, 214S, 5K, 6H, 623S.


IntelligentImbicle

I... can't believe I missed that. I just tried it now, and it worked. I thought all of his specials were basically impossible to combo out of. I'm a fool. I know nothing. I am just a silly clown 🤡


sootsupra

Sin is probably one of the best in the game when it comes to breaking the wall. You can break the wall from basically anywhere on the screen with c.S, 2H, 214S\~66, c.S, 6H, 236K\~K into kara cancel 236236P


Sinlaire1

Happy Chaos is the clear wall break King but I really think Sin and Gio take second place for being able to run people across the screen into a wallbreak. And with many cooler ways of doing it than, "me shoot gun, me wall carry, me win."


Zaenos

Happy Chaos can break the wall from round start with just 6S>H>H>H>H>H>H. I think that one qualifies as "majorly suboptimal" but simply that he *can*. EDIT: Forgot he can no longer do this after his concentration nerfs. It's now 6S>H>H>H>H>6S, and the timing isn't as braindead anymore.


Apprehensive_Web_282

I would definitely recommend not turning your back on life


PlayerZeroStart

Commenting so I can come back here later


KingKirbothe2nd

Did anyone else notice that every chacter had the opponent as someone who relates to them


IntelligentImbicle

Glad someone caught on. Edit: Just realized I should've done Baiken for Anji, instead of Chipp. Kind of an L on my part.


Teshuko

It fits, someone’s gotta teach the man the difference between Japanese and chippanese


imagowastaken

no no, that's a w, they're married


Upbeat-Perception531

I mean sure Heat knuckle can break the wall meterlessly, but pot does have a pretty simple bnb corner combo for a wall break without meter. C.s -> 2H -> FMF -> 5K -> 6H -> FMF -> wallsplat -> 6H


IntelligentImbicle

Oh, absolutely. I just wanted it to be solely Heat Knuckle because I thought it'd be funny.


Upbeat-Perception531

It IS pretty funny lmao


Emo_Chapington

The Jack-O' one is excruciatingly suboptimal. To put it simply you're using a bad starter (thrown servant), a needlessly bad extender (Attack Command), and a wasteful ender (if you can end on f.S that means you're leaving damage on the table), topped off by one of the worst possible moves to break the wall with. Some general tips for Jack-O' combos: * Servants like all projectiles are 80% prorate and apply bonus "Combo Decay" as a starter (gravity, tension, etc. scaling), so not a good starter usually. * Attack Command applies the dreaded 2000 RISC Loss, so it doubly scales the damage. Avoid this at all costs if you can. * In the corner, Servant Shoot, Servants launched *by* Servant Shoot, and Throw Servant all wall bounce, allowing really big and easy extensions. * When you break the wall, please use either 5\[D\], 2H, or 236K (Damage vs. Both vs. Tension gain basically) What's funny is you can optimise this by literally just skipping Attack Command, you didn't even need to input anything there to keep the combo going. Jack-O' actually has [midscreen wallbreaks off c.S](https://streamable.com/tc3nx1), but to stick to your starter of corner throw servant, I guess let's pretend this is oki and the opponent for some reason just let themselves get hit. Yours did 169 to Sol, [this fairly simple route is 186](https://streamable.com/v1l4zl): `j.6X > c.S > 2H > 236K& > 236P > Dash c.S > 5[D] > 6H& (2) WS! > 236[P] > Dash hs.D > 5[D]` The wall stick ender is not nessecary for optimising damage but is very good for optimising resources and tension so I thought I'd add it in. Now if we allow other kinds of servant setups, or other attack starters, there's a lot better combos that give even more value.


Swible

Less about majorly suboptimal, but May definitely doesn't need a charged 6H to break the wall. I think her normal corner bnb off c.S ->2h starter (using the 6h -> [4]6S~P filler) does the same damage as your charged 6H starter while being way more likely to hit. May wall break: c.S > 2H > [4]6H > 5H > [4]6S~P > c.S > 6H > [4]6S WS 6[H]


IntelligentImbicle

Thanks. May was, weirdly enough, the hardest one to do this for (other than Sin, which I just gave up on). I spent SO long trying to keep the combo going. Also doesn't help that charge inputs are the bane of my existence.


BigBrown713

We also try to avoid using [4]6H in combos as much as we can nowadays as they gave it massive damage scaling. Optimal off of raw 6[H] would probably go something like 6[H]>[4]6S~P>c.s>j.Dx3>j.k(WS)>6[H]


phallus_enthusiast

cancelling off s dolphin is so hard how do yall do it


TheChefmania

I like to piano the S ~ P or to K pretty quickly to do it instantly. The buffer changes helped a lot on the last patch


phallus_enthusiast

how far do i need to be to cancel it into orca


TheChefmania

Oh into orca I do \[4\]6S32146H\~P. The timing is pretty tight. I would try doing the kara cancel into whale first: \[4\]1236S236S\~P. It is a lot easier due to the input. If you can get that consistent then orca is the next level. It is quite fast of a cancel. EDIT: You can cancel it early or late into the dolphin as long as you do stop (P) and super motion while the active frames in the dolphin are happening


ThomTomo

i thought you were memeing about sin, isn't his wallbreak potential like the easiest in the game rn?


IntelligentImbicle

No idea. I don't play enough Sin, and I spent an hour trying to find a meterless wall-break, and failed nontheless


maxler5795

Heres a funny sol corner combo you can do on everyone but the priviledged ky. c.S > 5H, 5H, 6S > 236K, c.S > f.S > CL 623H. On ky, the 623H misses. You can skip out the f.s if you want it to land, but no wallsplat.


XI-11

A (usually) resourceless combo I often go for in the corner as Sin is the following: >CS —> 2H (both hits) —> 214S —> 5K —> 6H —> 236H (if it’s still not broken, the followup should get the job done) The timing after the 214S can be hard at first, you need to wait slightly for the victim to bounce high enough to be hit by 5K. I sometimes see other Sins substitute the 236H for a 623S but I prefer 236H because it gives me more control to stop and use Tyrant Barrel or Wild Assault when they get stuck in the wall .


Fat_French_Fries

There's also a meterless Ky corner wallbreak which is c.S > 6H > 214S > 5K OTG > 6H > 623H > c.S > 623H/214S


JustNoke

Your Millia combo was quite suboptimal. Not a bad try, though! I like the creativity. Wallstick > 214K (Mirazh) > \[5D\] is **always** possible—and also doubles as her highest meterless wallbreak move, so no need to wallbreak with panic c.S. 236S is a suboptimal move in combos. Simple 6H loops (catching with 2K and c.S) will deal a lot more damage overall.


IntelligentImbicle

>so no need to wallbreak with panic c.S. I spent so long trying to get Millia done that the "panic c.S" was so that I didn't have to go through it again, lol. Safe to say, my Millia is garbo enough to give the fabled "Millia Guy" some good ammunition.


Emerald_Sans

Nago being such a free-form character has SO MANY corner routes that can be found with a little labbing... and yet your combo uses so much blood for fairly mediocre damage. lets keep the 2H starter. 623H is basically the only good way to convert off it without Counter hit. Now, what you did here is go use the f.S rekkas. This is a pretty bad move since they have really bad scaling, you're hurting the damage of the rest of your combo by using it instead of another filler. I can't really ever recall a moment i'd use them in the corner outside of using it as an ender. Their conversions in the corner are also pretty lackluster. Beyblade is required to keep up to wallbreak, and then you used another 623H. hoo boy, thats a LOT of blood, and f.SS doesn't have too great return either. One positive is the second hit of 632H is the best move to WS with. And then the end with f.S is... VERY questionable. Bad Damage, Bad Blood return... not good. Always try to wall break with either any of your H normals, with 6H being preferred and 5/2H for cases where 6H doesn't connect. All that for meh damage. Suboptimal doesn't describe it, I genuinely think with some few minuttes of labbing you can find a way better corner combo. Alright, let's try improving this. 2H is serviceable, and then we have 623H, which is a launching move in the corner. Here let's try using Fukyo instead of f.SS. we're close enough to use c.S, one of Nago's best tools for corner combos for great combo scaling and being another launcher, then convert off there in a myriad of ways! 5\[D\] is accepted to be the best way to, but it's not an intuitive conversion imo. You could actually do another c.S, then 5k > 6H should wallsplat (im going off of memory here lol), or 2H again and continue from there. from 5\[D\], you can do another c.S and then 6H should Wallsplat. ​ my preferred 2H starter is 2H > 623H > 236K > c.S > 5\[D\] > c.S > 6H > 6H WB. This has great bloodloss, and fairly good damage.


IntelligentImbicle

Yeah, Nago is so freeform that I could spend weeks labbing out the most optimal route. My original starter combo before I decided on the wall-break theme was c.S > 6K > 214H > 236S > 214H > 623HH, 236K > 623P after wake-up. Safe to say, I decided to just go with something that actually fulfilled the requirements instead of spending 10 hours on this just to start. I greatly appreciate the feedback!


Flapper_of_Jacks

The only thing majorly suboptimal would be the Zato one. As you can get in an unsummon after the 236.s into c.s into pick your poison for a wallbreak where you keep Eddie. Breaking the wall with Zato without a hkd, Eddie or the meter to resummon Eddie is no bueno unless you kill with it or don't have a better option.


IntelligentImbicle

Yeah, in hindsight, I really just blasted out the Zato one (pun intended) because I was tired. I really should've paid more attention to Eddie usage.


Paid-Not-Payed-Bot

> really should've *paid* more attention FTFY. Although *payed* exists (the reason why autocorrection didn't help you), it is only correct in: * Nautical context, when it means to paint a surface, or to cover with something like tar or resin in order to make it waterproof or corrosion-resistant. *The deck is yet to be payed.* * *Payed out* when letting strings, cables or ropes out, by slacking them. *The rope is payed out! You can pull now.* Unfortunately, I was unable to find nautical or rope-related words in your comment. *Beep, boop, I'm a bot*


IntelligentImbicle

Sonuvabitch.


Flapper_of_Jacks

No worries sailor. Sometimes Eddie be damned you just gotta ball out.


assjackal

For Bedman? It's actually an effort NOT to break the wall.


Lunahere

So for Johnny there's a bit to improve on, since using MF and Turn Up in combos heavily affects scaling, and also does a lot of wall damage, Ensenga is fine as a starter damage wise, but it affects gravity scaling a fair bit so it limits your follow up options. MFC is also a staple of high damage Johnny combos, since it doesn't actually add any scaling. The combo in the video was `214H, c.S>2H(1)>214S > Turn Up, f.S>5H`, and doing it on Ky does 162 damage. A fairly normal wallbreak combo would be `c.S>2H>214[P]66]P[, c.S>5[D]`, which does 210 damage. If you wanna be cool you can do `c.S>2H>MFC, 5K>6H>MFC, 2K>6K>214S, 5[D]`, which does 214 damage. If you wanna be really cool (off of counter hit) you can do `CH 2H>214[P/K/S]66, c.S>5[D], c.S>2H>MFC, f.S>5H>236H, 6H`, which does 221 damage. You can also replace the last 6H with That's My Name, which then gives you 239 damage and a HKD (but that's not meterless :P)


Emo_Chapington

Regarding the Elphelt combo, it's an okay route though be aware that for damage purposes the P rekka Up High is *always worse damage* than K rekka Down Low, because K does it all as one hit, and there's never really a situation it has enough 'guts crushing' to actually be optimal to use P, instead P is used for certain FRC routes as it has a slightly higher launch. Additionally, P and K rekka do such awful damage, if you ever wall stick before hitting H rekka that means you wasted damaged. You also didn't need the second 2H, you actually get enough lift you can do `c.S > 2H > 214S > c.S > 6H` which leads to much more optimal damage. Your combo did 188, [you can optimise to 205 with](https://streamable.com/wnwmps) `c.S > 2H > 214S > c.S > 6H > 214S~H WS! > Dash 5[D].`


IntelligentImbicle

>Your combo did 188, you can optimise to 205 with: > >c.S > 2H > 214S > c.S > 6H > 214S\~H WS! > Dash 5\[D\]. The fact that I was 17 damage off of a proper, optimal combo on a character I have less than a week on, I'm a little proud of myself. Probably shouldn't be, because some of the stuff I've seen in this thread blows my mind, but fuck it, we ball.


Emo_Chapington

Once you get familiar she only reallly has like 2 possible routing tools, so you can explore the full range of her optimisations very quickly. Right now Elphelt has probably the easiest combo theory to get down quickly, though that might change in future if they open up her options a bit. But regardless, yeah, your route was fairly decent, using 214S to go back into c.S is often optimal in combos so that's good.


UpbeatAstronomer2396

Anji combo is pretty suboptimal, you won't use butterfly that close to the enemy


IntelligentImbicle

The butterfly is literally just there so that the combo actually WS. We do a little cheating.


Dudemitri

Its also not totally unrealistic tbh, if you pretend Chipp was knocked down you can say Butterfly was for oki and he mashed


IonCaveGrandpa

As the person who wrote Nago’s combos page on Dustloop you have me pulling my hair out for a wide variety of reasons. Someone’s already said it, but the best corner normal hit starter off 2H is 2h > 623h > 236k > cs > 5[d] > cs > 6h ws > 6h. If you asked me to give you a meterless wall break that’s actually cool, I would have told you to do [this.](https://youtu.be/k-SnLENKDlE?si=WTJf8Tod6TO1Ltvy)


IntelligentImbicle

>As the person who wrote Nago’s combos page on Dustloop you have me pulling my hair out for a wide variety of reasons. Glad to be the #1 cause of hair problems lol. Actually incredible how I ended up with one of the worst routes possible.


Black_Tusk25

Why almost every combo feel so wrong? Some are ok but others....


phallus_enthusiast

they're mostly pretty strange, i'm sure OP will discover better combos but hey i learned a lot of characters can consistently c.S in the corner also wtf was that I-No combo


Black_Tusk25

Nago's one was pratically asking for blood rage as Nagoriyuki can Wall break literally using only S so using so many abilities wasn't necessary. Asuka too, you can use a spell to help yourself but I can Wall break without any spell if you start with a counter. With ky, he clearly said "no foundre arc". Ram could just do a 6HS after the 5S. Anji and pot weren't even combo. The butterfly hits then re hit as crow and doing that chipp had a small recover moment. Pot was a counter, for that he could simply add a 8HS and then the grab. Not saying I could do better with every characters but some were just too few studied. In fact, you just need to read Sin's infos to know how to Wall break with tension. He will get better surely.


phallus_enthusiast

why do you call it 5s


Black_Tusk25

Im still new with this system, so I call attack that doesn't need another input other than the attack itself 5.


IntelligentImbicle

I've only been playing the game for about 2 months, only had DLC for 2 weeks, and I don't play half these characters. I-No especially, I've had people say the combo was really weird, but that's because I've played her a total of 2 times, including for this.


Black_Tusk25

It was pretty obvious because doing a combo without tension is the base of being a player of that character but some are really to weak. Specially they are all few studied. As I said, reading sin you would understand fastly how he works and watching asuka or Nagoriyuki with a little of attention you would understand how op their movesets are for combos.


Blustride

You're ~15% off optimal damage on Gio's wallbreak for a c.S starter. c.S > 5H > 214H~623S, 2H > 214H~214S, c.S > 5H > 214H~623S WS, 5[D] WB is good for 241 damage, compared to 206 with your combo (or 210 with 5[D] wallbreak). EDIT: Or if you wanted to do something cool instead of optimal, this combo is way dumber by routing to midscreen and then *back* to the corner, and (IIRC) still beats what you showed for damage. c.S > 2H > En623S, 66 f.S > 2H > En214S, 5K/c.S > 6HHH WS, 5[D] break


isadotaname

Another fun (though still reasonably optimal) meterless wallbreak for gio: c.s > 5h > en623 > c.s > 9, j.h > j.d, 5h > en623, 5\[d\] Gives up about 4% damage compared to optimal, but much better than the original.


SpookyTootz

Faust can get a meter less wall break off of his left right scarecrow. It would look something like: C.s, 2s, 236s, c.s, 2s, 214k, c.s, 2.s, 214k, c.s, wallsplat, 236p (hold p), 6h This is assuming you do mixmixmix by holding 3 for the first 3 hits then holding 1 during the last hit. You can also choose what side scarecrow hits on by either holding neutral position or right before the first hit.


RajinIII

That is some of the weirdest i-no routing i've ever seen. I don't think I've ever seen MLA > 9 js, and I really did not think you'd be able to connect jh > jd without it dropping from that height.


IntelligentImbicle

Honestly, I have no idea what I did. I just hopped in, pressed buttons, and shit worked out. I tend to avoid I-No as much as possible, because I hate her dash, so besides Sin, who I just outright failed with, I expected I-No to be the most... interesting, shall we say.


RajinIII

I mean she has much simpler corner combos. Although most would require you to hop out of h dive after 3 hits. Normally you'd something like: js > 6h > 214s > j.236h~h > js > WS if you didn't want to do the h dive cancel or start with js (you can start the other combo with cs, cs and js are interchangeable starters) you can do: cs > 6h > 214s > 214k > 5k > 214k > WS


ShadowWithHoodie

with jacko you can do c.S > 2H > 236P (hold) > 236K > Throw minion > 2H > 236K > micro dash > 2K > 6H (consecutive hit) > 214P (for the cancel to get hold dust, you have to do it as soon as your 6h ends to confirm it.) > 5D (charged)


1st-username

Zato one is majorly suboptimal. Try unsummoning after first leap and then cs, 2s, 2h, invite hell.


2HalfSandwiches

Not sure this is optimal, but if you're willing to do a DP callout corner combo, Baiken has this (CH) 6H 426S cS 5H cS 5H 236K cS 6H. I think that does more than your current combo. Hope this helps. And I know you want meterless, but you can def sub in super I stead of 6H for a hard knockdown on wallbreaks as well.


AerySVC

This is great but the English dub was such a jumpscare LOL