Share your Velvet Combos

Silk_Sk

Crowdfund Backer
Crowdfund Backer
Feb 24, 2018
9
11
Here's the one I primarily use. 1.96k damage, 0 magic, 1 meter.


While I said 0 magic, it does technically cost 1 magic. But, you can start with 0 magic and you'll have it by the time you need it, so you'll never need to wait for your magic to build before using this combo as shown. I'm not sure how much meter it builds, though.

2a > 2b > 2c > 623a > 5c > 2c > 3c > j.a > j.b > 6a > 5b (2 hits) > 5c > 2c> 3c > 1d > 6a > 214b > super.

If you have at least 1 magic already, you have the option to replace the j.a > j.b with another 1d, which is easier and results in slightly more damage.
 
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Durandal

New Member
Apr 25, 2018
2
2
Update: As per ph00tbag's post below, near the start of a combo, using 2C > 5C nets slightly higher damage than using 5C > 2C.

Here's a dump of my current best combo options:

First off, this one was based on Silk's. It adds 300 damage (2.27k), but it doesn't quite build the 1 magic by the time you need it, so you DO have to have at least a bit of a bar before you land it.


2a > 2b > 2c > 623a > 5c > 2c > 3c > j.a > j.b > 6a > 5c > 2c > 3c > 1d > 236b > 6a > 5c > 214c > dash > 5c > 214b > super


My go-to BnB if I've got a bit of magic to burn, especially good when your best punish is 2B. Also works fine if you start it with 2a > 2b > 2c > 623a, just loses like 200 damage. (3 magic, 1 super, 2.79k).


2b > 5c > 2c > 623a > 5c > 2c > 3c > 1d > 236c > 5c > 2c > 1d > 5c > 2c > 3c > 1d > 236b > 6a > 5c > 214c > dash > 5c > 214b > super


A zero-magic corner loop. I don't think this one works if you start it with a 2a - if it does work, the timing is really tight by the end, and I've not been able to land it. I use it by fishing with 2b, and hit confirming into 5c on counterhit as the 2b forces stand (0 magic, 1 super, 2.51k).


2b > 5c > 2c > 623a > 5c > 2c > 3c > j.a > j.b > 5c > 2c > 3c > j.c > j.236a > j.b > 6a > 214c > 5c > 214b > super


Arizona's super has a massive amount of recovery. I put this together to demonstrate that you can block, put out a 236c, and still punish. You have to stagger the first 5c > 2c > 3c as much as possible to make sure the 236c hits before the 3c, otherwise Arizona won't get launched (3 magic, 1 super, 2.99k).


236c > 5c > 2c > 3c > 1d > 236c > 5c > 2c > 1d > 5c > 2c > 3c > 1d > 236b > 5c > 2c > 214c > dash > 5c > 214b > super


And finally, the least practical combo. There's almost certainly more optimisation that can be done here to get the damage numbers up some more, but it's too annoying to execute and I can't be bothered playing with it any more.

Not sure if this is a bug or Working As Intended... (6 magic, 3 super, 4.56k)


236c // 5c > 2c > 3c > 1d > 236c > 5c > 2c > 1d > 5c > 2c > 3c > 1d > 236b > 5c > 2c > 3c > 1d > 5c > 2c >3c > 1d > 5c > 2c > 3c > 1d > 214b > super > 214b > super

So what's happening here is the 236c and the 5c are both landing with a counterhit on the same frame. The game treats them both as the first hit, and they both get counter hit bonuses, and something seems to be going wrong with the juggle decay for the rest of the combo but I'm not sure exactly what. Anyway, it lets you loop the combo for much longer than normal, and with the huge damage spike from the double counterhit you can get massive damage. The lowest health characters in the game have 4.8k health, so with some improvements I'm pretty sure this could be the world's least practical touch of death combo.
 
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ph00tbag

Backers' Beta Tester
Backers' Beta Tester
Oct 19, 2016
67
72
Just a gentle reminder that 2C has better starting damage than 5C, and comes out in the same amount of time. You get about 30 more points of damage for 2C > 5C on a normal combo, and 48 more on a counter hit.
 
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Durandal

New Member
Apr 25, 2018
2
2
Just a gentle reminder that 2C has better starting damage than 5C, and comes out in the same amount of time. You get about 30 more points of damage for 2C > 5C on a normal combo, and 48 more on a counter hit.
Ah, I never noticed, thanks. Plus doing for example 2b > 2c > 5c gives you longer to hit confirm before you press the big dumb 5c button. I think my head was just stuck in 'magic series'-style normal chaining and I never considered that 2C would even cancel into 5C -_-

After a few mins of testing, it no longer matters after a few hits - like if you've got 5C and 2C as the 5th and 6th hits of your combo, then re-ordering them nets you a whopping two damage - but definitely a nice easy optimisation for combo starts.
 
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