Nyotengu's Demonic Combo Thread

Brute

Well-Known Member
Standard Donor
I don't know why Brute complains each time somebody makes a combo thread.
I don't know why everyone has to make a combo thread without any combos in it.

Requesting that a mod delete every reply currently in this thread (including this one), so we don't have this useless clutter here when we actually start contributing combos.
If I was going to delete useless clutter, I'd just delete this entire thread. There's no purpose to it and there probably won't be any for several more months, at which point I'm sure everyone and their extended family will be rushing to create a new thread for the same subject anyway.

I imagine this thread will remain barren until she's released on consoles, or when people steal the video combos.
So create the thread then. It would be like me creating a DOA6 Hayabusa combo thread today. Aside from calling dibs on the OP, there is absolutely no point to it at all.
Post when it's relevant, not when you're bored and feel like making a new thread.

Locked until contributions become possible.
 

XZero264

FSD | Nichol
Premium Donor
Alright, commence Day 1 crap (will update as I find things). Got some basic combos. Damage shown is on Normal Hit and without added damage from Walls, Danger Zones, or Breakable Objects/Floors unless otherwise stated.


:426::H+P:
Alpha - Super Lights
:8::P::P::P: :P+K: > Hiten :P: > :H+P: = 89
All Other Classes
:8::P::P::P: :P+K: > Hiten :H+P: = 85
:8::P::P::P: > :H+P: = 82
If you are feeling bold and the opponent isn't teching:
:8::P::P::P: :P+K: > Hiten :P::P: > :2::H+P: = 93

Next to a Wall:

:8::P: > :7::K::P: = 59 + knock back
:8::P::P: > :H+P: = 72

Ceiling hit open space:
All Under Super Heavies
:H+K::P+K: > Hiten :P::P: > Hiten :P::K: > :H+P: = 124
Super Heavies:
:H+K::P+K: > Hiten :P::P: > Hiten :H+P: = 112
--------------------------------------------------------------------------------------------------

:214::P:

Super Light - Heavy (Threshold 3 Super Heavy = 60)
:P+K: > Hiten :P::K: > :H+P: = 73

Super Heavy:
:P+K: > Hiten :2::H+P: = 46
---------------------------------------------------------------------------
Critical Burst Next to the Wall

All Classes
:8::K: > :H+P: = 44
:3::P: > :H+P: = 42
:8::P: > :H+P: = 42
:8::K: > :7::K::P: = 38 (not including wall damage)
------------------------------------------------------------------------------
Basic Strike Juggles

All Classes
:P::P::P: > :H+P: = 64

Light Through Heavy
:8::P::P::P: :P+K: > :P::K: > :H+P: = 89
:8::P::P::P: > :H+P: = 74

Super Light and Light
:P::P::2::K::K: :P+K: >

Medium
:P::P::2::K::K: :P+K: > Hiten :P::P: > :H+P: = 92

Super Heavy
:8::P::P::P: :P+K: > Hiten :H+P: > 77


All Classes:
:8::K: > :H+P: = 57
:1::P::P::P: :P+K: > Hiten :2::H+P: = 66
----------------------------------------------------------------------------------------
Critical Burst near a "Moving" Breakable Object (like a wall in Home)
:8::K: > :8::P::P::P: > Dash In > :H+K: :P+K: > Hiten :P::P: > Hiten :H+P: = 109
----------------------------------------------------------------------------------------
Power Launcher Damage calculated for in stun damage (so add 20 for raw PL)

:7::[[h+k]]:

Timed:

Super Light - Welter
:8::P::P::P: :P+K: > Hiten :P::P: > Hiten :P+K: = 85 + knockback

Medium
:8::P::P::P: :P+K: > Hiten :H+P: = 87

The nice thing is that if you mess up with the :8::P::P::P: timing and at least hit them with the third strike you can go into Hiten and attempt her Hiten :2::H+P:
For example this is a No Timing Combo that purposefully puts the opponent too low to actually comboto get more than 80 Damage in Stun:
:h: > :8::P::P::P: :P+K: > Hiten :2::H+P: = 72

No Timing
All Weight Classes
:4::[[h+k]]: > :8::P::P::P: :P+K: > :Hiten :P+K: = 89 + Knockback
------------------------------------------------------------------------------------------
After Ceiling Hit and next to Wall from either :7::[[h+k]]:, :2::H+P:, or :426::H+P:


All Classes
:H+K: > :1::P::P: :P+K: > Hiten :P+K: = 62
----------------------------------------------------------------------------------------

In Stun (or Counter hit, damage will be Normal Hit)

All Classes
:3::P: > :H+P: = 42

:H+K::P+K: > Hiten :P::K: > :H+P: = 61 (This one also applies to off breakables)
At threshold 3 and CB against classes lighter than Super Heavy you can add a Hiten :P::P: before the Hiten :P::K: and get 13 extra damage. Right now this looks like optimal damage from CB in open space as well. This combo in itself is very effective off Ceiling Hits, Breakables, and Critical Bursts in open space.
For Super Heavies use Hiten :P::P: instead of Hiten :P::K: then use Hiten :H+P: = 62


Note:
Against Alpha with Hiten combos you can feel free to add Hiten :2::H+P: at the end instead of some Hiten strikes instead of air throw and you can go for the ground throw. If Alpha techs Nyotengu is left at +4, if not you just got 20 damage and Alpha is still in the wakeup game.

Try this next to a wall: :6::6::P: > :H+P: = 54
Yeah, she can air throw off a wall using her CB if it doesn't burst. Easier to do at a small range, too close and you won't get the air throw.
 
Last edited:

Tenryuga

Well-Known Member
I've a couple. For juggles involving :1::P::P: you have to input it ASAP otherwise the combo will drop. For :8::K: juggles you also have to input your juggle ASAP.

Critical level 1 BnBs (Damage is after CH :P+K:)

Midscreen (Near walls just do one of the juggles intended for knockback.)

:3::P: Juggles

:8::P::P::P: > Hiten :P+K: 86 DMG (Heavyweight)

:H+P: 76/82 DMG on electric surfaces. (Universal)

:1::P::P: > Hiten :P+K: 72 DMG. Wall friendly knockback into those dangerzones and off them cliffs. (Heavyweight)

:7::K::P: 69 DMG. Wall friendly knockback purposes. (Universal)


:8::K: Juggles

:8::P::P::P: > Hiten :P+K: 89 DMG (Heavyweight)

:1::P::P: > Hiten :P+K: 75 DMG (Heavyweight)

:H+P: 79/85 DMG on electric surfaces. (Universal)

:7::K::P: 72 DMG. Knockback purposes. (Universal)


:H+K: Juggles

Hiten :P::K: > :H+P: 94/100 DMG on electric surfaces. (Heavyweight)

Hiten :H+P: 86/92 DMG on electric surfaces. (Universal)

Hiten :K::P: 74 DMG (Heavyweight)

Hiten :H+K: 71 DMG. Knockback purposes. (Universal)


:2::1::4::P: Juggles

Hiten :P::K: > :H+P: 93/99 DMG on electric surfaces. (Heavyweight)

Hiten :K::P: 73 DMG (Cruiser)

Hiten :H+P: 85/91 DMG on electric surfaces. (Universal)

Hiten :H+K: 71 DMG (Universal)



:4::1::2::3::6::H+P: BnBs (NH / HCT DMG)

Midscreen

:8::P::P::P: > Hiten :P::P: > Hiten :P+K: 77/114 (Heavyweight)

:8::P::P::P: > Hiten :K::P: 76/113 DMG (Heavyweight)

:8::P::P::P: > Hiten :H+K: 74/110 DMG (Universal)

:8::P::P::P: > Hiten :H+P: 85/109 DMG. 92/116 DMG on electric surfaces. (Universal)

Near wall

:8::P: > :7::K::P: 69 / 98 DMG (Universal)
 
Last edited:

UncleKitchener

Well-Known Member
Standard Donor
Pretty much replace every single Divebomb with air throw. Gotcha.

Also, thought I should link this in this thread:

Seems like this will be usual type of combo 'till people start finding either vortexes or pseudo-FTs.

We still don't have her on EU PSN, so I can't comment on that any further.
 

PacManila

Active Member
Tested these on Ein:

Level 1 stun: :H+K: :P+K:>Hiten :P:>:H+P:
Level 2 stun or higher: :H+K: :P+K:>Hiten :P::P:, Hiten :P:>:H+P:
After CB: : :H+K: :P+K:>Hiten :P::P:, Hiten :P::K:>:H+P:

Power launcher juggle: :214::P: :P+K:>Hiten :P::K:>:H+P: (105 dmg)

Will update later when I find more
 
Last edited:

UncleKitchener

Well-Known Member
Standard Donor
She's +8 if :2::H+P: doesn't land due to them teching. So it's either 93 damage, or 63 dmg and +8.

123 damage, or 93 damage and +8 on hi-counter.
Yes, finally, another good grab character with vortex.

I'm guessing this is also a similar situation against the wall.
 

UncleKitchener

Well-Known Member
Standard Donor
You can't do :8::P::P::P: against wall as last hit will wall slam

Yeah, figured as much, but I was mostly referring to situations after wall slam when an opponent is in crumple state, similar to how grapplers can whiff low throw and still be at advantage like the Bass vortex.
 

Matt Ponton

Founder
Staff member
Administrator
Standard Donor
Also the + is determinant on weight class.

Featherweight (:alpha152:) you'll be +8
Super Lightweight (:eliot:) you'll be -4.
Super Heavyweight you will end up being -9.

But if you land the air ground throw then 8P+K will stuff wake-up kicks.

Sorry to get people's hopes up :(

Pretty much replace every single Divebomb with air throw. Gotcha.

Also, thought I should link this in this thread:

Seems like this will be usual type of combo 'till people start finding either vortexes or pseudo-FTs.

We still don't have her on EU PSN, so I can't comment on that any further.

The throw off wall bounce is stance specific it seems.
 
Last edited:

DriftSlave

Active Member
Tested these on Ein:

Level 1 stun: :H+K: :P+K:>Hiten :P:>:H+P:
Level 2 stun or higher: :H+K: :P+K:>Hiten :P::P:, Hiten :P:>:H+P:
After CB: : :H+K: :P+K:>Hiten :P::P:, Hiten :P::K:>:H+P:

Will update later when I find more

Lv.3 Stuns will net you the CB combo as well, it just requires strict timing, but it's possible with practice.
 

FatalxInnocence

Well-Known Member
My favourite combo so far, purely cause I love her air stance H+K....

4PPP P+K 66P 214P P+K hiten PP hiten H+K - Her noises are too funny.
 

deathofaninja

Well-Known Member
Premium Donor
News Team
Damnit... another all-nighter. I'm falling asleep already, and I have 2 1/2 - 6 hours of wait. Not good.
 

Keylay

Well-Known Member
Level 1 stun: :h::+::K: :P::+::K: hiten :P::P: hiten :P::P: hiten :P::+::K: Light and mid weights

I wanted this combo to work but it's not guaranteed if they tech roll forward/backwards. I think it's some camera glitch or something. You can do it at any critical stun level.

After Critical Stun:
:h::+::K: :P::+::K: hiten :P::P: hiten :P::K: > :8::P::+::K:

For some reason, if the opponent tech rolls up/down when they fall to the ground, they still get hit by :8::P::+::K:. They have to tech roll either forward or back to avoid the attack and it depends on the critical stun level. At levels 1 and 2, tech roll back. And if you launched at level 3, tech roll forward to escape. Maybe because of the camera?

Edit:

If you get :8::P::+::K: then you can follow up with :2::K: for an extra 6 points of damage. Only works on critical stun 1 and 2. I haven't tried all characters yet.

Edit 2:

Nevermind, it depends how close they are to the ground when you hit them with :8::P::+::K:. Back tech escapes it when they are closer to the ground and forward tech when they are a little higher up.
 
Last edited:

TRI Mike

Well-Known Member
Wow I got her last night and she's pretty cool. Feels like everything Banko needed in a skin of a beautiful woman. I'm testing out those combos and slowly becoming adapted to her, quite nice.
 
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top