"This is not a game, Zeke! Not anymore!" Cole Combo Thread

cole

#1

INDEED ZEKE, WE’RE NOW IN THE LAB DOING SCIENCE.

First of all, thanks to the Paul Combo topic, I stole how it looked since I’m lazy so credits go to them.
Second, it isn’t complete yet as I’ve had some problems IRL. I’ll try to update it often.
Third, huge thanks to Swedish Chef, his bnb helped me discover tons of stuff with the EX shockwave during a combo.

If anyone got Cole’s frame data, please link it to me, you’ll be given credit for finding it.

Notation:
[000] = Damage
[~000~] = More or less damage possible due to Cross Art.
[.] = Will be added later
s./st. = Standing
cl. = Close Standing
c./cr. = Crouching
j. = Directional Jump
nj. = Neutral Jump
xx = Cancel move by
, = Link
~ = Chain
LMHH = Cross Rush
LP/LK/HK/EX etc = light, medium, heavy or ex version
CDC = Charge Dash Cancel
(ch) = Counter Hit
(*) = Only if the launcher hits from a certain distance or after a Switch Cancel that launches the opponent higher into the air.

Misc:
Vitality: 750

NOTE: Every combos with an EX shockwave in it requires to be midscreen, it will NOT work in the corner (may sometimes work if you’re near the corner).

Cross Rush / L~M~H~H
157 Damage
Damage-wise it does not matter which combination of attacks you use. All lights (s.lp, c.lp, s.lk, c.lk) do 30 damages, mediums(s.mp, cr.mp, s.mk, cl.mk, cr.mk) 60 and heavies(s.hp, cr.hp, s.hk, cr.hk) 90.
The difference is in the reach. From a certain range, cr.lp, cr.mp,s.mp , cr.mk, s.hk and s.hp are the best. Note that only cr.lp, cr.mp, s.lp, cr.mk, s.mp, cl.mk and s.hp are (EX if chained) cancellable. Also note that launcher won’t hit after cr.hk.

Normal Links(may be wrong):
s.lp => s.lp/s.mp/s.lk/cr.lk/s.mp/cr.lp
s.mp => nothing
s.hp => s.mp/cr.mp
s.lk => nothing
s.mk => nothing
cl.mk => nothing
s.hk => nothing
c.lp => s.lp/cr.lk/cr.lp/s.lk
c.mp => cr.mp/s.mp/cr.mk/cr.lp/s.lk
slide => (near impossible link) s.mp (Credit to jadeshikonapan for finding that out.)

Combos:

Meterless

Hit Confirm:
[122] cr.lp, cr.lp, cr.lp xx LP shock grenade
[176+] cr.lp, cr.lp, L~M~H~H

Punish:
[307] s.hp xx HP Amp combo, cr.lp, cr.mp, cr.mp xx shockwave
[322] s.hp xx HP amp combo, cr.lp, cr.mp, cr.mp xx HP lightning hook

Jump In:
[222] j.mk, cr.mp, cr.mp ~ cr.hk
[241] j.mk, cr.mp, cr.mp xx shockwave
[252+] j.mk, cr.mp, cr.mp ~ s.hp launcher
[263] j.mk, cr.mp, cr.mp xx MP Amp combo
[282+] j.mk, s.hp, cr.mp ~ s.hp launcher
[291] Thunder drop, cr.mp, cr.mp xx shockwave
[292] thunder drop, cr.mp xx HP lightning hook
[293] Thunder drop, cr.mp, cr.mp xx HP amp combo
[301] j.hp/j.hk, s.hp, cr.mp xx shockwave
[312+] j.hp/j.hk, s.hp, cr.mp ~ s.hp launcher
[323] j.hp/j.hk, s.hp, cr.mp xx MP amp combo

[374] j.hp/j.hk, s.hp xx heavy amp combo, cr.lp, cr.mp, cr.mp xx heavy lightning hook

Counter Hit:
[246] (ch) f.hp, cr.mp, cr.mp xx shockwave
[247] (ch) f.hp, cr.mp xx HP lightning hook
[248] (ch) f.hp, cr.mp, cr.mp xx HP Amp combo
[250+] (ch) s.hk, cr.lp ~ M ~ H ~ H
[292] (ch) cr.mp/cr.mk xx HP Amp combo, cr.lp, cr.mp, cr.mp xx shockwave
[296] (ch) (opponent must be in the air) j.hp/j.hk, fwd.hp, cr.mp xx shockwave
[307] (ch) cr.mp/cr.mk xx HP Amp combo, cr.lp, cr.mp, cr.mp xx HP lightning hook
[331] (ch) (opponent must be in the air) j.hp/j.hk, fwd.hp, cr.mp xx HP lightning hook

Corner only:
[281] (ch) f.hp, cr.mp, cr.mp xx lightning hook
[326] thunder drop, cr.mp, cr.mp xx HP lightning hook
[389] j.hp/j.hk, s.hp xx HP amp combo,(1 frame link) cr.mk, cr.mp, cr.mp xx HP lightning hook

Post Tag (Launcher berforehand: 100 Damage, 1 hit):
[271] cr.mp, cr.mp xx shockwave
[273] cr.mp, cr.mp xx HP amp combo
[306] cr.mp, cr.mp xx HP lightning hook
Note: More hits before launcher => Less damages usually.

1 Bar

Hit Confirm:
[240] c.lp, c.lp, L~M~s.hp xx ex Amp combo, cr.lp, cr.mp, cr.mp xx HP lightning hook
[279] (midscreen only) c.lp, c.lp, L~M~s.hp xx ex shockwave, s.hp xx HP lightning hook

Punish:
[283] s.hp xx HP amp combo, cr.lp xx EX amp combo
[312] s.hp xx HP amp combo, cr.lp xx EX shockwave, s.hp xx shock grenade (whiffs)
[360] s.hp xx EX shockwave, s.hp xx HP lightning hook
[394] s.hp, cr.mp ~ s.hp xx EX shockwave, s.hp xx HP lightning hook

Jump In:
[321] j.mk, s.mp~s.hp xx EX amp combo, cr.lp, cr.mp, cr.mp xx HP lightning hook
[374] j.mk, s.mp~s.hp xx EX shockwave, s.hp xx HP lightning hook
[379] j.hp/hk, s.hp xx hp amp combo, cr.lp, cr.mp~s.hp xx EX lightning hook
[407] thunder drop, cr.mp xx EX shockwave, s.hp xx HP lightning hook

Counter Hit:
[263] (ch) f.hp, cr.mp xx EX lightning hook
[297] (ch) f.hp, cr.mp~s.hp xx EX lightning hook
[332] (ch) s.hk, cr.lp~M~s.hp xx EX Amp combo, cr.lp, cr.mp, cr.mp xx HP lightning hook
[339] (ch) cr.mp xx HP amp combo, cr.lp xx EX shockwave, s.hp xx HP lightning hook
[362] (ch) f.hp, cr.mp xx EX shockwave, s.hp xx HP lightning hook
[381] (ch) s.hk, cr.lp~M~s.hp xx EX shockwave, s.hp xx HP lightning hook
[395] (ch) (opponent must be in the air) j.hp, EX shockwave, s.hp xx HP lightning hook

Corner:
[323] (ch) f.hp, cr.mp, cr.mp~s.hp xx EX lightning hook
[368] thunder drop, cr.mp, cr.mp~s.hp xx EX lightning hook

Post Tag (Launcher berforehand: 100 Damage, 1 hit):
[334] cr.mp~H xx EX shockwave, s.hp xx shock grenade (whiffs)
[348] cr.mp, cr.mp~s.hp xx EX lightning hook
[387] cr.mp xx EX shockwave, s.hp xx HP lightning hook

2 Bars

Hitconfirm
[274] cr.lp, cr.lp, L~M~s.hp xx Ionic Vortex
[285] cr.lp, cr.lp, L~M~s.hp xx EX shockwave, s.hp xx EX lightning hook.
[299] cr.lp, cr.lp, L~M~s.hp xx EX shockwave, s.hp xx EX shockwave, s.hp xx HP lightning hook
[345] cr.lp, cr.lp~M~s.hp xx Ionic Vortex

Punish:
Far
[427] s.mp~s.hp xx EX shockwave, s.hp xx EX shockwave, s.hp xx HP lightning hook
Close
[456] s.hp xx EX shockwave, s.hp xx EX shockwave, s.hp xx HP lightning hook

Jump In:
[432] j.mk, s.mp~s.hp xx EX shockwave, s.hp xx EX shockwave, s.hp xx HP lightning hook

[482]j.hp/j.hk, s.hp, cr.mp~s.hp xx EX shockwave, s.hp xx EX shockwave, s.hp xx HP lightning hook

Counter Hit:
[409] (ch) (opponent must be in the air) j.hp, EX shockwave, s.hp xx EX lightning hook
[413] (ch) fwd.hp, cr.mp~s.hp xx Ionic Vortex
[464] (ch) (airborne opponent) j.hp, s.hp xx Ionic Vortex
[484] (ch) (airborne opponent) j.hp, fwd.hp, cr.mp~s.hp xx Ionic Vortex

Corner:

Post Tag (Launcher berforehand: 100 Damage, 1 hit):
[399] cr.mp xx EX shockwave, s.hp xx EX lightning hook

3 Bars

Hitconfirm:
[286]cr.lp, cr.lp, cr.lp~M~s.hp xx EX amp combo, cr.lp, cr.mp, cr.mp xx Ionic Vortex
[301]cr.lp, cr.lp, cr.lp~M~s.hp xx EX shockwave, s.hp xx EX shockwave, s.hp xx EX lightning hook
[366]cr.lp, cr.lp, cr.lp~M~s.hp xx EX shockwave, Ionic Vortex

Punish:

[440] s.hp, cr.mp~s.hp xx EX shockwave, s.hp xx EX shockwave, s.hp xx EX shockwave
[458] s.hp, cr.mp~s.hp xx EX shockwave, s.hp xx EX shockwave, s.hp xx EX lightning hook
[477] s.hp, cr.mp~s.hp xx EX shockwave, Ionic Vortex
[~502~] s.hp xx cross art

Jump In:
[438] j.mk, s.mp~s.hp xx EX shockwave, s.hp xx EX shockwave, s.hp xx EX lightning hook
[474] j.hp/j.hk, s.hp, cr.mp~s.hp xx EX shockwave, s.hp xx EX shockwave, s.hp xx EX shockwave
[486] EX thunder drop, cr.mp, cr.mp xx Ionic Vortex
[486] j.hp/j.hk, s.hp, cr.mp~s.hp xx EX shockwave, s.hp xx EX shockwave, s.hp xx EX lightning hook
[~532~] j.hp/j.hk, s.hp xx cross arts
[535] j.hp/j.hk, s.hp, cr.mp~s.hp xx EX shockwave, Ionic Vortex

Counter Hit:
[462] (ch) fwd.hp, cr.mp~s.hp xx EX shockwave, Ionic Vortex
[474] (ch) (opponent must be in the air) j.hp, EX shockwave, Ionic Vortex
[~497~] (ch) fwd.hp, cr.mp, cr.mp xx cross art

Corner:
[349] LP shock grenade, EX shock grenade, EX shock grenade, EX shock grenade, slide, s.mp xx MP amp combo
[362] LP shock grenade, cr.mp, cr.mp, dash, s.lp, cr.mp, s.lk~s.mp~s.hp xx EX Amp combo, cr.mk, cr.mp, s.mp~s.hp xx Ionic Vortex

Post Tag (Launcher berforehand: 100 Damage, 1 hit):
[487] cr.mp~s.hp xx EX shockwave, Ionic Vortex
[~522~] cr.mp, cr.mp xx Cross Arts

Team Combos (Switch Cancel opportunities)

[75++] (ch) fwd.hp xx tag in
[120++] thunder drop xx tag in
[150++] EX thunder drop xx tag in
[208++] s.hp xx HP amp combo xx tag in
[289++] j.hp/j.hk, s.hp xx HP amp combo xx tag in

Pandora Combos:

[686] j.hp, s.hp xx EX shockwave, s.hp xx EX shockwave, s.hp xx EX shockwave, Ionic Vortex


#2

Unfortunately it looks like the official strategy guide does not have sections on the console exclusive characters, meaning that it does not have Cole’s frame data. Is the only way to find it out to wait for some super pro to calculate it, which no one would do since he is not tournament viable?


#3

Man, your combo post was intense, really good job man. Quick question, what does it mean for, say, in the 2 meter hit confirm it says c.lp, L~M~. Do not get the capital letters.


#4

Well the topic isn’t finished yet as there are some combos missing here and there.
It means that you can put any Light then Medium attack since it will chain. I usually put s.hp in the end since it’s the only one you can cancel with an ex move.


#5

Danke. I gotta make sure all my combos are in working order before I go online again, though I should really be focusing on learning a second character ; ;

If I find any specific tag cancel combos I’ll let you know.
As for 2 Bar specials, you seem to be missing the Thunder Drop into st.mp st.HP cancels into Ionic Vortex for 458.


#6

Alright, thanks, the combo has been added.


#7

The fact that ampcombo/shockwave/lightning hook all have similar inputs makes practising these combos really awkward. (the amount of lightning hooks that come out as shockwaves, grrr)
“heavy amp combo, cr.lk xx heavy amp combo” is my reliable bnb at the mo, with only one link to worry about (cr.lk), and its a single low normal xx gcf motion so no non intentional specials. (plus no meter :D). The damage is sub par though (250 starting with jump in hp, s.hp) and watching other characters combo damage makes me envious :frowning:


#8

Yep. In terms of damage output we are going to have to take what we can get with Cole. We are sacrificing big, automatic damage, but we are gaining a pretty unique zoning game and unpredictability (chances are our opponents never played a knowledgable Cole before). I just wish he had more ways to start his combos up.

Although I know you can follow up a regular amp combo with some other moves, although by then the damage scaling is so much it does not do much. I think depending on the strength of the amp you can do c.lp c.mp shockwave/Amp Combo (1st hit only).


#9

I definitely wouldn’t recommend using HP amp combo as an ender since it doesn’t put you in a great position and it scales damages pretty fast. You should take the most damaging meterless combo in this topic, it’s my usual bnb and does 374 damages which is nice. Cole isn’t a character with big damages in his combos, even with 3 bars it usually ain’t all that good compared to other chars.
Also I have yet to encounter problems with the inputs for his specials.

You can’t actually follow up any other amps than HP and EX with anything since the third hit on LP and MP amp combo do not groundbounce.
After a Hp/EX amp combo you can ALWAYS followup with cr.lp, cr.mp, cr.mp xx HP hook for maximum damages with no meter.


#10

Added a few combos that are from a tool-assisted video, I posted the video in the video thread. Credit go to jadeshikonapan.


#11

Do you know the link times post heavy amp combo? i.e. cr.lk,cr.mp,cr.mp?
Incase I don’t get to test it this weekend. Due to damage scaling, what is the damage difference without the second cr.mp? (or first if you can link off the cr.lk)


#12

I’m sorry I don’t know any of the link times :/. I’ll try to make a guess and say maybe 2~4 frames.
I do believe you are talking about the max damage without meter (374) right? In that case, you lose around 12 damages without the second cr.mp. So unless you’re going to spend meter and do a super ( in that case you should do Ionic Vortex after cr.lp/cr.lk for the most damages, otherwise it won’t do much cause of damage scaling) don’t miss the 2nd cr.mp.


#13

Pandora combo has been added.
No meter maximum damage combo has been upgraded.


#14

Do you have any combos After you air to air someone? I know it’s not much, but I discovered that a forward jump HP that hits a jumping in opponent (near the height of their jump) can combo with a L Lightning Hook. Neutral jumps should just be punished with hook anyway, but it seems like you if you hit it with a J.HP you can do HP/Super.


#15

Yes, those kind of combOs are in the counter hit section of each parts.


#16

Last combo of starting from a jump in attack in the no meter part has been updated.
Cole’s maximum damage without meter is now389 damages!

EDIT: I was mistaken, just tried, you can’t do it midscreen.
;;
;
_____;

Oh well it will be in the corner section.


#17

Starting with Law: Cmk, Fiery fist rush Mp, CHP, Shaolin kicks(TAG), Thunder Drop, Cmp, Hook HP or Cmpx2, Shock Wave. Law combo builds barely 1 bar before tag in and when tagged into Cole nets about 470 to 480.

Solo Cole: Cross up jump Mk, StHP, Heavy Amp Combo, Clp, Cmpx2, HP Hook nets around 350.


#18

[media=youtube]gDK9U9lLjRg[/media]

I discovered this combo today, since Cole can use the Super Art activation attack gem he can combine it with the Launch and Pandora gems to get a 70% bonus off gems.

I put a Partner Launch gem on Ogre to add a little more damage.


#19

Great find Shinnok. Reason enough to have Cole with some low health in the back and whip him out with Pandora. Gotta try and implement this into my Cole/Law team could probably get 700 as well.


#20

Lighting hook combo with Law= Hp Lighting Hook, SC to Law, Delayed Super Charge kicks, ch.Hp to Dragon charge punch and kick follow up over 430 points of damage. Instead of the Dragon charge going into super after ch.Hp will lead to 560 something points of damage and If you have a Super Art power gem you get over 685 points of damage of an Anti Air insane!

Lighting Hook Switch cancels are a bit tight probably tight 2 frame links maybe 1. I have yet to successfully get one during a combo, only of an anti air and with the Hp punch version. Its possible to get a switch cancel of the lp version but its a 1 frame link. I know its possible to get it out during a combo but its really hard and will take practice, however combining this with proper set ups and your team mate you can get monster damage of only burning one extra bar.