TGS Posted July 5, 2007 Author Posted July 5, 2007 There are pin-less and Tension-less combos that achieve what you were trying to do in the first place if you read through the thread.
Ice Prince Posted July 5, 2007 Posted July 5, 2007 While that is true, I've always believed in variety. It is the spice of life. I searched through here earlier and have some stuff that isn't posted yet. I'll try to write it up later to post.
stinkymonz Posted July 5, 2007 Posted July 5, 2007 Just to note, running j.K throw combos don't do that much damage in the end. Even if it relaunches it does only a couple of extra points in the end and requires more dexterity than the normal running far-Slash followup. One advantage however is that you can choose to end with pin, 6HS and use SG instead of doing a running Disc for oki. Don't have exact numbers, but the difference was about 6~ points.
Ice Prince Posted July 5, 2007 Posted July 5, 2007 Yes, I've noticed that too stinky. That's one reason I try to go for regular 5s, 2hs launch, largely due to the whiff/tech factor. If you whiff/opponent tech's during the ADC stuff, at least you got more raw damage from the 5s, 2hs launch as opposed to a running j.k. Followup hasn't been that big either way, as far as I have seen. I've been able to disc or SG oki just fine from either launch type.
blitz Posted July 8, 2007 Posted July 8, 2007 messin around... found a tensionless double relaunch against sol that works from anywhere on the screen that does exactly 200 damage: S(f)-2H -> iad.H -> ad.H, land, S©-2H -> j.H -> ad.D -> ad.S-H, land, j.K-S-H -> ad.D -> ad.D (knockdown) and a corner dust combo: 5D -> dj.H(ID), land, 236S, 6H -> 236S, j.K-D -> ad.K-D -> ad.D (147 damage) as far as throw followups are concerned... Yes, the point of the running j.K after throw is MOMENTUM. Even from fullscreen, you can go for SG after getting most characters to the corner. and some characters just don't like being comboed with S(f)-2H as much as some other variations. Take johnny for example...
Luigi-Bo 87 Posted July 9, 2007 Posted July 9, 2007 That dust combo sounds juicy Blitz. Finally got AC and was wondering, does anyone do corner loops with air fb disc after using the pin in your first rep? I looked through a couple pages and didn't see it so didn't know if it was worth the tension.
blitz Posted July 11, 2007 Posted July 11, 2007 That dust combo sounds juicy Blitz. Finally got AC and was wondering, does anyone do corner loops with air fb disc after using the pin in your first rep? I looked through a couple pages and didn't see it so didn't know if it was worth the tension. Thanks <3 (try it on sol first). I was thinking, lots of this sort of stuff is possible BECAUSE of 236S bouncing so high, so there some bonuses (however obscure or situational) to the new float properties of 236S, and that dust combo is one of them. I actually have a better version now, I'll post it a bit later. As far as corner looping with tension... I think the question is more "i have 25% to spare, how can I use it to maximize damage in this combo and still get knockdown?" In this case, the answer is to use it to knockdown as part of a 2nd relaunch after using up the pin or when you have no pin, or... probably as soon in the combo as possible. Like ky off the ground, you'd go 2H to TK air fb disc, and then do a follow up to knockdown. And he usually gets pushed to the corner by the disc, so a garanteed pin rep to knockdown afterwards is possible.
Luigi-Bo 87 Posted July 12, 2007 Posted July 12, 2007 Gonna have to try that cuz trying to adc combo Ky makes me cry sometimes. You wouldn't have a certain technique to frc'ing the s-disc would you. I just can't frc it straight up. I can only do it by dash priming it out of a 2d. Don't really know what I'd use it for, but I'd like to know how.
stinkymonz Posted July 13, 2007 Posted July 13, 2007 I don't think it's humanly possible to FRC 236S straightup.
blitz Posted July 13, 2007 Posted July 13, 2007 It's not THAT hard... =P really, with most any normal you could do into a 236S -> FRC, you will have enough time to get the FRC. Straight up (while pointless) is still possible, you just need to do it 236S -> PKH
stinkymonz Posted July 13, 2007 Posted July 13, 2007 Oh, ja. Forgot about that. Just like a reverse whiff 214P FRC j.K.
Luigi-Bo 87 Posted July 13, 2007 Posted July 13, 2007 ...you just need to do it 236S -> PKH That's what I thought but it was hurting the shit of my hands when doing it out of nothing. The disc frc seems like a pretty nice net to fall into when you mess up, even it it cost 25% tension.
zaex Posted July 28, 2007 Posted July 28, 2007 Dont know if it's been mentioned already, but i found this one today: S(f)-2H -> j.S-H -> 214H -> j.D -> ad.D -> ad.D 180 dmg, done on Baiken, from starting position *edit: Changed the D for H, slightly more damaging: S(f)-2H -> j.S-H -> 214H -> j.H -> ad.H -> ad.H 186 dmg, done on Baiken, from starting position PS: Hi :D
TGS Posted August 18, 2007 Author Posted August 18, 2007 Hmm... Speaking of those triple launch combos (i.e. the one you did on Jam), I'm quite sure everyone has some variation of that, but most likely the differing variable is whether they can be done midscreen or are corner only. For example, if you take my incompleted (harhar) combo list a couple of pages ago and look at some characters' corner combos, you can't help but think that you could probably fit in an extra combo rep in there, and most likely they'll have to end with the Pin for it to be a complete combo including a guaranteed knockdown. Dunno how much extra damage a 3rd rep will exactly do though, but damage is damage, and Millia needs all the damage she can give. =) Speaking of corner Disc combos, anyone found a special one that works on Eddie/Testy/heavies cuz of their special properties? I mean something like: Corner, H Disc, random hit into H Disc (high, low, whatever, as long as the H Disc hits 2nd), 5S(one hit), S Disc, j.K-D, adc.S-H... (this part is where it all goes to shit against Eddie, so yeah...) Otherwise, might as well just go for your basic launch into combo or whatnot...
Luigi-Bo 87 Posted August 19, 2007 Posted August 19, 2007 Blitz- I don't know where you're getting all this inspiration from, but you are snappin' on posting combos. I'm learning a lot of different variations for different situations. TGS- I tried that combo on Eddie, you were right:mad: . I wanna say s pin then land into relaunch, but I'm obviously not playing right now so I can't comfirm if this actually works or not. Edit- TGS I forgot about the Destiny combo video. It shows the combo you were asking about. The player used 5hs (1hit) into s disc though. It's pretty much what you posted then adc.d, land, 5s (1 hit), 2hs, j.k-d, s pin, adc.d, adc.d, land and restart corner rape (h disc, fb disc, sg maybe?). Here's the vid if you are a visual person: http://www.youtube.com/watch?v=5Ax3BH-bkcI The video had a couple options off of tk bad moon, bad moon frcs, and turbofall frcs that I liked, also had the standard clash scene. I lol'd at the last combo. Take that and do what you will with it, I'm goin' to bed. - End edit On the side-I know this doesn't belong in this thread, but oh well. What's a good/reliable way to get in on Slayer? My friend's Slayer usually shits on my rush by using 6p, back dash move thingy, and some other stuff. Any tips would be appriciared.
blitz Posted August 19, 2007 Posted August 19, 2007 TGS: well, double relaunch combos are worth it the combos is comprised mostly of short reps of higly damaging normals. Because the key to getting damage for millia is really 6H, 2H, and air 236D. These are what give her the push for her combos to go over 200. So i predict that the most damaging combos millia has are really air FB disc loops + pin 6H ender. Like against ky, theoretical combo would be: 2H launcher -> 4 TK air FB discs -> relaunch to 214S, land, 6H somehow. cuz 36 + (50 x 4) + 36 and ending with 6H after a mix of j.S, j.H, and j.D will push that FB damage very high. Though because of how 236S works now, you don't have that extra damage off the 6H -> 236S in the corner you used to have against testament and eddie. But I think for efficiency's sake, "pin loops" are the things to look for in terms of damage without tension. A lot of characters still get hit by 2H -> j.214S, falling j.D/H, land(pick up pin), 2H and others get hit by late cancel 214S after a low ad.D into land(pick up pin), 2H or S©-2H. Without pin, the only way to really get damage is through the FB's though. Most times, you can construct a combo in the corner (if you used pin to get in) that allows you to recover the pin either before launching them or during the combo itself. Most times, this'll be your ad.S-H, land, 2H variations early on in the combo, or j.D -> ad.S-H -> ad.D, land, S©-2H variations, since usually there will be a lax enough timing on the relaunch to press down before juggling them with either 2H or S©. luigi: thanks ^^;
blitz Posted August 21, 2007 Posted August 21, 2007 on pot, you can do stuff like 2H -> 2369D, land, dash 2H (and you can do 2H -> late cancel 236S, j.K-D, which broken dust put in his ac millia combo vid if you want to go look, but it really isn't all that damaging an option) and aha! 5H -> 236S. You should actually do it early enough so that they land on the disc, and then do like, j.H instead of j.K-D, since you have time to get a more damaging normal in. And if you nail an air 236D, you usually want to follow up with a 2H or dash under 2H. I'd give you more detail, but I don't have the game in front of me, but I'll definiteyl see if what you are trying to do checks out during the gathering today.
Luigi-Bo 87 Posted August 21, 2007 Posted August 21, 2007 and aha! 5H -> 236S. You should actually do it early enough so that they land on the disc, and then do like, j.H instead of j.K-D, since you have time to get a more damaging normal in. You're a madman. I'll try it out.
blitz Posted August 22, 2007 Posted August 22, 2007 alright, now that I have a setup again, here's a pretty standard tension combo I figured out on pot that does pretty efficient damage from anywhere on the screen: S©-2H -> 2369D, land, dash 2H -> iad.S-H, land, 2H -> j.D -> ad.S-H -> ad.D, land, S©-2H -> j.D -> 214S, falling j.D -> ad.H -> ad.D (186 damage)
Luigi-Bo 87 Posted August 24, 2007 Posted August 24, 2007 Still working the kinks out on that combo, but it's pretty useful. I just learned that if you let cloae slash hit twice, your combo does more damage. I always assumed when someone posted close slash, it was for one hit only. I've been having a lot of fun making combos on Potemkin lately, but none of them do as much damage as yours though. I don't remember what they are right now or I would post them, but I remember one being 30 hits and doing like 180 damage. I'm sure I would spam that combo whenever I could just to pois people off by keeping then in a long ass combo. Thanks for all your help, I dunno, my think tank's runnin' low for now, so I'll just leave it at that.
Luigi-Bo 87 Posted August 25, 2007 Posted August 25, 2007 I lied. I need some effective Johnny combos if you have any, especially midscreen combos.
stinkymonz Posted August 25, 2007 Posted August 25, 2007 In the corner, the key to comboing Johnny is to aim for his feet. And try to create distance between you and Johnny in corner combos, like jumping backwards instead of forwards or up. And seriously never ever airdash immediately after a hit, especially a j.D. Johnny has very little hitbox vertically after any kind of hit in the air, which is mostly why to keep it simple, at the start of the juggle try to j.D his feet. To expound, after a hit, Johnny's hitbox shrinks drastically vertically, enough that even an immediate adc j.K can whiff. However, after the drastic drop in elevation he falls fairly slowly. So, you have to keep Johnny high enough above ground, and you not too much higher than he, preferably just level with his sprite. Otherwise, you'll have to experiment with pinloop stuff mostly things like 2HS TK S pin, j.HS adc j.HS into relaunch. At midscreen you can usually do a variation of j.HS S pin ad late j.HS, 2HS into relaunch. Can't say anyone has released anything specific for Johnny combos, or did someone do it? I don't recall.
Luigi-Bo 87 Posted August 26, 2007 Posted August 26, 2007 In the corner, the key to comboing Johnny is to aim for his feet. And try to create distance between you and Johnny in corner combos, like jumping backwards instead of forwards or up. And seriously never ever airdash immediately after a hit, especially a j.D. Johnny has very little hitbox vertically after any kind of hit in the air, which is mostly why to keep it simple, at the start of the juggle try to j.D his feet. To expound, after a hit, Johnny's hitbox shrinks drastically vertically, enough that even an immediate adc j.K can whiff. However, after the drastic drop in elevation he falls fairly slowly. Yeah, you explained why I'm failing in the first paragraph. I thought that I was just sucking hardcore when I kept messin' up immediate adc j.k-d. I'll see what I can do about a relatively easy/reliable corner combo on Johnny, no promises tho. I thank you, kind sir.
stinkymonz Posted August 30, 2007 Posted August 30, 2007 Shit! I've been thinking about 236S FRC combos. I wonder if we can do ...5HS 236S FRC iAD j.K j.S, 5HS 2D, where the first 5HS would be too far away for 2D to hit. I remember in a Slash Millia Koichi match, he did 5HS RC iAD j.K bla bla on a standing Slayer. I'm curious if it can combo with 236S FRC. Doing some calculations; 5HS has 20F hitstun, subtracting 3-4F for the S disc to reach FRC point, jump + airdash startup of 8(3 + 5)frames, and j.K which is 4F and assuming one jumps and iADs perfectly after the FRC we have about a 4-5F window for it to hit. I know doing the Maths ain't enough but I'm unable to test it at the moment, so I'm putting it here so that someone else can pick it up.
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