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Posted

Thanks those are handy.  Haven't tried on all those chars yet just Elphelt.  The air 236H ender is interesting.  Unfortunately it seems it doesn't set it right above them so it won't hit them if they just stay there.  Still good though.  

 

Here's one I found a while ago that works on Bedman:

throw > 5Kf.S > jK jS 6 jS > c.S 236H 

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Posted

Nice. The timing on: throw > 5Kf.S > jK jS 6 jS > c.S 236H is a little easier than the one with the air Task C plus a little more damage.

Posted

Any help doing this one? 

 

Throw > RC > 5K > (JS > float 3 direction > JS)x2

 

Holy hell does that link seem tight.  I either move 3 too slow and the computer techs or I do it too fast and get 5k > c.S.  Any advice landing it reliably (though at this point, I'll take landing it once).

Posted

Just adding for completeness...

 

you can do 6P, 5S, 6P, Task C if they are low to the ground when it anti-airs...harder to do against lightweight characters it seems, the task C won't combo.

Posted

It doesn't seem that anyone has mentioned this but you can combo off of air task C but only if you do it from very high in the air?

 

Something like

 

high air task C, 6P, 5S, task C for 120 dmg on Sol

high air task C, 5S, j(K, S), upforward(K, S, 236S) for 130 dmg (but no oki)

 

It seems if you do air task C from lower, they just don't bounce up and you can't combo afterwards.

Posted
 

It doesn't seem that anyone has mentioned this but you can combo off of air task C but only if you do it from very high in the air?

 

Something like

 

high air task C, 6P, 5S, task C for 120 dmg on Sol

high air task C, 5S, j(K, S), upforward(K, S, 236S) for 130 dmg (but no oki)

 

It seems if you do air task C from lower, they just don't bounce up and you can't combo afterwards.

 

 

Yeah one of the challenge combos has you do a combo from high air task C.  I forget which number though.  

Posted

Yeah maybe you could edit the useful challenge combos into the first post Poultrygeist?  

 

Also, I'll share two Mortal Counter combos since I don't think I've seen any for Bedman:

f.S 6H 236S

2D 6H 236H

Posted

The first post needs some major updating...the combos seem outdated and some just don't seem to work (or maybe they are oki/meaty setups, it's not really stated).

 

For example:

Throw > 3H > Task A or A Prime (236P or 236K)

 

What is this supposed to be exactly? A combo? Setup? It doesn't combo for me and doesn't look like much of a setup (compared to other things you can do).

Posted

Alright well let's compile some things then. I really like this character (switching from Ramlethal) and I think I'm going to stay loyal to him...even if he's low tier and underused.

 

 

Edit:

 

Anyway some combos mentioned in the first post that are outdated:

1. 5D~8 > JD>JD>JS > float 9 direction > JP > JS> Task B aerial (236S)
I think this is the tutorial combo but there is a better one that does moderately more damage (and builds more tension): 5D~8, J(D, D, K, S, upforward, K, S, 236S))


2. Throw > 3H > Task A or A Prime (236P or 236K)
Can someone verify what this is supposed to be? If not...just remove?


3. Throw > f.S > JP or JK > JS > land > c.S > Task C (236H)
I think this is a typo...should be: Throw, f.S, j(K, S, forward airdash, S), land, c.S, Task C


Not sure if there are better combos than these for those situations...still learning this character.

Posted

I assume combo #2 is just doing an OTG with 3H from the throw and then canceling the 3H into fireball.  Basically it's garbage.  :)  Unless the 3H OTG is gonna kill anyway

Posted

I did some testing on this basic combo:

2K/5K/5S, 5H(2), 1H, 236H

 

Against Sin, Sol, Slayer and Chipp, you have to delay the 236H to not get that third OTG hit.

Against Bedman, I can't find any way to prevent that OTG from happening for that specific combo.

Against Elphelt, Ky, Potemkin, Axl, Ramlethal, Venom, Eddie and Faust, if you do the 236H with no delay, it will do three hits but the last hit won't be an OTG...which is good. Don't delay against these characters

Against May, Millia and Ino, it seems that the third hit of 236H never occurs?

Against Faust, Potemkin and Bedman, you can add an extra attack to that combo (like a f. 5S) and still get the 5H to combo for 2 hits

Against crouching Ino, May and Elphelt, the second hit of 5H whiffs

 

Can anyone test all these things against Leo? I don't have that character.

 

Keep in mind that all of the above is just for that one combo though. If you're comboing into 236H with some other combo (like say, some RC into 6H, 236H), it may or may not give you that third OTG hit.

Posted

Can someone please compile the combos into one post? getting tired of rereading all posts to see if someone hasn't already mentioned something...

 

Not sure what the best midscreen combo is with RC. Alkipot mentioned some damaging combo (which is actually just the trial 36 combo), but this one does more damage.

 

6H, 236P, RC, j(66, K, S), land, cl5S, 5H(1), 2H, 236H

 

This combo is much easier to time than the trial 36 combo and does slightly more damage. Is there anything better midscreen?

 

Edit: damn, this is very character specific...not working against some characters. Works on Sol, Sin, Faust, Slayer, Axl. The 236H drops out against Millia, Chipp, Ky, May, Elphelt, Potemkin, Ramlethal, Venom, Bedman

Posted

I think 6H 236P RC walk 5H (2) 1H 236H works on everyone. I tested on sol, millia and bedman. If you do it right the ball should do a return hit during 236H and it will knockdown. Very easy combo for 190. Not sure if corner messes it up but it should be stable midscreen.

Posted

I got:

 

6H, 236P, RC, j(66, K, S), cl5S, f5S, (236P hits on return), 6H, 236S, for even more damage...196. Doesn't seem to work on May (she's too short) and doesn't work in corner...

 

Edit: You know what, this doesn't work on many crouching characters...I think yours is better and more reliable for that.

Posted

xx>5HS>2369S>RRC>j.K>c.S>5HS>236HS

If done perfectly, you get both Task B and C seals out. Hit for ~170-180 damage on Sol. Thought it was interesting that j.236S places your DV mark after the third hit rather than after the recovery.

Posted

xx>5HS>2369S>RRC>j.K>c.S>5HS>236HS

If done perfectly, you get both Task B and C seals out. Hit for ~170-180 damage on Sol. Thought it was interesting that j.236S places your DV mark after the third hit rather than after the recovery.

 

The 2369S is not comboing after the 5H for me...I've tried it many times and I don't really have an issue with doing tk moves but it doesn't seem to combo for me.

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