Tiamat Posted May 11, 2015 Posted May 11, 2015 Here are some long corner throw combos. When you see 9S or 3S or whatever that's just the input you have to do, not gonna put j.S every time. Corner throw: f.S 9K 3S 9S 3S 236H - el, ma, si, so, sl, ax (126dmg on sol) f.S 9K 3S 9S 3S 9S 3S 236H - chipp (165dmg) f.S 9K 3S 9S 3S 9S 3S 8S 3S 236H - faust (140) f.S 9K 3S 9S 3S 9S 3S 9S 3S 236H - leo, venom (141dmg) f.S 9K 3S 9S 3S 9S 3S 9S 3S 5H(1) 236H - po, be (121dmg) For the Chipp combo you have to delay the f.S so it hits him when he is lower down, otherwise the last 3S in the combo will not work. To knockdown faust notice you must do 8S for the last rep instead of 9S.
Azzal Posted May 11, 2015 Posted May 11, 2015 Can we can a combo out of crouchers from 2HS now? Other than j.S Task B?
Tiamat Posted May 11, 2015 Posted May 11, 2015 Can we can a combo out of courchers from 2HS now? Other than j.S Task B? I'm not sure what you are asking.
Azzal Posted May 11, 2015 Posted May 11, 2015 Well before on a crouching opponent we could only finish with 2HS on long distances ( 2S 2HS for example). Now that 2HS in jump cancellable can we continue the combo other than a basic jS air Task B?
Tiamat Posted May 11, 2015 Posted May 11, 2015 I'm mostly just doing 236H after 2H so far. For example c.S f.S 2S 2H 236H usually delay the 236H to make sure it doesn't miss. not sure what air combos you can do from 2H edit: was messing around seeing what you can do. If you don't want knockdown and just want damage this works on Sol on crouch hit if you're close enough c.S f.S 2S 2H sj. j.PKS 9 j.KS 236S (174dmg)
Azzal Posted May 11, 2015 Posted May 11, 2015 Ok great, thanks. Don't have too much time to do training atm sadly. :/
GKHiryu Posted May 12, 2015 Posted May 12, 2015 Has anyone tested combos into Hemi Jack setups to see if there's anything close to universal one? So far I've seen two variants, but didn't have time to test them yet. (vs. Sin, Corner, one setup) Throw > f.S > jc > j.S > 3j.S > land > j.S > 3j.S > land > j.S > 6j.S > c.S > 236H 236H token oki: 214H > YRC > (quickly)2K > 236P > walk up > c.S > j.K > 3j.S > land > (Task A return) 214H > 236P > j.K > 3j.K > land > 5H > 214H > (Task A return) Hemi Jack. Example pressing and followup after above: 214H > walk up > 2P > 2K > c.S > 2S > 2H > jc > 6j.S > Hemi Jack Hit. > (after tele) j.236S (whiff) > 214S > c.S > 5H > 1H > jc > j.P > j.K > 9j.S > j.236H > Land > Helios > 214H > 6H > 236H (vs. Sol, midscreen, no setup) 2K > 5H > 1H > sjc > j.K > 3j.S > Land > 236H > c.S > j.K > 6(?)j.K > j.P > 236S > Land > Hemi Jack > RC > 214H > 3H > jc > TK 236P > Hemi Jack Hit > (after tele) j.236S (whiff) > c.S > 5H > 1H > sjc > j.P > j.K > 9j.S > j.236H > land > j.K > 6j.P > j.S > j.236S Man, I didn't write that many inputs since I decided to write down all the optimal combos for all BBCT characters....
Lynxfort Posted May 12, 2015 Posted May 12, 2015 Knock opp down with Task B ..then 6H "CH" DVB "you may walk forward a bit ".cS...combo
NecroTheReaper Posted May 12, 2015 Posted May 12, 2015 Well before on a crouching opponent we could only finish with 2HS on long distances ( 2S 2HS for example). Now that 2HS in jump cancellable can we continue the combo other than a basic jS air Task B? This works on a lot of the cast, but its pretty tough timing wise. xx>2HS>sj.9>j.3P>236HS>(2P>c.S>236HS) Just following the first part nets you a solid task C k/d, but the rest gives you better corner carry and damage
Mefistopheles Posted May 13, 2015 Posted May 13, 2015 Has anyone tested combos into Hemi Jack setups to see if there's anything close to universal one? I tested today a simple combo on the whole cast: 214hs (token should be close to the corner) yrc > 2D > 236P > 5k > 9j.s > 3j.k > land > (Task A Returns) > 214hs > Hemi Jack This works on: i-no, sol, ky, sin, mi, ma, ch, pot, sl, axl, leo, be You HAVE to start the combo with 2K on: el Doesnt work so far on: fa, ra, ve, za
GKHiryu Posted May 14, 2015 Posted May 14, 2015 Starting midscreen, very easy j.Task B > 2P combo: 3j.K > 2K > c.S > 5H (1) > 2H > jc > j.S > 236S > Land > 2P > c.S > 236H Tested on EL, grants DVC token, low air DVB token and corner.
NecroTheReaper Posted May 14, 2015 Posted May 14, 2015 So, I went through and tested 3 seal dust combos on all characters, and the problem characters I'm seeing are Sol, Sin, Slayer, Pot, Axl, and Bedman. Everyone else, one of these worked on 6D>c.S>5HS>236K>c.S>5HS>1HS>2369S>2P>c.S>236HS 6D>c.S>5HS>236K>c.S>2H>2369S>2P>c.S>236HS 6D>c.S>5HS>236K>c.S>f.S>2S>2HS>2369S>2P>c.S>236HS Sometimes I've had to use 2367S for tk task B and sometimes I've had to use 2HS in a situation where 1HS will hit because of its different knockback. If anyone has any tips on the problem characters, it'd be much appreciated
Tiamat Posted May 15, 2015 Posted May 15, 2015 I edited my post higher up on the page with the corner throw combos. Added way to get knockdown on Faust and still get 4 reps of the j.S loop, and also I found out you can get 4 reps on venom so he was added. Character specific corner combo: 1H or 2H > 9 j.P > air 236S > land 2P c.S 236H works on: Sol, Elphelt, May, Faust, and Chipp. The number of hits that are possible before the 1H/2H and still get the combo varies by the character. c.S 5H(1) 2H 9 j.P 236S 2P c.S 236H works on all of them. Some of them you can start with a jump in like j.KS into the c.S combo. For Faust and El you can do j.S instead of j.P for a little more damage.
Poultrygeist Posted May 18, 2015 Author Posted May 18, 2015 Not sure if this has been answered already or not, but does our new route work off a 6P anti air? For example 6P c.S j.SPS (or PPS or whatever is appropriate) j.236HS etc. It seems like it would work but (tested on Sol) dummy seems to fall out of it so I'm not sure if I'm dropping it or if it's not a thing.
sterkenburger Posted May 18, 2015 Posted May 18, 2015 It does, but as always, height/distance specific so it kinda unreliable. The 6P c.S need to juggle them just the right height for it to work. If they are too far away the air task C will also miss
NecroTheReaper Posted May 18, 2015 Posted May 18, 2015 Since 2P pickups after ground task C are height dependant, I'd think if you did 6P>c.S enough times (or a string to get them at max height) you could do 2P>c.S>ender
Poultrygeist Posted May 20, 2015 Author Posted May 20, 2015 Need help with j.D IOH RC combos. What route should I be using? What point should I RC on the j.D? Is anything about it character specific?
GcYoshi13 Posted May 20, 2015 Posted May 20, 2015 Need help with j.D IOH RC combos. What route should I be using? What point should I RC on the j.D? Is anything about it character specific? Most consistent and easiest combo you can do is: j.D, RC, 3 (air dash towards opponent), j.S, c.S, 5H, Task B. This works on all of the cast. If you're timing is good, you can do j.D, RC, 3, j.S and link a 5H when you land. If you do this right, you'll get the double hitting 5H that can lead to an air combo. There are a lot of variations you can experiment with. Another one worth noting is doing c.S, f.S, 2S, 2H after you land, but remember they have to be crouching for the 2S->2H string to combo (they should be crouching anyways if the IOH hit them unless they were mashing). Note that this string is spacing specific and 2H may whiff. Also the follow-up after 2H is tricky and I think so far you can only get j.S into Task B after it (or any short air combo). You typically want to RC fairly early so you don't fly too far away from the j.D bounce. It's possible to hit confirm this, but your reaction needs to be good. Even if they block IOH j.D and you happen to RRC, you can still continue pressure at least. Character specific wise, j.D is fairly universal. Do note that on Faust, j.D hits notably later (because his crouch is really low). This requires you to change your RRC timing a little. All other characters are hit at similar times by j.D
Woolay Posted May 21, 2015 Posted May 21, 2015 Need help with j.D IOH RC combos. What route should I be using? What point should I RC on the j.D? Is anything about it character specific? To add on to what was said above, I find that it helps to do j.4D to make sure that after the RRC, the 83 doesn't pass over their head, causing you to whiff the j.S. Also, if you have trouble timing the j.S > 5H(2) and are capable of CH-confirming the j.D, on CH, you can just land from the 83 and do cl.S > 5H(2), skipping the j.S entirely.
NecroTheReaper Posted May 21, 2015 Posted May 21, 2015 You can actually bypass the air move entirely and do 882>2K, but this is pretty tight. Also, dunno if this would help, but j.K>5HS is also possible on crouch, but the lower level means you have to hit like rigjt when you land
Tiamat Posted May 23, 2015 Posted May 23, 2015 Midscreen Throw RC combos on Elphelt, Faust, Ky, Zato, and ??? throw RC > small walk 6H 236H 2P c.S 236H throw RC > small walk 6H 236H 2P c.S 9 j.P 236S The main thing is to make sure you RC immediately. You want to hit under them when they are high up with the 6H. It's fairly easy if you do that. The 2nd combo has fullscreen carry, but if they are standing in starting position and you walk toward them it will be ideal, as it will land them in the corner with both DV S and H in range for use. Will have to see who else this works on. Haven't tried it everyone. Wasn't able to get on Millia, Sol, Slayer, Sin.
NecroTheReaper Posted June 5, 2015 Posted June 5, 2015 Heavy character (Pot and Bedman) combos Pot xx>5HS>1HS>j.S>j.3S>236HS>2P>c.S>236HS 185 damage Bedman xx>5HS>1HS>j.886PS>236HS 153 damage
Slim_Chance Posted June 10, 2015 Posted June 10, 2015 I struggled with a couple of those s loop combos that Tiamat posted so I'm just gonna tell y'all the tech to hitting it after grinding for like a day on them. delay the 1st js and this will help you hit the combo consistently. So it should be [grab] 5s, 9k, 3s, (slight delay) 9s, 3s ... 236H. This is for hitting more than 2 loops like on chipp or venom
Tiamat Posted June 10, 2015 Posted June 10, 2015 Yo I need someone to explain how you get the forth rep of S loops from grab on venom, I've gotten the fourth rep like 3 times. iirc you want to hit f.S at the beginning when he is fairly low, not immediately. This makes him lower for the remainder of the combo.
Slim_Chance Posted June 10, 2015 Posted June 10, 2015 Hey sorry I edited my post after you answered the question lol but, the delay f.s didn't work for me on either venom nor chipp but delay 9s did so idk maybe its just me lol
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