Tiamat 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 Hmm I dunno XD It's not a big deal to skip the last rep on Venom. It's not like you lose a ton of damage. Last time I played a venom offline I got the full version but after that i used the shorter cause I wasn't confident. Against Chipp you can get a better combo than the one I posted on the previous page. That one does 165 f.S 9K 3S 9S 3S 9S 6S c.S 236H this one does 170. It also works on Sin and Sol. Very good combo.
NecroTheReaper Posted June 10, 2015 Posted June 10, 2015 If my execution was up to it though, I'd try to get down those throw>double seal combos. Making people guess between low profile or jumpout with task B and C feels great. So far the only one I remember is Throw>5K>j.K>j.3S>2H>236HS>2P>c.S>j.P>j.236S
Slim_Chance Posted June 10, 2015 Posted June 10, 2015 yo tiamat I found that but like i didnt know you get it after 2 reps thats sick lol, im taking it
Blade Posted June 10, 2015 Posted June 10, 2015 Just curious but, does anyone know anything worth doing during Bedman's Air throw?
NecroTheReaper Posted June 10, 2015 Posted June 10, 2015 Meaty really. Its impossible to combo off of, and you're not massively + like with ground throw. Meaty 2K, meaty j.D, meaty 6H (dont think it really has to be meaty). Love me some 6H now if you do it right up in their face early enough, get that grab punish. If you're even mor3 lucky, they mashed a fast normal and traded making you tecover for a full combo
GcYoshi13 Posted June 10, 2015 Posted June 10, 2015 Just curious but, does anyone know anything worth doing during Bedman's Air throw? Necro pretty much nailed the common options. 6H, 2K, jD, or meaty dust are good options. I think you can Task A' after too. In very rare situations where the opponent is left with pixels of life and you have 50 tension, you can RRC and OTG with Task B for 3 additional hits in attempt to finish off opponents.. Never RRC otherwise.
NecroTheReaper Posted June 10, 2015 Posted June 10, 2015 Does the +24 from air throw's frame data come before their wakeup timing? So would it be 24+x to get their total wakeup?
Tiamat Posted June 10, 2015 Posted June 10, 2015 I don't know but air throw oki has nothing to do with combos so it's kinda off topic. 6H can't even meaty after it now it's too slow I think. Pretty sure they can mash fast normals on wakeup to hit him out or jump depending on the character. Still usable though.
Slim_Chance Posted June 17, 2015 Posted June 17, 2015 New(as far as I know) double seal corner grab combo. I've only tested on ram so I'm not sure if it works on other characters so far. Its pretty tight but its (Grab) 5s 9s 3s 9s 3s 236h 5s 9p j.k 236s It does 143+ hardknockdown
NecroTheReaper Posted June 17, 2015 Posted June 17, 2015 Another one that is sorta the next go-to that I've seen and gotten to work is Grab>5K>j.P>j.3P>j.236S>2P>c.S>236HS Shown in a video, not new, but now documented
Rikir Posted July 7, 2015 Posted July 7, 2015 I notated and compiled a bunch of combos: FIXED THE LINK THAT WASNT WORKING.https://docs.google.com/document/d/1zPs6r5kKg3DIRMN1_1rOUF082igBUYdOdXVwyp3XeS8/edit?usp=sharing https://docs.google.com/document/d/1D3tZSLT67sbwUATuZ7y8GA4y0UCJiCIdqX6FIJQy00E/edit https://docs.google.com/document/d/1ScRXcI7tNKS21vg6kq8nM1HDfi1uHFtnm3P8HC7rOzE/edit
TagAnarchy Posted July 10, 2015 Posted July 10, 2015 Following on the heels of Rikir, I have a few things to add that might be helpful: - For any combo that lets you set up the high DJVC in the corner (Etc > 1H > Superjump j.S > j.P > j.S > j.236H on Sol for example) if you have 25 meter you can force a ground to air situation.Example: (Etc > 1H > Superjump j.S > j.P > j.S > j.Task C > 6P > c.5S > DJVC > YRC on tech) is one option that forces them into blocking which also allows you an extended combo should they not tech at all. -Rikir's Potemkin Corner combo can be modified as a midscreen lockdownExample: (etc > 5HS(2) > 1H > normal jump j.S > j.Task C > crossover 6HS > DJVC) forces Potemkin to block on wakeup on back & neutral tech. Forward Tech gives him the chance to throw out j.K to punish, but YRC covers that issue and make Potemkin land into the quake from DJVC letting you run your game. -This is a better combo to use if in a matchup where zoning means survival. Universal combo.Example: (etc > 1HS > sj.k > j.Task B) while not giving a multitude of DJV marks, pushes the opponent full screen away and it can't be teched, allowing for meaty 3HS, Task A, and whatever else. -Useful universal corner to corner carry combo using above.Example: (etc > 1HS > sj.k > j.Task B > RRC > *land* > j.k > *C.Dash forward* > j.k > j.s > Task C) I usually add on an an OTG string to force them to tech into blocking like (2K > 5S > DJVC). Once you hit the OTG point, it's burst safe. As a note, the RRC needs to happen right as the DJV mark is made off of j.Task B to give you the right momentum to finish the combo. To early and you'll be right under them making things whiff. Too late and you won't land in time for j.k. Thank you Rikir for the unbolded source material and GCYoshi for the j.k > C.Dash ender to that last one. I appreciate you both. Now let's go body some folks at EVO.
GcYoshi13 Posted July 24, 2015 Posted July 24, 2015 Can we discuss and begin experimenting with the combo at 15:36 of this video (Maruken's Bedman): https://www.youtube.com/watch?v=6-gWu3ulQjE A double dust corner combo that involves 2 jHs seems very strong for closing out a round. The problem is that the second jH whiffs a lot when I try it. It could be a timing issue. It's possible to do this after a air task C BnB. Example on Sol: cS, 5H(2), 1H, jS, jP, jS, Air Task C, Clock super, 5D, jH, jH, cS, fS, 2H, Tiger knee air Task B. I was only able to do this once. Let's try to figure this out.
NecroTheReaper Posted July 24, 2015 Posted July 24, 2015 Seems very height dependant if you want his specific combo. The j.HS I think was only used to bring them low enough to not tech out of the wall slide. For the first jump cancel though, was it 886>j.P>delay j.236S or 8>j.P>3>j.236S?
GcYoshi13 Posted July 24, 2015 Posted July 24, 2015 Seems very height dependant if you want his specific combo. The j.HS I think was only used to bring them low enough to not tech out of the wall slide. For the first jump cancel though, was it 886>j.P>delay j.236S or 8>j.P>3>j.236S? he did an air dash first I believe. I also am not interested in his starter, I am more interested in the 5D into double jH independently
WonderTonic Posted July 24, 2015 Posted July 24, 2015 Ive been getting the 5D (886 j.H)x2 pretty consistent after messing around with it a bit. what i pretty much do is 2369 as soon as i can after 5D without getting the 8 homing jump (I start the motion just after 5D makes contact.) I get this way more often out of super jump and I'm guessing its simply because you reach minimum hover height faster this way which allows you to 86 j.h as early as possible. so for me it looks like this: 5D, slight pause, (2369 N 86 j.H)x2, 5S, 2H, TK task B. note that doing 2369 is not necessary for the second 886 j.h, just a super jump(if that) i just do the motion again for simplicity's sake, and because I'm on pad lol It seems the most of the combo after 5D is pretty burst safe as well which is awesome. I still have to mess with it some more to be sure.
SectumSsempra Posted July 25, 2015 Posted July 25, 2015 he did an air dash first I believe. I also am not interested in his starter, I am more interested in the 5D into double jH independently The wall splat from the helios most likely has something to do with it. 886 JH And they also definitely look like super jumps. Does it do more damage without the helios? While it looks cool the damage doesn't seem spectacular but the combo was long already.
WonderTonic Posted July 25, 2015 Posted July 25, 2015 The damage on it is less than ideal, but as GCyoshi said, it's a good way to close out the round. The damage is decent considering the scaling at that point in the combo. The opponent cannot burst during either j.h, or it will get punished, and when done at the end of a combo, you actually land at far 5s range instead of c.5s in which 5s, 2h is a tough string to burst as well. From what i can gather, the timing on the 5D, (886 j.Hx2) is pretty independant of whatever led into the 5D. so doing it from raw 5D or the combo mentioned a few posts earlier felt pretty much the same until you get to the 5S, 2H, in which the opponent can tech very shortly after 2H hits if you did the full combo.
Tiamat Posted July 29, 2015 Posted July 29, 2015 Thought I'd share CH 3H combos I found. Until now I was mostly doing forward jump j.S 236S. They change based on the range the 3H hit at and by the size of the enemy character's air hitbox but some of them are fairly stable. Try them out and see if you find something you like. For the jumps I'm just putting the inputs. CH 3H > 9 j.S 236S CH 3H > 1983 j.S 236S CH 3H > 986 j.S 236S CH 3H > 986 j.S land 236H CH 3H > 986 j.S c.S 236H CH 3H > 214(any button) > 2H 9 j.S 6 j.S 236S For the 986 j.S ones you want to do the jump to airdash immedaitely and then delay the j.S so it hits while you're low and close. For the 214(button) > 2H ones delay the 2H so they are lower to help rest of combo. This works better on big chars like Leo and Faust. All these can work on Venom who is pretty small (he was my main dummy for this). On other characters some of them are easier or less range/timing dependant.
NecroTheReaper Posted August 4, 2015 Posted August 4, 2015 Hey guys! A crouching combo that actually works on May! xx>2S>2HS>sj.883P>236HS>2P>c.S>j.K>j.236S Honestly easier than 1HS>883. Still a crouching combo though. Works on a lot of the cast, but not all
GcYoshi13 Posted August 4, 2015 Posted August 4, 2015 Hey guys! A crouching combo that actually works on May! xx>2S>2HS>sj.883P>236HS>2P>c.S>j.K>j.236S Honestly easier than 1HS>883. Still a crouching combo though. Works on a lot of the cast, but not allnice find. How distance dependent is this?
NecroTheReaper Posted August 4, 2015 Posted August 4, 2015 Typically as long as you get them in 2H's range it connected. Maybe if it was max range 2HS it'd get more finnicky but if your converting airdash mixup into a combo and dont wanna confirm into 5HS, it connected every time if you get it down. Though, I say its easier than 1HS>883j.P, its still a bit difficult. Luckily its like a 7/10 tries instead 1/10 for me personally
NecroTheReaper Posted August 8, 2015 Posted August 8, 2015 Another combo that works on May, but standing xx>f.S/2S>5HS (1)>2HS>883j.P>236HS>2P>c.S>j.K>j.236S Worked off airdash mixup and 2K
Lynxfort Posted August 12, 2015 Posted August 12, 2015 Can you plz update the first post by 1.1 combos??
Tiamat Posted August 26, 2015 Posted August 26, 2015 Corner combos on Elphelt:2K 5H(2) 1H 9 j.P 236S 2P c.S 5H(1) 236H - simple/easy combo2K 5H(2) 1H 9 j.S 236S c.S 9 j.K 3 j.P 236S 2P c.S 5H(1) 236H2K c.S 5H(1) 2H 9 j.S 236S c.S 9 j.K 3 j.P 236S 2P c.S 5H(1) 236H - alternate string at beginning same as above combo otherwise5H 2H 9 j.S 236S c.S 5H(2) 236H c.S 5H(2) 236H Number of hits before the 1H or 2H affects what you can do. If you want the S seal to be low enough to hit crouching and you are doing a simple combo using 9 j.P 236S will set the seal lower than using 9 j.S 236S at the begining of combo.
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