fogelstrom Posted December 24, 2014 Posted December 24, 2014 I see combos here and in in videos that have a j.D jump cancelled into stuff. How do I continue to combo off j.D without getting the hard knockdown in the air? You jump cancel j.D and hit them again. Takes a bit getting used to and IMO it's only worth it in really specific situations over doing normal air combos with j.2K in them instead
Hypermarth Posted December 26, 2014 Posted December 26, 2014 Is there any reason you have the arrows pointing that way...? Like... 5S < 5HS < 6HS or 5S > 5HS > 6HS I really prefer the arrows point me towards the next attack it makes a lot more sense... just hurts my head looking at it with the arrows going the other way. (Thank you for the compilation though, I can still understand it of course but it's weird to look at lol)
HeroKing Posted December 27, 2014 Posted December 27, 2014 I'm having some difficulty doing a combo: c.S > f.S > c.S > f.S > 2K > 2D I can do the links but the 2K > 2D never connects. I've tried midscreen and corner. Any tips?
MoralHazardPay Posted December 27, 2014 Posted December 27, 2014 I'm having some difficulty doing a combo: c.S > f.S > c.S > f.S > 2K > 2D I can do the links but the 2K > 2D never connects. I've tried midscreen and corner. Any tips? I don't think that works if you do two reps of c.S > f.S. I believe you also need them to be crouching
HeroKing Posted December 27, 2014 Posted December 27, 2014 Just checked. It does work on crouching. Could have sworn I saw it work on a standing opponent. Hmm.
koufdell Posted December 29, 2014 Posted December 29, 2014 DOT RC combo on leo : start from distance > 1/2 screen cS fS DOT RC HS S jS(1)KD 2K K jc S(1)HD 231d distance <= 1/2 screen cS fS DOT RC (fly weeeeee) 5HS jS(1)HD 2K K jc S(1)HD 235d possible on others ....basically use H or K after dead on time then cS it's 100 tension but can come in handy to finish a round .... if you are in the corner , use eternal wings combo for near damage but 50 tension edit: cwh 5h Straiight down dandy air combos !!!!!!!!https://www.youtube.com/watch?v=GqrzGHxD7PE at 6;40
Loli-Zero Posted December 31, 2014 Author Posted December 31, 2014 That video is a gold mine. At 2:15 he does a CWH Loop after RCing pilebunker. For some reason I never thought to look for that. Must be way better damage then RC 6HS Pilebunker At 5:00 he lands an AA 6HS Kmappa, and links a c.S on Sol allowing him to air combo into a knockdown. At 5:10 he lands CH 2HS and confirms with Kmappa RC into CWH loop. This one works the same as 6P CH CWH loop conversions, but I missed it as well. What's even cooler is that when the CWH loop doesn't work properly because it hits do deep that 6HS hits behind slayer, he actually reacts with 5K Kmappa. I run into this problem occasionally with wonky starters, but always just whiff a CWH in the wrong direction or watch them fall down because I recognize its going to side switch but didn't know what to do. In other portions of the video he does the corner variation off of AA 6HS k-step CWH. He does it off of AA CH 2S. He does it a few times off of raw AA CWH. Basically anytime he recognizes the height (especially from the kstep version) he converts into the loop for big damage. I'm so excited to see it in use. After I found all those confirms in the lab I was certain someone in JP had already figured it out, so it's cool to see Nasu use them so heavily in tournament matches. I will definitely be paying more attention to match footage he's in. Also interesting to note that a few times instead of linking a 6HS after CWH he does a raw EW. I've only tried canceling EW from a linked 5HS or 6HS there, but I bet it does more damage raw. I'll have to lab it out. When I land a crosswise loop and I have meter I usually just end in 6HS pile RC 6HS pile for like 20-30 more damage depending on the proration, but maybe the EW route nets more damage because there's no RC proration involved. Plus I'm sure you get a knockdown if you end with an air combo Sent from my iPhone using Tapatalk
koufdell Posted December 31, 2014 Posted December 31, 2014 yeah i can confirm that eternal wings in the corner or very near is the super to go with if you have the meter....a launcher that leads to air combos (i miss you BBU -_- )
fogelstrom Posted January 1, 2015 Posted January 1, 2015 (edited) Dat Hase 5D knockdown combo then... so impressed. 5D, j.HD, j.2K, j.D, j.2K, j.PD, dj.PKD I bet you could alter the end if you don't wanna use jump cancel om j.D. I'd tried it myself but the combo is hard difficult. Having trouble landing the first j.P. Also you gotta do some imossible dust variation and hold down during dust and wait just a frame or two before doing the combo else you get regular dust. EDIT j.PK, dj.KD does not give knockdown. They can tech before landing. Edited January 1, 2015 by fogelstrom
koufdell Posted January 1, 2015 Posted January 1, 2015 Dat Hase 5D knockdown combo then... so impressed. 5D, j.HD, j.2K, j.D, j.2K, j.PD, dj.PKD I bet you could alter the end if you don't wanna use jump cancel om j.D. I'd tried it myself but the combo is hard difficult. Having trouble landing the first j.P. Also you gotta do some imossible dust variation and hold down during dust and wait just a frame or two before doing the combo else you get regular dust. EDIT j.PK, dj.KD does not give knockdown. They can tech before landing. yeah man the first jp is where the "fun" starts ... for visual clue i hold FD when i see green i wait a little then h still 5D jHD 2k D is a knockdown for better oki than the standard one so.....
RoBoBOBR Posted January 1, 2015 Posted January 1, 2015 Hase matches showed beautiful D combo in the corner, where you go something like (work on So and MI at the very least): (corner or close) K 236K RC D 214PS S 6H 214PP (corner or close) raw D 214KK ... (CWH loop as well) and i think the trick is to go for D6 variety and cancel the dash into special immediately, which makes it quicker than just 5D then dandy input. Although so far D6 cS 6H 214KK H j(SHD) provides more damage.
Loli-Zero Posted January 1, 2015 Author Posted January 1, 2015 Against Potemkin Hase demonstrates that you can combo off of Helter Skelter into j.D j.2K j.K 5P j.PKPD Sent from my iPhone using Tapatalk
The_undercover_beret Posted January 2, 2015 Posted January 2, 2015 5D(9) > Falling J.HD > J.2KD > J.2KPD > jc > J.PKD Sin (114), Chipp (141), Potemkin (100), Axl (116), Eddie (118) 5D(9) > Falling J.HD > J.2KD > J.2KPK > jc > J.D Sin (111), Millia (130), Sol (110), Ky (110), May (113), Chipp (139), Elphelt (110), Potemkin (98), Axl (113), Venom (110), Eddie (115), Bedman (98) J.H has to be delayed in order to get the falling J.HD. The first J.D whiffed everytime I tried it against Faust and Slayer. Even with J.KD and J.PD, I couldn't get anything. The second route also works on Ramlethal and I-No, but it doesn't knock them down, so it didn't list them. I can't test on Leo, but the second route probably works on him. I'll edit this post if I find anything better.
koufdell Posted January 3, 2015 Posted January 3, 2015 5D(9) > Falling J.HD > J.2KD > J.2KPD > jc > J.PKD Sin (114), Chipp (141), Potemkin (100), Axl (116), Eddie (118) 5D(9) > Falling J.HD > J.2KD > J.2KPK > jc > J.D Sin (111), Millia (130), Sol (110), Ky (110), May (113), Chipp (139), Elphelt (110), Potemkin (98), Axl (113), Venom (110), Eddie (115), Bedman (98) J.H has to be delayed in order to get the falling J.HD. The first J.D whiffed everytime I tried it against Faust and Slayer. Even with J.KD and J.PD, I couldn't get anything. The second route also works on Ramlethal and I-No, but it doesn't knock them down, so it didn't list them. I can't test on Leo, but the second route probably works on him. I'll edit this post if I find anything better. against faust , hase starts with d not h watch the vid at 31:30 first part it starts like this falling D 2k K D jc SHD then he misses PD i guess and for leo yes the second route works you can finish wih PD 110 damage
Gemakai Posted January 5, 2015 Posted January 5, 2015 I've been having trouble confirming KMappa RC into the j.SHD2K air combo path. At least consistently. The combo I've been doing that does comparable damage for less timing (for those interested) is the following Starter > 236K > RC > 214KK > 5HS > j.KSK> dj.SHD Nets approximately 150 (will update when I get home and give exact values). On heavier characters like Potemkin and Bedman, I use cS > fS instead of 5HS
fogelstrom Posted January 6, 2015 Posted January 6, 2015 I've been having trouble confirming KMappa RC into the j.SHD2K air combo path. At least consistently. I don't really get what you're having trouble with. Obviously you don't have trouble confirming but maybe execution? I personally use c.S instead of 5HS on all mid characters as well for consistency.
Angry Guy of DE Posted January 6, 2015 Posted January 6, 2015 Testing out some potential combos from 2H CH. Truth be told I was drawing inspiration from the video with Nasu and how some things link. 2H CH > 6H > K Mappa Hunch (towards the later active frames) > c.S... At this point the combos changes depending on character weight. The air combo used is then based on having the j.2K hit properly to then allow j.D or j.214K for damage. I've noticed on some characters the hitbox in the air makes it difficult midscreen (Elphelt is the number one culprit with her damn dress) that you can't hit the mappa hunch deep enough so that you are close enough to link a c.S. In the corner you can give up a little damage and have it be easy by doing this instead. 2H CH > 6H > 214PS > c.S I'll have to double check what my combo is but I've managed to do 184 on Potemkin and as high as 210 on Sin midscreen. Some characters seem to require 5P instead of c.S because of hitboxes pushes Slayer out of c.S range.
Gemakai Posted January 6, 2015 Posted January 6, 2015 I don't really get what you're having trouble with. Obviously you don't have trouble confirming but maybe execution? I personally use c.S instead of 5HS on all mid characters as well for consistency. Maybe. I either drop it at it at the j.PK or the following j.H in the dj.SHD
fogelstrom Posted January 6, 2015 Posted January 6, 2015 Maybe. I either drop it at it at the j.PK or the following j.H in the dj.SHD Well you're using an awkward un-optimal combo. I'd just go with the standard j.2K combo instead. It's already been proven consistent. That's probably the best advice I can give. Also with RC the hitstun is horrible so you can't do alot of fancy stuff.
Gemakai Posted January 6, 2015 Posted January 6, 2015 Well you're using an awkward un-optimal combo. I'd just go with the standard j.2K combo instead. It's already been proven consistent. That's probably the best advice I can give. Also with RC the hitstun is horrible so you can't do alot of fancy stuff. That's what I mean. The combo I've been using Starter > 236K > c.S/5HS > j.SHD2K, j.PK, dj.SHD I drop at the j.PK or the H in dj.SHD
Angry Guy of DE Posted January 6, 2015 Posted January 6, 2015 I think some character weight groups make some air combos drop on them or at the very least are not as consistent. Its a height issue where j.PK doesn't work because you are below them or are too close to the ground to jump in time. I think there's at least three air routes that can be done after c.S/5H j.H > j.2K > j.PK > jc j.S[2]KD>j.2K>j.PK > jc j.S[1]HD>j.2K>j.PK > jc I don't remember which versions are more consistent with doing only one or two hits of j.S Also remember the length of the starter can effect how long the combo can go as well.
fogelstrom Posted January 6, 2015 Posted January 6, 2015 That's what I mean. The combo I've been using Starter > 236K > c.S/5HS > j.SHD2K, j.PK, dj.SHD I drop at the j.PK or the H in dj.SHD You can't do do dj.SHD after j.2K and RC earlier in the combo. It's too little hitstun from j.S to j.H. When I do xx, 236K, RC combos I always have to do j.PK, dj.KD. But for what Angry said it also depends on character weight. I'm not going to list every variation but you can input everything as fast as possible for light characters without anything getting f-ed up. When I combo Sol, Axl, Venom, Sin, Leo and Slayer I use c.S instead of 5HS because of consistency and I can then input the air combo without any delays. If you use 5HS you need to first delay the first j.S slightly and then the first j.D slightly. This will improve your consistency. Does not apply to Bedman, Pot and Faust. I was ready to quit Slayer because of his damn air combos but once you learn the timing and understand why combos work and don't everything gets easy. But I'm a bit complacent and for this reason I give up dmg for consistency. I was just fooling around vs Axl and the difference between c.S and 5HS combo was 14dmg for example. This is quite the amount I cut out on mid characters. Just something to think about when you practice.
The_undercover_beret Posted January 7, 2015 Posted January 7, 2015 Back with the rest of the 5D knockdown combos midscreen: [collapse]Faust: [Easy] 5D(9) > Falling J.D > J.2KKD > jc > J.KD (101) [Hard] 5D(9) > Falling Delay J.D > J.2KD > J.2KPK > jc > J.SHD (104) I tried the combo Hase attempted:5D(9) > Falling J.D > J.2KKD > jc > J.SHD > J.2KPD However, I couldn't get the J.P after the second J.2K. I had it a few times with J.S(2) for 114 damage, but it didn't knockown. Slayer: You need to delay the first J.D a lot, otherwise J.2K will whiff.5D(9) > Falling Delay J.D > J.2KKD (79)5D(9) > Falling Delay J.D > J.2KKD > jc > J.PD (90) The J.P is optional for the second combo. Ramlethal/I-No:5D(9) > Falling J.HD > J.2KD (96) Most likely improvable, but this is the only thing I found so far.[/collapse] It's old, I also mentionned a Dust combo in my first post, might as well share it now. [collapse]5D(6) > J.HD > 5H > 2H > c.S > hjc > J.SHD2K > J.PD Sin (166),Faust (162) Sol (162), May I-No Axl (167), Chipp (208), Potemkin and Bedman (146), Slayer (151), Venom (162), Eddie (171). J.D needs to be delayed on some characters. It's possible to get slighty longer combos using JI and double jumps, but it only adds 1~2 Damage.5D(6) > J.HD > 5H > 2H > c.S > jc > J.SHD2K > J.SK > jc >J.PD Sin (168), Ky (164).5D(6) > J.HD > 5H > 2H > c.S > jc > J.SHD2K > J.SK > jc > J.SKD Bedman and Potemkin (147). Instead of using J.HD > 5H, cS > 6H > 5H and 6H > 5H can be used instead, the damages are almost the same. However, J.HD is a lot easier to do and the timing is the same on everyone, unlike the two others. Those combos also work with Raw It's Late and Raw Mappa RC > 5D as starters and are more powerful than the standard route by 15~20 damage.[/collapse]
LB Posted January 7, 2015 Posted January 7, 2015 i like to bite. any guarenteed bite combos at lvl2+ stun recovery?
The_undercover_beret Posted January 7, 2015 Posted January 7, 2015 i like to bite. any guarenteed bite combos at lvl2+ stun recovery? Yes, but only with RC. Bloodsucking Universe RC > 6H > 214PP (112) Bloodsucking Universe RC > Walk > 5H > 2D (88) Bloodsucking Universe RC > 5D is possible as well but you need to RC as soon as possible. All the 5D combos I mentioned in my previous posts should work in that situation.
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