Onakira Posted January 17, 2015 Posted January 17, 2015 if you have a list don"t be shy bro' I don't use 2HS as much as I did in Accent Core and haven't fully tested it in GGXrd, but here's some stuff I know will work: CH 2HS> 6H> 214K,P (Anywhere) CH 2HS> 6H> 214P,S> c.S> j.SKD> j.2K> j.PD (Corner) CH 2HS> 6H> 214P,S> c.S> j.SKD> j.2K> j.PK> jc.KD (Corner) CH 2HS> 6H> 214P,K> 236236H> 6H> 214P,P (Corner) CH 2HS> 6H> 214P,K> 236236H> 5H> j.SHD (Corner) CH 2HS> 6H> 236K> c.S> j.PKD> j.2K> j.PD (Faust/Mid-screen) CH 2HS> 6H> 236K> c.S> j.D> jc.KSHD> j.2K> j.PD (Faust/Mid-screen) And for non-counter 2HS in the corner: 2HS> c.S> j.SKD> j.2K> j.K> jc.SHD *EDIT: The two combos listed for Faust may not be limited to him only
Loli-Zero Posted January 17, 2015 Author Posted January 17, 2015 There's a list of character specific non CH 2HS corner combos on the first page. Also, for midscreen I talked about Mappa RC combos for 6P confirms a page or two back. Those work after 2HS as well. For the corner, no one has tested enough to figure out what's optimal meterless afaik. Maybe I'll do that tonight Sent from my iPhone using Tapatalk
Onakira Posted January 17, 2015 Posted January 17, 2015 Some meterless CH 2HS tested on Sol at mid-screen: CH 2HS> 236K> c.S> j.KPD> j.2K> j.PD = 157 CH 2HS> 236K> c.S> j.KPD> j.2K> j.PK> jc.KD = 165 CH 2HS> 236K> 5P> j.PKD> j.2K> j.PK> jc.KPD = 154 CH 2HS> 236K> 5P> j.PKD> j.2K> j.PK> jc.HSD = 157
Martikol Posted January 18, 2015 Posted January 18, 2015 Hey guys, is it just me or is comboing sol functions really weird? In the corner I can do j.2K>j.SK>dj..... while in midscreen I keep screwing up even the j.P followup after 2K (I always delay j.D but sometimes I'm too low on the ground that only j.P connects in j.P>j.K). Also I keep trying to do D(9) on sol but I can't even connect the first j.D >_>
koufdell Posted January 18, 2015 Posted January 18, 2015 There's a list of character specific non CH 2HS corner combos on the first page. Also, for midscreen I talked about Mappa RC combos for 6P confirms a page or two back. Those work after 2HS as well. For the corner, no one has tested enough to figure out what's optimal meterless afaik. Maybe I'll do that tonight Sent from my iPhone using Tapatalk sorry loli didn't see that ...i'm seeking and testing some midscreen CH 2H ones
koufdell Posted January 18, 2015 Posted January 18, 2015 Some meterless CH 2HS tested on Sol at mid-screen: CH 2HS> 236K> c.S> j.KPD> j.2K> j.PD = 157 CH 2HS> 236K> c.S> j.KPD> j.2K> j.PK> jc.KD = 165 CH 2HS> 236K> 5P> j.PKD> j.2K> j.PK> jc.KPD = 154 CH 2HS> 236K> 5P> j.PKD> j.2K> j.PK> jc.HSD = 157 you can add 6HS bbefore mappa for more damage i think you can replace mappa with dash and still get descent damage for easier execution CH 2HS 6HS Kmappa cS S dj HD is already 173d (simple air route) so i'm workin on it depends how deep you hit the mappa and i got this CH p pilebunber IA Double hit dandy on pot (you have to hit the super in the same level as his head) ground combo even if you miss it , you will still get 1 hit cS air combo CH k pb IA DHD for max damage CH it's late DHD for 222 d (do the OD after he ground bounces not instant air) hhh good pot in the corner oh boy,CH helter skelter DHD midscreen guys on faust,pot,bed mil axl (S then DHD) techable for leo(RC needed to get full combo) 276d on milia (cs fs SHD 2k D) lesssssss go!!! double OD combo possible after it's late CH standard (little bit difficult on light ones) if you want visual footage tell me i have the stuff to record edit : currently testing 5D [9] DHD in the corner works on leo sol ino milia elph may chipp faust(+mid) ram axl zato(mid not corner) visual clue https://www.youtube.com/watch?v=wdzm9gSlICI&feature=youtu.be
Onakira Posted January 18, 2015 Posted January 18, 2015 you can add 6HS bbefore mappa for more damage i think Nice. I realized this works a little while after my last post. CH 2HS> 6H> 236K> JI> c.S> hj.SHD> j.2K> j.SK> jc.KD for 200 damage vs. Sol at mid-screen. That's the best I could find without meter. Easier Version: CH 2HS> 6H> 236K> c.S> j.SKD> j.2K> j.SK> jc.KD for 194 damage *EDIT: I was still half asleep when I posted.
Loli-Zero Posted January 18, 2015 Author Posted January 18, 2015 Hase posted the following combos on Twitter. CH It's Late > 6HS > 214P~K > 6HS > 214K~K > 5HS > sj.SKD on FA and SL I had trouble getting it on SL, but on Faust it did 254 (but I couldn't get KD). Using the 6HS > 214P~S route you only get 228 (with j.SHD > dj.PKD as an ender, I couldn't get j.2K > j.PK stuff to connect). CH It's Late > 214P~K > 6HS > 214K~K > 5HS > sj.SHD on ZA and VE This route did 252 on Zato (couldn't get knockdown), opposed to 244 with the 6HS > 214P~S route. Didn't test on Venom. Sent from my iPhone using Tapatalk
koufdell Posted January 18, 2015 Posted January 18, 2015 thx to mark of the gearhttps://www.youtube.com/watch?v=zCcCTlqvNd8https://www.youtube.com/watch?v=DAw5DC7AdO4https://www.youtube.com/watch?v=QZ2rQWSnevs and the ind blowing https://www.youtube.com/watch?v=6Pcr059lX6U
Onakira Posted January 18, 2015 Posted January 18, 2015 Hase posted the following combos on Twitter. CH It's Late > 6HS > 214P~K > 6HS > 214K~K > 5HS > sj.SKD on FA and SL I had trouble getting it on SL, but on Faust it did 254 (but I couldn't get KD). Replace sj.SKD with j.D> jc.KD on Faust and you'll get 261 and a guaranteed knockdown.
Loli-Zero Posted January 19, 2015 Author Posted January 19, 2015 That's a pretty big difference. I think I'll actually use that combo as my go to for faust. Did you have any luck on Slayer? I only got the 6HS link a few times on him Sent from my iPhone using Tapatalk
Onakira Posted January 19, 2015 Posted January 19, 2015 That's a pretty big difference. I think I'll actually use that combo as my go to for faust. Did you have any luck on Slayer? I only got the 6HS link a few times on him I did after about 20 minutes of figuring out how the hell to combo 214P,K> 6H> 214K,K on Slayer haha. It does 245 damage and it guarantees knockdown. Used FD against Under Pressure.
Loli-Zero Posted January 19, 2015 Author Posted January 19, 2015 Now that you've figured out how to do it, do you think it is worth learning? Sent from my iPhone using Tapatalk
Loli-Zero Posted January 19, 2015 Author Posted January 19, 2015 Now that you've figured out how to do it, do you think it is worth learning? Sent from my iPhone using Tapatalk
Wirya Posted January 19, 2015 Posted January 19, 2015 You can do 6H > K dandy CWH? lol I thought K dandy CWH was too slow for the combo to work.
4r5 Posted January 19, 2015 Posted January 19, 2015 PDandy or KDandy CWH are both too slow to hit within the 18f untech time of a level 4 move, so 6H must have some special untech time on it. here's the #r notes for 6H, if someone wants to translate: CH時よろけ効果(最大47F)。空中ヒット時ダウン復帰不能時間が長い。
Wirya Posted January 19, 2015 Posted January 19, 2015 Well yeah we already know (since #Reload days) that 6H deals a special untech time. What I meant was K dandy CWH. K dandy step's animation (unlike P dandy step's) is so long that the opponent already touches the ground before CWH comes out of it. (Well at least that's how it went when I tested it, but apparently Onakira proved I was wrong, lol.)
koufdell Posted January 19, 2015 Posted January 19, 2015 so in the corner counter hit will lead to massive damage on DHD characters 6p , 2H or it's late 5H jH Direct hit dandy easy and 260 to 300d(milia) sweeeeeeeeeet so far the characters are sol milia axl bed faust pot bed slayer anybody can confirm more?
fogelstrom Posted January 19, 2015 Posted January 19, 2015 Is 2hit DHD consistent? I mean with perfect setups obviously it is. But if you 6P in the corner you might be too close for 5H then you need to do c.S, (f.S), j.H, DHD. Does it hit 2 times? If so can't you do xx, Mappa, RC, CWH, 5H, j.H, DHD for 2 hits as well? SO, MI, AX, BE, FA is a actually a good enough amount of characters to make it worthwhile. Especially fun to blow up Millia :D Anyone feel free to test and let us know. I will barely be able to play at all for a week.
koufdell Posted January 19, 2015 Posted January 19, 2015 Is 2hit DHD consistent? I mean with perfect setups obviously it is. But if you 6P in the corner you might be too close for 5H then you need to do c.S, (f.S), j.H, DHD. Does it hit 2 times? If so can't you do xx, Mappa, RC, CWH, 5H, j.H, DHD for 2 hits as well? SO, MI, AX, BE, FA is a actually a good enough amount of characters to make it worthwhile. Especially fun to blow up Millia :D Anyone feel free to test and let us know. I will barely be able to play at all for a week. visual clue coming up ... internet meh 5D[9] dhd in the corner also possible if you want vids tell me and 2hit dandy is possible on others but not max damage and knockdown edit : ch helter skelter air dash DHD on leo and elph everywhere lessss go!!!
Onakira Posted January 19, 2015 Posted January 19, 2015 Now that you've figured out how to do it, do you think it is worth learning? It is if you're as god-like as Hase haha. But all jokes aside, it's not too bad. The 6H> 214K,K just feels kinda awkward on Slayer IMO. I figured you'd have to delay the timing of 6H>214P,K after CH It's Late on Slayer due to the difference in size between him and Faust in order to link 6H> 214K,K...but you don't.
Onakira Posted January 19, 2015 Posted January 19, 2015 K dandy step's animation (unlike P dandy step's) is so long that the opponent already touches the ground before CWH comes out of it. (Well at least that's how it went when I tested it, but apparently Onakira proved I was wrong, lol.) Hase proved us wrong, not me lol. I just confirmed it works on Slayer. I knew it worked on Faust, but not anyone else.
fogelstrom Posted January 19, 2015 Posted January 19, 2015 (edited) After messing around with 2hit DHD for almost 2 hours I can barely get anything consistent. If there isn't consistency there isn't any use. Maybe someone else has better luck than me but so far I'm not going to implement any DHD bnb's against specific characters. vs Millia CH IL, 5HS, j.H, DHD - 309dmg CH IL, 6HS, EW, 5HS, j.SHD, j.2K, j.PK, dj.KD - 298dmg. It's 10 dmg difference. 6P CH is rather good but yeah... it all boils down to constiency and how well you can perform it in an actual match. Because in the end that is all that matters. EDIT Zato is actually consistent so DHD combos are worth pulling on him. ZA only 6D combo. 6D, 5HS, IAD, j.D, DHD, c.S, f.S, c.S, 2D - 210dmg. Edited January 19, 2015 by fogelstrom
Nov Ganon Posted January 19, 2015 Posted January 19, 2015 Hey guys what's IOH in the combos stand for?
GaijinMo Posted January 19, 2015 Posted January 19, 2015 Instant overhead. Since you're comboing into it from a ground combo, the overhead designation probably isn't necessary (especially since they have to be standing, lol) but it drives the point home that it needs to be done quickly. Midscreen CH 2H > dash > c.S-f.S has already been brought up, but a funny thing is that you can do the long dash against May (maybe other lightweights but couldn't get it on Chipp). The timing is tight, but it lets you be further away when the 2H hits. It works when 6H wouldn't reach. I wish the combos with K Mappa > c.S weren't as finicky as they are though. There's a lot of potential there but it's tough to get the Mappa to hit late consistently.
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