daymendou Posted February 19, 2015 Posted February 19, 2015 6K RC j2K launch might be nice for a combo video. cS(blocked)-6K RRC > jS2K jK > 5P > jPK > djSHD2K > jPD Have to RC early for j2K to come out but late enough for enough horizontal movement , so that's 50% for a ~11 frame overhead and ~120 damage. IB cS only helps the djSHD to connect. 5P > jP is a 1 frame link here. AA research is in progress. jSKD seems to work well and is much stronger than KPK
RoBoBOBR Posted February 19, 2015 Posted February 19, 2015 j2K is NOT an overhead, look up frame data -- it has "all" in block.
Wirya Posted February 20, 2015 Posted February 20, 2015 j2K is NOT an overhead, look up frame data -- it has "all" in block. Weird. Did you test it yourself? (Frame data could be wrong sometimes.)
fogelstrom Posted February 20, 2015 Posted February 20, 2015 AA research is in progress. jSKD seems to work well and is much stronger than KPK Â If you hit P-CWH as AA you should just be able to do j.SHD...whatever on most characters. Dunno if the Hase variation would work since they might be a bit to high up depending on how you hit them with the initial CWH. I bet you won't find anything consistent because of different weights and the fact at what different points you are able to hit with CWH. You'll need to learn to confirm what height hit leads to what combo.
koufdell Posted February 22, 2015 Posted February 22, 2015 just found that meaty IL dot is possible .... hhh good and i have this on faust in corner ch IL > 6h > p.cwh >6h>p.cwh>jD SDD(2) Â easy 281d and builds almost 40 meter before the OD so maybe practical
deci Posted March 6, 2015 Posted March 6, 2015 Weird. Did you test it yourself? (Frame data could be wrong sometimes.) j.2k is not an overhead. i tested this as soon as i first saw someone use it on pot. instant overhead was too good to be true
MacArthur Blunts Posted March 11, 2015 Posted March 11, 2015 Has anyone mentioned normal hit 2p->dot/wing super? Cause that shit works.
Martikol Posted March 15, 2015 Posted March 15, 2015 So I see now that the list is updated I still have really annoying problems with some of the combos that are listed. 5D9 falling j.HD never hits on sol no matter what I do and I'm pretty sure I'll have problems with other characters as well (sol is my middleweight punching bag). Â Secondly, how much should I delay the first j.D in the raw CW combos? again, I can't hit sol no matter what I do and is kinda inconsistent on millia.
Angry Guy of DE Posted March 16, 2015 Posted March 16, 2015 5D9 I assume you mean the staircase combo into a knockdown? Sol just might have a weird hitbox so you may need to use j.KD instead to help make it more consistent. some of the cast may actually just require j.KD instead of j.HD. As for raw CW combos...the delay between j.H and j.D is used to adjust height since j.H has enough hitstun to let you fall a little more before using j.D into j.2K. I'll assume raw CW the combo you are doing is something along the lines of: CWH > cl.S > j.SHD > j.2K > j.SK > jc > j.SKD? If I'm wrong please state what combo you are attempting.
Martikol Posted March 16, 2015 Posted March 16, 2015 I already tried doing j.KD after a dust but still to no avail. Â What I'm trying to do after a CW is: 5H>j.SHD>jc.>j.PKSHD>2KPD after further attempts I can make it connect to sol (and slayer), but it is very difficult. At this point I have come to the conclusion to never do these combos on them since there are other, sometimes even better alternative. Â Â Â A new question, are there any optimal combos that lead to a knockdown after a CH IL? what I do after an IL is; 6H>pCWH>j.SHD>jc.>j.PSHD2K>PD. someties the last P doesnt connect, sometmes the last D whiffs. If I do 6H>pCWH>j.PKD2K>j.(P)K>jc.>KD the opponent is too far away for the last part to hit midscreen
Angry Guy of DE Posted March 16, 2015 Posted March 16, 2015 *double checks Aperture Black videos* okay off of raw CWH it can help with consistency to use 5K instead of 5H since you want the opponent up higher so that you can do j.D > jc. > j.P and connect. I'll be honest I'm still learning that and some character's hitboxes can make the j.S hit weird so that j.H doesn't connect if the height isn't correct. On the plus side the damage is pretty legit and is stylish. As for CH IL...I'll assume you are testing it on Sol and to be honest off of CH IL you are doing easily 1/3 of most character's life before guts kicks in so don't get too upset about not getting to squeeze in that extra 7 damage. Probably for that first combo just trying to do jSHD you might not be able to be as close as you want since Slayer can't do a buffer dash jump so you might not get to be close enough for the last few hits to connect. Its not as damaging but I tend to opt to do 6H > Pdandy > UP > c.S since it is consistent for me and I can still do the basic air bnb into a KD off of CH IL. I need to get back into the lab and double check combos.
fogelstrom Posted March 16, 2015 Posted March 16, 2015 I already tried doing j.KD after a dust but still to no avail. Â What I'm trying to do after a CW is: 5H>j.SHD>jc.>j.PKSHD>2KPD after further attempts I can make it connect to sol (and slayer), but it is very difficult. At this point I have come to the conclusion to never do these combos on them since there are other, sometimes even better alternative. Â Â Â A new question, are there any optimal combos that lead to a knockdown after a CH IL? what I do after an IL is; 6H>pCWH>j.SHD>jc.>j.PSHD2K>PD. someties the last P doesnt connect, sometmes the last D whiffs. If I do 6H>pCWH>j.PKD2K>j.(P)K>jc.>KD the opponent is too far away for the last part to hit midscreen For certain characters 5HS will make it difficult. You can instead to c.S, f.S (make sure to hit them low) and you'll end up with 1-2 points of dmg difference but a much easier combo. Personally I don't do c.S, f.S online because of online. I only use c.S far up for consistency. Offline I use 5HS for dmg. So my combo for online would be; CWH, c.S, j.SHD2K, j.K, dj.SHD - For medium characters. Lights always 5HS because it's super easy. On heavys pot+leo+bedman I use c.S, f.S. For CH IL first depends on midscreen and corner. I've already posted a detailed list for midscreen with all meter gains and damages. The one I use midscreen is; CH IL, 6H, c.S (f.S), j.SHD2K, j.K, dj.SHD. If you use f.S you can't do j.K after j.2K and instead need to use j.P For corner obviously depends if you wanna burn meter but my meterless variation is CH IL, 6H, 214P-S, c.S, j.SHD2K, j.P, dj.SHD If you have enough RISC for double CH you can land a wall stick 214P-P after as well. Then dash, 5H, 2H for really massive dmg. And if you have 50% meter you can cancel your c.S to EW... it's kinda mouth watering but yea. You can just play around.
Martikol Posted March 17, 2015 Posted March 17, 2015 After trying and switching c.S for 5H, I finally managed to hit sol with the j.P after the first j.D in the combo that I'm attempting.........BUT! 2 things happen afterwards, either the second j.D completely whiffs, or sol recovers even before I can hit the last j.P. Â Though like I said, I think its too much trouble to do these combos on him (and any other wonky middleweights). So I'll just stick with whatever optimal combo there is that isnt much of a difference =/.
fogelstrom Posted March 17, 2015 Posted March 17, 2015 After trying and switching c.S for 5H, I finally managed to hit sol with the j.P after the first j.D in the combo that I'm attempting.........BUT! 2 things happen afterwards, either the second j.D completely whiffs, or sol recovers even before I can hit the last j.P. Â Though like I said, I think its too much trouble to do these combos on him (and any other wonky middleweights). So I'll just stick with whatever optimal combo there is that isnt much of a difference =/. I just noted the combo you're attempting now... Take out the first j.P or j.K after the dj and you should be fine. With 5H starter you just have to add slight delay on the initial j.S and the first j.D. Also adding delay on the last j.2K makes it easier to hit mids/heavies with the last j.PD. But you seriously need to add delay at 3 seperate points more or less for Sol... it's wonky and I personally don't like that Hase variation of the air combo even if it's on paper the best one. If you use c.S and hit them rather high up I don't see how you can fail the combo. Maybe it was just you adding too many hits after the first j.D. As said, try doing; CWH, 5H, j.SHD, dj.KSHD2K, j.PD. Slight delay on initial j.S (so they end up higher), slight delay on initial j.D (same reason) and j.2K (this is to align yourself with opponents hitbox so j.P doesn't wiff). Â *EDIT* I also think it's just easier with dj.P rather than dj.K, If I remember correctly more for lights? But I'm not expert on the Hase variation.
tortoos Posted March 17, 2015 Posted March 17, 2015 For someone like Sol I do CWH 5HS J.SHD J.2k J.PK jump cancel J.kd. I found that to be the easiest for me to do.  When it comes to what you USE post crosswise? honestly whatever you have the most consistency with. I use H for anything but heavyweights and S for heavies. I found that it was harder for me personally to keep the combo consistent when I used K post crosswise. You can kind of use any of the three options though, Except H on fatties.
koufdell Posted March 22, 2015 Posted March 22, 2015 CH K pile > long dash > jH SDD(2) .... this one is the shit ...works on all except sol , ky, milia and elphelt...from start position...ch K pile is gonna be dangerous with 50 tension hhhhhhh
Onakira Posted March 22, 2015 Posted March 22, 2015 Hase demonstrates some juicy stuff (w/ meter) against multiple characters here:  http://www.twitch.tv/joniosan/b/640021863  Starts around the 01:15:00 mark.  Mid-screen CH 6P and CH Pilebunker, 2K>2P>2S>2H, Meaty 6K, and Corner CH 6P.   Edit: Oh, and I forgot to mention....Get Hype! Cause there's a decent mix of Slayer gameply in there too.
ApertureBlack Posted March 22, 2015 Posted March 22, 2015 Hase demonstrates some juicy stuff (w/ meter) against multiple characters here:  http://www.twitch.tv/joniosan/b/640021863  Starts around the 01:15:00 mark.  Mid-screen CH 6P and CH Pilebunker, 2K>2P>2S>2H, Meaty 6K, and Corner CH 6P.   Edit: Oh, and I forgot to mention....Get Hype! Cause there's a decent mix of Slayer gameply in there too.  K-pile 4+ times in a combo  IT BEGINS
Onakira Posted March 22, 2015 Posted March 22, 2015 K-pile 4+ times in a combo  IT BEGINS Yes Sir. Haha  Edit: And a meaty 6K>c.S>f.S>c.S>f.S>5K>2D vs. Ky at the 7:49:35 mark.
koufdell Posted March 22, 2015 Posted March 22, 2015 Yes Sir. Haha  Edit: And a meaty 6K>c.S>f.S>c.S>f.S>5K>2D vs. Ky at the 7:49:35 mark. wtf was that ???? i hope we are getting this on consoles ....4 piles sweet....lesss pilebunka !!!! and yeah 6k is back !!! and the fight against ky was some kind of combo movie or what ... hase everybody ... taka is at 8:55:00
Onakira Posted March 22, 2015 Posted March 22, 2015 I know, right? Hopefully it's not character specific. Ha. Â And I'm sure consoles will get a patch since they haven't included any brand new/returning characters with the 1.1 update. Â Â Â Edit: Actually, Taka starts quite a bit before 8:55:00. Around the 8:36:00 mark.
koufdell Posted March 22, 2015 Posted March 22, 2015 on millia in corner normal 6P > cS > fS > jSHD 2K KD (land)>cS>fS>jSHD 245d new hase combo ... this man edit:hase variation for throw rc (hard) throw rc 5H jKSHD>jc>jPSHD 2K PD (the pd is hard and height dependent i think) 181 damage  in corner and based on those two combos you can do throw rc > 6p>cs >fs >jSHD 2k KD (land)cs>fs >j PD for 182 damage and knockdown (easier than the beast version hhh) and midscreen throw rc 5H > j KSHD 2K k>jc SHD 2k pd 177d and easier
Dandy Chippu Posted March 23, 2015 Posted March 23, 2015 Hase doing a 6k feint almost confused me because I've yet to see it used in Xrd untill now. And Hase got FIVE pairubankas in one combo on millia, damage
daymendou Posted March 23, 2015 Posted March 23, 2015 Only 5 Pilebunkers? Heh...https://twitter.com/KamoneSoccer/status/579642971236089856 Midscreen CH 6P > K Pile RC > 66 K Pile > K Pile > P Pile RC > K Pile > 6D > K Pile > 6H P Pile I guess corner RC adds 3 Pilebunkers, hopefully 6H xx P Pile is easier. But I'm more interested in what kind of damage and tension we'll see off meaty 6K > c.S EW Edit: it's here! http://youtu.be/mKRy2tEOmOc
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