Senkei Posted November 1, 2012 Posted November 1, 2012 You can either do another 236 S then end with flower into GMW. Or some characters 2HS into 236 S works. I can test it right now though....
Effenhoog Posted November 2, 2012 Posted November 2, 2012 After 236S RC you can also just dash up and pick them up with 2S into whatever air combo you like
ElvenShadow Posted November 2, 2012 Posted November 2, 2012 Yea the pogo whiffs in this situation against Sol and HOS. I usually just run up and pick them up into an air combo off of the slide state.
Mumm-Ra Posted November 2, 2012 Posted November 2, 2012 (edited) Is command grab>IAD>FB pogo possible in AC+? or is that +R only? Just what changes were made in +R? And is FB pogo>FB pogo possible in AC+? I think I saw it in a couple of +R videos but I'm not sure. Edited November 2, 2012 by Mumm-Ra
ElvenShadow Posted November 3, 2012 Posted November 3, 2012 I dont think that would work in AC. In R, FB pogo now pics up from OTG without OTG state, like how potemkin used to be after slide head. so now in R there are a lot of new combos
Mumm-Ra Posted November 3, 2012 Posted November 3, 2012 Thought as much, what about FB Pogo>FB pogo? That is a thing, right? How does it work?
MetalMaelstrom Posted November 3, 2012 Posted November 3, 2012 Wasn't it mentioned that he could FB pogo out of pogo stance as long as you're doing the pogo jump (hold 9)?
ElvenShadow Posted November 3, 2012 Posted November 3, 2012 yes you can do a new FB pogo version in pogo strance while hopping forward
Mumm-Ra Posted November 3, 2012 Posted November 3, 2012 Thanks guys, sorry for not keeping up with the info
Senkei Posted November 5, 2012 Posted November 5, 2012 When they burn the whole bar in the corner to kill with 4 straight FB Hops I have a better outlook on life... And then giggle thinking about the possibilities this character has now. Also mike is it possible to combo off of scalpel pull now since his 5p is faster now? Or do you need to still FRC it?
Jakestation Posted November 6, 2012 Posted November 6, 2012 Nage goes scalpel pull -> explosion -> fb pogo combo atm if he has even a little meter. If i remember seeing it correctly
ElvenShadow Posted November 6, 2012 Posted November 6, 2012 I haven't seen that combo yet. Can you get the OTG FB pogo in without slashbacking the explosion or do you still have to slashback?
Jakestation Posted November 7, 2012 Posted November 7, 2012 http://www.youtube.com/watch?v=QF-ljUq0abs&feature=player_detailpage#t=527s here you go no slashbacking but rc after fb pogo to keep comboing
Mumm-Ra Posted November 7, 2012 Posted November 7, 2012 Pretty sure you can still combo after FB pogo without the RC. Man otg FB pogo is so good.
Jakestation Posted November 7, 2012 Posted November 7, 2012 Most likely but the combo would be just S on pogo and then HS. if you RC it you can go full aircombo still.
Mumm-Ra Posted November 10, 2012 Posted November 10, 2012 you could throw a jump install there somewhere to do Going My Way>FRC>JK>jc>JK>JS>JHS after FB pogo too, no?
poscolo Posted January 8, 2013 Posted January 8, 2013 (edited) Anyone still playing the PSN version of the AC? I'm trying to polish my skills if the rumor about the R version being downloadable after some time. So, I'm currently doing some B&B combos and my 5HS sometimes wont connect after a far 5S, thus i cant go Pogo> item throw or 2D> air combo. Aside from gatling into 2K or 236P is there another viable alternative?. And another thing... i've seen SJI combos from 6P aerial counters where you just do your regular air combo, and using the SJI because of the height of the opponent. My question is, do you have a better combo from a ground to ground 6P CH than the regular 6P>236P>2S jc JK>JS>JK jc JK>JS>JHS using a SJI(and 5K)? Edited January 8, 2013 by poscolo
Natsu Posted February 7, 2013 Posted February 7, 2013 In the second combo [2) 164 DMG - (edge of screen) Drill Cancel Kick JC > j.2K>[far 5.S>5.HS]>pogo hit> 5.S(ground flower)>5.HS(going my way)] what do you mean by [far 5.S>5.HS]? oh and by the way, when you write Drill Cancel Kick JC, you mean Drill Cancel>K>JC or Drill Cancel>JC?
Senkei Posted February 11, 2013 Posted February 11, 2013 standing far slash connects into 5HS if the distance is correct. That combo can get you max damage in the corner if you hit them with FDC j.k. He means FDC(drill cancel)K(kick). When you do the drill cancel using kick is the best normal to get a confirm with. Hopefully that answered your questions...
poscolo Posted February 13, 2013 Posted February 13, 2013 Hi Senkei, is there any specific spacing when doing the FDC combos? I dont stay too near to the opponent in order to stay away from throw range and sometimes leaves me kinda far to combo the j2k into 5p or 5s.
Natsu Posted February 15, 2013 Posted February 15, 2013 standing far slash connects into 5HS if the distance is correct. That combo can get you max damage in the corner if you hit them with FDC j.k. He means FDC(drill cancel)K(kick). When you do the drill cancel using kick is the best normal to get a confirm with. Hopefully that answered your questions... so what you mean, I jump, canceling my jump with drill cancel, then press kick? btw I'm trying the second combo, and it seems like I succeed, but the game doesn't count all the hit as combos, am I doing it correctly?
Senkei Posted February 25, 2013 Posted February 25, 2013 Piscolo: you actually need to be close and pretty low to the ground. This may be the most difficult thing to master in Faust's arsenal. The proper combo actually allows you to dash when you land then going into 5p - 2d - 2s - 5k -jc- jk - jd. Watch Nage and Kiisha videos on youtube. They have the standard FDC combos down It also is something that you need to condition your opponent to be hit by. Have your oki focus first on 2k and if they want to grab on wake up use a meaty j2k. Natsu: What part does it stop counting the combo? It should connect all the way through... Really this combo should be done in the corner only. Most combos midscreen should end in the jd knockdown combos...
poscolo Posted March 6, 2013 Posted March 6, 2013 Thanks Senkei.. I havent had time to practice the last few days but I'm gonna start with those videos. Aside from that... I often used to frc the pogo GMW in XX#R. Now in AC+ I'm having a harder time to combo from that.. and sometimes i feel like it just doesnt combo. Is there something like BB where the opponent has better recovery times the more hits they are in the combo they are taking?(did it make any sense?)
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now