C4IQ Posted April 3, 2015 Posted April 3, 2015 In the case of Combo, Eisen sturm, rrc I would only do 6P, 5CS, 5H [2]8H/S as 6P does more damage then 5K. I would only do reps for counter hit punish or on a crouching opponent and end 5FS, 5H, [2]8H.
Maho Posted April 3, 2015 Posted April 3, 2015 6P also has 80% proration so the combo would end up doing quite less damage. cS is the best starter if you go for a flashkick RC combo.
Kikuichimonji Posted April 3, 2015 Posted April 3, 2015 In the case of Combo, Eisen sturm, rrc I would only do 6P, 5CS, 5H [2]8H/S as 6P does more damage then 5K. I would only do reps for counter hit punish or on a crouching opponent and end 5FS, 5H, [2]8H. Like Maho said, starting combos with 6P isn't great because of its proration. 5K also decreases the damage of juggle combos, but it's a great starter because it leaves Leo closer, allowing you to get dashing 5K cl.S from nearly half screen. If I were comboing a crouching opponent, I'd use something like 5K cl.S 6K 5P 5K cl.S f.S 5H rekkas (which does over 170). If I were executing a CH punish, I'd go for a combo off CH 5H or 2H (which would be around 200 damage, 250 with meter near corner). I'd never end a combo in H Eisen Sturm without RRC unless it would kill just because the setup options after rekkas are so much better. Whiff 236H, j.K safe jump, and [4]6H YRC setups are too good to pass up.
Uncivilized Elk Posted April 6, 2015 Posted April 6, 2015 Not being able to play for a couple months destroyed my ability to do basic combos with any of the characters I used... On Leo's flashkick BnB I asked about earlier, I'm having toruble getting the last air combo to work consistently. A lot of times after 6H the 5K to cS turns into 5K fS is one major problem (other issue is sometimes the dummy techs before the first jK or before the djK). Can anybody give me any basic tips to timing the 6H after the jD-whiff and the following 66 5K so it will all connect properly? I'm having a hard time re-figuring out what I'm doing wrong.
Kikuichimonji Posted April 6, 2015 Posted April 6, 2015 Not being able to play for a couple months destroyed my ability to do basic combos with any of the characters I used... On Leo's flashkick BnB I asked about earlier, I'm having toruble getting the last air combo to work consistently. A lot of times after 6H the 5K to cS turns into 5K fS is one major problem (other issue is sometimes the dummy techs before the first jK or before the djK). Can anybody give me any basic tips to timing the 6H after the jD-whiff and the following 66 5K so it will all connect properly? I'm having a hard time re-figuring out what I'm doing wrong. You have to eyeball the distance between you and the opponent after the RRC. If they're farther away, you need to dash before the 6H. If they're close, you can't dash before 6H or else your 6H will whiff or the opponent will be thrown the other way behind Leo. After that, you need to dash as far as possible before 5K. Depending on how long your combo has been, 6H may have enough hitstun to knock down or not. And finally, you can delay the gatling from 5K to cl.S in order to get closer to the opponent from the 5K. I mess up the combo too sometimes, and different characters are easier or harder to land the combo on.
Reikirei Posted April 7, 2015 Posted April 7, 2015 Everyone, I've just made a Skype Group Chat for Leo. If you're interested, send me a PM or leave your Skype name so I can add you and invite.
zankoku Posted May 8, 2015 Posted May 8, 2015 Leo's bnb damage can now be increased a small amount, using the new 5K > 6P gatling. Note that it increases meterless damage but makes his RC extensions fare worse. 5K > c.S > 5H > rekkas = 137 dmg 5K > 6P > c.S > 5H > rekkas = 145 dmg 5K > c.S > f.S > 5H > rekkas = 154 dmg 5K > 6P > c.S > f.S > 5H > rekkas = 161 dmg 5K > c.S > 6K > 5P > 5K > f.S > 5H > rekkas = 161 dmg 5K > 6P > c.S > 6K > 5P > 5K > f.S > 5H > rekkas = 166 dmg
Kikuichimonji Posted May 8, 2015 Posted May 8, 2015 I don't know if this is new to 1.1, but on May, Millia, Elphelt, I-no, and Ramlethal, you can do bt.D > bt.214H > dashing 5K cl.S (jc) j.K (jc) j.K j.H j.236H.
C4IQ Posted May 8, 2015 Posted May 8, 2015 You could this in the old version and against all the cast, just Needta be near the corner. I think I did make a video on it but cant post it ere while on my phone.
C4IQ Posted May 8, 2015 Posted May 8, 2015 Leo Whitefang "The Kings Dictionary": http://www.youtube.com/playlist?list=PLvtgr2NtQGMjP-q-qiyoAUKOI5ORszT8J I can only post the playlist it's somewhere in there. Lol
Maho Posted May 8, 2015 Posted May 8, 2015 You could also do it, but there was no reason to (and this still applies in 1.1) as you can do a way easier and more damaging combo on those characters : bt.D > 236H > btP > hjS > jH > j236H.
Kikuichimonji Posted May 13, 2015 Posted May 13, 2015 You could also do it, but there was no reason to (and this still applies in 1.1) as you can do a way easier and more damaging combo on those characters : bt.D > 236H > btP > hjS > jH > j236H. That does around 150 damage, but the 214H combo does around 180. Against characters like Sol, you can't do the 214H, so a combo like bt.D > 236H > j.S(1) (jc) > j.K j.H > j.236H becomes optimal. I actually didn't know about the 236H bt.P combo before you posted though, so thanks. 214H also works on I-no. You could this in the old version and against all the cast, just Needta be near the corner. I think I did make a video on it but cant post it ere while on my phone. It wasn't in any of those videos. Do you mean the wallstick? That's pretty well known at this point I think.
Maho Posted May 14, 2015 Posted May 14, 2015 Yeah I don't know why I thought it did more damage, I guess 236H combo can be used for side switch, it feels easier too, or maybe that's juste because I'm used to do it. Also I guess it's probably due to the input buffer increase, but the character specific 6K > 2P link on standing feels a lot easier now, I can do it consistently even online so I'm using it as a bnb on Bedman, Elphelt, Faust, Leo and Potemkin : 5K > cS > 6K > 2P > 5K > 2H > rekkas.
Kikuichimonji Posted May 14, 2015 Posted May 14, 2015 Yeah I don't know why I thought it did more damage, I guess 236H combo can be used for side switch, it feels easier too, or maybe that's juste because I'm used to do it.It actually feels incredibly hard to me on light characters because you have to delay a really specific amount of time on light characters. Also I guess it's probably due to the input buffer increase, but the character specific 6K > 2P link on standing feels a lot easier now, I can do it consistently even online so I'm using it as a bnb on Bedman, Elphelt, Faust, Leo and Potemkin : 5K > cS > 6K > 2P > 5K > 2H > rekkas.6K > 2P works on Slayer too. The 2P link adds a few points of damage, but it's highly spacing specific and if you start that same combo off a 5P it probably won't connect consistently. If I'm really hungry for damage and meter, I personally do the 5H > Eisen Sturm combos (the combos I said were never worth it in this thread, lol). I do the crouching 6K > 5P combos, though, because those can do just shy of 200 with a little guard crank and you build a ton of meter.I remember getting 5K cl.S 6K 2P 5K cl.S 5H on one character, but I can't remember what character. But the damage on that is silly.
Kikuichimonji Posted May 14, 2015 Posted May 14, 2015 New burst punish combo: cl.S 6P (jump install) cl.S (sjc) j.K j.S(2) (jc) j.K j.H j.236H = about 180 damage on everyone. https://youtu.be/ckdKOU5uvU8
C4IQ Posted May 14, 2015 Posted May 14, 2015 That does around 150 damage, but the 214H combo does around 180. Against characters like Sol, you can't do the 214H, so a combo like bt.D > 236H > j.S(1) (jc) > j.K j.H > j.236H becomes optimal. I actually didn't know about the 236H bt.P combo before you posted though, so thanks. 214H also works on I-no. It wasn't in any of those videos. Do you mean the wallstick? That's pretty well known at this point I think. this is my video of counters and deflects confirms. (there's no wallstick or counter 214H confirms as wanted to just shoe.universal stuff)https://youtu.be/lnNoqr46ySA
Kikuichimonji Posted May 14, 2015 Posted May 14, 2015 this is my video of counters and deflects confirms. (there's no wallstick or counter 214H confirms as wanted to just shoe.universal stuff)https://youtu.be/lnNoqr46ySA I think you misread my initial post because I was talking about bt.D > bt.214H, not the 214S/third rekka. This works midscreen against the lightweights.
C4IQ Posted May 14, 2015 Posted May 14, 2015 I think you misread my initial post because I was talking about bt.D > bt.214H, not the 214S/third rekka. This works midscreen against the lightweights. Argh sorry my bad.
Maho Posted May 14, 2015 Posted May 14, 2015 6K > 2P works on Slayer too. The 2P link adds a few points of damage, but it's highly spacing specific and if you start that same combo off a 5P it probably won't connect consistently. If I'm really hungry for damage and meter, I personally do the 5H > Eisen Sturm combos (the combos I said were never worth it in this thread, lol). I do the crouching 6K > 5P combos, though, because those can do just shy of 200 with a little guard crank and you build a ton of meter. If you hit close, the link straight from 6K works also on Axl, I-no, Ky and Sin, you're in range to hit Chipp with 2P but for some reason it doesn't combo, also I couldn't get it on Slayer myself. It does combo from 5P/2P on the characters I listed even from a bit of distance (but not max distance) except on Bedman, the main use for me isn't really the damage but the corner carry, ending it with 2D if necessary.
Reikirei Posted May 16, 2015 Posted May 16, 2015 If you hit close, the link straight from 6K works also on Axl, I-no, Ky and Sin, you're in range to hit Chipp with 2P but for some reason it doesn't combo, also I couldn't get it on Slayer myself. It does combo from 5P/2P on the characters I listed even from a bit of distance (but not max distance) except on Bedman, the main use for me isn't really the damage but the corner carry, ending it with 2D if necessary. If we are talking about hitting the normal 6K > 2P link on standing Chipp, I can assure you it combos, it's just a really tight link (1F most likely). As for Slayer, I don't think it works, because it whiffs the 2P like against Sol. By the way, I tested the standing link on the entire roster: Works on: Leo Sin Faust Ky May Chipp Potemkin I-No Axl Bedman Doesn't work on: Millia Sol Elphelt Slayer Ramlethal (doesn't whiff though) Venom Zato=1
DarkZero197 Posted May 18, 2015 Posted May 18, 2015 About the Skype group thing earlier Mine is darkzero197
zankoku Posted May 28, 2015 Posted May 28, 2015 Tomo's easy point blank crouch confirm route: 5K > c.S > f.S > 2S > 5H > rekkas 164 damage
C4IQ Posted June 17, 2015 Posted June 17, 2015 Comboing c.S, 6P, c.S, etc. More Damage and more Meter gain. https://youtu.be/Do8hE91ilb0
Tsukahara Posted August 7, 2015 Posted August 7, 2015 Hey all,Dunno if these are known, but messing around in training mode I found you could get even more damage than I thought for 50 meter with bt.H near the corner. 260 dmg for 50 meter is a lot more than I was doing previous to this though. Might even be able to squeeze more out of these, but I felt like I was pushing the combo timer to it's limits. Easy hit confirm for no effort - https://youtu.be/mZ9l3dPuE4ABuffer the super for this one - https://youtu.be/-K9qyydyWV0
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