Guardian Posted July 16, 2007 Posted July 16, 2007 If you get a CH 3P, you could just do the following: ch 3P, 2HS FRC, j.k, j.D, FB bomber/63214S The great thing about it is even if you don't get the CH, you can continue a rushdown after 2HS frc. How about this for stupidity: 3P(blocked, start charge), 2HS FRC, unblockable DW: On normal to heavier characters, 2S(2hit), 6K(2hit), 2S(2hit), sjc j.HS, j.D FB bomber/63214S does considerable dmg, much more than just 2s alone especially when you don't have tension. I didn't mean just 2s to 6k alone lol.
-KDX- Posted July 16, 2007 Posted July 16, 2007 thats pretty pimp guardian but I don't see why ppl are finding 3P so hard to hit confirm...the window to input a gatling on it is huge and lasts thru the entire animation basically so you can decide to stop and do 5K pretty easily imo. nothing else new though, but I am working on some things. ^.^ -Shag
RedBeard Posted July 16, 2007 Posted July 16, 2007 If you get a CH 3P, you could just do the following: ch 3P, 2HS FRC, j.k, j.D, FB bomber/63214S The great thing about it is even if you don't get the CH, you can continue a rushdown after 2HS frc. Just to note...3P CH->2H FRC doesn't work on: CH, ED, OS, SL, SO, VE. It's a good option select but you can't really continue to rushdown after a 2H FRC, especially if it's FDed. The pushback is enormous and they recover a little before/at the same time as you depending on if they FDed or not. You still get your long range options though. thats pretty pimp guardian but I don't see why ppl are finding 3P so hard to hit confirm...the window to input a gatling on it is huge and lasts thru the entire animation basically so you can decide to stop and do 5K pretty easily imo. Wha? No...the window on it is small. You can't input anything while the move is retracting, only while it's extended. The option select is fine but hit confirming a 3P CH is difficult. The window you have to choose to let it retract and continue pressure into, say, a 2H is extremely small. Just go to training mode and test it out. If you're FISHING for 3P CH and just expecting it to hit and letting 3P retract then yes, it's easy to combo. But spotting it mid attack string is not, as the window for cancelling 3P is pretty small. On the other hand, if you do 3P->6H that's another option select that is comboable...not that that is exactly a good mixup to use but on the random times you do use it, it leads into massive damage if they ate a 3P CH.
RedBeard Posted July 16, 2007 Posted July 16, 2007 Erh just as an aside to that, if you want to test how hit confirmable it is: Just go to training mode and set Counterhit to "Random". Run up to, say, I-No and do 3P. If it's a CH, let the move retract and hit with 5K. If it's not, followup with 2H. Now, if it's so easy to spot on the run, you should be hitting this 75%+ of the time. Maybe I just really suck but I can't hit confirm that over about 3/10 or 5/10 times, tops. Certainly not like 9/10 or 10/10 where I would consider it a consistent, hit confirmable move. I'd even say some of those are just me doing a lucky guess and expecting one or the other to happen.
Digital Watches Posted July 16, 2007 Posted July 16, 2007 Erh just as an aside to that, if you want to test how hit confirmable it is: Just go to training mode and set Counterhit to "Random". Run up to, say, I-No and do 3P. If it's a CH, let the move retract and hit with 5K. If it's not, followup with 2H. Now, if it's so easy to spot on the run, you should be hitting this 75%+ of the time. Maybe I just really suck but I can't hit confirm that over about 3/10 or 5/10 times, tops. Certainly not like 9/10 or 10/10 where I would consider it a consistent, hit confirmable move. I'd even say some of those are just me doing a lucky guess and expecting one or the other to happen. Yeah, I don't think anyone can hitconfirm well enough to rely on this combo. It's pretty much a Combo Movie thing.
-KDX- Posted July 16, 2007 Posted July 16, 2007 I love how ppl assume I'm a moron, but carry on...I'll just go back to trolling since yall know everything about Axl now. peace =)
RedBeard Posted July 16, 2007 Posted July 16, 2007 I didn't assume you were a moron. Just that 3P CH isn't hit confirmable.
SirSmoov Posted July 16, 2007 Posted July 16, 2007 no no redbeard...u're absolutely right...kdx is a moron
Digital Watches Posted July 16, 2007 Posted July 16, 2007 Hm... Actually, howabout this? -KDX-! I challenge you! Prove that you can hit confirm it reliably (IE do it and combo from it. If you try to combo when it's not a counterhit, I take it as a sign that you were fishing on the hopes that it would CH, and not actually hitconfirming) while also winning a match against me, and I'll pay you... I'm not sure how much yet. Probably something like $5. Sound good?
Guardian Posted July 16, 2007 Posted July 16, 2007 Just to note...3P CH->2H FRC doesn't work on: CH, ED, OS, SL, SO, VE. It's a good option select but you can't really continue to rushdown after a 2H FRC, especially if it's FDed. The pushback is enormous and they recover a little before/at the same time as you depending on if they FDed or not. You still get your long range options though. Which is why the charge during 3P is important. If they do FD your 2H frc, you could always do rensegeki frc to keep them from moving as you continue to rush, especially if you charge partition or save the charge. Yea it's blowing 50% tension, but it's not like Axl as tension free rushdowns anyway 63214S frc is another option that will put you right back in front of them. Then if they try to attack you could always random parry or 623S. Yay for advanced paper/rock/scissors!
Shoto Posted July 17, 2007 Author Posted July 17, 2007 concerning the 3P CH 5K thing: I believe it's that sort of thing where you either continue with the combo or you don't. I don't think that you can train to either do the combo or not, but not to decide if you should go on with the combo or should keep rushing (but it still is usefull even without that). We Axl players are somehow spoiled as most of Axl mixup strings work as combos anyway^^ but I'd say that 3P CH, 5K basically is a hitconfirm in the classical sense (but if you say it's misleading I delete the note in the starting post that says this combo is confirmable).. ..but I don't think that 3P (CH), 6H is really hitconfirmable.. 3P (CH), 5K gives you much more time to figure out if 3P hits as CH as it is a link which means you have the whole active time and recovery or 3P.. but 6H seems to be done as gatling, which means you must input it right after the 3P hits.. (but to be honest, I havent checked )
Guardian Posted July 17, 2007 Posted July 17, 2007 After testing, ch 3P, 2HS frc does work on everyone; for the characters redbeard mentioned, you just have to slightly delay/link the 2HS to get the combo. Is there something wrong with the edit function? The damn screen freezes up everytime I try to edit my other posts
Digital Watches Posted July 17, 2007 Posted July 17, 2007 concerning the 3P CH 5K thing: I believe it's that sort of thing where you either continue with the combo or you don't. I don't think that you can train to either do the combo or not, but not to decide if you should go on with the combo or should keep rushing. We Axl players are somehow spoiled as most of Axl mixup strings work as combos anyway^^ but I'd say that 3P CH, 5K basically is a hitconfirm in the classical sense (but if you say it's misleading I delete the note in the starting post that says this combo is confirmable).. ..but I don't think that 3P (CH), 6H is really hitconfirmable.. 3P (CH), 5K gives you much more time to figure out if 3P hits as CH as it is a link which means you have the whole active time and recovery or 3P.. but 6H seems to be done as gatling, which means you must input it right after the 3P hits.. (but to be honest, I havent checked ) No, you're right. 3P-6H is a gatling.
Shoto Posted July 18, 2007 Author Posted July 18, 2007 I knew that.. what I'm not sure is if you can link from 3P (CH) to 3H instead of canceling in it as part of the chain (what should give you time enough for the confirmation)..
Digital Watches Posted July 19, 2007 Posted July 19, 2007 I knew that.. what I'm not sure is if you can link from 3P (CH) to 3H instead of canceling in it as part of the chain (what should give you time enough for the confirmation).. I'm gonna go ahead and say I doubt it, but I'll test this when I get home tonight. EDIT: Nope. Gatling, not link.
Digital Watches Posted July 22, 2007 Posted July 22, 2007 Alright. I wasn't going to post this until I figured out exactly how it happened, but it's just too awesome not to share. Three or four times in matches, I've been able to get a decent combo from the sliding property of Raeisageki (S). This would not seem unusual until I tell you that this was not in the corner. I think it has something to do with momentum properties, but apparently under certain conditions, Raeisageki will hit the opponent on one side and have Axl land on the other side, the practical upshoot of which is that the opponent actually slides towards Axl, making combos afterwards not only possible, but easy. Of course, I don't yet know exactly what circumstances cause it. I am myself working on trying to recreate the effect under controlled conditions (training mode) but would appreciate it if other people tried to figure this out as well. This is so cool and impractical that I feel like making a combo movie!
-KDX- Posted July 23, 2007 Posted July 23, 2007 you could probably control the fall with an RC or late frame FRC... I've seen this happen too though but haven't been able to recreate it with any particular combo.
Shoto Posted July 23, 2007 Author Posted July 23, 2007 @ Digital Watches This sounds more than promising.. nearly too good to work out^^.. any ideas how a reliable setup could look like (maybe a combination of attacks that just leave you in the right distance afterwards)? ..but even that I'm at least as exited as you are over this discovery of yours I think it's still justifiable to put it into the regular combo thread :P now to something completely different: ..changed a combo in the starting post.. after any of the 214 catches you can follow up with 6K instead of 5P for a bit of extra damage.. (exept JO and RO) and fooled around with a variation of the basisc rensen FRC combo (guess you already seen it in the later matchvids) rensen FRC, S©, 2S, 6K (1), 2S, SJC, j.H, j.D, koku Should work against most standard weight charas and gives you 4 dmg more but you need to catch your opponent lower for the full combo to connect and makes the SJC, j.H part much harder.. (so I personally will stick with the easier variation for now) ..and a short note concerning the meaty Rashousen setup after a slide: It only seems to work if you hit the character while airborne with 63214S or you wont be able to charge the Rashousen just like after a normal knockdown (hasn't yet been stated, even that the setups posted had it like that).. so it actually seems to be some sort of bug..
RedBeard Posted July 23, 2007 Posted July 23, 2007 ..and a short note concerning the meaty Rashousen setup after a slide: It only seems to work if you hit the character while airborne with 63214S or you wont be able to charge the Rashousen just like after a normal knockdown (hasn't yet been stated, even that the setups posted had it like that).. so it actually seems to be some sort of bug.. ? You can do it if you hit the opponent on the ground. Begin charging while you're in the air and do a dashing Rashousen and if you time it properly it will hit them on wakeup. I've done it plenty of times in matchplay when the opponent isn't airborne so I'm not sure what you're referring to. Another thing to note would be that comboing a 63214S mid-combo...if you start the combo with a throw, the opponent will tech if it's I believe 8 hits or under. However, if you start the combo with any normal hit you can get somewhere up to like 15 hits before they can tech the slide. I haven't messed with it too much but I'm sure for some combos it would be useful to end with Raieisageki into the unblockable.
Shoto Posted July 23, 2007 Author Posted July 23, 2007 I will try it once more but again I couldn't do it if I didn't do 5K, 2D, rensen FRC before.. that was why I was so confused when this topic came up.. I did 63214S against an cornered opponent and I couldn't do a Rashousen afterwards, only the 6H came out.. haven't tried a running Rashousen, maybe that makes a difference.. I haven't messed with it too much but I'm sure for some combos it would be useful to end with Raieisageki into the unblockable. Menso uses this as an ender for B-Loops in his newer matchvids. Instead of tapping 2 he FRCs the last rensen and follows up with 63214S, then he does a meaty rashousen.
Kobayashi Posted July 23, 2007 Posted July 23, 2007 Regarding the 63214S trick with the enemy sliding towards you: A pretty reliable way to get it to work is to begin at match start position in training mode (or reset), do 3 backdashes and take a half step back. Do 663214S, and you'll usually get the trick to work, tested on Ky. I couldn't recreate it without an initial dash, which makes me believe you need the forward momentum to land on the other side. Couple that with the fact of how far away you must be to successfully pull off the backwards Raieisageki (that's what I'm calling it), I don't think there are any really viable setups for it. Most feasible situation I can see that happening is when the opponent is throwing a projectile and you happen to be in the right range.
Josh Ballard Posted July 23, 2007 Posted July 23, 2007 Hmm, I can never get 63214S -> rashousen from bomber loops. The dummy always techs the slide! This happens from throw and TK Bomber - don't recall trying it from ground combos, though! OK guys, I didn't find anything useful from comboing TK FB Bomber - not surprising, but I figured it was worth a shot. Comboing 623Hx2 from sweep *is* good if you're not too far away, as the second 623H will whiff at max range. Does about 30 pts more damage than Rensen, I think? And now, my latest discovery: 5K-2D-Rensen FRC, dash forward a little bit, 6H, 5K-2S-623Hx2. This is going to be my new B&B, seriously. Knocks down most characters, not too hard, and only does 10-20 pts less than kokku aircombos. The only issue is that the timing is character-dependent; on most, you want to hit the 6H kinda late, but on Jam (and maybe a couple others) you actually need to land it early. It's always fairly lenient, though. Thanks again, everyone! =) -Josh
低姿勢 Posted July 23, 2007 Posted July 23, 2007 Ah the cross up thing I would think doesnt need to be posted.. cuz im isnt it commen sence that if you hit with it at a certain distance they will slide foward and not backwards, beacuse you DIDNT cross them up in actuallality? So yea ummmm I dunno I would hope this is obvious or.. something.. Oh and I still dun see how you guys are getting the opponent to tech after bomber stuff to cross up move then unblockable. Opponent never techs for me, and im always doing some "big" combos to say. Half life etc yadda yadda to it. Then to cross up, then unblockable... No tech for me.... There must be something you guys are missing or something. Cuz yea I never see it teched shrug.
Digital Watches Posted July 23, 2007 Posted July 23, 2007 Regarding the 63214S trick with the enemy sliding towards you: A pretty reliable way to get it to work is to begin at match start position in training mode (or reset), do 3 backdashes and take a half step back. Do 663214S, and you'll usually get the trick to work, tested on Ky. I couldn't recreate it without an initial dash, which makes me believe you need the forward momentum to land on the other side. Couple that with the fact of how far away you must be to successfully pull off the backwards Raieisageki (that's what I'm calling it), I don't think there are any really viable setups for it. Most feasible situation I can see that happening is when the opponent is throwing a projectile and you happen to be in the right range. How long do you have to run, and do you need an FRC? I can't seem to get it, although I'm having a hard time with all my execution right now, and I suspect that my stick is in its death throes (I really need to find that mirror-top)
Digital Watches Posted July 23, 2007 Posted July 23, 2007 Ah the cross up thing I would think doesnt need to be posted.. cuz im isnt it commen sence that if you hit with it at a certain distance they will slide foward and not backwards' date=' beacuse you DIDNT cross them up in actuallality? So yea ummmm I dunno I would hope this is obvious or.. something..[/quote'] I think you're missing what we're saying. The opponent is slid one way, and Axl lands in front of them, so that they're sliding into him instead of away.
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