Josh Ballard Posted July 23, 2007 Posted July 23, 2007 Clayton, do you have tech set to neutral? That makes them randomly not tech things sometimes. Back & forward are accurate I think.
低姿勢 Posted July 23, 2007 Posted July 23, 2007 Yea of course. Im usualy doing combos something along the lines of(add a hit or 2 there, take out a hit or 2 there ive tested along these lines)stuff like, s, hs, sweep, chain FRC, jump hs, d, bomber, run duck s,jump dust, bomber, chain FRC, cross up move, unblockable.... Stuff along those lines of hits....Sometimes a little more sometimes a little less...around there that kinda thing. Doesnt seem to be able to get out to me when I try anything like that.... shrug Digital Watches.. oh my bad...
Shoto Posted July 24, 2007 Author Posted July 24, 2007 Finally figured out my problem with the meaty Rashousen after slide.. there actually is a get up animation right after the slide which is the same as from a normal knockdown.. if you try to input the Rashousen while this animation is going all you will get is a 6H.. damn can't believe that took me so long to figure out (especially since that meant I always tried to do the rashousen too late for a meaty anyway..)
Kobayashi Posted July 25, 2007 Posted July 25, 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. I JUST FIGURED IT OUT. After I posted this, I couldn't recreate it using my own instructions. Then I turned on CH, and it worked. The extra hit pause due to CH gives Axl enough time to land before the enemy starts sliding away.
Shoto Posted July 27, 2007 Author Posted July 27, 2007 And now, my latest discovery: 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. Just saw an Axl Player on A-Cho which used a simmilar combo vs Anji: 5K, 2D, Rensen FRC, dash, 6H, 5K, S©, 2S, SJC, j.H, j.D, koku
ForestBlazer Posted August 8, 2007 Posted August 8, 2007 Has anyone been able to perform a force break Axl bomber off the ground??? I've been trying for a while now and I can't get it. I can perform his new Axl bomber off the ground (most of the time ) and in Reload I was able to do the same with his old bomber. So I'm pretty sure it's not my execution. Did they change the input for this move or was it taken out of the game???
Digital Watches Posted August 8, 2007 Posted August 8, 2007 Has anyone been able to perform a force break Axl bomber off the ground??? I've been trying for a while now and I can't get it. I can perform his new Axl bomber off the ground (most of the time ) and in Reload I was able to do the same with his old bomber. So I'm pretty sure it's not my execution. Did they change the input for this move or was it taken out of the game??? If you mean TK FB Bomber, it's quite a bit easier than it was in Reload or Slash. I can hit almost any character standing with FB bomber no problem. Are you sure you're doing it the same as you did before? If you want an even easier way to do it, do a regular TK DP. That DIDN'T work in Slash/Reload but will now.
ForestBlazer Posted August 8, 2007 Posted August 8, 2007 If you mean TK FB Bomber, it's quite a bit easier than it was in Reload or Slash. I can hit almost any character standing with FB bomber no problem. Are you sure you're doing it the same as you did before? If you want an even easier way to do it, do a regular TK DP. That DIDN'T work in Slash/Reload but will now. I always did 9 *slight pause* 23 + Hard Slash and it usually worked for me. But I failed every attempt of the new Force Break version. How do I a normal TK DP??? I'll defintely give it a try next time I go to the arcade. Thanks.
Digital Watches Posted August 8, 2007 Posted August 8, 2007 I always did 9 *slight pause* 23 + Hard Slash and it usually worked for me. But I failed every attempt of the new Force Break version. How do I a normal TK DP??? I'll defintely give it a try next time I go to the arcade. Thanks. Just 6239. I've tried it, and it works, but when I go to training mode, I still find my input being 6923 unless I specifically try to do a regular TK. Old habit from Reload/Slash. You can try that too, if you think it'd be easier for you.
JEKKI Posted August 8, 2007 Posted August 8, 2007 Has anyone been able to perform a force break Axl bomber off the ground??? I've been trying for a while now and I can't get it. I can perform his new Axl bomber off the ground (most of the time ) and in Reload I was able to do the same with his old bomber. So I'm pretty sure it's not my execution. Did they change the input for this move or was it taken out of the game??? speaking of which, if you TK'ed a force break, when would the enemy be able to recover?? i.e., can you use it as a launcher, land, and juggle the opponent into an air combo??
Digital Watches Posted August 9, 2007 Posted August 9, 2007 speaking of which, if you TK'ed a force break, when would the enemy be able to recover?? i.e., can you use it as a launcher, land, and juggle the opponent into an air combo?? Yes. I can do that in training mode. On most characters, you can land well before they do and they won't be able to tech. Then again, it's got to be low to hit a standing character, and it's not an overhead or anything, so good luck getting that off in a match often.
JEKKI Posted August 9, 2007 Posted August 9, 2007 what about using it as an anti air? does the FB have high priority to be used as one? does it have high reach as well giving you a large windo which to connect a hit?? I havent had time to go to arcade all week man... and I live down the street from it =P I'll prolly test all this theory fighter stuff out nex week.
Digital Watches Posted August 9, 2007 Posted August 9, 2007 what about using it as an anti air? does the FB have high priority to be used as one? does it have high reach as well giving you a large windo which to connect a hit?? I havent had time to go to arcade all week man... and I live down the street from it =P I'll prolly test all this theory fighter stuff out nex week. I've done that a few times in matches, but it's certainly a rarity. I'll check the frame data and try to use it more in casuals to see how it fares.
Koozebanian Fazoob Posted August 11, 2007 Posted August 11, 2007 Didn't see them mentioned anywhere but the style of bomber loop I do looks like this: (Corner, VS Pote+) Throw, 2S > jc.D 623H |> 669 j.H j.D 623H |> 669 j.H j.D 623H |> Rensen 2 (Corner, Vs Diz+) j.623H, 2S > sjc.D 623H |> 669 j.D 623H |> 662S > jc.D 623H |> Rensen 2 Plenty of other variations. Some characters it works better than others, some it doesn't work at all. Same with setups, works better in some than others. Does more damage than the standard loop in a few places. Not really all that spectacular but I like it because it's different. :I Also, anyone have a standard midscreen throw combo on Ky? Right now all I've got is one of these: Throw, 66K P 623H 623H 63214S Throw, Rensen FRC 63214S, 66S 2S > jc.D 623H |> Rensen 2
Digital Watches Posted August 12, 2007 Posted August 12, 2007 Didn't see them mentioned anywhere but the style of bomber loop I do looks like this: (Corner, VS Pote+) Throw, 2S > jc.D 623H |> 669 j.H j.D 623H |> 669 j.H j.D 623H |> Rensen 2 (Corner, Vs Diz+) j.623H, 2S > sjc.D 623H |> 669 j.D 623H |> 662S > jc.D 623H |> Rensen 2 Plenty of other variations. Some characters it works better than others, some it doesn't work at all. Same with setups, works better in some than others. Does more damage than the standard loop in a few places. Not really all that spectacular but I like it because it's different. :I Whatever works. If it does more damage than the standard one, I'll probably start doing it that way too. Also, anyone have a standard midscreen throw combo on Ky? Right now all I've got is one of these: Throw, 66K P 623H 623H 63214S Unless Ky is a lot lighter/gets to tech earlier than I thought, I'd omit the Kokuugeki (63214S) from this one. The Heavy Benten to Bomber is a good way to trade damage for knockdown (In this example, you could do 2S into air BnB after the 5P for more damage but no knockdown (unless you have 25% meter and are at a good spacing to get him into the corner and in one rep of B-Loop)), and doing the followup kokuugeki kills the knockdown opportunity. (Of course, if Ky is one of the few characters that can tech it, there's no reason to do the 623H variation at all). Throw, Rensen FRC 63214S, 66S 2S > jc.D 623H |> Rensen 2 That's a good combo if you can get them into the corner with the 63214S, but I'd have a backup plan for when you're closer to the corner than he is, and thusly can't get the B-Loop rep at the end. Good stuff.
Sking Posted August 25, 2007 Posted August 25, 2007 Hi everybody i'm a axl player from dominican republic, and this forum help me a lot and I think is time for me to return the favor. I always like knock down air combo and that in slash wasn't a problem but in accent core thats a major problem for me. I know the knock down combo 623hs, 623hs but I think that this isn't enough, so I came out with a non knock down but very close to the ground tech combo if you know what I mean: I use this combos as my standard air combos^^ 5p(6k), 2s, j.d, kokku (Ends up in the corner and 25% tension) 5p(6k), 2s, j.d, fb bomber, air dash, j.hs, bomber, resengeki, then the spining chain. Hope this help and thanks
Digital Watches Posted September 5, 2007 Posted September 5, 2007 Alright, so I'm very sleep-deprived and thus can't really trust my execution (at least until I've had some caffeine), but I was able to practice this wacky-ass combo on Potemkin. While his huge hitbox and fast falling speed convince me that this is a Pot-only combo, it could be usable on other characters, but considering that: A. It takes a ton of meter B. It does hardly any damage, and C. It's very much not burst safe, It is very much a flashy move that doesn't really accomplish anything you couldn't have done better with another combo. But nevertheless, I give you... The midscreen Rensen Loop! Basically, you do (ground string) into rensen FRC, then dash slightly, 5P, then Rensen (FRC) again! The whole combo I was able to pull off looked something like this: 5K, 5P (2), Rensen (FRC), short dash, 5P (2), Rensen (FRC), short dash, 5P (2), Rensen (FRC), short dash, 5P (2), Rensen (FRC), short dash, 5P (2), 2S, j.H, j.D, kokuugeki. Needless to say, this is a breakthrough discovery in the fields of shenannigans and tomfoolery. Doing this combo in a match, especially to finish the opposing Potemkin off, or to waste meter gained from a gold burst, will guaruntee you plenty of lulz.
Digital Watches Posted September 5, 2007 Posted September 5, 2007 Okay, new development: This is still testing on potemkin, but! This is, in fact, a combo: TK Bomber, 2S, j.D, Bomber, 2S, j.D, Bomber, slight dash, 2S, j.D, Bomber, Rensen (FRC), 5P, Rensen (FRC), 5P, Rensen (FRC), 5P, Rensen (FRC), 5P, Rensen-->2 It does ever-so-slightly more damage than just ending it with Rensen-->2 in the first place. Something like 10-20 more, to be exact. Basically, if Pot's not quite going to die from a B-loop, and you have full meter, this is your combo.
Digital Watches Posted September 5, 2007 Posted September 5, 2007 These combos are the new b&b's. Lulz.
HolyOrderChipp Posted September 23, 2007 Posted September 23, 2007 I know it's possible to combo off of the 214 catches, but I don't know of any good combos after them. Can anyone tell me some easy ones? Also, is it easy to get at least 110 damage off of them? See, they dealt 110 damage in X2, and I'm not sure if you could follow up, but unless you can get significantly higher damage in AC with a followup combo, then it seems as if they've gotten worse. as a side note, what are some good combos off of Shiranami no Homura (The force break follow up to 623p)?
Epic Posted September 23, 2007 Posted September 23, 2007 On the first page of this thread Shooto posted the combos that you're looking for in: 6.) Catch Follow Up combos
Koozebanian Fazoob Posted October 3, 2007 Posted October 3, 2007 Sorry if this has already been posted, but those who hate air dashing in their dust combos can do this one I use: D /\ j.H j.D jc ... 623H |> 662S > j.D 623H |> 662S > j.D 623H |> Rensen Works off 2H too... Rensen is finicky though on some characters.
Kobayashi Posted October 3, 2007 Posted October 3, 2007 I like air dashing in combos. IAD after Rensen FRC is too hot. :D
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