Digital Watches Posted July 31, 2008 Posted July 31, 2008 Could someone confirm this to prove I'm not hallucinating from lack of sleep? Tested on Slayer: From the corner: 5K, 2D, Rensen (FRC), SJIAD Bomber (Crosses up), Rensen (FRC), IAD Bomber, 2S, j.D, Bomber, Rensen, 2 (161 damage, knockdown) By the way, this combo is way too cool. I hereby officially copyright, trademark, patent, etc. it.
Beowulf Posted August 1, 2008 Posted August 1, 2008 Got one using 6+HS-> RC's air propriety to make a combo : Near the corner (center of the screen works) 75% tension needed. 5+K, c.S-> JI-> 6+HS->RC-> Air Dash-> j.P, j.K-> 5+K, 2+D, Rensengeki-> FRC-> IAD-> j.D, Bomber-> 2+S-> j.D, Bomber-> Rensengeki-> 2 Tested on Ky, about 220 dmg if he blocked everything until the j.P There surely is better to do than 5+K, 2+D, like c.S, 5+HS, but I'm more looking for a middle screen/knock down variant that doesn't use more tension. Any ideas ?
Digital Watches Posted August 1, 2008 Posted August 1, 2008 Got one using 6+HS-> RC's air propriety to make a combo : Near the corner (center of the screen works) 75% tension needed. 5+K, c.S-> JI-> 6+HS->RC-> Air Dash-> j.P, j.K-> 5+K, 2+D, Rensengeki-> FRC-> IAD-> j.D, Bomber-> 2+S-> j.D, Bomber-> Rensengeki-> 2 Tested on Ky, about 220 dmg if he blocked everything until the j.P There surely is better to do than 5+K, 2+D, like c.S, 5+HS, but I'm more looking for a middle screen/knock down variant that doesn't use more tension. Any ideas ? I've toyed with JI 6H stuff, and I'd say the only thing it's really good for is as a surprise in a blockstring. Combo stuff off JI 6H isn't really worth bothering with, except maybe 6H(RC)->FB (And even that could be replaced with something more practical). Basically, the JI stuff could be a good high-low in a blockstring, since you can do 6H RC--> 2K, or 6H RC, airdash j.P, j.K, etc. Of course, this is all pretty much obsoleted by 6H (RC) j.P/6P, which works, is an incredibly fast high-low, and combos, but the timing is extremely tight. And naturally all of this doesn't work on meaty 6H, since you're then on the ground anyway.
Beowulf Posted August 4, 2008 Posted August 4, 2008 Just recorded the above combos using 6+HS-> RC http://www.youtube.com/watch?v=GVYP5HN8Prw http://www.youtube.com/watch?v=47DvjwZr7Sw I still belive it's more effective that 6+HS-> RC-> j.P/j.6+P as it does 2 overhead hits. But well, you need to do that air dash constantly (which I can't do yet ^^)
Digital Watches Posted August 4, 2008 Posted August 4, 2008 Yeah, but the airdash itself is really telegraphing. 6H (RC)--> 2K/j.P happens in like... 10-15F total either way, with a 7F overhead and a 7F low (but it takes longer because you have to land). An airdash adds a LOT of time, making it more reactable. You'll catch someone by surprise sometimes, sure, but that doesn't make it more solid (Don't get me wrong, I love messing with JI 6H RC stuff, I'm just saying it's impractical). Now, if you really like the airdash thing, the way to make it ambiguous is to sometimes omit the j.K in favor of a land-->2K, or do a bomber after the j.K sometimes, etc. I guess there's also the fact that 6H RC j.P is really technically hard... but like I've said before, that should never stop you from doing something.
Beowulf Posted August 4, 2008 Posted August 4, 2008 It may be reactable, but you can't counter that fast ! 10F is not "reacting" its "knowing your opponent will do it". However confident you are with blocking, you can't possibly react to that air dash ! j.P gets out very fast and the string 6+HS-> RC-> Air dash-> j.P, j.K is safe as 6+HS gives enough block to the opponent. Of course, if they IB/SB the 6+HS and do a upper invul move, you'll be in trouble, but what most people will do is to use that move against 6+HS itself, or rather try to catch you when you are supposed to land first. In that case it IS safe. But mixing with low, throws, air back dash etc... Makes it really dangerous, making people to try to jump away/counter before 6+HS. Didn't try that air dash in games though. I only know how people normally react to 6+HS-> RC... Anyway, Here are some combos I messed with lately : On Bridget 50% tension : 3+P, 2+HS-> FRC-> Dash-> c.S-> TK FB Bomber-> Bomber-> 2+S-> j.D, Bomber-> Rensengeki-> 2 ~220 dmg 3+P, 2+HS-> FRC-> Dash-> c.S-> TK FB Bomber-> Bomber-> TK Bomber x3-> Rensengeki-> 2 Only made it once, don't know how much dmg it makes... More I guess ^^ On Potemkin : 50% tension : 3+P, 2+HS-> FRC-> Dash-> 6+P, c.S-> JI-> Benten HS + follow up-> FRC-> Air dash-> j.D, Bomber-> 2+S-> j.D, Bomber-> Rensen-> 2 ~207 dmg The 1st bridget one works on Pot too. Didn't test on other characters.
Digital Watches Posted August 4, 2008 Posted August 4, 2008 I disagree that it's impossible to react to the airdash, especially if it's just blocking. Plenty of people try to IB 6H. From my experience, I'm telling you: People can and will react to it, and even if it's a real blockstring, then all you get is essentially a very expensive and inferior version of rensen FRC IAD. It's cool, it's flashy, but it's not that dangerous. For the other combos: What level stagger are you setting? I'd set it to lv. 3 as a rule of thumb, and I'm not sure if those would connect at that setting, since you have to run fairly far forward to get c.S to happen..
Beowulf Posted August 4, 2008 Posted August 4, 2008 What I understand by "reacting" is for example if they were trying to crouch after the RC, getting up as soon as they see the air dash. And THAT is totally nuts ! Of course, if they expect something after 6+HS, they'll go for it with no doubts. And yes, if they mash PB, dragons, BDC or anything else, you're sure to take the hit if you let a gap after j.P ! But anyway you shouldn't rush those mashers ^^ It's an occasional situation to use 50% tension, it's not the revolutionary move or anything. The RC here is more to protect you from getting hit. 6+HS is an overhead after all, and it's a good way to mix. For the combos, I did them with lvl 2... It works better lvl 3 without the 3+P, but throwing 2+HS FRC on stand alone is even less practical ^^ c.S-> TK FB Bomber won't combo at lvl 3 on Bridget, as it requires to be really near him to hit, and you won't have enough time. EDIT : And what they react to is 6+HS itself, not the following air dash...
Digital Watches Posted August 4, 2008 Posted August 4, 2008 What I understand by "reacting" is for example if they were trying to crouch after the RC, getting up as soon as they see the air dash. And THAT is totally nuts ! Um, no it's not. If that were true, I-No mixup (Which is like, the same thing but much better/faster) would be totally unreactable, which it isn't. For the combos, I did them with lvl 2... It works better lvl 3 without the 3+P, but throwing 2+HS FRC on stand alone is even less practical ^^ True, but people can mash at lv. 3, and will. EDIT : And what they react to is 6+HS itself, not the following air dash... Um, did you try this against anyone?
Beowulf Posted August 4, 2008 Posted August 4, 2008 What, you can actually react to I-No's mix up ? You gotta teach me then, as the only thing I can do there is... guess... Um, did you try this against anyone? Didn't try that air dash in games though. I only know how people normally react to 6+HS-> RC... What I meant in the "edit" is that you say they react to it, but you were talking about 6+HS, whereas I was talking about the air dash follow up (well that's how I understood your sentence)
Digital Watches Posted August 5, 2008 Posted August 5, 2008 What, you can actually react to I-No's mix up ? You gotta teach me then, as the only thing I can do there is... guess... Eh, play a bunch of mediocre-to-good I-Nos (I played Honnou and Mynus at two different Evos, and get to play 9TNine with some frequency, so that's three good ones, albeit only two in AC). She's no Millia, that's for sure. If you know what to look for, you can get used to it real fast. Read my matchup guide. What I meant in the "edit" is that you say they react to it, but you were talking about 6+HS, whereas I was talking about the air dash follow up (well that's how I understood your sentence) And what I said is that I didn't mean that. I mean the airdash is reactable.
Beowulf Posted August 5, 2008 Posted August 5, 2008 I only played against a good I-No a few games and she totally trashed me once I was down ^^ Well, I'm soon going to play against strong pople, so I'll see if it's that reactable to. I'll prepare a mix-up scheme. I'll tell you by then how effective it is ^^ EDIT : The bridget combo : 3+P, 2+HS-> FRC-> Dash-> c.S-> TK FB Bomber-> Bomber-> 2+S-> j.D, Bomber-> Rensengeki-> 2 Works with destag on lvl 3 on : 1) Jam (234 dmg) 2) O-Sol (213 dmg) 3) Chipp (285 dmg) 4) Dizzy (254 dmg) 5) Anji (229 dmg) 6) Slayer (212 dmg) 7) Aba (193 dmg) 8) Johnny (225 dmg) 9) Millia (268 dmg) 10) Sol (227 dmg) 11) Ky (229 dmg) 12) R-Ky (195 dmg) 13) Eddie (235 dmg) 14) Testament (227 dmg) 15) Venom (235 dmg) 16) Bridget (237 dmg, yes it works on lvl 3 ^^) 17) Potemkin (193 dmg) 18) I-No (235 dmg) 19) Axl (235 dmg) So it doesn't work on Baiken, Faust, Zappa and May (the TK FB Bomber whiffs). Still, on lvl 3 destag, you must be running AND very close to the opponent at the start.
Beowulf Posted August 5, 2008 Posted August 5, 2008 The opponent must be in the corner for the normal Bomber to hit... On most characters... But the teching time after the TK FB Bomber is long enough, so you can maybe try to do without the corner... Oh, and you can try a third Bomber on most characters. I just ended prematurely to be sure to have the knock down.
Digital Watches Posted August 5, 2008 Posted August 5, 2008 Honestly, it doesn't seem that useful, considering that there are cheaper ways to do that much damage, even from 3P. However, it's cool and flashy, the damage is respectable, and if it works on stagger lv. 3 like you say, then it's practical enough for most opponents.
Beowulf Posted August 5, 2008 Posted August 5, 2008 Well, if you mean with rensen FRC, I'm not so sure you can from 3+P, 2+HS-> FRC... Maybe 3+P, 2+D, Rensengeki -> FRC-> c.S-> TK FB Bomber-> follow will do, but I'm not sure you win that much... And 2+HS-> FRC does push the enemy a bit closer to the corner, so the B-loop is more likely to succeed. Oh well, I'll try them myself in the coming encounters... And I'll change my nickname too. It'll be "unpracticalcombo" ^^
Digital Watches Posted August 6, 2008 Posted August 6, 2008 I mean 3P, 2D, Rensen FRC, IAD (j.D) Bomber, duh.
Beowulf Posted August 6, 2008 Posted August 6, 2008 It does not. I tried : 3+P, 2+D, Rensengeki (3 hit)-> FRC-> IAD-> j.D, FB Bomber, Bomber-> 2+S-> j.D, Bomber-> Rensengeki-> 2 Same tension use, works at the same distance from the corner, but does at best (20 hits) 209 dmg on Sol, whereas the previous did 227 with 15 hits. I agree, 1 hit Rensen could make the difference. I can't do it, so try it out. And IAD-> j.D, Bomber must be done nearer to the corner, so it's not the same type of combo. BTW, if you add a j.D after the TK FB Bomber, you can do it if the ennemy is at half the distance of a corner after the 2+HS FRC, AND it does more damage ^^ So, my "ultimate" combo : Uses 50% tension, morks on everyone except May, Baiken, Faust and Zappa : 3+P, 2+HS-> FRC-> Dash-> c.S-> TK FB Bomber->Air Dash-> j.D, Bomber-> 2+S-> j.D, Bomber-> Rensengeki-> 2
Digital Watches Posted August 6, 2008 Posted August 6, 2008 It does not. I tried : 3+P, 2+D, Rensengeki (3 hit)-> FRC-> IAD-> j.D, FB Bomber, Bomber-> 2+S-> j.D, Bomber-> Rensengeki-> 2 Same tension use, works at the same distance from the corner, but does at best (20 hits) 209 dmg on Sol, whereas the previous did 227 with 15 hits. I agree, 1 hit Rensen could make the difference. I can't do it, so try it out. And IAD-> j.D, Bomber must be done nearer to the corner, so it's not the same type of combo. Fair enough, but you can definitely get more damage out of 50% meter. For the record, you shouldn't test combos against Sol for character universal-ness. BTW, if you add a j.D after the TK FB Bomber, you can do it if the ennemy is at half the distance of a corner after the 2+HS FRC, AND it does more damage ^^ That's cool. So, my "ultimate" combo : Uses 50% tension, morks on everyone except May, Baiken, Faust and Zappa : 3+P, 2+HS-> FRC-> Dash-> c.S-> TK FB Bomber->Air Dash-> j.D, Bomber-> 2+S-> j.D, Bomber-> Rensengeki-> 2 I dunno about "Ultimate," but it's cool and flashy and I'll keep it in mind.
Beowulf Posted August 6, 2008 Posted August 6, 2008 Fair enough, but you can definitely get more damage out of 50% meter. Starting with 3+P ? I'm interested in that one. Can you put it here ? For the record, you shouldn't test combos against Sol for character universal-ness. I'll keep that in mind. But who's the most suited then ? As I already tested this on without the j.D on every character, I got lazy to do it on them all again... Have faith, it should work ^^
Adelheid Posted August 7, 2008 Posted August 7, 2008 I'll keep that in mind. But who's the most suited then ? As I already tested this on without the j.D on every character, I got lazy to do it on them all again... Have faith, it should work ^^In general, if a combo works on A.B.A, Robo-Ky, Jam, and Baiken, it's going to work on everyone.
Digital Watches Posted August 7, 2008 Posted August 7, 2008 In general, if a combo works on A.B.A, Robo-Ky, Jam, and Baiken, it's going to work on everyone. Uh, no. Those are characters that AREN'T like other characters as far as combos go. For them, you pretty much have to go character-specific to do anything beyond routine BnBs. For Axl combos, Zappa tends to be pretty universal, as does Anji. For most combos, you can also use slayer, but his falling hitbox is a little horizontally big, so he might get hit by stuff that others don't.
Beowulf Posted August 19, 2008 Posted August 19, 2008 DW's combo movie inspired me : The combo he made on I-No after an Air-throw is the best one you can get ! Works on everyone except Potemkin, requires 50% tension. Air throw into corner-> Jump, kokuugeki (as low as possible)-> FRC-> back dash-> j.D, FB Bomber-> Bomber loop. Also on some characters, you can do it with 25% tension with : Air throw into corner-> Jump, kokuugeki (as low as possible)-> FRC-> back dash-> j.D, Bomber-> Bomber loop. It worked on May, Jam, Anji, Ky, Zappa, Johnny It seems it's also possible to do something like : Air throw into corner-> Jump, kokuugeki (as low as possible)-> FRC-> back dash-> j.D-> 5+K, 2+S-> j.D, Bomber loop. But I got troubles doing it. Also, if you get too low after the j.D, it's not a problem as you'll do instead : Air throw into corner-> Jump, kokuugeki (as low as possible)-> FRC-> back dash-> j.D-> Benten H-> follow which grants you the knock down. You can also delay your jump so the kokuu won't cross-up. The combo above still works without the air dash ^^
Digital Watches Posted August 20, 2008 Posted August 20, 2008 Lulz. Impractical, flashy, and awesome. Use this in a match, and I will pay you money. 50-hit combo that's possible in a match: Tested on Pot (Pot-only combo): Start at 75% meter c.S, 5P (2), 2S (1), 6K (2), Rensen (FRC), run, 2K, 2S (2), 6K (1), 2S (2), j.D, Bomber, 5P (2), Rensen (FRC), run, 5P (2), (2S (2), 6K (2)) x N until you're at about 36-37 hits, 2S (2), Rensen (FRC), 5P, rensen, 2. I think you can do 5P, rensen (FRC), Rensen, 2 (you build enough meter for it) but I'm not sure, as I was personally unable to do it. Does something like 175-190 damage, knocks down.
Beowulf Posted August 20, 2008 Posted August 20, 2008 Completely unpractical. He'll get his burst back at the 30th hit ! If the pot knows about the money, he won't let it go so easily ^^ Anyway, it would look nice in a combo movie ! EDIT : Why moving my post here ? It's a tech throw follow combo, it would be better if it was in the "tech throw" topic... And this Topic is getting big, it's hard to find combos. Can you update the 1st post ?
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