Goryus Posted June 9, 2009 Posted June 9, 2009 ======= LEGEND ======= A = Weak attack B = Medium attack C = Strong attack D = Drive Attack > = Transition to next move [RC] = Rapid Cancel [##] = Allow ## hits to connect j.* = Jump and attack with * dj.* = Double jump and attack with * hj.* = High jump and attack with * 123 = Numbers match the directions on keyboad numpad ========= BEGINNER ========= GROUND COMBOS [VID] 6B > 5C[4] > 2C > 6C > 236D 3547 damageUse when close to the opponentCan start from 5A, 2A, 2B, or 5B, but does substantially less damage [VID] 5DD > 4DD > 236D 1854 damageUse when far away from the opponent ANTI AIR COMBOS: [VID] 6A > 2C > j.C > j.2C > dj.C > dj.2C > 214D 3562 damageCan leave out the 6A at the beginning, and anti-air directly with 2C insteadIf you hit the opponent too high, you may need to perform a high jump instead of a regular jump to continue the combo correctly. [VID] 6DD > 2DD > j.C > j.2C > dj.C > dj.2C > 214D 3350 damageFollowup with j.C works on everyone, and is substantially better damage than juggling with additional drive attacksIf you hit the opponent very high up in the air, skip the first jump C, and start with jump 2C instsead.Can also be done straight off of 2DD. THROW COMBOS: [VID] Throw > 5DD > 6DD > 2DD > j.DD > dj.DD > 214D 3333 damageMostly burst-safeAgainst some opponents, such as Arakune, start with 6DD rather than 5DD ============== TIPS AND TRICKS ============== If you combo into j.214D near the corner, you can land, and then continue comboing with 3C. Any of the combos above that end with 214D can be ended with Legacy Edge (632146D) instead for additional damage, at the cost of 50% meter. If you connect with Spike Chaser (214D), you can follow up with either of the two anti air combos listed for 4500+ damage! Tager and Rachel can be picked up off the ground with 5D after a knockdown. This allows for special combos against them, and also allows you to relaunch them for big damage if they do not tech quickly enough.
Goryus Posted June 9, 2009 Author Posted June 9, 2009 ============ INTERMEDIATE ============ The combos in this section are intended to be a logical progression from the combos in the Beginner section. They make heavy use of Rapid Cancels, and expand on the concepts used in the last section. Like the combos in the beginner section, these combos will remain useful even at higher levels of play. Unlike the combos in the beginner section, however, they are much more complicated and do substantially more damage. GROUND COMBOS [VID] 6B > 5C[4] > 2C > 6C > 236D > [RC] > Dash > 2C > 6C > 2DD > j.DD > dj.DD > 214D 5646 damageUse when close to the opponentCan start from 5A, 2A, 2B, or 5B, but does substantially less damage [VID] 5DD > 4DD > 236D > [RC] > 5DD > 6DD > 2DD > j.DD > dj.DD > 214D 3626 damageUse when poking far away from the opponent [VID] 5DD > 4DD > Instant air-dash > j.2DD > 214D 2301 damageUse when poking far away from the opponent with no meter ANTI AIR COMBOS: [VID] 6A > 2C > j.C > j.2C > 214D > [RC] > 5DD > 6DD > 2DD > j.DD > dj.DD > 214D 4701 damageCan leave out the 6A at the beginning, and anti-air directly with 2C instead [VID] 6DD > 2DD > j.C > j.2C > 214D > [RC] > 5DD > 6DD > 2DD > j.DD > dj.DD > 214D 4200 damageIf the opponent is hit high or from far away, omit the first j.C and do j.2C > 214D instead THROW COMBOS: [VID] Throw > Dash > 2C > 6C > 6DD > 2DD > j.DD > dj.DD > 214D 3881 damageTiming on dash is a little tricky, but worth it for the damage HIGH / LOW COMBOS: [VID] 5DD [blocked] > 4DD > 236D > [RC] > 5DD > 6DD > 2DD > j.DD > dj.DD > 214D 3549 damageHits highUse when far away from the opponent [VID] 5DD [blocked] > 236D~C > [RC] > 5DD > 6DD > 2DD > j.DD > dj.DD > 214D 3485 damageHits lowUse when far away from the opponent [VID] 2C [blocked] > 2147D > [RC] > dash > 2B > 2C > j.C > j.2C > 214D > land > dash > 3C > 236D 3741 damageHits highUse when close to the opponent [VID] 2C [blocked] > 3C > 236D > [RC] > dash > 2C > 6C > 2DD > j.DD > dj.DD > 214D 4052 damageHits lowUse when close to the opponent ============== TIPS AND TRICKS ============== 2C, and other multi-hit moves, can be hit confirmed. If the enemy is hit in the air, or you score a counter hit, jump up for an air combo. Otherwise, continue with a ground combo. Instead of j.DD > dj.DD, you can also do j.DD > dj.2DD. Which is better depends on distance and height; dj.2DD is better at long distances, while dj.DD is better close up. Do not just run up and do 2C to your opponents in the hope of using the above close-range mixups. If the opponent instant blocks, you will miss with the 2147D. Instead, gatling into 5C first, and then proceed to 2C after a random number of hits. The combo off of 2147D can also be done off of other low to the ground 2147D hits, such as off of instant air-dash j.2DD > 214D. If you connect with Spike Chaser (214D), you can follow up with either of the two anti air combos listed for 5400+ damage!
Goryus Posted June 9, 2009 Author Posted June 9, 2009 ========= ADVANCED ========= The combos in this section are intended to be a logical progression from the combos in the Intermediate section. Much like those combos, they make heavy use of rapid cancels, and often incorporate very strict timing or advanced concepts that may be difficult for newer players. As with the transition from Beginner to Intermediate, these combos are a step up in difficulty, but also in power, from those found in the last section. GROUND COMBOS [VID] 5DD > act pulsar > 2C > 6C > 236D > [RC] > Dash > 2C > 6C > 2DD > j.DD > dj.DD > 214D 4915 damageUse for punishing when far awayCrosses up ambiguously after the 5DD [VID] 3C > 214A > 2C > j.C > j.2C > 214D > land > > dash > 3C > 214A > 6A > j.DD > 214D > land > dash > 3C > 236D 4691 damageUse from very close range only [VID] 5DD > 4DD > Instant air-dash > j.B > j.C > land > 2C > 6C > 236D 3115 damageUse when poking far away from the opponent with no meter ANTI AIR COMBOS: [VID] 6A > 2C > j.C > j.2C > dj.C > dj.2C > 214D > [RC] > land > dash > 6C > 6DD > 2DD > j.DD > dj.DD > 214D 5639 damageCan leave out the 6A at the beginning, and anti-air directly with 2C insteadOmitting the first double jump, and doing j.C > j.2C > 214D > [RC]... makes the combo vastly easier, and much more practical, at only a small sacrifice in damage [VID] 6DD > 2DD > j.C > j.2C > dj.C > dj.2C > 214D > [RC] > land > dash > 6C > 6DD > 2DD > j.DD > dj.DD > 214D 4921 damageOmitting the first double jump, and doing j.C > j.2C > 214D > [RC]... makes the combo vastly easier, and much more practical, at only a small sacrifice in damageIf the opponent is hit very high in the air, omit the first j.C, and start the air juggle with j.2C insteadCan also start directly off of 2DD [VID] 6A > 2C > j.C > j.2C > 214D > land > 2B > 2C > j.C > j.2C > 214D > 3C > 214A > 2C > act pulsar backwards 4500 damageCan leave out the 6A at the beginning, and anti-air directly with 2C insteadUse when connecting with an anti air or counter-hit 2C near the corner HIGH / LOW COMBOS: [VID] 5DD [blocked] > 4DD > 236236D > 4D > act pulsar > 6C > 6DD > 2DD > j.DD > dj.DD > 214D 4743 damageHits high [VID] 5DD [blocked] > 236D~C > 6 + [RC] > 6~C > 6DD > 2DD > j.2C > dj.C > dj.2C > 214D 4514 damageHits low(6 + [RC] > 6~C) results in dashing and immediately doing 6C THROW: [VID] Throw > dash > 2C > 6C > dash > 2DD > 2147D > dash > 3C > 236D > [RC] > 5DD > 6DD > 2DD > j.DD > dj.DD > 214D 5014 damageNear the corner, can tack on an additional 3C > 236D RELAUNCHES NEAR CORNER: [VID] ...214D > land > 3C > 214A > 6A > j.DD > 214D > land > 3C > 236D Meterless extra damage in cornerWorks after moderate length combos [VID] ...214D > land > 3C > 214A > [RC] > backdash > 6DD > 2DD > j.DD > dj.DD > 214D > land > 3C > 236D Requires 50% tensionAlmost always works [VID] ...214D > land > 3C > 236D > [RC] > 5DD > 6DD > 2DD > j.DD > dj.DD > 214D > land > 3C > 236D Requires 50% tensionOnly works if you land slightly out of the corner ============== TIPS AND TRICKS ============== Omitting the double jump in the anti-air combos above makes the combos much easier, and is highly reccomended, as the damage differential is relatively slight. When in the corner, choose your enders from the list above wisely. It takes time to develop a good feeling for what times which ender will work. 5DD > act pulsar crosses up very ambiguously, and can also be a good set up for a throw. If you connect with Spike Chaser (214D), you can follow up with the first anti air combo listed for over 7300 damage!
AGentlerHatred Posted June 12, 2009 Posted June 12, 2009 Since the links go to vids of entire matches, it would be helpful if you listed the time where the combo in question is used.
Goryus Posted June 12, 2009 Author Posted June 12, 2009 Since the links go to vids of entire matches, it would be helpful if you listed the time where the combo in question is used. Better yet, I'll just go through and update the links so they go straight to the section of the video in question. (Might take a few days, though.) Thanks for the suggestion. Also, I've updated the Advanced - Low combo with a much better one.
AGentlerHatred Posted June 13, 2009 Posted June 13, 2009 Awesome, didn't expect you to get started so fast. I'll watch a some of them myself and see if I can find the listed combos, but having yet to play the game, there's a decent chance I could be wrong. [VID] 5DD > 4DD > 236D > [RC] > 5DD > 6DD > 2DD > j.DD > dj.DD > 214D 2:49 [VID] Throw > Dash > 2C > 6C > 6DD > 2DD > j.DD > dj.DD > 214D 2:47 Noticed you skipped the 6dd and went straight to 2dd though. Also, both of the intermediate AA combos link to the same time in the same vid.
severin Posted June 26, 2009 Posted June 26, 2009 Seen in http://www.youtube.com/watch?v=w4g56A2At1w&feature=related ~ 2:05 Far 5C[6] > 6C > RC > 5DD > Act Pulsar > 3C > 214a Edit: Missed the RC. Not nearly as impressive now
Inverse Posted June 27, 2009 Posted June 27, 2009 Some of these combos require a specific kind of jump. I noticed I can only connect with some of them if I'm jumping away instead of forward or straight up. Any way to tell if I'm doing something wrong? Specifically this: Throw > 5DD > 6DD > 2DD > j.DD > dj.DD > 214D Bold part can't get consistently. After the first j.DDs I'm too close, and my blades spawn behind the target, they recover and I eat a scrubby Ragna combo.
orka Posted June 27, 2009 Posted June 27, 2009 Isn't the easy throw combo more like this?: Throw > 5DD > 6DD > 2DD > bsj.DD > dj.2DD > 214D EDIT: Nevermind... no need to super jump in most cases.
alucardr Posted June 27, 2009 Posted June 27, 2009 Thanks for posting this in the beginner/interm/advanced format. I looked at combo guides for other characters I was interested in, but they listed out all the combos without difficulty ratings. It's confusing for new players. Thanks to this thread I decided to main Nu and I've learned almost all of the beginner section by my 2nd day of playing.
Inverse Posted July 1, 2009 Posted July 1, 2009 Don't worry, I got the combo down now. Just have to buffer my directions before the jump. I wonder how long Nu will be effective. The learning curve isn't that high, but I wonder if that means that people will eventually learn her bullshit and find ways around her. It's going to be an interesting year.
kira Posted July 3, 2009 Posted July 3, 2009 Hi all, just now picking up V-13, and came across a little combo. I was wondering if anyone has used it/posted it on her yet? Anti air - 2C - jump cancel - JC - J2C - jump cancel - JC - JB+C - [RC] right as she hits the ground with their body leaving you standing on them while they are stunned - 3C - 236D 4800 to 5200 damage depending on how many hits the airs do. uses 50% heat for the RC Alternative version - 2C - jump cancel - JC - J2C - jump cancel - JC - JB+C - [RC] right as she hits the ground with their body leaving you standing on them while they are stunned - 2B - 2C - jump cancel - JC - JB+C 6300 to 6500 damage uses 50% heat on the RC Early air throw version - easier to time the second half 2C - jump cancel - JC - JB+C - [RC] right as she hits the ground with their body leaving you standing on them while they are stunned - 2B - 2C - jump cancel - JC - J2C - jump cancel - JC - JB+C This does around 5700 damage, but this one does the throw earlier so they can escape pretty fast in the combo. The trade off is the timing for the second half of the combo is more lenient this way and does nice damage still. The first hit on this is easy to anti air with too. RC the air throw right on the ground leaves her in a really nice position for follow up. You can also 2B - 2C after the air throw RC and start up the air combo again, but it's hard to land much at that point. The best I could follow up with after the RC was 2B - 2C - jump cancel - JC - JB+C. The second one listed has the 2 throws in it, but is a bit harder to time. If you start the combo in the air with the first JC instead of anti air then the rest of the alternate version is easier to land, but with a anti air counter it should be np.
Soniti Posted July 3, 2009 Posted July 3, 2009 Purple throws are so easy to escape that people don't really bother with them at high level play, with the occasionally exception of attempting to finish them off with a throw when you otherwise would be unable to finish them.
kira Posted July 3, 2009 Posted July 3, 2009 Ah very good to know! So then something like JB+C - [RC] - 2B - 2C - j.c - JC - J2C - j.c - JC - J2C - 214D would be a better use for it since it starts with a green air throw?
MercyKill Posted July 3, 2009 Posted July 3, 2009 I've been using some variations of the combos in the OP. Specifically, the first intermediate ground combo, instead of going 236D > RC > dash > 2C, I substitute it with 236D > RC > 5DD > 6DD > etc. Also, the first advance anti-air, I make the same substitution after 214D > RC > land > dash > 6C. Instead, it's 214D > RC > land > 5DD > 6DD > etc. In both cases, the end result is somewhere around 500 less damage at the end of the combo, but I can hit those nearly 100% of the time, whereas if I try the combos listed, it drops to around 50%. I figure it averages out that I do far more damage with doing the less complex, lower damage version just from consistency. I've also noticed in training that the timing for the end of the combo gets much tighter when you're adding more hits in and the opponent has more chances to tech (ie, the higher damage versions listed here force you to be much more precise with the j.DD, dj.DD, 214D ender than if you use my simplified versions). For those of you having problems hitting these combos consistently in matches, you might want to try the substitutions until you feel confident in your execution.
severin Posted July 3, 2009 Posted July 3, 2009 So! Let's get some char specific talk going here. Midscreen Rachel: AA 2C->j.C->j.2C land 5DD->6DD->2DD->j.DD->dj.2DD->214D (4300~) CH 2C->6C->Dash->2DD->j.C->j.2C*->214D->Dash a bit**->5DD->6DD->2DD->j.DD->dj.2DD->214D (5000~) *You can omit the j.C->j.2C, and instead go straight to a TK 214D. It makes the combo a bit easier, and only drops the damage by about 300-400. **You can omit the dash here, however I find that it makes the ender hit more consistently. Near Corner Rachel: CH 2C->6C->Dash (if needed)->2DD->2147D->(5DD->6DD->2DD->2147D)x3 (5300~) An easier variation, however, is: CH 2C->6C->Dash (if needed)->2DD->2147D->(5DD->6DD->2DD->2147D)x2->3C->236D (not sure on damage for that one). I've been trying to work on some throw stuff as well, but my stick isn't ready yet, and I'm having a difficult time adjusting to pad. All of these should work on tager, but I'm sure that the giant hitbox he calls a sprite allows for some more damaging combos. Also, has anyone figured out which characters 5DD->4DD->IAD->j.B->j.C etc etc works on? So far I know it's possible on Litchi, Nu, Tager, and Hakumen, but I'm still kinda unsure.
poon Posted July 3, 2009 Posted July 3, 2009 I've been experimenting with as many locations as possible to throw 6c into combos. It's character-specific and very situational, but it's also worth doing whenever possible from what I've found. After a 6C vs airborne you can ALWAYS follow up with a 6d or 2d (once again, it depends on a few factors) into aircombo finisher. It's hard to quantify the extra damage because it really does depend on the setup, but I've had extremely good results and it actually does make some combos EASIER (once you've learned to recognize the situations). Just wondering if anyone else is experimenting with this and what the extra damage/meter gain normally equates to. I think I'm typically seeing a 500-1000 damage bonus when I pull it off, though I'm not certain about the meter gain comparison.
poon Posted July 3, 2009 Posted July 3, 2009 Also, has anyone figured out which characters 5DD->4DD->IAD->j.B->j.C etc etc works on? So far I know it's possible on Litchi, Nu, Tager, and Hakumen, but I'm still kinda unsure. Ragna, Jin I think, Nu, Tager, Litchi, Hakumen, Arakune I haven't tested. Does NOT work on: Rachel, Noel, Tao, Carl, probably Bang. However, you can Act Pulsar and link a jab (probably a few other normals work as well) from the same range off the DDs, and combo into: 2C, 6C, 236D [dashprime RC] => dash => 2C, 6C [Wallbounce] => 2DD j.c Aircombo. This is a pretty good replacement and has a lot of meter gain before the RC which makes it a solid option if you dont have the meter to just rc a DD 4DD 236D combo.
AGentlerHatred Posted July 3, 2009 Posted July 3, 2009 Ragna, Jin I think, Nu, Tager, Litchi, Hakumen, Arakune I haven't tested. It does work on Jin.
Angrynord Posted July 5, 2009 Posted July 5, 2009 Just an observation, and a quick question. So, today I was messing around with Nu in training mode, as I will likely end up using her as a secondary character. I was trying various things with her "variant" specials, where one presses C to have the special take on different properties. I noticed that her variant j.214D cancels the attack, and was trying to see what I could do with it, as it reminded me of Johnny's mist cancels. Namely, I was doing her Throw > 5DD > 6DD > 2DD > j.DD > dj.DD > 214D combo, and instead of hitting with the attack, I hit C to cancel and manage to connect with another j.D. I did not carry on due to my surprise at having connected with it. I had to leave shortly thereafter, so I haven't had the chance to play with it some more. Forgive me if this has already been mentioned, I just wished to post before I forgot about it. So, the question: Is the j.214D cancel useful for anything, be it for combos or for Mist Cancel-esque shennanigans? The combo aspect is why I chose to ask this here.
blitz Posted July 5, 2009 Posted July 5, 2009 angrynord: did the combo(heat) counter go black/dim? on a completely unrelated note... TIME FOR TAGER ROFL COMBOX(im a whore!): near corner: 5D-D -> 4D-D -> iad.B-C, land, 3C(1) -> 214A, 2D-D -> 2147D, land, 3C(1) -> 214A, 2D-D -> j.D-D -> dj.2D-D -> 214D 5D-D -> 4D-D -> iad.B-C, land, 3C(1) -> 214A, 2D-D -> 2147D, land, 5D-D -> 2D-D -> 2147D, land, 5D-D -> 2D-D -> j.D-D -> 214D 5D-D -> 4D-D -> iad.B-C, land, 3C(1) -> 214A, 2D-D -> 6C, 2D-D -> 2147D, land, 5D-D -> 2D-D -> j.D-D -> dj.2D-D -> 214D THE POWER OF IAD.B-C COMPELS YOU! and now for cake: midscreen vs tager... throw, 6A-6C, dash 2D-D -> 2147D, land, 5D-D -> 6D-D -> 2D-D -> hj.D-D -> dj.D-D -> 214D corner (or near)... throw, 2D-D -> 6C, 2D-D -> 6C, 2D-D -> 2147D, land, 5D-D -> 2D-D -> j.D-D -> dj.2D-D -> 214D too close for the above? throw, 2C(1) -> 2147D, land, 3C(1) -> 214A, 2D-D -> 2147D, land, 5D-D -> 2D-D -> j.D-D -> 214D Laughing maniacally for 16 hours while tinkering with tager only hilarity in training mode? Check! HAHAHAHAHAHAI should sleep... I'll be counter floating tagers. edit: APPARENTLY THESE WORK TOO midscreen on tager... (anywhere actually)... 5D-D -> 4D-D -> iad.B-C, land, 6B-5C(4)-6C -> 236D 5D-D -> act pulsar, 2B-3C -> 214A, 2D-D -> 2147D, land, 5D-D -> 6D-D -> 2D-D -> hj.D-D -> dj.D-D -> 214D 5D-D -> 4D-D -> iad.B-C, land, 3C(1) -> 214A, 2D-D -> 2147D, land, 5D-D -> 6D-D -> 2D-D -> hj.D-D -> dj.D-D -> 2D-D -> 214D (4046 dmg) throw, 2D-D -> 6C -> act pulsar, 2D-D -> 2147D, land, 5D-D -> 6D-D -> 2D-D -> hj.D-D -> dj.D-D -> 2D-D -> 214D (4438 dmg) THIS JUST IN!: corner throw, 2D-D -> 6C, 2D-D -> 6C, 2D-D -> 2147D, land, 5D-D -> 6D-D -> 2D-D -> 2147D, land, dash 3C(all) 236D
AGentlerHatred Posted July 5, 2009 Posted July 5, 2009 I hit C to cancel and manage to connect with another j.D. I did not carry on due to my surprise at having connected with it. I had to leave shortly thereafter, so I haven't had the chance to play with it some more. Forgive me if this has already been mentioned, I just wished to post before I forgot about it. So, the question: Is the j.214D cancel useful for anything, be it for combos or for Mist Cancel-esque shennanigans? The combo aspect is why I chose to ask this here. Not sure. I know you can connect another dj.dd after the first one without starting up the dj.214d first, and then still get one in afterwards. It doesn't add enough damage to be worth the trouble though. On an unrelated note, I just noticed this sick combo in an old Ribaia vid that I'm pretty sure hasn't been posted here yet. [VID] 3C > 214A > 2C > j.C > j.2C > j.214D > Dash > 3C > 214A > 2DD > j.DD > 214D > Dash > 3C > 236D Looks tough, but it's also a meterless 4.6K off a sweep.
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