metsuke Posted July 27, 2009 Posted July 27, 2009 Everything in that combo up to the second frog should be done as fast as you can. The 3c after 236a should hit just as the frog shock is ending. If the opponent is teching before the 3c, you're waiting/dashing too long. If the opponent is teching after the 3c, you're not doing the super fast enough. The input for {dash 3c xx baden} should be done: 653c2146c; this gives maximum execution speed. In reality though, {5b 5dcc 214a dash 3c (1 hit) 236a dash 632146c} actually does slightly more damage and is easier to do. Can't seem to do this. Is the 3C after the first 236a is while opponent is getting shocked?
DC Posted July 27, 2009 Posted July 27, 2009 Wait, so is 5cdc the same as 5dcc? I seem to remember testing this a while ago and ending up at different distances but maybe it was because I was doing 5b(6b) 5cdc, and then 5b 5dcc. Sorry if that came out confusing. EDIT: Nope, they're not.
metsuke Posted July 27, 2009 Posted July 27, 2009 In case it wasn't clear, the difference between the combo I listed and the BnB combo you're having problems with is that there's only one 3c, and it only hits once. There are some exceptions, but in general you want the lowest possible number of hits before super; adding things like 6a, 5b, j.b, multi-hit 3c, etc. can make the combos easier, but will cost you damage. In this case, the difference in damage is very small (like 20?), but the more damaging version is also easier to do (at least for me). As for 5dcc/5cdc/5ccd, the distance you travel will vary depending on when you input the wind. For an obvious example, try {5d+c, c}, then try {5c, d+c}. 5cc wind timing is most important for corner pole setups to super, and midscreen two-wind frog combos against Jin, Ragna, Noel, and Tager.
Soniti Posted July 27, 2009 Author Posted July 27, 2009 On some characters you can do multiple hits of 3c and still go into super, cause it floats them high enough.
DC Posted July 29, 2009 Posted July 29, 2009 Whats the most amount of damage I can get after a grab? (Not including a wall bounce or a midair grab) I've been doing 3126 with 7d dash 5b dj j.b j.a j.b j.c (jump straight upward) j.b j.a j.b j.c 236a (sorry if thats incorrect notation) EDIT: Also I was trying this combo a few minutes ago: Corner, doesn’t work on Noel, Tager, and Carl: Windless, 100% heat gauge: 5b 6b 236a RC dash 3c (3 hits) 632146c 214a 3c (3 hits) 632146c 214a {3c (1-2 hits) 236a (frog hits) 214b 3c (3 hits) [214a wind oki]}OR{3c (1-2 hits) 236a (frog hits) 214b 3c (1-3 hit(s)) 22a 3c (3 hits) [214a wind oki]}OR {3c (3 hits) 236a dash 6c j.c dj j.c}{ ~5700 damage/???? damage/6000 damage Combo to kill the opponent without wind in the corner. But then I noticed... a rapid cancel and two supers? 150% heat gauge? At first I thought that I would some how get enough heat from the 3cs and the super but nope... am I doing something wrong?
dualmatrix Posted July 29, 2009 Posted July 29, 2009 I found out that in corner against Jin and I believe on some other characters. Doesn't quite work on otg characters. Have to test it further, you can do: 5b (6b) 5cdc 214a 3c(1-hit) 236a dash 632146c 214a 3c (1-3 hits) 236a (frog hits) 214b Without the dash before the 1st 3c, you can throw out a seed and have a pole next to them when you do super for a lot more damage. You think this would be a good combo variation?
FoxSpirit Posted July 29, 2009 Posted July 29, 2009 Sorry for not answering the organisation question so long, Soniti, but yeah, kinda like Sophisticat's
Shiawase Posted July 29, 2009 Posted July 29, 2009 Sorry for the dumb question but how do you do her Astral? I can't seem to pull it off...
Soniti Posted July 29, 2009 Author Posted July 29, 2009 Whats the most amount of damage I can get after a grab? (Not including a wall bounce or a midair grab) I've been doing 3126 with 7d dash 5b dj j.b j.a j.b j.c (jump straight upward) j.b j.a j.b j.c 236a (sorry if thats incorrect notation) That combo you just listed looks impossible, and were it possible the damage you listed for it makes no sense. Look at my combo list... It has the information you need. On some characters for low air grabs it may be possible to squeeze more damage (without super) out of air throw 2d land 3c9d 6c j.c land sj air combo (either j.b j.c dj j.b j.c 236a or j.c dj j.c 236a) EDIT: Also I was trying this combo a few minutes ago: But then I noticed... a rapid cancel and two supers? 150% heat gauge? At first I thought that I would some how get enough heat from the 3cs and the super but nope... am I doing something wrong? Oops, messed up pasting. Actual combo fixed on my list -- it's 1 RC and 1 super.
Soniti Posted July 30, 2009 Author Posted July 30, 2009 So I've been messing around a LOT with the idea of windless combos (other than 5b6a5b) that are worthwhile for either general use or for the kill, and came up with some important things you can do. With what I figured out, you can go into a windless super from any 5b/3c combo with either a nearby pole, or a rapid. Unfortunately because this uses 3c (3 hits), it will NOT work on Noel and Tager. It boils down to having a pole out when you do 3c (3 hits), then doing 22a and following up from there. To set up a pole via rapid, use 5b 6b 236a RC dash (3c (3hits)). You have two main options when going for damage. no super: ... 3c (3 hits) 22a dash 6c j.c land sj j.c dj j.c (j.236a if it's early enough in the combo) super: ... 3c (3 hits) 22a dash 6a 632146c 214a 3c (3 hits) 236a dash 6c j.c dj j.c In the corner with either 100% heat gauge or starting from a fully cornered 3c (3 hits): ... 3c (3 hits) 632146c 214a 3c (3 hits) 236a dash 6c j.c dj j.c For reference full combos, see my list -- it's updated.
DC Posted July 30, 2009 Posted July 30, 2009 That combo you just listed looks impossible, and were it possible the damage you listed for it makes no sense. Look at my combo list... It has the information you need. On some characters for low air grabs it may be possible to squeeze more damage (without super) out of air throw 2d land 3c9d 6c j.c land sj air combo (either j.b j.c dj j.b j.c 236a or j.c dj j.c 236a) Yep, I was wrong, sorry.
superclack Posted July 30, 2009 Posted July 30, 2009 I'm having trouble with superjump, 8d, j.2dc, land, 214a, 3c. I can't get the 214a, 3c fast enough to hit before they can land and tech. Can I get any tips on doing this? I might just be doing 214a too slow because I can't see my character during that part, but I haven't been able to land it even once.
Soniti Posted July 30, 2009 Author Posted July 30, 2009 I'm having trouble with superjump, 8d, j.2dc, land, 214a, 3c. I can't get the 214a, 3c fast enough to hit before they can land and tech. Can I get any tips on doing this? I might just be doing 214a too slow because I can't see my character during that part, but I haven't been able to land it even once. The timing is pretty lose if you actually get lvl.3 j.2c. Make sure all 3 of those things (superjump, 8d, j.2dc) are coming out properly. Most likely you are gettting lvl.2
vZakat Posted July 31, 2009 Posted July 31, 2009 Sorry for the noob question but what's BNB? I know most of my terms but I can't seem to find anything about that anywhere.
JamsLegs Posted July 31, 2009 Posted July 31, 2009 Might have been easier if you told him the meaning lol.. BnB = Basic Combo's
Spirit Juice Posted July 31, 2009 Posted July 31, 2009 Might have been easier if you told him the meaning lol.. BnB = Basic Combo's More accurately: commonly used combos you will find yourself using the most often due to the damage output or setups they lead to. An example being 5B 5C+DC into whatever.
superclack Posted August 1, 2009 Posted August 1, 2009 I figured out my problem. I wasn't canceling the landing recovery of the j.2dc into 214a.
Moogster Posted August 2, 2009 Posted August 2, 2009 To whom does the j2C > jC combo work on? Only on Ragna? And how fast should I input the jC? Sometimes it hits and sometimes it doesn't..
superclack Posted August 2, 2009 Posted August 2, 2009 j.2c > j.c works on the larger characters when they're standing (Tager, Ragna, Bang, Haku-men). Timing depends on where you hit them with the j.2c. I'm having trouble doing otg 3c(1) 236a on Ragna in the corner. If I do more than 1 hit I can't get both the egg and pumpkin out, but if I only hit once the egg misses and consequently the frog misses. Sometimes I can hit him and sometimes I can't, I dunno what's going on. Should I delay the egg or am I doing something too slow?
Outtawack311 Posted August 2, 2009 Posted August 2, 2009 j.2c > j.c works on the larger characters when they're standing (Tager, Ragna, Bang, Haku-men). Timing depends on where you hit them with the j.2c. Anyway, back on topic... I'm having trouble doing otg 3c(1) 236a on Ragna in the corner. If I do more than 1 hit I can't get both the egg and pumpkin out, but if I only hit once the egg misses and consequently the frog misses. Sometimes I can hit him and sometimes I can't, I dunno what's going on. Should I delay the egg or am I doing something too slow? You might be holding C for a bit to long or if the egg misses you might be canceling it too late. I find doing it pretty quickly works best. Another question about this, what characters does it work on? I am not sure if spacing is my problem with some of them, or if it doesn't work on some of the cast.
superclack Posted August 2, 2009 Posted August 2, 2009 It's listed on the first post. Works on Bang, Haku, Rachel, Tao, Litchi, Ara midscreen, works on Jin and Ragna in the corner, doesn't work on Tager, Noel, Nu, and Carl.
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