Final Ultima Posted April 28, 2009 Posted April 28, 2009 Note: This thread is purely for the posting of combos only. Any discussion beyond the immediate post pertaining to said combos can be directed to General Discussion for the time being. Notes put alongside the combos however, are welcomed. The less confusion generated, the better. Edit: New rule:- Please refrain from adding combos that include purple throws (a possible exception may be made if it's officially the most hilarious gimmick combo ever, but only then). If it can be teched out of without using Barrier Burst, it doesn't really count. Ragna Calamity Trigger Combos Notation CH = Counter Hit JC = Jump Cancel JCC = Jump Cancel Cancel HJC = High Jump Cancel DC = Dash Cancel RC = Rapid Cancel Ground combos 5A/2A, 5B/2B, 5C, any special -> followup 5B, 5C, 5D, delay 214A -> 214D 5A/2A, 5B/2B, 5C, 2C, 214A -> 214D 6B, 5C, 2C, 214A -> 214D 5B, 3C, 22C, 5B, 5C, 214A -> 214D 623C -> 236C -> 236C, 5B, 623D -> 236C -> 214C 5B, 6A, 5C, 5D (1 hit), 214B -> delay 214D, 5B, 623D -> 236C -> 214C (near corner) 5B, 2B, 3C, 5D (DC), 6A, 5D, 22C (crouching opponent only) ..., 5C, 6C (1 hit), 214A -> 214D (corner, crouching opponent only) ..., 5C, 6C (DC), 6A, 5D, 214A -> 214D (corner, crouching opponent only) ..., 5C, 2D, 5C, 5D (DC), 6A, 5D, 22C (mid-screen) 5B, 2B, 3C, 5D (1 hit), 623C -> immediate 236C -> delay 236C, 22C (mid-screen) 5B, 2B, 3C, 22C, 5B, 623D -> immediate 236C -> delay 236C, 22C (mid-screen) 5B, 2B, 3C, 22C, dash 5A, 5B, 623C -> immediate 236C -> delay 236C, 22C 2D, 5C, 214A, 5A, 5B, 5D, 214A -> 214D 2D, 5C, 5D (1 hit), 214A, 22C, 5B, 5C, 214A -> 214D CH 2D, 5C, 5D (1 hit), 214B -> delay 214D, 5B, 623D -> 236C -> 214C (corner) CH 2D, dash 5C, 5D (DC), 6A, 5D, 214A -> 214D With 50% Heat Gauge ..., 214A (RC), dash 6D, delay j.D, dash 5B, 3C, 22C ..., 5B, 5C, 632146D, dash 5B, 623D -> 236C -> 214C ..., 3C, 22C (RC), dash 3C, 5D, 22C ..., 3C, 22C (RC), dash 6A, 6B, 22C Launch into air combo 2A (repeat), 5B, 6A (JC/HJC), air combo 6A, 5D (DC), 6A (HJC), air combo (near corner) ..., 5C/2C, 5D (DC), 6A (HJC), air combo (crouching opponent only) ..., 5C, 6C (DC), air combo (crouching opponent only) ..., 5C, 2D, 5C (JC), air combo (crouching opponent only) ..., 5C, 6C, 214B -> delay 214D, 5B, 6A (HJC), air combo - Damage: 4600~ (near corner) 623C -> 236C -> 236C, 5B, 6A (HJC), air combo CH 214B, 5B, 6A (HJC), air combo CH 214B, dash 5B, 6A, 214B -> delay 214D, 5B, 6A (HJC), air combo CH 214D, 5B, 623C -> delay 236C -> delay 236C, 6A (HJC), air combo CH 6A, 5B, 6A, 214B -> delay 214D, 5B, 6A (HJC), air combo 2D, 5C, 214A, 5A, 5B, 6A (HJC), air combo (anti-air) CH 623C (1 hit), 5C, 214A, 5A, 5B, 6A (HJC), air combo CH 2D, dash 5C, 5D (1 hit), 214B -> delay 214D, 5C (JC), air combo With 50% Heat Gauge ..., 5C, 214A (RC), 6C (DC), air combo 2A (repeat), 5B, 5C, 214A (RC), 5B, 6A (JC), air combo (corner) 2B, 5C, 3C, 214D (RC), air combo 623C/623D (1 hit) (RC), 5B, 6A, 214B -> delay 214D, 5B, 6A (HJC), air combo 214B -> 214D (RC), 214B -> delay 214D, dash 5B, 6A (HJC), air combo Air combos j.C, j.D (JC), j.D, 623D -> 236C -> 214C j.C, j.D (JC), j.C, 623D -> 236C -> 214C j.B, j.C (JC), j.C, j.D, 623C/D -> 236C -> 214C j.C, j.D (JC), j.C, j.D, 623C/D -> 236C -> 214C Note: j.C, j.D (JC), j.C, j.D is ideal off most setups (JC off a grounded launch, HJC off a mid-air launch), but you'll often need to do j.C, j.D (JC), j.C/j.D instead (j.C for less proration, j.D if the opponent is too high for j.C). After a mid-air 5C launch, you need to use j.B, j.C (JC), j.C, j.D instead. Throw combos 5B+C, 214B -> delay 214D, 5B, 623D -> 236C -> 214C - Damage: 3200~ 5B+C, 214B -> delay 214D, 5C (JC), air combo 5B+C, 632146D (corner) 5B+C, 623D -> 236C -> 214C 4B+C, dash 6A (JC/HJC), air combo - Damage: 3100~ 4B+C, 214B -> delay 214D, 5B, 6A (JC/HJC), air combo - Damage: 3500~ j.B+C, 214B -> 214D j.B+C, air dash j.C, j.D, 623D -> 236C -> 214C (corner) j.B+C, 623D -> 236C -> 214C Aerial Gauntlet Hades combos j.214B -> delay 214D, dash 5B, 5D (1 hit), 214B -> delay 214D, dash 5B, 623D -> 236C -> 214C - Damage: 4200~ Combos including Blood Kain Normal chain~ ..., 3C, 214214D, 5C, 5D etc (corner) ..., 3C, 214214D, 5C, [5D (DC)] x3, 623D -> 236C -> 214C (near corner, crouching opponent only) 6B, 5C, 6C, 214214D, hj.D, j.D, [5D (DC)] x2, 6D, j.D (JC), j.D, 623D -> 236C -> 214C - Damage: 5700~ (corner) ..., 5D, 214214D, 5D etc (corner) ..., 3C, 5D, 214214D, 6A, 5D, 22C (corner) ..., 3C, 214214D, 5C (HJC), j.D, j.D, (JC), j.D, 5D (DC), 5D, 22C (corner) ..., 3C, 214214D, 2B, 5C, 5D (1 hit), 214B -> 214D, 5D (DC), 5D, 22C Throw~ (corner) 5B+C, 214214D, 5D (DC) x2, 5D (1 hit), 623D -> 236C -> 214C 4B+C, 214214D, j.D (JC), delay j.D, land, j.D (JC), j.B, 623D -> 236C -> 214C 4B+C, 214214D, hj.D, j.D, land, j.C, j.D (JC), j.C, j.D, 623D -> 236C -> 214C With 100% Heat Gauge 4B+C, 214214D, hj.D, j.D, 214214D - Damage: 5300~ Aerial Gauntlet Hades~ (near corner) j.214B -> delay 214D, dash 5B, 5D (1 hit), 214214D, 5D (DC), 6D, j.D (JC), j.D, 623D -> 236C -> 214C - Damage: 5200~ With 100% Heat Gauge 2147B -> delay 214D, dash 5B, 5D (1 hit), 214214D, 5B, 5D (1 hit), 214B -> delay 214D, 5D (DC), 5D, 214214D - Damage: 6260 Combos during Blood Kain 5B, 5C, 5D (DC), 214A -> 214D 5B, 5C, 5D (1 hit), 214A -> 214D, 5B, 5D, 214B -> 214D 5B, 5C, 5D (1 hit), 214A -> 214D, 5B, 6A (HJC), j.C, j.D (JC), j.C, j.D, 623D, 236C, 214C (corner) [5D (DC)] xN, 632146D (corner) [5D (DC)] xN, 6D, j.D (JC), j.D, 623D -> 236C -> 214C [6D, j.D (JC), delay j.D, land] x2, hj.C, j.D (JC), j.C, j.D, 623D, 236C, 214C (corner, anti-air) 5D (DC), 6D, j.D (JC), delay j.D, land, 6D (JC), delay j.C, j.D, land, j.C, j.D (JC), j.D, 623D, 236C, 214C 5B, 6A, 6D, j.D, land, [214B -> delay 214D, dash 5D (1 hit)] x2, 214B -> delay 214D, dash 5D (DC), 6D, j.D (JC), j.D, 623D -> 236C -> 214C - Damage: 5400~ With 100% Heat Gauge (near corner) 5B, 6A (JC), [j.C, j.D (JC), delay j.D, land] x2, [5D (DC)] x2, 214214D 2D, 5B, 5D (1 hit), 214B -> delay 214D, dash 5D (1 hit), 214B -> delay 214D, dash 5D (DC), 5D, 214214D - Damage: 5800~
VR-Raiden Posted June 30, 2009 Posted June 30, 2009 About this combo: 214A (RC), dash 6D, j.D, 5B, 3C, 22C, 5B, 5C, 214A -> 214D Am I the only one not getting the final 214A to combo? I've tried from just 5B and it isn't comboing either. Pretty sure I'm putting it in as fast as possible... also, here's a simple combo to add a bit of damage to air throw if you wanna use 50%. Dunno how useful it really is but meh, if it's gonna kill airthrow, 214B > 214D (RC), jump, j.D, 623D > 236C > 214C
Milln Posted July 2, 2009 Posted July 2, 2009 I noticed there was a lack of Blood Kain specific combos, so I went and made some last night! While in Blood Kain: 1. 5B, 5C, 5D (DC), 214A > 214D, 5B ~ Does around 3100 damage. I can't figure out how to finish it, they can tech way too fast after 5B. 2. 5B, 5C, 5D(1hit), 214A > 214D, 5B, 5D, 214B > 214D ~Does around 3740 3. 5B, 5C, 5D(1hit), 5B, 6A, hj.C, j.D, (straight up)j.C, j.D, 214B > 214D ~Does over 4000.
VR-Raiden Posted July 4, 2009 Posted July 4, 2009 Found an air throw combo that does pretty good damage (better version of the one I posted earlier) requires 50% heat airthrow, (delay) 214B > (delay) 214D RC, dash 6A JC/SJC, j.C, j.D JC j.C, j.D, 623D etc. - 4584 dmg If they are too high for 6A to hit, you can just omit it and go straight to j.C/sj.C. I found getting the 6A to hit hardest on Rachel. If you're in Blood Kain, you can do a standard combo from airthrow: (Blood Kain) airthrow, airdash j.C, j.D, 5D DC (x3 if nearing corner), 6D, j.D JC, j.D, 623D etc. - 6903 dmg
jiyuna Posted July 4, 2009 Posted July 4, 2009 I noticed there was a lack of Blood Kain specific combos, so I went and made some last night! This is the best one I could come up with tonight: While in Blood Kain (vs Jin): 5B > 6A > 6D > j.D > land > 214b~d > dash 5D(1) > 214b~d > dash 5D(1) > 214b~d > dash 5D(2) > dash cancel > 6D > j.D > dj.D > 623D... Damage = 5400 This combo works from about 3/4 screen distance and leads into the corner. You need to delay the GH followup slightly; if you delay it too much, the opponent will be too high for your dash 5D to hit. This combo is long, so if you're running out of BK time (or if you lazy) you can cut it short by just going into aerial combo after one of the GH. Also, I haven't tested against any other chars so I don't know who this does/doesn't work on. Combo was inspired by Veteru and his damn loop that was too hard for me, so I had to resort to cheating with 5D... VETERU LOOP(in BK): 214B~D > 214B~D >214B~D > 214B~D > ????? I've only gotten up to four reps in the corner, is it possible to do any more?
TITANIUM BEAST!!! Posted July 4, 2009 Posted July 4, 2009 4B+C -> Blood Kain, hj.D, falling j.D, 214214D For midscreen Darkness Devour combo. Tested on Ragna. Does 5336 dmg. Timing is difficult. During Blood Kain, 2D, 5B-5D(1) -> 214B~214D, dash 5D(1) -> 214B~214D, dash 5D -> 214214D Tested on Ragna, does 5733 dmg. Works from approximately midscreen.
Bloodcrave Posted July 5, 2009 Posted July 5, 2009 4+b+c > black onslaught CH GH > black onslaught CH 6A > black onslaught can you do black onslaught while in bk mode? if it's possible then maybe in bk mode GH > additional > black onslaught
jiyuna Posted July 5, 2009 Posted July 5, 2009 TK Gauntlet Hades is good. It's faster, goes further, hits head AND body, and will even catch Rachel's crouch. These combos work on all characters, crouching or standing, CH or normal hit. 2147B~D > dash 5B > 5D(1) > 214B~D > dash 5B > 623D~ = 4181 Damage Near Corner: 2147B~D> dash 5b > 5d > BK > 5d > dash 6DjD > dj.D > 623D~ = 5241 Damage EDIT: And about the forward throw combo, you can buffer the 214B and still do it. All that matters is you really delay the 214D followup. The tricky part to that combo is actually landing the j.B, not the 5C lol..
TITANIUM BEAST!!! Posted July 5, 2009 Posted July 5, 2009 TK Gauntlet Hades is good. It's faster, goes further, hits head AND body, and will even catch Rachel's crouch. These combos work on all characters, crouching or standing, CH or normal hit. 2147B~D > dash 5B > 5D(1) > 214B~D > dash 5B > 623D~ = 4181 Damage Near Corner: 2147B~D> dash 5b > 5d > BK > 5d > dash 6DjD > dj.D > 623D~ = 5241 Damage EDIT: And about the forward throw combo, you can buffer the 214B and still do it. All that matters is you really delay the 214D followup. The tricky part to that combo is actually landing the j.B, not the 5C lol.. TK Gauntlet Hades leads to the most damaging combo I've seen with Ragna so far: Near Corner: 2147B~214D, 5B-5D(1) -> 214214D, 5B-5D(1) -> 214B~214D, 5D -> dash, 5D -> 214214D = 6260 Damage You can also do 6D-j.D, dj.D -> 623D etc instead of the last 5D in that combo and it will do 5876 damage instead, in case you don't have the necessary Heat for the Devour at the end. Also, for this combo I posted earlier: During Blood Kain, 2D, 5B-5D(1) -> 214B~214D, dash 5D(1) -> 214B~214D, dash 5D -> 214214D I found I could dash cancel the last 5D and tack on another one before the Devour, raising the damage from 5733 to 5817.
TITANIUM BEAST!!! Posted July 6, 2009 Posted July 6, 2009 Meh, Carnage Scissors is pretty shitty IMO. I only use it after a 5D if I know it will kill or a Inferno Divider © wallbounce. But it is a pretty shitty super all around. I usually save my meter for Blood Kain or Rapid Cancels (Which usually result in greater damage or save my ass on blocked pressure strings) 5B-5C -> 214A -> RC, dash 6D-j.D, dash 5B-3C -> 22C: 3347 dmg 5B-5C -> 632146D (delay), dash 6A -> HJC hj.C-D, dj.C-D -> 623D~236C~214C: 3916 dmg Carnage Scissors is also good off of a normal throw if they're gonna die and they still have their Burst.
VR-Raiden Posted July 11, 2009 Posted July 11, 2009 These are some new air throw combos I found. This first one was inspired by a recent video I saw: midscreen: j.B+C, 214B immediately, land, (optional 5A/2A), 5B, 6A, aircombo Damage: 4287(3862) The 214B misses and you land for a relaunch. Works on all characters except I couldn't get the 6A to land on Carl using the 5A/2A. I think it's height dependent for landing the 5B without the 5A/2A but it will do more if you can leave it out. Using the 5A/2A, I found it easier to land the 6A if I used 2A on Rachel, Bang, and Nu. directly in corner: j.B+C, j.B, j.D, land, sj.B, j.C (JC), j.C, j.D, 623D -> 236C -> 214C Damage: 3849-3964 Works on Ragna and Tager. slight distance from corner: j.B+C, j.D (JC), j.C, j.D, 623D -> 236C -> 214C Damage: 3324-3507 Works on all characters. slight distance from corner: j.B+C, j.D, land, 5B, 5D, 214B ->214D Damage: 4094 This one is a little more picky with the timing/distance from corner. Works on everyone except Noel and Carl, but the 2nd hit of D tends to miss more on Taokaka, Jin, Rachel, Arakune. Correct me if I'm wrong on any of the character specifics. I'm actually going over all the combos again on every character to see who they all work on so I'll have questions on a few of them soon. Oh, and I think this is worth adding. The 5B+C, 632146D that's posted, works on everyone but Taokaka, Noel, and Rachel. Nice if you land a throw and it'll kill them cause they can't burst obviously. I'll note that 4B+C, 632146D works on all characters. It just does 100 less dmg.
king of heart Posted July 12, 2009 Posted July 12, 2009 Better one slight distance from corner: j.B+C, j.B+C, j.B+C, j.B+C, j.B+C, LOL any way maybe a week ago i used to do this combo but now i forget something about it 5B, 6A, (*)5C, 5D, 214B,(**)214D, 5B, 6A, hjc >jC, jD, jc >JD, 623D, 236C, 214C (*) cant remember if its delayed (**) also cant remember if its delayed
Final Ultima Posted July 13, 2009 Author Posted July 13, 2009 During Blood Kain: (away from corner) 632146D, forward hj.D, j.D (JC), delay j.D, land, 6D, j.D (JC), delay j.D, land, j.C, j.D (JC), j.D, 623D -> 236C -> 214C - Damage: 8005 (away from corner) 632146D, dash 5B, 5D (1 hit), 214B -> delay 214D, dash 5D (1 hit), 214B -> delay 214D, [5D (DC)] x2, 6D, j.D (JC), j.D, 623D -> 236C -> 214C - Damage: 8107 (close to mid-screen) 632146D, forward hj.D, j.D, land, 6D, j.D (JC), j.D, land, [5D (DC)] x2, 6D, j.D (JC), j.D, 623D -> 236C -> 214C - Damage: 8331 The Gauntlet Hades version is universal, but the j.D ones only work the way they're supposed to on characters with accommodating airborne hitboxes. It's about 50/50, really. You have to act fast with the Gauntlet Hades version in order to prevent the opponent from teching during the second 5D. To land the 6D, j.D during the j.D variants, do the prior j.D as low as you possibly can. Edit: Under normal circumstances, the 632146D, forward hj.D doesn't work against Jin, Noel, Rachel, Arakune and Carl, and against Haku-Men you must do j.D (JC), delay j.D instead of hj.D, j.D. On CH however, it will work on all characters, but you will to forgo the first 6D in place of another hj.D, lowering the damage to 8124. Also, the strongest combo into Black Onslaught that I know of, slightly beefier than its tutorial counterpart:- (corner, crouching opponent only) CH 5C, 6D, delay j.D, dash 5B, 2B, 5C, 6C (JCC), delay 2141236C - Damage: 18597 If you omit the 2B and dash cancel the 6C, you can do it anywhere. Gotta be fast though.
jei. Posted July 14, 2009 Posted July 14, 2009 This is the best Heatless combo to perform after a counter-hit Hell's Fang that I've found so far CH hell's fang, 5B, 6A, 5C, 5D (1 hit) -> Gauntlet Hades + delayed followup, 5B, D inferno divider + followup ~ 3665 damage I've tried to do the 5C (hjc), j.B, j.C (jc), j.C, j.D, D inferno divider + followup after the GH followup but I can't land the 5C. I'm delaying the GH followup as much as possible so I'm not sure if it is possible. EDIT: to make sure the D inferno divider hits, make sure you do not delay the GH followup as much as possible.
jiyuna Posted July 14, 2009 Posted July 14, 2009 This is the best Heatless combo to perform after a counter-hit Hell's Fang that I've found so far CH hell's fang, 5B, 6A, 5C, 5D (1 hit) -> Gauntlet Hades + delayed followup, 5B, D inferno divider + followup ~ 3665 damage DUAL MOJZ for more damage and reset options when possible. CH HF > 5b > 3c > 22c > 5b > 623D > fast 236c > delay 236c > land > 22c = 3877 damage + stagger state.
jiyuna Posted July 17, 2009 Posted July 17, 2009 (j.c) 5b > 6a > 5c > 5d(1) > 214B~D > land 5b > 6a > aircombo 3915(4644) damage, jin only.
VR-Raiden Posted July 17, 2009 Posted July 17, 2009 5B (CH), 6D, j.D, dash 5B, 3C, 22C Damage: 3031 Works on all characters, anywhere on screen. If you're approaching the corner, add 5D before 22C on everyone but Rachel, Carl (makes it 3516 dmg). 5B, 5C (JC), j.C, j.D, 214B > delay 214D, 5B, 6A, aircombo Damage: 3586 Tager only combo, must hit him standing. Best damage you can get on Tager without being in position to do double 22C combo or using heat.
VR-Raiden Posted July 17, 2009 Posted July 17, 2009 Sorry for double posting, but here are some 50% Heat combos that end with 22C in the corner. In Corner/Going Into Corner: 5B, 5C, 3C, 5D (DC), 6A, 5D, 22C (RC), dash 5D, 22C Damage: 4636 Works on everyone except Jin/Rachel, won't work on Tager/Taokaka if you're already in corner. Mid-screen: 5B, 5C, 3C, 5D, 214A > 214D (RC), run 6A, 5D, 22C Damage: 3778 Distance this works is about starting position of opponent, it takes them all the way to the corner. Works on everyone except Carl. If you're slightly closer to the corner than that, and too far for 5D(DC), 6A, 5D, 22C... 5B, (2B), 3C, 22C, 5B, 5C, 214A > 214D (RC), run 6A, 5D, 22C Damage: 4220 Works on all characters.
AxioM Posted July 23, 2009 Posted July 23, 2009 vs Standing, Meterless, non-CH 5B, 6A, 5C, 5D, 214B (Delay) 214D, 5C, jump toward, j.B, j.C, double jump toward, j.C, j.D, 623+D, 236+C, 214+C - 3800 DMG vs Crouching, Meterless, non-CH 6B, 5C, 6C, 214B (Delay) 214D, 5C, jump toward, j.C, j.D, double jump toward, j.C. j.D, 623+d, 236+C, 214+C - 4500 DMG The timing on the Gauntlet Hades is a bit tricky. If you don't hit the second hit when they're very low to the ground, the 5C will whiff.
VR-Raiden Posted August 7, 2009 Posted August 7, 2009 100% Heat, burst safe throw/6B combo: 4B+C, 214124D, 632146D Damage: 4247 Crouch hit: 6B, 5C, 6C, 214214D, 632146D Damage: 4763 There's a small point they can burst for this one since you have to wait a bit longer after BK to do the CS, but they're way too far away for it to save them anyway. Also it's such a small window it's hard to even tell. These work anywhere on the screen, on all characters. It would get you a nice chunk of guaranteed health back too if it didn't kill them.
Zero000 Posted August 11, 2009 Posted August 11, 2009 5B, 6A, 5C, 5D, 214B (Delay) 214D, 5C, jump toward, j.B, j.C, double jump toward, j.C, j.D, 623+D, 236+C, 214+C - 3800 DMG 6B, 5C, 6C, 214B (Delay) 214D, 5C, jump toward, j.C, j.D, double jump toward, j.C. j.D, 623+d, 236+C, 214+C - 4500 DMG The timing on the Gauntlet Hades is a bit tricky. If you don't hit the second hit when they're very low to the ground, the 5C will whiff. Do note that if you know that you messed up Gauntlet Hades, just 214B (Messedup Delay) 214D 5B 623+D, 236+C, 214+C You still need to actually delay the follow up, but the 5B is much more lenient than the 5C. Once you start learning the timing of the follow up, you'll definitely know when you messed it up. This is the safe answer instead of eating a punish from a whiffed 5C.
VR-Raiden Posted August 11, 2009 Posted August 11, 2009 CH 2C combos ending in 22C Midscreen, go for the dual MOJZ combos. Not midscreen, not corner: CH 2C, dash 6D, delay j.D, dash 5B, 3C, 22C - 3468 dmg 50% Heat version: CH 2C, dash 6D, delay j.D, dash 5B, 3C, 22C (RC), dash 3C, 5D, 22C - 4883 dmg Corner: CH 2C, dash 6D, delay j.D, dash 5B, 3C, 5D (DC), 6A, 5D, 22C - 4555 dmg 50% Heat version: CH 2C, dash 6D, delay j.D, dash 5B, 3C, 5D (DC), 6A, 5D, 22C (RC), dash 3C, 22C - 5459 dmg For reference, I'll put the dual MOJZ/Not Over Yet/22C combos here. 2 of which are in the first post but they don't say who it works on, for anyone that missed it. Last one was posted in general discussion by jiyuna later. 5B, (2B), 3C, 22C, 5B, 623D > immediate 236C > delayed 236C, 22C Everyone except Taokaka, Rachel, Carl, Jin 5B, (2B), 3C, 22C, dash 5A, 5B, 623C > immediate 236C > delayed 236C, 22C Taokaka, Rachel, Carl 5B, (2B), 3C, 22C, dash 2A, 5B, 623C > immediate 236C > delayed 236C, 22C Jin Well this is kinda cool, dunno why I didn't think of it before but it's better than the 3C, 22C (RC) combos listed in the first post. Still debating when it would be worth it. 5B, (2B), 3C, 22C (RC), dash 6D, j.D, dash 5B, 3C 22C - 3750 dmg Better than using HF RC combo if you can tell you're close enough to land 3C from a 5B/2B hit. And of course, probly not worth it if you're in a position to dual MOJZ combo. Also this doesn't work if you've done some longer combo into the first 22C.
Mihe Posted August 13, 2009 Posted August 13, 2009 corner only 5b, 5c, 5d (2), 214b, 214d, (RC), 5d (2), 214b, 214d | 3608 DMG (4401 DMG if 5b is omitted) works with everyone.
lars Posted August 16, 2009 Posted August 16, 2009 finishing stuff it's more a waste of tension then something really usefull but i find it cool shrugh back throw blood kain 214k 214d(delayed) super and 214p counter,6c,22c,b,c,rock it or super.
Milln Posted August 17, 2009 Posted August 17, 2009 Heres Moar Bludd Kain! 5B, 6A, 5D(1st hit) Blood Kain, 5B, 214A, 214D(ever so slightly delayed) > Wallbounce > 5B, Nearly Anything.
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