Zeero Posted September 19, 2008 Posted September 19, 2008 I'm still having problems doing the Raou loop. Wut's wrong with me? you're not meant for big damage. which raou loop? theres probably like 10 of them and they all do the same damage.
Chomite Posted September 19, 2008 Posted September 19, 2008 Easiest combo ever: 214S RC - (Dash 6HS - 236S - follow up low) x N till they die. or 214S RC - IAD j.SH - land 214S
4Corners Posted September 19, 2008 Posted September 19, 2008 I can't do the 6hs, [236s>k (dash in) 6hs] loop, for some reason. I always mess up on the 6hs. I dunno if I'm dashing too early, hitting too late, or what. I normally just stick with something like knockdown 236s>k, jS, jH, 214s, then RC if I can, follow, 214s spam. jHS, (land) jP, jS, jHS, (land) SJ jk, jS, jHS, 214S has got to be my favourite combo right now, though.
Umareru Posted October 4, 2008 Posted October 4, 2008 I think you cant start the loop with 6HS, it always ends on the second 6HS for me when i try. Get a little airtime with a j.HS or whatever, and the looping should be easier.
Hi-C Posted October 5, 2008 Posted October 5, 2008 I'm not sure if this has been posted yet. If you can read it, good for you. Otherwise just watch the vids and look for recognizable romanji. First deals with Ghost combos, second sword, third is Raou, fourth is normal, fifth is dog. Not really big stuff, but basic combos. I think. http://www.youtube.com/watch?v=mPcKnlFBC7Y http://www.youtube.com/watch?v=cwWSIts__HE&feature=related http://www.youtube.com/watch?v=DPn-ayMoV4Q&feature=related http://www.youtube.com/watch?v=xCjPRG9Yxok&feature=related http://www.youtube.com/watch?v=IrOmKHpHr7g&feature=related
Oiboi Posted October 5, 2008 Posted October 5, 2008 I can't do the 6hs, [236s>k (dash in) 6hs] loop, for some reason. I always mess up on the 6hs. I dunno if I'm dashing too early, hitting too late, or what. I normally just stick with something like knockdown 236s>k, jS, jH, 214s, then RC if I can, follow, 214s spam. jHS, (land) jP, jS, jHS, (land) SJ jk, jS, jHS, 214S has got to be my favourite combo right now, though. Sometimes, you can't dash for it to land. Knowing when and where to dash is difficult but learning it is extremely important. Starting deep in the corner: 6HS 236S K 6HS 236S K(Sometimes P depending on chara, but almost universally K here) Now you have to dash in, or the 6HS will either whiff or hit, but then the DA won't hit. So you need to do a very short dash (the momentum is all you need) then 6HS again. Alternatively, you can dash in for an edguy RC to reset the loop as well.
Phrekwenci Posted October 5, 2008 Posted October 5, 2008 jHS, (land) jP, jS, jHS, (land) SJ jk, jS, jHS, 214S has got to be my favourite combo right now, though. They can tech before the 214S in there. I've been trying to see if jS, jHS RC jHS before I land works but I haven't gotten a chance to try it.
Oiboi Posted October 6, 2008 Posted October 6, 2008 They can tech before the 214S in there. I've been trying to see if jS, jHS RC jHS before I land works but I haven't gotten a chance to try it. Couldn't you do jS jc JS jHS? Or perhaps j.S jc j.K jS jHS, so you fall faster perhaps? Or maybe a super jump would work...
Phrekwenci Posted October 6, 2008 Posted October 6, 2008 Couldn't you do jS jc JS jHS? Or perhaps j.S jc j.K jS jHS, so you fall faster perhaps? Or maybe a super jump would work... You have to super jump because they bounce too high too fast for just a regular jump. SJ jP/K, jS, jHS, RC jHS is what I meant.
4Corners Posted October 11, 2008 Posted October 11, 2008 New stupid combo for ghosts. Does shit for damage right now, but there might be more that can be done with it: 5d ID jD (land) 236D - 71 damage on Slayer, 3 orbs. Maybe there can be a frc follow up? Prolly just like... jk jp, jc jp jd. I have problems frcing the dthrow, for some reason.
Oiboi Posted October 11, 2008 Posted October 11, 2008 New stupid combo for ghosts. Does shit for damage right now, but there might be more that can be done with it: 5d ID jD (land) 236D - 71 damage on Slayer, 3 orbs. Maybe there can be a frc follow up? Prolly just like... jk jp, jc jp jd. I have problems frcing the dthrow, for some reason. Better idea: 5D j.P j.P j.P j.P j.P j.P j.P j.D P Toss P toss P toss After the first p toss they can tech but I almost always get them with the other two as well. I can pretty much gaurantee it does more than 71 damage too lol.
4Corners Posted October 11, 2008 Posted October 11, 2008 lmfao.... that's stupid as hell. Stupid ghosts and their stupid stupid stupid.
JinSaotome Posted October 26, 2008 Posted October 26, 2008 Basic sword combo I remember doing a while ago: K S 2D xx 236S FRC 5S 2HS(1) j.k j.s jc j.s j.d 236H the 2H might have been 2 hit, but I forget.
Oiboi Posted October 26, 2008 Posted October 26, 2008 Basic sword combo I remember doing a while ago: K S 2D xx 236S FRC 5S 2HS(1) j.k j.s jc j.s j.d 236H the 2H might have been 2 hit, but I forget. Hm that's an ok combo if you can do that FRC, but you can get more damage out of 6P c.S f.S 2HS(1hit) swordswipe FRC 66 5S (either works) 2HS (1hit) jc/sjc j.K j.S jc j.S jD Swordspin. This combo also works off swordswipe FRC, particularly on counterhit it works well, just take off the 6P.
JinSaotome Posted October 26, 2008 Posted October 26, 2008 Yeah, it sucks, I usually end up RCing it DX! which is why I like Oiboi's combo since sword swing is really easy. :3 Edit: as for the zappa sword air combo, which is preferable, j.k j.s j.s j.h, or j.k j.s j.s j.d? I usually end all my combos with j.D or j.D xx 236H, but I see a lot of combos end with j.H so I'm curious. o:
Phrekwenci Posted October 27, 2008 Posted October 27, 2008 Edit: as for the zappa sword air combo, which is preferable, j.k j.s j.s j.h, or j.k j.s j.s j.d? I usually end all my combos with j.D or j.D xx 236H, but I see a lot of combos end with j.H so I'm curious. o: Depends on how far away the opponent is. Personally, I like jD better.
Oiboi Posted October 27, 2008 Posted October 27, 2008 j.D is just easier to hit. If I remember right, Dangief did some testing and it's only one point of damage difference, so it really doesn't matter, though you theoretically CAN FRC j.H and land another one into sword spin if your a tricky bastard. Or maybe even j.HS frc j.D, I dunno.
Zoogstin Posted October 27, 2008 Posted October 27, 2008 Yeah if you're really far away then you'll want to do jHS. J.HS should usually only be done when you're out of jD range.
eratice8188 Posted November 6, 2008 Posted November 6, 2008 Ok so i just figured out this sword combo vs Sol (I haven't tried it on any others yet). I haven't seen anything like it used in videos so let me know what you guys think. 2s,2h,j.c,236h(3 hit),RC,5s*,2h,j.c,j.s,dj,j.s,jh,236h** *A j.s will also work if used just before landing **tricky landing the second spin, he typically is JUST out of range but i have gotten some 2 hits off. The idea of throwing 50% tension for this seems impractical when you can just throw out a sword swipe and FRC or a j.h FRC and follow up accordingly but the full combo does 12 hits and 197 dmg, also it can be used from anywhere on the screen and it looks flashy ^^. At first i thought the spin would hit high but upon testing it on comps i was wrong =(.. The spin is also very unsafe on a guard becasue it leaves you right on top of your opponent. ( man this combos just sounding worse and worse isn't it?) At any rate.....try it out....or don't....ideas for improvement.....let me know what you guys think.
Chomite Posted November 6, 2008 Posted November 6, 2008 2S 2H then jc into rolling sword? Doesn't that black-beats? Unless 2HS CH... I don't have PS2 right now available to try it out but I somehow feel that it won't work.
Oiboi Posted November 6, 2008 Posted November 6, 2008 Sounds like it'd black beat... if it's air hit 2HS 1hit MAYBE it'll be gold, I can't test at the moment but... Definitely wanna do sword swipe or DP if midscreen (since dp can combo from anywhere on the screen if you get the FRC reliably). Still, your getting creative, and that's the best thing to do with the sword.
Phrekwenci Posted November 6, 2008 Posted November 6, 2008 Here's something I've done as an air combo before: jK, jS, 236HS (2 hit) RC, jS, jC, jP, jS, jD (236HS) it's a gold beat until the (end) usually.
Hintalove Posted November 6, 2008 Posted November 6, 2008 You know you're bored when you're wandering around the zappa forums and have enough free time to test out combos, lol. And way, that 2s 2h sword spin rc combo actually does work, though only on tallish standing characters, and it is flashy as hell. Also have to be fairly close.
Zoogstin Posted November 6, 2008 Posted November 6, 2008 Can you TK the first sword spin or is jumping then doing the sword spin necessary? I like creative combo's I might incorporte it into my game just for fun. Also for those of you who having come up with some decent tech throw setups I have two in the corner. Sword: Generic ground combo into 63214HS FRC 66 5S 2HS jcS dj air throw. I think this is good because you have no ways of creating a knockdown from an air combo. Ghosts jHS land 5Sc 5HS jc airthrow. AFter the air throw you can go for mixup shinanegins.
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