4Corners Posted November 6, 2008 Posted November 6, 2008 Is that a combo on crouching opponents? I'm having a hard time getting 2hs to combo to 236hs. When do you jc?
Hintalove Posted November 6, 2008 Posted November 6, 2008 It's not a perfect tk, its like 1/2f late so you get a forward momentum sword spin rather than the straight up one that wont combo. All in all its pretty easy once you get the hang of it.
Oiboi Posted November 7, 2008 Posted November 7, 2008 I think he's getting confused on which hit to jump cancel actually-- You'll definitely have to jump cancel the first one, tk it like 2369 (the 9 is important because that will make you jump forward) HS and it should work. I'll have to play around and test this myself, sounds fun as hell... lol
Phrekwenci Posted November 7, 2008 Posted November 7, 2008 Here's something fucked up. (while opponent blocks) IAD jHS, 236HS (2 hits) RC jS, JC jHS / FRC, jP, jD (land, into ground combo). There's a good chance they wont expect the JC jHS and try to block low. If they do get hit, after the / you can just do 236HS.
Zeero Posted November 7, 2008 Posted November 7, 2008 Here's something fucked up. (while opponent blocks) IAD jHS, 236HS (2 hits) RC jS, JC jHS / FRC, jP, jD (land, into ground combo). There's a good chance they wont expect the JC jHS and try to block low. If they do get hit, after the / you can just do 236HS. Something doesnt sound right about that. IAD and JC? I dont think 236HS resets your jump like johnnys 214S does it?? also, does it work on shorter characters? RC jS doesnt sound like it'll hit... nor does the jhs frc jp jd.
Phrekwenci Posted November 7, 2008 Posted November 7, 2008 Something doesnt sound right about that. IAD and JC? I dont think 236HS resets your jump like johnnys 214S does it?? also, does it work on shorter characters? RC jS doesnt sound like it'll hit... nor does the jhs frc jp jd. Oops I originally put in jump in, not IAD. And yes it's a tall character block string.
eratice8188 Posted November 9, 2008 Posted November 9, 2008 woo i wasn't expecting much response on my combo idea =P that makes me happy. Also I'm kind of a noob to the forums and I've only just recently started attending tourneys so I'm unfamiliar with the term "black beat" or "gold beat"? mind throwing me a bone? also phrek i like that last one you posted but it eats a lotta tension =P especially if you're a scrub like me and botch the FRC whenever it really counts lol......... I'll keep practicing. Edit: I just realized there was the alternative of doing a second sword spin on a hit after the j.H and the FRC was an option for dealing with a continued high block. TRICKY stuff man, i love it!
Zoogstin Posted November 9, 2008 Posted November 9, 2008 If you look at the combo counter when you perform a combo you'll see the word "beat" under the number. If the word is gold then it is a legit combo. If it is black then somewhere in your combo your opponent could've teched out but they didn't. Basically if its black then your combo shouldn't have worked.
eratice8188 Posted November 9, 2008 Posted November 9, 2008 Gotcha, I'm not very observant i guess but i always keep the dummy recovery setting at always and front or back for what i thought was the soonest possable tech. I'm not sure if that totally clears the combo as gold though. Am i correct in assuming so? (I'd check myself but I wont have access to a game for a few days >_<).
Zoogstin Posted November 9, 2008 Posted November 9, 2008 You are right when setting the recovery to front or back because yes your opponent does recover sooner. But the computer will recover perfectly everytime in training mode. So if you're performing a combo and mess up your timing at a certain point you'll just drop your combo because the computer escaped. You won't notice a black beat until you fight a human player who may not tech soon enough. For example: So if you're doing a combo and you mess it up and the CPU recovers before you can pull off the next hit in the combo then nothing happens. However if you do the same combo on an opponent (and by chance you make the same mistake in your combo you did to the CPU in training mode) the human player just for being human may miss the timing to tech out of the combo. So the next move you do that hits the opponent will cause "BEAT" to go black indicating that the opponent could've teched but didn't.
Phrekwenci Posted November 13, 2008 Posted November 13, 2008 OK so there was a combo with the sword I fell in love with in #R, it was in a combo video VS Potemkin where most of the combo is Zappa in the air while Pot is on the ground. There was a variation that was done in a more recent video using the jHS FRC. I just figured out the mechanics so I figured I share. Here's the combo (against tall characters) 6P, 9P, jHS FRC (falling), jK, jP, jP, JC (9), jP, jS (falling), jK, jP, jD. (I just did it several times in a row on Johnny, it works) The whole trick to it is executing the jHS at the apex of the jump and then timing of the following jK is weird as he comes down but the rest is pretty much downhill from there. It might not be practical, but it is sure flashy. EDIT: here's the recent video (harder because it uses more jS) http://www.youtube.com/watch?v=KsgVgQw5RKo (2:31) And I'll add another hard one, with the ghosts (in the corner) 6P, 5Sc, 9P, 236K FRC (falling), jS, jHS (land), 5Sc, jP, jP .... (whatever air combo) And one more thing, has anyone pulled off a 236S FRC IAD jS combo? I heard it works but, I've never seen it and I was trying for a while today with negative result. I tried tiger-kneeing it too.
Oiboi Posted November 13, 2008 Posted November 13, 2008 Nice combo. I've actually seen the 236S FRC air combo, though I think I see c/f.S before the jump. Regardless, I never get it reliably enough to combo after wards... I'd like to see someone who can D:
Zeero Posted November 13, 2008 Posted November 13, 2008 nope, tried that combo for a good while when i first saw it couple years back and couldnt get it. so impossible
Oiboi Posted November 13, 2008 Posted November 13, 2008 nope, tried that combo for a good while when i first saw it couple years back and couldnt get it. so impossible roflmao I think actually you have to do a move that puts them into the air before the 236S (like 2D) or else you can't do the air combo.
Zeero Posted November 13, 2008 Posted November 13, 2008 oh wait, i took a quick glance at it without really looking before i replied What i was talking about is the (or something similiar) c5s 5hs 236S/HS/K (not sure) frc airdash js jhs land c5s whatever combo sadly, EVERYBODY knows that this "whatever combo" said by both me and phrek after c5s is nothing more than a bunch of Ps + 1D
Phrekwenci Posted November 13, 2008 Posted November 13, 2008 oh wait, i took a quick glance at it without really looking before i replied What i was talking about is the (or something similiar) c5s 5hs 236S/HS/K (not sure) frc airdash js jhs land c5s whatever combo It's funny, I just watched the entire video I posted (canon) and look at 4:16. He does it with IAD jP, jK, jP, jD... fucking japs.
Oiboi Posted November 20, 2008 Posted November 20, 2008 Yeah, Canon was made by Nang-In. What's even more amazing is the fact that he pulls off a lot of those crazy combos in real matches. He's amazing at hit confirming too.
WinButton Posted January 30, 2009 Posted January 30, 2009 Dog mode: 2P2K c.S f.S 6D,D dash 2P2K c.S f.S (just a simple one) Whenever I do this it ceases to be garunteed at the 6D because the doggie jump is so slow. I really want to like the dog but I feel like it is impossible to teach it tricks and it chews up the sofa.
Zoogstin Posted January 30, 2009 Posted January 30, 2009 Do it sooner. Remember the dog acts independently of zappa. It can move while zappa is in the middle of his own moves.
Marquis Posted January 31, 2009 Posted January 31, 2009 no, do it later, zappa's dog operates on a complex system of ethical complaints and fair-trade labour laws, not actual gameplay mechanics
Oiboi Posted January 31, 2009 Posted January 31, 2009 no, do it later, zappa's dog operates on a complex system of ethical complaints and fair-trade labour laws, not actual gameplay mechanics Lolwat?
WinButton Posted February 1, 2009 Posted February 1, 2009 That is soooo deep..... But anyway I am liking Zappa. He has doggie rushdown, sword pokes, ghost projectiles and if you get enough orbs the unbeatable power of hokuto shin ken. I think I may stick with this guy.
JOFan Posted March 6, 2009 Posted March 6, 2009 hey guys, was just digging through some combo to try yesterday and i cant seem to land this one... 2K - 6P - 6HS x 236S/63214HS how do u connect 6p and 6hs? from what i understand 6hs is a slow overhead...unless this is meant to be one of those CH combos? also what do u guys recommand as a good frc x n combo when zappas in ghost mode? i cant seem to get more than 150 out of doing the frc x 3... and in sometimes the random falling items ruins the combo ;( thanks in advance,
Zoogstin Posted March 6, 2009 Posted March 6, 2009 That would only work for big characters crouching or standing. Its works for more characters standing but if the opponent is crouching the opponent has to be big. Actually I've never tried that combo. You'll have better chance of hittng the opponent with the 6HS after a 2S or 5S. Even better yet, don't even do 6HS. Do 5HS instead. This better guarantees a hit. For ghosts you can do something like: 5P/2P - cS - fS - 5HS 236S FRC x N 2K - 6P - cS - fS - 5HS 236S FRC 2P - 2K - cS - fS - 5HS 236S FRC Damage won't be all that great but that something you can do for starters. Overall damage for the ghosts isn't that great to begin with. The less you can use any of Zappas P or K's the better because they prorate but they make the combos easier because of their speed.
Phrekwenci Posted March 6, 2009 Posted March 6, 2009 hey guys, was just digging through some combo to try yesterday and i cant seem to land this one... 2K - 6P - 6HS x 236S/63214HS how do u connect 6p and 6hs? from what i understand 6hs is a slow overhead...unless this is meant to be one of those CH combos? What summon, and where did you see it done?
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