Zoogstin Posted November 9, 2010 Posted November 9, 2010 That is a hilarious combo. Great for a tournament finals ender.
JG Posted November 12, 2010 Posted November 12, 2010 (edited) Hey.... Simple way to get at least 6K Dmg with one combo. Requiere 50 meter. C-O-N: 6B, 2]D[, J.2C Alle~can, 5C , 214]D[, J.2C Alle~can, 5C, 214]D[, J.2C Alle~can, JB, JC, 8]D[, J.2C, J.C, 2]D[, J.2C, 214C , 8 ]D[, (land) Gear super, 623]D[. This combo deal like 6056 Dmg, is a good way to get 6k without needing double clap and Fermata. If someone wants i could record this combo and upload to youtube. But this isnt a breaking new combo so i think that isnt necessary. I added that combo in the video secction, if someone wanna check. Edited November 12, 2010 by JG
4Corners Posted January 21, 2011 Posted January 21, 2011 Hey, what are some fun combos that involve 4d as filler? I've got volante, 2d, and 8d combos down pretty decently (mess up the 2147d ending fairly often, though. ), and I want to add 4d soz I can be a happy complete Carl before CS2 comes out. I also need to learn a fc. j.b combo, but ehhhhhhhhhh, I'm laaaaaazyyyyyyyy.
Marisa Posted January 21, 2011 Posted January 21, 2011 (edited) You can do 4]D[ fairly early in almost any combo, ... 8]D[, 5C, 4]D[, jB (and/or jC depending on distance to opponent and how late you input 4]D[), 44, 5C. sjc jb, j2C, 214C, 8]D[, IAD, j2C, 2]D[, j2C, 214C, 8]D[ (2 hit), Fermata is my usual setup since I'm bad at Volante in combos. Be sure not to use too much 5C before doing this part as they'll be able to tech it. You can also do it after a Volante or Double Volante in pretty much the same manner, input 4]D[ during 5C and jB/jC to keep them from teching. Mind you I could be wrong on this one, as I mentioned I'm bad at Volante so I've not performed this one very much. There's some other ways to follow it up, you can see them in the ambivalent world combo video. http://www.youtube.com/watch?v=VW3Z4LfbiZw EDIT: Oh yeah, you can use it to attempt a reset too, combo into 5B, 4]D[, and vivaceA during the hit, vivaceA back and then pick up the 4]D[ as usual. Don't use this too much, as most people are already familiar with the mixup and will block it pretty easily, and the more you use it against someone the more likely they'll block it. Edited January 22, 2011 by Marisa
4Corners Posted January 24, 2011 Posted January 24, 2011 Thanks for the info. I messed around with it, but the timing's kinda weird. I ended up working on my old combo, but I still have trouble hitting it consistently. Off 5b is 5b, 6b, 6d, 5c, 3c, j2c, j.c, 2d, j2c allecan 5c volante, j2c allecan 5c, 5b, 8d, j2c, j.c 2d, j2c j.b, 2d, j2c allegretto 8d xx fermata The optimal combo? I can't do 4d loops yet, but if there's one that's better, I'll work on it, too. But if I can only do 8d, volante/double volante, and 2d loops, is that the best I can pull off from a 5b? If the combo starts from j2c allecan crossup, do I need to omit anything?
Mascarpone Posted January 24, 2011 Posted January 24, 2011 You can do 4]D[ fairly early in almost any combo, ... 8]D[, 5C, 4]D[, jB (and/or jC depending on distance to opponent and how late you input 4]D[), 44, 5C. sjc jb, j2C, 214C, 8]D[, IAD, j2C, 2]D[, j2C, 214C, 8]D[ (2 hit), Fermata is my usual setup since I'm bad at Volante in combos. Be sure not to use too much 5C before doing this part as they'll be able to tech it. You can also do it after a Volante or Double Volante in pretty much the same manner, input 4]D[ during 5C and jB/jC to keep them from teching. Mind you I could be wrong on this one, as I mentioned I'm bad at Volante so I've not performed this one very much. There's some other ways to follow it up, you can see them in the ambivalent world combo video. http://www.youtube.com/watch?v=VW3Z4LfbiZw EDIT: Oh yeah, you can use it to attempt a reset too, combo into 5B, 4]D[, and vivaceA during the hit, vivaceA back and then pick up the 4]D[ as usual. Don't use this too much, as most people are already familiar with the mixup and will block it pretty easily, and the more you use it against someone the more likely they'll block it. Don't you need to jump cancel between that j.b and j.2C after the 4D launch?
Zoogstin Posted January 24, 2011 Posted January 24, 2011 Thanks for the info. I messed around with it, but the timing's kinda weird. I ended up working on my old combo, but I still have trouble hitting it consistently. Off 5b is 5b, 6b, 6d, 5c, 3c, j2c, j.c, 2d, j2c allecan 5c volante, j2c allecan 5c, 5b, 8d, j2c, j.c 2d, j2c j.b, 2d, j2c allegretto 8d xx fermata The optimal combo? I can't do 4d loops yet, but if there's one that's better, I'll work on it, too. But if I can only do 8d, volante/double volante, and 2d loops, is that the best I can pull off from a 5b? If the combo starts from j2c allecan crossup, do I need to omit anything? that is pretty optimal. The only way I can think of to make that combo more damaging is to do 4D instead of volante since it does more damage. Don't you need to jump cancel between that j.b and j.2C after the 4D launch? As far as I'm aware yes.
4Corners Posted January 25, 2011 Posted January 25, 2011 Yay@optimal. So if I were to do 4d in the combo, just replace volante with it and do the rest of the combo the same? What about when bitch goes too high (referring to Litchi, cuz that's who I practice combos on first) for 4d to connect? Am I doing 4d too slow? Or is it more a spacing thing?
Mascarpone Posted January 25, 2011 Posted January 25, 2011 as far as i've found it's a spacing thing. the alle-can 5C 4D hit needs to be pretty darned low.
4Corners Posted January 25, 2011 Posted January 25, 2011 kk, ty. I found the 4d to be easier to combo on the few times I got it to land, but I thought I just wasn't doing the combo quick enough. Will work on this tomorrow, prolly. Also, I have another silly mixup I discovered by accident. It might be useless, though. I'll try to put together a compilation sometime this week, provided school isn't too busy.
4Corners Posted January 25, 2011 Posted January 25, 2011 Alright, got mah poor man's combo down pretty pat. I just randomly mess up the volante (once every 8 or so tries, but I'll get it so I can do that part 20 times consecutive soon enough) and the allegretto when I'm on 1p side (more often than not, but I think I figured out the trick at the end). I need to learn a throw combo, airthrow combo, and corner combo. I think the hardest is behind me. I was playing reset Carl up to this point. Then I realized that 4.5k guaranteed is better than two possible 3k combos. Plus, that knockdown is gooooooooood, as is having 50 heat to do whatever I want with.
JG Posted May 10, 2011 Posted May 10, 2011 Maybe this isnt the best time to talk about this, but in Cs1 it seem that you can do the Cs2 jump loop combo. I tested it against Tager, Jin and Arakune and work prety well with the j.B + 3]D[ unblockleable. The problem is: ¿What you can do after this?, Well on Tager you just do j2.C, j.B, j.A repeating this a couple of time and then do the unblockleable. On Jin you cand do after the UB, 5B,6B, j.B,j.C,j.B, something and then be able to do this UB again. This loop dosnt work with all chars like in Cs2, for example on Hazama dosnt work, but still with the other cast member seem to work great. What could mean this, that maybe Tager vs Carl in CS1 now is 8-2 with this xD or maybe against Lichi our matchup is more even , like 5-5.... Hell why this can be done in Cs1 and no one didn´t notice! why!!! ARG!!!! When i have some time i will try to record this, is a little bit more harder than in Cs2.
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