rei-Scarred Posted August 6, 2010 Posted August 6, 2010 erm, this one is weird. Dunno if it should be added to my list. 5A 2A 5B 2B 6C jD 6A 623B w.5B 2B jC 2548 damage Frankly surprised this works, but it only works if the 5A hits as well. Once again, doesn't work with 2 2As. Nice thing about this as opposed to the other 5A 2A is that it can be done in the corner using the dash under 5B. But yeah the 5A isn't always gonna hit... rei special lmao Bnail explosion d.5C 6A 623B d.5B 2B j4C j623B 5B 2B j4C jC 4080 damage and true oki oh god what the fuck oh wait, our special combos are supposed to be impractical? http://www.youtube.com/watch?v=DAn4tIo1AyA my bad I'll find something else XD
rei-Scarred Posted August 7, 2010 Posted August 7, 2010 Ok I found it, the rei-scarred special: 6A 2C daifunka RC after 4 hits d.5C 6A 623B 5B 2B jB j4C djB dj4C j623B This does 4673 damage and I have NO IDEA WHY THIS WORKS seriously lol
Master Bigode Posted August 7, 2010 Posted August 7, 2010 If you RC daifunka before the final hit, the combo wont prorate as much and you will be able to do more stuff.
rei-Scarred Posted August 7, 2010 Posted August 7, 2010 Thisll probably be in my second montage, but I can't keep it to myself 3C FC 2B daifunka RC after second hit d.2D j.D 2B 623B d.2D jD 2C L O L
Dacidbro Posted August 7, 2010 Posted August 7, 2010 Hmmm... Rei could you see if this is even mildly feasible (and by feasible, I just mean maybe possible, not practical) First, take a character that steel rain resets itself on. I don't know which one is the best, but I know that it resets on Noel. Activate steel rain (start with the corner, just for ease of doing) with 12 nails, and mash out some attacks that keep opponent grounded, ending with 5C daifunka about halfway through steel rain. If the combo resets after the first hit of daifunka, and you have 50 meter back, you can get something like 4, 100percent proration, 800ish damage hits and then rapid into a combo. Lol
rei-Scarred Posted August 7, 2010 Posted August 7, 2010 Doing that gives you less than 10 meter the combo break tricks training into giving my heat back so I got to try it anyway, I'll post the results as well as the other daifunka rc combos in a video tomorrow
rei-Scarred Posted August 7, 2010 Posted August 7, 2010 How is the combo thread so dead ;_;. Maybe I should be posting these in the lounge http://www.youtube.com/watch?v=jcJdLWUjOds
huey253 Posted August 8, 2010 Posted August 8, 2010 edit 2: tryin out more combos (j.C)>5B>2B>2C>6-dash>2B>9-dash>j.4C>land>8-dash>j.4C>land>9-dash>j.4C>land>8-dash>j.4C*>9-dash>j.4C>j.D>2-dash>2B>623B>5D>9-dash>j.4C>6-dash>j.D>2-dash>(5C>2C or 1-dash>j.236C>2363214C) 2C>6-dash>2B>9-dash>j.4C>land> two questions about this. is it supposed to be 2B 6C and not just 2B and do you input 2 dash for "land" or do you just stay neutral please and thanks
zeth07 Posted August 8, 2010 Posted August 8, 2010 edit 2: tryin out more combos (j.C)>5B>2B>2C>6-dash>2B>9-dash>j.4C>land>8-dash>j.4C>land>9-dash>j.4C>land>8-dash>j.4C*>9-dash>j.4C>j.D>2-dash>2B>623B>5D>9-dash>j.4C>6-dash>j.D>2-dash>(5C>2C or 1-dash>j.236C>2363214C) 2C>6-dash>2B>9-dash>j.4C>land> two questions about this. is it supposed to be 2B 6C and not just 2B and do you input 2 dash for "land" or do you just stay neutral please and thanks When you asked relatively the same question last page and saying someone should post a video example, I posted the link to the Dora Combo Video because it has examples of the FRKZ combos. In some of them he does straight up X-2C-2B-X so it is possible and no 6C is really required. And I'm pretty sure the land isn't a 2 dash. Those combos are kinda hard in my opinion and props to any of you who pull them off in an actual match. I can do the "crossover" j.4C mid combo-combos during matches, but I haven't attempted the loops yet. I still need to practice more. Also: Project Forbidden Ninpo I decided to make it into a Wiki after all. I obviously still have a lot to add from the thread, but it's my first time working on this kinda stuff.
huey253 Posted August 8, 2010 Posted August 8, 2010 In some of them he does straight up X-2C-2B-X so it is possible and no 6C is really required. And I'm pretty sure the land isn't a 2 dash. thanks thats all i wanted. and also, i couldn't tell from that low res video lol
rei-Scarred Posted August 9, 2010 Posted August 9, 2010 Ugh after fighting a hazama today I realized j4C jC ender isn't really free on him. He fits in the Noel hitbox category and you should just use jB jC to be safe Finally got around to character specific testing on a specific combo string: 6A jB j4C delay j623B 5B Doesn't work on Noel Litchi Tsubaki or Hazama. Everyone else including Makoto is gravy. "practical" example 623B FC d.6C jD (string here) 2B j4C jC 4051 damage. Dunno where else this can be used to maximize damage though. Edit 2 WTF 4K 3C 3C FC 2B 623B d.6C jD (string here) 2B j4C jC 4011 damage. This combo is banana insane...
zeth07 Posted August 9, 2010 Posted August 9, 2010 I don't know if you want to add a Gold Burst section or not, but it would be a pretty important situation when it comes down to a close match (they have low health / no burst left). These are the combos that were mentioned in this thread previously that I tested and I added the d.5C ones: Gold Burst>5B>623B>5D>(s)j.B>j.C>(j.623B) = (1,524)(1,804) - (True Oki) - (1 Seal) - ((s)j.B Needed On: RA, CA, HZ, TA, MA) - ((j.623B) Added On: AR) Gold Burst>5B>623B>d.2B>j.623B>2B>6C>(j.B)>j.C>(j.623B) = (1,931)(2,052)(2,140) - (True Oki) - ((j.623B Added On: AR) - ((j.B+j.623B) Added On: AR, HA) Gold Burst>j.D>2B>623B>5D>(s)j.B>j.C>(j.623B) = (1,725)(1,968) - (True Oki) - (2 Seals) - ((s)j.B Needed On: RA, CA, LI, TA, MA) - ((j.623B) Added On: AR, HA, TG) Gold Burst>j.D>2B>623B>d.2B>j.623B>2B>6C>(j.B)>j.C>(j.623B) = (2,079)(2,184)(2,259) - (True Oki) - (1 Seal) - ((j.623B) Added On: AR) - ((j.B+j.623B) Added On: AR, TG) Gold Burst>d.5C>6A>623B>5D>(s)j.B>j.C>(j.623B) = (1,935)(2,201) - (True Oki) - (1 Seal) - ((s)j.B Needed On: RA, TA) - ((j.623B) Added On: AR but only ending near the corner) Gold Burst>d.5C>6A>623B>d.2B>j.623B>2B>6C>(j.B)>j.C>(j.623B) = (2,323)(2,438)(2,522) - (True Oki) - ((j.623B) Added On: AR) - ((j.B+j.623B) Added On: AR, TG) 50% Heat Gold Burst>5B>623B>Daifunka = (2,927) - (True Oki) Gold Burst>j.D>2B>623B>Daifunka = (2,946) - (True Oki) - (1 Seal) Gold Burst>d.5C>6A>623B>Daifunka = (3,267) - (True Oki) You can also do: Gold Burst>d.2D>(s)j.4C>j.623B>5B>623B>Daifunka = (3,277) - (True Oki) Along with some other d.2D combos without Daifunka and you can even do seal combos off d.2D. You might be able to get a 4 seal but I can't remember, but you can definitely get a 3 seal. The d.2D combos probably aren't practical though even though that one does 10 extra damage lol. If anyone finds more damaging ones that still give True Oki post em up. I actually started to record individual combo examples for the Wiki as well. So far I only did these Gold Burst combos and some "Random" Daifunka ones.
TheDarkWall Posted August 9, 2010 Posted August 9, 2010 Ok one issue I'm having in matches. I'm dropping ALLOT of combos, because j.4C after 5b 2b seems to whiff allot of the time, is their a trick to avoiding this as its becoming an annoyance, especially on small characters like noel.
zeth07 Posted August 9, 2010 Posted August 9, 2010 and yet it does almost nothing for me This isn't really the right thread to ask questions but this isn't my thread and I'm not a mod so I'm not one to care anymore I guess. I'm not sure if huey meant 9 jump instead of 7 jump, but you should be able to do 8 jump and have it work. Even though there are a lot of combos with 5B>2B>Air Ender, if you give me the specific one I'll actually record an example for you.
TheDarkWall Posted August 9, 2010 Posted August 9, 2010 I can do any bang combo I've seen, thats not the problem, the problem is, for instance in 5B combo, it seems like certain characters will randomly get away from it. I've noticed this allot with makoto, jin and ragna the most. I don't know maybe my timing is off but it is getting really annoying since I already feel hindered because of my just learning a stick recently and this is another annoying problem to go with it.
huey253 Posted August 9, 2010 Posted August 9, 2010 idk, its just alittle "harder" to do it on those characters including litchi and hazama the timing is just more strict i guess? and 7 jump actually makes it easier for smaller characters for me but you have to do the j4C before the jump carries you too far back
Dacidbro Posted August 9, 2010 Posted August 9, 2010 The timing is tight on some characters, and if you mess up the timing for 5B 2B it won't work at all often, but you will only be penalized for missing the timing once you try j4C. When in doubt, use jB.
zeth07 Posted August 9, 2010 Posted August 9, 2010 I can do any bang combo I've seen, thats not the problem, the problem is, for instance in 5B combo, it seems like certain characters will randomly get away from it. I've noticed this allot with makoto, jin and ragna the most. I don't know maybe my timing is off but it is getting really annoying since I already feel hindered because of my just learning a stick recently and this is another annoying problem to go with it. Hopefully this helps: Video Example They can actually tech about Mid Height at the end of it, I just wasn't pressing any buttons. I'm gonna guess it is Sho's favorite ender because he likes to go for tech traps.
TheDarkWall Posted August 9, 2010 Posted August 9, 2010 Thats totally different than the combo I do, but like I said thanks for the effort, but my problem is more just me having stick issues I think. I mean I do ok, but I feel so much weaker with all these irritating inconsistencies . I'm slowly but surely getting better. Loving how I don't need to tk 623's and certain things are better, but I just miss so much stuff, along with learning a new character its quite frustrating since I no longer feel as creative and even though I haven't really lost to a bang yet, I feel really noobish.
zeth07 Posted August 9, 2010 Posted August 9, 2010 I replied back on the youtube page, but I went back and tested it on the one you said. That one is actually much easier to even land it in my opinion than the one I posted. On the crouching combo and on Ragna at least, you can just 8 jump the j.4C.
huey253 Posted August 9, 2010 Posted August 9, 2010 oh btw i didn't see it but Huey special (attempt two) grab bnail cancel 5B 2B j4C j623B 5B 2B jB j4C j4C jC about 3k dmg off grab
rei-Scarred Posted August 9, 2010 Posted August 9, 2010 Difficult but extremely manly and damaging gold burst combo: GB d.6A 623B d.2D j4C j623B 5B 2B j4C jC True oki 2558 damage. Works on Ragna don't know who it wouldn't work on Daifunka after 623B does 3148. GB d.6A is legit
zeth07 Posted August 9, 2010 Posted August 9, 2010 Difficult but extremely manly and damaging gold burst combo: GB d.6A 623B d.2D j4C j623B 5B 2B j4C jC True oki 2558 damage. Works on Ragna don't know who it wouldn't work on Daifunka after 623B does 3148. GB d.6A is legit Yea I was messing with that a little too. I just never tried to do d.2D after that, I probably tried the other stuff like d.2B. You definitely have to catch em like it is an anti-air instead of waiting til they are lower to the ground like some of the other stuff. At least that's how it was with my experience messing with 6A off Gold Burst. I'll have to add that to the Wiki.
Recommended Posts