FlyingVe Posted May 10, 2010 Posted May 10, 2010 The guide looks really good, great job. i'll try and do some testing and get you some damage numbers in the next few days.
Wolf Pup TK Posted May 10, 2010 Posted May 10, 2010 Great work so far! :D This is more of a long-term task that we should do collectively, but it would be great to figure out how much heat is gained from each combo, along with how much heat is needed to start certain combos that use heat sometime after the first hit of the combo. (Maybe you can start with 35 instead of 50)
Eclipse Posted May 10, 2010 Author Posted May 10, 2010 Great work so far! :D This is more of a long-term task that we should do collectively, but it would be great to figure out how much heat is gained from each combo, along with how much heat is needed to start certain combos that use heat sometime after the first hit of the combo. (Maybe you an start with 35 instead of 50) That does sound like an interesting idea, since Hazama is a really good character at gaining heat. First, I'm going to finish all of the practical combos and damage for each of them. Then we can move on to Flashy Combos, Combos into Astral Heats, and the amount of heat gained, when it's significant. Sounds like a good idea guys.
Eclipse Posted May 10, 2010 Author Posted May 10, 2010 Great job! Thanks for the compliment. Did you change the name of my thread? I don't mind, I just didn't recognize it at first. Anyways, updates may be very late tonight. It turns out I have a lot more college work than expected. I'll look forward to updating though guys.
kid viper Posted May 10, 2010 Posted May 10, 2010 Tager only: 5B > 3C > 214D~C > 5C > 2C > (4D~A)x2 > 623D > 9j.6D~D > 5C > 2C > 4D~D > j.214B# damage is good and it puts you at 50% heat.
bjholmes2 Posted May 11, 2010 Posted May 11, 2010 Thanks for the compliment. Did you change the name of my thread? I don't mind, I just didn't recognize it at first. Anyways, updates may be very late tonight. It turns out I have a lot more college work than expected. I'll look forward to updating though guys. Erm, yes, sorry; I forgot to notify you. I'm really picky when it comes to organization.
PhantomX Posted May 11, 2010 Posted May 11, 2010 Shouldn't have entirely deleted that other thread, bjholmes2 *hopes for namesearching* Could've used some of that intro stuff in this thread.
Eclipse Posted May 11, 2010 Author Posted May 11, 2010 Alright, I'm officially back guys. I've started updating the thread already. And I'm almost finished with all of kazukifafner's combos. Two important Notes: - The damage figures for all of the combos that require it would be greatly appreciated. I have very limited access, and I'll really need your guys help with this part. - As of now, I prefer to only post combos that are practical, efficient, and red beat the entire time. Character specific combos will be disregarded for the time being unless the combo works on a relatively high amount of the cast. Like the throw combos, etc.
Narcowski Posted May 11, 2010 Posted May 11, 2010 Why not just make a "Character Specific" section after all of the others? Less general combos tend to lead to more damage, and are therefore just as important to record as the basics.
Eclipse Posted May 11, 2010 Author Posted May 11, 2010 Why not just make a "Character Specific" section after all of the others? Less general combos tend to lead to more damage, and are therefore just as important to record as the basics. Agreed. But I plan on getting the combos that work on all/most characters finished first. The Character Specific, "Flashy", and Astral Heat combos will definitely be added later.
PhantomX Posted May 11, 2010 Posted May 11, 2010 Ok, well, my dash 2B combo still works when I did it on Hakumen, redbeat. Easy on CH, not so easy without it. Also, pretty strange, but the way Hakumen works for a Ressenga combo start (with 5A instead of 2A) is that it's possible after a charged hit, but not uncharged.
Eclipse Posted May 11, 2010 Author Posted May 11, 2010 Ok, well, my dash 2B combo still works when I did it on Hakumen, redbeat. Easy on CH, not so easy without it. Also, pretty strange, but the way Hakumen works for a Ressenga combo start (with 5A instead of 2A) is that it's possible after a charged hit, but not uncharged. Strange indeed. Before I add the... 3C > (Dash) 2B > 5C > 2C > 4D~A > 4D~D > j.214B# Does a 4D~A still connect before 4D~D, and does it still connect with a 5B before 3C in the beginning? Also, make sure the combo works on either all characters or most. I think it probably would now, since it worked on Hakumen. But I just want to figure out which characters it doesn't work on, if any at all. Edit: The damage for the combo would be very nice as well
PhantomX Posted May 11, 2010 Posted May 11, 2010 I probably won't be testing on any other characters aside form Hakumen, I'm not that meticulous or interested. Also, after the Ressenga combo, you'll do the launch then it has to be a 4D~D (unless you want to end with a Jyakou), then you do jCx5>jCx3>Hirentotsu. If you try to go for the whole j214B# they can break out during your second string of jCs. It has to end at 17 hits, I forget if that's 2 or 3 jCs for the second bunch of them. EDIT: It's 4D~D > jCx5 > dj jCx2 > j214B and it does 1880 damage.
Eclipse Posted May 11, 2010 Author Posted May 11, 2010 I probably won't be testing on any other characters aside form Hakumen, I'm not that meticulous or interested. Also, after the Ressenga combo, you'll do the launch then it has to be a 4D~D (unless you want to end with a Jyakou), then you do jCx5>jCx3>Hirentotsu. If you try to go for the whole j214B# they can break out during your second string of jCs. It has to end at 17 hits, I forget if that's 2 or 3 jCs for the second bunch of them. Thanks, I'll look into the Ressenga Combo and add the aforementioned combo at some point tomorrow.
Arifureta Posted May 11, 2010 Posted May 11, 2010 So the 2B combo works for most everyone, but the proration goes to shit. I don't think it's worth the effort. :V 214D~A doesn't normally combo into anything unless it's on counter/charged hit. Hitting a crouching opponent might let you combo into 2A though.
PhantomX Posted May 11, 2010 Posted May 11, 2010 The dash 2B combo can be started from 5C or 5B, but you can't do 4D~A in that combo and it will do 2568 damage. The one that starts with 3C can include a 4D~A and does about 2664. Note, I don't actually keep track of my jCx sometimes so damage may vary a bit, and if there's adjustments to damage for the console, naturally stuff will change there too. You HAVE to use 2A if you hit them with Ressenga when they're crouching. Also the Dash 2B is just an option if they're out of range for Zaneiga. It has it's limited uses but yeah, you want to go with the Zaneiga BnB under most circumstances. EDIT: I'm working on a corner combo that involved 50% heat and 2D chain damage > j214B# ... cause it looks cool when Hazama shoots the chains straight upwards EDIT2: Reposting because Eclipse missed the damage calc I did for this BnB: 5B > 3C > 214D~C > (Dash) 5C > (JC) [j.C x 5] > (Land) 2C > 4D~D > j.214B# [3171] damage with 5C starter.
Arifureta Posted May 11, 2010 Posted May 11, 2010 The only times people have managed to tech out/combo blue beats in the middle of my jCs are when I've been doing a bunch of stuff before I went into the launcher. It's rare, but it happens. Although I think I've conditioned the people I play with to look out for an air grab so they don't mash and so don't get out of it. :V In normal circumstances though, you'll always get 10 C mashes. The only way to screw that up is to over/undershoot your 4D~D pull up.
Eclipse Posted May 11, 2010 Author Posted May 11, 2010 The only times people have managed to tech out/combo blue beats in the middle of my jCs are when I've been doing a bunch of stuff before I went into the launcher. It's rare, but it happens. Although I think I've conditioned the people I play with to look out for an air grab so they don't mash and so don't get out of it. :V In normal circumstances though, you'll always get 10 C mashes. The only way to screw that up is to over/undershoot your 4D~D pull up. Very true. I can almost always manage to get all 10 j.C mashes. The biggest problem I have is charging 214D~C. By the way, my apologies for missing the damage on that BnB before PhantomX. I've put it in now. Pretty much finished the BnB's, now for all of the other... usually harder combos, haha. I'm trying to get the damage for all of the charged 214D~C combos as well. Which tends to make things relatively difficult.
PhantomX Posted May 11, 2010 Posted May 11, 2010 The only times people have managed to tech out/combo blue beats in the middle of my jCs are when I've been doing a bunch of stuff before I went into the launcher. It's rare, but it happens. Although I think I've conditioned the people I play with to look out for an air grab so they don't mash and so don't get out of it. :V In normal circumstances though, you'll always get 10 C mashes. The only way to screw that up is to over/undershoot your 4D~D pull up. I know for most you can usually get the 10, but I tend to just do the Hirentotsu when I feel I'm going to drop it, lol. The only combo I've ever noticed legitimately gets dropped before the 10 hits is the Ressenga starter. That one can only go up to 7 before you Hirentotsu or they can tech out after the 8th jC.
Arifureta Posted May 11, 2010 Posted May 11, 2010 ^ yeah, I guess it's because 214D~A counts as an extra hit before the BnB. EDIT: I'm working on a corner combo that involved 50% heat and 2D chain damage > j214B# ... cause it looks cool when Hazama shoots the chains straight upwards You mean: 236236B > 66 > [2D~A] (x2) > j.214B# ? There's also: ... j.214B > RC > 2D~D (latch)> 2B > 5C > (JC) j.214B# in the corner. Though I think it might be character specific since I remember failing this before and people got angry at what they thought was a trolling attempt.
PhantomX Posted May 11, 2010 Posted May 11, 2010 Yeah, that first one's the one. It looks tight I never TK Hirentotsu, so I doubt I'll be using the latter, haha.
Arifureta Posted May 11, 2010 Posted May 11, 2010 Oh no, it's not TK. My bad. I meant, jump up then finish the combo with the C mash. Depending on how high they are, you might need to super jump that.
Eclipse Posted May 11, 2010 Author Posted May 11, 2010 The 2D Combos are more for being flashy than anything else, right? And Rapid Canceling any move is usually only to show off, unless you manage to pull of a high level of damage after the RC. Quick Note: I've decided to bold all of the damage that I know is right on the combos in my first post. I'll unbold all of the damage that I'm uncertain on. Any help attaining the damage on those combos or anything where it's missing is greatly appreciated as usual. *Said damage way too many times up there...*
Arifureta Posted May 11, 2010 Posted May 11, 2010 Yeah, the damage you get for 2D~D isn't really worth it considering how you can just cross them up and do the corner combo for phenomenal damage. Also, yeah, RC is more for showboating or if 1 more hit will kill them. Or when everyone starts complaining about how repetitive you're being. :V
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