Fireryda Posted May 15, 2010 Posted May 15, 2010 The purpose would be that (if the combo I suggested works) you can start a combo into astral when your opponent has more life than the shorter version we already know, which would make it more useful. Also, I had to edit the combo, because I made a stupid mistake on it. It should have been: 5B > 3C > 214D~~C > 5C > j.Cx5 > astral I'm pretty sure you can't combo into astral anymore from >30% hp
Wolf Pup TK Posted May 15, 2010 Posted May 15, 2010 I'm pretty sure you can't combo into astral anymore from >30% hp Opponent's life must be below 35% at the time of the astral, not at the time of starting the combo that leads into the astral.... right?
Fireryda Posted May 15, 2010 Posted May 15, 2010 Not sure if you can still do the astral but the icon doesn't flash until the end of the combo so i assumed that you can't combo into it from > 35/30% hp whatever it is.
Eclipse Posted May 15, 2010 Author Posted May 15, 2010 Opponent's life must be below 35% at the time of the astral, not at the time of starting the combo that leads into the astral.... right? Yeah, sorry man. To be honest, in CS you can no longer combo like that. When you use an Astral Heat, you have to have 100 Heat and all of the conditions before the combo in order to use it part way in. Just a change they made... or it may have been like that in CT, but I don't think so. Anyways, someone about a page back suggested: 236236B > (Adjust) [4D~A x 3] > j.214B# Damage: ~4600 If we've always had this option, why aren't people doing this instead of using 214D~C at the beginning, etc? I'm just always skeptical of new combos that I've never seen before. But at the same time I'm excited to test it myself and see if Hazama's become even more "deadly", haha.
Fireryda Posted May 15, 2010 Posted May 15, 2010 http://www.youtube.com/watch?v=dRRdqO_dtsw Recorded it The first off a FC i dropped the combo near the end and it does 4463, probably could've done another 4D~A as well. It would've hit 4600 at least. The 2nd off a non-FC i did j.C too early so i had to cut short the first j.c and it finished on 4361. Could've hit at least ~4500. Timing is kinda hard though.
Wolf Pup TK Posted May 15, 2010 Posted May 15, 2010 Yeah, sorry man. To be honest, in CS you can no longer combo like that. When you use an Astral Heat, you have to have 100 Heat and all of the conditions before the combo in order to use it part way in. Just a change they made... or it may have been like that in CT, but I don't think so. Anyways, someone about a page back suggested: 236236B > (Adjust) [4D~A x 3] > j.214B# Damage: ~4600 If we've always had this option, why aren't people doing this instead of using 214D~C at the beginning, etc? I'm just always skeptical of new combos that I've never seen before. But at the same time I'm excited to test it myself and see if Hazama's become even more "deadly", haha. Thanks for clearing that up. And why use the above combo if this one does the same damage and gives more heat? 236236B (FC) > (Adjust) 214D~C > 5C > (JC) [j.C x 5] > (Land) 2C > 4D~D > j.214B# Damage: ~4583 Granted, I think it's good to know your options, and maybe someone would simply prefer this other version, if only for the sake of variety.
Fireryda Posted May 15, 2010 Posted May 15, 2010 I use the 4D~A because it makes the set-up pseudo unburstable. While they can burst..they have to wait till you go for the j.c and any damage is good. bursting during the 4d~a is just stupid because they'll eat a more damaging combo unlike if you do a 214d~c and they burst in the middle of your combo. I've caught some people out with that thinking i'll follow up with a 214d~c so I pretty much get a free combo when they burst out of the 4d~a. (air burst = baaaad) Alot of the damage does come from the j.c in the 4d~a combo though but off a FC you can probably push it to almost 5k. And personally.. i can never land the 214d~c. I have a much easier time doing 4D/6D
PhantomX Posted May 15, 2010 Posted May 15, 2010 That's pretty funny b/c 214D~C barely has any positioning/timing requirement compared to the chain followups XD
Fireryda Posted May 15, 2010 Posted May 15, 2010 236236B (FC) > 4D~A x3 > 4D~D > j.214b# = 4809 damage off a non FC you can only do 4D~A x2 > 4D~D = 4620 damage or 4D~A x2 > 4D > 623D > rekkazan for 5949 damage or 4D~A x2 > 4D > 623D > dash 3c > 236236B > 4D~Ax2 > 4D~D > j.214B# = 7039 damage God i'm loving these numbers off a Jayoku.. also 236236b > (adjust [backdash]) 632146c = 4309 damage. 4D~A is really really useful after Jayoku. I find it really easy to chain 3-4 unlike using 6D~A stylish combo 214d~b (close CH) > dash 236236B > dash 4D~A x2 > j.214b# = 2975 damage (non-charged) *edit 236236B > (Adjust) [6D~A x 2] > 623D > 2B > 5C > 2C > 4D~A > 4D~D > j.214B# *50 Heat* ~5606 damage
Eclipse Posted May 15, 2010 Author Posted May 15, 2010 236236B (FC) > 4D~A x3 > 4D~D > j.214b# = 4809 damage off a non FC you can only do 4D~A x2 > 4D~D = 4620 damage or 4D~A x2 > 4D > 623D > rekkazan for 5949 damage or 4D~A x2 > 4D > 623D > dash 3c > 236236B > 4D~Ax2 > 4D~D > j.214B# = 7039 damage God i'm loving these numbers off a Jayoku.. also 236236b > (adjust [backdash]) 632146c = 4309 damage. 4D~A is really really useful after Jayoku. I find it really easy to chain 3-4 unlike using 6D~A stylish combo 214d~b (close CH) > dash 236236B > dash 4D~A x2 > j.214b# = 2975 damage (non-charged) *edit 236236B > (Adjust) [6D~A x 2] > 623D > 2B > 5C > 2C > 4D~A > 4D~D > j.214B# *50 Heat* ~5606 damage I'll add the stylish combo you recommended. And can you really combo Jayoku Houtenjin directly into Mizuchi Rekkazan? If so, I'll put that in the stylish combos section as well.
Fireryda Posted May 15, 2010 Posted May 15, 2010 Yep, Pretty much Jayoku then backdash and you should have enough range. it's a bit hard to time though but it's possible. If you want i can record it in action. Oh and not really something practical since the timing is pretty strict but 5b>3c>214d~a>5a>5c>4d~a>4d~d>j.214b# = 2763 damage
IkeTakeda Posted May 16, 2010 Posted May 16, 2010 We wear a Fedora, fight with knives, and have epic music, we're all about the cool. If I ever land a counterhit Hirentotsu and have meter to spare I'm going for the Mizuchi, haha. That said, we could probably CH Hirentotsu, RC, then go for a chain BnB as well. 1. Why would you tk Hirentotsusu on a opponent when it negative on block?
Fireryda Posted May 16, 2010 Posted May 16, 2010 http://www.youtube.com/watch?v=5c6L51mcopM Jayoku > Rekkazan 4325 damage. Also why not TK j.214b#. It's stupid but honestly. who cares it's awesome
Wolf Pup TK Posted May 16, 2010 Posted May 16, 2010 I use the 4D~A because it makes the set-up pseudo unburstable. While they can burst..they have to wait till you go for the j.c and any damage is good. bursting during the 4d~a is just stupid because they'll eat a more damaging combo unlike if you do a 214d~c and they burst in the middle of your combo. I've caught some people out with that thinking i'll follow up with a 214d~c so I pretty much get a free combo when they burst out of the 4d~a. (air burst = baaaad) Alot of the damage does come from the j.c in the 4d~a combo though but off a FC you can probably push it to almost 5k. And personally.. i can never land the 214d~c. I have a much easier time doing 4D/6D Ah, those are some good points! Oh and not really something practical since the timing is pretty strict but 5b>3c>214d~a>5a>5c>4d~a>4d~d>j.214b# = 2763 damage That's really stylish, and Hazama can never have too much style. I will make sure I use this from time to time.
kid viper Posted May 16, 2010 Posted May 16, 2010 so you're saying if your opponent is down to 1 guard primer you wouldn't do a tk hirentotsu? :/
Fireryda Posted May 16, 2010 Posted May 16, 2010 Damage Checks. Mid-Screen Combos *5B > 3C > 236236B > (adjust) 6D~Ax2 > 6D~D > j.214B# Damage = 4415 (4695 with 5c starter) 236C > 5C > 3C > 214D~C > (Dash) 5C > 2C > 4D~A > 4D~D > j.214B# Damage = 1848 [Far] 6C (CH) > 5D~D > j.2C > (Land) 5B > 3C > 214D~C > (Dash) 5C > 2C > 4D~D > j.214B# Damage = 3321 I did [Far] 6C(CH) > 5D~D > j.Cx2(3) > (Land) 5C > 3C> 214D~C > (Dash) 5C > 2C > 4D~D > j.214B# Damage = 3642 Not sure if it works on everybody but I tested on Jin and Ragna. 214D~B (CH) > (Adjust) [6D~A x 2] > 623D > (Dash) 3C > 236236B > (Adjust) 214D~C > 5C > 2C > 4D~D > j.214B# *50 Heat* Damage = 3706 236236B (FC) > (Adjust) [6D~A x 3] > 623D > (Dash) 3C > 236236B > (Adjust) > 214D~C > 5C > 2C > 4D~D > j.214B# *100 Heat* Damage = ~6641 .My combo is better and safer Corner Combo (Opponent in Corner) Neutral Throw > (Adjust) 4D~A > 4D~D > j.214B# Damage = 2700 *214D~B(CH) > (Adjust) 4D~Ax2 > 4D~D > j.214B# Damage = 2290 (Non-Charged) Stylish 236236B > (Adjust) 236236B > (Adjust) 214D~C > 5C > 2C > 4D~D > j.214B# *100 Heat* Damage = 5582 (6D~Ax2 > 6D~A > j.214B# follow-up does 5881 damage) 236236B > (Adjust) [2D~A x 2] > 2D~D > j.214B# *50 Heat* Damage = 4620 *TK j.214B (CH) > (Adjust) 236236B > (Adjust) 4D~Ax2 > 4D~D > j.214B# Damage = 3843
IkeTakeda Posted May 16, 2010 Posted May 16, 2010 so you're saying if your opponent is down to 1 guard primer you wouldn't do a tk hirentotsu? :/ >_> I rather do 5D~D airdash back hirentotsu :D
Eclipse Posted May 16, 2010 Author Posted May 16, 2010 Damage Checks. 236236B (FC) > (Adjust) [6D~A x 3] > 623D > (Dash) 3C > 236236B > (Adjust) > 214D~C > 5C > 2C > 4D~D > j.214B# *100 Heat* Damage = ~6641 .My combo is better and safer I didn't realize that combo was under 7000 damage. I could have swore I've seen it done for around 7.4K or so on youtube, ah well. Anyways, mind submitting your variation of the combo that did more damage? I'd like to add it to the Jayoku Houtenjin punishment combos section or wherever it would apply to.
Arifureta Posted May 16, 2010 Posted May 16, 2010 ^ I think it's 7k in corner. 236236B > 214D~C > (crossup) 5B > 2C > jakou corner combo to C mash.
Eclipse Posted May 16, 2010 Author Posted May 16, 2010 ^ I think it's 7k in corner. 236236B > 214D~C > (crossup) 5B > 2C > jakou corner combo to C mash. That confuses me. Does dashing lower the proration in a combo? Because I've seen an almost identical combo without the dash in corner (Not the crossup one). And I could have swore it did around 7.4K. I'll check it later today if I get the chance.
Arifureta Posted May 16, 2010 Posted May 16, 2010 ^ No no, it just adds an extra jakou BnB into the C mash ender, which bumps the damage up. Can't do that without the crossup. It's different here: 214D~C > j.214B# 214D~C > (crossup) 5B > 2C > 4D~A > 623D > 2B > 5C > j.214B#
Fireryda Posted May 16, 2010 Posted May 16, 2010 It's pretty much replacing 214d~c with 6d/4d since it has less proration on damage allowing the C spam to be more effective. 236236B (FC) > (Adjust) [6D~A x 3] > 623D > (Dash) 3C > 236236B > (Adjust) > 6D~Ax2 > 6D~A > j.214B#. I think it was like 6890 damage. For pretty much all the combos that have a ground 6D~A, it's possible to replace with 4D~A for the same results and an easier time doing j.214B# which is what i do Alot harder to time though. And yeah the cross-up intou Jakou would bump the damage up quite a bit. Oh and is the 236236B >2D combo corner only? I've found that I didn't have enough time to get under them and 2D with enough range for hitstun unless in the corner.
Eclipse Posted May 16, 2010 Author Posted May 16, 2010 It's pretty much replacing 214d~c with 6d/4d since it has less proration on damage allowing the C spam to be more effective. 236236B (FC) > (Adjust) [6D~A x 3] > 623D > (Dash) 3C > 236236B > (Adjust) > 6D~Ax2 > 6D~A > j.214B#. I think it was like 6890 damage. For pretty much all the combos that have a ground 6D~A, it's possible to replace with 4D~A for the same results and an easier time doing j.214B# which is what i do Alot harder to time though. And yeah the cross-up intou Jakou would bump the damage up quite a bit. Oh and is the 236236B >2D combo corner only? I've found that I didn't have enough time to get under them and 2D with enough range for hitstun unless in the corner. Originally, I thought it was corner only. But I believe I've seen a video where someone did it midscreen, don't quote me on that though, haha. And didn't you have a combo that did over 7000 damage Fieryda? I'll look back a few pages and add that one most likely. Unless I'm thinking of something else. Edit: Combo at 4:05 http://www.youtube.com/watch?v=Bj8UlOkDqrA This is a combo over 7000 damage that doesn't use the crossup. There was a 5C in the beginning though, so I'm not sure how much of a difference it would have made, but since they didn't have a FC, they only used 6D~A once before Jakou. Isn't there a combo like this midscreen that still works?
Makelele Posted May 17, 2010 Posted May 17, 2010 Oh and is the 236236B >2D combo corner only? Yes. Not only it's pretty tricky to get under them for the first 2D, the second one will whiff. I think there's a little pushback, well, fact is, your position changes after the first 2D, making it not viable midscreen. Edit: Tested it again and i could get a 2nd one to connect, but after that, opponent hitbox (not pushback) just fucks you, not worth it.
Eclipse Posted May 17, 2010 Author Posted May 17, 2010 Yes. Not only it's pretty tricky to get under them for the first 2D, the second one will whiff. I think there's a little pushback, well, fact is, your position changes after the first 2D, making it not viable midscreen. Edit: Tested it again and i could get a 2nd one to connect, but after that, opponent hitbox (not pushback) just fucks you, not worth it. So it doesn't work mid-screen at all?
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