ARC-IX Posted June 12, 2010 Posted June 12, 2010 Yeah, ALL AI usually sticks out something when u do something, even if you're far away. lets say u stick out a 5D on an AI Bang and he'll too stick out a D move lol
Fireryda Posted June 12, 2010 Posted June 12, 2010 Not sure on the damage for this but 5D~D > j.a/j.2c whiff > 3c > 214d~c > 5c > j.cx5 > 2c > 4d~d > j.214b# Hitting with a j.2c / j.b will make the 4d~d blue beat unless on tager.
Eclipse Posted June 12, 2010 Author Posted June 12, 2010 Not sure on the damage for this but 5D~D > j.a/j.2c whiff > 3c > 214d~c > 5c > j.cx5 > 2c > 4d~d > j.214b# Hitting with a j.2c / j.b will make the 4d~d blue beat unless on tager. I think I'll check the damage later and add it to the driver starter section if it's viable enough. Thanks for the new mixup.
ARC-IX Posted June 13, 2010 Posted June 13, 2010 Not sure on the damage for this but 5D~D > j.a/j.2c whiff > 3c > 214d~c > 5c > j.cx5 > 2c > 4d~d > j.214b# Hitting with a j.2c / j.b will make the 4d~d blue beat unless on tager. DAMAGE : 2673 BLUE BEAT : 21 , 23 5D~D > j.a/j.2c whiff > 3C > 214D~C > 5C > j.C x5 > 2C > 4D~D > j.C x5 > dj.C x5(4) > j.214B
Eclipse Posted June 15, 2010 Author Posted June 15, 2010 If it blue beats, it's not worth it. I may be submitting some more Flashy Combos soon, like the double burst ones we all saw earlier for 10K. Just debating whether they're really worth it. I guess more combos can never be a bad thing...
ARC-IX Posted June 15, 2010 Posted June 15, 2010 but really, 10k damage is ALOT, lol but considering the difficulty and the fact that it uses 150% is really not worth it unless you can pull this off and finish players with @ least 80 - 100% hp that almost killed you in a rebel 3/5 and that they does not have any burst stock left
Eclipse Posted June 15, 2010 Author Posted June 15, 2010 but really, 10k damage is ALOT, lol but considering the difficulty and the fact that it uses 150% is really not worth it unless you can pull this off and finish players with @ least 80 - 100% hp that almost killed you in a rebel 3/5 and that they does not have any burst stock left Yeah, that's why it'd definitely go in the Flashy section. After I master all of the complex and viable combos for Hazama, along with many of his other tactics, like zoning, mixup, etc. I may try mastering this combo. Only so I can use it against beginners in a player match to show off though, haha. Nonetheless, it might be fun to learn, but I'll hardly use it if I do.
Fireryda Posted June 15, 2010 Posted June 15, 2010 just add the 10k damage combo. :s its a legit combo although extremely flashy. Personally i'm not going to bother learning it, just gonna go with the usual Jayoku > 4D~A combo.
Eclipse Posted June 15, 2010 Author Posted June 15, 2010 I prefer Jayoku > 6D~A. Anyways, I'll have a few more combos up later tonight.
ARC-IX Posted June 16, 2010 Posted June 16, 2010 Weird, i cant get how they 623D > j.6D though Yeah, that's why it'd definitely go in the Flashy section. After I master all of the complex and viable combos for Hazama, along with many of his other tactics, like zoning, mixup, etc. I may try mastering this combo. Only so I can use it against beginners in a player match to show off though, haha. Nonetheless, it might be fun to learn, but I'll hardly use it if I do. Not really, do it on comps and you'll see eyes staring @ it and having the WTF expression XD
Eclipse Posted June 16, 2010 Author Posted June 16, 2010 Weird, i cant get how they 623D > j.6D though Not really, do it on comps and you'll see eyes staring @ it and having the WTF expression XD That would be awesome ARC-IX. And I believe the j.6D is specific on a few select characters, or the timing is extremely strict to pull it off.
Fireryda Posted June 16, 2010 Posted June 16, 2010 Timing is strict as hell but it'll work on Haku, Rachel and Tager at least. I've been told it works on bang too.. You need to hit the 623D pretty high so that they won't hit the ground earlier and tech.
kid viper Posted June 16, 2010 Posted June 16, 2010 if ya'll don't know yet that combo is a tager specific combo. only his hitbox his big enough to do that.
Eclipse Posted June 16, 2010 Author Posted June 16, 2010 if ya'll don't know yet that combo is a tager specific combo. only his hitbox his big enough to do that. I assumed so, but thanks for confirming it. I'll add it tomorrow. Sorry, just got too late tonight, and I need some sleep.
ARC-IX Posted June 16, 2010 Posted June 16, 2010 about the j.6D, it works on tsubaki too from one of the video
Eclipse Posted June 16, 2010 Author Posted June 16, 2010 about the j.6D, it works on tsubaki too from one of the video I think that's because he jumped into j.9D and followed with the tip of Jakou, not sure if it would work otherwise. Anyone's welcome to experiment, but I try to stick to the more conventional, effective stuff besides my RC combos. The timings so strict it would take me a half hour to do once, haha.
Eclipse Posted June 16, 2010 Author Posted June 16, 2010 Just finished editing the post, if anyone's interested in checking out the two new Tager specific combos. I wonder if Hazama will still have all of these combos after the 6 month patch done to the console version. We can only hope...
kid viper Posted June 16, 2010 Posted June 16, 2010 with the tager combo it's actually j.Cx5 but you only hit with the 5th j.C
Eclipse Posted June 16, 2010 Author Posted June 16, 2010 with the tager combo it's actually j.Cx5 but you only hit with the 5th j.C So, they jump into the air early and miss with j.Cx x 4 on purpose. Wouldn't the momentum bring them back down to the ground? Also, I wonder if that part is really necessary, it seemed odd to me, so I'm tempted to take it out. Then again, I didn't create the combo, and that might affect the damage.
kid viper Posted June 16, 2010 Posted June 16, 2010 the 5th j.C has a little pop up effect when it hits.
Eclipse Posted June 16, 2010 Author Posted June 16, 2010 Ah, well, I'll add that soon then. Thanks for notifying me. I had the sound off and definitely wouldn't have noticed otherwise.
Eclipse Posted June 17, 2010 Author Posted June 17, 2010 Also, one nitpicky thing. The jayoku in that combo is kara'd from 6b (23623656B). Do you mean in the 10K Tager combo? The second 236236B, right? Are you sure it's kara'd from 6B? I'll have another look at it, and add it if so. Just seems like so many "unnecessary" moves were added to that combo... Edit: Looked over it again, and don't see what you're talking about. What exactly were you referring to?
fohstick Posted June 17, 2010 Posted June 17, 2010 im having trouble trying to do the following combo: 236236B (FC) > (Adjust) [6D~A x 3] > 623D > 632146C *100 Heat* Damage: ~5949 when the first 6D~A hits, the opponent instantly recovers any help?
ARC-IX Posted June 17, 2010 Posted June 17, 2010 6D~A x3, you must adjust it so that ur 1st 6D hit locks on head hit ( hit the head ), 2nd on the body, 3rd on the leg 6C (CH) > (Dash) 236236B > (Adjust)[ j.C x 5] > (Land) 236236B > (Adjust) [4D~A x 4] > 623D > (Back Jump) j.6D~D > 5C > [4D~A x 2] > 4D~D (Gold Burst) > (Land) 6D~A > 6D~D (Gold Burst) > (Land) [6D~A x 2] > 623D > 632146C *100 Heat* *Both Bursts* Damage: ~10103 Tager specific. [j.C x 5] should be started early so all hits miss except for the last one. change *100 Heat* to *150 Heat*? and i think i understand why the 1st 4 j.C is whiff on purpose 5th hit of j.C prorates by 110% = basically more damage on the long run reduce combo count = more combo before tech
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