Fireryda Posted May 14, 2010 Posted May 14, 2010 Just add a note that it needs more testing. Hakumen and Tager confirmed. ;P His BnB's are really easy to get into since depending on the situation almost any hit in a combo can be turned into a combo starter. Just have to be alot more observant on the spacing and what you can link into. So many times i drop a 5d~d air ch because j.c > 2c doesn't link.
PhantomX Posted May 14, 2010 Posted May 14, 2010 I find dashing 5c harder than doing 2b. (probably because of a bad stick that keeps doing a 6c instead of going to neutral/4 and doing 5c) To do jakou -> rekkazan i found the visual cue to be the easiest. really depends on the speed you can buffer 632146 which is quite easy to do but if you look carefully after a jakou you notice that they hit the ground then bounce up a bit. You're trying to hit do rekkazan right at the top of that bounce, kinda hard to explain but once you do it a few times you'll start getting the timing. i like to buffer my input so i hit the 2nd 6 just as he hits the ground and just hit c at the right time, all it needs is practice ;P also jayoku after 3c shouldnt be too difficult. the window is pretty big, you're probably just not inputting it right. Don't think i've ever missed a 3c jayoku except where i hit b too early and got.. 6b D: And Hazama can get into his BnB's so easy it's rediculous Especially if you're trying to go into a BnB. I don't have trouble with 3C to Jayoku. I have trouble with 3C > Jayoku after the regular grab > 6DA > 6DA > Jakou combo, lol. The window is VERY teeny there... either that or I'm buffering incorrectly. Like, I been trying to do the whole Mizuchi Rekkazan input as they're bouncing, didn't know I could delay the C press.
Fireryda Posted May 14, 2010 Posted May 14, 2010 theres the 5 frame buffer window which is like .12 of a second ;P It's useful but you've really just gotta play around with the timing. Once you get the hang of it once it's easy to do it after. Never tried grab -> 6DA x2 > jakou. I've only been able to get 1 6DA since they're too far away to link the 2nd without blue-beating. It should have less tech time than a full combo > Jakou since that has way more hits.
Eclipse Posted May 14, 2010 Author Posted May 14, 2010 theres the 5 frame buffer window which is like .12 of a second ;P It's useful but you've really just gotta play around with the timing. Once you get the hang of it once it's easy to do it after. Never tried grab -> 6DA x2 > jakou. I've only been able to get 1 6DA since they're too far away to link the 2nd without blue-beating. It should have less tech time than a full combo > Jakou since that has way more hits. Well, you can only use [6D~A x 2] after the Neutral Throw on a few characters. For most, it's one 6D~A followed by Jakou after delaying the input a bit. The best advice I have for timing 3C after Jakou is waiting for the person to hit the ground. Don't rush yourself, and certainly don't mash while they're coming down. If you wait until Jakou's animation is over and time 3C correctly, it shouldn't be too difficult to get Jayoku Houtenjin afterwards.
Waks Posted May 14, 2010 Posted May 14, 2010 I thought I should post this corner combo here as well :D 236236B (FC), 6D~A (x3), 623D, 3C, 236236B, 2D~A (x3), 2D~D, j.CxN, dj.CxN, dj.214B 100 heat, 7094 damage. I'm not too consistent with 6D~A (x4), so I was only able to test this with 3x. Tried this on Ragna btw. Was also able to test this with 6D~A X4 just recently, got 7.1k ~ 7.2k, cant give exact figures since opponent died while doing jCxN's.
Eclipse Posted May 14, 2010 Author Posted May 14, 2010 I thought I should post this corner combo here as well :D 236236B (FC), 6D~A (x3), 623D, 3C, 236236B, 2D~A (x3), 2D~D, j.CxN, dj.CxN, dj.214B 100 heat, 7094 damage. I'm not too consistent with 6D~A (x4), so I was only able to test this with 3x. Tried this on Ragna btw. Was also able to test this with 6D~A X4 just recently, got 7.1k ~ 7.2k, cant give exact figures since opponent died while doing jCxN's. Thanks for the combo, but I think there's another combo very similar to yours which is already in the combo list. 236236B (FC) > (Adjust) [6D~A x 3] > 623D > (Dash) 3C > 236236B > (Adjust) 214D~C > 5C > 2C > 6D~D > j.214B# I believe following the second Jayoku Houtenjin (Distortion Drive Kick) with 214D~C, etc does more damage than your combo. Your combo's still very good, I'm just looking for the most practical ones.
PhantomX Posted May 15, 2010 Posted May 15, 2010 Neutral Throw > 6D~A > (Adjust) 623D > (Dash) 3C > 236236B > (Adjust) 214D~C > 5C > 2C > 4D~D > j.214B# *50 Heat* - 4956 5D~D > j.2C > (Land) 5B > 3C > 214D~C > (Dash) 5C > 2C > 4D~D > j.214B# - 2381 with charge 5D~C > j.B > (Land) 5B > 3C > 214D~C > (Dash) 5C > 2C > 4D~D > j.214B# - 2366 no charge IS there a reason why people do D~Cs on connect before jB? You can still connect jBs even if you do a 5D~D (if they aren't crouching, I guess)
Fireryda Posted May 15, 2010 Posted May 15, 2010 because D~C has a longer start-up before you can do anything and if you do a j.2c you might not be able to get it out in time afaik and you'll drop the combo.
PhantomX Posted May 15, 2010 Posted May 15, 2010 Yeah, I noticed that, I'm just wondering why people don't just 5D~D?
Fireryda Posted May 15, 2010 Posted May 15, 2010 Not sure about other people but I use 5d~c when my chain hits them at the edge of the chain length since I don't want to risk missing my j.2c and ~c puts me right next to them. Also its a good mix-up button
PhantomX Posted May 15, 2010 Posted May 15, 2010 Yeah, but they're in hitstun, so mixing them up when they can't do anything kind of defeats the purpose, haha.
Fireryda Posted May 15, 2010 Posted May 15, 2010 after hit-stun could go for a more damaging combo. If you start off with a j.2c you can do 3c> 214d~c > 5c > j.cx5 > 2c >j.214b# for good times. Generally if you're low enough with the j.2c the 3c will link and you can do a 3k+ combo from that instead of 2.4k and you'll get more meter. but that's just a risk that won't work all the time. I find C follow up is good when the chain connects in the air though since it puts you next to them.
Arifureta Posted May 15, 2010 Posted May 15, 2010 Yeah, I noticed that, I'm just wondering why people don't just 5D~D? Because it's there. :V No, but in all seriousness, D~C is kinda good for crossing up people. It's still unsafe, but if you know they're just going to block, might as well try to trip them up. Or if you want to get to somewhere without flying all the way to your opponent and giving them a free combo, Cs good because it's like one giant air break.
Eclipse Posted May 15, 2010 Author Posted May 15, 2010 Because it's there. :V No, but in all seriousness, D~C is kinda good for crossing up people. It's still unsafe, but if you know they're just going to block, might as well try to trip them up. Or if you want to get to somewhere without flying all the way to your opponent and giving them a free combo, Cs good because it's like one giant air break. Yeah, in my own experience, D~C doesn't have no some valid uses. The best use for it is crossing someone up when they're nervous or conditioned to block your entire chain movement. However, D~C usually isn't viable in top level competition. And I'm a little confused here, everyone is saying you can do j.2C to 3C and follow up with the j.C x 5 to land, 2C to j.214B#, etc... I thought that was only possible if there weren't more than 2 hits before the 214D~C. And I thought the chain automatically gave them a chance to tech out when you were doing the last set of j.214B#. Or are you guys talking about the combo when you just airdash > j.2C, etc. And, by the way... Thank you so much for getting the damage figures on this combos PhantomX! I really needed those, and I don't believe many people have access to the game. Even without the charged numbers, it's fine... Since I only need general estimates now. I'll put them up later tonight. Thanks again man!
PhantomX Posted May 15, 2010 Posted May 15, 2010 It's cool, it's good practice for me too, lol, especially since I'm going to be a predominately console player.
Fireryda Posted May 15, 2010 Posted May 15, 2010 Yeah the j.2c and 3c are only 2 hits. Pretty much substitute 5c/5b with j.2c and the combo will work. thats why it won't work with a chain hit confirm. I've been able to sneak in a 5b/5c after the j.2c against tager sometimes and the combo will still red beat but the timing is pretty strict since his hitbox is MASSIVE
Fireryda Posted May 15, 2010 Posted May 15, 2010 Also for a Jayoku combo. Off a non-FC I did midscreen 236236B > (Adjust) 4D~Ax3 > j.214b# for ~4623 damage. Might be able to do 4D~Ax4 on a FC but I can't get the timing right. Also for the air throw combo, 2D~D doesn't have to miss. If it hits you can do a 5C >2C into air combo upon landing. *goes to test more stuff*
PhantomX Posted May 15, 2010 Posted May 15, 2010 I'm curious, but would a TK j214B CH combo into Mizuchi Rekkazan? Totally impractical, but it's the kind of crazy stuff I like to do if it does, haha.
Wolf Pup TK Posted May 15, 2010 Posted May 15, 2010 Hey, I just had an idea for a potential combo into astral: 5B > 3C > 214D~~C > 5C > j.Cx5 > Astral I think with tight enough execution this might be able to work, since the last j.C hits just as you land, meaning you've got 0 lag afterwards. I'm not sure though... I'll see if I can test it out.
Fireryda Posted May 15, 2010 Posted May 15, 2010 I'm curious, but would a TK j214B CH combo into Mizuchi Rekkazan? Totally impractical, but it's the kind of crazy stuff I like to do if it does, haha. I've tried it and I might've been hitting them too shallow but it just whiffs because they're still too close and the timing is pretty strict. maybe its just me but if you do a j.214b do you have more recovery upon landing? I'm probably just doing it wrong.. I think you can do TK j.214b >6D~A >6D~A> 623D > rekkazan though.
Makelele Posted May 15, 2010 Posted May 15, 2010 Hey, I just had an idea for a potential combo into astral: 5B > 3C > 214D~C > 5C > 2C > 4D~D > j.Cx5 > Astral I think with tight enough execution this might be able to work, since the last j.C hits just as you land, meaning you've got 0 lag afterwards. I'm not sure though... I'll see if I can test it out. You can just Astral after 3C.
Fireryda Posted May 15, 2010 Posted May 15, 2010 Just tested and You can do tk j.214b CH into rekkazan for 2218 damage. Not that great but it's pretty cool. and tk j.214b CH into Jayoku for 1748 damage (better choice). Don't know how much the follow up does but i imagine it'll be prorated heaps.
PhantomX Posted May 15, 2010 Posted May 15, 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. Oh, I don't know this mechanic, but does proration also affect meter gain, or is that independent?
Fireryda Posted May 15, 2010 Posted May 15, 2010 I'm not sure about proration affecting meter gain but i'm positive the longer the combo is the less meter you get per hit so proration might be a factor. I'm pretty sure a kick to the heavens is just as cool as slicin n dicin
Wolf Pup TK Posted May 15, 2010 Posted May 15, 2010 You can just Astral after 3C. 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
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