Edalborez Posted September 10, 2010 Posted September 10, 2010 Quick stupid question: is this combo doable on a regular non CH 3C in the corner? 3C > [2B> 6A > 2C > JC > j.C j.2C > land ] x 2 > 2B > 6A > 2C > j.C j.C > J.2C Too many hits in the looped bits. Drop the 2Cs in there and it should work. Unsure about the ender though.
FlyingVe Posted September 10, 2010 Posted September 10, 2010 Correct me if I'm wrong, but isn't the best combo off a naked 3C: 3C>[2B>6A>j2C]x3 >2B>6A>jC>j2C>Ender Ender being either 2B>5B>623C or 2B>Omohikane
Edalborez Posted September 10, 2010 Posted September 10, 2010 ^^ I've been doing, as listed in first post. 3C>[2B > 6A > j.C > j.2C]x3 > (2B>632146C or 2B>5B>623C) Didn't think you could string the stuff you listed after the loop x3, omitting the j.C in the loop gives you that much leeway?
FlyingVe Posted September 11, 2010 Posted September 11, 2010 Just did some testing on "my combo" on jin: (only works of Naked 3C) 3C>[2B>6A>j2C]x3 >2B>6A>jC>j2C>2B>5B>623C 3.6k damage 3C>[2B>6A>j2C]x3 >2B>6A>jC>j2C>2B>Omohikane 5.2k damage Is this better than the old combo?
GenoWhirl Posted September 11, 2010 Author Posted September 11, 2010 The difference is negligible. And you really don't wanna end a combo with 623C
Zeromus_X Posted September 11, 2010 Posted September 11, 2010 Someone posted some optimal corner loops for each char earlier in the thread, so I'd just learn those for corner loops. Great thing about them you can end at the last j2C for oki or to 2B-> 5B stein shenanigans. Edit: Here: http://www.dustloop.com/forums/showthread.php?8950-Mu-12-Combo-Discussion&p=715005&viewfull=1#post715005
FlyingVe Posted September 11, 2010 Posted September 11, 2010 The difference is negligible. And you really don't wanna end a combo with 623C It's not as bad as it sounds. The opponent can tech just above head level, so you can do some stuff like 2C, Dash6A, IAD j.A, or my favorite, IAD AirThrow. But if you got the meter (and you should after a corner loop), go for the super.
geist Posted September 11, 2010 Posted September 11, 2010 Someone posted some optimal corner loops for each char earlier in the thread, so I'd just learn those for corner loops. Great thing about them you can end at the last j2C for oki or to 2B-> 5B stein shenanigans. Edit: Here: http://www.dustloop.com/forums/showthread.php?8950-Mu-12-Combo-Discussion&p=715005&viewfull=1#post715005 I'd like to restate here that any time you wish you omohikane there's two things to keep in mind 1) all male characters (minus bang and hazama) can be picked up with 2B>5B>super 2) since you have to do 2B>super on everyone else, the loop can't be completely optimized or it'll drop between 2b and omohikane the "female combos" are for omohikane only...the meter-less bnb's work on everyone 3C>[2B>6A>j2C]x3 >2B>6A>jC>j2C>2B>Omohikane 5.2k damage Is this better than the old combo? I can't get the 2B->omohikane to work at ALL...any way you can post a video (I'm doing 632B146C) EDIT: ok, I can't replicate it, but I just somehow got 3C>2B>5C> 6C>6D>j.2C>dash 2B (laser) to hit mid screen o_O EDIT2: got it to work again, this time with 2D, laser still hits...combo is prohibitively hard, have to time the j.2C with complete precision...too late and you can't 2B...too early and 2B whiffs...and you have to do it as close to the ground as possible along with dash 2Bing at the first possible moment
FlyingVe Posted September 11, 2010 Posted September 11, 2010 Okay, I made a boo-boo in my post. When I did omohikane, I did 2B>5B>super, as it is better to do that when you can (Males minus Hazama and Bang). I can not get 2B>Super to work, but I am fairly inconsistent with the 6321B46C motion. I still think its possible, but the timing is probably super tight.
Halcyone3 Posted September 11, 2010 Posted September 11, 2010 Okay, I made a boo-boo in my post. When I did omohikane, I did 2B>5B>super, as it is better to do that when you can (Males minus Hazama and Bang). I can not get 2B>Super to work, but I am fairly inconsistent with the 6321B46C motion. I still think its possible, but the timing is probably super tight. thats how i do it, and it does work. I drop it a lot, but i think its just me fumbling the command
FlyingVe Posted September 11, 2010 Posted September 11, 2010 thats how i do it, and it does work. I drop it a lot, but i think its just me fumbling the command Are you saying you got it to work off 2B? or the easier 2B>5B (when it works)?
Halcyone3 Posted September 11, 2010 Posted September 11, 2010 Are you saying you got it to work off 2B? or the easier 2B>5B (when it works)? nvm, i always assume that the first post in the page cant possibly refer to one in the previous page if it has no quote, horrible habit, thought u meant from any combo, not that 1 in particular. Ignore me
geist Posted September 12, 2010 Posted September 12, 2010 Okay, I made a boo-boo in my post. When I did omohikane, I did 2B>5B>super, as it is better to do that when you can (Males minus Hazama and Bang). I can not get 2B>Super to work, but I am fairly inconsistent with the 6321B46C motion. I still think its possible, but the timing is probably super tight. in that case, the best possible non character-specific combo when you specifically know you're going to want to omohikane is: 3C> [2B> 6A> j.C> j.2C]x3 > 2B > omohikane (5208) (3486 without 2B>super) IIRC this combo generates 34 heat so I believe this is possible when you have around 20 after the 3C and if you're not going to super 3C > 2B > 6A > 2C > j.C > dj.C > j.2C > land > 2B > 6A > j.C > j.2C > 2B > 6A > j.C > j.2C (3739) super's impossible on this one..even 2B> 5B doesn't work if you're looking for something juicy on tager and rachel 3C > 2B > 6A > j.2C > 6A > 6B > 6A > j.2C > 6A > 6B > 5C > 2C > j.C > j.2C > 6A > 632146C (5994) (4246 without 6A>super) (6A>5B>super on tager for 6055) note these are only for 3C starters...2B starters have to be heavily modified
Edalborez Posted September 12, 2010 Posted September 12, 2010 With the 7.2k FC combo: 6C > 63214C (Charged) > Dash > 6B > Dash > 6A > 6B > Dash > 6A (JC)> j.C > j.2C > 2B > 6A (JC) > j.2C > 2B > 6A > 2C (JC) > j.C > j.2C > 2B > 632146C Is it... possible to do dash-in 2B (663B) after the first j.2C? Granted, just tried doing this in training today (6A>6B curse you) and I think I landed it once but was too far to continue with 6A. On that note, seems like you can only do this like, slightly closer than midscreen from the corner at best. Is that right? What adjustments should I be making further out? Using the other highlighted Fatal? Also confused... 6A>6B doesn't work on, say, Litchi right? Does this FC combo work on her despite that? Saw it mentioned it was universal but... conflicting info. Sorry if these are redundant questions. EDIT: I'm dumb, went ahead and tried and got the 6A>6B to work on Litchi for the fatal. Lemme revise that question then, any tips to 6A>6B juggle besides "practice"? Visual cues? Body positioning?
Big Red Tie Posted September 13, 2010 Posted September 13, 2010 the timing is probably similar for different groups of characters based on their size/hitboxes so i guess you could group em and muscle memory the timing. but i dunno if that's even the case litchi's isn't too hard, you need to time the first 6B so it hits her low to the ground
FlyingVe Posted September 13, 2010 Posted September 13, 2010 If you do the first 6B as late as possible, it will be much easier to make the 6A hit low (and allow for the 6B juggle). You should also keep dashing into the 6A for as long as possible to push the opponent as close to the corner as you can.
Big Red Tie Posted September 13, 2010 Posted September 13, 2010 6B should be early or late if you do early 6B you dash for a long time into 6A late 6B delay dash 6A
Edalborez Posted September 13, 2010 Posted September 13, 2010 Yeah finding that out firsthand, though the bit about dashing with 6A as long as possible is very helpful. Thanks guys.
FlyingVe Posted September 13, 2010 Posted September 13, 2010 Also, on some characters the second 6B gets really stupid. Often times I will just leave that bit out instead of risking dropping the combo. I'm not sure if you could re-optimize the combo without the second 6B.
TD Posted September 13, 2010 Posted September 13, 2010 My last post here: CH j.c dash 6a j.2c dash 2b 6a 6c 214d dash 6a 6b dash 6a j2c dash 2b 6a j.c j.2c 4k EDIT - Super ender (2b 632146c) is 5.7k. CH j.c is ridiculously easy to hit with, and now the reward is 4+k. Srsly, learn this.
FlyingVe Posted September 13, 2010 Posted September 13, 2010 Nice, does it work on everybody? or does it crap out on some characters (like alot of Mu's stuff)? Also, I hadn't thought of 2B>6A>6C before (derp), I'm gonna have to do some playing with that.
TD Posted September 13, 2010 Posted September 13, 2010 l'm still testing it. From the looks of it, it works on any character that can be otg 2b 6a 6c 214d dash 6a'd
TD Posted September 13, 2010 Posted September 13, 2010 Turns out i'm late. First page has the combo already. Still, learn it. it's -extremely- important to mu's air game.
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