MisoSowee Posted August 2, 2010 Posted August 2, 2010 3223 damage throw combo throw 66 2b 5c 6c 214d 66a 6b 5c 2c j.c j.c j.2c
PartyEagle Posted August 2, 2010 Posted August 2, 2010 3223 damage throw combo throw 66 2b 5c 6c 214d 66a 6b 5c 2c j.c j.c j.2c where are you placing the stein in this combo? or is this a situational combo?
MisoSowee Posted August 2, 2010 Posted August 2, 2010 it's just to cancel the delay of 6c. it's not meant to explode anything.
GenoWhirl Posted August 2, 2010 Author Posted August 2, 2010 I just saw this combo on the first page. I honestly don't think this works. Can I get confirmation? I've tried omitting the 6d, using 6a after the 214d dash, using 2b 6a 6c instead of 2b 5c 6c...I just can't get this to work. Hmm, I need the guy who was in the chat to get back in, as he's the one who provided it. Big Red Tie I think, we'll solve it later
FlyingVe Posted August 3, 2010 Posted August 3, 2010 I've been having alot of trouble with the combos involving 6C>214D(wiff)>Dash6A. I can't figure out when I'm supposed to time the dash for the life of me. If anybody has some advice or some sort of queue they use to time it I would love to hear it. And if the combo is just really hard, well, that's what training mode is for.
Aginor Posted August 3, 2010 Posted August 3, 2010 3223 damage throw combo throw 66 2b 5c 6c 214d 66a 6b 5c 2c j.c j.c j.2c Alternative to this is throw dash 6a 6b dash 6a sj.2c dash 2b 6a 2c j.c j.2c damage: 3119 If you want to add in a super at the end, omit the 2c and do 2b 632146c for 4722 damage.
MisoSowee Posted August 3, 2010 Posted August 3, 2010 Mine looks so much awesomerz though!! :< Anywho You can get 5457 damage with omohikane with this combo (off of 3c). 3c 2b 6a 6c 214d 66a 6b 66a j.2c 66 2b 6a 6c 214d 5c omohikane Double 214d cancels! Looks epic as hell :3 You can do the same off of 2b 3c. Meterless I'm currently looking for a way to get knockdown after that final 214d. I don't think it's possible though. Probably should stick with the 6c oki :[ And before you ask/try no you can't do 5c 6c after that last 214d. I wish I wish T__T
Mizzet Posted August 3, 2010 Posted August 3, 2010 Wait what, you can 6a 214d 66a? Or is there a 6c in there I'm missing. Probably the latter I guess.
Seifuuku Posted August 3, 2010 Posted August 3, 2010 I've been having alot of trouble with the combos involving 6C>214D(wiff)>Dash6A. I can't figure out when I'm supposed to time the dash for the life of me. If anybody has some advice or some sort of queue they use to time it I would love to hear it. And if the combo is just really hard, well, that's what training mode is for. again, learn the dash first.. turn tech off and make sure you get the dash off every time. then start working on the actual 6a timing. about half the cast has a really bad hitbox for that combo and might need character specific delays.. jin is relatively easy while ragna can be somewhat hard, for me.
Maho Posted August 3, 2010 Posted August 3, 2010 So i've found more about a combo i posted a while ago, it can be done on much more characters than i thought at first with little tweaks, here'e a link to the post i'm talking about: http://www.dustloop.com/forums/showthread.php?8950-Mu-12-Combo-Discussion&p=680017&viewfull=1#post680017 So this can be done not only on the 5 chars in the quote, but also on Bang, Carl, Jin, Lambda, Litchi, Mu, Noel and Tsubaki. - Jin and Noel : you just need to get the first 66A deep and walk forward a bit after 6B then hit with 6A, not really harder. - Bang, Carl, Lambda, Litchi, Mu and Tsubaki : way harder, some need the walk forward 6A, some others only depending of the spacing. 6A 6B juggle is also harder to get on those and that's a big part of the combo, but i found the solution for that. I think Carl might actually need to be separated as getting the walking 6A is really hard against him, for now i don't find this really reliable against him, have to work on it. A vid with some exemple of what you can do with this : http://www.youtube.com/watch?v=jfA7M-AJEx4 So for the 6A 6B juggle, it's actually not hard to get this on everyone, you just have to delay the 6B by a few frames, of course you'll need to get 6A to hit low to the ground but not "last frame before they hit the ground " low, so it can be done reliably against everyone this way.
NickExtreme1 Posted August 3, 2010 Posted August 3, 2010 Pretty simple combo here: CH 6B > 2A > 2B > 3C If your close enough to your opponent or your opponent has a large hitbox like Tager, you could follow up with 2B > 5C > 6C > 5D/6D > Whatever
MisoSowee Posted August 3, 2010 Posted August 3, 2010 Huh how'd I miss those combos they're pretty nice! I'll experiment with 'em for awhile now :o @above opponent must be crouching as well.
MisoSowee Posted August 3, 2010 Posted August 3, 2010 Wait no I was wrong about the crouching thing. It seems that it works on haku w/o crouching. I only drew that conclusion from a training session from awhile ago :|
NickExtreme1 Posted August 3, 2010 Posted August 3, 2010 Wait no I was wrong about the crouching thing. It seems that it works on haku w/o crouching. I only drew that conclusion from a training session from awhile ago :| Yeah, it works on anyone , crouching or not, as long as its counter hit. I think you were thinking about Mu-12's challenge combo that starts with J. B while someone is crouching.
GenoWhirl Posted August 4, 2010 Author Posted August 4, 2010 "CH 2C > 6D > Instant Air Dash > j.C > j.2C > Dash > 2B > 5C > 6C > 214D > Dash > 6B > Dash > 6A > 2C > j.C > (dj.C) > j.2C > Whatever (3.4K, Midscreen Only!)" Removing until we make sure this shit works I also would like to request damage for the 6B combo
Aginor Posted August 4, 2010 Posted August 4, 2010 So i've found more about a combo i posted a while ago, it can be done on much more characters than i thought at first with little tweaks, here'e a link to the post i'm talking about: http://www.dustloop.com/forums/showthread.php?8950-Mu-12-Combo-Discussion&p=680017&viewfull=1#post680017 So this can be done not only on the 5 chars in the quote, but also on Bang, Carl, Jin, Lambda, Litchi, Mu, Noel and Tsubaki. - Jin and Noel : you just need to get the first 66A deep and walk forward a bit after 6B then hit with 6A, not really harder. - Bang, Carl, Lambda, Litchi, Mu and Tsubaki : way harder, some need the walk forward 6A, some others only depending of the spacing. 6A 6B juggle is also harder to get on those and that's a big part of the combo, but i found the solution for that. I think Carl might actually need to be separated as getting the walking 6A is really hard against him, for now i don't find this really reliable against him, have to work on it. A vid with some exemple of what you can do with this : http://www.youtube.com/watch?v=jfA7M-AJEx4 So for the 6A 6B juggle, it's actually not hard to get this on everyone, you just have to delay the 6B by a few frames, of course you'll need to get 6A to hit low to the ground but not "last frame before they hit the ground " low, so it can be done reliably against everyone this way. Great combos but a little other side note would be to take into consideration how far you and your opponent are from the corner. There is a spacing where you have to do the corner version and there is a spacing where you can do the variation you suggested. However, there is a spot on the screen where if you do those combos, the 6c will whiff and you'll be too far to do a corner variation of the combo. Like I said, just a side note. This dead zone is about 1/3 of the screen from the corner if you're taking into account the whole field. Keep in mind this only happens when your opponent's back is towards the wall unless you're playing against Mu-12, Arakune, or Bang.
True_Tech Posted August 4, 2010 Posted August 4, 2010 I've been having alot of trouble with the combos involving 6C>214D(wiff)>Dash6A. I can't figure out when I'm supposed to time the dash for the life of me. If anybody has some advice or some sort of queue they use to time it I would love to hear it. And if the combo is just really hard, well, that's what training mode is for. for me it turned out i was dashing too far, its a very slight dash you want the tip of her 6a to hit (practicing on ragna for this) i'm getting it somewhat consistent now.
Maho Posted August 4, 2010 Posted August 4, 2010 Great combos but a little other side note would be to take into consideration how far you and your opponent are from the corner. There is a spacing where you have to do the corner version and there is a spacing where you can do the variation you suggested. However, there is a spot on the screen where if you do those combos, the 6c will whiff and you'll be too far to do a corner variation of the combo. Like I said, just a side note. This dead zone is about 1/3 of the screen from the corner if you're taking into account the whole field. Keep in mind this only happens when your opponent's back is towards the wall unless you're playing against Mu-12, Arakune, or Bang. I don't see exactly how that happens, yeah it's like every no orb 6C 214D combo, you need some distance from the corner to 66A after it, but i can do this until close enough to the corner to be able to go for a corner combo variation instead of doing 6C 214D 66A, it's not hard to see when you can go for it or not.
geist Posted August 4, 2010 Posted August 4, 2010 "CH 2C > 6D > Instant Air Dash > j.C > j.2C > Dash > 2B > 5C > 6C > 214D > Dash > 6B > Dash > 6A > 2C > j.C > (dj.C) > j.2C > Whatever (3.4K, Midscreen Only!)" Removing until we make sure this shit works I also would like to request damage for the 6B combo found something better that works on carl...and it's STYLIN' CH2C, 6D, IADj.C, j.2C, 662B, 5C, 6C, 214D, 66B, 66A, 2C, j.C, dj.C, j.2C did something like 3428 I posted that combo about a week ago...almost positive it's carl only also in the first post you say you can drop a combo after 6C to set up steins, but you don't need to drop it completely... after almost every 6C you can stein, JC, j.2C stein, stein for a three stien set-up off any combo, also allowing air-dash immediately for pressure
MisoSowee Posted August 4, 2010 Posted August 4, 2010 You probably shouldn't use [D] because that refers to specifically charging 'em. Better off just saying stein, me thinks.
FlyingVe Posted August 4, 2010 Posted August 4, 2010 @geist: after a 6C you can set up different kinds of Oki. The oki after a j2C finisher is probably not quite as good as the others unless the opponent is cornered. After 6C you can 5D>6D>236D>Dash>6D>5D. This gives you alot of lazer cover and you can do mixup stuff like, crossups, and tick throws between lazer strikes. If you land either, you can reset the situation. Also, I mentioned this in general discussion, but most of the time corner loops can be ended with 2B>5B> Omohikane rather than 2B>Omohikane. The version with 5B does only a smidge more damage, but is much easier execution wise.
Maho Posted August 4, 2010 Posted August 4, 2010 This as been discussed a while ago, 2B 5B does more damage only it you didn't optimized your loop, if you got the most possible hits of the combo it will be techable. Actually it's also a risk if you're not sure about the proration of the combo, 2B 5B super might be techable were 2B super wouldn't, and if you whiff the super, it's a free CH combo for your opponent, so you're better be sure. And well 2B super isn't hard one you get the motion down. On another topic, about the combos i talked about in my last posts, Makoto goes in the easiest group, 6A 6B juggle works really well on her.
geist Posted August 4, 2010 Posted August 4, 2010 stylish, really hard, useless combo on carl...but it opens up possibilities for some one else to maybe find something 6C, 5D, 214D, 664D, (very slight delay), j.2C, 2B, 5C, 6C, 236D and that's as far as I got...I knew it worked just took me an hour to actually get to the 236D only did like 3100 and the 236D was doing 80 on the second hit...but I can't get it often enough to actually find something that will hit after
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