Spark Posted August 6, 2010 Posted August 6, 2010 BC > 214A > 66 > 5B > jc > j.A > j.B > jc > j.2A > j.C works on Makoto.
aeonphreak Posted August 7, 2010 Posted August 7, 2010 EDIT: Yeehaw, old reversal combo off throw still works! Throw > Renka(1)-Enma > bj.2a > ADb j.2a > j.2c > [5c > gurren > 6c] or [2c > j.2a > AD j.2a > j.C] Not sure how much dmg it does since I can't pull it off yet because the spacing changed. I was messing around with this: Throw > Renka(1)-Enma > bj.2a > ADb j.2a > j.2c > 2c > j.2a > AD j.2a > j.C Opponent is able to tech before you can connect AD J2A So I guess you could do this: Throw > Renka(1)-Enma > bj.2a > ADb j.2a > j.2c > 2c > sj JC=4075 Or if ya get opponent into corner this: Throw > Renka(1)-Enma > bj.2a > ADb j.2a > j.2c > 2c > sj j.2a >JC=4227 Might as well stick with the forward version, unless you're going for corner positioning.
Sophisticat Posted August 7, 2010 Posted August 7, 2010 Might as well stick with the forward version, unless you're going for corner positioning. That was one of its uses in CT. It's one way to reverse positions if you're in the corner, have 4 stars and manage a throw. However, I actually disrecommend using the forward version. This variant is better, because you still get 4k, but for 3 stars and more pushback: Throw > Gurren > 5c > Enma > j.2c > 2c > j.2a > AD j.2a > j.C Imo, the bj. version is the one worth doing because of its situational use, whereas fj. is inefficient.
aeonphreak Posted August 7, 2010 Posted August 7, 2010 That was one of its uses in CT. It's one way to reverse positions if you're in the corner, have 4 stars and manage a throw. However, I actually disrecommend using the forward version. This variant is better, because you still get 4k, but for 3 stars and more pushback: Throw > Gurren > 5c > Enma > j.2c > 2c > j.2a > AD j.2a > j.C Imo, the bj. version is the one worth doing because of its situational use, whereas fj. is inefficient. Gurren > 5c? Is this notation correct?
Sophisticat Posted August 7, 2010 Posted August 7, 2010 Yes. If you walk forward, 5c will hit with the tip. It's a damage/positioning variant if you don't want to go for Throw > Gurren > hop 5a/2b/5b > etc.
aeonphreak Posted August 7, 2010 Posted August 7, 2010 Yes. If you walk forward, 5c will hit with the tip. It's a damage/positioning variant if you don't want to go for Throw > Gurren > hop 5a/2b/5b > etc. Throw > Gurren > 5c > Enma > j.2c > 2c > j.2a > AD j.2a > j.C=3904 I see the utility in this. Just got it, thanks.
mAc Chaos Posted August 7, 2010 Author Posted August 7, 2010 Does 2D > 5C > 623AA > etc work on every character? I have to walk a bit forward to do it, but for some it seems their hitbox just might not allow it. Any ideas what the best combo off 2D ought to be? I'm just sticking with 2D > walk forward 5C > 623AA > falling j.2C > 2C > sj.2A > IAD j.2A > j.C for now.
aeonphreak Posted August 8, 2010 Posted August 8, 2010 throw > Gurren > 5c > Enma > j.2c > 2c > j.2a > AD j.2a > j.C=3904 btw, isn't this character specific? i couldn't get this to work on arakune, ragna, taokaka, litchi, and tsubaki.
ryu-bi Posted August 8, 2010 Posted August 8, 2010 Are there any good combos with an Orb hit? I ran into a few Hazama who drive cancels even when I cut the chain
Leonil_Requiem Posted August 8, 2010 Posted August 8, 2010 any air hit combo really, the orb normally lands on counter hit which constitute them having to remain untechable till the floor. so ... (orb behind you) 4BC > 2B > gurren > enma > jc > falling j.2C > land > 2C > jc > j.2A > airdash > j.2A > j.C
aeonphreak Posted August 10, 2010 Posted August 10, 2010 btw, isn't this character specific? i couldn't get this to work on arakune, ragna, taokaka, litchi, and tsubaki. Presuming my tests are accurate, this forward version becomes a practical option against the cast which the top combo fails to connect on Throw > Renka(1) > 623AA > falling j.2C, 2C > sj.2A, IAD j.2A, j.C (4292 damage)
Leonil_Requiem Posted August 10, 2010 Posted August 10, 2010 B+C > Gurren > step forward > 5C ... Is really just a matter of screen size and positioning. I've manage to have it land, at least once, on everyone but ragna, tao, hazama tsubaki and litchi. also 2D step forward 5C is universal, the timing is character specific though
ryokoalways Posted August 10, 2010 Posted August 10, 2010 The following are listed as most efficient damage output/return combo pieces in relation to magatama usage in the corner. Do not apply these standards to mid-screen combos as other factors will also have an effect on combo choice for that situation. Note the for hotaru starters, only 6C (fatal or normal full charge) can precede it. However, for renka starters, any starter can precede it (5A,2A,5B,2B,5C,2C,3C,6C). At the point, it's simply a choice of how much meter you are willing to burn when you land a hit. I'd say that don't burn optimal number of magatama unless you get a 5B,5C starter. With others it's probably better to just go into renka, knockdown and reset (Unless you are going for the kill, of course). Also note that if you chain 3 or more pokes of any type (2AX3), the combo won't work (god forbid it take anyone that many hits to hit confirm). 2 Magatamas: hotaru>j2C>5C>2C etc Returns 1.9 3 Magatamas: Same as 2. 4 Magatamas: hotaru>j2C>5C>5C>renka>5B/2C etc Returns 2.2 5 Magatamas: renka>zantetsu>2C etc Returns 2.3 If fatal, hotaru> j2C.5C.5C>zantetsu>2C> etc 6 Magatamas: same as 5 7 Magatamas: hotaru>j2C>5C>5C>renka>Zantetsu>2C etc Returns 2.4 7.5 Magatamas: renka>zantetsu>2C etc into shippu Returns 0.2 (Because you burned 2 of the magatamas you got in the combo on shippu) (Note that while 7.5 variation does about 100 more damage, it's obviously a lot less efficient. Only do this if you are going for the kill) 8 Magatamas: same as 7/7.5 Again, any starter will be fine, for instance: 6C(fatal)>6C>5C>part 7.5 can either go for 10447 damage or 5B>part 7.5 for 6939 Similarly 6C(fatal)>6C>part 7 for 10278 or part 7 for 7331 One more point is if you land a variation with a number of magatamas that doesn't match (say, renka starter with 7 magatamas, or hotaru normal on 5 magatamas), just fall to the previous combo on the list. Edit: typos
ryokoalways Posted August 12, 2010 Posted August 12, 2010 I lied about 8 magatamas. There is a very inefficient combo option for max meter, but if for some reason you are going for the kill with opponent in the corner and still have max meter, then go ahead. It takes total of 10 magatamas, and only adds about 200-300 more dmg than the 7 magatama counter part. hotaru>j2C>5C>5C>renka>enma>j2C>5C>2C>j2A>j2C>2C>j2A>j2A>jC>5C>shippu Require fatal starter. I don't see this happening ever, but it's good to know I guess.
Zellyka Posted August 18, 2010 Posted August 18, 2010 Well... anyone could tell me what dose the DP stand for please?
Leonil_Requiem Posted August 18, 2010 Posted August 18, 2010 that'd belong more within the confines of the Q/A thread, but it stands for Dragon Punch, which refers to the input of a Shoryuken. or if you know the number notation system, 623 from player 1's side.
Zellyka Posted August 18, 2010 Posted August 18, 2010 Thank you. Anyway, sorry for that. I got trouble when I've read in here so I had no idea. -_-"
Kikuichimonji Posted August 23, 2010 Posted August 23, 2010 (1) Throw (all purpose) > Gurren, Hop 2B, 5A > sj.A > j.B > jc > j.2A, j.C (2759 damage)By hop you mean his forward dash right?
Sophisticat Posted August 24, 2010 Posted August 24, 2010 So I just thought about this today, and turns out it works! Not sure if this was already known, but whatever. In the corner, renka(2) -> 5c combos at the right height! :D Not sure if it has practical applications, but damage seems a bit higher on 3-4 star combos. Needs testing.
psycofang2 Posted August 24, 2010 Posted August 24, 2010 ive been trying to learn, use, and make meterless combos. found a weird corner one: B+C> 5A> jA> jB> jump cancel into J2a>j2a>Jc for 2.7k. idk if its character specific but ive been using it on alot of people.
Facidi Posted August 24, 2010 Posted August 24, 2010 Yep it's been said a few pages ago, this combo only works on: Jin, Ragna, Noel, Tager and Lambda. Might work on Mu but I didn't test it (still haven't) Also, you can jump back in for another j.C after the combo is done to place your opponent into a tech trap, if you use one j.2A instead of two that is
ZhePrime Posted August 24, 2010 Posted August 24, 2010 Does nothing combo after 5D? I saw in some guide that 5D > 2B works, but after several tries (and even by using the turbo function) I couldn't get the timing down, which leads me to believe it's either very difficult or simply doesn't work. 3C doesn't seem to work either and that move is slightly faster as well.
ryokoalways Posted August 24, 2010 Posted August 24, 2010 5D has 7F combo window. Only 5A and 2A are faster than that (3C and 2B are both 9F). No one has a large enough hitbox to be hit by 2A except rachel.
ZhePrime Posted August 25, 2010 Posted August 25, 2010 5D has 7F combo window. Hm, that's a shame. It really feels odd that you can't combo after it after playing him in CT, oh well, just going to have to get used to it.
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