Lord Knight Posted December 22, 2011 Author Posted December 22, 2011 if you have meter, hatsu is very safe
Star-Demon Posted December 22, 2011 Posted December 22, 2011 if you have meter, hatsu is very safe But I was saving that for All Green... T_T Cool though. Will keep it in mind if I have meter and am getting in and out rushed. Stuff it with Hatsu+frc. Maybe if It hits I can 6C(1)->Kote??
Lord Knight Posted December 22, 2011 Author Posted December 22, 2011 CS2 - bcb loop will do around 4.5-5k CSEX - need to find something
Lord Knight Posted December 23, 2011 Author Posted December 23, 2011 OK, did some more testing. Because of char combo rate nerf, you can't do 5B[m] into j2B combo at all. You can do it off moves that have 100 p1, so in real matches, just 6B and 6D starters. 2C looked possible but it was iffy. 6B combo = 6B > 6D > hatsu > riichiA > ippatsu > tanki hatsu > haku > hatsu > riichiA > j2B > air hatsu > haku > chun > 5d > 6a > feint > dash 2c > 4d > run out of corner 5b > 6c(1) > 4kote > jB dj jBCD > delay falling jC > ender 5000~ dmg, 61-64 meter depending on ender of choice Most of the time, the best route to go after a hit is tk hatsu > haku > chun > haku > hatsu. TK hatsu does more damage than normal hatsu (by a small amount) If you are playing vs a char where you can do 6a > feint > 6a > 6b[m] > 6d, if you just go into aerial you can break 4k. I didn't think of it till now, but say 5b > 2c > 6d > tk hatsu > haku > chun > haku > hatsu > riichiA > ippatsu > tanki hatsu > 5d > 6a > feint > 6a > 6b > 6d > 5b > 6c(1) > aerial should just scratch 4k
E3vE3 WAZ HEA Posted December 23, 2011 Posted December 23, 2011 OK, did some more testing. Because of char combo rate nerf, you can't do 5B[m] into j2B combo at all. You can do it off moves that have 100 p1, so in real matches, just 6B and 6D starters. 2C looked possible but it was iffy. 6B combo = 6B > 6D > hatsu > riichiA > ippatsu > tanki hatsu > haku > hatsu > riichiA > j2B > air hatsu > haku > chun > 5d > 6a > feint > dash 2c > 4d > run out of corner 5b > 6c(1) > 4kote > jB dj jBCD > delay falling jC > ender 5000~ dmg, 61-64 meter depending on ender of choice Most of the time, the best route to go after a hit is tk hatsu > haku > chun > haku > hatsu. TK hatsu does more damage than normal hatsu (by a small amount) If you are playing vs a char where you can do 6a > feint > 6a > 6b[m] > 6d, if you just go into aerial you can break 4k. I didn't think of it till now, but say 5b > 2c > 6d > tk hatsu > haku > chun > haku > hatsu > riichiA > ippatsu > tanki hatsu > 5d > 6a > feint > 6a > 6b > 6d > 5b > 6c(1) > aerial should just scratch 4k sounds sexy ^_^
mynus Posted December 23, 2011 Posted December 23, 2011 (edited) OK, did some more testing. Because of char combo rate nerf, you can't do 5B[m] into j2B combo at all. You can do it off moves that have 100 p1, so in real matches, just 6B and 6D starters. 2C looked possible but it was iffy. I've actually been doing it off of 5B[m] > 2C > 6D[m] > haku > hatsu > riichiA > ippatsu > tanki hatsu > hatsu > riichiA > j2B > hatsu > haku > chun > 5B > 6C(1) > 4kote > jB > djBCD > delay falling C > 6A. (3982 dmg). - They just have to fall as low as possible after the - j2B > hatsu - section. -That 6B combo looks so sexy lol. -I've also separated the vids i put up in the corner mixup route thread by staff (launch), and staff (hold) options and threw up 4 new vids. Ppl have been getting scooped all day by the throw options lol. Edited December 23, 2011 by mynus
C0R Posted December 23, 2011 Posted December 23, 2011 Because of char combo rate nerf, you can't do 5B[m] into j2B combo at all. You can do it off moves that have 100 p1, so in real matches, just 6B and 6D starters. 2C looked possible but it was iffy. That's the fault of 5b[m] prorate, character combo rate doesn't effect untechable time.
Lord Knight Posted December 23, 2011 Author Posted December 23, 2011 is that so cor? but 5b[m] prorate went up to 85 from 80, so it should still work... thanks for that mynus, ill look up more stuff
Djudjo Posted December 23, 2011 Posted December 23, 2011 (edited) Does she still change sides with the opponent after a near corner 4D? =/ And if she still does, delaying 4D (wait for the opponent to be nearer to the ground) after a 2C[m] would still make her change sides? Edited December 23, 2011 by Djudjo
Urichinan Posted December 24, 2011 Posted December 24, 2011 Holy mother of God: http://www.nicovideo.jp/watch/sm16507545 These are the sexiest combos I've ever laid eyes on.
Star-Demon Posted December 24, 2011 Posted December 24, 2011 Holy mother of God: http://www.nicovideo.jp/watch/sm16507545 These are the sexiest combos I've ever laid eyes on. All green >:3
mynus Posted December 24, 2011 Posted December 24, 2011 Holy mother of God: http://www.nicovideo.jp/watch/sm16507545 These are the sexiest combos I've ever laid eyes on. I have no words...
mMarikom Posted December 24, 2011 Posted December 24, 2011 Holy mother of God: http://www.nicovideo.jp/watch/sm16507545 These are the sexiest combos I've ever laid eyes on. I came. I saw. I came again.
C0R Posted December 24, 2011 Posted December 24, 2011 is that so cor? but 5b[m] prorate went up to 85 from 80, so it should still work... thanks for that mynus, ill look up more stuff Well, I have no idea as to 5b's prorate, but I know for sure character rate doesn't effect untechable time. They did change quite a few air untechable time properties, they could have dropped a frame here or there that's causing the combo to bluebeat.
Lord Knight Posted December 24, 2011 Author Posted December 24, 2011 Comparing some stuff in Chaoto's vid to standard stuff. For the most part, the damage is comparable or a pinch more, but the meter gain is usually significantly more. Occasionally a combo will do 200 or so less damage but gain 5-6 more meter. Some of the combos give moves some more practical use. 4D RC combo is annoying.
mynus Posted December 24, 2011 Posted December 24, 2011 So yeah....how are they getting that Chun to connect after the staff launch....what the eff. http://www.youtube.com/watch?v=m8Tj0XSVrzY&list=HL1324736904&feature=mh_lolz#t=0m26s ....timestamp.
Lord Knight Posted December 24, 2011 Author Posted December 24, 2011 (edited) small hold D > release > advance input chun EDIT: Litchi boards need some serious cleaning, I'll get on it later. Edited December 24, 2011 by Lord Knight
Star-Demon Posted December 24, 2011 Posted December 24, 2011 (edited) small hold D > release > advance input chun EDIT: Litchi boards need some serious cleaning, I'll get on it later. Cool CS2 and CS1 stuff should start being moved over to archives, we also need new CSE matchups. I would really love to see every matchup finished. Edited December 24, 2011 by Star-Demon
Star-Demon Posted December 24, 2011 Posted December 24, 2011 This is infuriating. I can't do Itsuu from the left side because 41236 becomes 4236, which always gives me 6D. Either something is wrong with 1 or I need widerm harder, and faster left thumb. Good news is I got past 4K off the 5b->2c->6d->more in corner. Now I wanna do that off midscreen stuff.
Lord Knight Posted December 27, 2011 Author Posted December 27, 2011 (edited) Oddly enough, no one has been posting...? Anyways, I've been doing hella training mode. The Chaoto vid gave me a lot of ideas, and actually structures some pretty decent combo parts. General rules - 1. Get used to holding D a pinch before you release it. 2. Remember that ALL rekkas have repeat prorate, but you can use them all once all right. That means if you're using a D > chun > staff2 > tk chun combo part, then you can't do held D > chun later in the combo. 3. Whenever you have to do 6B > 6D, you want to make sure you don't dash 6D so that the staff isn't too far in the corner. Just adjust slightly by walking. 4. Position -3 or -2, probably doing haku > chun > tk chun. Position 0 or 1, probably doing hatsu > chun. Positions - The combos in the vid all have a "Position" label, making the stage into an X axis, with the starting point (as in, where you begin the round) as 0, the far left as -5, the far right as 5. For simplicity's sake, I'll still refer to them as round start position, or corner, but for more ambiguous positions, I'll use the number system. First of all, thanks the the held D > haku > chun combo part, we get pretty good 6D CH combos. From round start position: 6D CH > 2C > held D > Hatsu > Chun > staff2 > 5B[m] > 6B > adjust > 6D > Haku > Hatsu > RiichiA > Ippatsu > Tanki Hatsu > held D > Chun > aerial does 4100~ dmg From farther back, postion -2 or so 6D CH > 2C > held D > haku > Chun > staff2 > tk chun > dash 2C[m] > 4d > dash 5d > iad jC > 6D > held D > Chun > aerial does 3700~ dmg Interestingly enough, haku > chun causes wallbound, while hatsu chun does not. The corner throw combo (the one that makes you laugh) is easy, and gains 49 meter. However, it's character specific. However, if you do Chun > delay Hatsu (so Litchi turns around) it works on a much bigger portion of the cast. Also, you gain 50 meter. It does less damage than the standard throw combo, but it's a good, easy funny combo to kill someone with. Gold burst combo - Gold burst > dash itsuuA > tk chun > delay haku > hatsu > riichiA > ippatsu > tanki hatsu~ or Gold burst > dash itsuuA > tk chun > dash 6b > hatsu > riichiA > Ippatsu > tanki hatsu ~ I can't find a solid end to these combos midscreen. Need to experiment more. Obviously this is useful in the corner because of the sideswap. 2C CH combo - 2C CH > 4D whiff > haku > hatsu > riichiA > ippatsu > 6kote x2 > jB > land hatsu > j2B > jD > hatsu > chun > dash 6C(2) > itsuuC > rising jC - 2820 dmg This combo is annoying, to say the least. Also, the position is rather picky. Instead, I came up with this - 2C CH > 4D whiff > haku > hatsu riichiA > ippatsu > 6kote > airdash jD > hatsu > delay chun > land staff2 > walk up > 5b[m] > 2c >tsubame - 2810 dmg 10 less damage, and significantly easier. It always puts the opponent in the corner/very close to the corner and is much less picky about where you do it. Alternatively you can do - 2C CH > 4D whiff > haku > hatsu > riichiA > ippatsu > 6kote > airdash jD > hatsu > delay chun > dash 6C(2) > itsuuC > jC for 2600~ and it'll definitely put them in the corner. 5C FC combo (corner) 5C FC > 4 winds > 2C > 5C > 2C[m] > 6D > tk Hatsu > Haku > Chun > Haku > hatsu > riichiA > ippatsu > Tanki Hatsu > held D > Chun > 6D > aerial = 4616 dmg Need staff in 2D set to do that. Also you can't react to it, you just have to do 5C > 4 winds right away. Midscreen, just do the staffless throw combo. You have all day to confirm into chun, damage is about 3000. 5C FC > chun > dash 5B > 6C > delay air chun > dash hatsu > haku > chun > dash 5b > 6c(1) > 4kote > aerial Hopefully this gets your creative juices flowing.... :] EDIT: Galileo told me that 6A FC > dash 5B > 5C > 6D > staffless 5B would probably work.... it does, lol. So of course, go into 5B > held D > hatsu or chun, etc. Going to make a solid combo next time I play. Edited December 27, 2011 by Lord Knight
mynus Posted December 27, 2011 Posted December 27, 2011 Good Stuff. I take it people have been busy wearing their white lab coats? Good shit cleaning up the boards lol it needed it!
Star-Demon Posted December 27, 2011 Posted December 27, 2011 LK - You should make a map. I think some of us will need one. Litchicombos is now calculus - breaking 4k requires godlikeness and functions. Noel hits D, gets 6k.
mynus Posted December 27, 2011 Posted December 27, 2011 (edited) Lab Research - Midscreen airthrow combo (position -1 ~ +1): Airthrow > itsuuC > [D] > hatsu ~ ]D[ > chun > staff 2 > tk chun > 2C > 4D > 5D > iad jC > staff 2 > 6D > 6C(2) > 4 kote. 3139 dmg; 41 meter. -Nets you corner with oki. 3C[m] counter hit combos: Position 0 ~ 3 - 3C[m] CH > 2/5D set > dash 5C > 2C > 6C(1) > chun > dash hatsu > haku > chun > dash 5B > 6C(1) > 4/6 kote > jB > djBC > hatsu > chun. 3013 dmg; 35 meter. -remove the dash 5C for Noel/Makoto or 6C will whiff. 3C[m] CH > itsuuC > 6 kote > hatsu > riichiA > ippatsu > tanki hatsu > 5D > chun > staff 2 > tk chun > 6D > tk hatsu > haku > chun > 5B > 6C(1) > 4 kote > jB > djBCD > delay falling C > staff 2 > 6A > 5/2D set. 3892 dmg; 54 meter. 3C[m] CH > 5D set > 5C > 2C > 6C(1) > delay aerial chun > (side switch) haku > hatsu > ricchiA > ippatsu > tanki hatsu > 3C > 5D > hatsu > chun > staff 2 > 6C(2) > 6D. 3362 dmg; 43 meter. Position -3 ~ -5: 3C[m] CH > 5D set > 5C > 2C > 6C(1) > delay aerial chun > (side switch) haku > hatsu > riichiA > ippatsu > tanki hatsu > dash hatsu > haku > chun > 5B > 6C(1) > 4/6 kote > jB > djBBC > hatsu > chun (> riichi B). 3290 dmg; 46 meter. -crossup/side switch aerial chun will not work on Noel/Makoto since the 6C in the 5C > 2C > 6C sequence will whiff on them. Position -1 ~ -2: 3C[m] CH > 5D set > 5C > 2C > 6C(1) > delay aerial chun > (side switch) haku > hatsu > riichiA > ippatsu > tanki hatsu > 5D > chun > staff 2 > tk chun > 2C[m] > 4D > run under 6C(2) (> 4 kote). 3290 dmg; 41 meter. -again no go on Noel/Makoto. *Anyone have any ideas how to get rid of the repeat prorate aerial chun in this combo and still net corner + oki? More damage is always a good thing. Edited December 27, 2011 by mynus
Lord Knight Posted December 27, 2011 Author Posted December 27, 2011 (edited) replace 5d > chun > staff2 > tk chun with 5d > hatsu > chun > staff2 > 2c should work since thats a sideswap Of course from position 4/5 just 3c ch > 6D > full combo is ok, should be above 4000 dmg. Edited December 27, 2011 by Lord Knight
Recommended Posts