WintySoSolo Posted October 8, 2010 Posted October 8, 2010 Can someone link me a vid to that 6b throw combo? I'm interested to increase my throw combo damage to 3.9k. http://www.youtube.com/watch?v=cj4AXSk8MAE#t=1m33s
seyu Posted October 9, 2010 Posted October 9, 2010 also got a question: i got problems connecting 5DD after 2DD>2147D. can only hit it for sure in the corner. im doing the TK as low as possible i think. and advice you could give here?
toanenadiz Posted October 9, 2010 Posted October 9, 2010 That question gets asked a lot doesn't it? The only thing you need to do is hit the lowest part of the opponent's hitbox with the highest part of the crescent's hitbox while making sure the TK is low as possible. THAT'S IT. Any other part of the combo is irrelevant. The only other thing that can factor into that is how deep you Dash > 2DD, a small dash could possibly require another dash after 2147D and dashing too deep might make you whiff the 2DD or the TK.
seyu Posted October 10, 2010 Posted October 10, 2010 all right thank you>_< ill read through the whole thread next time^^" edit: it finally worked midscreen. thanks again!
Bren Posted October 11, 2010 Posted October 11, 2010 Hey guys I'm having trouble on the j214D relaunches on all combos... for some reason I can't get the timing down, the 5D follow up is always about half a second too late... is it because of the height or too early or something? I have trouble with the loop as well. I use PS3 pad. Any ideas?
tuka Posted October 11, 2010 Author Posted October 11, 2010 I managed to combo 5A (could probably go 5A > 6A > 6C > 236C..?) after FC 632146D that hit an air-dashing Valkenhyan which had most of his hitbox behind me, while I was backed to the corner. If you somehow managed to understand what I wrote than you are free to join me in questioning the meaning of life, or something.
kenja0 Posted October 11, 2010 Posted October 11, 2010 I managed to combo 5A (could probably go 5A > 6A > 6C > 236C..?) after FC 632146D that hit an air-dashing Valkenhyan which had most of his hitbox behind me, while I was backed to the corner. If you somehow managed to understand what I wrote than you are free to join me in questioning the meaning of life, or something. That is situationally too hard and risky to repeat in a real match setting... hide this from Arcsys before they nerf Calamity Sword even more.
seyu Posted October 11, 2010 Posted October 11, 2010 @bren man that one really gets asked alotXD look right above youre post, i asked the same thing. @tuka thats pretty cool. maybe its about valks hitbox? or does it work on anyone?:3
Bren Posted October 11, 2010 Posted October 11, 2010 @bren man that one really gets asked alotXD look right above youre post, i asked the same thing. I feel pretty derp at this moment lol
Vorkosigan Posted October 14, 2010 Posted October 14, 2010 Can an air hit 214D combo into 5C? I'd test this myself but no PS3 atm.
RinHara5aki Posted October 14, 2010 Posted October 14, 2010 I belive if you TK it, at the right distance, and right spacing, at the right timing in the corner only, you can. Lol. Basically its not worth it. Its more useful as an initial RC starter, such as ac1791's signature mixup -> 2147d -> RC -> airdash -> j.c -> 5c -> combo etc..
Vorkosigan Posted October 14, 2010 Posted October 14, 2010 Aw shit, I wrote my post wrong. What I meant to say is if I hit the opponent with Spike Chaser (214D) while they're in the air, can I follow up with 5C into whatever? Sorry about that, I wasn't clear in what I was talking about.
RinHara5aki Posted October 14, 2010 Posted October 14, 2010 Aw shit, I wrote my post wrong. What I meant to say is if I hit the opponent with Spike Chaser (214D) while they're in the air, can I follow up with 5C into whatever? Sorry about that, I wasn't clear in what I was talking about. Oh ok now I get it xDDD Yes you can. It HAS to be counterhit though, or else they'll tech out before they hit the ground. You can get great damage from a CH 214d into 5c. Great proration. 214d in general is awesome if not abused and used safely, it forces opponents to jump, or block, or baits Bang guardpoints, baits Arakune teleport, etc. Basically it forces them into something, and on block its free pressure/mixup.
Overheat Posted October 14, 2010 Posted October 14, 2010 I belive if you TK it, at the right distance, and right spacing, at the right timing in the corner only, you can. Lol. Basically its not worth it. Its more useful as an initial RC starter, such as ac1791's signature mixup -> 2147d -> RC -> airdash -> j.c -> 5c -> combo etc..Shh... But yeah, I came up with that 3 days after console release. More useful as a block-string.
Shockna Posted October 17, 2010 Posted October 17, 2010 This is a pretty huge fail on my part, but it's something I need to work on: Is there any general advice for the timing on j.DD - j.2DD in most of her air combos? I can't seem to get it down properly about 80% of the time, and need to know if it has to be done very quickly, or if there's a gap in between the second part of j.DD and the beginning of j.2DD.
Andarel Posted October 17, 2010 Posted October 17, 2010 You need to jump in between them, and see how far they fall. Her combos are all about spacing. There are trickier things involving j.214D~C, but for now get everything perfect.
germanturkey Posted October 17, 2010 Posted October 17, 2010 jdd > j2dd only works on larger hitboxes like tager, hakumen and arakune. in general, its jdd > dj2dd > j214d. you need to jump again to land the j2dd. ninja-ed
Shockna Posted October 17, 2010 Posted October 17, 2010 jdd > j2dd only works on larger hitboxes like tager, hakumen and arakune. in general, its jdd > dj2dd > j214d. you need to jump again to land the j2dd. ninja-ed If you mean to jump cancel after the j.DD, I generally do. If it would connect without jump canceling again (On larger characters), could I do j.DD - j.DD - jc - j.2DD? I'll keep the notes on spacing in mind. I'm not used to combos involving a lot of spacing just yet.
Nakkiel Posted October 17, 2010 Posted October 17, 2010 The combo on the bigger characters is j.DD j.2DD dj.DD dj.2DD j.214D
tuka Posted October 18, 2010 Author Posted October 18, 2010 Throw [Corner] > 5C x 8 > 6C > 236C > [6A > 2147D] x 4 > 6A > 2C > j.DD > dj.2DD > j.214D - 4.8K Better than standard combo but timing the 5C is haaaaaaaard
deadite Posted October 22, 2010 Posted October 22, 2010 Any tips how to link the 5d after 2DD>2147D? I always get blue beat. I've only got a red beat a few times.
A.X.I.S. Posted October 22, 2010 Posted October 22, 2010 height, spacing, lowest cresent possible. thats all I can say. make sure you dash in a bit before the 2DD or the crescent or 5D will whiff. takes time but you'll get it down.
SolarMisae Posted October 22, 2010 Posted October 22, 2010 Any tips how to link the 5d after 2DD>2147D? I always get blue beat. I've only got a red beat a few times. I wish we had a dollar for every time someone has asked this. Of course, I too asked this same question not long ago. xD; Anyways, from a few pages back: The only thing you need to do is hit the lowest part of the opponent's hitbox with the highest part of the crescent's hitbox while making sure the TK is low as possible. THAT'S IT. Any other part of the combo is irrelevant. The only other thing that can factor into that is how deep you Dash > 2DD, a small dash could possibly require another dash after 2147D and dashing too deep might make you whiff the 2DD or the TK.
severin Posted October 22, 2010 Posted October 22, 2010 Throw [Corner] > 5C x 8 > 6C > 236C > [6A > 2147D] x 3 > 6A > 2C > j.DD > dj.2DD > j.214D - 4.8K Better than standard combo but timing the 5C is haaaaaaaard Hrm. Are only 3 reps possible? Or did you only try 3 reps? I find it a bit surprising considering 5C's 99% P2
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