deadite Posted October 22, 2010 Posted October 22, 2010 It seems the final hit Crescent in my relaunch combos seem to be registering as a blue beat... what could be the cause of this?
tuka Posted October 23, 2010 Author Posted October 23, 2010 Okay it was actually 4 reps and apparently I can't count.
Blade Posted October 25, 2010 Posted October 25, 2010 I'm having trouble getting a dash 2DD to work after 6C, also I tend to TK Crescent on Pad like this (8214D), I know 2147D is considered the norm input for stick users, but do any pad users have advice for extremely low TK crescent (by the way the above mentioned input is what I use for loops in the corner). Also are there any general combo modifications I should be considering depending on who I'm fighting against? For example, I have an easier time doing loops and such to Hakumen, but Ragna, Jin, and others with smaller hitboxes give me troubles. I'm still trying to learn 2DD 2147D 5DD midscreen without forcing an RC on it (though by doing that I average 3k combos which isn't too bad). Edit: One last thing...after the 5DD I try Cavalier, but in some situations this is the second Cavalier I use in the combo and the bounce ends up too far away (basically CH 5D > Cavalier > 5CxN >6C > Dash 2DD > TK Crescent > 5DD > Cavalier > ??)
mAc Chaos Posted October 25, 2010 Posted October 25, 2010 I do 2147D, but delay hitting the D a little. You have to give her a chance to get off the ground.
RinHara5aki Posted October 25, 2010 Posted October 25, 2010 (basically CH 5D > Cavalier > 5CxN >6C > Dash 2DD > TK Crescent > 5DD > Cavalier > ??) This you can pick it up by dash 2dding, and super jumping j.5dding them. It works. Sometimes depending on spacing you dont even need to dash CH 5D > Cavalier > 5Cx8 > 6C > 66 > 2DD > 2147D > 5DD > Cavalier > 66 > 2dd > sj.5dd > dj.2dd > j.214d
SolarMisae Posted November 1, 2010 Posted November 1, 2010 I was mucking around in training and found a fun and pretty easy way to combo into Legacy Edge. This combo might have already been discovered or might be useless but eh, I thought it was fun. Theres probably better alternatives though. 236C > 236236D > Dash to Corner > [6A > 2147D]x2 > 5B > 6A > j.DD > dj.2DD > j.214D (4441k, requires 50% Meter, Gains 32 Meter) You have to use Legacy Edge at just the right moment as they're falling after 236C so it connects right so you can dash into the loop, but it's not that hard to get right. I also dunno if you can get more reps on the loop or not, I'm not that good at the TK loop so 2 was all I could get before they the dummy techs out or it starts bluebeating...
Shockna Posted November 1, 2010 Posted November 1, 2010 When you do the 662DD after that 6C, when the notation says 2147D, do you input it the same as you would for a corner loop? I've yet to try it myself, but the combo videos I've seen appear to show Lambda going a little bit higher than she does when I do the loop.
tuka Posted November 1, 2010 Author Posted November 1, 2010 When you do the 662DD after that 6C, when the notation says 2147D, do you input it the same as you would for a corner loop? I've yet to try it myself, but the combo videos I've seen appear to show Lambda going a little bit higher than she does when I do the loop. It's exactly the same
L1F3 Posted November 17, 2010 Posted November 17, 2010 (edited) not exactly sure if this is in here or anything, but after messing around with 5B combo starters [better damage than 6B if its longer...] i managed to figure out a 5k+ meterless combo from midscreen... unless gravity counts as meter lol NOTE: this doesnt work on everyone lol like skinny people. dashing 5B helps the 214A hit after the 3C 5B > 3C > 214A > dash > 6A > 2147D > 2DD > 6C > 236C > walk/dash > [5C x8 > 6C]x2 > 2DD > JC > j.DD > JC > j.2DD > j.214D if the 5B is counter hit go straight into 214A for about 100 or so extra damage lol if you wanna hit 5.6k+ with 50% meter use this: 5B > 3C > 214A > dash > 6A > 2147D > 6A > 6214D > RC > land > 236C > walk/dash > [5C x8 > 6C]x2 > 2DD > JC > j.DD > JC > j.2DD > j.214D EDIT: lol i forgot the 6C after the 5C x8 lol my bad Edited November 17, 2010 by L1F3
Xie Posted November 17, 2010 Posted November 17, 2010 (edited) not exactly sure if this is in here or anything, but after messing around with 5B combo starters [better damage than 6B if its longer...] i managed to figure out a 5k+ meterless combo from midscreen... unless gravity counts as meter lol NOTE: this doesnt work on everyone lol like skinny people. dashing 5B helps the 214A hit after the 3C 5B > 3C > 214A > dash > 6A > 2147D > 2DD > 6C > 236C > walk/dash > [5C x8]x2 > 2DD > JC > j.DD > JC > j.2DD > j.214D if the 5B is counter hit go straight into 214A for about 100 or so extra damage lol if you wanna hit 5.6k+ with 50% meter use this: 5B > 3C > 214A > dash > 6A > 2147D > 6A > 6214D > RC > land > 236C > walk/dash > [5C x8]x2 > 2DD > JC > j.DD > JC > j.2DD > j.214D I wrote a long paragraph about this combo, then dustloop ate it. Anyways, it's an interesting find on characters vertically large enough to hit with 2DD after a 2147D in the gravity well. Just for completness sake, here's a stable version of that combo that works on pretty much anyone and pretty much anywhere: 5B > 3C > 214A > dash > 6A > 2147D > (dash > 6B) > [5C X8] > 6C > 236C > 2DD > JC > j.DD > JC > j.2DD > j.214D for about 4700. Or the harder, but also less stable version: 5B > 3C > 214A > [5C X8] > 6C > 236C > [5C X8] > 6C > 2DD > j.DD > JC > j.2DD > j.214D for about 5000. You can also even add 2DD > 2147D > 5DD or some reps of 2DD > 6C, but at this point of the combo, it's more about meter gain than damage. Edited November 17, 2010 by Xie
L1F3 Posted November 17, 2010 Posted November 17, 2010 I wrote a long paragraph about this combo, then dustloop ate it. Anyways, it's an interesting find on characters vertically large enough to hit with 2DD after a 2147D in the gravity well. Just for completness sake, here's a stable version of that combo that works on pretty much anyone and pretty much anywhere: 5B > 3C > 214A > dash > 6A > 2147D > (dash > 6B) > [5C X8] > 6C > 236C > 2DD > JC > j.DD > JC > j.2DD > j.214D for about 4700. Or the harder, but also less stable version: 5B > 3C > 214A > [5C X8] > 6C > 236C > [5C X8] > 6C > 2DD > j.DD > JC > j.2DD > j.214D for about 5000. You can also even add 2DD > 2147D > 5DD or some reps of 2DD > 6C, but at this point of the combo, it's more about meter gain than damage. thanks dude, i'll practice those and hopefully be able to use them should i be able to make it to NEC
tuka Posted November 17, 2010 Author Posted November 17, 2010 5B > 3C > 214A > Dash > 6A > 2147D > 5C x 8 > 6C > 236C > Dash > 2DD > 2147D > 5DD > 6DD > 2DD > j.DD > dj.2DD > j.214D For a 5.3K universal meterless combo IIRC
Complexity Posted November 25, 2010 Posted November 25, 2010 I know you said the 632146d FC RC combos may never be used, but can you list some just in case there's a situation where I end up with 100 heat? I try to do the 9k FC combo in the corner. At midscreen... close 632146d FC RC 214d 6a 2147d 5dd 236c 2dd 2147d 5dd 236c 2dd 2147d 5dd 6dd 2dd j.dd j.2dd j.214d (7.1k - 7.2k) far 632416d FC 2dd 6c 2dd 2147d 5dd 236c 2dd 2147d 5dd 6dd 2dd j.dd j.2dd j.214d (6.5k to 7k can't really remember)
Manta Posted November 27, 2010 Posted November 27, 2010 I've just bumped into the following combo link through my scrubby mashing, any use to anyone? 5BB (CH on first hit) > 4B (Whiffs first hit).
RaveSage Posted November 27, 2010 Posted November 27, 2010 It most likely goes into one or all of the 4B combos already listed. The first hit of 4B wiffing shouldn't change much about how you combo after it.
zaeris Posted November 28, 2010 Posted November 28, 2010 I've just bumped into the following combo link through my scrubby mashing, any use to anyone? 5BB (CH on first hit) > 4B (Whiffs first hit). I would put that under crouch stance combo rather 5bb ch >.< its 6b people... stop saying 5bb, leave it as Ch combo is rathyer impractical and with crouching stance you can just combo and without worrying about making 4b first hit whiff or not. something 2b 6b 4b or 5b 6b 4b, or 5c x X 4b ,
Manta Posted November 28, 2010 Posted November 28, 2010 I wasn't sure if 5BB counter carried, probably doesn't if 5B and 6B are always considered separate moves.
Xie Posted December 2, 2010 Posted December 2, 2010 Theoretically, if you could get 4B's first hit to whiff mid combo consistently, it would probably lead to a pretty significant damage boost. The 1st hit of 4b prorates relatively strictly without adding much damage, so this is the reason for that. However, to my knowledge, this is probably inconsistent with the amount of dash momentum you had for your attack + your opponent's hitbox, so this type of combo might be better for combo videos rather than actual matches. On a tangent, Lambda has a lot of moves that counter carry, but for 6c it is possible to combo into 236c by canceling on the very first hit on a standing opponent, whereas if you used the counter carry it would only work if the opponent is crouching. I'll admit I haven't tried comboing into 236c on the 2~7th hits on standing, but I'm going to go out on a limb there and say it's not worth trying to confirm the Xth hit of 6c to add slightly more damage.
someonewhodied Posted January 2, 2011 Posted January 2, 2011 (edited) I'm new to playing A-11 and this forum so forgive me if these combos have already been posted 5BB>5C xN>[2C if enemy is close]>6C>236C>2DD>j.DD>dj.2DD>214D (or 632146D with 50%+ heat) 214D/214DC>[Optional 5DD]>6DD>2DD>j.DD>dj.2DD>632146D. - 50% Heat required BC/4BC>5DD>6DD>2DD>j.DD>dj.2DD>214D/(or 632146D with 50% heat) 5BB>5C xN>6C>236236D (After 2-6 6C hits) - 50% Heat Required 5BC>5DD>6DD>2DD>j.5DD>dj.2DD>214D 5C xN>4B>j.5C>j.2C>dj.5C>dj.2C>632146D (50 Heat Required) Dunno about the damage output though. I don't really pay attention to that. But in short, 632146D can be used as a replacement for Crescent I think. Found another combo: At edge: 214D>2C>jc>j.5B>j.5c>dj.5b>j.5C>j.2c>j.214D MOAR!! 5C xN>[Additional 2C If enemy close>]6C>236B~ABC>6DD>2DD>2147D>5DD>6DD>2DD>j.DD>dj.2DD>j.214D Edited February 4, 2011 by someonewhodied
Never Posted February 10, 2011 Posted February 10, 2011 I was wondering what are good combos after a gold burst for midscreen and corner i always choke and end up with 2k ones.
zaeris Posted February 10, 2011 Posted February 10, 2011 easiest be correct spacing then 5cx8>6c> into stuff your imagination should be saying 236c after 6c mid screen or corner 214d with proper spacing.
Never Posted February 10, 2011 Posted February 10, 2011 Thanks for reply i usualy do 5c mash 6c 236c etc but i guess im not doing it at right height because 236c sends them to other side and i can only connect 4dd, air combo
zaeris Posted February 10, 2011 Posted February 10, 2011 Thanks for reply i usualy do 5c mash 6c 236c etc but i guess im not doing it at right height because 236c sends them to other side and i can only connect 4dd, air combo I'm trying to see the full picture here burst > 5c x 8 (correct spacing) > 6c > 236c> ? You could ommited the 236c and go straight into dash 2dd which is what I commonly do since I have little trust in 236c hitting without proper height/setup which is usually low to ground or having 6c hitting vs close to opponents hit box (think mission 10 lambda combo). if u want you can try this burst > 5cx8>6c>236c dash 5cx8 (must be at 5a range)> gravity A> 6a> tk crescent> dash 6a> 6c> delay 236c> 2dd> jdd>jc>jdd>j214d
Never Posted February 10, 2011 Posted February 10, 2011 Lol 4D i meant 2D im tired.. Anyway that combo you listed is what i was looking for my executuion is pretty bad but il get it sooner or later. thanks for being patient and answering my poorly asked scrub question
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