fragile Posted October 2, 2010 Posted October 2, 2010 Possibly a new midscreen BnB discovered? 5B>5C>tk.214B>5DD>5B>5C>sjc.D>(w)j.AAA>(w)j.236A>(w)j.236B>C>D>j.B>dj.B>j.C Damage: 3766 Heat Gain: Looks like around 33?? Hard to see and I'm yet to test it myself. I wouldn't call it a BnB, since you need to be quite close to hit that. While in real matches that will rarely happen. Edit: Although it will be a good combo starting 2a from up close.
seyu Posted October 2, 2010 Posted October 2, 2010 only saw one 6C FC combo in the list so: FC 6C>6DD>2C>5C>sjc>jB>j214B>9D>jA(AA)>236A>236B>CD>jB>jc>jB>jC>(236236C) for 3.9k and 5k with DD also: FC 6C>236C>9D>jA(AA)>236A>236B>CD>jB>j214B>9DD>jB>jc>jB>jC>(236236C) for 3.6k and 4.7k with DD
CODE=BLUE Posted October 2, 2010 Posted October 2, 2010 I wouldn't call it a BnB, since you need to be quite close to hit that. While in real matches that will rarely happen. Edit: Although it will be a good combo starting 2a from up close. I see, couldn't really test it since i wasn't at home. Thus why I added the question mark at the end. Thanks for the clarification on it.
Postulio Posted October 2, 2010 Posted October 2, 2010 I wouldn't call it a BnB, since you need to be quite close to hit that. While in real matches that will rarely happen. Edit: Although it will be a good combo starting 2a from up close. thats my problem right now.... the combos listed in red on the first post need to be done CLOSE. even if it doesnt say so. its cause the 2C has no range...so it requires you to be in a tight distance... are there any combos off of 5A and 5B that dont need to be unpracticaly close? (midscreen combos)
GenoWhirl Posted October 2, 2010 Author Posted October 2, 2010 Hmm, I'll get to picking combos that don't need to be close to the opponent.
CODE=BLUE Posted October 2, 2010 Posted October 2, 2010 thats my problem right now.... the combos listed in red on the first post need to be done CLOSE. even if it doesnt say so. its cause the 2C has no range...so it requires you to be in a tight distance... are there any combos off of 5A and 5B that dont need to be unpracticaly close? (midscreen combos) Not many that aren't counter hit combos or the 236A/236B enders as of right now
GenoWhirl Posted October 2, 2010 Author Posted October 2, 2010 2A/5A > 3C > (Walk Forward) > 2B > 5C > j.DAAA > j.236A > j.236B > CD > j.B > j.214B > 9DD > j.B > dj.B > j.C (2729 Damage and 37% MG) You will always be able to hit with this, even at max range
LordSpectreX Posted October 2, 2010 Posted October 2, 2010 I haven't got Valkenhayn, but that shoulder rush he does. Is it safe on block? Cause every Valkenhayn I face spams that and it's hard to escape from.
Guardian Posted October 2, 2010 Posted October 2, 2010 The shoulder is safe, but he doesn't get advantage. If you IB, all followup attempts can be mashed out of. Now, the combo you've all been waiting for: (in corner of course)236B RC 2C, 6B, 2C, 6C, 2C, sjc tk j.214B, D, w.B, w236B, w236A, w236B, C, (w)j.B, (w)j.B, D, (h), 5B, 632146D. Does 8.9k+
Sophisticat Posted October 2, 2010 Posted October 2, 2010 A couple tips, please. I'm practicing Valk's j.236b -> CD -> j.B -> Mondlicht -> 9DD -> j.B thingy, and I'm currently finding the CD -> j.B bit prohibitively hard to do. Now, I'm a pad player. If I tap C -> D -> B quickly in succession, it will not work. Then I tried doing C -> DB, almost rolling my thumb one button off the other, and then it worked. Is it really that tight? It strikes me as extremely unusual that something so heavy on execution would be a bnb.
Postulio Posted October 2, 2010 Posted October 2, 2010 2A/5A > 3C > (Walk Forward) > 2B > 5C > j.DAAA > j.236A > j.236B > CD > j.B > j.214B > 9DD > j.B > dj.B > j.C (2729 Damage and 37% MG) You will always be able to hit with this, even at max range thanks. but is that an unescapable combo? or am i just doing the "2A/5A > 3C > (Walk Forward) > 2B" wrong... :P **edit, nvm...yea i did it wrong**
Ross Posted October 2, 2010 Posted October 2, 2010 The shoulder is safe, but he doesn't get advantage. If you IB, all followup attempts can be mashed out of. Now, the combo you've all been waiting for: (in corner of course)236B RC 2C, 6B, 2C, 6C, 2C, sjc tk j.214B, D, w.B, w236B, w236A, w236B, C, (w)j.B, (w)j.B, D, (h), 5B, 632146D. Does 8.9k+ have you tried that without rc so something like 236b x2 d [w]j.a, d, [h] 2c bla blah blah
Dante710 Posted October 2, 2010 Posted October 2, 2010 Has anyone tried this: [H] 5A > 5B > 5C > 236C > 9D > 5A > 236D > 632146D I've been using this on my friend and he can't break out of it but that may just be because he's no good <_<
Ross Posted October 2, 2010 Posted October 2, 2010 its breakable at hte command grab. please dont post blue beat combos.
STenSatsu Posted October 2, 2010 Posted October 2, 2010 A couple tips, please. I'm practicing Valk's j.236b -> CD -> j.B -> Mondlicht -> 9DD -> j.B thingy, and I'm currently finding the CD -> j.B bit prohibitively hard to do. Now, I'm a pad player. If I tap C -> D -> B quickly in succession, it will not work. Then I tried doing C -> DB, almost rolling my thumb one button off the other, and then it worked. Is it really that tight? It strikes me as extremely unusual that something so heavy on execution would be a bnb. Should be fine just hitting it in succession. Just got to speed up fingers. I also HIGHLY suggest mapping drive to R1 if you haven't already. Makes a ton of more complicated drive stuff much easier on pad for pretty much all characters.
GenoWhirl Posted October 2, 2010 Author Posted October 2, 2010 have you tried that without rc so something like 236b x2 d [w]j.a, d, [h] 2c bla blah blah 236~236B has 50 P2. The RC is to start with a sweet 100/107 proration
STenSatsu Posted October 2, 2010 Posted October 2, 2010 Seems like it would be best to start with 100 P1 move and then combo into 236b>rc for the 107 p2. Somebody try that above combo with 2c>236b>rc>etc. Should do more damage than raw 236b>rc. Also, seems like the best way to make blocked 5c safe is do 236b and cancel startup into 1d.
Erionn Posted October 2, 2010 Posted October 2, 2010 The shoulder is safe, but he doesn't get advantage. If you IB, all followup attempts can be mashed out of. Now, the combo you've all been waiting for: (in corner of course)236B RC 2C, 6B, 2C, 6C, 2C, sjc tk j.214B, D, w.B, w236B, w236A, w236B, C, (w)j.B, (w)j.B, D, (h), 5B, 632146D. Does 8.9k+ That's been in the OP for quite awhile. [h] 2C > 236B > Rapid > 2C > 6B > 2C > 6C > 2C > j.214B > 3D > Dash > 5B > 236B > j.236A > j.236B > 7C > j.B > j.B > Land> 5D > 5B > 632146D (9k Damage, 50 Meter required)
Ross Posted October 3, 2010 Posted October 3, 2010 thats why he was asking about it.... There should be no reason to ask, if your going to post "combos" at least realize the very basic part of the combo system that all blue combos can be broken out of...
NeonCrusader Posted October 3, 2010 Posted October 3, 2010 Haven't seen this one posted yet: [h] CH 6A rc, D, 236B, j236B, j236A, CD, jB, Mondlicht, 9DD, jB, djB, jC. 3421 damage, 50 meter required. Only way to combo off of CH 6A, I think :|
Ross Posted October 3, 2010 Posted October 3, 2010 i posted in another thread but you can combo of ch 6a without rc while near corner with sj.b xx 214+b,then combo of choice.
UndeadAzNBlood Posted October 3, 2010 Posted October 3, 2010 made up a better gold burst combo than the 1 posted mid screen Burst, dash 2c 6b 2c j.D [w]j.aaa j.236a j.236b 5cd [h] j.b j.214b 9dd j.b dj.b dj.c 3.1k , 4.2k w/ super (builds 40 something meter) in corner you should do 2c Burst, 2C > 6B > 2C > 6C > 2C > sj.DAA > j.236A > j.236B > C > j.B > j.B > Land > D > 5B > 632146D too bad i can't link that 5b after falling wolf b =d
Sophisticat Posted October 3, 2010 Posted October 3, 2010 Should be fine just hitting it in succession. Just got to speed up fingers. I also HIGHLY suggest mapping drive to R1 if you haven't already. Makes a ton of more complicated drive stuff much easier on pad for pretty much all characters. I see, I should try that. I play Haku so no need for weird control schemes. There should be no reason to ask, if your going to post "combos" at least realize the very basic part of the combo system that all blue combos can be broken out of... Com Grab/throw at the end of a combo is a legit tactic, though.
Ross Posted October 3, 2010 Posted October 3, 2010 its not a combo though no reason to say look you can cancel to command grab here or reg grab its not special and its obvious.
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