Grifter Posted September 12, 2011 Posted September 12, 2011 Where are you dropping the combo? If it's at j.B x2, I find that having them parellel in the air to me when I land the first j.B helps. j.B x2 is one problem spot, but I've figured out that I letting them float a bit before I start the combo helps (like after [w]5B). 2C > 6B is another, where it feels like different characters throw me off and I start doing 2C just early or late but I'm not sure if I really need to adjust per character.
Sahgren Posted September 12, 2011 Posted September 12, 2011 2C > 6B is another, where it feels like different characters throw me off and I start doing 2C just early or late but I'm not sure if I really need to adjust per character. 2C > 6B really is character specific. It's much harder on Bang than it is on, say, Mu. With that one you'll either have to test on every character and see what the difference is or get used to catching them as low as possible every time just to make certain.
Ronove Posted October 3, 2011 Posted October 3, 2011 Guys I'm trying to learn Valk's wolf fuzzy j.A but I don't think I'm quite getting the timing for it. I know the input is 5C>[w]j.A>3C~5C>[w]j.A but I can't figure when and how quick I need to be when doing the whole thing. Either Valk ends up touching the ground or he just dashes again at the opponent. Any tip? :\
Leo7 Posted October 3, 2011 Posted October 3, 2011 (edited) just do it as fast as you can. you don't need to use 3c btw, 5c/1c/2c would work. 5c uses more wolf gauge, but if you having trouble doing the fuzzy because of the direction inputs and want to make sure you have the timing down, try 5c first. so since cse will soon be out, i'm thinking of posting my personal list of max damage combos/combo routes that i use for cs2. there's a lot though so it'd probably take a while to compile, anyone care for it? Edited October 3, 2011 by Leo7
Sahgren Posted October 3, 2011 Posted October 3, 2011 so since cse will soon be out, i'm thinking of posting my personal list of max damage combos/combo routes that i use for cs2. there's a lot though so it'd probably take a while to compile, anyone care for it? Go for it, I wouldn't mind getting new ideas on what to try for my own combos.
Leo7 Posted October 3, 2011 Posted October 3, 2011 k i'll try to finish compiling a complete combo route tutorial by next week. it'll mostly xcopied from jp valk players, so if you watch a lot of vids you should know all of these already, it's just a matter of providing the optimal up-to-date combos that's all (though you can get by without them).
Nokita Posted October 4, 2011 Posted October 4, 2011 So,joker has been posting a couple of alternatives to the double j.C ender in the corner. Its nothing new and some of you may already be aware of them,but I think its good info regardless of that. These combo enders can be looped back into themselves and have been dubbed "patterns"/"stacks". Overall, they seem like a good alternative to the standard stuff. (I only played around with the second one,but he uses all of them in the vid below) This has already been posted in the video thread,but Joker is the red Valk in here: http://www.ustream.tv/recorded/17348963 (19:50) Lord knight is also there for those who are interested. (16:55) On to the wall of text. Advantages of using them: *Forces neutral tech.Trying to roll out of the corner can be punished with ease. *Easier to read you opponent by limiting their options.And thus,forcing them to submit to your offense. *Its easy to squeeze in tons of other options/choices depending on your preferences. *Can limit the amount of wake up reversals you have to deal with. The patterns: 1) the himmel wolf pattern 2) the 6B pattern 3) the jB pattern 1)The himmel wolf pattern ...[wolf B> jAAA> jB>, 3C>, jB>B Eisen>Himmel] ...5B->2C>[jD>jAAA>jB>3C>jB>jc>B Eisen>Himmel] *Himmel wolf should only come out if they tech,so buffer it accordingly.(like an OS) *If they decide to take a nap on the floor,a W 5A can sometimes reset the combo counter. If it doesnt reset them,prepare for an air tech.Or gatling into W 5B and go from there. *Mix up the cmd grab with W 5A to catch their jump attempt. Should be used on: characters without a legit reversal.Use 2) or 3) instead if they have access to one. The command grab can be avoided by chicken blocking or with a back step. If they jump,they might try to get out of the corner(due to W 5B),so plan ahead. If they back step,you can evade their punish by buffering a 4c/7C during the command grab.(match up specific) 2)the 6B pattern ...[W jAx3>jB>2C>jB]>5D>6B This works because of the well spaced 6B and its rather amazing recovery. *6B1 is supposed to whiff.Its all about 6B2. An extremely meaty 6B2 can link into 2C on hit,without a fatal. (So you should have an even bigger frame advantage then usual on block) *Watch out for delayed techs. works on: Ragna: ID and Carnage scissors. Jin: All of his dp's Litchi: dp Bang: Daifunka and Ashura Makoto: Dp,Parry and her DD's. Might work for more. Does not work on: Hakumen Arakune _____________________ Parry specific: These are things I noticed while playing around with it. *Do NOT immediately press a button if she parries.Its active for 17 frames. She can parry the 6B2,but it not going to hit you unless you press a button and extend your hurtbox towards her. *If she decides to do the follow up though,in reaction to the catch (I assume this is how its normally done),you can punish it during the start up. If she does nothing,she's stuck in her parry animation for ~48f. She's invincible during the first 39f. She can't rc out of it. *There seems to be a sweet spot where you can safely press buttons without the parry catching it.(Not sure how to reliably get that one) She won't get hit,if she decides to wait it out,though. *You can jump towards her on reaction to the catch without fear. *The safest thing to do is to jump>D on reaction to the catch and see what she does. If she waits it out,stall for time before going down on her. If she does the follow up you can probably punish it with 1C/2C/3C>W jA. *this needs more testing overall _____________________ 3)the (human) jB pattern. ...[W jAAA>jB>3C>jB>jC]>jD>falling jB A safe jump.It also catches rolls as mentioned above. Can't be used on: Makoto Doesn't work on: Jin: Yukikaze Tager: GETB Hakumen: counters μ: Dp Post-pattern stuff one could use: After 1) and 3): Dash jC>rc>jC or 3C>schwarz rc *The idea behind the dash jC>rc>jC is simple. Its another point where people can reversal. And this is another way to bait some of them and/or force your mixup upon them. works on: litchi:Dp Lambda:Calamity sword Tsubaki:Dp Hazama: Houtenjin Mu: Her reversal super Valk: Sturm wolf After 2): jC>rc>jC or 3C>schwarz rc *Using dash jC>rc>jC in this case will most likely result in Valk being in the corner. You could probably replace it with jB for the cross up if you want to. Post-pattern combos: After jC>rc>jC: jC>rc>jC>3C>2C>6C>2C>6B>2C>mond licht>2D>[b cannon>B cannon>7C>jB>jB]>5D>5B>2C>jD>[jB>3C>jA>5B>jAAA>jB>3C>jB] Meter gain:48% after rc DMG:4641 *After 3C 3C>Schwarz>rc>5C>mondlicht>6C>2C>6B1>nachtrosen>2D>[b,A,B beast cannons>7C>,jB>jB]>5D>5B>2C>jD>[jAA>jB>jA>B>jAAA>jB>3C>jB] Meter gain:46 % after rc DMG: 5680 -------------------------------------------------------------------------------------------------------- Small update for extend(tgs build),albeit completely useless,what's with it being around the corner. *Wolf 5B Head attribute invincibility has been further increased. (compared to last time) Invincibility stops before it goes active.(like hazama's 2C,for instance) *nachtjäger less recovery *J.C less landing recovery (cs2 = 4 frames of landing recovery) *2B less recovery Rough estimate: -7f at worst
Leo7 Posted October 4, 2011 Posted October 4, 2011 Wow at all the Valk buffs ... Amazing work as always Nokita. Thanks for posting all that Joker info. That 3C combo is probably the best damage you can get if you have 50% and you're just outside Schwarz 2C range and extremely fun to do .
Sahgren Posted October 4, 2011 Posted October 4, 2011 Good stuff, Nokita. I definitely should give those a try some time. And Valk buffs? I'll admit I'm surprised by that, especially the buffs to Jager and [w]5B.
Leo7 Posted October 7, 2011 Posted October 7, 2011 (edited) Valkenhayn Combo Guide Notation and Intro: Inputs preceded by "w" or placed between parentheses like "w[]" denotes that the inputs must be performed in wolf form. Inputs surrounded by parentheses like "()" indicate optional inputs and can be omitted from the combo. Inputs placed adjacent to "/" indicate that the inputs are interchangeable. e.g. 4/5C indicates you can input either 4C or 5C, and 5B/5C means you can input either 5B or 5C. 6B(1) means you must hit the opponent with only the first hit of 6B. MG stands for Meter Gain. This is my attempt at comprehensive combo guide for Valkenhayn, and is an update to an older set of notes that I created a while back. I welcome any suggestions for improvement (formatting, mistakes, etc.) just message me. I've split the combos routes into three sections: midscreen, corner and fatal combos. What I mean by "combo routes" is that Valkenhayn generally tries to confirm random hits into similar combos, and thus I will be listing only portions of the combos instead of the full combo to hopefully make this easier to understand. To be more specific, for some combos, I will list the second half of the combo first, and then I'll make a list of starting hits that will be confirmed into the second half of the combo. A Short List of "Enders" For the sake of consistency, combos that end with relaunches from w5B will generally end with w[jAAA jD] dj jC (jC) and relaunches from rehuman 5B 2C will generally end with jB djB jC, but combos can be ended differently. jC (jC) refers to a rising jC and falling jC to stop rolls after jC knockdown. Here's a small list of different combo enders after a relaunch, each with different purposes: - sjA > jB > djC (jC) Least damage, but it's the best way to get the falling jC if you want to rehuman early. - wjAAA > djD > jC (jC) More stable than the above due to the amount of hitstop in wjA and does more damage. - jB > djB > jC Most damaging ender without otg j.C and it's your standard way to land Konig Flug. - w[jAA > jB > jA > 5B > jAAA > jB > j3/2C > jB] Joker ender, the details of which were posted earlier here. - w[jAA > jB >jA > 5B > jAA > jB > j1C~D] Masashi ender which is a variation of the Joker ender and omits a jA and jB near the end of the combo. If the opponent techs, they will tech in the air, and if done correctly, they cannot cross you up if they try to forward tech. Masashi usually likes to do 6B immediately after this ender because the 2nd hit of 6B will hit the opponent meaty in the air depending on how they tech, which can punish mashing or sometimes catch the opponent not barrier blocking. - w[iAD > jA > jB > 5B] xN If the opponent is low enough you can do this ender for good wall carry and small wolf gauge usage. - w[(IAD) > jB > j3C > jA > land 5D] > 5B > 2C > ender A second relaunch option into another ender. Only works if you still have good proration values near the end of your combo. - w[(IAD) > jB > j3C > jA > land 5D] > 5B/2C > 632146D >j236236C You actually do more damage if you can end any combo with rehuman 5B > 2C > jB > jB > jC > Flug instead of rehuman 5B/2C > Sturm, but if you can link the Flug after the Sturm and you have 100% meter, you can do this for more damage. You're not just limited to the above of course. Experiment and see what mix-ups and set-ups you can create after finishing a combo yourself. Midscreen Combo Routes Though this is titled as "midscreen", it is more accurate to say that these are combos that you should do when you land a hit anywhere on screen that makes it awkward or impossible to convert into a corner combo. 1. 2A/5A > 5B > 5C > 236A (1132 Damage off 2A, 11 Meter Gain) Notes: Basic ground combo and you have a frame advantage of +1 on after you land Jager. 2. 2A/5A > 5B > 3C > 236B > 236B (1492 Damage off 2A, 18 Meter Gain) Notes: Your other meterless ground combo. Sends the opponent to the wall and you should cancel Schwarz with (6)D so you can chase after the opponent. If you do a wjA just after they have finished sliding, you will be able to catch tech rolls if the opponent decides to roll out. 3. Starter > w[5B > 236B > j236A > j236B > j(4)C > 5B > jAAA > djD] > jC (jC) Notes: If you're midscreen and you can't reach the corner, maximize your damage output off a w5B confirm by comboing into 3 cannons. You can omit a cannon if you want to wall carry to a specific side. The reason j4C is preferred is because it uses less wolf gauge than j5C, but you can get more wall carry if you push the opponent's hitbox with j5C. If w5B has juggled the opponent too high, you must switch do w[236B > j236B > j236A > j5C]. List of Starters: a) w5A(A) - (2259 Damage with w5AA, 32 MG)* b) wjA - (2520 Damage, 31 MG) c) w236A - (3178 Damage, 36 MG) d) w[j214A/B CH > 5A] - (2994 Damage, 37 MG)* e) w[j236A > j7C > jA > walk] -(2762 Damage, 31 MG)* f) wj236D > 5D > w236A - (3374 Damage, 49 MG) * a) You must end the combo early with three w5As. d) It is possible to omit the w5A for Haku-Men, Rachel, Tager. e) Omit wj236A in the second part of the combo. This is a useful air cannon confirm. The "walk" signifies that you have to move forward a bit in between the wjA and the w5B to help it connect better. 4. Starter > w[jA(AA) > j236A > j236B > j(4)C > jB > jB > 5B > jAAA > djD] > jC (jC) Notes: Any air juggle midscreen can be confirmed into this combo if you cannot confirm into a corner combo. Depending on the starter listed, you may not be at the right height to confirm into 3 wjAs. Now for MORE damage: Replace w[jA(AA) > j236A] with jB > j214B > 6D > wj236A For potentially EVEN MORE damage: Replace w[jA(AA) > j236A] with tk j214B > 6D > wj236A If you can TK the mondlicht and skip the jB, you will do more damage later in the combo due to better proration. Both the above replacements will use more wolf gauge however, thus for the purpose of conserving the wolf gauge, confirming into wjAs midscreen is the preferred option. List of Starters (damage listed is off one wjA into wj236A): a) 2A/5A/2B > 2C > 6B > 236C > 9D - (2795 Damage off 2A, 37 MG) g) 2A/5A/5B anti-air > 5C/2C > jD - (2128 Damage off 2A > 2C, 27 MG) b) 6A CH > 5C > jD - (2416 Damage, 29 MG) c) jA > jB > djD - (2157 Damage, 26 MG)* d) 5B > 5C > 236C > 9D > w[jB > delay jA > land 5D] > 2C > 5C > jD - (3179 Damage, 42 MG, crouching only)* e) 6B > 3C > 2C > jD - (3955 Damage, 34 MG)* f) 3C > 2B > 5C > jD - (2989 Damage, 31 MG) h) w5A/wjA/w236A > w5B -(1877 Damage off w5A, 27 MG)* i) w236A - (2583 Damage, 29 MG) j) jBC > 5C > jD - (3086 Damage, 32 MG)* With Meter k) 2A > 5B > 3C > 236A RC > 2C > jD - (2496 Damage, 21 MG) l) 2A > 5B > 5C > 236A RC > 2C > 6B > 236C > 9D - (3055 Damage, 29 MG) m) 5B > 5C > 236A RC > 2C > 6B > 236C > 9D - (3857 Damage, 29 MG) n) 3C RC > dash > 2C > jD - (3049 Damage, 13 MG) o) jC RC > jC > 2C > 6B > 236C > 9D - (3861 Damage, 26 MG) p) jC RC > jC > 5C > 236C > 9D - (3249 Damage, 20 MG, crouching only) q) 4/5BC RC > 5D > w5C > 5D > 2B > 5C > jD (2916 Damage, 22 MG)* * c) If you've already used your double jump, you will need to confirm into j214B instead of wjA. d) Hima's fullscreen wallcarry combo. e) Walk in between 3C > 2C for Arakune and Tao h) Sometimes you can't confirm w5B directly in to w236B if the opponent's hitbox has crossed you up, thus you go for this confirm. j) More burst safe than the air throw > Rozen combo. q) If you can't link throw RC into 2C, go for this combo. 5. Starter > j214B > 6D > w[j236A > 236A > 236B > j236B > j(4)C > jB > jB > 5B > jAAA > djD] > jC (jC) Notes: This is a midscreen mondlicht into 4 cannon combo that uses a lot of the same starters as combo 4, but it almost always does more damage and has more meter gain. Your general goal is to combo into a lowest height tk Mondlicht off 2C or 5C. On Ragna, you MUST TK by jumping forward. The tk Mondlicht will whiff on the crouching hitboxes of the following characters: Litchi, Mu, Platinum, Noel, Jin (but will not whiff with fatal), Valkenhayn Thus these combos are only applicable to the above characters while they are in standing state or juggle state. You also MUST therefore omit the 2nd hit of 6B when doing 6B > 5C > j214B on the above list of characters. List of Starters: a) 2A/5A/2B > 2C > 6B > 5C - (3503 Damage off 2A, 51 MG)* b) 6B > 3C > 2C - (4987 Damage, 50 MG)* c) jB/jC - (3588 Damage off jB, 44 MG)* d) w[236A CH > 5C~D] > 2C > 6B > 2C - (4082 Damage, 51 MG, omit w236A in the second part of the combo)* e) wj214A/B CH > 5D > 2C > 6B > 2C - (4377 Damage, 56 MG)* f) wj236D > airdash land > 2C > 6B > 2C - (3927 Damage, 50 MG)* g) jBC > j214B whiff > j3D~D > 2C > 6B > 2C (4268 Damage, 57 MG)* h) Gold Burst > dash > 2C > 6B > 2C (3598 Damage, 52 MG)* With Meter i) 5B > 5C > 236A RC > 2C > 6B > 5C - (4306 Damage, 41 MG)* j) 3C RC > dash > 2C > 6B > 2C - (4710 Damage, 37 MG) k) jC RC > jC > 2C > 6B > 5C - (4351, 37 MG) * a, c-h) May have to omit 2C > 6B depending on distance and character b) Walk in between 3C > 2C for Arakune and Tao g) More damage than an air throw > Rozen combo but hard to do. i) If you add any hits before 5B, you can still do the combo, but you must end it early with wj7C~D > jB > djB > jC 6. w(jA/5A) > w[5B > IAD > jA > jB]xN Notes: Airdash wall carry loop that doesn't do much damage, but uses almost no wolf gauge. List of Starters: a) 4 reps off w5A (1539 Damage, 22 MG) b) 5 reps off wjA (1783 Damage, 26 MG) c) 5 reps off w5B (2097 Damage, 26 MG) Corner Combo Routes 7. Starter > j214B > 6D > w[j236A > 236A > 236B > j236B > j7C > jB > jB > land 5D] > 5B > 2C > jB > jB > jC Notes: If you're having trouble with this combo, there are a few things you can do to make it easier without sacrificing too much damage. The 4 wolf cannon input can also be done in the corner in this fashion: jump back j214B > 1D > w[236A > 236B > j236A > j236B]. This input might be easier for you, and it is possible to do w[j7C > jB > jB > land 5D] > 5B > 2C but it is slightly more difficult. If you're having trouble with the re-human relaunch, you can simply end the combo with [4/5C > jB > jB > 5b > etc.] A lot of players also tend to omit one of the cannons to make the combo easier. List of Starters: Midscreen-to-Corner a) 2C > 6B > 236C > 9D > w[jB > delay jA > land 5D] > 2C > 6C > 2C - (5560 Damage, 71 MG) b) 236C CH > 6D~D > 2C > 6C > 2C > 6B > 2C - (5138 Damage, 68 MG) Skip the w[jB > delay jA]* With Meter c) 3C > 236A RC > 2C > 6C > 2C > 6B > 2C - (5351 Damage, 51 MG) d) 236A RC > 2C > 6B > 236C > 9D >w[jB > delay jA > land 5D] > 2C > 6C - (5361 Damage, 56 MG) Corner Only e) 2A/2B > 2C > 6B > 3C > 2C > 6C - (3994 Damage, 64 MG) f) 2A/2B anti-roll/anti-air > 2C > 6C > 2C > 6B > 2C - (4156 Damage, 64 MG)* g) 5B CH > 6C > 2C > 6B > 2C - (4771 Damage, 64 MG) h) 2C > 6B > 3C > 2C > 6C > 2C - (6062 Damage, 66 MG) i) 2C CH/anti-roll/anti-air > 6C > 2C > 6B > 2C - (6128 Damage, 64 MG) j) 2C anti-air > jD > w[jB > j3C > jA > land 5D] > 2C > 6C > 2C > 6B > 2C (5280 Damage, 70 MG)* k) 3C > 2C > 6C > 2C > 6B > 2C - (5444 Damage, 67 MG) l) 5C CH > 6C > 2C > 6B > 2C - (4980 Damage, 65 MG) m) 6C > 2C > 6B > 2C - (5004 Damage, 60 MG) n) wj214A/B CH > 5D > 2C > 6C > 2C > 6B > 2C - (5015 Damage, 69 MG) o) Gold Burst > 2C > 6C > 2C > 6B > 2C - (4262 Damage, 64 MG) With Meter p) 2C > 236B RC > 2C > 6C > 2C > 6B > 2C - (7119 Damage, 54 MG)* q) 3C > 236B RC > 2C > 6C > 2C > 6B > 2C - (6174 Damage, 54 MG) r) 236A CH/RC anti-air > 5B > 2C > 6C > 2C > 6B > 2C - (5859 Damage, 72 MG)* s) 236A RC > 3C > 2C > 6C > 2C > 6B > 2C - (5862 Damage, 56 MG) t) 632146D(1) RC > 3C > 2C > 6C > 2C > 6B > 2C - (5552 Damage, 50 MG) u) j236236C RC > 2C > 6C > 2C > 6B > 2C (7776 Damage, 45 MG) Corner Sideswitch v) Gold Burst > Dash Under > 2C > 6C > 2C > 6B > 2C - (4262 Damage, 64 MG) Notes *: b) 2C > 6C must be inputted in such a way so that 2C crosses the opponent up, but 6C autocorrects itself. f) If you catch an opponent roll/quick teching with 2A or 2B, you can buffer a 2C and start the combo. j) Sometimes you will anti-air at a height that's too high, so convert with this combo p) Probably the best starter you can get. You can extend the combo at the end with 5B > 2C > sj.D > w[jB > j3C > jA > land 5D] > 5B > 2C > jB > jC (7264 Damage). r) You can omit 5B at the right height for a bit more damage. 8. I) Starter > 2C > 6C > 2C > 6B > 2C > j214B > 4D > w[j236A > 236A > 236B > j236B > j7C > jD] > jB > djB > jC (jC) OR II) Starter > 2C > 6C > 2C > 6B > 2C > j214B > 2D > w[236B > j236B > j7C > jB > jB > land 5D] > 5B > 2C > jB > jB > jC Notes: Combo I) requires specific proration that allows for 4 cannons but doesn't allow for a relaunch. You can do this combo by inputting 5D instead of 4D, but it can make the combo harder. The reason wj7C is used at the end of the combo (and other combos below) is because it uses the least wolf gauge, but you can use wj5C if you feel that's easier. Combo II) does less damage, but allows for a relaunch which might provide better oki depending on which ender you wish to go for, and you can also end the combo early with 5B into Sturm. List of Starters (Damage listed will be from combo I): Midscreen-to-Corner a) 5B > 3C > 236A > RC - (4485 Damage, 47 MG) Corner Only b) 2A/2B > 3C (3819 Damage off 2A, 58 MG) c) 6A CH - (4083 Damage, 57 MG) d) j.BC - (4553 Damage, 50 MG)* With Meter e) jC > RC > jC > 3C - (4652 Damage, 47 MG) f) jC > j236236C > RC - (5933 Damage, 36 MG) * d) Must be at a distance where the air throw doesn't cause the opponent to cross you up. 9. I) Starter > 2C > 6C > 2C > 6B > 2C > j214B > 1D > w[236B > j236A > j236B > j7C > jD] > jB > djB > jC (jC) OR using the same starters for more damage, you can do: II) Starter > 2C > 6B > 2C > 6C > j214B > 2D > w[j236A > 236A > 236B > j236B > j7C > jD] > jB > djB > jC (jC) OR III) Starter > 2C > 6B > 2C > 6C > j214B > 2D > w[236B > j236B > j7C > jB > jB > land 5D] > 5B > 2C > jB > jB > jC Notes: Combo I) is done with a high TK and it helps if you jump backwards. Combo II) does more damage than combo I) but it's harder to do and you only gain less than 5 extra points of damage and 1-2 extra points of heat gain. If you want a relaunch, combo III) would be your go to combo but it does less damage. Depending on the height of the opponent, you may not be able to confirm some starters into combos II) or III) because they are juggled to high for initial the 6B to hit. List of Starters (Damage listed will be from combo I): Midscreen-to-Corner a) 2A > 5B > 3C > 236A RC - (3604 Damage, 42 MG) b) 6A CH > dash > 2B - (3698 Damage, 53 MG) c) 5B > 5C > 236C > 9D > w[jB > delay jA > land 5D] - (4087 Damage, 51 MG, crouching only) d) w[jA > 5B > IAD > jB > j3C > jA > land 5D] - (3225 Damage, 55 MG) e) wj236D > airdash - (4141 Damage, 61 MG)* With Meter f) 4/5BC RC > 5D > 5C > 5D - (4121 Damage, 41 MG)* g) w236D RC > 66~D - (4151 Damage, 47 MG)* Corner Only h) 5A/5B anti-air > 2C > jD > w[jB > j3C > jA > land 5D] - (3339 Damage off 5A, 55 MG)* i) 236B > 236B > 6D~D (4203 Damage, 61 MG) j) w[236A > 5B > jB > j3C > jA] - (3850 Damage, 59 MG)* k) w(j)236D (4141 Damage, 61 MG) l) 4/5BC (4121 Damage, 55 MG) With Meter m) 5B > 5C > 236A > RC > 3C - (4451 Damage, 46 MG) Corner Sideswitch o) w[j236A > j7C > jA > j5C > jAA > land 5D] - (3696 Damage, 51 MG, omit the j236A in the second part of combo) * e) If you're near the corner and the opponent wall bounces early, you can just do a ground dash instead. f) Chase after the opponent with a wolf to link a 2C after a normal throw. g) Chase after the opponent after a command throw with a wolf rehuman airdash. h) If you juggle them high during an anti-air gatling, use this to continue your combo. j) Cannot go into combo b) due to loop proration. 10. Starter > 2C > 6C > 2C > 6B > 5B > 2C > j.B > j214B > j6D > w[j236B > j7C > jD] > jB > djB > jC (jC) List of Starters: Midscreen-to-Corner a) 2A/2B/5A > 5B > 5C > 236C > 9D > w[jB > delay jA > land 5D] - (3217 Damage, 56 MG, crouching only) b) w[5A > 5B > IAD > jB > j3C > jA > land 5D] - (2667 Damage, 49 MG) c) w[jA > 2C~5C > jA > 5B > IAD > jB > j3C > jA > land 5D] - (2718 Damage, 49 MG) d) w[jA > 5B > 236B > j236A > 2C~5C > airdash > jB > delay jA > land 5D] - (3482 Damage, 59 MG)* e) jBC > 236C - (3884 Damage, 56 MG) With Meter f) jC > RC > jC > 5C > 236C > 9D > w[jB > delay jA > land 5D] - (4076 Damage, 43 MG, crouching only) Corner Only g) jA > jB > djD > w[jA > jB > jA > land 5D] - (2880 Damage, 49 MG) h) 5B > 5C > 236C > 2D > w[236B > j236A > 2C~5C > airdash > jB > delay jA > land 5D] - (4337 Damage, 66 MG, crouching only)* i) 3C > 236B > 236B > 6D~D - (3753 Damage, 58 MG) j) 3C > 236B > 236B > 5B - (3743 Damage, 60 MG) Slightly easier than i). k) w[5A > 5B > jAA > j236A > 2C~D] - (3002 Damage, 52 MG) l) jBC > 2C > jump back > jD > w[jA > j236A > j3C~D] - (4166 Damage, 58 MG)* Corner Sideswitch m) 6A > CH > lowest 5C > neutral jump jD > [jA > 236A > j3C~D] (3607 Damage, 54 MG) n) 6A > CH > jD > w[jA > j236A > 7C > jAA] - (3278 Damage, 53 MG)* o) w[jA > 5B > 236B > 2C~5C > airdash > jB > delay > jA > land 5D] - (3260 Damage, 54 MG) p) w[5A > 5B > jAA > j236A > j3C~D] - (3002 Damage, 52 MG) q) jBC > jD > w[j236A > 7C > jA > 5C >jAA] - (3895 Damage, 56 MG) * d) You should actually be doing this combo in the corner as well for max damage off wjA e) Similar to d), it is maximum amount of damage you can get from a Rozen combo. l) This is the combo you should go for when you're air throwing the opponent against the corner and the opponent's hitbox crosses you up. The wj236A allows you to switch sides again. n) Might be easier to do than combo m). q) Input the cannon before landing. It helps if you buffer the cannon during the transformation i.e. j236D~A. You can also do w[9C > jA > delay jA] instead of w[7C > jA > 5C > jAA] which might be easier to do. 11. Starter > 2C > 6C > 2C > 6B > 5B > 2C > jB > djB > jC Notes: This is the combo you should confirm into if you've used a wolf cannon in your starter. List of Starters: Midscreen-to-Corner a) jA > jB > j214B > 6D > w[j236A > j236B > j(4)C > jB > jA > land 5D] - (3508 Damage, 51 MG) b) w[5B > jA > j236A > j236B > j(4)C > jB > jA > land 5D] - (3430 Damage, 46 MG) c) w[5B > jAAA > j236B > delay j236A > 5C > jB > jA > land 5D] - (3606 Damage, 45 MG) d) w[5B > 236B > j236B > j(4)C > jB > jB > j3C > jA > land 5D] - (3683 Damage, 47 MG) e) w[236A > jA > j236B > j(4)C > jB > jA > land 5D] - (3285 Damage, 43 MG) f) w[jAAA air-to-air > j236A > j236B > j(4)C > jB > jB > j3C > jA > land 5D] - (3314 Damage, 47 MG) g) Gold Burst > dash 2C > j214B > 6D > w[j236A > j236B > j(4)C > jB > jA > land 5D] - (3472 Damage, 51 MG) With Meter h) 3C > 236A RC > 2C > j214B > 6D > w[j236A > j236B > j(4)C > jB > jA > land 5D] - (4569 Damage, 43 MG) i) 3C > 236B RC > 5C > jD > w[jA > j236A > j236B > j(4)C > jB > jA > land 5D] - (4661 Damage, 39 MG) Corner Sideswitch j) jA > jB > j214B > 6D > w[j236B > j(4)C > jB > jA > land 5D] - (3270 Damage, 46 MG) k) 5B anti-air > 5C/2C > jD > w[jA > j236B > j(4)C > jB > jA > land 5D] - (3425 Damage off 5B > 2C, 43 MG) l) 5C > 236C > 9D > w[jA > j236B > j(4)C > jB > jA > land 5D] - (3573 Damage, 45 MG, crouching or counter hit) m) w[5B > jAAA > j236B > j(4)C > jB > jA > land 5D] - (3364 Damage, 42 MG) n) Gold Burst > 5C/dash 2C > jD > w[jA > j236B > j(4)C > jB > jA > land 5D] - (2761 Damage, 41 MG) With Meter o) 3C > 236A RC > 2C > jD > w[jA > j236B > j(4)C > jB > jA > land 5D] - (3905 Damage, 35 MG) 12. I) Starter > 2C > 6C > 5D > w[236A > 236B > j236A > j236B > j7C > jB > jB > land 5D] > 5B > 2C > jB > djB > jC OR for slightly more damage depending on the starter II) Starter > 2C > 6B > 2C > 6C > 5D > w[236A > 236B > j236A > j236B > j7C > jD] > jB > djB > jC (jC) Notes: If you're a bit too far from the corner when confirming into 2C 6C, confirm into the above combos. You can perform combo b) depending on the starter for more damage, but some characters fall out during 6B(2) if you're not close enough midscreen. List of Starters (Damage listed will be from combo I): Midscreen-to-Corner starters from combos 7 and 8. along with: a) jBC > j214B whiff > j3D~D (4160 Damage, 53 MG) b) j236D > airdash (3917 Damage, 59 MG) 13. Starter > 2C > 6C > 5D > w[236A > 236B > j236A > j236B > j7C > jD] > jB > djB > jC (jC) Notes: Same combo as 12. above but ended earlier due to weaker proration. List of Starters: Midscreen-to-Corner starters from combo 9. 14. TK Mondlicht > 6C and 6B(1) > Rozen Combos Notes: These will be a list of corner combos where you link a TK Mondlicht into 6C as well as a list of combos using 6B(1) link to Rozen (useful for when you've used Mondlicht earlier in the combo). At certain distances, these will provide your max damage confirms off certain corner moves. Midscreen-to-Corner a) jB > j214B > 9D > w[jB > delay jA > land 5D] > 2C > 6C > 2C > 6B(1) > 236C > 2D > w[236B > j236A > j236B > j7C > jD] > jB > djB > jC (jC) (3819 Damage, 52 MG) Corner Only b) 2A > 2B > 3C > 236B > 236B > 6D > j214D~B > 6C > 5B > 2C > jB > djB > jC (2214 Damage, 41 MG)* c) 2A > 5B > 3C > 236B > 236B > 6D > j214D~B > 6C > 6B > 5B > 2C > jB > djB > jC (2544 Damage, 47 MG)* d) 5B > 3C > 236B > 236B > 6D > j214D~B > 6C > 2C > 6B > 5B > 2C > jB > djB > jC (3196 Damage, 49 MG)* e) jB > j214B > 6C > 2C > 6B(1) > 236C > 2D > w[236B > j236A > j236B > j7C > jB > jB > land 5D ] > 5B > 2C > jB > djB > jC (4544 Damage, 56 MG) f) jBC against corner > airdash backwards > j214B > 6C > 2C > 6B(1) > 236C > 2D > w[236B > j236A > j236B > j7C > jD] > jB > djB > jC (jC) - (4057 Damage, 50 MG) With Meter g) 2B/5B > 3C > 236B RC > 5C > j214B > 6C > 2C > 6B(1) > 236C > 2D > w[236B > j236A > j236B > j7C > jD] > jB > djB > jC (jC) (4325 Damage off 2B, 40 MG) h) 3C > 236B > RC > 5C > j214B > 6C > 2C > 6B(1) > 236C > 2D > w[236B > j236A > j236B > j7C > jB > jB > land 5D ] > 5B > 2C > jB > djB > jC (5618 Damage, 48 MG) * b-d) j214D~B is a Mondlicht performed immediately after a wolf-to-human transform. c) 6B must be input immediately after 6C otherwise the opponent's hitbox will cross you up. Noel and Ragna (potentially more?) will cross up during the 6B regardless, so you might not want to do this combo on those characters if you don't want to send them out of the corner. Fatal Combos Midscreen-to-Corner 15. a) 6B FC > 5C > j214B > 6D > w[j236A > 236A > 236B > j236B > j(4)C > jB > jB > j3C > jA > land 5D] > 2C > 6C > 5B > 2C > jD > w[jB > j3C > jA > land 5D] > 5B > 2C > jB > djB > jC (5677 Damage, 69 MG) or b) 6B FC > 5C > j214B > 6D > w[j236A > 236A > 236B > j2C > j236B > j(4)C > jB > jA > land 5D] > 2C > 6C > 5B > 2C > jD > w[jB > j3C > jA > land 5D] > 5B > 2C > jB > djB > jC (5728 Damage, 68 MG) Notes for 15: Combo b) uses almost all your wolf gauge and is harder to do but it does more damage, and it is possible to execute this without a fatal. With 100% meter replace the ending 5B > 2C > jB > jB > jC with 2C > 632146D > j236236C. You can replace the beginning 5C with 2C for characters that you are capable of hitting crouching with tk Mondlicht. Corner Only 16. 6B FC > 3C > 2C > 6C > 2C > j214B > 6D > w[j236A > 236A > 236B > j236B > j7C > jB > jB > land 5D] > 5B > 2C > jD > w[jB > j3C > jA > land 5D] > 5B > 2C > jB > djB > jC (6050 Damage, 72 MG) 17. 6C FC > 2C > 6B > 2C > j214B > 6D > w[j236A > 236A > 236B > j236B > j7C > jB > jB > land 5D] > 5B > 2C > jD > w[jB > j3C > jA > land 5D] > 5B > 2C > jB > djB > jC(5173 Damage, 69 MG) 18. 6B FC > 2C > 236B RC > 2C > 6C > 2C > j214B > 6D > w[j236A > 236A > 236B > j236B > j7C > jB > jB > land 5D] > 5B > 2C > jD > w[jB > j3C > jA > land 5D] > 5B > 2C > jD > w[jB > j3C > jA > land 5D] > 2C > jB > jC (7095 Damage, 65 MG) Sources: Combos listed mostly xcopied from Hima, Shuu, Masashi, Hina, Himajin, Joker and Kubo, with some combos/ideas taken from these vids: http://www.youtube.com/watch?v=NknvrbnXXBg http://www.youtube.com/watch?v=gfhI49XCZ8E Format xcopied from Genowhirl. Special thanks to Zeero for his labwork and discovering a few of these confirms. Edited December 28, 2011 by Leo7
Sahgren Posted October 7, 2011 Posted October 7, 2011 Holy... that's long. Thanks a bunch, Leo, that's a lot of info. Looks like I'm going to have to update my full corner carry combo, the one I've been using is wasting wolf meter.
Azzal Posted October 8, 2011 Posted October 8, 2011 Mine too. :p Which one should we be using then? Nice work Leo!
Sahgren Posted October 8, 2011 Posted October 8, 2011 I was going to switch to this one: 5B > 5C > 236C > 9D > w[jB > delay jA > land 5D] > 2C > 5C > jD > w[jA(AA) > j236A > j236B > j(4)C > jB > jB > 5B > jAAA > djD] > jC (jC) - (3179 Damage, 42 MG, crouching only)* My old one used j.214B > 5D after the land 5D > 2C. It would use up almost the entire meter. This one doesn't use the extra wolf cancel, so it should be better in the regard.
Azzal Posted October 8, 2011 Posted October 8, 2011 Ok thanks. And yes, I used the TK Moondlicht after the land 2C too. But yeah, wasted too much meter.
OrionXElite Posted October 10, 2011 Posted October 10, 2011 Good work Leo, That is really gonna be helpful and I'll put it up on the first page here later tonight If you wanted to do a modified version that would apply to Extend, that would be a great addition to the front page of the Extend Combo thread I'm gonna make in the next week :3
Leo7 Posted October 10, 2011 Posted October 10, 2011 if his combo routes didn't change THAT much a modified version would be pretty simple to make, though it'd be based on videos. i'll wait and see.
Verard Posted October 23, 2011 Posted October 23, 2011 Hey sorry if this was mentioned before, I'm sure it was. But when you do a 4D cancel from a Valk special(on the left side), how do you make it so Valk cancels into human form? The wolf dash always comes out first and he lunges too far forward before reverting to human.
Sahgren Posted October 23, 2011 Posted October 23, 2011 Hey sorry if this was mentioned before, I'm sure it was. But when you do a 4D cancel from a Valk special(on the left side), how do you make it so Valk cancels into human form? The wolf dash always comes out first and he lunges too far forward before reverting to human. You do 4D > 5C~D. Do 4D, use 5C to keep yourself from flying into the opponent, then D to transform back.
GenoWhirl Posted October 31, 2011 Author Posted October 31, 2011 (edited) So you can do ( In the corner) 5C > Rozen > 2D > 236B > j.236A > j.236B > 7CD > j.C > Land 2A > 2C > 6C > 2C > 6B > 5B > 2C > j.B > dj.B > j.C (4.5 K damage, 57% MG) And hilarious shit like (w) j.A > 5B > 236B > j.236B > 7CD > j.C > Land 2A > 2C > 6B > 5B > 2C > j.B > dj.B > j.C (3.3K) Edited October 31, 2011 by GenoWhirl
OrionXElite Posted October 31, 2011 Posted October 31, 2011 I'm assuming that first combo is missing a 2C cause I don't think 2A>6C has ever worked:v:
Leo7 Posted November 2, 2011 Posted November 2, 2011 (edited) So you can do ( In the corner), etc. Yea, the new corner bnbs seem to be confirm into cannons into jC relaunch into 2C > 6C etc. (which as far as I know should do more damage than his other combos). I suspect the new max damage corner combos will be something like: 2C 6B 5C tk mondlicht 4 cannons jC 2A 2C 6C etc. Also, instead of doing 2C 6B 5B 2C in corner combos, replacing 5B with 236A seems to be standard now as long as you haven't used it earlier in the combo. Any use for 236Bx2 now outside of 236B RC for bonus proration though? Edited November 2, 2011 by Leo7
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