Tari Posted September 7, 2011 Posted September 7, 2011 Corner cross-up combo example: http://www.youtube.com/watch?v=zqZW27-Pq4U 5.4k damage or so. Max damage from this is 5.7k-ish, if you do the level 2 j.2C after 5CC>236A instead of another 236A. You can only do the max damage combos on characters who can be hit by the entirety of 3C>BBL, unless you burn extra wind to carry the character into the BBL. If you don't have enough wind to do the lvl 3 j.2C, you can instead simply jump over the opponent during BBL, and then pick them up with (5B jc) j.C into level 2 j.2c and then 5CC them back into the corner with pumpkin/frog oki. You can, if you're confident about it, even do the lvl 2 j.2C into frog combo before cornering them. That does something like 5k damage, but you can only do pumpkin oki off of that. Most of the low-wind cost 3C combos off cross-up are self explanatory (ie: they're the same as they would be midscreen). 3C>236B characters will always take more damage from this crossup than non-236b charas.
Kuuhaku Posted September 7, 2011 Posted September 7, 2011 (edited) Im actually able to do the combo in the video you posted more or less fine, and i do understand ( but im not 100% sure im doing it right in this case ) that i need to be making use of the buffer to dash after the iris and the lobelias.. But the combos im trying to do are the ones listed in the front page of this thread. corner windless: 6A 5B j.B j.C BBL land frog 5CC A cannon A cannon dash 5CC dash 3C Sword Iris dash 5CC frog corner 2 wind: B+C 3C BBL sj. 8D j.2CD (level 3 fatal) frog 5CC A cannon A cannon dash 5CC dash 3C sword iris 5CC frog Attempting to do it on ragna. You have to make sure you dash in far enough at the second 5CC or you'll be too far to do the rest of the ender. On that note, for the first combo, omitting the j.B actually makes the combo do way more damage. So I'll be sure to edit that. Also, the timing overall for the full 5CC ender is really strict. If you can't do it, then a good alternative is 5CC A cannon A cannon dash 5C 3C sword iris dash 5CC pumpkin. There's probably a better way to optimize that combo considering there's new stuff out... so I'll work on it when I have time. Edited September 7, 2011 by Bohemian Polka
Beening Posted September 7, 2011 Posted September 7, 2011 I honestly don't think Rachel will get changed much. I expected cat chair and 6B nerf and I'll be surprised (albeit happy) if the j.2C change stays. If it does stay though, her mid screen oki game will look very different. It'll represent CT oki a lot more (and no more problem with Noel mashing out during summon oki). That is reassuring I think I got the hang of Rachel pretty well but I would have had a really hard time learning the J.2C into George combo if it wasn't for everyone at Dustloop, I tried for a month and nearly gave up on my own. I am glad that people stopped she-dogging online about me using Rachel, she is still awsome but not OP.
Kuuhaku Posted September 8, 2011 Posted September 8, 2011 Okay pplz. This will get updated fer realz. :V I even bought a chainsaw to help with the construction.
gli Posted September 8, 2011 Posted September 8, 2011 (edited) Compiled a rough list of 3C related things. Getting full BBL (6 hits) is cool :D Here is the text file Verify etc. Edited September 8, 2011 by glirandly
kotokot Posted September 9, 2011 Posted September 9, 2011 nice fucking hard chair corner carry high damage 3 wind combo. p2 position to corner. 2C CH, 2D, dash 3C, 9D, 5B, j.C, 2D JC, j.2C lv2, 214A, 5B, 236Ax2, dash 5CC, something(still trying to finish combo, lol. I think something like dash 3C, 214C, 3C/5CC, 214A)
Tari Posted September 9, 2011 Posted September 9, 2011 (edited) nice fucking hard chair corner carry high damage 3 wind combo. p2 position to corner. 2C CH, 2D, dash 3C, 9D, 5B, j.C, 2D JC, j.2C lv2, 214A, 5B, 236Ax2, dash 5CC, something(still trying to finish combo, lol. I think something like dash 3C, 214C, 3C/5CC, 214A) 2C CH, 2D, dash 3C, 9D, 5B, j.C, 2D JC, j.2C lv2, 214A, 5B, 236Ax2, dash 5CC, dash 3C, 214C, 3C, 214A is legit. ~4250 damage Pretty interesting combo. edit: Holy crap, though, this is a pretty hard combo to do. I got lucky on my first try, but I haven't made it not bluebeat on any subsequent tries, or I'm dropping it at the frog into 5CC (catching them too high to connect with one or both parts of 5CC). edit 2: it's easier without the second 236A, mostly because it allows you to connect with the second hit of 5CC in some cases when the second 236A would make it impossible (due to them floating too high off the first hit of 5CC, as opposed to using George's hitstun to keep them locked in place). This comes at the cost of the frog meter cooling down at the exact end of the combo, as opposed to partway through the final 3C. If they're fully in the corner by the time George hits, though, I think 236Ax2 will work more often, because there's nowhere for the opponent to float away to. Using only one 236A loses about 100 damage. http://www.youtube.com/watch?v=nR-1L2dW7yE <-- single 236A version; you can see how I catch Bang too high on the frog to do a 5CC after George wears off. :/ You can cancel the last hit of 3C into 214A. I just didn't realize it was going to be that close, timing-wise. >< Edited September 10, 2011 by Tari
DSveno Posted September 10, 2011 Posted September 10, 2011 (edited) 2C CH, 2D, dash 3C, 9D, 5B, j.C, 2D JC, j.2C lv2, 214A, 5B, 236Ax2, dash 5CC, dash 3C, 214C, 3C, 214A I have a very hard time trying to connect the 5B part. The opponent could tech right at that time. Actually, I have never been success at doing the "j.2C lv2, 214A, 5B". Is there any specific timing on the J.2C lv 2 so they couldn't tech before my 5B connect? [edit] No, wait....I have never thought it was the case, but apparently, the reason comes from wireless controller problem. Now I could do this 8 out of 10 times, after connecting the controller to my PS3. Damn, I feel stupid. Edited September 10, 2011 by DSveno
Kuuhaku Posted September 10, 2011 Posted September 10, 2011 That combo is very hard to connect. However, one of the two j.2C tutorials has an explanation. It's very dependent on what height you hit them with j.2C (characters bounce differently depending on how low you hit them to the ground). The normal BnB is actually very lenient with this, but for the frog 5B combos you need to be pretty exact. And hmm... I do remember hearing at one point that wireless controllers have input lag, but I didn't know it was that big of a difference.
DSveno Posted September 10, 2011 Posted September 10, 2011 Thank. I forgot about the tutorial. I'm not sure about the wireless thingy, though. Maybe it's just my feeling or just coincidence, but my success ratio is higher with wired than wireless one.
kotokot Posted September 10, 2011 Posted September 10, 2011 (edited) Tari 5cc connection depends on 5b 236a height which depends on j.2c height which depends on 5b height) have you tried this combo on different chars? i have some problems with 3 hits of 3c on some chars(at least tager, sometimes rawwrgna) Edited September 10, 2011 by kotokot
Tari Posted September 10, 2011 Posted September 10, 2011 Tari 5cc connection depends on 5b 236a height which depends on j.2c height which depends on 5b height) have you tried this combo on different chars? i have some problems with 3 hits of 3c on some chars(at least tager, sometimes rawwrgna) Yeah, I know it depends on that. I'm just not good at it. I haven't tested it on other characters. xD
Beening Posted September 12, 2011 Posted September 12, 2011 Hey I have (hopefully) a quick question about the "umbrella" combo, the 6A->5B->J.C->j.C->J.C->j.C->236A. Is there some trick to linking the j.Cs? I keep trying and I can only do about 3, the damage is better than the challenge mode version but I haven't analyzed it for meter gain, I think you have to hold C after the first J.C input but I am not sure and would really like some input please.
Tari Posted September 12, 2011 Posted September 12, 2011 (edited) It's a bit height dependent. If you landed a 6A counterhit, go for 4 j.Cs for maximum damage. If you got a non-CH 6A and gatling immediately into 5B, you're better off going for j.[C] j.C djc j.B j.C j.236A. The damage difference is minimal (~150 dmg and 1 meter difference), and you're guaranteed to land that combo, as opposed to the flaky nature of the 4 j.C variation. @Polka: Midscreen windless combos: http://www.youtube.com/watch?v=-zGNkP2SSI0 Did mostly the high damage variations of the listed combos. Random piano music because no one could tell me what song to use for a 40-second long clip. edit: whoops, dunno why I wrote 'sjc' on the 2C combo, but whatever. I'm sure people get it. :V Edited September 12, 2011 by Tari
Jason D. Posted September 13, 2011 Posted September 13, 2011 Hey I have (hopefully) a quick question about the "umbrella" combo, the 6A->5B->J.C->j.C->J.C->j.C->236A. Is there some trick to linking the j.Cs? I keep trying and I can only do about 3, the damage is better than the challenge mode version but I haven't analyzed it for meter gain, I think you have to hold C after the first J.C input but I am not sure and would really like some input please. Well I'm not quite sure what problem you're having, but you definitely have to hold the jump C. That's the entire point of how the combo works. Hit jump C, hold the button, go into the umbrella float, and then IMMEDIATELY press C again to exit the umbrella float with another jump C. If you do this twice, you get four jump Cs. In long terms, the combo is 6A, 5B, jump cancel, jump C [hold], jump C, double jump cancel, jump C [hold], jump C, 236A. That's really all there is to it. You just need to get used to the timing on how long you need to hold the jump C, but it's pretty simple with practice. Also, super jumping off the ground may help you get started. Being higher than your opponent during the first C makes it easier for them not to fall out by the end.
Beening Posted September 13, 2011 Posted September 13, 2011 Well I'm not quite sure what problem you're having, but you definitely have to hold the jump C. That's the entire point of how the combo works. Hit jump C, hold the button, go into the umbrella float, and then IMMEDIATELY press C again to exit the umbrella float with another jump C. If you do this twice, you get four jump Cs. In long terms, the combo is 6A, 5B, jump cancel, jump C [hold], jump C, double jump cancel, jump C [hold], jump C, 236A. That's really all there is to it. You just need to get used to the timing on how long you need to hold the jump C, but it's pretty simple with practice. Also, super jumping off the ground may help you get started. Being higher than your opponent during the first C makes it easier for them not to fall out by the end. Okay, I get it now, I have seen it a lot but couldn't find an explanation for what exactly happened, I saw a slight umbrella float but was unsure about how long to hold, I will keep practicing since it does more damage than the longer combo from challenge mode. thank you both
Beening Posted September 14, 2011 Posted September 14, 2011 There is a little midscreen combo I like but there seems to be a bit of a trick for using it on people other than Jin and Kakumen (funny huh). The combo is 5B->5CD->3C(the number of hits varies per character)->632146B->214A, and on the last hit George hits. For Jin the combo works as is, I also like to pull a 214B while George does the rest on his own which is fun to watch (I even put it in my Rachel combo video), Kaku requires the 2nd hit of 3C while someone like Hazama requires I add a 7D while 3C is hitting then a dash 5B after I summon George and, as with other characters I need to cancel that dashed 5B into into a 236A to "hold" them for George, this is the same technique I used on the 6A->5B->JC->j.C->immediate 2D->9->*pause*2C level 2->214A -> then the 5B->236 A leading to George hitting. I am not sure how useful this is but against most characters it is a decent midscreen DD combo that does okay damage and does not require a CH or a crazy starter, I even got this to work on Carl. I am sorry if this combo was already discussed at some point but I found this out while messing with combos and thought it could help the forum. My YouTube account is on my signiture and the direct link to the video is herehttp://www.youtube.com/watch?v=ArXXZf2M_wc&feature=channel_video_title
Beening Posted September 14, 2011 Posted September 14, 2011 Well I'm not quite sure what problem you're having, but you definitely have to hold the jump C. That's the entire point of how the combo works. Hit jump C, hold the button, go into the umbrella float, and then IMMEDIATELY press C again to exit the umbrella float with another jump C. If you do this twice, you get four jump Cs. In long terms, the combo is 6A, 5B, jump cancel, jump C [hold], jump C, double jump cancel, jump C [hold], jump C, 236A. That's really all there is to it. You just need to get used to the timing on how long you need to hold the jump C, but it's pretty simple with practice. Also, super jumping off the ground may help you get started. Being higher than your opponent during the first C makes it easier for them not to fall out by the end. I got it now, the trick was to hold it longer than I thought was necessary, you can do all for without a CH too, this is awsome! Now if I could only do it online... Anyway, thank you very much for your help.
tofurr Posted September 14, 2011 Posted September 14, 2011 @Beening: If you have the wind for it, you can do a Fatal Counter j.2c for that midscreen combo. For example: 5b>5cd>3c>BBL>214a>dash (when you see frog is about to activate)>SJC8d>lv3 j.2c2d>5b>j.b>j.c>JC>j.b>j.c>j.236a = about 5.2k/3 winds/50 meter
Kuuhaku Posted September 14, 2011 Posted September 14, 2011 Lol. I think you mean level 3 j.2C. I mean... theoretically with the right setup you could do level 2 fatal, but I'm not sure why you'd go out of your way to do that. Anyway, Tari good job. o3ob I'll add that to the first page.
tofurr Posted September 14, 2011 Posted September 14, 2011 Isn't level 3 the only one that can Fatal? Training mode is lying to me otherwise.
Tari Posted September 14, 2011 Posted September 14, 2011 Yup, level 3 is the only one that fatals. Polka might be referring to how you can get a level 3 fatal at a lower height by using 2D, but that's about the only thing I can think of. I suck at the doing that BBL SJ 8D frog combo. I can only ever get it to work if I BBL the opponent very close to the ground (1-2 hits on 3C) and then drop George during BBL so he starts to activate before it ends. ./cough Oh well. I don't really use that combo anyway. \o/
Kuuhaku Posted September 14, 2011 Posted September 14, 2011 (edited) Isn't level 3 the only one that can Fatal? Training mode is lying to me otherwise. In really weird circumstances, you can get level 2 to fatal. This was found out early in CS2. There's no practicality for it since in the instance where you can do it you can also do level 3. But it 's just there. The glitch is you super jump 8D, throw a cannon, and then hit j.2CD before Rachel finishes recovering from the cannon. If you did it right, you'll get "FATAL" but you'll have the damage + bounce of a level 2 j.2C, not a level 3. If you did it too late, you'll get level 3. Edited September 14, 2011 by Bohemian Polka
Tari Posted September 14, 2011 Posted September 14, 2011 In really weird circumstances, you can get level 2 to fatal. This was found out early in CS2. There's no practicality for it. But it 's just there. Is it really a level 2, though? I always thought it was just something weird that made j.2c level 3 at weird heights. Never really looked into it, though, so my info's probably wrong. xD
Kuuhaku Posted September 14, 2011 Posted September 14, 2011 Is it really a level 2, though? I always thought it was just something weird that made j.2c level 3 at weird heights. Never really looked into it, though, so my info's probably wrong. xD It's in one of the early videos for j.2C combos. It's just kinda there for lulz. But it is definitely a level 2 because the damage is 1200, not 2000.
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