kotokot Posted October 1, 2011 Posted October 1, 2011 (edited) 1 wind: 5B 6CD j.C 66 5B 5CC 236B 66 5B (5C 3C 214A)/5CC etc 5B 6B 3D(j.A) j.B j.C 5B (5C 3C 214A)/5CC etc 5B 3C 9D 3C BBL etc - char specific(all except blob, l11, hazama, platinum and tao, haven't tested chars with full bbl on 5B 5D 3C) but your plan must be something like go into corner and rape. Edited October 1, 2011 by kotokot
Sakaku Posted October 1, 2011 Posted October 1, 2011 5B 5CD 3C 236B 5A 5B j.B j.C jc j.B j.C 214A ~3k damage. Doesn't work on Noel, Ragna, Lambda, Makoto, Litchi. Requires a mini dash against Hakumen, Platinum and Valkenhayn (not sure about Valk though). 5B 6CD (8D) j.C dash 5B 5CC 236B 5CC dash 3C 214 3C frog ~3k damage and corner carry. As kotokot mentioned, we want them in the corner where we can start our rape. The above corner carry combo is the best way to get them there.
TD Posted October 19, 2011 Posted October 19, 2011 some comboz 6b (ch) 5d 9jump j.236b land 669 j.c 2d dj.2c(lv2) land 2a(w) 5c(w) 214a dash 3c (1) 236a* [214b dash/dash 4b/dash (5b) 6b]5cc dash 3c(1) 214c 3c(1) 2 winds 6b (ch) 5d 9jump j.236b land 669 j.c 2d dj.2c(lv2) land dash 5c(1) bbl sj.8d j.2c(lv3) land 214a walk back a bit 5cc delay 236a* sj delay dj.2c(lv2) land 2a(w) dash 5cc dash 3c(1) 214c dash 3c 3 winds (l had the damage/heat but forgot them :v l think bbl version does 5ish k. will add values later.) been trying out tech roll punishes, this is what l got 5b 5cd 3c(3) 214a... ...(foe forward rolls) 3c(3) 9d 3c(3)* wait till george finishes 5b j.c 2d dj.2c(lv2) land 236b j.c dj.c j.214c land bbl 214a 236a dash 3c(1) 214c* 236a dash 3c(1) 214c 3c(1) also 5kish. lol. its sad how inconsistent it can be for me if theres anything more reliable better, please share :3 (* = frog hits. its better than typing... well, (frog hits). im lazy ^^ )
Kronikhall Posted October 20, 2011 Posted October 20, 2011 http://www.youtube.com/watch?v=fpatMTvOCfM&feature=channel_video_title at around 5:45 does anybody know the notation of the combo? I can't seem to figure it out
Tari Posted October 20, 2011 Posted October 20, 2011 Isn't that the 6A corner carry combo? 6A (CH optional) 5B sjc j.D j.[C] j.C2D djc j.2C(lvl2) (land) 2D 5C(whiff)C 214A dash 3C(1-2 hits) 236A dash 4B 5CC 3C(1 hit) 214C 3C(1 hit) 214A Note that you do not do the 2A whiff after j.2C. This combo forces the opponent to fall into a 5C(whiff)C immediately off of the level 2 j.2C.
Kronikhall Posted October 20, 2011 Posted October 20, 2011 oh, thank you very much! I can't seem to do it though. I guess my timing is just way off. i can't connect the lvl j.2C and they seem too high when I hit the second j.C
Tari Posted October 20, 2011 Posted October 20, 2011 Are you superjumping for the j.[C]? If you aren't, that's about the only reason I can think of that the opponent would be too high.
iKotomi Posted October 29, 2011 Posted October 29, 2011 Mid screen: 5B>5CD>3C>7D>BBL>frog> dash 3C (frog hits) > (wait for wind regen) j.C > level 2 bounce combo etc. 2 wind, 5.1k
Tari Posted October 29, 2011 Posted October 29, 2011 Mid screen: 5B>5CD>3C>7D>BBL>frog> dash 3C (frog hits) > (wait for wind regen) j.C > level 2 bounce combo etc. 2 wind, 5.1k It's not really necessary, but you can do something like "3C (frog hits) > 4B > 5B > sjc j.C > level 2 bounce combo". You get 5489 damage off of it. "5B > 5CD > 3C > 7D BBL > dash 3C (frog hits) 236C > j.C > level 2 bounce combo" will also do around 5450 damage, and is somewhat more lenient, timing-wise.
MARIN Posted November 9, 2011 Posted November 9, 2011 Found a cool mid-screen from CH 6B: CH 6B > 3D > 9 > jc > 1/2/3C+D (lvl 2) > BBL > anything that you'd do after a BBL hit 2 winds, might need to use 1C+D for close range/small characters and 3C+D for long range/large characters (or characters that slide further). Also good wall carry.
Tari Posted November 18, 2011 Posted November 18, 2011 (edited) So, sorta lulzy combo here: 5B > 6BD > 6C > j.C > 5B > 6B > (opponent is fully cornered) 5CDC > 214A > 5B > j.B > jc8D > j.2DC (lvl 3) > 236A > dash 5CC > dash 3C (1 hit) > 214C > j.2C > 2A (whiff) ~3800 dmg, 52 meter gain (4 wind combo, 1.2 wind regen) http://www.youtube.com/watch?v=oBDbTJuNDfk Combo can be started from slightly short of midscreen, and you can replace the 5B > 6BD starter with something like 5A > 5B and still get 50 meter from the combo. That said, it costs 4 wind and only regens ~1.2 wind. It does get you a huge meter advantage on the opponent and somewhat reasonable oki, though. If you do something like j.2C > 2A (whiff) > throw, and you land the throw, you can easily do 'throw > 5B > j.C > 2D > jc j.2C (lvl 2) > BBL > SJ8D > j.2C (lvl 3) > blah blah ender' for all your wind back, another 40-ish meter, 4k+ damage, and more corner oki. So, basically, if you actually get this combo off and you re-combo the opponent into BBL, you potentially do about 8k damage and end with 40 meter. Really sorta gimmicky, but eh. I enjoy my ridiculous combos. edit: also, this combo will probably be easier in CSEX, because of 6C doing more damage and therefore generating more meter. The 6Bs probably won't be necessary at all, which will make the corner requirement a lot less exact. alternative: 5B > 6BD > 6C > j.C > 5B > 6B > (opponent is fully cornered) 5CDC > 214A > 5B > j.B > jc8D > j.2DC (lvl 3) > 236A > dash 5CC > dash 3C (1 hit) > 214C > BBL > 214A > 3C (1-2 hits) > 236A > 3C (2-3 hits) ~4500 dmg, 58 meter gain (4 wind 50 meter combo, full wind regen, net gain of 8 meter) It's possible to do another level 3 j.2C after BBL, but the combo is prorated down to almost 0 damage already, so you gain nothing by doing so. The combo is much easier to do when you're close to the corner already. Insert a dash between j.C > 5B, and that's about as easy as it gets. It's also unbelievably easy on Tager... of course. edit again: figured out how to make this combo much easier to confirm. '...214A 5B j.B (delay) jc8D' <-- that's all you have to do. Wait to jump after the j.B until you'll be at the right horizontal distance to actually land the level 3 j.2C and still get the A lobelia to land close enough to the edge of the screen to combo. Edited November 21, 2011 by Tari
Beening Posted December 7, 2011 Posted December 7, 2011 How about the combos on this Noble Roar vid? I think these might prove helpful (if it hasn't been brought up elsewhere). http://www.youtube.com/watch?v=V355YeI5wD8
Beening Posted December 7, 2011 Posted December 7, 2011 Does anyone know what changes (if any) there will be to Rachel's combos in Extended? I don't have access to that game yet but I was just curious if any info has presented itself since it should be coming out early next year with the PS Vita.
tofurr Posted December 7, 2011 Posted December 7, 2011 They're practically the same, just slightly shorter.
Tari Posted December 7, 2011 Posted December 7, 2011 They're practically the same, just slightly shorter. Basically this. Some combos are shorter not because they drop, but because you end up sacrificing some oki for 0 damage gain if you continue, due to the 10% lower character combo rate. 6B CH combos have changed, due to changes to 6B CH, but in general they're better, because you no longer have to sacrifice wind stock to combo from it and the hitconfirm is infinitely easier.
Kuuhaku Posted December 7, 2011 Posted December 7, 2011 Also combos where you do 6B jc instead of 5B jc to optimize damage are gone.
[SpA]Relentless Posted December 7, 2011 Posted December 7, 2011 Don't think that's much of a drawback really, that was only a few points of damage anyway. Sometimes 6B jc was nice because of the range though, I'll miss the random pickups.
Tari Posted December 7, 2011 Posted December 7, 2011 (edited) Relentless;1209351']Don't think that's much of a drawback really' date=' that was only a few points of damage anyway. Sometimes 6B jc was nice because of the range though, I'll miss the random pickups.[/quote'] Yeah, I enjoyed accidentally getting combos with 6B. I'll actually have to be more careful about my dash 5B not turning into dash 6B in CSX. xD edit: Entirely unrelated, but Sakaku's 5C fatal combo reminded me of some other silly stuff you can do off 5C fatal: http://www.youtube.com/watch?v=GCSTjvxH2H4 You can even do something like 5C > 3C8D > 5B > jc > j.B > j.C3D > j.2C > (land) 5B > sjc > (j.B) > j.C3D > j.2C > (land) BBL > etc. Probably a full-screen carry. You'd have to have some ridiculously good timing with those j.2Cs, though. Edited December 8, 2011 by Tari
kotokot Posted December 8, 2011 Posted December 8, 2011 you can try 5C FC>5D>3C>236C>5B>j.[C] 6D>j.C>3D j.2C lv2>2D 5CC/2A crossdown 5CC 2D/2D 3C 236B>etc and may be 5C FC>3C9D(crossdown)>236B>665B>etc there is to much combo options after FC, lol
Tari Posted December 8, 2011 Posted December 8, 2011 Yeah, there are a lot of options after 5C FC. The only things that really change about combo paths are 3C > Lobelia > 5B and diagonally winded level 2 j.2C loops. Everything else stays about the same. Well, except on Bang. On Bang, you can actually do 5B > j.3DB > j.C > 5B and not have it drop.
FlameIce Posted December 12, 2011 Posted December 12, 2011 (edited) I have a question. I'm currently having trouble landing 5B 5CD 3C B cannon 5A on Ragna specificly. If i do 5B 5CD 3C B Cannon I can't seem to hit with B Cannon. Ragna falls to the ground too quickly. I can get B cannon to hit by doing 5B 5C 3C 9D B Cannon however I'm out of range for 5A. I don't have trouble with any of the other bodies that I have practiced on. Not sure what I'm doing wrong here. Edit: Actually I found the Info. Tidbits as to why the 1 wind midscreen bnb fails on certain characters: 236B whiffs: Ragna, Makoto, Litchi, Lambda Possible 1F dash required: Platinum, Valkenhayn, Hakumen WTF why doesn't it work on: Noel (the 3C fails to connect all 3 hits) I assume I should go for corner push combos for Ragna, Makoto Litchi, and Lambda? Edited December 12, 2011 by FlameIce
Sakaku Posted December 12, 2011 Posted December 12, 2011 (edited) You should always go for the corner carry combo unless you are out of wind or if the combo will finish the opponent. If you have 50 heat, you can go for a midscreen combo into BBL to regenerate enough wind with pumpkin oki. Your goal should always be the corner though. Neither enough wind nor meter avaiable? End the combo with a 3C into Frog/Pumpkin oki. Going into an air combo where the opponent can tech midair isn't worth the damage. Oki to maintain pressure is more useful than a bit more damage. Edited December 12, 2011 by Sakaku
FlameIce Posted December 13, 2011 Posted December 13, 2011 Thanks Sakaku. After playing the character a bit more I feel this is very sound advice.
Sakaku Posted December 18, 2011 Posted December 18, 2011 Don't know where to post it, so I just leave it here. SEX challenges They even included the j.236A FC j.2C trick lol.
tofurr Posted December 18, 2011 Posted December 18, 2011 I was thinking those were hella weak, but then I saw they were going over 10.
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